mirror of
https://github.com/smartcmd/MinecraftConsoles.git
synced 2026-03-23 04:18:13 +05:00
* Fix split-screen join failing when connecting to a remote host via UI
When a non-host client connected to a remote server through the in-game
UI (as opposed to the -ip/-port command line flags), the global variables
g_Win64MultiplayerIP and g_Win64MultiplayerPort were never updated from
their defaults ("127.0.0.1" and the default port). JoinSplitScreen()
relies on these globals to open a second TCP connection for the local
split-screen pad, so it would always attempt to connect to localhost,
failing immediately on any remote session.
Fix: update g_Win64MultiplayerIP and g_Win64MultiplayerPort inside
JoinGame() once the primary connection is established. This ensures
subsequent JoinSplitScreen() calls always reach the correct host
regardless of how the session was joined.
Additionally, guard PushFreeSmallId() against recycling smallIds in the
range [0, XUSER_MAX_COUNT), which are permanently reserved for the
host's local controller slots. Previously, if a host-side local pad
disconnected its smallId could re-enter the free pool and be handed
to an incoming remote client, causing that client's IQNetPlayer slot
to collide with a local pad slot on the non-host machine.
* Fix tutorial popup positioning in split-screen viewports
Replace the manual switch-case that computed viewport origin with the shared GetViewportRect/Fit16x9 helpers (from UISplitScreenHelpers.h). This ensures the tutorial popup is positioned and scaled consistently with the rest of the split-screen UI, fitting a 16:9 box inside each viewport and applying safezone offsets correctly.
Also adds missing default:break to safezone switch statements to silence compiler warnings.
Made-with: Cursor
* Prevent split-screen join when game window is not focused
Add g_KBMInput.IsWindowFocused() guard to the tryJoin condition so that gamepad input from background windows does not accidentally trigger a split-screen player join. This avoids phantom joins when the user is interacting with another application.
* Open debug overlay in fullscreen UI group during split-screen
Pass eUIGroup_Fullscreen to NavigateToScene when opening the debug overlay, so it spans the entire window instead of being confined to a single split-screen viewport. This makes the debug info readable regardless of the current split-screen layout.
* Fix non-host split-screen connections missing world updates
Previously, secondary (non-host) split-screen connections used isPrimaryConnection()
to gate nearly all world update packets, meaning the second local player would never
receive tile updates, entity movement, sounds, particles, explosions, etc.
The fix introduces per-connection tracking of which entities and chunks each
ClientConnection has loaded, and uses that information to decide whether a secondary
connection needs to process a given packet or if the primary connection already
handled it.
New members in ClientConnection:
- m_trackedEntityIds: set of entity IDs this connection has received AddEntity/AddMob/AddPlayer etc. for
- m_visibleChunks: set of chunk coordinates (packed into int64) this connection has marked visible
- Both sets are cleared on close(), respawn (dimension change), and destructor
New helpers:
- findPrimaryConnection(): walks the MultiPlayerLevel connection list to find the connection on the primary pad
- shouldProcessForEntity(id): secondary connection skips the packet only if the primary is already tracking that entity
- shouldProcessForPosition(x, z): secondary connection skips the packet only if the primary already has that chunk visible
- anyOtherConnectionHasChunk(x, z): used when a chunk becomes invisible to avoid hiding it from the level if another connection still needs it
- isTrackingEntity(id): public accessor used by shouldProcessForEntity on the primary connection
Packet handler changes:
- handleMoveEntity, handleMoveEntitySmall, handleSetEntityMotion, handleTakeItemEntity:
replaced isPrimaryConnection() with shouldProcessForEntity() so secondary
connections still process movement for entities they know about
- handleExplosion, handleLevelEvent:
replaced isPrimaryConnection() with shouldProcessForPosition() so block
destruction and level events fire for the correct connection based on chunks
- handleChunkTilesUpdate, handleBlockRegionUpdate, handleTileUpdate, handleSignUpdate,
handleTileEntityData, handleTileEvent, handleTileDestruction, handleComplexItemData,
handleSoundEvent, handleParticleEvent:
removed the isPrimaryConnection() guard entirely -- these are world-state updates
that all connections must process regardless of which pad is primary
- handleChunkVisibilityArea / handleChunkVisibility:
now populate m_visibleChunks; on visibility=false, setChunkVisible(false) is
only called on the level if no other connection still has that chunk loaded
- handleAddEntity, handleAddExperienceOrb, handleAddPainting, handleAddPlayer,
handleAddMob: now insert into m_trackedEntityIds on arrival
- handleRemoveEntity: now erases from m_trackedEntityIds on removal
- handleLevelEvent: removed a duplicate levelEvent() call that was always firing
regardless of the isPrimaryConnection() check above it (latent bug)
MultiPlayerLevel: added friend class ClientConnection to allow access to the
connections list without exposing it publicly.
