mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-30 13:21:04 +00:00
1084 lines
25 KiB
C++
1084 lines
25 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id: i_net.c,v 1.2 1997/12/29 19:50:54 pekangas Exp $
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//
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//
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// Alternatively the following applies:
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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//
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// DESCRIPTION:
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// Low-level networking code. Uses BSD sockets for UDP networking.
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//
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//-----------------------------------------------------------------------------
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/* [Petteri] Check if compiling for Win32: */
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#if defined(__WINDOWS__) || defined(__NT__) || defined(_MSC_VER) || defined(_WIN32)
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#ifndef __WIN32__
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# define __WIN32__
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#endif
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#endif
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/* Follow #ifdef __WIN32__ marks */
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#include <stdlib.h>
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#include <string.h>
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/* [Petteri] Use Winsock for Win32: */
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#ifdef __WIN32__
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# define WIN32_LEAN_AND_MEAN
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# include <windows.h>
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# include <winsock.h>
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#else
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# include <sys/socket.h>
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# include <netinet/in.h>
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# include <arpa/inet.h>
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# include <errno.h>
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# include <unistd.h>
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# include <netdb.h>
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# include <sys/ioctl.h>
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# ifdef __sun
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# include <fcntl.h>
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# endif
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#endif
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#include "i_system.h"
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#include "m_argv.h"
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#include "m_crc32.h"
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#include "st_start.h"
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#include "engineerrors.h"
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#include "cmdlib.h"
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#include "printf.h"
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#include "i_interface.h"
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#include "templates.h"
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#include "i_net.h"
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// As per http://support.microsoft.com/kb/q192599/ the standard
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// size for network buffers is 8k.
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#define TRANSMIT_SIZE 8000
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/* [Petteri] Get more portable: */
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#ifndef __WIN32__
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typedef int SOCKET;
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#define SOCKET_ERROR -1
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#define INVALID_SOCKET -1
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#define closesocket close
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#define ioctlsocket ioctl
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#define Sleep(x) usleep (x * 1000)
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#define WSAEWOULDBLOCK EWOULDBLOCK
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#define WSAECONNRESET ECONNRESET
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#define WSAGetLastError() errno
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#endif
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#ifndef IPPORT_USERRESERVED
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#define IPPORT_USERRESERVED 5000
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#endif
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#ifdef __WIN32__
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typedef int socklen_t;
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#endif
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bool netgame, multiplayer;
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int consoleplayer; // i.e. myconnectindex in Build.
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doomcom_t doomcom;
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//
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// NETWORKING
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//
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static u_short DOOMPORT = (IPPORT_USERRESERVED + 29);
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static SOCKET mysocket = INVALID_SOCKET;
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static sockaddr_in sendaddress[MAXNETNODES];
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static uint8_t sendplayer[MAXNETNODES];
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#ifdef __WIN32__
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const char *neterror (void);
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#else
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#define neterror() strerror(errno)
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#endif
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enum
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{
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PRE_CONNECT, // Sent from guest to host for initial connection
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PRE_KEEPALIVE,
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PRE_DISCONNECT, // Sent from guest that aborts the game
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PRE_ALLHERE, // Sent from host to guest when everybody has connected
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PRE_CONACK, // Sent from host to guest to acknowledge PRE_CONNECT receipt
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PRE_ALLFULL, // Sent from host to an unwanted guest
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PRE_ALLHEREACK, // Sent from guest to host to acknowledge PRE_ALLHEREACK receipt
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PRE_GO // Sent from host to guest to continue game startup
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};
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// Set PreGamePacket.fake to this so that the game rejects any pregame packets
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// after it starts. This translates to NCMD_SETUP|NCMD_MULTI.
