added creating engine snapshots when using mouse click events
[rocksndiamonds.git] / src / network.c
1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
5 //                  Holger Schemel
6 //                  info@artsoft.org
7 //                  https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
9 // network.c
10 // ============================================================================
11
12 #include <signal.h>
13 #include <sys/time.h>
14
15 #include "libgame/libgame.h"
16
17 #include "network.h"
18 #include "netserv.h"
19 #include "main.h"
20 #include "game.h"
21 #include "tape.h"
22 #include "files.h"
23 #include "tools.h"
24 #include "screens.h"
25 #include "init.h"
26
27 struct NetworkClientPlayerInfo
28 {
29   byte nr;
30   char name[MAX_PLAYER_NAME_LEN + 1];
31   struct NetworkClientPlayerInfo *next;
32 };
33
34 static struct NetworkClientPlayerInfo first_player =
35 {
36   0,
37   EMPTY_PLAYER_NAME,
38   NULL
39 };
40
41 // server stuff
42
43 static TCPsocket sfd;           // TCP server socket
44 static UDPsocket udp;           // UDP server socket
45 static SDLNet_SocketSet rfds;   // socket set
46
47 static struct NetworkBuffer *read_buffer = NULL;
48 static struct NetworkBuffer *write_buffer = NULL;
49
50 static boolean stop_network_game = FALSE;
51 static boolean stop_network_client = FALSE;
52 static char stop_network_client_message[MAX_OUTPUT_LINESIZE + 1];
53
54 static struct NetworkLevelInfo network_level;
55
56 static void DrawNetworkTextExt(char *message, int font_nr, boolean initialize)
57 {
58   static int xpos = 0, ypos = 0;
59   static int max_line_width = 0;
60   int font_width = getFontWidth(font_nr);
61   int font_height = getFontHeight(font_nr);
62   int ypos_1 = 120;
63   int ypos_2 = 150;
64
65   if (initialize)
66   {
67     if (game_status == GAME_MODE_LOADING)
68     {
69       max_line_width = WIN_XSIZE;
70
71       xpos = (max_line_width - getTextWidth(message, font_nr)) / 2;
72       ypos = ypos_1;
73
74       DrawText(xpos, ypos, message, font_nr);
75
76       xpos = 0;
77       ypos = ypos_2;
78     }
79     else
80     {
81       max_line_width = SXSIZE;
82
83       DrawTextSCentered(ypos_1, font_nr, message);
84
85       // calculate offset to x position caused by rounding
86       int max_chars_per_line = max_line_width / font_width;
87       int xoffset = (max_line_width - max_chars_per_line * font_width) / 2;
88
89       xpos = SX + xoffset;
90       ypos = SY + ypos_2;
91     }
92
93     Debug("network:client", "========== %s ==========", message);
94   }
95   else
96   {
97     int max_chars_per_line = max_line_width / font_width;
98     int max_lines_per_text = 10;
99     int num_lines_spacing = (font_nr == FC_YELLOW ? 1 : 3);
100     int num_lines_printed = DrawTextBuffer(xpos, ypos, message, font_nr,
101                                            max_chars_per_line, -1,
102                                            max_lines_per_text, 0, -1,
103                                            TRUE, TRUE, FALSE);
104
105     ypos += (num_lines_printed + num_lines_spacing) * font_height;
106
107     Debug("network:client", "%s", message);
108   }
109
110   BackToFront();
111 }
112
113 static void DrawNetworkText(char *message)
114 {
115   DrawNetworkTextExt(message, FC_YELLOW, FALSE);
116 }
117
118 static void DrawNetworkText_Success(char *message)
119 {
120   DrawNetworkTextExt(message, FC_GREEN, FALSE);
121 }
122
123 static void DrawNetworkText_Failed(char *message)
124 {
125   DrawNetworkTextExt(message, FC_RED, FALSE);
126 }
127
128 static void DrawNetworkText_Title(char *message)
129 {
130   DrawNetworkTextExt(message, FC_GREEN, TRUE);
131 }
132
133 static void SendNetworkBufferToServer(struct NetworkBuffer *nb)
134 {
135   if (!network.enabled)
136     return;
137
138   // set message length header
139   putNetwork32BitInteger(nb->buffer, nb->size - 4);
140
141   // directly send the buffer to the network server
142   SDLNet_TCP_Send(sfd, nb->buffer, nb->size);
143 }
144
145 static struct NetworkClientPlayerInfo *getNetworkPlayer(int player_nr)
146 {
147   struct NetworkClientPlayerInfo *player = NULL;
