1 | #include "Flatline.h"
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2 | #include "Flatline_Server.h"
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3 | #include <windows.h>
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4 | //#include "PortForwardWrapper.h"
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5 | #include "Mariusnet_Public.h"
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6 | //I hereby apologize for the uglyness of the below code.
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7 | //It was never intended to be "final" code, much less shared with anyone
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8 |
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9 | int total_players = 0;
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10 | uint16_t max_connections = MAX_CONNECTIONS;
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11 |
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12 | player_info* FLrServer_AddPlayer(int ip, char* name, bool is_server, bool is_bot) {
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13 | flatline_packet new_char = {0};
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14 | CharacterObject* Char;
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15 | uint32_t player_slot = 0;
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16 | int playerlist_slot = 0;
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17 |
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18 | if(is_server || total_players < max_connections) {
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19 |
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20 | int i = 0;
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21 | int k = 0;
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22 |
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23 | //Skip for the host
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24 | if(!is_server)
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25 | {
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26 | char* zero = strchr(name, 0);
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27 | playerlist_slot = FLr_FindEmptyListSlot();
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28 |
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29 | total_players++;
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30 |
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31 | //checks to see if a name exists or not
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32 | //then appends [#] on the end of it if it does
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33 | //May be buggy, come back to this.
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34 | if(zero - name > 28) zero = name + 28;
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35 | for(i = 0; i < max_connections; i++) {
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36 | if(PlayerList[i] != 0 && !strcmp(name, PlayerList[i]->name)) {
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37 | k++;
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38 | sprintf(zero, "[%i]", k);
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39 | i = 0;
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40 | }
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41 | }
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42 | }
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43 |
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44 | new_char.new_player.Playernumber = playerlist_slot;
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45 |
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46 | //Set up a new Character structure to be spawned as the new player.
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47 | //Can this code be surrounded with if(!is_server){}?
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48 | Char = &new_char.new_player.Character;
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49 | memset(Char, 0, sizeof(CharacterObject));
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50 | Char->Header.Type = 'CHAR';
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51 | sprintf(Char->OSD.Name,"%s",name);
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52 | sprintf(Char->OSD.Class, "%s", "konoko_generic");
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53 | if(is_bot) {
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54 | Char->OSD.MeleeID = 22;
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55 | Char->OSD.JobID = 1;
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56 | Char->OSD.MinimalAlertLevel = 4;
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57 | Char->OSD.InvestigatingAlertLevel = 4;
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58 | Char->OSD.InitialAlertLevel = 4;
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59 | Char->OSD.StartJobAlertLevel = 4;
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60 | }
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61 | else if( !is_server )
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62 | {
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63 | Char->Header.Position.X = PlayerList[0]->Chr->Position.X;
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64 | Char->Header.Position.Y = PlayerList[0]->Chr->Position.Y;
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65 | Char->Header.Position.Z = PlayerList[0]->Chr->Position.Z;
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66 | }
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67 |
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68 | //TMrInstance_GetDataPtr('ONCC', "striker_easy_1", PlayerList[playerlist_slot]->Chr->ONCC);
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69 |
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70 | new_char.id = NEW_PLAYER;
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71 | if(!is_server) {
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72 | ONrGameState_NewCharacter(Char, NULL, NULL, &(player_slot));
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73 | //move this to a set up characters function...
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74 | if(!is_bot) ONgGameState->CharacterStorage[player_slot].charType = 0;
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75 |
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76 | PlayerList[playerlist_slot] = Players+player_slot;
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77 | PlayerList[playerlist_slot]->spawnnumber = player_slot;
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78 | PlayerList[playerlist_slot]->Chr = &(ONgGameState->CharacterStorage)[player_slot];
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79 | //PlayerList[playerlist_slot]->Chr->Flags = chr_dontaim | chr_unkillable; //&= 0xFFBFFFFF; //WTF
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80 | if(!is_bot) PlayerList[playerlist_slot]->Chr->Flags &= 0xFFBFFFFF; //WTF, magic number.
