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;
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);
}
-struct NetworkClientPlayerInfo *getNetworkPlayer(int player_nr)
+static struct NetworkClientPlayerInfo *getNetworkPlayer(int player_nr)
{
struct NetworkClientPlayerInfo *player = NULL;
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);
return(EMPTY_PLAYER_NAME);
}
+boolean hasStartedNetworkGame(void)
+{
+ return !network_level.use_network_level_files;
+}
+
static boolean hasPathSeparator(char *s)
{
return (strchr(s, '/') != NULL);
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;
}
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 =
SDLNet_UDP_Send(udp, -1, &packet);
- DrawNetworkText("Looking for local network server ...");
+ DrawNetworkText("Looking for nearby network server ...");
- /* wait for any local 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)
if (num_packets == 1)
{
- DrawNetworkText_Success("Network server found!");
+ char message[100];
server_host = SDLNet_Read32(&packet.address.host);
+
+ sprintf(message, "Network server found at %d.%d.%d.%d!",
+ (server_host >> 24) & 0xff,
+ (server_host >> 16) & 0xff,
+ (server_host >> 8) & 0xff,
+ (server_host >> 0) & 0xff);
+
+ DrawNetworkText_Success(message);
}
else
{
}
if (server_host == 0)
- DrawNetworkText_Failed("No network server found!");
+ DrawNetworkText_Failed("No nearby network server found!");
}
rfds = SDLNet_AllocSocketSet(1);
if (hostname)
{
+ char message[100];
+
SDLNet_ResolveHost(&ip, hostname, port);
if (ip.host == INADDR_NONE)
- Error(ERR_EXIT, "cannot locate host '%s'", hostname);
+ {
+ sprintf(message, "Failed to resolve network server hostname '%s'!",
+ hostname);
+
+ DrawNetworkText_Failed(message);
+
+ return FALSE;
+ }
else
+ {
server_host = SDLNet_Read32(&ip.host);
+ }
+
+ sprintf(message, "Connecting to network server host %s ...", hostname);
- DrawNetworkText("Connecting to remote host ...");
+ DrawNetworkText(message);
}
else
{
// 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 */
+ {
+ server_host = 0x7f000001; // 127.0.0.1
+
+ DrawNetworkText("Looking for local network server ...");
+ }
+ else
+ {
+ DrawNetworkText("Connecting to network server ...");
+ }
SDLNet_Write32(server_host, &ip.host);
SDLNet_Write16(port, &ip.port);
-
- DrawNetworkText("Connecting to local host ...");
}
Error(ERR_DEBUG, "trying to connect to network server at %d.%d.%d.%d ...",
}
else
{
- DrawNetworkText_Failed("Failed to connect to network server!");
+ if (hostname)
+ DrawNetworkText_Failed("Failed to connect to network server!");
+ else
+ DrawNetworkText_Failed("No local network server found!");
printf("SDLNet_TCP_Open(): %s\n", 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!");
+ DrawNetworkText_Success("Successfully connected to newly started network server!");
SDLNet_TCP_AddSocket(rfds, sfd);
+
return TRUE;
}
Delay_WithScreenUpdates(100);
}
- DrawNetworkText_Failed("Failed to connect to 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;
}
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
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;
printf("OP_NUMBER_WANTED: %d\n", 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 */
+ if (old_client_nr != client_nr_wanted) // client's nr has changed
Error(ERR_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 */
+ else if (old_client_nr == first_player.nr) // local player keeps his nr
Error(ERR_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];
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();
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);
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
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
+ if (game.request_active)
+ return;
+
char *error_message = HandleNetworkingPackets();
if (error_message != NULL)
HandleNetworkingDisconnect();
DrawNetworkText_Success("Successfully disconnected!");
-
- /* short time to recognize result of network initialization */
- Delay_WithScreenUpdates(1000);
}