1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
15 #include "libgame/libgame.h"
26 struct NetworkClientPlayerInfo
29 char name[MAX_PLAYER_NAME_LEN + 1];
30 struct NetworkClientPlayerInfo *next;
33 static struct NetworkClientPlayerInfo first_player =
42 static TCPsocket sfd; /* TCP server socket */
43 static UDPsocket udp; /* UDP server socket */
44 static SDLNet_SocketSet rfds; /* socket set */
46 static byte realbuffer[512];
47 static byte readbuffer[MAX_BUFFER_SIZE], writbuffer[MAX_BUFFER_SIZE];
48 static byte *buffer = realbuffer + 4;
49 static int nread = 0, nwrite = 0;
50 static boolean stop_network_game = FALSE;
52 static void DrawNetworkTextExt(char *message, int font_nr, boolean initialize)
54 static int xpos = 0, ypos = 0;
55 int font_width = getFontWidth(font_nr);
56 int font_height = getFontHeight(font_nr);
60 xpos = (WIN_XSIZE - getTextWidth(message, font_nr)) / 2;
63 DrawText(xpos, ypos, message, font_nr);
68 Error(ERR_DEBUG, "========== %s ==========", message);
72 int max_chars_per_line = WIN_XSIZE / font_width;
73 int max_lines_per_text = 10;
74 int num_lines_spacing = (font_nr == FC_YELLOW ? 1 : 3);
75 int num_lines_printed = DrawTextBuffer(xpos, ypos, message, font_nr,
76 max_chars_per_line, -1,
77 max_lines_per_text, 0, -1,
80 ypos += (num_lines_printed + num_lines_spacing) * font_height;
82 Error(ERR_DEBUG, "%s", message);
88 static void DrawNetworkText(char *message)
90 DrawNetworkTextExt(message, FC_YELLOW, FALSE);
93 static void DrawNetworkText_Success(char *message)
95 DrawNetworkTextExt(message, FC_GREEN, FALSE);
98 static void DrawNetworkText_Failed(char *message)
100 DrawNetworkTextExt(message, FC_RED, FALSE);
103 static void DrawNetworkText_Title(char *message)
105 DrawNetworkTextExt(message, FC_GREEN, TRUE);
108 static void SendBufferToServer(int size)
110 if (!network.enabled)
113 realbuffer[0] = realbuffer[1] = realbuffer[2] = 0;
114 realbuffer[3] = (byte)size;
117 if (nwrite + 4 + size >= MAX_BUFFER_SIZE)
118 Error(ERR_EXIT, "internal error: network send buffer overflow");
120 memcpy(writbuffer + nwrite, realbuffer, 4 + size);
123 /* directly send the buffer to the network server */
124 SDLNet_TCP_Send(sfd, writbuffer, nwrite);
128 struct NetworkClientPlayerInfo *getNetworkPlayer(int player_nr)
130 struct NetworkClientPlayerInfo *player = NULL;
132 for (player = &first_player; player; player = player->next)
133 if (player->nr == player_nr)
136 if (player == NULL) /* should not happen */
137 Error(ERR_EXIT, "protocol error: reference to non-existing player %d",
143 char *getNetworkPlayerName(int player_nr)
145 struct NetworkClientPlayerInfo *player;
148 return("the network game server");
149 else if (player_nr == first_player.nr)
152 for (player = &first_player; player; player = player->next)
153 if (player->nr == player_nr && strlen(player->name) > 0)
154 return(player->name);
156 return(EMPTY_PLAYER_NAME);
159 static void StartNetworkServer(int port)
164 #if defined(TARGET_SDL2)
165 server_thread = SDL_CreateThread(NetworkServerThread,
166 "NetworkServerThread", &p);
168 server_thread = SDL_CreateThread(NetworkServerThread, &p);
170 network_server = TRUE;
173 boolean ConnectToServer(char *hostname, int port)
179 DrawNetworkText_Title("Initializing Network");
182 port = DEFAULT_SERVER_PORT;
184 if (hostname == NULL)
186 // if no hostname given, try to auto-detect network server in local network
187 // by doing a UDP broadcast on the network server port and wait for answer
189 SDLNet_SocketSet udp_socket_set = SDLNet_AllocSocketSet(1);
191 Error(ERR_EXIT, "SDLNet_AllocSocketSet() failed: %s"), SDLNet_GetError();
193 udp = SDLNet_UDP_Open(0);
