/*********************************************************** * Rocks'n'Diamonds -- McDuffin Strikes Back! * *----------------------------------------------------------* * (c) 1995-2006 Artsoft Entertainment * * Holger Schemel * * Detmolder Strasse 189 * * 33604 Bielefeld * * Germany * * e-mail: info@artsoft.org * *----------------------------------------------------------* * network.c * ***********************************************************/ #include "libgame/platform.h" #if defined(NETWORK_AVALIABLE) #include #include #if defined(TARGET_SDL) #include "main.h" #else #include #include #include #include #include #include #endif #include "libgame/libgame.h" #include "network.h" #include "netserv.h" #include "game.h" #include "tape.h" #include "files.h" #include "tools.h" #include "screens.h" struct NetworkClientPlayerInfo { byte nr; char name[MAX_PLAYER_NAME_LEN + 1]; struct NetworkClientPlayerInfo *next; }; static struct NetworkClientPlayerInfo first_player = { 0, EMPTY_PLAYER_NAME, NULL }; /* server stuff */ #if defined(TARGET_SDL) static TCPsocket sfd; /* server socket */ static SDLNet_SocketSet rfds; /* socket set */ #else static int sfd; /* server socket */ #endif static byte realbuffer[512]; static byte readbuffer[MAX_BUFFER_SIZE], writbuffer[MAX_BUFFER_SIZE]; static byte *buffer = realbuffer + 4; static int nread = 0, nwrite = 0; static boolean stop_network_game = FALSE; static void SendBufferToServer(int size) { if (!options.network) return; realbuffer[0] = realbuffer[1] = realbuffer[2] = 0; realbuffer[3] = (byte)size; buffer[0] = 0; if (nwrite + 4 + size >= MAX_BUFFER_SIZE) Error(ERR_EXIT, "internal error: network send buffer overflow"); memcpy(writbuffer + nwrite, realbuffer, 4 + size); nwrite += 4 + size; /* directly send the buffer to the network server */ #if defined(TARGET_SDL) SDLNet_TCP_Send(sfd, writbuffer, nwrite); #else if (write(sfd, writbuffer, nwrite) == -1) Error(ERR_WARN, "write() failed; %s", strerror(errno)); #endif nwrite = 0; } struct NetworkClientPlayerInfo *getNetworkPlayer(int player_nr) { struct NetworkClientPlayerInfo *player = NULL; for (player = &first_player; player; player = player->next) if (player->nr == player_nr) break; if (player == NULL) /* should not happen */ Error(ERR_EXIT, "protocol error: reference to non-existing player %d", player_nr); return player; } char *getNetworkPlayerName(int player_nr) { struct NetworkClientPlayerInfo *player; if (player_nr == 0) return("the network game server"); else if (player_nr == first_player.nr) return("you"); else for (player = &first_player; player; player = player->next) if (player->nr == player_nr && player->name && strlen(player->name)) return(player->name); return(EMPTY_PLAYER_NAME); } static void StartNetworkServer(int port) { #if defined(TARGET_SDL) static int p; p = port; server_thread = SDL_CreateThread(NetworkServerThread, &p); network_server = TRUE; #else switch (fork()) { case 0: NetworkServer(port, options.serveronly); /* never reached */ exit(0); case -1: Error(ERR_WARN, "cannot create network server process - no network playing"); options.network = FALSE; return; default: /* we are parent process -- resume normal operation */ return; } #endif } #if defined(TARGET_SDL) boolean ConnectToServer(char *hostname, int port) { IPaddress ip; int i; if (port == 0) port = DEFAULT_SERVER_PORT; rfds = SDLNet_AllocSocketSet(1); if (hostname) { SDLNet_ResolveHost(&ip, hostname, port); if (ip.host == INADDR_NONE) Error(ERR_EXIT, "cannot locate host '%s'", hostname); } else { SDLNet_Write32(0x7f000001, &ip.host); /* 127.0.0.1 */ SDLNet_Write16(port, &ip.port); } sfd = SDLNet_TCP_Open(&ip); if (sfd) { SDLNet_TCP_AddSocket(rfds, sfd); return TRUE; } else { printf("SDLNet_TCP_Open(): %s\n", SDLNet_GetError()); } if (hostname) /* connect to specified server failed */ return FALSE; printf("No rocksndiamonds server on localhost -- starting up one ...\n"); StartNetworkServer(port); /* wait for server to start up and try connecting several times */ for (i = 0; i < 6; i++) { Delay(500); /* wait 500 ms == 0.5 seconds */ if ((sfd = SDLNet_TCP_Open(&ip))) /* connected */ { SDLNet_TCP_AddSocket(rfds, sfd); return TRUE; } } /* when reaching this point, connect to newly started server has failed */ return FALSE; } #else boolean ConnectToServer(char *hostname, int port) { struct sockaddr_in s; struct protoent *tcpproto; int on = 1, i; if (hostname) { if ((s.sin_addr.s_addr = inet_addr(hostname)) == -1) { struct hostent *host; if ((host = gethostbyname(hostname)) == NULL) Error(ERR_EXIT, "cannot locate host '%s'", hostname); s.sin_addr = *(struct in_addr *)(host->h_addr_list[0]); } } else s.sin_addr.s_addr = inet_addr("127.0.0.1"); /* localhost */ if (port == 0) port = DEFAULT_SERVER_PORT; s.sin_port = htons(port); s.sin_family = AF_INET; sfd = socket(PF_INET, SOCK_STREAM, 0); if (sfd < 0) Error(ERR_EXIT, "out of file descriptors"); if ((tcpproto = getprotobyname("tcp")) != NULL) setsockopt(sfd, tcpproto->p_proto, TCP_NODELAY, (char *)&on, sizeof(int)); if (connect(sfd, (struct sockaddr *)&s, sizeof(s)) == 0) /* connected */ return TRUE; if (hostname) /* connect to specified server failed */ return FALSE; printf("No rocksndiamonds server on localhost -- starting up one ...\n"); StartNetworkServer(port); /* wait for server to start up and try connecting several times */ for (i = 0; i < 6; i++) { Delay(500); /* wait 500 ms == 0.5 seconds */ close(sfd); sfd = socket(PF_INET, SOCK_STREAM, 0); if (sfd < 0) Error(ERR_EXIT, "out of file descriptors"); setsockopt(sfd, tcpproto->p_proto, TCP_NODELAY, (char *)&on, sizeof(int)); if (connect(sfd, (struct sockaddr *)&s, sizeof(s)) >= 0) /* connected */ return TRUE; } /* when reaching this point, connect to newly started server has failed */ return FALSE; } #endif /* defined(TARGET_SDL) */ void SendToServer_PlayerName(char *player_name) { int len_player_name = strlen(player_name); buffer[1] = OP_PLAYER_NAME; memcpy(&buffer[2], player_name, len_player_name); SendBufferToServer(2 + len_player_name); Error(ERR_NETWORK_CLIENT, "you set your player name to \"%s\"", player_name); } void SendToServer_ProtocolVersion() { buffer[1] = OP_PROTOCOL_VERSION; buffer[2] = PROTOCOL_VERSION_1; buffer[3] = PROTOCOL_VERSION_2; buffer[4] = PROTOCOL_VERSION_3; SendBufferToServer(5); } void SendToServer_NrWanted(int nr_wanted) { buffer[1] = OP_NUMBER_WANTED; buffer[2] = nr_wanted; SendBufferToServer(3); } void SendToServer_StartPlaying() { unsigned int new_random_seed = InitRND(level.random_seed); int dummy = 0; /* !!! HAS NO MEANING ANYMORE !!! */ /* the name of the level must be enough */ buffer[1] = OP_START_PLAYING; buffer[2] = (byte)(level_nr >> 8); buffer[3] = (byte)(level_nr & 