mirror of https://github.com/OpenRCT2/OpenRCT2.git
320 lines
12 KiB
C++
320 lines
12 KiB
C++
#pragma region Copyright (c) 2014-2016 OpenRCT2 Developers
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/*****************************************************************************
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* OpenRCT2, an open source clone of Roller Coaster Tycoon 2.
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*
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* OpenRCT2 is the work of many authors, a full list can be found in contributors.md
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* For more information, visit https://github.com/OpenRCT2/OpenRCT2
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*
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* OpenRCT2 is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* A full copy of the GNU General Public License can be found in licence.txt
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*****************************************************************************/
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#pragma endregion
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#ifndef _NETWORK_H_
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#define _NETWORK_H_
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enum {
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NETWORK_MODE_NONE,
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NETWORK_MODE_CLIENT,
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NETWORK_MODE_SERVER
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};
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enum {
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NETWORK_PLAYER_FLAG_ISSERVER = 1 << 0,
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};
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enum {
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NETWORK_STATUS_NONE,
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NETWORK_STATUS_READY,
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NETWORK_STATUS_CONNECTING,
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NETWORK_STATUS_CONNECTED
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};
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#define NETWORK_DEFAULT_PORT 11753
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#ifdef __cplusplus
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extern "C" {
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#endif // __cplusplus
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#include "../common.h"
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#include "../game.h"
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#include "../platform/platform.h"
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#include "../localisation/string_ids.h"
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#include <openssl/evp.h>
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#ifdef __cplusplus
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}
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#endif // __cplusplus
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#include "NetworkTypes.h"
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#ifndef DISABLE_NETWORK
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// This define specifies which version of network stream current build uses.
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// It is used for making sure only compatible builds get connected, even within
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// single OpenRCT2 version.
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#define NETWORK_STREAM_VERSION "12"
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#define NETWORK_STREAM_ID OPENRCT2_VERSION "-" NETWORK_STREAM_VERSION
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#ifdef __cplusplus
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#include <array>
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#include <list>
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#include <set>
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#include <memory>
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#include <string>
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#include <vector>
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#include <map>
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#include <SDL.h>
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#include "../core/Json.hpp"
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#include "../core/Nullable.hpp"
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#include "NetworkConnection.h"
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#include "NetworkGroup.h"
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#include "NetworkKey.h"
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#include "NetworkPacket.h"
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#include "NetworkPlayer.h"
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#include "NetworkUser.h"
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#include "TcpSocket.h"
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enum {
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NETWORK_TICK_FLAG_CHECKSUMS = 1 << 0,
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};
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class Network
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{
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public:
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Network();
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~Network();
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bool Init();
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void Close();
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bool BeginClient(const char* host, unsigned short port);
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bool BeginServer(unsigned short port, const char* address = NULL);
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int GetMode();
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int GetStatus();
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int GetAuthStatus();
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uint32 GetServerTick();
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uint8 GetPlayerID();
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void Update();
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std::vector<std::unique_ptr<NetworkPlayer>>::iterator GetPlayerIteratorByID(uint8 id);
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NetworkPlayer* GetPlayerByID(uint8 id);
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std::vector<std::unique_ptr<NetworkGroup>>::iterator GetGroupIteratorByID(uint8 id);
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NetworkGroup* GetGroupByID(uint8 id);
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static const char* FormatChat(NetworkPlayer* fromplayer, const char* text);
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void SendPacketToClients(NetworkPacket& packet, bool front = false);
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bool CheckSRAND(uint32 tick, uint32 srand0);
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void KickPlayer(int playerId);
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void SetPassword(const char* password);
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void ShutdownClient();
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void AdvertiseRegister();
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void AdvertiseHeartbeat();
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NetworkGroup* AddGroup();
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void RemoveGroup(uint8 id);
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uint8 GetDefaultGroup();
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uint8 GetGroupIDByHash(const std::string &keyhash);
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void SetDefaultGroup(uint8 id);
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void SaveGroups();
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void LoadGroups();
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void BeginChatLog();
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void AppendChatLog(const utf8 *text);
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void CloseChatLog();
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void Client_Send_TOKEN();
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void Client_Send_AUTH(const char* name, const char* password, const char *pubkey, const char *sig, size_t sigsize);
