ref: 68344f39c4d6a6072c0d5e2b79cf53bb6958b239
dir: /src/net_common.c/
// // Copyright(C) 2005-2014 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. // // Common code shared between the client and server // #include <stdio.h> #include <stdlib.h> #include <string.h> #include "doomtype.h" #include "d_mode.h" #include "i_system.h" #include "i_timer.h" #include "net_common.h" #include "net_io.h" #include "net_packet.h" #include "net_structrw.h" // connections time out after 30 seconds #define CONNECTION_TIMEOUT_LEN 30 // maximum time between sending packets #define KEEPALIVE_PERIOD 1 // reliable packet that is guaranteed to reach its destination struct net_reliable_packet_s { net_packet_t *packet; int last_send_time; int seq; net_reliable_packet_t *next; }; // Why did the server reject us? char *net_client_reject_reason = NULL; static void NET_Conn_Init(net_connection_t *conn, net_addr_t *addr, net_protocol_t protocol) { conn->last_send_time = -1; conn->num_retries = 0; conn->addr = addr; conn->protocol = protocol; conn->reliable_packets = NULL; conn->reliable_send_seq = 0; conn->reliable_recv_seq = 0; } // Initialize as a client connection void NET_Conn_InitClient(net_connection_t *conn, net_addr_t *addr, net_protocol_t protocol) { NET_Conn_Init(conn, addr, protocol); conn->state = NET_CONN_STATE_CONNECTING; } // Initialize as a server connection void NET_Conn_InitServer(net_connection_t *conn, net_addr_t *addr, net_protocol_t protocol) { NET_Conn_Init(conn, addr, protocol); conn->state = NET_CONN_STATE_CONNECTED; } // Send a packet to a connection // All packets should be sent through this interface, as it maintains the // keepalive_send_time counter. void NET_Conn_SendPacket(net_connection_t *conn, net_packet_t *packet) { conn->keepalive_send_time = I_GetTimeMS(); NET_SendPacket(conn->addr, packet); } static void NET_Conn_ParseDisconnect(net_connection_t *conn, net_packet_t *packet) { net_packet_t *reply; // Other end wants to disconnect // Send a DISCONNECT_ACK reply. reply = NET_NewPacket(10); NET_WriteInt16(reply, NET_PACKET_TYPE_DISCONNECT_ACK); NET_Conn_SendPacket(conn, reply); NET_FreePacket(reply); conn->last_send_time = I_GetTimeMS(); conn->state = NET_CONN_STATE_DISCONNECTED_SLEEP; conn->disconnect_reason = NET_DISCONNECT_REMOTE; } // Parse a DISCONNECT_ACK packet static void NET_Conn_ParseDisconnectACK(net_connection_t *conn, net_packet_t *packet) { if (conn->state == NET_CONN_STATE_DISCONNECTING) { // We have received an acknowledgement to our disconnect // request. We have been disconnected successfully. conn->state = NET_CONN_STATE_DISCONNECTED; conn->disconnect_reason = NET_DISCONNECT_LOCAL; conn->last_send_time = -1; } } static void NET_Conn_ParseReject(net_connection_t *conn, net_packet_t *packet) { char *msg; msg = NET_ReadSafeString(packet); if (msg == NULL) { return; } if (conn->state == NET_CONN_STATE_CONNECTING) { // rejected by server conn->state = NET_CONN_STATE_DISCONNECTED; conn->disconnect_reason = NET_DISCONNECT_REMOTE; free(net_client_reject_reason); net_client_reject_reason = strdup(msg); } } static void NET_Conn_ParseReliableACK(net_connection_t *conn, net_packet_t *packet) { unsigned int seq; if (!NET_ReadInt8(packet, &seq)) { return; } if (conn->reliable_packets == NULL) { return; } // Is this an acknowledgement for the first packet in the list? if (seq == (unsigned int)((conn->reliable_packets->seq + 1) & 0xff)) { net_reliable_packet_t *rp; // Discard it, then. // Unlink from the list. rp = conn->reliable_packets; conn->reliable_packets = rp->next; NET_FreePacket(rp->packet); free(rp); } } // Process the header of a reliable packet // // Returns true if the packet should be discarded (incorrect sequence) static boolean NET_Conn_ReliablePacket(net_connection_t *conn, net_packet_t *packet) { unsigned int seq; net_packet_t *reply; boolean result; // Read the sequence number if (!NET_ReadInt8(packet, &seq)) { return true; } if (seq != (unsigned int)(conn->reliable_recv_seq & 0xff)) { // This is not the next expected packet in the sequence! // // Discard the packet. If we were smart, we would use a proper // sliding window protocol to do this, but I'm lazy. result = true; } else { // Now we can receive the next packet in the sequence. conn->reliable_recv_seq = (conn->reliable_recv_seq + 1) & 0xff; result = false; } // Send an acknowledgement // Note: this is braindead. It would be much more sensible to // include this in the next packet, rather than the overhead of // sending a complete packet just for one byte of information. reply = NET_NewPacket(10); NET_WriteInt16(reply, NET_PACKET_TYPE_RELIABLE_ACK); NET_WriteInt8(reply, conn->reliable_recv_seq & 0xff); NET_Conn_SendPacket(conn, reply); NET_FreePacket(reply); return result; } // Process a packet received by the server // // Returns true if eaten by common code boolean NET_Conn_Packet(net_connection_t *conn, net_packet_t *packet, unsigned int *packet_type) { conn->keepalive_recv_time = I_GetTimeMS(); // Is this a reliable packet? if (*packet_type & NET_RELIABLE_PACKET) { if (NET_Conn_ReliablePacket(conn, packet)) { // Invalid packet: eat it. return true; } // Remove the reliable bit *packet_type &= ~NET_RELIABLE_PACKET; } switch (*packet_type) { case NET_PACKET_TYPE_DISCONNECT: NET_Conn_ParseDisconnect(conn, packet); break; case NET_PACKET_TYPE_DISCONNECT_ACK: NET_Conn_ParseDisconnectACK(conn, packet); break; case NET_PACKET_TYPE_KEEPALIVE: // No special action needed. break; case NET_PACKET_TYPE_REJECTED: NET_Conn_ParseReject(conn, packet); break; case NET_PACKET_TYPE_RELIABLE_ACK: NET_Conn_ParseReliableACK(conn, packet); break; default: // Not a common packet return false; } // We found a packet that we found interesting, and ate it. return true; } void NET_Conn_Disconnect(net_connection_t *conn) { if (conn->state != NET_CONN_STATE_DISCONNECTED && conn->state != NET_CONN_STATE_DISCONNECTING && conn->state != NET_CONN_STATE_DISCONNECTED_SLEEP) { conn->state = NET_CONN_STATE_DISCONNECTING; conn->disconnect_reason = NET_DISCONNECT_LOCAL; conn->last_send_time = -1; conn->num_retries = 0; } } void NET_Conn_Run(net_connection_t *conn) { net_packet_t *packet; unsigned int nowtime; nowtime = I_GetTimeMS(); if (conn->state == NET_CONN_STATE_CONNECTED) { // Check the keepalive counters if (nowtime - conn->keepalive_recv_time > CONNECTION_TIMEOUT_LEN * 1000) { // Haven't received any packets from the other end in a long // time. Assume disconnected. conn->state = NET_CONN_STATE_DISCONNECTED; conn->disconnect_reason = NET_DISCONNECT_TIMEOUT; } if (nowtime - conn->keepalive_send_time > KEEPALIVE_PERIOD * 1000) { // We have not sent anything in a long time. // Send a keepalive. packet = NET_NewPacket(10); NET_WriteInt16(packet, NET_PACKET_TYPE_KEEPALIVE); NET_Conn_SendPacket(conn, packet); NET_FreePacket(packet); } // Check the reliable packet list. Has the first packet in the // list timed out? // // NB. This is braindead, we have a fixed time of one second. if (conn->reliable_packets != NULL && (conn->reliable_packets->last_send_time < 0 || nowtime - conn->reliable_packets->last_send_time > 1000)) { // Packet timed out, time to resend NET_Conn_SendPacket(conn, conn->reliable_packets->packet); conn->reliable_packets->last_send_time = nowtime; } } else if (conn->state == NET_CONN_STATE_DISCONNECTING) { // Waiting for a reply to our DISCONNECT request. if (conn->last_send_time < 0 || nowtime - conn->last_send_time > 1000) { // it has been a second since the last disconnect packet // was sent, and still no reply. if (conn->num_retries < MAX_RETRIES) { // send another disconnect packet = NET_NewPacket(10); NET_WriteInt16(packet, NET_PACKET_TYPE_DISCONNECT); NET_Conn_SendPacket(conn, packet); NET_FreePacket(packet); conn->last_send_time = nowtime; ++conn->num_retries; } else { // No more retries allowed. // Force disconnect. conn->state = NET_CONN_STATE_DISCONNECTED; conn->disconnect_reason = NET_DISCONNECT_LOCAL; } } } else if (conn->state == NET_CONN_STATE_DISCONNECTED_SLEEP) { // We are disconnected, waiting in case we need to send // a DISCONNECT_ACK to the server again. if (nowtime - conn->last_send_time > 5000) { // Idle for 5 seconds, switch state conn->state = NET_CONN_STATE_DISCONNECTED; conn->disconnect_reason = NET_DISCONNECT_REMOTE; } } } net_packet_t *NET_Conn_NewReliable(net_connection_t *conn, int packet_type) { net_packet_t *packet; net_reliable_packet_t *rp; net_reliable_packet_t **listend; // Generate a packet with the right header packet = NET_NewPacket(100); NET_WriteInt16(packet, packet_type | NET_RELIABLE_PACKET); // write the low byte of the send sequence number NET_WriteInt8(packet, conn->reliable_send_seq & 0xff); // Add to the list of reliable packets rp = malloc(sizeof(net_reliable_packet_t)); rp->packet = packet; rp->next = NULL; rp->seq = conn->reliable_send_seq; rp->last_send_time = -1; for (listend = &conn->reliable_packets; *listend != NULL; listend = &((*listend)->next)); *listend = rp; // Count along the sequence conn->reliable_send_seq = (conn->reliable_send_seq + 1) & 0xff; // Finished return packet; } // Used to expand the least significant byte of a tic number into // the full tic number, from the current tic number unsigned int NET_ExpandTicNum(unsigned int relative, unsigned int b) { unsigned int l, h; unsigned int result; h = relative & ~0xff; l = relative & 0xff; result = h | b; if (l < 0x40 && b > 0xb0) result -= 0x100; if (l > 0xb0 && b < 0x40) result += 0x100; return result; } // Check that game settings are valid boolean NET_ValidGameSettings(GameMode_t mode, GameMission_t mission, net_gamesettings_t *settings) { if (settings->ticdup <= 0) return false; if (settings->extratics < 0) return false; if (settings->deathmatch < 0 || settings->deathmatch > 2) return false; if (settings->skill < sk_noitems || settings->skill > sk_nightmare) return false; if (!D_ValidGameVersion(mission, settings->gameversion)) return false; if (!D_ValidEpisodeMap(mission, mode, settings->episode, settings->map)) return false; return true; }