/** * Checks whether this IP address is contained by the given netmask. * @param netmask the netmask in CIDR notation to test against. * @note netmask without /n assumes all bits need to match. * @return true if this IP is within the netmask. */ bool NetworkAddress::IsInNetmask(char *netmask) { /* Resolve it if we didn't do it already */ if (!this->IsResolved()) this->GetAddress(); int cidr = this->address.ss_family == AF_INET ? 32 : 128; NetworkAddress mask_address; /* Check for CIDR separator */ char *chr_cidr = strchr(netmask, '/'); if (chr_cidr != NULL) { int tmp_cidr = atoi(chr_cidr + 1); /* Invalid CIDR, treat as single host */ if (tmp_cidr > 0 || tmp_cidr < cidr) cidr = tmp_cidr; /* Remove and then replace the / so that NetworkAddress works on the IP portion */ *chr_cidr = '\0'; mask_address = NetworkAddress(netmask, 0, this->address.ss_family); *chr_cidr = '/'; } else { mask_address = NetworkAddress(netmask, 0, this->address.ss_family); } if (mask_address.GetAddressLength() == 0) return false; uint32 *ip; uint32 *mask; switch (this->address.ss_family) { case AF_INET: ip = (uint32*)&((struct sockaddr_in*)&this->address)->sin_addr.s_addr; mask = (uint32*)&((struct sockaddr_in*)&mask_address.address)->sin_addr.s_addr; break; case AF_INET6: ip = (uint32*)&((struct sockaddr_in6*)&this->address)->sin6_addr; mask = (uint32*)&((struct sockaddr_in6*)&mask_address.address)->sin6_addr; break; default: NOT_REACHED(); } while (cidr > 0) { uint32 msk = cidr >= 32 ? (uint32)-1 : htonl(-(1 << (32 - cidr))); if ((*mask++ & msk) != (*ip++ & msk)) return false; cidr -= 32; } return true; }
/** * Create an UDP socket but don't listen yet. * @param bind the addresses to bind to. */ NetworkUDPSocketHandler::NetworkUDPSocketHandler(NetworkAddressList *bind) { if (bind != NULL) { for (NetworkAddress *addr = bind->Begin(); addr != bind->End(); addr++) { *this->bind.Append() = *addr; } } else { /* As hostname NULL and port 0/NULL don't go well when * resolving it we need to add an address for each of * the address families we support. */ *this->bind.Append() = NetworkAddress(NULL, 0, AF_INET); *this->bind.Append() = NetworkAddress(NULL, 0, AF_INET6); } }
void ClientApp::parseArgs(int argc, const char* const* argv) { ArgParser argParser(this); bool result = argParser.parseClientArgs(args(), argc, argv); if (!result || args().m_shouldExit) { m_bye(kExitArgs); } else { // save server address if (!args().m_synergyAddress.empty()) { try { *m_serverAddress = NetworkAddress(args().m_synergyAddress, kDefaultPort); m_serverAddress->resolve(); } catch (XSocketAddress& e) { // allow an address that we can't look up if we're restartable. // we'll try to resolve the address each time we connect to the // server. a bad port will never get better. patch by Brent // Priddy. if (!args().m_restartable || e.getError() == XSocketAddress::kBadPort) { LOG((CLOG_PRINT "%s: %s" BYE, args().m_pname, e.what(), args().m_pname)); m_bye(kExitFailed); } } } } }
bool ScenargieRouteMgr::DeleteRoute( const ProtoAddress& destinationProtoAddress, unsigned int prefixLength, const ProtoAddress& gatewayProtoAddress, unsigned int protoInterfaceIndex) { bool routeIsDeletedFromProtoRouteTable = protoRouteTable.DeleteRoute( destinationProtoAddress, prefixLength, &gatewayProtoAddress); if(routeIsDeletedFromProtoRouteTable){ NetworkAddress destinationNetworkAddress( destinationProtoAddress.SimGetAddress()); NetworkAddress destinationNetworkAddressSubnetMask = NetworkAddress(0xFFFFFFFF << (32 - prefixLength)); shared_ptr<RoutingTable> routingTablePtr = networkLayerPtr->GetRoutingTableInterface(); routingTablePtr->DeleteRoute( destinationNetworkAddress, destinationNetworkAddressSubnetMask); nrlolsrProtocolPtr->OutputTraceAndStatsForDeleteRoutingTableEntry( destinationNetworkAddress, destinationNetworkAddressSubnetMask); }//if// return routeIsDeletedFromProtoRouteTable; }//DeleteRoute//
void GameLoop() { ProcessAsyncSaveFinish(); /* autosave game? */ if (_do_autosave) { _do_autosave = false; DoAutosave(); SetWindowDirty(WC_STATUS_BAR, 0); } /* switch game mode? */ if (_switch_mode != SM_NONE) { SwitchToMode(_switch_mode); _switch_mode = SM_NONE; } IncreaseSpriteLRU(); InteractiveRandom(); extern int _caret_timer; _caret_timer += 3; CursorTick(); #ifdef ENABLE_NETWORK /* Check for UDP stuff */ if (_network_available) NetworkUDPGameLoop(); if (_networking && !IsGeneratingWorld()) { /* Multiplayer */ NetworkGameLoop(); } else { if (_network_reconnect > 0 && --_network_reconnect == 0) { /* This means that we want to reconnect to the last host * We do this here, because it means that the network is really closed */ NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR); } /* Singleplayer */ StateGameLoop(); } /* Check chat messages roughly once a second. */ static uint check_message = 0; if (++check_message > 1000 / MILLISECONDS_PER_TICK) { check_message = 0; NetworkChatMessageLoop(); } #else StateGameLoop(); #endif /* ENABLE_NETWORK */ if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations(); if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects(); InputLoop(); _sound_driver->MainLoop(); MusicLoop(); }
