mirror of https://github.com/OpenRCT2/OpenRCT2.git
1182 lines
32 KiB
C++
1182 lines
32 KiB
C++
/*****************************************************************************
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* Copyright (c) 2014 Ted John
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* OpenRCT2, an open source clone of Roller Coaster Tycoon 2.
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*
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* This file is part of 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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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*****************************************************************************/
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extern "C" {
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#include "../platform/platform.h"
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}
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#include "network.h"
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extern "C" {
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#include "../addresses.h"
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}
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#ifndef DISABLE_NETWORK
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#include <math.h>
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#include <algorithm>
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#include <set>
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extern "C" {
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#include "../config.h"
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#include "../game.h"
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#include "../interface/chat.h"
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#include "../interface/window.h"
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#include "../localisation/date.h"
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#include "../localisation/localisation.h"
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#include "../scenario.h"
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}
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#pragma comment(lib, "Ws2_32.lib")
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Network gNetwork;
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enum {
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NETWORK_SUCCESS,
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NETWORK_NO_DATA,
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NETWORK_MORE_DATA,
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NETWORK_DISCONNECTED
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};
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enum {
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NETWORK_COMMAND_AUTH,
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NETWORK_COMMAND_MAP,
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NETWORK_COMMAND_CHAT,
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NETWORK_COMMAND_GAMECMD,
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NETWORK_COMMAND_TICK,
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NETWORK_COMMAND_PLAYERLIST,
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NETWORK_COMMAND_PING,
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NETWORK_COMMAND_PINGLIST,
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NETWORK_COMMAND_MAX
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};
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const char *NetworkCommandNames[] = {
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"NETWORK_COMMAND_AUTH",
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"NETWORK_COMMAND_MAP",
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"NETWORK_COMMAND_CHAT",
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"NETWORK_COMMAND_GAMECMD",
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"NETWORK_COMMAND_TICK",
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"NETWORK_COMMAND_PLAYERLIST",
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"NETWORK_COMMAND_PING",
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"NETWORK_COMMAND_PINGLIST",
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};
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NetworkPacket::NetworkPacket()
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{
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transferred = 0;
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read = 0;
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size = 0;
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data = std::make_shared<std::vector<uint8>>();
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}
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std::unique_ptr<NetworkPacket> NetworkPacket::Allocate()
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{
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return std::unique_ptr<NetworkPacket>(new NetworkPacket); // change to make_unique in c++14
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}
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std::unique_ptr<NetworkPacket> NetworkPacket::Duplicate(NetworkPacket& packet)
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{
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return std::unique_ptr<NetworkPacket>(new NetworkPacket(packet)); // change to make_unique in c++14
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}
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uint8* NetworkPacket::GetData()
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{
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return &(*data)[0];
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}
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void NetworkPacket::Write(uint8* bytes, unsigned int size)
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{
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data->insert(data->end(), bytes, bytes + size);
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}
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void NetworkPacket::WriteString(const char* string)
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{
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Write((uint8*)string, strlen(string) + 1);
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}
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const uint8* NetworkPacket::Read(unsigned int size)
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{
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if (read + size > NetworkPacket::size) {
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return 0;
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} else {
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uint8* data = &GetData()[read];
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read += size;
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return data;
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}
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}
