dxx-rebirth/arch/linux/ipx_mcast4.c
2007-01-30 00:00:53 +00:00

332 lines
8.7 KiB
C
Executable file

/* $Id: ipx_mcast4.c,v 1.1.1.1 2006/03/17 19:53:47 zicodxx Exp $ */
/*
*
* "ipx driver" for IPv4 multicasting
*
*/
#ifdef HAVE_CONFIG_H
#include <conf.h>
#endif
#include <stdio.h>
#include <string.h>
#include <arpa/inet.h>
#include <netinet/in.h>
#include <stdarg.h>
#include <unistd.h>
#include <sys/socket.h>
#include <netdb.h>
#include <stdlib.h>
#include <ctype.h>
#include "pstypes.h"
#include "ipx_mcast4.h"
#include "args.h"
#include "error.h"
#include "newmenu.h"
#include "../../main/multi.h"
//#define IPX_MCAST4_DEBUG
extern unsigned char ipx_MyAddress[10];
#define UDP_BASEPORT 28342
#define PORTSHIFT_TOLERANCE 0x100
#define MAX_PACKETSIZE 8192
/* OUR port. Can be changed by "@X[+=]..." argument (X is the shift value)
*/
static int baseport=UDP_BASEPORT;
static struct in_addr game_addr; // The game's multicast address
#define MSGHDR "IPX_mcast4: "
#ifdef IPX_MCAST4_DEBUG
static void msg(const char *fmt, ...)
{
va_list ap;
fputs(MSGHDR, stdout);
va_start(ap, fmt);
vprintf(fmt, ap);
va_end(ap);
putchar('\n');
}
#else
#define msg(m...)
#endif
#define FAIL(m...) do{ nm_messagebox("Error", 1, "Ok", ##m); return -1; } while (0)
#ifdef IPX_MCAST4_DEBUG
/* Dump raw form of IP address/port by fancy output to user
*/
static void dumpraddr(unsigned char *a)
{
short port;
printf("[%u.%u.%u.%u]", a[0], a[1], a[2], a[3]);
port=(signed short)ntohs(*(unsigned short *)(a+4));
if (port) printf(":%+d",port);
}
/* Like dumpraddr() but for structure "sockaddr_in"
*/
static void dumpaddr(struct sockaddr_in *sin)
{
unsigned short ports;
unsigned char qhbuf[8];
memcpy(qhbuf + 0, &sin->sin_addr, 4);
ports = htons(((short)ntohs(sin->sin_port)) - UDP_BASEPORT);
memcpy(qhbuf + 4, &ports, 2);
dumpraddr(qhbuf);
}
#endif
// The multicast address for Descent 2 game announcements.
// TODO: Pick a better address for this
#define DESCENT2_ANNOUNCE_ADDR inet_addr("239.255.1.2")
/* Open the socket and subscribe to the multicast session */
static int ipx_mcast4_OpenSocket(ipx_socket_t *sk, int port)
{
u_char loop;
struct ip_mreq mreq;
struct sockaddr_in sin;
int ttl = 128;
if((sk->fd = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP)) < 0)
{
sk->fd = -1;
FAIL("socket() creation failed on port %d:\n%m", port);
}
// Bind to the port
sin.sin_family = AF_INET;
sin.sin_addr.s_addr = htonl(INADDR_ANY);
sin.sin_port = htons(baseport);
if (bind(sk->fd, (struct sockaddr *)&sin, sizeof(sin)))
{
if (close(sk->fd))
msg("close() failed during error recovery: %m");
sk->fd = -1;
FAIL("bind() to UDP port %d failed:\n%m", baseport);
}
// Set the TTL so the packets can get out of the local network.