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81 | /*THIS MIGHT BE BAD*/ snprintf(PlayerList[playerlist_slot]->Chr->Name, 32, "%s", name);
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82 | /*THIS MIGHT BE BAD*/ snprintf(PlayerList[playerlist_slot]->name, 32, "%s", name);
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83 | UDPServer_SendToAll( (char*)&new_char, sizeof(new_player) + FLATLINE_HEADER );
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84 |
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85 | }
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86 | else {
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87 | PlayerList[0] = Players;
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88 | PlayerList[0]->Chr = (Character *)(((GameState * )(ONgGameState))->CharacterStorage);
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89 | }
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90 |
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91 | //add player to list
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92 |
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93 | PlayerList[playerlist_slot]->ip = ip;
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94 | PlayerList[playerlist_slot]->list_slot = playerlist_slot;
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95 | /*THIS MIGHT BE BAD*/ snprintf(PlayerList[playerlist_slot]->name, 32, "%s", name);
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96 |
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97 | MultiplayerStatus.PleaseUpdateAllPlayers = 1;
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98 |
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99 | return &Players[player_slot];
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100 | }
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101 | return (player_info*)(-1);
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102 | }
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103 |
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104 | void FLrServer_Initialize(){
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105 | FLrServer_AddPlayer(inet_addr("127.0.0.1"), "host", 1, 0);
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106 | }
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107 |
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108 | //UDPServer_SendToAll
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109 | //Sends a packet to all the clients currently connected.
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110 | //Returns the number of players sent to.
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111 | int UDPServer_SendToAll(void* packet, int size) {
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112 | int j;
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113 | int players = 0;
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114 | sockaddr_in address;
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115 | memset(&address, 0, sizeof(sockaddr_in));
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116 | address.sin_family = AF_INET;
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117 | address.sin_addr.s_addr = htonl(INADDR_ANY);
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118 | address.sin_port = htons(FLATLINE_PORT);
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119 | for(j = 0; j < max_connections; j++) {
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120 | if (PlayerList[j] != 0 && PlayerList[j]->ip && (PlayerList[j]->ip != inet_addr("127.0.0.1"))) {
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121 | int sent_bytes;
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122 | address.sin_addr.s_addr = htonl(PlayerList[j]->ip);//*((struct in_addr*)(int*)&(Players[j].ip));
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123 | DDrConsole_PrintF("Sending packet to %i", PlayerList[j]->ip);
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124 | sent_bytes = NetUDPServer_Send((sockaddr *) &address, (char*)packet, size);
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125 | if(sent_bytes == SOCKET_ERROR) NetCatchError();
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126 | else players++;
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127 | }
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128 | }
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129 | return players;
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130 | }
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131 |
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132 | //FLsPublic_Event
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133 | //Sends an event (door opening, player disconnecting, etc) to all players
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134 | //Always make sure you send a pointer to this, even if it is just one arg. ;).
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135 | //If it is void the double door in State crashes. Probably stack corruption,
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136 | //I'm not sure exactly why.
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137 | //So we return 0 to stop that.