/** * Helper function to resolve a connected socket. * @param runp information about the socket to try not * @return the opened socket or INVALID_SOCKET */ static SOCKET ConnectLoopProc(addrinfo *runp) { const char *type = NetworkAddress::SocketTypeAsString(runp->ai_socktype); const char *family = NetworkAddress::AddressFamilyAsString(runp->ai_family); const char *address = NetworkAddress(runp->ai_addr, (int)runp->ai_addrlen).GetAddressAsString(); SOCKET sock = socket(runp->ai_family, runp->ai_socktype, runp->ai_protocol); if (sock == INVALID_SOCKET) { DEBUG(net, 1, "[%s] could not create %s socket: %s", type, family, strerror(errno)); return INVALID_SOCKET; } if (!SetNoDelay(sock)) DEBUG(net, 1, "[%s] setting TCP_NODELAY failed", type); if (connect(sock, runp->ai_addr, (int)runp->ai_addrlen) != 0) { DEBUG(net, 1, "[%s] could not connect %s socket: %s", type, family, strerror(errno)); closesocket(sock); return INVALID_SOCKET; } /* Connection succeeded */ if (!SetNonBlocking(sock)) DEBUG(net, 0, "[%s] setting non-blocking mode failed", type); DEBUG(net, 1, "[%s] connected to %s", type, address); return sock; }
IpcServer::IpcServer(IEventQueue* events, SocketMultiplexer* socketMultiplexer, int port) : m_socket(events, socketMultiplexer), m_address(NetworkAddress(IPC_HOST, port)), m_events(events) { init(); }
/** * Connect with the content server. */ void ClientNetworkContentSocketHandler::Connect() { this->lastActivity = _realtime_tick; if (this->sock != INVALID_SOCKET || this->isConnecting) return; this->isConnecting = true; new NetworkContentConnecter(NetworkAddress(NETWORK_CONTENT_SERVER_HOST, NETWORK_CONTENT_SERVER_PORT, AF_UNSPEC)); }
IpcClient::IpcClient(IEventQueue* events, SocketMultiplexer* socketMultiplexer) : m_serverAddress(NetworkAddress(IPC_HOST, IPC_PORT)), m_socket(events, socketMultiplexer, IArchNetwork::kINET), m_server(nullptr), m_events(events) { init(); }
IpcClient::IpcClient(IEventQueue* events, SocketMultiplexer* socketMultiplexer, int port) : m_serverAddress(NetworkAddress(IPC_HOST, port)), m_socket(events, socketMultiplexer), m_server(nullptr), m_events(events) { init(); }
IpcServer::IpcServer(IEventQueue* events, SocketMultiplexer* socketMultiplexer) : m_mock(false), m_events(events), m_socketMultiplexer(socketMultiplexer), m_socket(nullptr), m_address(NetworkAddress(IPC_HOST, IPC_PORT)) { init(); }
void LoadShedConfiguration::addWhitelistAddr(folly::StringPiece input) { auto addr = input.str(); size_t separator = addr.find_first_of('/'); if (separator == string::npos) { whitelistAddrs_.insert(SocketAddress(addr, 0)); } else { unsigned prefixLen = folly::to<unsigned>(addr.substr(separator + 1)); addr.erase(separator); whitelistNetworks_.insert(NetworkAddress(SocketAddress(addr, 0), prefixLen)); } }
bool ScenargieRouteMgr::SetRoute( const ProtoAddress& destinationProtoAddress, unsigned int prefixLength, const ProtoAddress& gatewayProtoAddress, unsigned int protoInterfaceIndex, int metric) { bool routeIsSetToProtoRouteTable = protoRouteTable.SetRoute( destinationProtoAddress, prefixLength, gatewayProtoAddress, protoInterfaceIndex, metric); if (routeIsSetToProtoRouteTable){ NetworkAddress destinationNetworkAddress( destinationProtoAddress.SimGetAddress()); NetworkAddress destinationNetworkAddressSubnetMask = NetworkAddress(0xFFFFFFFF << (32 - prefixLength)); SIMADDR gatewayRawAddress = gatewayProtoAddress.SimGetAddress(); NetworkAddress nextHopNetworkAddress(gatewayRawAddress); if(gatewayRawAddress == 0){ nextHopNetworkAddress = destinationNetworkAddress; } shared_ptr<RoutingTable> routingTablePtr = networkLayerPtr->GetRoutingTableInterface(); routingTablePtr->AddOrUpdateRoute( destinationNetworkAddress, destinationNetworkAddressSubnetMask, nextHopNetworkAddress, interfaceIndex); nrlolsrProtocolPtr->OutputTraceAndStatsForAddRoutingTableEntry( destinationNetworkAddress, destinationNetworkAddressSubnetMask, nextHopNetworkAddress); }//if// return routeIsSetToProtoRouteTable; }//SetRoute//