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const char* NetworkPacket::ReadString()
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{
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char* str = (char*)&GetData()[read];
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char* strend = str;
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while (read < size && *strend != 0) {
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read++;
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strend++;
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}
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if (*strend != 0) {
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return 0;
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}
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read++;
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return str;
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}
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void NetworkPacket::Clear()
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{
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transferred = 0;
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read = 0;
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data->clear();
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}
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NetworkPlayer::NetworkPlayer(const char* name)
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{
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strncpy((char*)NetworkPlayer::name, name, sizeof(NetworkPlayer::name));
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NetworkPlayer::name[sizeof(NetworkPlayer::name) - 1] = 0;
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ping = 0;
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flags = 0;
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}
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NetworkConnection::NetworkConnection()
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{
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authstatus = NETWORK_AUTH_NONE;
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player = 0;
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}
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int NetworkConnection::ReadPacket()
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{
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if (inboundpacket.transferred < sizeof(inboundpacket.size)) {
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// read packet size
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int readBytes = recv(socket, &((char*)&inboundpacket.size)[inboundpacket.transferred], sizeof(inboundpacket.size) - inboundpacket.transferred, 0);
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if (readBytes == SOCKET_ERROR || readBytes == 0) {
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if (LAST_SOCKET_ERROR() != EWOULDBLOCK && LAST_SOCKET_ERROR() != EAGAIN) {
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return NETWORK_DISCONNECTED;
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} else {
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return NETWORK_NO_DATA;
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}
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}
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inboundpacket.transferred += readBytes;
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if (inboundpacket.transferred == sizeof(inboundpacket.size)) {
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inboundpacket.size = ntohs(inboundpacket.size);
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if(inboundpacket.size == 0){ // Can't have a size 0 packet
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return NETWORK_DISCONNECTED;
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}
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inboundpacket.data->resize(inboundpacket.size);
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}
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} else {
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// read packet data
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if (inboundpacket.data->capacity() > 0) {
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int readBytes = recv(socket, (char*)&inboundpacket.GetData()[inboundpacket.transferred - sizeof(inboundpacket.size)], sizeof(inboundpacket.size) + inboundpacket.size - inboundpacket.transferred, 0);
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if (readBytes == SOCKET_ERROR || readBytes == 0) {
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if (LAST_SOCKET_ERROR() != EWOULDBLOCK && LAST_SOCKET_ERROR() != EAGAIN) {
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return NETWORK_DISCONNECTED;
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} else {
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return NETWORK_NO_DATA;
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}
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}
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inboundpacket.transferred += readBytes;
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}
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if (inboundpacket.transferred == sizeof(inboundpacket.size) + inboundpacket.size) {
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return NETWORK_SUCCESS;
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}
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}
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return NETWORK_MORE_DATA;
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}
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bool NetworkConnection::SendPacket(NetworkPacket& packet)
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{
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uint16 sizen = htons(packet.size);
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std::vector<uint8> tosend;
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tosend.reserve(sizeof(sizen) + packet.size);
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tosend.insert(tosend.end(), (uint8*)&sizen, (uint8*)&sizen + sizeof(sizen));
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tosend.insert(tosend.end(), packet.data->begin(), packet.data->end());
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while (1) {
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int sentBytes = send(socket, (const char*)&tosend[packet.transferred], tosend.size() - packet.transferred, 0);
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if (sentBytes == SOCKET_ERROR) {
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return false;
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}
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packet.transferred += sentBytes;
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if (packet.transferred == tosend.size()) {
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return true;
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}
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}
