changed simple "printf()" debug output to new debug log function
[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     Error(ERR_EXIT, "protocol error: reference to non-existing player %d",
155           player_nr);
156
157   return player;
158 }
159
160 char *getNetworkPlayerName(int player_nr)
161 {
162   struct NetworkClientPlayerInfo *player;
163
164   if (player_nr == 0)
165     return("the network game server");
166   else if (player_nr == first_player.nr)
167     return("you");
168   else
169     for (player = &first_player; player; player = player->next)
170       if (player->nr == player_nr && strlen(player->name) > 0)
171         return(player->name);
172
173   return(EMPTY_PLAYER_NAME);
174 }
175
176 boolean hasStartedNetworkGame(void)
177 {
178   return !network_level.use_network_level_files;
179 }
180
181 static boolean hasPathSeparator(char *s)
182 {
183   return (strchr(s, '/') != NULL);
184 }
185
186 static void StartNetworkServer(int port)
187 {
188   static int p;
189
190   p = port;
191
192   server_thread = SDL_CreateThread(NetworkServerThread,
193                                    "NetworkServerThread", &p);
194   network_server = TRUE;
195 }
196
197 boolean ConnectToServer(char *hostname, int port)
198 {
199   IPaddress ip;
200   int server_host = 0;
201   int i;
202
203   if (read_buffer == NULL)
204     read_buffer = newNetworkBuffer();
205
206   if (write_buffer == NULL)
207     write_buffer = newNetworkBuffer();
208
209   DrawNetworkText_Title("Initializing Network");
210
211   if (port == 0)
212     port = DEFAULT_SERVER_PORT;
213
214   if (hostname == NULL)
215   {
216     // if no hostname given, try to auto-detect network server in local network
217     // by doing a UDP broadcast on the network server port and wait for answer
218
219     SDLNet_SocketSet udp_socket_set = SDLNet_AllocSocketSet(1);
220     if (!udp_socket_set)
221       Error(ERR_EXIT, "SDLNet_AllocSocketSet() failed: %s"), SDLNet_GetError();
222
223     udp = SDLNet_UDP_Open(0);
224     if (!udp)
225       Error(ERR_EXIT, "SDLNet_UDP_Open() failed: %s", SDLNet_GetError());
226
227     if (SDLNet_UDP_AddSocket(udp_socket_set, udp) == -1)
228       Error(ERR_EXIT_NETWORK_SERVER, "SDLNet_TCP_AddSocket() failed: %s"),
229         SDLNet_GetError();
230
231     char *data_ptr = "network server UDB broadcast";
232     int data_len = strlen(data_ptr) + 1;
233     IPaddress ip_address;
234
235     SDLNet_Write32(0xffffffff, &ip_address.host);       // 255.255.255.255
236     SDLNet_Write16(port,       &ip_address.port);
237
238     UDPpacket packet =
239     {
240       -1,
241       (Uint8 *)data_ptr,
242       data_len,
243       data_len,
244       0,
245       ip_address
246     };
247
248     SDLNet_UDP_Send(udp, -1, &packet);
249
250     DrawNetworkText("Looking for nearby network server ...");
251
252     // wait for any nearby network server to answer UDP broadcast
253     for (i = 0; i < 5; i++)
254     {
255       if (SDLNet_CheckSockets(udp_socket_set, 0) == 1)
256       {
257         int num_packets = SDLNet_UDP_Recv(udp, &packet);
258
259         if (num_packets == 1)
260         {
261           char message[100];
262
263           server_host = SDLNet_Read32(&packet.address.host);
264
265           sprintf(message, "Network server found at %d.%d.%d.%d!",
266                   (server_host >> 24) & 0xff,
267                   (server_host >> 16) & 0xff,
268                   (server_host >>  8) & 0xff,
269                   (server_host >>  0) & 0xff);
270
271           DrawNetworkText_Success(message);
272         }
273         else
