Example #1
0
char *NET_EndSecureDemo(sha1_digest_t demo_hash)
{
    net_packet_t *request, *response;
    net_addr_t *master_addr;
    char *signature;

    master_addr = NET_Query_ResolveMaster(query_context);

    // Construct end request and send to master server.

    request = NET_NewPacket(10);
    NET_WriteInt16(request, NET_MASTER_PACKET_TYPE_SIGN_END);
    NET_WriteSHA1Sum(request, demo_hash);
    NET_WriteString(request, securedemo_start_message);
    NET_SendPacket(master_addr, request);
    NET_FreePacket(request);

    // Block for response. The response packet simply contains a string
    // with the ASCII signature.

    response = BlockForPacket(master_addr,
                              NET_MASTER_PACKET_TYPE_SIGN_END_RESPONSE,
                              SIGNATURE_TIMEOUT_SECS * 1000);

    if (response == NULL)
    {
        return NULL;
    }

    signature = NET_ReadString(response);

    NET_FreePacket(response);

    return signature;
}
static void NET_SV_ParseHolePunch(net_packet_t *packet)
{
    const char *addr_string;
    net_packet_t *sendpacket;
    net_addr_t *addr;

    addr_string = NET_ReadString(packet);
    if (addr_string == NULL)
    {
        NET_Log("server: error: hole punch request but no address provided");
        return;
    }

    addr = NET_ResolveAddress(server_context, addr_string);
    if (addr == NULL)
    {
        NET_Log("server: error: failed to resolve address: %s", addr_string);
        return;
    }

    sendpacket = NET_NewPacket(16);
    NET_WriteInt16(sendpacket, NET_PACKET_TYPE_NAT_HOLE_PUNCH);
    NET_SendPacket(addr, sendpacket);
    NET_FreePacket(sendpacket);
    NET_ReleaseAddress(addr);
    NET_Log("server: sent hole punch to %s", addr_string);
}
Example #3
0
static void NET_Conn_ParseACK(net_connection_t *conn, net_packet_t *packet)
{
    net_packet_t *reply;

    if (conn->state == NET_CONN_STATE_CONNECTING)
    {
        // We are a client

        // received a response from the server to our SYN

        conn->state = NET_CONN_STATE_CONNECTED;

        // We must send an ACK reply to the server's ACK

        reply = NET_NewPacket(10);
        NET_WriteInt16(reply, NET_PACKET_TYPE_ACK);
        NET_Conn_SendPacket(conn, reply);
        NET_FreePacket(reply);
    }
    
    if (conn->state == NET_CONN_STATE_WAITING_ACK)
    {
        // We are a server

        // Client is connected
        
        conn->state = NET_CONN_STATE_CONNECTED;
    }
}
Example #4
0
static net_packet_t *BlockForPacket(net_addr_t *addr, unsigned int packet_type,
                                    unsigned int timeout_ms)
{
    net_packet_t *packet;
    net_addr_t *packet_src;
    unsigned int read_packet_type;
    unsigned int start_time;

    start_time = I_GetTimeMS();

    while (I_GetTimeMS() < start_time + timeout_ms)
    {
        if (!NET_RecvPacket(query_context, &packet_src, &packet))
        {
            I_Sleep(20);
            continue;
        }

        if (packet_src == addr
         && NET_ReadInt16(packet, &read_packet_type)
         && packet_type == read_packet_type)
        {
            return packet;
        }

        NET_FreePacket(packet);
    }

    // Timeout - no response.

    return NULL;
}
Example #5
0
static void NET_Conn_ParseReliableACK(net_connection_t *conn, net_packet_t *packet)
{
    unsigned int seq;

    if (!NET_ReadInt8(packet, &seq))
    {
        return;
    }

    if (conn->reliable_packets == NULL)
    {
        return;
    }
            
    // Is this an acknowledgement for the first packet in the list?

    if (seq == (unsigned int)((conn->reliable_packets->seq + 1) & 0xff))
    {
        net_reliable_packet_t *rp;

        // Discard it, then.
        // Unlink from the list.

        rp = conn->reliable_packets;
        conn->reliable_packets = rp->next;
        
        NET_FreePacket(rp->packet);
        free(rp);
    }
}
static void NET_CL_SendResendRequest(int start, int end)
{
    net_packet_t *packet;
    unsigned int nowtime;
    int i;

