Esempio n. 1
0
//*****************************************************************************
//
void SERVER_MASTER_Tick( void )
{
	UCVarValue	Val;

	while (( g_lStoredQueryIPHead != g_lStoredQueryIPTail ) && ( gametic >= g_StoredQueryIPs[g_lStoredQueryIPHead].lNextAllowedGametic ))
	{
		g_lStoredQueryIPHead++;
		g_lStoredQueryIPHead = g_lStoredQueryIPHead % MAX_STORED_QUERY_IPS;
	}

	// Send an update to the master server every 30 seconds.
	if ( gametic % ( TICRATE * 30 ))
		return;

	// User doesn't wish to update the master server.
	if ( sv_updatemaster == false )
		return;

	NETWORK_ClearBuffer( &g_MasterServerBuffer );

	Val = sv_masterip.GetGenericRep( CVAR_String );
	NETWORK_StringToAddress( Val.String, &g_AddressMasterServer );
	I_SetPort( g_AddressMasterServer, g_lMasterPort );

	// Write to our packet a challenge to the master server.
	Val = sv_masteroverrideip.GetGenericRep( CVAR_String );
	if ( Val.String[0] == '\0' )
		NETWORK_WriteLong( &g_MasterServerBuffer, SERVER_MASTER_CHALLENGE );
	else
	{
		netadr_t	OverrideIP;

		NETWORK_WriteLong( &g_MasterServerBuffer, SERVER_MASTER_CHALLENGE_OVERRIDE );

		NETWORK_StringToAddress( Val.String, &OverrideIP );
		NETWORK_WriteByte( &g_MasterServerBuffer, OverrideIP.ip[0] );
		NETWORK_WriteByte( &g_MasterServerBuffer, OverrideIP.ip[1] );
		NETWORK_WriteByte( &g_MasterServerBuffer, OverrideIP.ip[2] );
		NETWORK_WriteByte( &g_MasterServerBuffer, OverrideIP.ip[3] );
		NETWORK_WriteShort( &g_MasterServerBuffer, NETWORK_GetLocalPort( ));
	}

	// Send the master server our packet.
//	NETWORK_LaunchPacket( &g_MasterServerBuffer, g_AddressMasterServer, true );
	NETWORK_LaunchPacket( &g_MasterServerBuffer, g_AddressMasterServer );
}
Esempio n. 2
0
void NETWORK_Construct( USHORT usPort, bool bAllocateLANSocket )
{
	char			szString[128];
	ULONG			ulArg;
	USHORT			usNewPort;
	bool			bSuccess;

	// Initialize the Huffman buffer.
	HUFFMAN_Construct( );

#ifdef __WIN32__
	// [BB] Linux doesn't know WSADATA, so this may not be moved outside the ifdef.
	WSADATA			WSAData;
	if ( WSAStartup( 0x0101, &WSAData ))
		network_Error( "Winsock initialization failed!\n" );

	Printf( "Winsock initialization succeeded!\n" );
#endif

	ULONG ulInAddr = INADDR_ANY;
	const char* pszIPAddress = Args->CheckValue( "-useip" );
	// [BB] An IP was specfied. Check if it's valid and if it is, try to bind our socket to it.
	if ( pszIPAddress )
	{
		ULONG requestedIP = inet_addr( pszIPAddress );
		if ( requestedIP == INADDR_NONE )
		{
			sprintf( szString, "NETWORK_Construct: %s is not a valid IP address\n", pszIPAddress );
			network_Error( szString );
		}
		else
			ulInAddr = requestedIP;
	}

	g_usLocalPort = usPort;

	// Allocate a socket, and attempt to bind it to the given port.
	g_NetworkSocket = network_AllocateSocket( );
	// [BB] If we can't allocate a socket, sending / receiving net packets won't work.
	if ( g_NetworkSocket == INVALID_SOCKET )
		network_Error( "NETWORK_Construct: Couldn't allocate socket. You will not be able to host or join servers.\n" );
	else if ( network_BindSocketToPort( g_NetworkSocket, ulInAddr, g_usLocalPort, false ) == false )
	{
		bSuccess = true;
		bool bSuccessIP = true;
		usNewPort = g_usLocalPort;
		while ( network_BindSocketToPort( g_NetworkSocket, ulInAddr, ++usNewPort, false ) == false )
		{
			// Didn't find an available port. Oh well...
			if ( usNewPort == g_usLocalPort )
			{
				// [BB] We couldn't use the specified IP, so just try any.
				if ( ulInAddr != INADDR_ANY )
				{
					ulInAddr = INADDR_ANY;
					bSuccessIP = false;
					continue;
				}
				bSuccess = false;
				break;
			}
		}

		if ( bSuccess == false )
		{
			sprintf( szString, "NETWORK_Construct: Couldn't bind socket to port: %d\n", g_usLocalPort );
			network_Error( szString );
		}
		else if ( bSuccessIP == false )
		{
			sprintf( szString, "NETWORK_Construct: Couldn't bind socket to IP %s, using the default IP instead:\n", pszIPAddress );
			network_Error( szString );
		}
		else
		{
			Printf( "NETWORK_Construct: Couldn't bind to %d. Binding to %d instead...\n", g_usLocalPort, usNewPort );
			g_usLocalPort = usNewPort;
		}
	}

	ulArg = true;
	if ( ioctlsocket( g_NetworkSocket, FIONBIO, &ulArg ) == -1 )
		printf( "network_AllocateSocket: ioctl FIONBIO: %s", strerror( errno ));