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138 | int FLsPublic_Event( const unsigned int eventIndex, const int * args )
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139 | {
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140 | int numArgs = FLrEvent_GetNumArgs( eventIndex );
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141 | int ret;
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142 | flatline_packet eventPacket = {0};
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143 | eventPacket.id = FLATLINE_EVENT;
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144 | eventPacket.flatline_event.event_index = eventIndex;
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145 | ret = memcpy( eventPacket.flatline_event.intArray, args, sizeof(int) * numArgs );
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146 | ret = UDPServer_SendToAll( &eventPacket, sizeof(int) * (numArgs + 1) + FLATLINE_HEADER );
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147 | return 0;
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148 | }
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149 |
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150 | void FLsPingAll()
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151 | {
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152 | flatline_packet ping;
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153 | ping.id = PK_PING;
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154 | lastPingTime = ping.ping = GetTickCount();
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155 | UDPServer_SendToAll(&ping, FLATLINE_HEADER + 4);
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156 | }
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157 |
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158 | void FLsUpdateName( int index, char* name )
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159 | {
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160 | flatline_packet message;
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161 | int message_size;
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162 |
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163 | char message_buffer[1024];
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164 | sprintf(message_buffer,"%s changed their name to %s", PlayerList[index]->name, name);
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165 | COrMessage_Print(message_buffer, "name_change", 0);
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166 |
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167 | /*THIS MIGHT BE BAD*/ snprintf(PlayerList[index]->name, 32, "%s", name);
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168 | /*THIS MIGHT BE BAD*/ snprintf(PlayerList[index]->Chr->Name, 32, "%s", name);
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169 |
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170 | message.id = CHANGE_NAME;
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171 | message.data[0] = index;
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172 | message_size = sprintf(message.data + 1, "%s", name);
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173 |
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174 | UDPServer_SendToAll(&message, message_size + 2 + FLATLINE_HEADER);
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175 | }
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176 | void FLsSend_BINACHAR( short j, sockaddr* socket )
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177 | {
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178 |
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179 | ActiveCharacter* AC = ONrGetActiveCharacter( PlayerList[j]->Chr);
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180 | flatline_packet new_char = {0};
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181 | CharacterObject* Char = &new_char.new_player.Character;
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182 |
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183 | new_char.id = NEW_PLAYER;
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184 | new_char.new_player.Playernumber = j;
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185 |
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186 | // memset(Char, 0, sizeof(CharacterObject));
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187 | Char->Header.Type = 'CHAR';
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188 | Char->OSD.Options = chr_dontaim;
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189 |
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190 | sprintf(Char->OSD.Name,"%s",PlayerList[j]->name);
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191 |
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192 | sprintf(Char->OSD.Class, "%s", TMrInstance_GetInstanceName(PlayerList[j]->Chr->ONCC));
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193 |
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194 | if(AC && AC->PhyContext)
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195 | {
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196 | Char->Header.Position = AC->PhyContext->Position;
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197 | }
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198 | else
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199 | {
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200 | Char->Header.Position.X = 0;
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201 | Char->Header.Position.Y = 0;
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202 | Char->Header.Position.Z = 0;
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203 | }
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204 |
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205 | NetTCPServer_Send(socket, (char*)&new_char, sizeof(new_player) + FLATLINE_HEADER );
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206 | }
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207 | bool FLrServer_PacketCallback(char* data, int datalen, int from)
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208 | {
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209 | int i, j;
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210 | bool found_player = 0;
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211 | flatline_packet * packet = (flatline_packet*)data;
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212 | static int recieved = 0;
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213 | sockaddr_in sender;
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214 | sender.sin_family = AF_INET;
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215 | sender.sin_port = htons(FLATLINE_PORT);
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216 | sender.sin_addr = *((struct in_addr*)(int*)&from);
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217 |
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218 |
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219 | //packet->data[datalen] = '\0';
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220 |
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221 | //DDrConsole_PrintF("Packet \r%d recieved from %i", ++recieved, from);
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222 |
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223 |
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224 |
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225 | //if data[0] != CONNECT_SEND, search in playerlist for ip address
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226 |
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227 |
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228 |
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229 |
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230 | switch(packet->id) {
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231 | flatline_packet connect_recv;
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232 | player_info * playah;
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233 | //rewrite this when we get TCP support.
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234 | //rewrite this before we get TCP support*
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235 | //the way of seeing if there is room for players sucks.
