#include #include #include #include //#include "socket.h" #include #include #include #include namespace baselib {} using namespace baselib; int net_addr4_cmp(const NETADDR4 *a, const NETADDR4 *b) { if( a->ip[0] != b->ip[0] || a->ip[1] != b->ip[1] || a->ip[2] != b->ip[2] || a->ip[3] != b->ip[3] || a->port != b->port ) return 1; return 0; } // --- string handling (MOVE THESE!!) --- void snap_encode_string(const char *src, int *dst, int length, int max_length) { const unsigned char *p = (const unsigned char *)src; // handle whole int for(int i = 0; i < length/4; i++) { *dst = (p[0]<<24|p[1]<<16|p[2]<<8|p[3]); p += 4; dst++; } // take care of the left overs int left = length%4; if(left) { unsigned last = 0; switch(left) { case 3: last |= p[2]<<8; case 2: last |= p[1]<<16; case 1: last |= p[0]<<24; } *dst = last; } } class snapshot_builder { public: static const int MAX_ITEMS = 512; //static const int MAX_DATA_SIZE=1*1024; char data[MAX_SNAPSHOT_SIZE]; int data_size; int offsets[MAX_ITEMS]; int num_items; int top_size; int top_items; int snapnum; snapshot_builder() { top_size = 0; top_items = 0; snapnum = 0; } void start() { data_size = 0; num_items = 0; } int finish(void *snapdata) { snapnum++; // collect some data /* int change = 0; if(data_size > top_size) { change++; top_size = data_size; } if(num_items > top_items) { change++; top_items = num_items; } if(change) { dbg_msg("snapshot", "new top, items=%d size=%d", top_items, top_size); }*/ // flattern and make the snapshot snapshot *snap = (snapshot *)snapdata; snap->num_items = num_items; int offset_size = sizeof(int)*num_items; mem_copy(snap->offsets, offsets, offset_size); mem_copy(snap->data_start(), data, data_size); return sizeof(int) + offset_size + data_size; } void *new_item(int type, int id, int size) { snapshot::item *obj = (snapshot::item *)(data+data_size); obj->type_and_id = (type<<16)|id; offsets[num_items] = data_size; data_size += sizeof(int) + size; num_items++; dbg_assert(data_size < MAX_SNAPSHOT_SIZE, "too much data"); dbg_assert(num_items < MAX_ITEMS, "too many items"); return &obj->data; } }; static snapshot_builder builder; void *snap_new_item(int type, int id, int size) { dbg_assert(type >= 0 && type <=0xffff, "incorrect type"); dbg_assert(id >= 0 && id <=0xffff, "incorrect id"); return builder.new_item(type, id, size); } // class client { public: enum { STATE_EMPTY = 0, STATE_CONNECTING = 1, STATE_INGAME = 2, }; // connection state info int state; // (ticks) if lastactivity > 5 seconds kick him int64 lastactivity; connection conn; char name[MAX_NAME_LENGTH]; char clan[MAX_CLANNAME_LENGTH]; /* client() { state = STATE_EMPTY; name[0] = 0; clan[0] = 0; } ~client() { dbg_assert(state == STATE_EMPTY, "client destoyed while in use"); }*/ bool is_empty() const { return state == STATE_EMPTY; } bool is_ingame() const { return state == STATE_INGAME; } const netaddr4 &address() const { return conn.address(); } }; static client clients[MAX_CLIENTS]; static int current_tick = 0; static int send_heartbeats = 1; int server_tick() { return current_tick; } int server_tickspeed() { return 50; } int server_init() { for(int i = 0; i < MAX_CLIENTS; i++) { clients[i].state = client::STATE_EMPTY; clients[i].name[0] = 0; clients[i].clan[0] = 0; clients[i].lastactivity = 0; } current_tick = 0; return 0; } int server_getclientinfo(int client_id, client_info *info) { dbg_assert(client_id >= 0 && client_id < MAX_CLIENTS, "client_id is not valid"); dbg_assert(info != 0, "info can not be null"); if(clients[client_id].is_ingame()) { info->name = clients[client_id].name; info->latency = 0; return 1; } return 0; } // class server { public: socket_udp4 game_socket; const char *map_name; const char *server_name; int64 lasttick; int64 lastheartbeat; netaddr4 master_server; int biggest_snapshot; bool run(const char *servername, const char *mapname) { biggest_snapshot = 0; net_init(); // For Windows compatibility. map_name = mapname; server_name = servername; // load map if(!map_load(mapname)) { dbg_msg("server", "failed to load map. mapname='%s'"); return false; } // start server if(!game_socket.open(8303)) { dbg_msg("network/server", "couldn't open socket"); return false; } for(int i = 0; i < MAX_CLIENTS; i++) dbg_msg("network/server", "\t%d: %d", i, clients[i].state); if (net_host_lookup(MASTER_SERVER_ADDRESS, MASTER_SERVER_PORT, &master_server) != 