(svn r106) New network core (by sign_de)

Features:
* network core is dynamicly loaded when needed (-n isn't needed anymore) 
  for easy switching between single and multiplayer. But commandline 
  shortcuts are still enabled:
   -n = autodetect network server
   -n [ip] = connect to the server
* udp now uses 2 different ports
  - you can run 1 server and serveral clients on one pc
  - the clients udp-socket gets unloaded when the
    network game starts
  - the servers udp-sockets remains online to allow the
    network gui to detect itself
* new gameinfo structure
  this struct is available for every online/lan game
* dynamic NetworkGameList
pull/155/head
dominik 20 years ago
parent b2340212c3
commit 0bd907e88d

@ -121,19 +121,36 @@ int CalcBridgeLenCostFactor(int x);
typedef void CommandCallback(bool success, uint tile, uint32 p1, uint32 p2);
bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback, uint32 cmd);
void NetworkConnect(const char *hostname, int port);
void NetworkReceive();
void NetworkSend();
void NetworkProcessCommands();
void NetworkListen(int port);
void NetworkInitialize(const char *hostname);
void NetworkListen();
void NetworkInitialize();
void NetworkShutdown();
void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback);
void NetworkStartSync();
void NetworkUDPListen(int port);
void NetworkUDPReceive();
void NetworkStartSync(bool fcreset);
void NetworkClose(bool client);
void NetworkIPListInit();
bool NetworkUDPSearchServer();
void NetworkCoreInit();
void NetworkCoreShutdown();
void NetworkCoreDisconnect();
void NetworkCoreLoop(bool incomming);
bool NetworkCoreConnectGame(byte* b, unsigned short port);
bool NetworkCoreStartGame();
void NetworkLobbyShutdown();
void NetworkLobbyInit();
void NetworkGameListClear();
char * NetworkGameListAdd();
void NetworkGameListFromLAN();
void NetworkGameListFromInternet();
char * NetworkGameListItem(uint16 index);
void NetworkGameFillDefaults();
void NetworkGameChangeDate(uint16 newdate);
/* misc_cmd.c */
void PlaceTreesRandomly();

@ -58,7 +58,9 @@ static void SelectGameWndProc(Window *w, WindowEvent *e) {
DoCommandP(0, 0, 0, NULL, CMD_SET_SINGLE_PLAYER);
break;
case 7:
ShowNetworkGameWindow();
if (!_network_available) {
ShowErrorMessage(-1,STR_NETWORK_ERR_NOTAVAILABLE, 0, 0);
} else ShowNetworkGameWindow();
break;
case 8: ShowGameOptions(); break;
case 9: ShowGameDifficulty(); break;
@ -118,7 +120,7 @@ int32 CmdGenRandomNewGame(int x, int y, uint32 flags, uint32 p1, uint32 p2)
_random_seed_1 = p1;
_random_seed_2 = p2;
if (_networking) { NetworkStartSync(); }
if (_networking) { NetworkStartSync(true); }
MakeNewGame();
return 0;
@ -159,7 +161,7 @@ int32 CmdStartScenario(int x, int y, uint32 flags, uint32 p1, uint32 p2)
_random_seed_1 = p1;
_random_seed_2 = p2;
if (_networking) { NetworkStartSync(); }
if (_networking) { NetworkStartSync(true); }
StartScenario();
return 0;

@ -1213,6 +1213,9 @@ STR_NETWORK_NEW_COMPANY :{BLACK}New company
STR_NETWORK_NEW_COMPANY_TIP :{BLACK}Open a new company
STR_NETWORK_READY :{BLACK}Ready
STR_NETWORK_ERR_NOTAVAILABLE :{WHITE} No network devices found or compiled without ENABLE_NETWORK
STR_NETWORK_ERR_NOSERVER :{WHITE} Could not find any network game
STR_NETWORK_ERR_NOCONNECTION :{WHITE} The server didn't answer the request
############ end network gui strings

@ -542,6 +542,8 @@ void IncreaseDate()
/* yeah, increse day counter and call various daily loops */
_date++;
NetworkGameChangeDate(_date);
_vehicle_id_ctr_day = 0;
DisasterDailyLoop();

@ -1,5 +1,6 @@
#include "stdafx.h"
#include "ttd.h"
#include "gui.h"
#include "command.h"
#include "player.h"
@ -180,9 +181,10 @@ typedef struct FutureSeeds {
static FutureSeeds _future_seed[8];
static int _num_future_seed;
static SOCKET _listensocket;
static SOCKET _udpsocket;
static SOCKET _listensocket; // tcp socket
static SOCKET _udp_client_socket; // udp server socket
static SOCKET _udp_server_socket; // udp client socket
typedef struct UDPPacket {
byte command_code;
@ -194,15 +196,13 @@ typedef struct UDPPacket {
