(svn r8078) -Codechange: rewrite UDP part of the network code to make use classes. This is only one of the many steps to really cleanup the network code.

This commit is contained in:
rubidium 2007-01-12 14:30:01 +00:00
parent bccef9f948
commit c48aa5db45
8 changed files with 392 additions and 324 deletions

View File

@ -13,6 +13,12 @@
* @file udp.c Basic functions to receive and send UDP packets.
*/
/** Initialize the sockets with an INVALID_SOCKET */
NetworkUDPSocketHandler::NetworkUDPSocketHandler()
{
this->udp = INVALID_SOCKET;
}
/**
* Start listening on the given host and port.
* @param udp the place where the (references to the) UDP are stored
@ -21,15 +27,15 @@
* @param broadcast whether to allow broadcast sending/receiving
* @return true if the listening succeeded
*/
bool NetworkUDPListen(SOCKET *udp, const uint32 host, const uint16 port, const bool broadcast)
bool NetworkUDPSocketHandler::Listen(const uint32 host, const uint16 port, const bool broadcast)
{
struct sockaddr_in sin;
/* Make sure socket is closed */
NetworkUDPClose(udp);
this->Close();
*udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
if (*udp == INVALID_SOCKET) {
this->udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
if (this->udp == INVALID_SOCKET) {
DEBUG(net, 0, "[udp] failed to start UDP listener");
return false;
}
@ -38,9 +44,9 @@ bool NetworkUDPListen(SOCKET *udp, const uint32 host, const uint16 port, const b
{
unsigned long blocking = 1;
#ifndef BEOS_NET_SERVER
ioctlsocket(*udp, FIONBIO, &blocking);
ioctlsocket(this->udp, FIONBIO, &blocking);
#else
setsockopt(*udp, SOL_SOCKET, SO_NONBLOCK, &blocking, NULL);
setsockopt(this->udp, SOL_SOCKET, SO_NONBLOCK, &blocking, NULL);
#endif
}
@ -49,7 +55,7 @@ bool NetworkUDPListen(SOCKET *udp, const uint32 host, const uint16 port, const b
sin.sin_addr.s_addr = host;
sin.sin_port = htons(port);
if (bind(*udp, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
if (bind(this->udp, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
DEBUG(net, 0, "[udp] bind failed on %s:%i", inet_ntoa(*(struct in_addr *)&host), port);
return false;
}
@ -58,7 +64,7 @@ bool NetworkUDPListen(SOCKET *udp, const uint32 host, const uint16 port, const b
/* Enable broadcast */
unsigned long val = 1;
#ifndef BEOS_NET_SERVER // will work around this, some day; maybe.
setsockopt(*udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val));
setsockopt(this->udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val));
#endif
}
@ -71,12 +77,12 @@ bool NetworkUDPListen(SOCKET *udp, const uint32 host, const uint16 port, const b
* Close the given UDP socket
* @param udp the socket to close
*/
void NetworkUDPClose(SOCKET *udp)
void NetworkUDPSocketHandler::Close()
{
if (*udp == INVALID_SOCKET) return;
if (this->udp == INVALID_SOCKET) return;
closesocket(*udp);
*udp = INVALID_SOCKET;
closesocket(this->udp);
this->udp = INVALID_SOCKET;
}
@ -86,14 +92,14 @@ void NetworkUDPClose(SOCKET *udp)
* @param p the packet to send
* @param recv the receiver (target) of the packet
*/
void NetworkSendUDP_Packet(const SOCKET udp, Packet *p, const struct sockaddr_in *recv)
void NetworkUDPSocketHandler::SendPacket(Packet *p, const struct sockaddr_in *recv)
{
int res;
NetworkSend_FillPacketSize(p);
/* Send the buffer */
res = sendto(udp, (const char*)p->buffer, p->size, 0, (struct sockaddr *)recv, sizeof(*recv));
res = sendto(this->udp, (const char*)p->buffer, p->size, 0, (struct sockaddr *)recv, sizeof(*recv));
/* Check for any errors, but ignore it otherwise */
if (res == -1) DEBUG(net, 1, "[udp] sendto failed with: %i", GET_LAST_ERROR());
@ -103,7 +109,7 @@ void NetworkSendUDP_Packet(const SOCKET udp, Packet *p, const struct sockaddr_in
* Receive a packet at UDP level
* @param udp the socket to receive the packet on
*/
void NetworkUDPReceive(const SOCKET udp)
void NetworkUDPSocketHandler::ReceivePackets()
{
struct sockaddr_in client_addr;
socklen_t client_len;
@ -111,11 +117,13 @@ void NetworkUDPReceive(const SOCKET udp)
Packet p;
int packet_len;
if (this->udp == INVALID_SOCKET) return;
packet_len = sizeof(p.buffer);
client_len = sizeof(client_addr);
/* Try to receive anything */
nbytes = recvfrom(udp, (char*)p.buffer, packet_len, 0, (struct sockaddr *)&client_addr, &client_len);
nbytes = recvfrom(this->udp, (char*)p.buffer, packet_len, 0, (struct sockaddr *)&client_addr, &client_len);
/* We got some bytes for the base header of the packet. */
if (nbytes > 2) {
@ -135,7 +143,7 @@ void NetworkUDPReceive(const SOCKET udp)
p.next = NULL;
/* Handle the packet */
NetworkHandleUDPPacket(udp, &p, &client_addr);
this->HandleUDPPacket(&p, &client_addr);
}
}
@ -145,7 +153,7 @@ void NetworkUDPReceive(const SOCKET udp)
* @param p the packet to write the data to
* @param c the configuration to write the GRF ID and MD5 checksum from
*/
void NetworkSend_GRFIdentifier(Packet *p, const GRFConfig *c)
void NetworkUDPSocketHandler::Send_GRFIdentifier(Packet *p, const GRFConfig *c)
{
uint j;
NetworkSend_uint32(p, c->grfid);
@ -156,16 +164,15 @@ void NetworkSend_GRFIdentifier(Packet *p, const GRFConfig *c)
/**
* Deserializes the GRFIdentifier (GRF ID and MD5 checksum) from the packet
* @param cs the client state (for closing connect on out-of-bounds reading etc)
