Esempio n. 1
0
//
// At this time, we do NOT support messages for beacons
//
bool sendBeacon(int32_t locX, int32_t locY, int32_t forPlayer, int32_t sender, const char* pStr)
{
	int sendPlayer;
	//debug(LOG_WZ, "sendBeacon: '%s'",pStr);

	//find machine that is hosting this human or AI
	sendPlayer = whosResponsible(forPlayer);

	if(sendPlayer >= MAX_PLAYERS)
	{
		debug(LOG_ERROR, "sendAIMessage() - whosResponsible() failed.");
		return false;
	}

	// I assume this is correct, looks like it sends it to ONLY that person, and the routine
	// kf_AddHelpBlip() iterates for each player it needs.
	NETbeginEncode(NETnetQueue(sendPlayer), NET_BEACONMSG);    // send to the player who is hosting 'to' player (might be himself if human and not AI)
		NETint32_t(&sender);                                // save the actual sender

		// save the actual player that is to get this msg on the source machine (source can host many AIs)
		NETint32_t(&forPlayer);                             // save the actual receiver (might not be the same as the one we are actually sending to, in case of AIs)
		NETint32_t(&locX);                                  // save location
		NETint32_t(&locY);

		// const_cast: need to cast away constness because of the const-incorrectness of NETstring (const-incorrect when sending/encoding a packet)
		NETstring((char*)pStr, MAX_CONSOLE_STRING_LENGTH);  // copy message in.
	NETend();

	return true;
}
Esempio n. 2
0
// accept and process incoming ping messages.
bool recvPing(NETQUEUE queue)
{
	bool	isNew = false;
	uint8_t	sender, us = selectedPlayer;
	uint8_t challenge[sizeof(pingChallenge)];
	EcKey::Sig challengeResponse;

	NETbeginDecode(queue, NET_PING);
	NETuint8_t(&sender);
	NETbool(&isNew);
	if (isNew)
	{
		NETbin(challenge, sizeof(pingChallenge));
	}
	else
	{
		NETbytes(&challengeResponse);
	}
	NETend();

	if (sender >= MAX_PLAYERS)
	{
		debug(LOG_ERROR, "Bad NET_PING packet, sender is %d", (int)sender);
		return false;
	}

	// If this is a new ping, respond to it
	if (isNew)
	{
		challengeResponse = getMultiStats(us).identity.sign(&challenge, sizeof(pingChallenge));

		NETbeginEncode(NETnetQueue(sender), NET_PING);
		// We are responding to a new ping
		isNew = false;

		NETuint8_t(&us);
		NETbool(&isNew);
		NETbytes(&challengeResponse);
		NETend();
	}
	// They are responding to one of our pings
	else
	{
		if (!getMultiStats(sender).identity.empty() && !getMultiStats(sender).identity.verify(challengeResponse, pingChallenge, sizeof(pingChallenge)))
		{
			// Either bad signature, or we sent more than one ping packet and this response is to an older one than the latest.
			debug(LOG_NEVER, "Bad and/or old NET_PING packet, alleged sender is %d", (int)sender);
			return false;
		}

		// Work out how long it took them to respond
		ingame.PingTimes[sender] = (realTime - PingSend[sender]) / 2;

		// Note that we have received it
		PingSend[sender] = 0;
	}

	return true;
}
Esempio n. 3
0
//AI multiplayer message, send from a certain player index to another player index
bool sendAIMessage(char *pStr, UDWORD player, UDWORD to)
{
	UDWORD	sendPlayer;

	//check if this is one of the local players, don't need net send then
	if (to == selectedPlayer || myResponsibility(to))	//(the only) human on this machine or AI on this machine
	{
		triggerEventChat(player, to, pStr);

		//Just show "him" the message
		displayAIMessage(pStr, player, to);

		//Received a console message from a player callback
		//store and call later
		//-------------------------------------------------
		if (!msgStackPush(CALL_AI_MSG,player,to,pStr,-1,-1,NULL))
		{
			debug(LOG_ERROR, "sendAIMessage() - msgStackPush - stack failed");
			return false;
		}
	}
	else		//not a local player (use multiplayer mode)
	{
		if (!ingame.localOptionsReceived)
		{
			return true;
		}