enum {
NET_UDPCMD_SERVERSEARCH = 1,
NET_UDPCMD_SERVERACTIVE,
NET_UDPCMD_GETSERVERINFO,
NET_UDPCMD_SERVERINFO,
};
uint32 _network_ip_list[10]; // Network ips
char * _network_detected_serverip = "255.255.255.255"; // UDP Broadcast detected server-ip
uint32 _network_detected_serverport = 0; // UDP Broadcast detected server-port
void NetworkUDPSend(bool client, struct sockaddr_in recv,struct UDPPacket packet);
void NetworkUDPSend(struct sockaddr_in recv,struct UDPPacket packet);
static bool _network_synced;
uint32 _network_ip_list[10]; // network ip list
// this is set to point to the savegame
static byte *_transmit_file;
@ -210,8 +210,51 @@ static size_t _transmit_file_size;
static FILE *_recv_file;
typedef struct NetworkGameInfo {
char server_name[40]; // name of the game
char server_revision[8]; // server game version
byte server_lang; // langid
byte players_max; // max players allowed on server
byte players_on; // current count of players on server
uint16 game_date; // current date
char game_password[10]; // should fit ... 14 chars
char map_name[40]; // map which is played ["random" for a randomized map]
uint map_width; // map width / 8
uint map_height; // map height / 8
byte map_set; // graphical set
} NetworkGameInfo;
typedef struct NetworkGameList {
NetworkGameInfo item;
uint32 ip;
uint16 port;
char * _next;
} NetworkGameList;
static NetworkGameInfo _network_game;
static NetworkGameList * _network_game_list = NULL;
/* multi os compatible sleep function */
void CSleep(int milliseconds) {
#if defined(WIN32)
Sleep(milliseconds);
#endif
#if defined(UNIX)
#ifndef __BEOS__
usleep(milliseconds*1000);
#endif
#ifdef __BEOS__
snooze(milliseconds*1000);
#endif
#endif
}
//////////////////////////////////////////////////////////////////////
// ****************************** //
// * TCP Packets and Handlers * //
// ****************************** //
static QueuedCommand *AllocQueuedCommand(CommandQueue *nq)
{
QueuedCommand *qp = (QueuedCommand*)calloc(sizeof(QueuedCommand), 1);
@ -471,12 +514,13 @@ static void HandleFilePacket(FilePacketHdr *fp)
// sync to server.
_networking_queuing = false;
NetworkStartSync(false);
/*
_networking_sync = true;
_frame_counter = 0; // start executing at frame 0.
_sync_seed_1 = _sync_seed_2 = 0;
_num_future_seed = 0;
memset(_my_seed_list, 0, sizeof(_my_seed_list));
memset(_my_seed_list, 0, sizeof(_my_seed_list)); */
if (_network_playas == 0) {
// send a command to make a new player
@ -504,7 +548,7 @@ static void CloseClient(ClientState *cs)
{
Packet *p, *next;
printf("CloseClient\n");
DEBUG(misc,1) ("[NET][TCP] closed client connection");
assert(cs->socket != INVALID_SOCKET);
@ -523,6 +567,8 @@ static void CloseClient(ClientState *cs)
}
cs->socket = INVALID_SOCKET;
if (_networking_server) _network_game.players_on--;
_num_clients--;
}
@ -683,6 +729,8 @@ static ClientState *AllocClient(SOCKET s)
if (_num_clients == MAX_CLIENTS)
return NULL;
if (_networking_server) _network_game.players_on++;
cs = &_clients[_num_clients++];
memset(cs, 0, sizeof(*cs));
cs->last = &cs->head;
@ -779,14 +827,89 @@ static void SendQueuedCommandsToNewClient(ClientState *cs)
}
// ************************** //
// * TCP Networking * //
// ************************** //
bool NetworkConnect(const char *hostname, int port)
{
SOCKET s;
struct sockaddr_in sin;
int b;
DEBUG(misc, 1) ("[NET][TCP] Connecting to %s %d", hostname, port);
s = socket(AF_INET, SOCK_STREAM, 0);
if (s == INVALID_SOCKET) error("socket() failed");
b = 1;
setsockopt(s, IPPROTO_TCP, TCP_NODELAY, (const char*)&b, sizeof(b));
sin.sin_family = AF_INET;
sin.sin_addr.s_addr = inet_addr(hostname);
sin.sin_port = htons(port);
if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) {
NetworkClose(true);
return false;
}
// set nonblocking mode for socket..
{ unsigned long blocking = 1; ioctlsocket(s, FIONBIO, &blocking); }
// in client mode, only the first client field is used. it's pointing to the server.
AllocClient(s);
// queue packets.. because we're waiting for the savegame.
