ref: f8ffe42a61cc53719bd36d58d309d495ad3f323b
dir: /src/net_server.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. // // Network server code // #include <stdio.h> #include <stdarg.h> #include <stdlib.h> #include <string.h> #include "config.h" #include "doomtype.h" #include "d_mode.h" #include "i_system.h" #include "i_timer.h" #include "m_argv.h" #include "m_misc.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_query.h" #include "net_server.h" #include "net_sdl.h" #include "net_structrw.h" // How often to refresh our registration with the master server. #define MASTER_REFRESH_PERIOD 20 * 60 /* 20 minutes */ // How often to re-resolve the address of the master server? #define MASTER_RESOLVE_PERIOD 8 * 60 * 60 /* 8 hours */ typedef enum { // waiting for the game to be "launched" (key player to press the start // button) SERVER_WAITING_LAUNCH, // game has been launched, we are waiting for all players to be ready // so the game can start. SERVER_WAITING_START, // in a game SERVER_IN_GAME, } net_server_state_t; typedef struct { boolean active; int player_number; net_addr_t *addr; net_connection_t connection; int last_send_time; char *name; // If true, the client has sent the NET_PACKET_TYPE_GAMESTART // message indicating that it is ready for the game to start. boolean ready; // Time that this client connected to the server. // This is used to determine the controller (oldest client). unsigned int connect_time; // Last time new gamedata was received from this client int last_gamedata_time; // recording a demo without -longtics boolean recording_lowres; // send queue: items to send to the client // this is a circular buffer int sendseq; net_full_ticcmd_t sendqueue[BACKUPTICS]; // Latest acknowledged by the client unsigned int acknowledged; // Value of max_players specified by the client on connect. int max_players; // Observer: receives data but does not participate in the game. boolean drone; // SHA1 hash sums of the client's WAD directory and dehacked data sha1_digest_t wad_sha1sum; sha1_digest_t deh_sha1sum; // Is this client is playing with the Freedoom IWAD? unsigned int is_freedoom; // Player class (for Hexen) int player_class; } net_client_t; // structure used for the recv window typedef struct { // Whether this tic has been received yet boolean active; // Latency value received from the client signed int latency; // Last time we sent a resend request for this tic unsigned int resend_time; // Tic data itself net_ticdiff_t diff; } net_client_recv_t; static net_server_state_t server_state; static boolean server_initialized = false; static net_client_t clients[MAXNETNODES]; static net_client_t *sv_players[NET_MAXPLAYERS]; static net_context_t *server_context; static unsigned int sv_gamemode; static unsigned int sv_gamemission; static net_gamesettings_t sv_settings; // For registration with master server: static net_addr_t *master_server = NULL; static unsigned int master_refresh_time; static unsigned int master_resolve_time; // receive window static unsigned int recvwindow_start; static net_client_recv_t recvwindow[BACKUPTICS][NET_MAXPLAYERS]; #define NET_SV_ExpandTicNum(b) NET_ExpandTicNum(recvwindow_start, (b)) 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; } // Send a message to be displayed on a client's console static void NET_SV_SendConsoleMessage(net_client_t *client, char *s, ...) { char buf[1024]; va_list args; net_packet_t *packet; va_start(args, s); M_vsnprintf(buf, sizeof(buf), s, args); va_end(args); packet = NET_Conn_NewReliable(&client->connection, NET_PACKET_TYPE_CONSOLE_MESSAGE); NET_WriteString(packet, buf); } // Send a message to all clients static void NET_SV_BroadcastMessage(char *s, ...) { char buf[1024]; va_list args; int i; va_start(args, s); M_vsnprintf(buf, sizeof(buf), s, args); va_end(args); for (i=0; i<MAXNETNODES; ++i) { if (ClientConnected(&clients[i])) { NET_SV_SendConsoleMessage(&clients[i], buf); } } printf("%s\n", buf); } // Assign player numbers to connected