* @param p the packet to read the data from
* @param c the configuration to write the GRF ID and MD5 checksum to
*/
void NetworkRecv_GRFIdentifier(NetworkClientState *cs, Packet *p, GRFConfig *c)
void NetworkUDPSocketHandler::Recv_GRFIdentifier(Packet *p, GRFConfig *c)
{
uint j;
c->grfid = NetworkRecv_uint32(cs, p);
c->grfid = NetworkRecv_uint32(&this->cs, p);
for (j = 0; j < sizeof(c->md5sum); j++) {
c->md5sum[j] = NetworkRecv_uint8(cs, p);
c->md5sum[j] = NetworkRecv_uint8(&this->cs, p);
}
}
@ -175,7 +182,7 @@ void NetworkRecv_GRFIdentifier(NetworkClientState *cs, Packet *p, GRFConfig *c)
* @param p the packet to write the data to
* @param info the NetworkGameInfo struct to serialize
*/
void NetworkSend_NetworkGameInfo(Packet *p, const NetworkGameInfo *info)
void NetworkUDPSocketHandler::Send_NetworkGameInfo(Packet *p, const NetworkGameInfo *info)
{
NetworkSend_uint8 (p, NETWORK_GAME_INFO_VERSION);
@ -204,7 +211,7 @@ void NetworkSend_NetworkGameInfo(Packet *p, const NetworkGameInfo *info)
/* Send actual GRF Identifications */
for (c = info->grfconfig; c != NULL; c = c->next) {
if (!HASBIT(c->flags, GCF_STATIC)) NetworkSend_GRFIdentifier(p, c);
if (!HASBIT(c->flags, GCF_STATIC)) this->Send_GRFIdentifier(p, c);
}
}
@ -234,13 +241,12 @@ void NetworkSend_NetworkGameInfo(Packet *p, const NetworkGameInfo *info)
/**
* Deserializes the NetworkGameInfo struct from the packet
* @param cs the client state (for closing connect on out-of-bounds reading etc)
* @param p the packet to read the data from
* @param info the NetworkGameInfo to deserialize into
*/
void NetworkRecv_NetworkGameInfo(NetworkClientState *cs, Packet *p, NetworkGameInfo *info)
void NetworkUDPSocketHandler::Recv_NetworkGameInfo(Packet *p, NetworkGameInfo *info)
{
info->game_info_version = NetworkRecv_uint8(cs, p);
info->game_info_version = NetworkRecv_uint8(&this->cs, p);
/*
* Please observe the order.
@ -254,12 +260,12 @@ void NetworkRecv_NetworkGameInfo(NetworkClientState *cs, Packet *p, NetworkGameI
case 4: {
GRFConfig **dst = &info->grfconfig;
uint i;
uint num_grfs = NetworkRecv_uint8(cs, p);
uint num_grfs = NetworkRecv_uint8(&this->cs, p);
for (i = 0; i < num_grfs; i++) {
GRFConfig *c = CallocT<GRFConfig>(1);
NetworkRecv_GRFIdentifier(cs, p, c);
HandleIncomingNetworkGameInfoGRFConfig(c);
this->Recv_GRFIdentifier(p, c);
this->HandleIncomingNetworkGameInfoGRFConfig(c);
/* Append GRFConfig to the list */
*dst = c;
@ -267,32 +273,98 @@ void NetworkRecv_NetworkGameInfo(NetworkClientState *cs, Packet *p, NetworkGameI
}
} /* Fallthrough */
case 3:
info->game_date = NetworkRecv_uint32(cs, p);
info->start_date = NetworkRecv_uint32(cs, p);
info->game_date = NetworkRecv_uint32(&this->cs, p);
info->start_date = NetworkRecv_uint32(&this->cs, p);
/* Fallthrough */
case 2:
info->companies_max = NetworkRecv_uint8 (cs, p);
info->companies_on = NetworkRecv_uint8 (cs, p);
info->spectators_max = NetworkRecv_uint8 (cs, p);
info->companies_max = NetworkRecv_uint8 (&this->cs, p);
info->companies_on = NetworkRecv_uint8 (&this->cs, p);
info->spectators_max = NetworkRecv_uint8 (&this->cs, p);
/* Fallthrough */
case 1:
NetworkRecv_string(cs, p, info->server_name, sizeof(info->server_name));
NetworkRecv_string(cs, p, info->server_revision, sizeof(info->server_revision));
info->server_lang = NetworkRecv_uint8 (cs, p);
info->use_password = NetworkRecv_uint8 (cs, p);
info->clients_max = NetworkRecv_uint8 (cs, p);
info->clients_on = NetworkRecv_uint8 (cs, p);
info->spectators_on = NetworkRecv_uint8 (cs, p);
NetworkRecv_string(&this->cs, p, info->server_name, sizeof(info->server_name));
NetworkRecv_string(&this->cs, p, info->server_revision, sizeof(info->server_revision));
info->server_lang = NetworkRecv_uint8 (&this->cs, p);
info->use_password = NetworkRecv_uint8 (&this->cs, p);
info->clients_max = NetworkRecv_uint8 (&this->cs, p);
info->clients_on = NetworkRecv_uint8 (&this->cs, p);
info->spectators_on = NetworkRecv_uint8 (&this->cs, p);
if (info->game_info_version < 3) { // 16 bits dates got scrapped and are read earlier
info->game_date = NetworkRecv_uint16(cs, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
info->start_date = NetworkRecv_uint16(cs, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
info->game_date = NetworkRecv_uint16(&this->cs, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
info->start_date = NetworkRecv_uint16(&this->cs, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
}
NetworkRecv_string(cs, p, info->map_name, sizeof(info->map_name));
info->map_width = NetworkRecv_uint16(cs, p);
info->map_height = NetworkRecv_uint16(cs, p);
info->map_set = NetworkRecv_uint8 (cs, p);
info->dedicated = (NetworkRecv_uint8 (cs, p) != 0);
NetworkRecv_string(&this->cs, p, info->map_name, sizeof(info->map_name));
info->map_width = NetworkRecv_uint16(&this->cs, p);
info->map_height = NetworkRecv_uint16(&this->cs, p);
info->map_set = NetworkRecv_uint8 (&this->cs, p);
info->dedicated = (NetworkRecv_uint8(&this->cs, p) != 0);
}
}
/* Defines a simple (switch) case for each network packet */
#define UDP_COMMAND(type) case type: this->NetworkPacketReceive_ ## type ## _command(p, client_addr); break;
/**
* Handle an incoming packets by sending it to the correct function.