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#define PRE_FAKE 0x30
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struct PreGamePacket
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{
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uint8_t Fake;
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uint8_t Message;
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uint8_t NumNodes;
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union
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{
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uint8_t ConsoleNum;
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uint8_t NumPresent;
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};
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struct
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{
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uint32_t address;
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uint16_t port;
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uint8_t player;
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uint8_t pad;
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} machines[MAXNETNODES];
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};
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uint8_t TransmitBuffer[TRANSMIT_SIZE];
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FString GetPlayerName(int num)
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{
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if (sysCallbacks.GetPlayerName) return sysCallbacks.GetPlayerName(sendplayer[num]);
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else return FStringf("Player %d", sendplayer[num] + 1);
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}
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//
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// UDPsocket
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//
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SOCKET UDPsocket (void)
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{
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SOCKET s;
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// allocate a socket
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s = socket (PF_INET, SOCK_DGRAM, IPPROTO_UDP);
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if (s == INVALID_SOCKET)
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I_FatalError ("can't create socket: %s", neterror ());
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return s;
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}
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//
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// BindToLocalPort
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//
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void BindToLocalPort (SOCKET s, u_short port)
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{
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int v;
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sockaddr_in address;
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memset (&address, 0, sizeof(address));
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address.sin_family = AF_INET;
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address.sin_addr.s_addr = INADDR_ANY;
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address.sin_port = htons(port);
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v = bind (s, (sockaddr *)&address, sizeof(address));
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if (v == SOCKET_ERROR)
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I_FatalError ("BindToPort: %s", neterror ());
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}
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int FindNode (const sockaddr_in *address)
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{
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int i;
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// find remote node number
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for (i = 0; i<doomcom.numnodes; i++)
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if (address->sin_addr.s_addr == sendaddress[i].sin_addr.s_addr
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&& address->sin_port == sendaddress[i].sin_port)
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break;
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if (i == doomcom.numnodes)
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{
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// packet is not from one of the players (new game broadcast?)
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i = -1;
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}
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return i;
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}
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//
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// PacketSend
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//
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void PacketSend (void)
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{
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int c;
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// FIXME: Catch this before we've overflown the buffer. With long chat
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// text and lots of backup tics, it could conceivably happen. (Though
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// apparently it hasn't yet, which is good.)
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if (doomcom.datalength > MAX_MSGLEN)
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{
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I_FatalError("Netbuffer overflow!");
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}
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assert(!(doomcom.data[0] & NCMD_COMPRESSED));
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uLong size = TRANSMIT_SIZE - 1;
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if (doomcom.datalength >= 10)
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{
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TransmitBuffer[0] = doomcom.data[0] | NCMD_COMPRESSED;
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c = compress2(TransmitBuffer + 1, &size, doomcom.data + 1, doomcom.datalength - 1, 9);
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size += 1;
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}
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else
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{
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c = -1; // Just some random error code to avoid sending the compressed buffer.
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}
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if (c == Z_OK && size < (uLong)doomcom.datalength)
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{
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// Printf("send %lu/%d\n", size, doomcom.datalength);
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c = sendto(mysocket, (char *)TransmitBuffer, size,
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0, (sockaddr *)&sendaddress[doomcom.remotenode],
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sizeof(sendaddress[doomcom.remotenode]));
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}
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else
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{
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if (doomcom.datalength > TRANSMIT_SIZE)
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{
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I_Error("Net compression failed (zlib error %d)", c);
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}
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else
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{
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// Printf("send %d\n", doomcom.datalength);
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c = sendto(mysocket, (char *)doomcom.data, doomcom.datalength,
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0, (sockaddr *)&sendaddress[doomcom.remotenode],
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sizeof(sendaddress[doomcom.remotenode]));
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}
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}
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// if (c == -1)
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// I_Error ("SendPacket error: %s",strerror(errno));
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}
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//
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// PacketGet
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//
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void PacketGet (void)
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{
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int c;
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socklen_t fromlen;
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sockaddr_in fromaddress;
