From d9b86b44ff96e7ca87af4c5dee7a61f61b55f603 Mon Sep 17 00:00:00 2001 From: Reiner Herrmann Date: Sat, 15 Jan 2011 17:28:08 +0100 Subject: splitted net.c into server/client files --- src/net.c | 332 ------------------------------------------------------- src/net_client.c | 140 +++++++++++++++++++++++ src/net_server.c | 203 ++++++++++++++++++++++++++++++++++ 3 files changed, 343 insertions(+), 332 deletions(-) delete mode 100644 src/net.c create mode 100644 src/net_client.c create mode 100644 src/net_server.c diff --git a/src/net.c b/src/net.c deleted file mode 100644 index ac1b652..0000000 --- a/src/net.c +++ /dev/null @@ -1,332 +0,0 @@ -#include -#include -#include -#include -#include -#include -#include -#include -#include "net.h" -#include "player.h" - -/** - * Server side function; start server on specified port - * @param[in] port Port on which server should listen - * @return Listening socket - */ -int server_start(const char* port) -{ - int status; - int serversock; - struct addrinfo hints, *result, *tmp; - - memset(&hints, 0, sizeof(struct addrinfo)); - hints.ai_family = AF_UNSPEC; // IPv4 or IPv6 - hints.ai_socktype = SOCK_STREAM; // TCP socket - hints.ai_flags = AI_PASSIVE; // wildcard IP - hints.ai_protocol = 0; // any protocol - - status = getaddrinfo(NULL, port, &hints, &result); - if(status != 0) - { - printf("getaddrinfo: %s\n", gai_strerror(status)); - exit(EXIT_FAILURE); - } - - // iterate over linked addrinfo list and use first useable entry - for(tmp = result; tmp != NULL; tmp = tmp->ai_next) - { - int yes=1; - - // create socket - serversock = socket(tmp->ai_family, tmp->ai_socktype, tmp->ai_protocol); - if(serversock == -1) - continue; - - // try to reuse still open sockets in TIME_WAIT state - setsockopt(serversock, SOL_SOCKET, SO_REUSEADDR, &yes, sizeof(int)); - - // try to bind to address/port - if(bind(serversock, tmp->ai_addr, tmp->ai_addrlen) == 0) - break; // Success! - - close(serversock); - } - - if(tmp == NULL) - { - printf("failed to bind\n"); - exit(EXIT_FAILURE); - } - freeaddrinfo(result); - - // start listening - status = listen(serversock, 1); - if(status == -1) - { - printf("listen: %s\n", strerror(status)); - exit(EXIT_FAILURE); - } - - return serversock; -} - -/** - * Server side function; accepts connections from clients - * @param[in] serversock Socket on which server is listening - * @param[in] count Number of clients that should connect - * @return List of $count open sockets with connections to clients - */ -int* server_get_players(int serversock, const uint8_t count) -{ - int* clientsocks; - int i; - - assert(count < MAX_PLAYERS && count > 0); - - clientsocks = malloc(count*sizeof(int)); - if(clientsocks == NULL) - { - printf("server_get_players: Out of memory\n"); - exit(EXIT_FAILURE); - } - - // accept connections - for(i=0; iai_next) - { - // create socket - sock = socket(tmp->ai_family, tmp->ai_socktype, tmp->ai_protocol); - if(sock == -1) - continue; - - // connect! - if(connect(sock, tmp->ai_addr, tmp->ai_addrlen) != -1) - break; // Success! - - close(sock); - } - - if(tmp == NULL) - { - printf("failed to connect\n"); - exit(EXIT_FAILURE); - } - freeaddrinfo(result); - - return sock; -} - - -void server_start_game(int* clients, const uint8_t clientcount, const struct player_list* players) -{ - uint8_t* buf; - uint8_t usercount = players->count; - uint32_t pos = 0; - uint32_t buflen = 2 + usercount; // type + usercount + (usercount * len) - - for(int i=0; inames[i]); - - buf = malloc(buflen); - if(buf == NULL) - { - printf("server_start_game: Out of memory\n"); - exit(EXIT_FAILURE); - } - buf[pos++] = msg_type_start_game; - buf[pos++] = players->count; - // copy usernames with length to buffer - for(int i=0; inames[i]); - buf[pos++] = len; - memcpy(buf+pos, players->names[i], len); - pos += len; - } - - // send to all users - for(int i=0; icount = buf[1]; - - pos = 2; - // read usernames from buffer - for(int i=0; icount; i++) - { - uint8_t namelen = buf[pos++]; - players->names[i] = malloc(namelen+1); - memcpy(players->names[i], buf+pos, namelen); - players->names[i][namelen] = '\0'; - pos += namelen; - } - - return players; -} - -void* client_recv(int sock, uint8_t wanted) -{ - void* result = NULL; - uint8_t buf[10], type; - ssize_t len = recv(sock, buf, 10, MSG_PEEK); // just peek into packet to determine type - - assert(len != -1); - - type = buf[0]; - if(type != wanted) - return NULL; - - switch(type) - { - case msg_type_start_game: - result = client_recv_player_list(sock); - break; - } - - return result; -} - diff --git a/src/net_client.c b/src/net_client.c new file mode 100644 index 0000000..8d07b62 --- /dev/null +++ b/src/net_client.c @@ -0,0 +1,140 @@ +#include +#include +#include +#include +#include +#include +#include +#include +#include "net.h" +#include "player.h" + + +/** + * Client side function; Send hello to server + * @param[in] sock Socket to use + * @param[in] username Username of player + */ +void client_hello(int sock, const char* username) +{ + uint8_t* buf; + uint8_t namelen = strlen(username); + + buf = malloc(namelen+2); // type + len + username + if(buf == NULL) + { + printf("client_hello: Out