148
149   for (player = &first_player; player; player = player->next)
150     if (player->nr == player_nr)
151       break;
152
153   if (player == NULL)   // should not happen
154     Fail("protocol error: reference to non-existing player %d", player_nr);
155
156   return player;
157 }
158
159 char *getNetworkPlayerName(int player_nr)
160 {
161   struct NetworkClientPlayerInfo *player;
162
163   if (player_nr == 0)
164     return("the network game server");
165   else if (player_nr == first_player.nr)
166     return("you");
167   else
168     for (player = &first_player; player; player = player->next)
169       if (player->nr == player_nr && strlen(player->name) > 0)
170         return(player->name);
171
172   return(EMPTY_PLAYER_NAME);
173 }
174
175 boolean hasStartedNetworkGame(void)
176 {
177   return !network_level.use_network_level_files;
178 }
179
180 static boolean hasPathSeparator(char *s)
181 {
182   return (strchr(s, '/') != NULL);
183 }
184
185 static void StartNetworkServer(int port)
186 {
187   static int p;
188
189   p = port;
190
191   network.server_thread = SDL_CreateThread(NetworkServerThread,
192                                            "NetworkServerThread", &p);
193 }
194
195 boolean ConnectToServer(char *hostname, int port)
196 {
197   IPaddress ip;
198   int server_host = 0;
199   int i;
200
201   if (read_buffer == NULL)
202     read_buffer = newNetworkBuffer();
203
204   if (write_buffer == NULL)
205     write_buffer = newNetworkBuffer();
206
207   DrawNetworkText_Title("Initializing Network");
208
209   if (port == 0)
210     port = DEFAULT_SERVER_PORT;
211
212   if (hostname == NULL)
213   {
214     // if no hostname given, try to auto-detect network server in local network
215     // by doing a UDP broadcast on the network server port and wait for answer
216
217     SDLNet_SocketSet udp_socket_set = SDLNet_AllocSocketSet(1);
218     if (!udp_socket_set)
219       Fail("SDLNet_AllocSocketSet() failed: %s"), SDLNet_GetError();
220
221     udp = SDLNet_UDP_Open(0);
222     if (!udp)
223       Fail("SDLNet_UDP_Open() failed: %s", SDLNet_GetError());
224
225     if (SDLNet_UDP_AddSocket(udp_socket_set, udp) == -1)
226       Fail("SDLNet_TCP_AddSocket() failed: %s"), SDLNet_GetError();
227
228     char *data_ptr = "network server UDB broadcast";
229     int data_len = strlen(data_ptr) + 1;
230     IPaddress ip_address;
231
232     SDLNet_Write32(0xffffffff, &ip_address.host);       // 255.255.255.255
233     SDLNet_Write16(port,       &ip_address.port);
234
235     UDPpacket packet =
236     {
237       -1,
238       (Uint8 *)data_ptr,
239       data_len,
240       data_len,
241       0,
242       ip_address
243     };
244
245     SDLNet_UDP_Send(udp, -1, &packet);
246
247     DrawNetworkText("Looking for nearby network server ...");
248
249     // wait for any nearby network server to answer UDP broadcast
250     for (i = 0; i < 5; i++)
251     {
252       if (SDLNet_CheckSockets(udp_socket_set, 0) == 1)
253       {
254         int num_packets = SDLNet_UDP_Recv(udp, &packet);
255
256         if (num_packets == 1)
257         {
258           char message[100];
259
260           server_host = SDLNet_Read32(&packet.address.host);
261
262           sprintf(message, "Network server found at %d.%d.%d.%d!",
263                   (server_host >> 24) & 0xff,
264                   (server_host >> 16) & 0xff,
265                   (server_host >>  8) & 0xff,
266                   (server_host >>  0) & 0xff);
267
268           DrawNetworkText_Success(message);
269         }
270         else
271         {
272           DrawNetworkText_Failed("No answer from network server!");
273         }
274
275         break;
276       }
277       else
278       {
279         Delay_WithScreenUpdates(100);
280       }
281     }
282
283     if (server_host == 0)
284       DrawNetworkText_Failed("No nearby network server found!");
285   }
286
287   rfds = SDLNet_AllocSocketSet(1);
288
289   if (hostname)
290   {
291     char message[100];
292
293     SDLNet_ResolveHost(&ip, hostname, port);
294
295     if (ip.host == INADDR_NONE)
296     {
