zduke/source/win32/i_net.cpp
Rachael Alexanderson 129a83b4e4 - import
2020-07-17 04:59:23 -04:00

838 lines
18 KiB
C++

// 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 <stdlib.h>
#include <string.h>
#include <stdio.h>
/* [Petteri] Use Winsock for Win32: */
#ifdef __WIN32__
# define WIN32_LEAN_AND_MEAN
# include <windows.h>
# include <winsock.h>
#else
# include <sys/socket.h>
# include <netinet/in.h>
# include <arpa/inet.h>
# include <errno.h>
# include <unistd.h>
# include <netdb.h>
# include <sys/ioctl.h>
#endif
#include "doomtype.h"
#include "keyboard.h"
#include "i_system.h"
#include "multi.h"
#include "d_event.h"
#include "d_gui.h"
//#include "d_net.h"
#include "m_argv.h"
//#include "m_alloc.h"
#define MAXNETNODES MAXPLAYERS
/* [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
bool CheckAbort (void);
gcomtype *gcom;
//
// NETWORKING
//
static u_short DOOMPORT = (IPPORT_USERRESERVED + 0x1d);
static SOCKET mysocket = INVALID_SOCKET;
static sockaddr_in sendaddress[MAXNETNODES];
static BYTE sendplayer[MAXNETNODES];
static BYTE connectindextonode[MAXPLAYERS];
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,
PRE_GOACK,
PRE_CONSOLENUM,
PRE_CONNUMACK
};
struct PreGamePacket
{
u_short 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; i < gcom->numplayers; i++)
if (address->sin_addr.s_addr == sendaddress[i].sin_addr.s_addr
&& address->sin_port == sendaddress[i].sin_port)
break;
if (i == gcom->numplayers)
{
// 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, (char *)gcom->buffer, gcom->numbytes
,0,(sockaddr *)&sendaddress[gcom->other]
,sizeof(sendaddress[gcom->other]));
// 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 *)gcom->buffer, sizeof(gcom->buffer), 0
, (sockaddr *)&fromaddress, &fromlen);
node = FindNode (&fromaddress);
if (c == SOCKET_ERROR)
{
int err = WSAGetLastError();
if (err == WSAECONNRESET && node >= 0 && 0)
{ // The remote node aborted unexpectedly, so pretend it sent an exit packet
}
else if (err != WSAEWOULDBLOCK)
{
I_Error ("GetPacket: %s", neterror ());
}
else
{
gcom->other = -1;
return; // no packet
}
}
gcom->other = node;
gcom->numbytes = (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", gcom->numplayers, 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",
gcom->numplayers, hostentry->h_name);
}
if (portpart)
*portpart = ':';
}
void STACK_ARGS 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;
// 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
gcom->myconnectindex = (short)(Args.GetArg (i+1)[0]-'1');
Printf ("Console player number: %d\n", gcom->myconnectindex);
gcom->numplayers = 1; // this node for sure
i++;
while (++i < Args.NumArgs() && Args.GetArg (i)[0] != '-' && Args.GetArg (i)[0] != '+')
{
BuildAddress (&sendaddress[gcom->numplayers], Args.GetArg (i));
gcom->numplayers++;
}
Printf ("Total players: %d\n", gcom->numplayers);
}
void STACK_ARGS SendAbort (void)
{
u_short dis = htons (PRE_DISCONNECT);
while (--gcom->numplayers > 0)
{
PreSend (&dis, 2, &sendaddress[gcom->numplayers]);
PreSend (&dis, 2, &sendaddress[gcom->numplayers]);
PreSend (&dis, 2, &sendaddress[gcom->numplayers]);
PreSend (&dis, 2, &sendaddress[gcom->numplayers]);
}
}
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
gcom->numplayers = 1;
gcom->myconnectindex = 0;
return;
}
StartNetwork (false);
// [JC] - this computer is starting the game, therefore it should
// be the Net Arbitrator.