		//find machine that is hosting this human or AI
		sendPlayer = whosResponsible(to);

		if (sendPlayer >= MAX_PLAYERS)
		{
			debug(LOG_ERROR, "sendAIMessage() - sendPlayer >= MAX_PLAYERS");
			return false;
		}

		if (!isHumanPlayer(sendPlayer))		//NETsend can't send to non-humans
		{
			debug(LOG_ERROR, "sendAIMessage() - player is not human.");
			return false;
		}

		//send to the player who is hosting 'to' player (might be himself if human and not AI)
		NETbeginEncode(NETnetQueue(sendPlayer), NET_AITEXTMSG);
			NETuint32_t(&player);			//save the actual sender
			//save the actual player that is to get this msg on the source machine (source can host many AIs)
			NETuint32_t(&to);				//save the actual receiver (might not be the same as the one we are actually sending to, in case of AIs)
			NETstring(pStr, MAX_CONSOLE_STRING_LENGTH);		// copy message in.
		NETend();
	}

	return true;
}
Esempio n. 4
0
bool sendDataCheck(void)
{
	int i = 0;

	NETbeginEncode(NETnetQueue(NET_HOST_ONLY), NET_DATA_CHECK);		// only need to send to HOST
	for(i = 0; i < DATA_MAXDATA; i++)
	{
		NETuint32_t(&DataHash[i]);
	}
	NETend();
	debug(LOG_NET, "sent hash to host");
	return true;
}
Esempio n. 5
0
// ////////////////////////////////////////////////////////////////////////////
// Tell the host we are leaving the game 'nicely', (we wanted to) and not
// because we have some kind of error. (dropped or disconnected)
bool sendLeavingMsg(void)
{
	debug(LOG_NET, "We are leaving 'nicely'");
	NETbeginEncode(NETnetQueue(NET_HOST_ONLY), NET_PLAYER_LEAVING);
	{
		bool host = NetPlay.isHost;
		uint32_t id = selectedPlayer;

		NETuint32_t(&id);
		NETbool(&host);
	}
	NETend();

	return true;
}
Esempio n. 6
0
// accept and process incoming ping messages.
BOOL recvPing(NETQUEUE queue)
{
	BOOL	isNew;
	uint8_t	sender, us = selectedPlayer;

	NETbeginDecode(queue, NET_PING);
		NETuint8_t(&sender);
		NETbool(&isNew);
	NETend();

	if (sender >= MAX_PLAYERS)
	{
		debug(LOG_ERROR, "Bad NET_PING packet, sender is %d", (int)sender);
		return false;
	}

	// If this is a new ping, respond to it
	if (isNew)
	{
		NETbeginEncode(NETnetQueue(sender), NET_PING);
			// We are responding to a new ping
			isNew = false;

			NETuint8_t(&us);
			NETbool(&isNew);
		NETend();
	}
	// They are responding to one of our pings
	else
	{
		// Work out how long it took them to respond
		ingame.PingTimes[sender] = (gameTime2 - PingSend[sender]) / 2;

		// Note that we have received it
		PingSend[sender] = 0;
	}

	return true;
}
Esempio n. 7
0
// ////////////////////////////////////////////////////////////////////////////
// options for a game. (usually recvd in frontend)
void recvOptions(NETQUEUE queue)
{
	unsigned int i;

	debug(LOG_NET, "Receiving options from host");
	NETbeginDecode(queue, NET_OPTIONS);

	// Get general information about the game
	NETuint8_t(&game.type);
	NETstring(game.map, 128);
	NETbin(game.hash.bytes, game.hash.Bytes);
	uint32_t modHashesSize;
	NETuint32_t(&modHashesSize);
	ASSERT_OR_RETURN(, modHashesSize < 1000000, "Way too many mods %u", modHashesSize);
	game.modHashes.resize(modHashesSize);
	for (auto &hash : game.modHashes)
	{
		NETbin(hash.bytes, hash.Bytes);
	}
	NETuint8_t(&game.maxPlayers);
	NETstring(game.name, 128);
	NETuint32_t(&game.power);
	NETuint8_t(&game.base);
	NETuint8_t(&game.alliance);
	NETbool(&game.scavengers);
	NETbool(&game.isMapMod);

	for (i = 0; i < MAX_PLAYERS; i++)
	{
		NETuint8_t(&game.skDiff[i]);
	}

	// Send the list of who is still joining
	for (i = 0; i < MAX_PLAYERS; i++)
	{
		NETbool(&ingame.JoiningInProgress[i]);
	}

