OpenTTD/network.c

1380 lines
35 KiB
C

#include "stdafx.h"
#include "debug.h"
#include "string.h"
#include "strings.h"
#include "map.h"
#include "network_data.h"
#include "command.h"
#if defined(WITH_REV)
extern const char _openttd_revision[];
#elif defined(WITH_REV_HACK)
#define WITH_REV
const char _openttd_revision[] = WITH_REV_HACK;
#else
const char _openttd_revision[] = NOREV_STRING;
#endif
#ifdef ENABLE_NETWORK
#include "table/strings.h"
#include "network_client.h"
#include "network_server.h"
#include "network_udp.h"
#include "network_gamelist.h"
#include "console.h" /* IConsoleCmdExec */
#include <stdarg.h> /* va_list */
#include "md5.h"
#ifdef __MORPHOS__
// the library base is required here
struct Library *SocketBase = NULL;
#endif
// The listen socket for the server
static SOCKET _listensocket;
// Network copy of patches, so the patches of a client are not fucked up
// after he joined a server
static Patches network_tmp_patches;
// The amount of clients connected
static byte _network_clients_connected = 0;
// The index counter for new clients (is never decreased)
static uint16 _network_client_index = NETWORK_SERVER_INDEX + 1;
/* Some externs / forwards */
extern void ShowJoinStatusWindow(void);
extern void StateGameLoop(void);
// Function that looks up the CI for a given client-index
NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index)
{
NetworkClientInfo *ci;
for (ci = _network_client_info; ci != &_network_client_info[MAX_CLIENT_INFO]; ci++)
if (ci->client_index == client_index)
return ci;
return NULL;
}
// Function that looks up the CS for a given client-index
NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index)
{
NetworkClientState *cs;
for (cs = _clients; cs != &_clients[MAX_CLIENT_INFO]; cs++)
if (cs->index == client_index)
return cs;
return NULL;
}
// NetworkGetClientName is a server-safe function to get the name of the client
// if the user did not send it yet, Client #<no> is used.
void NetworkGetClientName(char *client_name, size_t size, const NetworkClientState *cs)
{
NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
if (ci->client_name[0] == '\0')
snprintf(client_name, size, "Client #%d", cs->index);
else
snprintf(client_name, size, "%s", ci->client_name);
}
// This puts a text-message to the console, or in the future, the chat-box,
// (to keep it all a bit more general)
// If 'self_send' is true, this is the client who is sending the message
void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send, const char *name, const char *str, ...)
{
char buf[1024];
va_list va;
const int duration = 10; // Game days the messages stay visible
char message[1024];
char temp[1024];
StringID TempStr = STR_NULL;
va_start(va, str);
vsprintf(buf, str, va);
va_end(va);
switch (action) {
case NETWORK_ACTION_JOIN:
GetString(temp, STR_NETWORK_CLIENT_JOINED);
snprintf(message, sizeof(message), "*** %s %s", name, temp);
break;
case NETWORK_ACTION_LEAVE:
GetString(temp, STR_NETWORK_ERR_LEFT);
snprintf(message, sizeof(message), "*** %s %s (%s)", name, temp, buf);
break;
case NETWORK_ACTION_GIVE_MONEY:
if (self_send) {
TempStr = AllocateName(name, 0);
SetDParam(0, TempStr);
SetDParam(1, atoi(buf));
GetString(temp, STR_NETWORK_GAVE_MONEY_AWAY);
DeleteName(TempStr);
snprintf(message, sizeof(message), "*** %s", temp);
} else {
SetDParam(0, atoi(buf));
GetString(temp, STR_NETWORK_GIVE_MONEY);
snprintf(message, sizeof(message), "*** %s %s", name, temp);
}
break;
case NETWORK_ACTION_CHAT_PLAYER:
if (self_send) {
TempStr = AllocateName(name, 0);
SetDParam(0, TempStr);
GetString(temp, STR_NETWORK_CHAT_TO_COMPANY);
DeleteName(TempStr);
snprintf(message, sizeof(message), "%s %s", temp, buf);
} else {
TempStr = AllocateName(name, 0);
SetDParam(0, TempStr);
GetString(temp, STR_NETWORK_CHAT_COMPANY);
DeleteName(TempStr);
snprintf(message, sizeof(message), "%s %s", temp, buf);
}
break;
case NETWORK_ACTION_CHAT_CLIENT:
if (self_send) {
TempStr = AllocateName(name, 0);
SetDParam(0, TempStr);
GetString(temp, STR_NETWORK_CHAT_TO_CLIENT);
DeleteName(TempStr);
snprintf(message, sizeof(message), "%s %s", temp, buf);
} else {
TempStr = AllocateName(name, 0);
SetDParam(0, TempStr);
GetString(temp, STR_NETWORK_CHAT_CLIENT);
DeleteName(TempStr);
snprintf(message, sizeof(message), "%s %s", temp, buf);
}
break;
case NETWORK_ACTION_NAME_CHANGE:
GetString(temp, STR_NETWORK_NAME_CHANGE);
snprintf(message, sizeof(message), "*** %s %s %s", name, temp, buf);
break;
default:
TempStr = AllocateName(name, 0);
SetDParam(0, TempStr);
GetString(temp, STR_NETWORK_CHAT_ALL);
DeleteName(TempStr);
snprintf(message, sizeof(message), "%s %s", temp, buf);
break;
}
IConsolePrintF(color, "%s", message);
AddTextMessage(color, duration, "%s", message);
}
// Calculate the frame-lag of a client
uint NetworkCalculateLag(const NetworkClientState *cs)
{
int lag = cs->last_frame_server - cs->last_frame;
// This client has missed his ACK packet after 1 DAY_TICKS..
