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#include "Flatline.h" |
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#include "Flatline_Server.h" |
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#include <Windows.h> |
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|
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//I hereby apologize for the uglyness of the below code. |
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//It was never intended to be "final" code, much less shared with anyone |
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|
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int total_players = 0; |
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uint16_t max_connections = MAX_CONNECTIONS; |
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|
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player_info* FLrServer_AddPlayer(int ip, char* name, bool is_server, bool is_bot) { |
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flatline_packet new_char = {0}; |
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CharacterObject* Char; |
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uint32_t player_slot = 0; |
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int playerlist_slot = 0; |
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|
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if(is_server || total_players < max_connections) { |
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|
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int i = 0; |
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int k = 0; |
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|
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//Skip for the host |
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if(!is_server) |
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{ |
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char* zero = strchr(name, 0); |
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playerlist_slot = FLr_FindEmptyListSlot(); |
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|
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total_players++; |
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|
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//checks to see if a name exists or not |
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//then appends [#] on the end of it if it does |
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//May be buggy, come back to this. |
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if(zero - name > 28) zero = name + 28; |
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for(i = 0; i < max_connections; i++) { |
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if(PlayerList[i] != 0 && !strcmp(name, PlayerList[i]->name)) { |
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k++; |
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sprintf(zero, "[%i]", k); |
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i = 0; |
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} |
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} |
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} |
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|
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new_char.new_player.Playernumber = playerlist_slot; |
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|
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//Set up a new Character structure to be spawned as the new player. |
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//Can this code be surrounded with if(!is_server){}? |
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Char = &new_char.new_player.Character; |
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memset(Char, 0, sizeof(CharacterObject)); |
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Char->Header.Type = 'CHAR'; |
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sprintf(Char->OSD.Name,"%s",name); |
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sprintf(Char->OSD.Class, "%s", "konoko_generic"); |
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if(is_bot) { |
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Char->OSD.MeleeID = 22; |
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Char->OSD.JobID = 1; |
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Char->OSD.MinimalAlertLevel = 4; |
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Char->OSD.InvestigatingAlertLevel = 4; |
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Char->OSD.InitialAlertLevel = 4; |
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Char->OSD.StartJobAlertLevel = 4; |
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} |
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else if( !is_server ) |
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{ |
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Char->Header.Position.X = PlayerList[0]->Chr->Position.X; |
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Char->Header.Position.Y = PlayerList[0]->Chr->Position.Y; |
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Char->Header.Position.Z = PlayerList[0]->Chr->Position.Z; |
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} |
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|
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//TMrInstance_GetDataPtr('ONCC', "striker_easy_1", PlayerList[playerlist_slot]->Chr->ONCC); |
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|
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new_char.id = NEW_PLAYER; |
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if(!is_server) { |
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ONrGameState_NewCharacter(Char, NULL, NULL, &(player_slot)); |
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//move this to a set up characters function... |
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if(!is_bot) ONgGameState->CharacterStorage[player_slot].charType = 0; |
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|
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PlayerList[playerlist_slot] = Players+player_slot; |
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PlayerList[playerlist_slot]->spawnnumber = player_slot; |
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PlayerList[playerlist_slot]->Chr = &(ONgGameState->CharacterStorage)[player_slot]; |
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//PlayerList[playerlist_slot]->Chr->Flags = chr_dontaim | chr_unkillable; //&= 0xFFBFFFFF; //WTF |
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if(!is_bot) PlayerList[playerlist_slot]->Chr->Flags &= 0xFFBFFFFF; //WTF, magic number. |
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sprintf_s(PlayerList[playerlist_slot]->Chr->Name, 32, "%s", name); |
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sprintf_s(PlayerList[playerlist_slot]->name, 32, "%s", name); |
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UDPServer_SendToAll( (char*)&new_char, sizeof(new_player) + FLATLINE_HEADER ); |
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|
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} |
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else { |
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PlayerList[0] = Players; |
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PlayerList[0]->Chr = (Character *)(((GameState * )(ONgGameState))->CharacterStorage); |
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} |
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|
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//add player to list |
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|
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PlayerList[playerlist_slot]->ip = ip; |
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PlayerList[playerlist_slot]->list_slot = playerlist_slot; |
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sprintf_s(PlayerList[playerlist_slot]->name, 32, "%s", name); |
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|
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MultiplayerStatus.PleaseUpdateAllPlayers = 1; |
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|
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return &Players[player_slot]; |
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} |
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return (player_info*)(-1); |
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} |
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|
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void FLrServer_Initialize(){ |
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FLrServer_AddPlayer(inet_addr("127.0.0.1"), "host", 1, 0); |
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} |
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|
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//UDPServer_SendToAll |
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//Sends a packet to all the clients currently connected. |
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//Returns the number of players sent to. |
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int UDPServer_SendToAll(void* packet, int size) { |
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int j; |
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int players = 0; |
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sockaddr_in address; |
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memset(&address, 0, sizeof(sockaddr_in)); |
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address.sin_family = AF_INET; |
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address.sin_addr.s_addr = htonl(INADDR_ANY); |
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address.sin_port = htons(27777); |
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for(j = 0; j < max_connections; j++) { |
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if (PlayerList[j] != 0 && PlayerList[j]->ip && (PlayerList[j]->ip != inet_addr("127.0.0.1"))) { |
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int sent_bytes; |
