network.cpp

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00001 /* $Id: network.cpp 15425 2009-02-09 02:09:47Z rubidium $ */
00002 
00005 #include "../stdafx.h"
00006 #include "../company_type.h"
00007 
00008 #ifdef ENABLE_NETWORK
00009 
00010 #include "../openttd.h"
00011 #include "../strings_func.h"
00012 #include "../command_func.h"
00013 #include "../variables.h"
00014 #include "../date_func.h"
00015 #include "network_internal.h"
00016 #include "network_client.h"
00017 #include "network_server.h"
00018 #include "network_content.h"
00019 #include "network_udp.h"
00020 #include "network_gamelist.h"
00021 #include "core/udp.h"
00022 #include "core/host.h"
00023 #include "network_gui.h"
00024 #include "../console_func.h"
00025 #include "../md5.h"
00026 #include "../core/random_func.hpp"
00027 #include "../window_func.h"
00028 #include "../string_func.h"
00029 #include "../company_func.h"
00030 #include "../company_base.h"
00031 #include "../settings_type.h"
00032 #include "../landscape_type.h"
00033 #include "../rev.h"
00034 #include "../core/alloc_func.hpp"
00035 #ifdef DEBUG_DUMP_COMMANDS
00036   #include "../fileio_func.h"
00037 #endif /* DEBUG_DUMP_COMMANDS */
00038 #include "table/strings.h"
00039 #include "../oldpool_func.h"
00040 
00041 DECLARE_POSTFIX_INCREMENT(ClientID);
00042 
00043 typedef ClientIndex NetworkClientInfoID;
00044 DEFINE_OLD_POOL_GENERIC(NetworkClientInfo, NetworkClientInfo);
00045 
00046 bool _network_server;     
00047 bool _network_available;  
00048 bool _network_dedicated;  
00049 bool _is_network_server;  
00050 NetworkServerGameInfo _network_game_info;
00051 NetworkCompanyState *_network_company_states = NULL;
00052 ClientID _network_own_client_id;
00053 ClientID _redirect_console_to_client;
00054 bool _network_need_advertise;
00055 uint32 _network_last_advertise_frame;
00056 uint8 _network_reconnect;
00057 char *_network_host_list[10];
00058 char *_network_ban_list[25];
00059 uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
00060 uint32 _frame_counter_max; // To where we may go with our clients
00061 uint32 _frame_counter;
00062 uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
00063 uint32 _broadcast_list[MAX_INTERFACES + 1];
00064 uint32 _network_server_bind_ip;
00065 uint32 _sync_seed_1, _sync_seed_2;
00066 uint32 _sync_frame;
00067 bool _network_first_time;
00068 bool _network_udp_server;
00069 uint16 _network_udp_broadcast;
00070 uint8 _network_advertise_retries;
00071 CompanyMask _network_company_passworded; 
00072 
00073 /* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
00074 assert_compile((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
00075 assert_compile((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_BYTES);
00076 
00077 extern NetworkUDPSocketHandler *_udp_client_socket; 
00078 extern NetworkUDPSocketHandler *_udp_server_socket; 
00079 extern NetworkUDPSocketHandler *_udp_master_socket; 
00080 
00081 // The listen socket for the server
00082 static SOCKET _listensocket;
00083 
00084 // The amount of clients connected
00085 static byte _network_clients_connected = 0;
00086 // The identifier counter for new clients (is never decreased)
00087 static ClientID _network_client_id = CLIENT_ID_FIRST;
00088 
00089 /* Some externs / forwards */
00090 extern void StateGameLoop();
00091 
00097 NetworkClientInfo *NetworkFindClientInfoFromIndex(ClientIndex index)
00098 {
00099   return IsValidNetworkClientInfoIndex(index) ? GetNetworkClientInfo(index) : NULL;
00100 }
00101 
00107 NetworkClientInfo *NetworkFindClientInfoFromClientID(ClientID client_id)
00108 {
00109   NetworkClientInfo *ci;
00110 
00111   FOR_ALL_CLIENT_INFOS(ci) {
00112     if (ci->client_id == client_id) return ci;
00113   }
00114 
00115   return NULL;
00116 }
00117 
00123 NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip)
00124 {
00125   NetworkClientInfo *ci;
00126   uint32 ip_number = inet_addr(ip);
00127 
00128   FOR_ALL_CLIENT_INFOS(ci) {
00129     if (ci->client_ip == ip_number) return ci;
00130   }
00131 
00132   return NULL;
00133 }
00134 
00140 NetworkClientSocket *NetworkFindClientStateFromClientID(ClientID client_id)
00141 {
00142   NetworkClientSocket *cs;
00143 
00144   FOR_ALL_CLIENT_SOCKETS(cs) {
00145     if (cs->client_id == client_id) return cs;
00146   }
00147 
00148   return NULL;
00149 }
00150 
00151 // NetworkGetClientName is a server-safe function to get the name of the client
00152 //  if the user did not send it yet, Client #<no> is used.