* @param p the received packet
* @param client_addr the sender of the packet
*/
void NetworkUDPSocketHandler::HandleUDPPacket(Packet *p, const struct sockaddr_in *client_addr)
{
PacketUDPType type;
/* Fake a client, so we can see when there is an illegal packet */
this->cs.socket = INVALID_SOCKET;
this->cs.has_quit = false;
type = (PacketUDPType)NetworkRecv_uint8(&this->cs, p);
switch (this->cs.has_quit ? PACKET_UDP_END : type) {
UDP_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER);
UDP_COMMAND(PACKET_UDP_SERVER_RESPONSE);
UDP_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO);
UDP_COMMAND(PACKET_UDP_SERVER_DETAIL_INFO);
UDP_COMMAND(PACKET_UDP_SERVER_REGISTER);
UDP_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER);
UDP_COMMAND(PACKET_UDP_CLIENT_GET_LIST);
UDP_COMMAND(PACKET_UDP_MASTER_RESPONSE_LIST);
UDP_COMMAND(PACKET_UDP_SERVER_UNREGISTER);
UDP_COMMAND(PACKET_UDP_CLIENT_GET_NEWGRFS);
UDP_COMMAND(PACKET_UDP_SERVER_NEWGRFS);
default:
if (!this->cs.has_quit) {
DEBUG(net, 0, "[udp] received invalid packet type %d from %s:%d", type, inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port));
} else {
DEBUG(net, 0, "[udp] received illegal packet from %s:%d", inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port));
}
break;
}
}
/*
* Create stub implementations for all receive commands that only
* show a warning that the given command is not available for the
* socket where the packet came from.
*/
#define DEFINE_UNAVAILABLE_UDP_RECEIVE_COMMAND(type) \
void NetworkUDPSocketHandler::NetworkPacketReceive_## type ##_command(\
Packet *p, const struct sockaddr_in *client_addr) { \
DEBUG(net, 0, "[udp] received packet on wrong port from %s:%d", \
inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port)); \
}
DEFINE_UNAVAILABLE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER);
DEFINE_UNAVAILABLE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE);
DEFINE_UNAVAILABLE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO);
DEFINE_UNAVAILABLE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_DETAIL_INFO);
DEFINE_UNAVAILABLE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_REGISTER);
DEFINE_UNAVAILABLE_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER);
DEFINE_UNAVAILABLE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_GET_LIST);
DEFINE_UNAVAILABLE_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_RESPONSE_LIST);
DEFINE_UNAVAILABLE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_UNREGISTER);
DEFINE_UNAVAILABLE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_GET_NEWGRFS);
DEFINE_UNAVAILABLE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_NEWGRFS);
#endif /* ENABLE_NETWORK */

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@ -9,6 +9,8 @@
#include "game.h"
#include "packet.h"
#include "../../newgrf_config.h"
#include "../../debug.h"
#include "../network_data.h"
/**
* @file udp.h Basic functions to receive and send UDP packets.
@ -71,28 +73,8 @@
* 1+ 1 whether the server is dedicated (0 = no, 1 = yes)
*/
///** Sending/receiving of UDP packets **////
bool NetworkUDPListen(SOCKET *udp, const uint32 host, const uint16 port, const bool broadcast);
void NetworkUDPClose(SOCKET *udp);
void NetworkSendUDP_Packet(const SOCKET udp, Packet *p, const struct sockaddr_in *recv);
void NetworkUDPReceive(const SOCKET udp);
/**
* Function that is called for every received UDP packet.
* @param udp the socket the packet is received on
* @param packet the received packet
* @param client_addr the address of the sender of the packet
*/
void NetworkHandleUDPPacket(const SOCKET udp, Packet *p, const struct sockaddr_in *client_addr);
///** Sending/receiving of (large) chuncks of UDP packets **////
/** Enum with all types of UDP packets. The order MUST not be changed **/
enum {
enum PacketUDPType {
PACKET_UDP_CLIENT_FIND_SERVER, ///< Queries a game server for game information
PACKET_UDP_SERVER_RESPONSE, ///< Reply of the game server with game information
PACKET_UDP_CLIENT_DETAIL_INFO, ///< Queries a game server about details of the game, such as companies
@ -107,20 +89,54 @@ enum {
PACKET_UDP_END ///< Must ALWAYS be on the end of this list!! (period)
};
void NetworkSend_GRFIdentifier(Packet *p, const GRFConfig *c);
void NetworkSend_NetworkGameInfo(Packet *p, const NetworkGameInfo *info);
#define DECLARE_UDP_RECEIVE_COMMAND(type) virtual void NetworkPacketReceive_## type ##_command(Packet *p, const struct sockaddr_in *)
void NetworkRecv_GRFIdentifier(NetworkClientState *cs, Packet *p, GRFConfig *c);
void NetworkRecv_NetworkGameInfo(NetworkClientState *cs, Packet *p, NetworkGameInfo *info);
class NetworkUDPSocketHandler {
private:
SOCKET udp;
protected:
NetworkClientState cs;
/* Declare all possible packets here. If it can be received by the
* a specific handler, it has to be implemented. */
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_DETAIL_INFO);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_REGISTER);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_GET_LIST);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_RESPONSE_LIST);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_UNREGISTER);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_GET_NEWGRFS);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_NEWGRFS);
/**
* Function that is called for every GRFConfig that is read when receiving
* a NetworkGameInfo. Only grfid and md5sum are set, the rest is zero. This
* function must set all appropriate fields. This GRF is later appended to
* the grfconfig list of the NetworkGameInfo.
