948 lines
24 KiB
C++
948 lines
24 KiB
C++
/* FCE Ultra Network Play Server
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*
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* Copyright notice for this file:
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* Copyright (C) 2004 Xodnizel
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include <time.h>
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#include <stdlib.h>
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#include <string.h>
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#include <sys/types.h>
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#include <sys/socket.h>
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#include <sys/ioctl.h>
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#include <sys/time.h>
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#include <sys/param.h>
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#include <netinet/in.h>
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#include <netinet/tcp.h>
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#include <arpa/inet.h>
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#include <stdio.h>
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#include <unistd.h>
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#include <netdb.h>
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#include <errno.h>
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#include <fcntl.h>
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#include <stdarg.h>
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#include <exception>
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#include "types.h"
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#include "md5.h"
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#include "throttle.h"
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#define VERSION "0.0.5"
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#define DEFAULT_PORT 4046
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#define DEFAULT_MAX 100
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#define DEFAULT_TIMEOUT 5
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#define DEFAULT_FRAMEDIVISOR 1
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#define DEFAULT_CONFIG "/etc/fceux-server.conf"
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// MSG_NOSIGNAL and SOL_TCP have been depreciated on osx
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#if defined (__APPLE__) || defined(BSD)
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#define MSG_NOSIGNAL SO_NOSIGPIPE
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#define SOL_TCP IPPROTO_TCP
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#endif
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typedef struct {
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uint32 id; /* mainly for faster referencing when pointed to from the Games
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entries.
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*/
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char *nickname;
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int TCPSocket;
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void *game; /* Pointer to the game this player is in. */
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int localplayers; /* The number of local players, 1-4 */
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time_t timeconnect; /* Time the client made the connection. */
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/* Variables to handle non-blocking TCP reads. */
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uint8 *nbtcp;
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uint32 nbtcphas, nbtcplen;
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uint32 nbtcptype;
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} ClientEntry;
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typedef struct
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{
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uint8 id[16]; /* Unique 128-bit identifier for this game session. */
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uint8 joybuf[5]; /* 4 player data + 1 command byte */
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int MaxPlayers; /* Maximum players for this game */
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ClientEntry *Players[4]; /* Pointers to player data. */
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int IsUnique[4]; /* Set to 1 if player is unique client, 0
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if it's a duplicated entry to handle multiple players
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per client.
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*/
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uint8 ExtraInfo[64]; /* Expansion information to be used in future versions
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of FCE Ultra.
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*/
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} GameEntry;
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typedef struct
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{
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unsigned int MaxClients; /* The maximum number of clients to allow. */
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/* You should expect each client to use
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65-70Kbps(not including save state loads) while
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connected(and logged in), when using the default
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FrameDivisor value of 1.
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*/
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unsigned int ConnectTimeout; /* How long to wait(in seconds) for the client to provide
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login data before disconnecting the client.
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*/
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unsigned int FrameDivisor; /* The number of updates per second are divided
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by this number. 1 = 60 updates/sec(approx),
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2 = 30 updates/sec, etc. */
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unsigned int Port; /* The port to listen on. */
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uint8 *Password; /* The server password. */
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} CONFIG;
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CONFIG ServerConfig;
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int LoadConfigFile(char *fn)
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{
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FILE *fp;
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ServerConfig.Port = ServerConfig.MaxClients = ServerConfig.ConnectTimeout = ServerConfig.FrameDivisor = ~0;
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if(fp=fopen(fn,"rb"))
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{
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char buf[256];
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while(fgets(buf, 256, fp) != NULL)
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{
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if(!strncasecmp(buf,"maxclients",strlen("maxclients")))