	// If we're not starting a server, setup a socket to listen for LAN servers.
	if ( bAllocateLANSocket )
	{
		g_LANSocket = network_AllocateSocket( );
		if ( network_BindSocketToPort( g_LANSocket, ulInAddr, DEFAULT_BROADCAST_PORT, true ) == false )
		{
			sprintf( szString, "network_BindSocketToPort: Couldn't bind LAN socket to port: %d. You will not be able to see LAN servers in the browser.", DEFAULT_BROADCAST_PORT );
			network_Error( szString );
			// [BB] The socket won't work in this case, make sure not to use it.
			g_bLANSocketInvalid = true;
		}

		if ( ioctlsocket( g_LANSocket, FIONBIO, &ulArg ) == -1 )
			printf( "network_AllocateSocket: ioctl FIONBIO: %s", strerror( errno ));
	}

	// Init our read buffer.
	// [BB] Vortex Cortex pointed us to the fact that the smallest huffman code is only 3 bits
	// and it turns into 8 bits when it's decompressed. Thus we need to allocate a buffer that
	// can hold the biggest possible size we may get after decompressing (aka Huffman decoding)
	// the incoming UDP packet.
	NETWORK_InitBuffer( &g_NetworkMessage, ((MAX_UDP_PACKET * 8) / 3 + 1), BUFFERTYPE_READ );
	NETWORK_ClearBuffer( &g_NetworkMessage );

	// [BB] Get and save our local IP.
	if ( ( ulInAddr == INADDR_ANY ) || ( pszIPAddress == NULL ) )
		g_LocalAddress = NETWORK_GetLocalAddress( );
	// [BB] We are using a specified IP, so we don't need to figure out what IP we have, but just use the specified one.
	else
	{
		NETWORK_StringToAddress ( pszIPAddress, &g_LocalAddress );
		g_LocalAddress.usPort = htons ( NETWORK_GetLocalPort() );
	}

	// Print out our local IP address.
	Printf( "IP address %s\n", NETWORK_AddressToString( g_LocalAddress ));

	// If hosting, update the server GUI.
	if( NETWORK_GetState() == NETSTATE_SERVER )
		SERVERCONSOLE_UpdateIP( g_LocalAddress );

	// [BB] Initialize the checksum of the non-map lumps that need to be authenticated when connecting a new player.
	std::vector<std::string>	lumpsToAuthenticate;
	std::vector<LumpAuthenticationMode>	lumpsToAuthenticateMode;

	lumpsToAuthenticate.push_back( "COLORMAP" );
	lumpsToAuthenticateMode.push_back( LAST_LUMP );
	lumpsToAuthenticate.push_back( "PLAYPAL" );
	lumpsToAuthenticateMode.push_back( LAST_LUMP );
	lumpsToAuthenticate.push_back( "HTICDEFS" );
	lumpsToAuthenticateMode.push_back( ALL_LUMPS );
	lumpsToAuthenticate.push_back( "HEXNDEFS" );
	lumpsToAuthenticateMode.push_back( ALL_LUMPS );
	lumpsToAuthenticate.push_back( "STRFDEFS" );
	lumpsToAuthenticateMode.push_back( ALL_LUMPS );
	lumpsToAuthenticate.push_back( "DOOMDEFS" );
	lumpsToAuthenticateMode.push_back( ALL_LUMPS );
	lumpsToAuthenticate.push_back( "GLDEFS" );
	lumpsToAuthenticateMode.push_back( ALL_LUMPS );
	lumpsToAuthenticate.push_back( "DECORATE" );
	lumpsToAuthenticateMode.push_back( ALL_LUMPS );
	lumpsToAuthenticate.push_back( "LOADACS" );
	lumpsToAuthenticateMode.push_back( ALL_LUMPS );
	lumpsToAuthenticate.push_back( "DEHACKED" );
	lumpsToAuthenticateMode.push_back( ALL_LUMPS );
	lumpsToAuthenticate.push_back( "GAMEMODE" );
	lumpsToAuthenticateMode.push_back( ALL_LUMPS );

	FString checksum, longChecksum;
	bool noProtectedLumpsAutoloaded = true;

	// [BB] All precompiled ACS libraries need to be authenticated. The only way to find all of them
	// at this point is to parse all LOADACS lumps.
	{
		int lump, lastlump = 0;
		while ((lump = Wads.FindLump ("LOADACS", &lastlump)) != -1)
		{
			FScanner sc(lump);
			while (sc.GetString())
			{
				NETWORK_AddLumpForAuthentication ( Wads.CheckNumForName (sc.String, ns_acslibrary) );
			}
		}
	}