274         {
275           DrawNetworkText_Failed("No answer from network server!");
276         }
277
278         break;
279       }
280       else
281       {
282         Delay_WithScreenUpdates(100);
283       }
284     }
285
286     if (server_host == 0)
287       DrawNetworkText_Failed("No nearby network server found!");
288   }
289
290   rfds = SDLNet_AllocSocketSet(1);
291
292   if (hostname)
293   {
294     char message[100];
295
296     SDLNet_ResolveHost(&ip, hostname, port);
297
298     if (ip.host == INADDR_NONE)
299     {
300       sprintf(message, "Failed to resolve network server hostname '%s'!",
301               hostname);
302
303       DrawNetworkText_Failed(message);
304
305       return FALSE;
306     }
307     else
308     {
309       server_host = SDLNet_Read32(&ip.host);
310     }
311
312     sprintf(message, "Connecting to network server host %s ...", hostname);
313
314     DrawNetworkText(message);
315   }
316   else
317   {
318     // if no hostname was given and no network server was auto-detected in the
319     // local network, try to connect to a network server at the local host
320     if (server_host == 0)
321     {
322       server_host = 0x7f000001;                 // 127.0.0.1
323
324       DrawNetworkText("Looking for local network server ...");
325     }
326     else
327     {
328       DrawNetworkText("Connecting to network server ...");
329     }
330
331     SDLNet_Write32(server_host, &ip.host);
332     SDLNet_Write16(port,        &ip.port);
333   }
334
335   Debug("network:client", "trying to connect to network server at %d.%d.%d.%d ...",
336         (server_host >> 24) & 0xff,
337         (server_host >> 16) & 0xff,
338         (server_host >>  8) & 0xff,
339         (server_host >>  0) & 0xff);
340
341   sfd = SDLNet_TCP_Open(&ip);
342
343   if (sfd)
344   {
345     SDLNet_TCP_AddSocket(rfds, sfd);
346
347     DrawNetworkText_Success("Successfully connected!");
348
349     return TRUE;
350   }
351   else
352   {
353     if (hostname)
354       DrawNetworkText_Failed("Failed to connect to network server!");
355     else
356       DrawNetworkText_Failed("No local network server found!");
357
358     Debug("network:client", "SDLNet_TCP_Open(): %s", SDLNet_GetError());
359   }
360
361   if (hostname)                 // connect to specified server failed
362     return FALSE;
363
364   DrawNetworkText("Starting new local network server ...");
365
366   StartNetworkServer(port);
367
368   // wait for server to start up and try connecting several times
369   for (i = 0; i < 30; i++)
370   {
371     if ((sfd = SDLNet_TCP_Open(&ip)))           // connected
372     {
373       DrawNetworkText_Success("Successfully connected to newly started network server!");
374
375       SDLNet_TCP_AddSocket(rfds, sfd);
376
377       return TRUE;
378     }
379
380     Delay_WithScreenUpdates(100);
381   }
382
383   DrawNetworkText_Failed("Failed to connect to newly started network server!");
384
385   // when reaching this point, connect to newly started server has failed
386   return FALSE;
387 }
388
389 void SendToServer_PlayerName(char *player_name)
390 {
391   initNetworkBufferForWriting(write_buffer, OP_PLAYER_NAME, 0);
392
393   putNetworkBufferString(write_buffer, player_name);
394
395   SendNetworkBufferToServer(write_buffer);
396
397   Debug("network:client", "you set your player name to \"%s\"", player_name);
398 }
399
400 void SendToServer_ProtocolVersion(void)
401 {
402   initNetworkBufferForWriting(write_buffer, OP_PROTOCOL_VERSION, 0);
403
404   putNetworkBuffer8BitInteger(write_buffer, PROTOCOL_VERSION_MAJOR);