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void Client_Send_AUTH(const char* name, const char* password, const char *pubkey);
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void Server_Send_AUTH(NetworkConnection& connection);
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void Server_Send_TOKEN(NetworkConnection& connection);
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void Server_Send_MAP(NetworkConnection* connection = nullptr);
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void Client_Send_CHAT(const char* text);
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void Server_Send_CHAT(const char* text);
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void Client_Send_GAMECMD(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 callback);
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void Server_Send_GAMECMD(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 playerid, uint8 callback);
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void Server_Send_TICK();
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void Server_Send_PLAYERLIST();
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void Client_Send_PING();
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void Server_Send_PING();
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void Server_Send_PINGLIST();
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void Server_Send_SETDISCONNECTMSG(NetworkConnection& connection, const char* msg);
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void Server_Send_GAMEINFO(NetworkConnection& connection);
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void Server_Send_SHOWERROR(NetworkConnection& connection, rct_string_id title, rct_string_id message);
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void Server_Send_GROUPLIST(NetworkConnection& connection);
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void Server_Send_EVENT_PLAYER_JOINED(const char *playerName);
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void Server_Send_EVENT_PLAYER_DISCONNECTED(const char *playerName, const char *reason);
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void Client_Send_GAMEINFO();
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std::vector<std::unique_ptr<NetworkPlayer>> player_list;
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std::vector<std::unique_ptr<NetworkGroup>> group_list;
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NetworkKey key;
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std::vector<uint8> challenge;
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NetworkUserManager _userManager;
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std::string ServerName;
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std::string ServerDescription;
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std::string ServerProviderName;
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std::string ServerProviderEmail;
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std::string ServerProviderWebsite;
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private:
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bool ProcessConnection(NetworkConnection& connection);
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void ProcessPacket(NetworkConnection& connection, NetworkPacket& packet);
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void ProcessGameCommandQueue();
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void AddClient(ITcpSocket * socket);
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void RemoveClient(std::unique_ptr<NetworkConnection>& connection);
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NetworkPlayer* AddPlayer(const utf8 *name, const std::string &keyhash);
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std::string MakePlayerNameUnique(const std::string &name);
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void PrintError();
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const char* GetMasterServerUrl();
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std::string GenerateAdvertiseKey();
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void SetupDefaultGroups();
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struct GameCommand
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{
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GameCommand(uint32 t, uint32* args, uint8 p, uint8 cb) {
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tick = t; eax = args[0]; ebx = args[1]; ecx = args[2]; edx = args[3];
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esi = args[4]; edi = args[5]; ebp = args[6]; playerid = p; callback = cb;
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}
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uint32 tick;
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uint32 eax, ebx, ecx, edx, esi, edi, ebp;
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uint8 playerid;
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uint8 callback;
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bool operator<(const GameCommand& comp) const {
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return tick < comp.tick;
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}
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};
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int mode = NETWORK_MODE_NONE;
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int status = NETWORK_STATUS_NONE;
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bool wsa_initialized = false;
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ITcpSocket * listening_socket = nullptr;
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unsigned short listening_port = 0;
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NetworkConnection server_connection;
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SOCKET_STATUS _lastConnectStatus;
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uint32 last_tick_sent_time = 0;
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uint32 last_ping_sent_time = 0;
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uint32 server_tick = 0;
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uint32 server_srand0 = 0;
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uint32 server_srand0_tick = 0;
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char server_sprite_hash[EVP_MAX_MD_SIZE + 1];
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uint8 player_id = 0;
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std::list<std::unique_ptr<NetworkConnection>> client_connection_list;
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std::multiset<GameCommand> game_command_queue;
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std::vector<uint8> chunk_buffer;
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std::string password;
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bool _desynchronised = false;
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uint32 server_connect_time = 0;
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uint32 last_advertise_time = 0;
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std::string advertise_token;
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std::string advertise_key;
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int advertise_status = 0;
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uint32 last_heartbeat_time = 0;
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uint8 default_group = 0;
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SDL_RWops *_chatLogStream;
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std::string _chatLogPath;
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void UpdateServer();
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void UpdateClient();
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private:
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std::vector<void (Network::*)(NetworkConnection& connection, NetworkPacket& packet)> client_command_handlers;
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std::vector<void (Network::*)(NetworkConnection& connection, NetworkPacket& packet)> server_command_handlers;
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void Client_Handle_AUTH(NetworkConnection& connection, NetworkPacket& packet);
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void Server_Handle_AUTH(NetworkConnection& connection, NetworkPacket& packet);
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void Server_Client_Joined(const char* name, const std::string &keyhash, NetworkConnection& connection);
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void Client_Handle_MAP(NetworkConnection& connection, NetworkPacket& packet);