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return false;
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}
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void NetworkConnection::QueuePacket(std::unique_ptr<NetworkPacket> packet)
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{
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if (authstatus == NETWORK_AUTH_OK || authstatus == NETWORK_AUTH_REQUESTED) {
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packet->size = (uint16)packet->data->size();
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outboundpackets.push_back(std::move(packet));
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}
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}
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void NetworkConnection::SendQueuedPackets()
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{
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while (outboundpackets.size() > 0 && SendPacket(*(outboundpackets.front()).get())) {
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outboundpackets.remove(outboundpackets.front());
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}
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}
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bool NetworkConnection::SetTCPNoDelay(bool on)
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{
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return setsockopt(socket, IPPROTO_TCP, TCP_NODELAY, (const char*)&on, sizeof(on)) == 0;
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}
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bool NetworkConnection::SetNonBlocking(bool on)
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{
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return SetNonBlocking(socket, on);
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}
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bool NetworkConnection::SetNonBlocking(SOCKET socket, bool on)
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{
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#ifdef _WIN32
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u_long nonblocking = on;
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return ioctlsocket(socket, FIONBIO, &nonblocking) == 0;
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#else
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int flags = fcntl(socket, F_GETFL, 0);
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return fcntl(socket, F_SETFL, on ? (flags | O_NONBLOCK) : (flags & ~O_NONBLOCK)) == 0;
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#endif
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}
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Network::Network()
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{
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wsa_initialized = false;
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mode = NETWORK_MODE_NONE;
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last_tick_sent_time = 0;
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last_ping_sent_time = 0;
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strcpy(password, "");
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client_command_handlers.resize(NETWORK_COMMAND_MAX, 0);
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client_command_handlers[NETWORK_COMMAND_AUTH] = &Network::Client_Handle_AUTH;
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client_command_handlers[NETWORK_COMMAND_MAP] = &Network::Client_Handle_MAP;
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client_command_handlers[NETWORK_COMMAND_CHAT] = &Network::Client_Handle_CHAT;
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client_command_handlers[NETWORK_COMMAND_GAMECMD] = &Network::Client_Handle_GAMECMD;
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client_command_handlers[NETWORK_COMMAND_TICK] = &Network::Client_Handle_TICK;
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client_command_handlers[NETWORK_COMMAND_PLAYERLIST] = &Network::Client_Handle_PLAYERLIST;
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client_command_handlers[NETWORK_COMMAND_PING] = &Network::Client_Handle_PING;
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client_command_handlers[NETWORK_COMMAND_PINGLIST] = &Network::Client_Handle_PINGLIST;
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server_command_handlers.resize(NETWORK_COMMAND_MAX, 0);
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server_command_handlers[NETWORK_COMMAND_AUTH] = &Network::Server_Handle_AUTH;
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server_command_handlers[NETWORK_COMMAND_CHAT] = &Network::Server_Handle_CHAT;
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server_command_handlers[NETWORK_COMMAND_GAMECMD] = &Network::Server_Handle_GAMECMD;
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server_command_handlers[NETWORK_COMMAND_PING] = &Network::Server_Handle_PING;
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}
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Network::~Network()
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{
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Close();
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}
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bool Network::Init()
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{
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#ifdef _WIN32
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if (!wsa_initialized) {
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log_verbose("Initialising WSA");
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WSADATA wsa_data;
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if (WSAStartup(MAKEWORD(2, 2), &wsa_data) != 0) {
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log_error("Unable to initialise winsock.");
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return false;
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}
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wsa_initialized = true;
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}
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#endif
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return true;
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}
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void Network::Close()
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{
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if (mode == NETWORK_MODE_CLIENT) {
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closesocket(server_socket);
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} else
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if (mode == NETWORK_MODE_SERVER) {
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closesocket(listening_socket);
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for(auto it = client_connection_list.begin(); it != client_connection_list.end(); it++) {
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closesocket((*it)->socket);