00153 void NetworkGetClientName(char *client_name, size_t size, const NetworkClientSocket *cs)
00154 {
00155   const NetworkClientInfo *ci = cs->GetInfo();
00156 
00157   if (StrEmpty(ci->client_name)) {
00158     snprintf(client_name, size, "Client #%4d", cs->client_id);
00159   } else {
00160     ttd_strlcpy(client_name, ci->client_name, size);
00161   }
00162 }
00163 
00164 byte NetworkSpectatorCount()
00165 {
00166   const NetworkClientInfo *ci;
00167   byte count = 0;
00168 
00169   FOR_ALL_CLIENT_INFOS(ci) {
00170     if (ci->client_playas == COMPANY_SPECTATOR) count++;
00171   }
00172 
00173   /* Don't count a dedicated server as spectator */
00174   if (_network_dedicated) count--;
00175 
00176   return count;
00177 }
00178 
00184 bool NetworkCompanyIsPassworded(CompanyID company_id)
00185 {
00186   return HasBit(_network_company_passworded, company_id);
00187 }
00188 
00189 // This puts a text-message to the console, or in the future, the chat-box,
00190 //  (to keep it all a bit more general)
00191 // If 'self_send' is true, this is the client who is sending the message
00192 void NetworkTextMessage(NetworkAction action, ConsoleColour colour, bool self_send, const char *name, const char *str, int64 data)
00193 {
00194   const int duration = 10; // Game days the messages stay visible
00195 
00196   StringID strid;
00197   switch (action) {
00198     case NETWORK_ACTION_SERVER_MESSAGE:
00199       /* Ignore invalid messages */
00200       if (data >= NETWORK_SERVER_MESSAGE_END) return;
00201 
00202       strid = STR_NETWORK_SERVER_MESSAGE;
00203       colour = CC_DEFAULT;
00204       data = STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED_PLAYERS + data;
00205       break;
00206     case NETWORK_ACTION_COMPANY_SPECTATOR:
00207       colour = CC_DEFAULT;
00208       strid = STR_NETWORK_CLIENT_COMPANY_SPECTATE;
00209       break;
00210     case NETWORK_ACTION_COMPANY_JOIN:
00211       colour = CC_DEFAULT;
00212       strid = STR_NETWORK_CLIENT_COMPANY_JOIN;
00213       break;
00214     case NETWORK_ACTION_COMPANY_NEW:
00215       colour = CC_DEFAULT;
00216       strid = STR_NETWORK_CLIENT_COMPANY_NEW;
00217       break;
00218     case NETWORK_ACTION_JOIN:           strid = STR_NETWORK_CLIENT_JOINED; break;
00219     case NETWORK_ACTION_LEAVE:          strid = STR_NETWORK_CLIENT_LEFT; break;
00220     case NETWORK_ACTION_NAME_CHANGE:    strid = STR_NETWORK_NAME_CHANGE; break;
00221     case NETWORK_ACTION_GIVE_MONEY:     strid = self_send ? STR_NETWORK_GAVE_MONEY_AWAY : STR_NETWORK_GIVE_MONEY;   break;
00222     case NETWORK_ACTION_CHAT_COMPANY:   strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY; break;
00223     case NETWORK_ACTION_CHAT_CLIENT:    strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT  : STR_NETWORK_CHAT_CLIENT;  break;
00224     default:                            strid = STR_NETWORK_CHAT_ALL; break;
00225   }
00226 
00227   char message[1024];
00228   SetDParamStr(0, name);
00229   SetDParamStr(1, str);
00230   SetDParam(2, data);
00231   GetString(message, strid, lastof(message));
00232 
00233   DEBUG(desync, 1, "msg: %d; %d; %s\n", _date, _date_fract, message);
00234   IConsolePrintF(colour, "%s", message);
00235   NetworkAddChatMessage((TextColour)colour, duration, "%s", message);
00236 }
00237 
00238 // Calculate the frame-lag of a client
00239 uint NetworkCalculateLag(const NetworkClientSocket *cs)
00240 {
00241   int lag = cs->last_frame_server - cs->last_frame;
00242   // This client has missed his ACK packet after 1 DAY_TICKS..
00243   //  so we increase his lag for every frame that passes!
00244   // The packet can be out by a max of _net_frame_freq
00245   if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter)
00246     lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq);
00247 
00248   return lag;
00249 }
00250 
00251 
00252 // There was a non-recoverable error, drop back to the main menu with a nice
00253 //  error
00254 static void NetworkError(StringID error_string)
00255 {
00256   _switch_mode = SM_MENU;
00257   extern StringID _switch_mode_errorstr;
00258   _switch_mode_errorstr = error_string;
00259 }
00260 
00261 static void ServerStartError(const char *error)
00262 {
00263   DEBUG(net, 0, "[server] could not start network: %s",error);
00264   NetworkError(STR_NETWORK_ERR_SERVER_START);
00265 }
00266 
00267 static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket *cs)
00268 {
00269   // First, send a CLIENT_ERROR to the server, so he knows we are
00270   //  disconnection (and why!)
00271   NetworkErrorCode errorno;
00272 
00273   // We just want to close the connection..