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address.sin_addr.s_addr = htonl(PlayerList[j]->ip);//*((struct in_addr*)(int*)&(Players[j].ip)); |
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sent_bytes = NetUDPServer_Send((sockaddr *) &address, (char*)packet, size); |
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if(sent_bytes == SOCKET_ERROR) NetCatchError(); |
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else players++; |
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} |
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} |
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return players; |
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} |
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|
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//FLsPublic_Event |
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//Sends an event (door opening, player disconnecting, etc) to all players |
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//Always make sure you send a pointer to this, even if it is just one arg. ;). |
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//If it is void the double door in State crashes. Probably stack corruption, |
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//I'm not sure exactly why. |
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//So we return 0 to stop that. |
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int FLsPublic_Event( const unsigned int eventIndex, const int * args ) |
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{ |
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int numArgs = FLrEvent_GetNumArgs( eventIndex ); |
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int ret; |
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flatline_packet eventPacket = {0}; |
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eventPacket.id = FLATLINE_EVENT; |
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eventPacket.flatline_event.event_index = eventIndex; |
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ret = memcpy( eventPacket.flatline_event.intArray, args, sizeof(int) * numArgs ); |
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ret = UDPServer_SendToAll( &eventPacket, sizeof(int) * (numArgs + 1) + FLATLINE_HEADER ); |
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return 0; |
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} |
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|
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void FLsPingAll() |
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{ |
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flatline_packet ping; |
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ping.id = PK_PING; |
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lastPingTime = ping.ping = GetTickCount(); |
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UDPServer_SendToAll(&ping, FLATLINE_HEADER + 4); |
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} |
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|
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void FLsUpdateName( int index, char* name ) |
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{ |
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flatline_packet message; |
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int message_size; |
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|
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char message_buffer[1024]; |
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sprintf(message_buffer,"%s changed their name to %s", PlayerList[index]->name, name); |
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COrMessage_Print(message_buffer, "name_change", 0); |
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|
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sprintf_s(PlayerList[index]->name, 32, "%s", name); |
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sprintf_s(PlayerList[index]->Chr->Name, 32, "%s", name); |
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|
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message.id = CHANGE_NAME; |
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message.data[0] = index; |
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message_size = sprintf(message.data + 1, "%s", name); |
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|
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UDPServer_SendToAll(&message, message_size + 2 + FLATLINE_HEADER); |
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} |
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void FLsSend_BINACHAR( short j, sockaddr* socket ) |
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{ |
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|
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ActiveCharacter* AC = ONrGetActiveCharacter( PlayerList[j]->Chr); |
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flatline_packet new_char = {0}; |
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CharacterObject* Char = &new_char.new_player.Character; |
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|
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new_char.id = NEW_PLAYER; |
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new_char.new_player.Playernumber = j; |
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|
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// memset(Char, 0, sizeof(CharacterObject)); |
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Char->Header.Type = 'CHAR'; |
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Char->OSD.Options = chr_dontaim; |
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|
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sprintf(Char->OSD.Name,"%s",PlayerList[j]->name); |
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|
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sprintf(Char->OSD.Class, "%s", TMrInstance_GetInstanceName(PlayerList[j]->Chr->ONCC)); |
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|
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if(AC) |
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{ |
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Char->Header.Position = AC->PhyContext->Position; |
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} |
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else |
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{ |
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Char->Header.Position.X = 0; |
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Char->Header.Position.Y = 0; |
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Char->Header.Position.Z = 0; |
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} |
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|
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NetTCPServer_Send(socket, (char*)&new_char, sizeof(new_player) + FLATLINE_HEADER ); |
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} |
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bool FLrServer_PacketCallback(char* data, int datalen, int from) |
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{ |
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int i, j; |
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bool found_player = 0; |
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flatline_packet * packet = (flatline_packet*)data; |
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static int recieved = 0; |
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sockaddr_in sender; |
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sender.sin_family = AF_INET; |
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sender.sin_port = htons(27777); |
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sender.sin_addr = *((struct in_addr*)(int*)&from); |
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|
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|
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//packet->data[datalen] = '\0'; |
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|
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//DDrConsole_PrintF("Packet \r%d recieved from %i", ++recieved, from); |
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|
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|
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|
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//if data[0] != CONNECT_SEND, search in playerlist for ip address |
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|
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|
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|
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|
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switch(packet->id) { |
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flatline_packet connect_recv; |
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player_info * playah; |
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//rewrite this when we get TCP support. |
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//rewrite this before we get TCP support* |
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//the way of seeing if there is room for players sucks. |
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case CONNECT_SEND: |
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; |
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|
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connect_recv.id = CONNECT_REPLY; |
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|
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//if(Players[i].ip == sender.sin_addr.S_un.S_addr) break; //needs to send an error message |
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sender.sin_addr.S_un.S_addr = htonl(sender.sin_addr.S_un.S_addr); |
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playah = FLrServer_AddPlayer(from,packet->connect_send.name, 0, 0); |
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DDrConsole_PrintF("%s connected from %s", packet->connect_send.name, inet_ntoa(sender.sin_addr ) ); |
