network.cpp

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00001 /* $Id: network.cpp 16598 2009-06-18 22:16:52Z 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 _networking;         
00047 bool _network_server;     
00048 bool _network_available;  
00049 bool _network_dedicated;  
00050 bool _is_network_server;  
00051 NetworkServerGameInfo _network_game_info;
00052 NetworkCompanyState *_network_company_states = NULL;
00053 ClientID _network_own_client_id;
00054 ClientID _redirect_console_to_client;
00055 bool _network_need_advertise;
00056 uint32 _network_last_advertise_frame;
00057 uint8 _network_reconnect;
00058 char *_network_host_list[10];
00059 char *_network_ban_list[25];
00060 uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
00061 uint32 _frame_counter_max; // To where we may go with our clients
00062 uint32 _frame_counter;
00063 uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
00064 uint32 _broadcast_list[MAX_INTERFACES + 1];
00065 uint32 _network_server_bind_ip;
00066 uint32 _sync_seed_1, _sync_seed_2;
00067 uint32 _sync_frame;
00068 bool _network_first_time;
00069 bool _network_udp_server;
00070 uint16 _network_udp_broadcast;
00071 uint8 _network_advertise_retries;
00072 CompanyMask _network_company_passworded; 
00073 
00074 /* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
00075 assert_compile((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
00076 assert_compile((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_BYTES);
00077 
00078 extern NetworkUDPSocketHandler *_udp_client_socket; 
00079 extern NetworkUDPSocketHandler *_udp_server_socket; 
00080 extern NetworkUDPSocketHandler *_udp_master_socket; 
00081 
00082 /* The listen socket for the server */
00083 static SOCKET _listensocket;
00084 
00085 /* The amount of clients connected */
00086 static byte _network_clients_connected = 0;
00087 /* The identifier counter for new clients (is never decreased) */
00088 static ClientID _network_client_id = CLIENT_ID_FIRST;
00089 
00090 /* Some externs / forwards */
00091 extern void StateGameLoop();
00092 
00098 NetworkClientInfo *NetworkFindClientInfoFromIndex(ClientIndex index)
00099 {
00100   return IsValidNetworkClientInfoIndex(index) ? GetNetworkClientInfo(index) : NULL;
00101 }
00102 
00108 NetworkClientInfo *NetworkFindClientInfoFromClientID(ClientID client_id)
00109 {
00110   NetworkClientInfo *ci;
00111 
00112   FOR_ALL_CLIENT_INFOS(ci) {
00113     if (ci->client_id == client_id) return ci;
00114   }
00115 
00116   return NULL;
00117 }
00118 
00124 NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip)
00125 {
00126   NetworkClientInfo *ci;
00127   uint32 ip_number = inet_addr(ip);
00128 
00129   FOR_ALL_CLIENT_INFOS(ci) {
00130     if (ci->client_ip == ip_number) return ci;
00131   }
00132 
00133   return NULL;
00134 }
00135 
00141 NetworkClientSocket *NetworkFindClientStateFromClientID(ClientID client_id)
00142 {
00143   NetworkClientSocket *cs;
00144 
00145   FOR_ALL_CLIENT_SOCKETS(cs) {
00146     if (cs->client_id == client_id) return cs;
00147   }
00148 
00149   return NULL;
00150 }
00151 
00152 /* NetworkGetClientName is a server-safe function to get the name of the client
00153  *  if the user did not send it yet, Client #<no> is used. */
00154 void NetworkGetClientName(char *client_name, size_t size, const NetworkClientSocket *cs)
00155 {
00156   const NetworkClientInfo *ci = cs->GetInfo();
00157 
00158   if (StrEmpty(ci->client_name)) {
00159     snprintf(client_name, size, "Client #%4d", cs->client_id);
00160   } else {
00161     ttd_strlcpy(client_name, ci->client_name, size);
00162   }
00163 }
00164 
00165 byte NetworkSpectatorCount()
00166 {
00167   const NetworkClientInfo *ci;
00168   byte count = 0;
00169 
00170   FOR_ALL_CLIENT_INFOS(ci) {
00171     if (ci->client_playas == COMPANY_SPECTATOR) count++;
00172   }
00173 
00174   /* Don't count a dedicated server as spectator */
00175   if (_network_dedicated) count--;
00176 
00177   return count;
00178 }
00179 
00185 bool NetworkCompanyIsPassworded(CompanyID company_id)
00186 {
00187   return HasBit(_network_company_passworded, company_id);
00188 }
00189 
00190 /* This puts a text-message to the console, or in the future, the chat-box,
00191  *  (to keep it all a bit more general)
00192  * If 'self_send' is true, this is the client who is sending the message */
00193 void NetworkTextMessage(NetworkAction action, ConsoleColour colour, bool self_send, const char *name, const char *str, int64 data)