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}
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}
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mode = NETWORK_MODE_NONE;
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client_connection_list.clear();
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game_command_queue.clear();
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player_list.clear();
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#ifdef _WIN32
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if (wsa_initialized) {
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WSACleanup();
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wsa_initialized = false;
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}
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#endif
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gfx_invalidate_screen();
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}
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bool Network::BeginClient(const char* host, unsigned short port)
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{
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Close();
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if (!Init())
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return false;
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server_socket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
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if (server_socket == INVALID_SOCKET) {
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log_error("Unable to create socket.");
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return false;
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}
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sockaddr_in server_address;
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#ifdef USE_INET_PTON
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char address[64];
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if (!network_get_address(address, sizeof(address), host)) {
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log_error("Unable to resolve hostname.");
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return false;
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}
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if (inet_pton(AF_INET, address, &server_address.sin_addr) != 1) {
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return false;
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}
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#else
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server_address.sin_addr.S_un.S_addr = inet_addr(network_getAddress((char *)host));
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#endif // USE_INET_PTON
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server_address.sin_family = AF_INET;
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server_address.sin_port = htons(port);
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if (connect(server_socket, (sockaddr*)&server_address, sizeof(server_address)) != 0) {
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log_error("Unable to connect to host.");
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return false;
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} else {
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printf("Connected to server!\n");
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}
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server_connection.socket = server_socket;
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server_connection.SetTCPNoDelay(true);
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if (!server_connection.SetNonBlocking(true)) {
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closesocket(server_socket);
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log_error("Failed to set non-blocking mode.");
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return false;
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}
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mode = NETWORK_MODE_CLIENT;
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Client_Send_AUTH(OPENRCT2_VERSION, gConfigNetwork.player_name, "");
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return true;
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}
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bool Network::BeginServer(unsigned short port)
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{
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Close();
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if (!Init())
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return false;
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log_verbose("Begin listening for clients");
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listening_socket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
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if (listening_socket == INVALID_SOCKET) {
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log_error("Unable to create socket.");
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return false;
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}
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sockaddr_in local_address;
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local_address.sin_family = AF_INET;
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local_address.sin_addr.s_addr = INADDR_ANY;
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local_address.sin_port = htons(port);
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if (bind(listening_socket, (sockaddr*)&local_address, sizeof(local_address)) != 0) {
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closesocket(listening_socket);
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log_error("Unable to bind to socket.");
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return false;
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}
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if (listen(listening_socket, SOMAXCONN) != 0) {
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closesocket(listening_socket);
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log_error("Unable to listen on socket.");
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return false;
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}
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if (!NetworkConnection::SetNonBlocking(listening_socket, true)) {
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closesocket(listening_socket);
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log_error("Failed to set non-blocking mode.");
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return false;
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}
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NetworkPlayer* player = AddPlayer(gConfigNetwork.player_name);
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player->flags |= NETWORK_PLAYER_FLAG_ISSERVER;
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player_id = player->id;
