NetTransport seam: the wire moves behind an interface

The Steam-multiplayer prerequisite from the design doc: L4NET keeps
hosts, message queues, and the deterministic mesh ordering, while
connect/listen/accept/close, send/receive, startup/cleanup, the local
interface list, and ip[:port] parsing move behind NetTransport
(L4NETTRANSPORT.h). WinsockNetTransport carries the existing TCP
behavior over verbatim - including the connect retry-while-refused
loop the egg-ACK ordering relies on - and is the process default;
NetTransport_Set installs a replacement before the network manager
comes up.

L4STEAMTRANSPORT.h documents the ISteamNetworkingSockets mapping
per method (FakeIP keeps [pilots] entries as IPv4 strings) behind
RP412_STEAM until the Steamworks SDK lands.

Also fixed in passing: the ExclusiveBroadcast path sent
sizeof(network_packet) - four bytes of pointer - instead of the
message size, which would have sheared the stream framing had it
ever fired.

Verified: single-player race cycle (menu, race, results, menu, race)
green; -net 8000 boots, listens for a console through the transport,
and idles stable.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Cyd
2026-07-12 19:38:37 -05:00
co-authored by Claude Fable 5
parent 8d7373974f
commit 22421fb418
6 changed files with 640 additions and 250 deletions
+46 -250
View File
@@ -19,6 +19,7 @@
#include "l4app.h"
#include "l4host.h"
#include "l4net.h"
#include "l4nettransport.h"
#include "..\munga\mission.h"
#include "..\munga\notation.h"
//#include <netnub.hpp>
@@ -226,11 +227,10 @@ L4NetworkManager::L4NetworkManager():
//Function_Ptr = &Net_Common_Ptr->Function;
//Buffer_Length_Ptr = &Net_Common_Ptr->Buffer_Length;
int iResult = WSAStartup(MAKEWORD(2,2), wsaData);
if(iResult != NO_ERROR)
if (!NetTransport_Get()->Startup())
{
DEBUG_STREAM << "ERROR: WSAStartup() failed with " << iResult << "!\n" << std::flush;
WSACleanup();
DEBUG_STREAM << "ERROR: network transport startup failed!\n" << std::flush;
NetTransport_Get()->Cleanup();
PostQuitMessage(AbortExitCodeID);
}
consoleListenerSocket = NULL;
@@ -271,7 +271,7 @@ L4NetworkManager::L4NetworkManager():
if(addresses == NULL)
{
DEBUG_STREAM<<"ERROR: GetMyAddress() failed!\n";
WSACleanup();
NetTransport_Get()->Cleanup();
Fail("Unable to initialize the network");
}
@@ -319,39 +319,11 @@ void L4NetworkManager::CreateConsoleHost()
// CONSOLE_NET_PORT, // Local port
// 0, // Remote port (don't care in this case)
// 0); // Network address (don't care in this case)
consoleListenerSocket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
consoleListenerSocket = (SOCKET) NetTransport_Get()->Listen(networkPort, 1);
if(consoleListenerSocket == INVALID_SOCKET)
{
DEBUG_STREAM << "ERROR: Could not create console listener socket; socket() failed with " << WSAGetLastError() << "!\n" << std::flush;
WSACleanup();
PostQuitMessage(AbortExitCodeID);
return;
}
sockaddr_in localEndpoint;
memset(&localEndpoint, 0, sizeof(localEndpoint));
localEndpoint.sin_family = AF_INET;
localEndpoint.sin_port = htons(networkPort);
localEndpoint.sin_addr.S_un.S_addr = INADDR_ANY;
if(bind(consoleListenerSocket, (sockaddr*)&localEndpoint, sizeof(localEndpoint)))
{
DEBUG_STREAM << "ERROR: Could not bind console listener socket; bind() failed with " << WSAGetLastError() << "!\n" << std::flush;
WSACleanup();
PostQuitMessage(AbortExitCodeID);
return;
}
if(listen(consoleListenerSocket, 1))
{
DEBUG_STREAM << "ERROR: Could not listen on console listener socket; listen() failed with " << WSAGetLastError() << "!\n" << std::flush;
WSACleanup();
PostQuitMessage(AbortExitCodeID);
return;
}
//set to non blocking
unsigned long enable = 1;
if(ioctlsocket(consoleListenerSocket, FIONBIO, &enable))
{
DEBUG_STREAM << "ERROR: Could not set console listener socket to nonblocking; ioctlsocket() failed with " << WSAGetLastError() << "!\n" << std::flush;
WSACleanup();
DEBUG_STREAM << "ERROR: Could not open the console listener!\n" << std::flush;
NetTransport_Get()->Cleanup();
PostQuitMessage(AbortExitCodeID);
return;
}
@@ -490,7 +462,6 @@ void
//
listen = False;
remoteHostCount = 0;
int bufferSize = sizeof(SOCKADDR_IN);
while ((mission_host_data = mission_host_iterator.ReadAndNext()) != NULL)
{
Check(mission_host_data);
@@ -503,7 +474,7 @@ void
//VERIFY: are these IP addresses?
