// (c) 1995-2014 by Artsoft Entertainment
// Holger Schemel
// info@artsoft.org
-// http://www.artsoft.org/
+// https://www.artsoft.org/
// ----------------------------------------------------------------------------
// network.c
// ============================================================================
NULL
};
-/* server stuff */
+// server stuff
-static TCPsocket sfd; /* TCP server socket */
-static UDPsocket udp; /* UDP server socket */
-static SDLNet_SocketSet rfds; /* socket set */
+static TCPsocket sfd; // TCP server socket
+static UDPsocket udp; // UDP server socket
+static SDLNet_SocketSet rfds; // socket set
static struct NetworkBuffer *read_buffer = NULL;
static struct NetworkBuffer *write_buffer = NULL;
DrawTextSCentered(ypos_1, font_nr, message);
- /* calculate offset to x position caused by rounding */
+ // calculate offset to x position caused by rounding
int max_chars_per_line = max_line_width / font_width;
int xoffset = (max_line_width - max_chars_per_line * font_width) / 2;
ypos = SY + ypos_2;
}
- Error(ERR_DEBUG, "========== %s ==========", message);
+ Debug("network:client", "========== %s ==========", message);
}
else
{
ypos += (num_lines_printed + num_lines_spacing) * font_height;
- Error(ERR_DEBUG, "%s", message);
+ Debug("network:client", "%s", message);
}
BackToFront();
if (!network.enabled)
return;
- /* set message length header */
+ // set message length header
putNetwork32BitInteger(nb->buffer, nb->size - 4);
- /* directly send the buffer to the network server */
+ // directly send the buffer to the network server
SDLNet_TCP_Send(sfd, nb->buffer, nb->size);
}
if (player->nr == player_nr)
break;
- if (player == NULL) /* should not happen */
+ if (player == NULL) // should not happen
Error(ERR_EXIT, "protocol error: reference to non-existing player %d",
player_nr);
static int p;
p = port;
-#if defined(TARGET_SDL2)
+
server_thread = SDL_CreateThread(NetworkServerThread,
"NetworkServerThread", &p);
-#else
- server_thread = SDL_CreateThread(NetworkServerThread, &p);
-#endif
network_server = TRUE;
}
Error(ERR_EXIT, "SDLNet_AllocSocketSet() failed: %s"), SDLNet_GetError();
udp = SDLNet_UDP_Open(0);
- if(!udp)
+ if (!udp)
Error(ERR_EXIT, "SDLNet_UDP_Open() failed: %s", SDLNet_GetError());
if (SDLNet_UDP_AddSocket(udp_socket_set, udp) == -1)
int data_len = strlen(data_ptr) + 1;
IPaddress ip_address;
- SDLNet_Write32(0xffffffff, &ip_address.host); /* 255.255.255.255 */
+ SDLNet_Write32(0xffffffff, &ip_address.host); // 255.255.255.255
SDLNet_Write16(port, &ip_address.port);
UDPpacket packet =
DrawNetworkText("Looking for nearby network server ...");
- /* wait for any nearby network server to answer UDP broadcast */
+ // wait for any nearby network server to answer UDP broadcast
for (i = 0; i < 5; i++)
{
if (SDLNet_CheckSockets(udp_socket_set, 0) == 1)
// local network, try to connect to a network server at the local host
if (server_host == 0)
{
- server_host = 0x7f000001; /* 127.0.0.1 */
+ server_host = 0x7f000001; // 127.0.0.1
DrawNetworkText("Looking for local network server ...");
}
SDLNet_Write16(port, &ip.port);
}
- Error(ERR_DEBUG, "trying to connect to network server at %d.%d.%d.%d ...",
+ Debug("network:client", "trying to connect to network server at %d.%d.%d.%d ...",
(server_host >> 24) & 0xff,
(server_host >> 16) & 0xff,
(server_host >> 8) & 0xff,
else
DrawNetworkText_Failed("No local network server found!");
- printf("SDLNet_TCP_Open(): %s\n", SDLNet_GetError());
+ Debug("network:client", "SDLNet_TCP_Open(): %s", SDLNet_GetError());
}
- if (hostname) /* connect to specified server failed */
+ if (hostname) // connect to specified server failed
return FALSE;
DrawNetworkText("Starting new local network server ...");
StartNetworkServer(port);
- /* wait for server to start up and try connecting several times */
+ // wait for server to start up and try connecting several times
for (i = 0; i < 30; i++)
{
- if ((sfd = SDLNet_TCP_Open(&ip))) /* connected */
+ if ((sfd = SDLNet_TCP_Open(&ip))) // connected
{
DrawNetworkText_Success("Successfully connected to newly started network server!");
DrawNetworkText_Failed("Failed to connect to newly started network server!");
