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@@ -34,33 +34,24 @@ extern "C" {
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#pragma comment(lib, "Ws2_32.lib")
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int gNetworkStart = NETWORK_NONE;
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char gNetworkStartHost[128];
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int gNetworkStartPort = NETWORK_DEFAULT_PORT;
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int gNetworkStatus = NETWORK_NONE;
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uint32 gNetworkServerTick = 0;
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Network gNetwork;
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struct GameCommand
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{
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GameCommand(uint32 args[8]) { tick = args[0], eax = args[1], ebx = args[2], ecx = args[3], edx = args[4], esi = args[5], edi = args[6], ebp = args[7]; };
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uint32 tick;
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uint32 eax, ebx, ecx, edx, esi, edi, ebp;
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bool operator<(const GameCommand& comp) const {
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return tick < comp.tick;
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}
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enum {
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NETWORK_SUCCESS,
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NETWORK_NO_DATA,
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NETWORK_MORE_DATA,
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NETWORK_DISCONNECTED
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};
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static int _wsaInitialised = 0;
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static WSADATA _wsaData;
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static SOCKET _listeningSocket = INVALID_SOCKET;
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static SOCKET _serverSocket = INVALID_SOCKET;
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static SOCKET _clientSocket = INVALID_SOCKET;
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static std::vector<uint8> _chunkBuffer;
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static NetworkConnection _serverConnection;
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static std::list<std::unique_ptr<NetworkConnection>> _clientConnectionList;
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static std::multiset<GameCommand> _gameCommandQueue;
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static void network_process_packet(NetworkPacket& packet);
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enum {
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NETWORK_COMMAND_AUTH,
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NETWORK_COMMAND_MAP,
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NETWORK_COMMAND_CHAT,
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NETWORK_COMMAND_GAMECMD,
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NETWORK_COMMAND_TICK,
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NETWORK_COMMAND_PLAYER,
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NETWORK_COMMAND_MAX
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};
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NetworkPacket::NetworkPacket()
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{
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@@ -129,10 +120,6 @@ int NetworkConnection::ReadPacket()
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int NetworkConnection::SendPacket(NetworkPacket& packet)
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{
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if (gNetworkStatus == NETWORK_NONE) {
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return 0;
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}
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while (1) {
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if (packet.read < sizeof(packet.size)) {
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// send packet size
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@@ -170,231 +157,289 @@ void NetworkConnection::SendQueuedPackets()
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}
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}
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int network_init()
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Network::Network()
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{
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if (!_wsaInitialised) {
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wsa_initialized = false;
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mode = NETWORK_MODE_NONE;
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last_tick_sent_time = 0;
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}
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Network::~Network()
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{
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Close();
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}
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bool Network::Init()
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{
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if (!wsa_initialized) {
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log_verbose("Initialising WSA");