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int node;
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fromlen = sizeof(fromaddress);
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c = recvfrom (mysocket, (char*)TransmitBuffer, TRANSMIT_SIZE, 0,
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(sockaddr *)&fromaddress, &fromlen);
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node = FindNode (&fromaddress);
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if (node >= 0 && c == SOCKET_ERROR)
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{
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int err = WSAGetLastError();
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if (err == WSAECONNRESET)
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{ // The remote node aborted unexpectedly, so pretend it sent an exit packet
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if (StartScreen != NULL)
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{
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StartScreen->NetMessage ("The connection from %s was dropped.\n",
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GetPlayerName(node).GetChars());
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}
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else
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{
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Printf("The connection from %s was dropped.\n",
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GetPlayerName(node).GetChars());
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}
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doomcom.data[0] = 0x80; // NCMD_EXIT
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c = 1;
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}
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else if (err != WSAEWOULDBLOCK)
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{
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I_Error ("GetPacket: %s", neterror ());
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}
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else
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{
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doomcom.remotenode = -1; // no packet
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return;
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}
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}
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else if (node >= 0 && c > 0)
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{
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doomcom.data[0] = TransmitBuffer[0] & ~NCMD_COMPRESSED;
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if (TransmitBuffer[0] & NCMD_COMPRESSED)
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{
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uLongf msgsize = MAX_MSGLEN - 1;
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int err = uncompress(doomcom.data + 1, &msgsize, TransmitBuffer + 1, c - 1);
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// Printf("recv %d/%lu\n", c, msgsize + 1);
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if (err != Z_OK)
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{
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Printf("Net decompression failed (zlib error %s)\n", M_ZLibError(err).GetChars());
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// Pretend no packet
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doomcom.remotenode = -1;
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return;
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}
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c = msgsize + 1;
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}
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else
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{
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// Printf("recv %d\n", c);
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memcpy(doomcom.data + 1, TransmitBuffer + 1, c - 1);
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}
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}
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else if (c > 0)
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{ //The packet is not from any in-game node, so we might as well discard it.
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// Don't show the message for disconnect notifications.
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if (c != 2 || TransmitBuffer[0] != PRE_FAKE || TransmitBuffer[1] != PRE_DISCONNECT)
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{
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DPrintf(DMSG_WARNING, "Dropped packet: Unknown host (%s:%d)\n", inet_ntoa(fromaddress.sin_addr), fromaddress.sin_port);
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}
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doomcom.remotenode = -1;
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return;
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}
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doomcom.remotenode = node;
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doomcom.datalength = (short)c;
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}
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sockaddr_in *PreGet (void *buffer, int bufferlen, bool noabort)
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{
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static sockaddr_in fromaddress;
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socklen_t fromlen;
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int c;
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fromlen = sizeof(fromaddress);
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c = recvfrom (mysocket, (char *)buffer, bufferlen, 0,
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(sockaddr *)&fromaddress, &fromlen);
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if (c == SOCKET_ERROR)
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{
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int err = WSAGetLastError();
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if (err == WSAEWOULDBLOCK || (noabort && err == WSAECONNRESET))
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return NULL; // no packet
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I_Error ("PreGet: %s", neterror ());
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}
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return &fromaddress;
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}
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void PreSend (const void *buffer, int bufferlen, const sockaddr_in *to)
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{
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sendto (mysocket, (const char *)buffer, bufferlen, 0, (const sockaddr *)to, sizeof(*to));
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}
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void BuildAddress (sockaddr_in *address, const char *name)
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{
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hostent *hostentry; // host information entry
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u_short port;
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const char *portpart;
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bool isnamed = false;
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int curchar;
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char c;
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FString target;
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address->sin_family = AF_INET;
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if ( (portpart = strchr (name, ':')) )
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{
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target = FString(name, portpart - name);
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port = atoi (portpart + 1);
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if (!port)
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{
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Printf ("Weird port: %s (using %d)\n", portpart + 1, DOOMPORT);
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port = DOOMPORT;
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}
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}
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else
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{
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target = name;
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port = DOOMPORT;
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}
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address->sin_port = htons(port);
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for (curchar = 0; (c = target[curchar]) ; curchar++)
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{
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if ((c < '0' || c > '9') && c != '.')