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printf("Ready for clients...\n");
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mode = NETWORK_MODE_SERVER;
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return true;
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}
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int Network::GetMode()
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{
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return mode;
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}
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int Network::GetAuthStatus()
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{
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if (GetMode() == NETWORK_MODE_CLIENT) {
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return server_connection.authstatus;
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} else
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if (GetMode() == NETWORK_MODE_SERVER) {
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return NETWORK_AUTH_OK;
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}
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return NETWORK_AUTH_NONE;
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}
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uint32 Network::GetServerTick()
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{
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return server_tick;
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}
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uint8 Network::GetPlayerID()
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{
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return player_id;
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}
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void Network::Update()
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{
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switch (GetMode()) {
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case NETWORK_MODE_SERVER:
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UpdateServer();
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break;
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case NETWORK_MODE_CLIENT:
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UpdateClient();
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break;
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}
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}
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void Network::UpdateServer()
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{
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auto it = client_connection_list.begin();
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while (it != client_connection_list.end()) {
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if (!ProcessConnection(*(*it))) {
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RemoveClient((*it));
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it = client_connection_list.begin();
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} else {
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it++;
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}
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}
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if (SDL_GetTicks() - last_tick_sent_time >= 25) {
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last_tick_sent_time = SDL_GetTicks();
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Server_Send_TICK();
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}
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if (SDL_GetTicks() - last_ping_sent_time >= 3000) {
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last_ping_sent_time = SDL_GetTicks();
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Server_Send_PING();
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Server_Send_PINGLIST();
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}
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SOCKET socket = accept(listening_socket, NULL, NULL);
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if (socket == INVALID_SOCKET) {
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if (LAST_SOCKET_ERROR() != EWOULDBLOCK) {
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PrintError();
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log_error("Failed to accept client.");
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}
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} else {
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if (!NetworkConnection::SetNonBlocking(socket, true)) {
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closesocket(socket);
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log_error("Failed to set non-blocking mode.");
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} else {
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AddClient(socket);
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}
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}
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}
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void Network::UpdateClient()
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{
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if (!ProcessConnection(server_connection)) {
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Close();
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}
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ProcessGameCommandQueue();
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// Check synchronisation
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if (!_desynchronised && !CheckSRAND(RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32), RCT2_GLOBAL(RCT2_ADDRESS_SCENARIO_SRAND_0, uint32))) {
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_desynchronised = true;
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window_network_status_open("Network desync detected");
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if (!gConfigNetwork.stay_connected) {
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Close();
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}
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}
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}
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NetworkPlayer* Network::GetPlayerByID(int id) {
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auto it = std::find_if(player_list.begin(), player_list.end(), [&id](std::unique_ptr<NetworkPlayer> const& player) { return player->id == id; });
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if (it != player_list.end()) {
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return (*it).get();
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}
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return 0;
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}
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const char* Network::FormatChat(NetworkPlayer* fromplayer, const char* text)