_networking_queuing = true;
_frame_counter_max = 0;
return true;
}
void NetworkListen()
{
SOCKET ls;
struct sockaddr_in sin;
int port;
port = _network_server_port;
DEBUG(misc, 1) ("[NET][TCP] listening on port %d", port);
ls = socket(AF_INET, SOCK_STREAM, 0);
if (ls == INVALID_SOCKET)
error("socket() on listen socket failed");
// reuse the socket
{
int reuse = 1; if (setsockopt(ls, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuse, sizeof(reuse)) == -1)
error("setsockopt() on listen socket failed");
}
// set nonblocking mode for socket
{ unsigned long blocking = 1; ioctlsocket(ls, FIONBIO, &blocking); }
sin.sin_family = AF_INET;
sin.sin_addr.s_addr = 0;
sin.sin_port = htons(port);
if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0)
error("bind() failed");
if (listen(ls, 1) != 0)
error("listen() failed");
_listensocket = ls;
}
void NetworkReceive()
{
ClientState *cs;
int n;
fd_set read_fd, write_fd;
struct timeval tv;
NetworkUDPReceive(); // udp handling
FD_ZERO(&read_fd);
FD_ZERO(&write_fd);
@ -897,165 +1020,76 @@ void NetworkSend()
}
}
void NetworkConnect(const char *hostname, int port)
{
SOCKET s;
struct sockaddr_in sin;
int b;
s = socket(AF_INET, SOCK_STREAM, 0);
if (s == INVALID_SOCKET) error("socket() failed");
b = 1;
setsockopt(s, IPPROTO_TCP, TCP_NODELAY, (const char*)&b, sizeof(b));
if (strcmp(hostname,"auto")==0) {
// autodetect server over udp broadcast [works 4 lan]
if (NetworkUDPSearchServer()) {
hostname=_network_detected_serverip;
port=_network_detected_serverport;
} else {
error("udp: server not found");
}
}
sin.sin_family = AF_INET;
sin.sin_addr.s_addr = inet_addr(hostname);
sin.sin_port = htons(port);
if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0)
error("connect() failed");
// set nonblocking mode for socket..
{ unsigned long blocking = 1; ioctlsocket(s, FIONBIO, &blocking); }
// in client mode, only the first client field is used. it's pointing to the server.
AllocClient(s);
// queue packets.. because we're waiting for the savegame.
_networking_queuing = true;
_frame_counter_max = 0;
}
void NetworkListen(int port)
{
SOCKET ls;
struct sockaddr_in sin;
ls = socket(AF_INET, SOCK_STREAM, 0);
if (ls == INVALID_SOCKET)
error("socket() on listen socket failed");
// reuse the socket
{
int reuse = 1; if (setsockopt(ls, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuse, sizeof(reuse)) == -1)
error("setsockopt() on listen socket failed");
}
// set nonblocking mode for socket
{ unsigned long blocking = 1; ioctlsocket(ls, FIONBIO, &blocking); }
sin.sin_family = AF_INET;
sin.sin_addr.s_addr = 0;
sin.sin_port = htons(port);
if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0)
error("bind() failed");
if (listen(ls, 1) != 0)
error("listen() failed");
_listensocket = ls;
}
void NetworkInitialize(const char *hostname)
void NetworkInitialize()
{
ClientState *cs;
#if defined(WIN32)
WSADATA wsa;
if (WSAStartup(MAKEWORD(2,0), &wsa) != 0)
error("WSAStartup failed");
#endif
#if defined(__MORPHOS__) || defined(__AMIGA__)
if (!(SocketBase = OpenLibrary("bsdsocket.library", 4))) {
error("Couldn't open bsdsocket.library version 4.");
}
#endif
_command_queue.last = &_command_queue.head;
_ack_queue.last = &_ack_queue.head;
// invalidate all clients
for(cs=_clients; cs != &_clients[MAX_CLIENTS]; cs++)
cs->socket = INVALID_SOCKET;
/* startup udp listener
* - only if this instance is a server, so clients can find it
* OR
* - a client, wanting to find a server to connect to
*/
if (hostname == NULL || strcmp(hostname,"auto") == 0) {
printf("Trying to open UDP port...\n");
NetworkUDPListen(_network_port);
}
}
void NetworkClose(bool client) {
ClientState *cs;
// invalidate all clients
for(cs=_clients; cs != &_clients[MAX_CLIENTS]; cs++) if (cs->socket != INVALID_SOCKET) {
CloseClient(cs);
}
if (!client) {
// if in servermode --> close listener
closesocket(_listensocket);
_listensocket= INVALID_SOCKET;
DEBUG(misc,1) ("[NET][TCP] closed listener on port %i", _network_server_port);
}
}
void NetworkShutdown()
{
#if defined(__MORPHOS__) || defined(__AMIGA__)
if (SocketBase) {
CloseLibrary(SocketBase);
}
#endif
}
// switch to synced mode.
