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/*
* file server.c - communication interface for the server
*
* $Id: server.c,v 1.79 2006/03/28 11:41:19 fzago Exp $
*
* Program XBLAST
* (C) by Oliver Vogel (e-mail: m.vogel@ndh.net)
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published
* by the Free Software Foundation; either version 2; or (at your option)
* any later version
*
* This program is distributed in the hope that it will be entertaining,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILTY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
* Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.
* 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "xblast.h"
/*
* local variables
*/
/* Server connections */
static XBComm *listenComm = NULL; /* XBCommListen - TCP listen for clients */
static XBComm *replyComm = NULL; /* XBCommReply - UDP LAN reply */
static XBComm **query = NULL; /* XBCommNewGame - UDP connection to central */
/* default server options */
static CFGGame cfgGame;
/* player actions received for expected gametime */
static PlayerAction playerAction[MAX_HOSTS][MAX_PLAYER];
/* level negotiation states per host */
static unsigned levelStatus[MAX_HOSTS];
/* levelwinners per host */
static unsigned levelWinner[MAX_HOSTS];
static char levelWinnerStr[3 * MAX_HOSTS + 1];
static unsigned currentWinner = TEAM_UNDEF;
/* server flag, unneeded ? */
static XBBool isServer = XBFalse;
/***************************
* starting/closing server *
***************************/
/*
* start listening for clients
*
* should always be start for server!
*/
XBBool
Server_StartListen (CFGGameHost * cfg)
{
unsigned char p;
/* init network/chat */
Dbg_Server ("clearing all network and chat data\n");
Network_Clear ();
Network_ClearEvents ();
Chat_Clear ();
/* listen on tcp-port for clients */
assert (listenComm == NULL);
listenComm = CommCreateListen (cfg, XBFalse);
if (NULL == listenComm) {
Dbg_Server ("failed to listen for clients on TCP port %u\n", cfg->port);
return XBFalse;
}
Dbg_Server ("listening for clients on port %u\n", cfg->port);
/* receive local host id */
Network_ReceiveLocalHostId (0);
/* get game config data from database Local/Server */
if (!RetrieveGame (CT_Local, atomServer, &cfgGame)) {
Dbg_Server ("failed to get local game config!\n");
Network_Clear ();
Network_ClearEvents ();
return XBFalse;
}
/* simulate game config receive from network */
StoreGame (CT_Remote, SERVERGAMECONFIG, &cfgGame);
/* now receive terminator like client */
if (!Server_ReceiveGameConfig (0, NULL)) {
Dbg_Server ("listen failed, local game config error\n");
Network_Clear ();
Network_ClearEvents ();
return XBFalse;
}
/* receive local player configs */
for (p = 0; p < cfgGame.players.num; p++) {
if (!Server_ReceivePlayerConfig (0, p, NULL)) {
Dbg_Server ("failed to setup local player #%u\n", p);
Network_Clear ();
Network_ClearEvents ();
return XBFalse;
}
}
/* receive ping */
Server_ReceivePing (0, 0);
/* allow clients to browse for games */
if (cfg->browseLan) {
assert (NULL == replyComm);
replyComm = Reply_CreateComm (16168, cfg, &cfgGame.setup);
if (NULL == replyComm) {
Dbg_Server ("failed to open reply socket, not visible in LAN\n");
}
}
Dbg_Server ("listening for LAN queries on UDP port %u\n", 16168);
/* force stop on old query sockets - unlikely that they are still active, but not impossible */
if (query != NULL) {
Dbg_Server ("removing old query sockets\n");
Server_StopNewGame ();
}
/* registering game at central */
if (cfg->central) {
Dbg_Server ("attempting to register game\n");
Server_StartCentralNewGame (cfg, &cfgGame.setup);
}
Dbg_Server ("marking as server\n");
isServer = XBTrue; /* needed for old code, remove some time */
assert (XBNT_None == Network_GetType ());
Network_SetType (XBNT_Server);
/* listen for local chat keys */
Chat_Listen (XBTrue);
/* that's all */
return XBTrue;
} /* Server_StartListen */
/*
* remove listen ports
*/
void
Server_StopListen (void)
{
/* delete listen port */
assert (NULL != listenComm);
CommFinishListen (listenComm);
/* should trigger Server_ReceiveListenClose() */
assert (listenComm == NULL);
/* delete reply socket */
if (NULL != replyComm) {
CommDelete (replyComm);
replyComm = NULL;
Dbg_Server ("stopped listening for LAN queries\n");
}
} /* Server_StopListen */
/*
* listen socket is closed down
*/
void
Server_ReceiveListenClose (XBBool exp)
{
listenComm = NULL;
if (exp) {
Dbg_Server ("stopped listening for clients\n");
}
else {
Dbg_Server ("unexpected shutdown of listen socket\n");
/* do something appropriate */
}
} /* Server_ReceiveListenClose */
/****************************
* connecting/disconnecting *
****************************/
/*
* a client has connected to server
*/
void
Server_Accept (unsigned id, const char *hostName, unsigned port)
{
CFGGameHost cfg;
time_t ltime;
assert (hostName != NULL);
assert (id > 0);
assert (id < MAX_HOSTS);
/* produce beep if wanted */
time (<ime);
if (cfgGame.host.beep) {
SND_Beep ();
}