// so we increase his lag for every frame that passes!
// The packet can be out by a max of _net_frame_freq
if (cs->last_frame_server + DAY_TICKS + _network_frame_freq < _frame_counter)
lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _network_frame_freq);
return lag;
}
// There was a non-recoverable error, drop back to the main menu with a nice
// error
static void NetworkError(StringID error_string)
{
_switch_mode = SM_MENU;
_switch_mode_errorstr = error_string;
}
static void ClientStartError(const char *error)
{
DEBUG(net, 0)("[NET] Client could not start network: %s",error);
NetworkError(STR_NETWORK_ERR_CLIENT_START);
}
static void ServerStartError(const char *error)
{
DEBUG(net, 0)("[NET] Server could not start network: %s",error);
NetworkError(STR_NETWORK_ERR_SERVER_START);
}
static void NetworkClientError(byte res, NetworkClientState *cs) {
// First, send a CLIENT_ERROR to the server, so he knows we are
// disconnection (and why!)
NetworkErrorCode errorno;
// We just want to close the connection..
if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
cs->quited = true;
NetworkCloseClient(cs);
_networking = false;
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
return;
}
switch(res) {
case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
default: errorno = NETWORK_ERROR_GENERAL;
}
// This means we fucked up and the server closed the connection
if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
res != NETWORK_RECV_STATUS_SERVER_BANNED) {
SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);
// Dequeue all commands before closing the socket
NetworkSend_Packets(DEREF_CLIENT(0));
}
_switch_mode = SM_MENU;
NetworkCloseClient(cs);
_networking = false;
}
// Find all IP-aliases for this host
static void NetworkFindIPs(void)
{
int i, last;
#if defined(BEOS_NET_SERVER) /* doesn't have neither getifaddrs or net/if.h */
/* Based on Andrew Bachmann's netstat+.c. Big thanks to him! */
int _netstat(int fd, char **output, int verbose);
int seek_past_header(char **pos, const char *header) {
char *new_pos = strstr(*pos, header);
if (new_pos == 0) {
return B_ERROR;
}
*pos += strlen(header) + new_pos - *pos + 1;
return B_OK;
}
int output_length;
char *output_pointer = NULL;
char **output;
int sock = socket(AF_INET, SOCK_DGRAM, 0);
i = 0;
// If something fails, make sure the list is empty
_network_ip_list[0] = 0;
if (sock < 0) {
DEBUG(net, 0)("Error creating socket!");
return;
}
output_length = _netstat(sock, &output_pointer, 1);
if (output_length < 0) {
DEBUG(net, 0)("Error running _netstat!");
return;
}
output = &output_pointer;
if (seek_past_header(output, "IP Interfaces:") == B_OK) {
for (;;) {
uint32 n, fields, read;
uint8 i1, i2, i3, i4, j1, j2, j3, j4;
struct in_addr inaddr;
fields = sscanf(*output, "%u: %hhu.%hhu.%hhu.%hhu, netmask %hhu.%hhu.%hhu.%hhu%n",
&n, &i1,&i2,&i3,&i4, &j1,&j2,&j3,&j4, &read);
read += 1;
if (fields != 9) {
break;
}
inaddr.s_addr = htonl((uint32)i1 << 24 | (uint32)i2 << 16 | (uint32)i3 << 8 | (uint32)i4);
if (inaddr.s_addr != 0) {
_network_ip_list[i] = inaddr.s_addr;
i++;
}
if (read < 0) {
break;
}
*output += read;
}
/* XXX - Using either one of these crashes openttd heavily? - wber */
/*free(output_pointer);*/
/*free(output);*/
closesocket(sock);
}
#elif defined(HAVE_GETIFADDRS)
struct ifaddrs *ifap, *ifa;
// If something fails, make sure the list is empty
_network_ip_list[0] = 0;
if (getifaddrs(&ifap) != 0)
return;
i = 0;
for (ifa = ifap; ifa != NULL; ifa = ifa->ifa_next) {
if (ifa->ifa_addr == NULL || ifa->ifa_addr->sa_family != AF_INET)
continue;
_network_ip_list[i] = ((struct sockaddr_in *)ifa->ifa_addr)->sin_addr.s_addr;
i++;
}
freeifaddrs(ifap);
#else /* not HAVE_GETIFADDRS */
unsigned long len = 0;
SOCKET sock;
IFREQ ifo[MAX_INTERFACES];
#ifndef WIN32
struct ifconf if_conf;
#endif
// If something fails, make sure the list is empty
_network_ip_list[0] = 0;
sock = socket(AF_INET, SOCK_DGRAM, 0);
if (sock == INVALID_SOCKET) return;
#ifdef WIN32
// On windows it is easy
memset(&ifo[0], 0, sizeof(ifo));
if ((WSAIoctl(sock, SIO_GET_INTERFACE_LIST, NULL, 0, &ifo[0], sizeof(ifo), &len, NULL, NULL)) != 0) {
closesocket(sock);
return;
}
#else
// On linux a bit harder
if_conf.ifc_len = (sizeof (struct ifreq)) * MAX_INTERFACES;
if_conf.ifc_buf = (char *)&ifo[0];
if ((ioctl(sock, SIOCGIFCONF, &if_conf)) == -1) {
closesocket(sock);
return;
}
len = if_conf.ifc_len;
#endif /* WIN32 */
// Now walk through all IPs and list them
for (i = 0; i < (int)(len / sizeof(IFREQ)); i++) {
// Request IP for this interface
#ifdef WIN32
_network_ip_list[i] = *(&ifo[i].iiAddress.AddressIn.sin_addr.s_addr);
#else
if ((ioctl(sock, SIOCGIFADDR, &ifo[i])) != 0) {
closesocket(sock);
return;
}
_network_ip_list[i] = ((struct sockaddr_in *)&ifo[i].ifr_addr)->sin_addr.s_addr;
#endif
}
closesocket(sock);
#endif /* not HAVE_GETIFADDRS */
_network_ip_list[i] = 0;
last = i - 1;
DEBUG(net, 3)("Detected IPs:");
// Now display to the debug all the detected ips
i = 0;
while (_network_ip_list[i] != 0) {
// Also check for non-used ips (127.0.0.1)
if (_network_ip_list[i] == inet_addr("127.0.0.1")) {
// If there is an ip after thisone, put him in here
if (last > i)
_network_ip_list[i] = _network_ip_list[last];
// Clear the last ip
_network_ip_list[last] = 0;
// And we have 1 ip less
last--;
continue;
}
DEBUG(net, 3)(" %d) %s", i, inet_ntoa(*(struct in_addr *)&_network_ip_list[i]));//inet_ntoa(inaddr));
i++;
}
}
// Resolve a hostname to a inet_addr
unsigned long NetworkResolveHost(const char *hostname)
{
in_addr_t ip;
// First try: is it an ip address?
ip = inet_addr(hostname);
// If not try to resolve the name
if (ip == INADDR_NONE) {
struct hostent *he = gethostbyname(hostname);
if (he == NULL) {
DEBUG(net, 0) ("[NET] Cannot resolve %s", hostname);
} else {
struct in_addr addr = *(struct in_addr *)he->h_addr_list[0];
DEBUG(net, 1) ("[NET] Resolved %s to %s", hostname, inet_ntoa(addr));
ip = addr.s_addr;
}
}
return ip;
}
// Converts a string to ip/port/player
// Format: IP#player:port
//
// connection_string will be re-terminated to seperate out the hostname, and player and port will
// be set to the player and port strings given by the user, inside the memory area originally
// occupied by connection_string.
void ParseConnectionString(const char **player, const char **port, char *connection_string)
{
char *p;
for (p = connection_string; *p != '\0'; p++) {
if (*p == '#') {
*player = p + 1;
*p = '\0';
} else if (*p == ':') {
*port = p + 1;
*p = '\0';
}
}
}
// Creates a new client from a socket
// Used both by the server and the client
static NetworkClientState *NetworkAllocClient(SOCKET s)
{
NetworkClientState *cs;
NetworkClientInfo *ci;
byte client_no;
client_no = 0;
if (_network_server) {
// Can we handle a new client?
if (_network_clients_connected >= MAX_CLIENTS)
return NULL;
if (_network_game_info.clients_on >= _network_game_info.clients_max)
return NULL;
// Register the login
client_no = _network_clients_connected++;
}
cs = &_clients[client_no];
memset(cs, 0, sizeof(*cs));
cs->socket = s;
cs->last_frame = 0;
cs->quited = false;
cs->last_frame = _frame_counter;
cs->last_frame_server = _frame_counter;
if (_network_server) {
ci = DEREF_CLIENT_INFO(cs);
memset(ci, 0, sizeof(*ci));
cs->index = _network_client_index++;
ci->client_index = cs->index;
ci->join_date = _date;
InvalidateWindow(WC_CLIENT_LIST, 0);
}
return cs;
}
// Close a connection
void NetworkCloseClient(NetworkClientState *cs)
{
NetworkClientInfo *ci;
// Socket is already dead
if (cs->socket == INVALID_SOCKET) {
cs->quited = true;
return;
}
DEBUG(net, 1) ("[NET] Closed client connection");
if (!cs->quited && _network_server && cs->status > STATUS_INACTIVE) {
// We did not receive a leave message from this client...