void NetworkStartSync()
void NetworkStartSync(bool fcreset)
{
DEBUG(misc,3) ("[NET][SYNC] switching to synced game mode");
_networking_sync = true;
_frame_counter = 0;
_frame_counter_max = 0;
_frame_counter_srv = 0;
if (fcreset) {
_frame_counter_max = 0;
_frame_counter_srv = 0;
}
_num_future_seed = 0;
_sync_seed_1 = _sync_seed_2 = 0;
memset(_my_seed_list, 0, sizeof(_my_seed_list));
}
// ************************** //
// * UDP Network Extensions * //
// ************************** //
/* multi os compatible sleep function */
void CSleep(int milliseconds) {
#if defined(WIN32)
Sleep(milliseconds);
#endif
#if defined(UNIX)
#ifndef __BEOS__
usleep(milliseconds*1000);
#endif
#ifdef __BEOS__
snooze(milliseconds*1000);
#endif
#endif
}
void NetworkUDPListen(int port)
void NetworkUDPListen(bool client)
{
SOCKET udp;
struct sockaddr_in sin;
int port;
DEBUG(misc,0) ("udp: listener initiated on port %i", port);
NetworkIPListInit();
if (client) { port = _network_client_port; } else { port = _network_server_port; };
DEBUG(misc,1) ("[NET][UDP] listening on port %i", port);
udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
if (udp == INVALID_SOCKET)
error("udp: socket() on listen socket failed");
// this disables network
_network_available = !(udp == INVALID_SOCKET);
// set nonblocking mode for socket
{ unsigned long blocking = 1; ioctlsocket(udp, FIONBIO, &blocking); }
@ -1065,137 +1099,502 @@ void NetworkUDPListen(int port)
sin.sin_port = htons(port);
if (bind(udp, (struct sockaddr*)&sin, sizeof(sin)) != 0)
error("udp: bind() failed");
DEBUG(misc,1) ("[NET][UDP] error: bind failed on port %i", port);
// enable broadcasting
{ unsigned long val=1; setsockopt(udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val)); }
_udpsocket = udp;
// allow reusing
{ unsigned long val=1; setsockopt(udp, SOL_SOCKET, SO_REUSEADDR, (char *) &val , sizeof(val)); }
if (client) { _udp_client_socket = udp; } else { _udp_server_socket = udp; } ;
}
void NetworkUDPReceive() {
void NetworkUDPClose(bool client) {
if (client) {
DEBUG(misc,1) ("[NET][UDP] closed listener on port %i", _network_client_port);
closesocket(_udp_client_socket);
_udp_client_socket = INVALID_SOCKET;
} else {
DEBUG(misc,1) ("[NET][UDP] closed listener on port %i", _network_server_port);
closesocket(_udp_server_socket);
_udp_server_socket = INVALID_SOCKET;
};
}
void NetworkUDPReceive(bool client) {
struct sockaddr_in client_addr;
int client_len;
int nbytes;
struct UDPPacket packet;
int packet_len;
SOCKET udp;
if (client) udp=_udp_client_socket; else udp=_udp_server_socket;
packet_len = sizeof(packet);
client_len = sizeof(client_addr);
nbytes = recvfrom(_udpsocket, (char *) &packet, packet_len , 0, (struct sockaddr *) &client_addr, &client_len);
nbytes = recvfrom(udp, (char *) &packet, packet_len , 0, (struct sockaddr *) &client_addr, &client_len);
if (nbytes>0) {
if (packet.command_code==packet.command_check) switch (packet.command_code) {
case NET_UDPCMD_SERVERSEARCH:
if (_networking_server) {
packet.command_check=packet.command_code=NET_UDPCMD_SERVERACTIVE;
NetworkUDPSend(client_addr, packet);
}
break;
case NET_UDPCMD_SERVERACTIVE:
if (!_networking_server) {
_network_detected_serverip=inet_ntoa(*(struct in_addr *) &client_addr.sin_addr);
_network_detected_serverport=ntohs(client_addr.sin_port);
case NET_UDPCMD_SERVERSEARCH:
if (!client) {
packet.command_check=packet.command_code=NET_UDPCMD_SERVERINFO;
memcpy(&packet.data,&_network_game,sizeof(_network_game));
packet.data_len=sizeof(_network_game);
NetworkUDPSend(client,client_addr, packet);
}
break;
case NET_UDPCMD_GETSERVERINFO:
if (!client) {
packet.command_check=packet.command_code=NET_UDPCMD_SERVERINFO;
memcpy(&packet.data,&_network_game,sizeof(_network_game));
packet.data_len=sizeof(_network_game);
NetworkUDPSend(client,client_addr, packet);
}
break;
case NET_UDPCMD_SERVERINFO:
if (client) {
NetworkGameList * item;
item = (NetworkGameList *) NetworkGameListAdd();
item -> ip = inet_addr(inet_ntoa(client_addr.sin_addr));
item -> port = ntohs(client_addr.sin_port);
memcpy(item,&packet.data,packet.data_len);
}
break;
}
}
}
void NetworkIPListInit() {
struct hostent* he;
char hostname[250];
uint32 bcaddr;
int i=0;
_network_detected_serverip="";
gethostname(hostname,250);
DEBUG(misc,0) ("iplist: init for host %s", hostname);
he=gethostbyname((char *) hostname);
if (he == NULL) {
DEBUG(misc, 0) ("iplist: gethostbyname failed for host %s...trying with IP address", hostname);
bcaddr = inet_addr(hostname);
he = gethostbyaddr(inet_ntoa(*(struct in_addr *)bcaddr), sizeof(bcaddr), AF_INET);