clients static void NET_SV_AssignPlayers(void) { int i; int pl; pl = 0; for (i=0; i<MAXNETNODES; ++i) { if (ClientConnected(&clients[i])) { if (!clients[i].drone) { sv_players[pl] = &clients[i]; sv_players[pl]->player_number = pl; ++pl; } else { clients[i].player_number = -1; } } } for (; pl<NET_MAXPLAYERS; ++pl) { sv_players[pl] = NULL; } } // Returns the number of players currently connected. static int NET_SV_NumPlayers(void) { int i; int result; result = 0; for (i=0; i<NET_MAXPLAYERS; ++i) { if (sv_players[i] != NULL && ClientConnected(sv_players[i])) { result += 1; } } return result; } // Returns the number of players ready to start the game. static int NET_SV_NumReadyPlayers(void) { int result = 0; int i; for (i = 0; i < MAXNETNODES; ++i) { if (ClientConnected(&clients[i]) && !clients[i].drone && clients[i].ready) { ++result; } } return result; } // Returns the maximum number of players that can play. static int NET_SV_MaxPlayers(void) { int i; for (i = 0; i < MAXNETNODES; ++i) { if (ClientConnected(&clients[i])) { return clients[i].max_players; } } return NET_MAXPLAYERS; } // Returns the number of drones currently connected. static int NET_SV_NumDrones(void) { int i; int result; result = 0; for (i=0; i<MAXNETNODES; ++i) { if (ClientConnected(&clients[i]) && clients[i].drone) { result += 1; } } return result; } // 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) { net_client_t *best; int i; // Find the oldest client (first to connect). best = NULL; for (i=0; i<MAXNETNODES; ++i) { // Can't be controller? if (!ClientConnected(&clients[i]) || clients[i].drone) { continue; } if (best == NULL || clients[i].connect_time < best->connect_time) { best = &clients[i]; } } return best; } static void NET_SV_SendWaitingData(net_client_t *client) { net_waitdata_t wait_data; net_packet_t *packet; net_client_t *controller; int i; NET_SV_AssignPlayers(); controller = NET_SV_Controller(); wait_data.num_players = NET_SV_NumPlayers(); wait_data.num_drones = NET_SV_NumDrones(); wait_data.ready_players = NET_SV_NumReadyPlayers(); wait_data.max_players = NET_SV_MaxPlayers(); wait_data.is_controller = (client == controller); wait_data.consoleplayer = client->player_number; // Send the WAD and dehacked checksums of the controlling client. // If no controller found (?), send the details that the client // is expecting anyway. if (controller == NULL) { controller = client; } memcpy(&wait_data.wad_sha1sum, &controller->wad_sha1sum, sizeof(sha1_digest_t)); memcpy(&wait_data.deh_sha1sum, &controller->deh_sha1sum, sizeof(sha1_digest_t)); wait_data.is_freedoom = controller->is_freedoom; // set name and address of each player: for (i = 0; i < wait_data.num_players; ++i) { M_StringCopy(wait_data.player_names[i], sv_players[i]->name, MAXPLAYERNAME); M_StringCopy(wait_data.player_addrs[i], NET_AddrToString(sv_players[i]->addr), MAXPLAYERNAME); } // Construct packet: packet = NET_NewPacket(10); NET_WriteInt16(packet, NET_PACKET_TYPE_WAITING_DATA); NET_WriteWaitData(packet, &wait_data); // Send packet to client and free NET_Conn_SendPacket(&client->connection, packet); NET_FreePacket(packet); } // Find the latest tic which has been acknowledged as received by // all clients. static unsigned int NET_SV_LatestAcknowledged(void) { unsigned int lowtic = UINT_MAX; int i; for (i=0; i<MAXNETNODES; ++i) { if (ClientConnected(&clients[i])) { if (clients[i].acknowledged < lowtic) { lowtic = clients[i].acknowledged; } } } return lowtic; } // Possibly advance the recv window if all connected clients have // used the data in the window static void NET_SV_AdvanceWindow(void) { unsigned int lowtic; int i; if (NET_SV_NumPlayers() <= 0) { return; } lowtic = NET_SV_LatestAcknowledged(); // Advance the recv window until it catches up with lowtic while (recvwindow_start < lowtic) { boolean should_advance; // Check we have tics from all players for first tic in // the recv window should_advance = true; for (i=0; i<NET_MAXPLAYERS; ++i) { if (sv_players[i] == NULL || !ClientConnected(sv_players[i])) { continue; } if (!recvwindow[0][i].active) { should_advance = false; break; } } if (!should_advance) { // The first tic is not complete: ie. we have not // received tics from all connected players. This can // happen if only one player is in the game. break; } // Advance the window memmove(recvwindow, recvwindow + 1, sizeof(*recvwindow) * (BACKUPTICS - 1)); memset(&recvwindow[BACKUPTICS-1], 0, sizeof(*recvwindow)); ++recvwindow_start; //printf("SV: advanced to %i\n", recvwindow_start); } } // 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; } // send a rejection packet to a client static void NET_SV_SendReject(net_addr_t *addr, char *msg) { net_packet_t *packet; packet = NET_NewPacket(10); NET_WriteInt16(packet, NET_PACKET_TYPE_REJECTED); NET_WriteString(packet, msg); NET_SendPacket(addr, packet); NET_FreePacket(packet); } static void NET_SV_InitNewClient(net_client_t *client, net_addr_t *addr, net_protocol_t protocol) { client->active = true; client->connect_time = I_GetTimeMS(); NET_Conn_InitServer(&client->connection, addr, protocol); client->addr = addr; client->last_send_time = -1; // init the ticcmd send queue client->sendseq = 0; client->acknowledged = 0; client->drone = false; client->ready = false; client->last_gamedata_time = 0; memset(client->sendqueue, 0xff, sizeof(client->sendqueue)); } // 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; net_connect_data_t data; net_packet_t *reply; net_protocol_t protocol; char *player_name; char *client_version; int num_players; int i; // Read the magic number and check it is the expected one. if (!NET_ReadInt32(packet, &magic)) { return; } switch (magic) { case NET_MAGIC_NUMBER: break; case NET_OLD_MAGIC_NUMBER: NET_SV_SendReject(addr, "You are using an old client version that is not supported by " "this server. This server is running " PACKAGE_STRING "."); return; default: return; } // Read the client version string. We actually now only use this when // sending a reject message, as we only reject if we can't negotiate a // common protocol (below). client_version = NET_ReadString(packet); if (client_version == NULL) { return; } // Read the client's list of accepted protocols. Net play between forks // of Chocolate Doom is accepted provided that they can negotiate a // common accepted protocol. protocol = NET_ReadProtocolList(packet); if (protocol == NET_PROTOCOL_UNKNOWN) { char reject_msg[256]; M_snprintf(reject_msg, sizeof(reject_msg), "Version mismatch: server version is: " PACKAGE_STRING "; " "client is: %s. No common compatible protocol could be " "negotiated.", client_version); NET_SV_SendReject(addr, reject_msg); return; } // Read connect data, and check that the game mode/mission are valid // and the max_players value is in a sensible range. if (!NET_ReadConnectData(packet, &data) || !D_ValidGameMode(data.gamemission, data.gamemode) || data.max_players > NET_MAXPLAYERS) { return; } // Read the player's name player_name = NET_ReadString(packet); if (player_name == NULL) { return; } // At this point we have received a valid SYN. // Not accepting new connections? if (server_state != SERVER_WAITING_LAUNCH) { NET_SV_SendReject(addr, "Server is not currently accepting connections"); return; } // Before accepting a new client, check that there is a slot free. NET_SV_AssignPlayers(); num_players = NET_SV_NumPlayers(); if ((!data.drone && num_players >= NET_SV_MaxPlayers()) || NET_SV_NumClients() >= MAXNETNODES) { NET_SV_SendReject(addr, "Server is full!"); return; } // TODO: Add server option to allow rejecting clients which set // lowres_turn. This is potentially desirable as the presence of such // clients affects turning resolution. // Adopt the game mode and mission of the first connecting client: if (num_players == 0 && !data.drone) { sv_gamemode = data.gamemode; sv_gamemission = data.gamemission; } // Check the connecting client is playing the same game as all // the other clients if (data.gamemode != sv_gamemode || data.gamemission != sv_gamemission) { char msg[128]; M_snprintf(msg, sizeof(msg), "Game mismatch: server is %s (%s), client is %s (%s)", D_GameMissionString(sv_gamemission), D_GameModeString(sv_gamemode), D_GameMissionString(data.gamemission), D_GameModeString(data.gamemode)); NET_SV_SendReject(addr, msg); return; } // 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; } } // Client already connected? if (client->active) { return; } // Activate, initialize connection NET_SV_InitNewClient(client, addr, protocol); // Save the SHA1 checksums and other details. memcpy(client->wad_sha1sum, data.wad_sha1sum, sizeof(sha1_digest_t)); memcpy(client->deh_sha1sum, data.deh_sha1sum, sizeof(sha1_digest_t)); client->is_freedoom = data.is_freedoom; client->max_players = data.max_players; client->name = M_StringDuplicate(player_name); client->recording_lowres = data.lowres_turn; client->drone = data.drone; client->player_class = data.player_class; // Send a reply back to the client, indicating a successful connection // and specifying the protocol that will be used for communications. reply = NET_Conn_NewReliable(&client->connection, NET_PACKET_TYPE_SYN); NET_WriteString(reply, PACKAGE_STRING); NET_WriteProtocol(reply, protocol); } // Parse a launch packet. This is sent by the key player when the "start" // button is pressed, and causes the startup process to continue. static void NET_SV_ParseLaunch(net_packet_t *packet, net_client_t *client) { net_packet_t *launchpacket; int num_players; unsigned int i; // Only the controller can launch the game. if (client != NET_SV_Controller()) { return; } // Can only launch when we are in the waiting state. if (server_state != SERVER_WAITING_LAUNCH) { return; } // Forward launch on to all clients. NET_SV_AssignPlayers(); num_players = NET_SV_NumPlayers(); for (i=0; i<MAXNETNODES; ++i) { if (!ClientConnected(&clients[i])) continue; launchpacket = NET_Conn_NewReliable(&clients[i].connection, NET_PACKET_TYPE_LAUNCH); NET_WriteInt8(launchpacket, num_players); } // Now in launch state. server_state = SERVER_WAITING_START; } // Transition to the in-game state and send all players the start game // message. Invoked once all players have indicated they are ready to // start the game. static void StartGame(void) { net_packet_t *startpacket; unsigned int i; int nowtime; // Assign player numbers NET_SV_AssignPlayers(); // Check if anyone is recording a demo and set lowres_turn if so. sv_settings.lowres_turn = false; for (i = 0; i < NET_MAXPLAYERS; ++i) { if (sv_players[i] != NULL && sv_players[i]->recording_lowres) { sv_settings.lowres_turn = true; } } sv_settings.num_players = NET_SV_NumPlayers(); // Copy player classes: for (i = 0; i < NET_MAXPLAYERS; ++i) { if (sv_players[i] != NULL) { sv_settings.player_classes[i] = sv_players[i]->player_class; } else { sv_settings.player_classes[i] = 0; } } nowtime = I_GetTimeMS(); // Send start packets to each connected node for (i = 0; i < MAXNETNODES; ++i) { if (!ClientConnected(&clients[i])) continue; clients[i].last_gamedata_time = nowtime; startpacket = NET_Conn_NewReliable(&clients[i].connection, NET_PACKET_TYPE_GAMESTART); sv_settings.consoleplayer = clients[i].player_number; NET_WriteSettings(startpacket, &sv_settings); } // Change server state server_state = SERVER_IN_GAME; memset(recvwindow, 0, sizeof(recvwindow)); recvwindow_start = 0; } // Returns true when all nodes have indicated readiness to start the game. static boolean AllNodesReady(void) { unsigned int i; for (i = 0; i < MAXNETNODES; ++i) { if (ClientConnected(&clients[i]) && !clients[i].ready) { return false; } } return true; } // Check if the game should start, and if so, start it. static void CheckStartGame(void) { if (AllNodesReady()) { StartGame(); } } // Send waiting data with current status to all nodes that are ready to // start the game. static void SendAllWaitingData(void) { unsigned int i; for (i = 0; i < MAXNETNODES; ++i) { if (ClientConnected(&clients[i]) && clients[i].ready) { NET_SV_SendWaitingData(&clients[i]); } } } // Parse a game start packet static void NET_SV_ParseGameStart(net_packet_t *packet, net_client_t *client) { net_gamesettings_t settings; // Can only start a game if we are in the waiting start state. if (server_state != SERVER_WAITING_START) { return; } if (client == NET_SV_Controller()) { if (!NET_ReadSettings(packet, &settings)) { // Malformed packet return; } // Check the game settings are valid if (!NET_ValidGameSettings(sv_gamemode, sv_gamemission, &settings)) { return; } sv_settings = settings; } client->ready = true; CheckStartGame(); // Update all ready clients with the current state (number of players // ready, etc.). This is used by games that show startup progress // (eg. Hexen's spinal loading) SendAllWaitingData(); } // Send a resend request to a client static void NET_SV_SendResendRequest(net_client_t *client, int start, int end) { net_packet_t *packet; net_client_recv_t *recvobj; int i; unsigned int nowtime; int index; //printf("SV: send resend for %i-%i\n", start, end); packet = NET_NewPacket(20); NET_WriteInt16(packet, NET_PACKET_TYPE_GAMEDATA_RESEND); NET_WriteInt32(packet, start); NET_WriteInt8(packet, end - start + 1); NET_Conn_SendPacket(&client->connection, packet); NET_FreePacket(packet); // Store the time we send the resend request nowtime = I_GetTimeMS(); for (i=start; i<=end; ++i) { index = i - recvwindow_start; if (index >= BACKUPTICS) { // Outside the range continue; } recvobj = &recvwindow[index][client->player_number]; recvobj->resend_time = nowtime; } } // Check for expired resend requests static void NET_SV_CheckResends(net_client_t *client) { int i; int player; int resend_start, resend_end; unsigned int nowtime; nowtime = I_GetTimeMS(); player = client->player_number; resend_start = -1; resend_end = -1; for (i=0; i<BACKUPTICS; ++i) { net_client_recv_t *recvobj; boolean need_resend; recvobj = &recvwindow[i][player]; // if need_resend is true, this tic needs another retransmit // request (300ms timeout) need_resend = !recvobj->active && recvobj->resend_time != 0 && nowtime > recvobj->resend_time + 300; if (need_resend) { // Start a new run of resend tics? if (resend_start < 0) { resend_start = i; } resend_end = i; } else { if (resend_start >= 0) { // End of a run of resend tics //printf("SV: resend request timed out: %i-%i\n", resend_start, resend_end); NET_SV_SendResendRequest(client, recvwindow_start + resend_start, recvwindow_start + resend_end); resend_start = -1; } } } if (resend_start >= 0) { NET_SV_SendResendRequest(client, recvwindow_start + resend_start, recvwindow_start + resend_end); } } // Process game data from a client static void NET_SV_ParseGameData(net_packet_t *packet, net_client_t *client) { net_client_recv_t *recvobj; unsigned int seq; unsigned int ackseq; unsigned int num_tics; unsigned int nowtime; size_t i; int player; int resend_start, resend_end; int index; if (server_state != SERVER_IN_GAME) { return; } if (client->drone) { // Drones do not contribute any game data. return; } player = client->player_number; // Read header if (!NET_ReadInt8(packet, &ackseq) || !NET_ReadInt8(packet, &seq) || !NET_ReadInt8(packet, &num_tics)) { return; } // Get the current time nowtime = I_GetTimeMS(); // Expand 8-bit values to the full sequence number ackseq = NET_SV_ExpandTicNum(ackseq); seq = NET_SV_ExpandTicNum(seq); // Sanity checks for (i=0; i<num_tics; ++i) { net_ticdiff_t diff; signed int latency; if (!NET_ReadSInt16(packet, &latency) || !NET_ReadTiccmdDiff(packet, &diff, sv_settings.lowres_turn)) { return; } index = seq + i - recvwindow_start; if (index < 0 || index >= BACKUPTICS) { // Not in range of the recv window continue; } recvobj = &recvwindow[index][player]; recvobj->active = true; recvobj->diff = diff; recvobj->latency = latency; client->last_gamedata_time = nowtime; } // Higher acknowledgement point? if (ackseq > client->acknowledged) { client->acknowledged = ackseq; } // Has