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sscanf(buf,"%*s %d",&ServerConfig.MaxClients);
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else if(!strncasecmp(buf,"connecttimeout",strlen("connecttimeout")))
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sscanf(buf,"%*s %d",&ServerConfig.ConnectTimeout);
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else if(!strncasecmp(buf,"framedivisor",strlen("framedivisor")))
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sscanf(buf,"%*s %d",&ServerConfig.FrameDivisor);
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else if(!strncasecmp(buf,"port",strlen("port")))
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sscanf(buf,"%*s %d",&ServerConfig.Port);
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else if(!strncasecmp(buf,"password",strlen("password")))
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{
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char *pass = 0;
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sscanf(buf,"%*s %as",&pass);
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if(pass)
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{
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struct md5_context md5;
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ServerConfig.Password = (uint8 *)malloc(16);
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md5_starts(&md5);
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md5_update(&md5,(uint8*)pass,strlen(pass));
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md5_finish(&md5,ServerConfig.Password);
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puts("Password required to log in.");
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}
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}
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}
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}
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else
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{
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printf("Cannot load configuration file %s.\n", fn);
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return(0);
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}
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if(~0 == (ServerConfig.Port & ServerConfig.MaxClients & ServerConfig.ConnectTimeout & ServerConfig.FrameDivisor))
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{
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puts("Incomplete configuration file");
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return(0);
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}
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//printf("%d,%d,%d\n",ServerConfig.MaxClients,ServerConfig.ConnectTimeout,ServerConfig.FrameDivisor);
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printf("Using configuration file located at %s\n", fn);
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return(1);
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}
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static ClientEntry *Clients;
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static GameEntry *Games;
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static void en32(uint8 *buf, uint32 morp)
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{
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buf[0]=morp;
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buf[1]=morp>>8;
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buf[2]=morp>>16;
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buf[3]=morp>>24;
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}
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static uint32 de32(uint8 *morp)
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{
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return(morp[0]|(morp[1]<<8)|(morp[2]<<16)|(morp[3]<<24));
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}
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static char *CleanNick(char *nick);
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static int NickUnique(ClientEntry *client);
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static void AddClientToGame(ClientEntry *client, uint8 id[16], uint8 extra[64]) throw(int);
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static void SendToAll(GameEntry *game, int cmd, uint8 *data, uint32 len) throw(int);
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static void BroadcastText(GameEntry *game, const char *fmt, ...) throw(int);
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static void TextToClient(ClientEntry *client, const char *fmt, ...) throw(int);
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static void KillClient(ClientEntry *client);
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#define NBTCP_LOGINLEN 0x100
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#define NBTCP_LOGIN 0x200
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#define NBTCP_COMMANDLEN 0x300
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#define NBTCP_COMMAND 0x400
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#define NBTCP_UPDATEDATA 0x800
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static void StartNBTCPReceive(ClientEntry *client, uint32 type, uint32 len)
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{
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client->nbtcp = (uint8 *)malloc(len);
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client->nbtcplen = len;
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client->nbtcphas = 0;
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client->nbtcptype = type;
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}
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static void RedoNBTCPReceive(ClientEntry *client)
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{
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client->nbtcphas = 0;
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}
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static void EndNBTCPReceive(ClientEntry *client)
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{
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free(client->nbtcp);
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client->nbtcplen = client->localplayers;
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client->nbtcphas = 0;
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client->nbtcptype = 0;
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client->nbtcp = 0;
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}
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static uint8 *MakeMPS(ClientEntry *client)
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{
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static uint8 buf[64];
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uint8 *bp = buf;
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int x;
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GameEntry *game = (GameEntry *)client->game;
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for(x=0;x<4;x++)
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{
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if(game->Players[x] == client)
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{
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*bp = '0' + x + 1;
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bp++;