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{
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static char formatted[1024];
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char* lineCh = formatted;
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formatted[0] = 0;
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if (fromplayer) {
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lineCh = utf8_write_codepoint(lineCh, FORMAT_OUTLINE);
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lineCh = utf8_write_codepoint(lineCh, FORMAT_BABYBLUE);
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strcpy(lineCh, (const char*)fromplayer->name);
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strcat(lineCh, ": ");
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}
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strcat(formatted, text);
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return formatted;
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}
|
|
|
|
void Network::SendPacketToClients(NetworkPacket& packet)
|
|
{
|
|
for (auto it = client_connection_list.begin(); it != client_connection_list.end(); it++) {
|
|
(*it)->QueuePacket(std::move(NetworkPacket::Duplicate(packet)));
|
|
}
|
|
}
|
|
|
|
bool Network::CheckSRAND(uint32 tick, uint32 srand0)
|
|
{
|
|
if (server_srand0_tick == 0)
|
|
return true;
|
|
|
|
if (tick > server_srand0_tick) {
|
|
server_srand0_tick = 0;
|
|
return true;
|
|
}
|
|
|
|
if (tick == server_srand0_tick) {
|
|
server_srand0_tick = 0;
|
|
if (srand0 != server_srand0) {
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void Network::Client_Send_AUTH(const char* gameversion, const char* name, const char* password)
|
|
{
|
|
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
|
|
*packet << (uint32)NETWORK_COMMAND_AUTH;
|
|
packet->WriteString(gameversion);
|
|
packet->WriteString(name);
|
|
packet->WriteString(password);
|
|
server_connection.authstatus = NETWORK_AUTH_REQUESTED;
|
|
server_connection.QueuePacket(std::move(packet));
|
|
}
|
|
|
|
void Network::Server_Send_MAP(NetworkConnection* connection)
|
|
{
|
|
int buffersize = 0x600000;
|
|
std::vector<uint8> buffer(buffersize);
|
|
SDL_RWops* rw = SDL_RWFromMem(&buffer[0], buffersize);
|
|
scenario_save_network(rw);
|
|
int size = (int)SDL_RWtell(rw);
|
|
int chunksize = 1000;
|
|
for (int i = 0; i < size; i += chunksize) {
|
|
int datasize = (std::min)(chunksize, size - i);
|
|
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
|
|
*packet << (uint32)NETWORK_COMMAND_MAP << (uint32)size << (uint32)i;
|
|
packet->Write(&buffer[i], datasize);
|
|
if (connection) {
|
|
connection->QueuePacket(std::move(packet));
|
|
} else {
|
|
SendPacketToClients(*packet);
|
|
}
|
|
}
|
|
SDL_RWclose(rw);
|
|
}
|
|
|
|
void Network::Client_Send_CHAT(const char* text)
|
|
{
|
|
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
|
|
*packet << (uint32)NETWORK_COMMAND_CHAT;
|
|
packet->Write((uint8*)text, strlen(text) + 1);
|
|
server_connection.QueuePacket(std::move(packet));
|
|
}
|
|
|
|
void Network::Server_Send_CHAT(const char* text)
|
|
{
|
|
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
|
|
*packet << (uint32)NETWORK_COMMAND_CHAT;
|
|
packet->Write((uint8*)text, strlen(text) + 1);
|
|
SendPacketToClients(*packet);
|
|
}
|
|
|
|
void Network::Client_Send_GAMECMD(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 callback)
|
|
{
|
|
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
|
|
*packet << (uint32)NETWORK_COMMAND_GAMECMD << (uint32)RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32) << eax << (ebx | GAME_COMMAND_FLAG_NETWORKED) << ecx << edx << esi << edi << ebp << callback;
|
|
server_connection.QueuePacket(std::move(packet));
|
|
}
|
|
|
|
void Network::Server_Send_GAMECMD(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 playerid, uint8 callback)
|
|
{
|
|
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
|
|
*packet << (uint32)NETWORK_COMMAND_GAMECMD << (uint32)RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32) << eax << (ebx | GAME_COMMAND_FLAG_NETWORKED) << ecx << edx << esi << edi << ebp << playerid << callback;
|
|
SendPacketToClients(*packet);
|
|
}
|
|
|
|
void Network::Server_Send_TICK()
|
|
{
|
|
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
|
|
*packet << (uint32)NETWORK_COMMAND_TICK << (uint32)RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32) << (uint32)RCT2_GLOBAL(RCT2_ADDRESS_SCENARIO_SRAND_0, uint32);
|
|
SendPacketToClients(*packet);
|
|
}
|
|
|
|
void Network::Server_Send_PLAYERLIST()
|
|
{
|
|
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
|
|
*packet << (uint32)NETWORK_COMMAND_PLAYERLIST << (uint32)player_list.size();
|
|
for (unsigned int i = 0; i < player_list.size(); i++) {
|
|
packet->WriteString((const char*)player_list[i]->name);
|
|
*packet << player_list[i]->id << player_list[i]->flags;
|
|
}
|
|
SendPacketToClients(*packet);
|
|
}
|
|
|
|
void Network::Client_Send_PING()
|
|
{
|
|
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
|
|
*packet << (uint32)NETWORK_COMMAND_PING;
|
|
server_connection.QueuePacket(std::move(packet));
|
|
}
|
|
|
|
void Network::Server_Send_PING()
|
|
{
|
|
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
|
|
*packet << (uint32)NETWORK_COMMAND_PING;
|
|
for (auto it = client_connection_list.begin(); it != client_connection_list.end(); it++) {
|
|
(*it)->ping_time = SDL_GetTicks();
|
|
}
|
|
SendPacketToClients(*packet);
|
|
}
|
|
|
|
void Network::Server_Send_PINGLIST()
|
|
{
|
|
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
|
|
*packet << (uint32)NETWORK_COMMAND_PINGLIST << (uint32)player_list.size();
|
|
for (unsigned int i = 0; i < player_list.size(); i++) {
|
|
*packet << player_list[i]->id << player_list[i]->ping;
|
|
}
|
|
SendPacketToClients(*packet);
|
|
}
|
|
|
|
bool Network::ProcessConnection(NetworkConnection& connection)
|
|
{
|
|
int packetStatus;
|
|
do {
|
|
packetStatus = connection.ReadPacket();
|
|
switch(packetStatus) {
|
|
case NETWORK_DISCONNECTED:
|
|
// closed connection or network error
|
|
PrintError();
|
|
if (GetMode() == NETWORK_MODE_CLIENT) {
|
|
printf("Server disconnected...\n");
|
|
return false;
|
|
} else
|
|
if (GetMode() == NETWORK_MODE_SERVER) {
|
|
printf("Client disconnected...\n");
|
|
return false;
|
|
}
|
|
break;
|
|
case NETWORK_SUCCESS:
|
|
// done reading in packet
|
|
ProcessPacket(connection, connection.inboundpacket);
|
|
break;
|
|
case NETWORK_MORE_DATA:
|
|
// more data required to be read
|
|
break;
|
|
case NETWORK_NO_DATA:
|
|
// could not read anything from socket
|
|
break;
|
|
}
|
|
} while (packetStatus == NETWORK_MORE_DATA || packetStatus == NETWORK_SUCCESS);
|
|
connection.SendQueuedPackets();
|
|
return true;
|
|
}
|
|
|
|
void Network::ProcessPacket(NetworkConnection& connection, NetworkPacket& packet)
|
|
{
|
|
uint32 command;
|
|
packet >> command;
|
|
if (command < NETWORK_COMMAND_MAX) {
|
|
// printf("RECV %s\n", NetworkCommandNames[command]);
|
|
switch (gNetwork.GetMode()) {
|
|
case NETWORK_MODE_SERVER:
|
|
if (server_command_handlers[command]) {
|
|
if (connection.authstatus == NETWORK_AUTH_OK || command == NETWORK_COMMAND_AUTH) {