297       sprintf(message, "Failed to resolve network server hostname '%s'!",
298               hostname);
299
300       DrawNetworkText_Failed(message);
301
302       return FALSE;
303     }
304     else
305     {
306       server_host = SDLNet_Read32(&ip.host);
307     }
308
309     sprintf(message, "Connecting to network server host %s ...", hostname);
310
311     DrawNetworkText(message);
312   }
313   else
314   {
315     // if no hostname was given and no network server was auto-detected in the
316     // local network, try to connect to a network server at the local host
317     if (server_host == 0)
318     {
319       server_host = 0x7f000001;                 // 127.0.0.1
320
321       DrawNetworkText("Looking for local network server ...");
322     }
323     else
324     {
325       DrawNetworkText("Connecting to network server ...");
326     }
327
328     SDLNet_Write32(server_host, &ip.host);
329     SDLNet_Write16(port,        &ip.port);
330   }
331
332   Debug("network:client", "trying to connect to network server at %d.%d.%d.%d ...",
333         (server_host >> 24) & 0xff,
334         (server_host >> 16) & 0xff,
335         (server_host >>  8) & 0xff,
336         (server_host >>  0) & 0xff);
337
338   sfd = SDLNet_TCP_Open(&ip);
339
340   if (sfd)
341   {
342     SDLNet_TCP_AddSocket(rfds, sfd);
343
344     DrawNetworkText_Success("Successfully connected!");
345
346     return TRUE;
347   }
348   else
349   {
350     if (hostname)
351       DrawNetworkText_Failed("Failed to connect to network server!");
352     else
353       DrawNetworkText_Failed("No local network server found!");
354
355     Debug("network:client", "SDLNet_TCP_Open(): %s", SDLNet_GetError());
356   }
357
358   if (hostname)                 // connect to specified server failed
359     return FALSE;
360
361   DrawNetworkText("Starting new local network server ...");
362
363   StartNetworkServer(port);
364
365   // wait for server to start up and try connecting several times
366   for (i = 0; i < 30; i++)
367   {
368     if ((sfd = SDLNet_TCP_Open(&ip)))           // connected
369     {
370       DrawNetworkText_Success("Successfully connected to newly started network server!");
371
372       SDLNet_TCP_AddSocket(rfds, sfd);
373
374       return TRUE;
375     }
376
377     Delay_WithScreenUpdates(100);
378   }
379
380   DrawNetworkText_Failed("Failed to connect to newly started network server!");
381
382   // when reaching this point, connect to newly started server has failed
383   return FALSE;
384 }
385
386 void SendToServer_PlayerName(char *player_name)
387 {
388   initNetworkBufferForWriting(write_buffer, OP_PLAYER_NAME, 0);
389
390   putNetworkBufferString(write_buffer, player_name);
391
392   SendNetworkBufferToServer(write_buffer);
393
394   Debug("network:client", "you set your player name to \"%s\"", player_name);
395 }
396
397 void SendToServer_ProtocolVersion(void)
398 {
399   initNetworkBufferForWriting(write_buffer, OP_PROTOCOL_VERSION, 0);
400
401   putNetworkBuffer8BitInteger(write_buffer, PROTOCOL_VERSION_MAJOR);
402   putNetworkBuffer8BitInteger(write_buffer, PROTOCOL_VERSION_MINOR);
403   putNetworkBuffer8BitInteger(write_buffer, PROTOCOL_VERSION_PATCH);
404
405   SendNetworkBufferToServer(write_buffer);
406 }
407
408 void SendToServer_NrWanted(int nr_wanted)
409 {
410   initNetworkBufferForWriting(write_buffer, OP_NUMBER_WANTED, 0);
411
412   putNetworkBuffer8BitInteger(write_buffer, nr_wanted);
413
414   SendNetworkBufferToServer(write_buffer);
415 }
416
417 void SendToServer_LevelFile(void)
418 {
419   initNetworkBufferForWriting(write_buffer, OP_LEVEL_FILE, 0);
420
421   putNetworkBufferString(      write_buffer, leveldir_current->identifier);
422   putNetworkBuffer16BitInteger(write_buffer, level.file_info.nr);
423   putNetworkBuffer8BitInteger( write_buffer, level.file_info.type);
424   putNetworkBuffer8BitInteger( write_buffer, level.file_info.packed);
425   putNetworkBufferString(      write_buffer, level.file_info.basename);
426   putNetworkBufferFile(        write_buffer, level.file_info.filename);
