1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
15 #include "libgame/libgame.h"
26 struct NetworkClientPlayerInfo
29 char name[MAX_PLAYER_NAME_LEN + 1];
30 struct NetworkClientPlayerInfo *next;
33 static struct NetworkClientPlayerInfo first_player =
42 static TCPsocket sfd; /* TCP server socket */
43 static UDPsocket udp; /* UDP server socket */
44 static SDLNet_SocketSet rfds; /* socket set */
46 static byte realbuffer[512];
47 static byte readbuffer[MAX_BUFFER_SIZE], writbuffer[MAX_BUFFER_SIZE];
48 static byte *buffer = realbuffer + 4;
49 static int nread = 0, nwrite = 0;
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];
54 static void DrawNetworkTextExt(char *message, int font_nr, boolean initialize)
56 static int xpos = 0, ypos = 0;
57 static int max_line_width = 0;
58 int font_width = getFontWidth(font_nr);
59 int font_height = getFontHeight(font_nr);
65 if (game_status == GAME_MODE_LOADING)
67 max_line_width = WIN_XSIZE;
69 xpos = (max_line_width - getTextWidth(message, font_nr)) / 2;
72 DrawText(xpos, ypos, message, font_nr);
79 max_line_width = SXSIZE;
81 DrawTextSCentered(ypos_1, font_nr, message);
83 /* calculate offset to x position caused by rounding */
84 int max_chars_per_line = max_line_width / font_width;
85 int xoffset = (max_line_width - max_chars_per_line * font_width) / 2;
91 Error(ERR_DEBUG, "========== %s ==========", message);
95 int max_chars_per_line = max_line_width / font_width;
96 int max_lines_per_text = 10;
97 int num_lines_spacing = (font_nr == FC_YELLOW ? 1 : 3);
98 int num_lines_printed = DrawTextBuffer(xpos, ypos, message, font_nr,
99 max_chars_per_line, -1,
100 max_lines_per_text, 0, -1,
103 ypos += (num_lines_printed + num_lines_spacing) * font_height;
105 Error(ERR_DEBUG, "%s", message);
111 static void DrawNetworkText(char *message)
113 DrawNetworkTextExt(message, FC_YELLOW, FALSE);
116 static void DrawNetworkText_Success(char *message)
118 DrawNetworkTextExt(message, FC_GREEN, FALSE);
121 static void DrawNetworkText_Failed(char *message)
123 DrawNetworkTextExt(message, FC_RED, FALSE);
126 static void DrawNetworkText_Title(char *message)
128 DrawNetworkTextExt(message, FC_GREEN, TRUE);
131 static void SendBufferToServer(int size)
133 if (!network.enabled)
136 realbuffer[0] = realbuffer[1] = realbuffer[2] = 0;
137 realbuffer[3] = (byte)size;
140 if (nwrite + 4 + size >= MAX_BUFFER_SIZE)
141 Error(ERR_EXIT, "internal error: network send buffer overflow");
143 memcpy(writbuffer + nwrite, realbuffer, 4 + size);
146 /* directly send the buffer to the network server */
147 SDLNet_TCP_Send(sfd, writbuffer, nwrite);
151 struct NetworkClientPlayerInfo *getNetworkPlayer(int player_nr)
153 struct NetworkClientPlayerInfo *player = NULL;
155 for (player = &first_player; player; player = player->next)
156 if (player->nr == player_nr)
159 if (player == NULL) /* should not happen */
160 Error(ERR_EXIT, "protocol error: reference to non-existing player %d",
166 char *getNetworkPlayerName(int player_nr)
168 struct NetworkClientPlayerInfo *player;
171 return("the network game server");
172 else if (player_nr == first_player.nr)
175 for (player = &first_player; player; player = player->next)