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{
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isnamed = true;
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break;
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}
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}
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if (!isnamed)
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{
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address->sin_addr.s_addr = inet_addr (target);
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Printf ("Node number %d, address %s\n", doomcom.numnodes, target.GetChars());
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}
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else
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{
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hostentry = gethostbyname (target);
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if (!hostentry)
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I_FatalError ("gethostbyname: couldn't find %s\n%s", target.GetChars(), neterror());
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address->sin_addr.s_addr = *(int *)hostentry->h_addr_list[0];
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Printf ("Node number %d, hostname %s\n",
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doomcom.numnodes, hostentry->h_name);
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}
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}
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void CloseNetwork (void)
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{
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if (mysocket != INVALID_SOCKET)
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{
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closesocket (mysocket);
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mysocket = INVALID_SOCKET;
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}
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#ifdef __WIN32__
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WSACleanup ();
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#endif
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}
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void StartNetwork (bool autoPort)
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{
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u_long trueval = 1;
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#ifdef __WIN32__
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WSADATA wsad;
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if (WSAStartup (0x0101, &wsad))
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{
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I_FatalError ("Could not initialize Windows Sockets");
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}
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#endif
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netgame = true;
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multiplayer = true;
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// create communication socket
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mysocket = UDPsocket ();
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BindToLocalPort (mysocket, autoPort ? 0 : DOOMPORT);
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#ifndef __sun
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ioctlsocket (mysocket, FIONBIO, &trueval);
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#else
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fcntl(mysocket, F_SETFL, trueval | O_NONBLOCK);
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#endif
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}
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void SendAbort (void)
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{
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uint8_t dis[2] = { PRE_FAKE, PRE_DISCONNECT };
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int i, j;
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if (doomcom.numnodes > 1)
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{
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if (consoleplayer == 0)
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{
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// The host needs to let everyone know
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for (i = 1; i < doomcom.numnodes; ++i)
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{
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for (j = 4; j > 0; --j)
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{
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PreSend (dis, 2, &sendaddress[i]);
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}
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}
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}
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else
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{
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// Guests only need to let the host know.
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for (i = 4; i > 0; --i)
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{
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PreSend (dis, 2, &sendaddress[1]);
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}
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}
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}
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}
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static void SendConAck (int num_connected, int num_needed)
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{
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PreGamePacket packet;
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packet.Fake = PRE_FAKE;
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packet.Message = PRE_CONACK;
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packet.NumNodes = num_needed;
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packet.NumPresent = num_connected;
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for (int node = 1; node < doomcom.numnodes; ++node)
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{
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PreSend (&packet, 4, &sendaddress[node]);
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}
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StartScreen->NetProgress (doomcom.numnodes);
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}
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bool Host_CheckForConnects (void *userdata)
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{
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PreGamePacket packet;
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int numplayers = (int)(intptr_t)userdata;
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sockaddr_in *from;
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int node;
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while ( (from = PreGet (&packet, sizeof(packet), false)) )
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{
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if (packet.Fake != PRE_FAKE)
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{
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continue;
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}
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switch (packet.Message)
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{
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case PRE_CONNECT:
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node = FindNode (from);
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if (doomcom.numnodes == numplayers)
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{
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if (node == -1)
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{
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const uint8_t *s_addr_bytes = (const uint8_t *)&from->sin_addr;
|
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StartScreen->NetMessage ("Got extra connect from %d.%d.%d.%d:%d",
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s_addr_bytes[0], s_addr_bytes[1], s_addr_bytes[2], s_addr_bytes[3],
|
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from->sin_port);
|
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packet.Message = PRE_ALLFULL;
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PreSend (&packet, 2, from);
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}
|
|
}
|
|
else
|
|
{
|
|
if (node == -1)
|
|
{
|
|
node = doomcom.numnodes++;
|
|
sendaddress[node] = *from;
|
|
StartScreen->NetMessage ("Got connect from node %d.", node);
|
|
}
|
|
|
|
// Let the new guest (and everyone else) know we got their message.
|
|
SendConAck (doomcom.numnodes, numplayers);
|
|
}
|
|
break;
|
|
|
|
case PRE_DISCONNECT:
|
|
node = FindNode (from);
|
|
if (node >= 0)
|
|
{
|
|
StartScreen->NetMessage ("Got disconnect from node %d.", node);
|
|
doomcom.numnodes--;
|
|
while (node < doomcom.numnodes)
|
|
{
|
|
sendaddress[node] = sendaddress[node+1];
|
|
node++;
|
|
}
|
|
|
|
// Let remaining guests know that somebody left.