* Fix fullscreen progress screen swallowing input before load completes
Two issues in UIScene_FullscreenProgress::handleInput:
1. The touchpad/button press that triggers movie skip or input forwarding
had no guard on m_threadCompleted, so pressing a button during the loading
phase would fire the skip/send logic before the background thread finished.
Added the m_threadCompleted check so that path is only reachable once
the load is actually done.
2. The `handled = true` assignment was missing from that branch, so input
events were not being consumed and could fall through to other handlers.
Added it unconditionally at the end of the block.
* Update player count decrement logic in PlatformNetworkManagerStub
Refactor the condition for decrementing the player count in CPlatformNetworkManagerStub::DoWork. The previous check was replaced with a while loop to ensure that the player count is only decremented when there are more than one player and the last player's custom data value is zero. This change improves the handling of player connections in the network manager.
* Refactor safe zone calculations in UI components for consistency
Updated the safe zone calculations across multiple UI components to ensure symmetry in split viewports. Removed unnecessary assignments and added comments for clarity. Modified the repositionHud function to include an additional parameter for better handling of HUD positioning in split-screen scenarios.
* Gui.cpp: fix F3 debug overlay in splitscreen + minor perf cleanup
The F3 debug screen was badly broken in splitscreen: it used the GUI
coordinate space which gets distorted by the splitscreen scaling, so
text appeared stretched, misaligned or completely off-screen depending
on the viewport layout.
Fixed by setting up a dedicated projection matrix using physical pixel
coordinates (g_rScreenWidth / g_rScreenHeight) each time the overlay is
drawn, completely decoupled from whatever transform the HUD is using.
The viewport dimensions are now computed per screen section so the ortho
projection matches the actual pixel area of each player's quadrant.
Version and branch strings are only shown for player 0 (iPad == 0) to
avoid repeating them across every splitscreen pane.
Also removed a few redundant calculations that were being done twice in
the same frame (atan for xRot, health halves, air supply scaled value).
These are minor and have negligible real-world impact; more substantial
per-frame caching work (safe zone calculations etc.) will follow in a
separate commit.
1247 lines
36 KiB
C++
1247 lines
36 KiB
C++
// Code implemented by LCEMP, credit if used on other repos
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// https://github.com/LCEMP/LCEMP
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#include "stdafx.h"
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#ifdef _WINDOWS64
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#include "WinsockNetLayer.h"
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#include "..\..\Common\Network\PlatformNetworkManagerStub.h"
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#include "..\..\..\Minecraft.World\Socket.h"
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#include "..\..\..\Minecraft.World\DisconnectPacket.h"
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#include "..\..\Minecraft.h"
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#include "..\4JLibs\inc\4J_Profile.h"
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static bool RecvExact(SOCKET sock, BYTE* buf, int len);
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SOCKET WinsockNetLayer::s_listenSocket = INVALID_SOCKET;
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SOCKET WinsockNetLayer::s_hostConnectionSocket = INVALID_SOCKET;
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HANDLE WinsockNetLayer::s_acceptThread = nullptr;
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HANDLE WinsockNetLayer::s_clientRecvThread = nullptr;
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bool WinsockNetLayer::s_isHost = false;
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bool WinsockNetLayer::s_connected = false;
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bool WinsockNetLayer::s_active = false;
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bool WinsockNetLayer::s_initialized = false;
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BYTE WinsockNetLayer::s_localSmallId = 0;
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BYTE WinsockNetLayer::s_hostSmallId = 0;
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unsigned int WinsockNetLayer::s_nextSmallId = XUSER_MAX_COUNT;
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CRITICAL_SECTION WinsockNetLayer::s_sendLock;
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CRITICAL_SECTION WinsockNetLayer::s_connectionsLock;
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std::vector<Win64RemoteConnection> WinsockNetLayer::s_connections;
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SOCKET WinsockNetLayer::s_advertiseSock = INVALID_SOCKET;
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HANDLE WinsockNetLayer::s_advertiseThread = nullptr;
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volatile bool WinsockNetLayer::s_advertising = false;
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Win64LANBroadcast WinsockNetLayer::s_advertiseData = {};
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CRITICAL_SECTION WinsockNetLayer::s_advertiseLock;
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int WinsockNetLayer::s_hostGamePort = WIN64_NET_DEFAULT_PORT;