}
if (he == NULL) {
DEBUG(misc, 0) ("iplist: cannot resolve %s", hostname);
} else {
while(he->h_addr_list[i]) {
bcaddr = inet_addr(inet_ntoa(*(struct in_addr *) he->h_addr_list[i]));
_network_ip_list[i]=bcaddr;
DEBUG(misc,0) ("iplist: add %s",inet_ntoa(*(struct in_addr *) he->h_addr_list[i]));
i++;
}
}
_network_ip_list[i]=0;
}
void NetworkUDPBroadCast(struct UDPPacket packet) {
void NetworkUDPBroadCast(bool client, struct UDPPacket packet) {
int i=0, res;
struct sockaddr_in out_addr;
uint32 bcaddr;
byte * bcptr;
SOCKET udp;
if (client) udp=_udp_client_socket; else udp=_udp_server_socket;
while (_network_ip_list[i]!=0) {
bcaddr=_network_ip_list[i];
out_addr.sin_family = AF_INET;
out_addr.sin_port = htons(_network_port);
if (client) { out_addr.sin_port = htons(_network_server_port); } else { out_addr.sin_port = htons(_network_client_port); };
bcptr = (byte *) &bcaddr;
bcptr[3]=255;
out_addr.sin_addr.s_addr = bcaddr;
res=sendto(_udpsocket,(char *) &packet,sizeof(packet),0,(struct sockaddr *) &out_addr,sizeof(out_addr));
res=sendto(udp,(char *) &packet,sizeof(packet),0,(struct sockaddr *) &out_addr,sizeof(out_addr));
if (res==-1) error("udp: broadcast error: %i",GET_LAST_ERROR());
i++;
}
}
void NetworkUDPSend(struct sockaddr_in recv,struct UDPPacket packet) {
sendto(_udpsocket,(char *) &packet,sizeof(packet),0,(struct sockaddr *) &recv,sizeof(recv));
void NetworkUDPSend(bool client, struct sockaddr_in recv,struct UDPPacket packet) {
SOCKET udp;
if (client) udp=_udp_client_socket; else udp=_udp_server_socket;
sendto(udp,(char *) &packet,sizeof(packet),0,(struct sockaddr *) &recv,sizeof(recv));
}
bool NetworkUDPSearchServer() {
bool NetworkUDPSearchGame(byte ** _network_detected_serverip, unsigned short * _network_detected_serverport) {
struct UDPPacket packet;
int timeout=3000;
DEBUG(misc,0) ("udp: searching server");
_network_detected_serverip = "255.255.255.255";
_network_detected_serverport = 0;
NetworkGameListClear();
DEBUG(misc,0) ("[NET][UDP] searching server");
*_network_detected_serverip = "255.255.255.255";
*_network_detected_serverport = 0;
packet.command_check=packet.command_code=NET_UDPCMD_SERVERSEARCH;
packet.data_len=0;
NetworkUDPBroadCast(packet);
NetworkUDPBroadCast(true, packet);
while (timeout>=0) {
CSleep(100);
timeout-=100;
NetworkUDPReceive();
if (_network_detected_serverport>0) {
timeout=-1;
DEBUG(misc,0) ("udp: server found on %s", _network_detected_serverip);
}
NetworkUDPReceive(true);
if (_network_game_count>0) {
NetworkGameList * item;
item = (NetworkGameList *) NetworkGameListItem(0);
*_network_detected_serverip=inet_ntoa(*(struct in_addr *) &item->ip);
*_network_detected_serverport=item->port;
timeout=-1;
DEBUG(misc,0) ("[NET][UDP] server found on %s", *_network_detected_serverip);
}
}
return (_network_detected_serverport>0);
}
// *************************** //
// * New Network Core System * //
// *************************** //
void NetworkIPListInit() {
struct hostent* he = NULL;
char hostname[250];
uint32 bcaddr;
int i=0;
gethostname(hostname,250);
DEBUG(misc,2) ("[NET][IP] init for host %s", hostname);
he=gethostbyname((char *) hostname);
if (he == NULL) {
he = gethostbyname("localhost");
}
if (he == NULL) {
bcaddr = inet_addr("127.0.0.1");
he = gethostbyaddr(inet_ntoa(*(struct in_addr *) &bcaddr), sizeof(bcaddr), AF_INET);
}
if (he == NULL) {
DEBUG(misc, 2) ("[NET][IP] cannot resolve %s", hostname);
} else {
while(he->h_addr_list[i]) {
bcaddr = inet_addr(inet_ntoa(*(struct in_addr *) he->h_addr_list[i]));
_network_ip_list[i]=bcaddr;
DEBUG(misc,2) ("[NET][IP] add %s",inet_ntoa(*(struct in_addr *) he->h_addr_list[i]));
i++;
}
}
_network_ip_list[i]=0;
}
/* *************************************************** */
void NetworkCoreInit() {
DEBUG(misc,3) ("[NET][Core] init()");
_network_available=true;
// [win32] winsock startup
#if defined(WIN32)
{
WSADATA wsa;
DEBUG(misc,3) ("[NET][Core] using windows socket library");
if (WSAStartup(MAKEWORD(2,0), &wsa) != 0) {
DEBUG(misc,3) ("[NET][Core] error: WSAStartup failed");
_network_available=false;
}
}
#else
// [morphos/amigaos] bsd-socket startup
#if defined(__MORPHOS__) || defined(__AMIGA__)
{
DEBUG(misc,3) ("[NET][Core] using bsd socket library");
if (!(SocketBase = OpenLibrary("bsdsocket.library", 4))) {
DEBUG(misc,3) ("[NET][Core] Couldn't open bsdsocket.library version 4.");
_network_available=false;
}
}
#else
// [linux/macos] unix-socket startup
DEBUG(misc,3) ("[NET][Core] using unix socket library");
#endif
#endif
if (_network_available) {
