1 | #pragma once
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2 |
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3 | #include <stdlib.h>
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4 | #include <stdio.h>
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5 | #include <time.h>
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6 | //#define DDrStartupMessage printf
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7 |
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8 | #include <string.h>
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9 | #include <stdbool.h>
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10 | #include <stdint.h>
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11 |
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12 | #define thread __thread
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13 |
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14 | #ifdef WIN32
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15 | #include <winsock2.h>
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16 | #include "Flatline_Win32.h"
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17 | #else
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18 | #include <sys/ioctl.h>
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19 | #include <sys/types.h>
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20 | #include <sys/socket.h>
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21 | #include <unistd.h>
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22 | #include <stropts.h>
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23 | #include <arpa/inet.h>
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24 | #include <netinet/in.h>
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25 |
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26 | #define NetPlatform_Initalize() /* */
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27 | #define NetPlatform_Shutdown() /* */
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28 | #define closesocket close
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29 | #define ioctlsocket ioctl
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30 | #endif
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31 |
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32 | #include "Daodan.h"
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33 | #include "BFW_Utility.h"
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34 | #include "Daodan_Console.h"
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35 | #include "Oni_Character.h"
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36 |
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37 |
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38 | #define pad1_size (sizeof(int64_t) - sizeof(short))
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39 | #define pad2_size (128 - (sizeof(short) + pad1_size + sizeof(int64_t)))
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40 |
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41 | typedef struct {
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42 | short ss_family;
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43 | char pad1[pad1_size];
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44 | uint64_t pad64;
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45 | char pad2[pad2_size];
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46 | } sockaddr_storage;
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47 |
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48 | typedef struct sockaddr sockaddr;
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49 | typedef struct sockaddr_in sockaddr_in;
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50 | typedef sockaddr_storage sockaddr_in6;
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51 |
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52 | bool NetUDPServer_Listen(uint16_t port, bool (*packet_callback)(char* data, int datalen, int from));
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53 | bool NetUDPServer_Send(sockaddr* address, char* data, int datalen);
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54 |
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55 | int NetUDPSocket_Create(uint16_t port);
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56 | int NetUDPSocket_Send(int socket, const sockaddr* address, const char* data, int datalen);
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57 | void NetUDPSocket_Close(int sock);
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58 | bool NetUDPSocket_Recieve(int socket, sockaddr_storage* address, char* data, uint16_t* datalen);
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59 |
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60 | DWORD WINAPI StartServer(void* lol);
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61 | DWORD WINAPI StartClient(void* lol);
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62 |
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63 | //oh snap, I just realized this is rossy's version of flatline_packet. :|
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64 | typedef struct {
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65 | char signature[8];
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66 | uint16_t protocol_version;
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67 | char data[0]; //data[0] doesn't work well with simple casts, btw. If you allocate enough space for a handshake_packet
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68 | } handshake_packet; //there won't be enough room for data. You would have to manually manage the memory (ew)
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69 |
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70 | //initial connection
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71 | typedef struct {
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72 | char country[2];
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73 | char name[256];
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74 | } connect_send; //signature="CONNECT\0"
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75 |
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76 | //reply to connection.
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77 | //goodtogo is if it is going to let you in
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78 | //message is optional, only used for denial message
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79 | typedef struct {
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80 | bool goodtogo;
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81 | int player_slot;
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82 | char message[256];
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83 | } connect_reply;
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84 |
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85 | //um, status of the server? :/
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86 | typedef struct {
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87 | char name[256];
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88 | uint32_t numplayers; //signature="STATUS\0\0"
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89 | } server_status;
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90 |
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91 | typedef struct {
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92 | uint16_t Playernumber;
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93 | CharacterObject Character;
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94 | } new_player;
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95 | extern int update_rate;
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96 |
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97 | typedef struct {
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98 | float MouseDeltaX;
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99 | float MouseDeltaY;
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100 | uint32_t Actions1;
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101 | uint32_t Actions2;
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102 | } input_struct;
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103 |
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104 | //
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105 | typedef struct {
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106 | uint16_t PlayerNum;
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107 | Vector3 Position;
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108 | Vector3 LastPosition;
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109 | Vector3 Location;
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110 | float Facing;
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111 | float DesiredFacing;
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112 | float CosmeticFacing;
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113 | uint32_t Health;
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114 | uint32_t MaxHealth;
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115 | input_struct Inputs;
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116 | uint16_t Frame;
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117 | char Animation[32];
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118 | uint16_t AnimationToState;
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119 | uint16_t AnimationFromState;
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120 | uint16_t AnimationType;
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121 | uint16_t NextAnimationType;
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122 | uint16_t AnimationType2;
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123 | } player_data;
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124 |
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125 | //used for storing data about each player
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126 | typedef struct {
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127 | char id;
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128 | int packet_index;
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129 | char data[1080];
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130 | } flatline_packet;
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131 | #define FLATLINE_HEADER sizeof(flatline_packet)-sizeof(char)*1080
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132 |
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133 | bool FLrServer_PacketCallback(char* data, int datalen, int from);
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134 | bool FLrServer_Run();
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135 | bool FLrClient_Run(flatline_packet* packet);
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136 | extern int sock;
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137 |
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138 | enum {
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139 | CONNECT_SEND,
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140 | CONNECT_REPLY,
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141 | STATUS,
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142 | MESSAGE,
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143 | CHANGE_NAME,
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144 | ECHO,
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145 | NEW_PLAYER,
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146 | PLAYER_INPUT,
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147 | PLAYER_DATA,
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148 | };
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149 |
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150 |
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151 | typedef struct {
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152 | int ip;
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153 | char name[32];
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154 | char country[2];
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155 | Character* Chr;
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156 | uint16_t spawnnumber;
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157 | uint16_t list_slot;
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158 | uint32_t Actions1;
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159 | uint32_t Actions2;
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160 | float MouseDeltaX;
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161 | float MouseDeltaY;
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162 | } player_info;
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163 |
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164 | player_info * FLr_FindEmptySlot();
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165 | uint16_t FLr_FindEmptyListSlot();
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166 | void * ONICALL FLrInput_Update_Keys(void);
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167 |
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168 | void NetCatchError();
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169 | #define MAX_PLAYERS 128
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170 | #define CONNECTION_TIMEOUT 15
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171 | #define MAX_CONNECTIONS 32
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172 | #define NetTCPSocket_Send NetUDPSocket_Send
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173 | #define NetTCPServer_Send NetUDPServer_Send
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174 | extern int client_sock;
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175 | //these two could probably be combined
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176 | extern sockaddr_in client_address;
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177 | extern sockaddr_in address;
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178 | extern player_info Players[];
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179 | extern player_info * PlayerList[];
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180 | int UDPServer_SendToAll(void* packet, int size);
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181 | extern bool client_connected;
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182 | extern bool server_started;
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183 | extern char player_name[];
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