00274   if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
00275     cs->has_quit = true;
00276     NetworkCloseClient(cs);
00277     _networking = false;
00278 
00279     DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
00280     return;
00281   }
00282 
00283   switch (res) {
00284     case NETWORK_RECV_STATUS_DESYNC:          errorno = NETWORK_ERROR_DESYNC; break;
00285     case NETWORK_RECV_STATUS_SAVEGAME:        errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
00286     case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
00287     default:                                  errorno = NETWORK_ERROR_GENERAL; break;
00288   }
00289   // This means we fucked up and the server closed the connection
00290   if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
00291       res != NETWORK_RECV_STATUS_SERVER_BANNED) {
00292     SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);
00293   }
00294 
00295   _switch_mode = SM_MENU;
00296   NetworkCloseClient(cs);
00297   _networking = false;
00298 }
00299 
00305 StringID GetNetworkErrorMsg(NetworkErrorCode err)
00306 {
00307   /* List of possible network errors, used by
00308    * PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
00309   static const StringID network_error_strings[] = {
00310     STR_NETWORK_ERR_CLIENT_GENERAL,
00311     STR_NETWORK_ERR_CLIENT_DESYNC,
00312     STR_NETWORK_ERR_CLIENT_SAVEGAME,
00313     STR_NETWORK_ERR_CLIENT_CONNECTION_LOST,
00314     STR_NETWORK_ERR_CLIENT_PROTOCOL_ERROR,
00315     STR_NETWORK_ERR_CLIENT_NEWGRF_MISMATCH,
00316     STR_NETWORK_ERR_CLIENT_NOT_AUTHORIZED,
00317     STR_NETWORK_ERR_CLIENT_NOT_EXPECTED,
00318     STR_NETWORK_ERR_CLIENT_WRONG_REVISION,
00319     STR_NETWORK_ERR_CLIENT_NAME_IN_USE,
00320     STR_NETWORK_ERR_CLIENT_WRONG_PASSWORD,
00321     STR_NETWORK_ERR_CLIENT_COMPANY_MISMATCH,
00322     STR_NETWORK_ERR_CLIENT_KICKED,
00323     STR_NETWORK_ERR_CLIENT_CHEATER,
00324     STR_NETWORK_ERR_CLIENT_SERVER_FULL
00325   };
00326 
00327   if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
00328 
00329   return network_error_strings[err];
00330 }
00331 
00332 /* Count the number of active clients connected */
00333 static uint NetworkCountActiveClients()
00334 {
00335   const NetworkClientInfo *ci;
00336   uint count = 0;
00337 
00338   FOR_ALL_CLIENT_INFOS(ci) {
00339     if (IsValidCompanyID(ci->client_playas)) count++;
00340   }
00341 
00342   return count;
00343 }
00344 
00345 static bool _min_active_clients_paused = false;
00346 
00347 /* Check if the minimum number of active clients has been reached and pause or unpause the game as appropriate */
00348 void CheckMinActiveClients()
00349 {
00350   if (!_network_dedicated) return;
00351 
00352   if (NetworkCountActiveClients() < _settings_client.network.min_active_clients) {
00353     if (_min_active_clients_paused) return;
00354 
00355     _min_active_clients_paused = true;
00356     DoCommandP(0, 1, 0, CMD_PAUSE);
00357     NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "", CLIENT_ID_SERVER, NETWORK_SERVER_MESSAGE_GAME_PAUSED_PLAYERS);
00358   } else {
00359     if (!_min_active_clients_paused) return;
00360 
00361     _min_active_clients_paused = false;
00362     DoCommandP(0, 0, 0, CMD_PAUSE);
00363     NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "", CLIENT_ID_SERVER, NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_PLAYERS);
00364   }
00365 }
00366 
00373 void ParseConnectionString(const char **company, const char **port, char *connection_string)
00374 {
00375   char *p;
00376   for (p = connection_string; *p != '\0'; p++) {
00377     switch (*p) {
00378       case '#':
00379         *company = p + 1;
00380         *p = '\0';
00381         break;
00382       case ':':
00383         *port = p + 1;
00384         *p = '\0';
00385         break;
00386     }
00387   }
00388 }
00389 
00390 // Creates a new client from a socket
00391 //   Used both by the server and the client
00392 static NetworkClientSocket *NetworkAllocClient(SOCKET s)
00393 {
00394   if (_network_server) {
00395     // Can we handle a new client?
00396     if (_network_clients_connected >= MAX_CLIENTS) return NULL;
00397     if (_network_game_info.clients_on >= _settings_client.network.max_clients) return NULL;
00398 
00399     // Register the login
00400     _network_clients_connected++;
00401   }
00402 
00403   NetworkClientSocket *cs = new NetworkClientSocket(INVALID_CLIENT_ID);
00404   cs->sock = s;
00405   cs->last_frame = _frame_counter;
00406   cs->last_frame_server = _frame_counter;
00407 
00408   if (_network_server) {
00409     cs->client_id = _network_client_id++;
00410     NetworkClientInfo *ci = new NetworkClientInfo(cs->client_id);
00411     cs->SetInfo(ci);
00412     ci->client_playas = COMPANY_INACTIVE_CLIENT;
00413     ci->join_date = _date;
00414 
00415     InvalidateWindow(WC_CLIENT_LIST, 0);
00416   }
00417 
00418   return cs;
00419 }
00420 
00421 // Close a connection
00422 void NetworkCloseClient(NetworkClientSocket *cs)
00423 {
00424   assert(cs->sock != INVALID_SOCKET);
00425 
00426   DEBUG(net, 1, "Closed client connection %d", cs->client_id);
00427 
00428   if (!cs->has_quit && _network_server && cs->status > STATUS_INACTIVE) {
00429     // We did not receive a leave message from this client...