fprintf (stderr, "\n%s client adr=%s:%u id=%u connected\n", ctime (<ime), hostName, port, id);
/* store in database */
Dbg_Server ("setting up initial game config for host #%u\n", id);
memset (&cfg, 0, sizeof (cfg));
cfg.name = hostName;
cfg.port = port;
StoreGameHost (CT_Remote, LOCALGAMECONFIG (id), &cfg);
/* attempt to start dgram */
if (NULL == D2C_CreateComm (id, S2C_LocalName (id), cfgGame.host.fixedUdpPort)) {
Dbg_Server ("failed to create udp socket for host #%u, disconnecting !!\n", id);
Server_StreamDisconnect (id);
return;
}
Dbg_Server ("created udp socket for host #%u on port %u\n", id, D2C_Port (id));
/* respond to client now */
Server_SendAllConfigs (id);
Server_SendDgramPort (id);
Server_QueryGameConfig (id);
Network_QueueEvent (XBNW_Accepted, id);
} /* Server_Accept */
/*
* initiate stream shut down - send the disconnect signal and mark waiting EOF
* the stream and its host slot will be freed on receivng eof/error
*/
void
Server_StreamDisconnect (unsigned clientID)
{
assert (clientID > 0);
assert (clientID < MAX_HOSTS);
if (S2C_Connected (clientID)) {
Dbg_Server ("queueing TCP disconnect sequence to host #%u\n", clientID);
S2C_Disconnect (clientID);
}
} /* Server_StreamDisconnect */
/*
* makes dgram slot available for new clients
* the dgram data structure is completely removed
*/
void
Server_DgramDisconnect (unsigned clientID)
{
assert (clientID > 0);
assert (clientID < MAX_HOSTS);
if (D2C_Connected (clientID)) {
Dbg_Server ("disconnecting UDP to host #%u\n", clientID);
D2C_Disconnect (clientID);
}
} /* Server_DgramDisconnect */
/*
* active freeing of the client slot
* informs other clients and local GUI
*/
void
Server_SendDisconnect (unsigned clientID)
{
if (clientID > 0) {
Server_StreamDisconnect (clientID);
Server_DgramDisconnect (clientID);
Server_SendDisconnectInfo (clientID);
Network_ClearHost (clientID);
Network_QueueEvent (XBNW_Disconnected, clientID);
}
else {
Server_SendDisconnectAll ();
}
} /* Server_SendDisconnect */
/*
* active shutdown of server
* all slots are cleared
*/
void
Server_SendDisconnectAll (void)
{
unsigned clientID;
/* disconnect from clients */
for (clientID = 1; clientID < MAX_HOSTS; clientID++) {
Server_StreamDisconnect (clientID);
Server_DgramDisconnect (clientID);
}
if (NULL != query) {
Dbg_Server ("queuing close to central, mark for shutdown after send\n");
Server_CloseNewGame ();
}
if (listenComm == NULL) {
Network_SetType (XBNT_None);
}
Network_Clear ();
Network_ClearEvents ();
Dbg_Server ("*** all data completely cleared ***\n");
Chat_Listen (XBFalse);
} /* Server_SendDisconnectAll */
/*
* disconnect all clients that are out
*/
static void
Server_SendDisconnectOut (void)
{
unsigned id;
for (id = 1; id < MAX_HOSTS; id++) {
if (!Network_HostIsIn (id)) {
Dbg_Server ("disconnecting host #%i, is out\n", id);
Server_SendDisconnect (id);
}
}
} /* Server_SendDisconnectOut */
/***************
* comm events *
***************/
/*
* handle event on stream
*/
XBBool
Server_StreamEvent (unsigned clientID, XBServerConstants code)
{
assert (clientID > 0);
assert (clientID < MAX_HOSTS);
switch (code) {
case XBSC_IDInvalid:
Dbg_Server ("invalid id received from host #%u, ignoring\n", clientID);
return XBFalse;
case XBSC_DataInvalid:
Dbg_Server ("invalid data received from host #%u, ignoring\n", clientID);
return XBFalse;
case XBSC_COTInvalid:
Dbg_Server ("invalid cot received from host #%u, sending disconnect\n", clientID);
Server_StreamDisconnect (clientID);
Server_SendDisconnectInfo (clientID);
return XBFalse;
case XBSC_MissingData:
Dbg_Server ("host #%u has not requested data\n", clientID);
return XBFalse;
case XBSC_IOError:
Dbg_Server ("i/o error on stream to host #%u, disconnecting\n", clientID);
Server_SendDisconnectInfo (clientID);
break;
case XBSC_UnexpectedEOF:
Dbg_Server ("unexpected eof on stream to host #%u, disconnecting\n", clientID);
Server_SendDisconnectInfo (clientID);
break;
case XBSC_StreamWaiting:
Dbg_Server ("all queued data sent to host #%u\n", clientID);
return XBFalse;
case XBSC_StreamBusy:
/* Dbg_Server("data waits to be sent to host #%u\n", clientID); */
return XBFalse;
case XBSC_StreamClosed:
Dbg_Server ("stream to host #%u fully disconnected\n", clientID);
return XBFalse;
default:
Dbg_Server ("unknown event (%u) on stream to host #%u, disconnecting\n", code, clientID);
}
/* remove dgram if still there */
Server_DgramDisconnect (clientID);
/* clear host data */
Network_ClearHost (clientID);
/* queue event for GUI display */
Network_QueueEvent (XBNW_Error, clientID); /* more info for GUI */
return XBTrue;
} /* Server_StreamEvent */
/*
* handle event on dgram
*/
XBBool
Server_DgramEvent (unsigned clientID, XBServerConstants code)
{
assert (clientID > 0);
assert (clientID < MAX_HOSTS);
switch (code) {
case XBSC_GameTime:
Dbg_Server ("future gametimes from host #%u received, ignoring\n", clientID);
return XBFalse;
case XBSC_WriteError:
Dbg_Server ("write error on dgram to host #%u, disconnecting\n", clientID);
break;
case XBSC_ConnFailed:
