/* Copyright (c) 2002-2012 Croteam Ltd. This program is free software; you can redistribute it and/or modify it under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "StdH.h" #include #include #include #include #include #include #include #include #include #include #include #pragma comment(lib, "wsock32.lib") WSADATA* _wsaData = NULL; SOCKET _socket = NULL; sockaddr_in* _sin = NULL; sockaddr_in* _sinLocal = NULL; sockaddr_in _sinFrom; CHAR* _szBuffer = NULL; BOOL _bServer = FALSE; static BOOL _bInitialized = FALSE; TIME _tmLastHeartbeat = 0; CDynamicStackArray ga_asrRequests; extern CTString ga_strServer = "master1.croteam.org"; void _uninitWinsock(); void _initializeWinsock(void) { if(_wsaData != NULL && _socket != NULL) { return; } _wsaData = new WSADATA; _socket = NULL; // make the buffer that we'll use for packet reading if(_szBuffer != NULL) { delete[] _szBuffer; } _szBuffer = new char[1400]; // start WSA if(WSAStartup(MAKEWORD(2, 2), _wsaData) != 0) { CPrintF("Error initializing winsock!\n"); _uninitWinsock(); return; } // get the host IP hostent* phe = gethostbyname(ga_strServer); // if we couldn't resolve the hostname if(phe == NULL) { // report and stop CPrintF("Couldn't resolve GameAgent server %s.\n", ga_strServer); _uninitWinsock(); return; } // create the socket destination address _sin = new sockaddr_in; _sin->sin_family = AF_INET; _sin->sin_addr.s_addr = *(ULONG*)phe->h_addr_list[0]; _sin->sin_port = htons(9005); // create the socket _socket = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP); // if we're a server if(_bServer) { // create the local socket source address _sinLocal = new sockaddr_in; _sinLocal->sin_family = AF_INET; _sinLocal->sin_addr.s_addr = inet_addr("0.0.0.0"); _sinLocal->sin_port = htons(_pShell->GetINDEX("net_iPort") + 1); // bind the socket bind(_socket, (sockaddr*)_sinLocal, sizeof(*_sinLocal)); } // set the socket to be nonblocking DWORD dwNonBlocking = 1; if(ioctlsocket(_socket, FIONBIO, &dwNonBlocking) != 0) { CPrintF("Error setting socket to nonblocking!\n"); _uninitWinsock(); return; } } void _uninitWinsock() { if(_wsaData != NULL) { closesocket(_socket); delete _wsaData; _wsaData = NULL; } _socket = NULL; } void _sendPacketTo(const char* pubBuffer, INDEX iLen, sockaddr_in* sin) { sendto(_socket, pubBuffer, iLen, 0, (sockaddr*)sin, sizeof(sockaddr_in)); } void _sendPacketTo(const char* szBuffer, sockaddr_in* addsin) { sendto(_socket, szBuffer, strlen(szBuffer), 0, (sockaddr*)addsin, sizeof(sockaddr_in)); } void _sendPacket(const char* pubBuffer, INDEX iLen) { _initializeWinsock(); _sendPacketTo(pubBuffer, iLen, _sin); } void _sendPacket(const char* szBuffer) { _initializeWinsock(); _sendPacketTo(szBuffer, _sin); } int _recvPacket() { int fromLength = sizeof(_sinFrom); return recvfrom(_socket, _szBuffer, 1024, 0, (sockaddr*)&_sinFrom, &fromLength); } CTString _getGameModeName(INDEX iGameMode) { // get function that will provide us the info about gametype CShellSymbol *pss = _pShell->GetSymbol("GetGameTypeNameSS", /*bDeclaredOnly=*/ TRUE); if(pss == NULL) { return ""; } CTString (*pFunc)(INDEX) = (CTString (*)(INDEX))pss->ss_pvValue; return pFunc(iGameMode); } const CSessionProperties* _getSP() { return ((const CSessionProperties *)_pNetwork->GetSessionProperties()); } void _sendHeartbeat(INDEX iChallenge) { CTString