	// Alliances
	for (i = 0; i < MAX_PLAYERS; i++)
	{
		unsigned int j;

		for (j = 0; j < MAX_PLAYERS; j++)
		{
			NETuint8_t(&alliances[i][j]);
		}
	}
	netPlayersUpdated = true;

	// Free any structure limits we may have in-place
	if (ingame.numStructureLimits)
	{
		ingame.numStructureLimits = 0;
		free(ingame.pStructureLimits);
		ingame.pStructureLimits = NULL;
	}

	// Get the number of structure limits to expect
	NETuint32_t(&ingame.numStructureLimits);
	debug(LOG_NET, "Host is sending us %u structure limits", ingame.numStructureLimits);
	// If there were any changes allocate memory for them
	if (ingame.numStructureLimits)
	{
		ingame.pStructureLimits = (MULTISTRUCTLIMITS *)malloc(ingame.numStructureLimits * sizeof(MULTISTRUCTLIMITS));
	}

	for (i = 0; i < ingame.numStructureLimits; i++)
	{
		NETuint32_t(&ingame.pStructureLimits[i].id);
		NETuint32_t(&ingame.pStructureLimits[i].limit);
	}
	NETuint8_t(&ingame.flags);

	NETend();

	// Do the skirmish slider settings if they are up
	for (i = 0; i < MAX_PLAYERS; i++)
	{
		if (widgGetFromID(psWScreen, MULTIOP_SKSLIDE + i))
		{
			widgSetSliderPos(psWScreen, MULTIOP_SKSLIDE + i, game.skDiff[i]);
		}
	}
	debug(LOG_INFO, "Rebuilding map list");
	// clear out the old level list.
	levShutDown();
	levInitialise();
	rebuildSearchPath(mod_multiplay, true);	// MUST rebuild search path for the new maps we just got!
	buildMapList();

	bool haveData = true;
	auto requestFile = [&haveData](Sha256 &hash, char const *filename) {
		if (std::any_of(NetPlay.wzFiles.begin(), NetPlay.wzFiles.end(), [&hash](WZFile const &file) { return file.hash == hash; }))
		{
			debug(LOG_INFO, "Already requested file, continue waiting.");
			haveData = false;
			return false;  // Downloading the file already
		}

		if (!PHYSFS_exists(filename))
		{
			debug(LOG_INFO, "Creating new file %s", filename);
		}
		else if (findHashOfFile(filename) != hash)
		{
			debug(LOG_INFO, "Overwriting old incomplete or corrupt file %s", filename);
		}
		else
		{
			return false;  // Have the file already.
		}

		NetPlay.wzFiles.emplace_back(PHYSFS_openWrite(filename), hash);

		// Request the map/mod from the host
		NETbeginEncode(NETnetQueue(NET_HOST_ONLY), NET_FILE_REQUESTED);
		NETbin(hash.bytes, hash.Bytes);
		NETend();

		haveData = false;
		return true;  // Starting download now.
	};

	LEVEL_DATASET *mapData = levFindDataSet(game.map, &game.hash);
	// See if we have the map or not
	if (mapData == nullptr)
	{
		char mapName[256];
		sstrcpy(mapName, game.map);
		removeWildcards(mapName);

		if (strlen(mapName) >= 3 && mapName[strlen(mapName) - 3] == '-' && mapName[strlen(mapName) - 2] == 'T' && unsigned(mapName[strlen(mapName) - 1] - '1') < 3)
		{
			mapName[strlen(mapName) - 3] = '\0';  // Cut off "-T1", "-T2" or "-T3".
		}
		char filename[256];
		ssprintf(filename, "maps/%dc-%s-%s.wz", game.maxPlayers, mapName, game.hash.toString().c_str());  // Wonder whether game.maxPlayers is initialised already?

