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 SendBufferToServer(int size)
57 realbuffer[0] = realbuffer[1] = realbuffer[2] = 0;
58 realbuffer[3] = (byte)size;
61 if (nwrite + 4 + size >= MAX_BUFFER_SIZE)
62 Error(ERR_EXIT, "internal error: network send buffer overflow");
64 memcpy(writbuffer + nwrite, realbuffer, 4 + size);
67 /* directly send the buffer to the network server */
68 SDLNet_TCP_Send(sfd, writbuffer, nwrite);
72 struct NetworkClientPlayerInfo *getNetworkPlayer(int player_nr)
74 struct NetworkClientPlayerInfo *player = NULL;
76 for (player = &first_player; player; player = player->next)
77 if (player->nr == player_nr)
80 if (player == NULL) /* should not happen */
81 Error(ERR_EXIT, "protocol error: reference to non-existing player %d",
87 char *getNetworkPlayerName(int player_nr)
89 struct NetworkClientPlayerInfo *player;
92 return("the network game server");
93 else if (player_nr == first_player.nr)
96 for (player = &first_player; player; player = player->next)
97 if (player->nr == player_nr && strlen(player->name) > 0)
100 return(EMPTY_PLAYER_NAME);
103 static void StartNetworkServer(int port)
108 #if defined(TARGET_SDL2)
109 server_thread = SDL_CreateThread(NetworkServerThread,
110 "NetworkServerThread", &p);
112 server_thread = SDL_CreateThread(NetworkServerThread, &p);
114 network_server = TRUE;
117 boolean ConnectToServer(char *hostname, int port)
124 port = DEFAULT_SERVER_PORT;
126 if (hostname == NULL)
128 // if no hostname given, try to auto-detect network server in local network
129 // by doing a UDP broadcast on the network server port and wait for answer
131 SDLNet_SocketSet udp_socket_set = SDLNet_AllocSocketSet(1);
133 Error(ERR_EXIT, "SDLNet_AllocSocketSet() failed: %s"), SDLNet_GetError();
135 udp = SDLNet_UDP_Open(0);
137 Error(ERR_EXIT, "SDLNet_UDP_Open() failed: %s", SDLNet_GetError());
139 if (SDLNet_UDP_AddSocket(udp_socket_set, udp) == -1)
140 Error(ERR_EXIT_NETWORK_SERVER, "SDLNet_TCP_AddSocket() failed: %s"),
143 char *data_ptr = "network server UDB broadcast";
144 int data_len = strlen(data_ptr) + 1;
145 IPaddress ip_address;
147 SDLNet_Write32(0xffffffff, &ip_address.host); /* 255.255.255.255 */
148 SDLNet_Write16(port, &ip_address.port);
160 SDLNet_UDP_Send(udp, -1, &packet);
162 Error(ERR_DEBUG, "doing UDP broadcast for local network server ...");
164 if (SDLNet_CheckSockets(udp_socket_set, 1000) == 1)
166 int num_packets = SDLNet_UDP_Recv(udp, &packet);
168 if (num_packets == 1)
170 Error(ERR_DEBUG, "network server found");
172 server_host = SDLNet_Read32(&packet.address.host);
176 Error(ERR_DEBUG, "no answer from network server");
181 Error(ERR_DEBUG, "no network server found");
185 rfds = SDLNet_AllocSocketSet(1);
189 SDLNet_ResolveHost(&ip, hostname, port);
191 if (ip.host == INADDR_NONE)
192 Error(ERR_EXIT, "cannot locate host '%s'", hostname);
194 server_host = SDLNet_Read32(&ip.host);
198 // if no hostname was given and no network server was auto-detected in the
199 // local network, try to connect to a network server at the local host
200 if (server_host == 0)
201 server_host = 0x7f000001; /* 127.0.0.1 */
