X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fnetwork.c;h=2bbdf6b18b1277c576258cee3982775f379e858b;hb=830015715a325bc617caacae668c31fa6976cb25;hp=e62df4ce2d5e596a963f1a03959a63db5c5156e9;hpb=3ff2e8a0b5c27b99a9920bdf5ed82bc41bf40181;p=rocksndiamonds.git diff --git a/src/network.c b/src/network.c index e62df4ce..2bbdf6b1 100644 --- a/src/network.c +++ b/src/network.c @@ -9,19 +9,14 @@ // network.c // ============================================================================ -#include "libgame/platform.h" - -#if defined(NETWORK_AVALIABLE) - #include #include -#include "main.h" - #include "libgame/libgame.h" #include "network.h" #include "netserv.h" +#include "main.h" #include "game.h" #include "tape.h" #include "files.h" @@ -44,7 +39,8 @@ static struct NetworkClientPlayerInfo first_player = /* 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]; @@ -55,7 +51,7 @@ static boolean stop_network_game = FALSE; static void SendBufferToServer(int size) { - if (!options.network) + if (!network.enabled) return; realbuffer[0] = realbuffer[1] = realbuffer[2] = 0; @@ -98,7 +94,7 @@ char *getNetworkPlayerName(int player_nr) return("you"); else for (player = &first_player; player; player = player->next) - if (player->nr == player_nr && player->name && strlen(player->name)) + if (player->nr == player_nr && strlen(player->name) > 0) return(player->name); return(EMPTY_PLAYER_NAME); @@ -121,25 +117,99 @@ static void StartNetworkServer(int port) 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) @@ -275,11 +345,15 @@ static void Handle_OP_YOUR_NUMBER() if (old_local_player != new_local_player) { - /* copy existing player settings and change to new player */ + /* set relevant player settings and change to new player */ - *new_local_player = *old_local_player; - old_local_player->connected = FALSE; local_player = new_local_player; + + old_local_player->connected_locally = FALSE; + new_local_player->connected_locally = TRUE; + + old_local_player->connected_network = FALSE; + new_local_player->connected_network = TRUE; } if (first_player.nr > MAX_PLAYERS) @@ -313,17 +387,22 @@ static void Handle_OP_NUMBER_WANTED() if (old_client_nr != new_client_nr) { - /* copy existing player settings and change to new player */ + /* set relevant player settings and change to new player */ - *new_player = *old_player; - old_player->connected = FALSE; + 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 */ + { local_player = new_player; + + old_player->connected_locally = FALSE; + new_player->connected_locally = TRUE; + } } else if (old_client_nr == first_player.nr) /* failed -- local player? */ { @@ -375,13 +454,14 @@ static void Handle_OP_PLAYER_CONNECTED() player->name[0] = '\0'; player->next = NULL; - stored_player[new_index_nr].connected = TRUE; + stored_player[new_index_nr].connected_network = TRUE; } static void Handle_OP_PLAYER_DISCONNECTED() { struct NetworkClientPlayerInfo *player, *player_disconnected; int player_nr = (int)buffer[0]; + int index_nr = player_nr - 1; printf("OP_PLAYER_DISCONNECTED: %d\n", player_nr); player_disconnected = getNetworkPlayer(player_nr); @@ -392,6 +472,9 @@ static void Handle_OP_PLAYER_DISCONNECTED() if (player->next == player_disconnected) player->next = player_disconnected->next; free(player_disconnected); + + stored_player[index_nr].connected_locally = FALSE; + stored_player[index_nr].connected_network = FALSE; } static void Handle_OP_START_PLAYING() @@ -456,15 +539,22 @@ static void Handle_OP_STOP_PLAYING() 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; + struct PlayerInfo *client_player = &stored_player[index_nr]; + boolean stopped_by_remote_player = (!client_player->connected_locally); + 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); } - game_status = GAME_MODE_MAIN; + SetGameStatus(GAME_MODE_MAIN); + DrawMainMenu(); } @@ -494,7 +584,7 @@ static void Handle_OP_MOVE_PLAYER(unsigned int len) /* 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; } @@ -575,33 +665,71 @@ static void HandleNetworkingMessages() SendToServer_StopPlaying(NETWORK_STOP_BY_ERROR); } -/* TODO */ +static char *HandleNetworkingPackets() +{ + while (1) + { + /* ---------- check network server for activity ---------- */ + + int num_active_sockets = SDLNet_CheckSockets(rfds, 1); + + if (num_active_sockets < 0) + return "Error checking network sockets!"; + + if (num_active_sockets == 0) + break; // no active sockets, stop here + + /* ---------- read packets from network server ---------- */ + + int num_bytes = SDLNet_TCP_Recv(sfd, readbuffer + nread, 1); + + if (num_bytes < 0) + return "Error reading from network server!"; + + if (num_bytes == 0) + return "Connection to network server lost!"; + + nread += num_bytes; + + HandleNetworkingMessages(); + } + + return NULL; +} + +static void HandleNetworkingDisconnect() +{ + int i; + + SDLNet_TCP_DelSocket(rfds, sfd); + SDLNet_TCP_Close(sfd); + + network.enabled = FALSE; + network_playing = FALSE; + + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].connected_network = FALSE; +} void HandleNetworking() { - int r = 0; + char *error_message = HandleNetworkingPackets(); - do + if (error_message != NULL) { - if ((r = SDLNet_CheckSockets(rfds, 1)) < 0) - Error(ERR_EXIT, "HandleNetworking(): SDLNet_CheckSockets() failed"); + HandleNetworkingDisconnect(); - if (r > 0) + if (game_status == GAME_MODE_PLAYING) { - r = SDLNet_TCP_Recv(sfd, readbuffer + nread, 1); - - if (r < 0) - Error(ERR_EXIT, "error reading from network server"); + Request(error_message, REQ_CONFIRM | REQ_STAY_CLOSED); - if (r == 0) - Error(ERR_EXIT, "connection to network server lost"); + SetGameStatus(GAME_MODE_MAIN); - nread += r; - - HandleNetworkingMessages(); + DrawMainMenu(); + } + else + { + Request(error_message, REQ_CONFIRM); } } - while (r > 0); } - -#endif /* NETWORK_AVALIABLE */