195 Error(ERR_EXIT, "SDLNet_UDP_Open() failed: %s", SDLNet_GetError());
197 if (SDLNet_UDP_AddSocket(udp_socket_set, udp) == -1)
198 Error(ERR_EXIT_NETWORK_SERVER, "SDLNet_TCP_AddSocket() failed: %s"),
201 char *data_ptr = "network server UDB broadcast";
202 int data_len = strlen(data_ptr) + 1;
203 IPaddress ip_address;
205 SDLNet_Write32(0xffffffff, &ip_address.host); /* 255.255.255.255 */
206 SDLNet_Write16(port, &ip_address.port);
218 SDLNet_UDP_Send(udp, -1, &packet);
220 DrawNetworkText("Looking for local network server ...");
222 if (SDLNet_CheckSockets(udp_socket_set, 1000) == 1)
224 int num_packets = SDLNet_UDP_Recv(udp, &packet);
226 if (num_packets == 1)
228 DrawNetworkText_Success("Network server found!");
230 server_host = SDLNet_Read32(&packet.address.host);
234 DrawNetworkText_Failed("No answer from network server!");
239 DrawNetworkText_Failed("No network server found!");
243 rfds = SDLNet_AllocSocketSet(1);
247 SDLNet_ResolveHost(&ip, hostname, port);
249 if (ip.host == INADDR_NONE)
250 Error(ERR_EXIT, "cannot locate host '%s'", hostname);
252 server_host = SDLNet_Read32(&ip.host);
254 DrawNetworkText("Connecting to remote host ...");
258 // if no hostname was given and no network server was auto-detected in the
259 // local network, try to connect to a network server at the local host
260 if (server_host == 0)
261 server_host = 0x7f000001; /* 127.0.0.1 */
263 SDLNet_Write32(server_host, &ip.host);
264 SDLNet_Write16(port, &ip.port);
266 DrawNetworkText("Connecting to local host ...");
269 Error(ERR_DEBUG, "trying to connect to network server at %d.%d.%d.%d ...",
270 (server_host >> 24) & 0xff,
271 (server_host >> 16) & 0xff,
272 (server_host >> 8) & 0xff,
273 (server_host >> 0) & 0xff);
275 sfd = SDLNet_TCP_Open(&ip);
279 SDLNet_TCP_AddSocket(rfds, sfd);
281 DrawNetworkText_Success("Successfully connected!");
287 DrawNetworkText_Failed("Failed to connect to network server!");
289 printf("SDLNet_TCP_Open(): %s\n", SDLNet_GetError());
292 if (hostname) /* connect to specified server failed */
295 DrawNetworkText("Starting new local network server ...");
297 StartNetworkServer(port);
299 /* wait for server to start up and try connecting several times */
300 for (i = 0; i < 6; i++)
302 Delay(500); /* wait 500 ms == 0.5 seconds */
304 if ((sfd = SDLNet_TCP_Open(&ip))) /* connected */
306 DrawNetworkText_Success("Successfully connected!");
308 SDLNet_TCP_AddSocket(rfds, sfd);
313 DrawNetworkText_Failed("Failed to connect to network server!");
315 /* when reaching this point, connect to newly started server has failed */
319 void SendToServer_PlayerName(char *player_name)
321 int len_player_name = strlen(player_name);
323 buffer[1] = OP_PLAYER_NAME;
324 memcpy(&buffer[2], player_name, len_player_name);
325 SendBufferToServer(2 + len_player_name);
326 Error(ERR_NETWORK_CLIENT, "you set your player name to \"%s\"", player_name);
329 void SendToServer_ProtocolVersion()
331 buffer[1] = OP_PROTOCOL_VERSION;
332 buffer[2] = PROTOCOL_VERSION_1;
333 buffer[3] = PROTOCOL_VERSION_2;
334 buffer[4] = PROTOCOL_VERSION_3;
336 SendBufferToServer(5);
339 void SendToServer_NrWanted(int nr_wanted)
341 buffer[1] = OP_NUMBER_WANTED;
342 buffer[2] = nr_wanted;
344 SendBufferToServer(3);
347 void SendToServer_StartPlaying()
349 unsigned int new_random_seed = InitRND(level.random_seed);
351 int dummy = 0; /* !!! HAS NO MEANING ANYMORE !!! */
352 /* the name of the level must be enough */
354 buffer[1] = OP_START_PLAYING;
355 buffer[2] = (byte)(level_nr >> 8);
356 buffer[3] = (byte)(level_nr & 0xff);
357 buffer[4] = (byte)(dummy >> 8);
358 buffer[5] = (byte)(dummy & 0xff);
360 buffer[6] = (unsigned char)((new_random_seed >> 24) & 0xff);