Dbg_Server ("dgram failed to connect to host #%u, disconnecting\n", clientID);
break;
case XBSC_Timeout:
Dbg_Server ("dgram to host #%u timed out, disconnecting\n", clientID);
Server_DgramDisconnect (clientID);
break;
case XBSC_DgramClosed:
Dbg_Server ("dgram to host #%u removed\n", clientID);
return XBFalse;
default:
Dbg_Server ("unknown event (%u) on dgram to host #%u, disconnecting\n", code, clientID);
}
/* initiate disconnection of stream */
Server_StreamDisconnect (clientID);
Server_SendDisconnectInfo (clientID);
/* clear host data */
Network_ClearHost (clientID);
/* queue event for GUI display */
Network_QueueEvent (XBNW_Error, clientID);
return XBTrue;
} /* Server_DgramDisconnect */
/******************
* receiving data *
******************/
/*
* game config received from host
*/
XBBool
Server_ReceiveGameConfig (unsigned id, const char *line)
{
unsigned num;
assert (id < MAX_HOSTS);
/* receive the data */
switch (Network_ReceiveGameConfig (id, line)) {
case XBGC_Unfinished:
return XBFalse;
case XBGC_Empty:
Dbg_Server ("host #%u sent empty game config, disconnect\n", id);
Server_SendDisconnect (id);
return XBFalse;
case XBGC_TooManyPlayers:
Dbg_Server ("host #%u sent too many players, disconnect\n", id);
Server_SendDisconnect (id);
return XBFalse;
case XBGC_NoVersion:
Dbg_Server ("host #%u sent no version, disconnect\n", id);
Server_SendDisconnect (id);
return XBFalse;
case XBGC_Local:
Dbg_Server ("host #%u sent local game config\n", id);
num = Network_CreateLocalPlayers (id);
if (num >= NUM_LOCAL_PLAYER) {
Dbg_Server ("failed to create local players, disconnect\n");
Server_SendDisconnect (id);
return XBFalse;
}
Dbg_Server ("created %u players at host #%u\n", num, id);
Server_SendGameConfig (id);
Server_QueryPlayerConfigs (id, num);
Server_ReceiveHostStateReq (0, id, XBHS_Wait);
Network_QueueEvent (XBNW_GameConfig, id);
return XBTrue;
case XBGC_Global:
Dbg_Server ("host #%u sent global game config\n", id);
if (id > 0) {
Dbg_Server ("ignoring global game config from client\n");
DeleteGameConfig (CT_Remote, LOCALGAMECONFIG (id));
return XBFalse;
}
num = Network_CreateGlobalPlayers (id);
if (num > MAX_PLAYER) {
Dbg_Server ("failed to create global players, stop\n");
Server_SendDisconnect (id);
Network_QueueEvent (XBNW_Error, id);
return XBFalse;
}
num = Network_GetMaskBytes ();
if (num == 0) {
Dbg_Server ("failed to set mask bytes, stop\n");
Server_SendDisconnect (id);
Network_QueueEvent (XBNW_Error, id);
return XBFalse;
}
D2C_SetMaskBytes (num);
Dbg_Server ("created %u global players from game config #%u\n", num, id);
return XBTrue;
case XBGC_Error:
Dbg_Server ("host #%u sent invalid game config, disconnect\n", id);
Server_SendDisconnect (id);
return XBFalse;
default:
break;
}
return XBFalse;
} /* Server_ReceiveGameConfig */
/*
* player config received from client
*/
XBBool
Server_ReceivePlayerConfig (unsigned id, int player, const char *line)
{
XBAtom atom, name, full;
CFGPlayer cfgPlayer;
if (id == 0) {
Dbg_Server ("local player config transfer #%u\n", player);
full = Network_GetPlayer (0, player);
if (full == ATOM_INVALID) {
Dbg_Server ("local player #%u not registered\n", player);
return XBFalse;
}
name = Network_GetPlayer2 (0, player);
if (name == ATOM_INVALID) {
Dbg_Server ("local player name #%u not registered\n", player);
return XBFalse;
}
if (!RetrievePlayer (CT_Local, name, cfgGame.players.teamColor[player], &cfgPlayer)) {
Dbg_Server ("incomplete data for player #%u\n", player);
return XBFalse;
}
StorePlayer (CT_Remote, full, &cfgPlayer);
line = NULL;
}
/* store player for config */
atom = Network_ReceivePlayerConfig (CT_Remote, id, player, line);
/* if atom is valid, data is complete */
if (ATOM_INVALID != atom) {
Dbg_Server ("player config for host #%u(%u) received\n", id, player);
/* send player config of id to other clients */
Server_SendPlayerConfig (id, player);
/* initial team state */
Server_ReceiveTeamStateReq (0, id, player, cfgGame.setup.teamMode ? XBTS_Red : XBTS_None);
return XBTrue;
}
return XBFalse;
} /* Server_ReceivePlayerConfig */
/*
* client has sent dgram port
*/
void
Server_ReceiveDgramPort (unsigned id, unsigned short port)
{
/* set port for datagram conection */
if (0 != port || cfgGame.host.allowNat) {
if (port == 0) {
Dbg_Server ("client at %s reports NAT, setting up dgram\n", S2C_HostName (id));
}
else {
Dbg_Server ("received dgram port %u for host #%u, connecting dgram\n", port, id);
}
if (!D2C_Connect (id, S2C_HostName (id), port)) {
Dbg_Server ("failed to connect dgram\n");
Server_SendDisconnect (id);
}
}
else {
Dbg_Server ("client has NAT, disallowed\n");
Server_SendDisconnect (id);
}
} /* Server_ReceiveDgramPort */
/*
* receive and resend host state changes, local use only
*/
static void
Server_ReceiveHostState (unsigned id, XBHostState state)
{
if (Network_ReceiveHostState (id, state)) {
Server_SendHostState (id, state);
}
else {
Dbg_Server ("received invalid host state\n");
}
} /* Server_ReceiveHostState */
/*
* return if host state request from id for host to state is granted