//net_address = ResolveAddress(host_name);
//net_address = inet_addr((char *)host_name);
WSAStringToAddressA((LPSTR)host_name, AF_INET, NULL, (LPSOCKADDR)&net_address, &bufferSize);
NetTransport_Get()->Resolve((LPSTR)host_name, &net_address);
if (net_address.sin_port == 0)
net_address.sin_port = htons(localGamePort);
@@ -760,7 +731,7 @@ L4NetworkManager::~L4NetworkManager()
delete my_l4host;
}
WSACleanup();
NetTransport_Get()->Cleanup();
delete wsaData;
wsaData = NULL;
//Unregister_Pointer(Net_Common_Ptr);
@@ -992,8 +963,7 @@ void L4NetworkManager::HostDisconnectedMessageHandler(HostDisconnectedMessage* H
//
// Post a listen for a console so it can reconnect if it wants to.
//
shutdown(gameListenerSocket, SD_BOTH);
closesocket(gameListenerSocket);
NetTransport_Get()->Close(gameListenerSocket);
gameListenerSocket = NULL;
//unsigned long console_socket = OpenConnection(
// NETNUB_TCP_LISTEN,
@@ -1166,7 +1136,7 @@ void L4NetworkManager::Send(
//Net_Common_Ptr->Buffer_Length = (short)SEND_BUFFER_SIZE(packet_size);
//send_packet_request->Socket_Ptr = l4host->GetNetworkSocket();
//NetNub::SendCommand();
send(l4host->GetNetworkSocket(), (char *)my_temp_packet, packet_size, 0);
NetTransport_Get()->Send(l4host->GetNetworkSocket(), my_temp_packet, packet_size);
free(my_temp_packet);
// Check for errors and abort if there were any
//#if defined(TRACE_SEND_BUFFER)
@@ -1325,12 +1295,12 @@ Logical L4NetworkManager::SendMessageToNetnub(
// SendPacketReturnPtr send_packet_return =
// (SendPacketReturnPtr)Net_Common_Ptr->Shared_Memory_Buffer;
//#endif
//Net_Common_Ptr->Buffer_Length =
//Net_Common_Ptr->Buffer_Length =
// (unsigned short)SEND_BUFFER_SIZE(munga_network_message_size);
//Net_Common_Ptr->Function =
//Net_Common_Ptr->Function =
// NETNUB_SEND_PACKET;
//NetNub::SendCommand();
send(receiving_host->GetNetworkSocket(), (char *)network_packet, munga_network_message_size, 0);
NetTransport_Get()->Send(receiving_host->GetNetworkSocket(), network_packet, munga_network_message_size);
free(network_packet);
#if defined(TRACE_SEND_BUFFER)
@@ -1876,7 +1846,10 @@ void
//NetNub::SendCommand();
for(int i=0; i<host_count; i++)
{
send(l4host_array[i]->GetNetworkSocket(), (char *)network_packet, sizeof(network_packet), 0);
// was send(..., sizeof(network_packet), 0): sizeof a POINTER -
// four bytes of packet, which would shear the stream framing
// if this path ever fired
NetTransport_Get()->Send(l4host_array[i]->GetNetworkSocket(), network_packet, munga_network_message_size);
}
free(network_packet);
@@ -2117,15 +2090,15 @@ Logical L4NetworkManager::CheckBuffers(NetworkPacket *network_packet)
if(remote_host->GetHostType() == ConsoleHostType)
{
if((tempSocket = accept(consoleListenerSocket, NULL, 0)) != INVALID_SOCKET)
if((tempSocket = (SOCKET) NetTransport_Get()->Accept(consoleListenerSocket)) != INVALID_SOCKET)
{
closesocket(consoleListenerSocket);
NetTransport_Get()->Close(consoleListenerSocket);
consoleListenerSocket = INVALID_SOCKET;
}
}
else
{
if((tempSocket = accept(gameListenerSocket, NULL, 0)) == INVALID_SOCKET)
if((tempSocket = (SOCKET) NetTransport_Get()->Accept(gameListenerSocket)) == INVALID_SOCKET)
{
continue;
}
@@ -2255,45 +2228,21 @@ Logical L4NetworkManager::CheckBuffers(NetworkPacket *network_packet)
// call the network server
//NetShare();
void* buffer = malloc(space_left);
int received = recv(remote_host->GetNetworkSocket(), (char*)buffer, space_left, 0);
// transport normalizes the would-block/reset cases:
// >0 = data, ReceiveDisconnected = drop, ReceiveNoData = nothing yet
int received = NetTransport_Get()->Receive(remote_host->GetNetworkSocket(), buffer, space_left);
// if we received data, copy it over into the buffer for this host
//switch(Net_Common_Ptr->Status)
if(received > 0)
{
//case NETNUB_RECEIVED_PACKET:
// copy the received data over to the host's data buffer
Mem_Copy(
&remote_host->pad_buffer[remote_host->pad_tail],
//Net_Common_Ptr->Shared_Memory_Buffer,
buffer,
//Net_Common_Ptr->Buffer_Length,
received,
space_left);