427   putNetworkBuffer8BitInteger( write_buffer, level.use_custom_template);
428
429   if (level.use_custom_template)
430   {
431     putNetworkBufferString(write_buffer, level_template.file_info.basename);
432     putNetworkBufferFile(  write_buffer, level_template.file_info.filename);
433   }
434
435   SendNetworkBufferToServer(write_buffer);
436
437   setString(&network_level.leveldir_identifier, leveldir_current->identifier);
438
439   // the sending client does not use network level files (but the real ones)
440   network_level.use_network_level_files = FALSE;
441
442 #if 0
443   Debug("network:client", "'%s'", leveldir_current->identifier);
444   Debug("network:client", "'%d'", level.file_info.nr);
445   Debug("network:client", "'%d'", level.file_info.type);
446   Debug("network:client", "'%d'", level.file_info.packed);
447   Debug("network:client", "'%s'", level.file_info.basename);
448   Debug("network:client", "'%s'", level.file_info.filename);
449
450   if (level.use_custom_template)
451     Debug("network:client", "'%s'", level_template.file_info.filename);
452 #endif
453 }
454
455 void SendToServer_StartPlaying(void)
456 {
457   unsigned int new_random_seed = InitRND(level.random_seed);
458
459   initNetworkBufferForWriting(write_buffer, OP_START_PLAYING, 0);
460
461   putNetworkBufferString(      write_buffer, leveldir_current->identifier);
462   putNetworkBuffer16BitInteger(write_buffer, level_nr);
463   putNetworkBuffer32BitInteger(write_buffer, new_random_seed);
464
465   SendNetworkBufferToServer(write_buffer);
466 }
467
468 void SendToServer_PausePlaying(void)
469 {
470   initNetworkBufferForWriting(write_buffer, OP_PAUSE_PLAYING, 0);
471
472   SendNetworkBufferToServer(write_buffer);
473 }
474
475 void SendToServer_ContinuePlaying(void)
476 {
477   initNetworkBufferForWriting(write_buffer, OP_CONTINUE_PLAYING, 0);
478
479   SendNetworkBufferToServer(write_buffer);
480 }
481
482 void SendToServer_StopPlaying(int cause_for_stopping)
483 {
484   initNetworkBufferForWriting(write_buffer, OP_STOP_PLAYING, 0);
485
486   putNetworkBuffer8BitInteger(write_buffer, cause_for_stopping);
487
488   SendNetworkBufferToServer(write_buffer);
489 }
490
491 void SendToServer_MovePlayer(byte player_action)
492 {
493   initNetworkBufferForWriting(write_buffer, OP_MOVE_PLAYER, 0);
494
495   putNetworkBuffer8BitInteger(write_buffer, player_action);
496
497   SendNetworkBufferToServer(write_buffer);
498 }
499
500 static void Handle_OP_BAD_PROTOCOL_VERSION(void)
501 {
502   int protocol_version_major = getNetworkBuffer8BitInteger(read_buffer);
503   int protocol_version_minor = getNetworkBuffer8BitInteger(read_buffer);
504
505   Warn("protocol version mismatch");
506   Warn("server expects %d.%d.x instead of %d.%d.%d",
507         protocol_version_major,
508         protocol_version_minor,
509         PROTOCOL_VERSION_MAJOR,
510         PROTOCOL_VERSION_MINOR,
511         PROTOCOL_VERSION_PATCH);
512
513   sprintf(stop_network_client_message, "Network protocol version mismatch! Server expects version %d.%d.x instead of %d.%d.%d!",
514           protocol_version_major,
515           protocol_version_minor,
516           PROTOCOL_VERSION_MAJOR,
517           PROTOCOL_VERSION_MINOR,
518           PROTOCOL_VERSION_PATCH);
519
520   stop_network_client = TRUE;
521 }
522
523 static void Handle_OP_YOUR_NUMBER(void)
524 {
525   int old_client_nr = getNetworkBuffer8BitInteger(read_buffer);
526   int new_client_nr = getNetworkBuffer8BitInteger(read_buffer);
527   int new_index_nr = new_client_nr - 1;
528   struct PlayerInfo *old_local_player = local_player;
529   struct PlayerInfo *new_local_player = &stored_player[new_index_nr];
530
531   Debug("network:client", "OP_YOUR_NUMBER: %d", old_client_nr);
532
533   first_player.nr = new_client_nr;
534
535   if (old_local_player != new_local_player)
536   {
537     // set relevant player settings and change to new player
538
539     local_player = new_local_player;
540
541     old_local_player->connected_locally = FALSE;
542     new_local_player->connected_locally = TRUE;
543
544     old_local_player->connected_network = FALSE;
545     new_local_player->connected_network = TRUE;
