* Germany *
* e-mail: info@artsoft.org *
*----------------------------------------------------------*
-* network.c *
+* netserv.c *
***********************************************************/
#include "libgame/platform.h"
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
#include <fcntl.h>
#include <sys/time.h>
#include <signal.h>
-#include <sys/socket.h>
#include <errno.h>
-#include <string.h>
+
+#if defined(TARGET_SDL)
+#include "main.h"
+#else
+#include <sys/socket.h>
#include <netinet/in.h>
#include <netinet/tcp.h>
#include <arpa/inet.h>
#include <netdb.h>
+#include <sys/select.h> /* apparently needed for OS/2 port */
+#endif
#include "libgame/libgame.h"
struct NetworkServerPlayerInfo
{
+#if defined(TARGET_SDL)
+ TCPsocket fd;
+#else
int fd;
+#endif
+
char player_name[16];
unsigned char number;
struct NetworkServerPlayerInfo *next;
#define NEXT(player) ((player)->next ? (player)->next : first_player)
+#if defined(TARGET_SDL)
+/* TODO: peer address */
+static TCPsocket lfd; /* listening socket */
+static SDLNet_SocketSet fds; /* socket set */
+#else
static struct sockaddr_in saddr;
-static int lfd;
+static int lfd; /* listening socket */
+static fd_set fds; /* socket set */
+static int tcp = -1;
+#endif
+
static unsigned char realbuffer[512], *buffer = realbuffer + 4;
static int interrupt;
-static int tcp = -1;
static unsigned long ServerFrameCounter = 0;
-static fd_set fds;
-
static void addtobuffer(struct NetworkServerPlayerInfo *player,
unsigned char *b, int len)
{
{
if (player->nwrite)
{
+#if defined(TARGET_SDL)
+ SDLNet_TCP_Send(player->fd, player->writbuffer, player->nwrite);
+#else
write(player->fd, player->writbuffer, player->nwrite);
+#endif
player->nwrite = 0;
}
}
realbuffer[0] = realbuffer[1] = realbuffer[2] = 0;
realbuffer[3] = (unsigned char)len;
- for (player=first_player; player; player=player->next)
- if (player != except && (player->active || !activeonly) && player->introduced)
+ for (player = first_player; player; player = player->next)
+ if (player != except && player->introduced &&
+ (player->active || !activeonly))
addtobuffer(player, realbuffer, 4 + len);
}
first_player = player->next;
else
{
- for (v=first_player; v; v=v->next)
+ for (v = first_player; v; v = v->next)
{
if (v->next && v->next == player)
{
}
}
}
+
+#if defined(TARGET_SDL)
+ SDLNet_TCP_DelSocket(fds, player->fd);
+ SDLNet_TCP_Close(player->fd);
+#else
close(player->fd);
+#endif
if (player->introduced)
{
}
}
+#if defined(TARGET_SDL)
+static void AddPlayer(TCPsocket fd)
+#else
static void AddPlayer(int fd)
+#endif
{
struct NetworkServerPlayerInfo *player, *v;
unsigned char nxn;
+ boolean again = TRUE;
player = checked_malloc(sizeof (struct NetworkServerPlayerInfo));
player->action = 0;
player->action_received = FALSE;
+#if defined(TARGET_SDL)
+ SDLNet_TCP_AddSocket(fds, fd);
+#endif
+
first_player = player;
nxn = 1;
- again:
- v = player->next;
- while(v)
+ while (again)
{
- if (v->number == nxn)
+ again = FALSE;
+ v = player->next;
+
+ while (v)
{
- nxn++;
- goto again;
+ if (v->number == nxn)
+ {
+ nxn++;
+
+ again = TRUE;
+ break;
+ }
+ v = v->next;
}
- v = v->next;
}
player->number = nxn;
+#if !defined(TARGET_SDL)
if (options.verbose)
Error(ERR_NETWORK_SERVER, "client %d connecting from %s",
nxn, inet_ntoa(saddr.sin_addr));
+#endif
clients++;
buffer[0] = 0;
Error(ERR_NETWORK_SERVER, "client %d (%s) wants to switch to # %d",
