#include "global.h" #include "NetworkSyncManager.h" #include "NetworkSyncServer.h" #include "LuaManager.h" #include "LuaFunctions.h" #include "crypto/CryptMD5.h" NetworkSyncManager *NSMAN; #if defined(WITHOUT_NETWORKING) NetworkSyncManager::NetworkSyncManager( LoadingWindow *ld ) { useSMserver=false; isSMOnline = false; } NetworkSyncManager::~NetworkSyncManager () { } void NetworkSyncManager::CloseConnection() { } void NetworkSyncManager::PostStartUp(const CString& ServerIP ) { } bool NetworkSyncManager::Connect(const CString& addy, unsigned short port) { return false; } CString NetworkSyncManager::GetServerName() { return CString(); } void NetworkSyncManager::ReportNSSOnOff(int i) { } 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; } void NetworkSyncManager::SendChat(const CString& message) { } void NetworkSyncManager::SelectUserSong() { } CString NetworkSyncManager::MD5Hex( const CString &sInput ) { return CString(); } int NetworkSyncManager::GetSMOnlineSalt() { return 0; } void NetworkSyncManager::GetListOfLANServers( vector& AllServers ) { } #else #include "ezsockets.h" #include "ProfileManager.h" #include "RageLog.h" #include "ScreenManager.h" #include "song.h" #include "Course.h" #include "GameState.h" #include "StatsManager.h" #include "Steps.h" #include "ProductInfo.h" #include "ScreenMessage.h" #include "GameManager.h" #include "arch/LoadingWindow/LoadingWindow.h" #include "PlayerState.h" AutoScreenMessage( SM_AddToChat ) AutoScreenMessage( SM_ChangeSong ); AutoScreenMessage( SM_GotEval ); AutoScreenMessage( SM_UsersUpdate ); AutoScreenMessage( SM_SMOnlinePack ); int NetworkSyncManager::GetSMOnlineSalt() { return m_iSalt; } NetworkSyncManager::NetworkSyncManager( LoadingWindow *ld ) { LANserver = NULL; //So we know if it has been created yet BroadcastReception = NULL; if( GetCommandlineArgument( "runserver" )) { ld->SetText("Initializing server..."); LANserver = new StepManiaLanServer; isLanServer = true; GetCommandlineArgument( "runserver", &LANserver->servername ); } else isLanServer = false; ld->SetText("Initializing Client Network..."); NetPlayerClient = new EzSockets; NetPlayerClient->blocking = false; m_ServerVersion = 0; useSMserver = false; isSMOnline = false; FOREACH_PlayerNumber(pn) isSMOLoggedIn[pn] = false; m_startupStatus = 0; //By default, connection not tried. m_ActivePlayers = 0; StartUp(); } NetworkSyncManager::~NetworkSyncManager () { //Close Connection to server nicely. if (useSMserver) NetPlayerClient->close(); SAFE_DELETE( NetPlayerClient ); if ( BroadcastReception ) { BroadcastReception->close(); SAFE_DELETE( BroadcastReception ); } if( isLanServer ) { LANserver->ServerStop(); delete LANserver; } } void NetworkSyncManager::CloseConnection() { if (!useSMserver) return ; m_ServerVersion = 0; useSMserver = false; isSMOnline = false; FOREACH_PlayerNumber(pn) isSMOLoggedIn[pn] = false; m_startupStatus = 0; NetPlayerClient->close(); } void NetworkSyncManager::PostStartUp(const CString& ServerIP) { CString sAddress; short iPort; int cLoc = ServerIP.Find( ":" ); if ( ServerIP.Find( ":" ) > 0 ) { iPort = (short) atoi( ServerIP.substr( cLoc + 1 ).c_str() ); sAddress = ServerIP.substr( 0, cLoc ); } else { iPort = 8765; sAddress = ServerIP; } LOG->Info( "Attempting to connect to: %s, Port: %d", sAddress.c_str(), iPort ); CloseConnection(); if( ServerIP!