* @param config the GRF to handle
*/
void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config);
void HandleUDPPacket(Packet *p, const struct sockaddr_in *client_addr);
/**
* Function that is called for every GRFConfig that is read when receiving
* a NetworkGameInfo. Only grfid and md5sum are set, the rest is zero. This
* function must set all appropriate fields. This GRF is later appended to
* the grfconfig list of the NetworkGameInfo.
* @param config the GRF to handle
*/
virtual void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config) { NOT_REACHED(); }
public:
NetworkUDPSocketHandler();
virtual ~NetworkUDPSocketHandler() { this->Close(); }
bool IsListening() { return this->udp != INVALID_SOCKET; }
bool Listen(uint32 host, uint16 port, bool broadcast);
void Close();
void SendPacket(Packet *p, const struct sockaddr_in *recv);
void ReceivePackets();
void Send_GRFIdentifier(Packet *p, const GRFConfig *c);
void Send_NetworkGameInfo(Packet *p, const NetworkGameInfo *info);
void Recv_GRFIdentifier(Packet *p, GRFConfig *c);
void Recv_NetworkGameInfo(Packet *p, NetworkGameInfo *info);
};
#endif /* ENABLE_NETWORK */

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@ -41,9 +41,9 @@
// global variables (declared in network_data.h)
CommandPacket *_local_command_queue;
SOCKET _udp_client_socket; // udp client socket
SOCKET _udp_server_socket; // udp server socket
SOCKET _udp_master_socket; // udp master socket
extern NetworkUDPSocketHandler *_udp_client_socket; ///< udp client socket
extern NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket
extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket
// Here we keep track of the clients
// (and the client uses [0] for his own communication)
@ -842,7 +842,7 @@ static void NetworkClose(void)
closesocket(_listensocket);
_listensocket = INVALID_SOCKET;
DEBUG(net, 1, "Closed listener");
NetworkUDPStop();
NetworkUDPCloseAll();
}
}
@ -958,7 +958,7 @@ bool NetworkClientConnectGame(const char *host, uint16 port)
_network_last_port = port;
NetworkDisconnect();
NetworkUDPStop();
NetworkUDPCloseAll();
NetworkInitialize();
// Try to connect
@ -1034,7 +1034,7 @@ bool NetworkServerStart(void)
// Try to start UDP-server
_network_udp_server = true;
_network_udp_server = NetworkUDPListen(&_udp_server_socket, _network_server_bind_ip, _network_server_port, false);
_network_udp_server = _udp_server_socket->Listen(_network_server_bind_ip, _network_server_port, false);
_network_server = true;
_networking = true;
@ -1270,12 +1270,10 @@ static bool NetworkDoClientLoop(void)
void NetworkUDPGameLoop(void)
{
if (_network_udp_server) {
NetworkUDPReceive(_udp_server_socket);
if (_udp_master_socket != INVALID_SOCKET) {
NetworkUDPReceive(_udp_master_socket);
}
} else if (_udp_client_socket != INVALID_SOCKET) {
NetworkUDPReceive(_udp_client_socket);
_udp_server_socket->ReceivePackets();
_udp_master_socket->ReceivePackets();
} else {
_udp_client_socket->ReceivePackets();
if (_network_udp_broadcast > 0) _network_udp_broadcast--;
}
}
@ -1390,7 +1388,7 @@ void NetworkStartUp(void)
void NetworkShutDown(void)
{
NetworkDisconnect();
NetworkUDPStop();
NetworkUDPShutdown();
DEBUG(net, 3, "[core] shutting down network");

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@ -179,7 +179,7 @@ void UpdateNetworkGameWindow(bool unselect);
void CheckMinPlayers(void);
void NetworkStartUp(void);
void NetworkUDPStop(void);
void NetworkUDPCloseAll();
void NetworkShutDown(void);
void NetworkGameLoop(void);
void NetworkUDPGameLoop(void);

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@ -123,10 +123,6 @@ typedef enum {
// following externs are instantiated at network.cpp
extern CommandPacket *_local_command_queue;
extern SOCKET _udp_client_socket; // udp client socket
extern SOCKET _udp_server_socket; // udp server socket
extern SOCKET _udp_master_socket; // udp master socket
// Here we keep track of the clients
// (and the client uses [0] for his own communication)
extern NetworkClientState _clients[MAX_CLIENTS];

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@ -28,11 +28,42 @@ enum {
ADVERTISE_RETRY_TIMES = 3 // give up readvertising after this much failed retries
};
#define DEF_UDP_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(Packet *p, const struct sockaddr_in *client_addr)
NetworkUDPSocketHandler *_udp_client_socket; ///< udp client socket
NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket
NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket
static NetworkClientState _udp_cs;
#define DEF_UDP_RECEIVE_COMMAND(cls, type) void cls ##NetworkUDPSocketHandler::NetworkPacketReceive_ ## type ## _command(Packet *p, const struct sockaddr_in *client_addr)
DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER)
///*** Communication with the masterserver ***/
class MasterNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
protected:
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER);
public:
virtual ~MasterNetworkUDPSocketHandler() {}
};
DEF_UDP_RECEIVE_COMMAND(Master, PACKET_UDP_MASTER_ACK_REGISTER)
{
_network_advertise_retries = 0;
DEBUG(net, 2, "[udp] advertising on master server successfull");
/* We are advertised, but we don't want to! */
if (!_network_advertise) NetworkUDPRemoveAdvertise();
}
///*** Communication with clients (we are server) ***/
class ServerNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
protected:
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_GET_NEWGRFS);
public:
virtual ~ServerNetworkUDPSocketHandler() {}
};
DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_FIND_SERVER)
{
Packet *packet;
// Just a fail-safe.. should never happen
@ -50,106 +81,17 @@ DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER)
_network_game_info.spectators_on = NetworkSpectatorCount();
_network_game_info.grfconfig = _grfconfig;
NetworkSend_NetworkGameInfo(packet, &_network_game_info);
this->Send_NetworkGameInfo(packet, &_network_game_info);
// Let the client know that we are here
NetworkSendUDP_Packet(_udp_server_socket, packet, client_addr);
this->SendPacket(packet, client_addr);
free(packet);
DEBUG(net, 2, "[udp] queried from '%s'", inet_ntoa(client_addr->sin_addr));
}
void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config)
{
/* Find the matching GRF file */
const GRFConfig *f = FindGRFConfig(config->grfid, config->md5sum);
if (f == NULL) {
/* Don't know the GRF, so mark game incompatible and the (possibly)
* already resolved name for this GRF (another server has sent the
* name of the GRF already */
config->name = FindUnknownGRFName(config->grfid, config->md5sum, true);
SETBIT(config->flags, GCF_NOT_FOUND);
} else {
config->filename = f->filename;
config->name = f->name;
config->info = f->info;
}
SETBIT(config->flags, GCF_COPY);
}
DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE)
{
extern const char _openttd_revision[];
NetworkGameList *item;
// Just a fail-safe.. should never happen
if (_network_udp_server || _udp_cs.has_quit) return;
DEBUG(net, 4, "[udp] server response from %s:%d", inet_ntoa(client_addr->sin_addr),ntohs(client_addr->sin_port));
// Find next item
item = NetworkGameListAddItem(inet_addr(inet_ntoa(client_addr->sin_addr)), ntohs(client_addr->sin_port));
NetworkRecv_NetworkGameInfo(&_udp_cs, p, &item->info);
item->info.compatible = true;
{
/* Checks whether there needs to be a request for names of GRFs and makes
* the request if necessary. GRFs that need to be requested are the GRFs
* that do not exist on the clients system and we do not have the name
* resolved of, i.e. the name is still UNKNOWN_GRF_NAME_PLACEHOLDER.
* The in_request array and in_request_count are used so there is no need
* to do a second loop over the GRF list, which can be relatively expensive
* due to the string comparisons. */
const GRFConfig *in_request[NETWORK_MAX_GRF_COUNT];
const GRFConfig *c;
uint in_request_count = 0;
struct sockaddr_in out_addr;
for (c = item->info.grfconfig; c != NULL; c = c->next) {
if (HASBIT(c->flags, GCF_NOT_FOUND)) item->info.compatible = false;
if (!HASBIT(c->flags, GCF_NOT_FOUND) || strcmp(c->name, UNKNOWN_GRF_NAME_PLACEHOLDER) != 0) continue;
in_request[in_request_count] = c;
in_request_count++;
}
if (in_request_count > 0) {
/* There are 'unknown' GRFs, now send a request for them */
uint i;
Packet *packet = NetworkSend_Init(PACKET_UDP_CLIENT_GET_NEWGRFS);
NetworkSend_uint8 (packet, in_request_count);
for (i = 0; i < in_request_count; i++) {
NetworkSend_GRFIdentifier(packet, in_request[i]);
}
out_addr.sin_family = AF_INET;
out_addr.sin_port = htons(item->port);
out_addr.sin_addr.s_addr = item->ip;
NetworkSendUDP_Packet(_udp_client_socket, packet, &out_addr);
free(packet);
}
}
if (item->info.server_lang >= NETWORK_NUM_LANGUAGES) item->info.server_lang = 0;
if (item->info.map_set >= NUM_LANDSCAPE ) item->info.map_set = 0;
if (item->info.hostname[0] == '\0')
snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", inet_ntoa(client_addr->sin_addr));
/* Check if we are allowed on this server based on the revision-match */
item->info.version_compatible =
strcmp(item->info.server_revision, _openttd_revision) == 0 ||
strcmp(item->info.server_revision, NOREV_STRING) == 0;
item->info.compatible &= item->info.version_compatible; // Already contains match for GRFs
item->online = true;
UpdateNetworkGameWindow(false);
}
DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO)
DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_DETAIL_INFO)
{
NetworkClientState *cs;
NetworkClientInfo *ci;
@ -250,46 +192,10 @@ DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO)
/* Indicates end of client list */
NetworkSend_uint8(packet, 0);
NetworkSendUDP_Packet(_udp_server_socket, packet, client_addr);
this->SendPacket(packet, client_addr);
free(packet);
}
DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_RESPONSE_LIST)
{
int i;
struct in_addr ip;
uint16 port;
uint8 ver;
/* packet begins with the protocol version (uint8)
* then an uint16 which indicates how many
* ip:port pairs are in this packet, after that
* an uint32 (ip) and an uint16 (port) for each pair
*/
ver = NetworkRecv_uint8(&_udp_cs, p);
if (_udp_cs.has_quit) return;
if (ver == 1) {
for (i = NetworkRecv_uint16(&_udp_cs, p); i != 0 ; i--) {
ip.s_addr = TO_LE32(NetworkRecv_uint32(&_udp_cs, p));
port = NetworkRecv_uint16(&_udp_cs, p);
NetworkUDPQueryServer(inet_ntoa(ip), port);
}
}
}
DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER)
{
_network_advertise_retries = 0;
DEBUG(net, 2, "[udp] advertising on master server successfull");
/* We are advertised, but we don't want to! */
if (!_network_advertise) NetworkUDPRemoveAdvertise();
}
/**
* A client has requested the names of some NewGRFs.
