346 lines
11 KiB
C++
346 lines
11 KiB
C++
/*
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* Original work: Copyright (c) 2014, Oculus VR, Inc.
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* All rights reserved.
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*
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* This source code is licensed under the BSD-style license found in the
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* RakNet License.txt file in the licenses directory of this source tree. An additional grant
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* of patent rights can be found in the RakNet Patents.txt file in the same directory.
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*
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*
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* Modified work: Copyright (c) 2016-2019, SLikeSoft UG (haftungsbeschränkt)
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*
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* This source code was modified by SLikeSoft. Modifications are licensed under the MIT-style
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* license found in the license.txt file in the root directory of this source tree.
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*/
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// ----------------------------------------------------------------------
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// RakNet version 1.0
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// Filename ChatExample.cpp
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// Very basic chat engine example
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// ----------------------------------------------------------------------
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#include "slikenet/MessageIdentifiers.h"
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#include "slikenet/peerinterface.h"
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#include "slikenet/statistics.h"
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#include "slikenet/types.h"
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#include "slikenet/BitStream.h"
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#include "slikenet/sleep.h"
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#include "slikenet/PacketLogger.h"
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#include <assert.h>
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#include <cstdio>
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#include <cstring>
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#include <stdlib.h>
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#include <limits> // used for std::numeric_limits
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#include "slikenet/Kbhit.h"
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#include <stdio.h>
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#include <string.h>
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#include "slikenet/Gets.h"
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#include "slikenet/linux_adapter.h"
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#include "slikenet/osx_adapter.h"
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#if LIBCAT_SECURITY==1
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#include "slikenet/SecureHandshake.h" // Include header for secure handshake
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#endif
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#if defined(_CONSOLE_2)
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#include "Console2SampleIncludes.h"
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#endif
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// We copy this from Multiplayer.cpp to keep things all in one file for this example
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unsigned char GetPacketIdentifier(SLNet::Packet *p);
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#ifdef _CONSOLE_2
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_CONSOLE_2_SetSystemProcessParams
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#endif
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int main(void)
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{
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// Pointers to the interfaces of our server and client.
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// Note we can easily have both in the same program
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SLNet::RakPeerInterface *server= SLNet::RakPeerInterface::GetInstance();
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SLNet::RakNetStatistics *rss;
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server->SetIncomingPassword("Rumpelstiltskin", (int)strlen("Rumpelstiltskin"));
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server->SetTimeoutTime(30000, SLNet::UNASSIGNED_SYSTEM_ADDRESS);
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// SLNet::PacketLogger packetLogger;
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// server->AttachPlugin(&packetLogger);
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#if LIBCAT_SECURITY==1
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cat::EasyHandshake handshake;
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char public_key[cat::EasyHandshake::PUBLIC_KEY_BYTES];
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char private_key[cat::EasyHandshake::PRIVATE_KEY_BYTES];
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handshake.GenerateServerKey(public_key, private_key);
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server->InitializeSecurity(public_key, private_key, false);
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FILE *fp;
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fopen_s(&fp,"publicKey.dat","wb");
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fwrite(public_key,sizeof(public_key),1,fp);
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fclose(fp);
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#endif
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// Holds packets
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SLNet::Packet* p;
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// GetPacketIdentifier returns this
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unsigned char packetIdentifier;
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// Record the first client that connects to us so we can pass it to the ping function
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SLNet::SystemAddress clientID= SLNet::UNASSIGNED_SYSTEM_ADDRESS;
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// Holds user data
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char portstring[30];
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printf("This is a sample implementation of a text based chat server.\n");
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printf("Connect to the project 'Chat Example Client'.\n");
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printf("Difficulty: Beginner\n\n");
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// A server
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puts("Enter the server port to listen on");
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Gets(portstring,sizeof(portstring));
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if (portstring[0]==0)
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strcpy_s(portstring, "1234");
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const int intServerPort = atoi(portstring);
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if ((intServerPort < 0) || (intServerPort > std::numeric_limits<unsigned short>::max())) {
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printf("Specified server port %d is outside valid bounds [0, %u]", intServerPort, std::numeric_limits<unsigned short>::max());
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return 1;
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}
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puts("Starting server.");
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// Starting the server is very simple. 2 players allowed.