DEBUG(misc,3) ("[NET][Core] OK: multiplayer available");
// initiate network ip list
NetworkIPListInit();
} else {
DEBUG(misc,3) ("[NET][Core] FAILED: multiplayer not available");
}
}
/* *************************************************** */
void NetworkCoreShutdown() {
DEBUG(misc,3) ("[NET][Core] shutdown()");
#if defined(__MORPHOS__) || defined(__AMIGA__)
{
if (SocketBase) {
CloseLibrary(SocketBase);
}
}
#endif
#if defined(WIN32)
{
WSACleanup();
}
#endif
}
/* *************************************************** */
bool NetworkCoreConnectGame(byte* b, unsigned short port)
{
if (!_network_available) return false;
if (strcmp((char *) b,"auto")==0) {
// do autodetect
NetworkUDPSearchGame(&b, &port);
}
if (port==0) {
// autodetection failed
if (_networking_override) NetworkLobbyShutdown();
ShowErrorMessage(-1, STR_NETWORK_ERR_NOSERVER, 0, 0);
return false;
}
NetworkInitialize();
_networking = NetworkConnect(b, port);
if (_networking) {
NetworkLobbyShutdown();
} else {
if (_networking_override) NetworkLobbyShutdown();
ShowErrorMessage(-1, STR_NETWORK_ERR_NOCONNECTION,0,0);
}
return _networking;
}
/* *************************************************** */
bool NetworkCoreStartGame()
{
if (!_network_available) return false;
NetworkLobbyShutdown();
NetworkInitialize();
NetworkListen();
NetworkUDPListen(false);
_networking_server = true;
_networking = true;
NetworkGameFillDefaults(); // clears the network game info
_network_game.players_on++; // the serverplayer is online
return true;
}
/* *************************************************** */
void NetworkCoreDisconnect()
{
/* terminate server */
if (_networking_server) {
NetworkUDPClose(false);
NetworkClose(false);
}
/* terminate client connection */
else if (_networking) {
NetworkClose(true);
}
_networking_server = false;
_networking = false;
NetworkShutdown();
}
/* *************************************************** */
void NetworkCoreLoop(bool incomming) {
if (incomming) {
// incomming
if ( _udp_client_socket != INVALID_SOCKET ) NetworkUDPReceive(true);
if ( _udp_server_socket != INVALID_SOCKET ) NetworkUDPReceive(false);
if (_networking) {
NetworkReceive();
NetworkProcessCommands(); // to check if we got any new commands belonging to the current frame before we increase it.
}
} else {
// outgoing
if (_networking) {
NetworkSend();
}
}
}
void NetworkLobbyInit() {
DEBUG(misc,3) ("[NET][Lobby] init()");
NetworkUDPListen(true);
}
void NetworkLobbyShutdown() {
DEBUG(misc,3) ("[NET][Lobby] shutdown()");
NetworkUDPClose(true);
}
// ******************************** //
// * Network Game List Extensions * //
// ******************************** //
void NetworkGameListClear() {
NetworkGameList * item;
NetworkGameList * next;
DEBUG(misc,4) ("[NET][G-List] cleared server list");
item = _network_game_list;
while (item != NULL) {
next = (NetworkGameList *) item -> _next;
free (item);
item = next;
}
_network_game_list=NULL;
_network_game_count=0;
}
char * NetworkGameListAdd() {
NetworkGameList * item;
NetworkGameList * before;
DEBUG(misc,4) ("[NET][G-List] added server to list");
item = _network_game_list;
before = item;
while (item != NULL) {
before = item;
item = (NetworkGameList *) item -> _next;
}
item = malloc(sizeof(NetworkGameList));
item -> _next = NULL;
if (before == NULL) {
_network_game_list = item;
} else {
before -> _next = (char *) item;
}
_network_game_count++;
return (char *) item;
}
void NetworkGameListFromLAN() {
struct UDPPacket packet;
DEBUG(misc,2) ("[NET][G-List] searching server over lan");
NetworkGameListClear();
packet.command_check=packet.command_code=NET_UDPCMD_SERVERSEARCH;
packet.data_len=0;
NetworkUDPBroadCast(true,packet);
}
void NetworkGameListFromInternet() {
DEBUG(misc,2) ("[NET][G-List] searching servers over internet");
NetworkGameListClear();
// **TODO** masterserver communication [internet protocol list]
}
char * NetworkGameListItem(uint16 index) {
NetworkGameList * item;
NetworkGameList * next;
uint16 cnt = 0;
item = _network_game_list;
while ((item != NULL) && (cnt != index)) {
next = (NetworkGameList *) item -> _next;
item = next;
cnt++;
}
return (char *) item;
}
// *************************** //
// * Network Game Extensions * //
// *************************** //
void NetworkGameFillDefaults() {
NetworkGameInfo * game = &_network_game;
#if defined(WITH_REV)
extern char _openttd_revision[];
#endif
DEBUG(misc,4) ("[NET][G-Info] setting defaults");
ttd_strlcpy(game->server_name,"OpenTTD Game",13);
game->game_password[0]='\0';
game->map_name[0]='\0';
#if defined(WITH_REV)
