X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fnetwork.c;h=66a57e4591a870641f196999b8a393e660e25cb5;hb=5771da1ed1f20e77bfeac44eee6da8cf9894e7a3;hp=1c9e0b0d30a10b063a504ddbc5af5fb6ff670f81;hpb=bb8ea93cf34a36020e63e5d4ef4263eeb49fd17c;p=rocksndiamonds.git diff --git a/src/network.c b/src/network.c index 1c9e0b0d..66a57e45 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" @@ -54,9 +49,65 @@ static byte *buffer = realbuffer + 4; static int nread = 0, nwrite = 0; static boolean stop_network_game = FALSE; +static void DrawNetworkTextExt(char *message, int font_nr, boolean initialize) +{ + static int xpos = 0, ypos = 0; + int font_width = getFontWidth(font_nr); + int font_height = getFontHeight(font_nr); + + if (initialize) + { + xpos = (WIN_XSIZE - getTextWidth(message, font_nr)) / 2; + ypos = 120; + + DrawText(xpos, ypos, message, font_nr); + + xpos = 0; + ypos = 150; + + Error(ERR_DEBUG, "========== %s ==========", message); + } + else + { + int max_chars_per_line = WIN_XSIZE / font_width; + int max_lines_per_text = 10; + int num_lines_spacing = (font_nr == FC_YELLOW ? 1 : 3); + int num_lines_printed = DrawTextBuffer(xpos, ypos, message, font_nr, + max_chars_per_line, -1, + max_lines_per_text, 0, -1, + TRUE, TRUE, FALSE); + + ypos += (num_lines_printed + num_lines_spacing) * font_height; + + Error(ERR_DEBUG, "%s", message); + } + + BackToFront(); +} + +static void DrawNetworkText(char *message) +{ + DrawNetworkTextExt(message, FC_YELLOW, FALSE); +} + +static void DrawNetworkText_Success(char *message) +{ + DrawNetworkTextExt(message, FC_GREEN, FALSE); +} + +static void DrawNetworkText_Failed(char *message) +{ + DrawNetworkTextExt(message, FC_RED, FALSE); +} + +static void DrawNetworkText_Title(char *message) +{ + DrawNetworkTextExt(message, FC_GREEN, TRUE); +} + static void SendBufferToServer(int size) { - if (!options.network) + if (!network.enabled) return; realbuffer[0] = realbuffer[1] = realbuffer[2] = 0; @@ -125,6 +176,8 @@ boolean ConnectToServer(char *hostname, int port) int server_host = 0; int i; + DrawNetworkText_Title("Initializing Network"); + if (port == 0) port = DEFAULT_SERVER_PORT; @@ -164,7 +217,7 @@ boolean ConnectToServer(char *hostname, int port) SDLNet_UDP_Send(udp, -1, &packet); - Error(ERR_DEBUG, "doing UDP broadcast for local network server ..."); + DrawNetworkText("Looking for local network server ..."); if (SDLNet_CheckSockets(udp_socket_set, 1000) == 1) { @@ -172,18 +225,18 @@ boolean ConnectToServer(char *hostname, int port) if (num_packets == 1) { - Error(ERR_DEBUG, "network server found"); + DrawNetworkText_Success("Network server found!"); server_host = SDLNet_Read32(&packet.address.host); } else { - Error(ERR_DEBUG, "no answer from network server"); + DrawNetworkText_Failed("No answer from network server!"); } } else { - Error(ERR_DEBUG, "no network server found"); + DrawNetworkText_Failed("No network server found!"); } } @@ -197,6 +250,8 @@ boolean ConnectToServer(char *hostname, int port) Error(ERR_EXIT, "cannot locate host '%s'", hostname); else server_host = SDLNet_Read32(&ip.host); + + DrawNetworkText("Connecting to remote host ..."); } else { @@ -207,6 +262,8 @@ boolean ConnectToServer(char *hostname, int port) 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 ...", @@ -220,31 +277,41 @@ boolean ConnectToServer(char *hostname, int port) if (sfd) { SDLNet_TCP_AddSocket(rfds, sfd); + + DrawNetworkText_Success("Successfully connected!"); + return TRUE; } else { + DrawNetworkText_Failed("Failed to connect to network server!"); + 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"); + DrawNetworkText("Starting new local network server ..."); + StartNetworkServer(port); /* wait for server to start up and try connecting several times */ - for (i = 0; i < 6; i++) + for (i = 0; i < 30; i++) { - Delay(500); /* wait 500 ms == 0.5 seconds */ - if ((sfd = SDLNet_TCP_Open(&ip))) /* connected */ { + DrawNetworkText_Success("Successfully connected!"); + SDLNet_TCP_AddSocket(rfds, sfd); return TRUE; } + + Delay(100); } + DrawNetworkText_Failed("Failed to connect to network server!"); + /* when reaching this point, connect to newly started server has failed */ return FALSE; } @@ -544,12 +611,18 @@ 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); } SetGameStatus(GAME_MODE_MAIN); @@ -664,33 +737,88 @@ 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_playing = FALSE; + + network.enabled = FALSE; + network.connected = FALSE; + + setup.network_mode = 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 */ +void DisconnectFromNetworkServer() +{ + DrawNetworkText_Title("Terminating Network"); + DrawNetworkText("Disconnecting from network server ..."); + + HandleNetworkingDisconnect(); + + DrawNetworkText_Success("Successfully disconnected!"); + + /* short time to recognize result of network initialization */ + Delay(1000); +}