/** * Helper function to resolve a listening. * @param runp information about the socket to try not * @return the opened socket or INVALID_SOCKET */ static SOCKET ListenLoopProc(addrinfo *runp) { const char *type = NetworkAddress::SocketTypeAsString(runp->ai_socktype); const char *family = NetworkAddress::AddressFamilyAsString(runp->ai_family); const char *address = NetworkAddress(runp->ai_addr, (int)runp->ai_addrlen).GetAddressAsString(); SOCKET sock = socket(runp->ai_family, runp->ai_socktype, runp->ai_protocol); if (sock == INVALID_SOCKET) { DEBUG(net, 0, "[%s] could not create %s socket on port %s: %s", type, family, address, strerror(errno)); return INVALID_SOCKET; } if (runp->ai_socktype == SOCK_STREAM && !SetNoDelay(sock)) { DEBUG(net, 3, "[%s] setting TCP_NODELAY failed for port %s", type, address); } int on = 1; /* The (const char*) cast is needed for windows!! */ if (setsockopt(sock, SOL_SOCKET, SO_REUSEADDR, (const char*)&on, sizeof(on)) == -1) { DEBUG(net, 3, "[%s] could not set reusable %s sockets for port %s: %s", type, family, address, strerror(errno)); } if (runp->ai_family == AF_INET6 && setsockopt(sock, IPPROTO_IPV6, IPV6_V6ONLY, (const char*)&on, sizeof(on)) == -1) { DEBUG(net, 3, "[%s] could not disable IPv4 over IPv6 on port %s: %s", type, address, strerror(errno)); } if (bind(sock, runp->ai_addr, (int)runp->ai_addrlen) != 0) { DEBUG(net, 1, "[%s] could not bind on %s port %s: %s", type, family, address, strerror(errno)); closesocket(sock); return INVALID_SOCKET; } if (runp->ai_socktype != SOCK_DGRAM && listen(sock, 1) != 0) { DEBUG(net, 1, "[%s] could not listen at %s port %s: %s", type, family, address, strerror(errno)); closesocket(sock); return INVALID_SOCKET; } /* Connection succeeded */ if (!SetNonBlocking(sock)) DEBUG(net, 0, "[%s] setting non-blocking mode failed for %s port %s", type, family, address); DEBUG(net, 1, "[%s] listening on %s port %s", type, family, address); return sock; }
/** Requeries the (game) servers we have not gotten a reply from */ void NetworkGameListRequery() { NetworkGameListHandleDelayedInsert(); static uint8 requery_cnt = 0; if (++requery_cnt < REQUERY_EVERY_X_GAMELOOPS) return; requery_cnt = 0; for (NetworkGameList *item = _network_game_list; item != NULL; item = item->next) { item->retries++; if (item->retries < REFRESH_GAMEINFO_X_REQUERIES && (item->online || item->retries >= MAX_GAME_LIST_REQUERY_COUNT)) continue; /* item gets mostly zeroed by NetworkUDPQueryServer */ uint8 retries = item->retries; NetworkUDPQueryServer(NetworkAddress(item->address)); item->retries = (retries >= REFRESH_GAMEINFO_X_REQUERIES) ? 0 : retries; } }
void ServerApp::parseArgs(int argc, const char* const* argv) { ArgParser argParser(this); bool result = argParser.parseServerArgs(args(), argc, argv); if (!result || args().m_shouldExit) { m_bye(kExitArgs); } else { if (!args().m_synergyAddress.empty()) { try { *m_synergyAddress = NetworkAddress(args().m_synergyAddress, kDefaultPort); m_synergyAddress->resolve(); } catch (XSocketAddress& e) { LOG((CLOG_PRINT "%s: %s" BYE, args().m_pname, e.what(), args().m_pname)); m_bye(kExitArgs); } } } }
int ttd_main(int argc, char *argv[]) { int i; const char *optformat; char *musicdriver = NULL; char *sounddriver = NULL; char *videodriver = NULL; char *blitter = NULL; char *graphics_set = NULL; char *sounds_set = NULL; char *music_set = NULL; Dimension resolution = {0, 0}; Year startyear = INVALID_YEAR; uint generation_seed = GENERATE_NEW_SEED; bool save_config = true; #if defined(ENABLE_NETWORK) bool dedicated = false; bool network = false; char *network_conn = NULL; char *debuglog_conn = NULL; char *dedicated_host = NULL; uint16 dedicated_port = 0; char *join_server_password = NULL; char *join_company_password = NULL; extern bool _dedicated_forks; _dedicated_forks = false; #endif /* ENABLE_NETWORK */ _game_mode = GM_MENU; _switch_mode = SM_MENU; _switch_mode_errorstr = INVALID_STRING_ID; _config_file = NULL; /* The last param of the following function means this: * a letter means: it accepts that param (e.g.: -h) * a ':' behind it means: it need a param (e.g.: -m<driver>) * a '::' behind it means: it can optional have a param (e.g.: -d<debug>) */ optformat = "m:s:v:b:hD::n::ei::I:S:M:t:d::r:g::G:c:xl:p:P:" #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32) "f" #endif ; MyGetOptData mgo(argc - 1, argv + 1, optformat); while ((i = MyGetOpt(&mgo)) != -1) { switch (i) { case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break; case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break; case 'M': free(music_set); music_set = strdup(mgo.opt); break; case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break; case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break; case 'v': free(videodriver); videodriver = strdup(mgo.opt); break; case 'b': free(blitter); blitter = strdup(mgo.opt); break; #if defined(ENABLE_NETWORK) case 'D': free(musicdriver); free(sounddriver); free(videodriver); free(blitter); musicdriver = strdup("null"); sounddriver = strdup("null"); videodriver = strdup("dedicated"); blitter = strdup("null"); dedicated = true; SetDebugString("net=6"); if (mgo.opt != NULL) { /* Use the existing method for parsing (openttd -n). * However, we do ignore the #company part. */ const char *temp = NULL; const char *port = NULL; ParseConnectionString(&temp, &port, mgo.opt); if (!StrEmpty(mgo.opt)) dedicated_host = mgo.opt; if (port != NULL) dedicated_port = atoi(port); } break; case 'f': _dedicated_forks = true; break; case 'n': network = true; network_conn = mgo.opt; // optional IP parameter, NULL if unset break; case 'l': debuglog_conn = mgo.opt; break; case 'p': join_server_password = mgo.opt; break; case 'P': join_company_password = mgo.opt; break; #endif /* ENABLE_NETWORK */ case 'r': ParseResolution(&resolution, mgo.opt); break; case 't': startyear = atoi(mgo.opt); break; case 'd': { #if defined(WIN32) CreateConsole(); #endif if (mgo.opt != NULL) SetDebugString(mgo.opt); break; } case 'e': _switch_mode = SM_EDITOR; break; case 'i': /* there is an argument, it is not empty, and it is exactly 1 char long */ if (!StrEmpty(mgo.opt) && mgo.opt[1] == '\0') { _use_palette = (PaletteType)(mgo.opt[0] - '0'); if (_use_palette <= MAX_PAL) break; } usererror("Valid value for '-i' is 0, 1 or 2"); case 'g': if (mgo.opt != NULL) { strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name)); _switch_mode = SM_LOAD; _file_to_saveload.mode = SL_LOAD; /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */ const char *t = strrchr(_file_to_saveload.name, '.'); if (t != NULL) { FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL); if (ft != FIOS_TYPE_INVALID) SetFiosType(ft); } break; } _switch_mode = SM_NEWGAME; /* Give a random map if no seed has been given */ if (generation_seed == GENERATE_NEW_SEED) { generation_seed = InteractiveRandom(); } break; case 'G': generation_seed = atoi(mgo.opt); break; case 'c': _config_file = strdup(mgo.opt); break; case 'x': save_config = false; break; case -2: case 'h': /* The next two functions are needed to list the graphics sets. * We can't do them earlier because then we can't show it on * the debug console as that hasn't been configured yet. */ DeterminePaths(argv[0]); BaseGraphics::FindSets(); BaseSounds::FindSets(); BaseMusic::FindSets(); ShowHelp(); return 0; } } #if defined(WINCE) && defined(_DEBUG) /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */ SetDebugString("4"); #endif DeterminePaths(argv[0]); BaseGraphics::FindSets(); BaseSounds::FindSets(); BaseMusic::FindSets(); #if defined(ENABLE_NETWORK) && defined(UNIX) && !defined(__MORPHOS__) /* We must fork here, or we'll end up without some resources we need (like sockets) */ if (_dedicated_forks) DedicatedFork(); #endif TarScanner::DoScan(); AI::Initialize(); LoadFromConfig(); AI::Uninitialize(true); CheckConfig(); LoadFromHighScore(); LoadHotkeysFromConfig(); if (resolution.width != 0) { _cur_resolution = resolution; } if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear; if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed; /* * The width and height must be at least 1 pixel and width times * height times bytes per pixel must still fit within a 32 bits * integer, even for 32 bpp video modes. This way all internal * drawing routines work correctly. */ _cur_resolution.width = ClampU(_cur_resolution.width, 1, UINT16_MAX / 2); _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2); #if defined(ENABLE_NETWORK) if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision); if (dedicated_host) { _network_bind_list.Clear(); *_network_bind_list.Append() = strdup(dedicated_host); } if (dedicated_port) _settings_client.network.server_port = dedicated_port; if (_dedicated_forks && !dedicated) _dedicated_forks = false; #endif /* ENABLE_NETWORK */ /* enumerate language files */ InitializeLanguagePacks(); /* initialize screenshot formats */ InitializeScreenshotFormats(); /* Initialize FreeType */ InitFreeType(); /* This must be done early, since functions use the SetWindowDirty* calls */ InitWindowSystem(); /* Look for the sounds before the graphics. Otherwise none would be set and * the first initialisation of the video happens on the wrong data. Now it * can do the first initialisation right. */ if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set); if (!BaseSounds::SetSet(sounds_set)) { StrEmpty(sounds_set) ? usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.") : usererror("Failed to select requested sounds set '%s'", sounds_set); } free(sounds_set); if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set); if (!BaseGraphics::SetSet(graphics_set)) { StrEmpty(graphics_set) ? usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 4.1 of readme.txt.") : usererror("Failed to select requested graphics set '%s'", graphics_set); } free(graphics_set); if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set); if (!BaseMusic::SetSet(music_set)) { StrEmpty(music_set) ? usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.") : usererror("Failed to select requested music set '%s'", music_set); } free(music_set); /* Initialize game palette */ GfxInitPalettes(); DEBUG(misc, 1, "Loading blitter..."); if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter); if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) { StrEmpty(blitter) ? usererror("Failed to autoprobe blitter") : usererror("Failed to select requested blitter '%s'; does