*/
static XBBool
Server_GrantsHostRequest (unsigned id, unsigned host, XBHostState state)
{
/* never grant the None request */
if (state == XBHS_None) {
return XBFalse;
}
/* distinguish server and client requests */
if (id == 0) {
/* grant any server request unless request equals current */
return (Network_GetHostState (host) != state);
}
else if (id == host) {
/* grant certain client requests for self */
switch (Network_GetHostState (host)) {
case XBHS_Ready:
return (state == XBHS_In);
case XBHS_In:
return (state == XBHS_Ready);
default:
return XBFalse;
}
}
return XBFalse;
} /* Server_GrantsHostRequest */
/*
* receive host state request from id for host to state
*/
void
Server_ReceiveHostStateReq (unsigned id, unsigned host, XBHostState state)
{
XBHostState *req;
/* translate In to Srv for server */
if (host == 0 && state == XBHS_In) {
state = XBHS_Server;
}
/* check if request is valid */
if (Network_ReceiveHostStateReq (id, host, state)) {
/* first send request data to all clients */
Server_SendHostStateReq (id, host, state);
/* check if request is granted */
if (Server_GrantsHostRequest (id, host, state)) {
Dbg_Server ("granting host request #%u->%u from #%u\n", host, state, id);
Server_ReceiveHostState (host, state);
}
/* reprocess host's request */
req = Network_GetHostStateReq (host);
if (Server_GrantsHostRequest (host, host, req[host])) {
Dbg_Server ("granting reprocessed host request #%u->%u from #%u\n", host, req[host],
host);
Server_ReceiveHostState (host, req[host]);
}
/* clients agree on a host state */
if (Network_HostReqClientsAgree (host, state)) {
/* all clients!=host request out for host, grant unless host = server */
if (state == XBHS_Out && id != 0) {
Dbg_Server ("granting disconnect request of clients for host #%u!!\n", host);
Server_SendDisconnect (host);
return;
}
}
/* check if all clients are ready */
if (Network_ClientsReady () && Network_GetHostState (0) == XBHS_Ready) {
Dbg_Server ("all hosts are ready, starting game!!\n");
Network_QueueEvent (XBNW_StartGame, 0);
}
}
else {
Dbg_Server ("received invalid host state request\n");
}
} /* Server_ReceiveHostStateReq */
/*
* receive and resend team state change, local use only
*/
static void
Server_ReceiveTeamState (unsigned id, unsigned player, XBTeamState state)
{
if (Network_ReceiveTeamState (id, player, state)) {
Server_SendTeamState (id, player, state);
}
else {
Dbg_Server ("received invalid team state\n");
}
} /* Server_ReceiveTeamState */
/*
* return if team request from id for host to state is granted
*/
static XBBool
Server_GrantsTeamRequest (unsigned id, unsigned host, unsigned player, XBTeamState state)
{
if (id == 0) {
/* grant any server request for server */
Dbg_Server ("granting team request #%u: #%u(%u)->%u\n", id, host, player, state);
return XBTrue;
}
else if (Network_TeamReqClientsAgree (host, player, state)) {
/* grant client request if they agree */
Dbg_Server ("granting joint team request #%u(%u)->%u\n", host, player, state);
return XBTrue;
}
return XBFalse;
} /* Server_GrantsTeamRequest */
/*
* receive team state request from id for host:player to state
*/
void
Server_ReceiveTeamStateReq (unsigned id, unsigned host, unsigned player, XBTeamState state)
{
unsigned i, p;
/* first check for valid request */
if (!Network_ReceiveTeamStateReq (id, host, player, state)) {
Dbg_Server ("received invalid team state request\n");
}
/* send valid request data to all hosts */
Server_SendTeamStateReq (id, host, player, state);
/* process request */
if (!Server_GrantsTeamRequest (id, host, player, state)) {
Dbg_Server ("team request #%u: #%u(%u)->%u denied\n", id, host, player, state);
return;
}
/* check if player is requested out, no mode change */
if (state == XBTS_Out) {
Dbg_Server ("setting player %u(%u) out\n", host, player);
Server_ReceiveTeamState (host, player, state);
return;
}
/* check for change to chaos mode */
if (cfgGame.setup.teamMode && (state == XBTS_None)) {
/* change to chaos, first set new team defaults */
Network_SetDefaultTeams (host, player);
/* set requested host/player explicitly to none */
Server_ReceiveTeamState (host, player, XBTS_None);
/* set all players with valid team to none */
for (i = 0; i < MAX_HOSTS; i++) {
for (p = 0; p < NUM_LOCAL_PLAYER; p++) {
state = Network_GetTeamState (i, p);
if (state > XBTS_None && state < XBTS_Out) {
Server_ReceiveTeamState (i, p, XBTS_None);
}
}
}
Dbg_Server ("changed to chaos mode!\n");
cfgGame.setup.teamMode = XBFalse;
return;
}
/* check for change to team mode */
if (!cfgGame.setup.teamMode && (state > XBTS_None)) {
/* change to default teams */
for (i = 0; i < MAX_HOSTS; i++) {
for (p = 0; p < NUM_LOCAL_PLAYER; p++) {
if (Network_GetTeamState (i, p) == XBTS_None) {
Server_ReceiveTeamState (i, p, Network_GetDefaultTeam (i, p));
}
}
}
Dbg_Server ("changed to team mode!\n");
cfgGame.setup.teamMode = XBTrue;
return;
}
/* no team mode change */
Dbg_Server ("setting player %u(%u) = %u\n", host, player, state);
