#include "global.h" #include "NetworkSyncManager.h" NetworkSyncManager *NSMAN; #if defined(WITHOUT_NETWORKING) NetworkSyncManager::NetworkSyncManager( LoadingWindow *ld ) { useSMserver=false; } NetworkSyncManager::~NetworkSyncManager () { } void NetworkSyncManager::CloseConnection() { } void NetworkSyncManager::PostStartUp( CString ServerIP ) { } bool NetworkSyncManager::Connect(const CString& addy, unsigned short port) { return false; } void NetworkSyncManager::ReportTiming(float offset, int PlayerNumber) { } void NetworkSyncManager::ReportScore(int playerID, int step, int score, int combo) { } void NetworkSyncManager::ReportSongOver() { } void NetworkSyncManager::ReportStyle() {} void NetworkSyncManager::StartRequest(short position) { } void NetworkSyncManager::DisplayStartupStatus() { } void NetworkSyncManager::Update( float fDeltaTime ) { } bool NetworkSyncManager::ChangedScoreboard(int Column) { return false; } #else #include "ezsockets.h" #include "ProfileManager.h" #include "RageLog.h" #include "StepMania.h" #include "ScreenManager.h" #include "song.h" #include "Course.h" #include "GameState.h" #include "StageStats.h" #include "Steps.h" #include "PrefsManager.h" #include "ProductInfo.h" #include "ScreenMessage.h" #include "arch/LoadingWindow/LoadingWindow.h" const ScreenMessage SM_NET_SelectSong = ScreenMessage(SM_User+2); NetworkSyncManager::NetworkSyncManager( LoadingWindow *ld ) { ld->SetText("Initilizing Network..."); NetPlayerClient = new EzSockets; NetPlayerClient->blocking = false; m_ServerVersion = 0; useSMserver = false; m_startupStatus = 0; //By default, connection not tried. StartUp(); } NetworkSyncManager::~NetworkSyncManager () { //Close Connection to server nicely. if (useSMserver) NetPlayerClient->close(); delete NetPlayerClient; } void NetworkSyncManager::CloseConnection() { if (!useSMserver) return ; m_ServerVersion = 0; useSMserver = false; m_startupStatus = 0; NetPlayerClient->close(); } void NetworkSyncManager::PostStartUp(CString ServerIP) { CloseConnection(); if( ServerIP!="LISTEN" ) { if( !Connect(ServerIP.c_str(), 8765) ) { m_startupStatus = 2; LOG->Warn( "Network Sync Manager failed to connect" ); return; } } else { if( !Listen(8765) ) { m_startupStatus = 2; LOG->Warn( "Listen() failed" ); return; } } useSMserver = true; m_startupStatus = 1; //Connection attepmpt sucessful // If network play is desired and the connection works, // halt until we know what server version we're dealing with ClearPacket(m_packet); Write1(m_packet, 2); //Hello Packet Write1(m_packet, NETPROTOCOLVERSION); WriteNT(m_packet, CString(PRODUCT_NAME_VER)); //Block until responce is received //Move mode to blocking in order to give CPU back to the //system, and not wait. bool dontExit = true; NetPlayerClient->blocking = true; //Following packet must get through, so we block for it. NetPlayerClient->SendPack((char*)m_packet.Data,m_packet.Position); ClearPacket(m_packet); while (dontExit) { ClearPacket(m_packet); if (NetPlayerClient->ReadPack((char *)&m_packet, NETMAXBUFFERSIZE)<1) dontExit=false; // Also allow exit if there is a problem on the socket if (Read1(m_packet) == (128+2)) dontExit=false; //Only allow passing on handshake. //Otherwise scoreboard updates and such will confuse us. } NetPlayerClient->blocking = false; m_ServerVersion = Read1(m_packet); m_ServerName = ReadNT(m_packet); LOG->Info("Server Version: %d %s", m_ServerVersion, m_ServerName.c_str()); } void NetworkSyncManager::StartUp() { CString ServerIP; if( GetCommandlineArgument( "netip", &ServerIP ) ) PostStartUp(ServerIP); else if( GetCommandlineArgument( "listen" ) ) PostStartUp("LISTEN"); } bool NetworkSyncManager::Connect(const CString& addy, unsigned short port) { LOG->Info("Beginning to connect"); if (port != 8765) return false; //Make sure using port 8765 //This may change in future versions //It is this way now for protocol's purpose. //If there is a new protocol developed down the road NetPlayerClient->create(); // Initilize Socket useSMserver = NetPlayerClient->connect(addy, port); return useSMserver; } //Listen (Wait for connection in-bound) //NOTE: Right now, StepMania cannot connect back to StepMania! bool NetworkSyncManager::Listen(unsigned short port) { LOG->Info("Beginning to Listen"); if (port != 8765) return false; //Make sure using port 8765 //This may change in future versions //It is this way now for protocol's purpose. //If there is a new protocol developed down the road EzSockets * EZListener = new EzSockets; EZListener->create(); NetPlayerClient->create(); // Initilize Socket EZListener->bind(8765); useSMserver = EZListener->listen(); useSMserver = EZListener->accept( *NetPlayerClient ); //Wait for someone to connect EZListener->close(); //Kill Listener delete EZListener; //LOG->Info("Accept Responce: ",useSMserver); useSMserver=true; return useSMserver; } void NetworkSyncManager::ReportTiming(float offset, int PlayerNumber) { m_lastOffset[PlayerNumber] = offset; } void NetworkSyncManager::ReportScore(int playerID, int step, int score, int combo) { if (!useSMserver) //Make sure that we are using the network return; ClearPacket(m_packet); Write1(m_packet,5); uint8_t ctr = (uint8_t) (playerID * 16 + step - 1); Write1(m_packet,ctr); ctr = uint8_t( g_CurStageStats.GetGrade((PlayerNumber)playerID)*16 ); Write1(m_packet,ctr); Write4(m_packet,score); Write2(m_packet, (uint16_t) combo); Write2(m_packet, (uint16_t) m_playerLife[playerID]); //Offset Info //Note: if a 0 is sent, then disregard data. // //ASSUMED: No step will be more than 16 seconds off center //If assumption false: read 16 seconds either direction int iOffset = int((m_lastOffset[playerID]+16.384)*2000.0); if (iOffset>65535) iOffset=65535; if (iOffset<1) iOffset=1; //Report 0 if hold, or miss (don't forget mines should report) if (((stepTNS_MARVELOUS))&&(step!=TNS_HIT_MINE)) iOffset = 0; Write2(m_packet, (uint16_t) iOffset); NetPlayerClient->SendPack((char*)m_packet.Data, m_packet.Position); } void NetworkSyncManager::ReportSongOver() { if (!useSMserver) //Make sure that we are using the network return ; ClearPacket(m_packet); Write1(m_packet,4); NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position); return; } void NetworkSyncManager::ReportStyle() { if (!useSMserver) return; ClearPacket( m_packet ); Write1( m_packet, 6 ); Write1( m_packet, (int8_t) GAMESTATE->GetNumPlayersEnabled() ); FOREACH_EnabledPlayer( pn ) { Write1( m_packet,(uint8_t) pn ); WriteNT( m_packet, GAMESTATE->GetPlayerDisplayName(pn) ); } NetPlayerClient->SendPack( (char*)&m_packet.Data, m_packet.Position ); } void NetworkSyncManager::StartRequest(short position) { if( !useSMserver ) return; if( GAMESTATE->m_bDemonstrationOrJukebox ) return; LOG->Trace("Requesting Start from Server."); ClearPacket( m_packet ); Write1( m_packet,3 ); unsigned char ctr=0; Steps * tSteps; tSteps = g_CurStageStats.pSteps[PLAYER_1]; if (tSteps!=NULL) ctr = uint8_t(ctr+tSteps->GetMeter()*16); tSteps = g_CurStageStats.pSteps[PLAYER_2]; if (tSteps!=NULL) ctr = uint8_t(ctr+tSteps->GetMeter()); Write1(m_packet,ctr); //Notify server if this is for sync or not. ctr = char(position*16); Write1(m_packet,ctr); if (GAMESTATE->m_pCurSong !