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*bp = ',';
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bp++;
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}
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}
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if(*(bp-1) == ',') bp--;
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*bp = 0;
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return(buf);
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}
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/* Returns 1 if we are back to normal game mode, 0 if more data is yet to arrive. */
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static int CheckNBTCPReceive(ClientEntry *client) throw(int)
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{
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if(!client->nbtcplen)
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throw(1); /* Should not happen. */
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int l;
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while(l = recv(client->TCPSocket, client->nbtcp + client->nbtcphas, client->nbtcplen - client->nbtcphas, MSG_NOSIGNAL))
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{
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if(l == -1)
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{
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if(errno == EAGAIN || errno == EWOULDBLOCK)
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break;
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throw(1); /* Die now. NOW. */
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}
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client->nbtcphas += l;
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//printf("Read: %d, %04x, %d, %d\n",l,client->nbtcptype,client->nbtcphas, client->nbtcplen);
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/* We're all full. Yippie. */
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if(client->nbtcphas == client->nbtcplen)
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{
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uint32 len;
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switch(client->nbtcptype & 0xF00)
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{
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case NBTCP_UPDATEDATA:
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{
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GameEntry *game = (GameEntry *)client->game;
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int x, wx;
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if(client->nbtcp[0] == 0xFF)
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{
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EndNBTCPReceive(client);
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StartNBTCPReceive(client, NBTCP_COMMANDLEN, 5);
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return(1);
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}
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for(x=0,wx=0; x < 4; x++)
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{
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if(game->Players[x] == client)
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{
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game->joybuf[x] = client->nbtcp[wx];
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wx++;
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}
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}
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RedoNBTCPReceive(client);
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}
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return(1);
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case NBTCP_COMMANDLEN:
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{
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uint8 cmd = client->nbtcp[4];
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len = de32(client->nbtcp);
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if(len > 200000) /* Sanity check. */
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throw(1);
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//printf("%02x, %d\n",cmd,len);
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if(!len && !(cmd&0x80))
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{
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SendToAll((GameEntry*)client->game, client->nbtcp[4], 0, 0);
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EndNBTCPReceive(client);
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StartNBTCPReceive(client,NBTCP_UPDATEDATA,client->localplayers);
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}
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else if(client->nbtcp[4]&0x80)
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{
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EndNBTCPReceive(client);
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if(len)
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{
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StartNBTCPReceive(client,NBTCP_COMMAND | cmd,len);
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}
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else
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{
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/* Woops. Client probably tried to send a text message of 0 length.
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Or maybe a 0-length cheat file? Better be safe! */
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StartNBTCPReceive(client,NBTCP_UPDATEDATA,client->localplayers);
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}
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}
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else throw(1);
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return(1);
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}
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case NBTCP_COMMAND:
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{
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len = client->nbtcplen;
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uint32 tocmd = client->nbtcptype & 0xFF;
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if(tocmd == 0x90) /* Text */
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{
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char *ma, *ma2;
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ma = (char *) malloc(len + 1);
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memcpy(ma, client->nbtcp, len);
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ma[len] = 0;
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asprintf(&ma2, "<%s> %s",client->nickname,ma);
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free(ma);
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ma = ma2;
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len=strlen(ma);
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SendToAll((GameEntry*)client->game, tocmd, (uint8 *)ma, len);
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free(ma);
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}
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else
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{
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SendToAll((GameEntry*)client->game, tocmd, client->nbtcp, len);
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}