NetworkErrorCode errorno = NETWORK_ERROR_CONNECTION_LOST;
char str[100];
char client_name[NETWORK_NAME_LENGTH];
NetworkClientState *new_cs;
NetworkGetClientName(client_name, sizeof(client_name), cs);
GetString(str, STR_NETWORK_ERR_CLIENT_GENERAL + errorno);
NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, str);
// Inform other clients of this... strange leaving ;)
FOR_ALL_CLIENTS(new_cs) {
if (new_cs->status > STATUS_AUTH && cs != new_cs) {
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno);
}
}
}
/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
if (cs->status == STATUS_PRE_ACTIVE && _network_pause_on_join) {
DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
}
closesocket(cs->socket);
cs->writable = false;
cs->quited = true;
// Free all pending and partially received packets
while (cs->packet_queue != NULL) {
Packet *p = cs->packet_queue->next;
free(cs->packet_queue);
cs->packet_queue = p;
}
free(cs->packet_recv);
cs->packet_recv = NULL;
while (cs->command_queue != NULL) {
CommandPacket *p = cs->command_queue->next;
free(cs->command_queue);
cs->command_queue = p;
}
// Close the gap in the client-list
ci = DEREF_CLIENT_INFO(cs);
if (_network_server) {
// We just lost one client :(
if (cs->status > STATUS_INACTIVE)
_network_game_info.clients_on--;
_network_clients_connected--;
while ((cs + 1) != DEREF_CLIENT(MAX_CLIENTS) && (cs + 1)->socket != INVALID_SOCKET) {
*cs = *(cs + 1);
*ci = *(ci + 1);
cs++;
ci++;
}
InvalidateWindow(WC_CLIENT_LIST, 0);
}
// Reset the status of the last socket
cs->socket = INVALID_SOCKET;
cs->status = STATUS_INACTIVE;
cs->index = NETWORK_EMPTY_INDEX;
ci->client_index = NETWORK_EMPTY_INDEX;
}
// A client wants to connect to a server
static bool NetworkConnect(const char *hostname, int port)
{
SOCKET s;
struct sockaddr_in sin;
DEBUG(net, 1) ("[NET] Connecting to %s %d", hostname, port);
s = socket(AF_INET, SOCK_STREAM, 0);
if (s == INVALID_SOCKET) {
ClientStartError("socket() failed");
return false;
}
if (!SetNoDelay(s))
DEBUG(net, 1)("[NET] Setting TCP_NODELAY failed");
sin.sin_family = AF_INET;
sin.sin_addr.s_addr = NetworkResolveHost(hostname);
sin.sin_port = htons(port);
_network_last_host_ip = sin.sin_addr.s_addr;
if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) {
// We failed to connect for which reason what so ever
return false;
}
if (!SetNonBlocking(s))
DEBUG(net, 0)("[NET] Setting non-blocking failed"); // XXX should this be an error?
// in client mode, only the first client field is used. it's pointing to the server.
NetworkAllocClient(s);
ShowJoinStatusWindow();
memcpy(&network_tmp_patches, &_patches, sizeof(_patches));
return true;
}
// For the server, to accept new clients
static void NetworkAcceptClients(void)
{
struct sockaddr_in sin;
SOCKET s;
NetworkClientState *cs;
uint i;
bool banned;
// Should never ever happen.. is it possible??
assert(_listensocket != INVALID_SOCKET);
for (;;) {
socklen_t sin_len;
sin_len = sizeof(sin);
s = accept(_listensocket, (struct sockaddr*)&sin, &sin_len);
if (s == INVALID_SOCKET) return;
SetNonBlocking(s); // XXX error handling?
DEBUG(net, 1) ("[NET] Client connected from %s on frame %d", inet_ntoa(sin.sin_addr), _frame_counter);
SetNoDelay(s); // XXX error handling?
/* Check if the client is banned */
banned = false;
for (i = 0; i < lengthof(_network_ban_list); i++) {
if (_network_ban_list[i] == NULL)
continue;
if (sin.sin_addr.s_addr == inet_addr(_network_ban_list[i])) {
Packet *p = NetworkSend_Init(PACKET_SERVER_BANNED);
DEBUG(net, 1)("[NET] Banned ip tried to join (%s), refused", _network_ban_list[i]);
p->buffer[0] = p->size & 0xFF;
p->buffer[1] = p->size >> 8;
send(s, p->buffer, p->size, 0);
closesocket(s);
free(p);
banned = true;
break;
}
}
/* If this client is banned, continue with next client */
if (banned)
continue;
cs = NetworkAllocClient(s);
if (cs == NULL) {
// no more clients allowed?