if(setsockopt(sk->fd, IPPROTO_IP, IP_MULTICAST_TTL, &ttl, sizeof(ttl)) < 0)
FAIL("setsockopt() failed to set TTL to 128");
// Disable multicast loopback
loop = 0;
if(setsockopt(sk->fd, IPPROTO_IP, IP_MULTICAST_LOOP, &loop, sizeof(loop)) < 0)
FAIL("setsockopt() failed to disable multicast\nloopback: %m");
// Subscribe to the game announcement address
memset(&mreq, 0, sizeof(mreq));
mreq.imr_multiaddr.s_addr = DESCENT2_ANNOUNCE_ADDR;
mreq.imr_interface.s_addr = INADDR_ANY;
if(setsockopt(sk->fd, IPPROTO_IP, IP_ADD_MEMBERSHIP, &mreq, sizeof(mreq)) < 0)
FAIL("setsockopt() failed to subscribe to\nthe game announcement multicast group");
// We're not subscribed to a game address yet
game_addr.s_addr = 0;
sk->socket = port;
return 0;
}
static void ipx_mcast4_CloseSocket(ipx_socket_t *sk)
{
if(close(sk->fd) < 0)
msg("Close failed");
sk->fd = -1;
}
static int ipx_mcast4_SendPacket(ipx_socket_t *sk, IPXPacket_t *IPXHeader, u_char *data, int dataLen)
{
struct sockaddr_in toaddr;
int i;
msg("SendPacket enter, dataLen=%d", dataLen);
if(dataLen < 0 || dataLen > MAX_PACKETSIZE)
return -1;
toaddr.sin_family = AF_INET;
memcpy(&toaddr.sin_addr, IPXHeader->Destination.Node + 0, 4);
//toaddr.sin_port = htons(((short)ntohs(*(unsigned short *)(IPXHeader->Destination.Node + 4))) + UDP_BASEPORT);
// For now, just use the same port for everything
toaddr.sin_port = htons(UDP_BASEPORT);
// If it's the broadcast address, then we want to send it to the
// GAME ANNOUNCEMENT address.
// Data to be sent to the GAME has the destination already set by
// ipx_mcast4_SendGamePacket
if(toaddr.sin_addr.s_addr == INADDR_BROADCAST)
toaddr.sin_addr.s_addr = DESCENT2_ANNOUNCE_ADDR;
#ifdef IPX_MCAST4_DEBUG
printf(MSGHDR "sendto((%d),Node=[4] %02X %02X,Socket=%02X %02X,s_port=%u,",
dataLen,
IPXHeader->Destination.Node[4], IPXHeader->Destination.Node[5],
IPXHeader->Destination.Socket[0], IPXHeader->Destination.Socket[1],
ntohs(toaddr.sin_port));
dumpaddr(&toaddr);
puts(").");
#endif
i = sendto(sk->fd, data, dataLen, 0, (struct sockaddr *)&toaddr, sizeof(toaddr));
return i;
}
static int ipx_mcast4_ReceivePacket(ipx_socket_t *sk, char *outbuf, int outbufsize, struct ipx_recv_data *rd)
{
int size;
struct sockaddr_in fromaddr;
uint fromaddrsize = sizeof(fromaddr);
if((size = recvfrom(sk->fd, outbuf, outbufsize, 0, (struct sockaddr*)&fromaddr, &fromaddrsize)) < 0)
return -1;
#ifdef IPX_MCAST4_DEBUG
printf(MSGHDR "Got packet from ");
dumpaddr(&fromaddr);
puts("");
#endif
// We have the packet, now fill out the receive data.
memset(rd, 0, sizeof(*rd));
memcpy(rd->src_node, &fromaddr.sin_addr, 4);
// TODO: Include the port like in ipx_udp.c
rd->pkt_type = 0;
return size;
}
/* Handle the netgame aux data
* Byte 0 is the protocol version number.
* Bytes 1-4 are the IPv4 multicast session to join, in network byte order.
*/
static int ipx_mcast4_HandleNetgameAuxData(ipx_socket_t *sk, const u_char buf[NETGAME_AUX_SIZE])
{
// Extract the multicast session and subscribe to it. We should
// now be getting packets intended for the players of this game.