of memory\n"); + exit(EXIT_FAILURE); + } + + buf[0] = msg_type_hello; + buf[1] = namelen; + memcpy(buf+2, username, namelen); + + send(sock, buf, namelen+2, 0); + + free(buf); +} + +/** + * Client side function; connects to specified host:port + * @param[in] host Hostname of server + * @param[in] port Port of server + * @return Socket with open connection to server + */ +int client_connect_server(const char* host, const char* port) +{ + int status; + int sock; + struct addrinfo hints, *result, *tmp; + + memset(&hints, 0, sizeof(hints)); + hints.ai_family = AF_UNSPEC; // IPv4 or IPv6 + hints.ai_socktype = SOCK_STREAM; // TCP socket + + status = getaddrinfo(host, port, &hints, &result); + if(status != 0) + { + printf("getaddrinfo: %s\n", gai_strerror(status)); + exit(EXIT_FAILURE); + } + + // connect to first result in linked addrinfo list + for(tmp = result; tmp != NULL; tmp = tmp->ai_next) + { + // create socket + sock = socket(tmp->ai_family, tmp->ai_socktype, tmp->ai_protocol); + if(sock == -1) + continue; + + // connect! + if(connect(sock, tmp->ai_addr, tmp->ai_addrlen) != -1) + break; // Success! + + close(sock); + } + + if(tmp == NULL) + { + printf("failed to connect\n"); + exit(EXIT_FAILURE); + } + freeaddrinfo(result); + + return sock; +} + +static struct player_list* client_recv_player_list(int sock) +{ + uint8_t buf[200]; + struct player_list* players; + uint32_t pos; + + recv(sock, buf, 200, 0); + + assert(buf[0] == msg_type_start_game); + + players = malloc(sizeof(struct player_list)); + if(players == NULL) + { + printf("client_recv_player_list: Out of memory\n"); + exit(EXIT_FAILURE); + } + players->count = buf[1]; + + pos = 2; + // read usernames from buffer + for(int i=0; icount; i++) + { + uint8_t namelen = buf[pos++]; + players->names[i] = malloc(namelen+1); + memcpy(players->names[i], buf+pos, namelen); + players->names[i][namelen] = '\0'; + pos += namelen; + } + + return players; +} + +void* client_recv(int sock, uint8_t wanted) +{ + void* result = NULL; + uint8_t buf[10], type; + ssize_t len = recv(sock, buf, 10, MSG_PEEK); // just peek into packet to determine type + + assert(len != -1); + + type = buf[0]; + if(type != wanted) + return NULL; + + switch(type) + { + case msg_type_start_game: + result = client_recv_player_list(sock); + break; + } + + return result; +} + diff --git a/src/net_server.c b/src/net_server.c new file mode 100644 index 0000000..39b6c51 --- /dev/null +++ b/src/net_server.c @@ -0,0 +1,203 @@ +#include +#include +#include +#include +#include +#include +#include +#include +#include "net.h" +#include "player.h" + +/** + * Server side function; start server on specified port + * @param[in] port Port on which server should listen + * @return Listening socket + */ +int server_start(const char* port) +{ + int status; + int serversock; + struct addrinfo hints, *result, *tmp; + + memset(&hints, 0, sizeof(struct addrinfo)); + hints.ai_family = AF_UNSPEC; // IPv4 or IPv6 + hints.ai_socktype = SOCK_STREAM; // TCP socket + hints.ai_flags = AI_PASSIVE; // wildcard IP + hints.ai_protocol = 0; // any protocol + + status = getaddrinfo(NULL, port, &hints, &result); + if(status != 0) + { + printf("getaddrinfo: %s\n", gai_strerror(status)); + exit(EXIT_FAILURE); + } + + // iterate over linked addrinfo list and use first useable entry + for(tmp = result; tmp != NULL; tmp = tmp->ai_next) + { + int yes=1; + + // create socket + serversock = socket(tmp->ai_family, tmp->ai_socktype, tmp->ai_protocol); + if(serversock == -1) + continue; + + // try to reuse still open sockets in TIME_WAIT state + setsockopt(serversock, SOL_SOCKET, SO_REUSEADDR, &yes, sizeof(int)); + + // try to bind to address/port + if(bind(serversock, tmp->ai_addr, tmp->ai_addrlen) == 0) + break; // Success! + + close(serversock); + } + + if(tmp == NULL) + { + printf("failed to bind\n"); + exit(EXIT_FAILURE); + } + freeaddrinfo(result); + + // start listening + status = listen(serversock, 1); + if(status == -1) + { + printf("listen: %s\n", strerror(status)); + exit(EXIT_FAILURE); + } + + return serversock; +} + +/** + * Server side function; accepts connections from clients + * @param[in] serversock Socket on which server is listening + * @param[in] count Number of clients that should connect + * @return List of $count open sockets with connections to clients + */ +int* server_get_players(int serversock, const uint8_t count) +{ + int* clientsocks; + int i; + + assert(count < MAX_PLAYERS && count > 0); + + clientsocks = malloc(count*sizeof(int)); + if(clientsocks == NULL) + { + printf("server_get_players: Out of memory\n"); + exit(EXIT_FAILURE); + } + + // accept connections + for(i=0; icount; + uint32_t pos = 0; + uint32_t buflen = 2 + usercount; // type + usercount + (usercount * len) + + for(int i=0; inames[i]); + + buf = malloc(buflen); + if(buf == NULL) + { + printf("server_start_game: Out of memory\n"); + exit(EXIT_FAILURE); + } + buf[pos++] = msg_type_start_game; + buf[pos++] = players->count; + // copy usernames with length to buffer + for(int i=0; inames[i]); + buf[pos++] = len; + memcpy(buf+pos, players->names[i], len); + pos += len; + } + + // send to all users + for(int i=0; i