203 SDLNet_Write32(server_host, &ip.host);
204 SDLNet_Write16(port, &ip.port);
207 Error(ERR_DEBUG, "trying to connect to network server at %d.%d.%d.%d ...",
208 (server_host >> 24) & 0xff,
209 (server_host >> 16) & 0xff,
210 (server_host >> 8) & 0xff,
211 (server_host >> 0) & 0xff);
213 sfd = SDLNet_TCP_Open(&ip);
217 SDLNet_TCP_AddSocket(rfds, sfd);
222 printf("SDLNet_TCP_Open(): %s\n", SDLNet_GetError());
225 if (hostname) /* connect to specified server failed */
228 printf("No rocksndiamonds server on localhost -- starting up one ...\n");
229 StartNetworkServer(port);
231 /* wait for server to start up and try connecting several times */
232 for (i = 0; i < 6; i++)
234 Delay(500); /* wait 500 ms == 0.5 seconds */
236 if ((sfd = SDLNet_TCP_Open(&ip))) /* connected */
238 SDLNet_TCP_AddSocket(rfds, sfd);
243 /* when reaching this point, connect to newly started server has failed */
247 void SendToServer_PlayerName(char *player_name)
249 int len_player_name = strlen(player_name);
251 buffer[1] = OP_PLAYER_NAME;
252 memcpy(&buffer[2], player_name, len_player_name);
253 SendBufferToServer(2 + len_player_name);
254 Error(ERR_NETWORK_CLIENT, "you set your player name to \"%s\"", player_name);
257 void SendToServer_ProtocolVersion()
259 buffer[1] = OP_PROTOCOL_VERSION;
260 buffer[2] = PROTOCOL_VERSION_1;
261 buffer[3] = PROTOCOL_VERSION_2;
262 buffer[4] = PROTOCOL_VERSION_3;
264 SendBufferToServer(5);
267 void SendToServer_NrWanted(int nr_wanted)
269 buffer[1] = OP_NUMBER_WANTED;
270 buffer[2] = nr_wanted;
272 SendBufferToServer(3);
275 void SendToServer_StartPlaying()
277 unsigned int new_random_seed = InitRND(level.random_seed);
279 int dummy = 0; /* !!! HAS NO MEANING ANYMORE !!! */
280 /* the name of the level must be enough */
282 buffer[1] = OP_START_PLAYING;
283 buffer[2] = (byte)(level_nr >> 8);
284 buffer[3] = (byte)(level_nr & 0xff);
285 buffer[4] = (byte)(dummy >> 8);
286 buffer[5] = (byte)(dummy & 0xff);
288 buffer[6] = (unsigned char)((new_random_seed >> 24) & 0xff);
289 buffer[7] = (unsigned char)((new_random_seed >> 16) & 0xff);
290 buffer[8] = (unsigned char)((new_random_seed >> 8) & 0xff);
291 buffer[9] = (unsigned char)((new_random_seed >> 0) & 0xff);
293 strcpy((char *)&buffer[10], leveldir_current->identifier);
295 SendBufferToServer(10 + strlen(leveldir_current->identifier) + 1);
298 void SendToServer_PausePlaying()
300 buffer[1] = OP_PAUSE_PLAYING;
302 SendBufferToServer(2);
305 void SendToServer_ContinuePlaying()
307 buffer[1] = OP_CONTINUE_PLAYING;
309 SendBufferToServer(2);
312 void SendToServer_StopPlaying(int cause_for_stopping)
314 buffer[1] = OP_STOP_PLAYING;
315 buffer[2] = cause_for_stopping;
317 SendBufferToServer(3);
320 void SendToServer_MovePlayer(byte player_action)
322 buffer[1] = OP_MOVE_PLAYER;
323 buffer[2] = player_action;
325 SendBufferToServer(3);
328 static void Handle_OP_BAD_PROTOCOL_VERSION()
330 Error(ERR_WARN, "protocol version mismatch");
331 Error(ERR_EXIT, "server expects %d.%d.x instead of %d.%d.%d",
332 buffer[2], buffer[3],
333 PROTOCOL_VERSION_1, PROTOCOL_VERSION_2, PROTOCOL_VERSION_3);
336 static void Handle_OP_YOUR_NUMBER()
