1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
|
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: net_client.c 268 2006-01-08 04:52:26Z 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 1.13 2006/01/08 04:52:26 fraggle
// Allow the server to reject clients
//
// Revision 1.12 2006/01/08 03:36:40 fraggle
// Fix double free of addresses
//
// Revision 1.11 2006/01/08 02:53:31 fraggle
// Detect when client connection is disconnected.
//
// Revision 1.10 2006/01/08 00:10:47 fraggle
// Move common connection code into net_common.c, shared by server
// and client code.
//
// Revision 1.9 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 1.8 2006/01/02 21:50:26 fraggle
// Restructure the waiting screen code. Establish our own separate event
// loop while waiting for the game to start, to avoid affecting the original
// code too much. Move some _gui variables to net_client.c.
//
// Revision 1.7 2006/01/02 20:14:07 fraggle
// Fix connect timeout and shutdown client properly if we fail to connect.
//
// 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 client code
//
#include "doomdef.h"
#include "doomstat.h"
#include "i_system.h"
#include "net_client.h"
#include "net_common.h"
#include "net_defs.h"
#include "net_gui.h"
#include "net_io.h"
#include "net_packet.h"
#include "net_server.h"
typedef enum
{
// waiting for the game to start
CLIENT_STATE_WAITING_START,
// in game
CLIENT_STATE_IN_GAME,
} net_clientstate_t;
static net_connection_t client_connection;
static net_clientstate_t client_state;
static net_addr_t *server_addr;
static net_context_t *client_context;
// TRUE if the client code is in use
boolean net_client_connected;
// if TRUE, this client is the controller of the game
boolean net_client_controller = false;
// Number of clients currently connected to the server
int net_clients_in_game;
// Nmaes of all players
char net_player_addresses[MAXPLAYERS][MAXPLAYERNAME];
char net_player_names[MAXPLAYERS][MAXPLAYERNAME];
// Waiting for the game to start?
boolean net_waiting_for_start = false;
// Shut down the client code, etc. Invoked after a disconnect.
static void NET_CL_Shutdown(void)
{
if (net_client_connected)
{
net_client_connected = false;
NET_FreeAddress(server_addr);
// Shut down network module, etc. To do.
}
}
// data received while we are waiting for the game to start
static void NET_CL_ParseWaitingData(net_packet_t *packet)
{
unsigned int num_players;
unsigned int is_controller;
char *player_names[MAXPLAYERS];
char *player_addr[MAXPLAYERS];
int i;
if (!NET_ReadInt8(packet, &num_players)
|| !NET_ReadInt8(packet, &is_controller))
{
// invalid packet
return;
}
if (num_players > MAXPLAYERS)
{
// Invalid number of players
return;
}
// Read the player names
for (i=0; i<num_players; ++i)
{
player_names[i] = NET_ReadString(packet);
player_addr[i] = NET_ReadString(packet);
if (player_names[i] == NULL || player_addr[i] == NULL)
{
return;
}
}
net_clients_in_game = num_players;
net_client_controller = is_controller != 0;
for (i=0; i<num_players; ++i)
{
strncpy(net_player_names[i], player_names[i], MAXPLAYERNAME);
net_player_names[i][MAXPLAYERNAME-1] = '\0';
strncpy(net_player_addresses[i], player_addr[i], MAXPLAYERNAME);
net_player_addresses[i][MAXPLAYERNAME-1] = '\0';
}
}
// parse a received packet
static void NET_CL_ParsePacket(net_packet_t *packet)
{
unsigned int packet_type;
if (!NET_ReadInt16(packet, &packet_type))
{
return;
}
if (NET_Conn_Packet(&client_connection, packet, packet_type))
{
// Packet eaten by the common connection code
}
else
{
switch (packet_type)
{
case NET_PACKET_TYPE_WAITING_DATA:
NET_CL_ParseWaitingData(packet);
break;
case NET_PACKET_TYPE_GAMESTART:
break;
case NET_PACKET_TYPE_GAMEDATA:
break;
default:
break;
}
}
}
// "Run" the client code: check for new packets, send packets as
// needed
void NET_CL_Run(void)
{
net_addr_t *addr;
net_packet_t *packet;
if (!net_client_connected)
{
return;
}
while (NET_RecvPacket(client_context, &addr, &packet))
{
// only accept packets from the server
if (addr == server_addr)
{
NET_CL_ParsePacket(packet);
}
else
{
NET_FreeAddress(addr);
}
NET_FreePacket(packet);
}
// Run the common connection code to send any packets as needed
NET_Conn_Run(&client_connection);
if (client_connection.state == NET_CONN_STATE_DISCONNECTED
|| client_connection.state == NET_CONN_STATE_DISCONNECTED_SLEEP)
{
// disconnected from server
NET_CL_Shutdown();
}
net_waiting_for_start = client_connection.state == NET_CONN_STATE_CONNECTED
&& client_state == CLIENT_STATE_WAITING_START;
}
static void NET_CL_SendSYN(void)
{
net_packet_t *packet;
packet = NET_NewPacket(10);
NET_WriteInt16(packet, NET_PACKET_TYPE_SYN);
NET_WriteInt32(packet, NET_MAGIC_NUMBER);
NET_WriteInt16(packet, gamemode);
NET_WriteInt16(packet, gamemission);
NET_Conn_SendPacket(&client_connection, packet);
NET_FreePacket(packet);
}
// connect to a server
boolean NET_CL_Connect(net_addr_t *addr)
{
int start_time;
int last_send_time;
server_addr = addr;
// create a new network I/O context and add just the
// necessary module
client_context = NET_NewContext();
// initialise module for client mode
if (!addr->module->InitClient())
{
return false;
}
NET_AddModule(client_context, addr->module);
net_client_connected = true;
// Initialise connection
NET_Conn_InitClient(&client_connection, addr);
// try to connect
start_time = I_GetTimeMS();
last_send_time = -1;
while (client_connection.state == NET_CONN_STATE_CONNECTING)
{
int nowtime = I_GetTimeMS();
// Send a SYN packet every second.
if (nowtime - last_send_time > 1000 || last_send_time < 0)
{
NET_CL_SendSYN();
last_send_time = nowtime;
}
// time out after 5 seconds
if (nowtime - start_time > 5000)
{
break;
}
// run client code
NET_CL_Run();
// run the server, just incase we are doing a loopback
// connect
NET_SV_Run();
// Don't hog the CPU
I_Sleep(10);
}
if (client_connection.state == NET_CONN_STATE_CONNECTED)
{
// connected ok!
client_state = CLIENT_STATE_WAITING_START;
return true;
}
else
{
// failed to connect
NET_CL_Shutdown();
return false;
}
}
// disconnect from the server
void NET_CL_Disconnect(void)
{
int start_time;
if (!net_client_connected)
{
return;
}
NET_Conn_Disconnect(&client_connection);
start_time = I_GetTimeMS();
while (client_connection.state != NET_CONN_STATE_DISCONNECTED
&& client_connection.state != NET_CONN_STATE_DISCONNECTED_SLEEP)
{
if (I_GetTimeMS() - start_time > 5000)
{
// time out after 5 seconds
client_state = NET_CONN_STATE_DISCONNECTED;
fprintf(stderr, "NET_CL_Disconnect: Timeout while disconnecting from server\n");
break;
}
NET_CL_Run();
NET_SV_Run();
I_Sleep(10);
}
// Finished sending disconnect packets, etc.
NET_CL_Shutdown();
}
|