// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: net_server.c 394 2006-02-27 16:31:08Z 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 1.35 2006/02/24 19:14:59 fraggle // Fix -extratics // // Revision 1.34 2006/02/24 08:19:45 fraggle // Only advance the receive window if we have received ticcmds from all // connected players. // // Revision 1.33 2006/02/23 23:40:30 fraggle // Free back packets sent to the server after parsing them // // Revision 1.32 2006/02/23 19:15:18 fraggle // Fix crash when NOT recording lowres // // Revision 1.31 2006/02/23 19:12:02 fraggle // Add lowres_turn to indicate whether we generate angleturns which are // 8-bit as opposed to 16-bit. This is used when recording demos without // -longtics enabled. Sync this option between clients in a netgame, so // that if one player is recording a Vanilla demo, all clients record // in lowres. // // Revision 1.30 2006/02/23 18:20:29 fraggle // Fix bugs in resend code for server->client data // // Revision 1.29 2006/02/22 18:35:55 fraggle // Packet resends for server->client gamedata // // Revision 1.28 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 1.27 2006/02/17 21:42:13 fraggle // Remove debug code // // Revision 1.26 2006/02/17 21:40:52 fraggle // Full working resends for client->server comms // // Revision 1.25 2006/02/17 20:15:16 fraggle // Request resends for missed packets // // Revision 1.24 2006/02/16 01:12:28 fraggle // Define a new type net_full_ticcmd_t, a structure containing all ticcmds // for a given tic. Store received game data in a receive window. Add // send queues for clients and add data from the receive window to // generate complete sets of ticcmds. // // Revision 1.23 2006/01/22 22:29:42 fraggle // Periodically request the time from clients to estimate their offset to // the server time. // // Revision 1.22 2006/01/21 14:16:49 fraggle // Add first game data sending code. Check the client version when connecting. // // 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 #include #include "config.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; int player_number; net_addr_t *addr; net_connection_t connection; int last_send_time; char *name; // recording a demo without -longtics boolean recording_lowres; // send queue: items to send to the client // this is a circular buffer int sendseq; net_full_ticcmd_t sendqueue[BACKUPTICS]; } net_client_t; // structure used for the recv window typedef struct { // Whether this tic has been received yet boolean active; // Latency value received from the client signed int latency; // Last time we sent a resend request for this tic unsigned int resend_time; // Tic data itself net_ticdiff_t diff; } net_client_recv_t; static net_server_state_t server_state; static boolean server_initialised = false; static net_client_t clients[MAXNETNODES]; static net_client_t *sv_players[MAXPLAYERS]; static net_context_t *server_context; static int sv_gamemode; static int sv_gamemission; static net_gamesettings_t sv_settings; // receive window static unsigned int recvwindow_start; static net_client_recv_t recvwindow[BACKUPTICS][MAXPLAYERS]; #define NET_SV_ExpandTicNum(b) NET_ExpandTicNum(recvwindow_start, (b)) 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; } static void NET_SV_AssignPlayers(void) { int i; int pl; pl = 0; for (i=0; iplayer_number = pl; ++pl; } } for (; plsendseq for all connected // players for (i=0; isendseq < lowtic) { lowtic = sv_players[i]->sendseq; } } if (lowtic < 0) { return; } // Advance the recv window until it catches up with lowtic while (recvwindow_start < lowtic) { boolean should_advance; // Check we have tics from all players for first tic in // the recv window should_advance = true; for (i=0; iactive = true; NET_Conn_InitServer(&client->connection, addr); client->addr = addr; client->last_send_time = -1; client->name = strdup(player_name); // init the ticcmd send queue client->sendseq = 0; memset(client->sendqueue, 0xff, sizeof(client->sendqueue)); } // 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; unsigned int cl_recording_lowres; char *player_name; char *client_version; 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) || !NET_ReadInt8(packet, &cl_recording_lowres)) { return; } // read the player's name player_name = NET_ReadString(packet); if (player_name == NULL) { return; } client_version = NET_ReadString(packet); if (client_version == 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; iconnection.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; } if (strcmp(client_version, PACKAGE_STRING) != 0) { NET_SV_SendReject(addr, "Different versions cannot play a network game!"); return; } // TODO: Add server option to allow rejecting clients which // set lowres_turn. This is potentially desirable as the // presence of such clients affects turning resolution. // 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 NET_SV_InitNewClient(client, addr, player_name); client->recording_lowres = cl_recording_lowres; } 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; } // Assign player numbers NET_SV_AssignPlayers(); // Check if anyone is recording a demo and set lowres_turn if so. settings.lowres_turn = false; for (i=0; irecording_lowres) { settings.lowres_turn = true; break; } } // Send start packets to each connected node for (i=0; iconnection, NET_PACKET_TYPE_GAMESTART); NET_WriteInt8(startpacket, NET_SV_NumClients()); NET_WriteInt8(startpacket, sv_players[i]->player_number); NET_WriteSettings(startpacket, &settings); } // Change server state server_state = SERVER_IN_GAME; sv_settings = settings; memset(recvwindow, 0, sizeof(recvwindow)); recvwindow_start = 0; } // Send a resend request to a client static void NET_SV_SendResendRequest(net_client_t *client, int start, int end) { net_packet_t *packet; net_client_recv_t *recvobj; int i; unsigned int nowtime; int index; //printf("SV: send resend for %i-%i\n", start, end); packet = NET_NewPacket(20); NET_WriteInt16(packet, NET_PACKET_TYPE_GAMEDATA_RESEND); NET_WriteInt32(packet, start); NET_WriteInt8(packet, end - start + 1); NET_Conn_SendPacket(&client->connection, packet); NET_FreePacket(packet); // Store the time we send the resend request nowtime = I_GetTimeMS(); for (i=start; i<=end; ++i) { index = i - recvwindow_start; if (index >= BACKUPTICS) { // Outside the range continue; } recvobj = &recvwindow[index][client->player_number]; recvobj->resend_time = nowtime; } } // Check for expired resend requests static void NET_SV_CheckResends(net_client_t *client) { int i; int player; int resend_start, resend_end; unsigned int nowtime; nowtime = I_GetTimeMS(); player = client->player_number; resend_start = -1; resend_end = -1; for (i=0; iactive && recvobj->resend_time != 0 && nowtime > recvobj->resend_time + 300; if (need_resend) { // Start a new run of resend tics? if (resend_start < 0) { resend_start = i; } resend_end = i; } else { if (resend_start >= 0) { // End of a run of resend tics //printf("SV: resend request timed out: %i-%i\n", resend_start, resend_end); NET_SV_SendResendRequest(client, recvwindow_start + resend_start, recvwindow_start + resend_end); resend_start = -1; } } } if (resend_start >= 0) { NET_SV_SendResendRequest(client, recvwindow_start + resend_start, recvwindow_start + resend_end); } } // Process game data from a client static void NET_SV_ParseGameData(net_packet_t *packet, net_client_t *client) { net_client_recv_t *recvobj; unsigned int seq; unsigned int num_tics; unsigned int nowtime; int i; int player; int resend_start, resend_end; int index; if (server_state != SERVER_IN_GAME) { return; } //if (rand() % 8 == 0) // return; player = client->player_number; // Read header if (!NET_ReadInt8(packet, &seq) || !NET_ReadInt8(packet, &num_tics)) { return; } // Expand 8-bit value to the full sequence number seq = NET_SV_ExpandTicNum(seq); // Sanity checks for (i=0; i= BACKUPTICS) { // Not in range of the recv window continue; } recvobj = &recvwindow[index][player]; recvobj->active = true; recvobj->diff = diff; recvobj->latency = latency; } // Has this been received out of sequence, ie. have we not received // all tics before the first tic in this packet? If so, send a // resend request. //printf("SV: %p: %i\n", client, seq); resend_end = seq - recvwindow_start; if (resend_end <= 0) return; if (resend_end >= BACKUPTICS) resend_end = BACKUPTICS - 1; nowtime = I_GetTimeMS(); index = resend_end - 1; resend_start = resend_end; while (index >= 0) { recvobj = &recvwindow[index][player]; if (recvobj->active) { // ended our run of unreceived tics break; } if (recvobj->resend_time != 0) { // Already sent a resend request for this tic break; } resend_start = index; --index; } // Possibly send a resend request if (resend_start < resend_end) { NET_SV_SendResendRequest(client, recvwindow_start + resend_start, recvwindow_start + resend_end - 1); } } static void NET_SV_SendTics(net_client_t *client, int start, int end) { net_packet_t *packet; int i; packet = NET_NewPacket(500); NET_WriteInt16(packet, NET_PACKET_TYPE_GAMEDATA); // Send the start tic and number of tics NET_WriteInt8(packet, start & 0xff); NET_WriteInt8(packet, end-start + 1); // Write the tics for (i=start; i<=end; ++i) { net_full_ticcmd_t *cmd; cmd = &client->sendqueue[i % BACKUPTICS]; if (i != cmd->seq) { I_Error("Wanted to send %i, but %i is in its place", i, cmd->seq); } // Add command NET_WriteFullTiccmd(packet, cmd, sv_settings.lowres_turn); } // Send packet NET_Conn_SendPacket(&client->connection, packet); NET_FreePacket(packet); } // Parse a retransmission request from a client static void NET_SV_ParseResendRequest(net_packet_t *packet, net_client_t *client) { static unsigned int start; static unsigned int num_tics; // Read the starting tic and number of tics if (!NET_ReadInt32(packet, &start) || !NET_ReadInt8(packet, &num_tics)) { return; } //printf("SV: %p: resend %i-%i\n", client, start, start+num_tics-1); // Resend those tics NET_SV_SendTics(client, start, start + num_tics - 1); } // 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; case NET_PACKET_TYPE_GAMEDATA: NET_SV_ParseGameData(packet, client); break; case NET_PACKET_TYPE_GAMEDATA_RESEND: NET_SV_ParseResendRequest(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; iconnection, packet); NET_FreePacket(packet); } static void NET_SV_PumpSendQueue(net_client_t *client) { net_full_ticcmd_t cmd; int recv_index; int i; int starttic, endtic; recv_index = client->sendseq - recvwindow_start; if (recv_index < 0 || recv_index >= BACKUPTICS) { return; } // Check if we can generate a new entry for the send queue // using the data in recvwindow. for (i=0; isendseq); // We have all data we need to generate a command for this tic. cmd.seq = client->sendseq; // Add ticcmds from all players cmd.latency = 0; for (i=0; idiff; if (recvobj->latency > cmd.latency) cmd.latency = recvobj->latency; } //printf("SV: %i: latency %i\n", client->player_number, cmd.latency); // Add into the queue client->sendqueue[client->sendseq % BACKUPTICS] = cmd; // Transmit the new tic to the client starttic = client->sendseq - sv_settings.extratics; endtic = client->sendseq; if (starttic < 0) starttic = 0; NET_SV_SendTics(client, starttic, endtic); ++client->sendseq; } // 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(); } } if (server_state == SERVER_IN_GAME) { NET_SV_PumpSendQueue(client); } } // 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 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); } }