ref: d78780cfc3f4c5c601bc19ae7976c2ae26ac9495
dir: /src/net_server.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: net_server.c 285 2006-01-12 02:18:59Z 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 1.21 2006/01/12 02:18:59 fraggle // Only start new games when in the waiting-for-start state. // // Revision 1.20 2006/01/12 02:11:52 fraggle // Game start packets // // Revision 1.19 2006/01/10 19:59:26 fraggle // Reliable packet transport mechanism // // Revision 1.18 2006/01/09 02:03:39 fraggle // Send clients their player number, and indicate on the waiting screen // which client we are. // // Revision 1.17 2006/01/09 01:50:51 fraggle // Deduce a sane player name by examining environment variables. Add // a "player_name" setting to chocolate-doom.cfg. Transmit the name // to the server and use the names players send in the waiting data list. // // Revision 1.16 2006/01/08 05:06:06 fraggle // Reject new connections if the server is not in the waiting state. // // Revision 1.15 2006/01/08 04:52:26 fraggle // Allow the server to reject clients // // Revision 1.14 2006/01/08 03:36:17 fraggle // Fix packet send // // Revision 1.13 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 1.12 2006/01/08 00:10:48 fraggle // Move common connection code into net_common.c, shared by server // and client code. // // Revision 1.11 2006/01/07 20:08:11 fraggle // Send player name and address in the waiting data packets. Display these // on the waiting screen, and improve the waiting screen appearance. // // Revision 1.10 2006/01/02 21:48:37 fraggle // fix client connected function // // Revision 1.9 2006/01/02 21:04:10 fraggle // Create NET_SV_Shutdown function to shut down the server. Call it // when quitting the game. Print the IP of the server correctly when // connecting. // // Revision 1.8 2006/01/02 20:13:06 fraggle // Refer to connected clients by their AddrToString() output rather than just // the pointer to their struct. Listen for IP connections as well as // loopback connections. // // Revision 1.7 2006/01/02 17:24:40 fraggle // Remove test code // // Revision 1.6 2006/01/02 00:54:17 fraggle // Fix packet not freed back after being sent. // Code to disconnect clients from the server side. // // Revision 1.5 2006/01/02 00:00:08 fraggle // Neater prefixes: NET_Client -> NET_CL_. NET_Server -> NET_SV_. // // Revision 1.4 2006/01/01 23:54:31 fraggle // Client disconnect code // // 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 <stdlib.h> #include <string.h> #include "doomdef.h" #include "doomstat.h" #include "i_system.h" #include "net_client.h" #include "net_common.h" #include "net_defs.h" #include "net_io.h" #include "net_loop.h" #include "net_packet.h" #include "net_server.h" #include "net_sdl.h" #include "net_structrw.h" typedef enum { // waiting for the game to start SERVER_WAITING_START, // in a game SERVER_IN_GAME, } net_server_state_t; typedef struct { boolean active; net_addr_t *addr; net_connection_t connection; int last_send_time; char *name; } net_client_t; static net_server_state_t server_state; static boolean server_initialised = false; static net_client_t clients[MAXNETNODES]; static net_context_t *server_context; static int sv_gamemode; static int sv_gamemission; static net_gamesettings_t sv_settings; static void NET_SV_DisconnectClient(net_client_t *client) { if (client->active) { NET_Conn_Disconnect(&client->connection); } } static boolean ClientConnected(net_client_t *client) { // Check that the client is properly connected: ie. not in the // process of connecting or disconnecting return client->active && client->connection.state == NET_CONN_STATE_CONNECTED; } // returns the number of clients connected static int NET_SV_NumClients(void) { int count; int i; count = 0; for (i=0; i<MAXNETNODES; ++i) { if (ClientConnected(&clients[i])) { ++count; } } return count; } // Returns the index of a particular client in the list of connected // clients. static