00194 {
00195   const int duration = 10; // Game days the messages stay visible
00196 
00197   StringID strid;
00198   switch (action) {
00199     case NETWORK_ACTION_SERVER_MESSAGE:
00200       /* Ignore invalid messages */
00201       if (data >= NETWORK_SERVER_MESSAGE_END) return;
00202 
00203       strid = STR_NETWORK_SERVER_MESSAGE;
00204       colour = CC_DEFAULT;
00205       data = STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED_PLAYERS + data;
00206       break;
00207     case NETWORK_ACTION_COMPANY_SPECTATOR:
00208       colour = CC_DEFAULT;
00209       strid = STR_NETWORK_CLIENT_COMPANY_SPECTATE;
00210       break;
00211     case NETWORK_ACTION_COMPANY_JOIN:
00212       colour = CC_DEFAULT;
00213       strid = STR_NETWORK_CLIENT_COMPANY_JOIN;
00214       break;
00215     case NETWORK_ACTION_COMPANY_NEW:
00216       colour = CC_DEFAULT;
00217       strid = STR_NETWORK_CLIENT_COMPANY_NEW;
00218       break;
00219     case NETWORK_ACTION_JOIN:           strid = STR_NETWORK_CLIENT_JOINED; break;
00220     case NETWORK_ACTION_LEAVE:          strid = STR_NETWORK_CLIENT_LEFT; break;
00221     case NETWORK_ACTION_NAME_CHANGE:    strid = STR_NETWORK_NAME_CHANGE; break;
00222     case NETWORK_ACTION_GIVE_MONEY:     strid = self_send ? STR_NETWORK_GAVE_MONEY_AWAY : STR_NETWORK_GIVE_MONEY;   break;
00223     case NETWORK_ACTION_CHAT_COMPANY:   strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY; break;
00224     case NETWORK_ACTION_CHAT_CLIENT:    strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT  : STR_NETWORK_CHAT_CLIENT;  break;
00225     default:                            strid = STR_NETWORK_CHAT_ALL; break;
00226   }
00227 
00228   char message[1024];
00229   SetDParamStr(0, name);
00230   SetDParamStr(1, str);
00231   SetDParam(2, data);
00232   GetString(message, strid, lastof(message));
00233 
00234   DEBUG(desync, 1, "msg: %d; %d; %s\n", _date, _date_fract, message);
00235   IConsolePrintF(colour, "%s", message);
00236   NetworkAddChatMessage((TextColour)colour, duration, "%s", message);
00237 }
00238 
00239 /* Calculate the frame-lag of a client */
00240 uint NetworkCalculateLag(const NetworkClientSocket *cs)
00241 {
00242   int lag = cs->last_frame_server - cs->last_frame;
00243   /* This client has missed his ACK packet after 1 DAY_TICKS..
00244    *  so we increase his lag for every frame that passes!
00245    * The packet can be out by a max of _net_frame_freq */
00246   if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter)
00247     lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq);
00248 
00249   return lag;
00250 }
00251 
00252 
00253 /* There was a non-recoverable error, drop back to the main menu with a nice
00254  *  error */
00255 static void NetworkError(StringID error_string)
00256 {
00257   _switch_mode = SM_MENU;
00258   extern StringID _switch_mode_errorstr;
00259   _switch_mode_errorstr = error_string;
00260 }
00261 
00262 static void ServerStartError(const char *error)
00263 {
00264   DEBUG(net, 0, "[server] could not start network: %s",error);
00265   NetworkError(STR_NETWORK_ERR_SERVER_START);
00266 }
00267 
00268 static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket *cs)
00269 {
00270   /* First, send a CLIENT_ERROR to the server, so he knows we are
00271    *  disconnection (and why!) */
00272   NetworkErrorCode errorno;
00273 
00274   /* We just want to close the connection.. */
00275   if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
00276     cs->has_quit = true;
00277     NetworkCloseClient(cs);
00278     _networking = false;
00279 
00280     DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
00281     return;
00282   }
00283 
00284   switch (res) {
00285     case NETWORK_RECV_STATUS_DESYNC:          errorno = NETWORK_ERROR_DESYNC; break;
00286     case NETWORK_RECV_STATUS_SAVEGAME:        errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
00287     case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
00288     default:                                  errorno = NETWORK_ERROR_GENERAL; break;
00289   }
00290   /* This means we fucked up and the server closed the connection */
00291   if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
00292       res != NETWORK_RECV_STATUS_SERVER_BANNED) {
00293     SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);
00294   }
00295 
00296   _switch_mode = SM_MENU;
00297   NetworkCloseClient(cs);