- /* when reaching this point, connect to newly started server has failed */
+ // when reaching this point, connect to newly started server has failed
return FALSE;
}
SendNetworkBufferToServer(write_buffer);
- Error(ERR_NETWORK_CLIENT, "you set your player name to \"%s\"", player_name);
+ Debug("network:client", "you set your player name to \"%s\"", player_name);
}
void SendToServer_ProtocolVersion(void)
setString(&network_level.leveldir_identifier, leveldir_current->identifier);
- /* the sending client does not use network level files (but the real ones) */
+ // the sending client does not use network level files (but the real ones)
network_level.use_network_level_files = FALSE;
#if 0
- printf("::: '%s'\n", leveldir_current->identifier);
- printf("::: '%d'\n", level.file_info.nr);
- printf("::: '%d'\n", level.file_info.type);
- printf("::: '%d'\n", level.file_info.packed);
- printf("::: '%s'\n", level.file_info.basename);
- printf("::: '%s'\n", level.file_info.filename);
+ Debug("network:client", "'%s'", leveldir_current->identifier);
+ Debug("network:client", "'%d'", level.file_info.nr);
+ Debug("network:client", "'%d'", level.file_info.type);
+ Debug("network:client", "'%d'", level.file_info.packed);
+ Debug("network:client", "'%s'", level.file_info.basename);
+ Debug("network:client", "'%s'", level.file_info.filename);
if (level.use_custom_template)
- printf("::: '%s'\n", level_template.file_info.filename);
+ Debug("network:client", "'%s'", level_template.file_info.filename);
#endif
}
int protocol_version_major = getNetworkBuffer8BitInteger(read_buffer);
int protocol_version_minor = getNetworkBuffer8BitInteger(read_buffer);
- Error(ERR_WARN, "protocol version mismatch");
- Error(ERR_WARN, "server expects %d.%d.x instead of %d.%d.%d",
+ Warn("protocol version mismatch");
+ Warn("server expects %d.%d.x instead of %d.%d.%d",
protocol_version_major,
protocol_version_minor,
PROTOCOL_VERSION_MAJOR,
struct PlayerInfo *old_local_player = local_player;
struct PlayerInfo *new_local_player = &stored_player[new_index_nr];
- printf("OP_YOUR_NUMBER: %d\n", old_client_nr);
+ Debug("network:client", "OP_YOUR_NUMBER: %d", old_client_nr);
+
first_player.nr = new_client_nr;
if (old_local_player != new_local_player)
{
- /* set relevant player settings and change to new player */
+ // set relevant player settings and change to new player
local_player = new_local_player;
if (first_player.nr > 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);
+ Debug("network:client", "you get client # %d", new_client_nr);
stored_player[new_index_nr].connected_network = TRUE;
}
struct PlayerInfo *old_player = &stored_player[old_index_nr];
struct PlayerInfo *new_player = &stored_player[new_index_nr];
- printf("OP_NUMBER_WANTED: %d\n", old_client_nr);
+ Debug("network:client", "OP_NUMBER_WANTED: %d", old_client_nr);
- if (new_client_nr == client_nr_wanted) /* switching succeeded */
+ if (new_client_nr == client_nr_wanted) // switching succeeded
{
struct NetworkClientPlayerInfo *player;
- if (old_client_nr != client_nr_wanted) /* client's nr has changed */
- Error(ERR_NETWORK_CLIENT, "client %d switches to # %d",
+ if (old_client_nr != client_nr_wanted) // client's nr has changed
+ Debug("network:client", "client %d switches to # %d",
old_client_nr, new_client_nr);
- else if (old_client_nr == first_player.nr) /* local player keeps his nr */
- Error(ERR_NETWORK_CLIENT, "keeping client # %d", new_client_nr);
+ else if (old_client_nr == first_player.nr) // local player keeps his nr
+ Debug("network:client", "keeping client # %d", new_client_nr);
if (old_client_nr != new_client_nr)
{
- /* set relevant player settings and change to new player */
+ // set relevant player settings and change to new player
old_player->connected_network = FALSE;
new_player->connected_network = TRUE;
player = getNetworkPlayer(old_client_nr);
player->nr = new_client_nr;
- if (old_player == local_player) /* local player switched */
+ if (old_player == local_player) // local player switched
{
local_player = new_player;
new_player->connected_locally = TRUE;
}
}
- else if (old_client_nr == first_player.nr) /* failed -- local player? */
+ else if (old_client_nr == first_player.nr) // failed -- local player?