00430     char client_name[NETWORK_CLIENT_NAME_LENGTH];
00431     NetworkClientSocket *new_cs;
00432 
00433     NetworkGetClientName(client_name, sizeof(client_name), cs);
00434 
00435     NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_ERR_CLIENT_CONNECTION_LOST);
00436 
00437     // Inform other clients of this... strange leaving ;)
00438     FOR_ALL_CLIENT_SOCKETS(new_cs) {
00439       if (new_cs->status > STATUS_AUTH && cs != new_cs) {
00440         SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, NETWORK_ERROR_CONNECTION_LOST);
00441       }
00442     }
00443   }
00444 
00445   /* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
00446   if (cs->status == STATUS_PRE_ACTIVE && _settings_client.network.pause_on_join) {
00447     DoCommandP(0, 0, 0, CMD_PAUSE);
00448     NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "", CLIENT_ID_SERVER, NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_CONNECT_FAIL);
00449   }
00450 
00451   if (_network_server) {
00452     // We just lost one client :(
00453     if (cs->status >= STATUS_AUTH) _network_game_info.clients_on--;
00454     _network_clients_connected--;
00455 
00456     InvalidateWindow(WC_CLIENT_LIST, 0);
00457   }
00458 
00459   delete cs->GetInfo();
00460   delete cs;
00461 
00462   CheckMinActiveClients();
00463 }
00464 
00465 // For the server, to accept new clients
00466 static void NetworkAcceptClients()
00467 {
00468   struct sockaddr_in sin;
00469   NetworkClientSocket *cs;
00470   uint i;
00471   bool banned;
00472 
00473   // Should never ever happen.. is it possible??
00474   assert(_listensocket != INVALID_SOCKET);
00475 
00476   for (;;) {
00477     socklen_t sin_len = sizeof(sin);
00478     SOCKET s = accept(_listensocket, (struct sockaddr*)&sin, &sin_len);
00479     if (s == INVALID_SOCKET) return;
00480 
00481     SetNonBlocking(s); // XXX error handling?
00482 
00483     DEBUG(net, 1, "Client connected from %s on frame %d", inet_ntoa(sin.sin_addr), _frame_counter);
00484 
00485     SetNoDelay(s); // XXX error handling?
00486 
00487     /* Check if the client is banned */
00488     banned = false;
00489     for (i = 0; i < lengthof(_network_ban_list); i++) {
00490       if (_network_ban_list[i] == NULL) continue;
00491 
00492       /* Check for CIDR separator */
00493       char *chr_cidr = strchr(_network_ban_list[i], '/');
00494       if (chr_cidr != NULL) {
00495         int cidr = atoi(chr_cidr + 1);
00496 
00497         /* Invalid CIDR, treat as single host */
00498         if (cidr <= 0 || cidr > 32) cidr = 32;
00499 
00500         /* Remove and then replace the / so that inet_addr() works on the IP portion */
00501         *chr_cidr = '\0';
00502         uint32 ban_ip = inet_addr(_network_ban_list[i]);
00503         *chr_cidr = '/';
00504 
00505         /* Convert CIDR to mask in network format */
00506         uint32 mask = htonl(-(1 << (32 - cidr)));
00507         if ((sin.sin_addr.s_addr & mask) == (ban_ip & mask)) banned = true;
00508       } else {
00509         /* No CIDR used, so just perform a simple IP test */
00510         if (sin.sin_addr.s_addr == inet_addr(_network_ban_list[i])) banned = true;
00511       }
00512 
00513       if (banned) {
00514         Packet p(PACKET_SERVER_BANNED);
00515         p.PrepareToSend();
00516 
00517         DEBUG(net, 1, "Banned ip tried to join (%s), refused", _network_ban_list[i]);
00518 
00519         send(s, (const char*)p.buffer, p.size, 0);
00520         closesocket(s);
00521         break;
00522       }
00523     }
00524     /* If this client is banned, continue with next client */
00525     if (banned) continue;
00526 
00527     cs = NetworkAllocClient(s);
00528     if (cs == NULL) {
00529       // no more clients allowed?
00530       // Send to the client that we are full!
00531       Packet p(PACKET_SERVER_FULL);
00532       p.PrepareToSend();
00533 
00534       send(s, (const char*)p.buffer, p.size, 0);
00535       closesocket(s);
00536 
00537       continue;
00538     }
00539 
00540     // a new client has connected. We set him at inactive for now
00541     //  maybe he is only requesting server-info. Till he has sent a PACKET_CLIENT_MAP_OK
00542     //  the client stays inactive
00543     cs->status = STATUS_INACTIVE;
00544 
00545     cs->GetInfo()->client_ip = sin.sin_addr.s_addr; // Save the IP of the client
00546   }
00547 }
00548 
00549 // Set up the listen socket for the server
00550 static bool NetworkListen()
00551 {
00552   SOCKET ls;
00553   struct sockaddr_in sin;
00554 
00555   DEBUG(net, 1, "Listening on %s:%d", _settings_client.network.server_bind_ip, _settings_client.network.server_port);
00556 
00557   ls = socket(AF_INET, SOCK_STREAM, 0);
00558   if (ls == INVALID_SOCKET) {
00559     ServerStartError("socket() on listen socket failed");
00560     return false;
00561   }
00562 
00563   { // reuse the socket
00564     int reuse = 1;
00565     // The (const char*) cast is needed for windows!!