338 int new_client_nr = buffer[2];
339 int new_index_nr = new_client_nr - 1;
340 struct PlayerInfo *old_local_player = local_player;
341 struct PlayerInfo *new_local_player = &stored_player[new_index_nr];
343 printf("OP_YOUR_NUMBER: %d\n", buffer[0]);
344 first_player.nr = new_client_nr;
346 if (old_local_player != new_local_player)
348 /* set relevant player settings and change to new player */
350 local_player = new_local_player;
352 old_local_player->connected_locally = FALSE;
353 new_local_player->connected_locally = TRUE;
355 old_local_player->connected_network = FALSE;
356 new_local_player->connected_network = TRUE;
359 if (first_player.nr > MAX_PLAYERS)
360 Error(ERR_EXIT, "sorry, more than %d players not allowed", MAX_PLAYERS);
362 Error(ERR_NETWORK_CLIENT, "you get client # %d", new_client_nr);
365 static void Handle_OP_NUMBER_WANTED()
367 int client_nr_wanted = buffer[2];
368 int old_client_nr = buffer[0];
369 int new_client_nr = buffer[3];
370 int old_index_nr = old_client_nr - 1;
371 int new_index_nr = new_client_nr - 1;
372 int index_nr_wanted = client_nr_wanted - 1;
373 struct PlayerInfo *old_player = &stored_player[old_index_nr];
374 struct PlayerInfo *new_player = &stored_player[new_index_nr];
376 printf("OP_NUMBER_WANTED: %d\n", buffer[0]);
378 if (new_client_nr == client_nr_wanted) /* switching succeeded */
380 struct NetworkClientPlayerInfo *player;
382 if (old_client_nr != client_nr_wanted) /* client's nr has changed */
383 Error(ERR_NETWORK_CLIENT, "client %d switches to # %d",
384 old_client_nr, new_client_nr);
385 else if (old_client_nr == first_player.nr) /* local player keeps his nr */
386 Error(ERR_NETWORK_CLIENT, "keeping client # %d", new_client_nr);
388 if (old_client_nr != new_client_nr)
390 /* set relevant player settings and change to new player */
392 old_player->connected_network = FALSE;
393 new_player->connected_network = TRUE;
396 player = getNetworkPlayer(old_client_nr);
397 player->nr = new_client_nr;
399 if (old_player == local_player) /* local player switched */
401 local_player = new_player;
403 old_player->connected_locally = FALSE;
404 new_player->connected_locally = TRUE;
407 else if (old_client_nr == first_player.nr) /* failed -- local player? */
411 sprintf(request, "Sorry! Player %d already exists! You are player %d!",
412 index_nr_wanted + 1, new_index_nr + 1);
414 Request(request, REQ_CONFIRM);
416 Error(ERR_NETWORK_CLIENT, "cannot switch -- you keep client # %d",
421 static void Handle_OP_PLAYER_NAME(unsigned int len)
423 struct NetworkClientPlayerInfo *player;
424 int player_nr = (int)buffer[0];
426 printf("OP_PLAYER_NAME: %d\n", player_nr);
427 player = getNetworkPlayer(player_nr);
429 Error(ERR_NETWORK_CLIENT, "client %d calls itself \"%s\"",
430 buffer[0], &buffer[2]);
431 strncpy(player->name, (char *)&buffer[2], MAX_PLAYER_NAME_LEN);
434 static void Handle_OP_PLAYER_CONNECTED()
436 struct NetworkClientPlayerInfo *player, *last_player = NULL;
437 int new_client_nr = (int)buffer[0];
438 int new_index_nr = new_client_nr - 1;
440 printf("OP_PLAYER_CONNECTED: %d\n", new_client_nr);
441 Error(ERR_NETWORK_CLIENT, "new client %d connected", new_client_nr);
