mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-11 10:38:20 +00:00
727 lines
15 KiB
C++
727 lines
15 KiB
C++
#include <stdio.h>
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#include <string.h>
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#include <baselib/system.h>
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#include <engine/interface.h>
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//#include "socket.h"
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#include <engine/packet.h>
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#include <engine/snapshot.h>
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#include <engine/lzw.h>
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#include <engine/versions.h>
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namespace baselib {}
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using namespace baselib;
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int net_addr4_cmp(const NETADDR4 *a, const NETADDR4 *b)
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{
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if(
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a->ip[0] != b->ip[0] ||
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a->ip[1] != b->ip[1] ||
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a->ip[2] != b->ip[2] ||
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a->ip[3] != b->ip[3] ||
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a->port != b->port
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)
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return 1;
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return 0;
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}
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// --- string handling (MOVE THESE!!) ---
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void snap_encode_string(const char *src, int *dst, int length, int max_length)
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{
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const unsigned char *p = (const unsigned char *)src;
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// handle whole int
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for(int i = 0; i < length/4; i++)
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{
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*dst = (p[0]<<24|p[1]<<16|p[2]<<8|p[3]);
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p += 4;
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dst++;
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}
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// take care of the left overs
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int left = length%4;
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if(left)
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{
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unsigned last = 0;
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switch(left)
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{
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case 3: last |= p[2]<<8;
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case 2: last |= p[1]<<16;
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case 1: last |= p[0]<<24;
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}
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*dst = last;
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}
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}
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class snapshot_builder
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{
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public:
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static const int MAX_ITEMS = 512;
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//static const int MAX_DATA_SIZE=1*1024;
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char data[MAX_SNAPSHOT_SIZE];
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int data_size;
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int offsets[MAX_ITEMS];
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int num_items;
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int top_size;
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int top_items;
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int snapnum;
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snapshot_builder()
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{
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top_size = 0;
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top_items = 0;
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snapnum = 0;
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}
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void start()
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{
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data_size = 0;
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num_items = 0;
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}
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int finish(void *snapdata)
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{
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snapnum++;
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// collect some data
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/*
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int change = 0;
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if(data_size > top_size)
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{
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change++;
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top_size = data_size;
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}
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if(num_items > top_items)
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{
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change++;
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top_items = num_items;
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}
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if(change)
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{
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dbg_msg("snapshot", "new top, items=%d size=%d", top_items, top_size);
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}*/
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// flattern and make the snapshot
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snapshot *snap = (snapshot *)snapdata;
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snap->num_items = num_items;
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int offset_size = sizeof(int)*num_items;
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mem_copy(snap->offsets, offsets, offset_size);
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mem_copy(snap->data_start(), data, data_size);
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return sizeof(int) + offset_size + data_size;
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}
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void *new_item(int type, int id, int size)
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{
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snapshot::item *obj = (snapshot::item *)(data+data_size);
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obj->type_and_id = (type<<16)|id;
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offsets[num_items] = data_size;
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data_size += sizeof(int) + size;
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num_items++;
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dbg_assert(data_size < MAX_SNAPSHOT_SIZE, "too much data");
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dbg_assert(num_items < MAX_ITEMS, "too many items");
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return &obj->data;
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}
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};
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static snapshot_builder builder;
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void *snap_new_item(int type, int id, int size)
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{
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dbg_assert(type >= 0 && type <=0xffff, "incorrect type");
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dbg_assert(id >= 0 && id <=0xffff, "incorrect id");
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return builder.new_item(type, id, size);
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}
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//
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class client
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{
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public:
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enum
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{
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STATE_EMPTY = 0,
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STATE_CONNECTING = 1,
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STATE_INGAME = 2,
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};
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// connection state info
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int state;
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// (ticks) if lastactivity > 5 seconds kick him
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int64 lastactivity;
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connection conn;
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char name[MAX_NAME_LENGTH];
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char clan[MAX_CLANNAME_LENGTH];
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/*
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client()
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{
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state = STATE_EMPTY;
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name[0] = 0;
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clan[0] = 0;
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}
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~client()
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{
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dbg_assert(state == STATE_EMPTY, "client destoyed while in use");
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}*/
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bool is_empty() const { return state == STATE_EMPTY; }
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bool is_ingame() const { return state == STATE_INGAME; }
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const netaddr4 &address() const { return conn.address(); }
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};
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static client clients[MAX_CLIENTS];
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static int current_tick = 0;
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static int send_heartbeats = 1;
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int server_tick()
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{
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return current_tick;
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}
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int server_tickspeed()
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{
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return 50;
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}
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int server_init()
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{
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for(int i = 0; i < MAX_CLIENTS; i++)
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{
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clients[i].state = client::STATE_EMPTY;
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clients[i].name[0] = 0;
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clients[i].clan[0] = 0;
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clients[i].lastactivity = 0;
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}
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current_tick = 0;
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return 0;
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}
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int server_getclientinfo(int client_id, client_info *info)
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{
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dbg_assert(client_id >= 0 && client_id < MAX_CLIENTS, "client_id is not valid");
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dbg_assert(info != 0, "info can not be null");
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if(clients[client_id].is_ingame())
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{
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info->name = clients[client_id].name;
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info->latency = 0;
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return 1;
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}
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return 0;
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}
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//
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class server
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{
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public:
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socket_udp4 game_socket;
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const char *map_name;
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const char *server_name;
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int64 lasttick;
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int64 lastheartbeat;
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netaddr4 master_server;
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int biggest_snapshot;
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bool run(const char *servername, const char *mapname)
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{
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biggest_snapshot = 0;
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net_init(); // For Windows compatibility.