00298   _networking = false;
00299 }
00300 
00306 StringID GetNetworkErrorMsg(NetworkErrorCode err)
00307 {
00308   /* List of possible network errors, used by
00309    * PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
00310   static const StringID network_error_strings[] = {
00311     STR_NETWORK_ERR_CLIENT_GENERAL,
00312     STR_NETWORK_ERR_CLIENT_DESYNC,
00313     STR_NETWORK_ERR_CLIENT_SAVEGAME,
00314     STR_NETWORK_ERR_CLIENT_CONNECTION_LOST,
00315     STR_NETWORK_ERR_CLIENT_PROTOCOL_ERROR,
00316     STR_NETWORK_ERR_CLIENT_NEWGRF_MISMATCH,
00317     STR_NETWORK_ERR_CLIENT_NOT_AUTHORIZED,
00318     STR_NETWORK_ERR_CLIENT_NOT_EXPECTED,
00319     STR_NETWORK_ERR_CLIENT_WRONG_REVISION,
00320     STR_NETWORK_ERR_CLIENT_NAME_IN_USE,
00321     STR_NETWORK_ERR_CLIENT_WRONG_PASSWORD,
00322     STR_NETWORK_ERR_CLIENT_COMPANY_MISMATCH,
00323     STR_NETWORK_ERR_CLIENT_KICKED,
00324     STR_NETWORK_ERR_CLIENT_CHEATER,
00325     STR_NETWORK_ERR_CLIENT_SERVER_FULL
00326   };
00327 
00328   if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
00329 
00330   return network_error_strings[err];
00331 }
00332 
00333 /* Count the number of active clients connected */
00334 static uint NetworkCountActiveClients()
00335 {
00336   const NetworkClientInfo *ci;
00337   uint count = 0;
00338 
00339   FOR_ALL_CLIENT_INFOS(ci) {
00340     if (IsValidCompanyID(ci->client_playas)) count++;
00341   }
00342 
00343   return count;
00344 }
00345 
00346 static bool _min_active_clients_paused = false;
00347 
00348 /* Check if the minimum number of active clients has been reached and pause or unpause the game as appropriate */
00349 static void CheckMinActiveClients()
00350 {
00351   if (!_network_dedicated) return;
00352 
00353   if (NetworkCountActiveClients() < _settings_client.network.min_active_clients) {
00354     if (_min_active_clients_paused) return;
00355 
00356     _min_active_clients_paused = true;
00357     DoCommandP(0, 1, 0, CMD_PAUSE);
00358     NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "", CLIENT_ID_SERVER, NETWORK_SERVER_MESSAGE_GAME_PAUSED_PLAYERS);
00359   } else {
00360     if (!_min_active_clients_paused) return;
00361 
00362     _min_active_clients_paused = false;
00363     DoCommandP(0, 0, 0, CMD_PAUSE);
00364     NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "", CLIENT_ID_SERVER, NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_PLAYERS);
00365   }
00366 }
00367 
00374 void ParseConnectionString(const char **company, const char **port, char *connection_string)
00375 {
00376   char *p;
00377   for (p = connection_string; *p != '\0'; p++) {
00378     switch (*p) {
00379       case '#':
00380         *company = p + 1;
00381         *p = '\0';
00382         break;
00383       case ':':
00384         *port = p + 1;
00385         *p = '\0';
00386         break;
00387     }
00388   }
00389 }
00390 
00391 /* Creates a new client from a socket
00392  *   Used both by the server and the client */
00393 static NetworkClientSocket *NetworkAllocClient(SOCKET s)
00394 {
00395   if (_network_server) {
00396     /* Can we handle a new client? */
00397     if (_network_clients_connected >= MAX_CLIENTS) return NULL;
00398     if (_network_game_info.clients_on >= _settings_client.network.max_clients) return NULL;
00399 
00400     /* Register the login */
00401     _network_clients_connected++;
00402   }
00403 
00404   NetworkClientSocket *cs = new NetworkClientSocket(INVALID_CLIENT_ID);
00405   cs->sock = s;
00406   cs->last_frame = _frame_counter;
00407   cs->last_frame_server = _frame_counter;
00408 
00409   if (_network_server) {
00410     cs->client_id = _network_client_id++;
00411     NetworkClientInfo *ci = new NetworkClientInfo(cs->client_id);
00412     cs->SetInfo(ci);
00413     ci->client_playas = COMPANY_INACTIVE_CLIENT;
00414     ci->join_date = _date;
00415 
00416     InvalidateWindow(WC_CLIENT_LIST, 0);
00417   }
00418 
00419   return cs;
00420 }
00421 
00422 /* Close a connection */
00423 void NetworkCloseClient(NetworkClientSocket *cs)
00424 {
00425   /*
00426    * Sending a message just before leaving the game calls cs->Send_Packets.
00427    * This might invoke this function, which means that when we close the
00428    * connection after cs->Send_Packets we will close an already closed
00429    * connection. This handles that case gracefully without having to make
00430    * that code any more complex or more aware of the validity of the socket.