405   putNetworkBuffer8BitInteger(write_buffer, PROTOCOL_VERSION_MINOR);
406   putNetworkBuffer8BitInteger(write_buffer, PROTOCOL_VERSION_PATCH);
407
408   SendNetworkBufferToServer(write_buffer);
409 }
410
411 void SendToServer_NrWanted(int nr_wanted)
412 {
413   initNetworkBufferForWriting(write_buffer, OP_NUMBER_WANTED, 0);
414
415   putNetworkBuffer8BitInteger(write_buffer, nr_wanted);
416
417   SendNetworkBufferToServer(write_buffer);
418 }
419
420 void SendToServer_LevelFile(void)
421 {
422   initNetworkBufferForWriting(write_buffer, OP_LEVEL_FILE, 0);
423
424   putNetworkBufferString(      write_buffer, leveldir_current->identifier);
425   putNetworkBuffer16BitInteger(write_buffer, level.file_info.nr);
426   putNetworkBuffer8BitInteger( write_buffer, level.file_info.type);
427   putNetworkBuffer8BitInteger( write_buffer, level.file_info.packed);
428   putNetworkBufferString(      write_buffer, level.file_info.basename);
429   putNetworkBufferFile(        write_buffer, level.file_info.filename);
430   putNetworkBuffer8BitInteger( write_buffer, level.use_custom_template);
431
432   if (level.use_custom_template)
433   {
434     putNetworkBufferString(write_buffer, level_template.file_info.basename);
435     putNetworkBufferFile(  write_buffer, level_template.file_info.filename);
436   }
437
438   SendNetworkBufferToServer(write_buffer);
439
440   setString(&network_level.leveldir_identifier, leveldir_current->identifier);
441
442   // the sending client does not use network level files (but the real ones)
443   network_level.use_network_level_files = FALSE;
444
445 #if 0
446   Debug("network:client", "'%s'", leveldir_current->identifier);
447   Debug("network:client", "'%d'", level.file_info.nr);
448   Debug("network:client", "'%d'", level.file_info.type);
449   Debug("network:client", "'%d'", level.file_info.packed);
450   Debug("network:client", "'%s'", level.file_info.basename);
451   Debug("network:client", "'%s'", level.file_info.filename);
452
453   if (level.use_custom_template)
454     Debug("network:client", "'%s'", level_template.file_info.filename);
455 #endif
456 }
457
458 void SendToServer_StartPlaying(void)
459 {
460   unsigned int new_random_seed = InitRND(level.random_seed);
461
462   initNetworkBufferForWriting(write_buffer, OP_START_PLAYING, 0);
463
464   putNetworkBufferString(      write_buffer, leveldir_current->identifier);
465   putNetworkBuffer16BitInteger(write_buffer, level_nr);
466   putNetworkBuffer32BitInteger(write_buffer, new_random_seed);
467
468   SendNetworkBufferToServer(write_buffer);
469 }
470
471 void SendToServer_PausePlaying(void)
472 {
473   initNetworkBufferForWriting(write_buffer, OP_PAUSE_PLAYING, 0);
474
475   SendNetworkBufferToServer(write_buffer);
476 }
477
478 void SendToServer_ContinuePlaying(void)
479 {
480   initNetworkBufferForWriting(write_buffer, OP_CONTINUE_PLAYING, 0);
481
482   SendNetworkBufferToServer(write_buffer);
483 }
484
485 void SendToServer_StopPlaying(int cause_for_stopping)
486 {
487   initNetworkBufferForWriting(write_buffer, OP_STOP_PLAYING, 0);
488
489   putNetworkBuffer8BitInteger(write_buffer, cause_for_stopping);
490
491   SendNetworkBufferToServer(write_buffer);
492 }
493
494 void SendToServer_MovePlayer(byte player_action)
495 {
496   initNetworkBufferForWriting(write_buffer, OP_MOVE_PLAYER, 0);
497
498   putNetworkBuffer8BitInteger(write_buffer, player_action);
499
500   SendNetworkBufferToServer(write_buffer);
501 }
502
503 static void Handle_OP_BAD_PROTOCOL_VERSION(void)
504 {
505   int protocol_version_major = getNetworkBuffer8BitInteger(read_buffer);