{
char request[100];
Request(request, REQ_CONFIRM);
- Error(ERR_NETWORK_CLIENT, "cannot switch -- you keep client # %d",
+ Debug("network:client", "cannot switch -- you keep client # %d",
new_client_nr);
}
char *player_name = getNetworkBufferString(read_buffer);
struct NetworkClientPlayerInfo *player = getNetworkPlayer(player_nr);
- printf("OP_PLAYER_NAME: %d\n", player_nr);
+ Debug("network:client", "OP_PLAYER_NAME: %d", player_nr);
strncpy(player->name, player_name, MAX_PLAYER_NAME_LEN);
player->name[MAX_PLAYER_NAME_LEN] = '\0';
- Error(ERR_NETWORK_CLIENT, "client %d calls itself \"%s\"",
+ Debug("network:client", "client %d calls itself \"%s\"",
player_nr, player->name);
}
int new_client_nr = getNetworkBuffer8BitInteger(read_buffer);
int new_index_nr = new_client_nr - 1;
- printf("OP_PLAYER_CONNECTED: %d\n", new_client_nr);
- Error(ERR_NETWORK_CLIENT, "new client %d connected", new_client_nr);
+ Debug("network:client", "OP_PLAYER_CONNECTED: %d", new_client_nr);
+ Debug("network:client", "new client %d connected", new_client_nr);
for (player = &first_player; player; player = player->next)
{
int player_nr = getNetworkBuffer8BitInteger(read_buffer);
int index_nr = player_nr - 1;
- printf("OP_PLAYER_DISCONNECTED: %d\n", player_nr);
- player_disconnected = getNetworkPlayer(player_nr);
- Error(ERR_NETWORK_CLIENT, "client %d (%s) disconnected",
+ Debug("network:client", "OP_PLAYER_DISCONNECTED: %d", player_nr);
+ Debug("network:client", "client %d (%s) disconnected",
player_nr, getNetworkPlayerName(player_nr));
+ player_disconnected = getNetworkPlayer(player_nr);
+
for (player = &first_player; player; player = player->next)
if (player->next == player_disconnected)
player->next = player_disconnected->next;
if (!strEqual(new_leveldir_identifier, network_level.leveldir_identifier))
{
- Error(ERR_WARN, "no such level identifier: '%s'", new_leveldir_identifier);
+ Warn("no such level identifier: '%s'", new_leveldir_identifier);
stop_network_game = TRUE;
return;
}
- printf("OP_START_PLAYING: %d\n", player_nr);
- Error(ERR_NETWORK_CLIENT,
- "client %d starts game [level %d from level identifier '%s']\n",
+ Debug("network:client", "OP_START_PLAYING: %d", player_nr);
+ Debug("network:client",
+ "client %d starts game [level %d from level identifier '%s']",
player_nr, new_level_nr, new_leveldir_identifier);
LevelDirTree *new_leveldir =
level_nr = new_level_nr;
}
- /* needed if level set of network game changed graphics, sounds or music */
+ // needed if level set of network game changed graphics, sounds or music
ReloadCustomArtwork(0);
TapeErase();
{
int player_nr = getNetworkBuffer8BitInteger(read_buffer);
- printf("OP_PAUSE_PLAYING: %d\n", player_nr);
- Error(ERR_NETWORK_CLIENT, "client %d pauses game", player_nr);
+ Debug("network:client", "OP_PAUSE_PLAYING: %d", player_nr);
+ Debug("network:client", "client %d pauses game", player_nr);
if (game_status == GAME_MODE_PLAYING)
{
{
int player_nr = getNetworkBuffer8BitInteger(read_buffer);
- printf("OP_CONTINUE_PLAYING: %d\n", player_nr);
- Error(ERR_NETWORK_CLIENT, "client %d continues game", player_nr);
+ Debug("network:client", "OP_CONTINUE_PLAYING: %d", player_nr);
+ Debug("network:client", "client %d continues game", player_nr);
if (game_status == GAME_MODE_PLAYING)
{
int client_nr = getNetworkBuffer8BitInteger(read_buffer);
int cause_for_stopping = getNetworkBuffer8BitInteger(read_buffer);
- printf("OP_STOP_PLAYING: %d [%d]\n", client_nr, cause_for_stopping);
- Error(ERR_NETWORK_CLIENT, "client %d stops game [%d]",
+ Debug("network:client", "OP_STOP_PLAYING: %d [%d]",
+ client_nr, cause_for_stopping);
+ Debug("network:client", "client %d stops game [%d]",
client_nr, cause_for_stopping);
if (game_status == GAME_MODE_PLAYING)
if (server_frame_counter != FrameCounter)
{
- Error(ERR_INFO, "frame counters of client %d and server out of sync",
- player_nr);
- Error(ERR_INFO, "frame counter of client is %d", FrameCounter);
- Error(ERR_INFO, "frame counter of server is %d", server_frame_counter);
