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/******
gt2nat.c
GameSpy Transport 2 SDK
Copyright 2000 GameSpy Industries, Inc
******
This sample demonstrates sharing a UDP socket with the Query & Reporting 2 SDK
to enable developers to create games that can be hosted behind a NAT.
Please see the GameSpy Query & Reporting 2 SDK documentation for more
information
******/
/********
INCLUDES
********/
#include "../gt2.h"
#include "../../qr2/qr2.h"
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#if defined(_WIN32) && !defined(UNDER_CE)
#include <conio.h>
#endif
/********
DEFINES
********/
#define QR2_GAME_VERSION "2.00"
#define QR2_GAME_NAME "gmtest"
#define QR2_MAX_PLAYERS 32
#define QR2_BASE_PORT 26900
#define QR2_RANKINGSON_KEY 100
#ifdef _WIN32_WCE
void RetailOutputA(CHAR *tszErr, ...);
#define printf RetailOutputA
#endif
/********
TYPDEFS
********/
//representative of a game player structure
typedef struct
{
char pname[80];
int pfrags;
int pdeaths;
int pskill;
int pping;
char pteam[80];
} player_t;
//representative of a game data structure
typedef struct
{
player_t players[QR2_MAX_PLAYERS];
char mapname[20];
char hostname[120];
char gamemode[200];
char gametype[30];
int locationid;
int numplayers;
int maxplayers;
int fraglimit;
int timelimit;
int teamplay;
int rankingson;
int hostport;
} gamedata_t;
/********
GLOBAL VARS
********/
//just to give us bogus data
char *constnames[QR2_MAX_PLAYERS]={"Joe Player","L33t 0n3","Raptor","Gr81","Flubber","Sarge","Void","runaway","Ph3ar","wh00t","gr1nder","Mace","stacy","lamby","Thrush"};
gamedata_t gamedata;
// Called when a server key needs to be reported
void serverkey_callback(int keyid, qr2_buffer_t outbuf, void *userdata)
{
switch (keyid)
{
case HOSTNAME_KEY:
qr2_buffer_add(outbuf, gamedata.hostname);
break;
case GAMEVER_KEY:
qr2_buffer_add(outbuf, QR2_GAME_VERSION);
break;
case HOSTPORT_KEY:
qr2_buffer_add_int(outbuf, gamedata.hostport);
break;
case MAPNAME_KEY:
qr2_buffer_add(outbuf, gamedata.mapname);
break;
case GAMETYPE_KEY:
qr2_buffer_add(outbuf, gamedata.gametype);
break;
case NUMPLAYERS_KEY:
qr2_buffer_add_int(outbuf, gamedata.numplayers);
break;
case MAXPLAYERS_KEY:
qr2_buffer_add_int(outbuf, gamedata.maxplayers);
break;
case GAMEMODE_KEY:
qr2_buffer_add(outbuf, gamedata.gamemode);
break;
case TEAMPLAY_KEY:
qr2_buffer_add_int(outbuf, gamedata.teamplay);
break;
case FRAGLIMIT_KEY:
qr2_buffer_add_int(outbuf, gamedata.fraglimit);
break;
case TIMELIMIT_KEY:
qr2_buffer_add_int(outbuf, gamedata.timelimit);
break;
case QR2_RANKINGSON_KEY:
qr2_buffer_add_int(outbuf, gamedata.rankingson);
break;
default:
qr2_buffer_add(outbuf, _T(""));
}
GSI_UNUSED(userdata);
}
// Called when a player key needs to be reported
void playerkey_callback(int keyid, int index, qr2_buffer_t outbuf, void *userdata)
{
//check for valid index
if (index >= gamedata.numplayers)
{
qr2_buffer_add(outbuf, _T(""));
return;
}
switch (keyid)
{
case PLAYER__KEY:
qr2_buffer_add(outbuf, gamedata.players[index].pname);
break;
case SKILL__KEY:
qr2_buffer_add_int(outbuf, gamedata.players[index].pskill);
break;
case SCORE__KEY:
qr2_buffer_add_int(outbuf, gamedata.players[index].pfrags);
break;
