X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fnetwork.c;h=6c1f4c6de4d1bd5d91674188fed45a725eb845cb;hp=eb2c5bd01a3dec5d2247a1fc577f9131706320e1;hb=98d421667c21a07ab69dd881f1435c2f595ddd4c;hpb=30eb586d06bc4d1ee7388dced1c20e530292aa93 diff --git a/src/network.c b/src/network.c index eb2c5bd0..6c1f4c6d 100644 --- a/src/network.c +++ b/src/network.c @@ -38,11 +38,11 @@ static struct NetworkClientPlayerInfo first_player = NULL }; -/* server stuff */ +// server stuff -static TCPsocket sfd; /* TCP server socket */ -static UDPsocket udp; /* UDP server socket */ -static SDLNet_SocketSet rfds; /* socket set */ +static TCPsocket sfd; // TCP server socket +static UDPsocket udp; // UDP server socket +static SDLNet_SocketSet rfds; // socket set static struct NetworkBuffer *read_buffer = NULL; static struct NetworkBuffer *write_buffer = NULL; @@ -82,7 +82,7 @@ static void DrawNetworkTextExt(char *message, int font_nr, boolean initialize) DrawTextSCentered(ypos_1, font_nr, message); - /* calculate offset to x position caused by rounding */ + // calculate offset to x position caused by rounding int max_chars_per_line = max_line_width / font_width; int xoffset = (max_line_width - max_chars_per_line * font_width) / 2; @@ -135,10 +135,10 @@ static void SendNetworkBufferToServer(struct NetworkBuffer *nb) if (!network.enabled) return; - /* set message length header */ + // set message length header putNetwork32BitInteger(nb->buffer, nb->size - 4); - /* directly send the buffer to the network server */ + // directly send the buffer to the network server SDLNet_TCP_Send(sfd, nb->buffer, nb->size); } @@ -150,7 +150,7 @@ static struct NetworkClientPlayerInfo *getNetworkPlayer(int player_nr) if (player->nr == player_nr) break; - if (player == NULL) /* should not happen */ + if (player == NULL) // should not happen Error(ERR_EXIT, "protocol error: reference to non-existing player %d", player_nr); @@ -173,6 +173,11 @@ char *getNetworkPlayerName(int player_nr) return(EMPTY_PLAYER_NAME); } +boolean hasStartedNetworkGame(void) +{ + return !network_level.use_network_level_files; +} + static boolean hasPathSeparator(char *s) { return (strchr(s, '/') != NULL); @@ -183,12 +188,9 @@ static void StartNetworkServer(int port) static int p; p = port; -#if defined(TARGET_SDL2) + server_thread = SDL_CreateThread(NetworkServerThread, "NetworkServerThread", &p); -#else - server_thread = SDL_CreateThread(NetworkServerThread, &p); -#endif network_server = TRUE; } @@ -230,7 +232,7 @@ boolean ConnectToServer(char *hostname, int port) int data_len = strlen(data_ptr) + 1; IPaddress ip_address; - SDLNet_Write32(0xffffffff, &ip_address.host); /* 255.255.255.255 */ + SDLNet_Write32(0xffffffff, &ip_address.host); // 255.255.255.255 SDLNet_Write16(port, &ip_address.port); UDPpacket packet = @@ -245,9 +247,9 @@ boolean ConnectToServer(char *hostname, int port) SDLNet_UDP_Send(udp, -1, &packet); - DrawNetworkText("Looking for local network server ..."); + DrawNetworkText("Looking for nearby network server ..."); - /* wait for any local network server to answer UDP broadcast */ + // wait for any nearby network server to answer UDP broadcast for (i = 0; i < 5; i++) { if (SDLNet_CheckSockets(udp_socket_set, 0) == 1) @@ -256,9 +258,17 @@ boolean ConnectToServer(char *hostname, int port) if (num_packets == 1) { - DrawNetworkText_Success("Network server found!"); + char message[100]; server_host = SDLNet_Read32(&packet.address.host); + + sprintf(message, "Network server found at %d.%d.%d.%d!", + (server_host >> 24) & 0xff, + (server_host >> 16) & 0xff, + (server_host >> 8) & 0xff, + (server_host >> 0) & 0xff); + + DrawNetworkText_Success(message); } else { @@ -274,33 +284,52 @@ boolean ConnectToServer(char *hostname, int port) } if (server_host == 0) - DrawNetworkText_Failed("No network server found!"); + DrawNetworkText_Failed("No nearby network server found!"); } rfds = SDLNet_AllocSocketSet(1); if (hostname) { + char message[100]; + SDLNet_ResolveHost(&ip, hostname, port); if (ip.host == INADDR_NONE) - Error(ERR_EXIT, "cannot locate host '%s'", hostname); + { + sprintf(message, "Failed to resolve network server hostname '%s'!", + hostname); + + DrawNetworkText_Failed(message); + + return FALSE; + } else + { server_host = SDLNet_Read32(&ip.host); + } + + sprintf(message, "Connecting to network server host %s ...", hostname); - DrawNetworkText("Connecting to remote host ..."); + DrawNetworkText(message); } else { // if no hostname was given and no network server was auto-detected in the // local network, try to connect to a network server at the local host if (server_host == 0) - server_host = 0x7f000001; /* 127.0.0.1 */ + { + server_host = 0x7f000001; // 127.0.0.1 + + DrawNetworkText("Looking for local network server ..."); + } + else + { + DrawNetworkText("Connecting to network server ..."); + } 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 ...", @@ -321,35 +350,39 @@ boolean ConnectToServer(char *hostname, int port) } else { - DrawNetworkText_Failed("Failed to connect to network server!"); + if (hostname) + DrawNetworkText_Failed("Failed to connect to network server!"); + else + DrawNetworkText_Failed("No local network server found!"); printf("SDLNet_TCP_Open(): %s\n", SDLNet_GetError()); } - if (hostname) /* connect to specified server failed */ + if (hostname) // connect to specified server