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if (WSAStartup(MAKEWORD(2, 2), &_wsaData) != 0) {
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WSADATA wsa_data;
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if (WSAStartup(MAKEWORD(2, 2), &wsa_data) != 0) {
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log_error("Unable to initialise winsock.");
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return 0;
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return false;
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}
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_wsaInitialised = 1;
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wsa_initialized = true;
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}
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return true;
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}
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void Network::Close()
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{
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if (mode == NETWORK_MODE_CLIENT) {
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mode = NETWORK_MODE_NONE;
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closesocket(server_socket);
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} else
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if (mode == NETWORK_MODE_SERVER) {
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mode = NETWORK_MODE_NONE;
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closesocket(listening_socket);
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for(auto it = client_connection_list.begin(); it != client_connection_list.end(); it++) {
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closesocket((*it)->socket);
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}
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client_connection_list.clear();
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}
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return 1;
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if (wsa_initialized) {
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WSACleanup();
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wsa_initialized = false;
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}
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}
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void network_close()
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bool Network::BeginClient(const char* host, unsigned short port)
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{
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if (!_wsaInitialised)
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return;
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if (!Init())
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return false;
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if (gNetworkStatus == NETWORK_CLIENT)
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network_end_client();
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else if (gNetworkStatus == NETWORK_SERVER)
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network_end_server();
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log_verbose("Closing WSA");
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WSACleanup();
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_wsaInitialised = 0;
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}
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int network_begin_client(const char *host, int port)
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{
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SOCKADDR_IN serverAddress;
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u_long iMode;
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if (!network_init())
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return 0;
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_serverSocket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
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if (_serverSocket == INVALID_SOCKET) {
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server_socket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
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if (server_socket == INVALID_SOCKET) {
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log_error("Unable to create socket.");
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return 0;
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}
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serverAddress.sin_family = AF_INET;
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serverAddress.sin_addr.S_un.S_addr = inet_addr(host);
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serverAddress.sin_port = htons(port);
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SOCKADDR_IN server_address;
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server_address.sin_family = AF_INET;
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server_address.sin_addr.S_un.S_addr = inet_addr(host);
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server_address.sin_port = htons(port);
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if (connect(_serverSocket, (SOCKADDR*)&serverAddress, sizeof(SOCKADDR_IN)) != 0) {
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if (connect(server_socket, (SOCKADDR*)&server_address, sizeof(SOCKADDR_IN)) != 0) {
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log_error("Unable to connect to host.");