*
@ -303,7 +209,7 @@ DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER)
* in_reply and in_reply_count are used to keep a list of GRFs to
* send in the reply.
*/
DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_GET_NEWGRFS)
DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_GET_NEWGRFS)
{
uint8 num_grfs;
uint i;
@ -313,19 +219,16 @@ DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_GET_NEWGRFS)
uint8 in_reply_count = 0;
uint packet_len = 0;
/* Just a fail-safe.. should never happen */
if (_udp_cs.has_quit) return;
DEBUG(net, 6, "[udp] newgrf data request from %s:%d", inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port));
num_grfs = NetworkRecv_uint8 (&_udp_cs, p);
num_grfs = NetworkRecv_uint8 (&this->cs, p);
if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
for (i = 0; i < num_grfs; i++) {
GRFConfig c;
const GRFConfig *f;
NetworkRecv_GRFIdentifier(&_udp_cs, p, &c);
this->Recv_GRFIdentifier(p, &c);
/* Find the matching GRF file */
f = FindGRFConfig(c.grfid, c.md5sum);
@ -353,26 +256,132 @@ DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_GET_NEWGRFS)
/* The name could be an empty string, if so take the filename */
ttd_strlcpy(name, (in_reply[i]->name != NULL && strlen(in_reply[i]->name) > 0) ?
in_reply[i]->name : in_reply[i]->filename, sizeof(name));
NetworkSend_GRFIdentifier(packet, in_reply[i]);
this->Send_GRFIdentifier(packet, in_reply[i]);
NetworkSend_string(packet, name);
}
NetworkSendUDP_Packet(_udp_server_socket, packet, client_addr);
this->SendPacket(packet, client_addr);
free(packet);
}
///*** Communication with servers (we are client) ***/
class ClientNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
protected:
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_RESPONSE_LIST);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_NEWGRFS);
virtual void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config);
public:
virtual ~ClientNetworkUDPSocketHandler() {}
};
DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_SERVER_RESPONSE)
{
extern const char _openttd_revision[];
NetworkGameList *item;
// Just a fail-safe.. should never happen
if (_network_udp_server) return;
DEBUG(net, 4, "[udp] server response from %s:%d", inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port));
// Find next item
item = NetworkGameListAddItem(inet_addr(inet_ntoa(client_addr->sin_addr)), ntohs(client_addr->sin_port));
this->Recv_NetworkGameInfo(p, &item->info);
item->info.compatible = true;
{
/* Checks whether there needs to be a request for names of GRFs and makes
* the request if necessary. GRFs that need to be requested are the GRFs
* that do not exist on the clients system and we do not have the name
* resolved of, i.e. the name is still UNKNOWN_GRF_NAME_PLACEHOLDER.
* The in_request array and in_request_count are used so there is no need
* to do a second loop over the GRF list, which can be relatively expensive
* due to the string comparisons. */
const GRFConfig *in_request[NETWORK_MAX_GRF_COUNT];
const GRFConfig *c;
uint in_request_count = 0;
struct sockaddr_in out_addr;
for (c = item->info.grfconfig; c != NULL; c = c->next) {
if (HASBIT(c->flags, GCF_NOT_FOUND)) item->info.compatible = false;
if (!HASBIT(c->flags, GCF_NOT_FOUND) || strcmp(c->name, UNKNOWN_GRF_NAME_PLACEHOLDER) != 0) continue;
in_request[in_request_count] = c;
in_request_count++;
}
if (in_request_count > 0) {
/* There are 'unknown' GRFs, now send a request for them */
uint i;
Packet *packet = NetworkSend_Init(PACKET_UDP_CLIENT_GET_NEWGRFS);
NetworkSend_uint8 (packet, in_request_count);
for (i = 0; i < in_request_count; i++) {
this->Send_GRFIdentifier(packet, in_request[i]);
}
out_addr.sin_family = AF_INET;
out_addr.sin_port = htons(item->port);
out_addr.sin_addr.s_addr = item->ip;
this->SendPacket(packet, &out_addr);
free(packet);
}
}
if (item->info.server_lang >= NETWORK_NUM_LANGUAGES) item->info.server_lang = 0;
if (item->info.map_set >= NUM_LANDSCAPE ) item->info.map_set = 0;
if (item->info.hostname[0] == '\0')
snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", inet_ntoa(client_addr->sin_addr));
/* Check if we are allowed on this server based on the revision-match */
item->info.version_compatible =
strcmp(item->info.server_revision, _openttd_revision) == 0 ||
strcmp(item->info.server_revision, NOREV_STRING) == 0;
item->info.compatible &= item->info.version_compatible; // Already contains match for GRFs
item->online = true;
UpdateNetworkGameWindow(false);
}
DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_MASTER_RESPONSE_LIST)
{
int i;
struct in_addr ip;
uint16 port;
uint8 ver;
/* packet begins with the protocol version (uint8)
* then an uint16 which indicates how many
* ip:port pairs are in this packet, after that
* an uint32 (ip) and an uint16 (port) for each pair
*/
ver = NetworkRecv_uint8(&this->cs, p);
if (this->cs.has_quit) return;
if (ver == 1) {
for (i = NetworkRecv_uint16(&this->cs, p); i != 0 ; i--) {
ip.s_addr = TO_LE32(NetworkRecv_uint32(&this->cs, p));
port = NetworkRecv_uint16(&this->cs, p);
NetworkUDPQueryServer(inet_ntoa(ip), port);
}
}
}
/** The return of the client's request of the names of some NewGRFs */
DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_NEWGRFS)
DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_SERVER_NEWGRFS)
{