//remote_host->pad_tail += Net_Common_Ptr->Buffer_Length;
remote_host->pad_tail += received;
//break;
}
//case NETNUB_OK:
else if(received == SOCKET_ERROR)
{
//this indicates that no data is available and the socket is non blocking
//break;
DWORD error = WSAGetLastError();
switch (error)
{
case WSAECONNRESET:
// this will cause us to execute our disconnect code
received = 0;
break;
case WSAEWOULDBLOCK:
// this is expected when there is no data
break;
default:
DEBUG_STREAM << "L4NetworkManager::CheckBuffers: Socket recv returned an unexpected error: WSAGetLastError = " << error << std::endl << std::flush;
}
}
// case NETNUB_STREAM_DISCONNECTED:
if(received == 0)
if(received == NetTransport::ReceiveDisconnected)
{
{
HostDisconnectedMessage myHostDisconnected(
@@ -2585,31 +2534,21 @@ void
//WinSock support :ADB 01/06/07
NetworkAddress* L4NetworkManager::GetMyAddress()
{
char name[255];
PHOSTENT hostinfo;
// the transport owns interface enumeration (it appends loopback)
enum { maxLocalAddresses = 16 };
unsigned long local_addresses[maxLocalAddresses];
if (gethostname(name, sizeof(name)) != 0)
int count = NetTransport_Get()->GetLocalAddresses(local_addresses, maxLocalAddresses);
if (count <= 0)
{
DEBUG_STREAM << "ERROR: gethostname() failed!" << std::endl << std::flush;
return NULL;
}
if ((hostinfo = gethostbyname(name)) == NULL)
{
DEBUG_STREAM << "ERROR: gethostbyname() failed!" << std::endl << std::flush;
return NULL;
}
NetworkAddress* myAddresses = new NetworkAddress[count];
for (int i=0; i<count; i++)
myAddresses[i] = (NetworkAddress) local_addresses[i];
num_addresses = count;
// count how many addresses we have
for (num_addresses = 0; hostinfo->h_addr_list[num_addresses]; num_addresses++);
NetworkAddress* myAddresses = new NetworkAddress[num_addresses + 1];
for (int i=0; i<num_addresses; i++)
myAddresses[i] = *((NetworkAddress*)hostinfo->h_addr_list[i]);
// add 127.0.0.1 to list
myAddresses[num_addresses++] = (NetworkAddress)0x0100007F;
return myAddresses;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -2620,54 +2559,11 @@ NetworkAddress* L4NetworkManager::GetMyAddress()
//WinSock support :ADB 01/06/07
bool L4NetworkManager::ResolveAddress(CString host_name, SOCKADDR_IN *address)
{
//if (strstr(host_name, ":"))
{
// this address contains a colon so we'll do things a little differently
int bufferSize = sizeof(SOCKADDR_IN);
WSAStringToAddressA((LPSTR)host_name, AF_INET, NULL, (LPSOCKADDR)address, &bufferSize);
if (address->sin_port == 0)
address->sin_port = htons(GAME_NET_PORT);
return true;
}
addrinfo* hostAddrinfo = NULL;
addrinfo aiHints;
memset(&aiHints, 0, sizeof(aiHints));
aiHints.ai_family = AF_INET;
aiHints.ai_socktype = SOCK_STREAM;
aiHints.ai_protocol = IPPROTO_TCP;
int iResult = getaddrinfo((char*)host_name, NULL, &aiHints , &hostAddrinfo);
if(iResult != 0)
{
DEBUG_STREAM<<"ERROR: getaddrinfo() failed with " << WSAGetLastError() << "!\n";
return NULL;
}
addrinfo* addr = hostAddrinfo;
while(addr != NULL)
{
if(addr->ai_addr->sa_family == AF_INET)
break;
addr = addr->ai_next;
}
memset(address, 0, sizeof(SOCKADDR_IN));
*address = *((sockaddr_in*)&addr->ai_addr->sa_data);
if (address->sin_port == 32778)
address->sin_port = htons(CONSOLE_NET_PORT);
freeaddrinfo(hostAddrinfo);
//
// Check the status returns and return the address if we got one ok
//
if(!address || address->sin_addr.S_un.S_addr == 0 || address->sin_port == 0)
{
DEBUG_STREAM << "Couldn't resolve " << host_name << " to a net address\n";
Fail("unresolvable network address\n");
}
// numeric ip[:port]; the game port fills in when none was given
// (the old DNS/getaddrinfo path below the early return was dead)
NetTransport_Get()->Resolve((LPSTR)host_name, address);
if (address->sin_port == 0)
address->sin_port = htons(GAME_NET_PORT);
return true;
}
@@ -2680,9 +2576,7 @@ bool L4NetworkManager::CheckSocket(SOCKET socket, SOCKADDR_IN *remoteEndpoint)
{
if (remoteEndpoint)
{
int size = sizeof(SOCKADDR_IN);
memset(remoteEndpoint, 0, size);
if(!getpeername(socket, (sockaddr*)remoteEndpoint, &size))