="LISTEN" ) { if( !Connect(sAddress.c_str(), iPort) ) { m_startupStatus = 2; LOG->Warn( "Network Sync Manager failed to connect" ); return; } } else { if( !Listen(iPort) ) { m_startupStatus = 2; LOG->Warn( "Listen() failed" ); return; } } FOREACH_PlayerNumber(pn) isSMOLoggedIn[pn] = false; useSMserver = true; m_startupStatus = 1; //Connection attepmpt successful // If network play is desired and the connection works, // halt until we know what server version we're dealing with m_packet.ClearPacket(); m_packet.Write1( NSCHello ); //Hello Packet m_packet.Write1(NETPROTOCOLVERSION); m_packet.WriteNT(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; //Don't block if the server is running if( isLanServer ) NetPlayerClient->blocking = false; else NetPlayerClient->blocking = true; //Following packet must get through, so we block for it. //If we are serving we do not block for this. NetPlayerClient->SendPack((char*)m_packet.Data,m_packet.Position); //If we are serving, do this so we properly connect //to the server. if( isLanServer ) LANserver->ServerUpdate(); m_packet.ClearPacket(); while (dontExit) { m_packet.ClearPacket(); if (NetPlayerClient->ReadPack((char *)&m_packet, NETMAXBUFFERSIZE)<1) dontExit=false; // Also allow exit if there is a problem on the socket if (m_packet.Read1() == (NSServerOffset + NSCHello)) dontExit=false; //Only allow passing on handshake. //Otherwise scoreboard updates and such will confuse us. } NetPlayerClient->blocking = false; m_ServerVersion = m_packet.Read1(); if ( m_ServerVersion >= 128 ) isSMOnline = true; m_ServerName = m_packet.ReadNT(); m_iSalt = m_packet.Read4(); LOG->Info("Server Version: %d %s", m_ServerVersion, m_ServerName.c_str()); } void NetworkSyncManager::StartUp() { CString ServerIP; if( isLanServer ) if (!LANserver->ServerStart()) { //If the server happens to not start when told, //Print to log and release the memory where the //server was held. isLanServer = false; LOG->Warn("Server failed to start."); delete LANserver; } if( GetCommandlineArgument( "netip", &ServerIP ) ) PostStartUp(ServerIP); else if( GetCommandlineArgument( "listen" ) ) PostStartUp("LISTEN"); BroadcastReception = new EzSockets; BroadcastReception->create( IPPROTO_UDP ); BroadcastReception->bind( 8765 ); BroadcastReception->blocking = false; } bool NetworkSyncManager::Connect(const CString& addy, unsigned short port) { LOG->Info("Beginning to connect"); NetPlayerClient->create(); // Initialize 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"); EzSockets * EZListener = new EzSockets; EZListener->create(); NetPlayerClient->create(); // Initialize 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::ReportNSSOnOff(int i) { m_packet.ClearPacket(); m_packet.Write1( NSCSMS ); m_packet.Write1( (uint8_t) i ); NetPlayerClient->SendPack((char*)m_packet.Data, m_packet.Position); } CString NetworkSyncManager::GetServerName() { return m_ServerName; } 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; m_packet.ClearPacket(); m_packet.Write1( NSCGSU ); uint8_t ctr = (uint8_t) (playerID * 16 + step - ( TNS_Miss - 1 ) ); m_packet.Write1(ctr); ctr = uint8_t( STATSMAN->m_CurStageStats.m_player[playerID].GetGrade()*16 ); if ( STATSMAN->m_CurStageStats.m_player[playerID].bFailedEarlier ) ctr = uint8_t( 112 ); //Code for failed (failed constant seems not to work) m_packet.Write1(ctr); m_packet.Write4(score); m_packet.Write2((uint16_t) combo); m_packet.Write2((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_W1))&&(step!