361 buffer[7] = (unsigned char)((new_random_seed >> 16) & 0xff);
362 buffer[8] = (unsigned char)((new_random_seed >> 8) & 0xff);
363 buffer[9] = (unsigned char)((new_random_seed >> 0) & 0xff);
365 strcpy((char *)&buffer[10], leveldir_current->identifier);
367 SendBufferToServer(10 + strlen(leveldir_current->identifier) + 1);
370 void SendToServer_PausePlaying()
372 buffer[1] = OP_PAUSE_PLAYING;
374 SendBufferToServer(2);
377 void SendToServer_ContinuePlaying()
379 buffer[1] = OP_CONTINUE_PLAYING;
381 SendBufferToServer(2);
384 void SendToServer_StopPlaying(int cause_for_stopping)
386 buffer[1] = OP_STOP_PLAYING;
387 buffer[2] = cause_for_stopping;
389 SendBufferToServer(3);
392 void SendToServer_MovePlayer(byte player_action)
394 buffer[1] = OP_MOVE_PLAYER;
395 buffer[2] = player_action;
397 SendBufferToServer(3);
400 static void Handle_OP_BAD_PROTOCOL_VERSION()
402 Error(ERR_WARN, "protocol version mismatch");
403 Error(ERR_EXIT, "server expects %d.%d.x instead of %d.%d.%d",
404 buffer[2], buffer[3],
405 PROTOCOL_VERSION_1, PROTOCOL_VERSION_2, PROTOCOL_VERSION_3);
408 static void Handle_OP_YOUR_NUMBER()
410 int new_client_nr = buffer[2];
411 int new_index_nr = new_client_nr - 1;
412 struct PlayerInfo *old_local_player = local_player;
413 struct PlayerInfo *new_local_player = &stored_player[new_index_nr];
415 printf("OP_YOUR_NUMBER: %d\n", buffer[0]);
416 first_player.nr = new_client_nr;
418 if (old_local_player != new_local_player)
420 /* set relevant player settings and change to new player */
422 local_player = new_local_player;
424 old_local_player->connected_locally = FALSE;
425 new_local_player->connected_locally = TRUE;
427 old_local_player->connected_network = FALSE;
428 new_local_player->connected_network = TRUE;
431 if (first_player.nr > MAX_PLAYERS)
432 Error(ERR_EXIT, "sorry, more than %d players not allowed", MAX_PLAYERS);
434 Error(ERR_NETWORK_CLIENT, "you get client # %d", new_client_nr);
437 static void Handle_OP_NUMBER_WANTED()
439 int client_nr_wanted = buffer[2];
440 int old_client_nr = buffer[0];
441 int new_client_nr = buffer[3];
442 int old_index_nr = old_client_nr - 1;
443 int new_index_nr = new_client_nr - 1;
444 int index_nr_wanted = client_nr_wanted - 1;
445 struct PlayerInfo *old_player = &stored_player[old_index_nr];
446 struct PlayerInfo *new_player = &stored_player[new_index_nr];
448 printf("OP_NUMBER_WANTED: %d\n", buffer[0]);
450 if (new_client_nr == client_nr_wanted) /* switching succeeded */
452 struct NetworkClientPlayerInfo *player;
454 if (old_client_nr != client_nr_wanted) /* client's nr has changed */
455 Error(ERR_NETWORK_CLIENT, "client %d switches to # %d",
456 old_client_nr, new_client_nr);
457 else if (old_client_nr == first_player.nr) /* local player keeps his nr */
458 Error(ERR_NETWORK_CLIENT, "keeping client # %d", new_client_nr);
460 if (old_client_nr != new_client_nr)
462 /* set relevant player settings and change to new player */
464 old_player->connected_network = FALSE;
465 new_player->connected_network = TRUE;
468 player = getNetworkPlayer(old_client_nr);
469 player->nr = new_client_nr;
471 if (old_player == local_player) /* local player switched */
473 local_player = new_player;
475 old_player->connected_locally = FALSE;
476 new_player->connected_locally = TRUE;
479 else if (old_client_nr == first_player.nr) /* failed -- local player? */
483 sprintf(request, "Sorry! Player %d already exists! You are player %d!",
484 index_nr_wanted + 1, new_index_nr + 1);
486 Request(request, REQ_CONFIRM);
488 Error(ERR_NETWORK_CLIENT, "cannot switch -- you keep client # %d",
493 static void Handle_OP_PLAYER_NAME(unsigned int len)
495 struct NetworkClientPlayerInfo *player;
496 int player_nr = (int)buffer[0];