    //printf("CL: Send resend %i-%i\n", start, end);
    
    packet = NET_NewPacket(64);
    NET_WriteInt16(packet, NET_PACKET_TYPE_GAMEDATA_RESEND);
    NET_WriteInt32(packet, start);
    NET_WriteInt8(packet, end - start + 1);
    NET_Conn_SendPacket(&client_connection, packet);
    NET_FreePacket(packet);

    nowtime = I_GetTimeMS();

    // Save the time we sent the resend request

    for (i=start; i<=end; ++i)
    {
        int index;

        index = i - recvwindow_start;

        if (index < 0 || index >= BACKUPTICS)
            continue;

        recvwindow[index].resend_time = nowtime;
    }
}
Example #7
0
void NET_Query_AddToMaster(net_addr_t *master_addr)
{
    net_packet_t *packet;

    packet = NET_NewPacket(10);
    NET_WriteInt16(packet, NET_MASTER_PACKET_TYPE_ADD);
    NET_SendPacket(master_addr, packet);
    NET_FreePacket(packet);
}
Example #8
0
static void NET_Query_SendMasterQuery(net_addr_t *addr)
{
    net_packet_t *packet;

    packet = NET_NewPacket(10);
    NET_WriteInt16(packet, NET_MASTER_PACKET_TYPE_QUERY);
    NET_SendPacket(addr, packet);
    NET_FreePacket(packet);
}
Example #9
0
boolean NET_StartSecureDemo(prng_seed_t seed)
{
    net_packet_t *request, *response;
    net_addr_t *master_addr;
    char *signature;
    boolean result;

    NET_Query_Init();
    master_addr = NET_Query_ResolveMaster(query_context);

    // Send request packet to master server.

    request = NET_NewPacket(10);
    NET_WriteInt16(request, NET_MASTER_PACKET_TYPE_SIGN_START);
    NET_SendPacket(master_addr, request);
    NET_FreePacket(request);

    // Block for response and read contents.
    // The signed start message will be saved for later.

    response = BlockForPacket(master_addr,
                              NET_MASTER_PACKET_TYPE_SIGN_START_RESPONSE,
                              SIGNATURE_TIMEOUT_SECS * 1000);

    result = false;

    if (response != NULL)
    {
        if (NET_ReadPRNGSeed(response, seed))
        {
            signature = NET_ReadString(response);

            if (signature != NULL)
            {
                securedemo_start_message = strdup(signature);
                result = true;
            }
        }

        NET_FreePacket(response);
    }

    return result;
}
Example #10
0
static void NET_SV_SendWaitingData(net_client_t *client)
{
    net_waitdata_t wait_data;
    net_packet_t *packet;
    net_client_t *controller;
    int i;

    NET_SV_AssignPlayers();

    controller = NET_SV_Controller();

    wait_data.num_players = NET_SV_NumPlayers();
    wait_data.num_drones = NET_SV_NumDrones();
    wait_data.ready_players = NET_SV_NumReadyPlayers();
    wait_data.max_players = NET_SV_MaxPlayers();
    wait_data.is_controller = (client == controller);
    wait_data.consoleplayer = client->player_number;

    // Send the WAD and dehacked checksums of the controlling client.
    // If no controller found (?), send the details that the client
    // is expecting anyway.

    if (controller == NULL)
    {
        controller = client;
    }

    memcpy(&wait_data.wad_sha1sum, &controller->wad_sha1sum,
           sizeof(sha1_digest_t));
    memcpy(&wait_data.deh_sha1sum, &controller->deh_sha1sum,
           sizeof(sha1_digest_t));
    wait_data.is_freedoom = controller->is_freedoom;

    // set name and address of each player:

    for (i = 0; i < wait_data.num_players; ++i)
    {
        M_StringCopy(wait_data.player_names[i],
                     sv_players[i]->name,
                     MAXPLAYERNAME);
        M_StringCopy(wait_data.player_addrs[i],
                     NET_AddrToString(sv_players[i]->addr),
                     MAXPLAYERNAME);
    }

    // Construct packet:

    packet = NET_NewPacket(10);
    NET_WriteInt16(packet, NET_PACKET_TYPE_WAITING_DATA);
    NET_WriteWaitData(packet, &wait_data);