00431    */
00432   if (cs->sock == INVALID_SOCKET) return;
00433 
00434   DEBUG(net, 1, "Closed client connection %d", cs->client_id);
00435 
00436   if (!cs->has_quit && _network_server && cs->status > STATUS_INACTIVE) {
00437     /* We did not receive a leave message from this client... */
00438     char client_name[NETWORK_CLIENT_NAME_LENGTH];
00439     NetworkClientSocket *new_cs;
00440 
00441     NetworkGetClientName(client_name, sizeof(client_name), cs);
00442 
00443     NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_ERR_CLIENT_CONNECTION_LOST);
00444 
00445     /* Inform other clients of this... strange leaving ;) */
00446     FOR_ALL_CLIENT_SOCKETS(new_cs) {
00447       if (new_cs->status > STATUS_AUTH && cs != new_cs) {
00448         SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, NETWORK_ERROR_CONNECTION_LOST);
00449       }
00450     }
00451   }
00452 
00453   /* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
00454   if (cs->status == STATUS_PRE_ACTIVE && _settings_client.network.pause_on_join) {
00455     DoCommandP(0, 0, 0, CMD_PAUSE);
00456     NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "", CLIENT_ID_SERVER, NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_CONNECT_FAIL);
00457   }
00458 
00459   if (_network_server) {
00460     /* We just lost one client :( */
00461     if (cs->status >= STATUS_AUTH) _network_game_info.clients_on--;
00462     _network_clients_connected--;
00463 
00464     InvalidateWindow(WC_CLIENT_LIST, 0);
00465   }
00466 
00467   delete cs->GetInfo();
00468   delete cs;
00469 }
00470 
00471 /* For the server, to accept new clients */
00472 static void NetworkAcceptClients()
00473 {
00474   struct sockaddr_in sin;
00475   NetworkClientSocket *cs;
00476   uint i;
00477   bool banned;
00478 
00479   /* Should never ever happen.. is it possible?? */
00480   assert(_listensocket != INVALID_SOCKET);
00481 
00482   for (;;) {
00483     socklen_t sin_len = sizeof(sin);
00484     SOCKET s = accept(_listensocket, (struct sockaddr*)&sin, &sin_len);
00485     if (s == INVALID_SOCKET) return;
00486 
00487     SetNonBlocking(s); // XXX error handling?
00488 
00489     DEBUG(net, 1, "Client connected from %s on frame %d", inet_ntoa(sin.sin_addr), _frame_counter);
00490 
00491     SetNoDelay(s); // XXX error handling?
00492 
00493     /* Check if the client is banned */
00494     banned = false;
00495     for (i = 0; i < lengthof(_network_ban_list); i++) {
00496       if (_network_ban_list[i] == NULL) continue;
00497 
00498       /* Check for CIDR separator */
00499       char *chr_cidr = strchr(_network_ban_list[i], '/');
00500       if (chr_cidr != NULL) {
00501         int cidr = atoi(chr_cidr + 1);
00502 
00503         /* Invalid CIDR, treat as single host */
00504         if (cidr <= 0 || cidr > 32) cidr = 32;
00505 
00506         /* Remove and then replace the / so that inet_addr() works on the IP portion */
00507         *chr_cidr = '\0';
00508         uint32 ban_ip = inet_addr(_network_ban_list[i]);
00509         *chr_cidr = '/';
00510 
00511         /* Convert CIDR to mask in network format */
00512         uint32 mask = htonl(-(1 << (32 - cidr)));
00513         if ((sin.sin_addr.s_addr & mask) == (ban_ip & mask)) banned = true;
00514       } else {
00515         /* No CIDR used, so just perform a simple IP test */
00516         if (sin.sin_addr.s_addr == inet_addr(_network_ban_list[i])) banned = true;
00517       }
00518 
00519       if (banned) {
00520         Packet p(PACKET_SERVER_BANNED);
00521         p.PrepareToSend();
00522 
00523         DEBUG(net, 1, "Banned ip tried to join (%s), refused", _network_ban_list[i]);
00524 
00525         send(s, (const char*)p.buffer, p.size, 0);
00526         closesocket(s);
00527         break;
00528       }
00529     }
00530     /* If this client is banned, continue with next client */
00531     if (banned) continue;
00532 
00533     cs = NetworkAllocClient(s);
00534     if (cs == NULL) {
00535       /* no more clients allowed?
00536        * Send to the client that we are full! */
00537       Packet p(PACKET_SERVER_FULL);
00538       p.PrepareToSend();
00539 
00540       send(s, (const char*)p.buffer, p.size, 0);
00541       closesocket(s);
00542 
00543       continue;
00544     }
00545 
00546     /* a new client has connected. We set him at inactive for now
00547      *  maybe he is only requesting server-info. Till he has sent a PACKET_CLIENT_MAP_OK
00548      *  the client stays inactive */
00549     cs->status = STATUS_INACTIVE;
00550 
00551     cs->GetInfo()->client_ip = sin.sin_addr.s_addr; // Save the IP of the client
00552   }
00553 }
00554 
00555 /* Set up the listen socket for the server */
00556 static bool NetworkListen()
00557 {
00558   SOCKET ls;
00559   struct sockaddr_in sin;
00560 
00561   DEBUG(net, 1, "Listening on %s:%d", _settings_client.network.server_bind_ip, _settings_client.network.server_port);
00562 
00563   ls = socket(AF_INET, SOCK_STREAM, 0);
00564   if (ls == INVALID_SOCKET) {
00565     ServerStartError("socket() on listen socket failed");
00566     return false;
00567   }
00568 
00569   { // reuse the socket
00570     int reuse = 1;
00571     /* The (const char*) cast is needed for windows!! */
00572     if (setsockopt(ls, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuse, sizeof(reuse)) == -1) {
00573       ServerStartError("setsockopt() on listen socket failed");
00574       return false;
00575     }
00576   }
00577 
00578   if (!SetNonBlocking(ls)) DEBUG(net, 0, "Setting non-blocking mode failed"); // XXX should this be an error?