498 printf("OP_PLAYER_NAME: %d\n", player_nr);
499 player = getNetworkPlayer(player_nr);
501 Error(ERR_NETWORK_CLIENT, "client %d calls itself \"%s\"",
502 buffer[0], &buffer[2]);
503 strncpy(player->name, (char *)&buffer[2], MAX_PLAYER_NAME_LEN);
506 static void Handle_OP_PLAYER_CONNECTED()
508 struct NetworkClientPlayerInfo *player, *last_player = NULL;
509 int new_client_nr = (int)buffer[0];
510 int new_index_nr = new_client_nr - 1;
512 printf("OP_PLAYER_CONNECTED: %d\n", new_client_nr);
513 Error(ERR_NETWORK_CLIENT, "new client %d connected", new_client_nr);
515 for (player = &first_player; player; player = player->next)
517 if (player->nr == new_client_nr)
518 Error(ERR_EXIT, "multiplayer server sent duplicate player id");
520 last_player = player;
523 last_player->next = player =
524 checked_malloc(sizeof(struct NetworkClientPlayerInfo));
525 player->nr = new_client_nr;
526 player->name[0] = '\0';
529 stored_player[new_index_nr].connected_network = TRUE;
532 static void Handle_OP_PLAYER_DISCONNECTED()
534 struct NetworkClientPlayerInfo *player, *player_disconnected;
535 int player_nr = (int)buffer[0];
536 int index_nr = player_nr - 1;
538 printf("OP_PLAYER_DISCONNECTED: %d\n", player_nr);
539 player_disconnected = getNetworkPlayer(player_nr);
540 Error(ERR_NETWORK_CLIENT, "client %d (%s) disconnected",
541 player_nr, getNetworkPlayerName(buffer[0]));
543 for (player = &first_player; player; player = player->next)
544 if (player->next == player_disconnected)
545 player->next = player_disconnected->next;
546 free(player_disconnected);
548 stored_player[index_nr].connected_locally = FALSE;
549 stored_player[index_nr].connected_network = FALSE;
552 static void Handle_OP_START_PLAYING()
554 LevelDirTree *new_leveldir;
556 unsigned int new_random_seed;
557 char *new_leveldir_identifier;
559 new_level_nr = (buffer[2] << 8) + buffer[3];
561 (buffer[6] << 24) | (buffer[7] << 16) | (buffer[8] << 8) | (buffer[9]);
562 new_leveldir_identifier = (char *)&buffer[10];
564 new_leveldir = getTreeInfoFromIdentifier(leveldir_first,
565 new_leveldir_identifier);
566 if (new_leveldir == NULL)
568 Error(ERR_WARN, "no such level identifier: '%s'", new_leveldir_identifier);
570 new_leveldir = leveldir_first;
571 Error(ERR_WARN, "using default level set: '%s'", new_leveldir->identifier);
574 printf("OP_START_PLAYING: %d\n", buffer[0]);
575 Error(ERR_NETWORK_CLIENT,
576 "client %d starts game [level %d from level identifier '%s']\n",
577 buffer[0], new_level_nr, new_leveldir->identifier);
579 leveldir_current = new_leveldir;
580 level_nr = new_level_nr;
586 StartGameActions(FALSE, setup.autorecord, new_random_seed);
589 static void Handle_OP_PAUSE_PLAYING()
591 printf("OP_PAUSE_PLAYING: %d\n", buffer[0]);
592 Error(ERR_NETWORK_CLIENT, "client %d pauses game", buffer[0]);
595 DrawVideoDisplay(VIDEO_STATE_PAUSE_ON,0);
598 static void Handle_OP_CONTINUE_PLAYING()
600 printf("OP_CONTINUE_PLAYING: %d\n", buffer[0]);
601 Error(ERR_NETWORK_CLIENT, "client %d continues game", buffer[0]);
603 tape.pausing = FALSE;
604 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
607 static void Handle_OP_STOP_PLAYING()
609 printf("OP_STOP_PLAYING: %d [%d]\n", buffer[0], buffer[2]);
610 Error(ERR_NETWORK_CLIENT, "client %d stops game [%d]", buffer[0], buffer[2]);
612 if (game_status == GAME_MODE_PLAYING)
614 int client_nr = buffer[0];
615 int index_nr = client_nr - 1;
616 struct PlayerInfo *client_player = &stored_player[index_nr];
617 boolean stopped_by_remote_player = (!client_player->connected_locally);
618 char *message = (buffer[2] == NETWORK_STOP_BY_PLAYER ?
619 "Network game stopped by player!" :
620 buffer[2] == NETWORK_STOP_BY_ERROR ?