0xff); buffer[4] = (byte)(dummy >> 8); buffer[5] = (byte)(dummy & 0xff); buffer[6] = (unsigned char)((new_random_seed >> 24) & 0xff); buffer[7] = (unsigned char)((new_random_seed >> 16) & 0xff); buffer[8] = (unsigned char)((new_random_seed >> 8) & 0xff); buffer[9] = (unsigned char)((new_random_seed >> 0) & 0xff); strcpy((char *)&buffer[10], leveldir_current->identifier); SendBufferToServer(10 + strlen(leveldir_current->identifier) + 1); } void SendToServer_PausePlaying() { buffer[1] = OP_PAUSE_PLAYING; SendBufferToServer(2); } void SendToServer_ContinuePlaying() { buffer[1] = OP_CONTINUE_PLAYING; SendBufferToServer(2); } void SendToServer_StopPlaying(int cause_for_stopping) { buffer[1] = OP_STOP_PLAYING; buffer[2] = cause_for_stopping; SendBufferToServer(3); } void SendToServer_MovePlayer(byte player_action) { buffer[1] = OP_MOVE_PLAYER; buffer[2] = player_action; SendBufferToServer(3); } static void Handle_OP_BAD_PROTOCOL_VERSION() { Error(ERR_WARN, "protocol version mismatch"); Error(ERR_EXIT, "server expects %d.%d.x instead of %d.%d.%d", buffer[2], buffer[3], PROTOCOL_VERSION_1, PROTOCOL_VERSION_2, PROTOCOL_VERSION_3); } static void Handle_OP_YOUR_NUMBER() { int new_client_nr = buffer[2]; int new_index_nr = new_client_nr - 1; struct PlayerInfo *old_local_player = local_player; struct PlayerInfo *new_local_player = &stored_player[new_index_nr]; printf("OP_YOUR_NUMBER: %d\n", buffer[0]); first_player.nr = new_client_nr; if (old_local_player != new_local_player) { /* copy existing player settings and change to new player */ *new_local_player = *old_local_player; old_local_player->connected = FALSE; local_player = new_local_player; } if (first_player.nr > MAX_PLAYERS) Error(ERR_EXIT, "sorry, more than %d players not allowed", MAX_PLAYERS); Error(ERR_NETWORK_CLIENT, "you get client # %d", new_client_nr); } static void Handle_OP_NUMBER_WANTED() { int client_nr_wanted = buffer[2]; int old_client_nr = buffer[0]; int new_client_nr = buffer[3]; int old_index_nr = old_client_nr - 1; int new_index_nr = new_client_nr - 1; int index_nr_wanted = client_nr_wanted - 1; struct PlayerInfo *old_player = &stored_player[old_index_nr]; struct PlayerInfo *new_player = &stored_player[new_index_nr]; printf("OP_NUMBER_WANTED: %d\n", buffer[0]); if (new_client_nr == client_nr_wanted) /* switching succeeded */ { struct NetworkClientPlayerInfo *player; if (old_client_nr != client_nr_wanted) /* client's nr has changed */ Error(ERR_NETWORK_CLIENT, "client %d switches to # %d", old_client_nr, new_client_nr); else if (old_client_nr == first_player.nr) /* local player keeps his nr */ Error(ERR_NETWORK_CLIENT, "keeping client # %d", new_client_nr); if (old_client_nr != new_client_nr) { /* copy existing player settings and change to new player */ *new_player = *old_player; old_player->connected = FALSE; } player = getNetworkPlayer(old_client_nr); player->nr = new_client_nr; if (old_player == local_player) /* local player switched */ local_player = new_player; } else if (old_client_nr == first_player.nr) /* failed -- local player? */ { char request[100]; sprintf(request, "Sorry ! Player %d already exists ! You are player %d !", index_nr_wanted + 1, new_index_nr + 1); Request(request, REQ_CONFIRM); Error(ERR_NETWORK_CLIENT, "cannot switch -- you keep client # %d", new_client_nr); } } static void Handle_OP_PLAYER_NAME(unsigned int len) { struct