case DEATHS__KEY:
qr2_buffer_add_int(outbuf, gamedata.players[index].pdeaths);
break;
case PING__KEY:
qr2_buffer_add_int(outbuf, gamedata.players[index].pping);
break;
case TEAM__KEY:
qr2_buffer_add(outbuf, gamedata.players[index].pteam);
break;
default:
qr2_buffer_add(outbuf, _T(""));
break;
}
GSI_UNUSED(userdata);
}
// Called when a team key needs to be reported
void teamkey_callback(int keyid, int index, qr2_buffer_t outbuf, void *userdata)
{
qr2_buffer_add(outbuf, _T(""));
GSI_UNUSED(userdata);
GSI_UNUSED(index);
GSI_UNUSED(keyid);
}
// Called when we need to report the list of keys we report values for
void keylist_callback(qr2_key_type keytype, qr2_keybuffer_t keybuffer, void *userdata)
{
//need to add all the keys we support
switch (keytype)
{
case key_server:
qr2_keybuffer_add(keybuffer, HOSTNAME_KEY);
qr2_keybuffer_add(keybuffer, GAMEVER_KEY);
qr2_keybuffer_add(keybuffer, HOSTPORT_KEY);
qr2_keybuffer_add(keybuffer, MAPNAME_KEY);
qr2_keybuffer_add(keybuffer, GAMETYPE_KEY);
qr2_keybuffer_add(keybuffer, NUMPLAYERS_KEY);
qr2_keybuffer_add(keybuffer, NUMTEAMS_KEY);
qr2_keybuffer_add(keybuffer, MAXPLAYERS_KEY);
qr2_keybuffer_add(keybuffer, GAMEMODE_KEY);
qr2_keybuffer_add(keybuffer, TEAMPLAY_KEY);
qr2_keybuffer_add(keybuffer, FRAGLIMIT_KEY);
qr2_keybuffer_add(keybuffer, TIMELIMIT_KEY);
break;
case key_player:
qr2_keybuffer_add(keybuffer, PLAYER__KEY);
qr2_keybuffer_add(keybuffer, SCORE__KEY);
qr2_keybuffer_add(keybuffer, SKILL__KEY);
qr2_keybuffer_add(keybuffer, DEATHS__KEY);
qr2_keybuffer_add(keybuffer, PING__KEY);
qr2_keybuffer_add(keybuffer, TEAM__KEY);
break;
case key_team:
break;
}
GSI_UNUSED(userdata);
}
// Called when we need to report the number of players and teams
int count_callback(qr2_key_type keytype, void *userdata)
{
if (keytype == key_player)
return gamedata.numplayers;
else if (keytype == key_team)
return 0;
else
return 0;
GSI_UNUSED(userdata);
}
// Called if our registration with the GameSpy master server failed
void adderror_callback(qr2_error_t error, gsi_char *errmsg, void *userdata)
{
_tprintf(_T("Error adding server: %d, %s\n"), error, errmsg);
GSI_UNUSED(userdata);
}
/***********
init_game
Initialize the sample data structures with bogus data
************/
static void init_game(void)
{
int i;
int team;
srand((unsigned int) current_time() );
gamedata.numplayers = rand() % 15;
gamedata.maxplayers = QR2_MAX_PLAYERS;
for (i = 0 ; i < gamedata.numplayers ; i++)
{
strcpy(gamedata.players[i].pname, constnames[i]);
gamedata.players[i].pfrags = rand() % 32;
gamedata.players[i].pdeaths = rand() % 32;
gamedata.players[i].pskill = rand() % 1000;
gamedata.players[i].pping = rand() % 500;
team = rand() % 3;
if (team == 0)
strcpy(gamedata.players[i].pteam,"Red");
else if (team == 1)
strcpy(gamedata.players[i].pteam,"Blue");
else if (team == 2)
strcpy(gamedata.players[i].pteam,"");
}
strcpy(gamedata.mapname,"gmtmap1");
strcpy(gamedata.gametype,"arena");
strcpy(gamedata.hostname,"GameMaster Arena Server");
strcpy(gamedata.gamemode,"openplaying");
gamedata.fraglimit = 0;
gamedata.timelimit = 40;
gamedata.teamplay = 1;
gamedata.locationid = 1;
gamedata.rankingson = 1;
gamedata.hostport = 25000;
}
/*******
DoGameStuff