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SOCKET WinsockNetLayer::s_discoverySock = INVALID_SOCKET;
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HANDLE WinsockNetLayer::s_discoveryThread = nullptr;
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volatile bool WinsockNetLayer::s_discovering = false;
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CRITICAL_SECTION WinsockNetLayer::s_discoveryLock;
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std::vector<Win64LANSession> WinsockNetLayer::s_discoveredSessions;
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CRITICAL_SECTION WinsockNetLayer::s_disconnectLock;
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std::vector<BYTE> WinsockNetLayer::s_disconnectedSmallIds;
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CRITICAL_SECTION WinsockNetLayer::s_freeSmallIdLock;
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std::vector<BYTE> WinsockNetLayer::s_freeSmallIds;
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SOCKET WinsockNetLayer::s_smallIdToSocket[256];
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CRITICAL_SECTION WinsockNetLayer::s_smallIdToSocketLock;
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SOCKET WinsockNetLayer::s_splitScreenSocket[XUSER_MAX_COUNT] = { INVALID_SOCKET, INVALID_SOCKET, INVALID_SOCKET, INVALID_SOCKET };
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BYTE WinsockNetLayer::s_splitScreenSmallId[XUSER_MAX_COUNT] = { 0xFF, 0xFF, 0xFF, 0xFF };
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HANDLE WinsockNetLayer::s_splitScreenRecvThread[XUSER_MAX_COUNT] = {nullptr, nullptr, nullptr, nullptr};
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bool g_Win64MultiplayerHost = false;
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bool g_Win64MultiplayerJoin = false;
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int g_Win64MultiplayerPort = WIN64_NET_DEFAULT_PORT;
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char g_Win64MultiplayerIP[256] = "127.0.0.1";
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bool g_Win64DedicatedServer = false;
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int g_Win64DedicatedServerPort = WIN64_NET_DEFAULT_PORT;
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char g_Win64DedicatedServerBindIP[256] = "";
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bool WinsockNetLayer::Initialize()
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{
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if (s_initialized) return true;
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WSADATA wsaData;
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int result = WSAStartup(MAKEWORD(2, 2), &wsaData);
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if (result != 0)
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{
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app.DebugPrintf("WSAStartup failed: %d\n", result);
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return false;
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}
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InitializeCriticalSection(&s_sendLock);
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InitializeCriticalSection(&s_connectionsLock);
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InitializeCriticalSection(&s_advertiseLock);
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InitializeCriticalSection(&s_discoveryLock);
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InitializeCriticalSection(&s_disconnectLock);
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InitializeCriticalSection(&s_freeSmallIdLock);
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InitializeCriticalSection(&s_smallIdToSocketLock);
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for (int i = 0; i < 256; i++)
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s_smallIdToSocket[i] = INVALID_SOCKET;
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s_initialized = true;
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StartDiscovery();
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return true;
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}
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void WinsockNetLayer::Shutdown()
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{
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StopAdvertising();
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StopDiscovery();
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s_active = false;
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s_connected = false;
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if (s_listenSocket != INVALID_SOCKET)
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{
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closesocket(s_listenSocket);
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s_listenSocket = INVALID_SOCKET;
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}
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if (s_hostConnectionSocket != INVALID_SOCKET)
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{
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closesocket(s_hostConnectionSocket);
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s_hostConnectionSocket = INVALID_SOCKET;
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}
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// Stop accept loop first so no new RecvThread can be created while shutting down.