NetworkClientPlayerInfo *player; int player_nr = (int)buffer[0]; printf("OP_PLAYER_NAME: %d\n", player_nr); player = getNetworkPlayer(player_nr); buffer[len] = 0; Error(ERR_NETWORK_CLIENT, "client %d calls itself \"%s\"", buffer[0], &buffer[2]); strncpy(player->name, (char *)&buffer[2], MAX_PLAYER_NAME_LEN); } static void Handle_OP_PLAYER_CONNECTED() { struct NetworkClientPlayerInfo *player, *last_player = NULL; int new_client_nr = (int)buffer[0]; int new_index_nr = new_client_nr - 1; printf("OP_PLAYER_CONNECTED: %d\n", new_client_nr); Error(ERR_NETWORK_CLIENT, "new client %d connected", new_client_nr); for (player = &first_player; player; player = player->next) { if (player->nr == new_client_nr) Error(ERR_EXIT, "multiplayer server sent duplicate player id"); last_player = player; } last_player->next = player = checked_malloc(sizeof(struct NetworkClientPlayerInfo)); player->nr = new_client_nr; player->name[0] = '\0'; player->next = NULL; stored_player[new_index_nr].connected = TRUE; } static void Handle_OP_PLAYER_DISCONNECTED() { struct NetworkClientPlayerInfo *player, *player_disconnected; int player_nr = (int)buffer[0]; printf("OP_PLAYER_DISCONNECTED: %d\n", player_nr); player_disconnected = getNetworkPlayer(player_nr); Error(ERR_NETWORK_CLIENT, "client %d (%s) disconnected", player_nr, getNetworkPlayerName(buffer[0])); for (player = &first_player; player; player = player->next) if (player->next == player_disconnected) player->next = player_disconnected->next; free(player_disconnected); } static void Handle_OP_START_PLAYING() { LevelDirTree *new_leveldir; int new_level_nr; unsigned int new_random_seed; char *new_leveldir_identifier; new_level_nr = (buffer[2] << 8) + buffer[3]; new_random_seed = (buffer[6] << 24) | (buffer[7] << 16) | (buffer[8] << 8) | (buffer[9]); new_leveldir_identifier = (char *)&buffer[10]; new_leveldir = getTreeInfoFromIdentifier(leveldir_first, new_leveldir_identifier); if (new_leveldir == NULL) { Error(ERR_WARN, "no such level identifier: '%s'", new_leveldir_identifier); new_leveldir = leveldir_first; Error(ERR_WARN, "using default level set: '%s'", new_leveldir->identifier); } printf("OP_START_PLAYING: %d\n", buffer[0]); Error(ERR_NETWORK_CLIENT, "client %d starts game [level %d from level identifier '%s']\n", buffer[0], new_level_nr, new_leveldir->identifier); leveldir_current = new_leveldir; level_nr = new_level_nr; TapeErase(); LoadTape(level_nr); LoadLevel(level_nr); StartGameActions(FALSE, setup.autorecord, new_random_seed); } static void Handle_OP_PAUSE_PLAYING() { printf("OP_PAUSE_PLAYING: %d\n", buffer[0]); Error(ERR_NETWORK_CLIENT, "client %d pauses game", buffer[0]); tape.pausing = TRUE; DrawVideoDisplay(VIDEO_STATE_PAUSE_ON,0); } static void Handle_OP_CONTINUE_PLAYING() { printf("OP_CONTINUE_PLAYING: %d\n", buffer[0]); Error(ERR_NETWORK_CLIENT, "client %d continues game", buffer[0]); tape.pausing = FALSE; DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0); } static void Handle_OP_STOP_PLAYING() { printf("OP_STOP_PLAYING: %d [%d]\n", buffer[0], buffer[2]); Error(ERR_NETWORK_CLIENT, "client %d stops game [%d]", buffer[0], buffer[2]); if (game_status == GAME_MODE_PLAYING) { if (buffer[2] == NETWORK_STOP_BY_PLAYER) Request("Network game stopped by player!", REQ_CONFIRM); else if (buffer[2] == NETWORK_STOP_BY_ERROR) Request("Network game stopped due to