Server_ReceiveTeamState (host, player, state);
} /* Server_ReceiveTeamStateReq */
/*
* server received chat from a client
*/
void
Server_ReceiveChat (XBChat * chat)
{
Chat_Receive (chat);
Server_SendChat (chat);
} /* Server_ReceiveChat */
/*
* ping received, tell network
*/
void
Server_ReceivePing (unsigned id, int ping)
{
Dbg_Server ("received ping from host #%u\n", id);
Network_ReceivePing (id, ping);
} /* Server_ReceivePing */
/*
* client has reached a sync point
*/
void
Server_ReceiveSync (unsigned id, XBNetworkEvent event)
{
/* inform application */
Dbg_Server ("host #%u reached sync point %u\n", id, event);
Network_QueueEvent (event, id);
} /* Server_ReceiveSync */
/*
* receive a level check result from a client
*/
void
Server_ReceiveLevelCheck (unsigned id, unsigned stat)
{
Dbg_Server ("receiving level status at %u = %u\n", id, stat);
levelStatus[id] = stat;
Network_QueueEvent (XBNW_LevelConfig, id);
} /* Server_ReceiveLevelCheck */
/*
* received keys from one client
*/
void
Server_ReceivePlayerAction (unsigned id, int gameTime, const PlayerAction * keys)
{
int i;
assert (id > 0);
assert (id < MAX_HOSTS);
assert (playerAction != NULL);
/* Dbg_Server("received action from host #%u\n", id); */
for (i = 0; i < MAX_PLAYER; i++) {
if (keys[i].dir != GoDefault) {
playerAction[id][i].dir = keys[i].dir;
}
if (keys[i].bomb) {
playerAction[id][i].bomb = XBTrue;
}
if (keys[i].special) {
playerAction[id][i].special = XBTrue;
}
if (keys[i].pause) {
playerAction[id][i].pause = XBTrue;
}
if (keys[i].abort != ABORT_NONE) {
playerAction[id][i].abort = keys[i].abort;
}
if (keys[i].suicide) {
playerAction[id][i].suicide = XBTrue;
}
/* Skywalker */
if (keys[i].laola) {
playerAction[id][i].laola = XBTrue;
}
else {
playerAction[id][i].laola = XBFalse;
if (keys[i].looser) {
playerAction[id][i].looser = XBTrue;
}
else {
playerAction[id][i].looser = XBFalse;
}
}
/* */
}
} /* Server_ReceivePlayerAction */
/*
* received level finish from clients
*/
void
Server_ReceiveFinish (unsigned id)
{
Dbg_Server ("FINISH from host #%u\n", id);
} /* Server_ReceiveFinish */
/*
* receive the winner team from a client
*/
void
Server_ReceiveWinnerTeam (unsigned id, unsigned team)
{
assert (id < MAX_HOSTS);
Dbg_Server ("receiving winner at %u = %u\n", id, team);
/* update winner table */
levelWinner[id] = team;
/* update string */
switch (team) {
case TEAM_NOWINNER:
memcpy (levelWinnerStr + 3 * id, "DR", 2);
break;
case TEAM_LOCALASYNC:
memcpy (levelWinnerStr + 3 * id, "LA", 2);
break;
default:
memcpy (levelWinnerStr + 3 * id, TempString ("%2x", team), 2);
break;
}
/* update current winner */
if (currentWinner == TEAM_UNDEF) {
currentWinner = team;
}
else if (currentWinner != team) {
currentWinner = TEAM_ASYNC;
}
/* queue event for game_server sync */
Network_QueueEvent (XBNW_SyncLevelResult, id);
} /* Server_ReceiveWinnerTeam */
/************************
* local data retrieval *
************************/
/*
* get server flag
*/
XBBool
GetIsServer (void)
{
return isServer;
} /* GetIsServer */
/*
* set server flag
*/
void
SetIsServer (XBBool value)
{
isServer = value;
} /* SetIsServer */
/*
* retrieve host state from client
*/
XBHostState
Server_GetHostState (unsigned id)
{
return Network_GetHostState (id);
} /* Server_GetHostState */
/*
* retrieve host state requests for client
*/
XBHostState *
Server_GetHostStateReq (unsigned id)
{
return Network_GetHostStateReq (id);
} /* Server_GetHostStateReq */
/*
* retrieve team state form client, player
*/
XBTeamState
Server_GetTeamState (unsigned id, unsigned player)
{
return Network_GetTeamState (id, player);
} /* Server_GetTeamState */
/*
* retrieve host state requests from client
*/
XBTeamState *
Server_GetTeamStateReq (unsigned id, unsigned player)
{
return Network_GetTeamStateReq (id, player);
} /* Server_GetTeamStateReq */
/*
* last ping time of client
*/
int
Server_GetPingTime (unsigned clientID)
{
return Network_GetPingTime (clientID);
} /* Server_GetPingTime */
/*
* check level status list for rejections
*/
XBBool
Server_LevelApproved (void)
{
unsigned i;
for (i = 0; i < MAX_HOSTS; i++) {
if (levelStatus[i] != 255) {
if (levelStatus[i] == 0) {
Dbg_Server ("level rejected by clients\n");
return XBFalse;
}
}
}
Dbg_Server ("level approved by clients\n");
return XBTrue;
} /* Server_LevelApproved */
/*
* read player keys from local buffer
*/
void
Server_GetPlayerAction (unsigned id, int player, PlayerAction * action)
{
assert (id > 0);
assert (id < MAX_HOSTS);
assert (player < MAX_PLAYER);
assert (playerAction != NULL);
/* copy data */
*action = playerAction[id][player];
} /* Server_GetPlayerAction */
/*
* check winner list for async
*/
XBBool
Server_LevelAsync (void)
{
if (currentWinner != TEAM_ASYNC) {
Dbg_Server ("level results match!\n");
return XBFalse;
}
else {
Dbg_Server ("level results asynced (%s)!\n", levelWinnerStr);
return XBTrue;
}
} /* Server_LevelAsync */
/**********************
* local data setting *
**********************/
/*
* clear level status list for level checking
