#include "stdafx.h" #include "network_data.h" #ifdef ENABLE_NETWORK #include "network_gamelist.h" extern void UpdateNetworkGameWindow(bool unselect); // // This file handles all the LAN-stuff // Stuff like: // - UDP search over the network // typedef enum { PACKET_UDP_FIND_SERVER, PACKET_UDP_SERVER_RESPONSE, PACKET_UDP_END } PacketUDPType; static SOCKET _udp_server_socket; // udp server socket #define DEF_UDP_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(Packet *p, struct sockaddr_in *client_addr) void NetworkSendUDP_Packet(Packet *p, struct sockaddr_in *recv); DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_FIND_SERVER) { Packet *packet; // Just a fail-safe.. should never happen if (!_network_udp_server) return; packet = NetworkSend_Init(PACKET_UDP_SERVER_RESPONSE); // Update some game_info _network_game_info.game_date = _date; _network_game_info.map_set = _opt.landscape; NetworkSend_uint8 (packet, NETWORK_GAME_INFO_VERSION); NetworkSend_string(packet, _network_game_info.server_name); NetworkSend_string(packet, _network_game_info.server_revision); NetworkSend_uint8 (packet, _network_game_info.server_lang); NetworkSend_uint8 (packet, _network_game_info.use_password); NetworkSend_uint8 (packet, _network_game_info.clients_max); NetworkSend_uint8 (packet, _network_game_info.clients_on); NetworkSend_uint8 (packet, _network_game_info.spectators_on); NetworkSend_uint16(packet, _network_game_info.game_date); NetworkSend_uint16(packet, _network_game_info.start_date); NetworkSend_string(packet, _network_game_info.map_name); NetworkSend_uint16(packet, _network_game_info.map_width); NetworkSend_uint16(packet, _network_game_info.map_height); NetworkSend_uint8 (packet, _network_game_info.map_set); NetworkSend_uint8 (packet, _network_game_info.dedicated); // Let the client know that we are here NetworkSendUDP_Packet(packet, client_addr); free(packet); DEBUG(net, 2)("[NET][UDP] Queried from %s", inet_ntoa(client_addr->sin_addr)); } DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE) { NetworkGameList *item; byte game_info_version; // Just a fail-safe.. should never happen if (_network_udp_server) return; game_info_version = NetworkRecv_uint8(p); // Find next item item = NetworkGameListAddItem(inet_addr(inet_ntoa(client_addr->sin_addr)), ntohs(client_addr->sin_port)); if (game_info_version == 1) { NetworkRecv_string(p, item->info.server_name, sizeof(item->info.server_name)); NetworkRecv_string(p, item->info.server_revision, sizeof(item->info.server_revision)); item->info.server_lang = NetworkRecv_uint8(p); item->info.use_password = NetworkRecv_uint8(p); item->info.clients_max = NetworkRecv_uint8(p); item->info.clients_on = NetworkRecv_uint8(p); item->info.spectators_on = NetworkRecv_uint8(p); item->info.game_date = NetworkRecv_uint16(p); item->info.start_date = NetworkRecv_uint16(p); NetworkRecv_string(p, item->info.map_name, sizeof(item->info.map_name)); item->info.map_width = NetworkRecv_uint16(p); item->info.map_height = NetworkRecv_uint16(p); item->info.map_set = NetworkRecv_uint8(p); item->info.dedicated = NetworkRecv_uint8(p); if (item->info.hostname[0] == '\0') snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", inet_ntoa(client_addr->sin_addr)); } item->online = true; UpdateNetworkGameWindow(false); } // The layout for the receive-functions by UDP typedef void NetworkUDPPacket(Packet *p, struct sockaddr_in *client_addr); static NetworkUDPPacket* const _network_udp_packet[] = { RECEIVE_COMMAND(PACKET_UDP_FIND_SERVER), RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE), }; // If this fails, check the array above with network_data.h assert_compile(lengthof(_network_udp_packet) == PACKET_UDP_END); void NetworkHandleUDPPacket(Packet *p, struct sockaddr_in *client_addr) { byte type; type = NetworkRecv_uint8(p); if (type < PACKET_UDP_END && _network_udp_packet[type] != NULL) { _network_udp_packet[type](p, client_addr); } else { DEBUG(net, 0)("[NET][UDP] Received invalid packet type %d", type); } } // Send a packet over UDP void NetworkSendUDP_Packet(Packet *p, struct sockaddr_in *recv) { SOCKET udp; int res; // Find the correct socket if (_network_udp_server) udp = _udp_server_socket; else udp = _udp_client_socket; // Put the length in the buffer p->buffer[0] = p->size & 0xFF; p->buffer[1] = p->size >> 8; // Send the buffer res = sendto(udp, p->buffer, p->size, 0, (struct sockaddr *)recv, sizeof(*recv)); // Check for any errors, but ignore it for the rest if (res == -1) { DEBUG(net, 1)("[NET][UDP] Send error: %i", GET_LAST_ERROR()); } } // Start UDP listener bool