internal error!", REQ_CONFIRM); else Request("Network game stopped !", REQ_CONFIRM); } game_status = GAME_MODE_MAIN; DrawMainMenu(); } static void Handle_OP_MOVE_PLAYER(unsigned int len) { int server_frame_counter; int i; if (!network_playing) return; server_frame_counter = (buffer[2] << 24) | (buffer[3] << 16) | (buffer[4] << 8) | (buffer[5]); #if 0 Error(ERR_NETWORK_CLIENT, "receiving server frame counter value %d [%d]", server_frame_counter, FrameCounter); #endif if (server_frame_counter != FrameCounter) { Error(ERR_INFO, "client and servers frame counters out of sync"); Error(ERR_INFO, "frame counter of client is %d", FrameCounter); Error(ERR_INFO, "frame counter of server is %d", server_frame_counter); Error(ERR_INFO, "this should not happen -- please debug"); stop_network_game = TRUE; return; } /* copy valid player actions */ for (i = 0; i < MAX_PLAYERS; i++) stored_player[i].effective_action = (i < len - 6 && stored_player[i].active ? buffer[6 + i] : 0); network_player_action_received = TRUE; } static void HandleNetworkingMessages() { unsigned int message_length; stop_network_game = FALSE; while (nread >= 4 && nread >= 4 + readbuffer[3]) { message_length = readbuffer[3]; if (readbuffer[0] || readbuffer[1] || readbuffer[2]) Error(ERR_EXIT, "wrong network server line length"); memcpy(buffer, &readbuffer[4], message_length); nread -= 4 + message_length; memmove(readbuffer, readbuffer + 4 + message_length, nread); switch (buffer[1]) { case OP_BAD_PROTOCOL_VERSION: Handle_OP_BAD_PROTOCOL_VERSION(); break; case OP_YOUR_NUMBER: Handle_OP_YOUR_NUMBER(); break; case OP_NUMBER_WANTED: Handle_OP_NUMBER_WANTED(); break; case OP_PLAYER_NAME: Handle_OP_PLAYER_NAME(message_length); break; case OP_PLAYER_CONNECTED: Handle_OP_PLAYER_CONNECTED(); break; case OP_PLAYER_DISCONNECTED: Handle_OP_PLAYER_DISCONNECTED(); break; case OP_START_PLAYING: Handle_OP_START_PLAYING(); break; case OP_PAUSE_PLAYING: Handle_OP_PAUSE_PLAYING(); break; case OP_CONTINUE_PLAYING: Handle_OP_CONTINUE_PLAYING(); break; case OP_STOP_PLAYING: Handle_OP_STOP_PLAYING(); break; case OP_MOVE_PLAYER: Handle_OP_MOVE_PLAYER(message_length); break; case OP_BROADCAST_MESSAGE: printf("OP_BROADCAST_MESSAGE: %d\n", buffer[0]); Error(ERR_NETWORK_CLIENT, "client %d sends message", buffer[0]); break; } } fflush(stdout); /* in case of internal error, stop network game */ if (stop_network_game) SendToServer_StopPlaying(NETWORK_STOP_BY_ERROR); } /* TODO */ void HandleNetworking() { #if !defined(TARGET_SDL) static struct timeval tv = { 0, 0 }; fd_set rfds; #endif int r = 0; do { #if defined(TARGET_SDL) if ((r = SDLNet_CheckSockets(rfds, 1)) < 0) Error(ERR_EXIT, "HandleNetworking(): SDLNet_CheckSockets() failed"); #else FD_ZERO(&rfds); FD_SET(sfd, &rfds); r = select(sfd + 1, &rfds, NULL, NULL, &tv); if (r < 0 && errno != EINTR) Error(ERR_EXIT, "HandleNetworking(): select() failed"); if (r < 0) FD_ZERO(&rfds); #endif #if defined(TARGET_SDL) if (r > 0) #else if (FD_ISSET(sfd, &rfds)) #endif { #if defined(TARGET_SDL) r = SDLNet_TCP_Recv(sfd, readbuffer + nread, 1); #else r = read(sfd, readbuffer + nread, MAX_BUFFER_SIZE - nread); #endif if (r < 0) Error(ERR_EXIT, "error reading from network server"); if (r == 0) Error(ERR_EXIT, "connection to network server lost"); nread += r; HandleNetworkingMessages(); } } while (r > 0); } #endif /* PLATFORM_UNIX */