this been received out of sequence, ie. have we not received // all tics before the first tic in this packet? If so, send a // resend request. //printf("SV: %p: %i\n", client, seq); resend_end = seq - recvwindow_start; if (resend_end <= 0) return; if (resend_end >= BACKUPTICS) resend_end = BACKUPTICS - 1; index = resend_end - 1; resend_start = resend_end; while (index >= 0) { recvobj = &recvwindow[index][player]; if (recvobj->active) { // ended our run of unreceived tics break; } if (recvobj->resend_time != 0) { // Already sent a resend request for this tic break; } resend_start = index; --index; } // Possibly send a resend request if (resend_start < resend_end) { /* printf("missed %i-%i before %i, send resend\n", recvwindow_start + resend_start, recvwindow_start + resend_end - 1, seq); */ NET_SV_SendResendRequest(client, recvwindow_start + resend_start, recvwindow_start + resend_end - 1); } } static void NET_SV_ParseGameDataACK(net_packet_t *packet, net_client_t *client) { unsigned int ackseq; if (server_state != SERVER_IN_GAME) { return; } // Read header if (!NET_ReadInt8(packet, &ackseq)) { return; } // Expand 8-bit values to the full sequence number ackseq = NET_SV_ExpandTicNum(ackseq); // Higher acknowledgement point than we already have? if (ackseq > client->acknowledged) { client->acknowledged = ackseq; } } static void NET_SV_SendTics(net_client_t *client, unsigned int start, unsigned int end) { net_packet_t *packet; unsigned int i; packet = NET_NewPacket(500); NET_WriteInt16(packet, NET_PACKET_TYPE_GAMEDATA); // Send the start tic and number of tics NET_WriteInt8(packet, start & 0xff); NET_WriteInt8(packet, end-start + 1); // Write the tics for (i=start; i<=end; ++i) { net_full_ticcmd_t *cmd; cmd = &client->sendqueue[i % BACKUPTICS]; if (i != cmd->seq) { I_Error("Wanted to send %i, but %i is in its place", i, cmd->seq); } // Add command NET_WriteFullTiccmd(packet, cmd, sv_settings.lowres_turn); } // Send packet NET_Conn_SendPacket(&client->connection, packet); NET_FreePacket(packet); } // Parse a retransmission request from a client static void NET_SV_ParseResendRequest(net_packet_t *packet, net_client_t *client) { unsigned int start, last; unsigned int num_tics; unsigned int i; // Read the starting tic and number of tics if (!NET_ReadInt32(packet, &start) || !NET_ReadInt8(packet, &num_tics)) { return; } //printf("SV: %p: resend %i-%i\n", client, start, start+num_tics-1); // Check we have all the requested tics last = start + num_tics - 1; for (i=start; i<=last; ++i) { net_full_ticcmd_t *cmd; cmd = &client->sendqueue[i % BACKUPTICS]; if (i != cmd->seq) { // We do not have the requested tic (any more) // This is pretty fatal. We could disconnect the client, // but then again this could be a spoofed packet. Just // ignore it. return; } } // Resend those tics NET_SV_SendTics(client, start, last); } // Send a response back to the client void NET_SV_SendQueryResponse(net_addr_t *addr) { net_packet_t *reply; net_querydata_t querydata; int p; // Version querydata.version = PACKAGE_STRING; // Server state querydata.server_state = server_state; // Number of players/maximum players querydata.num_players = NET_SV_NumPlayers(); querydata.max_players = NET_SV_MaxPlayers(); // Game mode/mission querydata.gamemode = sv_gamemode; querydata.gamemission = sv_gamemission; //! // @category net // @arg <name> // // When starting a network server, specify a name for the server. // p = M_CheckParmWithArgs("-servername", 1); if (p > 0) { querydata.description = myargv[p + 1]; } else { querydata.description = "Unnamed server"; } // Send it and we're done. reply = NET_NewPacket(64); NET_WriteInt16(reply, NET_PACKET_TYPE_QUERY_RESPONSE); NET_WriteQueryData(reply, &querydata); NET_SendPacket(addr, reply); NET_FreePacket(reply); } // 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; // Response from master server? if (addr != NULL && addr == master_server) { NET_Query_MasterResponse(packet); return; } // 