#include "libgame/platform.h"
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
#include <signal.h>
#include <sys/time.h>
+
+#if defined(TARGET_SDL)
+#include "main.h"
+#else
#include <sys/wait.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <netinet/tcp.h>
#include <arpa/inet.h>
#include <netdb.h>
+#endif
#include "libgame/libgame.h"
/* server stuff */
-static int sfd;
+#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;
nwrite += 4 + size;
/* directly send the buffer to the network server */
+#if defined(TARGET_SDL)
+ SDLNet_TCP_Send(sfd, writbuffer, nwrite);
+#else
write(sfd, writbuffer, nwrite);
+#endif
nwrite = 0;
}
else if (player_nr == first_player.nr)
return("you");
else
- for (player=&first_player; player; player=player->next)
+ for (player = &first_player; player; player = player->next)
if (player->nr == player_nr && player->name && strlen(player->name))
return(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:
/* 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;
if (hostname) /* connect to specified server failed */
return FALSE;
- printf("No rocksndiamonds server on localhost - starting up one ...\n");
+ 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++)
+ for (i = 0; i < 6; i++)
{
Delay(500); /* wait 500 ms == 0.5 seconds */
close(sfd);
/* when reaching this point, connect to newly started server has failed */
return FALSE;
}
+#endif /* defined(TARGET_SDL) */
void SendToServer_PlayerName(char *player_name)
{
void SendToServer_MovePlayer(byte player_action)
{
- buffer[1] = OP_MOVE_FIGURE;
+ buffer[1] = OP_MOVE_PLAYER;
buffer[2] = player_action;
SendBufferToServer(3);
}
if (first_player.nr > MAX_PLAYERS)
- Error(ERR_EXIT, "sorry - no more than %d players", 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);
}
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)
+ for (player = &first_player; player; player = player->next)
{
if (player->nr == new_client_nr)
Error(ERR_EXIT, "multiplayer server sent duplicate player id");
Error(ERR_NETWORK_CLIENT, "client %d (%s) disconnected",
player_nr, getNetworkPlayerName(buffer[0]));
- for (player=&first_player; player; player=player->next)
+ for (player = &first_player; player; player = player->next)
if (player->next == player_disconnected)
player->next = player_disconnected->next;
free(player_disconnected);
DrawMainMenu();
}
-static void Handle_OP_MOVE_FIGURE(unsigned int len)
+static void Handle_OP_MOVE_PLAYER(unsigned int len)
{
int server_frame_counter;
int i;
}
/* copy valid player actions */
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
stored_player[i].effective_action =
(i < len - 6 && stored_player[i].active ? buffer[6 + i] : 0);
Handle_OP_STOP_PLAYING();
break;
- case OP_MOVE_FIGURE:
- Handle_OP_MOVE_FIGURE(message_length);
+ case OP_MOVE_PLAYER:
+ Handle_OP_MOVE_PLAYER(message_length);
break;
case OP_BROADCAST_MESSAGE:
fflush(stdout);
}
+/* TODO */
+
void HandleNetworking()
{
+#if !defined(TARGET_SDL)
static struct timeval tv = { 0, 0 };
fd_set rfds;
+#endif
int r = 0;
- FD_ZERO(&rfds);
- FD_SET(sfd, &rfds);
-
- r = select(sfd + 1, &rfds, NULL, NULL, &tv);
+ do
+ {
+#if defined(TARGET_SDL)
+ if ((r = SDLNet_CheckSockets(rfds, 1)) < 0)
+ Error(ERR_EXIT, "HandleNetworking(): SDLNet_CheckSockets() failed");
- if (r < 0 && errno != EINTR)
- Error(ERR_EXIT, "HandleNetworking(): select() failed");
+#else
- if (r < 0)
FD_ZERO(&rfds);
+ FD_SET(sfd, &rfds);
- if (FD_ISSET(sfd, &rfds))
- {
- int r;
+ r = select(sfd + 1, &rfds, NULL, NULL, &tv);
- r = read(sfd, readbuffer + nread, MAX_BUFFER_SIZE - nread);
+ if (r < 0 && errno != EINTR)
+ Error(ERR_EXIT, "HandleNetworking(): select() failed");
if (r < 0)
- Error(ERR_EXIT, "error reading from network server");
+ 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");
+ if (r == 0)
+ Error(ERR_EXIT, "connection to network server lost");
- nread += r;
+ nread += r;
- HandleNetworkingMessages();
+ HandleNetworkingMessages();
+ }
}
+ while (r > 0);
}
#endif /* PLATFORM_UNIX */