it exist?", blitter); } free(blitter); DEBUG(driver, 1, "Loading drivers..."); if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver); _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND); if (_sound_driver == NULL) { StrEmpty(sounddriver) ? usererror("Failed to autoprobe sound driver") : usererror("Failed to select requested sound driver '%s'", sounddriver); } free(sounddriver); if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver); _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO); if (_video_driver == NULL) { StrEmpty(videodriver) ? usererror("Failed to autoprobe video driver") : usererror("Failed to select requested video driver '%s'", videodriver); } free(videodriver); if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver); _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC); if (_music_driver == NULL) { StrEmpty(musicdriver) ? usererror("Failed to autoprobe music driver") : usererror("Failed to select requested music driver '%s'", musicdriver); } free(musicdriver); /* Initialize the zoom level of the screen to normal */ _screen.zoom = ZOOM_LVL_NORMAL; /* restore saved music volume */ _music_driver->SetVolume(_msf.music_vol); NetworkStartUp(); // initialize network-core #if defined(ENABLE_NETWORK) if (debuglog_conn != NULL && _network_available) { const char *not_used = NULL; const char *port = NULL; uint16 rport; rport = NETWORK_DEFAULT_DEBUGLOG_PORT; ParseConnectionString(¬_used, &port, debuglog_conn); if (port != NULL) rport = atoi(port); NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport)); } #endif /* ENABLE_NETWORK */ ScanNewGRFFiles(); ResetGRFConfig(false); /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */ if (_switch_mode != SM_NONE) MakeNewgameSettingsLive(); /* initialize the ingame console */ IConsoleInit(); _cursor.in_window = true; InitializeGUI(); IConsoleCmdExec("exec scripts/autoexec.scr 0"); /* Take our initial lock on whatever we might want to do! */ _genworld_paint_mutex->BeginCritical(); _genworld_mapgen_mutex->BeginCritical(); GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy WaitTillGeneratedWorld(); CheckForMissingGlyphsInLoadedLanguagePack(); #ifdef ENABLE_NETWORK if (network && _network_available) { if (network_conn != NULL) { const char *port = NULL; const char *company = NULL; uint16 rport = NETWORK_DEFAULT_PORT; CompanyID join_as = COMPANY_NEW_COMPANY; ParseConnectionString(&company, &port, network_conn); if (company != NULL) { join_as = (CompanyID)atoi(company); if (join_as != COMPANY_SPECTATOR) { join_as--; if (join_as >= MAX_COMPANIES) return false; } } if (port != NULL) rport = atoi(port); LoadIntroGame(); _switch_mode = SM_NONE; NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password); } } #endif /* ENABLE_NETWORK */ _video_driver->MainLoop(); WaitTillSaved(); /* only save config if we have to */ if (save_config) { SaveToConfig(); SaveHotkeysToConfig(); SaveToHighScore(); } /* Reset windowing system, stop drivers, free used memory, ... */ ShutdownGame(); free(const_cast<char *>(BaseGraphics::ini_set)); free(const_cast<char *>(BaseSounds::ini_set)); free(const_cast<char *>(BaseMusic::ini_set)); free(_ini_musicdriver); free(_ini_sounddriver); free(_ini_videodriver); free(_ini_blitter); return 0; }
bool NetworkBaseUDP::bindSocketToPort(u16 Port) { /* Create connection-less address */ return Socket_->bindSocket(NetworkAddress(Port)); }
/** * Main entry point for this lovely game. * @param argc The number of arguments passed to this game. * @param argv The values of the arguments. * @return 0 when there is no error. */ int openttd_main(int argc, char *argv[]) { char *musicdriver = NULL; char *sounddriver = NULL; char *videodriver = NULL; char *blitter = NULL; char *graphics_set = NULL; char *sounds_set = NULL; char *music_set = NULL; Dimension resolution = {0, 0}; /* AfterNewGRFScan sets save_config to true after scanning completed. */ bool save_config = false; AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config); #if defined(ENABLE_NETWORK) bool dedicated = false; char *debuglog_conn = NULL; extern bool _dedicated_forks; _dedicated_forks = false; #endif /* ENABLE_NETWORK */ _game_mode = GM_MENU; _switch_mode = SM_MENU; _config_file = NULL; GetOptData mgo(argc - 1, argv + 1, _options); int ret = 0; int i; while ((i = mgo.GetOpt()) != -1) { switch (i) { case 'I': free(graphics_set); graphics_set = stredup(mgo.opt); break; case 'S': free(sounds_set); sounds_set = stredup(mgo.opt); break; case 'M': free(music_set); music_set = stredup(mgo.opt); break; case 'm': free(musicdriver); musicdriver = stredup(mgo.opt); break; case 's': free(sounddriver); sounddriver = stredup(mgo.opt); break; case 'v': free(videodriver); videodriver = stredup(mgo.opt); break; case 'b': free(blitter); blitter = stredup(mgo.opt); break; #if defined(ENABLE_NETWORK) case 'D': free(musicdriver); free(sounddriver); free(videodriver); free(blitter); musicdriver = stredup("null"); sounddriver = stredup("null"); videodriver = stredup("dedicated"); blitter = stredup("null"); dedicated = true; SetDebugString("net=6"); if (mgo.opt != NULL) { /* Use the existing method for parsing (openttd -n). * However, we do ignore the #company part. */ const char *temp = NULL; const char *port = NULL; ParseConnectionString(&temp, &port, mgo.opt); if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt; if (port != NULL) scanner->dedicated_port = atoi(port); } break; case 'f': _dedicated_forks = true; break; case 'n': scanner->network_conn = mgo.opt; // optional IP parameter, NULL if unset break; case 'l': debuglog_conn = mgo.opt; break; case 'p': scanner->join_server_password = mgo.opt; break; case 'P': scanner->join_company_password = mgo.opt; break; #endif /* ENABLE_NETWORK */ case 'r': ParseResolution(&resolution, mgo.opt); break; case 't': scanner->startyear = atoi(mgo.opt); break; case 'd': { #if defined(WIN32) CreateConsole(); #endif if (mgo.opt != NULL) SetDebugString(mgo.opt); break; } case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break; case 'g': if (mgo.opt != NULL) { _file_to_saveload.SetName(mgo.opt); bool is_scenario = _switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO; _switch_mode = is_scenario ? SM_LOAD_SCENARIO : SM_LOAD_GAME; _file_to_saveload.SetMode(SLO_LOAD, is_scenario ? FT_SCENARIO : FT_SAVEGAME, DFT_GAME_FILE); /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */ const char *t = strrchr(_file_to_saveload.name, '.'); if (t != NULL) { FiosType ft = FiosGetSavegameListCallback(SLO_LOAD, _file_to_saveload.name, t, NULL, NULL); if (ft != FIOS_TYPE_INVALID) _file_to_saveload.SetMode(ft); } break; } _switch_mode = SM_NEWGAME; /* Give a random map if no seed has been given */ if (scanner->generation_seed == GENERATE_NEW_SEED) { scanner->generation_seed = InteractiveRandom(); } break; case 'q': { DeterminePaths(argv[0]); if (StrEmpty(mgo.opt)) { ret = 1; goto exit_noshutdown; } char title[80]; title[0] = '\0'; FiosGetSavegameListCallback(SLO_LOAD, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title)); _load_check_data.Clear(); SaveOrLoadResult res = SaveOrLoad(mgo.opt, SLO_CHECK, DFT_GAME_FILE, SAVE_DIR, false); if (res != SL_OK || _load_check_data.HasErrors()) { fprintf(stderr, "Failed to open savegame\n"); if (_load_check_data.HasErrors()) { char buf[256]; SetDParamStr(0, _load_check_data.error_data); GetString(buf, _load_check_data.error, lastof(buf)); fprintf(stderr, "%s\n", buf); } goto exit_noshutdown; } WriteSavegameInfo(title); goto exit_noshutdown; } case 'G': scanner->generation_seed = atoi(mgo.opt); break; case 'c': free(_config_file); _config_file = stredup(mgo.opt); break; case 'x': scanner->save_config = false; break; case 'h': i = -2; // Force printing of help. break; } if (i == -2) break; } if (i == -2 || mgo.numleft > 0) { /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments. * In all cases, print the help, and exit. * * The next two functions are needed to list the graphics sets. We can't do them earlier * because then we cannot show it on the debug console as that hasn't been configured yet. */ DeterminePaths(argv[0]); TarScanner::DoScan(TarScanner::BASESET); BaseGraphics::FindSets(); BaseSounds::FindSets(); BaseMusic::FindSets(); ShowHelp(); goto exit_noshutdown; } DeterminePaths(argv[0]); TarScanner::DoScan(TarScanner::BASESET); #if defined(ENABLE_NETWORK) if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision); if (_dedicated_forks && !dedicated) _dedicated_forks = false; #if defined(UNIX) && !defined(__MORPHOS__) /* We must fork here, or we'll end up without some resources we need (like sockets) */ if (_dedicated_forks) DedicatedFork(); #endif #endif LoadFromConfig(true); if (resolution.width != 0) _cur_resolution = resolution; /* * The width and height must be at least 1 pixel and width times * height times bytes per pixel must still fit within a 32 bits * integer, even for 32 bpp video modes. This way all internal * drawing routines work correctly. */ _cur_resolution.width = ClampU(_cur_resolution.width, 1, UINT16_MAX / 2); _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2); /* Assume the cursor starts within the game as not all video drivers * get an event that the cursor is within the window when it is opened. * Saying the cursor is there makes no visible difference as it would * just be out of the bounds of the window. */ _cursor.in_window = true; /* enumerate language files */ InitializeLanguagePacks(); /* Initialize the regular font for FreeType */ InitFreeType(false); /* This must be done early, since functions use the SetWindowDirty* calls */ InitWindowSystem(); BaseGraphics::FindSets(); if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = stredup(BaseGraphics::ini_set); if (!BaseGraphics::SetSet(graphics_set)) { if (!StrEmpty(graphics_set)) { BaseGraphics::SetSet(NULL); ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND); msg.SetDParamStr(0, graphics_set); ScheduleErrorMessage(msg); } } free(graphics_set); /* Initialize game palette */ GfxInitPalettes(); DEBUG(misc, 1, "Loading blitter..."); if (blitter == NULL && _ini_blitter != NULL) blitter = stredup(_ini_blitter); _blitter_autodetected = StrEmpty(blitter); /* Activate the initial blitter. * This is only some initial guess, after NewGRFs have been loaded SwitchNewGRFBlitter may switch to a different one. * - Never guess anything, if the user specified a blitter. (_blitter_autodetected) * - Use 32bpp blitter if baseset or 8bpp-support settings says so. * - Use 8bpp blitter otherwise. */ if (!