*/
void
Server_ClearLevelStatus (void)
{
unsigned i;
Dbg_Server ("clearing level negotiation status\n");
for (i = 0; i < MAX_HOSTS; i++) {
levelStatus[i] = 255;
} /* undefined value */
} /* Server_ClearLevelStatus */
/*
* set the level status for a single client
*/
void
Server_SetLevelStatus (unsigned id, XBBool val)
{
assert (id < MAX_HOSTS);
levelStatus[id] = val ? 1 : 0;
Dbg_Server ("level is %s by %u\n", val ? "accepted" : "rejected", id);
} /* Server_SetLevelStatus */
/*
* reset datagrams connections for new level
*/
void
Server_ResetPlayerAction (void)
{
unsigned client;
for (client = 1; client < MAX_HOSTS; client++) {
if (D2C_Connected (client)) {
D2C_Reset (client);
}
}
Dbg_Server ("reset frames for all hosts\n");
} /* Server_ResetPlayerAction */
/*
* clear player action data
*/
void
Server_ClearPlayerAction (void)
{
unsigned id;
int player;
for (id = 0; id < MAX_HOSTS; id++) {
for (player = 0; player < MAX_PLAYER; player++) {
playerAction[id][player].player = player;
playerAction[id][player].dir = GoDefault;
playerAction[id][player].bomb = XBFalse;
playerAction[id][player].special = XBFalse;
playerAction[id][player].pause = XBFalse;
playerAction[id][player].suicide = XBFalse;
playerAction[id][player].abort = ABORT_NONE;
}
}
/* Dbg_Server("cleared action for all hosts\n"); */
} /* Server_ClearPlayerAction */
/*
* clear the winner list for async checking
*/
void
Server_ClearLevelWinners (void)
{
unsigned i;
Dbg_Server ("clearing winner list\n");
for (i = 0; i < MAX_HOSTS; i++) {
levelWinner[i] = TEAM_UNDEF;
currentWinner = TEAM_UNDEF;
sprintf (levelWinnerStr + 3 * i, "-- ");
}
} /* Server_ClearLevelWinners */
/******************
* queue data out *
******************/
/*
* queue all current game configs to client
*/
void
Server_SendAllConfigs (unsigned id)
{
unsigned client;
unsigned player;
unsigned rclient;
XBHostState *hReq;
XBTeamState *tReq;
XBAtom atom;
assert (id > 0);
assert (id < MAX_HOSTS);
for (client = 0; client < MAX_HOSTS; client++) {
if (client == 0 || S2C_Connected (client)) {
/* send game configs to client */
S2C_SendGameConfig (id, client, LOCALGAMECONFIG (client));
S2C_SendHostState (id, client, Network_GetHostState (client));
hReq = Network_GetHostStateReq (client);
for (rclient = 0; rclient < MAX_HOSTS; rclient++) {
if (rclient == 0 || S2C_Connected (rclient)) {
S2C_SendHostStateReq (id, rclient, client, hReq[rclient]);
}
}
/* send player configs to client */
for (player = 0; player < NUM_LOCAL_PLAYER; player++) {
atom = Network_GetPlayer (client, player);
if (ATOM_INVALID != atom) {
S2C_SendPlayerConfig (id, client, player, atom);
S2C_SendTeamState (id, client, player, Network_GetTeamState (client, player));
tReq = Network_GetTeamStateReq (client, player);
for (rclient = 0; rclient < MAX_HOSTS; rclient++) {
if (rclient == 0 || S2C_Connected (rclient)) {
S2C_SendTeamStateReq (id, rclient, client, player, tReq[rclient]);
}
}
}
}
Dbg_Server ("Queued data for host #%u to %u\n", client, id);
}
}
} /* Server_SendAllConfigs */
/*
* queue dgram port to client
*/
void
Server_SendDgramPort (unsigned id)
{
assert (id > 0);
assert (id < MAX_HOSTS);
S2C_SendDgramPort (id, D2C_Port (id));
Dbg_Server ("queueing dgram port number to host #%u\n", id);
} /* Server_SendDgramPort */
/*
* queue request for game config to client
*/
void
Server_QueryGameConfig (unsigned id)
{
assert (id > 0);
assert (id < MAX_HOSTS);
S2C_QueryGameConfig (id);
Dbg_Server ("queueing game config request to host #%u\n", id);
} /* Server_QueryGameConfig */
/*
* queue game config of client to all hosts
*/
void
Server_SendGameConfig (unsigned id)
{
unsigned client;
XBAtom atom;
assert (id < MAX_HOSTS);
atom = (id == 0) ? SERVERGAMECONFIG : LOCALGAMECONFIG (id);
for (client = 1; client < MAX_HOSTS; client++) {
if (S2C_Connected (client)) {
S2C_SendGameConfig (client, id, atom);
}
}
Dbg_Server ("queueing game config #%u to clients\n", id);
} /* Server_SendGameConfig */
/*
* queue request for player config to client
*/
void
Server_QueryPlayerConfigs (unsigned id, unsigned cnt)
{
unsigned player;
assert (id < MAX_HOSTS);
if (id > 0) {
for (player = 0; player < cnt; player++) {
DeletePlayerConfig (CT_Demo, Network_GetPlayer (id, player));
S2C_QueryPlayerConfig (id, player);
}
Dbg_Server ("queueing %u player config requests to host #%u\n", cnt, id);
}
} /* Server_QueryPlayerConfigs */
/*
* queue player config of client id:player to all hosts
*/
void
Server_SendPlayerConfig (unsigned id, unsigned player)
{
unsigned client;
XBAtom atom;
assert (id < MAX_HOSTS);
atom = Network_GetPlayer (id, player);
assert (ATOM_INVALID != atom);
for (client = 1; client < MAX_HOSTS; client++) {
if (S2C_Connected (client)) {
S2C_SendPlayerConfig (client, id, player, atom);
}
}
Dbg_Server ("queueing player config #%u:%u to hosts\n", id, player);
} /* Server_SendPlayerConfig */
/*
* requeue a received chat to connected clients
*/
void
Server_SendChat (XBChat * chat)
{
unsigned client;
for (client = 1; client < MAX_HOSTS; client++) {