=TNS_HitMine)) iOffset = 0; m_packet.Write2((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 ; m_packet.ClearPacket(); m_packet.Write1( NSCGON ); NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position); return; } void NetworkSyncManager::ReportStyle() { LOG->Trace( "Sending \"Style\" to server" ); if (!useSMserver) return; m_packet.ClearPacket(); m_packet.Write1( NSCSU ); m_packet.Write1( (int8_t) GAMESTATE->GetNumPlayersEnabled() ); FOREACH_EnabledPlayer( pn ) { m_packet.Write1((uint8_t) pn ); m_packet.WriteNT(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."); m_packet.ClearPacket(); m_packet.Write1( NSCGSR ); unsigned char ctr=0; Steps * tSteps; tSteps = GAMESTATE->m_pCurSteps[PLAYER_1]; if ((tSteps!=NULL) && (GAMESTATE->IsPlayerEnabled(PLAYER_1))) ctr = uint8_t(ctr+tSteps->GetMeter()*16); tSteps = GAMESTATE->m_pCurSteps[PLAYER_2]; if ((tSteps!=NULL) && (GAMESTATE->IsPlayerEnabled(PLAYER_2))) ctr = uint8_t(ctr+tSteps->GetMeter()); m_packet.Write1(ctr); ctr=0; tSteps = GAMESTATE->m_pCurSteps[PLAYER_1]; if ((tSteps!=NULL) && (GAMESTATE->IsPlayerEnabled(PLAYER_1))) ctr = uint8_t(ctr + (int) tSteps->GetDifficulty()*16); tSteps = GAMESTATE->m_pCurSteps[PLAYER_2]; if ((tSteps!=NULL) && (GAMESTATE->IsPlayerEnabled(PLAYER_2))) ctr = uint8_t(ctr + (int) tSteps->GetDifficulty()); m_packet.Write1(ctr); //Notify server if this is for sync or not. ctr = char(position*16); m_packet.Write1(ctr); if (GAMESTATE->m_pCurSong != NULL) { m_packet.WriteNT(GAMESTATE->m_pCurSong->m_sMainTitle); m_packet.WriteNT(GAMESTATE->m_pCurSong->m_sSubTitle); m_packet.WriteNT(GAMESTATE->m_pCurSong->m_sArtist); } else { m_packet.WriteNT(""); m_packet.WriteNT(""); m_packet.WriteNT(""); } if (GAMESTATE->m_pCurCourse != NULL) m_packet.WriteNT(GAMESTATE->m_pCurCourse->GetDisplayFullTitle()); else m_packet.WriteNT(CString("")); //Send Player (and song) Options m_packet.WriteNT(GAMESTATE->m_SongOptions.GetString()); int players=0; FOREACH_PlayerNumber (p) { ++players; m_packet.WriteNT(GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetString()); } for (int i=0; i<2-players; ++i) m_packet.WriteNT(""); //Write a NULL if no player //This needs to be reset before ScreenEvaluation could possibly be called m_EvalPlayerData.clear(); //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; //Don't block if we are server. if (isLanServer) NetPlayerClient->blocking=false; else NetPlayerClient->blocking=true; //The following packet HAS to get through, so we turn blocking on for it as well //Don't block if we are serving NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position); LOG->Trace("Waiting for RECV"); m_packet.ClearPacket(); while (dontExit) { //Keep the server going during the loop. if (isLanServer) LANserver->ServerUpdate(); m_packet.ClearPacket(); if (NetPlayerClient->ReadPack((char *)&m_packet, NETMAXBUFFERSIZE)<1) if (!isLanServer) dontExit=false; // Also allow exit if there is a problem on the socket // Only do if we are not the server, otherwise the sync // gets hosed up due to non blocking mode. if (m_packet.Read1() == (NSServerOffset + NSCGSR)) 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 + " successful."; break; case 2: sMessage = "Connection failed."; break; } SCREENMAN->SystemMessage(sMessage); } void NetworkSyncManager::Update(float fDeltaTime) { if (isLanServer) LANserver->ServerUpdate(); if (useSMserver) ProcessInput(); PacketFunctions BroadIn; if ( BroadcastReception->ReadPack( (char*)&BroadIn.Data, 1020 ) ) { NetServerInfo ThisServer; BroadIn.Position = 0; if ( BroadIn.Read1() == 141 ) { ThisServer.Name = BroadIn.ReadNT(); int port = BroadIn.Read2(); BroadIn.Read2(); //Num players connected. uint32_t addy = EzSockets::LongFromAddrIn(BroadcastReception->fromAddr); ThisServer.Address = ssprintf( "%u.