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// 0 means we don't care about a connectionValidationInteger, and false
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// for low priority threads
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// I am creating two socketDesciptors, to create two sockets. One using IPV6 and the other IPV4
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SLNet::SocketDescriptor socketDescriptors[2];
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socketDescriptors[0].port=static_cast<unsigned short>(intServerPort);
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socketDescriptors[0].socketFamily=AF_INET; // Test out IPV4
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socketDescriptors[1].port=static_cast<unsigned short>(intServerPort);
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socketDescriptors[1].socketFamily=AF_INET6; // Test out IPV6
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bool b = server->Startup(4, socketDescriptors, 2 )== SLNet::RAKNET_STARTED;
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server->SetMaximumIncomingConnections(4);
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if (!b)
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{
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printf("Failed to start dual IPV4 and IPV6 ports. Trying IPV4 only.\n");
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// Try again, but leave out IPV6
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b = server->Startup(4, socketDescriptors, 1 )== SLNet::RAKNET_STARTED;
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if (!b)
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{
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puts("Server failed to start. Terminating.");
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exit(1);
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}
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}
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server->SetOccasionalPing(true);
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server->SetUnreliableTimeout(1000);
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DataStructures::List< SLNet::RakNetSocket2* > sockets;
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server->GetSockets(sockets);
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printf("Socket addresses used by RakNet:\n");
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for (unsigned int i=0; i < sockets.Size(); i++)
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{
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printf("%i. %s\n", i+1, sockets[i]->GetBoundAddress().ToString(true));
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}
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printf("\nMy IP addresses:\n");
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for (unsigned int i=0; i < server->GetNumberOfAddresses(); i++)
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{
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SLNet::SystemAddress sa = server->GetInternalID(SLNet::UNASSIGNED_SYSTEM_ADDRESS, i);
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printf("%i. %s (LAN=%i)\n", i+1, sa.ToString(false), sa.IsLANAddress());
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}
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printf("\nMy GUID is %s\n", server->GetGuidFromSystemAddress(SLNet::UNASSIGNED_SYSTEM_ADDRESS).ToString());
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puts("'quit' to quit. 'stat' to show stats. 'ping' to ping.\n'pingip' to ping an ip address\n'ban' to ban an IP from connecting.\n'kick to kick the first connected player.\nType to talk.");
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char message[2048];
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// Loop for input
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for(;;)
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{
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// This sleep keeps RakNet responsive
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RakSleep(30);
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if (_kbhit())
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{
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// Notice what is not here: something to keep our network running. It's
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// fine to block on gets or anything we want
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// Because the network engine was painstakingly written using threads.
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Gets(message,sizeof(message));
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if (strcmp(message, "quit")==0)
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{
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puts("Quitting.");
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break;
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}
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if (strcmp(message, "stat")==0)
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{
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rss=server->GetStatistics(server->GetSystemAddressFromIndex(0));
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StatisticsToString(rss, message, 2048, 2);
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printf("%s", message);
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printf("Ping %i\n", server->GetAveragePing(server->GetSystemAddressFromIndex(0)));
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continue;
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}
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if (strcmp(message, "ping")==0)
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{
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server->Ping(clientID);
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continue;
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}
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if (strcmp(message, "pingip")==0)
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{
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printf("Enter IP: ");
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Gets(message,sizeof(message));
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printf("Enter port: ");
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Gets(portstring,sizeof(portstring));
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if (portstring[0]==0)
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strcpy_s(portstring, "1234");
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const int intPort = atoi(portstring);
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if ((intPort < 0) || (intPort > std::numeric_limits<unsigned short>::max())) {
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printf("Specified port %d is outside valid bounds [0, %u]", intPort, std::numeric_limits<unsigned short>::max());
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continue;
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}
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server->Ping(message, static_cast<unsigned short>(intPort), false);
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continue;
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}
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if (strcmp(message, "kick")==0)
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{
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server->CloseConnection(clientID, true, 0);
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continue;
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}
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if (strcmp(message, "getconnectionlist")==0)
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{
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SLNet::SystemAddress systems[10];
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unsigned short numConnections=10;
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server->GetConnectionList((SLNet::SystemAddress*) &systems, &numConnections);
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for (int i=0; i < numConnections; i++)
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{
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printf("%i. %s\n", i+1, systems[i].ToString(true));
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}
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continue;
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}
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if (strcmp(message, "ban")==0)