if (NetTransport_Get()->GetRemoteAddress(socket, remoteEndpoint))
return true;
}
return false;
@@ -2738,126 +2632,29 @@ SOCKET L4NetworkManager::OpenConnection(
if(connection_type == NETNUB_TCP_OPEN)
{
DEBUG_STREAM << "Opening connection to " << inet_ntoa(*(in_addr*)&internet_address) << ":" << remote_port << "...\n" << std::flush;
SOCKET sock = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
if(sock == INVALID_SOCKET)
{
DEBUG_STREAM << "ERROR: socket() failed with " << WSAGetLastError() << "!\n";
return INVALID_SOCKET;
}
bool reuseAddr = true;
if (setsockopt(sock, SOL_SOCKET, SO_REUSEADDR, (char*)&reuseAddr, sizeof(bool)))
{
DEBUG_STREAM << "ERROR: Could not set SO_REUSEADDR on socket; setsockopt() failed with " << WSAGetLastError() << "!\n" << std::flush;
WSACleanup();
PostQuitMessage(AbortExitCodeID);
return INVALID_SOCKET;
}
sockaddr_in localEndpoint;
memset(&localEndpoint, 0, sizeof(localEndpoint));
localEndpoint.sin_family = AF_INET;
localEndpoint.sin_port = htons(local_port);
localEndpoint.sin_addr.S_un.S_addr = INADDR_ANY;
if(bind(sock, (sockaddr*)&localEndpoint, sizeof(localEndpoint)))
{
DEBUG_STREAM << "ERROR: Could not bind local socket; bind() failed with " << WSAGetLastError() << "!\n" << std::flush;
WSACleanup();
PostQuitMessage(AbortExitCodeID);
return INVALID_SOCKET;
}
sockaddr_in remoteEndpoint;
memset(&remoteEndpoint, 0, sizeof(remoteEndpoint));
remoteEndpoint.sin_family = AF_INET;
//VERIFY: Network vs Host byte order?
remoteEndpoint.sin_addr.S_un.S_addr = internet_address;
remoteEndpoint.sin_port = htons(remote_port);
int wsaError, iResult;
do
{
iResult = connect(sock, (sockaddr*)&remoteEndpoint, sizeof(remoteEndpoint));
if (iResult != 0)
{
wsaError = WSAGetLastError();
}
} while (iResult != 0 && wsaError == 10061);
if(iResult != 0)
{
DEBUG_STREAM << "ERROR: connect() failed with " << wsaError << "!\n" << std::flush;
return INVALID_SOCKET;
}
//set to non blocking
unsigned long enable = 1;
if(ioctlsocket(sock, FIONBIO, &enable))
{
DEBUG_STREAM << "ERROR: Could not set actively opened socket to nonblocking; ioctlsocket() failed with " << WSAGetLastError() << "!\n" << std::flush;
WSACleanup();
PostQuitMessage(AbortExitCodeID);
}
return sock;
return (SOCKET) NetTransport_Get()->Connect(&remoteEndpoint, local_port);
}
else if(connection_type == NETNUB_TCP_LISTEN)
{
if(gameListenerSocket == NULL)
{
DEBUG_STREAM << "Starting to listen on port " << local_port << "...\n" << std::flush;
gameListenerSocket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
gameListenerSocket = (SOCKET) NetTransport_Get()->Listen(local_port, 25);
if(gameListenerSocket == INVALID_SOCKET)
{
DEBUG_STREAM << "ERROR: Could not create game listener socket; socket() failed with " << WSAGetLastError() << "!\n" << std::flush;
WSACleanup();
DEBUG_STREAM << "ERROR: Could not open the game listener on port " << local_port << "!\n" << std::flush;
PostQuitMessage(AbortExitCodeID);
}
bool reuseAddr = true;
if (setsockopt(gameListenerSocket, SOL_SOCKET, SO_REUSEADDR, (char*)&reuseAddr, sizeof(bool)))
{
DEBUG_STREAM << "ERROR: Could not set SO_REUSEADDR on game listener socket; setsockopt() failed with " << WSAGetLastError() << "!\n" << std::flush;
WSACleanup();
PostQuitMessage(AbortExitCodeID);
return INVALID_SOCKET;
}
sockaddr_in localEndpoint;
memset(&localEndpoint, 0, sizeof(localEndpoint));
localEndpoint.sin_family = AF_INET;
localEndpoint.sin_port = htons(local_port);
localEndpoint.sin_addr.S_un.S_addr = INADDR_ANY;
if(bind(gameListenerSocket, (sockaddr*)&localEndpoint, sizeof(localEndpoint)))
{
DEBUG_STREAM << "ERROR: Could not bind game listener socket; bind() failed with " << WSAGetLastError() << "!\n" << std::flush;
WSACleanup();
PostQuitMessage(AbortExitCodeID);
return INVALID_SOCKET;
}
if(listen(gameListenerSocket, 25))
{
DEBUG_STREAM << "ERROR: Could not listen on game listener socket; listen() failed with " << WSAGetLastError() << "!\n" << std::flush;
WSACleanup();
PostQuitMessage(AbortExitCodeID);
return INVALID_SOCKET;