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return 0;
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return false;
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} else {
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printf("Connected to server!\n");
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}
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iMode = 1;
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if (ioctlsocket(_serverSocket, FIONBIO, &iMode) != NO_ERROR) {
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closesocket(_serverSocket);
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u_long nonblocking = 1;
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if (ioctlsocket(server_socket, FIONBIO, &nonblocking) != NO_ERROR) {
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closesocket(server_socket);
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log_error("Failed to set non-blocking mode.");
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}
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_serverConnection.socket = _serverSocket;
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server_connection.socket = server_socket;
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gNetworkStatus = NETWORK_CLIENT;
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return 1;
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mode = NETWORK_MODE_CLIENT;
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return true;
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}
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void network_end_client()
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bool Network::BeginServer(unsigned short port)
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{
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gNetworkStatus = NETWORK_NONE;
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closesocket(_serverSocket);
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}
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int network_begin_server(int port)
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{
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SOCKADDR_IN localAddress;
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u_long iMode;
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if (!network_init())
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return 0;
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if (!Init())
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return false;
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log_verbose("Begin listening for clients");
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_listeningSocket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
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if (_listeningSocket == INVALID_SOCKET) {
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listening_socket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
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if (listening_socket == INVALID_SOCKET) {
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log_error("Unable to create socket.");
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return 0;
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return false;
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}
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localAddress.sin_family = AF_INET;
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localAddress.sin_addr.S_un.S_addr = INADDR_ANY;
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localAddress.sin_port = htons(port);
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if (bind(_listeningSocket, (SOCKADDR*)&localAddress, sizeof(SOCKADDR_IN)) != 0) {
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closesocket(_listeningSocket);
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SOCKADDR_IN local_address;
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local_address.sin_family = AF_INET;
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local_address.sin_addr.S_un.S_addr = INADDR_ANY;
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local_address.sin_port = htons(port);
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if (bind(listening_socket, (SOCKADDR*)&local_address, sizeof(SOCKADDR_IN)) != 0) {
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closesocket(listening_socket);
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log_error("Unable to bind to socket.");
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return 0;
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return false;
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}
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if (listen(_listeningSocket, SOMAXCONN) != 0) {
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closesocket(_listeningSocket);
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if (listen(listening_socket, SOMAXCONN) != 0) {
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closesocket(listening_socket);
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log_error("Unable to listen on socket.");
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return 0;
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return false;
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}
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iMode = 1;
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if (ioctlsocket(_listeningSocket, FIONBIO, &iMode) != NO_ERROR) {