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236 | case CONNECT_SEND:
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237 | ;
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238 |
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239 | connect_recv.id = CONNECT_REPLY;
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240 |
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241 | //if(Players[i].ip == sender.sin_addr.S_un.S_addr) break; //needs to send an error message
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242 | sender.sin_addr.S_un.S_addr = htonl(sender.sin_addr.S_un.S_addr);
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243 | playah = FLrServer_AddPlayer(from,packet->connect_send.name, 0, 0);
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244 | DDrConsole_PrintF("%s connected from %s", packet->connect_send.name, inet_ntoa(sender.sin_addr ) );
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245 | if(!((int)playah > -5 && (int)playah <= 0)) {
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246 |
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247 | connect_recv.connect_reply.goodtogo = 1;
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248 | connect_recv.connect_reply.player_slot = playah->list_slot;
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249 | //DDrConsole_PrintF("Slot: %i", playah->list_slot);
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250 |
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251 | //sending this several times to make sure it gets through. Really need to make up some form of packet tracking.
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252 | NetUDPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER);
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253 | NetUDPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER);
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254 | NetUDPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER);
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255 | NetUDPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER);
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256 | NetUDPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER);
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257 | Sleep(100);
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258 |
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259 |
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260 |
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261 | for(j = 0; j < max_connections; j++) {
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262 | if(PlayerList[j] != 0) {
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263 | FLsSend_BINACHAR( j, (sockaddr *)&sender);
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264 | }
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265 |
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266 | }
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267 | }
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268 | else {
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269 | //fix the error messages...
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270 | DDrConsole_PrintF("Server is full. :(");
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271 | connect_recv.connect_reply.goodtogo = 0;
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272 | sender.sin_addr.S_un.S_addr = htonl(sender.sin_addr.S_un.S_addr);
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273 | memcpy(&connect_recv.connect_reply.message,"Server is full.", sizeof("Server is full."));
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274 | NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(bool)*2 + FLATLINE_HEADER + sizeof("Server is full."));
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275 |
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276 | }
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277 |
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278 |
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279 | break;
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280 | case CONNECT_REPLY:
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281 | break; //do nothing...a server shouldn't recieve this type of packet.
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282 | case MESSAGE:
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283 | for(i = 0; i < MAX_PLAYERS; i++) {
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284 | //DDrConsole_PrintF("%i : %i | %s : %s", from, Players[i].ip, inet_ntoa(*(struct in_addr*)&from), inet_ntoa(*(struct in_addr*)&(Players[i].ip)));
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285 | if(Players[i].ip == sender.sin_addr.S_un.S_addr) {
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286 | found_player = 1;
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287 | break;
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288 | }
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289 | }
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290 | if(found_player == 0) break;
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291 | else {
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292 | char message_buffer[512] = {0};
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293 | flatline_packet message;
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294 | int message_size;
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295 | data[datalen] = 0;
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296 |
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297 | DDrConsole_PrintF("%s: %s", Players[i].name, packet->data);
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298 | sprintf(message_buffer, "%s: %s", Players[i].name, packet->data);
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299 |
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300 | message.id = MESSAGE;
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301 | message_size = sprintf(message.data, "%s", message_buffer);
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302 | COrMessage_Print(message_buffer, "chat", 0);
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303 | UDPServer_SendToAll(&message, message_size + 1 + FLATLINE_HEADER);
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304 | break;
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305 | }
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306 | case CHANGE_NAME:
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307 | for(i = 0; i < MAX_PLAYERS; i++) {
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308 | if(PlayerList[i] && PlayerList[i]->ip == sender.sin_addr.S_un.S_addr) {
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309 | found_player = 1;
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310 | break;
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311 | }
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312 | }
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313 | if(found_player == 0) break;
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314 | else {
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315 | bool name_exists = 0;
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316 | for(j = 0; j < MAX_PLAYERS; j++) {
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317 | if(PlayerList[j] && !strcmp(packet->data, PlayerList[j]->name)) {
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318 | name_exists = 1;
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319 | break;
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320 | }
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321 | }
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322 | if(!name_exists) {
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323 | FLsUpdateName( i, packet->data );
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324 | }
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325 | break;