506   int protocol_version_minor = getNetworkBuffer8BitInteger(read_buffer);
507
508   Warn("protocol version mismatch");
509   Warn("server expects %d.%d.x instead of %d.%d.%d",
510         protocol_version_major,
511         protocol_version_minor,
512         PROTOCOL_VERSION_MAJOR,
513         PROTOCOL_VERSION_MINOR,
514         PROTOCOL_VERSION_PATCH);
515
516   sprintf(stop_network_client_message, "Network protocol version mismatch! Server expects version %d.%d.x instead of %d.%d.%d!",
517           protocol_version_major,
518           protocol_version_minor,
519           PROTOCOL_VERSION_MAJOR,
520           PROTOCOL_VERSION_MINOR,
521           PROTOCOL_VERSION_PATCH);
522
523   stop_network_client = TRUE;
524 }
525
526 static void Handle_OP_YOUR_NUMBER(void)
527 {
528   int old_client_nr = getNetworkBuffer8BitInteger(read_buffer);
529   int new_client_nr = getNetworkBuffer8BitInteger(read_buffer);
530   int new_index_nr = new_client_nr - 1;
531   struct PlayerInfo *old_local_player = local_player;
532   struct PlayerInfo *new_local_player = &stored_player[new_index_nr];
533
534   Debug("network:client", "OP_YOUR_NUMBER: %d", old_client_nr);
535
536   first_player.nr = new_client_nr;
537
538   if (old_local_player != new_local_player)
539   {
540     // set relevant player settings and change to new player
541
542     local_player = new_local_player;
543
544     old_local_player->connected_locally = FALSE;
545     new_local_player->connected_locally = TRUE;
546
547     old_local_player->connected_network = FALSE;
548     new_local_player->connected_network = TRUE;
549   }
550
551   if (first_player.nr > MAX_PLAYERS)
552     Error(ERR_EXIT, "sorry, more than %d players not allowed", MAX_PLAYERS);
553
554   Debug("network:client", "you get client # %d", new_client_nr);
555
556   stored_player[new_index_nr].connected_network = TRUE;
557 }
558
559 static void Handle_OP_NUMBER_WANTED(void)
560 {
561   int old_client_nr    = getNetworkBuffer8BitInteger(read_buffer);
562   int client_nr_wanted = getNetworkBuffer8BitInteger(read_buffer);
563   int new_client_nr    = getNetworkBuffer8BitInteger(read_buffer);
564   int old_index_nr = old_client_nr - 1;
565   int new_index_nr = new_client_nr - 1;
566   int index_nr_wanted = client_nr_wanted - 1;
567   struct PlayerInfo *old_player = &stored_player[old_index_nr];
568   struct PlayerInfo *new_player = &stored_player[new_index_nr];
569
570   Debug("network:client", "OP_NUMBER_WANTED: %d", old_client_nr);
571
572   if (new_client_nr == client_nr_wanted)        // switching succeeded
573   {
574     struct NetworkClientPlayerInfo *player;
575
576     if (old_client_nr != client_nr_wanted)      // client's nr has changed
577       Debug("network:client", "client %d switches to # %d",
578             old_client_nr, new_client_nr);
579     else if (old_client_nr == first_player.nr)  // local player keeps his nr
580       Debug("network:client", "keeping client # %d", new_client_nr);
581
582     if (old_client_nr != new_client_nr)
583     {
584       // set relevant player settings and change to new player
585
586       old_player->connected_network = FALSE;
587       new_player->connected_network = TRUE;
588     }
589
590     player = getNetworkPlayer(old_client_nr);
591     player->nr = new_client_nr;
592
593     if (old_player == local_player)             // local player switched
594     {
595       local_player = new_player;
596
597       old_player->connected_locally = FALSE;
598       new_player->connected_locally = TRUE;
599     }
600   }
601   else if (old_client_nr == first_player.nr)    // failed -- local player?