// Note that we stay subscribed to the game announcement session,
// so we can reply to game info requests
struct ip_mreq mreq;
int ttl = 128;
// Check the protocol version
if(buf[0] != IPX_MCAST4_VERSION)
{
FAIL("mcast4 protocol\nversion mismatch!\nGame version is %02x,\nour version is %02x", buf[0], IPX_MCAST4_VERSION);
}
// Get the multicast session
memcpy(&game_addr, buf + 1, sizeof(game_addr));
#ifdef IPX_MCAST4_DEBUG
{
struct sockaddr_in tmpaddr;
tmpaddr.sin_addr = game_addr;
tmpaddr.sin_port = 0;
printf("Handling netgame aux data: Subscribing to ");
dumpaddr(&tmpaddr);
puts("");
}
#endif
// Set the TTL so the packets can get out of the local network.
if(setsockopt(sk->fd, IPPROTO_IP, IP_MULTICAST_TTL, &ttl, sizeof(ttl)) < 0)
FAIL("setsockopt() failed to set TTL to 128");
memset(&mreq, 0, sizeof(mreq));
mreq.imr_multiaddr = game_addr;
mreq.imr_interface.s_addr = INADDR_ANY;
if(setsockopt(sk->fd, IPPROTO_IP, IP_ADD_MEMBERSHIP, &mreq, sizeof(mreq)) < 0)
FAIL("setsockopt() failed to subscribe to the game group");
return 0;
}
/* Create the netgame aux data.
* Byte 0 is the protcol version number.
* Bytes 1-4 hold the IPv4 multicast session for the game.
*/
static void ipx_mcast4_InitNetgameAuxData(ipx_socket_t *sk, u_char buf[NETGAME_AUX_SIZE])
{
Assert(game_addr.s_addr == 0);
// The first byte is the version number
buf[0] = IPX_MCAST4_VERSION;
// Generate a random session
game_addr = inet_makeaddr(239*256 + 255, d_rand() % 0xFFFF);
memcpy(buf + 1, &game_addr, sizeof(game_addr));
// Since we're obviously the hosting machine, subscribe to this address
ipx_mcast4_HandleNetgameAuxData(sk, buf);
}
static void ipx_mcast4_HandleLeaveGame(ipx_socket_t *sk)
{
// We left the game, so unsubscribe from its multicast session
struct ip_mreq mreq;
Assert(game_addr.s_addr != 0);
#ifdef IPX_MCAST4_DEBUG
printf("Unsubscribing from game's multicast group: ");
dumpraddr(&game_addr.s_addr);
printf("\n");
#endif
mreq.imr_multiaddr = game_addr;
mreq.imr_interface.s_addr = INADDR_ANY;
if(setsockopt(sk->fd, IPPROTO_IP, IP_DROP_MEMBERSHIP, &mreq, sizeof(mreq)) < 0)
msg("setsockopt() failed unsubscribing from previous group!");
game_addr.s_addr = 0;
}
// Send a packet to every member of the game. We can just multicast it here.
static int ipx_mcast4_SendGamePacket(ipx_socket_t *sk, ubyte *data, int dataLen)
{
struct sockaddr_in toaddr;
int i;
memset(&toaddr, 0, sizeof(toaddr));
toaddr.sin_addr = game_addr;
toaddr.sin_port = htons(UDP_BASEPORT);
msg("ipx_mcast4_SendGamePacket");
i = sendto(sk->fd, data, dataLen, 0, (struct sockaddr *)&toaddr, sizeof(toaddr));
return i;
}
// Pull this in from ipx_udp.c since it's the same for us.
extern int ipx_udp_GetMyAddress();
struct ipx_driver ipx_mcast4 = {
ipx_udp_GetMyAddress,
ipx_mcast4_OpenSocket,
ipx_mcast4_CloseSocket,
ipx_mcast4_SendPacket,
ipx_mcast4_ReceivePacket,
ipx_general_PacketReady,
ipx_mcast4_InitNetgameAuxData,
ipx_mcast4_HandleNetgameAuxData,
ipx_mcast4_HandleLeaveGame,
ipx_mcast4_SendGamePacket
};