ref: 57c924292889e4f49eb972662657084fcf807fdd
dir: /src/net_common.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: net_common.c 461 2006-04-06 17:53:43Z 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 1.5 2006/02/19 13:42:27 fraggle // Move tic number expansion code to common code. Parse game data packets // received from the server. // Strip down d_net.[ch] to work through the new networking code. Remove // game sync code. // Remove i_net.[ch] as it is no longer needed. // Working networking! // // Revision 1.4 2006/01/10 19:59:26 fraggle // Reliable packet transport mechanism // // Revision 1.3 2006/01/08 04:52:26 fraggle // Allow the server to reject clients // // Revision 1.2 2006/01/08 02:53:05 fraggle // Send keepalives if the connection is not doing anything else. // Send all packets using a new NET_Conn_SendPacket to support this. // // Revision 1.1 2006/01/08 00:10:48 fraggle // Move common connection code into net_common.c, shared by server // and client code. // // // Common code shared between the client and server // #include <ctype.h> #include <stdlib.h> #include "doomdef.h" #include "i_timer.h" #include "net_common.h" #include "net_io.h" #include "net_packet.h" // connections time out after 10 seconds #define CONNECTION_TIMEOUT_LEN 10 // maximum time between sending packets #define KEEPALIVE_PERIOD 1 // reliable packet that is guaranteed to reach its destination struct net_reliable_packet_s { net_packet_t *packet; int last_send_time; int seq; net_reliable_packet_t *next; }; static void NET_Conn_Init(net_connection_t *conn, net_addr_t *addr) { conn->last_send_time = -1; conn->num_retries = 0; conn->addr = addr; conn->reliable_packets = NULL; conn->reliable_send_seq = 0; conn->reliable_recv_seq = 0; } // Initialise as a client connection void NET_Conn_InitClient(net_connection_t *conn, net_addr_t *addr) { NET_Conn_Init(conn, addr); conn->state = NET_CONN_STATE_CONNECTING; } // Initialise as a server connection void NET_Conn_InitServer(net_connection_t *conn, net_addr_t *addr) { NET_Conn_Init(conn, addr); conn->state = NET_CONN_STATE_WAITING_ACK; } // Send a packet to a connection // All packets should be sent through this interface, as it maintains the // keepalive_send_time counter. void NET_Conn_SendPacket(net_connection_t *conn, net_packet_t *packet) { conn->keepalive_send_time = I_GetTimeMS(); NET_SendPacket(conn->addr, packet); } // parse an ACK packet from a client static void NET_Conn_ParseACK(net_connection_t *conn, net_packet_t *packet) { net_packet_t *reply; if (conn->state == NET_CONN_STATE_CONNECTING) { // We are a client // received a response from the server to our SYN conn->state = NET_CONN_STATE_CONNECTED; // We must send an ACK reply to the server's ACK reply = NET_NewPacket(10); NET_WriteInt16(reply, NET_PACKET_TYPE_ACK); NET_Conn_SendPacket(conn, reply); NET_FreePacket(reply); } if (conn->state == NET_CONN_STATE_WAITING_ACK) { // We are a server // Client is connected conn->state = NET_CONN_STATE_CONNECTED; } } static void NET_Conn_ParseDisconnect(net_connection_t *conn, net_packet_t *packet) { net_packet_t *reply; // Other end wants to disconnect // Send a DISCONNECT_ACK reply. reply = NET_NewPacket(10); NET_WriteInt16(reply, NET_PACKET_TYPE_DISCONNECT_ACK); NET_Conn_SendPacket(conn, reply); NET_FreePacket(reply); conn->last_send_time = I_GetTimeMS(); conn->state = NET_CONN_STATE_DISCONNECTED_SLEEP; conn->disconnect_reason = NET_DISCONNECT_REMOTE; } // Parse a DISCONNECT_ACK packet static void NET_Conn_ParseDisconnectACK(net_connection_t *conn, net_packet_t *packet) { if (conn->state == NET_CONN_STATE_DISCONNECTING) { // We have received an acknowledgement to our disconnect // request. We have been disconnected successfully. conn->state = NET_CONN_STATE_DISCONNECTED; conn->disconnect_reason = NET_DISCONNECT_LOCAL; conn->last_send_time = -1; } } static void NET_Conn_ParseReject(net_connection_t *conn, net_packet_t *packet) { char *msg; msg = NET_ReadString(packet); if (msg == NULL) { return; } if (conn->state == NET_CONN_STATE_CONNECTING) { // rejected by server conn->state = NET_CONN_STATE_DISCONNECTED; conn->disconnect_reason = NET_DISCONNECT_REMOTE; printf("Rejected by server: "); NET_SafePuts(msg); } } static void NET_Conn_ParseReliableACK(net_connection_t *conn, net_packet_t *packet) { unsigned int seq; if (!NET_ReadInt8(packet, &seq)) { return; } if (conn->reliable_packets == NULL) { return; } // Is this an acknowledgement for the first packet in the list? if (seq == ((conn->reliable_packets->seq + 1) & 0xff)) { net_reliable_packet_t *rp; // Discard it, then. // Unlink from the list. rp = conn->reliable_packets; conn->reliable_packets = rp->next; NET_FreePacket(rp->packet); free(rp); } } // Process the header of a reliable packet // // Returns true if the packet should be discarded (incorrect sequence) static boolean NET_Conn_ReliablePacket(net_connection_t *conn, net_packet_t *packet) { unsigned int seq; net_packet_t *reply; boolean result; // Read the sequence number if (!NET_ReadInt8(packet, &seq)) { return true; } if (seq != (conn->reliable_recv_seq & 0xff)) { // This is not the next expected packet in the sequence! // // Discard the packet. If we were smart, we would use a proper // sliding window protocol to do this, but I'm lazy. result = true; } else { // Now we can receive the next packet in the sequence. conn->reliable_recv_seq = (conn->reliable_recv_seq + 1) & 0xff; result = false; } // Send an acknowledgement // Note: this is braindead. It would be much more sensible to // include this in the next packet, rather than the overhead of // sending a complete packet just for one byte of information. reply = NET_NewPacket(10); NET_WriteInt16(reply, NET_PACKET_TYPE_RELIABLE_ACK); NET_WriteInt8(reply, conn->reliable_recv_seq & 0xff); NET_Conn_SendPacket(conn, reply); NET_FreePacket(reply); return result; } // Process a packet received by the server // // Returns true if eaten by common code boolean NET_Conn_Packet(net_connection_t *conn, net_packet_t *packet, unsigned int *packet_type) { conn->keepalive_recv_time = I_GetTimeMS(); // Is this a reliable packet? if (*packet_type & NET_RELIABLE_PACKET) { if (NET_Conn_ReliablePacket(conn, packet)) { // Invalid packet: eat it. return true; } // Remove the reliable bit *packet_type &= ~NET_RELIABLE_PACKET; } switch (*packet_type) { case NET_PACKET_TYPE_ACK: NET_Conn_ParseACK(conn, packet); break; case NET_PACKET_TYPE_DISCONNECT: NET_Conn_ParseDisconnect(conn, packet); break; case NET_PACKET_TYPE_DISCONNECT_ACK: NET_Conn_ParseDisconnectACK(conn, packet); break; case NET_PACKET_TYPE_KEEPALIVE: // No special action needed. break; case NET_PACKET_TYPE_REJECTED: NET_Conn_ParseReject(conn, packet); break; case NET_PACKET_TYPE_RELIABLE_ACK: NET_Conn_ParseReliableACK(conn, packet); break; default: // Not a common packet return false; } // We found a packet that we found interesting, and ate it. return true; } void NET_Conn_Disconnect(net_connection_t *conn) { if (conn->state != NET_CONN_STATE_DISCONNECTED && conn->state != NET_CONN_STATE_DISCONNECTING && conn->state != NET_CONN_STATE_DISCONNECTED_SLEEP) { conn->state = NET_CONN_STATE_DISCONNECTING; conn->disconnect_reason = NET_DISCONNECT_LOCAL; conn->last_send_time = -1; conn->num_retries = 0; } } void NET_Conn_Run(net_connection_t *conn) { net_packet_t *packet; unsigned int nowtime; nowtime = I_GetTimeMS(); if (conn->state == NET_CONN_STATE_CONNECTED) { // Check the keepalive counters if (nowtime - conn->keepalive_recv_time > CONNECTION_TIMEOUT_LEN * 1000) { // Haven't received any packets from the other end in a long // time. Assume disconnected. conn->state = NET_CONN_STATE_DISCONNECTED; conn->disconnect_reason = NET_DISCONNECT_TIMEOUT; } if (nowtime - conn->keepalive_send_time > KEEPALIVE_PERIOD * 1000) { // We have not sent anything in a long time. // Send a keepalive. packet = NET_NewPacket(10); NET_WriteInt16(packet, NET_PACKET_TYPE_KEEPALIVE); NET_Conn_SendPacket(conn, packet); NET_FreePacket(packet); } // Check the reliable packet list. Has the first packet in the // list timed out? // // NB. This is braindead, we have a fixed time of one second. if (conn->reliable_packets != NULL && (conn->reliable_packets->last_send_time < 0 || nowtime - conn->reliable_packets->last_send_time > 1000)) { // Packet timed out, time to resend NET_Conn_SendPacket(conn, conn->reliable_packets->packet); conn->reliable_packets->last_send_time = nowtime; } } else if (conn->state == NET_CONN_STATE_WAITING_ACK) { if (conn->last_send_time < 0 || nowtime - conn->last_send_time > 1000) { // it has been a second since the last ACK was sent, and // still no reply. if (conn->num_retries < MAX_RETRIES) { // send another ACK packet = NET_NewPacket(10); NET_WriteInt16(packet, NET_PACKET_TYPE_ACK); NET_Conn_SendPacket(conn, packet); NET_FreePacket(packet); conn->last_send_time = nowtime; ++conn->num_retries; } else { // no more retries allowed. conn->state = NET_CONN_STATE_DISCONNECTED; conn->disconnect_reason = NET_DISCONNECT_TIMEOUT; } } } else if (conn->state == NET_CONN_STATE_DISCONNECTING) { // Waiting for a reply to our DISCONNECT request. if (conn->last_send_time < 0 || nowtime - conn->last_send_time > 1000) { // it has been a second since the last disconnect packet // was sent, and still no reply. if (conn->num_retries < MAX_RETRIES) { // send another disconnect packet = NET_NewPacket(10); NET_WriteInt16(packet, NET_PACKET_TYPE_DISCONNECT); NET_Conn_SendPacket(conn, packet); NET_FreePacket(packet); conn->last_send_time = nowtime; ++conn->num_retries; } else { // No more retries allowed. // Force disconnect. conn->state = NET_CONN_STATE_DISCONNECTED; conn->disconnect_reason = NET_DISCONNECT_LOCAL; } } } else if (conn->state == NET_CONN_STATE_DISCONNECTED_SLEEP) { // We are disconnected, waiting in case we need to send // a DISCONNECT_ACK to the server again. if (nowtime - conn->last_send_time > 5000) { // Idle for 5 seconds, switch state conn->state = NET_CONN_STATE_DISCONNECTED; conn->disconnect_reason = NET_DISCONNECT_REMOTE; } } } net_packet_t *NET_Conn_NewReliable(net_connection_t *conn, int packet_type) { net_packet_t *packet; net_reliable_packet_t *rp; net_reliable_packet_t **listend; // Generate a packet with the right header packet = NET_NewPacket(100); NET_WriteInt16(packet, packet_type | NET_RELIABLE_PACKET); // write the low byte of the send sequence number NET_WriteInt8(packet, conn->reliable_send_seq & 0xff); // Add to the list of reliable packets rp = malloc(sizeof(net_reliable_packet_t)); rp->packet = packet; rp->next = NULL; rp->seq = conn->reliable_send_seq; rp->last_send_time = -1; for (listend = &conn->reliable_packets; *listend != NULL; listend = &((*listend)->next)); *listend = rp; // Count along the sequence conn->reliable_send_seq = (conn->reliable_send_seq + 1) & 0xff; // Finished return packet; } // Used to expand the least significant byte of a tic number into // the full tic number, from the current tic number unsigned int NET_ExpandTicNum(unsigned int relative, unsigned int b) { unsigned int l, h; unsigned int result; h = relative & ~0xff; l = relative & 0xff; result = h | b; if (l < 0x40 && b > 0xb0) result -= 0x100; if (l > 0xb0 && b < 0x40) result += 0x100; return result; } // "Safe" version of puts, for displaying messages received from the // network. void NET_SafePuts(char *s) { char *p; // Do not do a straight "puts" of the string, as this could be // dangerous (sending control codes to terminals can do all // kinds of things) for (p=s; *p; ++p) { if (isprint(*p)) putchar(*p); } putchar('\n'); } // Check that a gamemode+gamemission received over the network is valid. boolean NET_ValidGameMode(GameMode_t mode, GameMission_t mission) { if (mode == shareware || mode == registered || mode == retail) { return true; } else if (mode == commercial) { return mission == doom2 || mission == pack_tnt || mission == pack_plut; } else { return false; } } // Check that game settings are valid boolean NET_ValidGameSettings(GameMode_t mode, GameMission_t mission, net_gamesettings_t *settings) { if (settings->ticdup <= 0) return false; if (settings->extratics < 0) return false; if (settings->deathmatch < 0 || settings->deathmatch > 2) return false; if (settings->skill < sk_noitems || settings->skill > sk_nightmare) return false; if (settings->gameversion < exe_doom_1_9 || settings->gameversion > exe_final) return false; if (mode == shareware || mode == retail || mode == registered) { if (settings->map < 1 || settings->map > 9) return false; } else { if (settings->map < 1 || settings->map > 32) return false; } if (mode == shareware) { if (settings->episode != 1) return false; } else if (mode == registered) { if (settings->episode < 1 || settings->episode > 3) return false; } else if (mode == retail) { if (settings->episode < 1 || settings->episode > 4) return false; } return true; }