621 "Network game stopped due to internal error!" :
622 "Network game stopped!");
624 if (buffer[2] != NETWORK_STOP_BY_PLAYER || stopped_by_remote_player)
625 Request(message, REQ_CONFIRM | REQ_STAY_CLOSED);
628 SetGameStatus(GAME_MODE_MAIN);
633 static void Handle_OP_MOVE_PLAYER(unsigned int len)
635 int server_frame_counter;
638 if (!network_playing)
641 server_frame_counter =
642 (buffer[2] << 24) | (buffer[3] << 16) | (buffer[4] << 8) | (buffer[5]);
644 if (server_frame_counter != FrameCounter)
646 Error(ERR_INFO, "client and servers frame counters out of sync");
647 Error(ERR_INFO, "frame counter of client is %d", FrameCounter);
648 Error(ERR_INFO, "frame counter of server is %d", server_frame_counter);
649 Error(ERR_INFO, "this should not happen -- please debug");
651 stop_network_game = TRUE;
656 /* copy valid player actions */
657 for (i = 0; i < MAX_PLAYERS; i++)
658 stored_player[i].effective_action =
659 (i < len - 6 ? buffer[6 + i] : 0);
661 network_player_action_received = TRUE;
664 static void HandleNetworkingMessages()
666 unsigned int message_length;
668 stop_network_game = FALSE;
670 while (nread >= 4 && nread >= 4 + readbuffer[3])
672 message_length = readbuffer[3];
673 if (readbuffer[0] || readbuffer[1] || readbuffer[2])
674 Error(ERR_EXIT, "wrong network server line length");
676 memcpy(buffer, &readbuffer[4], message_length);
677 nread -= 4 + message_length;
678 memmove(readbuffer, readbuffer + 4 + message_length, nread);
682 case OP_BAD_PROTOCOL_VERSION:
683 Handle_OP_BAD_PROTOCOL_VERSION();
687 Handle_OP_YOUR_NUMBER();
690 case OP_NUMBER_WANTED:
691 Handle_OP_NUMBER_WANTED();
695 Handle_OP_PLAYER_NAME(message_length);
698 case OP_PLAYER_CONNECTED:
699 Handle_OP_PLAYER_CONNECTED();
702 case OP_PLAYER_DISCONNECTED:
703 Handle_OP_PLAYER_DISCONNECTED();
706 case OP_START_PLAYING:
707 Handle_OP_START_PLAYING();
710 case OP_PAUSE_PLAYING:
711 Handle_OP_PAUSE_PLAYING();
714 case OP_CONTINUE_PLAYING:
715 Handle_OP_CONTINUE_PLAYING();
718 case OP_STOP_PLAYING:
719 Handle_OP_STOP_PLAYING();
723 Handle_OP_MOVE_PLAYER(message_length);
726 case OP_BROADCAST_MESSAGE:
727 printf("OP_BROADCAST_MESSAGE: %d\n", buffer[0]);
728 Error(ERR_NETWORK_CLIENT, "client %d sends message", buffer[0]);
735 /* in case of internal error, stop network game */
736 if (stop_network_game)
737 SendToServer_StopPlaying(NETWORK_STOP_BY_ERROR);
740 static char *HandleNetworkingPackets()
744 /* ---------- check network server for activity ---------- */
746 int num_active_sockets = SDLNet_CheckSockets(rfds, 1);
748 if (num_active_sockets < 0)
749 return "Error checking network sockets!";
751 if (num_active_sockets == 0)
752 break; // no active sockets, stop here
754 /* ---------- read packets from network server ---------- */
756 int num_bytes = SDLNet_TCP_Recv(sfd, readbuffer + nread, 1);
759 return "Error reading from network server!";
762 return "Connection to network server lost!";
766 HandleNetworkingMessages();
772 static void HandleNetworkingDisconnect()
776 SDLNet_TCP_DelSocket(rfds, sfd);
777 SDLNet_TCP_Close(sfd);
779 network_playing = FALSE;
781 network.enabled = FALSE;
782 network.connected = FALSE;
784 setup.network_mode = FALSE;
786 for (i = 0; i < MAX_PLAYERS; i++)
787 stored_player[i].connected_network = FALSE;
790 void HandleNetworking()
792 char *error_message = HandleNetworkingPackets();
794 if (error_message != NULL)
796 HandleNetworkingDisconnect();
798 if (game_status == GAME_MODE_PLAYING)
800 Request(error_message, REQ_CONFIRM | REQ_STAY_CLOSED);
802 SetGameStatus(GAME_MODE_MAIN);
808 Request(error_message, REQ_CONFIRM);