00566     if (setsockopt(ls, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuse, sizeof(reuse)) == -1) {
00567       ServerStartError("setsockopt() on listen socket failed");
00568       return false;
00569     }
00570   }
00571 
00572   if (!SetNonBlocking(ls)) DEBUG(net, 0, "Setting non-blocking mode failed"); // XXX should this be an error?
00573 
00574   sin.sin_family = AF_INET;
00575   sin.sin_addr.s_addr = _network_server_bind_ip;
00576   sin.sin_port = htons(_settings_client.network.server_port);
00577 
00578   if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
00579     ServerStartError("bind() failed");
00580     return false;
00581   }
00582 
00583   if (listen(ls, 1) != 0) {
00584     ServerStartError("listen() failed");
00585     return false;
00586   }
00587 
00588   _listensocket = ls;
00589 
00590   return true;
00591 }
00592 
00593 // Close all current connections
00594 static void NetworkClose()
00595 {
00596   /* The pool is already empty, so we already closed the connections */
00597   if (GetNetworkClientSocketPoolSize() == 0) return;
00598 
00599   NetworkClientSocket *cs;
00600 
00601   FOR_ALL_CLIENT_SOCKETS(cs) {
00602     if (!_network_server) {
00603       SEND_COMMAND(PACKET_CLIENT_QUIT)();
00604       cs->Send_Packets();
00605     }
00606     NetworkCloseClient(cs);
00607   }
00608 
00609   if (_network_server) {
00610     /* We are a server, also close the listensocket */
00611     closesocket(_listensocket);
00612     _listensocket = INVALID_SOCKET;
00613     DEBUG(net, 1, "Closed listener");
00614   }
00615   NetworkUDPCloseAll();
00616 
00617   TCPConnecter::KillAll();
00618 
00619   _networking = false;
00620   _network_server = false;
00621 
00622   free(_network_company_states);
00623   _network_company_states = NULL;
00624 
00625   _NetworkClientSocket_pool.CleanPool();
00626   _NetworkClientInfo_pool.CleanPool();
00627 }
00628 
00629 // Inits the network (cleans sockets and stuff)
00630 static void NetworkInitialize()
00631 {
00632   _NetworkClientSocket_pool.CleanPool();
00633   _NetworkClientSocket_pool.AddBlockToPool();
00634   _NetworkClientInfo_pool.CleanPool();
00635   _NetworkClientInfo_pool.AddBlockToPool();
00636 
00637   _sync_frame = 0;
00638   _network_first_time = true;
00639 
00640   _network_reconnect = 0;
00641 }
00642 
00644 class TCPQueryConnecter : TCPConnecter {
00645 public:
00646   TCPQueryConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
00647 
00648   virtual void OnFailure()
00649   {
00650     NetworkDisconnect();
00651   }
00652 
00653   virtual void OnConnect(SOCKET s)
00654   {
00655     _networking = true;
00656     NetworkAllocClient(s);
00657     SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
00658   }
00659 };
00660 
00661 // Query a server to fetch his game-info
00662 //  If game_info is true, only the gameinfo is fetched,
00663 //   else only the client_info is fetched
00664 void NetworkTCPQueryServer(NetworkAddress address)
00665 {
00666   if (!_network_available) return;
00667 
00668   NetworkDisconnect();
00669   NetworkInitialize();
00670 
00671   new TCPQueryConnecter(address);
00672 }
00673 
00674 /* Validates an address entered as a string and adds the server to
00675  * the list. If you use this function, the games will be marked
00676  * as manually added. */
00677 void NetworkAddServer(const char *b)
00678 {
00679   if (*b != '\0') {
00680     const char *port = NULL;
00681     const char *company = NULL;
00682     char host[NETWORK_HOSTNAME_LENGTH];
00683     uint16 rport;
00684 
00685     strecpy(host, b, lastof(host));
00686 
00687     strecpy(_settings_client.network.connect_to_ip, b, lastof(_settings_client.network.connect_to_ip));
00688     rport = NETWORK_DEFAULT_PORT;
00689 
00690     ParseConnectionString(&company, &port, host);
00691     if (port != NULL) rport = atoi(port);
00692 
00693     NetworkUDPQueryServer(NetworkAddress(host, rport), true);
00694   }
00695 }
00696 
00697 /* Generates the list of manually added hosts from NetworkGameList and
00698  * dumps them into the array _network_host_list. This array is needed
00699  * by the function that generates the config file. */
00700 void NetworkRebuildHostList()
00701 {
00702   uint i = 0;
00703   const NetworkGameList *item = _network_game_list;
00704   while (item != NULL && i != lengthof(_network_host_list)) {
00705     if (item->manually) {
00706       free(_network_host_list[i]);
00707       _network_host_list[i++] = str_fmt("%s:%i", item->info.hostname, item->port);
00708     }
00709     item = item->next;
00710   }
00711 
00712   for (; i < lengthof(_network_host_list); i++) {
00713     free(_network_host_list[i]);
00714     _network_host_list[i] = NULL;
00715   }
00716 }
00717 
00719 class TCPClientConnecter : TCPConnecter {
00720 public:
00721   TCPClientConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
00722 
00723   virtual void OnFailure()
00724   {
00725     NetworkError(STR_NETWORK_ERR_NOCONNECTION);
00726   }
00727 
00728   virtual void OnConnect(SOCKET s)
00729   {
00730     _networking = true;