443 for (player = &first_player; player; player = player->next)
445 if (player->nr == new_client_nr)
446 Error(ERR_EXIT, "multiplayer server sent duplicate player id");
448 last_player = player;
451 last_player->next = player =
452 checked_malloc(sizeof(struct NetworkClientPlayerInfo));
453 player->nr = new_client_nr;
454 player->name[0] = '\0';
457 stored_player[new_index_nr].connected_network = TRUE;
460 static void Handle_OP_PLAYER_DISCONNECTED()
462 struct NetworkClientPlayerInfo *player, *player_disconnected;
463 int player_nr = (int)buffer[0];
464 int index_nr = player_nr - 1;
466 printf("OP_PLAYER_DISCONNECTED: %d\n", player_nr);
467 player_disconnected = getNetworkPlayer(player_nr);
468 Error(ERR_NETWORK_CLIENT, "client %d (%s) disconnected",
469 player_nr, getNetworkPlayerName(buffer[0]));
471 for (player = &first_player; player; player = player->next)
472 if (player->next == player_disconnected)
473 player->next = player_disconnected->next;
474 free(player_disconnected);
476 stored_player[index_nr].connected_locally = FALSE;
477 stored_player[index_nr].connected_network = FALSE;
480 static void Handle_OP_START_PLAYING()
482 LevelDirTree *new_leveldir;
484 unsigned int new_random_seed;
485 char *new_leveldir_identifier;
487 new_level_nr = (buffer[2] << 8) + buffer[3];
489 (buffer[6] << 24) | (buffer[7] << 16) | (buffer[8] << 8) | (buffer[9]);
490 new_leveldir_identifier = (char *)&buffer[10];
492 new_leveldir = getTreeInfoFromIdentifier(leveldir_first,
493 new_leveldir_identifier);
494 if (new_leveldir == NULL)
496 Error(ERR_WARN, "no such level identifier: '%s'", new_leveldir_identifier);
498 new_leveldir = leveldir_first;
499 Error(ERR_WARN, "using default level set: '%s'", new_leveldir->identifier);
502 printf("OP_START_PLAYING: %d\n", buffer[0]);
503 Error(ERR_NETWORK_CLIENT,
504 "client %d starts game [level %d from level identifier '%s']\n",
505 buffer[0], new_level_nr, new_leveldir->identifier);
507 leveldir_current = new_leveldir;
508 level_nr = new_level_nr;
514 StartGameActions(FALSE, setup.autorecord, new_random_seed);
517 static void Handle_OP_PAUSE_PLAYING()
519 printf("OP_PAUSE_PLAYING: %d\n", buffer[0]);
520 Error(ERR_NETWORK_CLIENT, "client %d pauses game", buffer[0]);
523 DrawVideoDisplay(VIDEO_STATE_PAUSE_ON,0);
526 static void Handle_OP_CONTINUE_PLAYING()
528 printf("OP_CONTINUE_PLAYING: %d\n", buffer[0]);
529 Error(ERR_NETWORK_CLIENT, "client %d continues game", buffer[0]);
531 tape.pausing = FALSE;
532 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
535 static void Handle_OP_STOP_PLAYING()
537 printf("OP_STOP_PLAYING: %d [%d]\n", buffer[0], buffer[2]);
538 Error(ERR_NETWORK_CLIENT, "client %d stops game [%d]", buffer[0], buffer[2]);
540 if (game_status == GAME_MODE_PLAYING)
542 int client_nr = buffer[0];
543 int index_nr = client_nr - 1;
544 struct PlayerInfo *client_player = &stored_player[index_nr];
545 boolean stopped_by_remote_player = (!client_player->connected_locally);
546 char *message = (buffer[2] == NETWORK_STOP_BY_PLAYER ?
547 "Network game stopped by player!" :
548 buffer[2] == NETWORK_STOP_BY_ERROR ?