strPacket; strPacket.PrintF("0;challenge;%d;players;%d;maxplayers;%d;level;%s;gametype;%s;version;%s;product;%s", iChallenge, _pNetwork->ga_srvServer.GetPlayersCount(), _pNetwork->ga_sesSessionState.ses_ctMaxPlayers, _pNetwork->ga_World.wo_strName, _getGameModeName(_getSP()->sp_gmGameMode), _SE_VER_STRING, _pShell->GetString("sam_strGameName")); _sendPacket(strPacket); _tmLastHeartbeat = _pTimer->GetRealTimeTick(); } static void _setStatus(const CTString &strStatus) { _pNetwork->ga_bEnumerationChange = TRUE; _pNetwork->ga_strEnumerationStatus = strStatus; } CServerRequest::CServerRequest(void) { Clear(); } CServerRequest::~CServerRequest(void) { } void CServerRequest::Clear(void) { sr_ulAddress = 0; sr_iPort = 0; sr_tmRequestTime = 0; } /// Initialize GameAgent. extern void GameAgent_ServerInit(void) { // join _bServer = TRUE; _bInitialized = TRUE; _sendPacket("q"); } /// Let GameAgent know that the server has stopped. extern void GameAgent_ServerEnd(void) { if (!_bInitialized) { return; } _uninitWinsock(); _bInitialized = FALSE; } /// GameAgent server update call which responds to enumeration pings and sends pings to masterserver. extern void GameAgent_ServerUpdate(void) { if((_socket == NULL) || (!_bInitialized)) { return; } int iLen = _recvPacket(); if(iLen > 0) { // check the received packet ID switch(_szBuffer[0]) { case 1: // server join response { int iChallenge = *(INDEX*)(_szBuffer + 1); // send the challenge _sendHeartbeat(iChallenge); break; } case 2: // server status request { // send the status response CTString strPacket; strPacket.PrintF("0;players;%d;maxplayers;%d;level;%s;gametype;%s;version;%s;gamename;%s;sessionname;%s", _pNetwork->ga_srvServer.GetPlayersCount(), _pNetwork->ga_sesSessionState.ses_ctMaxPlayers, _pNetwork->ga_World.wo_strName, _getGameModeName(_getSP()->sp_gmGameMode), _SE_VER_STRING, _pShell->GetString("sam_strGameName"), _pShell->GetString("gam_strSessionName")); _sendPacketTo(strPacket, &_sinFrom); break; } case 3: // player status request { // send the player status response CTString strPacket; strPacket.PrintF("\x01players\x02%d\x03", _pNetwork->ga_srvServer.GetPlayersCount()); for(INDEX i=0; i<_pNetwork->ga_srvServer.GetPlayersCount(); i++) { CPlayerBuffer &plb = _pNetwork->ga_srvServer.srv_aplbPlayers[i]; CPlayerTarget &plt = _pNetwork->ga_sesSessionState.ses_apltPlayers[i]; if(plt.plt_bActive) { CTString strPlayer; plt.plt_penPlayerEntity->GetGameAgentPlayerInfo(plb.plb_Index, strPlayer); // if we don't have enough space left for the next player if(strlen(strPacket) + strlen(strPlayer) > 1024) { // send the packet _sendPacketTo(strPacket, &_sinFrom); strPacket = ""; } strPacket += strPlayer; } } strPacket += "\x04"; _sendPacketTo(strPacket, &_sinFrom); break; } case 4: // ping { // just send back 1 byte and the amount of players in the server (this could be useful in some cases for external scripts) CTString strPacket; strPacket.PrintF("\x04%d", _pNetwork->ga_srvServer.GetPlayersCount()); _sendPacketTo(strPacket, &_sinFrom); break; } } } // send a heartbeat every 150 seconds if(_pTimer->GetRealTimeTick() - _tmLastHeartbeat >= 150.0f) { _sendHeartbeat(0); } } /// Notify GameAgent that the server state has changed. extern void GameAgent_ServerStateChanged(void) { if (_bInitialized) { _sendPacket("u"); } } /// Request serverlist enumeration. extern void GameAgent_EnumTrigger(BOOL bInternet) { if (!_bInitialized) { return; } // make sure that there are no requests still stuck in buffer ga_asrRequests.Clear(); // we're not a server _bServer = FALSE; // send enumeration packet to masterserver _sendPacket("e"); _setStatus(""); } /// GameAgent client update for enumerations. extern void GameAgent_EnumUpdate(void) { if((_socket == NULL) || (!