00579 
00580   sin.sin_family = AF_INET;
00581   sin.sin_addr.s_addr = _network_server_bind_ip;
00582   sin.sin_port = htons(_settings_client.network.server_port);
00583 
00584   if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
00585     ServerStartError("bind() failed");
00586     return false;
00587   }
00588 
00589   if (listen(ls, 1) != 0) {
00590     ServerStartError("listen() failed");
00591     return false;
00592   }
00593 
00594   _listensocket = ls;
00595 
00596   return true;
00597 }
00598 
00600 static void InitializeNetworkPools()
00601 {
00602   _NetworkClientSocket_pool.CleanPool();
00603   _NetworkClientSocket_pool.AddBlockToPool();
00604   _NetworkClientInfo_pool.CleanPool();
00605   _NetworkClientInfo_pool.AddBlockToPool();
00606 }
00607 
00608 /* Close all current connections */
00609 static void NetworkClose()
00610 {
00611   NetworkClientSocket *cs;
00612 
00613   FOR_ALL_CLIENT_SOCKETS(cs) {
00614     if (!_network_server) {
00615       SEND_COMMAND(PACKET_CLIENT_QUIT)();
00616       cs->Send_Packets();
00617     }
00618     NetworkCloseClient(cs);
00619   }
00620 
00621   if (_network_server) {
00622     /* We are a server, also close the listensocket */
00623     closesocket(_listensocket);
00624     _listensocket = INVALID_SOCKET;
00625     DEBUG(net, 1, "[tcp] closed listeners");
00626   }
00627   NetworkUDPCloseAll();
00628 
00629   TCPConnecter::KillAll();
00630 
00631   _networking = false;
00632   _network_server = false;
00633 
00634   NetworkFreeLocalCommandQueue();
00635 
00636   free(_network_company_states);
00637   _network_company_states = NULL;
00638 
00639   InitializeNetworkPools();
00640 }
00641 
00642 /* Inits the network (cleans sockets and stuff) */
00643 static void NetworkInitialize()
00644 {
00645   InitializeNetworkPools();
00646 
00647   _sync_frame = 0;
00648   _network_first_time = true;
00649 
00650   _network_reconnect = 0;
00651 }
00652 
00654 class TCPQueryConnecter : TCPConnecter {
00655 public:
00656   TCPQueryConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
00657 
00658   virtual void OnFailure()
00659   {
00660     NetworkDisconnect();
00661   }
00662 
00663   virtual void OnConnect(SOCKET s)
00664   {
00665     _networking = true;
00666     NetworkAllocClient(s);
00667     SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
00668   }
00669 };
00670 
00671 /* Query a server to fetch his game-info
00672  *  If game_info is true, only the gameinfo is fetched,
00673  *   else only the client_info is fetched */
00674 void NetworkTCPQueryServer(NetworkAddress address)
00675 {
00676   if (!_network_available) return;
00677 
00678   NetworkDisconnect();
00679   NetworkInitialize();
00680 
00681   new TCPQueryConnecter(address);
00682 }
00683 
00684 /* Validates an address entered as a string and adds the server to
00685  * the list. If you use this function, the games will be marked
00686  * as manually added. */
00687 void NetworkAddServer(const char *b)
00688 {
00689   if (*b != '\0') {
00690     const char *port = NULL;
00691     const char *company = NULL;
00692     char host[NETWORK_HOSTNAME_LENGTH];
00693     uint16 rport;
00694 
00695     strecpy(host, b, lastof(host));
00696 
00697     strecpy(_settings_client.network.connect_to_ip, b, lastof(_settings_client.network.connect_to_ip));
00698     rport = NETWORK_DEFAULT_PORT;
00699 
00700     ParseConnectionString(&company, &port, host);
00701     if (port != NULL) rport = atoi(port);
00702 
00703     NetworkUDPQueryServer(NetworkAddress(host, rport), true);
00704   }
00705 }
00706 
00707 /* Generates the list of manually added hosts from NetworkGameList and
00708  * dumps them into the array _network_host_list. This array is needed
00709  * by the function that generates the config file. */
00710 void NetworkRebuildHostList()
00711 {
00712   uint i = 0;
00713   const NetworkGameList *item = _network_game_list;
00714   while (item != NULL && i != lengthof(_network_host_list)) {
00715     if (item->manually) {
00716       free(_network_host_list[i]);
00717       _network_host_list[i++] = str_fmt("%s:%i", item->info.hostname, item->port);
00718     }
00719     item = item->next;
00720   }
00721 
00722   for (; i < lengthof(_network_host_list); i++) {
00723     free(_network_host_list[i]);
00724     _network_host_list[i] = NULL;
00725   }
00726 }
00727 
00729 class TCPClientConnecter : TCPConnecter {
00730 public:
00731   TCPClientConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
00732 
00733   virtual void OnFailure()
00734   {
00735     NetworkError(STR_NETWORK_ERR_NOCONNECTION);
00736   }
00737 
00738   virtual void OnConnect(SOCKET s)