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EndNBTCPReceive(client);
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StartNBTCPReceive(client,NBTCP_UPDATEDATA,client->localplayers);
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return(1);
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}
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case NBTCP_LOGINLEN:
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len = de32(client->nbtcp);
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if(len > 1024 || len < (16 + 16 + 64 + 1))
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throw(1);
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EndNBTCPReceive(client);
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StartNBTCPReceive(client,NBTCP_LOGIN,len);
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return(1);
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case NBTCP_LOGIN:
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{
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uint32 len;
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uint8 gameid[16];
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uint8 *sexybuf;
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uint8 extra[64];
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len = client->nbtcplen;
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sexybuf = client->nbtcp;
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/* Game ID(MD5'd game MD5 and password on client side). */
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memcpy(gameid, sexybuf, 16);
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sexybuf += 16;
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len -= 16;
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if(ServerConfig.Password)
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if(memcmp(ServerConfig.Password,sexybuf,16))
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{
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TextToClient(client,"Invalid server password.");
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throw(1);
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}
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sexybuf += 16;
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len -= 16;
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memcpy(extra, sexybuf, 64);
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sexybuf += 64;
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len -= 64;
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client->localplayers = *sexybuf;
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if(client->localplayers < 1 || client->localplayers > 4)
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{
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TextToClient(client,"Invalid number(%d) of local players!",client->localplayers);
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throw(1);
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}
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sexybuf++;
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len -= 1;
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AddClientToGame(client, gameid, extra);
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/* Get the nickname */
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if(len)
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{
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client->nickname = (char *)malloc(len + 1);
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memcpy(client->nickname, sexybuf, len);
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client->nickname[len] = 0;
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if((client->nickname = CleanNick(client->nickname)))
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if(!NickUnique(client)) /* Nickname already exists */
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{
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free(client->nickname);
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client->nickname = 0;
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}
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}
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uint8 *mps = MakeMPS(client);
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if(!client->nickname)
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asprintf(&client->nickname,"*Player %s",mps);
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printf("Client %d assigned to game %d as player %s <%s>\n",client->id,(GameEntry*)client->game - Games,mps, client->nickname);
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int x;
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GameEntry *tg=(GameEntry *)client->game;
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for(x=0; x<tg->MaxPlayers; x++)
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{
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if(tg->Players[x] && tg->IsUnique[x])
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{
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if(tg->Players[x] != client)
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{
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try
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{
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TextToClient(tg->Players[x], "* Player %s has just connected as: %s",MakeMPS(client),client->nickname);
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}
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catch(int i)
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{
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KillClient(tg->Players[x]);
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}
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TextToClient(client, "* Player %s is already connected as: %s",MakeMPS(tg->Players[x]),tg->Players[x]->nickname);
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}
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else
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TextToClient(client, "* You(Player %s) have just connected as: %s",MakeMPS(client),client->nickname);
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}
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}
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}
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EndNBTCPReceive(client);
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StartNBTCPReceive(client,NBTCP_UPDATEDATA,client->localplayers);
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return(1);
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}
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}
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}
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return(0);
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}
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|
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int ListenSocket;
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static char *CleanNick(char *nick)
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{
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int x;
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for(x=0; x<strlen(nick); x++)
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if(nick[x] == '<' || nick[x] == '>' || nick[x] == '*' || (nick[x] < 0x20))