546   }
547
548   if (first_player.nr > MAX_PLAYERS)
549     Fail("sorry, more than %d players not allowed", MAX_PLAYERS);
550
551   Debug("network:client", "you get client # %d", new_client_nr);
552
553   stored_player[new_index_nr].connected_network = TRUE;
554 }
555
556 static void Handle_OP_NUMBER_WANTED(void)
557 {
558   int old_client_nr    = getNetworkBuffer8BitInteger(read_buffer);
559   int client_nr_wanted = getNetworkBuffer8BitInteger(read_buffer);
560   int new_client_nr    = getNetworkBuffer8BitInteger(read_buffer);
561   int old_index_nr = old_client_nr - 1;
562   int new_index_nr = new_client_nr - 1;
563   int index_nr_wanted = client_nr_wanted - 1;
564   struct PlayerInfo *old_player = &stored_player[old_index_nr];
565   struct PlayerInfo *new_player = &stored_player[new_index_nr];
566
567   Debug("network:client", "OP_NUMBER_WANTED: %d", old_client_nr);
568
569   if (new_client_nr == client_nr_wanted)        // switching succeeded
570   {
571     struct NetworkClientPlayerInfo *player;
572
573     if (old_client_nr != client_nr_wanted)      // client's nr has changed
574       Debug("network:client", "client %d switches to # %d",
575             old_client_nr, new_client_nr);
576     else if (old_client_nr == first_player.nr)  // local player keeps his nr
577       Debug("network:client", "keeping client # %d", new_client_nr);
578
579     if (old_client_nr != new_client_nr)
580     {
581       // set relevant player settings and change to new player
582
583       old_player->connected_network = FALSE;
584       new_player->connected_network = TRUE;
585     }
586
587     player = getNetworkPlayer(old_client_nr);
588     player->nr = new_client_nr;
589
590     if (old_player == local_player)             // local player switched
591     {
592       local_player = new_player;
593
594       old_player->connected_locally = FALSE;
595       new_player->connected_locally = TRUE;
596     }
597   }
598   else if (old_client_nr == first_player.nr)    // failed -- local player?
599   {
600     char request[100];
601
602     sprintf(request, "Sorry! Player %d already exists! You are player %d!",
603             index_nr_wanted + 1, new_index_nr + 1);
604
605     Request(request, REQ_CONFIRM);
606
607     Debug("network:client", "cannot switch -- you keep client # %d",
608           new_client_nr);
609   }
610
611   if (game_status == GAME_MODE_MAIN)
612     DrawNetworkPlayers();
613 }
614
615 static void Handle_OP_PLAYER_NAME(void)
616 {
617   int player_nr = getNetworkBuffer8BitInteger(read_buffer);
618   char *player_name = getNetworkBufferString(read_buffer);
619   struct NetworkClientPlayerInfo *player = getNetworkPlayer(player_nr);
620
621   Debug("network:client", "OP_PLAYER_NAME: %d", player_nr);
622
623   strncpy(player->name, player_name, MAX_PLAYER_NAME_LEN);
624   player->name[MAX_PLAYER_NAME_LEN] = '\0';
625
626   Debug("network:client", "client %d calls itself \"%s\"",
627         player_nr, player->name);
628 }
629
630 static void Handle_OP_PLAYER_CONNECTED(void)
631 {
632   struct NetworkClientPlayerInfo *player, *last_player = NULL;
633   int new_client_nr = getNetworkBuffer8BitInteger(read_buffer);
634   int new_index_nr = new_client_nr - 1;
635
636   Debug("network:client", "OP_PLAYER_CONNECTED: %d", new_client_nr);
637   Debug("network:client", "new client %d connected", new_client_nr);
638
639   for (player = &first_player; player; player = player->next)
640   {
641     if (player->nr == new_client_nr)
642       Fail("multiplayer server sent duplicate player id");
643
644     last_player = player;
645   }
646
647   last_player->next = player =
648     checked_malloc(sizeof(struct NetworkClientPlayerInfo));
649   player->nr = new_client_nr;
650   player->name[0] = '\0';
651   player->next = NULL;
652
653   stored_player[new_index_nr].connected_network = TRUE;
654 }
655
656 static void Handle_OP_PLAYER_DISCONNECTED(void)
657 {
658   struct NetworkClientPlayerInfo *player, *player_disconnected;
659   int player_nr = getNetworkBuffer8BitInteger(read_buffer);
660   int index_nr = player_nr - 1;
661