if (S2C_Connected (client)) {
S2C_SendChat (client, chat);
}
}
Dbg_Server ("requeuing chat to clients\n");
} /* Server_SendChat */
/*
* server system message on chat
*/
void
Server_SysChat (const char *txt)
{
XBChat *chat = Chat_CreateSys ();
assert (NULL != txt);
Chat_SetText (chat, txt);
Server_ReceiveChat (chat);
} /* Server_SysChat */
/*
* queue host state to all clients and sync local data
*/
void
Server_SendHostState (unsigned id, XBHostState state)
{
unsigned clientID;
assert (id < MAX_HOSTS);
Network_ReceiveHostState (id, state);
for (clientID = 1; clientID < MAX_HOSTS; clientID++) {
if (S2C_Connected (clientID)) {
S2C_SendHostState (clientID, id, state);
}
}
Dbg_Server ("queued host state for host #%u=%u to hosts\n", id, state);
} /* Server_SendHostState */
/*
* queue team state to all clients and sync local data
*/
void
Server_SendTeamState (unsigned id, unsigned player, XBTeamState team)
{
unsigned clientID;
assert (id < MAX_HOSTS);
assert (player < MAX_HOSTS);
Network_ReceiveTeamState (id, player, team);
for (clientID = 1; clientID < MAX_HOSTS; clientID++) {
if (S2C_Connected (clientID)) {
S2C_SendTeamState (clientID, id, player, team);
}
}
Dbg_Server ("queued team state for host #%u(%u)=%u to hosts\n", id, player, team);
} /* Server_SendTeamState */
/*
* queue host state request from id for host to state and sync local data
*/
void
Server_SendHostStateReq (unsigned id, unsigned host, XBHostState state)
{
unsigned clientID;
assert (id < MAX_HOSTS);
assert (host < MAX_HOSTS);
for (clientID = 1; clientID < MAX_HOSTS; clientID++) {
if (S2C_Connected (clientID)) {
S2C_SendHostStateReq (clientID, id, host, state);
}
}
Dbg_Server ("queued host request #%u->%u by #%u to hosts\n", host, state, id);
} /* Server_SendHostStateReq */
/*
* queue team state request from id for host:player to state and sync local data
*/
void
Server_SendTeamStateReq (unsigned id, unsigned host, unsigned player, XBTeamState team)
{
unsigned clientID;
assert (id < MAX_HOSTS);
assert (host < MAX_HOSTS);
assert (player < MAX_HOSTS);
for (clientID = 1; clientID < MAX_HOSTS; clientID++) {
if (S2C_Connected (clientID)) {
S2C_SendTeamStateReq (clientID, id, host, player, team);
}
}
Dbg_Server ("queued requested team state for player #%u(%u)->%u by #%u to hosts\n", host,
player, team, id);
} /* Server_SendTeamStateReq */
/*
* queue disconnect info to clients
*/
void
Server_SendDisconnectInfo (unsigned clientID)
{
unsigned id;
unsigned cnt = 0;
for (id = 1; id < MAX_HOSTS; id++) {
if (S2C_Connected (id)) {
cnt++;
S2C_HostDisconnected (id, clientID);
}
}
if (cnt) {
Dbg_Server ("queued disconnect of host #%u to %u hosts\n", clientID, cnt);
}
} /* SendDisconnectInfo */
/*
* queue start game to single client
*/
void
Server_SendStart (void)
{
unsigned client;
Server_StopListen ();
Server_SendDisconnectOut ();
Dbg_Server ("disconnecting all hosts that are out\n");
Server_SendGameConfig (0);
for (client = 1; client < MAX_HOSTS; client++) {
if (S2C_Connected (client)) {
S2C_StartGame (client);
Dbg_Server ("queued start to host #%u\n", client);
}
}
} /* Server_SendStart */
/*
* queue random seed to clients
*/
void
Server_SendRandomSeed (void)
{
unsigned client;
unsigned seed = GetRandomSeed ();
for (client = 1; client < MAX_HOSTS; client++) {
if (S2C_Connected (client)) {
S2C_SendRandomSeed (client, seed);
}
}
Dbg_Server ("queued random seed %u to hosts\n", seed);
} /* Server_SendRandomSeed */
/*
* queue level data to all clients
*/
void
Server_SendLevel (const DBRoot * level)
{
unsigned client;
for (client = 1; client < MAX_HOSTS; client++) {
if (S2C_Connected (client)) {
S2C_SendLevelConfig (client, level);
}
}
Dbg_Server ("queued level data to hosts\n");
} /* Server_SendLevel */
/*
* queue level activation to all clients
*/
void
Server_SendLevelActivate (void)
{
unsigned clientID;
/* to all connected client */
for (clientID = 1; clientID < MAX_HOSTS; clientID++) {
if (S2C_Connected (clientID)) {
S2C_SendLevelActivate (clientID);
}
}
Dbg_Server ("queued level activation to hosts\n");
} /* Server_SendLevelActivate */
/*
* queue level reset to all clients
*/
void
Server_SendLevelReset (void)
{
unsigned clientID;
/* to all connected client */
for (clientID = 1; clientID < MAX_HOSTS; clientID++) {
if (S2C_Connected (clientID)) {
S2C_SendLevelReset (clientID);
}
}
Dbg_Server ("queued level reset to hosts\n");
} /* Server_SendLevelReset */
/*
* queue player action to client
*/
void
Server_SendPlayerAction (int gameTime, const PlayerAction * playerAction)
{
unsigned client;
for (client = 1; client < MAX_HOSTS; client++) {
if (D2C_Connected (client)) {
D2C_SendPlayerAction (client, gameTime, playerAction);
}
}
/* Dbg_Server("queued actions for gt=%u to hosts\n", gameTime); */
} /* Server_SendPlayerAction */
/*
* queue finish player actions (= end of level) to clients
*/
void
Server_FinishPlayerAction (int gameTime)
{
unsigned client;
for (client = 1; client < MAX_HOSTS; client++) {
if (D2C_Connected (client)) {
D2C_SendFinish (client, gameTime);