player->number, player->player_name, nr_wanted);
- for (v=first_player; v; v=v->next)
+ for (v = first_player; v; v = v->next)
{
if (v->number == nr_wanted)
{
Error(ERR_NETWORK_SERVER, "client %d (%s) switches to # %d",
player->number, player->player_name, nr_wanted);
else if (player->number == nr_wanted)
- Error(ERR_NETWORK_SERVER, "client %d (%s) still has # %d",
+ Error(ERR_NETWORK_SERVER, "client %d (%s) already has # %d",
player->number, player->player_name, nr_wanted);
else
Error(ERR_NETWORK_SERVER,
- "client %d (%s) cannot switch (client %d still exists)",
+ "client %d (%s) cannot switch (client %d already exists)",
player->number, player->player_name, nr_wanted);
}
len=16;
memcpy(player->player_name, &buffer[2], len-2);
player->player_name[len-2] = 0;
- for (i=0; i<len-2; i++)
+ for (i = 0; i < len - 2; i++)
{
if (player->player_name[i] < ' ' ||
((unsigned char)(player->player_name[i]) > 0x7e &&
if (!player->introduced)
{
- for (v=first_player; v; v=v->next)
+ for (v = first_player; v; v = v->next)
{
if (v != player && v->introduced)
{
if (options.verbose)
Error(ERR_NETWORK_SERVER,
- "client %d (%s) starts game [level %d from levedir %d (%s)]",
+ "client %d (%s) starts game [level %d from leveldir %d (%s)]",
player->number, player->player_name,
(buffer[2] << 8) + buffer[3],
(buffer[4] << 8) + buffer[5],
- &buffer[6]);
+ &buffer[10]);
- for (w=first_player; w; w=w->next)
+ for (w = first_player; w; w = w->next)
if (w->introduced)
w->active = 1;
/* reset frame counter */
ServerFrameCounter = 0;
+ Error(ERR_NETWORK_SERVER, "resetting ServerFrameCounter to 0");
+
/* reset player actions */
- for (v=first_player; v; v=v->next)
+ for (v = first_player; v; v = v->next)
{
v->action = 0;
v->action_received = FALSE;
static void Handle_OP_STOP_PLAYING(struct NetworkServerPlayerInfo *player)
{
+ int cause_for_stopping = buffer[2];
+
if (options.verbose)
- Error(ERR_NETWORK_SERVER, "client %d (%s) stops game",
- player->number, player->player_name);
- broadcast(NULL, 2, 0);
+ Error(ERR_NETWORK_SERVER, "client %d (%s) stops game [%d]",
+ player->number, player->player_name, cause_for_stopping);
+ broadcast(NULL, 3, 0);
}
-static void Handle_OP_MOVE_FIGURE(struct NetworkServerPlayerInfo *player)
+static void Handle_OP_MOVE_PLAYER(struct NetworkServerPlayerInfo *player)
{
struct NetworkServerPlayerInfo *v;
int last_client_nr = 0;
int i;
/* store player action */
- for (v=first_player; v; v=v->next)
+ for (v = first_player; v; v = v->next)
{
if (v->number == player->number)
{
}
/* check if server received action from each player */
- for (v=first_player; v; v=v->next)
+ for (v = first_player; v; v = v->next)
{
if (!v->action_received)
return;
}
/* initialize all player actions to zero */
- for (i=0; i<last_client_nr; i++)
+ for (i = 0; i < last_client_nr; i++)
buffer[6 + i] = 0;
/* broadcast actions of all players to all players */
- for (v=first_player; v; v=v->next)
+ for (v = first_player; v; v = v->next)
{
buffer[6 + v->number-1] = v->action;
v->action = 0;
broadcast(NULL, 6 + last_client_nr, 0);
+#if 0
+ Error(ERR_NETWORK_SERVER, "sending ServerFrameCounter value %d",
+ ServerFrameCounter);
+#endif
+
ServerFrameCounter++;
}
+#if defined(TARGET_SDL)
+/* the following is not used for a standalone server;
+ the pointer points to an integer containing the port-number */
+int NetworkServerThread(void *ptr)
+{
+ NetworkServer(*((int *) ptr), 0);
+
+ /* should never be reached */