|
|
SendConAck (doomcom.numnodes, numplayers);
|
|
}
|
|
break;
|
|
|
|
case PRE_KEEPALIVE:
|
|
break;
|
|
}
|
|
}
|
|
if (doomcom.numnodes < numplayers)
|
|
{
|
|
// Send message to everyone as a keepalive
|
|
SendConAck(doomcom.numnodes, numplayers);
|
|
return false;
|
|
}
|
|
|
|
// 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++;
|
|
}
|
|
// Let remaining guests know that somebody left.
|
|
SendConAck (doomcom.numnodes, numplayers);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
return doomcom.numnodes >= numplayers;
|
|
}
|
|
|
|
bool Host_SendAllHere (void *userdata)
|
|
{
|
|
int *gotack = (int *)userdata; // ackcount is at gotack[MAXNETNODES]
|
|
PreGamePacket packet;
|
|
int node;
|
|
sockaddr_in *from;
|
|
|
|
// Send out address information to all guests. Guests that have already
|
|
// acknowledged receipt effectively get just a heartbeat packet.
|
|
packet.Fake = PRE_FAKE;
|
|
packet.Message = PRE_ALLHERE;
|
|
for (node = 1; node < doomcom.numnodes; node++)
|
|
{
|
|
int machine, spot = 0;
|
|
|
|
packet.ConsoleNum = node;
|
|
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.
|
|
}
|
|
}
|
|
packet.NumNodes = doomcom.numnodes - 2;
|
|
}
|
|
else
|
|
{
|
|
packet.NumNodes = 0;
|
|
}
|
|
PreSend (&packet, 4 + spot*8, &sendaddress[node]);
|
|
}
|
|
|
|
// Check for replies.
|
|
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;
|
|
gotack[MAXNETNODES]++;
|
|
}
|
|
}
|
|
PreSend (&packet, 2, from);
|
|
}
|
|
}
|
|
|
|
// If everybody has replied, then this loop can end.
|
|
return gotack[MAXNETNODES] == doomcom.numnodes - 1;
|
|
}
|
|
|
|
bool HostGame (int i)
|
|
{
|
|
PreGamePacket packet;
|
|
int numplayers;
|
|
int node;
|
|
int gotack[MAXNETNODES+1];
|
|
|
|
if ((i == Args->NumArgs() - 1) || !(numplayers = atoi (Args->GetArg(i+1))))
|
|
{ // No player count specified, assume 2
|
|
numplayers = 2;
|
|
}
|
|
|
|
if (numplayers > MAXNETNODES)
|
|
{
|
|
I_FatalError("You cannot host a game with %d players. The limit is currently %d.", numplayers, MAXNETNODES);
|
|
}
|
|
|
|
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 true;
|
|
}
|
|
|
|
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;
|
|
|
|
StartScreen->NetInit ("Waiting for players", numplayers);
|
|
|
|
// Wait for numplayers-1 different connections
|
|
if (!StartScreen->NetLoop (Host_CheckForConnects, (void *)(intptr_t)numplayers))
|
|
{
|
|
SendAbort();
|
|
return false;
|
|
}
|
|
|
|
// Now inform everyone of all machines involved in the game
|
|
memset (gotack, 0, sizeof(gotack));
|
|
StartScreen->NetMessage ("Sending all here.");
|
|
StartScreen->NetInit ("Done waiting", 1);
|
|
|
|
if (!StartScreen->NetLoop (Host_SendAllHere, (void *)gotack))
|
|
{
|
|
SendAbort();
|
|
return false;
|
|
}
|
|
|
|
// Now go
|
|
StartScreen->NetMessage ("Go");
|
|
packet.Fake = PRE_FAKE;
|
|
packet.Message = PRE_GO;
|
|
for (node = 1; node < doomcom.numnodes; node++)
|
|
{
|
|
// If we send the packets eight times to each guest,
|
|
// hopefully at least one of them will get through.
|
|
for (int i = 8; i != 0; --i)
|
|
{
|
|
PreSend (&packet, 2, &sendaddress[node]);
|
|
}
|
|
}
|
|
|
|
StartScreen->NetMessage ("Total players: %d", 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;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// 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.
|
|
|
|
bool Guest_ContactHost (void *userdata)
|
|
{
|
|
sockaddr_in *from;
|
|
PreGamePacket packet;
|
|
|
|
// Let the host know we are here.
