SRB2/src/netcode/server_connection.c

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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2022 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file server_connection.c
/// \brief Server-side part of connection handling
#include "server_connection.h"
#include "i_net.h"
#include "d_clisrv.h"
#include "d_netfil.h"
#include "mserv.h"
#include "net_command.h"
2023-01-07 12:01:48 +00:00
#include "gamestate.h"
#include "../byteptr.h"
#include "../g_game.h"
#include "../g_state.h"
#include "../p_setup.h"
#include "../p_tick.h"
#include "../doomstat.h"
// Minimum timeout for sending the savegame
// The actual timeout will be longer depending on the savegame length
tic_t jointimeout = (10*TICRATE);
// Incremented by cv_joindelay when a client joins, decremented each tic.
// If higher than cv_joindelay * 2 (3 joins in a short timespan), joins are temporarily disabled.
tic_t joindelay = 0;
// Minimum timeout for sending the savegame
// The actual timeout will be longer depending on the savegame length
char playeraddress[MAXPLAYERS][64];
UINT8 player_joining = false;
static INT32 FindRejoinerNum(SINT8 node)
{
char strippednodeaddress[64];
const char *nodeaddress;
char *port;
INT32 i;
// Make sure there is no dead dress before proceeding to the stripping
if (!I_GetNodeAddress)
return -1;
nodeaddress = I_GetNodeAddress(node);
if (!nodeaddress)
return -1;
// Strip the address of its port
strcpy(strippednodeaddress, nodeaddress);
port = strchr(strippednodeaddress, ':');
if (port)
*port = '\0';
// Check if any player matches the stripped address
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && playeraddress[i][0] && playernode[i] == UINT8_MAX
&& !strcmp(playeraddress[i], strippednodeaddress))
return i;
}
return -1;
}
static UINT8
GetRefuseReason (INT32 node)
{
if (!node || FindRejoinerNum(node) != -1)
return 0;
else if (bannednode && bannednode[node])
return REFUSE_BANNED;
else if (!cv_allownewplayer.value)
return REFUSE_JOINS_DISABLED;
else if (D_NumPlayers() >= cv_maxplayers.value)
return REFUSE_SLOTS_FULL;
else
return 0;
}
static void SV_SendServerInfo(INT32 node, tic_t servertime)
{
UINT8 *p;
netbuffer->packettype = PT_SERVERINFO;
netbuffer->u.serverinfo._255 = 255;
netbuffer->u.serverinfo.packetversion = PACKETVERSION;
netbuffer->u.serverinfo.version = VERSION;
netbuffer->u.serverinfo.subversion = SUBVERSION;
strncpy(netbuffer->u.serverinfo.application, SRB2APPLICATION,
sizeof netbuffer->u.serverinfo.application);
// return back the time value so client can compute their ping
netbuffer->u.serverinfo.time = (tic_t)LONG(servertime);
netbuffer->u.serverinfo.leveltime = (tic_t)LONG(leveltime);
netbuffer->u.serverinfo.numberofplayer = (UINT8)D_NumPlayers();
netbuffer->u.serverinfo.maxplayer = (UINT8)cv_maxplayers.value;
netbuffer->u.serverinfo.refusereason = GetRefuseReason(node);
strncpy(netbuffer->u.serverinfo.gametypename, Gametype_Names[gametype],
sizeof netbuffer->u.serverinfo.gametypename);
netbuffer->u.serverinfo.modifiedgame = (UINT8)modifiedgame;
netbuffer->u.serverinfo.cheatsenabled = CV_CheatsEnabled();
netbuffer->u.serverinfo.flags = (dedicated ? SV_DEDICATED : 0);
strncpy(netbuffer->u.serverinfo.servername, cv_servername.string,
MAXSERVERNAME);
strncpy(netbuffer->u.serverinfo.mapname, G_BuildMapName(gamemap), 7);
M_Memcpy(netbuffer->u.serverinfo.mapmd5, mapmd5, 16);
memset(netbuffer->u.serverinfo.maptitle, 0, sizeof netbuffer->u.serverinfo.maptitle);
if (mapheaderinfo[gamemap-1] && *mapheaderinfo[gamemap-1]->lvlttl)
{
char *read = mapheaderinfo[gamemap-1]->lvlttl, *writ = netbuffer->u.serverinfo.maptitle;
while (writ < (netbuffer->u.serverinfo.maptitle+32) && *read != '\0')
{
if (!(*read & 0x80))
{
*writ = toupper(*read);
writ++;
}
read++;
}
*writ = '\0';
//strncpy(netbuffer->u.serverinfo.maptitle, (char *)mapheaderinfo[gamemap-1]->lvlttl, 33);
}
else
strncpy(netbuffer->u.serverinfo.maptitle, "UNKNOWN", 32);
if (mapheaderinfo[gamemap-1] && !(mapheaderinfo[gamemap-1]->levelflags & LF_NOZONE))
netbuffer->u.serverinfo.iszone = 1;
else
netbuffer->u.serverinfo.iszone = 0;
if (mapheaderinfo[gamemap-1])
netbuffer->u.serverinfo.actnum = mapheaderinfo[gamemap-1]->actnum;
p = PutFileNeeded(0);
HSendPacket(node, false, 0, p - ((UINT8 *)&netbuffer->u));
}
static void SV_SendPlayerInfo(INT32 node)
{
UINT8 i;
netbuffer->packettype = PT_PLAYERINFO;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
{
netbuffer->u.playerinfo[i].num = 255; // This slot is empty.