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nick[x] = 0;
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if(!strlen(nick))
|
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{
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free(nick);
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nick = 0;
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}
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|
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return(nick);
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}
|
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|
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static int NickUnique(ClientEntry *client)
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{
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int x;
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GameEntry *game = (GameEntry *)client-> game;
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for(x=0; x<game->MaxPlayers; x++)
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if(game->Players[x] && client != game->Players[x])
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|
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if(!strcasecmp(client->nickname, game->Players[x]->nickname))
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return(0);
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|
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return(1);
|
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}
|
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|
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static int MakeSendTCP(ClientEntry *client, uint8 *data, uint32 len) throw(int)
|
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{
|
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if(send(client->TCPSocket, data, len, MSG_NOSIGNAL) != len)
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throw(1);
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return(1);
|
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}
|
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|
|
static void SendToAll(GameEntry *game, int cmd, uint8 *data, uint32 len) throw(int)
|
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{
|
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uint8 poo[5];
|
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int x;
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poo[4] = cmd;
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|
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for(x=0;x<game->MaxPlayers;x++)
|
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{
|
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if(!game->Players[x] || !game->IsUnique[x]) continue;
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|
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try
|
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{
|
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if(cmd & 0x80)
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en32(poo, len);
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MakeSendTCP(game->Players[x],poo,5);
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if(cmd & 0x80)
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{
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MakeSendTCP(game->Players[x], data, len);
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}
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}
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catch(int i)
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{
|
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KillClient(game->Players[x]);
|
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}
|
|
}
|
|
}
|
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|
|
static void TextToClient(ClientEntry *client, const char *fmt, ...) throw(int)
|
|
{
|
|
char *moo;
|
|
va_list ap;
|
|
|
|
va_start(ap,fmt);
|
|
vasprintf(&moo, fmt, ap);
|
|
va_end(ap);
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|
|
|
|
uint8 poo[5];
|
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uint32 len;
|
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|
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poo[4] = 0x90;
|
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len = strlen(moo);
|
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en32(poo, len);
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|
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MakeSendTCP(client, poo, 5);
|
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MakeSendTCP(client, (uint8*)moo, len);
|
|
free(moo);
|
|
}
|
|
|
|
static void BroadcastText(GameEntry *game, const char *fmt, ...) throw(int)
|
|
{
|
|
char *moo;
|
|
va_list ap;
|
|
|
|
va_start(ap,fmt);
|
|
vasprintf(&moo, fmt, ap);
|
|
va_end(ap);
|
|
|
|
SendToAll(game, 0x90,(uint8 *)moo,strlen(moo));
|
|
free(moo);
|
|
}
|
|
|
|
static void KillClient(ClientEntry *client)
|
|
{
|
|
GameEntry *game;
|
|
uint8 *mps;
|
|
char *bmsg;
|
|
|
|
game = (GameEntry *)client->game;
|
|
if(game)
|
|
{
|
|
int w;
|
|
int tc = 0;
|
|
|
|
for(w=0;w<game->MaxPlayers;w++)
|
|
if(game->Players[w]) tc++;
|
|
|
|
for(w=0;w<game->MaxPlayers;w++)
|
|
if(game->Players[w])
|
|
if(game->Players[w] == client)
|
|
game->Players[w] = NULL;
|
|
|
|
time_t curtime = time(0);
|
|
printf("Player <%s> disconnected from game %d on %s",client->nickname,game-Games,ctime(&curtime));
|
|
asprintf(&bmsg, "* Player %s <%s> left.",MakeMPS(client),client->nickname);
|
|
if(tc == client->localplayers) /* If total players for this game = total local
|
|
players for this client, destroy the game.
|
|
*/
|
|
{
|
|
printf("Game %d destroyed.\n",game-Games);
|
|
memset(game, 0, sizeof(GameEntry));
|
|
game = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
time_t curtime = time(0);
|
|
printf("Unassigned client %d disconnected on %s",client->id, ctime(&curtime));
|
|
}
|
|
|
|
if(client->nbtcp)
|
|
free(client->nbtcp);
|
|
|
|
if(client->nickname)
|
|
free(client->nickname);
|
|
|
|
if(client->TCPSocket != -1)
|
|
close(client->TCPSocket);
|
|
|
|
memset(client, 0, sizeof(ClientEntry));
|
|
client->TCPSocket = -1;
|
|
|
|
if(game)
|
|
BroadcastText(game,"%s",bmsg);
|
|
}
|
|
|
|
static void AddClientToGame(ClientEntry *client, uint8 id[16], uint8 extra[64]) throw(int)
|
|
{
|
|
int wg;
|
|
GameEntry *game,*fegame;
|
|
|
|
retry:
|
|
|
|
game = NULL;
|
|
fegame = NULL;
|
|
|
|
/* First, find an available game. */
|
|
for(wg=0; wg<ServerConfig.MaxClients; wg++)
|
|
{
|
|
if(!Games[wg].MaxPlayers && !fegame)
|
|
{
|
|
if(!fegame)
|
|
fegame=&Games[wg];
|
|
}
|
|
else if(!memcmp(Games[wg].id,id,16)) /* A match was found! */
|
|
{
|
|
game = &Games[wg];
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(!game) /* Hmm, no game found. Guess we'll have to create one. */
|
|
{
|
|
game=fegame;
|
|
printf("Game %d added\n",game-Games);
|
|
memset(game, 0, sizeof(GameEntry));
|
|
game->MaxPlayers = 4;
|
|
memcpy(game->id, id, 16);
|
|
memcpy(game->ExtraInfo, extra, 64);
|
|
}
|
|
|
|
int n;
|
|
for(n = 0; n < game->MaxPlayers; n++)
|
|
if(game->Players[n])
|
|
{
|
|
try
|
|
{
|
|
uint8 b[5];
|
|
b[4] = 0x81;
|
|
MakeSendTCP(game->Players[n], b, 5);
|
|
break;
|
|
}
|
|
catch(int i)
|
|
{
|
|
KillClient(game->Players[n]);
|
|
/* All right, now the client we sent the request to is killed. I HOPE YOU'RE HAPPY! */
|
|
/* Since killing a client can destroy a game, we'll need to see if the game was trashed.
|
|
If it was, then "goto retry", and try again. Ugly, yes. I LIKE UGLY.