ttd_strlcpy(game->server_revision,_openttd_revision,strlen(_openttd_revision));
#else
ttd_strlcpy(game->server_revision,"norev000",strlen("norev000"));
#endif
game->game_date=0;
game->map_height=0;
game->map_width=0;
game->map_set=0;
game->players_max=8;
game->players_on=0;
game->server_lang=_dynlang.curr;
}
void NetworkGameChangeDate(uint16 newdate) {
if (_networking_server) {
_network_game.game_date = newdate;
}
}
#else // not ENABLE_NETWORK
// stubs
void NetworkInitialize(const char *hostname) {}
void NetworkInitialize() {}
void NetworkShutdown() {}
void NetworkListen(int port) {}
void NetworkListen() {}
void NetworkConnect(const char *hostname, int port) {}
void NetworkReceive() {}
void NetworkSend() {}
void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback) {}
void NetworkProcessCommands() {}
void NetworkStartSync() {}
void NetworkUDPListen(int port) {}
void NetworkUDPReceive() {}
bool NetworkUDPSearchServer() { return false; }
#endif // ENABLE_NETWORK
void NetworkCoreInit() { _network_available=false; };
void NetworkCoreShutdown() {};
void NetworkCoreDisconnect() {};
void NetworkCoreLoop(bool incomming) {};
bool NetworkCoreConnectGame(byte* b, unsigned short port) {};
bool NetworkCoreStartGame() {};
void NetworkLobbyShutdown() {};
void NetworkLobbyInit() {};
void NetworkGameListClear() {};
char * NetworkGameListAdd() {return NULL;};
void NetworkGameListFromLAN() {};
void NetworkGameListFromInternet() {};
void NetworkGameFillDefaults() {};
char * NetworkGameListItem(uint16 index) {return NULL;};
void NetworkGameChangeDate(uint16 newdate) {};
}
#endif

@ -21,16 +21,6 @@ void ShowQueryString(StringID str, StringID caption, int maxlen, int maxwidth, b
static byte _selected_field;
char *direct_ip = NULL;
void ConnectToServer(byte* b)
{
_networking = true;
NetworkInitialize(b);
DEBUG(misc, 1) ("Connecting to %s %d\n", b, _network_port);
NetworkConnect(b, _network_port);
}
static const StringID _connection_types_dropdown[] = {
STR_NETWORK_LAN,
STR_NETWORK_INTERNET,
@ -65,7 +55,15 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
case 0: // close X
case 15: // cancel button
DeleteWindowById(WC_NETWORK_WINDOW, 0);
NetworkLobbyShutdown();
break;
case 3: // find server automaticaly
{
byte *b = "auto";
NetworkCoreConnectGame(b,_network_server_port);
}
break;
case 4: // connect via direct ip
{
StringID str;
@ -111,7 +109,7 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
byte *b = e->edittext.str;
if (*b == 0)
return;
ConnectToServer(b);
NetworkCoreConnectGame(b,_network_server_port);
} break;
}
@ -159,6 +157,8 @@ void ShowNetworkGameWindow()
{
Window *w;
DeleteWindowById(WC_NETWORK_WINDOW, 0);
NetworkLobbyInit();
w = AllocateWindowDesc(&_network_game_window_desc);
strcpy(_edit_str_buf, "Your name");
@ -168,24 +168,9 @@ void ShowNetworkGameWindow()
WP(w,querystr_d).maxlen = MAX_QUERYSTR_LEN;
WP(w,querystr_d).maxwidth = 240;
WP(w,querystr_d).buf = _edit_str_buf;
ShowErrorMessage(-1, TEMP_STRING_NO_NETWORK, 0, 0);
}
void StartServer()
{
_networking = true;
NetworkInitialize(NULL);
DEBUG(misc, 1) ("Listening on port %d\n", _network_port);
NetworkListen(_network_port);
_networking_server = true;
DoCommandP(0, 0, 0, NULL, CMD_START_NEW_GAME);
// ShowErrorMessage(-1, TEMP_STRING_NO_NETWORK, 0, 0);
}
static const StringID _players_dropdown[] = {
STR_NETWORK_2_PLAYERS,
STR_NETWORK_3_PLAYERS,
@ -232,8 +217,9 @@ static void NetworkStartServerWindowWndProc(Window *w, WindowEvent *e)
ShowDropDownMenu(w, _players_dropdown, _opt_mod_ptr->currency, e->click.widget, 0);
return;
case 9: // start game
StartServer();
NetworkCoreStartGame();
ShowNetworkLobbyWindow();
DoCommandP(0, 0, 0, NULL, CMD_START_NEW_GAME);
break;
}
@ -308,10 +294,6 @@ static void ShowNetworkStartServerWindow()
WP(w,querystr_d).buf = _edit_str_buf;
}
static void NetworkLobbyWindowWndProc(Window *w, WindowEvent *e)
{
switch(e->event) {

@ -760,7 +760,8 @@ static const SettingDesc misc_settings[] = {
};
static const SettingDesc network_settings[] = {
{"port", SDT_UINT | SDT_NOSAVE, (void*)3979, &_network_port},
{"port", SDT_UINT | SDT_NOSAVE, (void*)3978, &_network_client_port},
{"server_port", SDT_UINT | SDT_NOSAVE, (void*)3979, &_network_server_port},
{"sync_freq", SDT_UINT | SDT_NOSAVE, (void*)4, &_network_sync_freq},
{"ahead_frames", SDT_UINT | SDT_NOSAVE, (void*)5, &_network_ahead_frames},
{NULL}

57
ttd.c

@ -484,6 +484,7 @@ int ttd_main(int argc, char* argv[])
uint startdate = -1;
_ignore_wrong_grf = false;
musicdriver[0] = sounddriver[0] = videodriver[0] = 0;
_networking_override=false;
_game_mode = GM_MENU;