int NET_SV_ClientIndex(net_client_t *client) { int count; int i; count = 0; for (i=0; i<MAXNETNODES; ++i) { if (ClientConnected(&clients[i])) { if (client == &clients[i]) { return count; } ++count; } } return -1; } // returns a pointer to the client which controls the server static net_client_t *NET_SV_Controller(void) { int i; // first client in the list is the controller for (i=0; i<MAXNETNODES; ++i) { if (ClientConnected(&clients[i])) { return &clients[i]; } } return NULL; } // Given an address, find the corresponding client static net_client_t *NET_SV_FindClient(net_addr_t *addr) { int i; for (i=0; i<MAXNETNODES; ++i) { if (clients[i].active && clients[i].addr == addr) { // found the client return &clients[i]; } } return NULL; } // send a rejection packet to a client static void NET_SV_SendReject(net_addr_t *addr, char *msg) { net_packet_t *packet; packet = NET_NewPacket(10); NET_WriteInt16(packet, NET_PACKET_TYPE_REJECTED); NET_WriteString(packet, msg); NET_SendPacket(addr, packet); NET_FreePacket(packet); } // parse a SYN from a client(initiating a connection) static void NET_SV_ParseSYN(net_packet_t *packet, net_client_t *client, net_addr_t *addr) { unsigned int magic; unsigned int cl_gamemode, cl_gamemission; char *player_name; int i; // read the magic number if (!NET_ReadInt32(packet, &magic)) { return; } if (magic != NET_MAGIC_NUMBER) { // invalid magic number return; } // read the game mode and mission if (!NET_ReadInt16(packet, &cl_gamemode) || !NET_ReadInt16(packet, &cl_gamemission)) { return; } // read the player's name player_name = NET_ReadString(packet); if (player_name == NULL) { return; } // received a valid SYN // not accepting new connections? if (server_state != SERVER_WAITING_START) { NET_SV_SendReject(addr, "Server is not currently accepting connections"); } // 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) { client = &clients[i]; break; } } if (client == NULL) { return; } } else { // If this is a recently-disconnected client, deactivate // to allow immediate reconnection if (client->connection.state == NET_CONN_STATE_DISCONNECTED) { client->active = false; } } // New client? if (!client->active) { int num_clients; // Before accepting a new client, check that there is a slot // free num_clients = NET_SV_NumClients(); if (num_clients >= MAXPLAYERS) { NET_SV_SendReject(addr, "Server is full!"); return; } // Adopt the game mode and mission of the first connecting client if (num_clients == 0) { sv_gamemode = cl_gamemode; sv_gamemission = cl_gamemission; } // Check the connecting client is playing the same game as all // the other clients if (cl_gamemode != sv_gamemode || cl_gamemission != sv_gamemission) { NET_SV_SendReject(addr, "You are playing the wrong game!"); return; } // Activate, initialise connection client->active = true; NET_Conn_InitServer(&client->connection, addr); client->addr = addr; client->last_send_time = -1; client->name = strdup(player_name); } if (client->connection.state == NET_CONN_STATE_WAITING_ACK) { // force an acknowledgement client->connection.last_send_time = -1; } } // Parse a game start packet static void NET_SV_ParseGameStart(net_packet_t *packet, net_client_t *client) { net_gamesettings_t settings; net_packet_t *startpacket; int i; if (client != NET_SV_Controller()) { // Only the controller can start a new game return; } if (!NET_ReadSettings(packet, &settings)) { // Malformed packet return; } if (server_state != SERVER_WAITING_START) { // Can only start a game if we are in the waiting start state. return; } // Change server state server_state = SERVER_IN_GAME; sv_settings = settings; // Send start packets to each connected node for (i=0; i<MAXNETNODES; ++i) { if (ClientConnected(&clients[i])) { startpacket = NET_Conn_NewReliable(&clients[i].connection, NET_PACKET_TYPE_GAMESTART); NET_WriteInt8(startpacket, NET_SV_NumClients()); NET_WriteInt8(startpacket, NET_SV_ClientIndex(&clients[i])); NET_WriteSettings(startpacket, &settings); } } } // Process a packet received by the server static void NET_SV_Packet(net_packet_t *packet, net_addr_t *addr) { net_client_t *client; unsigned int packet_type; // Find which client this packet came from client = NET_SV_FindClient(addr); // Read the packet type if (!NET_ReadInt16(packet, &packet_type)) { // no packet type return; } if (packet_type == NET_PACKET_TYPE_SYN) { NET_SV_ParseSYN(packet, client, addr); } else if (client == NULL) { // Must come from a valid client; ignore otherwise } else if (NET_Conn_Packet(&client->connection, packet, &packet_type)) { // Packet was eaten by the common connection code } else { //printf("SV: %s: %i\n", NET_AddrToString(addr), packet_type); switch (packet_type) { case NET_PACKET_TYPE_GAMESTART: NET_SV_ParseGameStart(packet, client); break; default: // unknown packet type break; } } // If this address is not in the list of clients, be sure to // free it back. if (NET_SV_FindClient(addr) == NULL) { NET_FreeAddress(addr); } } static void NET_SV_SendWaitingData(net_client_t *client) { net_packet_t *packet; int num_clients; int i; num_clients = NET_SV_NumClients(); // 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, num_clients); // indicate whether the client is the controller NET_WriteInt8(packet, NET_SV_Controller() == client); // send the index of the client NET_WriteInt8(packet, NET_SV_ClientIndex(client)); // send the address of all players for (i=0; i<num_clients; ++i) { char *addr; // name NET_WriteString(packet, clients[i].name); // address addr = NET_AddrToString(clients[i].addr); NET_WriteString(packet, addr); } // send packet to client and free NET_Conn_SendPacket(&client->connection, packet); NET_FreePacket(packet); } // Perform any needed action on a client static void NET_SV_RunClient(net_client_t *client) { // Run common code NET_Conn_Run(&client->connection); // Is this client disconnected? if (client->connection.state == NET_CONN_STATE_DISCONNECTED) { // deactivate and free back client->active = false; free(client->name); NET_FreeAddress(client->addr); } if (!ClientConnected(client)) { // client has not yet finished connecting return; } if (server_state == SERVER_WAITING_START) { // Waiting for the game to start // Send information once every second if (client->last_send_time < 0 || I_GetTimeMS() - client->last_send_time > 1000) { NET_SV_SendWaitingData(client); client->last_send_time = I_GetTimeMS(); } } } // Initialise server and wait for connections void NET_SV_Init(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(); NET_AddModule(server_context, &net_sdl_module); net_sdl_module.InitServer(); // no clients yet for (i=0; i<MAXNETNODES; ++i) { clients[i].active = false; } server_state = SERVER_WAITING_START; server_initialised = true; } // Run server code to check for new packets/send packets as the server // requires void NET_SV_Run(void) { net_addr_t *addr; net_packet_t *packet; int i; if (!server_initialised) { return; } while (NET_RecvPacket(server_context, &addr, &packet)) { NET_SV_Packet(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) { NET_SV_RunClient(&clients[i]); } } } void NET_SV_Shutdown(void) { int i; boolean running; int start_time; if (!server_initialised) { return; } fprintf(stderr, "SV: Shutting down server...\n"); // Disconnect all clients for (i=0; i<MAXNETNODES; ++i) { if (clients[i].active) { NET_SV_DisconnectClient(&clients[i]); } } // Wait for all clients to finish disconnecting start_time = I_GetTimeMS(); running = true; while (running) { // Check if any clients are still not finished running = false; for (i=0; i<MAXNETNODES; ++i) { if (clients[i].active) { running = true; } } // Timed out? if (I_GetTimeMS() - start_time > 5000) { running = false; fprintf(stderr, "SV: Timed out waiting for clients to disconnect.\n"); } // Run the client code in case this is a loopback client. NET_CL_Run(); NET_SV_Run(); // Don't hog the CPU I_Sleep(10); } }