00731     NetworkAllocClient(s);
00732     IConsoleCmdExec("exec scripts/on_client.scr 0");
00733     NetworkClient_Connected();
00734   }
00735 };
00736 
00737 
00738 // Used by clients, to connect to a server
00739 void NetworkClientConnectGame(NetworkAddress address)
00740 {
00741   if (!_network_available) return;
00742 
00743   if (address.GetPort() == 0) return;
00744 
00745   strecpy(_settings_client.network.last_host, address.GetHostname(), lastof(_settings_client.network.last_host));
00746   _settings_client.network.last_port = address.GetPort();
00747 
00748   NetworkDisconnect();
00749   NetworkInitialize();
00750 
00751   _network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
00752   ShowJoinStatusWindow();
00753 
00754   new TCPClientConnecter(address);
00755 }
00756 
00757 static void NetworkInitGameInfo()
00758 {
00759   if (StrEmpty(_settings_client.network.server_name)) {
00760     snprintf(_settings_client.network.server_name, sizeof(_settings_client.network.server_name), "Unnamed Server");
00761   }
00762 
00763   /* The server is a client too */
00764   _network_game_info.clients_on = _network_dedicated ? 0 : 1;
00765   _network_game_info.start_date = ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1);
00766 
00767   NetworkClientInfo *ci = new NetworkClientInfo(CLIENT_ID_SERVER);
00768   ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : _local_company;
00769 
00770   strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));
00771   strecpy(ci->unique_id, _settings_client.network.network_id, lastof(ci->unique_id));
00772 }
00773 
00774 bool NetworkServerStart()
00775 {
00776   if (!_network_available) return false;
00777 
00778   /* Call the pre-scripts */
00779   IConsoleCmdExec("exec scripts/pre_server.scr 0");
00780   if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
00781 
00782   NetworkInitialize();
00783   if (!NetworkListen()) return false;
00784 
00785   // Try to start UDP-server
00786   _network_udp_server = true;
00787   _network_udp_server = _udp_server_socket->Listen(_network_server_bind_ip, _settings_client.network.server_port, false);
00788 
00789   _network_company_states = CallocT<NetworkCompanyState>(MAX_COMPANIES);
00790   _network_server = true;
00791   _networking = true;
00792   _frame_counter = 0;
00793   _frame_counter_server = 0;
00794   _frame_counter_max = 0;
00795   _last_sync_frame = 0;
00796   _network_own_client_id = CLIENT_ID_SERVER;
00797 
00798   /* Non-dedicated server will always be company #1 */
00799   if (!_network_dedicated) _network_playas = COMPANY_FIRST;
00800 
00801   _network_clients_connected = 0;
00802 
00803   NetworkInitGameInfo();
00804 
00805   // execute server initialization script
00806   IConsoleCmdExec("exec scripts/on_server.scr 0");
00807   // if the server is dedicated ... add some other script
00808   if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
00809 
00810   _min_active_clients_paused = false;
00811   CheckMinActiveClients();
00812 
00813   /* Try to register us to the master server */
00814   _network_last_advertise_frame = 0;
00815   _network_need_advertise = true;
00816   NetworkUDPAdvertise();
00817   return true;
00818 }
00819 
00820 // The server is rebooting...
00821 // The only difference with NetworkDisconnect, is the packets that is sent
00822 void NetworkReboot()
00823 {
00824   if (_network_server) {
00825     NetworkClientSocket *cs;
00826     FOR_ALL_CLIENT_SOCKETS(cs) {
00827       SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
00828       cs->Send_Packets();
00829     }
00830   }
00831 
00832   NetworkClose();
00833 }
00834 
00835 // We want to disconnect from the host/clients
00836 void NetworkDisconnect()
00837 {
00838   if (_network_server) {
00839     NetworkClientSocket *cs;
00840     FOR_ALL_CLIENT_SOCKETS(cs) {
00841       SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
00842       cs->Send_Packets();
00843     }
00844   }
00845 
00846   if (_settings_client.network.server_advertise) NetworkUDPRemoveAdvertise();
00847 
00848   DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
00849 
00850   NetworkClose();
00851 }
00852 
00853 // Receives something from the network
00854 static bool NetworkReceive()
00855 {
00856   NetworkClientSocket *cs;
00857   int n;
00858   fd_set read_fd, write_fd;
00859   struct timeval tv;
00860 
00861   FD_ZERO(&read_fd);
00862   FD_ZERO(&write_fd);
00863 
00864   FOR_ALL_CLIENT_SOCKETS(cs) {
00865     FD_SET(cs->sock, &read_fd);
00866     FD_SET(cs->sock, &write_fd);
00867   }
00868 
00869   // take care of listener port
00870   if (_network_server) FD_SET(_listensocket, &read_fd);
00871 
00872   tv.tv_sec = tv.tv_usec = 0; // don't block at all.
00873 #if !defined(__MORPHOS__) && !defined(__AMIGA__)
00874   n = select(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv);
00875 #else
00876   n = WaitSelect(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv, NULL);
00877 #endif
00878   if (n == -1 && !_network_server) NetworkError(STR_NETWORK_ERR_LOSTCONNECTION);
00879 
00880   // accept clients..