	// [BB] First check the lumps that were marked for authentication while initializing. This
	// includes for example those lumps included by DECORATE lumps. It's much easier to mark those
	// lumps while the engine parses the DECORATE code than trying to find all included lumps from
	// the DECORATE lumps directly.
	for ( unsigned int i = 0; i < g_LumpNumsToAuthenticate.Size(); ++i )
	{
		if ( !network_GenerateLumpMD5HashAndWarnIfNeeded( g_LumpNumsToAuthenticate[i], Wads.GetLumpFullName (g_LumpNumsToAuthenticate[i]), checksum ) )
			noProtectedLumpsAutoloaded = false;
		longChecksum += checksum;
	}

	for ( unsigned int i = 0; i < lumpsToAuthenticate.size(); i++ )
	{
		switch ( lumpsToAuthenticateMode[i] ){
			case LAST_LUMP:
				int lump;
				lump = Wads.CheckNumForName(lumpsToAuthenticate[i].c_str());
				// [BB] Possibly we find the COLORMAP lump only in the colormaps name space.
				if ( ( lump == -1 ) && ( lumpsToAuthenticate[i].compare ( "COLORMAP" ) == 0 ) )
					lump = Wads.CheckNumForName("COLORMAP", ns_colormaps);
				if ( lump == -1 )
				{
					Printf ( PRINT_BOLD, "Warning: Can't find lump %s for authentication!\n", lumpsToAuthenticate[i].c_str() );
					continue;
				}
				if ( !network_GenerateLumpMD5HashAndWarnIfNeeded( lump, lumpsToAuthenticate[i].c_str(), checksum ) )
					noProtectedLumpsAutoloaded = false;

				// [BB] To make Doom and Freedoom network compatible, substitue the Freedoom PLAYPAL/COLORMAP hash
				// by the corresponding Doom hash.
				// 4804c7f34b5285c334a7913dd98fae16 Doom PLAYPAL hash
				// 061a4c0f80aa8029f2c1bc12dc2e261e Doom COLORMAP hash
				// 2e01ae6258f2a0fdad32125537efe1af Freedoom PLAYPAL hash
				// bb535e66cae508e3833a5d2de974267b Freedoom COLORMAP hash
				if ( ( stricmp ( lumpsToAuthenticate[i].c_str(), "PLAYPAL" ) == 0 ) && ( stricmp ( checksum.GetChars(), "2e01ae6258f2a0fdad32125537efe1af" ) == 0 ) )
					checksum = "4804c7f34b5285c334a7913dd98fae16";
				else if ( ( stricmp ( lumpsToAuthenticate[i].c_str(), "COLORMAP" ) == 0 ) && ( stricmp ( checksum.GetChars(), "bb535e66cae508e3833a5d2de974267b" ) == 0 ) )
					checksum = "061a4c0f80aa8029f2c1bc12dc2e261e";

				longChecksum += checksum;
				break;

			case ALL_LUMPS:
				int workingLump, lastLump;

				lastLump = 0;
				while ((workingLump = Wads.FindLump(lumpsToAuthenticate[i].c_str(), &lastLump)) != -1)
				{
					if ( !network_GenerateLumpMD5HashAndWarnIfNeeded( workingLump, lumpsToAuthenticate[i].c_str(), checksum ) )
						noProtectedLumpsAutoloaded = false;
					longChecksum += checksum;
				}
				break;
		}
	}
	CMD5Checksum::GetMD5( reinterpret_cast<const BYTE *>(longChecksum.GetChars()), longChecksum.Len(), g_lumpsAuthenticationChecksum );

	// [BB] Warn the user about problematic auto-loaded files.
	if ( noProtectedLumpsAutoloaded == false )
	{
		Printf ( PRINT_BOLD, "Warning: Above auto-loaded files contain protected lumps.\n" );
		if ( Args->CheckParm( "-host" ) )
			Printf ( PRINT_BOLD, "Clients without these files can't connect to this server.\n" );
		else
			Printf ( PRINT_BOLD, "You can't connect to servers without these files.\n" );
	}

	// [BB] Initialize the actor network class indices.
	for ( unsigned int i = 0; i < PClass::m_Types.Size(); i++ )
	{
		PClass* cls = PClass::m_Types[i];
		if ( (cls->IsDescendantOf(RUNTIME_CLASS(AActor)))
		     // [BB] The server only binaries don't know DynamicLight and derived classes.
		     && !(cls->IsDescendantOf(PClass::FindClass("DynamicLight"))) )
			cls->ActorNetworkIndex = 1 + g_ActorNetworkIndexClassPointerMap.Push ( cls );
		else
			cls->ActorNetworkIndex = 0;
	}

	// [RC/BB] Init the list of PWADs.
	network_InitPWADList( );

	// Call NETWORK_Destruct() when Skulltag closes.
	atterm( NETWORK_Destruct );

	Printf( "UDP Initialized.\n" );
}