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map_name = mapname;
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server_name = servername;
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// load map
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if(!map_load(mapname))
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{
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dbg_msg("server", "failed to load map. mapname='%s'");
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return false;
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}
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// start server
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if(!game_socket.open(8303))
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{
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dbg_msg("network/server", "couldn't open socket");
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return false;
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}
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for(int i = 0; i < MAX_CLIENTS; i++)
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dbg_msg("network/server", "\t%d: %d", i, clients[i].state);
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if (net_host_lookup(MASTER_SERVER_ADDRESS, MASTER_SERVER_PORT, &master_server) != 0)
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{
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// TODO: fix me
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//master_server = netaddr4(0, 0, 0, 0, 0);
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}
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mods_init();
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int64 time_per_tick = time_freq()/SERVER_TICK_SPEED;
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int64 time_per_heartbeat = time_freq() * 30;
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int64 starttime = time_get();
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//int64 lasttick = starttime;
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lasttick = starttime;
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lastheartbeat = 0;
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int64 reporttime = time_get();
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int64 reportinterval = time_freq()*3;
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int64 simulationtime = 0;
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int64 snaptime = 0;
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int64 networktime = 0;
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while(1)
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{
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int64 t = time_get();
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if(t-lasttick > time_per_tick)
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{
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{
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int64 start = time_get();
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tick();
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simulationtime += time_get()-start;
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}
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{
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int64 start = time_get();
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snap();
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snaptime += time_get()-start;
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}
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// Check for client timeouts
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for (int i = 0; i < MAX_CLIENTS; i++)
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{
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if (clients[i].state != client::STATE_EMPTY)
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{
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// check last activity time
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if (((lasttick - clients[i].lastactivity) / time_freq()) > SERVER_CLIENT_TIMEOUT)
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client_timeout(i);
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}
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}
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lasttick += time_per_tick;
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}
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if(send_heartbeats)
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{
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if (t > lastheartbeat+time_per_heartbeat)
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{
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if (master_server.port != 0)
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{
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int players = 0;
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for (int i = 0; i < MAX_CLIENTS; i++)
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if (!clients[i].is_empty())
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players++;
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// TODO: fix me
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netaddr4 me(127, 0, 0, 0, 8303);
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send_heartbeat(0, &me, players, MAX_CLIENTS, server_name, mapname);
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}
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lastheartbeat = t+time_per_heartbeat;
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}
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}
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{
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int64 start = time_get();
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pump_network();
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networktime += time_get()-start;
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}
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if(reporttime < time_get())
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{
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int64 totaltime = simulationtime+snaptime+networktime;
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dbg_msg("server/report", "sim=%.02fms snap=%.02fms net=%.02fms total=%.02fms load=%.02f%%",
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simulationtime/(float)reportinterval*1000,
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snaptime/(float)reportinterval*1000,
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networktime/(float)reportinterval*1000,
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totaltime/(float)reportinterval*1000,
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(simulationtime+snaptime+networktime)/(float)reportinterval*100.0f);
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unsigned sent_total=0, recv_total=0;
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for (int i = 0; i < MAX_CLIENTS; i++)
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if (!clients[i].is_empty())
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{
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unsigned s,r;
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clients[i].conn.counter_get(&s,&r);
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clients[i].conn.counter_reset();
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sent_total += s;
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recv_total += r;
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}
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dbg_msg("server/report", "biggestsnap=%d send=%d recv=%d",
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biggest_snapshot, sent_total/3, recv_total/3);
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simulationtime = 0;
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snaptime = 0;
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networktime = 0;
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reporttime += reportinterval;
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}
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thread_sleep(1);
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}
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mods_shutdown();
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map_unload();
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}
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void tick()
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{
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current_tick++;
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mods_tick();
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}
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void snap()
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{
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mods_presnap();
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for(int i = 0; i < MAX_CLIENTS; i++)
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{
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if(clients[i].is_ingame())
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{
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char data[MAX_SNAPSHOT_SIZE];
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char compdata[MAX_SNAPSHOT_SIZE];
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builder.start();
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mods_snap(i);
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// finish snapshot
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int snapshot_size = builder.finish(data);
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// compress it
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int compsize = lzw_compress(data, snapshot_size, compdata);
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snapshot_size = compsize;
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if(snapshot_size > biggest_snapshot)
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biggest_snapshot = snapshot_size;
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const int max_size = MAX_SNAPSHOT_PACKSIZE;
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int numpackets = (snapshot_size+max_size-1)/max_size;
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for(int n = 0, left = snapshot_size; left; n++)
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{
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int chunk = left < max_size ? left : max_size;
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left -= chunk;