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closesocket(_listeningSocket);
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u_long nonblocking = 1;
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if (ioctlsocket(listening_socket, FIONBIO, &nonblocking) != NO_ERROR) {
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closesocket(listening_socket);
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log_error("Failed to set non-blocking mode.");
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return 0;
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return false;
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}
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printf("Ready for clients...\n");
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gNetworkStatus = NETWORK_SERVER;
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return 1;
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mode = NETWORK_MODE_SERVER;
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return true;
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}
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void network_end_server()
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int Network::GetMode()
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{
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gNetworkStatus = NETWORK_NONE;
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closesocket(_clientSocket);
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return mode;
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}
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void network_add_client(SOCKET socket)
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uint32 Network::GetServerTick()
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{
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printf("New client connection\n");
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auto networkconnection = std::unique_ptr<NetworkConnection>(new NetworkConnection); // change to make_unique in c++14
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networkconnection->socket = socket;
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_clientConnectionList.push_back(std::move(networkconnection));
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return server_tick;
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}
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void network_remove_client(std::unique_ptr<NetworkConnection>& networkconnection)
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void Network::Update()
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{
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printf("Client removed\n");
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_clientConnectionList.remove(networkconnection);
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if (GetMode() == NETWORK_MODE_NONE)
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return;
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if (GetMode() == NETWORK_MODE_CLIENT) {
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if (!ProcessConnection(server_connection)) {
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Close();
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} else {
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ProcessGameCommandQueue();
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}
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} else
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if (GetMode() == NETWORK_MODE_SERVER) {
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auto it = client_connection_list.begin();
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while(it != client_connection_list.end()) {
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if (!ProcessConnection(*(*it))) {
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RemoveClient((*it));
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it = client_connection_list.begin();
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} else {
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it++;
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}
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}
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if (SDL_GetTicks() - last_tick_sent_time >= 25) {
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last_tick_sent_time = SDL_GetTicks();
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Send_TICK();
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}
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SOCKET socket = accept(listening_socket, NULL, NULL);
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if (socket == INVALID_SOCKET) {
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if (WSAGetLastError() != WSAEWOULDBLOCK) {
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PrintError();
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log_error("Failed to accept client.");
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}
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} else {
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u_long nonblocking = 1;
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if (ioctlsocket(socket, FIONBIO, &nonblocking) != NO_ERROR) {
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closesocket(socket);
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log_error("Failed to set non-blocking mode.");
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} else {
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AddClient(socket);
