mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-26 23:54:50 +01:00
478 lines
13 KiB
C++
478 lines
13 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#include "StdH.h"
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#include <Engine/Engine.h>
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#include <Engine/CurrentVersion.h>
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#include <Engine/Entities/Entity.h>
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#include <Engine/Base/Shell.h>
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#include <Engine/Base/Console.h>
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#include <Engine/Base/CTString.h>
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#include <Engine/Network/Server.h>
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#include <Engine/Network/Network.h>
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#include <Engine/Network/SessionState.h>
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#include <GameMP/SessionProperties.h>
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#include <Engine/GameAgent/GameAgent.h>
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#pragma comment(lib, "wsock32.lib")
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WSADATA* _wsaData = NULL;
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SOCKET _socket = NULL;
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sockaddr_in* _sin = NULL;
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sockaddr_in* _sinLocal = NULL;
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sockaddr_in _sinFrom;
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CHAR* _szBuffer = NULL;
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BOOL _bServer = FALSE;
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static BOOL _bInitialized = FALSE;
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TIME _tmLastHeartbeat = 0;
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CDynamicStackArray<CServerRequest> ga_asrRequests;
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extern CTString ga_strServer = "master1.croteam.org";
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void _uninitWinsock();
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void _initializeWinsock(void)
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{
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if(_wsaData != NULL && _socket != NULL) {
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return;
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}
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_wsaData = new WSADATA;
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_socket = NULL;
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// make the buffer that we'll use for packet reading
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if(_szBuffer != NULL) {
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delete[] _szBuffer;
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}
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_szBuffer = new char[1400];
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// start WSA
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if(WSAStartup(MAKEWORD(2, 2), _wsaData) != 0) {
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CPrintF("Error initializing winsock!\n");
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_uninitWinsock();
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return;
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}
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// get the host IP
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hostent* phe = gethostbyname(ga_strServer);
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// if we couldn't resolve the hostname
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if(phe == NULL) {
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// report and stop
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CPrintF("Couldn't resolve GameAgent server %s.\n", ga_strServer);
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_uninitWinsock();
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return;
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}
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// create the socket destination address
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_sin = new sockaddr_in;
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_sin->sin_family = AF_INET;
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_sin->sin_addr.s_addr = *(ULONG*)phe->h_addr_list[0];
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_sin->sin_port = htons(9005);
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// create the socket
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_socket = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
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// if we're a server
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if(_bServer) {
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// create the local socket source address
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_sinLocal = new sockaddr_in;
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_sinLocal->sin_family = AF_INET;
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_sinLocal->sin_addr.s_addr = inet_addr("0.0.0.0");
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_sinLocal->sin_port = htons(_pShell->GetINDEX("net_iPort") + 1);
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// bind the socket
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bind(_socket, (sockaddr*)_sinLocal, sizeof(*_sinLocal));
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}
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// set the socket to be nonblocking
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DWORD dwNonBlocking = 1;
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if(ioctlsocket(_socket, FIONBIO, &dwNonBlocking) != 0) {
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CPrintF("Error setting socket to nonblocking!\n");
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_uninitWinsock();
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return;
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}
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}
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void _uninitWinsock()
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{
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if(_wsaData != NULL) {
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closesocket(_socket);
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delete _wsaData;
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_wsaData = NULL;
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}
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_socket = NULL;
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}
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void _sendPacketTo(const char* pubBuffer, INDEX iLen, sockaddr_in* sin)
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{
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sendto(_socket, pubBuffer, iLen, 0, (sockaddr*)sin, sizeof(sockaddr_in));
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}
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void _sendPacketTo(const char* szBuffer, sockaddr_in* addsin)
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{
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sendto(_socket, szBuffer, strlen(szBuffer), 0, (sockaddr*)addsin, sizeof(sockaddr_in));
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}
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void _sendPacket(const char* pubBuffer, INDEX iLen)
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{
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_initializeWinsock();
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_sendPacketTo(pubBuffer, iLen, _sin);
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}
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void _sendPacket(const char* szBuffer)
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{
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_initializeWinsock();
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_sendPacketTo(szBuffer, _sin);
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}
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int _recvPacket()
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{
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int fromLength = sizeof(_sinFrom);
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return recvfrom(_socket, _szBuffer, 1024, 0, (sockaddr*)&_sinFrom, &fromLength);
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}
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CTString _getGameModeName(INDEX iGameMode)
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{
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// get function that will provide us the info about gametype
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CShellSymbol *pss = _pShell->GetSymbol("GetGameTypeNameSS", /*bDeclaredOnly=*/ TRUE);
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if(pss == NULL) {
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return "";
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}
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CTString (*pFunc)(INDEX) = (CTString (*)(INDEX))pss->ss_pvValue;
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return pFunc(iGameMode);
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}
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const CSessionProperties* _getSP()
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{
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return ((const CSessionProperties *)_pNetwork->GetSessionProperties());
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}
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void _sendHeartbeat(INDEX iChallenge)
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{
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CTString strPacket;
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strPacket.PrintF("0;challenge;%d;players;%d;maxplayers;%d;level;%s;gametype;%s;version;%s;product;%s",
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iChallenge,
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_pNetwork->ga_srvServer.GetPlayersCount(),
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_pNetwork->ga_sesSessionState.ses_ctMaxPlayers,
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_pNetwork->ga_World.wo_strName,
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_getGameModeName(_getSP()->sp_gmGameMode),
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_SE_VER_STRING,
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_pShell->GetString("sam_strGameName"));
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_sendPacket(strPacket);
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_tmLastHeartbeat = _pTimer->GetRealTimeTick();
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}
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static void _setStatus(const CTString &strStatus)
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{
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_pNetwork->ga_bEnumerationChange = TRUE;
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_pNetwork->ga_strEnumerationStatus = strStatus;
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}
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CServerRequest::CServerRequest(void)
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{
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Clear();
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}
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CServerRequest::~CServerRequest(void) { }
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void CServerRequest::Clear(void)
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{
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sr_ulAddress = 0;
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sr_iPort = 0;
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sr_tmRequestTime = 0;
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}
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/// Initialize GameAgent.