=NULL) { WriteNT(m_packet,GAMESTATE->m_pCurSong->m_sMainTitle); WriteNT(m_packet,GAMESTATE->m_pCurSong->m_sSubTitle); WriteNT(m_packet,GAMESTATE->m_pCurSong->m_sArtist); } else { WriteNT(m_packet,""); WriteNT(m_packet,""); WriteNT(m_packet,""); } if (GAMESTATE->m_pCurCourse != NULL) WriteNT(m_packet,GAMESTATE->m_pCurCourse->GetFullDisplayTitle()); else WriteNT(m_packet,CString("")); //Block until go is recieved. //Switch to blocking mode (this is the only //way I know how to get precievably instantanious results bool dontExit=true; NetPlayerClient->blocking=true; //The following packet HAS to get through, so we turn blocking on for it as well NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position); LOG->Trace("Waiting for RECV"); ClearPacket(m_packet); while (dontExit) { ClearPacket(m_packet); if (NetPlayerClient->ReadPack((char *)&m_packet, NETMAXBUFFERSIZE)<1) dontExit=false; // Also allow exit if there is a problem on the socket if (Read1(m_packet) == (128+3)) dontExit=false; //Only allow passing on Start request. //Otherwise scoreboard updates and such will confuse us. } NetPlayerClient->blocking=false; } void NetworkSyncManager::DisplayStartupStatus() { CString sMessage(""); switch (m_startupStatus) { case 0: //Networking wasn't attepmpted return; case 1: sMessage = "Connection to " + m_ServerName + " sucessful."; break; case 2: sMessage = "Connection failed."; break; } SCREENMAN->SystemMessage(sMessage); } void NetworkSyncManager::Update(float fDeltaTime) { if (useSMserver) ProcessInput(); } void NetworkSyncManager::ProcessInput() { //If we're disconnected, just exit if ((NetPlayerClient->state!=NetPlayerClient->skCONNECTED) || NetPlayerClient->IsError()) { SCREENMAN->SystemMessageNoAnimate("Connection to server dropped."); useSMserver=false; return; } //load new data into buffer NetPlayerClient->update(); ClearPacket(m_packet); while (NetPlayerClient->ReadPack((char *)&m_packet, NETMAXBUFFERSIZE)>0) { int command = Read1(m_packet); //Check to make sure command is valid from server if (command<128) { LOG->Trace("CMD (below 128) Invalid> %d",command); break; } command+=-128; switch (command) { case 0: //Ping packet responce ClearPacket(m_packet); Write1(m_packet,0); NetPlayerClient->SendPack((char*)m_packet.Data,m_packet.Position); break; case 1: //These are in responce to when/if we send packet 0's case 2: //This is already taken care of by the blocking code earlier on case 3: //This is taken care of by the blocking start code case 4: //Undefined case 5: //Scoreboard Update { //Ease scope int ColumnNumber=Read1(m_packet); int NumberPlayers=Read1(m_packet); CString ColumnData; int i; switch (ColumnNumber) { case 0: ColumnData = "Names\n"; for (i=0;iSystemMessage(SysMSG); } break; case 7: SCREENMAN->SendMessageToTopScreen(SM_NET_SelectSong); break; } ClearPacket(m_packet); } } bool NetworkSyncManager::ChangedScoreboard(int Column) { if (!m_scoreboardchange[Column]) return false; m_scoreboardchange[Column]=false; return true; } //Functions to deal with this protocol uint8_t NetworkSyncManager::Read1(NetPacket &Packet) { if (Packet.Position>=NETMAXBUFFERSIZE) return 0; return Packet.Data[Packet.Position++]; } uint16_t NetworkSyncManager::Read2(NetPacket &Packet) { if (Packet.Position>=NETMAXBUFFERSIZE-1) return 0; uint16_t Temp; memcpy( &Temp, Packet.Data + Packet.Position,2 ); Packet.Position+=2; return ntohs(Temp); } uint32_t NetworkSyncManager::Read4(NetPacket &Packet) { if (Packet.Position>=NETMAXBUFFERSIZE-3) return 0; uint32_t Temp; memcpy( &Temp, Packet.Data + Packet.Position,4 ); Packet.Position+=4; return ntohl(Temp); } CString NetworkSyncManager::ReadNT(NetPacket &Packet) { //int Orig=Packet.Position; CString TempStr; while ((Packet.Position=NETMAXBUFFERSIZE) return; memcpy( &Packet.Data[Packet.Position], &Data,1 ); Packet.Position++; } void NetworkSyncManager::Write2(NetPacket &Packet, uint16_t Data) { if (Packet.Position>=NETMAXBUFFERSIZE-1) return; Data = htons(Data); memcpy( &Packet.Data[Packet.Position], &Data,2 ); Packet.Position+=2; } void NetworkSyncManager::Write4(NetPacket &Packet, uint32_t Data) { if (Packet.Position>=NETMAXBUFFERSIZE-3) return ; Data = htonl(Data); memcpy( &Packet.Data[Packet.Position], &Data,4 ); Packet.Position+=4; } void NetworkSyncManager::WriteNT(NetPacket &Packet, CString Data) { int index=0; while ((Packet.Position