|
|
(this->*server_command_handlers[command])(connection, packet);
|
|
}
|
|
}
|
|
break;
|
|
case NETWORK_MODE_CLIENT:
|
|
if (client_command_handlers[command]) {
|
|
(this->*client_command_handlers[command])(connection, packet);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
packet.Clear();
|
|
}
|
|
|
|
void Network::ProcessGameCommandQueue()
|
|
{
|
|
while (game_command_queue.begin() != game_command_queue.end() && game_command_queue.begin()->tick == RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32)) {
|
|
// run all the game commands at the current tick
|
|
const GameCommand& gc = (*game_command_queue.begin());
|
|
if (GetPlayerID() == gc.playerid) {
|
|
game_command_callback = game_command_callback_get_callback(gc.callback);
|
|
}
|
|
game_do_command_p(gc.esi, (int*)&gc.eax, (int*)&gc.ebx, (int*)&gc.ecx, (int*)&gc.edx, (int*)&gc.esi, (int*)&gc.edi, (int*)&gc.ebp);
|
|
game_command_queue.erase(game_command_queue.begin());
|
|
}
|
|
}
|
|
|
|
void Network::AddClient(SOCKET socket)
|
|
{
|
|
auto connection = std::unique_ptr<NetworkConnection>(new NetworkConnection); // change to make_unique in c++14
|
|
connection->socket = socket;
|
|
connection->SetTCPNoDelay(true);
|
|
client_connection_list.push_back(std::move(connection));
|
|
}
|
|
|
|
void Network::RemoveClient(std::unique_ptr<NetworkConnection>& connection)
|
|
{
|
|
NetworkPlayer* connection_player = connection->player;
|
|
if (connection_player) {
|
|
char text[256];
|
|
char* lineCh = text;
|
|
lineCh = utf8_write_codepoint(lineCh, FORMAT_OUTLINE);
|
|
lineCh = utf8_write_codepoint(lineCh, FORMAT_RED);
|
|
sprintf(lineCh, "%s has disconnected", connection_player->name);
|
|
chat_history_add(text);
|
|
gNetwork.Server_Send_CHAT(text);
|
|
}
|
|
player_list.erase(std::remove_if(player_list.begin(), player_list.end(), [connection_player](std::unique_ptr<NetworkPlayer>& player){ return player.get() == connection_player; }), player_list.end());
|
|
client_connection_list.remove(connection);
|
|
Server_Send_PLAYERLIST();
|
|
}
|
|
|
|
NetworkPlayer* Network::AddPlayer(const char* name)
|
|
{
|
|
NetworkPlayer* addedplayer = 0;
|
|
int newid = -1;
|
|
if (GetMode() == NETWORK_MODE_SERVER) {
|
|
// Find first unused player id
|
|
for (int id = 0; id < 255; id++) {
|
|
if (std::find_if(player_list.begin(), player_list.end(), [&id](std::unique_ptr<NetworkPlayer> const& player) { return player->id == id; }) == player_list.end()) {
|
|
newid = id;
|
|
break;
|
|
}
|
|
}
|
|
} else {
|
|
newid = 0;
|
|
}
|
|
if (newid != -1) {
|
|
std::unique_ptr<NetworkPlayer> player(new NetworkPlayer(name)); // change to make_unique in c++14
|
|
player->id = newid;
|
|
addedplayer = player.get();
|
|
player_list.push_back(std::move(player));
|
|
if (GetMode() == NETWORK_MODE_SERVER) {
|
|
Server_Send_PLAYERLIST();
|
|
}
|
|
}
|
|
return addedplayer;
|
|
}
|
|
|
|
void Network::PrintError()
|
|
{
|
|
#ifdef _WIN32
|
|
wchar_t *s = NULL;
|
|
FormatMessageW(FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS, NULL, LAST_SOCKET_ERROR(), MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), (LPWSTR)&s, 0, NULL);
|
|
fprintf(stderr, "%S\n", s);
|
|
LocalFree(s);
|
|
#else
|
|
char *s = strerror(LAST_SOCKET_ERROR());
|
|
fprintf(stderr, "%s\n", s);
|
|
#endif
|
|
|
|
}
|
|
|
|
int Network::Client_Handle_AUTH(NetworkConnection& connection, NetworkPacket& packet)
|
|
{
|
|
packet >> (uint32&)connection.authstatus >> (uint8&)player_id;
|
|
return 1;
|
|
}
|
|
|
|
int Network::Server_Handle_AUTH(NetworkConnection& connection, NetworkPacket& packet)
|
|
{
|
|
if (connection.authstatus != NETWORK_AUTH_OK) {
|
|
const char* gameversion = packet.ReadString();
|
|
const char* name = packet.ReadString();
|
|
const char* password = packet.ReadString();
|
|
uint8 playerid = 0;
|
|
if (!gameversion || strcmp(gameversion, OPENRCT2_VERSION) != 0) {
|
|
connection.authstatus = NETWORK_AUTH_BADVERSION;
|
|
} else
|
|
if (!name) {
|
|
connection.authstatus = NETWORK_AUTH_BADNAME;
|
|
} else
|
|
if (!password || strcmp(password, Network::password) != 0) {
|
|
connection.authstatus = NETWORK_AUTH_BADPASSWORD;
|
|
} else {
|
|
connection.authstatus = NETWORK_AUTH_OK;
|
|
NetworkPlayer* player = AddPlayer(name);
|
|
connection.player = player;
|
|
if (player) {
|
|
playerid = player->id;
|
|
char text[256];
|
|
char* lineCh = text;
|
|
lineCh = utf8_write_codepoint(lineCh, FORMAT_OUTLINE);
|
|
lineCh = utf8_write_codepoint(lineCh, FORMAT_GREEN);
|
|
sprintf(lineCh, "%s has joined the game", player->name);
|
|
chat_history_add(text);
|
|
gNetwork.Server_Send_CHAT(text);
|
|
Server_Send_MAP(&connection);
|
|
}
|
|
}
|
|
std::unique_ptr<NetworkPacket> responsepacket = std::move(NetworkPacket::Allocate());
|
|
*responsepacket << (uint32)NETWORK_COMMAND_AUTH << (uint32)connection.authstatus << (uint8)playerid;
|
|
connection.QueuePacket(std::move(responsepacket));
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
int Network::Client_Handle_MAP(NetworkConnection& connection, NetworkPacket& packet)
|
|
{
|
|
uint32 size, offset;
|
|
packet >> size >> offset;
|
|
if (offset > 0x600000) {
|
|
// too big
|
|
return 0;
|
|
} else {
|
|
int chunksize = packet.size - packet.read;
|
|
if (chunksize <= 0) {
|
|
return 0;
|
|
}
|
|
if (offset + chunksize > chunk_buffer.size()) {
|
|
chunk_buffer.resize(offset + chunksize);
|
|
}
|
|
char status[256];
|
|
sprintf(status, "Downloading map ... (%lu / %lu)", (offset + chunksize) / 1000, size / 1000);
|
|
window_network_status_open(status);
|
|
memcpy(&chunk_buffer[offset], (void*)packet.Read(chunksize), chunksize);
|
|
if (offset + chunksize == size) {
|
|
window_network_status_close();
|
|
|
|
SDL_RWops* rw = SDL_RWFromMem(&chunk_buffer[0], size);
|
|
if (game_load_network(rw)) {
|
|
game_load_init();
|
|
game_command_queue.clear();
|
|
server_tick = RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32);
|
|
server_srand0_tick = 0;
|
|
// window_network_status_open("Loaded new map from network");
|
|
_desynchronised = false;
|
|
}
|
|
SDL_RWclose(rw);
|
|
}
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
int Network::Client_Handle_CHAT(NetworkConnection& connection, NetworkPacket& packet)
|
|
{
|
|
const char* text = (char*)packet.Read(packet.size - packet.read);
|
|
if (text) {
|
|
chat_history_add(text);
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
int Network::Server_Handle_CHAT(NetworkConnection& connection, NetworkPacket& packet)
|
|
{
|
|
const char* text = (const char*)packet.Read(packet.size - packet.read);
|
|
if (text) {
|
|
const char* formatted = FormatChat(connection.player, text);
|
|
chat_history_add(formatted);
|
|
Server_Send_CHAT(formatted);
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
int Network::Client_Handle_GAMECMD(NetworkConnection& connection, NetworkPacket& packet)
|
|
{
|
|
uint32 tick;
|
|
uint32 args[7];
|
|
uint8 playerid;
|
|
uint8 callback;
|
|
packet >> tick >> args[0] >> args[1] >> args[2] >> args[3] >> args[4] >> args[5] >> args[6] >> playerid >> callback;
|
|
|
|
GameCommand gc = GameCommand(tick, args, playerid, callback);
|
|
game_command_queue.insert(gc);
|
|
return 1;
|
|
}
|
|
|
|
int Network::Server_Handle_GAMECMD(NetworkConnection& connection, NetworkPacket& packet)