549 "Network game stopped due to internal error!" :
550 "Network game stopped!");
552 if (buffer[2] != NETWORK_STOP_BY_PLAYER || stopped_by_remote_player)
553 Request(message, REQ_CONFIRM | REQ_STAY_CLOSED);
556 SetGameStatus(GAME_MODE_MAIN);
561 static void Handle_OP_MOVE_PLAYER(unsigned int len)
563 int server_frame_counter;
566 if (!network_playing)
569 server_frame_counter =
570 (buffer[2] << 24) | (buffer[3] << 16) | (buffer[4] << 8) | (buffer[5]);
572 if (server_frame_counter != FrameCounter)
574 Error(ERR_INFO, "client and servers frame counters out of sync");
575 Error(ERR_INFO, "frame counter of client is %d", FrameCounter);
576 Error(ERR_INFO, "frame counter of server is %d", server_frame_counter);
577 Error(ERR_INFO, "this should not happen -- please debug");
579 stop_network_game = TRUE;
584 /* copy valid player actions */
585 for (i = 0; i < MAX_PLAYERS; i++)
586 stored_player[i].effective_action =
587 (i < len - 6 ? buffer[6 + i] : 0);
589 network_player_action_received = TRUE;
592 static void HandleNetworkingMessages()
594 unsigned int message_length;
596 stop_network_game = FALSE;
598 while (nread >= 4 && nread >= 4 + readbuffer[3])
600 message_length = readbuffer[3];
601 if (readbuffer[0] || readbuffer[1] || readbuffer[2])
602 Error(ERR_EXIT, "wrong network server line length");
604 memcpy(buffer, &readbuffer[4], message_length);
605 nread -= 4 + message_length;
606 memmove(readbuffer, readbuffer + 4 + message_length, nread);
610 case OP_BAD_PROTOCOL_VERSION:
611 Handle_OP_BAD_PROTOCOL_VERSION();
615 Handle_OP_YOUR_NUMBER();
618 case OP_NUMBER_WANTED:
619 Handle_OP_NUMBER_WANTED();
623 Handle_OP_PLAYER_NAME(message_length);
626 case OP_PLAYER_CONNECTED:
627 Handle_OP_PLAYER_CONNECTED();
630 case OP_PLAYER_DISCONNECTED:
631 Handle_OP_PLAYER_DISCONNECTED();
634 case OP_START_PLAYING:
635 Handle_OP_START_PLAYING();
638 case OP_PAUSE_PLAYING:
639 Handle_OP_PAUSE_PLAYING();
642 case OP_CONTINUE_PLAYING:
643 Handle_OP_CONTINUE_PLAYING();
646 case OP_STOP_PLAYING:
647 Handle_OP_STOP_PLAYING();
651 Handle_OP_MOVE_PLAYER(message_length);
654 case OP_BROADCAST_MESSAGE:
655 printf("OP_BROADCAST_MESSAGE: %d\n", buffer[0]);
656 Error(ERR_NETWORK_CLIENT, "client %d sends message", buffer[0]);
663 /* in case of internal error, stop network game */
664 if (stop_network_game)
665 SendToServer_StopPlaying(NETWORK_STOP_BY_ERROR);
668 static char *HandleNetworkingPackets()
672 /* ---------- check network server for activity ---------- */
674 int num_active_sockets = SDLNet_CheckSockets(rfds, 1);
676 if (num_active_sockets < 0)
677 return "Error checking network sockets!";
679 if (num_active_sockets == 0)
680 break; // no active sockets, stop here
682 /* ---------- read packets from network server ---------- */
684 int num_bytes = SDLNet_TCP_Recv(sfd, readbuffer + nread, 1);
687 return "Error reading from network server!";
690 return "Connection to network server lost!";
694 HandleNetworkingMessages();
700 static void HandleNetworkingDisconnect()
704 SDLNet_TCP_DelSocket(rfds, sfd);
705 SDLNet_TCP_Close(sfd);
707 network.enabled = FALSE;
708 network_playing = FALSE;
710 for (i = 0; i < MAX_PLAYERS; i++)
711 stored_player[i].connected_network = FALSE;
714 void HandleNetworking()
716 char *error_message = HandleNetworkingPackets();
718 if (error_message != NULL)
720 HandleNetworkingDisconnect();
722 if (game_status == GAME_MODE_PLAYING)
724 Request(error_message, REQ_CONFIRM | REQ_STAY_CLOSED);
726 SetGameStatus(GAME_MODE_MAIN);
732 Request(error_message, REQ_CONFIRM);