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extern void GameAgent_ServerInit(void)
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{
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// join
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_bServer = TRUE;
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_bInitialized = TRUE;
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_sendPacket("q");
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}
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/// Let GameAgent know that the server has stopped.
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extern void GameAgent_ServerEnd(void)
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{
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if (!_bInitialized) {
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return;
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}
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_uninitWinsock();
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_bInitialized = FALSE;
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}
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/// GameAgent server update call which responds to enumeration pings and sends pings to masterserver.
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extern void GameAgent_ServerUpdate(void)
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{
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if((_socket == NULL) || (!_bInitialized)) {
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return;
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}
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int iLen = _recvPacket();
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if(iLen > 0) {
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// check the received packet ID
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switch(_szBuffer[0]) {
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case 1: // server join response
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{
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int iChallenge = *(INDEX*)(_szBuffer + 1);
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// send the challenge
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_sendHeartbeat(iChallenge);
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break;
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}
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case 2: // server status request
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{
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// send the status response
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CTString strPacket;
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strPacket.PrintF("0;players;%d;maxplayers;%d;level;%s;gametype;%s;version;%s;gamename;%s;sessionname;%s",
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_pNetwork->ga_srvServer.GetPlayersCount(),
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_pNetwork->ga_sesSessionState.ses_ctMaxPlayers,
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_pNetwork->ga_World.wo_strName,
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_getGameModeName(_getSP()->sp_gmGameMode),
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_SE_VER_STRING,
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_pShell->GetString("sam_strGameName"),
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_pShell->GetString("gam_strSessionName"));
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_sendPacketTo(strPacket, &_sinFrom);
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break;
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}
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case 3: // player status request
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{
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// send the player status response
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CTString strPacket;
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strPacket.PrintF("\x01players\x02%d\x03", _pNetwork->ga_srvServer.GetPlayersCount());
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for(INDEX i=0; i<_pNetwork->ga_srvServer.GetPlayersCount(); i++) {
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CPlayerBuffer &plb = _pNetwork->ga_srvServer.srv_aplbPlayers[i];
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CPlayerTarget &plt = _pNetwork->ga_sesSessionState.ses_apltPlayers[i];
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if(plt.plt_bActive) {
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CTString strPlayer;
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plt.plt_penPlayerEntity->GetGameAgentPlayerInfo(plb.plb_Index, strPlayer);
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// if we don't have enough space left for the next player
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if(strlen(strPacket) + strlen(strPlayer) > 1024) {
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// send the packet
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_sendPacketTo(strPacket, &_sinFrom);
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strPacket = "";
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}
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strPacket += strPlayer;
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}
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}
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strPacket += "\x04";
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_sendPacketTo(strPacket, &_sinFrom);
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break;
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}
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case 4: // ping
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{
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// just send back 1 byte and the amount of players in the server (this could be useful in some cases for external scripts)
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CTString strPacket;
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strPacket.PrintF("\x04%d", _pNetwork->ga_srvServer.GetPlayersCount());
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_sendPacketTo(strPacket, &_sinFrom);
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break;
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}
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}
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}
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// send a heartbeat every 150 seconds
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if(_pTimer->GetRealTimeTick() - _tmLastHeartbeat >= 150.0f) {
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_sendHeartbeat(0);
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}
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}
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/// Notify GameAgent that the server state has changed.
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extern void GameAgent_ServerStateChanged(void)
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{
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if (_bInitialized) {
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_sendPacket("u");
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}
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}
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/// Request serverlist enumeration.
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extern void GameAgent_EnumTrigger(BOOL bInternet)
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{
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if (!_bInitialized) {
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return;
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}
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// make sure that there are no requests still stuck in buffer
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ga_asrRequests.Clear();
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// we're not a server
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_bServer = FALSE;
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// send enumeration packet to masterserver
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_sendPacket("e");
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_setStatus("");
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}
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/// GameAgent client update for enumerations.
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extern void GameAgent_EnumUpdate(void)
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{
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if((_socket == NULL) || (!_bInitialized)) {
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return;
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}
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int iLen = _recvPacket();
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if(iLen != -1) {
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// null terminate the buffer
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_szBuffer[iLen] = 0;
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switch(_szBuffer[0]) {
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case 's':
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{
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struct sIPPort {
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UBYTE bFirst;
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UBYTE bSecond;
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UBYTE bThird;
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UBYTE bFourth;
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USHORT iPort;
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};
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sIPPort* pServers = (sIPPort*)(_szBuffer + 1);
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while(iLen - ((CHAR*)pServers - _szBuffer) >= sizeof(sIPPort)) {
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sIPPort ip = *pServers;
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CTString strIP;
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strIP.PrintF("%d.%d.%d.%d", ip.bFirst, ip.bSecond, ip.bThird, ip.bFourth);
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sockaddr_in sinServer;
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sinServer.sin_family = AF_INET;
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sinServer.sin_addr.s_addr = inet_addr(strIP);
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sinServer.sin_port = htons(ip.iPort + 1);
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// insert server status request into container
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CServerRequest &sreq = ga_asrRequests.Push();
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sreq.sr_ulAddress = sinServer.sin_addr.s_addr;
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sreq.sr_iPort = sinServer.sin_port;
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sreq.sr_tmRequestTime = _pTimer->GetHighPrecisionTimer().GetMilliseconds();
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// send packet to server
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_sendPacketTo("\x02", &sinServer);
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pServers++;
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}
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}
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break;
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case '0':
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{
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CTString strPlayers;
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CTString strMaxPlayers;
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CTString strLevel;
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CTString strGameType;
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CTString strVersion;
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CTString strGameName;
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CTString strSessionName;
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CHAR* pszPacket = _szBuffer + 2; // we do +2 because the first character is always ';', which we don't care about.
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BOOL bReadValue = FALSE;
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CTString strKey;
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CTString strValue;
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while(*pszPacket != 0) {
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switch(*pszPacket) {
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case ';':
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if(strKey != "sessionname") {
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if(bReadValue) {
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// we're done reading the value, check which key it was
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if(strKey == "players") {
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strPlayers = strValue;
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} else if(strKey == "maxplayers") {
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strMaxPlayers = strValue;
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} else if(strKey == "level") {
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strLevel = strValue;
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} else if(strKey == "gametype") {
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strGameType = strValue;
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} else if(strKey == "version") {
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strVersion = strValue;
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} else if(strKey == "gamename") {
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strGameName = strValue;
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} else {
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CPrintF("Unknown GameAgent parameter key '%s'!", strKey);
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}
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// reset temporary holders
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strKey = "";
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strValue = "";
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}
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}
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bReadValue = !bReadValue;
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break;
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default:
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// read into the value or into the key, depending where we are
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if(bReadValue) {
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strValue.InsertChar(strlen(strValue), *pszPacket);
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} else {
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strKey.InsertChar(strlen(strKey), *pszPacket);
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}
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break;
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}
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// move to next character
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pszPacket++;
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}
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// check if we still have a sessionname to back up
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if(strKey == "sessionname") {
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strSessionName = strValue;
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}
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// insert the server into the serverlist
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CNetworkSession &ns = *new CNetworkSession;
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_pNetwork->ga_lhEnumeratedSessions.AddTail(ns.ns_lnNode);
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long long tmPing = -1;
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// find the request in the request array
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for(INDEX i=0; i<ga_asrRequests.Count(); i++) {
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CServerRequest &req = ga_asrRequests[i];
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if(req.sr_ulAddress == _sinFrom.sin_addr.s_addr && req.sr_iPort == _sinFrom.sin_port) {
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tmPing = _pTimer->GetHighPrecisionTimer().GetMilliseconds() - req.sr_tmRequestTime;
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ga_asrRequests.Delete(&req);
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break;
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}
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}
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if(tmPing == -1) {
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// server status was never requested
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break;
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}
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// add the server to the serverlist
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ns.ns_strSession = strSessionName;
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ns.ns_strAddress = inet_ntoa(_sinFrom.sin_addr) + CTString(":") + CTString(0, "%d", htons(_sinFrom.sin_port) - 1);
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ns.ns_tmPing = (tmPing / 1000.0f);
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ns.ns_strWorld = strLevel;
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ns.ns_ctPlayers = atoi(strPlayers);
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ns.ns_ctMaxPlayers = atoi(strMaxPlayers);
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ns.ns_strGameType = strGameType;
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ns.ns_strMod = strGameName;
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ns.ns_strVer = strVersion;
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}
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break;
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default:
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CPrintF("Unknown enum packet ID %x!\n", _szBuffer[0]);
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break;
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}
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}
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}
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/// Cancel the GameAgent serverlist enumeration.
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extern void GameAgent_EnumCancel(void)
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{
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if (_bInitialized) {
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ga_asrRequests.Clear();
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_uninitWinsock();
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}
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}
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