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 (packet_type == NET_PACKET_TYPE_QUERY) { NET_SV_SendQueryResponse(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: NET_SV_ParseGameStart(packet, client); break; case NET_PACKET_TYPE_LAUNCH: NET_SV_ParseLaunch(packet, client); break; case NET_PACKET_TYPE_GAMEDATA: NET_SV_ParseGameData(packet, client); break; case NET_PACKET_TYPE_GAMEDATA_ACK: NET_SV_ParseGameDataACK(packet, client); break; case NET_PACKET_TYPE_GAMEDATA_RESEND: NET_SV_ParseResendRequest(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_PumpSendQueue(net_client_t *client) { net_full_ticcmd_t cmd; int recv_index; int num_players; int i; int starttic, endtic; // If a client has not sent any acknowledgments for a while, // wait until they catch up. if (client->sendseq - NET_SV_LatestAcknowledged() > 40) { return; } // Work out the index into the receive window recv_index = client->sendseq - recvwindow_start; if (recv_index < 0 || recv_index >= BACKUPTICS) { return; } // Check if we can generate a new entry for the send queue // using the data in recvwindow. num_players = 0; for (i=0; i<NET_MAXPLAYERS; ++i) { if (sv_players[i] == client) { // Client does not rely on itself for data continue; } if (sv_players[i] == NULL || !ClientConnected(sv_players[i])) { continue; } if (!recvwindow[recv_index][i].active) { // We do not have this player's ticcmd, so we cannot // generate a complete command yet. return; } ++num_players; } // If this is a game with only a single player in it, we might // be sending a ticcmd set containing 0 ticcmds. This is fine; // however, there's nothing to stop the game running on ahead // and never stopping. Don't let the server get too far ahead // of the client. if (num_players == 0 && client->sendseq > recvwindow_start + 10) { return; } //printf("SV: have complete ticcmd for %i\n", client->sendseq); // We have all data we need to generate a command for this tic. cmd.seq = client->sendseq; // Add ticcmds from all players cmd.latency = 0; for (i=0; i<NET_MAXPLAYERS; ++i) { net_client_recv_t *recvobj; if (sv_players[i] == client) { // Not the player we are sending to cmd.playeringame[i] = false; continue; } if (sv_players[i] == NULL || !recvwindow[recv_index][i].active) { cmd.playeringame[i] = false; continue; } cmd.playeringame[i] = true; recvobj = &recvwindow[recv_index][i]; cmd.cmds[i] = recvobj->diff; if (recvobj->latency > cmd.latency) cmd.latency = recvobj->latency; } //printf("SV: %i: latency %i\n", client->player_number, cmd.latency); // Add into the queue client->sendqueue[client->sendseq % BACKUPTICS] = cmd; // Transmit the new tic to the client starttic = client->sendseq - sv_settings.extratics; endtic = client->sendseq; if (starttic < 0) starttic = 0; NET_SV_SendTics(client, starttic, endtic); ++client->sendseq; } // Prevent against deadlock: resend requests are usually only // triggered if we miss a packet and receive the next one. // If we miss a whole load of packets, we can end up in a // deadlock situation where the client will not send any more. // If we don't receive any game data in a while, trigger a resend // request for the next tic we're expecting. void NET_SV_CheckDeadlock(net_client_t *client) { int nowtime; int i; // Don't expect game data from clients. if (client->drone) { return; } nowtime = I_GetTimeMS(); // If we haven't received anything for a long time, it may be a deadlock. if (nowtime - client->last_gamedata_time > 1000) { // Search the receive window for the first tic we are expecting // from this player. for (i=0; i<BACKUPTICS; ++i) { if (!recvwindow[client->player_number][i].active) { //printf("Possible deadlock: Sending resend request\n"); // Found a tic we haven't received. Send a resend request. NET_SV_SendResendRequest(client, recvwindow_start + i, recvwindow_start + i + 5); client->last_gamedata_time = nowtime; break; } } } } // Called when all players have disconnected. Return to listening for // players to start a new game, and