349 lines
8.2 KiB
C++
349 lines
8.2 KiB
C++
// _________ __ __
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// / _____// |_____________ _/ |______ ____ __ __ ______
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// \_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/
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// / \| | | | \// __ \| | / __ \_/ /_/ > | /\___ |
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// /_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
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// \/ \/ \//_____/ \/
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// ______________________ ______________________
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// T H E W A R B E G I N S
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// Stratagus - A free fantasy real time strategy game engine
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//
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/**@name netdriver.cpp - Session mangement (SDL_net Socket Implementation). */
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//
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// (c) Copyright 2005 by Edward Haase and Jimmy Salmon
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; only version 2 of the License.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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// 02111-1307, USA.
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//
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//@{
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/*----------------------------------------------------------------------------
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-- Includes
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----------------------------------------------------------------------------*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <time.h>
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#ifndef _MSC_VER
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#include <errno.h>
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#endif
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#include "stratagus.h"
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#include "games.h"
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#include "netdriver.h"
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#include "net_lowlevel.h"
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/*----------------------------------------------------------------------------
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-- Defines
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----------------------------------------------------------------------------*/
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/**
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** LINK
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**
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** Adds an item to a linked list.
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*/
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#define LINK(first, item, last, count) { \
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if (!first) \
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first = item; \
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if (!last) { \
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last = item; \
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} else { \
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item->Next = last->Next; \
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last->Next = item; \
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item->Prev = last; \
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last = item; \
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if (!item->Prev->Next) \
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item->Prev->Next = item;\
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} \
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++count; \
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}
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/**
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** UNLINK
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**
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** Removes an item from the linked list.
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*/
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#define UNLINK(first, item, last, count) { \
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if (item->Prev) \
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item->Prev->Next = item->Next;\
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if (item->Next) \
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item->Next->Prev = item->Prev;\
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if (item == last) \
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last = item->Prev; \
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if (item == first) \
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first = item->Next; \
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--count; \
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}
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/*----------------------------------------------------------------------------
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-- Variables
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----------------------------------------------------------------------------*/
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static Socket MasterSocket;
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static Socket HolePunchSocket;
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SessionPool *Pool;
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ServerStruct Server;
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char UDPBuffer[16 /* GameData->IP */ + 6 /* GameData->Port */ + 1] = {'\0'};
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unsigned long UDPHost = 0;
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int UDPPort = 0;
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/*----------------------------------------------------------------------------
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-- Functions
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----------------------------------------------------------------------------*/
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/**
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** Send a message to a session
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**
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** @param session Session to send the message to
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** @param msg Message to send
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*/
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void Send(Session *session, const char *msg)
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{
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NetSendTCP(session->Sock, msg, strlen(msg));
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}
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/**
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** Initialize the server
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**
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** @param port Defines the port to which the server will bind.
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**
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** @return 0 for success, non-zero for failure
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*/
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int ServerInit(int port)
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{
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int code = 0;
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Pool = NULL;
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if (NetInit() == -1) {
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return -1;
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}
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if ((MasterSocket = NetOpenTCP(NULL, port)) == (Socket)-1) {
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fprintf(stderr, "NetOpenTCP failed\n");
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return -2;
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}
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if ((HolePunchSocket = NetOpenUDP(INADDR_ANY, port)) == (Socket)-1) {
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fprintf(stderr, "NetOpenUDP failed\n");
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return -2;
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}
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if (NetSetNonBlocking(MasterSocket) == -1) {
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fprintf(stderr, "NetSetNonBlocking TCP failed\n");
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code = -3;
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goto error;
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}
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if (NetSetNonBlocking(HolePunchSocket) == -1) {
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fprintf(stderr, "NetSetNonBlocking UDP failed\n");
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code = -3;
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goto error;
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}
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if (NetListenTCP(MasterSocket) == -1) {
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fprintf(stderr, "NetListenTCP failed\n");
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code = -4;
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goto error;
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}
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if (!(Pool = new SessionPool)) {
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fprintf(stderr, "Out of memory\n");
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code = -5;
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goto error;
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}
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if (!(Pool->Sockets = new SocketSet)) {
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code = -6;
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goto error;
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}
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Pool->First = NULL;
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Pool->Last = NULL;
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Pool->Count = 0;
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return 0;
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error:
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NetCloseTCP(MasterSocket);
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NetCloseUDP(HolePunchSocket);
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NetExit();
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return code;
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}
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/**
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** ServerQuit: Releases the server socket.