uint8 num_grfs;
uint i;
/* Just a fail-safe.. should never happen */
if (_udp_cs.has_quit) return;
DEBUG(net, 6, "[udp] newgrf data reply from %s:%d", inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port));
DEBUG(net, 6, "[udp] newgrf data reply from %s:%d", inet_ntoa(client_addr->sin_addr),ntohs(client_addr->sin_port));
num_grfs = NetworkRecv_uint8 (&_udp_cs, p);
num_grfs = NetworkRecv_uint8 (&this->cs, p);
if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
for (i = 0; i < num_grfs; i++) {
@ -380,8 +389,8 @@ DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_NEWGRFS)
char name[NETWORK_GRF_NAME_LENGTH];
GRFConfig c;
NetworkRecv_GRFIdentifier(&_udp_cs, p, &c);
NetworkRecv_string(&_udp_cs, p, name, sizeof(name));
this->Recv_GRFIdentifier(p, &c);
NetworkRecv_string(&this->cs, p, name, sizeof(name));
/* An empty name is not possible under normal circumstances
* and causes problems when showing the NewGRF list. */
@ -397,72 +406,39 @@ DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_NEWGRFS)
}
}
/**
* Every type of UDP packet should only be received by a single socket;
* The socket communicating with the masterserver should receive the
* game information of some 'random' host.
*/
typedef struct NetworkUDPPacketAndSocket {
void (*callback)(Packet *p, const struct sockaddr_in *client_addr);
SOCKET *incoming_socket;
} NetworkUPDPacketAndSocket;
static const NetworkUPDPacketAndSocket _network_udp_packet[PACKET_UDP_END] = {
{ RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER), &_udp_server_socket },
{ RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE), &_udp_client_socket },
{ RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO), &_udp_server_socket },
{ NULL, NULL },
{ NULL, NULL },
{ RECEIVE_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER), &_udp_master_socket },
{ NULL, NULL },
{ RECEIVE_COMMAND(PACKET_UDP_MASTER_RESPONSE_LIST), &_udp_client_socket },
{ NULL, NULL },
{ RECEIVE_COMMAND(PACKET_UDP_CLIENT_GET_NEWGRFS), &_udp_server_socket },
{ RECEIVE_COMMAND(PACKET_UDP_SERVER_NEWGRFS), &_udp_client_socket },
};
void NetworkHandleUDPPacket(const SOCKET udp, Packet *p, const struct sockaddr_in *client_addr)
void ClientNetworkUDPSocketHandler::HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config)
{
byte type;
/* Fake a client, so we can see when there is an illegal packet */
_udp_cs.socket = INVALID_SOCKET;
_udp_cs.has_quit = false;
type = NetworkRecv_uint8(&_udp_cs, p);
if (type < PACKET_UDP_END && *_network_udp_packet[type].incoming_socket == udp && !_udp_cs.has_quit) {
_network_udp_packet[type].callback(p, client_addr);
/* Find the matching GRF file */
const GRFConfig *f = FindGRFConfig(config->grfid, config->md5sum);
if (f == NULL) {
/* Don't know the GRF, so mark game incompatible and the (possibly)
* already resolved name for this GRF (another server has sent the
* name of the GRF already */
config->name = FindUnknownGRFName(config->grfid, config->md5sum, true);
SETBIT(config->flags, GCF_NOT_FOUND);
} else {
if (*_network_udp_packet[type].incoming_socket != udp) {
DEBUG(net, 0, "[udp] received packet on wrong port from %s:%d", inet_ntoa(client_addr->sin_addr),ntohs(client_addr->sin_port));
} else if (!_udp_cs.has_quit) {
DEBUG(net, 0, "[udp] received invalid packet type %d from %s:%d", type, inet_ntoa(client_addr->sin_addr),ntohs(client_addr->sin_port));
} else {
DEBUG(net, 0, "[udp] received illegal packet from %s:%d", inet_ntoa(client_addr->sin_addr),ntohs(client_addr->sin_port));
}
config->filename = f->filename;
config->name = f->name;
config->info = f->info;
}
SETBIT(config->flags, GCF_COPY);
}
// Close UDP connection
void NetworkUDPStop(void)
void NetworkUDPCloseAll(void)
{
DEBUG(net, 1, "[udp] closed listeners");
if (_network_udp_server) {
NetworkUDPClose(&_udp_server_socket);
NetworkUDPClose(&_udp_master_socket);
} else {
NetworkUDPClose(&_udp_client_socket);
}
_udp_server_socket->Close();
_udp_master_socket->Close();
_udp_client_socket->Close();
_network_udp_server = false;
_network_udp_broadcast = 0;
}
// Broadcast to all ips
static void NetworkUDPBroadCast(SOCKET udp)
static void NetworkUDPBroadCast(NetworkUDPSocketHandler *socket)
{
Packet* p = NetworkSend_Init(PACKET_UDP_CLIENT_FIND_SERVER);
uint i;
@ -476,7 +452,7 @@ static void NetworkUDPBroadCast(SOCKET udp)
DEBUG(net, 4, "[udp] broadcasting to %s", inet_ntoa(out_addr.sin_addr));
NetworkSendUDP_Packet(udp, p, &out_addr);
socket->SendPacket(p, &out_addr);
}
free(p);
@ -489,9 +465,9 @@ void NetworkUDPQueryMasterServer(void)
struct sockaddr_in out_addr;
Packet *p;
if (_udp_client_socket == INVALID_SOCKET)
if (!NetworkUDPListen(&_udp_client_socket, 0, 0, true))
return;
if (!_udp_client_socket->IsListening()) {
if (!_udp_client_socket->Listen(0, 0, true)) return;
}
p = NetworkSend_Init(PACKET_UDP_CLIENT_GET_LIST);
@ -502,7 +478,7 @@ void NetworkUDPQueryMasterServer(void)
// packet only contains protocol version
NetworkSend_uint8(p, NETWORK_MASTER_SERVER_VERSION);
NetworkSendUDP_Packet(_udp_client_socket, p, &out_addr);
_udp_client_socket->SendPacket(p, &out_addr);
DEBUG(net, 2, "[udp] master server queried at %s:%d", inet_ntoa(out_addr.sin_addr),ntohs(out_addr.sin_port));
@ -516,9 +492,9 @@ void NetworkUDPSearchGame(void)
if (_network_udp_broadcast > 0) return;
// No UDP-socket yet..
