// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: i_net.c,v 1.2 1997/12/29 19:50:54 pekangas Exp $ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Low-level networking code. Uses BSD sockets for UDP networking. // //----------------------------------------------------------------------------- /* [Petteri] Check if compiling for Win32: */ #if defined(__WINDOWS__) || defined(__NT__) || defined(_MSC_VER) || defined(_WIN32) #ifndef __WIN32__ # define __WIN32__ #endif #endif /* Follow #ifdef __WIN32__ marks */ #include #include #include /* [Petteri] Use Winsock for Win32: */ #ifdef __WIN32__ # define WIN32_LEAN_AND_MEAN # include # include #else # include # include # include # include # include # include # include #endif #define USE_WINDOWS_DWORD #include "doomtype.h" #include "i_system.h" #include "d_event.h" #include "d_net.h" #include "m_argv.h" #include "m_alloc.h" #include "m_swap.h" #include "m_crc32.h" #include "d_player.h" #include "templates.h" #include "c_console.h" #include "doomstat.h" #include "i_net.h" /* [Petteri] Get more portable: */ #ifndef __WIN32__ typedef int SOCKET; #define SOCKET_ERROR -1 #define INVALID_SOCKET -1 #define closesocket close #define ioctlsocket ioctl #define Sleep(x) usleep (x * 1000) #define WSAEWOULDBLOCK EWOULDBLOCK #define WSAECONNRESET ECONNRESET #define WSAGetLastError() errno #endif #ifdef __WIN32__ #define IPPORT_USERRESERVED 5000 typedef int socklen_t; #endif extern bool CheckAbort (void); // // NETWORKING // static u_short DOOMPORT = (IPPORT_USERRESERVED + 29); static SOCKET mysocket = INVALID_SOCKET; static sockaddr_in sendaddress[MAXNETNODES]; static BYTE sendplayer[MAXNETNODES]; void (*netget) (void); void (*netsend) (void); #ifdef __WIN32__ char *neterror (void); #else #define neterror() strerror(errno) #endif enum { PRE_CONNECT, PRE_DISCONNECT, PRE_ALLHERE, PRE_CONACK, PRE_ALLHEREACK, PRE_GO }; // Set PreGamePacket.fake to this so that the game rejects any pregame packets // after it starts. This translates to NCMD_SETUP|NCMD_MULTI. #define PRE_FAKE 0x30 struct PreGamePacket { BYTE fake; BYTE message; BYTE numnodes; BYTE consolenum; struct { u_long address; u_short port; BYTE player; BYTE pad; } machines[MAXNETNODES]; }; // // UDPsocket // SOCKET UDPsocket (void) { SOCKET s; // allocate a socket s = socket (PF_INET, SOCK_DGRAM, IPPROTO_UDP); if (s == INVALID_SOCKET) I_FatalError ("can't create socket: %s", neterror ()); return s; } // // BindToLocalPort // void BindToLocalPort (SOCKET s, u_short port) { int v; sockaddr_in address; memset (&address, 0, sizeof(address)); address.sin_family = AF_INET; address.sin_addr.s_addr = INADDR_ANY; address.sin_port = htons(port); v = bind (s, (sockaddr *)&address, sizeof(address)); if (v == SOCKET_ERROR) I_FatalError ("BindToPort: %s", neterror ()); } int FindNode (sockaddr_in *address) { int i; // find remote node number for (i = 0; isin_addr.s_addr == sendaddress[i].sin_addr.s_addr && address->sin_port == sendaddress[i].sin_port) break; if (i == doomcom.numnodes) { // packet is not from one of the players (new game broadcast?) i = -1; } return i; } // // PacketSend // void PacketSend (void) { int c; //printf ("sending %i\n",gametic); c = sendto (mysocket , (const char*)doomcom.data, doomcom.datalength ,0,(sockaddr *)&sendaddress[doomcom.remotenode] ,sizeof(sendaddress[doomcom.remotenode])); // if (c == -1) // I_Error ("SendPacket error: %s",strerror(errno)); } // // PacketGet // void PacketGet (void) { int c; socklen_t fromlen; sockaddr_in fromaddress; int node; fromlen = sizeof(fromaddress); c = recvfrom (mysocket, (char*)doomcom.data, MAX_MSGLEN, 0 , (sockaddr *)&fromaddress, &fromlen); node = FindNode (&fromaddress); if (node >= 0 && c == SOCKET_ERROR) { int err = WSAGetLastError(); if (err == WSAECONNRESET) { // The remote node aborted unexpectedly, so pretend it sent an exit packet Printf (PRINT_BOLD, "The connection from %s was dropped\n", players[sendplayer[node]].userinfo.netname); doomcom.data[0] = 0x80; // NCMD_EXIT c = 1; } else if (err != WSAEWOULDBLOCK) { I_Error ("GetPacket: %s", neterror ()); } else { doomcom.remotenode = -1; // no packet return; } } doomcom.remotenode = node; doomcom.datalength = (short)c; } sockaddr_in *PreGet (void *buffer, int bufferlen, bool noabort) { static sockaddr_in fromaddress; socklen_t fromlen; int c; fromlen = sizeof(fromaddress); c = recvfrom (mysocket, (char *)buffer, bufferlen, 0, (sockaddr *)&fromaddress, &fromlen); if (c == SOCKET_ERROR) { int err = WSAGetLastError(); if (err == WSAEWOULDBLOCK || (noabort && err == WSAECONNRESET)) return NULL; // no packet I_Error ("PreGet: %s", neterror ()); } return &fromaddress; } void PreSend (const void *buffer, int bufferlen, sockaddr_in *to) { sendto (mysocket, (const char *)buffer, bufferlen, 0, (sockaddr *)to, sizeof(*to)); } void BuildAddress (sockaddr_in *address, char *name) { hostent *hostentry; // host information entry u_short port; char *portpart; bool isnamed = false; int curchar; char c; address->sin_family = AF_INET; if ( (portpart = strchr (name, ':')) ) { *portpart = 0; port = atoi (portpart + 1); if (!port) { Printf ("Weird port: %s (using %d)\n", portpart + 1, DOOMPORT); port = DOOMPORT; } } else { port = DOOMPORT; } address->sin_port = htons(port); for (curchar = 0; (c = name[curchar]) ; curchar++) { if ((c < '0' || c > '9') && c != '.') { isnamed = true; break; } } if (!isnamed) { address->sin_addr.s_addr = inet_addr (name); Printf ("Node number %d address %s\n", doomcom.numnodes, name); } else { hostentry = gethostbyname (name); if (!hostentry) I_FatalError ("gethostbyname: couldn't find %s\n%s", name, neterror()); address->sin_addr.s_addr = *(int *)hostentry->h_addr_list[0]; Printf ("Node number %d hostname %s\n", doomcom.numnodes, hostentry->h_name); } if (portpart) *portpart = ':'; } void CloseNetwork (void) { if (mysocket != INVALID_SOCKET) { closesocket (mysocket); mysocket = INVALID_SOCKET; } #ifdef __WIN32__ WSACleanup (); #endif } void StartNetwork (bool autoPort) { u_long trueval = 1; #ifdef __WIN32__ WSADATA wsad; if (WSAStartup (0x0101, &wsad)) { I_FatalError ("Could not initialize Windows Sockets"); } #endif atterm (CloseNetwork); netsend = PacketSend; netget = PacketGet; netgame = true; multiplayer = true; // create communication socket mysocket = UDPsocket (); BindToLocalPort (mysocket, autoPort ? 0 : DOOMPORT); ioctlsocket (mysocket, FIONBIO, &trueval); } void WaitForPlayers (int i) { if (i == Args.NumArgs() - 1) I_FatalError ("Not enough parameters after -net"); StartNetwork (false); // parse player number and host list doomcom.consoleplayer = (short)(Args.GetArg (i+1)[0]-'1'); Printf ("Console player number: %d\n", doomcom.consoleplayer); doomcom.numnodes = 1; // this node for sure i++; while (++i < Args.NumArgs() && Args.GetArg (i)[0] != '-' && Args.GetArg (i)[0] != '+') { BuildAddress (&sendaddress[doomcom.numnodes], Args.GetArg (i)); doomcom.numnodes++; } Printf ("Total players: %d\n", doomcom.numnodes); doomcom.id = DOOMCOM_ID; doomcom.numplayers = doomcom.numnodes; } void SendAbort (void) { BYTE dis[2] = { PRE_FAKE, PRE_DISCONNECT }; while (--doomcom.numnodes > 0) { PreSend (dis, 2, &sendaddress[doomcom.numnodes]); PreSend (dis, 2, &sendaddress[doomcom.numnodes]); PreSend (dis, 2, &sendaddress[doomcom.numnodes]); PreSend (dis, 2, &sendaddress[doomcom.numnodes]); } } void HostGame (int i) { PreGamePacket packet; int numplayers; bool gotack[MAXNETNODES]; int ackcount; sockaddr_in *from; int node; if ((i == Args.NumArgs() - 1) || !