continue;
}
netbuffer->u.playerinfo[i].num = i;
strncpy(netbuffer->u.playerinfo[i].name, (const char *)&player_names[i], MAXPLAYERNAME+1);
netbuffer->u.playerinfo[i].name[MAXPLAYERNAME] = '\0';
//fetch IP address
//No, don't do that, you fuckface.
memset(netbuffer->u.playerinfo[i].address, 0, 4);
if (G_GametypeHasTeams())
{
if (!players[i].ctfteam)
netbuffer->u.playerinfo[i].team = 255;
else
netbuffer->u.playerinfo[i].team = (UINT8)players[i].ctfteam;
}
else
{
if (players[i].spectator)
netbuffer->u.playerinfo[i].team = 255;
else
netbuffer->u.playerinfo[i].team = 0;
}
netbuffer->u.playerinfo[i].score = LONG(players[i].score);
netbuffer->u.playerinfo[i].timeinserver = SHORT((UINT16)(players[i].jointime / TICRATE));
netbuffer->u.playerinfo[i].skin = (UINT8)(players[i].skin
#ifdef DEVELOP // it's safe to do this only because PLAYERINFO isn't read by the game itself
% 3
#endif
);
// Extra data
netbuffer->u.playerinfo[i].data = 0; //players[i].skincolor;
if (players[i].pflags & PF_TAGIT)
netbuffer->u.playerinfo[i].data |= 0x20;
if (players[i].gotflag)
netbuffer->u.playerinfo[i].data |= 0x40;
if (players[i].powers[pw_super])
netbuffer->u.playerinfo[i].data |= 0x80;
}
HSendPacket(node, false, 0, sizeof(plrinfo) * MAXPLAYERS);
}
/** Sends a PT_SERVERCFG packet
*
* \param node The destination
* \return True if the packet was successfully sent
*
*/
static boolean SV_SendServerConfig(INT32 node)
{
boolean waspacketsent;
netbuffer->packettype = PT_SERVERCFG;
netbuffer->u.servercfg.serverplayer = (UINT8)serverplayer;
netbuffer->u.servercfg.totalslotnum = (UINT8)(doomcom->numslots);
netbuffer->u.servercfg.gametic = (tic_t)LONG(gametic);
netbuffer->u.servercfg.clientnode = (UINT8)node;
netbuffer->u.servercfg.gamestate = (UINT8)gamestate;
netbuffer->u.servercfg.gametype = (UINT8)gametype;
netbuffer->u.servercfg.modifiedgame = (UINT8)modifiedgame;
memcpy(netbuffer->u.servercfg.server_context, server_context, 8);
{
const size_t len = sizeof (serverconfig_pak);
#ifdef DEBUGFILE
if (debugfile)
{
fprintf(debugfile, "ServerConfig Packet about to be sent, size of packet:%s to node:%d\n",
sizeu1(len), node);
}
#endif
waspacketsent = HSendPacket(node, true, 0, len);
}
#ifdef DEBUGFILE
if (debugfile)
{
if (waspacketsent)
{
fprintf(debugfile, "ServerConfig Packet was sent\n");
}
else
{
fprintf(debugfile, "ServerConfig Packet could not be sent right now\n");
}
}
#endif
return waspacketsent;
}
// Adds a node to the game (player will follow at map change or at savegame....)