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void Client_Handle_CHAT(NetworkConnection& connection, NetworkPacket& packet);
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void Server_Handle_CHAT(NetworkConnection& connection, NetworkPacket& packet);
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void Client_Handle_GAMECMD(NetworkConnection& connection, NetworkPacket& packet);
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void Server_Handle_GAMECMD(NetworkConnection& connection, NetworkPacket& packet);
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void Client_Handle_TICK(NetworkConnection& connection, NetworkPacket& packet);
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void Client_Handle_PLAYERLIST(NetworkConnection& connection, NetworkPacket& packet);
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void Client_Handle_PING(NetworkConnection& connection, NetworkPacket& packet);
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void Server_Handle_PING(NetworkConnection& connection, NetworkPacket& packet);
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void Client_Handle_PINGLIST(NetworkConnection& connection, NetworkPacket& packet);
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void Client_Handle_SETDISCONNECTMSG(NetworkConnection& connection, NetworkPacket& packet);
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void Client_Handle_GAMEINFO(NetworkConnection& connection, NetworkPacket& packet);
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void Server_Handle_GAMEINFO(NetworkConnection& connection, NetworkPacket& packet);
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void Client_Handle_SHOWERROR(NetworkConnection& connection, NetworkPacket& packet);
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void Client_Handle_GROUPLIST(NetworkConnection& connection, NetworkPacket& packet);
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void Client_Handle_EVENT(NetworkConnection& connection, NetworkPacket& packet);
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void Client_Handle_TOKEN(NetworkConnection& connection, NetworkPacket& packet);
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void Server_Handle_TOKEN(NetworkConnection& connection, NetworkPacket& packet);
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};
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namespace Convert
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{
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uint16 HostToNetwork(uint16 value);
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uint16 NetworkToHost(uint16 value);
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}
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#endif // __cplusplus
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#else /* DISABLE_NETWORK */
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#define NETWORK_STREAM_ID "Multiplayer disabled"
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#endif /* DISABLE_NETWORK */
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#ifdef __cplusplus
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extern "C" {
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#endif // __cplusplus
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int network_init();
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void network_close();
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void network_shutdown_client();
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int network_begin_client(const char *host, int port);
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int network_begin_server(int port);
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int network_get_mode();
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int network_get_status();
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void network_update();
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int network_get_authstatus();
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uint32 network_get_server_tick();
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uint8 network_get_current_player_id();
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int network_get_num_players();
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const char* network_get_player_name(unsigned int index);
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uint32 network_get_player_flags(unsigned int index);
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int network_get_player_ping(unsigned int index);
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int network_get_player_id(unsigned int index);
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money32 network_get_player_money_spent(unsigned int index);
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void network_add_player_money_spent(unsigned int index, money32 cost);
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int network_get_player_last_action(unsigned int index, int time);
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void network_set_player_last_action(unsigned int index, int command);
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rct_xyz16 network_get_player_last_action_coord(unsigned int index);
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void network_set_player_last_action_coord(unsigned int index, rct_xyz16 coord);
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unsigned int network_get_player_commands_ran(unsigned int index);
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int network_get_player_index(uint8 id);
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uint8 network_get_player_group(unsigned int index);
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void network_set_player_group(unsigned int index, unsigned int groupindex);
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int network_get_group_index(uint8 id);
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int network_get_current_player_group_index();
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uint8 network_get_group_id(unsigned int index);
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int network_get_num_groups();
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const char* network_get_group_name(unsigned int index);
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void game_command_set_player_group(int* eax, int* ebx, int* ecx, int* edx, int* esi, int* edi, int* ebp);
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void game_command_modify_groups(int *eax, int *ebx, int *ecx, int *edx, int *esi, int *edi, int *ebp);
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void game_command_kick_player(int *eax, int *ebx, int *ecx, int *edx, int *esi, int *edi, int *ebp);
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uint8 network_get_default_group();
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int network_get_num_actions();
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rct_string_id network_get_action_name_string_id(unsigned int index);
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int network_can_perform_action(unsigned int groupindex, unsigned int index);
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int network_can_perform_command(unsigned int groupindex, unsigned int index);
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void network_send_map();
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void network_send_chat(const char* text);
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void network_send_gamecmd(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 callback);
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void network_send_password(const char* password);
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void network_set_password(const char* password);
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void network_print_error();
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void network_append_chat_log(const utf8 *text);
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const utf8 * network_get_server_name();
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const utf8 * network_get_server_description();
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const utf8 * network_get_server_provider_name();
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const utf8 * network_get_server_provider_email();
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const utf8 * network_get_server_provider_website();
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#ifdef __cplusplus
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}
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#endif // __cplusplus
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#endif
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