}
//set to non blocking
unsigned long enable = 1;
if(ioctlsocket(gameListenerSocket, FIONBIO, &enable))
{
DEBUG_STREAM << "ERROR: Could not set game listener socket to nonblocking; ioctlsocket() failed with " << WSAGetLastError() << "!\n" << std::flush;
WSACleanup();
PostQuitMessage(AbortExitCodeID);
return INVALID_SOCKET;
}
}
else
DEBUG_STREAM << "Listen requested on port " << local_port << " but gameListenerSocket already existed!\n" << std::flush;
return INVALID_SOCKET;
}
else
@@ -2885,8 +2682,7 @@ void L4NetworkManager::CloseConnection(SOCKET socket_ptr) // socket address fro
//close_request = (TCPCloseRequestPtr)Net_Common_Ptr->Shared_Memory_Buffer;
//close_request->Socket_Ptr = socket_ptr;
//NetNub::SendCommand();
shutdown(socket_ptr, SD_BOTH);
closesocket(socket_ptr);
NetTransport_Get()->Close(socket_ptr);
// Check for errors
//if(Net_Common_Ptr->Status != NETNUB_OK)
//{
+325
View File
@@ -0,0 +1,325 @@
#include "mungal4.h"
#pragma hdrstop
#include "l4nettransport.h"
#include <Ws2tcpip.h>
//########################################################################
// WinsockNetTransport - the TCP wire the arcade always used, moved
// verbatim out of L4NET.CPP behind the NetTransport seam. Behavior
// notes preserved from the original:
// - Connect retries while the remote refuses (WSAECONNREFUSED): the
// console feeds eggs in [pilots] order with ACKs, so earlier pods
// are listening before later pods open - the retry covers the race.
// - Sockets go nonblocking once connected; listeners are nonblocking
// from creation.
//########################################################################
namespace
{
class WinsockNetTransport:
public NetTransport
{
public:
WinsockNetTransport():
started(False)
{
}
Logical
Startup()
{
if (started)
{
return True;
}
int result = WSAStartup(MAKEWORD(2, 2), &winsockData);
if (result != NO_ERROR)
{
DEBUG_STREAM << "ERROR: WSAStartup() failed with " << result
<< "!\n" << std::flush;
return False;
}
started = True;
return True;
}
void
Cleanup()
{
if (started)
{
WSACleanup();
started = False;
}
}
int
GetLocalAddresses(
unsigned long *addresses,
int max_count
)
{
char name[255];
PHOSTENT hostinfo;
if (gethostname(name, sizeof(name)) != 0)
{
DEBUG_STREAM << "ERROR: gethostname() failed!" << std::endl << std::flush;
return 0;
}
if ((hostinfo = gethostbyname(name)) == NULL)
{
DEBUG_STREAM << "ERROR: gethostbyname() failed!" << std::endl << std::flush;
return 0;
}
int count = 0;
for (int i = 0; hostinfo->h_addr_list[i] != NULL && count < max_count; ++i)
{
addresses[count++] = *((unsigned long *) hostinfo->h_addr_list[i]);
}
// loopback rounds out the list (single-machine testing)
if (count < max_count)
{
addresses[count++] = 0x0100007F;
}
return count;
}
Logical
Resolve(
const char *host_name,
SOCKADDR_IN *address
)
{
// numeric ip[:port] only - the egg carries addresses, not
// names; port stays 0 when absent (caller applies default)
int buffer_size = sizeof(SOCKADDR_IN);
return WSAStringToAddressA(
(LPSTR) host_name, AF_INET, NULL,
(LPSOCKADDR) address, &buffer_size) == 0;
}
Connection
Connect(
const SOCKADDR_IN *remote,
int local_port
)
{
DEBUG_STREAM << "Opening connection to "
<< inet_ntoa(remote->sin_addr) << ":" << ntohs(remote->sin_port)
<< "...\n" << std::flush;
SOCKET sock = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
if (sock == INVALID_SOCKET)
{
DEBUG_STREAM << "ERROR: socket() failed with "
<< WSAGetLastError() << "!\n";
return InvalidConnection;
}
bool reuse_address = true;
if (setsockopt(sock, SOL_SOCKET, SO_REUSEADDR,
(char *) &reuse_address, sizeof(bool)))
{
DEBUG_STREAM << "ERROR: Could not set SO_REUSEADDR on socket; setsockopt() failed with "
<< WSAGetLastError() << "!\n" << std::flush;
closesocket(sock);
return InvalidConnection;
}
// bind the game port: the mesh identifies peers by
// address AND port, so the source port must be ours
sockaddr_in local_endpoint;
memset(&local_endpoint, 0, sizeof(local_endpoint));
local_endpoint.sin_family = AF_INET;