static inline void SV_AddNode(INT32 node)
{
netnodes[node].tic = gametic;
netnodes[node].supposedtic = gametic;
// little hack because the server connects to itself and puts
// nodeingame when connected not here
if (node)
netnodes[node].ingame = true;
}
static void SV_AddPlayer(SINT8 node, const char *name)
{
INT32 n;
UINT8 buf[2 + MAXPLAYERNAME];
UINT8 *p;
INT32 newplayernum;
newplayernum = FindRejoinerNum(node);
if (newplayernum == -1)
{
// search for a free playernum
// we can't use playeringame since it is not updated here
for (newplayernum = dedicated ? 1 : 0; newplayernum < MAXPLAYERS; newplayernum++)
{
if (playeringame[newplayernum])
continue;
for (n = 0; n < MAXNETNODES; n++)
if (netnodes[n].player == newplayernum || netnodes[n].player2 == newplayernum)
break;
if (n == MAXNETNODES)
break;
}
}
// should never happen since we check the playernum
// before accepting the join
I_Assert(newplayernum < MAXPLAYERS);
playernode[newplayernum] = (UINT8)node;
p = buf + 2;
buf[0] = (UINT8)node;
buf[1] = newplayernum;
if (netnodes[node].numplayers < 1)
{
netnodes[node].player = newplayernum;
}
else
{
netnodes[node].player2 = newplayernum;
buf[1] |= 0x80;
}
WRITESTRINGN(p, name, MAXPLAYERNAME);
netnodes[node].numplayers++;
SendNetXCmd(XD_ADDPLAYER, &buf, p - buf);
DEBFILE(va("Server added player %d node %d\n", newplayernum, node));
}
static void SV_SendRefuse(INT32 node, const char *reason)
{
strcpy(netbuffer->u.serverrefuse.reason, reason);
netbuffer->packettype = PT_SERVERREFUSE;
HSendPacket(node, true, 0, strlen(netbuffer->u.serverrefuse.reason) + 1);
Net_CloseConnection(node);
}
static const char *
GetRefuseMessage (SINT8 node, INT32 rejoinernum)
{
clientconfig_pak *cc = &netbuffer->u.clientcfg;
boolean rejoining = (rejoinernum != -1);
if (!node)/* server connecting to itself */
return NULL;
if (
cc->modversion != MODVERSION ||
strncmp(cc->application, SRB2APPLICATION,
sizeof cc->application)
){
return/* this is probably client's fault */
"Incompatible.";
}
else if (bannednode && bannednode[node])
{
return
"You have been banned\n"
"from the server.";
}
else if (cc->localplayers != 1)
{
return
"Wrong player count.";
}
if (!rejoining)
{
if (!cv_allownewplayer.value)
{
return
"The server is not accepting\n"
"joins for the moment.";
}
else if (D_NumPlayers() >= cv_maxplayers.value)
{
return va(
"Maximum players reached: %d",
cv_maxplayers.value);
}
}
if (luafiletransfers)
{
return
"The serveris broadcasting a file\n"
"requested by a Lua script.\n"
"Please wait a bit and then\n"
"try rejoining.";
}
if (netgame)
{
const tic_t th = 2 * cv_joindelay.value * TICRATE;
if (joindelay > th)
{
return va(
"Too many people are connecting.\n"
"Please wait %d seconds and then\n"
"try rejoining.",
(joindelay - th) / TICRATE);
}
}
return NULL;
}
/** Called when a PT_CLIENTJOIN packet is received
*
* \param node The packet sender
*
*/
void HandleConnect(SINT8 node)
{
char names[MAXSPLITSCREENPLAYERS][MAXPLAYERNAME + 1];
INT32 numplayers = netbuffer->u.clientcfg.localplayers;
INT32 rejoinernum;
INT32 i;
// Ignore duplicate packets
if (netnodes[node].ingame)
return;
rejoinernum = FindRejoinerNum(node);
const char *refuse = GetRefuseMessage(node, rejoinernum);
if (refuse)
{
SV_SendRefuse(node, refuse);
return;
}
for (i = 0; i < numplayers; i++)
{
strlcpy(names[i], netbuffer->u.clientcfg.names[i], MAXPLAYERNAME + 1);
if (!EnsurePlayerNameIsGood(names[i], rejoinernum))
{
SV_SendRefuse(node, "Bad player name");
return;
}
}
SV_AddNode(node);
if (!SV_SendServerConfig(node))
{
/// \note Shouldn't SV_SendRefuse be called before ResetNode?
ResetNode(node);
SV_SendRefuse(node, M_GetText("Server couldn't send info, please try again"));
/// \todo fix this !!!
return; // restart the while
}
DEBFILE("new node joined\n");
if (gamestate == GS_LEVEL || gamestate == GS_INTERMISSION)
{
SV_SendSaveGame(node, false); // send a complete game state
DEBFILE("send savegame\n");
}
// Splitscreen can allow 2 players in one node
for (i = 0; i < numplayers; i++)
SV_AddPlayer(node, names[i]);
joindelay += cv_joindelay.value * TICRATE;
player_joining = true;
}
void PT_AskInfoViaMS(SINT8 node)
{
Net_CloseConnection(node);
}
void PT_TellFilesNeeded(SINT8 node)
{
if (server && serverrunning)
{
UINT8 *p;
INT32 firstfile = netbuffer->u.filesneedednum;
netbuffer->packettype = PT_MOREFILESNEEDED;
netbuffer->u.filesneededcfg.first = firstfile;
netbuffer->u.filesneededcfg.more = 0;
p = PutFileNeeded(firstfile);
HSendPacket(node, false, 0, p - ((UINT8 *)&netbuffer->u));
}
else // Shouldn't get this if you aren't the server...?
Net_CloseConnection(node);
}
void PT_AskInfo(SINT8 node)
{
if (server && serverrunning)
{
SV_SendServerInfo(node, (tic_t)LONG(netbuffer->u.askinfo.time));
SV_SendPlayerInfo(node); // Send extra info
}
Net_CloseConnection(node);
}