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{
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printf("Enter IP to ban. You can use * as a wildcard\n");
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Gets(message,sizeof(message));
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server->AddToBanList(message);
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printf("IP %s added to ban list.\n", message);
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continue;
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}
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// Message now holds what we want to broadcast
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char message2[2048];
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// Append Server: to the message so clients know that it ORIGINATED from the server
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// All messages to all clients come from the server either directly or by being
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// relayed from other clients
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message2[0]=0;
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const static char prefix[] = "Server: ";
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strncpy_s(message2, prefix, sizeof(message2));
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strncat_s(message2, message, sizeof(message2) - strlen(prefix) - 1);
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// message2 is the data to send
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// strlen(message2)+1 is to send the null-terminator
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// HIGH_PRIORITY doesn't actually matter here because we don't use any other priority
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// RELIABLE_ORDERED means make sure the message arrives in the right order
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// We arbitrarily pick 0 for the ordering stream
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// SLNet::UNASSIGNED_SYSTEM_ADDRESS means don't exclude anyone from the broadcast
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// true means broadcast the message to everyone connected
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server->Send(message2, (const int) strlen(message2)+1, HIGH_PRIORITY, RELIABLE_ORDERED, 0, SLNet::UNASSIGNED_SYSTEM_ADDRESS, true);
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}
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// Get a packet from either the server or the client
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for (p=server->Receive(); p; server->DeallocatePacket(p), p=server->Receive())
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{
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// We got a packet, get the identifier with our handy function
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packetIdentifier = GetPacketIdentifier(p);
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// Check if this is a network message packet
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switch (packetIdentifier)
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{
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case ID_DISCONNECTION_NOTIFICATION:
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// Connection lost normally
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printf("ID_DISCONNECTION_NOTIFICATION from %s\n", p->systemAddress.ToString(true));;
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break;
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case ID_NEW_INCOMING_CONNECTION:
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// Somebody connected. We have their IP now
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printf("ID_NEW_INCOMING_CONNECTION from %s with GUID %s\n", p->systemAddress.ToString(true), p->guid.ToString());
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clientID=p->systemAddress; // Record the player ID of the client
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printf("Remote internal IDs:\n");
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for (int index=0; index < MAXIMUM_NUMBER_OF_INTERNAL_IDS; index++)
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{
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SLNet::SystemAddress internalId = server->GetInternalID(p->systemAddress, index);
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if (internalId!= SLNet::UNASSIGNED_SYSTEM_ADDRESS)
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{
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printf("%i. %s\n", index+1, internalId.ToString(true));
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}
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}
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break;
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case ID_INCOMPATIBLE_PROTOCOL_VERSION:
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printf("ID_INCOMPATIBLE_PROTOCOL_VERSION\n");
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break;
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case ID_CONNECTED_PING:
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case ID_UNCONNECTED_PING:
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printf("Ping from %s\n", p->systemAddress.ToString(true));
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break;
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case ID_CONNECTION_LOST:
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// Couldn't deliver a reliable packet - i.e. the other system was abnormally
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// terminated
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printf("ID_CONNECTION_LOST from %s\n", p->systemAddress.ToString(true));;
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break;
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default:
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// The server knows the static data of all clients, so we can prefix the message
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// With the name data
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printf("%s\n", p->data);
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// Relay the message. We prefix the name for other clients. This demonstrates
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// That messages can be changed on the server before being broadcast
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// Sending is the same as before
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sprintf_s(message, "%s", p->data);
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server->Send(message, (const int) strlen(message)+1, HIGH_PRIORITY, RELIABLE_ORDERED, 0, p->systemAddress, true);
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break;
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}
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}
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}
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server->Shutdown(300);
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// We're done with the network
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SLNet::RakPeerInterface::DestroyInstance(server);
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return 0;
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}
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// Copied from Multiplayer.cpp
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// If the first byte is ID_TIMESTAMP, then we want the 5th byte
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// Otherwise we want the 1st byte
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unsigned char GetPacketIdentifier(SLNet::Packet *p)
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{
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if (p==0)
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return 255;
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if ((unsigned char)p->data[0] == ID_TIMESTAMP)
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{
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RakAssert(p->length > sizeof(SLNet::MessageID) + sizeof(SLNet::Time));
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return (unsigned char) p->data[sizeof(SLNet::MessageID) + sizeof(SLNet::Time)];
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}
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else
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return (unsigned char) p->data[0];
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}
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