    // Send packet to client and free

    NET_Conn_SendPacket(&client->connection, packet);
    NET_FreePacket(packet);
}
void NET_SV_Run(void)
{
    net_addr_t *addr;
    net_packet_t *packet;
    int i;

    if (!server_initialized)
    {
        return;
    }

    while (NET_RecvPacket(server_context, &addr, &packet))
    {
        NET_SV_Packet(packet, addr);
        NET_FreePacket(packet);
        NET_ReleaseAddress(addr);
    }

    if (master_server != NULL)
    {
        UpdateMasterServer();
    }

    // "Run" any clients that may have things to do, independent of responses
    // to received packets

    for (i=0; i<MAXNETNODES; ++i)
    {
        if (clients[i].active)
        {
            NET_SV_RunClient(&clients[i]);
        }
    }

    switch (server_state)
    {
        case SERVER_WAITING_LAUNCH:
            break;

        case SERVER_WAITING_START:
            CheckStartGame();
            break;

        case SERVER_IN_GAME:
            NET_SV_AdvanceWindow();

            for (i = 0; i < NET_MAXPLAYERS; ++i)
            {
                if (sv_players[i] != NULL && ClientConnected(sv_players[i]))
                {
                    NET_SV_CheckResends(sv_players[i]);
                }
            }
            break;
    }
}
Example #12
0
static void NET_SV_SendReject(net_addr_t *addr, char *msg)
{
    net_packet_t *packet;

    packet = NET_NewPacket(10);
    NET_WriteInt16(packet, NET_PACKET_TYPE_REJECTED);
    NET_WriteString(packet, msg);
    NET_SendPacket(addr, packet);
    NET_FreePacket(packet);
}
static void NET_SV_SendReject(net_addr_t *addr, const char *msg)
{
    net_packet_t *packet;

    NET_Log("server: sending reject to %s", NET_AddrToString(addr));

    packet = NET_NewPacket(10);
    NET_WriteInt16(packet, NET_PACKET_TYPE_REJECTED);
    NET_WriteString(packet, msg);
    NET_SendPacket(addr, packet);
    NET_FreePacket(packet);
}
Example #14
0
void NET_CL_Run(void)
{
    net_addr_t *addr;
    net_packet_t *packet;
    
    if (!net_client_connected)
    {
        return;
    }
    
    while (NET_RecvPacket(client_context, &addr, &packet))
    {
        // only accept packets from the server

        if (addr == server_addr)
        {
            NET_CL_ParsePacket(packet);
        }
        else
        {
            NET_FreeAddress(addr);
        }

        NET_FreePacket(packet);
    }

    // Run the common connection code to send any packets as needed

    NET_Conn_Run(&client_connection);

    if (client_connection.state == NET_CONN_STATE_DISCONNECTED
     || client_connection.state == NET_CONN_STATE_DISCONNECTED_SLEEP)
    {
        NET_CL_Disconnected();

        NET_CL_Shutdown();
    }

    net_waiting_for_launch =
            client_connection.state == NET_CONN_STATE_CONNECTED
         && client_state == CLIENT_STATE_WAITING_LAUNCH;

    if (client_state == CLIENT_STATE_IN_GAME)
    {
        // Possibly advance the receive window

        NET_CL_AdvanceWindow();

        // Check if our resend requests have timed out

        NET_CL_CheckResends();
    }
}
Example #15
0
static void NET_Query_GetResponse(net_query_callback_t callback,
                                  void *user_data)
{
    net_addr_t *addr;
    net_packet_t *packet;

    if (NET_RecvPacket(query_context, &addr, &packet))
    {
        NET_Query_ParsePacket(addr, packet, callback, user_data);
        NET_FreePacket(packet);
    }
}
static void NET_CL_SendTics(int start, int end)
{
    net_packet_t *packet;
    int i;

    if (!net_client_connected)
    {
        // Disconnected from server

        return;
    }

    if (start < 0)
        start = 0;
    
    // Build a new packet to send to the server

    packet = NET_NewPacket(512);
    NET_WriteInt16(packet, NET_PACKET_TYPE_GAMEDATA);

    // Write the start tic and number of tics.  Send only the low byte
    // of start - it can be inferred by the server.

    NET_WriteInt8(packet, (gametic / ticdup) & 0xff);
    NET_WriteInt8(packet, start & 0xff);
    NET_WriteInt8(packet, end - start + 1);

    // Add the tics.

    for (i=start; i<=end; ++i)
    {
        net_server_send_t *sendobj;

        sendobj = &send_queue[i % BACKUPTICS];

        NET_WriteInt16(packet, average_latency / FRACUNIT);

        NET_WriteTiccmdDiff(packet, &sendobj->cmd, lowres_turn);
    }
    
    // Send the packet

    NET_Conn_SendPacket(&client_connection, packet);
    
    // All done!