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*/
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void ServerQuit(void)
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{
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NetCloseTCP(MasterSocket);
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// begin clean up of any remaining sockets
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if (Pool) {
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Session *ptr;
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while (Pool->First) {
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ptr = Pool->First;
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UNLINK(Pool->First, Pool->First, Pool->Last, Pool->Count);
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NetCloseTCP(ptr->Sock);
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delete ptr;
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}
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delete Pool->Sockets;
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delete Pool;
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}
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NetExit();
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}
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/**
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** Returns time (in seconds) that a session has been idle.
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**
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** @param session This is the session we are checking.
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*/
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static int IdleSeconds(Session *session)
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{
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return (int)(time(0) - session->Idle);
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}
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/**
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** Destroys and cleans up session data.
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**
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** @param session Reference to the session to be killed.
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*/
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static int KillSession(Session *session)
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{
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DebugPrint("Closing connection from '%s'\n" _C_ session->AddrData.IPStr);
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NetCloseTCP(session->Sock);
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Pool->Sockets->DelSocket(session->Sock);
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UNLINK(Pool->First, session, Pool->Last, Pool->Count);
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PartGame(session);
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delete session;
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return 0;
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}
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/**
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** Accept new connections
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*/
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static void AcceptConnections()
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{
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Session *new_session;
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Socket new_socket;
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unsigned long host;
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int port;
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while ((new_socket = NetAcceptTCP(MasterSocket, &host, &port)) != (Socket)-1) {
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// Check if we're at MaxConnections
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if (Pool->Count == Server.MaxConnections) {
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NetSendTCP(new_socket, "Server Full\n", 12);
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NetCloseTCP(new_socket);
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break;
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}
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new_session = new Session;
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if (!new_session) {
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fprintf(stderr, "ERROR: %s\n", strerror(errno));
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break;
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}
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new_session->Sock = new_socket;
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new_session->Idle = time(0);
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new_session->AddrData.Host = host;
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sprintf(new_session->AddrData.IPStr, "%d.%d.%d.%d", NIPQUAD(ntohl(host)));
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new_session->AddrData.Port = port;
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DebugPrint("New connection from '%s'\n" _C_ new_session->AddrData.IPStr);
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LINK(Pool->First, new_session, Pool->Last, Pool->Count);
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Pool->Sockets->AddSocket(new_socket);
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}
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if (NetSocketReady(HolePunchSocket, 0)) {
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NetRecvUDP(HolePunchSocket, UDPBuffer, sizeof(UDPBuffer), &UDPHost, &UDPPort);
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DebugPrint("New UDP %s (%d %d)\n" _C_ UDPBuffer _C_ UDPHost _C_ UDPPort);
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}
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}
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/**
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** Kick idlers
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*/
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static void KickIdlers(void)
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{
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Session *session;
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Session *next;
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for (session = Pool->First; session; ) {
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next = session->Next;
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if (IdleSeconds(session) > Server.IdleTimeout) {
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DebugPrint("Kicking idler '%s'\n" _C_ session->AddrData.IPStr);
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KillSession(session);
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}
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session = next;
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}
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}
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/**
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** Read data
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*/
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static int ReadData()
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{
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int result = Pool->Sockets->Select(0);
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if (result == 0) {
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// No sockets ready
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return 0;
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}
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if (result == -1) {
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// FIXME: print error message
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return -1;
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}
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// ready sockets
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for (Session *session = Pool->First; session; ) {
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Session *next = session->Next;
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if (Pool->Sockets->HasDataToRead(session->Sock)) {
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// socket ready
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session->Idle = time(0);
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int clen = strlen(session->Buffer);
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result = NetRecvTCP(session->Sock, session->Buffer + clen,
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sizeof(session->Buffer) - clen);
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if (result < 0) {
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KillSession(session);
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} else {
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session->Buffer[clen + result] = '\0';
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}
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}
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session = next;
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}
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return 0;
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}
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/**
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** Accepts new connections, receives data, manages buffers,
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*/
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int UpdateSessions(void)
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{
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AcceptConnections();
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if (!Pool->First) {
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// No connections
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return 0;
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}
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KickIdlers();
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return ReadData();
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}
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//@}
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