|
|
*/
|
|
if(!game->MaxPlayers)
|
|
goto retry;
|
|
}
|
|
}
|
|
|
|
int instancecount = client->localplayers;
|
|
|
|
for(n=0; n<game->MaxPlayers; n++)
|
|
{
|
|
if(!game->Players[n])
|
|
{
|
|
game->Players[n] = client;
|
|
if(instancecount == client->localplayers)
|
|
game->IsUnique[n] = 1;
|
|
else
|
|
game->IsUnique[n] = 0;
|
|
instancecount --;
|
|
if(!instancecount)
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Game is full. */
|
|
if(n == game->MaxPlayers)
|
|
{
|
|
for(n=0; n<game->MaxPlayers; n++)
|
|
if(game->Players[n] == client)
|
|
game->Players[n] = 0;
|
|
TextToClient(client, "Sorry, game is full. %d instance(s) tried, %d available.",client->localplayers,client->localplayers - instancecount);
|
|
throw(1);
|
|
}
|
|
|
|
client->game = (void *)game;
|
|
}
|
|
|
|
|
|
|
|
|
|
int main(int argc, char *argv[])
|
|
{
|
|
struct sockaddr_in sockin;
|
|
socklen_t sockin_len;
|
|
int i;
|
|
char* pass = 0;
|
|
/* If we can't load the default config file, use some defined values */
|
|
if(!LoadConfigFile(DEFAULT_CONFIG))
|
|
{
|
|
ServerConfig.Port = DEFAULT_PORT;
|
|
ServerConfig.MaxClients = DEFAULT_MAX;
|
|
ServerConfig.ConnectTimeout = DEFAULT_TIMEOUT;
|
|
ServerConfig.FrameDivisor = DEFAULT_FRAMEDIVISOR;
|
|
}
|
|
char* configfile = 0;
|
|
|
|
for(i=1; i<argc ;i++)
|
|
{
|
|
if(!strcmp(argv[i], "--help") || !strcmp(argv[i], "-h"))
|
|
{
|
|
printf("Usage: %s [OPTION]...\n" ,argv[0]);
|
|
printf("Begins the FCE Ultra game server with given options.\n");
|
|
printf("This server will first look in %s for options. If that \nfile does not exist, it will use the defaults given here. Any argument given \ndirectly will override any default values.\n\n", DEFAULT_CONFIG);
|
|
|
|
printf("-h\t--help\t\tDisplays this help message.\n");
|
|
printf("-v\t--version\t\tDisplays the version number and quits.\n");
|
|
printf("-p\t--port\t\tStarts server on given port. (default=%d)\n", DEFAULT_PORT);
|
|
printf("-w\t--password\tSpecifies a password for entry.\n");
|
|
printf("-m\t--maxclients\tSpecifies the maximum amount of clients allowed \n\t\t\tto access the server. (default=%d)\n", DEFAULT_MAX);
|
|
printf("-t\t--timeout\tSpecifies the amount of seconds before the server \n\t\t\ttimes out. (default=%d)\n", DEFAULT_TIMEOUT);
|
|
printf("-f\t--framedivisor\tSpecifies frame divisor.\n\t\t\t(eg: 60 / framedivisor = updates per second)(default=%d)\n", DEFAULT_FRAMEDIVISOR);
|
|
printf("-c\t--configfile\tLoads the given configuration file.\n");
|
|
return -1;
|
|
}
|
|
if(!strcmp(argv[i], "--port") || !strcmp(argv[i], "-p"))
|
|
{
|
|
i++;
|
|
if(argc == i)
|
|
{
|
|
printf("Please specify a port to use.\n");
|
|
return -1;
|
|
}
|
|
ServerConfig.Port = atoi(argv[i]);
|
|
continue;
|
|
}
|
|
if(!strcmp(argv[i], "--password") || !strcmp(argv[i], "-w"))
|
|
{
|
|
i++;
|
|
if(argc == i)
|