- Error(ERR_INFO, "this should not happen -- please debug");
+ Warn("frame counters of client %d and server out of sync", player_nr);
+ Warn("frame counter of client is %d", FrameCounter);
+ Warn("frame counter of server is %d", server_frame_counter);
+ Warn("this should not happen -- please debug");
stop_network_game = TRUE;
return;
}
- /* copy valid player actions (will be set to 0 for not connected players) */
+ // copy valid player actions (will be set to 0 for not connected players)
for (i = 0; i < MAX_PLAYERS; i++)
stored_player[i].effective_action =
getNetworkBuffer8BitInteger(read_buffer);
{
int player_nr = getNetworkBuffer8BitInteger(read_buffer);
- printf("OP_BROADCAST_MESSAGE: %d\n", player_nr);
- Error(ERR_NETWORK_CLIENT, "client %d sends message", player_nr);
+ Debug("network:client", "OP_BROADCAST_MESSAGE: %d", player_nr);
+ Debug("network:client", "client %d sends message", player_nr);
}
static void Handle_OP_LEVEL_FILE(void)
setString(&network_level.tmpl_info.basename, NULL);
setString(&network_level.tmpl_info.filename, NULL);
- printf("OP_LEVEL_FILE: %d\n", player_nr);
+ Debug("network:client", "OP_LEVEL_FILE: %d", player_nr);
leveldir_identifier = getStringCopy(getNetworkBufferString(read_buffer));
if (hasPathSeparator(file_info->basename))
Error(ERR_EXIT, "protocol error: invalid filename from network client");
- getNetworkBufferFile(read_buffer, file_info->filename);
+ int num_bytes = getNetworkBufferFile(read_buffer, file_info->filename);
+
+ // if received level file is empty, remove it (as being non-existent)
+ if (num_bytes == 0)
+ remove(file_info->filename);
use_custom_template = getNetworkBuffer8BitInteger(read_buffer);
if (use_custom_template)
Error(ERR_EXIT, "protocol error: invalid filename from network client");
getNetworkBufferFile(read_buffer, tmpl_info->filename);
+
+ // if received level file is empty, use level template file instead
+ if (num_bytes == 0)
+ setString(&file_info->filename, tmpl_info->filename);
}
network_level.leveldir_identifier = leveldir_identifier;
network_level.use_custom_template = use_custom_template;
- /* the receiving client(s) use(s) the transferred network level files */
+ // the receiving client(s) use(s) the transferred network level files
network_level.use_network_level_files = TRUE;
#if 0
- printf("::: '%s'\n", leveldir_identifier);
- printf("::: '%d'\n", file_info->nr);
- printf("::: '%d'\n", file_info->type);
- printf("::: '%d'\n", file_info->packed);
- printf("::: '%s'\n", file_info->basename);
- printf("::: '%s'\n", file_info->filename);
+ Debug("network:client", "'%s'", leveldir_identifier);
+ Debug("network:client", "'%d'", file_info->nr);
+ Debug("network:client", "'%d'", file_info->type);
+ Debug("network:client", "'%d'", file_info->packed);
+ Debug("network:client", "'%s'", file_info->basename);
+ Debug("network:client", "'%s'", file_info->filename);
if (use_custom_template)
- printf("::: '%s'\n", tmpl_info->filename);
+ Debug("network:client", "'%s'", tmpl_info->filename);
#endif
}
break;
default:
- if (options.verbose)
- Error(ERR_NETWORK_CLIENT,
- "unknown opcode %d from server", message_type);
+ Debug("network:client", "unknown opcode %d from server", message_type);
}
fflush(stdout);
- /* in case of internal error, stop network game */
+ // in case of internal error, stop network game
if (stop_network_game)
SendToServer_StopPlaying(NETWORK_STOP_BY_ERROR);
}
{
while (1)
{
- /* ---------- check network server for activity ---------- */
+ // ---------- check network server for activity ----------
int num_active_sockets = SDLNet_CheckSockets(rfds, 0);
if (num_active_sockets == 0)
break; // no active sockets, stop here
- /* ---------- read packets from network server ---------- */
+ // ---------- read packets from network server ----------
initNetworkBufferForReceiving(read_buffer);
void HandleNetworking(void)
{
- /* do not handle any networking packets if request dialog is active */
+ // do not handle any networking packets if request dialog is active
if (game.request_active)
return;