00739   {
00740     _networking = true;
00741     NetworkAllocClient(s);
00742     IConsoleCmdExec("exec scripts/on_client.scr 0");
00743     NetworkClient_Connected();
00744   }
00745 };
00746 
00747 
00748 /* Used by clients, to connect to a server */
00749 void NetworkClientConnectGame(NetworkAddress address)
00750 {
00751   if (!_network_available) return;
00752 
00753   if (address.GetPort() == 0) return;
00754 
00755   strecpy(_settings_client.network.last_host, address.GetHostname(), lastof(_settings_client.network.last_host));
00756   _settings_client.network.last_port = address.GetPort();
00757 
00758   NetworkDisconnect();
00759   NetworkInitialize();
00760 
00761   _network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
00762   ShowJoinStatusWindow();
00763 
00764   new TCPClientConnecter(address);
00765 }
00766 
00767 static void NetworkInitGameInfo()
00768 {
00769   if (StrEmpty(_settings_client.network.server_name)) {
00770     snprintf(_settings_client.network.server_name, sizeof(_settings_client.network.server_name), "Unnamed Server");
00771   }
00772 
00773   /* The server is a client too */
00774   _network_game_info.clients_on = _network_dedicated ? 0 : 1;
00775 
00776   NetworkClientInfo *ci = new NetworkClientInfo(CLIENT_ID_SERVER);
00777   ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : _local_company;
00778 
00779   strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));
00780   strecpy(ci->unique_id, _settings_client.network.network_id, lastof(ci->unique_id));
00781 }
00782 
00783 bool NetworkServerStart()
00784 {
00785   if (!_network_available) return false;
00786 
00787   /* Call the pre-scripts */
00788   IConsoleCmdExec("exec scripts/pre_server.scr 0");
00789   if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
00790 
00791   NetworkInitialize();
00792   if (!NetworkListen()) return false;
00793 
00794   /* Try to start UDP-server */
00795   _network_udp_server = true;
00796   _network_udp_server = _udp_server_socket->Listen(_network_server_bind_ip, _settings_client.network.server_port, false);
00797 
00798   _network_company_states = CallocT<NetworkCompanyState>(MAX_COMPANIES);
00799   _network_server = true;
00800   _networking = true;
00801   _frame_counter = 0;
00802   _frame_counter_server = 0;
00803   _frame_counter_max = 0;
00804   _last_sync_frame = 0;
00805   _network_own_client_id = CLIENT_ID_SERVER;
00806 
00807   /* Non-dedicated server will always be company #1 */
00808   if (!_network_dedicated) _network_playas = COMPANY_FIRST;
00809 
00810   _network_clients_connected = 0;
00811 
00812   NetworkInitGameInfo();
00813 
00814   /* execute server initialization script */
00815   IConsoleCmdExec("exec scripts/on_server.scr 0");
00816   /* if the server is dedicated ... add some other script */
00817   if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
00818 
00819   _min_active_clients_paused = false;
00820 
00821   /* Try to register us to the master server */
00822   _network_last_advertise_frame = 0;
00823   _network_need_advertise = true;
00824   NetworkUDPAdvertise();
00825   return true;
00826 }
00827 
00828 /* The server is rebooting...
00829  * The only difference with NetworkDisconnect, is the packets that is sent */
00830 void NetworkReboot()
00831 {
00832   if (_network_server) {
00833     NetworkClientSocket *cs;
00834     FOR_ALL_CLIENT_SOCKETS(cs) {
00835       SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
00836       cs->Send_Packets();
00837     }
00838   }
00839 
00840   NetworkClose();
00841 }
00842 
00847 void NetworkDisconnect(bool blocking)
00848 {
00849   if (_network_server) {
00850     NetworkClientSocket *cs;
00851     FOR_ALL_CLIENT_SOCKETS(cs) {
00852       SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
00853       cs->Send_Packets();
00854     }
00855   }
00856 
00857   if (_settings_client.network.server_advertise) NetworkUDPRemoveAdvertise(blocking);
00858 
00859   DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
00860 
00861   NetworkClose();
00862 }
00863 
00864 /* Receives something from the network */
00865 static bool NetworkReceive()
00866 {
00867   NetworkClientSocket *cs;
00868   int n;
00869   fd_set read_fd, write_fd;
00870   struct timeval tv;
00871 
00872   FD_ZERO(&read_fd);
00873   FD_ZERO(&write_fd);
00874 
00875   FOR_ALL_CLIENT_SOCKETS(cs) {
00876     FD_SET(cs->sock, &read_fd);
00877     FD_SET(cs->sock, &write_fd);
00878   }
00879 
00880   /* take care of listener port */
00881   if (_network_server) FD_SET(_listensocket, &read_fd);
00882 
00883   tv.tv_sec = tv.tv_usec = 0; // don't block at all.