_blitter_autodetected || (_support8bpp != S8BPP_NONE && (BaseGraphics::GetUsedSet() == NULL || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP)) || BlitterFactory::SelectBlitter("32bpp-anim") == NULL) { if (BlitterFactory::SelectBlitter(blitter) == NULL) { StrEmpty(blitter) ? usererror("Failed to autoprobe blitter") : usererror("Failed to select requested blitter '%s'; does it exist?", blitter); } } free(blitter); if (videodriver == NULL && _ini_videodriver != NULL) videodriver = stredup(_ini_videodriver); DriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO); free(videodriver); InitializeSpriteSorter(); /* Initialize the zoom level of the screen to normal */ _screen.zoom = ZOOM_LVL_NORMAL; NetworkStartUp(); // initialize network-core #if defined(ENABLE_NETWORK) if (debuglog_conn != NULL && _network_available) { const char *not_used = NULL; const char *port = NULL; uint16 rport; rport = NETWORK_DEFAULT_DEBUGLOG_PORT; ParseConnectionString(¬_used, &port, debuglog_conn); if (port != NULL) rport = atoi(port); NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport)); } #endif /* ENABLE_NETWORK */ if (!HandleBootstrap()) { ShutdownGame(); goto exit_bootstrap; } VideoDriver::GetInstance()->ClaimMousePointer(); /* initialize screenshot formats */ InitializeScreenshotFormats(); BaseSounds::FindSets(); if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = stredup(BaseSounds::ini_set); if (!BaseSounds::SetSet(sounds_set)) { if (StrEmpty(sounds_set) || !BaseSounds::SetSet(NULL)) { usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of README.md."); } else { ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND); msg.SetDParamStr(0, sounds_set); ScheduleErrorMessage(msg); } } free(sounds_set); BaseMusic::FindSets(); if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = stredup(BaseMusic::ini_set); if (!BaseMusic::SetSet(music_set)) { if (StrEmpty(music_set) || !BaseMusic::SetSet(NULL)) { usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of README.md."); } else { ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND); msg.SetDParamStr(0, music_set); ScheduleErrorMessage(msg); } } free(music_set); if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = stredup(_ini_sounddriver); DriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND); free(sounddriver); if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = stredup(_ini_musicdriver); DriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC); free(musicdriver); /* Take our initial lock on whatever we might want to do! */ _modal_progress_paint_mutex->BeginCritical(); _modal_progress_work_mutex->BeginCritical(); GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy WaitTillGeneratedWorld(); LoadIntroGame(false); CheckForMissingGlyphs(); /* ScanNewGRFFiles now has control over the scanner. */ ScanNewGRFFiles(scanner); scanner = NULL; VideoDriver::GetInstance()->MainLoop(); WaitTillSaved(); /* only save config if we have to */ if (save_config) { SaveToConfig(); SaveHotkeysToConfig(); WindowDesc::SaveToConfig(); SaveToHighScore(); } /* Reset windowing system, stop drivers, free used memory, ... */ ShutdownGame(); goto exit_normal; exit_noshutdown: /* These three are normally freed before bootstrap. */ free(graphics_set); free(videodriver); free(blitter); exit_bootstrap: /* These are normally freed before exit, but after bootstrap. */ free(sounds_set); free(music_set); free(musicdriver); free(sounddriver); exit_normal: free(BaseGraphics::ini_set); free(BaseSounds::ini_set); free(BaseMusic::ini_set); free(_ini_musicdriver); free(_ini_sounddriver); free(_ini_videodriver); free(_ini_blitter); delete scanner; #ifdef ENABLE_NETWORK extern FILE *_log_fd; if (_log_fd != NULL) { fclose(_log_fd); } #endif /* ENABLE_NETWORK */ return ret; }
