summaryrefslogtreecommitdiff
path: root/src/net_server.c
blob: 82427b0bb20c8b4f38703a79f0dfb14495d62146 (plain)
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
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// $Id: net_server.c 263 2006-01-08 00:10:48Z 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 1.12  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 "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"

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;
} 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 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 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;
}

// 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;
    int i;

    // read the magic number

    if (!NET_ReadInt32(packet, &magic))
    {
        return;
    }

    if (magic != NET_MAGIC_NUMBER)
    {
        // invalid magic number

        return;
    }

    // received a valid SYN

    // 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)
    {
        // Activate, initialise connection
        client->active = true;
        NET_Conn_InitServer(&client->connection, addr);
        client->addr = addr;
        client->last_send_time = -1;
    }

    if (client->connection.state == NET_CONN_STATE_WAITING_ACK)
    {
        // force an acknowledgement
        client->connection.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;
    }

    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:
                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 address of all players

    for (i=0; i<num_clients; ++i)
    {
        char *addr;

        // name

        NET_WriteString(packet, "Player");

        // address

        addr = NET_AddrToString(clients[i].addr);

        NET_WriteString(packet, addr);
    }
    
    // send packet to client and free

    NET_SendPacket(client->addr, 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;
        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);
    }
}