176 if (player->nr == player_nr && strlen(player->name) > 0)
177 return(player->name);
179 return(EMPTY_PLAYER_NAME);
182 static void StartNetworkServer(int port)
187 #if defined(TARGET_SDL2)
188 server_thread = SDL_CreateThread(NetworkServerThread,
189 "NetworkServerThread", &p);
191 server_thread = SDL_CreateThread(NetworkServerThread, &p);
193 network_server = TRUE;
196 boolean ConnectToServer(char *hostname, int port)
202 DrawNetworkText_Title("Initializing Network");
205 port = DEFAULT_SERVER_PORT;
207 if (hostname == NULL)
209 // if no hostname given, try to auto-detect network server in local network
210 // by doing a UDP broadcast on the network server port and wait for answer
212 SDLNet_SocketSet udp_socket_set = SDLNet_AllocSocketSet(1);
214 Error(ERR_EXIT, "SDLNet_AllocSocketSet() failed: %s"), SDLNet_GetError();
216 udp = SDLNet_UDP_Open(0);
218 Error(ERR_EXIT, "SDLNet_UDP_Open() failed: %s", SDLNet_GetError());
220 if (SDLNet_UDP_AddSocket(udp_socket_set, udp) == -1)
221 Error(ERR_EXIT_NETWORK_SERVER, "SDLNet_TCP_AddSocket() failed: %s"),
224 char *data_ptr = "network server UDB broadcast";
225 int data_len = strlen(data_ptr) + 1;
226 IPaddress ip_address;
228 SDLNet_Write32(0xffffffff, &ip_address.host); /* 255.255.255.255 */
229 SDLNet_Write16(port, &ip_address.port);
241 SDLNet_UDP_Send(udp, -1, &packet);
243 DrawNetworkText("Looking for local network server ...");
245 /* wait for any local network server to answer UDP broadcast */
246 for (i = 0; i < 5; i++)
248 if (SDLNet_CheckSockets(udp_socket_set, 0) == 1)
250 int num_packets = SDLNet_UDP_Recv(udp, &packet);
252 if (num_packets == 1)
254 DrawNetworkText_Success("Network server found!");
256 server_host = SDLNet_Read32(&packet.address.host);
260 DrawNetworkText_Failed("No answer from network server!");
267 Delay_WithScreenUpdates(100);
271 if (server_host == 0)
272 DrawNetworkText_Failed("No network server found!");
275 rfds = SDLNet_AllocSocketSet(1);
279 SDLNet_ResolveHost(&ip, hostname, port);
281 if (ip.host == INADDR_NONE)
282 Error(ERR_EXIT, "cannot locate host '%s'", hostname);
284 server_host = SDLNet_Read32(&ip.host);
286 DrawNetworkText("Connecting to remote host ...");
290 // if no hostname was given and no network server was auto-detected in the
291 // local network, try to connect to a network server at the local host
292 if (server_host == 0)
293 server_host = 0x7f000001; /* 127.0.0.1 */
295 SDLNet_Write32(server_host, &ip.host);
296 SDLNet_Write16(port, &ip.port);
298 DrawNetworkText("Connecting to local host ...");
301 Error(ERR_DEBUG, "trying to connect to network server at %d.%d.%d.%d ...",
302 (server_host >> 24) & 0xff,
303 (server_host >> 16) & 0xff,
304 (server_host >> 8) & 0xff,
305 (server_host >> 0) & 0xff);
307 sfd = SDLNet_TCP_Open(&ip);
311 SDLNet_TCP_AddSocket(rfds, sfd);
313 DrawNetworkText_Success("Successfully connected!");
319 DrawNetworkText_Failed("Failed to connect to network server!");
321 printf("SDLNet_TCP_Open(): %s\n", SDLNet_GetError());
324 if (hostname) /* connect to specified server failed */
327 DrawNetworkText("Starting new local network server ...");
329 StartNetworkServer(port);