local_endpoint.sin_port = htons((unsigned short) local_port);
local_endpoint.sin_addr.S_un.S_addr = INADDR_ANY;
if (bind(sock, (sockaddr *) &local_endpoint, sizeof(local_endpoint)))
{
DEBUG_STREAM << "ERROR: Could not bind local socket; bind() failed with "
<< WSAGetLastError() << "!\n" << std::flush;
closesocket(sock);
return InvalidConnection;
}
int wsa_error = 0, result;
do
{
result = connect(sock, (sockaddr *) remote, sizeof(SOCKADDR_IN));
if (result != 0)
{
wsa_error = WSAGetLastError();
}
} while (result != 0 && wsa_error == WSAECONNREFUSED);
if (result != 0)
{
DEBUG_STREAM << "ERROR: connect() failed with "
<< wsa_error << "!\n" << std::flush;
closesocket(sock);
return InvalidConnection;
}
unsigned long enable = 1;
if (ioctlsocket(sock, FIONBIO, &enable))
{
DEBUG_STREAM << "ERROR: Could not set actively opened socket to nonblocking; ioctlsocket() failed with "
<< WSAGetLastError() << "!\n" << std::flush;
closesocket(sock);
return InvalidConnection;
}
return (Connection) sock;
}
Connection
Listen(
int local_port,
int backlog
)
{
DEBUG_STREAM << "Starting to listen on port " << local_port
<< "...\n" << std::flush;
SOCKET listener = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
if (listener == INVALID_SOCKET)
{
DEBUG_STREAM << "ERROR: Could not create listener socket; socket() failed with "
<< WSAGetLastError() << "!\n" << std::flush;
return InvalidConnection;
}
bool reuse_address = true;
if (setsockopt(listener, SOL_SOCKET, SO_REUSEADDR,
(char *) &reuse_address, sizeof(bool)))
{
DEBUG_STREAM << "ERROR: Could not set SO_REUSEADDR on listener socket; setsockopt() failed with "
<< WSAGetLastError() << "!\n" << std::flush;
closesocket(listener);
return InvalidConnection;
}
sockaddr_in local_endpoint;
memset(&local_endpoint, 0, sizeof(local_endpoint));
local_endpoint.sin_family = AF_INET;
local_endpoint.sin_port = htons((unsigned short) local_port);
local_endpoint.sin_addr.S_un.S_addr = INADDR_ANY;
if (bind(listener, (sockaddr *) &local_endpoint, sizeof(local_endpoint)))
{
DEBUG_STREAM << "ERROR: Could not bind listener socket; bind() failed with "
<< WSAGetLastError() << "!\n" << std::flush;
closesocket(listener);
return InvalidConnection;
}
if (listen(listener, backlog))
{
DEBUG_STREAM << "ERROR: Could not listen on listener socket; listen() failed with "
<< WSAGetLastError() << "!\n" << std::flush;
closesocket(listener);
return InvalidConnection;
}
unsigned long enable = 1;
if (ioctlsocket(listener, FIONBIO, &enable))
{
DEBUG_STREAM << "ERROR: Could not set listener socket to nonblocking; ioctlsocket() failed with "
<< WSAGetLastError() << "!\n" << std::flush;
closesocket(listener);
return InvalidConnection;
}
return (Connection) listener;
}
Connection
Accept(Connection listener)
{
SOCKET accepted = accept((SOCKET) listener, NULL, 0);
if (accepted == INVALID_SOCKET)
{
return InvalidConnection;
}
return (Connection) accepted;
}
void
Close(Connection connection)
{
shutdown((SOCKET) connection, SD_BOTH);
closesocket((SOCKET) connection);
}
int
Send(
Connection connection,
const void *data,
int size
)
{
return send((SOCKET) connection, (const char *) data, size, 0);
}
int
Receive(
Connection connection,
void *buffer,
int size
)
{
int received = recv((SOCKET) connection, (char *) buffer, size, 0);
if (received > 0)
{
return received;
}
if (received == 0)
{
return ReceiveDisconnected;
}
DWORD error = WSAGetLastError();
switch (error)
{
case WSAECONNRESET:
// hard drop reads the same as an orderly close upstairs
return ReceiveDisconnected;
case WSAEWOULDBLOCK:
return ReceiveNoData;
default:
DEBUG_STREAM << "WinsockNetTransport::Receive: recv returned an unexpected error: WSAGetLastError = "
<< error << std::endl << std::flush;
return ReceiveNoData;
}
}
Logical
GetRemoteAddress(
Connection connection,
SOCKADDR_IN *address
)
{
int size = sizeof(SOCKADDR_IN);
memset(address, 0, size);
return getpeername((SOCKET) connection, (sockaddr *) address, &size) == 0;
}
private:
Logical started;
WSADATA winsockData;
};
WinsockNetTransport gWinsockTransport;