_bInitialized)) { return; } int iLen = _recvPacket(); if(iLen != -1) { // null terminate the buffer _szBuffer[iLen] = 0; switch(_szBuffer[0]) { case 's': { struct sIPPort { UBYTE bFirst; UBYTE bSecond; UBYTE bThird; UBYTE bFourth; USHORT iPort; }; sIPPort* pServers = (sIPPort*)(_szBuffer + 1); while(iLen - ((CHAR*)pServers - _szBuffer) >= sizeof(sIPPort)) { sIPPort ip = *pServers; CTString strIP; strIP.PrintF("%d.%d.%d.%d", ip.bFirst, ip.bSecond, ip.bThird, ip.bFourth); sockaddr_in sinServer; sinServer.sin_family = AF_INET; sinServer.sin_addr.s_addr = inet_addr(strIP); sinServer.sin_port = htons(ip.iPort + 1); // insert server status request into container CServerRequest &sreq = ga_asrRequests.Push(); sreq.sr_ulAddress = sinServer.sin_addr.s_addr; sreq.sr_iPort = sinServer.sin_port; sreq.sr_tmRequestTime = _pTimer->GetHighPrecisionTimer().GetMilliseconds(); // send packet to server _sendPacketTo("\x02", &sinServer); pServers++; } } break; case '0': { CTString strPlayers; CTString strMaxPlayers; CTString strLevel; CTString strGameType; CTString strVersion; CTString strGameName; CTString strSessionName; CHAR* pszPacket = _szBuffer + 2; // we do +2 because the first character is always ';', which we don't care about. BOOL bReadValue = FALSE; CTString strKey; CTString strValue; while(*pszPacket != 0) { switch(*pszPacket) { case ';': if(strKey != "sessionname") { if(bReadValue) { // we're done reading the value, check which key it was if(strKey == "players") { strPlayers = strValue; } else if(strKey == "maxplayers") { strMaxPlayers = strValue; } else if(strKey == "level") { strLevel = strValue; } else if(strKey == "gametype") { strGameType = strValue; } else if(strKey == "version") { strVersion = strValue; } else if(strKey == "gamename") { strGameName = strValue; } else { CPrintF("Unknown GameAgent parameter key '%s'!", strKey); } // reset temporary holders strKey = ""; strValue = ""; } } bReadValue = !bReadValue; break; default: // read into the value or into the key, depending where we are if(bReadValue) { strValue.InsertChar(strlen(strValue), *pszPacket); } else { strKey.InsertChar(strlen(strKey), *pszPacket); } break; } // move to next character pszPacket++; } // check if we still have a sessionname to back up if(strKey == "sessionname") { strSessionName = strValue; } // insert the server into the serverlist CNetworkSession &ns = *new CNetworkSession; _pNetwork->ga_lhEnumeratedSessions.AddTail(ns.ns_lnNode); long long tmPing = -1; // find the request in the request array for(INDEX i=0; iGetHighPrecisionTimer().GetMilliseconds() - req.sr_tmRequestTime; ga_asrRequests.Delete(&req); break; } } if(tmPing == -1) { // server status was never requested break; } // add the server to the serverlist ns.ns_strSession = strSessionName; ns.ns_strAddress = inet_ntoa(_sinFrom.sin_addr) + CTString(":") + CTString(0, "%d", htons(_sinFrom.sin_port) - 1); ns.ns_tmPing = (tmPing / 1000.0f); ns.ns_strWorld = strLevel; ns.ns_ctPlayers = atoi(strPlayers); ns.ns_ctMaxPlayers = atoi(strMaxPlayers); ns.ns_strGameType = strGameType; ns.ns_strMod = strGameName; ns.ns_strVer = strVersion; } break; default: CPrintF("Unknown enum packet ID %x!\n", _szBuffer[0]); break; } } } /// Cancel the GameAgent serverlist enumeration. extern void GameAgent_EnumCancel(void) { if (_bInitialized) { ga_asrRequests.Clear(); _uninitWinsock(); } }