gcom->myconnectindex = 0;
Printf ("Console player number: %d\n", gcom->myconnectindex);
gcom->numplayers = 1;
Printf ("Waiting for players...\n");
atterm (SendAbort);
// Wait for numplayers-1 different connections
while (gcom->numplayers < numplayers)
{
while (gcom->numplayers < numplayers)
{
if (CheckAbort ())
{
SendAbort ();
I_FatalError ("Network game synchronization aborted.");
}
while ( (from = PreGet (&packet, sizeof(packet), false)) )
{
switch (ntohs (packet.message))
{
case PRE_CONNECT:
node = FindNode (from);
if (node == -1)
{
node = gcom->numplayers++;
sendaddress[node] = *from;
}
Printf ("Got connect from node %d\n", node);
packet.message = htons (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);
gcom->numplayers--;
while (node < gcom->numplayers)
{
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 (ntohs (packet.message) == PRE_DISCONNECT)
{
node = FindNode (from);
if (node >= 0)
{
gcom->numplayers--;
while (node < gcom->numplayers)
{
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");
while (ackcount < gcom->numplayers - 1)
{
packet.message = htons (PRE_ALLHERE);
packet.numnodes = gcom->numplayers - 2;
for (node = 1; node < gcom->numplayers; node++)
{
int machine, spot;
if (!gotack[node])
{
for (spot = 0, machine = 1; machine < gcom->numplayers; 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 (ntohs (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.message = htons (PRE_GO);
for (node = 0; node < gcom->numplayers; node++)
{
PreSend (&packet, 2, &sendaddress[node]);
PreSend (&packet, 2, &sendaddress[node]);
PreSend (&packet, 2, &sendaddress[node]);
PreSend (&packet, 2, &sendaddress[node]);
}
Printf ("Total players: %d\n", gcom->numplayers);
// On the host, each player's number is the same as its node number
for (i = 0; i < gcom->numplayers; ++i)
{
sendplayer[i] = i;
connectindextonode[i] = i;
}
// Clear out any waiting packets
while (PreGet (gcom->buffer, sizeof(gcom->buffer), false))
;
}
void SendToHost (u_short message, u_short ackmess, bool abortable)
{
sockaddr_in *from;
bool waiting = true;
PreGamePacket packet;
message = htons (message);
ackmess = htons (ackmess);
while (waiting)
{
if (abortable && CheckAbort ())
{
SendAbort ();
I_FatalError ("Network game synchronization aborted.");
}
// Let host know we are here
PreSend (&message, 2, &sendaddress[1]);
Sleep (1000);
// Listen for acknowledgement
while ( (from = PreGet (&packet, sizeof(packet), true)) )
{
if (packet.message == ackmess)
{
waiting = false;
gcom->myconnectindex = packet.consolenum;
sendplayer[0] = packet.consolenum;
connectindextonode[packet.consolenum] = 0;
Printf ("Console player number: %d\n", gcom->myconnectindex);
}
}
}
}
void JoinGame (int i)
{
sockaddr_in *from;
bool waiting;
PreGamePacket packet;
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;
connectindextonode[0] = 1;
// Let host know we are here
SendToHost (PRE_CONNECT, PRE_CONACK, true);
// Wait for everyone else to connect
waiting = true;
//doomcom->numnodes = 2;
atterm (SendAbort);
while (waiting)
{
if (CheckAbort ())
{
SendAbort ();
I_FatalError ("Network game synchronization aborted.");
}
while (waiting && (from = PreGet (&packet, sizeof(packet), false)) )
{
Sleep (300);
switch (ntohs (packet.message))
{
case PRE_ALLHERE:
if (gcom->numplayers == 0)
{
int node;
packet.numnodes = packet.numnodes;
gcom->numplayers = 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;
connectindextonode[packet.machines[node].player] = node+2;
// [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.message = htons (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;
}
}
}
popterm ();
// Clear out any waiting packets
while (PreGet (gcom->buffer, sizeof(gcom->buffer), false))
;
Printf ("Total players: %d\n", gcom->numplayers);
}
//
// I_InitNetwork
//
void I_InitNetwork (void)
{
int i;
char *v;
gcom = new gcomtype;
memset (gcom, 0, sizeof(*gcom));
// set up for network
v = Args.CheckValue ("-port");
if (v)
{
DOOMPORT = atoi (v);
Printf ("using alternate port %i\n", DOOMPORT);
}
// parse network game options,
// -net <consoleplayer> <host> <host> ...
// -or-
// player 1: -host <numplayers>
// player x: -join <player 1's address>
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
gcom->numplayers = 1;
gcom->myconnectindex = 0;
return;
}
}
void I_NetCmd (void)
{
// I_WaitClocks (1);
if (gcom->command == 1)
{
gcom->other = connectindextonode[gcom->other];
netsend ();
}
else if (gcom->command == 2)
{
gcom->numbytes = 0;
netget ();
if (gcom->other >= 0)
{
gcom->other = sendplayer[gcom->other];
}
}
else
{
// I_Error ("Bad net cmd: %i\n",gcom->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
bool CheckAbort (void)
{
event_t *ev;
bool res = false;
// This WaitForTic is to avoid flooding the network with packets on startup.
I_WaitClocks (120/4);
I_StartTic ();
for ( ; eventtail != eventhead
; eventtail = (++eventtail)&(MAXEVENTS-1) )
{
ev = &events[eventtail];
if (ev->type == EV_KeyDown && ev->data1 == KEY_ESCAPE)
{
res = true;
break;
}
if (ev->type == EV_GUI_Event &&
(ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_KeyRepeat) &&
ev->data1 == GK_ESCAPE)
{
res = true;
break;
}
}
eventhead = eventtail = 0;
return res;
}