if (_udp_client_socket == INVALID_SOCKET)
if (!NetworkUDPListen(&_udp_client_socket, 0, 0, true))
return;
if (!_udp_client_socket->IsListening()) {
if (!_udp_client_socket->Listen(0, 0, true)) return;
}
DEBUG(net, 0, "[udp] searching server");
@ -533,9 +509,9 @@ NetworkGameList *NetworkUDPQueryServer(const char* host, unsigned short port)
NetworkGameList *item;
// No UDP-socket yet..
if (_udp_client_socket == INVALID_SOCKET)
if (!NetworkUDPListen(&_udp_client_socket, 0, 0, true))
return NULL;
if (!_udp_client_socket->IsListening()) {
if (!_udp_client_socket->Listen(0, 0, true)) return NULL;
}
out_addr.sin_family = AF_INET;
out_addr.sin_port = htons(port);
@ -551,7 +527,7 @@ NetworkGameList *NetworkUDPQueryServer(const char* host, unsigned short port)
// Init the packet
p = NetworkSend_Init(PACKET_UDP_CLIENT_FIND_SERVER);
NetworkSendUDP_Packet(_udp_client_socket, p, &out_addr);
_udp_client_socket->SendPacket(p, &out_addr);
free(p);
@ -569,9 +545,9 @@ void NetworkUDPRemoveAdvertise(void)
if (!_networking || !_network_server || !_network_udp_server) return;
/* check for socket */
if (_udp_master_socket == INVALID_SOCKET)
if (!NetworkUDPListen(&_udp_master_socket, _network_server_bind_ip, 0, false))
return;
if (!_udp_master_socket->IsListening()) {
if (!_udp_master_socket->Listen(0, 0, false)) return;
}
DEBUG(net, 1, "[udp] removing advertise from master server");
@ -585,7 +561,7 @@ void NetworkUDPRemoveAdvertise(void)
/* Packet is: Version, server_port */
NetworkSend_uint8(p, NETWORK_MASTER_SERVER_VERSION);
NetworkSend_uint16(p, _network_server_port);
NetworkSendUDP_Packet(_udp_master_socket, p, &out_addr);
_udp_master_socket->SendPacket(p, &out_addr);
free(p);
}
@ -602,9 +578,9 @@ void NetworkUDPAdvertise(void)
return;
/* check for socket */
if (_udp_master_socket == INVALID_SOCKET)
if (!NetworkUDPListen(&_udp_master_socket, _network_server_bind_ip, 0, false))
return;
if (!_udp_master_socket->IsListening()) {
if (!_udp_master_socket->Listen(0, 0, false)) return;
}
if (_network_need_advertise) {
_network_need_advertise = false;
@ -637,19 +613,28 @@ void NetworkUDPAdvertise(void)
NetworkSend_string(p, NETWORK_MASTER_SERVER_WELCOME_MESSAGE);
NetworkSend_uint8(p, NETWORK_MASTER_SERVER_VERSION);
NetworkSend_uint16(p, _network_server_port);
NetworkSendUDP_Packet(_udp_master_socket, p, &out_addr);
_udp_master_socket->SendPacket(p, &out_addr);
free(p);
}
void NetworkUDPInitialize(void)
{
_udp_client_socket = INVALID_SOCKET;
_udp_server_socket = INVALID_SOCKET;
_udp_master_socket = INVALID_SOCKET;
_udp_client_socket = new ClientNetworkUDPSocketHandler();
_udp_server_socket = new ServerNetworkUDPSocketHandler();
_udp_master_socket = new MasterNetworkUDPSocketHandler();
_network_udp_server = false;
_network_udp_broadcast = 0;
}
void NetworkUDPShutdown(void)
{
NetworkUDPCloseAll();
delete _udp_client_socket;
delete _udp_server_socket;
delete _udp_master_socket;
}
#endif /* ENABLE_NETWORK */

View File

@ -11,6 +11,7 @@ void NetworkUDPQueryMasterServer(void);
NetworkGameList *NetworkUDPQueryServer(const char* host, unsigned short port);
void NetworkUDPAdvertise(void);
void NetworkUDPRemoveAdvertise(void);
void NetworkUDPShutdown(void);
#endif /* ENABLE_NETWORK */

View File

@ -748,10 +748,10 @@ void SwitchMode(int new_mode)
if (_networking) {
if (_network_server && (new_mode == SM_LOAD || new_mode == SM_NEWGAME)) {
NetworkReboot();
NetworkUDPStop();
NetworkUDPCloseAll();
} else {
NetworkDisconnect();
NetworkUDPStop();
NetworkUDPCloseAll();
}
}