    NET_FreePacket(packet);

    // Acknowledgement has been sent as part of the packet

    need_to_acknowledge = false;
}
Example #17
0
static void NET_CL_SendSYN(net_connect_data_t *data)
{
    net_packet_t *packet;

    packet = NET_NewPacket(10);
    NET_WriteInt16(packet, NET_PACKET_TYPE_SYN);
    NET_WriteInt32(packet, NET_MAGIC_NUMBER);
    NET_WriteString(packet, PACKAGE_STRING);
    NET_WriteConnectData(packet, data);
    NET_WriteString(packet, net_player_name);
    NET_Conn_SendPacket(&client_connection, packet);
    NET_FreePacket(packet);
}
void NET_SV_SendQueryResponse(net_addr_t *addr)
{
    net_packet_t *reply;
    net_querydata_t querydata;
    int p;

    // Version

    querydata.version = PACKAGE_STRING;

    // Server state

    querydata.server_state = server_state;

    // Number of players/maximum players

    querydata.num_players = NET_SV_NumPlayers();
    querydata.max_players = NET_SV_MaxPlayers();

    // Game mode/mission

    querydata.gamemode = sv_gamemode;
    querydata.gamemission = sv_gamemission;

    //!
    // @category net
    // @arg <name>
    //
    // When starting a network server, specify a name for the server.
    //

    p = M_CheckParmWithArgs("-servername", 1);

    if (p > 0)
    {
        querydata.description = myargv[p + 1];
    }
    else
    {
        querydata.description = "Unnamed server";
    }

    // Send it and we're done.
    NET_Log("server: sending query response to %s", NET_AddrToString(addr));
    reply = NET_NewPacket(64);
    NET_WriteInt16(reply, NET_PACKET_TYPE_QUERY_RESPONSE);
    NET_WriteQueryData(reply, &querydata);
    NET_SendPacket(addr, reply);
    NET_FreePacket(reply);
}
Example #19
0
static boolean NET_Conn_ReliablePacket(net_connection_t *conn, 
                                       net_packet_t *packet)
{
    unsigned int seq;
    net_packet_t *reply;
    boolean result;

    // Read the sequence number

    if (!NET_ReadInt8(packet, &seq))
    {
        return true;
    }

    if (seq != (unsigned int)(conn->reliable_recv_seq & 0xff))
    {
        // This is not the next expected packet in the sequence!
        //
        // Discard the packet.  If we were smart, we would use a proper
        // sliding window protocol to do this, but I'm lazy.

        result = true;
    }
    else
    {
        // Now we can receive the next packet in the sequence.

        conn->reliable_recv_seq = (conn->reliable_recv_seq + 1) & 0xff;
    
        result = false;
    }

    // Send an acknowledgement

    // Note: this is braindead.  It would be much more sensible to 
    // include this in the next packet, rather than the overhead of
    // sending a complete packet just for one byte of information.

    reply = NET_NewPacket(10);

    NET_WriteInt16(reply, NET_PACKET_TYPE_RELIABLE_ACK);
    NET_WriteInt8(reply, conn->reliable_recv_seq & 0xff);

    NET_Conn_SendPacket(conn, reply);

    NET_FreePacket(reply);

    return result;
}
static void NET_CL_SendGameDataACK(void)
{
    net_packet_t *packet;

    packet = NET_NewPacket(10);

    NET_WriteInt16(packet, NET_PACKET_TYPE_GAMEDATA_ACK);
    NET_WriteInt8(packet, (gametic / ticdup) & 0xff);

    NET_Conn_SendPacket(&client_connection, packet);

    NET_FreePacket(packet);

    need_to_acknowledge = false;
}
Example #21
0
static void NET_Conn_ParseDisconnect(net_connection_t *conn, net_packet_t *packet)
{
    net_packet_t *reply;

    // Other end wants to disconnect
    // Send a DISCONNECT_ACK reply.
    
    reply = NET_NewPacket(10);
    NET_WriteInt16(reply, NET_PACKET_TYPE_DISCONNECT_ACK);
    NET_Conn_SendPacket(conn, reply);
    NET_FreePacket(reply);

    conn->last_send_time = I_GetTimeMS();
    
    conn->state = NET_CONN_STATE_DISCONNECTED_SLEEP;
    conn->disconnect_reason = NET_DISCONNECT_REMOTE;
}
Example #22
0
static void NET_Query_SendQuery(net_addr_t *addr)
{
    net_packet_t *request;

    request = NET_NewPacket(10);
    NET_WriteInt16(request, NET_PACKET_TYPE_QUERY);

    if (addr == NULL)
    {
        NET_SendBroadcast(query_context, request);
    }
    else
    {
        NET_SendPacket(addr, request);
    }