00884 #if !defined(__MORPHOS__) && !defined(__AMIGA__)
00885   n = select(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv);
00886 #else
00887   n = WaitSelect(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv, NULL);
00888 #endif
00889   if (n == -1 && !_network_server) NetworkError(STR_NETWORK_ERR_LOSTCONNECTION);
00890 
00891   /* accept clients.. */
00892   if (_network_server && FD_ISSET(_listensocket, &read_fd)) NetworkAcceptClients();
00893 
00894   /* read stuff from clients */
00895   FOR_ALL_CLIENT_SOCKETS(cs) {
00896     cs->writable = !!FD_ISSET(cs->sock, &write_fd);
00897     if (FD_ISSET(cs->sock, &read_fd)) {
00898       if (_network_server) {
00899         NetworkServer_ReadPackets(cs);
00900       } else {
00901         NetworkRecvStatus res;
00902 
00903         /* The client already was quiting! */
00904         if (cs->has_quit) return false;
00905 
00906         res = NetworkClient_ReadPackets(cs);
00907         if (res != NETWORK_RECV_STATUS_OKAY) {
00908           /* The client made an error of which we can not recover
00909            *   close the client and drop back to main menu */
00910           NetworkClientError(res, cs);
00911           return false;
00912         }
00913       }
00914     }
00915   }
00916   return true;
00917 }
00918 
00919 /* This sends all buffered commands (if possible) */
00920 static void NetworkSend()
00921 {
00922   NetworkClientSocket *cs;
00923   FOR_ALL_CLIENT_SOCKETS(cs) {
00924     if (cs->writable) {
00925       cs->Send_Packets();
00926 
00927       if (cs->status == STATUS_MAP) {
00928         /* This client is in the middle of a map-send, call the function for that */
00929         SEND_COMMAND(PACKET_SERVER_MAP)(cs);
00930       }
00931     }
00932   }
00933 }
00934 
00935 static bool NetworkDoClientLoop()
00936 {
00937   _frame_counter++;
00938 
00939   NetworkExecuteLocalCommandQueue();
00940 
00941   StateGameLoop();
00942 
00943   /* Check if we are in sync! */
00944   if (_sync_frame != 0) {
00945     if (_sync_frame == _frame_counter) {
00946 #ifdef NETWORK_SEND_DOUBLE_SEED
00947       if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
00948 #else
00949       if (_sync_seed_1 != _random.state[0]) {
00950 #endif
00951         NetworkError(STR_NETWORK_ERR_DESYNC);
00952         DEBUG(desync, 1, "sync_err: %d; %d\n", _date, _date_fract);
00953         DEBUG(net, 0, "Sync error detected!");
00954         NetworkClientError(NETWORK_RECV_STATUS_DESYNC, GetNetworkClientSocket(0));
00955         return false;
00956       }
00957 
00958       /* If this is the first time we have a sync-frame, we
00959        *   need to let the server know that we are ready and at the same
00960        *   frame as he is.. so we can start playing! */
00961       if (_network_first_time) {
00962         _network_first_time = false;
00963         SEND_COMMAND(PACKET_CLIENT_ACK)();
00964       }
00965 
00966       _sync_frame = 0;
00967     } else if (_sync_frame < _frame_counter) {
00968       DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
00969       _sync_frame = 0;
00970     }
00971   }
00972 
00973   return true;
00974 }
00975 
00976 /* We have to do some UDP checking */
00977 void NetworkUDPGameLoop()
00978 {
00979   _network_content_client.SendReceive();
00980   TCPConnecter::CheckCallbacks();
00981 
00982   if (_network_udp_server) {
00983     _udp_server_socket->ReceivePackets();
00984     _udp_master_socket->ReceivePackets();
00985   } else {
00986     _udp_client_socket->ReceivePackets();
00987     if (_network_udp_broadcast > 0) _network_udp_broadcast--;
00988     NetworkGameListRequery();
00989   }
00990 }
00991 
00992 /* The main loop called from ttd.c
00993  *  Here we also have to do StateGameLoop if needed! */
00994 void NetworkGameLoop()
00995 {
00996   if (!_networking) return;
00997 
00998   if (!NetworkReceive()) return;
00999 
01000   if (_network_server) {
01001 #ifdef DEBUG_DUMP_COMMANDS
01002     static FILE *f = FioFOpenFile("commands.log", "rb", SAVE_DIR);
01003     static Date next_date = 0;
01004     static uint32 next_date_fract;
01005     static CommandPacket *cp = NULL;
01006     if (f == NULL && next_date == 0) {
01007       printf("Cannot open commands.log\n");
01008       next_date = 1;
01009     }
01010 
01011     while (f != NULL && !feof(f)) {
01012       if (cp != NULL && _date == next_date && _date_fract == next_date_fract) {
01013         _current_company = cp->company;
01014         DoCommandP(cp->tile, cp->p1, cp->p2, cp->cmd, NULL, cp->text);
01015         free(cp);
01016         cp = NULL;
01017       }
01018 
01019       if (cp != NULL) break;
01020 
01021       char buff[4096];
01022       if (fgets(buff, lengthof(buff), f) == NULL) break;
01023       if (strncmp(buff, "cmd: ", 8) != 0) continue;
01024       cp = MallocT<CommandPacket>(1);
01025       int company;
01026       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);