00881   if (_network_server && FD_ISSET(_listensocket, &read_fd)) NetworkAcceptClients();
00882 
00883   // read stuff from clients
00884   FOR_ALL_CLIENT_SOCKETS(cs) {
00885     cs->writable = !!FD_ISSET(cs->sock, &write_fd);
00886     if (FD_ISSET(cs->sock, &read_fd)) {
00887       if (_network_server) {
00888         NetworkServer_ReadPackets(cs);
00889       } else {
00890         NetworkRecvStatus res;
00891 
00892         // The client already was quiting!
00893         if (cs->has_quit) return false;
00894 
00895         res = NetworkClient_ReadPackets(cs);
00896         if (res != NETWORK_RECV_STATUS_OKAY) {
00897           // The client made an error of which we can not recover
00898           //   close the client and drop back to main menu
00899           NetworkClientError(res, cs);
00900           return false;
00901         }
00902       }
00903     }
00904   }
00905   return true;
00906 }
00907 
00908 // This sends all buffered commands (if possible)
00909 static void NetworkSend()
00910 {
00911   NetworkClientSocket *cs;
00912   FOR_ALL_CLIENT_SOCKETS(cs) {
00913     if (cs->writable) {
00914       cs->Send_Packets();
00915 
00916       if (cs->status == STATUS_MAP) {
00917         // This client is in the middle of a map-send, call the function for that
00918         SEND_COMMAND(PACKET_SERVER_MAP)(cs);
00919       }
00920     }
00921   }
00922 }
00923 
00924 static bool NetworkDoClientLoop()
00925 {
00926   _frame_counter++;
00927 
00928   NetworkExecuteLocalCommandQueue();
00929 
00930   StateGameLoop();
00931 
00932   // Check if we are in sync!
00933   if (_sync_frame != 0) {
00934     if (_sync_frame == _frame_counter) {
00935 #ifdef NETWORK_SEND_DOUBLE_SEED
00936       if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
00937 #else
00938       if (_sync_seed_1 != _random.state[0]) {
00939 #endif
00940         NetworkError(STR_NETWORK_ERR_DESYNC);
00941         DEBUG(desync, 1, "sync_err: %d; %d\n", _date, _date_fract);
00942         DEBUG(net, 0, "Sync error detected!");
00943         NetworkClientError(NETWORK_RECV_STATUS_DESYNC, GetNetworkClientSocket(0));
00944         return false;
00945       }
00946 
00947       // If this is the first time we have a sync-frame, we
00948       //   need to let the server know that we are ready and at the same
00949       //   frame as he is.. so we can start playing!
00950       if (_network_first_time) {
00951         _network_first_time = false;
00952         SEND_COMMAND(PACKET_CLIENT_ACK)();
00953       }
00954 
00955       _sync_frame = 0;
00956     } else if (_sync_frame < _frame_counter) {
00957       DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
00958       _sync_frame = 0;
00959     }
00960   }
00961 
00962   return true;
00963 }
00964 
00965 // We have to do some UDP checking
00966 void NetworkUDPGameLoop()
00967 {
00968   _network_content_client.SendReceive();
00969   TCPConnecter::CheckCallbacks();
00970 
00971   if (_network_udp_server) {
00972     _udp_server_socket->ReceivePackets();
00973     _udp_master_socket->ReceivePackets();
00974   } else {
00975     _udp_client_socket->ReceivePackets();
00976     if (_network_udp_broadcast > 0) _network_udp_broadcast--;
00977     NetworkGameListRequery();
00978   }
00979 }
00980 
00981 // The main loop called from ttd.c
00982 //  Here we also have to do StateGameLoop if needed!
00983 void NetworkGameLoop()
00984 {
00985   if (!_networking) return;
00986 
00987   if (!NetworkReceive()) return;
00988 
00989   if (_network_server) {
00990 #ifdef DEBUG_DUMP_COMMANDS
00991     static FILE *f = FioFOpenFile("commands.log", "rb", SAVE_DIR);
00992     static Date next_date = 0;
00993     static uint32 next_date_fract;
00994     static CommandPacket *cp = NULL;
00995     if (f == NULL && next_date == 0) {
00996       printf("Cannot open commands.log\n");
00997       next_date = 1;
00998     }
00999 
01000     while (f != NULL && !feof(f)) {
01001       if (cp != NULL && _date == next_date && _date_fract == next_date_fract) {
01002         _current_company = cp->company;
01003         DoCommandP(cp->tile, cp->p1, cp->p2, cp->cmd, NULL, cp->text);
01004         free(cp);
01005         cp = NULL;
01006       }
01007 
01008       if (cp != NULL) break;
01009 
01010       char buff[4096];
01011       if (fgets(buff, lengthof(buff), f) == NULL) break;
01012       if (strncmp(buff, "cmd: ", 8) != 0) continue;
01013       cp = MallocT<CommandPacket>(1);
01014       int company;
01015       sscanf(&buff[8], "%d; %d; %d; %d; %d; %d; %d; %s", &next_date, &next_date_fract, &company, &cp->tile, &cp->p1, &cp->p2, &cp->cmd, cp->text);
01016       cp->company = (CompanyID)company;
01017     }
01018 #endif /* DEBUG_DUMP_COMMANDS */
01019 
01020     bool send_frame = false;
01021 