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}
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}
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}
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}
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int network_process_connection(NetworkConnection& networkconnection)
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void Network::Send_TICK()
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{
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std::unique_ptr<NetworkPacket> packet = NetworkPacket::AllocatePacket();
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packet->Write((uint32)NETWORK_COMMAND_TICK);
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packet->Write((uint32)RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32));
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for(auto it = client_connection_list.begin(); it != client_connection_list.end(); it++) {
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(*it)->QueuePacket(NetworkPacket::DuplicatePacket(*packet));
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}
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}
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void Network::Send_MAP()
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{
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|
if (GetMode() == NETWORK_MODE_SERVER) {
|
|
|
|
|
int buffersize = 0x600000;
|
|
|
|
|
std::vector<uint8> buffer(buffersize);
|
|
|
|
|
SDL_RWops* rw = SDL_RWFromMem(&buffer[0], buffersize);
|
|
|
|
|
scenario_save(rw, 0);
|
|
|
|
|
int size = (int)SDL_RWtell(rw);
|
|
|
|
|
int chunksize = 1000;
|
|
|
|
|
for (int i = 0; i < size; i += chunksize) {
|
|
|
|
|
int datasize = min(chunksize, size - i);
|
|
|
|
|
std::unique_ptr<NetworkPacket> packet = NetworkPacket::AllocatePacket();
|
|
|
|
|
packet->Write((uint32)NETWORK_COMMAND_MAP);
|
|
|
|
|
packet->Write((uint32)size);
|
|
|
|
|
packet->Write((uint32)i);
|
|
|
|
|
packet->Write(&buffer[i], datasize);
|
|
|
|
|
for(auto it = client_connection_list.begin(); it != client_connection_list.end(); it++) {
|
|
|
|
|
(*it)->QueuePacket(NetworkPacket::DuplicatePacket(*packet));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
SDL_RWclose(rw);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Network::Send_CHAT(const char* text)
|
|
|
|
|
{
|
|
|
|
|
std::unique_ptr<NetworkPacket> packet = NetworkPacket::AllocatePacket();
|
|
|
|
|
packet->Write((uint32)NETWORK_COMMAND_CHAT);
|
|
|
|
|
packet->Write((uint8*)text, strlen(text) + 1);
|
|
|
|
|
if (GetMode() == NETWORK_MODE_SERVER) {
|
|
|
|
|
for(auto it = client_connection_list.begin(); it != client_connection_list.end(); it++) {
|
|
|
|
|
(*it)->QueuePacket(NetworkPacket::DuplicatePacket(*packet));
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
server_connection.QueuePacket(std::move(packet));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Network::Send_GAMECMD(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp)
|
|
|
|
|
{
|
|
|
|
|
std::unique_ptr<NetworkPacket> packet = NetworkPacket::AllocatePacket();
|
|
|
|
|
packet->Write((uint32)NETWORK_COMMAND_GAMECMD);
|
|
|
|
|
packet->Write((uint32)RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32));
|
|
|
|
|
packet->Write((uint32)eax);
|
|
|
|
|
packet->Write((uint32)ebx | (1 << 31));
|
|
|
|
|
packet->Write((uint32)ecx);
|
|
|
|
|
packet->Write((uint32)edx);
|
|
|
|
|
packet->Write((uint32)esi);
|
|
|
|
|
packet->Write((uint32)edi);
|
|
|
|
|
packet->Write((uint32)ebp);
|
|
|
|
|
if (GetMode() == NETWORK_MODE_SERVER) {
|
|
|
|
|
for(auto it = client_connection_list.begin(); it != client_connection_list.end(); it++) {
|
|
|
|
|
(*it)->QueuePacket(NetworkPacket::DuplicatePacket(*packet));
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
server_connection.QueuePacket(std::move(packet));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool Network::ProcessConnection(NetworkConnection& connection)
|
|
|
|
|
{
|
|
|
|
|
int packetStatus;
|
|
|
|
|
do {
|
|
|
|
|
packetStatus = networkconnection.ReadPacket();
|
|
|
|
|
packetStatus = connection.ReadPacket();
|
|
|
|
|
switch(packetStatus) {
|
|
|
|
|
case NETWORK_DISCONNECTED:
|
|
|
|
|
network_print_error();
|
|
|
|
|
if (gNetworkStatus == NETWORK_CLIENT) {
|
|
|
|
|
network_end_client();
|
|
|
|
|
// closed connection or network error
|
|
|
|
|
PrintError();
|
|
|
|
|
if (GetMode() == NETWORK_MODE_CLIENT) {
|
|
|
|
|
printf("Server disconnected...\n");
|
|
|
|
|
return 0;
|
|
|
|
|
} else if (gNetworkStatus == NETWORK_SERVER) {
|
|
|
|
|
return false;
|
|
|
|
|
} else
|
|
|
|
|
if (GetMode() == NETWORK_MODE_SERVER) {
|
|
|
|
|
printf("Client disconnected...\n");
|
|
|
|
|
return 0;
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case NETWORK_SUCCESS:
|
|
|
|
|
// done reading in packet
|
|
|
|
|
network_process_packet(networkconnection.inboundpacket);
|
|
|
|
|
ProcessPacket(connection.inboundpacket);
|
|
|
|
|
break;
|
|
|
|
|
case NETWORK_MORE_DATA:
|
|
|
|
|
// more data required to be read
|
|
|
|
|
break;
|
|
|
|
|
case NETWORK_NO_DATA:
|
|
|
|
|
// could not read anything from socket
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
} while (packetStatus == NETWORK_MORE_DATA || packetStatus == NETWORK_SUCCESS);
|
|
|
|
|
networkconnection.SendQueuedPackets();
|
|
|
|
|
return 1;
|
|
|
|
|
connection.SendQueuedPackets();
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void network_process_gamecmdqueue()
|
|
|
|
|
{
|
|
|
|
|