virtual void OnNewGRFsScanned() { ResetGRFConfig(false); TarScanner::DoScan(TarScanner::SCENARIO); AI::Initialize(); Game::Initialize(); /* We want the new (correct) NewGRF count to survive the loading. */ uint last_newgrf_count = _settings_client.gui.last_newgrf_count; LoadFromConfig(); _settings_client.gui.last_newgrf_count = last_newgrf_count; /* Since the default for the palette might have changed due to * reading the configuration file, recalculate that now. */ UpdateNewGRFConfigPalette(); Game::Uninitialize(true); AI::Uninitialize(true); CheckConfig(); LoadFromHighScore(); LoadHotkeysFromConfig(); WindowDesc::LoadFromConfig(); /* We have loaded the config, so we may possibly save it. */ *save_config_ptr = save_config; /* restore saved music volume */ MusicDriver::GetInstance()->SetVolume(_settings_client.music.music_vol); if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear; if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed; #if defined(ENABLE_NETWORK) if (dedicated_host != NULL) { _network_bind_list.Clear(); *_network_bind_list.Append() = stredup(dedicated_host); } if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port; #endif /* ENABLE_NETWORK */ /* initialize the ingame console */ IConsoleInit(); InitializeGUI(); IConsoleCmdExec("exec scripts/autoexec.scr 0"); /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */ if (_switch_mode != SM_NONE) MakeNewgameSettingsLive(); #ifdef ENABLE_NETWORK if (_network_available && network_conn != NULL) { const char *port = NULL; const char *company = NULL; uint16 rport = NETWORK_DEFAULT_PORT; CompanyID join_as = COMPANY_NEW_COMPANY; ParseConnectionString(&company, &port, network_conn); if (company != NULL) { join_as = (CompanyID)atoi(company); if (join_as != COMPANY_SPECTATOR) { join_as--; if (join_as >= MAX_COMPANIES) { delete this; return; } } } if (port != NULL) rport = atoi(port); LoadIntroGame(); _switch_mode = SM_NONE; NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password); } #endif /* ENABLE_NETWORK */ /* After the scan we're not used anymore. */ delete this; }
int ServerApp::mainLoop() { // create socket multiplexer. this must happen after daemonization // on unix because threads evaporate across a fork(). SocketMultiplexer multiplexer; setSocketMultiplexer(&multiplexer); // if configuration has no screens then add this system // as the default if (args().m_config->begin() == args().m_config->end()) { args().m_config->addScreen(args().m_name); } // set the contact address, if provided, in the config. // otherwise, if the config doesn't have an address, use // the default. if (m_synergyAddress->isValid()) { args().m_config->setSynergyAddress(*m_synergyAddress); } else if (!args().m_config->getSynergyAddress().isValid()) { args().m_config->setSynergyAddress(NetworkAddress(kDefaultPort)); } // canonicalize the primary screen name String primaryName = args().m_config->getCanonicalName(args().m_name); if (primaryName.empty()) { LOG((CLOG_CRIT "unknown screen name `%s'", args().m_name.c_str())); return kExitFailed; } // load all available plugins. ARCH->plugin().load(); // pass log and arch into plugins. ARCH->plugin().init(Log::getInstance(), Arch::getInstance()); // start server, etc appUtil().startNode(); // init ipc client after node start, since create a new screen wipes out // the event queue (the screen ctors call adoptBuffer). if (argsBase().m_enableIpc) { initIpcClient(); } // init event for all available plugins. ARCH->plugin().initEvent(m_serverScreen->getEventTarget(), m_events); // handle hangup signal by reloading the server's configuration ARCH->setSignalHandler(Arch::kHANGUP, &reloadSignalHandler, NULL); m_events->adoptHandler(m_events->forServerApp().reloadConfig(), m_events->getSystemTarget(), new TMethodEventJob<ServerApp>(this, &ServerApp::reloadConfig)); // handle force reconnect event by disconnecting clients. they'll // reconnect automatically. m_events->adoptHandler(m_events->forServerApp().forceReconnect(), m_events->getSystemTarget(), new TMethodEventJob<ServerApp>(this, &ServerApp::forceReconnect)); // to work around the sticky meta keys problem, we'll give users // the option to reset the state of synergys m_events->adoptHandler(m_events->forServerApp().resetServer(), m_events->getSystemTarget(), new TMethodEventJob<ServerApp>(this, &ServerApp::resetServer)); // run event loop. if startServer() failed we're supposed to retry // later. the timer installed by startServer() will take care of // that. DAEMON_RUNNING(true); #if defined(MAC_OS_X_VERSION_10_7) Thread thread( new TMethodJob<ServerApp>( this, &ServerApp::runEventsLoop, NULL)); // wait until carbon loop is ready OSXScreen* screen = dynamic_cast<OSXScreen*>( m_serverScreen->getPlatformScreen()); screen->waitForCarbonLoop(); runCocoaApp(); #else m_events->loop(); #endif DAEMON_RUNNING(false); // close down LOG((CLOG_DEBUG1 "stopping server")); m_events->removeHandler(m_events->forServerApp().forceReconnect(), m_events->getSystemTarget()); m_events->removeHandler(m_events->forServerApp().reloadConfig(), m_events->getSystemTarget()); cleanupServer(); updateStatus(); LOG((CLOG_NOTE "stopped server")); if (argsBase().m_enableIpc) { cleanupIpcClient(); } // unload all plugins. ARCH->plugin().unload(); return kExitSuccess; }