|
|
packet.Fake = PRE_FAKE;
|
|
packet.Message = PRE_CONNECT;
|
|
PreSend (&packet, 2, &sendaddress[1]);
|
|
|
|
// Listen for a reply.
|
|
while ( (from = PreGet (&packet, sizeof(packet), true)) )
|
|
{
|
|
if (packet.Fake == PRE_FAKE && FindNode(from) == 1)
|
|
{
|
|
if (packet.Message == PRE_CONACK)
|
|
{
|
|
StartScreen->NetMessage ("Total players: %d", packet.NumNodes);
|
|
StartScreen->NetInit ("Waiting for other players", packet.NumNodes);
|
|
StartScreen->NetProgress (packet.NumPresent);
|
|
return true;
|
|
}
|
|
else if (packet.Message == PRE_DISCONNECT)
|
|
{
|
|
doomcom.numnodes = 0;
|
|
I_FatalError ("The host cancelled the game.");
|
|
}
|
|
else if (packet.Message == PRE_ALLFULL)
|
|
{
|
|
doomcom.numnodes = 0;
|
|
I_FatalError ("The game is full.");
|
|
}
|
|
}
|
|
}
|
|
|
|
// In case the progress bar could not be marqueed, bump it.
|
|
StartScreen->NetProgress (0);
|
|
|
|
return false;
|
|
}
|
|
|
|
bool Guest_WaitForOthers (void *userdata)
|
|
{
|
|
sockaddr_in *from;
|
|
PreGamePacket packet;
|
|
|
|
while ( (from = PreGet (&packet, sizeof(packet), false)) )
|
|
{
|
|
if (packet.Fake != PRE_FAKE || FindNode(from) != 1)
|
|
{
|
|
continue;
|
|
}
|
|
switch (packet.Message)
|
|
{
|
|
case PRE_CONACK:
|
|
StartScreen->NetProgress (packet.NumPresent);
|
|
break;
|
|
|
|
case PRE_ALLHERE:
|
|
if (doomcom.numnodes == 2)
|
|
{
|
|
int node;
|
|
|
|
doomcom.numnodes = packet.NumNodes + 2;
|
|
sendplayer[0] = packet.ConsoleNum; // My player number
|
|
doomcom.consoleplayer = packet.ConsoleNum;
|
|
StartScreen->NetMessage ("Console player number: %d", doomcom.consoleplayer);
|
|
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;
|
|
}
|
|
}
|
|
|
|
StartScreen->NetMessage ("Received All Here, sending ACK.");
|
|
packet.Fake = PRE_FAKE;
|
|
packet.Message = PRE_ALLHEREACK;
|
|
PreSend (&packet, 2, &sendaddress[1]);
|
|
break;
|
|
|
|
case PRE_GO:
|
|
StartScreen->NetMessage ("Received \"Go.\"");
|
|
return true;
|
|
|
|
case PRE_DISCONNECT:
|
|
I_FatalError ("The host cancelled the game.");
|
|
break;
|
|
}
|
|
}
|
|
|
|
packet.Fake = PRE_FAKE;
|
|
packet.Message = PRE_KEEPALIVE;
|
|
PreSend(&packet, 2, &sendaddress[1]);
|
|
|
|
return false;
|
|
}
|
|
|
|
bool JoinGame (int i)
|
|
{
|
|
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;
|
|
doomcom.numnodes = 2;
|
|
|
|
|
|
// Let host know we are here
|
|
StartScreen->NetInit ("Contacting host", 0);
|
|
|
|
if (!StartScreen->NetLoop (Guest_ContactHost, NULL))
|
|
{
|
|
SendAbort();
|
|
return false;
|
|
}
|
|
|
|
// Wait for everyone else to connect
|
|
if (!StartScreen->NetLoop (Guest_WaitForOthers, 0))
|
|
{
|
|
SendAbort();
|
|
return false;
|
|
}
|
|
|
|
StartScreen->NetMessage ("Total players: %d", doomcom.numnodes);
|
|
|
|
doomcom.id = DOOMCOM_ID;
|
|
doomcom.numplayers = doomcom.numnodes;
|
|
return true;
|
|
}
|
|
|
|
static int PrivateNetOf(in_addr in)
|
|
{
|
|
int addr = ntohl(in.s_addr);
|
|
if ((addr & 0xFFFF0000) == 0xC0A80000) // 192.168.0.0
|
|
{
|
|
return 0xC0A80000;
|
|
}
|
|
else if ((addr & 0xFFF00000) == 0xAC100000) // 172.16.0.0
|
|
{
|
|
return 0xAC100000;
|
|
}
|
|
else if ((addr & 0xFF000000) == 0x0A000000) // 10.0.0.0
|
|
{
|
|
return 0x0A000000;
|
|
}
|
|
else if ((addr & 0xFF000000) == 0x7F000000) // 127.0.0.0 (localhost)
|
|
{
|
|
return 0x7F000000;
|
|
}
|
|
// Not a private IP
|
|
return 0;
|
|
}
|
|
|
|
//
|
|
// NodesOnSameNetwork
|
|
//
|
|
// The best I can really do here is check if the others are on the same
|
|
// private network, since that means we (probably) are too.