}
}
Dbg_Server ("queued FINISH to hosts\n");
} /* Server_FinishPlayerAction */
/*
* flush last player actions
*/
XBBool
Server_FlushPlayerAction (void)
{
XBBool result;
unsigned client;
result = XBTrue;
for (client = 1; client < MAX_HOSTS; client++) {
if (D2C_Connected (client)) {
if (!D2C_Flush (client)) {
result = XBFalse;
}
}
}
Dbg_Server ("flushing actions: (%s needed)\n", result ? "not" : "");
return result;
} /* Server_FlushPlayerAction */
/*
* tell clients that all clients have reached sync point
*/
void
Server_SendSync (XBNetworkEvent event)
{
unsigned clientID;
/* to all connected client */
for (clientID = 1; clientID < MAX_HOSTS; clientID++) {
if (S2C_Connected (clientID)) {
S2C_Sync (clientID, event);
}
}
Dbg_Server ("queued sync %u to hosts\n", event);
} /* Server_SendSync */
/*
* queue a level sync result to all clients
*/
void
Server_SendLevelSync (void)
{
unsigned id;
/* to all connected client */
for (id = 1; id < MAX_HOSTS; id++) {
if (S2C_Connected (id)) {
S2C_SendLevelSync (id);
}
}
Dbg_Server ("queued LevelSync to clients\n");
} /* Server_SendLevelSync */
/*
* queue a level async signal to all clients
*/
void
Server_SendLevelAsync (void)
{
unsigned id;
/* to all connected client */
for (id = 1; id < MAX_HOSTS; id++) {
if (S2C_Connected (id)) {
S2C_SendLevelAsync (id);
}
}
Server_SysChat (TempString ("level async ! (%s)", levelWinnerStr));
Dbg_Server ("queued LevelAsync to clients\n");
} /* Server_SendLevelAsync */
/***********************
* central connections *
***********************/
/*
* create connection to central for game info
*/
void
Server_StartCentralNewGame (const CFGGameHost * cfg, const CFGGameSetup * setup)
{
#ifdef OLDIFCODE
size_t numInter;
const XBSocketInterface *inter;
size_t i, j;
#endif
CFGCentralSetup centralSetup;
assert (NULL == query);
Dbg_Server ("attempting to register game\n");
#ifndef OLDIFCODE
RetrieveCentralSetup (¢ralSetup);
if (NULL == centralSetup.name) {
Dbg_Server ("no central defined!\n");
return;
}
/* alloc a single communication to central */
query = calloc (2, sizeof (XBComm *));
assert (NULL != query);
/* let system choose the interface to central */
Dbg_Server ("connecting to central %s:%u\n", centralSetup.name, centralSetup.port);
query[0] = NewGame_CreateComm (NULL, centralSetup.port, centralSetup.name, cfg, setup);
if (NULL == query[0]) {
Dbg_Server ("failed to establish socket to central, game not visible in central\n");
free (query);
return;
}
Dbg_Server ("socket to central established\n");
#else
inter = Socket_GetInterfaces (&numInter);
if (NULL == inter) {
Dbg_Server ("no interfaces found!\n");
return;
}
Dbg_Server ("interfaces found = %u\n", numInter);
RetrieveCentralSetup (¢ralSetup);
if (NULL == centralSetup.name) {
Dbg_Server ("no central defined!\n");
return;
}
/* alloc 1 pointer (to central) */
query = calloc (1 + numInter, sizeof (XBComm *));
assert (NULL != query);
Dbg_Server ("connecting to central %s:%u\n", centralSetup.name, centralSetup.port);
/* start query on at most one device */
/* FIXXX used to be i=1 worked on linux */
#ifdef W32
Dbg_Server ("W32\n");
#ifdef CYG
for (i = 0, j = 0; (j == 0) && (i < numInter); i++) {
#else
for (i = 1, j = 0; (j == 0) && (i < numInter); i++) {
#endif
#else
Dbg_Server ("Linux\n");
for (i = 1, j = 0; (j == 0) && (i < numInter); i++) {
#endif
if (NULL !=
(query[j] =
NewGame_CreateComm (inter[i].addrDevice, centralSetup.port, centralSetup.name, cfg,
setup))) {
Dbg_Server ("established query to %s on interface %u\n", centralSetup.name, i);
j++;
}
}
/* make sure not more than one device is used, would clash with close routines */
assert (j == 1);
#endif
/* queue initial data to central */
Server_RestartNewGame (1, "");
} /* Server_StartCentralNewGame */
/*
* queue game info to central
*/
/* GAMEONFIX */
void
Server_RestartNewGame (int num, const char *score)
{
if (NULL != query) {
struct timeval tv;
int i;
gettimeofday (&tv, NULL);
for (i = 0; query[i] != NULL; i++) {
NewGame_Send (query[i], &tv, num, score);
Dbg_Server ("queued game data to central\n");
}
}
} /* Server_RestartQuery */
/* GAMEONFIX */
/*
* queue request to central for removing game info
*/
void
Server_CloseNewGame (void)
{
if (NULL != query) {
struct timeval tv;
int i;
gettimeofday (&tv, NULL);
for (i = 0; query[i] != NULL; i++) {
NewGame_Close (query[i], &tv);
Dbg_Server ("queued game close to central\n");
}
}
} /* Server_CloseNewGame */
/*
* delete open connection to central
*/
void
Server_StopNewGame (void)
{
size_t i;
/* delete communications */
assert (NULL != query);
for (i = 0; query[i] != NULL; i++) {
assert (i == 0);
Dbg_Server ("forcing stop of previous newgame\n");
CommDelete (query[i]);
}
} /* Server_StopQuery */
/*
* receive close event from query
*/
void
Server_ReceiveNewGameClose (void)
{
assert (NULL != query);
free (query);
query = NULL;
Dbg_Server ("removed newgame sockets to central\n");
} /**/
/*
* end of file server.c
*/
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