NetTransport *gTransport = &gWinsockTransport;
}
NetTransport *
NetTransport_Get()
{
return gTransport;
}
void
NetTransport_Set(NetTransport *transport)
{
gTransport = (transport != NULL) ? transport : &gWinsockTransport;
}
+126
View File
@@ -0,0 +1,126 @@
//===========================================================================//
// File: l4nettransport.h //
// Project: MUNGA Brick: Network Transport Seam //
// Contents: The wire interface under the network manager //
//---------------------------------------------------------------------------//
// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
// PROPRIETARY AND CONFIDENTIAL //
//===========================================================================//
#pragma once
#include "..\munga\style.h"
#include <Winsock2.h>
//########################################################################
// NetTransport - the seam between the network manager's mesh/console
// logic and the wire (docs/RP412-FRONTEND-DESIGN.md section 3). Mirrors
// the RIOBase pattern: L4NET keeps hosts, message queues, and the
// deterministic mesh ordering; only connect/listen/send/recv live
// behind this interface.
//
// Implementations:
// WinsockNetTransport (l4nettransport.cpp) - TCP; the arcade/LAN wire
// SteamNetTransport (future) - ISteamNetworkingSockets
// P2P over SDR
//
// Addresses stay SOCKADDR_IN-shaped on purpose: Steam's FakeIP system
// hands out fake IPv4 addresses for exactly this kind of engine, so
// the [pilots] list keeps working as ip[:port] strings in both worlds.
//########################################################################
class NetTransport
{
public:
// Opaque connection handle. SOCKET for Winsock (SOCKET is UINT_PTR),
// HSteamNetConnection for Steam - both fit; callers must not
// interpret it.
typedef UINT_PTR Connection;
static const Connection InvalidConnection = (Connection) ~0; // == INVALID_SOCKET
// Receive() results when no payload came back
enum
{
ReceiveDisconnected = 0, // orderly close or connection reset
ReceiveNoData = -1 // nothing pending (connections are nonblocking)
};
virtual ~NetTransport()
{
}
//---------------------------------------------------------------
// Lifecycle
//---------------------------------------------------------------
virtual Logical
Startup() = 0;
virtual void
Cleanup() = 0;
//---------------------------------------------------------------
// Addressing: the local interface list (the mesh identifies
// "which [pilots] entry is me" against it) and numeric ip[:port]
// parsing. Port 0 in the result means "caller applies default".
//---------------------------------------------------------------
virtual int
GetLocalAddresses(
unsigned long *addresses,
int max_count
) = 0;
virtual Logical
Resolve(
const char *host_name,
SOCKADDR_IN *address
) = 0;
//---------------------------------------------------------------
// Connections (the deterministic mesh + the console channel).
// Connect blocks until the remote end accepts (the mesh relies
// on retry-until-up ordering), then goes nonblocking. Listeners
// are nonblocking from the start; Accept polls one.
//---------------------------------------------------------------
virtual Connection
Connect(
const SOCKADDR_IN *remote,
int local_port
) = 0;
virtual Connection
Listen(
int local_port,
int backlog
) = 0;
virtual Connection
Accept(Connection listener) = 0;
virtual void
Close(Connection connection) = 0;
//---------------------------------------------------------------
// Data plane (nonblocking)
//---------------------------------------------------------------
virtual int
Send(
Connection connection,
const void *data,
int size
) = 0;
virtual int
Receive(
Connection connection,
void *buffer,
int size
) = 0;
// remote endpoint of a live connection (mesh identity checks)
virtual Logical
GetRemoteAddress(
Connection connection,
SOCKADDR_IN *address
) = 0;
};
// The process-wide transport. Defaults to Winsock TCP; a Steam build
// installs its transport BEFORE the network manager comes up.