(numplayers = atoi (Args.GetArg(i+1)))) { // No player count specified, assume 2 numplayers = 2; } if (numplayers == 1) { // Special case: Only 1 player, so don't bother starting the network netgame = false; multiplayer = true; doomcom.id = DOOMCOM_ID; doomcom.numplayers = doomcom.numnodes = 1; doomcom.consoleplayer = 0; return; } StartNetwork (false); // [JC] - this computer is starting the game, therefore it should // be the Net Arbitrator. doomcom.consoleplayer = 0; Printf ("Console player number: %d\n", doomcom.consoleplayer); doomcom.numnodes = 1; Printf ("Waiting for players...\n"); atterm (SendAbort); C_InitTicker ("Waiting for players", numplayers); C_SetTicker (1, true); // Wait for numplayers-1 different connections while (doomcom.numnodes < numplayers) { while (doomcom.numnodes < numplayers) { C_SetTicker (doomcom.numnodes, true); if (CheckAbort ()) { SendAbort (); I_FatalError ("Network game synchronization aborted."); } while ( (from = PreGet (&packet, sizeof(packet), false)) ) { if (packet.fake != PRE_FAKE) { continue; } switch (packet.message) { case PRE_CONNECT: node = FindNode (from); if (node == -1) { node = doomcom.numnodes++; sendaddress[node] = *from; } Printf ("Got connect from node %d\n", node); packet.message = PRE_CONACK; packet.consolenum = node; PreSend (&packet, 4, from); break; case PRE_DISCONNECT: node = FindNode (from); if (node >= 0) { Printf ("Got disconnect from node %d\n", node); doomcom.numnodes--; while (node < doomcom.numnodes) { sendaddress[node] = sendaddress[node+1]; node++; } } break; } } } // It's possible somebody bailed out after all players were found. // Unfortunately, this isn't guaranteed to catch all of them. // Oh well. Better than nothing. while ( (from = PreGet (&packet, sizeof(packet), false)) ) { if (packet.fake == PRE_FAKE && packet.message == PRE_DISCONNECT) { node = FindNode (from); if (node >= 0) { doomcom.numnodes--; while (node < doomcom.numnodes) { sendaddress[node] = sendaddress[node+1]; node++; } } break; } } } // Now inform everyone of all machines involved in the game ackcount = 0; memset (gotack, 0, sizeof(gotack)); Printf ("Sending all here\n"); C_InitTicker ("Done waiting", 1); C_SetTicker (1, true); while (ackcount < doomcom.numnodes - 1) { packet.fake = PRE_FAKE; packet.message = PRE_ALLHERE; packet.numnodes = doomcom.numnodes - 2; for (node = 1; node < doomcom.numnodes; node++) { int machine, spot = 0; if (!gotack[node]) { for (spot = 0, machine = 1; machine < doomcom.numnodes; machine++) { if (node != machine) { packet.machines[spot].address = sendaddress[machine].sin_addr.s_addr; packet.machines[spot].port = sendaddress[machine].sin_port; packet.machines[spot].player = node; spot++; // fixes problem of new address replacing existing address in // array, it's supposed to increment the index before getting // and storing in the packet the next address. } } } PreSend (&packet, 4 + spot*8, &sendaddress[node]); } if (CheckAbort ()) { SendAbort (); I_FatalError ("Network game synchronization aborted."); } while ( (from = PreGet (&packet, sizeof(packet), false)) ) { if (packet.fake == PRE_FAKE && packet.message == PRE_ALLHEREACK) { node = FindNode (from); if (node >= 0) { if (!gotack[node]) { gotack[node] = true; ackcount++; } } PreSend (&packet, 2, from); } } } popterm (); // Now go Printf ("Go\n"); packet.fake = PRE_FAKE; packet.message = PRE_GO; for (node = 1; node < doomcom.numnodes; node++) { for (int i = 8; i != 0; --i) { PreSend (&packet, 2, &sendaddress[node]); } } Printf ("Total players: %d\n", doomcom.numnodes); doomcom.id = DOOMCOM_ID; doomcom.numplayers = doomcom.numnodes; // On the host, each player's number is the same as its node number for (i = 0; i < doomcom.numnodes; ++i) { sendplayer[i] = i; } C_SetTicker (1, true); C_InitTicker (NULL, 0); } // This routine is used by a guest to notify the host of its presence. // Once that host acknowledges receipt of the notification, this routine // is never called again. static const int bouncerfps = 10; static const int bouncerdelay = 1000 / bouncerfps; static const int updateperiod = 300 / bouncerdelay; int SendToHost (BYTE message, BYTE ackmess, bool abortable) { sockaddr_in *from; bool waiting = true; PreGamePacket packet; int bouncer = 0; C_InitTicker ("Waiting for host", 8, false); C_SetTicker (0, true); // Let host know we are here packet.fake = PRE_FAKE; packet.message = message; PreSend (&packet, 2, &sendaddress[1]); while (waiting) { if (abortable && CheckAbort ()) { SendAbort (); I_FatalError ("Network game synchronization aborted."); } Sleep (bouncerdelay); // Listen for acknowledgement if (bouncer % updateperiod == 0) { while ( (from = PreGet (&packet, sizeof(packet), true)) ) { if (packet.fake == PRE_FAKE && packet.message == ackmess) { waiting = false; doomcom.consoleplayer = packet.consolenum; sendplayer[0] = packet.consolenum; Printf ("Console player number: %d\n", doomcom.consoleplayer); } } if (waiting) { // Let host know we are here packet.fake = PRE_FAKE; packet.message = message; PreSend (&packet, 2, &sendaddress[1]); } } if (waiting) { int tickpos = ++bouncer & 15; if (tickpos > 8) { tickpos = 16 - tickpos; } C_SetTicker (tickpos, true); } } return bouncer; } void JoinGame (int i) { sockaddr_in *from; bool waiting; PreGamePacket packet; int bouncer; if ((i == Args.NumArgs() - 1) || (Args.GetArg(i+1)[0] == '-') || (Args.GetArg(i+1)[0] == '+')) I_FatalError ("You need to specify the host machine's address"); StartNetwork (true); // Host is always node 1 BuildAddress (&sendaddress[1], Args.GetArg(i+1)); sendplayer[1] = 0; // Let host know we are here bouncer = SendToHost (PRE_CONNECT, PRE_CONACK, true); // Wait for everyone else to connect C_InitTicker ("Waiting for players", 8, false); waiting = true; //doomcom.numnodes = 2; atterm (SendAbort); while (waiting) { if (CheckAbort ()) { SendAbort (); I_FatalError ("Network game synchronization aborted."); } Sleep (bouncerdelay); if (bouncer % updateperiod == 0) { while (waiting && (from = PreGet (&packet, sizeof(packet), false)) ) { if (packet.fake != PRE_FAKE) { continue; } switch (packet.message) { case PRE_ALLHERE: if (doomcom.numnodes == 0) { int node; packet.numnodes = packet.numnodes; doomcom.numnodes = packet.numnodes + 2; for (node = 0; node < packet.numnodes; node++) { sendaddress[node+2].sin_addr.s_addr = packet.machines[node].address; sendaddress[node+2].sin_port = packet.machines[node].port; sendplayer[node+2] = packet.machines[node].player; // [JC] - fixes problem of games not starting due to // no address family being assigned to nodes stored in // sendaddress[] from the All Here