		if (requestFile(game.hash, filename))
		{
			debug(LOG_INFO, "Map was not found, requesting map %s from host, type %d", game.map, game.isMapMod);
			addConsoleMessage("MAP REQUESTED!", DEFAULT_JUSTIFY, SYSTEM_MESSAGE);
		}
		else
		{
			debug(LOG_FATAL, "Can't load map %s, even though we downloaded %s", game.map, filename);
			abort();
		}
	}

	for (Sha256 &hash : game.modHashes)
	{
		char filename[256];
		ssprintf(filename, "mods/downloads/%s", hash.toString().c_str());

		if (requestFile(hash, filename))
		{
			debug(LOG_INFO, "Mod was not found, requesting mod %s from host", hash.toString().c_str());
			addConsoleMessage("MOD REQUESTED!", DEFAULT_JUSTIFY, SYSTEM_MESSAGE);
		}
	}

	if (mapData && CheckForMod(mapData->realFileName))
	{
		char const *str = game.isMapMod ?
			_("Warning, this is a map-mod, it could alter normal gameplay.") :
			_("Warning, HOST has altered the game code, and can't be trusted!");
		addConsoleMessage(str, DEFAULT_JUSTIFY, NOTIFY_MESSAGE);
		game.isMapMod = true;
	}

	if (mapData)
	{
		loadMapPreview(false);
	}
}
Esempio n. 8
0
// ////////////////////////////////////////////////////////////////////////////
// options for a game. (usually recvd in frontend)
void recvOptions(NETQUEUE queue)
{
    unsigned int i;

    debug(LOG_NET, "Receiving options from host");
    NETbeginDecode(queue, NET_OPTIONS);

    // Get general information about the game
    NETuint8_t(&game.type);
    NETstring(game.map, 128);
    NETbin(game.hash.bytes, game.hash.Bytes);
    NETuint8_t(&game.maxPlayers);
    NETstring(game.name, 128);
    NETuint32_t(&game.power);
    NETuint8_t(&game.base);
    NETuint8_t(&game.alliance);
    NETbool(&game.scavengers);

    for (i = 0; i < MAX_PLAYERS; i++)
    {
        NETuint8_t(&game.skDiff[i]);
    }

    // Send the list of who is still joining
    for (i = 0; i < MAX_PLAYERS; i++)
    {
        NETbool(&ingame.JoiningInProgress[i]);
    }

    // Alliances
    for (i = 0; i < MAX_PLAYERS; i++)
    {
        unsigned int j;

        for (j = 0; j < MAX_PLAYERS; j++)
        {
            NETuint8_t(&alliances[i][j]);
        }
    }
    netPlayersUpdated = true;

    // Free any structure limits we may have in-place
    if (ingame.numStructureLimits)
    {
        ingame.numStructureLimits = 0;
        free(ingame.pStructureLimits);
        ingame.pStructureLimits = NULL;
    }

    // Get the number of structure limits to expect
    NETuint32_t(&ingame.numStructureLimits);
    debug(LOG_NET, "Host is sending us %u structure limits", ingame.numStructureLimits);
    // If there were any changes allocate memory for them
    if (ingame.numStructureLimits)
    {
        ingame.pStructureLimits = (MULTISTRUCTLIMITS *)malloc(ingame.numStructureLimits * sizeof(MULTISTRUCTLIMITS));
    }

    for (i = 0; i < ingame.numStructureLimits; i++)
    {
        NETuint32_t(&ingame.pStructureLimits[i].id);
        NETuint32_t(&ingame.pStructureLimits[i].limit);
    }
    NETuint8_t(&ingame.flags);

    NETend();

    // Do the skirmish slider settings if they are up
    for (i = 0; i < MAX_PLAYERS; i++)
    {
        if (widgGetFromID(psWScreen, MULTIOP_SKSLIDE + i))
        {
            widgSetSliderPos(psWScreen, MULTIOP_SKSLIDE + i, game.skDiff[i]);
        }
    }
    debug(LOG_INFO, "Rebuilding map list");
    // clear out the old level list.
    levShutDown();
    levInitialise();
    setCurrentMap(NULL, 42);
    rebuildSearchPath(mod_multiplay, true);	// MUST rebuild search path for the new maps we just got!
    buildMapList();
    // See if we have the map or not
    if (levFindDataSet(game.map, &game.hash) == NULL)
    {
        uint32_t player = selectedPlayer;

        debug(LOG_INFO, "Map was not found, requesting map %s from host.", game.map);
        // Request the map from the host
        NETbeginEncode(NETnetQueue(NET_HOST_ONLY), NET_FILE_REQUESTED);
        NETuint32_t(&player);
        NETend();