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if(!((int)playah > -5 && (int)playah <= 0)) { |
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|
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connect_recv.connect_reply.goodtogo = 1; |
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connect_recv.connect_reply.player_slot = playah->list_slot; |
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//DDrConsole_PrintF("Slot: %i", playah->list_slot); |
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|
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//sending this several times to make sure it gets through. Really need to make up some form of packet tracking. |
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NetUDPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); |
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NetUDPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); |
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NetUDPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); |
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NetUDPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); |
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NetUDPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); |
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Sleep(100); |
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|
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|
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|
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for(j = 0; j < max_connections; j++) { |
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if(PlayerList[j] != 0) { |
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FLsSend_BINACHAR( j, (sockaddr *)&sender); |
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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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//fix the error messages... |
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DDrConsole_PrintF("Server is full. :("); |
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connect_recv.connect_reply.goodtogo = 0; |
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sender.sin_addr.S_un.S_addr = htonl(sender.sin_addr.S_un.S_addr); |
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memcpy(&connect_recv.connect_reply.message,"Server is full.", sizeof("Server is full.")); |
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NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(bool)*2 + FLATLINE_HEADER + sizeof("Server is full.")); |
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|
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} |
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|
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|
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break; |
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case CONNECT_REPLY: |
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break; //do nothing...a server shouldn't recieve this type of packet. |
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case MESSAGE: |
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for(i = 0; i < MAX_PLAYERS; i++) { |
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//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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if(Players[i].ip == sender.sin_addr.S_un.S_addr) { |
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found_player = 1; |
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break; |
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} |
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} |
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if(found_player == 0) break; |
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else { |
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char message_buffer[512] = {0}; |
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flatline_packet message; |
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int message_size; |
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data[datalen] = 0; |
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|
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DDrConsole_PrintF("%s: %s", Players[i].name, packet->data); |
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sprintf(message_buffer, "%s: %s", Players[i].name, packet->data); |
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|
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message.id = MESSAGE; |
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message_size = sprintf(message.data, "%s", message_buffer); |
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COrMessage_Print(message_buffer, "chat", 0); |
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UDPServer_SendToAll(&message, message_size + 1 + FLATLINE_HEADER); |
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break; |
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} |
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case CHANGE_NAME: |
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for(i = 0; i < MAX_PLAYERS; i++) { |
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if(PlayerList[i] && PlayerList[i]->ip == sender.sin_addr.S_un.S_addr) { |
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found_player = 1; |
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break; |
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} |
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} |
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if(found_player == 0) break; |
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else { |
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bool name_exists = 0; |
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for(j = 0; j < MAX_PLAYERS; j++) { |
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if(PlayerList[j] && !strcmp(packet->data, PlayerList[j]->name)) { |
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name_exists = 1; |
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break; |
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} |
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} |
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if(!name_exists) { |
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FLsUpdateName( i, packet->data ); |
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} |
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break; |
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} |
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case PLAYER_INPUT: |
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|
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for(i = 0; i < max_connections; i++) { |
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if(PlayerList[i] != 0 && PlayerList[i]->ip == sender.sin_addr.S_un.S_addr) { |
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found_player = 1; |
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break; |
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} |
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} |
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|
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if(found_player == 0) break; |
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else { |
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input_struct * packet_input = &packet->input_struct; |
337 |
|
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|
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PlayerList[i]->InputFromClient.Actions1 = packet_input->Actions1; |
340 |
PlayerList[i]->InputFromClient.Actions2 = packet_input->Actions2; |
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PlayerList[i]->InputFromClient.MouseDeltaX = packet_input->MouseDeltaX; |
342 |
PlayerList[i]->InputFromClient.MouseDeltaY = packet_input->MouseDeltaY; |
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PlayerList[i]->FacingFromClient = packet_input->DesiredFacing; |
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//PlayerList[i]->LastInputTime = packet_input->Time; |
345 |
|
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break; |
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} |
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case PK_PONG: |
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for(i = 0; i < max_connections; i++) { |
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if(PlayerList[i] != 0 && PlayerList[i]->ip == sender.sin_addr.S_un.S_addr) { |
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found_player = 1; |
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break; |
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} |
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} |
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|
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if(found_player == 0) break; |
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if(packet->ping != lastPingTime) |
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{ |
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PlayerList[i]->Ping = 999; |
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} |
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else |
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{ |
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PlayerList[i]->Ping = GetTickCount() - packet->ping; |
364 |
} |
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break; |
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case PK_MISSING_PLAYER: |
367 |
if(packet->integer < MAX_PLAYERS) |
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{ |
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FLsSend_BINACHAR( packet->integer, &sender); |
370 |
} |
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break; |
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default: |
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DDrConsole_PrintF("Warning, recieved badly formed packet!"); |
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break; |
375 |
} |
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return true; |
377 |
} |