/* server stuff */
-static TCPsocket sfd; /* server socket */
+static TCPsocket sfd; /* TCP server socket */
+static UDPsocket udp; /* UDP server socket */
static SDLNet_SocketSet rfds; /* socket set */
static byte realbuffer[512];
boolean ConnectToServer(char *hostname, int port)
{
IPaddress ip;
+ int server_host = 0;
int i;
if (port == 0)
port = DEFAULT_SERVER_PORT;
+ if (hostname == NULL)
+ {
+ // if no hostname given, try to auto-detect network server in local network
+ // by doing a UDP broadcast on the network server port and wait for answer
+
+ SDLNet_SocketSet udp_socket_set = SDLNet_AllocSocketSet(1);
+ if (!udp_socket_set)
+ Error(ERR_EXIT, "SDLNet_AllocSocketSet() failed: %s"), SDLNet_GetError();
+
+ udp = SDLNet_UDP_Open(0);
+ if(!udp)
+ Error(ERR_EXIT, "SDLNet_UDP_Open() failed: %s", SDLNet_GetError());
+
+ if (SDLNet_UDP_AddSocket(udp_socket_set, udp) == -1)
+ Error(ERR_EXIT_NETWORK_SERVER, "SDLNet_TCP_AddSocket() failed: %s"),
+ SDLNet_GetError();
+
+ char *data_ptr = "network server UDB broadcast";
+ int data_len = strlen(data_ptr) + 1;
+ IPaddress ip_address;
+
+ SDLNet_Write32(0xffffffff, &ip_address.host); /* 255.255.255.255 */
+ SDLNet_Write16(port, &ip_address.port);
+
+ UDPpacket packet =
+ {
+ -1,
+ (Uint8 *)data_ptr,
+ data_len,
+ data_len,
+ 0,
+ ip_address
+ };
+
+ SDLNet_UDP_Send(udp, -1, &packet);
+
+ Error(ERR_DEBUG, "doing UDP broadcast for local network server ...");
+
+ if (SDLNet_CheckSockets(udp_socket_set, 1000) == 1)
+ {
+ int num_packets = SDLNet_UDP_Recv(udp, &packet);
+
+ if (num_packets == 1)
+ {
+ Error(ERR_DEBUG, "network server found");
+
+ server_host = SDLNet_Read32(&packet.address.host);
+ }
+ else
+ {
+ Error(ERR_DEBUG, "no answer from network server");
+ }
+ }
+ else
+ {
+ Error(ERR_DEBUG, "no network server found");
+ }
+ }
+
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
+ server_host = SDLNet_Read32(&ip.host);
}
else
{
- SDLNet_Write32(0x7f000001, &ip.host); /* 127.0.0.1 */
- SDLNet_Write16(port, &ip.port);
+ // if no hostname was given and no network server was auto-detected in the
+ // local network, try to connect to a network server at the local host
+ if (server_host == 0)
+ server_host = 0x7f000001; /* 127.0.0.1 */
+
+ SDLNet_Write32(server_host, &ip.host);
+ SDLNet_Write16(port, &ip.port);
}
+ Error(ERR_DEBUG, "trying to connect to network server at %d.%d.%d.%d ...",
+ (server_host >> 24) & 0xff,
+ (server_host >> 16) & 0xff,
+ (server_host >> 8) & 0xff,
+ (server_host >> 0) & 0xff);
+
sfd = SDLNet_TCP_Open(&ip);
if (sfd)
if (game_status == GAME_MODE_PLAYING)
{
- if (buffer[2] == NETWORK_STOP_BY_PLAYER)
- Request("Network game stopped by player!", REQ_CONFIRM);
- else if (buffer[2] == NETWORK_STOP_BY_ERROR)
- Request("Network game stopped due to internal error!", REQ_CONFIRM);
- else
- Request("Network game stopped!", REQ_CONFIRM);
+ int client_nr = buffer[0];
+ int index_nr = client_nr - 1;
+ boolean stopped_by_remote_player = (index_nr != local_player->index_nr);
+ char *message = (buffer[2] == NETWORK_STOP_BY_PLAYER ?
+ "Network game stopped by player!" :
+ buffer[2] == NETWORK_STOP_BY_ERROR ?
+ "Network game stopped due to internal error!" :
+ "Network game stopped!");
+
+ if (buffer[2] != NETWORK_STOP_BY_PLAYER || stopped_by_remote_player)
+ Request(message, REQ_CONFIRM | REQ_STAY_CLOSED);
}
SetGameStatus(GAME_MODE_MAIN);
/* copy valid player actions */
for (i = 0; i < MAX_PLAYERS; i++)
stored_player[i].effective_action =
- (i < len - 6 && stored_player[i].active ? buffer[6 + i] : 0);
+ (i < len - 6 ? buffer[6 + i] : 0);
network_player_action_received = TRUE;
}