NetTransport *
NetTransport_Get();
void
NetTransport_Set(NetTransport *transport);
+128
View File
@@ -0,0 +1,128 @@
//===========================================================================//
// File: l4steamtransport.h //
// Project: MUNGA Brick: Steam Network Transport (skeleton) //
// Contents: NetTransport over ISteamNetworkingSockets - awaiting the SDK //
//---------------------------------------------------------------------------//
// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
// PROPRIETARY AND CONFIDENTIAL //
//===========================================================================//
#pragma once
//########################################################################
// SteamNetTransport - the retail wire. NOT BUILT YET: everything below
// is guarded by RP412_STEAM, which stays undefined until the Steamworks
// SDK is dropped into the tree (needs a Steamworks partner login to
// download; put it at extern\steamworks and add steam_api.lib +
// steam_api.dll to the link/dist).
//
// Method mapping (see also docs/RP412-FRONTEND-DESIGN.md section 3):
//
// Startup SteamAPI_Init + ISteamNetworkingUtils::InitRelay
// NetworkAccessAuthorization; then
// BeginAsyncRequestFakeIP so this pod has a fake
// IPv4 identity to put in the [pilots] list.
// Cleanup SteamAPI_Shutdown.
// GetLocalAddresses our allocated FakeIP (the mesh identifies
// "which pilots entry is me" against it, same as
// the LAN build matches its interface list).
// Resolve parse ip[:port] exactly like Winsock - FakeIPs
// ARE IPv4 strings, so egg text stays unchanged.
// Connect ConnectP2PByFakeIP (SDR picks the route, NAT
// traversal and IP privacy come free); block on
// the connection state callback until Connected,
// mirroring the TCP retry-until-accepted loop.
// Listen CreateListenSocketP2PFakeIP(port index); the
// game port / console port pair becomes fake-port
// index 0 / 1.
// Accept poll the connection-request callback queue,
// AcceptConnection, return the HSteamNetConnection
// (it fits the NetTransport::Connection handle).
// Close CloseConnection(reason 0, linger enabled).
// Send SendMessageToConnection with
// k_nSteamNetworkingSend_Reliable: the engine's
// stream framing (NetworkPacketHeader + payload)
// assumes ordered reliable delivery, exactly what
// a reliable Steam message lane provides.
// Receive ReceiveMessagesOnConnection; copy into the
// host's pad buffer, normalize "no messages" to
// ReceiveNoData and connection-closed callbacks
// to ReceiveDisconnected.
// GetRemoteAddress GetConnectionInfo -> m_addrRemote (the FakeIP),
// so the mesh's identity checks keep working on
// SOCKADDR_IN values.
//
// Lobby flow that drives this transport (front-end work, not here):
// the lobby owner collects members' FakeIPs + loadouts via lobby data,
// builds the canonical egg with the ordered [pilots] list of FakeIPs,
// distributes it, and doubles as the console (RPL4CONSOLE marshals the
// mission; StopMissionMessage goes out over the console channel).
//
// Install with NetTransport_Set(new SteamNetTransport) BEFORE the
// network manager constructs (front of WinMain, when -steam / a Steam
// launch is detected).
//########################################################################
#ifdef RP412_STEAM
#include "l4nettransport.h"
class SteamNetTransport:
public NetTransport
{
public:
SteamNetTransport();
~SteamNetTransport();
Logical
Startup();
void
Cleanup();
int
GetLocalAddresses(
unsigned long *addresses,
int max_count
);
Logical
Resolve(
const char *host_name,
SOCKADDR_IN *address
);
Connection
Connect(
const SOCKADDR_IN *remote,
int local_port
);
Connection
Listen(
int local_port,
int backlog
);
Connection
Accept(Connection listener);
void
Close(Connection connection);
int
Send(
Connection connection,
const void *data,
int size
);
int
Receive(
Connection connection,
void *buffer,
int size
);
Logical
GetRemoteAddress(
Connection connection,
SOCKADDR_IN *address
);
};
#endif // RP412_STEAM
+2
View File
@@ -248,6 +248,7 @@
<ClCompile Include=".\L4MOUSE.cpp" />
<ClCompile Include=".\L4MPPR.cpp" />
<ClCompile Include=".\L4NET.CPP" />
<ClCompile Include=".\L4NETTRANSPORT.cpp" />
<ClCompile Include=".\L4PARTICLES.cpp" />
<ClCompile Include=".\L4MFDVIEW.cpp" />
<ClCompile Include=".\L4PADRIO.cpp" />
@@ -438,6 +439,7 @@
<ClInclude Include=".\L4MOUSE.h" />
<ClInclude Include=".\L4MPPR.h" />
<ClInclude Include=".\L4NET.H" />
<ClInclude Include=".\L4NETTRANSPORT.h" />
<ClInclude Include=".\L4PARTICLES.h" />
<ClInclude Include=".\L4MFDVIEW.h" />
<ClInclude Include=".\L4PADRIO.h" />