|
{
|
|
printf("Please specify a password.\n");
|
|
return -1;
|
|
}
|
|
pass = argv[i];
|
|
struct md5_context md5;
|
|
ServerConfig.Password = (uint8 *)malloc(16);
|
|
md5_starts(&md5);
|
|
md5_update(&md5,(uint8*)pass,strlen(pass));
|
|
md5_finish(&md5,ServerConfig.Password);
|
|
puts("Password required to log in.");
|
|
continue;
|
|
}
|
|
if(!strcmp(argv[i], "--maxclients") || !strcmp(argv[i], "-m"))
|
|
{
|
|
i++;
|
|
if(argc == i)
|
|
{
|
|
printf("Please specify the maximium ammount of clients.\n");
|
|
return -1;
|
|
}
|
|
ServerConfig.MaxClients = atoi(argv[i]);
|
|
continue;
|
|
}
|
|
if(!strcmp(argv[i], "--timeout") || !strcmp(argv[i], "-t"))
|
|
{
|
|
i++;
|
|
if(argc == i)
|
|
{
|
|
printf("Please specify the conenction timeout time in seconds.\n");
|
|
return -1;
|
|
}
|
|
ServerConfig.ConnectTimeout = atoi(argv[i]);
|
|
continue;
|
|
}
|
|
if(!strcmp(argv[i], "--framedivisor") || !strcmp(argv[i], "-f"))
|
|
{
|
|
i++;
|
|
if(argc == i)
|
|
{
|
|
printf("Please specify a framedivisor.\n");
|
|
return -1;
|
|
}
|
|
ServerConfig.FrameDivisor = atoi(argv[i]);
|
|
continue;
|
|
}
|
|
if(!strcmp(argv[i], "--configfile") || !strcmp(argv[i], "-c"))
|
|
{
|
|
i++;
|
|
if(argc == i)
|
|
{
|
|
printf("Please specify a configfile to load.\n");
|
|
return -1;
|
|
}
|
|
if(!LoadConfigFile(argv[i]))
|
|
{
|
|
puts("Error loading configuration file.");
|
|
exit(-1);
|
|
}
|
|
continue;
|
|
}
|
|
if(!strcmp(argv[i], "--version") || !strcmp(argv[i], "-v"))
|
|
{
|
|
printf("FCE Ultra network server version %s\n", VERSION);
|
|
return 0;
|
|
}
|
|
|
|
/* If we've gotten here, we don't know what the argument is */
|
|
printf("Invalid parameter: %s\n", argv[i]);
|
|
return -1;
|
|
}
|
|
|
|
Games = (GameEntry *)malloc(sizeof(GameEntry) * ServerConfig.MaxClients);
|
|
Clients = (ClientEntry *)malloc(sizeof(ClientEntry) * ServerConfig.MaxClients);
|
|
|
|
memset(Games,0,sizeof(GameEntry) * ServerConfig.MaxClients);
|
|
memset(Clients,0,sizeof(ClientEntry) * ServerConfig.MaxClients);
|
|
|
|
{
|
|
int x;
|
|
for(x=0; x<ServerConfig.MaxClients; x++)
|
|
Clients[x].TCPSocket = -1;
|
|
}
|
|
RefreshThrottleFPS(ServerConfig.FrameDivisor);
|
|
|
|
/* First, we need to create a socket to listen on. */
|
|
ListenSocket = socket(AF_INET, SOCK_STREAM, 0);
|
|
|
|
/* Set send buffer size to 262,144 bytes. */
|
|
int sndbufsize = 262144;
|
|
if(setsockopt(ListenSocket, SOL_SOCKET, SO_SNDBUF, &sndbufsize, sizeof(int)))
|
|
printf("Send buffer size set failed: %s",strerror(errno));
|
|
|
|
int tcpopt = 1;
|
|
if(setsockopt(ListenSocket, SOL_TCP, TCP_NODELAY, &tcpopt, sizeof(int)))
|
|
{
|
|
printf("Nodelay fail: %s",strerror(errno));
|
|
exit(-1);
|
|
}
|
|
|
|
memset(&sockin, 0, sizeof(sockin));
|
|
sockin.sin_family = AF_INET;
|
|
sockin.sin_addr.s_addr = INADDR_ANY;
|
|
sockin_len = sizeof(sockin);
|