while (_gameCommandQueue.begin() != _gameCommandQueue.end() && _gameCommandQueue.begin()->tick < RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32)) {
|
|
|
|
|
_gameCommandQueue.erase(_gameCommandQueue.begin());
|
|
|
|
|
}
|
|
|
|
|
while (_gameCommandQueue.begin() != _gameCommandQueue.end() && _gameCommandQueue.begin()->tick == RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32)) {
|
|
|
|
|
const GameCommand& gc = (*_gameCommandQueue.begin());
|
|
|
|
|
game_do_command(gc.eax, gc.ebx, gc.ecx, gc.edx, gc.esi, gc.edi, gc.ebp);
|
|
|
|
|
_gameCommandQueue.erase(_gameCommandQueue.begin());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void network_update()
|
|
|
|
|
{
|
|
|
|
|
static uint32 lastTickUpdate = 0;
|
|
|
|
|
u_long iMode;
|
|
|
|
|
|
|
|
|
|
if (gNetworkStatus == NETWORK_NONE)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (gNetworkStatus == NETWORK_CLIENT) {
|
|
|
|
|
network_process_connection(_serverConnection);
|
|
|
|
|
network_process_gamecmdqueue();
|
|
|
|
|
} else {
|
|
|
|
|
auto it = _clientConnectionList.begin();
|
|
|
|
|
while(it != _clientConnectionList.end()) {
|
|
|
|
|
if (!network_process_connection(*(*it))) {
|
|
|
|
|
network_remove_client((*it));
|
|
|
|
|
it = _clientConnectionList.begin();
|
|
|
|
|
} else {
|
|
|
|
|
it++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (SDL_GetTicks() - lastTickUpdate >= 25) {
|
|
|
|
|
lastTickUpdate = SDL_GetTicks();
|
|
|
|
|
network_send_tick();
|
|
|
|
|
}
|
|
|
|
|
SOCKET socket = accept(_listeningSocket, NULL, NULL);
|
|
|
|
|
if (socket == INVALID_SOCKET) {
|
|
|
|
|
if (WSAGetLastError() != WSAEWOULDBLOCK) {
|
|
|
|
|
network_print_error();
|
|
|
|
|
closesocket(_listeningSocket);
|
|
|
|
|
log_error("Failed to accept client.");
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
iMode = 1;
|
|
|
|
|
if (ioctlsocket(socket, FIONBIO, &iMode) != NO_ERROR) {
|
|
|
|
|
closesocket(socket);
|
|
|
|
|
log_error("Failed to set non-blocking mode.");
|
|
|
|
|
} else {
|
|
|
|
|
network_add_client(socket);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void network_process_packet(NetworkPacket& packet)
|
|
|
|
|
void Network::ProcessPacket(NetworkPacket& packet)
|
|
|
|
|
{
|
|
|
|
|
uint32 *args;
|
|
|
|
|
int command;
|
|
|
|
|
@@ -413,13 +458,13 @@ static void network_process_packet(NetworkPacket& packet)
|
|
|
|
|
// too big
|
|
|
|
|
} else {
|
|
|
|
|
int chunksize = packet.size - 4 - 4 - 4;
|
|
|
|
|
if (offset + chunksize > _chunkBuffer.size()) {
|
|
|
|
|
_chunkBuffer.resize(offset + chunksize);
|
|
|
|
|
if (offset + chunksize > chunk_buffer.size()) {
|
|
|
|
|
chunk_buffer.resize(offset + chunksize);
|
|
|
|
|
}
|
|
|
|
|
memcpy(&_chunkBuffer[offset], (void*)&packet.GetData()[4 + 4 + 4], chunksize);
|
|
|
|
|
memcpy(&chunk_buffer[offset], (void*)&packet.GetData()[4 + 4 + 4], chunksize);
|
|
|
|
|
if (offset + chunksize == size) {
|
|
|
|
|
printf("Loading new map from network...\n");
|
|
|
|
|
SDL_RWops* rw = SDL_RWFromMem(&_chunkBuffer[0], size);
|
|
|
|
|
SDL_RWops* rw = SDL_RWFromMem(&chunk_buffer[0], size);
|
|
|
|
|
if (game_load_sv6(rw)) {
|
|
|
|
|
game_load_init();
|
|
|
|
|
}
|
|
|
|
|
@@ -439,92 +484,46 @@ static void network_process_packet(NetworkPacket& packet)
|
|
|
|
|
news_item_add_to_queue_custom(&newsItem);
|
|
|
|
|
}break;
|
|
|
|
|
case NETWORK_COMMAND_GAMECMD:{
|
|
|
|
|
if (gNetworkStatus == NETWORK_SERVER) {
|
|
|
|
|
network_send_gamecmd(args[2], args[3], args[4], args[5], args[6], args[7], args[8]);
|
|
|
|
|
if (GetMode() == NETWORK_MODE_SERVER) {
|
|
|
|
|
Send_GAMECMD(args[2], args[3], args[4], args[5], args[6], args[7], args[8]);
|
|
|
|
|
game_do_command(args[2], args[3], args[4], args[5], args[6], args[7], args[8]);
|
|
|
|
|
} else {
|
|
|
|
|
GameCommand gc = GameCommand(&args[1]);
|
|
|
|
|
_gameCommandQueue.insert(gc);
|
|
|
|
|
game_command_queue.insert(gc);
|
|
|
|
|
}
|
|
|
|
|
}break;
|
|
|
|
|
case NETWORK_COMMAND_TICK:{
|
|
|
|
|
gNetworkServerTick = args[1];
|
|
|
|
|
server_tick = args[1];
|
|
|
|
|
}break;
|
|
|
|
|
}
|
|
|
|
|
packet.Clear();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void network_send_tick()
|
|
|
|
|
void Network::ProcessGameCommandQueue()
|
|
|
|
|
{
|
|
|
|
|
std::unique_ptr<NetworkPacket> packet = NetworkPacket::AllocatePacket();
|
|
|
|
|
packet->Write((uint32)NETWORK_COMMAND_TICK);
|
|
|
|
|
packet->Write((uint32)RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32));
|
|
|
|
|
for(auto it = _clientConnectionList.begin(); it != _clientConnectionList.end(); it++) {
|
|
|
|
|
(*it)->QueuePacket(NetworkPacket::DuplicatePacket(*packet));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void network_send_map()
|
|
|
|
|
{
|
|
|
|
|
if (gNetworkStatus == NETWORK_SERVER) {
|
|
|
|
|
int buffersize = 0x600000;
|
|
|
|
|
std::vector<uint8> buffer(buffersize);
|
|
|
|
|
SDL_RWops* rw = SDL_RWFromMem(&buffer[0], buffersize);
|
|
|
|
|
scenario_save(rw, 0);
|
|
|
|
|
int size = (int)SDL_RWtell(rw);
|
|
|
|
|
int chunksize = 1000;
|
|
|
|
|
for (int i = 0; i < size; i += chunksize) {
|
|
|
|
|
int datasize = min(chunksize, size - i);
|
|
|
|
|
std::unique_ptr<NetworkPacket> packet = NetworkPacket::AllocatePacket();
|
|
|
|
|
packet->Write((uint32)NETWORK_COMMAND_MAP);
|
|
|
|
|
packet->Write((uint32)size);
|
|
|
|
|
packet->Write((uint32)i);
|
|
|
|
|
packet->Write(&buffer[i], datasize);
|
|
|
|
|
for(auto it = _clientConnectionList.begin(); it != _clientConnectionList.end(); it++) {
|
|
|
|
|
(*it)->QueuePacket(NetworkPacket::DuplicatePacket(*packet));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
SDL_RWclose(rw);
|
|
|
|
|