0) { // TODO: fix me //master_server = netaddr4(0, 0, 0, 0, 0); } mods_init(); int64 time_per_tick = time_freq()/SERVER_TICK_SPEED; int64 time_per_heartbeat = time_freq() * 30; int64 starttime = time_get(); //int64 lasttick = starttime; lasttick = starttime; lastheartbeat = 0; int64 reporttime = time_get(); int64 reportinterval = time_freq()*3; int64 simulationtime = 0; int64 snaptime = 0; int64 networktime = 0; while(1) { int64 t = time_get(); if(t-lasttick > time_per_tick) { { int64 start = time_get(); tick(); simulationtime += time_get()-start; } { int64 start = time_get(); snap(); snaptime += time_get()-start; } // Check for client timeouts for (int i = 0; i < MAX_CLIENTS; i++) { if (clients[i].state != client::STATE_EMPTY) { // check last activity time if (((lasttick - clients[i].lastactivity) / time_freq()) > SERVER_CLIENT_TIMEOUT) client_timeout(i); } } lasttick += time_per_tick; } if(send_heartbeats) { if (t > lastheartbeat+time_per_heartbeat) { if (master_server.port != 0) { int players = 0; for (int i = 0; i < MAX_CLIENTS; i++) if (!clients[i].is_empty()) players++; // TODO: fix me netaddr4 me(127, 0, 0, 0, 8303); send_heartbeat(0, &me, players, MAX_CLIENTS, server_name, mapname); } lastheartbeat = t+time_per_heartbeat; } } { int64 start = time_get(); pump_network(); networktime += time_get()-start; } if(reporttime < time_get()) { int64 totaltime = simulationtime+snaptime+networktime; dbg_msg("server/report", "sim=%.02fms snap=%.02fms net=%.02fms total=%.02fms load=%.02f%%", simulationtime/(float)reportinterval*1000, snaptime/(float)reportinterval*1000, networktime/(float)reportinterval*1000, totaltime/(float)reportinterval*1000, (simulationtime+snaptime+networktime)/(float)reportinterval*100.0f); unsigned sent_total=0, recv_total=0; for (int i = 0; i < MAX_CLIENTS; i++) if (!clients[i].is_empty()) { unsigned s,r; clients[i].conn.counter_get(&s,&r); clients[i].conn.counter_reset(); sent_total += s; recv_total += r; } dbg_msg("server/report", "biggestsnap=%d send=%d recv=%d", biggest_snapshot, sent_total/3, recv_total/3); simulationtime = 0; snaptime = 0; networktime = 0; reporttime += reportinterval; } thread_sleep(1); } mods_shutdown(); map_unload(); } void tick() { current_tick++; mods_tick(); } void snap() { mods_presnap(); for(int i = 0; i < MAX_CLIENTS; i++) { if(clients[i].is_ingame()) { char data[MAX_SNAPSHOT_SIZE]; char compdata[MAX_SNAPSHOT_SIZE]; builder.start(); mods_snap(i); // finish snapshot int snapshot_size = builder.finish(data); // compress it int compsize = lzw_compress(data, snapshot_size, compdata); snapshot_size = compsize; if(snapshot_size > biggest_snapshot) biggest_snapshot = snapshot_size; const int max_size = MAX_SNAPSHOT_PACKSIZE; int numpackets = (snapshot_size+max_size-1)/max_size; for(int n = 0, left = snapshot_size; left; n++) { int chunk = left < max_size ? left : max_size; left -= chunk; packet p(NETMSG_SERVER_SNAP); p.write_int(numpackets); p.write_int(n); p.write_int(chunk); p.write_raw(&compdata[n*max_size], chunk); clients[i].conn.send(&p); } } } mods_postsnap(); } void send_accept(client *client, const char *map) { packet p(NETMSG_SERVER_ACCEPT); p.write_str(map); client->conn.send(&p); } void drop(int cid, const char *reason) { if(clients[cid].state == client::STATE_EMPTY) return; clients[cid].state = client::STATE_EMPTY; mods_client_drop(cid); dbg_msg("game", "player dropped. reason='%s' cid=%x name='%s'", reason, cid, clients[cid].name); } int find_client(const netaddr4 *addr) { // fetch client for(int i = 0; i < MAX_CLIENTS; i++) { if(!clients[i].is_empty() && clients[i].address() == *addr) return i; } return -1; } void client_process_packet(int cid, packet *p) { clients[cid].lastactivity = lasttick; if(p->msg() == NETMSG_CLIENT_DONE) { dbg_msg("game", "player as entered the game. cid=%x", cid); clients[cid].state = client::STATE_INGAME; mods_client_enter(cid); } else if(p->msg() == NETMSG_CLIENT_INPUT) { int input[MAX_INPUT_SIZE]; int size = p->read_int(); for(int i = 0; i < size/4; i++) input[i] = p->read_int(); if(p->is_good()) { //dbg_msg("network/server", "applying input %d %d %d", input[0], input[1], input[2]); mods_client_input(cid, input); } } else if(p->msg() == NETMSG_CLIENT_ERROR) { const char *reason = p->read_str(); if(p->is_good()) dbg_msg("network/server", "client error. cid=%x