// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: net_server.c 251 2006-01-02 21:48:37Z 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 1.10 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 "doomdef.h" #include "doomstat.h" #include "i_system.h" #include "net_client.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" 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, // sent a DISCONNECT packet, waiting for a DISCONNECT_ACK reply CLIENT_STATE_DISCONNECTING, // client successfully disconnected CLIENT_STATE_DISCONNECTED, } 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; static void NET_SV_DisconnectClient(net_client_t *client) { if (client->active && client->state != CLIENT_STATE_DISCONNECTING && client->state != CLIENT_STATE_DISCONNECTED) { client->state = CLIENT_STATE_DISCONNECTING; client->num_retries = 0; client->last_send_time = -1; } } 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->state != CLIENT_STATE_DISCONNECTING && client->state != CLIENT_STATE_DISCONNECTED && client->state != CLIENT_STATE_WAITING_ACK; } // returns the number of clients connected static int NET_SV_NumClients(void) { int count; int i; count = 0; for (i=0; iactive = true; client->addr = addr; client->state = CLIENT_STATE_DISCONNECTED; break; } } if (client == NULL) { return; } } // Set into the correct state if necessary // Allow immediate reconnects from clients which just disconnected. if (client->state == CLIENT_STATE_DISCONNECTED) { client->state = CLIENT_STATE_WAITING_ACK; client->num_retries = 0; } if (client->state == CLIENT_STATE_WAITING_ACK) { // force an acknowledgement client->last_send_time = -1; } } // parse an ACK packet from a client static void NET_SV_ParseACK(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; } } static void NET_SV_ParseDisconnect(net_packet_t *packet, net_client_t *client) { net_packet_t *reply; // sanity check if (client == NULL) { return; } // This client wants to disconnect from the server. // Send a DISCONNECT_ACK reply. reply = NET_NewPacket(10); NET_WriteInt16(reply, NET_PACKET_TYPE_DISCONNECT_ACK); NET_SendPacket(client->addr, reply); NET_FreePacket(reply); client->last_send_time = I_GetTimeMS(); // Do not set to inactive immediately. Instead, set to the // DISCONNECTED state. This is in case our acknowledgement is // not received and another must be sent. // // After a few seconds, the client will get properly removed // and cleaned up from the clients list. client->state = CLIENT_STATE_DISCONNECTED; //printf("SV: %s: client disconnected\n", NET_AddrToString(client->addr)); } // Parse a DISCONNECT_ACK packet static void NET_SV_ParseDisconnectACK(net_packet_t *packet, net_client_t *client) { // Sanity check if (client == NULL) { return; } if (client->state == CLIENT_STATE_DISCONNECTING) { // We have received an acknowledgement to our disconnect // request. Client has been disconnected successfully. // Place into the DISCONNECTED state to allow for cleanup. client->state = CLIENT_STATE_DISCONNECTED; client->last_send_time = -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; } //printf("SV: %s: %i\n", NET_AddrToString(addr), packet_type); switch (packet_type) { case NET_PACKET_TYPE_SYN: NET_SV_ParseSYN(packet, client, addr); break; case NET_PACKET_TYPE_ACK: NET_SV_ParseACK(packet, client); break; case NET_PACKET_TYPE_GAMESTART: break; case NET_PACKET_TYPE_GAMEDATA: break; case NET_PACKET_TYPE_DISCONNECT: NET_SV_ParseDisconnect(packet, client); break; case NET_PACKET_TYPE_DISCONNECT_ACK: NET_SV_ParseDisconnectACK(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; // 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, NET_SV_NumClients()); // indicate whether the client is the controller NET_WriteInt8(packet, NET_SV_Controller() == 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 NET_SV_RunClient(net_client_t *client) { net_packet_t *packet; if (client->state == CLIENT_STATE_WAITING_ACK) { if (client->last_send_time < 0 || I_GetTimeMS() - client->last_send_time > 1000) { // 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_GetTimeMS(); ++client->num_retries; } else { // no more retries allowed. client->active = false; NET_FreeAddress(client->addr); } } } else if (client->state == CLIENT_STATE_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); } } else if (client->state == CLIENT_STATE_DISCONNECTING) { // Waiting for a reply to our DISCONNECT request. if (client->last_send_time < 0 || I_GetTimeMS() - client->last_send_time > 1000) { // it has been a second since the last disconnect packet // was sent, and still no reply. if (client->num_retries < MAX_RETRIES) { // send another disconnect packet = NET_NewPacket(10); NET_WriteInt16(packet, NET_PACKET_TYPE_DISCONNECT); NET_SendPacket(client->addr, packet); NET_FreePacket(packet); client->last_send_time = I_GetTimeMS(); ++client->num_retries; } else { // No more retries allowed. // Force disconnect. client->active = false; NET_FreeAddress(client->addr); } } } else if (client->state == CLIENT_STATE_DISCONNECTED) { // Client has disconnected. // // See NET_SV_ParseDisconnect() above. // Remove from the list after five seconds if (client->last_send_time < 0 || I_GetTimeMS() - client->last_send_time > 5000) { //printf("SV: %s: deactivated\n", NET_AddrToString(client->addr)); client->active = false; NET_FreeAddress(client->addr); } } } // 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); } }