662   Debug("network:client", "OP_PLAYER_DISCONNECTED: %d", player_nr);
663   Debug("network:client", "client %d (%s) disconnected",
664         player_nr, getNetworkPlayerName(player_nr));
665
666   player_disconnected = getNetworkPlayer(player_nr);
667
668   for (player = &first_player; player; player = player->next)
669     if (player->next == player_disconnected)
670       player->next = player_disconnected->next;
671   free(player_disconnected);
672
673   stored_player[index_nr].connected_locally = FALSE;
674   stored_player[index_nr].connected_network = FALSE;
675
676   if (game_status == GAME_MODE_PLAYING)
677   {
678     char message[100];
679
680     sprintf(message, "Player %d left network server! Network game stopped!",
681             player_nr);
682
683     Request(message, REQ_CONFIRM | REQ_STAY_CLOSED);
684
685     SetGameStatus(GAME_MODE_MAIN);
686
687     DrawMainMenu();
688   }
689   else if (game_status == GAME_MODE_MAIN)
690   {
691     DrawNetworkPlayers();
692   }
693 }
694
695 static void Handle_OP_START_PLAYING(void)
696 {
697   int player_nr = getNetworkBuffer8BitInteger(read_buffer);
698   char *new_leveldir_identifier = getNetworkBufferString(read_buffer);
699   int new_level_nr = getNetworkBuffer16BitInteger(read_buffer);
700   unsigned int new_random_seed = getNetworkBuffer32BitInteger(read_buffer);
701
702   if (!strEqual(new_leveldir_identifier, network_level.leveldir_identifier))
703   {
704     Warn("no such level identifier: '%s'", new_leveldir_identifier);
705
706     stop_network_game = TRUE;
707
708     return;
709   }
710
711   Debug("network:client", "OP_START_PLAYING: %d", player_nr);
712   Debug("network:client",
713         "client %d starts game [level %d from level identifier '%s']",
714         player_nr, new_level_nr, new_leveldir_identifier);
715
716   LevelDirTree *new_leveldir =
717     getTreeInfoFromIdentifier(leveldir_first, new_leveldir_identifier);
718
719   if (new_leveldir != NULL)
720   {
721     leveldir_current = new_leveldir;
722     level_nr = new_level_nr;
723   }
724
725   // needed if level set of network game changed graphics, sounds or music
726   ReloadCustomArtwork(0);
727
728   TapeErase();
729
730   if (network_level.use_network_level_files)
731     LoadNetworkLevel(&network_level);
732   else
733     LoadLevel(level_nr);
734
735   StartGameActions(FALSE, setup.autorecord, new_random_seed);
736 }
737
738 static void Handle_OP_PAUSE_PLAYING(void)
739 {
740   int player_nr = getNetworkBuffer8BitInteger(read_buffer);
741
742   Debug("network:client", "OP_PAUSE_PLAYING: %d", player_nr);
743   Debug("network:client", "client %d pauses game", player_nr);
744
745   if (game_status == GAME_MODE_PLAYING)
746   {
747     tape.pausing = TRUE;
748     DrawVideoDisplay(VIDEO_STATE_PAUSE_ON, 0);
749   }
750 }
751
752 static void Handle_OP_CONTINUE_PLAYING(void)
753 {
754   int player_nr = getNetworkBuffer8BitInteger(read_buffer);
755
756   Debug("network:client", "OP_CONTINUE_PLAYING: %d", player_nr);
757   Debug("network:client", "client %d continues game", player_nr);
758
759   if (game_status == GAME_MODE_PLAYING)
760   {
761     tape.pausing = FALSE;
762     DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
763   }
764 }
765
766 static void Handle_OP_STOP_PLAYING(void)
767 {
768   int client_nr = getNetworkBuffer8BitInteger(read_buffer);
769   int cause_for_stopping = getNetworkBuffer8BitInteger(read_buffer);
770
771   Debug("network:client", "OP_STOP_PLAYING: %d [%d]",
772         client_nr, cause_for_stopping);
773   Debug("network:client", "client %d stops game [%d]",
774         client_nr, cause_for_stopping);
775
776   if (game_status == GAME_MODE_PLAYING)
777   {
778     int index_nr = client_nr - 1;
779     struct PlayerInfo *client_player = &stored_player[index_nr];
780     boolean stopped_by_remote_player = (!client_player->connected_locally);
781     char message[100];
782
783     if (cause_for_stopping == NETWORK_STOP_BY_PLAYER)
784       sprintf(message, "Network game stopped by player %d!", client_nr);
785     else
786       sprintf(message, (cause_for_stopping == NETWORK_STOP_BY_ERROR ?