    NET_FreePacket(request);
}
static void NET_CL_SendSYN(void)
{
    net_packet_t *packet;

    packet = NET_NewPacket(10);
    NET_WriteInt16(packet, NET_PACKET_TYPE_SYN);
    NET_WriteInt32(packet, NET_MAGIC_NUMBER);
    NET_WriteString(packet, PACKAGE_STRING);
    NET_WriteInt16(packet, gamemode);
    NET_WriteInt16(packet, gamemission);
    NET_WriteInt8(packet, lowres_turn);
    NET_WriteInt8(packet, drone);
    NET_WriteMD5Sum(packet, net_local_wad_md5sum);
    NET_WriteMD5Sum(packet, net_local_deh_md5sum);
    NET_WriteInt8(packet, net_local_is_freedoom);
    NET_WriteString(packet, net_player_name);
    NET_Conn_SendPacket(&client_connection, packet);
    NET_FreePacket(packet);
}
static void NET_SV_SendResendRequest(net_client_t *client, int start, int end)
{
    net_packet_t *packet;
    net_client_recv_t *recvobj;
    int i;
    unsigned int nowtime;
    int index;

    NET_Log("server: send resend to %s for tics %d-%d",
            NET_AddrToString(client->addr), start, end);

    packet = NET_NewPacket(20);

    NET_WriteInt16(packet, NET_PACKET_TYPE_GAMEDATA_RESEND);
    NET_WriteInt32(packet, start);
    NET_WriteInt8(packet, end - start + 1);

    NET_Conn_SendPacket(&client->connection, packet);
    NET_FreePacket(packet);

    // Store the time we send the resend request

    nowtime = I_GetTimeMS();

    for (i=start; i<=end; ++i)
    {
        index = i - recvwindow_start;

        if (index >= BACKUPTICS)
        {
            // Outside the range

            continue;
        }
        
        recvobj = &recvwindow[index][client->player_number];

        recvobj->resend_time = nowtime;
    }
}
Example #25
0
static void NET_SV_SendTics(net_client_t *client, 
                            unsigned int start, unsigned int end)
{
    net_packet_t *packet;
    unsigned int i;

    packet = NET_NewPacket(500);

    NET_WriteInt16(packet, NET_PACKET_TYPE_GAMEDATA);

    // Send the start tic and number of tics

    NET_WriteInt8(packet, start & 0xff);
    NET_WriteInt8(packet, end-start + 1);

    // Write the tics

    for (i=start; i<=end; ++i)
    {
        net_full_ticcmd_t *cmd;

        cmd = &client->sendqueue[i % BACKUPTICS];

        if (i != cmd->seq)
        {
            I_Error("Wanted to send %i, but %i is in its place", i, cmd->seq);
        }

        // Add command
       
        NET_WriteFullTiccmd(packet, cmd, sv_settings.lowres_turn);
    }
    
    // Send packet

    NET_Conn_SendPacket(&client->connection, packet);
    
    NET_FreePacket(packet);
}
Example #26
0
void NET_Conn_Run(net_connection_t *conn)
{
    net_packet_t *packet;
    unsigned int nowtime;

    nowtime = I_GetTimeMS();

    if (conn->state == NET_CONN_STATE_CONNECTED)
    {
        // Check the keepalive counters

        if (nowtime - conn->keepalive_recv_time > CONNECTION_TIMEOUT_LEN * 1000)
        {
            // Haven't received any packets from the other end in a long
            // time.  Assume disconnected.

            conn->state = NET_CONN_STATE_DISCONNECTED;
            conn->disconnect_reason = NET_DISCONNECT_TIMEOUT;
        }
        
        if (nowtime - conn->keepalive_send_time > KEEPALIVE_PERIOD * 1000)
        {
            // We have not sent anything in a long time.
            // Send a keepalive.

            packet = NET_NewPacket(10);
            NET_WriteInt16(packet, NET_PACKET_TYPE_KEEPALIVE);
            NET_Conn_SendPacket(conn, packet);
            NET_FreePacket(packet);
        }