602   {
603     char request[100];
604
605     sprintf(request, "Sorry! Player %d already exists! You are player %d!",
606             index_nr_wanted + 1, new_index_nr + 1);
607
608     Request(request, REQ_CONFIRM);
609
610     Debug("network:client", "cannot switch -- you keep client # %d",
611           new_client_nr);
612   }
613
614   if (game_status == GAME_MODE_MAIN)
615     DrawNetworkPlayers();
616 }
617
618 static void Handle_OP_PLAYER_NAME(void)
619 {
620   int player_nr = getNetworkBuffer8BitInteger(read_buffer);
621   char *player_name = getNetworkBufferString(read_buffer);
622   struct NetworkClientPlayerInfo *player = getNetworkPlayer(player_nr);
623
624   Debug("network:client", "OP_PLAYER_NAME: %d", player_nr);
625
626   strncpy(player->name, player_name, MAX_PLAYER_NAME_LEN);
627   player->name[MAX_PLAYER_NAME_LEN] = '\0';
628
629   Debug("network:client", "client %d calls itself \"%s\"",
630         player_nr, player->name);
631 }
632
633 static void Handle_OP_PLAYER_CONNECTED(void)
634 {
635   struct NetworkClientPlayerInfo *player, *last_player = NULL;
636   int new_client_nr = getNetworkBuffer8BitInteger(read_buffer);
637   int new_index_nr = new_client_nr - 1;
638
639   Debug("network:client", "OP_PLAYER_CONNECTED: %d", new_client_nr);
640   Debug("network:client", "new client %d connected", new_client_nr);
641
642   for (player = &first_player; player; player = player->next)
643   {
644     if (player->nr == new_client_nr)
645       Error(ERR_EXIT, "multiplayer server sent duplicate player id");
646
647     last_player = player;
648   }
649
650   last_player->next = player =
651     checked_malloc(sizeof(struct NetworkClientPlayerInfo));
652   player->nr = new_client_nr;
653   player->name[0] = '\0';
654   player->next = NULL;
655
656   stored_player[new_index_nr].connected_network = TRUE;
657 }
658
659 static void Handle_OP_PLAYER_DISCONNECTED(void)
660 {
661   struct NetworkClientPlayerInfo *player, *player_disconnected;
662   int player_nr = getNetworkBuffer8BitInteger(read_buffer);
663   int index_nr = player_nr - 1;
664
665   Debug("network:client", "OP_PLAYER_DISCONNECTED: %d", player_nr);
666   Debug("network:client", "client %d (%s) disconnected",
667         player_nr, getNetworkPlayerName(player_nr));
668
669   player_disconnected = getNetworkPlayer(player_nr);
670
671   for (player = &first_player; player; player = player->next)
672     if (player->next == player_disconnected)
673       player->next = player_disconnected->next;
674   free(player_disconnected);
675
676   stored_player[index_nr].connected_locally = FALSE;
677   stored_player[index_nr].connected_network = FALSE;
678
679   if (game_status == GAME_MODE_PLAYING)
680   {
681     char message[100];
682
683     sprintf(message, "Player %d left network server! Network game stopped!",
684             player_nr);
685
686     Request(message, REQ_CONFIRM | REQ_STAY_CLOSED);
687
688     SetGameStatus(GAME_MODE_MAIN);
689
690     DrawMainMenu();
691   }
692   else if (game_status == GAME_MODE_MAIN)
693   {
694     DrawNetworkPlayers();
695   }
696 }
697
698 static void Handle_OP_START_PLAYING(void)
699 {
700   int player_nr = getNetworkBuffer8BitInteger(read_buffer);
701   char *new_leveldir_identifier = getNetworkBufferString(read_buffer);
702   int new_level_nr = getNetworkBuffer16BitInteger(read_buffer);
703   unsigned int new_random_seed = getNetworkBuffer32BitInteger(read_buffer);
704
705   if (!strEqual(new_leveldir_identifier, network_level.leveldir_identifier))
706   {
707     Warn("no such level identifier: '%s'", new_leveldir_identifier);
708
709     stop_network_game = TRUE;
710
711     return;
712   }
713
714   Debug("network:client", "OP_START_PLAYING: %d", player_nr);
715   Debug("network:client",
716         "client %d starts game [level %d from level identifier '%s']",
717         player_nr, new_level_nr, new_leveldir_identifier);
