ref: 34c3dd253fa3d56b16c11a5263ffb3378529fc33
dir: /src/net_server.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: net_server.c 235 2005-12-30 18:58:22Z fraggle $ // // Copyright(C) 2005 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // // $Log$ // Revision 1.3 2005/12/30 18:58:22 fraggle // Fix client code to correctly send reply to server on connection. // Add "waiting screen" while waiting for the game to start. // Hook in the new networking code into the main game code. // // Revision 1.2 2005/12/29 21:29:55 fraggle // Working client connect code // // Revision 1.1 2005/12/29 17:48:25 fraggle // Add initial client/server connect code. Reorganise sources list in // Makefile.am. // // // Network server code // #include "doomdef.h" #include "doomstat.h" #include "i_system.h" #include "net_defs.h" #include "net_io.h" #include "net_loop.h" #include "net_packet.h" #include "net_server.h" typedef enum { // received a syn, sent an ack, waiting for an ack reply CLIENT_STATE_WAITING_ACK, // waiting for a game to start CLIENT_STATE_WAITING_START, // in game CLIENT_STATE_IN_GAME, } net_clientstate_t; #define MAX_RETRIES 5 typedef struct { boolean active; net_clientstate_t state; net_addr_t *addr; int last_send_time; int num_retries; } net_client_t; static boolean server_initialised = false; static net_client_t clients[MAXNETNODES]; static net_context_t *server_context; // returns the number of clients connected static int ServerNumClients(void) { int count; int i; count = 0; for (i=0; i<MAXNETNODES; ++i) { if (clients[i].active) { ++count; } } return count; } // returns a pointer to the client which controls the server static net_client_t *ServerController(void) { int i; // first client in the list is the controller for (i=0; i<MAXNETNODES; ++i) { if (clients[i].active) { return &clients[i]; } } return NULL; } // parse a SYN from a client(initiating a connection) static void ServerParseSYN(net_packet_t *packet, net_client_t *client, net_addr_t *addr) { unsigned int magic; int i; // read the magic number if (!NET_ReadInt32(packet, &magic)) { return; } if (magic != NET_MAGIC_NUMBER) { // invalid magic number return; } // received a valid SYN // allocate a client slot if there isn't one already if (client == NULL) { // find a slot, or return if none found for (i=0; i<MAXNETNODES; ++i) { if (!clients[i].active) { clients[i].active = true; clients[i].addr = addr; clients[i].state = CLIENT_STATE_WAITING_ACK; clients[i].num_retries = 0; client = &clients[i]; break; } } if (client == NULL) { return; } } if (client->state == CLIENT_STATE_WAITING_ACK) { // force an acknowledgement client->last_send_time = -1; } } // parse an ACK packet from a client static void ServerParseACK(net_packet_t *packet, net_client_t *client) { if (client == NULL) { return; } if (client->state == CLIENT_STATE_WAITING_ACK) { // now waiting for the game to start client->state = CLIENT_STATE_WAITING_START; // force a waiting data packet to be sent immediately client->last_send_time = -1; } } // Process a packet received by the server static void ServerPacket(net_packet_t *packet, net_addr_t *addr) { net_client_t *client; unsigned int packet_type; int i; // find which client this packet came from client = NULL; for (i=0; i<MAXNETNODES; ++i) { if (clients[i].active && clients[i].addr == addr) { // found the client client = &clients[i]; break; } } if (!NET_ReadInt16(packet, &packet_type)) { // no packet type return; } switch (packet_type) { case NET_PACKET_TYPE_SYN: ServerParseSYN(packet, client, addr); break; case NET_PACKET_TYPE_ACK: ServerParseACK(packet, client); break; case NET_PACKET_TYPE_GAMESTART: break; case NET_PACKET_TYPE_GAMEDATA: break; default: // unknown packet type break; } } static void ServerSendWaitingData(net_client_t *client) { net_packet_t *packet; // time to send the client another status packet packet = NET_NewPacket(10); NET_WriteInt16(packet, NET_PACKET_TYPE_WAITING_DATA); // include the number of clients waiting NET_WriteInt8(packet, ServerNumClients()); // indicate whether the client is the controller NET_WriteInt8(packet, ServerController() == client); // send packet to client and free NET_SendPacket(client->addr, packet); NET_FreePacket(packet); // update time client->last_send_time = I_GetTimeMS(); } // Perform any needed action on a client static void ServerRunClient(net_client_t *client) { net_packet_t *packet; if (client->state == CLIENT_STATE_WAITING_ACK) { if (client->last_send_time < 0 || I_GetTime() - client->last_send_time > 35) { // it has been a second since the last ACK was sent, and // still no reply. if (client->num_retries < MAX_RETRIES) { // send another ACK packet = NET_NewPacket(10); NET_WriteInt16(packet, NET_PACKET_TYPE_ACK); NET_SendPacket(client->addr, packet); NET_FreePacket(packet); client->last_send_time = I_GetTime(); ++client->num_retries; } else { // no more retries allowed. NET_FreeAddress(client->addr); client->active = false; } } } // waiting for the game to start if (client->state == CLIENT_STATE_WAITING_START) { if (client->last_send_time < 0 || I_GetTimeMS() - client->last_send_time > 1000) { ServerSendWaitingData(client); } } } // Initialise server and wait for connections void NET_ServerInit(void) { int i; // initialise send/receive context, with loopback send/recv server_context = NET_NewContext(); NET_AddModule(server_context, &net_loop_server_module); net_loop_server_module.InitServer(); // no clients yet for (i=0; i<MAXNETNODES; ++i) { clients[i].active = false; } server_initialised = true; } // Run server code to check for new packets/send packets as the server // requires void NET_ServerRun(void) { net_addr_t *addr; net_packet_t *packet; int i; if (!server_initialised) { return; } while (NET_RecvPacket(server_context, &addr, &packet)) { ServerPacket(packet, addr); } // "Run" any clients that may have things to do, independent of responses // to received packets for (i=0; i<MAXNETNODES; ++i) { if (clients[i].active) { ServerRunClient(&clients[i]); } } }