|
|
//
|
|
|
|
static bool NodesOnSameNetwork()
|
|
{
|
|
int net1;
|
|
|
|
net1 = PrivateNetOf(sendaddress[1].sin_addr);
|
|
// Printf("net1 = %08x\n", net1);
|
|
if (net1 == 0)
|
|
{
|
|
return false;
|
|
}
|
|
for (int i = 2; i < doomcom.numnodes; ++i)
|
|
{
|
|
int net = PrivateNetOf(sendaddress[i].sin_addr);
|
|
// Printf("Net[%d] = %08x\n", i, net);
|
|
if (net != net1)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//
|
|
// I_InitNetwork
|
|
//
|
|
// Returns true if packet server mode might be a good idea.
|
|
//
|
|
int I_InitNetwork (void)
|
|
{
|
|
int i;
|
|
const char *v;
|
|
|
|
memset (&doomcom, 0, sizeof(doomcom));
|
|
|
|
// set up for network
|
|
v = Args->CheckValue ("-dup");
|
|
if (v)
|
|
{
|
|
doomcom.ticdup = clamp<int> (atoi (v), 1, MAXTICDUP);
|
|
}
|
|
else
|
|
{
|
|
doomcom.ticdup = 1;
|
|
}
|
|
|
|
v = Args->CheckValue ("-port");
|
|
if (v)
|
|
{
|
|
DOOMPORT = atoi (v);
|
|
Printf ("using alternate port %i\n", DOOMPORT);
|
|
}
|
|
|
|
// parse network game options,
|
|
// player 1: -host <numplayers>
|
|
// player x: -join <player 1's address>
|
|
if ( (i = Args->CheckParm ("-host")) )
|
|
{
|
|
if (!HostGame (i)) return -1;
|
|
}
|
|
else if ( (i = Args->CheckParm ("-join")) )
|
|
{
|
|
if (!JoinGame (i)) return -1;
|
|
}
|
|
else
|
|
{
|
|
// single player game
|
|
netgame = false;
|
|
multiplayer = false;
|
|
doomcom.id = DOOMCOM_ID;
|
|
doomcom.numplayers = doomcom.numnodes = 1;
|
|
doomcom.consoleplayer = 0;
|
|
return false;
|
|
}
|
|
if (doomcom.numnodes < 3)
|
|
{ // Packet server mode with only two players is effectively the same as
|
|
// peer-to-peer but with some slightly larger packets.
|
|
return false;
|
|
}
|
|
return doomcom.numnodes > 3 || !NodesOnSameNetwork();
|
|
}
|
|
|
|
|
|
void I_NetCmd (void)
|
|
{
|
|
if (doomcom.command == CMD_SEND)
|
|
{
|
|
PacketSend ();
|
|
}
|
|
else if (doomcom.command == CMD_GET)
|
|
{
|
|
PacketGet ();
|
|
}
|
|
else
|
|
I_Error ("Bad net cmd: %i\n",doomcom.command);
|
|
}
|
|
|
|
#ifdef __WIN32__
|
|
const 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:
|
|
mysnprintf (neterr, countof(neterr), "%d", code);
|
|
return neterr;
|
|
}
|
|
}
|
|
#endif
|