// send complete game info set! void sendOptions() { unsigned int i; if (!NetPlay.isHost || !bHosted) // Only host should act, and only if the game hasn't started yet. { ASSERT(false, "Host only routine detected for client or not hosting yet!"); return; } NETbeginEncode(NETbroadcastQueue(), NET_OPTIONS); // First send 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]); } // Same goes for the alliances for (i = 0; i < MAX_PLAYERS; i++) { unsigned int j; for (j = 0; j < MAX_PLAYERS; j++) { NETuint8_t(&alliances[i][j]); } } // Send the number of structure limits to expect NETuint32_t(&ingame.numStructureLimits); debug(LOG_NET, "(Host) Structure limits to process on client is %u", ingame.numStructureLimits); // Send the structures changed for (i = 0; i < ingame.numStructureLimits; i++) { NETuint32_t(&ingame.pStructureLimits[i].id); NETuint32_t(&ingame.pStructureLimits[i].limit); } updateLimitFlags(); NETuint8_t(&ingame.flags); NETend(); }
// 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; }
// //////////////////////////////////////////////////////////////////////////// // 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); } }
// //////////////////////////////////////////////////////////////////////////// // 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); } }
bool sendPing(void) { bool isNew = true; uint8_t player = selectedPlayer; int i; static UDWORD lastPing = 0; // Last time we sent a ping static UDWORD lastav = 0; // Last time we updated average // Only ping every so often if (lastPing > realTime) { lastPing = 0; } if (realTime - lastPing < PING_FREQUENCY) { return true; } lastPing = realTime; // If host, also update the average ping stat for joiners if (NetPlay.isHost) { if (lastav > realTime) { lastav = 0; } if (realTime - lastav > AV_PING_FREQUENCY) { NETsetGameFlags(2, averagePing()); lastav = realTime; } } /* * Before we send the ping, if any player failed to respond to the last one * we should re-enumerate the players. */ for (i = 0; i < MAX_PLAYERS; i++) { if (isHumanPlayer(i) && PingSend[i] && ingame.PingTimes[i] && i != selectedPlayer) { ingame.PingTimes[i] = PING_LIMIT; } else if (!isHumanPlayer(i) && PingSend[i] && ingame.PingTimes[i] && i != selectedPlayer) { ingame.PingTimes[i] = 0; } } uint64_t pingChallengei = (uint64_t)rand() << 32 | rand(); memcpy(pingChallenge, &pingChallengei, sizeof(pingChallenge)); NETbeginEncode(NETbroadcastQueue(), NET_PING); NETuint8_t(&player); NETbool(&isNew); NETbin(pingChallenge, sizeof(pingChallenge)); NETend(); // Note when we sent the ping for (i = 0; i < MAX_PLAYERS; i++) { PingSend[i] = realTime; } return true; }