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#include <sys/types.h>
#include <sys/socket.h>
#include <netdb.h>
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#include <unistd.h>
#include <assert.h>
#include "net.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));
assert(clientsocks != NULL);
// accept connections
for(i=0; i<count; i++)
{
int sock;
struct sockaddr_storage addr;
socklen_t addrlen = sizeof(addr);
sock = accept(serversock, (struct sockaddr*) &addr, &addrlen);
if(sock == -1)
{
printf("accept: %s\n", strerror(sock));
exit(EXIT_FAILURE);
}
//printf("new client connected: %s\n", inet_ntop(sock.ss_family, get_in_addr((struct sockaddr*)&sock), INET6_ADDRSTRLEN));
printf("new client connected (%d/%d)\n", i+1, count);
clientsocks[i] = sock;
}
return clientsocks;
}
/**
* 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
buf[0] = CLIENT_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;
}
void server_start_game(int* clients, const uint8_t clientcount, const char* usernames[])
{
uint8_t* buf;
uint8_t usercount = clientcount + 1; // 1 more user (server) than clients
uint32_t pos = 0;
uint32_t buflen = 2 + usercount; // type + usercount + (usercount * len)
for(int i=0; i<usercount; i++)
buflen += strlen(usernames[i]);
buf = malloc(buflen);
buf[pos++] = SERVER_START_GAME;
buf[pos++] = clientcount;
// copy usernames with length to buffer
for(int i=0; i<usercount; i++)
{
uint8_t len = strlen(usernames[i]);
buf[pos++] = len;
memcpy(buf+pos, usernames[i], len);
pos += len;
}
// send to all users
for(int i=0; i<clientcount; i++)
send(clients[i], buf, buflen, 0);
free(buf);
}
/**
* Server side function; receive hello message from client and read username
* @param[in] sock Socket to use
* @return Username of client
*/
char* server_recv_hello(int sock)
{
char buf[12], *name;
uint8_t namelen;
recv(sock, buf, 13, 0);
assert(buf[0] == CLIENT_HELLO);
namelen = buf[1];
name = malloc(namelen+1);
strncpy(name, buf+2, namelen);
name[namelen] = '\0';
return name;
}
/**
* Server side function; calls correct handler for incoming packet
* @param[in] sock Socket to use
* @param[in] wanted Packet type that should be handled
* @return Pointer to desired data or NULL if not in recv queue
*/
void* server_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 CLIENT_HELLO:
result = server_recv_hello(sock);
break;
}
return result;
}
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