// Send to the client that we are full!
Packet *p = NetworkSend_Init(PACKET_SERVER_FULL);
p->buffer[0] = p->size & 0xFF;
p->buffer[1] = p->size >> 8;
send(s, p->buffer, p->size, 0);
closesocket(s);
free(p);
continue;
}
// a new client has connected. We set him at inactive for now
// maybe he is only requesting server-info. Till he has sent a PACKET_CLIENT_MAP_OK
// the client stays inactive
cs->status = STATUS_INACTIVE;
{
// Save the IP of the client
NetworkClientInfo *ci;
ci = DEREF_CLIENT_INFO(cs);
ci->client_ip = sin.sin_addr.s_addr;
}
}
}
// Set up the listen socket for the server
static bool NetworkListen(void)
{
SOCKET ls;
struct sockaddr_in sin;
int port;
port = _network_server_port;
DEBUG(net, 1) ("[NET] Listening on %s:%d", _network_server_bind_ip_host, port);
ls = socket(AF_INET, SOCK_STREAM, 0);
if (ls == INVALID_SOCKET) {
ServerStartError("socket() on listen socket failed");
return false;
}
{ // reuse the socket
int reuse = 1;
// The (const char*) cast is needed for windows!!
if (setsockopt(ls, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuse, sizeof(reuse)) == -1) {
ServerStartError("setsockopt() on listen socket failed");
return false;
}
}
if (!SetNonBlocking(ls))
DEBUG(net, 0)("[NET] Setting non-blocking failed"); // XXX should this be an error?
sin.sin_family = AF_INET;
sin.sin_addr.s_addr = _network_server_bind_ip;
sin.sin_port = htons(port);
if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
ServerStartError("bind() failed");
return false;
}
if (listen(ls, 1) != 0) {
ServerStartError("listen() failed");
return false;
}
_listensocket = ls;
return true;
}
// Close all current connections
static void NetworkClose(void)
{
NetworkClientState *cs;
FOR_ALL_CLIENTS(cs) {
if (!_network_server) {
SEND_COMMAND(PACKET_CLIENT_QUIT)("leaving");
NetworkSend_Packets(cs);
}
NetworkCloseClient(cs);
}
if (_network_server) {
// We are a server, also close the listensocket
closesocket(_listensocket);
_listensocket = INVALID_SOCKET;
DEBUG(net, 1) ("[NET] Closed listener");
NetworkUDPClose();
}
}
// Inits the network (cleans sockets and stuff)
static void NetworkInitialize(void)
{
NetworkClientState *cs;
_local_command_queue = NULL;
// Clean all client-sockets
memset(_clients, 0, sizeof(_clients));
for (cs = _clients; cs != &_clients[MAX_CLIENTS]; cs++) {
cs->socket = INVALID_SOCKET;
cs->status = STATUS_INACTIVE;
cs->command_queue = NULL;
}
// Clean the client_info memory
memset(_network_client_info, 0, sizeof(_network_client_info));
memset(_network_player_info, 0, sizeof(_network_player_info));
_network_lobby_company_count = 0;
_sync_frame = 0;
_network_first_time = true;
_network_reconnect = 0;
InitPlayerRandoms();
NetworkUDPInitialize();
}
// Query a server to fetch his game-info
// If game_info is true, only the gameinfo is fetched,
// else only the client_info is fetched
NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info)
{
if (!_network_available) return NULL;
NetworkDisconnect();
if (game_info) {
return NetworkUDPQueryServer(host, port);
}
NetworkInitialize();
_network_server = false;
// Try to connect
_networking = NetworkConnect(host, port);
// ttd_strlcpy(_network_last_host, host, sizeof(_network_last_host));
// _network_last_port = port;
// We are connected
if (_networking) {
SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
return NULL;
}
// No networking, close everything down again
NetworkDisconnect();
return NULL;
}
/* Validates an address entered as a string and adds the server to
* the list. If you use this functions, the games will be marked
* as manually added. */
void NetworkAddServer(const char *b)
{
if (*b != '\0') {
NetworkGameList *item;
const char *port = NULL;
const char *player = NULL;
char host[NETWORK_HOSTNAME_LENGTH];
uint16 rport;
ttd_strlcpy(host, b, lengthof(host));
ttd_strlcpy(_network_default_ip, b, lengthof(_network_default_ip));
rport = NETWORK_DEFAULT_PORT;
ParseConnectionString(&player, &port, host);