787                         "Network game stopped due to internal error!" :
788                         "Network game stopped!"));
789
790     if (cause_for_stopping != NETWORK_STOP_BY_PLAYER ||
791         stopped_by_remote_player)
792       Request(message, REQ_CONFIRM | REQ_STAY_CLOSED);
793
794     SetGameStatus(GAME_MODE_MAIN);
795
796     DrawMainMenu();
797   }
798 }
799
800 static void Handle_OP_MOVE_PLAYER(void)
801 {
802   int player_nr = getNetworkBuffer8BitInteger(read_buffer);
803   int server_frame_counter = getNetworkBuffer32BitInteger(read_buffer);
804   int i;
805
806   if (!network_playing)
807     return;
808
809   if (server_frame_counter != FrameCounter)
810   {
811     Warn("frame counters of client %d and server out of sync", player_nr);
812     Warn("frame counter of client is %d", FrameCounter);
813     Warn("frame counter of server is %d", server_frame_counter);
814     Warn("this should not happen -- please debug");
815
816     stop_network_game = TRUE;
817
818     return;
819   }
820
821   // copy valid player actions (will be set to 0 for not connected players)
822   for (i = 0; i < MAX_PLAYERS; i++)
823     stored_player[i].effective_action =
824       getNetworkBuffer8BitInteger(read_buffer);
825
826   network_player_action_received = TRUE;
827 }
828
829 static void Handle_OP_BROADCAST_MESSAGE(void)
830 {
831   int player_nr = getNetworkBuffer8BitInteger(read_buffer);
832
833   Debug("network:client", "OP_BROADCAST_MESSAGE: %d", player_nr);
834   Debug("network:client", "client %d sends message", player_nr);
835 }
836
837 static void Handle_OP_LEVEL_FILE(void)
838 {
839   int player_nr = getNetworkBuffer8BitInteger(read_buffer);
840   char *leveldir_identifier;
841   char *network_level_dir;
842   struct LevelFileInfo *file_info = &network_level.file_info;
843   struct LevelFileInfo *tmpl_info = &network_level.tmpl_info;
844   boolean use_custom_template;
845
846   setString(&network_level.leveldir_identifier, NULL);
847   setString(&network_level.file_info.basename,  NULL);
848   setString(&network_level.file_info.filename,  NULL);
849   setString(&network_level.tmpl_info.basename,  NULL);
850   setString(&network_level.tmpl_info.filename,  NULL);
851
852   Debug("network:client", "OP_LEVEL_FILE: %d", player_nr);
853
854   leveldir_identifier = getStringCopy(getNetworkBufferString(read_buffer));
855
856   if (hasPathSeparator(leveldir_identifier))
857     Fail("protocol error: invalid filename from network client");
858
859   InitNetworkLevelDirectory(leveldir_identifier);
860
861   network_level_dir   = getNetworkLevelDir(leveldir_identifier);
862
863   file_info->nr       = getNetworkBuffer16BitInteger(read_buffer);
864   file_info->type     = getNetworkBuffer8BitInteger(read_buffer);
865   file_info->packed   = getNetworkBuffer8BitInteger(read_buffer);
866   file_info->basename = getStringCopy(getNetworkBufferString(read_buffer));
867   file_info->filename = getPath2(network_level_dir, file_info->basename);
868
869   if (hasPathSeparator(file_info->basename))
870     Fail("protocol error: invalid filename from network client");
871
872   int num_bytes = getNetworkBufferFile(read_buffer, file_info->filename);
873
874   // if received level file is empty, remove it (as being non-existent)
875   if (num_bytes == 0)
876     remove(file_info->filename);
877
878   use_custom_template = getNetworkBuffer8BitInteger(read_buffer);
879   if (use_custom_template)
880   {
881     *tmpl_info = *file_info;
882
883     tmpl_info->basename = getStringCopy(getNetworkBufferString(read_buffer));
884     tmpl_info->filename = getPath2(network_level_dir, tmpl_info->basename);
885
886     if (hasPathSeparator(tmpl_info->basename))
887       Fail("protocol error: invalid filename from network client");
888
889     getNetworkBufferFile(read_buffer, tmpl_info->filename);
890
891     // if received level file is empty, use level template file instead
892     if (num_bytes == 0)
893       setString(&file_info->filename,  tmpl_info->filename);
894   }
895
896   network_level.leveldir_identifier = leveldir_identifier;
897   network_level.use_custom_template = use_custom_template;
898
899   // the receiving client(s) use(s) the transferred network level files
900   network_level.use_network_level_files = TRUE;
901
902 #if 0
903   Debug("network:client", "'%s'", leveldir_identifier);
904   Debug("network:client", "'%d'", file_info->nr);
905   Debug("network:client", "'%d'", file_info->type);
906   Debug("network:client", "'%d'", file_info->packed);
907   Debug("network:client", "'%s'", file_info->basename);