331 /* wait for server to start up and try connecting several times */
332 for (i = 0; i < 30; i++)
334 if ((sfd = SDLNet_TCP_Open(&ip))) /* connected */
336 DrawNetworkText_Success("Successfully connected!");
338 SDLNet_TCP_AddSocket(rfds, sfd);
342 Delay_WithScreenUpdates(100);
345 DrawNetworkText_Failed("Failed to connect to network server!");
347 /* when reaching this point, connect to newly started server has failed */
351 void SendToServer_PlayerName(char *player_name)
353 int len_player_name = strlen(player_name);
355 buffer[1] = OP_PLAYER_NAME;
356 memcpy(&buffer[2], player_name, len_player_name);
357 SendBufferToServer(2 + len_player_name);
358 Error(ERR_NETWORK_CLIENT, "you set your player name to \"%s\"", player_name);
361 void SendToServer_ProtocolVersion()
363 buffer[1] = OP_PROTOCOL_VERSION;
364 buffer[2] = PROTOCOL_VERSION_1;
365 buffer[3] = PROTOCOL_VERSION_2;
366 buffer[4] = PROTOCOL_VERSION_3;
368 SendBufferToServer(5);
371 void SendToServer_NrWanted(int nr_wanted)
373 buffer[1] = OP_NUMBER_WANTED;
374 buffer[2] = nr_wanted;
376 SendBufferToServer(3);
379 void SendToServer_StartPlaying()
381 unsigned int new_random_seed = InitRND(level.random_seed);
383 int dummy = 0; /* !!! HAS NO MEANING ANYMORE !!! */
384 /* the name of the level must be enough */
386 buffer[1] = OP_START_PLAYING;
387 buffer[2] = (byte)(level_nr >> 8);
388 buffer[3] = (byte)(level_nr & 0xff);
389 buffer[4] = (byte)(dummy >> 8);
390 buffer[5] = (byte)(dummy & 0xff);
392 buffer[6] = (unsigned char)((new_random_seed >> 24) & 0xff);
393 buffer[7] = (unsigned char)((new_random_seed >> 16) & 0xff);
394 buffer[8] = (unsigned char)((new_random_seed >> 8) & 0xff);
395 buffer[9] = (unsigned char)((new_random_seed >> 0) & 0xff);
397 strcpy((char *)&buffer[10], leveldir_current->identifier);
399 SendBufferToServer(10 + strlen(leveldir_current->identifier) + 1);
402 void SendToServer_PausePlaying()
404 buffer[1] = OP_PAUSE_PLAYING;
406 SendBufferToServer(2);
409 void SendToServer_ContinuePlaying()
411 buffer[1] = OP_CONTINUE_PLAYING;
413 SendBufferToServer(2);
416 void SendToServer_StopPlaying(int cause_for_stopping)
418 buffer[1] = OP_STOP_PLAYING;
419 buffer[2] = cause_for_stopping;
421 SendBufferToServer(3);
424 void SendToServer_MovePlayer(byte player_action)
426 buffer[1] = OP_MOVE_PLAYER;
427 buffer[2] = player_action;
429 SendBufferToServer(3);
432 static void Handle_OP_BAD_PROTOCOL_VERSION()
434 Error(ERR_WARN, "protocol version mismatch");
435 Error(ERR_WARN, "server expects %d.%d.x instead of %d.%d.%d",
436 buffer[2], buffer[3],
437 PROTOCOL_VERSION_1, PROTOCOL_VERSION_2, PROTOCOL_VERSION_3);
439 sprintf(stop_network_client_message, "Network protocol version mismatch! Server expects version %d.%d.x instead of %d.%d.%d!",
440 buffer[2], buffer[3],
441 PROTOCOL_VERSION_1, PROTOCOL_VERSION_2, PROTOCOL_VERSION_3);
443 stop_network_client = TRUE;
446 static void Handle_OP_YOUR_NUMBER()
448 int new_client_nr = buffer[2];
449 int new_index_nr = new_client_nr - 1;
450 struct PlayerInfo *old_local_player = local_player;
451 struct PlayerInfo *new_local_player = &stored_player[new_index_nr];
453 printf("OP_YOUR_NUMBER: %d\n", buffer[0]);
454 first_player.nr = new_client_nr;
456 if (old_local_player != new_local_player)
458 /* set relevant player settings and change to new player */
460 local_player = new_local_player;
462 old_local_player->connected_locally = FALSE;
463 new_local_player->connected_locally = TRUE;
465 old_local_player->connected_network = FALSE;
466 new_local_player->connected_network = TRUE;
469 if (first_player.nr > MAX_PLAYERS)
470 Error(ERR_EXIT, "sorry, more than %d players not allowed", MAX_PLAYERS);
472 Error(ERR_NETWORK_CLIENT, "you get client # %d", new_client_nr);
474 stored_player[new_index_nr].connected_network = TRUE;
477 static void Handle_OP_NUMBER_WANTED()
479 int client_nr_wanted = buffer[2];
480 int old_client_nr = buffer[0];
481 int new_client_nr = buffer[3];
482 int old_index_nr = old_client_nr - 1;
483 int new_index_nr = new_client_nr - 1;
484 int index_nr_wanted = client_nr_wanted - 1;
485 struct PlayerInfo *old_player = &stored_player[old_index_nr];
486 struct PlayerInfo *new_player = &stored_player[new_index_nr];
488 printf("OP_NUMBER_WANTED: %d\n", buffer[0]);
490 if (new_client_nr == client_nr_wanted) /* switching succeeded */
492 struct NetworkClientPlayerInfo *player;
494 if (old_client_nr != client_nr_wanted) /* client's nr has changed */
495 Error(ERR_NETWORK_CLIENT, "client %d switches to # %d",
496 old_client_nr, new_client_nr);
497 else if (old_client_nr == first_player.nr) /* local player keeps his nr */
498 Error(ERR_NETWORK_CLIENT, "keeping client # %d", new_client_nr);
500 if (old_client_nr != new_client_nr)
502 /* set relevant player settings and change to new player */
504 old_player->connected_network = FALSE;
505 new_player->connected_network = TRUE;
508 player = getNetworkPlayer(old_client_nr);
509 player->nr = new_client_nr;
511 if (old_player == local_player) /* local player switched */
513 local_player = new_player;
515 old_player->connected_locally = FALSE;
516 new_player->connected_locally = TRUE;
519 else if (old_client_nr == first_player.nr) /* failed -- local player? */
523 sprintf(request, "Sorry! Player %d already exists! You are player %d!",
524 index_nr_wanted + 1, new_index_nr + 1);
526 Request(request, REQ_CONFIRM);
528 Error(ERR_NETWORK_CLIENT, "cannot switch -- you keep client # %d",
532 if (game_status == GAME_MODE_MAIN)
533 DrawNetworkPlayers();
536 static void Handle_OP_PLAYER_NAME(unsigned int len)
538 struct NetworkClientPlayerInfo *player;
539 int player_nr = (int)buffer[0];
541 printf("OP_PLAYER_NAME: %d\n", player_nr);
542 player = getNetworkPlayer(player_nr);
544 Error(ERR_NETWORK_CLIENT, "client %d calls itself \"%s\"",
545 buffer[0], &buffer[2]);
546 strncpy(player->name, (char *)&buffer[2], MAX_PLAYER_NAME_LEN);
549 static void Handle_OP_PLAYER_CONNECTED()
551 struct NetworkClientPlayerInfo *player, *last_player = NULL;
552 int new_client_nr = (int)buffer[0];
553 int new_index_nr = new_client_nr - 1;
555 printf("OP_PLAYER_CONNECTED: %d\n", new_client_nr);
556 Error(ERR_NETWORK_CLIENT, "new client %d connected", new_client_nr);
558 for (player = &first_player; player; player = player->next)
560 if (player->nr == new_client_nr)
561 Error(ERR_EXIT, "multiplayer server sent duplicate player id");
563 last_player = player;
566 last_player->next = player =
567 checked_malloc(sizeof(struct NetworkClientPlayerInfo));
568 player->nr = new_client_nr;
569 player->name[0] = '\0';
572 stored_player[new_index_nr].connected_network = TRUE;
575 static void Handle_OP_PLAYER_DISCONNECTED()
577 struct NetworkClientPlayerInfo *player, *player_disconnected;
578 int player_nr = (int)buffer[0];
579 int index_nr = player_nr - 1;
581 printf("OP_PLAYER_DISCONNECTED: %d\n", player_nr);
582 player_disconnected = getNetworkPlayer(player_nr);
583 Error(ERR_NETWORK_CLIENT, "client %d (%s) disconnected",
584 player_nr, getNetworkPlayerName(buffer[0]));
586 for (player = &first_player; player; player = player->next)
587 if (player->next == player_disconnected)
588 player->next = player_disconnected->next;
589 free(player_disconnected);
591 stored_player[index_nr].connected_locally = FALSE;
592 stored_player[index_nr].connected_network = FALSE;
594 if (game_status == GAME_MODE_PLAYING)
598 sprintf(message, "Player %d left network server! Network game stopped!",
601 Request(message, REQ_CONFIRM | REQ_STAY_CLOSED);
603 SetGameStatus(GAME_MODE_MAIN);
607 else if (game_status == GAME_MODE_MAIN)
609 DrawNetworkPlayers();
613 static void Handle_OP_START_PLAYING()
615 LevelDirTree *new_leveldir;
617 unsigned int new_random_seed;
618 char *new_leveldir_identifier;
620 new_level_nr = (buffer[2] << 8) + buffer[3];
622 (buffer[6] << 24) | (buffer[7] << 16) | (buffer[8] << 8) | (buffer[9]);
623 new_leveldir_identifier = (char *)&buffer[10];
625 new_leveldir = getTreeInfoFromIdentifier(leveldir_first,
626 new_leveldir_identifier);
627 if (new_leveldir == NULL)
629 Error(ERR_WARN, "no such level identifier: '%s'", new_leveldir_identifier);
631 stop_network_game = TRUE;
636 printf("OP_START_PLAYING: %d\n", buffer[0]);
637 Error(ERR_NETWORK_CLIENT,
638 "client %d starts game [level %d from level identifier '%s']\n",
639 buffer[0], new_level_nr, new_leveldir->identifier);
641 leveldir_current = new_leveldir;
642 level_nr = new_level_nr;
648 StartGameActions(FALSE, setup.autorecord, new_random_seed);
651 static void Handle_OP_PAUSE_PLAYING()
653 printf("OP_PAUSE_PLAYING: %d\n", buffer[0]);
654 Error(ERR_NETWORK_CLIENT, "client %d pauses game", buffer[0]);
656 if (game_status == GAME_MODE_PLAYING)
659 DrawVideoDisplay(VIDEO_STATE_PAUSE_ON,0);
663 static void Handle_OP_CONTINUE_PLAYING()
665 printf("OP_CONTINUE_PLAYING: %d\n", buffer[0]);
666 Error(ERR_NETWORK_CLIENT, "client %d continues game", buffer[0]);
668 if (game_status == GAME_MODE_PLAYING)
670 tape.pausing = FALSE;
671 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
675 static void Handle_OP_STOP_PLAYING()
677 printf("OP_STOP_PLAYING: %d [%d]\n", buffer[0], buffer[2]);
678 Error(ERR_NETWORK_CLIENT, "client %d stops game [%d]", buffer[0], buffer[2]);
680 if (game_status == GAME_MODE_PLAYING)
682 int client_nr = buffer[0];
683 int index_nr = client_nr - 1;
684 struct PlayerInfo *client_player = &stored_player[index_nr];
685 boolean stopped_by_remote_player = (!client_player->connected_locally);
688 sprintf(message, (buffer[2] == NETWORK_STOP_BY_PLAYER ?
689 "Network game stopped by player %d!" :
690 buffer[2] == NETWORK_STOP_BY_ERROR ?
691 "Network game stopped due to internal error!" :
692 "Network game stopped!"), client_nr);
694 if (buffer[2] != NETWORK_STOP_BY_PLAYER || stopped_by_remote_player)
695 Request(message, REQ_CONFIRM | REQ_STAY_CLOSED);
697 SetGameStatus(GAME_MODE_MAIN);
703 static void Handle_OP_MOVE_PLAYER(unsigned int len)
705 int server_frame_counter;
708 if (!network_playing)
711 server_frame_counter =
712 (buffer[2] << 24) | (buffer[3] << 16) | (buffer[4] << 8) | (buffer[5]);
714 if (server_frame_counter != FrameCounter)
716 Error(ERR_INFO, "client and servers frame counters out of sync");
717 Error(ERR_INFO, "frame counter of client is %d", FrameCounter);
718 Error(ERR_INFO, "frame counter of server is %d", server_frame_counter);
719 Error(ERR_INFO, "this should not happen -- please debug");
721 stop_network_game = TRUE;
726 /* copy valid player actions */
727 for (i = 0; i < MAX_PLAYERS; i++)
728 stored_player[i].effective_action =
729 (i < len - 6 ? buffer[6 + i] : 0);
731 network_player_action_received = TRUE;
734 static void HandleNetworkingMessages()
736 unsigned int message_length;
738 stop_network_game = FALSE;
740 while (nread >= 4 && nread >= 4 + readbuffer[3])
742 message_length = readbuffer[3];
743 if (readbuffer[0] || readbuffer[1] || readbuffer[2])
744 Error(ERR_EXIT, "wrong network server line length");
746 memcpy(buffer, &readbuffer[4], message_length);
747 nread -= 4 + message_length;
748 memmove(readbuffer, readbuffer + 4 + message_length, nread);
752 case OP_BAD_PROTOCOL_VERSION:
753 Handle_OP_BAD_PROTOCOL_VERSION();
757 Handle_OP_YOUR_NUMBER();
760 case OP_NUMBER_WANTED:
761 Handle_OP_NUMBER_WANTED();
765 Handle_OP_PLAYER_NAME(message_length);
768 case OP_PLAYER_CONNECTED:
769 Handle_OP_PLAYER_CONNECTED();
772 case OP_PLAYER_DISCONNECTED:
773 Handle_OP_PLAYER_DISCONNECTED();
776 case OP_START_PLAYING:
777 Handle_OP_START_PLAYING();
780 case OP_PAUSE_PLAYING:
781 Handle_OP_PAUSE_PLAYING();
784 case OP_CONTINUE_PLAYING:
785 Handle_OP_CONTINUE_PLAYING();
788 case OP_STOP_PLAYING:
789 Handle_OP_STOP_PLAYING();
793 Handle_OP_MOVE_PLAYER(message_length);
796 case OP_BROADCAST_MESSAGE:
797 printf("OP_BROADCAST_MESSAGE: %d\n", buffer[0]);
798 Error(ERR_NETWORK_CLIENT, "client %d sends message", buffer[0]);
805 /* in case of internal error, stop network game */
806 if (stop_network_game)
807 SendToServer_StopPlaying(NETWORK_STOP_BY_ERROR);
810 static char *HandleNetworkingPackets()
814 /* ---------- check network server for activity ---------- */
816 int num_active_sockets = SDLNet_CheckSockets(rfds, 1);
818 if (num_active_sockets < 0)
819 return "Error checking network sockets!";
821 if (num_active_sockets == 0)
822 break; // no active sockets, stop here
824 /* ---------- read packets from network server ---------- */
826 int num_bytes = SDLNet_TCP_Recv(sfd, readbuffer + nread, 1);
829 return "Error reading from network server!";
832 return "Connection to network server lost!";
836 HandleNetworkingMessages();
838 if (stop_network_client)
839 return stop_network_client_message;
845 static void FreeNetworkClientPlayerInfo(struct NetworkClientPlayerInfo *player)
851 FreeNetworkClientPlayerInfo(player->next);
853 checked_free(player);
856 static void HandleNetworkingDisconnect()
860 SDLNet_TCP_DelSocket(rfds, sfd);
861 SDLNet_TCP_Close(sfd);
863 network_playing = FALSE;
865 network.enabled = FALSE;
866 network.connected = FALSE;
868 setup.network_mode = FALSE;
870 for (i = 0; i < MAX_PLAYERS; i++)
871 stored_player[i].connected_network = FALSE;
873 FreeNetworkClientPlayerInfo(first_player.next);
876 first_player.next = NULL;
879 void HandleNetworking()
881 char *error_message = HandleNetworkingPackets();
883 if (error_message != NULL)
885 HandleNetworkingDisconnect();
887 if (game_status == GAME_MODE_PLAYING)
889 Request(error_message, REQ_CONFIRM | REQ_STAY_CLOSED);
891 SetGameStatus(GAME_MODE_MAIN);
897 Request(error_message, REQ_CONFIRM);
899 if (game_status == GAME_MODE_MAIN)
900 ClearNetworkPlayers();
905 void DisconnectFromNetworkServer()
907 DrawNetworkText_Title("Terminating Network");
908 DrawNetworkText("Disconnecting from network server ...");
910 HandleNetworkingDisconnect();
912 DrawNetworkText_Success("Successfully disconnected!");
914 /* short time to recognize result of network initialization */
915 Delay_WithScreenUpdates(1000);