%u.%u.%u:%d", (addy<<0)>>24, (addy<<8)>>24, (addy<<16)>>24, (addy<<24)>>24, port ); //It's fairly safe to assume that users will not be on networks with more than //30 or 40 servers. Until this point, maps would be slower than vectors. //So I am going to use a vector to store all of the servers. // //In this situation, I will traverse the vector to find the element that //contains the corresponding server. unsigned int i; for ( i = 0; i < m_vAllLANServers.size(); i++ ) { if ( m_vAllLANServers[i].Address == ThisServer.Address ) { m_vAllLANServers[i].Name = ThisServer.Name; break; } } if ( i >= m_vAllLANServers.size() ) m_vAllLANServers.push_back( ThisServer ); } } } void NetworkSyncManager::ProcessInput() { //If we're disconnected, just exit if ((NetPlayerClient->state!=NetPlayerClient->skCONNECTED) || NetPlayerClient->IsError()) { SCREENMAN->SystemMessageNoAnimate("Connection to server dropped."); useSMserver=false; isSMOnline = false; FOREACH_PlayerNumber(pn) isSMOLoggedIn[pn] = false; NetPlayerClient->close(); return; } //load new data into buffer NetPlayerClient->update(); m_packet.ClearPacket(); int packetSize; while ( (packetSize = NetPlayerClient->ReadPack((char *)&m_packet, NETMAXBUFFERSIZE) ) > 0 ) { m_packet.size = packetSize; int command = m_packet.Read1(); //Check to make sure command is valid from server if (command < NSServerOffset) { LOG->Trace("CMD (below 128) Invalid> %d",command); break; } command = command - NSServerOffset; switch (command) { case NSCPing: //Ping packet responce m_packet.ClearPacket(); m_packet.Write1( NSCPingR ); NetPlayerClient->SendPack((char*)m_packet.Data,m_packet.Position); break; case NSCPingR: //These are in responce to when/if we send packet 0's case NSCHello: //This is already taken care of by the blocking code earlier on case NSCGSR: //This is taken care of by the blocking start code break; case NSCGON: { int PlayersInPack = m_packet.Read1(); m_EvalPlayerData.resize(PlayersInPack); for (int i=0; iSendMessageToTopScreen( SM_GotEval ); } break; case NSCGSU: //Scoreboard Update { //Ease scope int ColumnNumber=m_packet.Read1(); int NumberPlayers=m_packet.Read1(); CString ColumnData; switch (ColumnNumber) { case NSSB_NAMES: ColumnData = "Names\n"; for (int i=0; iSystemMessage( SysMSG ); } break; case NSCCM: //Chat message from server { m_sChatText += m_packet.ReadNT() + " \n "; //10000 chars backlog should be more than enough m_sChatText = m_sChatText.Right(10000); SCREENMAN->SendMessageToTopScreen( SM_AddToChat ); } break; case NSCRSG: //Select Song/Play song { m_iSelectMode = m_packet.Read1(); m_sMainTitle = m_packet.ReadNT(); m_sArtist = m_packet.ReadNT(); m_sSubTitle = m_packet.ReadNT(); SCREENMAN->SendMessageToTopScreen( SM_ChangeSong ); } break; case NSCUUL: { /*int ServerMaxPlayers=*/m_packet.Read1(); int PlayersInThisPacket=m_packet.Read1(); m_ActivePlayer.clear(); m_PlayerStatus.clear(); m_PlayerNames.clear(); m_ActivePlayers = 0; for (int i=0; i 0 ) { m_ActivePlayers++; m_ActivePlayer.push_back( i ); } m_PlayerStatus.push_back( PStatus ); m_PlayerNames.push_back( m_packet.ReadNT() ); } SCREENMAN->SendMessageToTopScreen( SM_UsersUpdate ); } break; case NSCSMS: { CString StyleName, GameName; GameName = m_packet.ReadNT(); StyleName = m_packet.ReadNT(); GAMESTATE->SetCurGame( GAMEMAN->StringToGameType(GameName) ); GAMESTATE->m_pCurStyle.Set( GAMEMAN->GameAndStringToStyle(GAMESTATE->m_pCurGame,StyleName) ); SCREENMAN->SetNewScreen( "ScreenNetSelectMusic" ); //Should this be metric'd out? } break; case NSCSMOnline: { m_SMOnlinePacket.size = packetSize - 1; m_SMOnlinePacket.Position = 0; memcpy( m_SMOnlinePacket.Data, (m_packet.Data + 1), packetSize-1 ); LOG->Trace( "Received SMOnline Command: %d, size:%d", command, packetSize - 1 ); SCREENMAN->SendMessageToTopScreen( SM_SMOnlinePack ); } } m_packet.ClearPacket(); } } bool NetworkSyncManager::ChangedScoreboard(int Column) { if (!m_scoreboardchange[Column]) return false; m_scoreboardchange[Column]=false; return true; } void NetworkSyncManager::SendChat(const CString& message) { m_packet.ClearPacket(); m_packet.Write1( NSCCM ); m_packet.WriteNT( message ); NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position); } void NetworkSyncManager::ReportPlayerOptions() { m_packet.ClearPacket(); m_packet.Write1( NSCUPOpts ); FOREACH_PlayerNumber (pn) m_packet.WriteNT( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetString() ); NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position); } void NetworkSyncManager::SelectUserSong() { m_packet.ClearPacket(); m_packet.Write1( NSCRSG ); m_packet.Write1( (uint8_t) m_iSelectMode ); m_packet.WriteNT( m_sMainTitle ); m_packet.WriteNT( m_sArtist ); m_packet.WriteNT( m_sSubTitle ); NetPlayerClient->SendPack( (char*)&m_packet.Data, m_packet.Position ); } void NetworkSyncManager::SendSMOnline( ) { m_packet.Position = m_SMOnlinePacket.Position + 1; memcpy( (m_packet.Data + 1), m_SMOnlinePacket.Data, m_SMOnlinePacket.Position ); m_packet.Data[0] = NSCSMOnline; NetPlayerClient->SendPack( (char*)&m_packet.Data , m_packet.Position ); } //Packet functions uint8_t PacketFunctions::Read1() { if (Position>=NETMAXBUFFERSIZE) return 0; return Data[Position++]; } uint16_t PacketFunctions::Read2() { if (Position>=NETMAXBUFFERSIZE-1) return 0; uint16_t Temp; memcpy( &Temp, Data + Position,2 ); Position+=2; return ntohs(Temp); } uint32_t PacketFunctions::Read4() { if (Position>=NETMAXBUFFERSIZE-3) return 0; uint32_t Temp; memcpy( &Temp, Data + Position,4 ); Position+=4; return ntohl(Temp); } CString PacketFunctions::ReadNT() { //int Orig=Packet.Position; CString TempStr; while ((Position=NETMAXBUFFERSIZE) return; memcpy( &Data[Position], &data, 1 ); ++Position; } void PacketFunctions::Write2(uint16_t data) { if (Position>=NETMAXBUFFERSIZE-1) return; data = htons(data); memcpy( &Data[Position], &data, 2 ); Position+=2; } void PacketFunctions::Write4(uint32_t data) { if (Position>=NETMAXBUFFERSIZE-3) return ; data = htonl(data); memcpy( &Data[Position], &data, 4 ); Position+=4; } void PacketFunctions::WriteNT(const CString& data) { int index=0; while ((Position& AllServers ) { AllServers = m_vAllLANServers; } static bool ConnectToServer( const CString &t ) { NSMAN->PostStartUp( t ); NSMAN->DisplayStartupStatus(); return true; } extern Preference g_sLastServer; LuaFunction( ConnectToServer, ConnectToServer( ( CString(SArg(1)).length()==0 ) ? CString(g_sLastServer) : CString(SArg(1) ) ) ) #endif static bool ReportStyle() { NSMAN->ReportStyle(); return true; } LuaFunction( IsSMOnlineLoggedIn, NSMAN->isSMOLoggedIn[IArg(1)] ) LuaFunction_NoArgs( IsNetConnected, NSMAN->useSMserver ) LuaFunction_NoArgs( IsNetSMOnline, NSMAN->isSMOnline ) LuaFunction_NoArgs( ReportStyle, ReportStyle() ) /* * (c) 2003-2004 Charles Lohr, Joshua Allen * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */