/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include
#include
#include "netban.h"
#include "network.h"
bool CNetServer::Open(NETADDR BindAddr, CNetBan *pNetBan, int MaxClients, int MaxClientsPerIP, int Flags)
{
// zero out the whole structure
mem_zero(this, sizeof(*this));
// open socket
m_Socket = net_udp_create(BindAddr);
if(!m_Socket.type)
return false;
m_pNetBan = pNetBan;
// clamp clients
m_MaxClients = MaxClients;
if(m_MaxClients > NET_MAX_CLIENTS)
m_MaxClients = NET_MAX_CLIENTS;
if(m_MaxClients < 1)
m_MaxClients = 1;
m_MaxClientsPerIP = MaxClientsPerIP;
for(int i = 0; i < NET_MAX_CLIENTS; i++)
m_aSlots[i].m_Connection.Init(m_Socket, true);
return true;
}
int CNetServer::SetCallbacks(NETFUNC_NEWCLIENT pfnNewClient, NETFUNC_DELCLIENT pfnDelClient, void *pUser)
{
m_pfnNewClient = pfnNewClient;
m_pfnDelClient = pfnDelClient;
m_UserPtr = pUser;
return 0;
}
int CNetServer::Close()
{
// TODO: implement me
return 0;
}
int CNetServer::Drop(int ClientID, const char *pReason)
{
// TODO: insert lots of checks here
/*NETADDR Addr = ClientAddr(ClientID);
dbg_msg("net_server", "client dropped. cid=%d ip=%d.%d.%d.%d reason=\"%s\"",
ClientID,
Addr.ip[0], Addr.ip[1], Addr.ip[2], Addr.ip[3],
pReason
);*/
if(m_pfnDelClient)
m_pfnDelClient(ClientID, pReason, m_UserPtr);
m_aSlots[ClientID].m_Connection.Disconnect(pReason);
return 0;
}
int CNetServer::Update()
{
int64 Now = time_get();
for(int i = 0; i < MaxClients(); i++)
{
m_aSlots[i].m_Connection.Update();
if(m_aSlots[i].m_Connection.State() == NET_CONNSTATE_ERROR &&
(!m_aSlots[i].m_Connection.m_TimeoutProtected ||
!m_aSlots[i].m_Connection.m_TimeoutSituation))
{
if (Now - m_aSlots[i].m_Connection.ConnectTime() < time_freq() / 5 && NetBan())
NetBan()->BanAddr(ClientAddr(i), 60, "Too many connections");
else
Drop(i, m_aSlots[i].m_Connection.ErrorString());
}
}
return 0;
}
/*
TODO: chopp up this function into smaller working parts
*/
int CNetServer::Recv(CNetChunk *pChunk)
{
while(1)
{
NETADDR Addr;
// check for a chunk
if(m_RecvUnpacker.FetchChunk(pChunk))
return 1;
// TODO: empty the recvinfo
int Bytes = net_udp_recv(m_Socket, &Addr, m_RecvUnpacker.m_aBuffer, NET_MAX_PACKETSIZE);
// no more packets for now
if(Bytes <= 0)
break;
// check if we just should drop the packet
char aBuf[128];
if(NetBan() && NetBan()->IsBanned(&Addr, aBuf, sizeof(aBuf)))
{
// banned, reply with a message
CNetBase::SendControlMsg(m_Socket, &Addr, 0, NET_CTRLMSG_CLOSE, aBuf, str_length(aBuf)+1);
continue;
}
bool Found = false;
if(CNetBase::UnpackPacket(m_RecvUnpacker.m_aBuffer, Bytes, &m_RecvUnpacker.m_Data) == 0)
{
if(m_RecvUnpacker.m_Data.m_Flags&NET_PACKETFLAG_CONNLESS)
{
pChunk->m_Flags = NETSENDFLAG_CONNLESS;
pChunk->m_ClientID = -1;
pChunk->m_Address = Addr;
pChunk->m_DataSize = m_RecvUnpacker.m_Data.m_DataSize;
pChunk->m_pData = m_RecvUnpacker.m_Data.m_aChunkData;
return 1;
}
else
{
// TODO: check size here
if(m_RecvUnpacker.m_Data.m_Flags&NET_PACKETFLAG_CONTROL && m_RecvUnpacker.m_Data.m_aChunkData[0] == NET_CTRLMSG_CONNECT)
{
Found = false;
// check if we already got this client
for(int i = 0; i < MaxClients(); i++)
{
if(m_aSlots[i].m_Connection.State() != NET_CONNSTATE_OFFLINE && m_aSlots[i].m_Connection.State() != NET_CONNSTATE_ERROR &&
net_addr_comp(m_aSlots[i].m_Connection.PeerAddress(), &Addr) == 0)
{
Found = true; // silent ignore.. we got this client already
//if(m_aSlots[i].m_Connection.State() == NET_CONNSTATE_ERROR)
//{
// m_aSlots[i].m_Connection.Feed(&m_RecvUnpacker.m_Data, &Addr);
// if(m_pfnNewClient)
// m_pfnNewClient(i, m_UserPtr);
//}
break;
}
}
// client that wants to connect
if(!Found)
{
// only allow a specific number of players with the same ip
NETADDR ThisAddr = Addr, OtherAddr;
int FoundAddr = 1;
ThisAddr.port = 0;
for(int i = 0; i < MaxClients(); ++i)
{
if(m_aSlots[i].m_Connection.State() == NET_CONNSTATE_OFFLINE)
continue;
OtherAddr = *m_aSlots[i].m_Connection.PeerAddress();
OtherAddr.port = 0;
if(!net_addr_comp(&ThisAddr, &OtherAddr))
{
if(FoundAddr++ >= m_MaxClientsPerIP)
{
char aBuf[128];
str_format(aBuf, sizeof(aBuf), "Only %d players with the same IP are allowed", m_MaxClientsPerIP);
CNetBase::SendControlMsg(m_Socket, &Addr, 0, NET_CTRLMSG_CLOSE, aBuf, sizeof(aBuf));
return 0;
}
}
}
for(int i = 0; i < MaxClients(); i++)
{
if(m_aSlots[i].m_Connection.State() == NET_CONNSTATE_OFFLINE)
{
Found = true;
m_aSlots[i].m_Connection.Feed(&m_RecvUnpacker.m_Data, &Addr);
if(m_pfnNewClient)
m_pfnNewClient(i, m_UserPtr);
break;
}
}
if(!Found)
{
const char FullMsg[] = "This server is full";
CNetBase::SendControlMsg(m_Socket, &Addr, 0, NET_CTRLMSG_CLOSE, FullMsg, sizeof(FullMsg));
}
}
}
else
{
// normal packet, find matching slot
for(int i = 0; i < MaxClients(); i++)
{
if(net_addr_comp(m_aSlots[i].m_Connection.PeerAddress(), &Addr) == 0)
{
if(m_aSlots[i].m_Connection.Feed(&m_RecvUnpacker.m_Data, &Addr))
{
if(m_RecvUnpacker.m_Data.m_DataSize)
m_RecvUnpacker.Start(&Addr, &m_aSlots[i].m_Connection, i);
}
}
}
}
}
}
}
return 0;
}
int CNetServer::Send(CNetChunk *pChunk)
{
if(pChunk->m_DataSize >= NET_MAX_PAYLOAD)
{
dbg_msg("netserver", "packet payload too big. %d. dropping packet", pChunk->m_DataSize);
return -1;
}
if(pChunk->m_Flags&NETSENDFLAG_CONNLESS)
{
// send connectionless packet
CNetBase::SendPacketConnless(m_Socket, &pChunk->m_Address, pChunk->m_pData, pChunk->m_DataSize);
}
else
{
int Flags = 0;
dbg_assert(pChunk->m_ClientID >= 0, "errornous client id");
dbg_assert(pChunk->m_ClientID < MaxClients(), "errornous client id");
if(pChunk->m_Flags&NETSENDFLAG_VITAL)
Flags = NET_CHUNKFLAG_VITAL;
if(m_aSlots[pChunk->m_ClientID].m_Connection.QueueChunk(Flags, pChunk->m_DataSize, pChunk->m_pData) == 0)
{
if(pChunk->m_Flags&NETSENDFLAG_FLUSH)
m_aSlots[pChunk->m_ClientID].m_Connection.Flush();
}
else
{
//Drop(pChunk->m_ClientID, "Error sending data");
}
}
return 0;
}
void CNetServer::SetMaxClientsPerIP(int Max)
{
// clamp
if(Max < 1)
Max = 1;
else if(Max > NET_MAX_CLIENTS)
Max = NET_MAX_CLIENTS;
m_MaxClientsPerIP = Max;
}
bool CNetServer::SetTimedOut(int ClientID, int OrigID)
{
if (m_aSlots[ClientID].m_Connection.State() != NET_CONNSTATE_ERROR)
return false;
m_aSlots[ClientID].m_Connection.SetTimedOut(ClientAddr(OrigID), m_aSlots[OrigID].m_Connection.SeqSequence(), m_aSlots[OrigID].m_Connection.AckSequence());
m_aSlots[OrigID].m_Connection.Reset();
return true;
}
void CNetServer::SetTimeoutProtected(int ClientID)
{
m_aSlots[ClientID].m_Connection.m_TimeoutProtected = true;
}