01022     // We first increase the _frame_counter
01023     _frame_counter++;
01024     // Update max-frame-counter
01025     if (_frame_counter > _frame_counter_max) {
01026       _frame_counter_max = _frame_counter + _settings_client.network.frame_freq;
01027       send_frame = true;
01028     }
01029 
01030     NetworkExecuteLocalCommandQueue();
01031 
01032     // Then we make the frame
01033     StateGameLoop();
01034 
01035     _sync_seed_1 = _random.state[0];
01036 #ifdef NETWORK_SEND_DOUBLE_SEED
01037     _sync_seed_2 = _random.state[1];
01038 #endif
01039 
01040     NetworkServer_Tick(send_frame);
01041   } else {
01042     // Client
01043 
01044     // Make sure we are at the frame were the server is (quick-frames)
01045     if (_frame_counter_server > _frame_counter) {
01046       while (_frame_counter_server > _frame_counter) {
01047         if (!NetworkDoClientLoop()) break;
01048       }
01049     } else {
01050       // Else, keep on going till _frame_counter_max
01051       if (_frame_counter_max > _frame_counter) NetworkDoClientLoop();
01052     }
01053   }
01054 
01055   NetworkSend();
01056 }
01057 
01058 static void NetworkGenerateUniqueId()
01059 {
01060   Md5 checksum;
01061   uint8 digest[16];
01062   char hex_output[16 * 2 + 1];
01063   char coding_string[NETWORK_NAME_LENGTH];
01064   int di;
01065 
01066   snprintf(coding_string, sizeof(coding_string), "%d%s", (uint)Random(), "OpenTTD Unique ID");
01067 
01068   /* Generate the MD5 hash */
01069   checksum.Append((const uint8*)coding_string, strlen(coding_string));
01070   checksum.Finish(digest);
01071 
01072   for (di = 0; di < 16; ++di)
01073     sprintf(hex_output + di * 2, "%02x", digest[di]);
01074 
01075   /* _network_unique_id is our id */
01076   snprintf(_settings_client.network.network_id, sizeof(_settings_client.network.network_id), "%s", hex_output);
01077 }
01078 
01079 void NetworkStartDebugLog(NetworkAddress address)
01080 {
01081   extern SOCKET _debug_socket;  // Comes from debug.c
01082   SOCKET s;
01083   struct sockaddr_in sin;
01084 
01085   DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", address.GetHostname(), address.GetPort());
01086 
01087   s = socket(AF_INET, SOCK_STREAM, 0);
01088   if (s == INVALID_SOCKET) {
01089     DEBUG(net, 0, "Failed to open socket for redirection DEBUG()");
01090     return;
01091   }
01092 
01093   if (!SetNoDelay(s)) DEBUG(net, 1, "Setting TCP_NODELAY failed");
01094 
01095   sin.sin_family = AF_INET;
01096   sin.sin_addr.s_addr = address.GetIP();
01097   sin.sin_port = htons(address.GetPort());
01098 
01099   if (connect(s, (struct sockaddr *)&sin, sizeof(sin)) != 0) {
01100     DEBUG(net, 0, "Failed to redirection DEBUG() to %s:%d", address.GetHostname(), address.GetPort());
01101     return;
01102   }
01103 
01104   if (!SetNonBlocking(s)) DEBUG(net, 0, "Setting non-blocking mode failed");
01105   _debug_socket = s;
01106 
01107   DEBUG(net, 0, "DEBUG() is now redirected");
01108 }
01109 
01111 void NetworkStartUp()
01112 {
01113   DEBUG(net, 3, "[core] starting network...");
01114 
01115   /* Network is available */
01116   _network_available = NetworkCoreInitialize();;
01117   _network_dedicated = false;
01118   _network_last_advertise_frame = 0;
01119   _network_need_advertise = true;
01120   _network_advertise_retries = 0;
01121 
01122   /* Load the ip from the openttd.cfg */
01123   _network_server_bind_ip = inet_addr(_settings_client.network.server_bind_ip);
01124   /* And put the data back in it in case it was an invalid ip */
01125   snprintf(_settings_client.network.server_bind_ip, sizeof(_settings_client.network.server_bind_ip), "%s", inet_ntoa(*(struct in_addr *)&_network_server_bind_ip));
01126 
01127   /* Generate an unique id when there is none yet */
01128   if (StrEmpty(_settings_client.network.network_id)) NetworkGenerateUniqueId();
01129 
01130   memset(&_network_game_info, 0, sizeof(_network_game_info));
01131 
01132   NetworkUDPInitialize();
01133   NetworkInitialize();
01134   DEBUG(net, 3, "[core] network online, multiplayer available");
01135   NetworkFindBroadcastIPs(_broadcast_list, MAX_INTERFACES);
01136 }
01137 
01139 void NetworkShutDown()
01140 {
01141   NetworkDisconnect();
01142   NetworkUDPShutdown();
01143 
01144   DEBUG(net, 3, "[core] shutting down network");
01145 
01146   _network_available = false;
01147 
01148   NetworkCoreShutdown();
01149 }
01150 
01155 bool IsNetworkCompatibleVersion(const char *other)
01156 {
01157   return strncmp(_openttd_revision, other, NETWORK_REVISION_LENGTH - 1) == 0;
01158 }
01159 
01160 #endif /* ENABLE_NETWORK */
01161 
01162 /* NOTE: this variable needs to be always available */
01163 CompanyID _network_playas;

Generated on Mon Feb 16 23:12:07 2009 for openttd by  doxygen 1.5.6