NetworkUDPListen(uint32 host, uint16 port) { struct sockaddr_in sin; SOCKET udp; // Make sure sockets are closed if (_network_udp_server) closesocket(_udp_server_socket); else closesocket(_udp_client_socket); udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP); if (udp == INVALID_SOCKET) { DEBUG(net, 1)("[NET][UDP] Failed to start UDP support"); return false; } // set nonblocking mode for socket { unsigned long blocking = 1; ioctlsocket(udp, FIONBIO, &blocking); } sin.sin_family = AF_INET; // Listen on all IPs sin.sin_addr.s_addr = host; sin.sin_port = htons(port); if (bind(udp, (struct sockaddr*)&sin, sizeof(sin)) != 0) { DEBUG(net, 1) ("[NET][UDP] error: bind failed on port %i", port); return false; } // enable broadcasting // allow reusing { unsigned long val = 1; setsockopt(udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val)); val = 1; setsockopt(udp, SOL_SOCKET, SO_REUSEADDR, (char *) &val , sizeof(val)); } if (_network_udp_server) _udp_server_socket = udp; else _udp_client_socket = udp; DEBUG(net, 1)("[NET][UDP] Listening on port %d", port); return true; } // Close UDP connection void NetworkUDPClose(void) { DEBUG(net, 1) ("[NET][UDP] Closed listener"); if (_network_udp_server) { closesocket(_udp_server_socket); _udp_server_socket = INVALID_SOCKET; _network_udp_server = false; _network_udp_broadcast = 0; } else { closesocket(_udp_client_socket); _udp_client_socket = INVALID_SOCKET; _network_udp_broadcast = 0; } } // Receive something on UDP level void NetworkUDPReceive(void) { struct sockaddr_in client_addr; #ifndef __MORPHOS__ int client_len; #else LONG client_len; // for some reason we need a 'LONG' under MorphOS #endif int nbytes; static Packet *p = NULL; int packet_len; SOCKET udp; if (_network_udp_server) udp = _udp_server_socket; else udp = _udp_client_socket; // If p is NULL, malloc him.. this prevents unneeded mallocs if (p == NULL) p = malloc(sizeof(Packet)); packet_len = sizeof(p->buffer); client_len = sizeof(client_addr); // Try to receive anything nbytes = recvfrom(udp, p->buffer, packet_len, 0, (struct sockaddr *)&client_addr, &client_len); // We got some bytes.. just asume we receive the whole packet if (nbytes > 0) { // Get the size of the buffer p->size = (uint16)p->buffer[0]; p->size += (uint16)p->buffer[1] << 8; // Put the position on the right place p->pos = 2; p->next = NULL; // Handle the packet NetworkHandleUDPPacket(p, &client_addr); // Free the packet free(p); p = NULL; } } // Broadcast to all ips void NetworkUDPBroadCast(void) { int i; struct sockaddr_in out_addr; byte *bcptr; uint32 bcaddr; Packet *p; // Init the packet p = NetworkSend_Init(PACKET_UDP_FIND_SERVER); // Go through all the ips on this pc i = 0; while (_network_ip_list[i] != 0) { bcaddr = _network_ip_list[i]; bcptr = (byte *)&bcaddr; // Make the address a broadcast address bcptr[3] = 255; DEBUG(net, 6)("[NET][UDP] Broadcasting to %s", inet_ntoa(*(struct in_addr *)&bcaddr)); out_addr.sin_family = AF_INET; out_addr.sin_port = htons(_network_server_port); out_addr.sin_addr.s_addr = bcaddr; NetworkSendUDP_Packet(p, &out_addr); i++; } free(p); } // Find all servers void NetworkUDPSearchGame(void) { // We are still searching.. if (_network_udp_broadcast > 0) return; // No UDP-socket yet.. if (_udp_client_socket == INVALID_SOCKET) if (!NetworkUDPListen(0, 0)) return; DEBUG(net, 0)("[NET][UDP] Searching server"); NetworkUDPBroadCast(); _network_udp_broadcast = 300; // Stay searching for 300 ticks } void NetworkUDPQueryServer(const byte* host, unsigned short port) { struct sockaddr_in out_addr; Packet *p; NetworkGameList *item; char hostname[NETWORK_HOSTNAME_LENGTH]; // No UDP-socket yet.. if (_udp_client_socket == INVALID_SOCKET) if (!NetworkUDPListen(0, 0)) return; ttd_strlcpy(hostname, host, sizeof(hostname)); out_addr.sin_family = AF_INET; out_addr.sin_port = htons(port); out_addr.sin_addr.s_addr = NetworkResolveHost(host); // Clear item in gamelist item = NetworkGameListAddItem(inet_addr(inet_ntoa(out_addr.sin_addr)), ntohs(out_addr.sin_port)); memset(&item->info, 0, sizeof(item->info)); snprintf(item->info.server_name, sizeof(item->info.server_name), "%s", hostname); snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", hostname); item->online = false; // Init the packet p = NetworkSend_Init(PACKET_UDP_FIND_SERVER); NetworkSendUDP_Packet(p, &out_addr); free(p); UpdateNetworkGameWindow(false); } void NetworkUDPInitialize(void) { _udp_client_socket = INVALID_SOCKET; _udp_server_socket = INVALID_SOCKET; _network_udp_server = false; _network_udp_broadcast = 0; } #endif /* ENABLE_NETWORK */