908   Debug("network:client", "'%s'", file_info->filename);
909
910   if (use_custom_template)
911     Debug("network:client", "'%s'", tmpl_info->filename);
912 #endif
913 }
914
915 static void HandleNetworkingMessage(void)
916 {
917   stop_network_game = FALSE;
918
919   initNetworkBufferForReading(read_buffer);
920
921   int message_type = getNetworkBuffer8BitInteger(read_buffer);
922
923   switch (message_type)
924   {
925     case OP_BAD_PROTOCOL_VERSION:
926       Handle_OP_BAD_PROTOCOL_VERSION();
927       break;
928
929     case OP_YOUR_NUMBER:
930       Handle_OP_YOUR_NUMBER();
931       break;
932
933     case OP_NUMBER_WANTED:
934       Handle_OP_NUMBER_WANTED();
935       break;
936
937     case OP_PLAYER_NAME:
938       Handle_OP_PLAYER_NAME();
939       break;
940
941     case OP_PLAYER_CONNECTED:
942       Handle_OP_PLAYER_CONNECTED();
943       break;
944
945     case OP_PLAYER_DISCONNECTED:
946       Handle_OP_PLAYER_DISCONNECTED();
947       break;
948
949     case OP_START_PLAYING:
950       Handle_OP_START_PLAYING();
951       break;
952
953     case OP_PAUSE_PLAYING:
954       Handle_OP_PAUSE_PLAYING();
955       break;
956
957     case OP_CONTINUE_PLAYING:
958       Handle_OP_CONTINUE_PLAYING();
959       break;
960
961     case OP_STOP_PLAYING:
962       Handle_OP_STOP_PLAYING();
963       break;
964
965     case OP_MOVE_PLAYER:
966       Handle_OP_MOVE_PLAYER();
967       break;
968
969     case OP_BROADCAST_MESSAGE:
970       Handle_OP_BROADCAST_MESSAGE();
971       break;
972
973     case OP_LEVEL_FILE:
974       Handle_OP_LEVEL_FILE();
975       break;
976
977     default:
978       Debug("network:client", "unknown opcode %d from server", message_type);
979   }
980
981   fflush(stdout);
982
983   // in case of internal error, stop network game
984   if (stop_network_game)
985     SendToServer_StopPlaying(NETWORK_STOP_BY_ERROR);
986 }
987
988 static char *HandleNetworkingPackets(void)
989 {
990   while (1)
991   {
992     // ---------- check network server for activity ----------
993
994     int num_active_sockets = SDLNet_CheckSockets(rfds, 0);
995
996     if (num_active_sockets < 0)
997       return "Error checking network sockets!";
998
999     if (num_active_sockets == 0)
1000       break;    // no active sockets, stop here
1001
1002     // ---------- read packets from network server ----------
1003
1004     initNetworkBufferForReceiving(read_buffer);
1005
1006     int num_bytes = receiveNetworkBufferPacket(read_buffer, sfd);
1007
1008     if (num_bytes < 0)
1009       return "Error reading from network server!";
1010
1011     if (num_bytes == 0)
1012       return "Connection to network server lost!";
1013
1014     HandleNetworkingMessage();
1015
1016     if (stop_network_client)
1017       return stop_network_client_message;
1018   }
1019
1020   return NULL;
1021 }
1022
1023 static void FreeNetworkClientPlayerInfo(struct NetworkClientPlayerInfo *player)
1024 {
1025   if (player == NULL)
1026     return;
1027
1028   if (player->next)
1029     FreeNetworkClientPlayerInfo(player->next);
1030
1031   checked_free(player);
1032 }
1033
1034 static void HandleNetworkingDisconnect(void)
1035 {
1036   int i;
1037
1038   SDLNet_TCP_DelSocket(rfds, sfd);
1039   SDLNet_TCP_Close(sfd);
1040
1041   network_playing = FALSE;
1042
1043   network.enabled = FALSE;
1044   network.connected = FALSE;
1045
1046   setup.network_mode = FALSE;
1047
1048   for (i = 0; i < MAX_PLAYERS; i++)
1049     stored_player[i].connected_network = FALSE;
1050
1051   FreeNetworkClientPlayerInfo(first_player.next);
1052
1053   first_player.nr = 0;
1054   first_player.next = NULL;
1055 }
1056
1057 void HandleNetworking(void)
1058 {
1059   // do not handle any networking packets if request dialog is active
1060   if (game.request_active)
1061     return;
1062
1063   char *error_message = HandleNetworkingPackets();
1064
1065   if (error_message != NULL)
1066   {
1067     HandleNetworkingDisconnect();
1068
1069     if (game_status == GAME_MODE_PLAYING)
1070     {
1071       Request(error_message, REQ_CONFIRM | REQ_STAY_CLOSED);
1072
1073       SetGameStatus(GAME_MODE_MAIN);
1074
1075       DrawMainMenu();
1076     }
1077     else
1078     {
1079       Request(error_message, REQ_CONFIRM);
1080
1081       if (game_status == GAME_MODE_MAIN)
1082         ClearNetworkPlayers();
1083     }
1084   }
1085 }
1086
1087 void DisconnectFromNetworkServer(void)
1088 {
1089   DrawNetworkText_Title("Terminating Network");
1090   DrawNetworkText("Disconnecting from network server ...");
1091
1092   HandleNetworkingDisconnect();
1093
1094   DrawNetworkText_Success("Successfully disconnected!");
1095 }