disconnect any drones still connected. static void NET_SV_GameEnded(void) { int i; server_state = SERVER_WAITING_LAUNCH; sv_gamemode = indetermined; for (i=0; i<MAXNETNODES; ++i) { if (clients[i].active) { NET_SV_DisconnectClient(&clients[i]); } } } // Perform any needed action on a client static void NET_SV_RunClient(net_client_t *client) { // Run common code NET_Conn_Run(&client->connection); if (client->connection.state == NET_CONN_STATE_DISCONNECTED && client->connection.disconnect_reason == NET_DISCONNECT_TIMEOUT) { NET_SV_BroadcastMessage("Client '%s' timed out and disconnected", client->name); } // Is this client disconnected? if (client->connection.state == NET_CONN_STATE_DISCONNECTED) { client->active = false; // If we were about to start a game, any player disconnecting // should cause an abort. if (server_state == SERVER_WAITING_START && !client->drone) { NET_SV_BroadcastMessage("Game startup aborted because " "player '%s' disconnected.", client->name); NET_SV_GameEnded(); } free(client->name); NET_FreeAddress(client->addr); // Are there any clients left connected? If not, return the // server to the waiting-for-players state. // // Disconnect any drones still connected. if (NET_SV_NumPlayers() <= 0) { NET_SV_GameEnded(); } } if (!ClientConnected(client)) { // client has not yet finished connecting return; } if (server_state == SERVER_WAITING_LAUNCH) { // 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(); } } if (server_state == SERVER_IN_GAME) { NET_SV_PumpSendQueue(client); NET_SV_CheckDeadlock(client); } } // Add a network module to the server context void NET_SV_AddModule(net_module_t *module) { module->InitServer(); NET_AddModule(server_context, module); } // Initialize server and wait for connections void NET_SV_Init(void) { int i; // initialize send/receive context server_context = NET_NewContext(); // no clients yet for (i=0; i<MAXNETNODES; ++i) { clients[i].active = false; } NET_SV_AssignPlayers(); server_state = SERVER_WAITING_LAUNCH; sv_gamemode = indetermined; server_initialized = true; } static void UpdateMasterServer(void) { unsigned int now; now = I_GetTimeMS(); // The address of the master server can change. Periodically // re-resolve the master server to update. if (now - master_resolve_time > MASTER_RESOLVE_PERIOD * 1000) { net_addr_t *new_addr; new_addr = NET_Query_ResolveMaster(server_context); // Has the master server changed address? if (new_addr != NULL && new_addr != master_server) { NET_FreeAddress(master_server); master_server = new_addr; } master_resolve_time = now; } // Possibly refresh our registration with the master server. if (now - master_refresh_time > MASTER_REFRESH_PERIOD * 1000) { NET_Query_AddToMaster(master_server); master_refresh_time = now; } } void NET_SV_RegisterWithMaster(void) { //! // @category net // // When running a server, don't register with the global master server. // Implies -server. // if (!M_CheckParm("-privateserver")) { master_server = NET_Query_ResolveMaster(server_context); } else { master_server = NULL; } // Send request. if (master_server != NULL) { NET_Query_AddToMaster(master_server); master_refresh_time = I_GetTimeMS(); master_resolve_time = master_refresh_time; } } // 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_initialized) { return; } while (NET_RecvPacket(server_context, &addr, &packet)) { NET_SV_Packet(packet, addr); NET_FreePacket(packet); } if (master_server != NULL) { UpdateMasterServer(); } // "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]); } } switch (server_state) { case SERVER_WAITING_LAUNCH: break; case SERVER_WAITING_START: CheckStartGame(); break; case SERVER_IN_GAME: NET_SV_AdvanceWindow(); for (i = 0; i < NET_MAXPLAYERS; ++i) { if (sv_players[i] != NULL && ClientConnected(sv_players[i])) { NET_SV_CheckResends(sv_players[i]); } } break; } } void NET_SV_Shutdown(void) { int i; boolean running; int start_time; if (!server_initialized) { 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(1); } }