|
|
{
|
|
uint32 tick;
|
|
uint32 args[7];
|
|
uint8 playerid;
|
|
uint8 callback;
|
|
if (connection.player) {
|
|
playerid = connection.player->id;
|
|
}
|
|
packet >> tick >> args[0] >> args[1] >> args[2] >> args[3] >> args[4] >> args[5] >> args[6] >> callback;
|
|
Server_Send_GAMECMD(args[0], args[1], args[2], args[3], args[4], args[5], args[6], playerid, callback);
|
|
game_do_command(args[0], args[1], args[2], args[3], args[4], args[5], args[6]);
|
|
return 1;
|
|
}
|
|
|
|
int Network::Client_Handle_TICK(NetworkConnection& connection, NetworkPacket& packet)
|
|
{
|
|
uint32 srand0;
|
|
packet >> server_tick >> srand0;
|
|
if (server_srand0_tick == 0) {
|
|
server_srand0 = srand0;
|
|
server_srand0_tick = server_tick;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
int Network::Client_Handle_PLAYERLIST(NetworkConnection& connection, NetworkPacket& packet)
|
|
{
|
|
player_list.clear();
|
|
uint32 size;
|
|
packet >> size;
|
|
for (unsigned int i = 0; i < size; i++) {
|
|
const char* name = packet.ReadString();
|
|
NetworkPlayer* player = AddPlayer(name);
|
|
if (player) {
|
|
packet >> player->id >> player->flags;
|
|
if (player->flags & NETWORK_PLAYER_FLAG_ISSERVER) {
|
|
server_connection.player = player;
|
|
}
|
|
}
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
int Network::Client_Handle_PING(NetworkConnection& connection, NetworkPacket& packet)
|
|
{
|
|
Client_Send_PING();
|
|
return 1;
|
|
}
|
|
|
|
int Network::Server_Handle_PING(NetworkConnection& connection, NetworkPacket& packet)
|
|
{
|
|
int ping = SDL_GetTicks() - connection.ping_time;
|
|
if (ping < 0) {
|
|
ping = 0;
|
|
}
|
|
if (connection.player) {
|
|
connection.player->ping = ping;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
int Network::Client_Handle_PINGLIST(NetworkConnection& connection, NetworkPacket& packet)
|
|
{
|
|
uint32 size;
|
|
packet >> size;
|
|
for (unsigned int i = 0; i < size; i++) {
|
|
uint8 id;
|
|
uint16 ping;
|
|
packet >> id >> ping;
|
|
NetworkPlayer* player = GetPlayerByID(id);
|
|
if (player) {
|
|
player->ping = ping;
|
|
}
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
int network_init()
|
|
{
|
|
return gNetwork.Init();
|
|
}
|
|
|
|
void network_close()
|
|
{
|
|
gNetwork.Close();
|
|
}
|
|
|
|
int network_begin_client(const char *host, int port)
|
|
{
|
|
if (gNetwork.GetMode() == NETWORK_MODE_NONE) {
|
|
return gNetwork.BeginClient(host, port);
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
int network_begin_server(int port)
|
|
{
|
|
return gNetwork.BeginServer(port);
|
|
}
|
|
|
|
void network_update()
|
|
{
|
|
gNetwork.Update();
|
|
}
|
|
|
|
int network_get_mode()
|
|
{
|
|
return gNetwork.GetMode();
|
|
}
|
|
|
|
int network_get_authstatus()
|
|
{
|
|
return gNetwork.GetAuthStatus();
|
|
}
|
|
|
|
uint32 network_get_server_tick()
|
|
{
|
|
return gNetwork.GetServerTick();
|
|
}
|
|
|
|
uint8 network_get_current_player_id()
|
|
{
|
|
return gNetwork.GetPlayerID();
|
|
}
|
|
|
|
int network_get_num_players()
|
|
{
|
|
return gNetwork.player_list.size();
|
|
}
|
|
|
|
const char* network_get_player_name(unsigned int index)
|
|
{
|
|
return (const char*)gNetwork.player_list[index]->name;
|
|
}
|
|
|
|
uint32 network_get_player_flags(unsigned int index)
|
|
{
|
|
return gNetwork.player_list[index]->flags;
|
|
}
|
|
|
|
int network_get_player_ping(unsigned int index)
|
|
{
|
|
return gNetwork.player_list[index]->ping;
|
|
}
|
|
|
|
int network_get_player_id(unsigned int index)
|
|
{
|
|
return gNetwork.player_list[index]->id;
|
|
}
|
|
|
|
void network_send_map()
|
|
{
|
|
gNetwork.Server_Send_MAP();
|
|
}
|
|
|
|
void network_send_chat(const char* text)
|
|
{
|
|
if (gNetwork.GetMode() == NETWORK_MODE_CLIENT) {
|
|
gNetwork.Client_Send_CHAT(text);
|
|
} else
|
|
if (gNetwork.GetMode() == NETWORK_MODE_SERVER) {
|
|
NetworkPlayer* player = gNetwork.GetPlayerByID(gNetwork.GetPlayerID());
|
|
const char* formatted = gNetwork.FormatChat(player, text);
|
|
chat_history_add(formatted);
|
|
gNetwork.Server_Send_CHAT(formatted);
|
|
}
|
|
}
|
|
|
|
void network_send_gamecmd(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 callback)
|
|
{
|
|
switch (gNetwork.GetMode()) {
|
|
case NETWORK_MODE_SERVER:
|
|
gNetwork.Server_Send_GAMECMD(eax, ebx, ecx, edx, esi, edi, ebp, gNetwork.GetPlayerID(), callback);
|
|
break;
|
|
case NETWORK_MODE_CLIENT:
|
|
gNetwork.Client_Send_GAMECMD(eax, ebx, ecx, edx, esi, edi, ebp, callback);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Network::KickPlayer(int playerId)
|
|
{
|
|
NetworkPlayer *player = GetPlayerByID(playerId);
|
|
for(auto it = client_connection_list.begin(); it != client_connection_list.end(); it++) {
|
|
if ((*it)->player->id == playerId) {
|
|
char buffer[128];
|
|
sprintf(buffer, "%s has been kicked.", (*it)->player->name);
|
|
|
|
// Disconnect the client
|
|
closesocket((*it)->socket);
|
|
|
|
chat_history_add(buffer);
|
|
Server_Send_CHAT(buffer);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void network_kick_player(int playerId)
|
|
{
|
|
gNetwork.KickPlayer(playerId);
|
|
}
|
|
|
|
#ifdef USE_INET_PTON
|
|
static bool network_get_address(char *dst, size_t dstLength, const char *host)
|
|
{
|
|
struct addrinfo *remoteHost;
|
|
|
|
if (getaddrinfo(host, NULL, NULL, &remoteHost) != 0) {
|
|
// Failed to resolve host name
|
|
return false;
|
|
}
|
|
|
|
for (; remoteHost != NULL; remoteHost = remoteHost->ai_next) {
|
|
if (remoteHost->ai_family != AF_INET) continue;
|
|
|
|
struct sockaddr_in *ipv4SockAddr = (struct sockaddr_in*)remoteHost->ai_addr;
|
|
return inet_ntop(AF_INET, (void*)&ipv4SockAddr->sin_addr, dst, dstLength) != NULL;
|
|
}
|
|
|
|
// No IPv4 addresses found for host name
|
|
return false;
|
|
}
|
|
#else
|
|
static char *network_getAddress(char *host)
|
|
{
|
|
struct hostent *remoteHost;
|
|
struct in_addr addr;
|
|
remoteHost = gethostbyname(host);
|
|
if (remoteHost != NULL && remoteHost->h_addrtype == AF_INET && remoteHost->h_addr_list[0] != 0) {
|
|
addr.s_addr = *(u_long *)remoteHost->h_addr_list[0];
|
|
return inet_ntoa(addr);
|
|
}
|
|
|
|
return host;
|
|
}
|
|
#endif // USE_INET_PTON
|
|
|
|
|
|
#else
|
|
int network_get_mode() { return NETWORK_MODE_NONE; }
|
|
uint32 network_get_server_tick() { return RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32); }
|
|
void network_send_gamecmd(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 callback) {}
|
|
void network_send_map() {}
|
|
void network_update() {}
|
|
int network_begin_client(const char *host, int port) { return 1; }
|
|
int network_begin_server(int port) { return 1; }
|
|
int network_get_num_players() { return 1; }
|
|
const char* network_get_player_name(unsigned int index) { return "local (OpenRCT2 compiled without MP)"; }
|
|
uint32 network_get_player_flags(unsigned int index) { return 0; }
|
|
int network_get_player_ping(unsigned int index) { return 0; }
|
|
int network_get_player_id(unsigned int index) { return 0; }
|
|
void network_send_chat(const char* text) {}
|
|
void network_close() {}
|
|
void network_kick_player(int playerId) { }
|
|
uint8 network_get_current_player_id() { return 0; }
|
|
#endif /* DISABLE_NETWORK */
|