        // Check the reliable packet list. Has the first packet in the
        // list timed out?
        //
        // NB.  This is braindead, we have a fixed time of one second.

        if (conn->reliable_packets != NULL
         && (conn->reliable_packets->last_send_time < 0
          || nowtime - conn->reliable_packets->last_send_time > 1000))
        {
            // Packet timed out, time to resend

            NET_Conn_SendPacket(conn, conn->reliable_packets->packet);
            conn->reliable_packets->last_send_time = nowtime;
        }
    }
    else if (conn->state == NET_CONN_STATE_WAITING_ACK)
    {
        if (conn->last_send_time < 0
         || nowtime - conn->last_send_time > 1000)
        {
            // it has been a second since the last ACK was sent, and 
            // still no reply.

            if (conn->num_retries < MAX_RETRIES)
            {
                // send another ACK

                packet = NET_NewPacket(10);
                NET_WriteInt16(packet, NET_PACKET_TYPE_ACK);
                NET_Conn_SendPacket(conn, packet);
                NET_FreePacket(packet);
                conn->last_send_time = nowtime;

                ++conn->num_retries;
            }
            else 
            {
                // no more retries allowed.

                conn->state = NET_CONN_STATE_DISCONNECTED;
                conn->disconnect_reason = NET_DISCONNECT_TIMEOUT;
            }
        }
    }
    else if (conn->state == NET_CONN_STATE_DISCONNECTING)
    {
        // Waiting for a reply to our DISCONNECT request.

        if (conn->last_send_time < 0
         || nowtime - conn->last_send_time > 1000)
        {
            // it has been a second since the last disconnect packet 
            // was sent, and still no reply.

            if (conn->num_retries < MAX_RETRIES)
            {
                // send another disconnect

                packet = NET_NewPacket(10);
                NET_WriteInt16(packet, NET_PACKET_TYPE_DISCONNECT);
                NET_Conn_SendPacket(conn, packet);
                NET_FreePacket(packet);
                conn->last_send_time = nowtime;

                ++conn->num_retries;
            }
            else 
            {
                // No more retries allowed.
                // Force disconnect.

                conn->state = NET_CONN_STATE_DISCONNECTED;
                conn->disconnect_reason = NET_DISCONNECT_LOCAL;
            }
        }
    }
    else if (conn->state == NET_CONN_STATE_DISCONNECTED_SLEEP)
    {
        // We are disconnected, waiting in case we need to send
        // a DISCONNECT_ACK to the server again.

        if (nowtime - conn->last_send_time > 5000)
        {
            // Idle for 5 seconds, switch state

            conn->state = NET_CONN_STATE_DISCONNECTED;
            conn->disconnect_reason = NET_DISCONNECT_REMOTE;
        }
    }
}
Example #27
0
static void NET_SV_SendWaitingData(net_client_t *client)
{
    net_packet_t *packet;
    net_client_t *controller;
    int num_players;
    int i;

    NET_SV_AssignPlayers();

    controller = NET_SV_Controller();

    num_players = NET_SV_NumPlayers();

    // time to send the client another status packet

    packet = NET_NewPacket(10);
    NET_WriteInt16(packet, NET_PACKET_TYPE_WAITING_DATA);

    // include the number of players waiting

    NET_WriteInt8(packet, num_players);

    // send the number of drone clients

    NET_WriteInt8(packet, NET_SV_NumDrones());

    // indicate whether the client is the controller

    NET_WriteInt8(packet, client == controller);

    // send the player number of this client

    NET_WriteInt8(packet, client->player_number);

    // send the addresses of all players

    for (i=0; i<num_players; ++i)
    {
        char *addr;

        // name

        NET_WriteString(packet, sv_players[i]->name);

        // address

        addr = NET_AddrToString(sv_players[i]->addr);

        NET_WriteString(packet, addr);
    }

    // Send the WAD and dehacked checksums of the controlling client.

    if (controller != NULL)
    {
        NET_WriteMD5Sum(packet, controller->wad_md5sum);
        NET_WriteMD5Sum(packet, controller->deh_md5sum);
        NET_WriteInt8(packet, controller->is_freedoom);
    }
    else
    {
        NET_WriteMD5Sum(packet, client->wad_md5sum);
        NET_WriteMD5Sum(packet, client->deh_md5sum);
        NET_WriteInt8(packet, client->is_freedoom);
    }

    // send packet to client and free

    NET_Conn_SendPacket(&client->connection, packet);
    NET_FreePacket(packet);
}