_switch_mode = SM_MENU;
@ -496,6 +497,7 @@ int ttd_main(int argc, char* argv[])
case 'v': ttd_strlcpy(videodriver, mgo.opt, sizeof(videodriver)); break;
case 'n': {
network = 1;
_networking_override=true;
if (mgo.opt) {
network_conn = mgo.opt;
network++;
@ -551,14 +553,17 @@ int ttd_main(int argc, char* argv[])
if (resolution[0]) { _cur_resolution[0] = resolution[0]; _cur_resolution[1] = resolution[1]; }
if (startdate != -1) _patches.starting_date = startdate;
// initialize network-core
NetworkCoreInit();
// enumerate language files
InitializeLanguagePacks();
// initialize screenshot formats
InitializeScreenshotFormats();
// initialize airport state machines
InitializeAirports();
// initialize airport state machines
InitializeAirports();
// Sample catalogue
DEBUG(misc, 1) ("Loading sound effects...");
@ -583,25 +588,21 @@ int ttd_main(int argc, char* argv[])
if (_opt_mod_ptr->diff_level == 9)
SetDifficultyLevel(0, _opt_mod_ptr);
if (network) {
_networking = true;
NetworkInitialize(network_conn);
if (network==1) {
DEBUG(misc, 1) ("Listening on port %d\n", _network_port);
NetworkListen(_network_port);
_networking_server = true;
} else {
DEBUG(misc, 1) ("Connecting to %s %d\n", network_conn, _network_port);
NetworkConnect(network_conn, _network_port);
if ((network) && (_network_available)) {
NetworkLobbyInit();
if (network_conn!=NULL) {
NetworkCoreConnectGame(network_conn,_network_server_port);
} else {
NetworkCoreConnectGame("auto",_network_server_port);
}
}
}
while (_video_driver->main_loop() == ML_SWITCHDRIVER) {}
if (network) {
NetworkShutdown();
}
if (_network_available) {
// shutdown network-core
NetworkCoreShutdown();
}
_video_driver->stop();
_music_driver->stop();
@ -609,8 +610,8 @@ int ttd_main(int argc, char* argv[])
SaveToConfig();
// uninitialize airport state machines
UnInitializeAirports();
// uninitialize airport state machines
UnInitializeAirports();
return 0;
}
@ -774,14 +775,14 @@ static void SwitchMode(int new_mode)
break;
case SM_NEWGAME:
if (_networking) { NetworkStartSync(); } // UGLY HACK HACK HACK
if (_networking) { NetworkStartSync(true); } // UGLY HACK HACK HACK
MakeNewGame();
break;
normal_load:
case SM_LOAD: { // Load game
if (_networking) { NetworkStartSync(); } // UGLY HACK HACK HACK
if (_networking) { NetworkStartSync(true); } // UGLY HACK HACK HACK
_error_message = INVALID_STRING_ID;
if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL)) {
@ -820,6 +821,10 @@ normal_load:
case SM_MENU: // Switch to game menu
if ((_networking) && (!_networking_override)) NetworkCoreDisconnect();
_networking_override=false;
LoadIntroGame();
break;
@ -951,10 +956,8 @@ void GameLoop()
_timer_counter+=8;
CursorTick();
if (_networking) {
NetworkReceive();
NetworkProcessCommands(); // to check if we got any new commands belonging to the current frame before we increase it.
}
// incomming packets
NetworkCoreLoop(true);
if (_networking_sync) {
// make sure client's time is synched to the server by running frames quickly up to where the server is.
@ -983,8 +986,8 @@ void GameLoop()
MouseLoop();
// send outgoing packets.
if (_networking)
NetworkSend();
NetworkCoreLoop(false);
if (_game_mode != GM_MENU)
MusicLoop();

@ -218,14 +218,16 @@ VARDEF int32 _frame_counter_max; // for networking, this is the frame that we ar
VARDEF int32 _frame_counter_srv; // for networking, this is the last known framecounter of the server. it is always less than frame_counter_max.
// networking settings
VARDEF uint _network_port;
VARDEF bool _network_available; // is network mode available?
VARDEF uint32 _network_ip_list[10]; // Network IPs
VARDEF uint16 _network_game_count;
VARDEF uint _network_client_port;
VARDEF uint _network_server_port;
VARDEF uint _network_sync_freq;
VARDEF uint _network_ahead_frames;
VARDEF uint32 _network_ip_list[10]; // Network IPs
VARDEF char * _network_detected_serverip; // UDP Broadcast detected Server
VARDEF uint32 _network_detected_serverport; // UDP Broadcast detected server-port
VARDEF uint32 _sync_seed_1, _sync_seed_2;
VARDEF bool _is_ai_player; // current player is an AI player? - Can be removed if new AI is done
@ -283,6 +285,8 @@ VARDEF SmallFiosItem _file_to_saveload;
VARDEF byte _make_screenshot;
VARDEF bool _networking;
VARDEF bool _networking_override; // dont shutdown network core when the GameMenu appears.
VARDEF bool _networking_sync; // if we use network mode and the games must stay in sync.
VARDEF bool _networking_server;
VARDEF bool _networking_queuing; // queueing only?

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