Simulate whatever else a game server does
********/
void DoGameStuff(void)
{
msleep(10);
}
GT2Bool UnrecognizedMessageCallback(GT2Socket socket, unsigned int ip, unsigned short port, GT2Byte * message, int len)
{
static char buffer[8 * 1024];
struct sockaddr_in saddr;
if(!len || !message || ((message[0] != QR_MAGIC_1) && (message[1] != QR_MAGIC_2) && (message[0] != '\\')))
return GT2False;
// we want to make sure it is NUL-terminated
len = min(len, (sizeof(buffer) - 1));
memcpy(buffer, message, len);
buffer[len] = '\0';
memset(&saddr, 0, sizeof(saddr));
saddr.sin_family = AF_INET;
saddr.sin_addr.s_addr = ip;
saddr.sin_port = htons(port);
//qr_parse_query(NULL, buffer, len, (struct sockaddr *)&saddr);
qr2_parse_query(NULL, buffer, len, (struct sockaddr *)&saddr);
return GT2True;
GSI_UNUSED(socket);
}
void ConnectAttemptCallback
(
GT2Socket socket,
GT2Connection connection,
unsigned int ip,
unsigned short port,
int latency,
GT2Byte * message,
int len
)
{
printf("Connection attempt from %s (%d ping)\n", gt2AddressToString(ip, port, NULL), latency);
gt2Reject(connection, NULL, 0);
GSI_UNUSED(len);
GSI_UNUSED(message);
GSI_UNUSED(socket);
}
/*******************
main
Simulates a main program loop
First, initializes the Q&R items, then enters a main loop
*****************/
#if defined(_PS2)
int test_main(int argc, char **argp)
#else
int main(int argc, char **argp)
#endif
{
char secret_key[9];
GT2Socket socket;
GT2Result result;
int natNegotiate = 1;
result = gt2CreateSocket(&socket, gt2AddressToString(0, QR2_BASE_PORT, NULL), 0, 0, NULL);
if(result != GT2Success)
return -1;
gt2Listen(socket, ConnectAttemptCallback);
//set the secret key, in a semi-obfuscated manner
secret_key[0] = 'H';
secret_key[1] = 'A';
secret_key[2] = '6';
secret_key[3] = 'z';
secret_key[4] = 'k';
secret_key[5] = 'S';
secret_key[6] = '\0';
qr2_register_key(QR2_RANKINGSON_KEY, _T("rankingson"));
/*
//call qr_init_socket with the socket and gamename
if (qr_init_socket(NULL,gt2GetSocketSOCKET(socket), QR2_GAME_NAME, secret_key, basic_callback,
info_callback, rules_callback, players_callback, NULL) != 0)
{
printf("Error starting Q&R SDK\n");
return -1;
}
*/
// call the qr2_init_socket with the socket and gamename
if (qr2_init_socket(NULL, gt2GetSocketSOCKET(socket), QR2_BASE_PORT, QR2_GAME_NAME, secret_key, 1, natNegotiate,
serverkey_callback, playerkey_callback, teamkey_callback, keylist_callback, count_callback,
adderror_callback, NULL) != e_qrnoerror)
{
printf("Error starting QR2 SDK\n");
return -1;
}
// set the unrecognized message callback
gt2SetUnrecognizedMessageCallback(socket, UnrecognizedMessageCallback);
init_game();
printf("Press any key to quit\n");
#if defined(_WIN32) && !defined(UNDER_CE)
while (!_kbhit())
#else
while (1)
#endif
{
DoGameStuff();
//process our game networking
gt2Think(socket);
//check for / process incoming queries
//qr_process_queries(NULL);
qr2_think(NULL);
}
//let gamemaster know we are shutting down
strcpy(gamedata.gamemode,"exiting");
//qr_send_exiting(NULL);
//qr_shutdown(NULL);
qr2_shutdown(NULL);
gt2CloseSocket(socket);
return 0;
GSI_UNUSED(argp);
GSI_UNUSED(argc);
}
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