packet. sendaddress[node+2].sin_family = AF_INET; } } Printf ("Received All Here, sending ACK\n"); packet.fake = PRE_FAKE; packet.message = PRE_ALLHEREACK; PreSend (&packet, 2, &sendaddress[1]); break; case PRE_GO: Printf ("Go\n"); waiting = false; break; case PRE_DISCONNECT: I_FatalError ("Host cancelled the game"); break; } } } if (waiting) { int tickpos = ++bouncer & 15; if (tickpos > 8) { tickpos = 16 - tickpos; } C_SetTicker (tickpos, true); } } popterm (); Printf ("Total players: %d\n", doomcom.numnodes); C_InitTicker (NULL, 0); doomcom.id = DOOMCOM_ID; doomcom.numplayers = doomcom.numnodes; } // // I_InitNetwork // void I_InitNetwork (void) { int i; char *v; memset (&doomcom, 0, sizeof(doomcom)); // set up for network v = Args.CheckValue ("-dup"); if (v) { doomcom.ticdup = clamp (atoi (v), 1, MAXTICDUP); } else { doomcom.ticdup = 1; } if (Args.CheckParm ("-extratic")) doomcom.extratics = 1; else doomcom.extratics = 0; v = Args.CheckValue ("-port"); if (v) { DOOMPORT = atoi (v); Printf ("using alternate port %i\n", DOOMPORT); } // parse network game options, // -net ... // -or- // player 1: -host // player x: -join if ( (i = Args.CheckParm ("-net")) ) WaitForPlayers (i); else if ( (i = Args.CheckParm ("-host")) ) HostGame (i); else if ( (i = Args.CheckParm ("-join")) ) JoinGame (i); else { // single player game netgame = false; multiplayer = false; doomcom.id = DOOMCOM_ID; doomcom.numplayers = doomcom.numnodes = 1; doomcom.consoleplayer = 0; return; } } void I_NetCmd (void) { if (doomcom.command == CMD_SEND) { netsend (); } else if (doomcom.command == CMD_GET) { netget (); } else I_Error ("Bad net cmd: %i\n",doomcom.command); } #ifdef __WIN32__ char *neterror (void) { static char neterr[16]; int code; switch (code = WSAGetLastError ()) { case WSAEACCES: return "EACCES"; case WSAEADDRINUSE: return "EADDRINUSE"; case WSAEADDRNOTAVAIL: return "EADDRNOTAVAIL"; case WSAEAFNOSUPPORT: return "EAFNOSUPPORT"; case WSAEALREADY: return "EALREADY"; case WSAECONNABORTED: return "ECONNABORTED"; case WSAECONNREFUSED: return "ECONNREFUSED"; case WSAECONNRESET: return "ECONNRESET"; case WSAEDESTADDRREQ: return "EDESTADDRREQ"; case WSAEFAULT: return "EFAULT"; case WSAEHOSTDOWN: return "EHOSTDOWN"; case WSAEHOSTUNREACH: return "EHOSTUNREACH"; case WSAEINPROGRESS: return "EINPROGRESS"; case WSAEINTR: return "EINTR"; case WSAEINVAL: return "EINVAL"; case WSAEISCONN: return "EISCONN"; case WSAEMFILE: return "EMFILE"; case WSAEMSGSIZE: return "EMSGSIZE"; case WSAENETDOWN: return "ENETDOWN"; case WSAENETRESET: return "ENETRESET"; case WSAENETUNREACH: return "ENETUNREACH"; case WSAENOBUFS: return "ENOBUFS"; case WSAENOPROTOOPT: return "ENOPROTOOPT"; case WSAENOTCONN: return "ENOTCONN"; case WSAENOTSOCK: return "ENOTSOCK"; case WSAEOPNOTSUPP: return "EOPNOTSUPP"; case WSAEPFNOSUPPORT: return "EPFNOSUPPORT"; case WSAEPROCLIM: return "EPROCLIM"; case WSAEPROTONOSUPPORT: return "EPROTONOSUPPORT"; case WSAEPROTOTYPE: return "EPROTOTYPE"; case WSAESHUTDOWN: return "ESHUTDOWN"; case WSAESOCKTNOSUPPORT: return "ESOCKTNOSUPPORT"; case WSAETIMEDOUT: return "ETIMEDOUT"; case WSAEWOULDBLOCK: return "EWOULDBLOCK"; case WSAHOST_NOT_FOUND: return "HOST_NOT_FOUND"; case WSANOTINITIALISED: return "NOTINITIALISED"; case WSANO_DATA: return "NO_DATA"; case WSANO_RECOVERY: return "NO_RECOVERY"; case WSASYSNOTREADY: return "SYSNOTREADY"; case WSATRY_AGAIN: return "TRY_AGAIN"; case WSAVERNOTSUPPORTED: return "VERNOTSUPPORTED"; case WSAEDISCON: return "EDISCON"; default: sprintf (neterr, "%d", code); return neterr; } } #endif