        addConsoleMessage("MAP REQUESTED!", DEFAULT_JUSTIFY, SYSTEM_MESSAGE);
    }
    else
    {
        loadMapPreview(false);
    }
}
Esempio n. 9
0
// ////////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////////
// Text Messaging between players. proceed string with players to send to.
// eg "123hi there" sends "hi there" to players 1,2 and 3.
bool sendTextMessage(const char *pStr, bool all, uint32_t from)
{
	bool				normal = true;
	bool				sendto[MAX_PLAYERS];
	int					posTable[MAX_PLAYERS];
	UDWORD				i;
	char				display[MAX_CONSOLE_STRING_LENGTH];
	char				msg[MAX_CONSOLE_STRING_LENGTH];
	char*				curStr = (char*)pStr;

	memset(display,0x0, sizeof(display));	//clear buffer
	memset(msg,0x0, sizeof(display));		//clear buffer
	memset(sendto,0x0, sizeof(sendto));		//clear private flag
	memset(posTable,0x0, sizeof(posTable));		//clear buffer
	sstrcpy(msg, curStr);

	if (!all)
	{
		// create a position table
		for (i = 0; i < game.maxPlayers; i++)
		{
			posTable[NetPlay.players[i].position] = i;
		}

		if (curStr[0] == '.')
		{
			curStr++;
			for (i = 0; i < game.maxPlayers; i++)
			{
				if (i != from && aiCheckAlliances(from, i))
				{
					sendto[i] = true;
				}
			}
			normal = false;
			if (!all)
			{
				sstrcpy(display, _("(allies"));
			}
		}
		for (; curStr[0] >= '0' && curStr[0] <= '9'; ++curStr)  // for each 0..9 numeric char encountered
		{
			i = posTable[curStr[0]-'0'];
			if (normal)
			{
				sstrcpy(display, _("(private to "));
			}
			else
			{
				sstrcat(display, ", ");
			}
			if ((isHumanPlayer(i) || (game.type == SKIRMISH && i<game.maxPlayers && game.skDiff[i] ) ))
			{
				sstrcat(display, getPlayerName(posTable[curStr[0]-'0']));
				sendto[i] = true;
			}
			else
			{
				sstrcat(display, _("[invalid]"));
			}
			normal = false;
		}

		if (!normal)	// lets user know it is a private message
		{
			if (curStr[0] == ' ')
			{
				curStr++;
			}
			sstrcat(display, ") ");
			sstrcat(display, curStr);
		}
	}

	if (all)	//broadcast
	{
		NETbeginEncode(NETbroadcastQueue(), NET_TEXTMSG);
		NETuint32_t(&from);		// who this msg is from
		NETstring(msg,MAX_CONSOLE_STRING_LENGTH);	// the message to send
		NETend();
	}
	else if (normal)
	{
		for (i = 0; i < MAX_PLAYERS; i++)
		{
			if (i != from && openchannels[i])
			{
				if (isHumanPlayer(i))
				{
					NETbeginEncode(NETnetQueue(i), NET_TEXTMSG);
					NETuint32_t(&from);		// who this msg is from
					NETstring(msg,MAX_CONSOLE_STRING_LENGTH);	// the message to send
					NETend();
				}
				else	//also send to AIs now (non-humans), needed for AI
				{
					sendAIMessage(msg, from, i);
				}
			}
		}
	}
	else	//private msg
	{
		for (i = 0; i < MAX_PLAYERS; i++)
		{
			if (sendto[i])
			{
				if (isHumanPlayer(i))
				{
					NETbeginEncode(NETnetQueue(i), NET_TEXTMSG);
					NETuint32_t(&from);				// who this msg is from
					NETstring(display, MAX_CONSOLE_STRING_LENGTH);	// the message to send
					NETend();
				}
				else	//also send to AIs now (non-humans), needed for AI
				{
					sendAIMessage(curStr, from, i);
				}
			}
		}
	}

	// This is for local display
	if (from == selectedPlayer)
	{
		sstrcpy(msg, NetPlay.players[from].name);		// name
		sstrcat(msg, ": ");					// seperator
		sstrcat(msg, (normal ? curStr : display));		// add message
		addConsoleMessage(msg, DEFAULT_JUSTIFY, from);		// display
	}

	return true;
}