while (game_command_queue.begin() != game_command_queue.end() && game_command_queue.begin()->tick == RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32)) {
|
|
|
|
|
// run all the game commands at the current tick
|
|
|
|
|
const GameCommand& gc = (*game_command_queue.begin());
|
|
|
|
|
game_do_command(gc.eax, gc.ebx, gc.ecx, gc.edx, gc.esi, gc.edi, gc.ebp);
|
|
|
|
|
game_command_queue.erase(game_command_queue.begin());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void network_send_chat(const char* text)
|
|
|
|
|
void Network::AddClient(SOCKET socket)
|
|
|
|
|
{
|
|
|
|
|
std::unique_ptr<NetworkPacket> packet = NetworkPacket::AllocatePacket();
|
|
|
|
|
packet->Write((uint32)NETWORK_COMMAND_CHAT);
|
|
|
|
|
packet->Write((uint8*)text, strlen(text) + 1);
|
|
|
|
|
if (gNetworkStatus == NETWORK_SERVER) {
|
|
|
|
|
for(auto it = _clientConnectionList.begin(); it != _clientConnectionList.end(); it++) {
|
|
|
|
|
(*it)->QueuePacket(NetworkPacket::DuplicatePacket(*packet));
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
_serverConnection.QueuePacket(std::move(packet));
|
|
|
|
|
}
|
|
|
|
|
printf("New client connection\n");
|
|
|
|
|
auto networkconnection = std::unique_ptr<NetworkConnection>(new NetworkConnection); // change to make_unique in c++14
|
|
|
|
|
networkconnection->socket = socket;
|
|
|
|
|
client_connection_list.push_back(std::move(networkconnection));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void network_send_gamecmd(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp)
|
|
|
|
|
void Network::RemoveClient(std::unique_ptr<NetworkConnection>& networkconnection)
|
|
|
|
|
{
|
|
|
|
|
std::unique_ptr<NetworkPacket> packet = NetworkPacket::AllocatePacket();
|
|
|
|
|
packet->Write((uint32)NETWORK_COMMAND_GAMECMD);
|
|
|
|
|
packet->Write((uint32)RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32));
|
|
|
|
|
packet->Write((uint32)eax);
|
|
|
|
|
packet->Write((uint32)ebx | (1 << 31));
|
|
|
|
|
packet->Write((uint32)ecx);
|
|
|
|
|
packet->Write((uint32)edx);
|
|
|
|
|
packet->Write((uint32)esi);
|
|
|
|
|
packet->Write((uint32)edi);
|
|
|
|
|
packet->Write((uint32)ebp);
|
|
|
|
|
if (gNetworkStatus == NETWORK_SERVER) {
|
|
|
|
|
for(auto it = _clientConnectionList.begin(); it != _clientConnectionList.end(); it++) {
|
|
|
|
|
(*it)->QueuePacket(NetworkPacket::DuplicatePacket(*packet));
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
_serverConnection.QueuePacket(std::move(packet));
|
|
|
|
|
}
|
|
|
|
|
printf("Client removed\n");
|
|
|
|
|
client_connection_list.remove(networkconnection);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void network_print_error()
|
|
|
|
|
void Network::PrintError()
|
|
|
|
|
{
|
|
|
|
|
wchar_t *s = NULL;
|
|
|
|
|
FormatMessageW(FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS, NULL, WSAGetLastError(), MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), (LPWSTR)&s, 0, NULL);
|
|
|
|
|
@@ -532,4 +531,54 @@ void network_print_error()
|
|
|
|
|
LocalFree(s);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int network_init()
|
|
|
|
|
{
|
|
|
|
|
return gNetwork.Init();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void network_close()
|
|
|
|
|
{
|
|
|
|
|
gNetwork.Close();
|
|
|
|
|
}
|
|
|
|
|
|
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int network_begin_client(const char *host, int port)
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{
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return gNetwork.BeginClient(host, port);
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}
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int network_begin_server(int port)
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{
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return gNetwork.BeginServer(port);
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}
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void network_update()
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{
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gNetwork.Update();
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}
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int network_get_mode()
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{
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return gNetwork.GetMode();
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}
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uint32 network_get_server_tick()
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{
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return gNetwork.GetServerTick();
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}
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void network_send_map()
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{
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gNetwork.Send_MAP();
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}
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void network_send_chat(const char* text)
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{
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gNetwork.Send_CHAT(text);
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}
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void network_send_gamecmd(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp)
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{
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gNetwork.Send_GAMECMD(eax, ebx, ecx, edx, esi, edi, ebp);
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}
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#endif /* DISABLE_NETWORK */
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