if (player != NULL) _network_playas = atoi(player);
if (port != NULL) rport = atoi(port);
item = NetworkQueryServer(host, rport, true);
item->manually = true;
}
}
/* Generates the list of manually added hosts from NetworkGameList and
* dumps them into the array _network_host_list. This array is needed
* by the function that generates the config file. */
void NetworkRebuildHostList(void)
{
uint i = 0;
NetworkGameList *item = _network_game_list;
while (item != NULL && i != lengthof(_network_host_list)) {
if (item->manually)
_network_host_list[i++] = str_fmt("%s:%i", item->info.hostname, item->port);
item = item->next;
}
for (; i < lengthof(_network_host_list); i++) {
_network_host_list[i] = strdup("");
}
}
// Used by clients, to connect to a server
bool NetworkClientConnectGame(const char* host, unsigned short port)
{
if (!_network_available) return false;
if (port == 0) return false;
ttd_strlcpy(_network_last_host, host, sizeof(_network_last_host));
_network_last_port = port;
NetworkDisconnect();
NetworkUDPClose();
NetworkInitialize();
// Try to connect
_networking = NetworkConnect(host, port);
// We are connected
if (_networking) {
IConsoleCmdExec("exec scripts/on_client.scr 0");
NetworkClient_Connected();
} else {
// Connecting failed
NetworkError(STR_NETWORK_ERR_NOCONNECTION);
}
return _networking;
}
static void NetworkInitGameInfo(void)
{
NetworkClientInfo *ci;
ttd_strlcpy(_network_game_info.server_name, _network_server_name, sizeof(_network_game_info.server_name));
ttd_strlcpy(_network_game_info.server_password, _network_server_password, sizeof(_network_server_password));
ttd_strlcpy(_network_game_info.rcon_password, _network_rcon_password, sizeof(_network_rcon_password));
if (_network_game_info.server_name[0] == '\0')
snprintf(_network_game_info.server_name, sizeof(_network_game_info.server_name), "Unnamed Server");
// The server is a client too ;)
if (_network_dedicated) {
_network_game_info.clients_on = 0;
_network_game_info.dedicated = true;
} else {
_network_game_info.clients_on = 1;
_network_game_info.dedicated = false;
}
ttd_strlcpy(_network_game_info.server_revision, _openttd_revision, sizeof(_network_game_info.server_revision));
_network_game_info.spectators_on = 0;
_network_game_info.game_date = _date;
_network_game_info.start_date = ConvertIntDate(_patches.starting_date);
_network_game_info.map_width = MapSizeX();
_network_game_info.map_height = MapSizeY();
_network_game_info.map_set = _opt.landscape;
_network_game_info.use_password = (_network_server_password[0] == '\0') ? 0 : 1;
// We use _network_client_info[MAX_CLIENT_INFO - 1] to store the server-data in it
// The index is NETWORK_SERVER_INDEX ( = 1)
ci = &_network_client_info[MAX_CLIENT_INFO - 1];
memset(ci, 0, sizeof(*ci));
ci->client_index = NETWORK_SERVER_INDEX;
if (_network_dedicated)
ci->client_playas = OWNER_SPECTATOR;
else
ci->client_playas = _local_player + 1;
ttd_strlcpy(ci->client_name, _network_player_name, sizeof(ci->client_name));
ttd_strlcpy(ci->unique_id, _network_unique_id, sizeof(ci->unique_id));
}
bool NetworkServerStart(void)
{
if (!_network_available) return false;
/* Call the pre-scripts */
IConsoleCmdExec("exec scripts/pre_server.scr 0");
if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
NetworkInitialize();
if (!NetworkListen())
return false;
// 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_server = true;
_networking = true;
_frame_counter = 0;
_frame_counter_server = 0;
_frame_counter_max = 0;
_network_own_client_index = NETWORK_SERVER_INDEX;
if (!_network_dedicated)
_network_playas = 1;
_network_clients_connected = 0;
NetworkInitGameInfo();
// execute server initialization script
IConsoleCmdExec("exec scripts/on_server.scr 0");
// if the server is dedicated ... add some other script
if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
/* Try to register us to the master server */
_network_last_advertise_date = 0;
NetworkUDPAdvertise();
return true;
}
// The server is rebooting...