|
sockin.sin_port = htons(ServerConfig.Port);
|
|
|
|
printf("Binding to port %d... ",ServerConfig.Port);
|
|
if(bind(ListenSocket, (struct sockaddr *)&sockin, sockin_len))
|
|
{
|
|
printf("Error: %s\n",strerror(errno));
|
|
exit(-1);
|
|
}
|
|
puts("Ok");
|
|
printf("Listening on socket... ");
|
|
if(listen(ListenSocket, 8))
|
|
{
|
|
printf("Error: %s",strerror(errno));
|
|
exit(-1);
|
|
}
|
|
puts("Ok");
|
|
|
|
/* We don't want to block on accept() */
|
|
fcntl(ListenSocket, F_SETFL, fcntl(ListenSocket, F_GETFL) | O_NONBLOCK);
|
|
|
|
/* Now for the BIG LOOP. */
|
|
while(1)
|
|
{
|
|
int n;
|
|
|
|
for(n=0; n<ServerConfig.MaxClients; n++)
|
|
{
|
|
if(Clients[n].TCPSocket != -1) continue;
|
|
if((Clients[n].TCPSocket = accept(ListenSocket, (struct sockaddr *)&sockin, &sockin_len)) != -1)
|
|
{
|
|
struct sockaddr_in usockin;
|
|
/* We have a new client. Yippie. */
|
|
|
|
fcntl(Clients[n].TCPSocket, F_SETFL, fcntl(Clients[n].TCPSocket, F_GETFL) | O_NONBLOCK);
|
|
|
|
Clients[n].timeconnect = time(0);
|
|
Clients[n].id = n;
|
|
printf("Client %d connecting from %s on %s",n,inet_ntoa(sockin.sin_addr),ctime(&Clients[n].timeconnect));
|
|
{
|
|
uint8 buf[1];
|
|
|
|
buf[0] = ServerConfig.FrameDivisor;
|
|
send(Clients[n].TCPSocket,buf,1,MSG_NOSIGNAL);
|
|
}
|
|
StartNBTCPReceive(&Clients[n], NBTCP_LOGINLEN, 4);
|
|
}
|
|
}
|
|
|
|
/* Check for users still in the login process(not yet assigned a game). BOING */
|
|
time_t curtime = time(0);
|
|
for(n = 0; n < ServerConfig.MaxClients; n++)
|
|
try
|
|
{
|
|
if(Clients[n].TCPSocket != -1 && !Clients[n].game)
|
|
{
|
|
if((Clients[n].timeconnect + ServerConfig.ConnectTimeout) < curtime)
|
|
{
|
|
KillClient(&Clients[n]);
|
|
}
|
|
else
|
|
while(CheckNBTCPReceive(&Clients[n])) {};
|
|
}
|
|
}
|
|
catch(int i)
|
|
{
|
|
KillClient(&Clients[n]);
|
|
}
|
|
|
|
int whichgame;
|
|
for(whichgame = 0; whichgame < ServerConfig.MaxClients; whichgame ++)
|
|
{
|
|
/* Now, the loop to get data from each client. Meep. */
|
|
for(n = 0; n < Games[whichgame].MaxPlayers; n++)
|
|
{
|
|
try
|
|
{
|
|
ClientEntry *client = Games[whichgame].Players[n];
|
|
if(!client || !Games[whichgame].IsUnique[n]) continue;
|
|
int localplayers = client->localplayers;
|
|
|
|
while(CheckNBTCPReceive(client)) {};
|
|
} // catch
|
|
catch(int i)
|
|
{
|
|
KillClient(Games[whichgame].Players[n]);
|
|
}
|
|
} // A games clients
|
|
|
|
/* Now we send the data to all the clients. */
|
|
for(n = 0; n < Games[whichgame].MaxPlayers; n++)
|
|
{
|
|
if(!Games[whichgame].Players[n] || !Games[whichgame].IsUnique[n]) continue;
|
|
try
|
|
{
|
|
MakeSendTCP(Games[whichgame].Players[n], Games[whichgame].joybuf, 5);
|
|
}
|
|
catch(int i)
|
|
{
|
|
KillClient(Games[whichgame].Players[n]);
|
|
}
|
|
} // A game's clients
|
|
} // Games
|
|
|
|
SpeedThrottle();
|
|
} // while(1)
|
|
}
|