reason='%s'", cid, reason); else dbg_msg("network/server", "client error. cid=%x", cid); drop(cid, "client error"); } else { dbg_msg("network/server", "invalid message. cid=%x msg=%x", cid, p->msg()); drop(cid, "invalid message"); } } void process_packet(packet *p, netaddr4 *from) { // do version check if(p->version() != TEEWARS_NETVERSION) { // send an empty packet back. // this will allow the client to check the version packet p; game_socket.send(from, p.data(), p.size()); return; } if(p->msg() == NETMSG_CLIENT_CONNECT) { // we got no state for this client yet const char *version; const char *name; const char *clan; const char *password; const char *skin; version = p->read_str(); name = p->read_str(); clan = p->read_str(); password = p->read_str(); skin = p->read_str(); if(p->is_good()) { /* // check version if(strcmp(version, TEEWARS_NETVERSION) != 0) { dbg_msg("network/server", "wrong version connecting '%s'", version); // TODO: send error return; }*/ // look for empty slot, linear search int id = -1; for(int i = 0; i < MAX_CLIENTS; i++) if(clients[i].is_empty()) { id = i; break; } if(id != -1) { // slot found // TODO: perform correct copy here mem_copy(clients[id].name, name, MAX_NAME_LENGTH); mem_copy(clients[id].clan, clan, MAX_CLANNAME_LENGTH); clients[id].state = client::STATE_CONNECTING; clients[id].conn.init(&game_socket, from); clients[id].lastactivity = lasttick; clients[id].name[MAX_NAME_LENGTH-1] = 0; clients[id].clan[MAX_CLANNAME_LENGTH-1] = 0; dbg_msg("network/server", "client connected. '%s' on slot %d", name, id); // TODO: return success send_accept(&clients[id], map_name); } else { // no slot found // TODO: send error dbg_msg("network/server", "client connected but server is full"); for(int i = 0; i < MAX_CLIENTS; i++) dbg_msg("network/server", "\t%d: %d", i, clients[i].state); } } } else { int cid = find_client(from); if(cid >= 0) { if(clients[cid].conn.feed(p)) { // packet is ok unsigned msg = p->msg(); // client found, check state if(((msg>>16)&0xff)&clients[cid].state) { // state is ok client_process_packet(cid, p); } else { // invalid state, disconnect the client drop(cid, "invalid message at this state"); } } else { drop(cid, "connection error"); } } else dbg_msg("network/server", "packet from strange address."); } } void client_timeout(int clientId) { drop(clientId, "client timedout"); } void pump_network() { while(1) { packet p; netaddr4 from; //int bytes = net_udp4_recv( int bytes = game_socket.recv(&from, p.data(), p.max_size()); //int bytes = game_socket.recv(&from, p.data(), p.max_size()); if(bytes <= 0) break; process_packet(&p, &from); } // TODO: check for client timeouts } char *write_int(char *buffer, int integer) { *buffer++ = integer >> 24; *buffer++ = integer >> 16; *buffer++ = integer >> 8; *buffer++ = integer; return buffer; } char *write_netaddr4(char *buffer, NETADDR4 *address) { *buffer++ = address->ip[0]; *buffer++ = address->ip[1]; *buffer++ = address->ip[2]; *buffer++ = address->ip[3]; return write_int(buffer, address->port); } void send_heartbeat(int version, netaddr4 *address, int players, int max_players, const char *name, const char *map_name) { char buffer[216] = {0}; char *d = buffer; d = write_int(d, 'TWHB'); d = write_int(d, version); d = write_netaddr4(d, address); d = write_int(d,players); d = write_int(d, max_players); int len = strlen(name); if (len > 128) len = 128; memcpy(d, name, len); d += 128; len = strlen(map_name); if (len > 64) len = 64; memcpy(d, map_name, len); d += 64; game_socket.send(&master_server, buffer, sizeof(buffer)); } }; int main(int argc, char **argv) { dbg_msg("server", "starting..."); const char *mapname = "data/demo.map"; const char *servername = 0; // parse arguments for(int i = 1; i < argc; i++) { if(argv[i][0] == '-' && argv[i][1] == 'm' && argv[i][2] == 0 && argc - i > 1) { // -m map i++; mapname = argv[i]; } else if(argv[i][0] == '-' && argv[i][1] == 'n' && argv[i][2] == 0 && argc - i > 1) { // -n server name i++; servername = argv[i]; } else if(argv[i][0] == '-' && argv[i][1] == 'p' && argv[i][2] == 0) { // -p (private server) send_heartbeats = 0; } } if(!mapname) { dbg_msg("server", "no map given (-m MAPNAME)"); return 0; } if(!servername) { dbg_msg("server", "no server name given (-n \"server name\")"); return 0; } server_init(); server s; s.run(servername, mapname); return 0; }