// The only difference with NetworkDisconnect, is the packets that is sent
void NetworkReboot(void)
{
if (_network_server) {
NetworkClientState *cs;
FOR_ALL_CLIENTS(cs) {
SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
NetworkSend_Packets(cs);
}
}
NetworkClose();
// Free all queued commands
while (_local_command_queue != NULL) {
CommandPacket *p = _local_command_queue;
_local_command_queue = _local_command_queue->next;
free(p);
}
_networking = false;
_network_server = false;
}
// We want to disconnect from the host/clients
void NetworkDisconnect(void)
{
if (_network_server) {
NetworkClientState *cs;
FOR_ALL_CLIENTS(cs) {
SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
NetworkSend_Packets(cs);
}
}
if (_network_advertise)
NetworkUDPRemoveAdvertise();
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
NetworkClose();
// Free all queued commands
while (_local_command_queue != NULL) {
CommandPacket *p = _local_command_queue;
_local_command_queue = _local_command_queue->next;
free(p);
}
if (_networking && !_network_server) {
memcpy(&_patches, &network_tmp_patches, sizeof(_patches));
}
_networking = false;
_network_server = false;
}
// Receives something from the network
static bool NetworkReceive(void)
{
NetworkClientState *cs;
int n;
fd_set read_fd, write_fd;
struct timeval tv;
FD_ZERO(&read_fd);
FD_ZERO(&write_fd);
FOR_ALL_CLIENTS(cs) {
FD_SET(cs->socket, &read_fd);
FD_SET(cs->socket, &write_fd);
}
// take care of listener port
if (_network_server) {
FD_SET(_listensocket, &read_fd);
}
tv.tv_sec = tv.tv_usec = 0; // don't block at all.
#if !defined(__MORPHOS__) && !defined(__AMIGA__)
n = select(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv);
#else
n = WaitSelect(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv, NULL);
#endif
if (n == -1 && !_network_server) NetworkError(STR_NETWORK_ERR_LOSTCONNECTION);
// accept clients..
if (_network_server && FD_ISSET(_listensocket, &read_fd))
NetworkAcceptClients();
// read stuff from clients
FOR_ALL_CLIENTS(cs) {
cs->writable = !!FD_ISSET(cs->socket, &write_fd);
if (FD_ISSET(cs->socket, &read_fd)) {
if (_network_server)
NetworkServer_ReadPackets(cs);
else {
byte res;
// The client already was quiting!
if (cs->quited) return false;
if ((res = NetworkClient_ReadPackets(cs)) != NETWORK_RECV_STATUS_OKAY) {
// The client made an error of which we can not recover
// close the client and drop back to main menu
NetworkClientError(res, cs);
return false;
}
}
}
}
return true;
}
// This sends all buffered commands (if possible)
static void NetworkSend(void)
{
NetworkClientState *cs;
FOR_ALL_CLIENTS(cs) {
if (cs->writable) {
NetworkSend_Packets(cs);
if (cs->status == STATUS_MAP) {
// This client is in the middle of a map-send, call the function for that
SEND_COMMAND(PACKET_SERVER_MAP)(cs);
}
}
}
}
// Handle the local-command-queue
static void NetworkHandleLocalQueue(void)
{
if (_local_command_queue != NULL) {
CommandPacket *cp;
CommandPacket *cp_prev;
cp = _local_command_queue;
cp_prev = NULL;
while (cp != NULL) {
if (_frame_counter > cp->frame) {
// We can execute this command
NetworkExecuteCommand(cp);
if (cp_prev != NULL) {
cp_prev->next = cp->next;
free(cp);
cp = cp_prev->next;
} else {
// This means we are at our first packet
_local_command_queue = cp->next;
free(cp);
cp = _local_command_queue;
}
} else {
// Command is in the future, skip to next
// (commands don't have to be in order in the queue!!)
cp_prev = cp;
cp = cp->next;
}
}
}
}
static bool NetworkDoClientLoop(void)
{
_frame_counter++;
NetworkHandleLocalQueue();
StateGameLoop();
// Check if we are in sync!
if (_sync_frame != 0) {
if (_sync_frame == _frame_counter) {
#ifdef NETWORK_SEND_DOUBLE_SEED
if (_sync_seed_1 != _random_seeds[0][0] || _sync_seed_2 != _random_seeds[0][1]) {
#else
if (_sync_seed_1 != _random_seeds[0][0]) {
#endif
NetworkError(STR_NETWORK_ERR_DESYNC);
DEBUG(net, 0)("[NET] Sync error detected!");
NetworkClientError(NETWORK_RECV_STATUS_DESYNC, DEREF_CLIENT(0));
return false;
}
// If this is the first time we have a sync-frame, we
// need to let the server know that we are ready and at the same
// frame as he is.. so we can start playing!
if (_network_first_time) {
_network_first_time = false;
SEND_COMMAND(PACKET_CLIENT_ACK)();
}
_sync_frame = 0;
} else if (_sync_frame < _frame_counter) {
DEBUG(net, 1)("[NET] Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
_sync_frame = 0;
}
}
return true;
}
// We have to do some UDP checking
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);
if (_network_udp_broadcast > 0)
_network_udp_broadcast--;
}
}
// The main loop called from ttd.c
// Here we also have to do StateGameLoop if needed!