failed return FALSE; DrawNetworkText("Starting new local network server ..."); StartNetworkServer(port); - /* wait for server to start up and try connecting several times */ + // wait for server to start up and try connecting several times for (i = 0; i < 30; i++) { - if ((sfd = SDLNet_TCP_Open(&ip))) /* connected */ + if ((sfd = SDLNet_TCP_Open(&ip))) // connected { - DrawNetworkText_Success("Successfully connected!"); + DrawNetworkText_Success("Successfully connected to newly started network server!"); SDLNet_TCP_AddSocket(rfds, sfd); + return TRUE; } Delay_WithScreenUpdates(100); } - DrawNetworkText_Failed("Failed to connect to network server!"); + DrawNetworkText_Failed("Failed to connect to newly started network server!"); - /* when reaching this point, connect to newly started server has failed */ + // when reaching this point, connect to newly started server has failed return FALSE; } @@ -406,7 +439,7 @@ void SendToServer_LevelFile(void) setString(&network_level.leveldir_identifier, leveldir_current->identifier); - /* the sending client does not use network level files (but the real ones) */ + // the sending client does not use network level files (but the real ones) network_level.use_network_level_files = FALSE; #if 0 @@ -503,7 +536,7 @@ static void Handle_OP_YOUR_NUMBER(void) if (old_local_player != new_local_player) { - /* set relevant player settings and change to new player */ + // set relevant player settings and change to new player local_player = new_local_player; @@ -535,19 +568,19 @@ static void Handle_OP_NUMBER_WANTED(void) printf("OP_NUMBER_WANTED: %d\n", old_client_nr); - if (new_client_nr == client_nr_wanted) /* switching succeeded */ + if (new_client_nr == client_nr_wanted) // switching succeeded { struct NetworkClientPlayerInfo *player; - if (old_client_nr != client_nr_wanted) /* client's nr has changed */ + if (old_client_nr != client_nr_wanted) // client's nr has changed Error(ERR_NETWORK_CLIENT, "client %d switches to # %d", old_client_nr, new_client_nr); - else if (old_client_nr == first_player.nr) /* local player keeps his nr */ + else if (old_client_nr == first_player.nr) // local player keeps his nr Error(ERR_NETWORK_CLIENT, "keeping client # %d", new_client_nr); if (old_client_nr != new_client_nr) { - /* set relevant player settings and change to new player */ + // set relevant player settings and change to new player old_player->connected_network = FALSE; new_player->connected_network = TRUE; @@ -556,7 +589,7 @@ static void Handle_OP_NUMBER_WANTED(void) player = getNetworkPlayer(old_client_nr); player->nr = new_client_nr; - if (old_player == local_player) /* local player switched */ + if (old_player == local_player) // local player switched { local_player = new_player; @@ -564,7 +597,7 @@ static void Handle_OP_NUMBER_WANTED(void) new_player->connected_locally = TRUE; } } - else if (old_client_nr == first_player.nr) /* failed -- local player? */ + else if (old_client_nr == first_player.nr) // failed -- local player? { char request[100]; @@ -690,7 +723,7 @@ static void Handle_OP_START_PLAYING(void) level_nr = new_level_nr; } - /* needed if level set of network game changed graphics, sounds or music */ + // needed if level set of network game changed graphics, sounds or music ReloadCustomArtwork(0); TapeErase(); @@ -786,7 +819,7 @@ static void Handle_OP_MOVE_PLAYER(void) return; } - /* copy valid player actions (will be set to 0 for not connected players) */ + // copy valid player actions (will be set to 0 for not connected players) for (i = 0; i < MAX_PLAYERS; i++) stored_player[i].effective_action = getNetworkBuffer8BitInteger(read_buffer); @@ -856,7 +889,7 @@ static void Handle_OP_LEVEL_FILE(void) network_level.leveldir_identifier = leveldir_identifier; network_level.use_custom_template = use_custom_template; - /* the receiving client(s) use(s) the transferred network level files */ + // the receiving client(s) use(s) the transferred network level files network_level.use_network_level_files = TRUE; #if 0 @@ -942,7 +975,7 @@ static void HandleNetworkingMessage(void) fflush(stdout); - /* in case of internal error, stop network game */ + // in case of internal error, stop network game if (stop_network_game) SendToServer_StopPlaying(NETWORK_STOP_BY_ERROR); } @@ -951,7 +984,7 @@ static char *HandleNetworkingPackets(void) { while (1) { - /* ---------- check network server for activity ---------- */ + // ---------- check network server for activity ---------- int num_active_sockets = SDLNet_CheckSockets(rfds, 0); @@ -961,7 +994,7 @@ static char *HandleNetworkingPackets(void) if (num_active_sockets == 0) break; // no active sockets, stop here - /* ---------- read packets from network server ---------- */ + // ---------- read packets from network server ---------- initNetworkBufferForReceiving(read_buffer); @@ -1018,6 +1051,10 @@ static void HandleNetworkingDisconnect(void) void HandleNetworking(void) { + // do not handle any networking packets if request dialog is active + if (game.request_active) + return; + char *error_message = HandleNetworkingPackets(); if (error_message != NULL) @@ -1050,7 +1087,4 @@ void DisconnectFromNetworkServer(void) HandleNetworkingDisconnect(); DrawNetworkText_Success("Successfully disconnected!"); - - /* short time to recognize result of network initialization */ - Delay_WithScreenUpdates(1000); }