+ return 0;
+}
+#endif
+
void NetworkServer(int port, int serveronly)
{
- int i, sl, on;
+ int sl;
struct NetworkServerPlayerInfo *player;
- int mfd;
int r;
unsigned int len;
+#if defined(TARGET_SDL)
+ IPaddress ip;
+#else
+ int i, on;
+ int is_daemon = 0;
struct protoent *tcpproto;
struct timeval tv;
- int is_daemon = 0;
+ int mfd;
+#endif
-#ifndef NeXT
+#if defined(PLATFORM_UNIX) && !defined(PLATFORM_NEXT)
struct sigaction sact;
#endif
if (!serveronly)
onceonly = 1;
+#if !defined(TARGET_SDL)
if ((tcpproto = getprotobyname("tcp")) != NULL)
tcp = tcpproto->p_proto;
+#endif
-#ifdef NeXT
+#if defined(PLATFORM_UNIX)
+#if defined(PLATFORM_NEXT)
signal(SIGPIPE, SIG_IGN);
#else
sact.sa_handler = SIG_IGN;
sact.sa_flags = 0;
sigaction(SIGPIPE, &sact, NULL);
#endif
+#endif
+
+#if defined(TARGET_SDL)
+
+ /* assume that SDL is already initialized */
+#if 0
+ if (SDLNet_Init() == -1)
+ Error(ERR_EXIT_NETWORK_SERVER, "SDLNet_Init() failed");
+ atexit(SDLNet_Quit);
+#endif
+
+ if (SDLNet_ResolveHost(&ip, NULL, port) == -1)
+ Error(ERR_EXIT_NETWORK_SERVER, "SDLNet_ResolveHost() failed");
+ lfd = SDLNet_TCP_Open(&ip);
+ if (!lfd)
+ Error(ERR_EXIT_NETWORK_SERVER, "SDLNet_TCP_Open() failed");
+
+ fds = SDLNet_AllocSocketSet(MAX_PLAYERS+1);
+ SDLNet_TCP_AddSocket(fds, lfd);
+
+#else
if ((lfd = socket(PF_INET, SOCK_STREAM, 0)) < 0)
Error(ERR_EXIT_NETWORK_SERVER, "socket() failed");
Error(ERR_EXIT_NETWORK_SERVER, "bind() failed");
listen(lfd, 5);
+#endif
+#if !defined(TARGET_SDL)
if (is_daemon)
{
/* become a daemon, breaking all ties with the controlling terminal */
options.verbose = FALSE;
- for (i=0; i<255; i++)
+ for (i = 0; i < 255; i++)
{
if (i != lfd)
close(i);
open("/dev/null", O_WRONLY);
open("/dev/null", O_WRONLY);
}
+#endif
if (options.verbose)
{
PROTOCOL_VERSION_1, PROTOCOL_VERSION_2, PROTOCOL_VERSION_3);
}
- while(1)
+ while (1)
{
interrupt = 0;
- for (player=first_player; player; player=player->next)
+ for (player = first_player; player; player = player->next)
flushuser(player);
+#if defined(TARGET_SDL)
+ if ((sl = SDLNet_CheckSockets(fds, 500000)) < 1)
+ {
+ Error(ERR_NETWORK_SERVER, SDLNet_GetError());
+ perror("SDLNet_CheckSockets");
+ }
+
+#else
+
FD_ZERO(&fds);
mfd = lfd;
player = first_player;
else
continue;
}
+#endif
if (sl < 0)
continue;
if (sl == 0)
continue;
+ /* accept incoming connections */
+#if defined(TARGET_SDL)
+ if (SDLNet_SocketReady(lfd))
+ {
+ TCPsocket newsock;
+
+ newsock = SDLNet_TCP_Accept(lfd);
+
+ if (newsock)
+ AddPlayer(newsock);
+ }
+
+#else
+
if (FD_ISSET(lfd, &fds))
{
int newfd, slen;
}
continue;
}
+#endif
player = first_player;
do
{
+#if defined(TARGET_SDL)
+ if (SDLNet_SocketReady(player->fd))
+#else
if (FD_ISSET(player->fd, &fds))
+#endif
{
- r = read(player->fd, player->readbuffer + player->nread, MAX_BUFFER_SIZE - player->nread);
+#if defined(TARGET_SDL)
+ /* read only 1 byte, because SDLNet blocks when we want more than is
+ in the buffer */
+ r = SDLNet_TCP_Recv(player->fd, player->readbuffer + player->nread, 1);
+#else
+ r = read(player->fd, player->readbuffer + player->nread,
+ MAX_BUFFER_SIZE - player->nread);
+#endif
+
if (r <= 0)
{
if (options.verbose)
Handle_OP_STOP_PLAYING(player);
break;
- case OP_MOVE_FIGURE:
- Handle_OP_MOVE_FIGURE(player);
+ case OP_MOVE_PLAYER:
+ Handle_OP_MOVE_PLAYER(player);
break;
case OP_BROADCAST_MESSAGE:
}
}
-#endif /* PLATFORM_UNIX */
+#endif /* NETWORK_AVALIABLE */