01027       cp->company = (CompanyID)company;
01028     }
01029 #endif /* DEBUG_DUMP_COMMANDS */
01030     CheckMinActiveClients();
01031 
01032     bool send_frame = false;
01033 
01034     /* We first increase the _frame_counter */
01035     _frame_counter++;
01036     /* Update max-frame-counter */
01037     if (_frame_counter > _frame_counter_max) {
01038       _frame_counter_max = _frame_counter + _settings_client.network.frame_freq;
01039       send_frame = true;
01040     }
01041 
01042     NetworkExecuteLocalCommandQueue();
01043 
01044     /* Then we make the frame */
01045     StateGameLoop();
01046 
01047     _sync_seed_1 = _random.state[0];
01048 #ifdef NETWORK_SEND_DOUBLE_SEED
01049     _sync_seed_2 = _random.state[1];
01050 #endif
01051 
01052     NetworkServer_Tick(send_frame);
01053   } else {
01054     /* Client */
01055 
01056     /* Make sure we are at the frame were the server is (quick-frames) */
01057     if (_frame_counter_server > _frame_counter) {
01058       while (_frame_counter_server > _frame_counter) {
01059         if (!NetworkDoClientLoop()) break;
01060       }
01061     } else {
01062       /* Else, keep on going till _frame_counter_max */
01063       if (_frame_counter_max > _frame_counter) NetworkDoClientLoop();
01064     }
01065   }
01066 
01067   NetworkSend();
01068 }
01069 
01070 static void NetworkGenerateUniqueId()
01071 {
01072   Md5 checksum;
01073   uint8 digest[16];
01074   char hex_output[16 * 2 + 1];
01075   char coding_string[NETWORK_NAME_LENGTH];
01076   int di;
01077 
01078   snprintf(coding_string, sizeof(coding_string), "%d%s", (uint)Random(), "OpenTTD Unique ID");
01079 
01080   /* Generate the MD5 hash */
01081   checksum.Append((const uint8*)coding_string, strlen(coding_string));
01082   checksum.Finish(digest);
01083 
01084   for (di = 0; di < 16; ++di)
01085     sprintf(hex_output + di * 2, "%02x", digest[di]);
01086 
01087   /* _network_unique_id is our id */
01088   snprintf(_settings_client.network.network_id, sizeof(_settings_client.network.network_id), "%s", hex_output);
01089 }
01090 
01091 void NetworkStartDebugLog(NetworkAddress address)
01092 {
01093   extern SOCKET _debug_socket;  // Comes from debug.c
01094   SOCKET s;
01095   struct sockaddr_in sin;
01096 
01097   DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", address.GetHostname(), address.GetPort());
01098 
01099   s = socket(AF_INET, SOCK_STREAM, 0);
01100   if (s == INVALID_SOCKET) {
01101     DEBUG(net, 0, "Failed to open socket for redirection DEBUG()");
01102     return;
01103   }
01104 
01105   if (!SetNoDelay(s)) DEBUG(net, 1, "Setting TCP_NODELAY failed");
01106 
01107   sin.sin_family = AF_INET;
01108   sin.sin_addr.s_addr = address.GetIP();
01109   sin.sin_port = htons(address.GetPort());
01110 
01111   if (connect(s, (struct sockaddr *)&sin, sizeof(sin)) != 0) {
01112     DEBUG(net, 0, "Failed to redirection DEBUG() to %s:%d", address.GetHostname(), address.GetPort());
01113     return;
01114   }
01115 
01116   if (!SetNonBlocking(s)) DEBUG(net, 0, "Setting non-blocking mode failed");
01117   _debug_socket = s;
01118 
01119   DEBUG(net, 0, "DEBUG() is now redirected");
01120 }
01121 
01123 void NetworkStartUp()
01124 {
01125   DEBUG(net, 3, "[core] starting network...");
01126 
01127   /* Network is available */
01128   _network_available = NetworkCoreInitialize();;
01129   _network_dedicated = false;
01130   _network_last_advertise_frame = 0;
01131   _network_need_advertise = true;
01132   _network_advertise_retries = 0;
01133 
01134   /* Load the ip from the openttd.cfg */
01135   _network_server_bind_ip = inet_addr(_settings_client.network.server_bind_ip);
01136   /* And put the data back in it in case it was an invalid ip */
01137   snprintf(_settings_client.network.server_bind_ip, sizeof(_settings_client.network.server_bind_ip), "%s", inet_ntoa(*(struct in_addr *)&_network_server_bind_ip));
01138 
01139   /* Generate an unique id when there is none yet */
01140   if (StrEmpty(_settings_client.network.network_id)) NetworkGenerateUniqueId();
01141 
01142   memset(&_network_game_info, 0, sizeof(_network_game_info));
01143 
01144   NetworkUDPInitialize();
01145   NetworkInitialize();
01146   DEBUG(net, 3, "[core] network online, multiplayer available");
01147   NetworkFindBroadcastIPs(_broadcast_list, MAX_INTERFACES);
01148 }
01149 
01151 void NetworkShutDown()
01152 {
01153   NetworkDisconnect(true);
01154   NetworkUDPShutdown();
01155 
01156   DEBUG(net, 3, "[core] shutting down network");
01157 
01158   _network_available = false;
01159 
01160   NetworkCoreShutdown();
01161 }
01162 
01167 bool IsNetworkCompatibleVersion(const char *other)
01168 {
01169   return strncmp(_openttd_revision, other, NETWORK_REVISION_LENGTH - 1) == 0;
01170 }
01171 
01172 #endif /* ENABLE_NETWORK */
01173 
01174 /* NOTE: this variable needs to be always available */
01175 CompanyID _network_playas;

Generated on Thu Sep 24 19:35:03 2009 for OpenTTD by  doxygen 1.5.6