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packet p(NETMSG_SERVER_SNAP);
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p.write_int(numpackets);
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p.write_int(n);
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p.write_int(chunk);
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p.write_raw(&compdata[n*max_size], chunk);
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clients[i].conn.send(&p);
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}
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}
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}
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mods_postsnap();
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}
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void send_accept(client *client, const char *map)
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{
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packet p(NETMSG_SERVER_ACCEPT);
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p.write_str(map);
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client->conn.send(&p);
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}
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void drop(int cid, const char *reason)
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{
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if(clients[cid].state == client::STATE_EMPTY)
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return;
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clients[cid].state = client::STATE_EMPTY;
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mods_client_drop(cid);
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dbg_msg("game", "player dropped. reason='%s' cid=%x name='%s'", reason, cid, clients[cid].name);
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}
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int find_client(const netaddr4 *addr)
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{
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// fetch client
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for(int i = 0; i < MAX_CLIENTS; i++)
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{
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if(!clients[i].is_empty() && clients[i].address() == *addr)
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return i;
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}
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return -1;
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}
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void client_process_packet(int cid, packet *p)
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{
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clients[cid].lastactivity = lasttick;
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if(p->msg() == NETMSG_CLIENT_DONE)
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{
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dbg_msg("game", "player as entered the game. cid=%x", cid);
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clients[cid].state = client::STATE_INGAME;
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mods_client_enter(cid);
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}
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else if(p->msg() == NETMSG_CLIENT_INPUT)
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{
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int input[MAX_INPUT_SIZE];
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int size = p->read_int();
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for(int i = 0; i < size/4; i++)
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input[i] = p->read_int();
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if(p->is_good())
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{
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//dbg_msg("network/server", "applying input %d %d %d", input[0], input[1], input[2]);
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mods_client_input(cid, input);
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}
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}
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else if(p->msg() == NETMSG_CLIENT_ERROR)
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{
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const char *reason = p->read_str();
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if(p->is_good())
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dbg_msg("network/server", "client error. cid=%x reason='%s'", cid, reason);
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else
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dbg_msg("network/server", "client error. cid=%x", cid);
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drop(cid, "client error");
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}
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else
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{
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dbg_msg("network/server", "invalid message. cid=%x msg=%x", cid, p->msg());
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drop(cid, "invalid message");
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}
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}
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void process_packet(packet *p, netaddr4 *from)
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{
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// do version check
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if(p->version() != TEEWARS_NETVERSION)
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{
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// send an empty packet back.
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// this will allow the client to check the version
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packet p;
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game_socket.send(from, p.data(), p.size());
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return;
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}
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if(p->msg() == NETMSG_CLIENT_CONNECT)
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{
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// we got no state for this client yet
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const char *version;
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const char *name;
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const char *clan;
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const char *password;
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const char *skin;
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version = p->read_str();
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name = p->read_str();
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clan = p->read_str();
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password = p->read_str();
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skin = p->read_str();
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if(p->is_good())
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{
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/*
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// check version
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if(strcmp(version, TEEWARS_NETVERSION) != 0)
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{
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dbg_msg("network/server", "wrong version connecting '%s'", version);
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// TODO: send error
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return;
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}*/
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// look for empty slot, linear search
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int id = -1;
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for(int i = 0; i < MAX_CLIENTS; i++)
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if(clients[i].is_empty())
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{
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id = i;
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break;
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}
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if(id != -1)
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{
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// slot found
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// TODO: perform correct copy here
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mem_copy(clients[id].name, name, MAX_NAME_LENGTH);
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mem_copy(clients[id].clan, clan, MAX_CLANNAME_LENGTH);
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clients[id].state = client::STATE_CONNECTING;
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clients[id].conn.init(&game_socket, from);
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clients[id].lastactivity = lasttick;
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clients[id].name[MAX_NAME_LENGTH-1] = 0;
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clients[id].clan[MAX_CLANNAME_LENGTH-1] = 0;
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dbg_msg("network/server", "client connected. '%s' on slot %d", name, id);
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// TODO: return success
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send_accept(&clients[id], map_name);
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}
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else
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{
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// no slot found
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// TODO: send error
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dbg_msg("network/server", "client connected but server is full");
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for(int i = 0; i < MAX_CLIENTS; i++)
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dbg_msg("network/server", "\t%d: %d", i, clients[i].state);
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}
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}
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}
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else
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{
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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;
|
|
}
|