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326 | }
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327 | case PLAYER_INPUT:
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328 |
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329 | for(i = 0; i < max_connections; i++) {
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330 | if(PlayerList[i] != 0 && PlayerList[i]->ip == sender.sin_addr.S_un.S_addr) {
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331 | found_player = 1;
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332 | break;
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333 | }
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334 | }
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335 |
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336 | if(found_player == 0) break;
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337 | else {
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338 | input_struct * packet_input = &packet->input_struct;
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339 |
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340 |
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341 | PlayerList[i]->InputFromClient.Actions1 = packet_input->Actions1;
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342 | PlayerList[i]->InputFromClient.Actions2 = packet_input->Actions2;
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343 | PlayerList[i]->InputFromClient.MouseDeltaX = packet_input->MouseDeltaX;
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344 | PlayerList[i]->InputFromClient.MouseDeltaY = packet_input->MouseDeltaY;
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345 | PlayerList[i]->FacingFromClient = packet_input->DesiredFacing;
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346 | //PlayerList[i]->LastInputTime = packet_input->Time;
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347 |
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348 | break;
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349 | }
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350 | case PK_PONG:
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351 | for(i = 0; i < max_connections; i++) {
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352 | if(PlayerList[i] != 0 && PlayerList[i]->ip == sender.sin_addr.S_un.S_addr) {
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353 | found_player = 1;
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354 | break;
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355 | }
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356 | }
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357 |
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358 | if(found_player == 0) break;
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359 | if(packet->ping != lastPingTime)
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360 | {
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361 | PlayerList[i]->Ping = 999;
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362 | }
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363 | else
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364 | {
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365 | PlayerList[i]->Ping = GetTickCount() - packet->ping;
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366 | }
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367 | break;
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368 | case PK_MISSING_PLAYER:
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369 | if(packet->integer < MAX_PLAYERS)
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370 | {
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371 | FLsSend_BINACHAR( packet->integer, &sender);
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372 | }
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373 | break;
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374 | default:
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375 | DDrConsole_PrintF("Warning, recieved badly formed packet!");
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376 | break;
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377 | }
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378 | return true;
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379 | }
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380 |
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381 |
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382 |
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383 | bool FLrServer_Run()
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384 | {
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385 | m_announcegame Game;
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386 | HRESULT ret;
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387 | /* PortMappingContainer_C PMC =
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388 | {
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389 | "",
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390 | "27777",
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391 | "27777",
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392 | "UDP",
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393 | "",
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394 | "",
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395 | "Flatline!"
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396 | };*/
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397 | // Get the local hostname
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398 | char szHostName[255];
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399 | struct hostent *host_entry;
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400 | gethostname(szHostName, 255);
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401 |
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402 | host_entry=gethostbyname(szHostName);
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403 |
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404 | /*strcpy( PMC.InternalClient, inet_ntoa (*(struct in_addr *)*host_entry->h_addr_list) );
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405 | ret = uPnP_Forward( &PMC );
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406 | if(!ret)
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407 | {
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408 | DDrConsole_Print( "Port Forwarded" );
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409 | }
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410 | else
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411 | {
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412 | LPSTR Message;
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413 | FormatMessage(FORMAT_MESSAGE_ALLOCATE_BUFFER|FORMAT_MESSAGE_FROM_SYSTEM, &ret,0,0,&Message,0,NULL);
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414 | DDrConsole_Print( Message );
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415 | }
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416 | */
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417 | DDrConsole_PrintF("Server started at %s...", inet_ntoa (*(struct in_addr *)*host_entry->h_addr_list));
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418 |
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419 | Game.port = htons(FLATLINE_PORT);
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420 | /*THIS MIGHT BE BAD*/ snprintf(Game.g.Buffer, 128, "%s's Game", MariusLogin);
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421 |
|
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422 | MSNet_CreateGame( &Game );
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423 |
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424 | return NetUDPServer_Listen(27777, FLrServer_PacketCallback);
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425 | }
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