718
719   LevelDirTree *new_leveldir =
720     getTreeInfoFromIdentifier(leveldir_first, new_leveldir_identifier);
721
722   if (new_leveldir != NULL)
723   {
724     leveldir_current = new_leveldir;
725     level_nr = new_level_nr;
726   }
727
728   // needed if level set of network game changed graphics, sounds or music
729   ReloadCustomArtwork(0);
730
731   TapeErase();
732
733   if (network_level.use_network_level_files)
734     LoadNetworkLevel(&network_level);
735   else
736     LoadLevel(level_nr);
737
738   StartGameActions(FALSE, setup.autorecord, new_random_seed);
739 }
740
741 static void Handle_OP_PAUSE_PLAYING(void)
742 {
743   int player_nr = getNetworkBuffer8BitInteger(read_buffer);
744
745   Debug("network:client", "OP_PAUSE_PLAYING: %d", player_nr);
746   Debug("network:client", "client %d pauses game", player_nr);
747
748   if (game_status == GAME_MODE_PLAYING)
749   {
750     tape.pausing = TRUE;
751     DrawVideoDisplay(VIDEO_STATE_PAUSE_ON, 0);
752   }
753 }
754
755 static void Handle_OP_CONTINUE_PLAYING(void)
756 {
757   int player_nr = getNetworkBuffer8BitInteger(read_buffer);
758
759   Debug("network:client", "OP_CONTINUE_PLAYING: %d", player_nr);
760   Debug("network:client", "client %d continues game", player_nr);
761
762   if (game_status == GAME_MODE_PLAYING)
763   {
764     tape.pausing = FALSE;
765     DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
766   }
767 }
768
769 static void Handle_OP_STOP_PLAYING(void)
770 {
771   int client_nr = getNetworkBuffer8BitInteger(read_buffer);
772   int cause_for_stopping = getNetworkBuffer8BitInteger(read_buffer);
773
774   Debug("network:client", "OP_STOP_PLAYING: %d [%d]",
775         client_nr, cause_for_stopping);
776   Debug("network:client", "client %d stops game [%d]",
777         client_nr, cause_for_stopping);
778
779   if (game_status == GAME_MODE_PLAYING)
780   {
781     int index_nr = client_nr - 1;
782     struct PlayerInfo *client_player = &stored_player[index_nr];
783     boolean stopped_by_remote_player = (!client_player->connected_locally);
784     char message[100];
785
786     if (cause_for_stopping == NETWORK_STOP_BY_PLAYER)
787       sprintf(message, "Network game stopped by player %d!", client_nr);
788     else
789       sprintf(message, (cause_for_stopping == NETWORK_STOP_BY_ERROR ?
790                         "Network game stopped due to internal error!" :
791                         "Network game stopped!"));
792
793     if (cause_for_stopping != NETWORK_STOP_BY_PLAYER ||
794         stopped_by_remote_player)
795       Request(message, REQ_CONFIRM | REQ_STAY_CLOSED);
796
797     SetGameStatus(GAME_MODE_MAIN);
798
799     DrawMainMenu();
800   }
801 }
802
803 static void Handle_OP_MOVE_PLAYER(void)
804 {
805   int player_nr = getNetworkBuffer8BitInteger(read_buffer);
806   int server_frame_counter = getNetworkBuffer32BitInteger(read_buffer);
807   int i;
808
809   if (!network_playing)
810     return;
811
812   if (server_frame_counter != FrameCounter)
813   {
814     Warn("frame counters of client %d and server out of sync", player_nr);
815     Warn("frame counter of client is %d", FrameCounter);
816     Warn("frame counter of server is %d", server_frame_counter);
817     Warn("this should not happen -- please debug");
818
819     stop_network_game = TRUE;
820
821     return;
822   }
823
824   // copy valid player actions (will be set to 0 for not connected players)
825   for (i = 0; i < MAX_PLAYERS; i++)
826     stored_player[i].effective_action =
827       getNetworkBuffer8BitInteger(read_buffer);
828
829   network_player_action_received = TRUE;
830 }
831
832 static void Handle_OP_BROADCAST_MESSAGE(void)
833 {
834   int player_nr = getNetworkBuffer8BitInteger(read_buffer);
835
836   Debug("network:client", "OP_BROADCAST_MESSAGE: %d", player_nr);
837   Debug("network:client", "client %d sends message", player_nr);
838 }
839
840 static void Handle_OP_LEVEL_FILE(void)
841 {
842   int player_nr = getNetworkBuffer8BitInteger(read_buffer);
843   char *leveldir_identifier;
844   char *network_level_dir;
845   struct LevelFileInfo *file_info = &network_level.file_info;
846   struct LevelFileInfo *tmpl_info = &network_level.tmpl_info;
847   boolean use_custom_template;
848
849   setString(&network_level.leveldir_identifier, NULL);
850   setString(&network_level.file_info.basename,  NULL);
851   setString(&network_level.file_info.filename,  NULL);
852   setString(&network_level.tmpl_info.basename,  NULL);
853   setString(&network_level.tmpl_info.filename,  NULL);
854
855   Debug("network:client", "OP_LEVEL_FILE: %d", player_nr);
856
857   leveldir_identifier = getStringCopy(getNetworkBufferString(read_buffer));
858
859   if (hasPathSeparator(leveldir_identifier))
860     Error(ERR_EXIT, "protocol error: invalid filename from network client");
861
862   InitNetworkLevelDirectory(leveldir_identifier);
863
864   network_level_dir   = getNetworkLevelDir(leveldir_identifier);
865
866   file_info->nr       = getNetworkBuffer16BitInteger(read_buffer);
867   file_info->type     = getNetworkBuffer8BitInteger(read_buffer);
868   file_info->packed   = getNetworkBuffer8BitInteger(read_buffer);
869   file_info->basename = getStringCopy(getNetworkBufferString(read_buffer));
870   file_info->filename = getPath2(network_level_dir, file_info->basename);
871
872   if (hasPathSeparator(file_info->basename))
873     Error(ERR_EXIT, "protocol error: invalid filename from network client");
874
875   int num_bytes = getNetworkBufferFile(read_buffer, file_info->filename);
876
877   // if received level file is empty, remove it (as being non-existent)
878   if (num_bytes == 0)
879     remove(file_info->filename);
880
881   use_custom_template = getNetworkBuffer8BitInteger(read_buffer);
882   if (use_custom_template)
883   {
884     *tmpl_info = *file_info;
885
886     tmpl_info->basename = getStringCopy(getNetworkBufferString(read_buffer));
887     tmpl_info->filename = getPath2(network_level_dir, tmpl_info->basename);
888
889     if (hasPathSeparator(tmpl_info->basename))
890       Error(ERR_EXIT, "protocol error: invalid filename from network client");
891
892     getNetworkBufferFile(read_buffer, tmpl_info->filename);
893
894     // if received level file is empty, use level template file instead
895     if (num_bytes == 0)
896       setString(&file_info->filename,  tmpl_info->filename);
897   }
898
899   network_level.leveldir_identifier = leveldir_identifier;
900   network_level.use_custom_template = use_custom_template;
901
902   // the receiving client(s) use(s) the transferred network level files
903   network_level.use_network_level_files = TRUE;
904
905 #if 0
906   Debug("network:client", "'%s'", leveldir_identifier);
907   Debug("network:client", "'%d'", file_info->nr);
908   Debug("network:client", "'%d'", file_info->type);
909   Debug("network:client", "'%d'", file_info->packed);
910   Debug("network:client", "'%s'", file_info->basename);
911   Debug("network:client", "'%s'", file_info->filename);
912
913   if (use_custom_template)
914     Debug("network:client", "'%s'", tmpl_info->filename);
915 #endif
916 }
917
918 static void HandleNetworkingMessage(void)
919 {
920   stop_network_game = FALSE;
921
922   initNetworkBufferForReading(read_buffer);
923
924   int message_type = getNetworkBuffer8BitInteger(read_buffer);
925
926   switch (message_type)
927   {
928     case OP_BAD_PROTOCOL_VERSION:
929       Handle_OP_BAD_PROTOCOL_VERSION();
930       break;
931
932     case OP_YOUR_NUMBER:
933       Handle_OP_YOUR_NUMBER();
934       break;
935
936     case OP_NUMBER_WANTED:
937       Handle_OP_NUMBER_WANTED();
938       break;
939
940     case OP_PLAYER_NAME:
941       Handle_OP_PLAYER_NAME();
942       break;
943
944     case OP_PLAYER_CONNECTED:
945       Handle_OP_PLAYER_CONNECTED();
946       break;
947
948     case OP_PLAYER_DISCONNECTED:
949       Handle_OP_PLAYER_DISCONNECTED();
950       break;
951
952     case OP_START_PLAYING:
953       Handle_OP_START_PLAYING();
954       break;
955
956     case OP_PAUSE_PLAYING:
957       Handle_OP_PAUSE_PLAYING();
958       break;
959
960     case OP_CONTINUE_PLAYING:
961       Handle_OP_CONTINUE_PLAYING();
962       break;
963
964     case OP_STOP_PLAYING:
965       Handle_OP_STOP_PLAYING();
966       break;
967
968     case OP_MOVE_PLAYER:
969       Handle_OP_MOVE_PLAYER();
970       break;
971
972     case OP_BROADCAST_MESSAGE:
973       Handle_OP_BROADCAST_MESSAGE();
974       break;
975
976     case OP_LEVEL_FILE:
977       Handle_OP_LEVEL_FILE();
978       break;
979
980     default:
981       Debug("network:client", "unknown opcode %d from server", message_type);
982   }
983
984   fflush(stdout);
985
986   // in case of internal error, stop network game
987   if (stop_network_game)
988     SendToServer_StopPlaying(NETWORK_STOP_BY_ERROR);
989 }
990
991 static char *HandleNetworkingPackets(void)
992 {
993   while (1)
994   {
995     // ---------- check network server for activity ----------
996
997     int num_active_sockets = SDLNet_CheckSockets(rfds, 0);
998
999     if (num_active_sockets < 0)
1000       return "Error checking network sockets!";
1001
1002     if (num_active_sockets == 0)
1003       break;    // no active sockets, stop here
1004
1005     // ---------- read packets from network server ----------
1006
1007     initNetworkBufferForReceiving(read_buffer);
1008
1009     int num_bytes = receiveNetworkBufferPacket(read_buffer, sfd);
1010
1011     if (num_bytes < 0)
1012       return "Error reading from network server!";
1013
1014     if (num_bytes == 0)
1015       return "Connection to network server lost!";
1016
1017     HandleNetworkingMessage();
1018
1019     if (stop_network_client)
1020       return stop_network_client_message;
1021   }
1022
1023   return NULL;
1024 }
1025
1026 static void FreeNetworkClientPlayerInfo(struct NetworkClientPlayerInfo *player)
1027 {
1028   if (player == NULL)
1029     return;
1030
1031   if (player->next)
1032     FreeNetworkClientPlayerInfo(player->next);
1033
1034   checked_free(player);
1035 }
1036
1037 static void HandleNetworkingDisconnect(void)
1038 {
1039   int i;
1040
1041   SDLNet_TCP_DelSocket(rfds, sfd);
1042   SDLNet_TCP_Close(sfd);
1043
1044   network_playing = FALSE;
1045
1046   network.enabled = FALSE;
1047   network.connected = FALSE;
1048
1049   setup.network_mode = FALSE;
1050
1051   for (i = 0; i < MAX_PLAYERS; i++)
1052     stored_player[i].connected_network = FALSE;
1053
1054   FreeNetworkClientPlayerInfo(first_player.next);
1055
1056   first_player.nr = 0;
1057   first_player.next = NULL;
1058 }
1059
1060 void HandleNetworking(void)
1061 {
1062   // do not handle any networking packets if request dialog is active
1063   if (game.request_active)
1064     return;
1065
1066   char *error_message = HandleNetworkingPackets();
1067
1068   if (error_message != NULL)
1069   {
1070     HandleNetworkingDisconnect();
1071
1072     if (game_status == GAME_MODE_PLAYING)
1073     {
1074       Request(error_message, REQ_CONFIRM | REQ_STAY_CLOSED);
1075
1076       SetGameStatus(GAME_MODE_MAIN);
1077
1078       DrawMainMenu();
1079     }
1080     else
1081     {
1082       Request(error_message, REQ_CONFIRM);
1083
1084       if (game_status == GAME_MODE_MAIN)
1085         ClearNetworkPlayers();
1086     }
1087   }
1088 }
1089
1090 void DisconnectFromNetworkServer(void)
1091 {
1092   DrawNetworkText_Title("Terminating Network");
1093   DrawNetworkText("Disconnecting from network server ...");
1094
1095   HandleNetworkingDisconnect();
1096
1097   DrawNetworkText_Success("Successfully disconnected!");
1098 }