void NetworkGameLoop(void)
{
if (!_networking) return;
if (!NetworkReceive()) return;
if (_network_server) {
// We first increase the _frame_counter
_frame_counter++;
NetworkHandleLocalQueue();
// Then we make the frame
StateGameLoop();
_sync_seed_1 = _random_seeds[0][0];
#ifdef NETWORK_SEND_DOUBLE_SEED
_sync_seed_2 = _random_seeds[0][1];
#endif
NetworkServer_Tick();
} else {
// Client
// Make sure we are at the frame were the server is (quick-frames)
if (_frame_counter_server > _frame_counter) {
while (_frame_counter_server > _frame_counter) {
if (!NetworkDoClientLoop()) break;
}
} else {
// Else, keep on going till _frame_counter_max
if (_frame_counter_max > _frame_counter) {
NetworkDoClientLoop();
}
}
}
NetworkSend();
}
static void NetworkGenerateUniqueId(void)
{
md5_state_t state;
md5_byte_t digest[16];
char hex_output[16*2 + 1];
char coding_string[NETWORK_NAME_LENGTH];
int di;
snprintf(coding_string, sizeof(coding_string), "%d%s", (uint)Random(), "OpenTTD Unique ID");
/* Generate the MD5 hash */
md5_init(&state);
md5_append(&state, coding_string, strlen(coding_string));
md5_finish(&state, digest);
for (di = 0; di < 16; ++di)
sprintf(hex_output + di * 2, "%02x", digest[di]);
/* _network_unique_id is our id */
snprintf(_network_unique_id, sizeof(_network_unique_id), "%s", hex_output);
}
// This tries to launch the network for a given OS
void NetworkStartUp(void)
{
DEBUG(net, 3) ("[NET][Core] Starting network...");
#if defined(__MORPHOS__) || defined(__AMIGA__)
/*
* IMPORTANT NOTE: SocketBase needs to be initialized before we use _any_
* network related function, else: crash.
*/
{
DEBUG(misc,3) ("[NET][Core] Loading bsd socket library");
if (!(SocketBase = OpenLibrary("bsdsocket.library", 4))) {
DEBUG(net, 0) ("[NET][Core] Error: couldn't open bsdsocket.library version 4. Network not available.");
_network_available = false;
return;
}
#if defined(__AMIGA__)
// for usleep() implementation (only required for legacy AmigaOS builds)
if ( (TimerPort = CreateMsgPort()) ) {
if ( (TimerRequest = (struct timerequest *) CreateIORequest(TimerPort, sizeof(struct timerequest))) ) {
if ( OpenDevice("timer.device", UNIT_MICROHZ, (struct IORequest *) TimerRequest, 0) == 0 ) {
if ( !(TimerBase = TimerRequest->tr_node.io_Device) ) {
// free ressources...
DEBUG(net, 0) ("[NET][Core] Error: couldn't initialize timer. Network not available.");
_network_available = false;
return;
}
}
}
}
#endif // __AMIGA__
}
#endif // __MORPHOS__ / __AMIGA__
// Network is available
_network_available = true;
_network_dedicated = false;
_network_last_advertise_date = 0;
_network_advertise_retries = 0;
/* Load the ip from the openttd.cfg */
_network_server_bind_ip = inet_addr(_network_server_bind_ip_host);
/* And put the data back in it in case it was an invalid ip */
snprintf(_network_server_bind_ip_host, sizeof(_network_server_bind_ip_host), "%s", inet_ntoa(*(struct in_addr *)&_network_server_bind_ip));
/* Generate an unique id when there is none yet */
if (_network_unique_id[0] == '\0')
NetworkGenerateUniqueId();
memset(&_network_game_info, 0, sizeof(_network_game_info));
/* XXX - Hard number here, because the strings can currently handle no more
than 10 clients -- TrueLight */
_network_game_info.clients_max = 10;
// Let's load the network in windows
#if defined(WIN32)
{
WSADATA wsa;
DEBUG(net, 3) ("[NET][Core] Loading windows socket library");
if (WSAStartup(MAKEWORD(2,0), &wsa) != 0) {
DEBUG(net, 0) ("[NET][Core] Error: WSAStartup failed. Network not available.");
_network_available = false;
return;
}
}
#endif // WIN32
NetworkInitialize();
DEBUG(net, 3) ("[NET][Core] Network online. Multiplayer available.");
NetworkFindIPs();
}
// This shuts the network down
void NetworkShutDown(void)
{
DEBUG(net, 3) ("[NET][Core] Shutting down the network.");
_network_available = false;
#if defined(__MORPHOS__) || defined(__AMIGA__)
{
// free allocated ressources
#if defined(__AMIGA__)
if (TimerBase) { CloseDevice((struct IORequest *) TimerRequest); }
if (TimerRequest) { DeleteIORequest(TimerRequest); }
if (TimerPort) { DeleteMsgPort(TimerPort); }
#endif
if (SocketBase) {
CloseLibrary(SocketBase);
}
}
#endif
#if defined(WIN32)
{
WSACleanup();
}
#endif
}
#else
void ParseConnectionString(const char **player, const char **port, char *connection_string) {}
void NetworkUpdateClientInfo(uint16 client_index) {}
#endif /* ENABLE_NETWORK */