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if (s_acceptThread != nullptr)
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{
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WaitForSingleObject(s_acceptThread, 2000);
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CloseHandle(s_acceptThread);
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s_acceptThread = nullptr;
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}
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std::vector<HANDLE> recvThreads;
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EnterCriticalSection(&s_connectionsLock);
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for (size_t i = 0; i < s_connections.size(); i++)
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{
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s_connections[i].active = false;
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if (s_connections[i].tcpSocket != INVALID_SOCKET)
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{
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closesocket(s_connections[i].tcpSocket);
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s_connections[i].tcpSocket = INVALID_SOCKET;
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}
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if (s_connections[i].recvThread != nullptr)
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{
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recvThreads.push_back(s_connections[i].recvThread);
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s_connections[i].recvThread = nullptr;
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}
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}
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LeaveCriticalSection(&s_connectionsLock);
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// Wait for all host-side receive threads to exit before destroying state.
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for (size_t i = 0; i < recvThreads.size(); i++)
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{
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WaitForSingleObject(recvThreads[i], 2000);
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CloseHandle(recvThreads[i]);
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}
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EnterCriticalSection(&s_connectionsLock);
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s_connections.clear();
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LeaveCriticalSection(&s_connectionsLock);
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if (s_clientRecvThread != nullptr)
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{
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WaitForSingleObject(s_clientRecvThread, 2000);
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CloseHandle(s_clientRecvThread);
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s_clientRecvThread = nullptr;
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}
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for (int i = 0; i < XUSER_MAX_COUNT; i++)
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{
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if (s_splitScreenSocket[i] != INVALID_SOCKET)
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{
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closesocket(s_splitScreenSocket[i]);
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s_splitScreenSocket[i] = INVALID_SOCKET;
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}
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if (s_splitScreenRecvThread[i] != nullptr)
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{
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WaitForSingleObject(s_splitScreenRecvThread[i], 2000);
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CloseHandle(s_splitScreenRecvThread[i]);
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s_splitScreenRecvThread[i] = nullptr;
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}
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s_splitScreenSmallId[i] = 0xFF;
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}
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if (s_initialized)
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{
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EnterCriticalSection(&s_disconnectLock);
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s_disconnectedSmallIds.clear();
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LeaveCriticalSection(&s_disconnectLock);
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EnterCriticalSection(&s_freeSmallIdLock);
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s_freeSmallIds.clear();
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LeaveCriticalSection(&s_freeSmallIdLock);
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DeleteCriticalSection(&s_sendLock);
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DeleteCriticalSection(&s_connectionsLock);
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DeleteCriticalSection(&s_advertiseLock);
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DeleteCriticalSection(&s_discoveryLock);
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DeleteCriticalSection(&s_disconnectLock);
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DeleteCriticalSection(&s_freeSmallIdLock);
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DeleteCriticalSection(&s_smallIdToSocketLock);
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WSACleanup();
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s_initialized = false;
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}
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}
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bool WinsockNetLayer::HostGame(int port, const char* bindIp)
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{
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if (!s_initialized && !Initialize()) return false;
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s_isHost = true;
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s_localSmallId = 0;
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s_hostSmallId = 0;
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s_nextSmallId = XUSER_MAX_COUNT;
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s_hostGamePort = port;
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EnterCriticalSection(&s_freeSmallIdLock);
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s_freeSmallIds.clear();
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LeaveCriticalSection(&s_freeSmallIdLock);
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EnterCriticalSection(&s_smallIdToSocketLock);
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for (int i = 0; i < 256; i++)
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s_smallIdToSocket[i] = INVALID_SOCKET;
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LeaveCriticalSection(&s_smallIdToSocketLock);
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struct addrinfo hints = {};
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struct addrinfo* result = nullptr;
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hints.ai_family = AF_INET;
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hints.ai_socktype = SOCK_STREAM;
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hints.ai_protocol = IPPROTO_TCP;
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hints.ai_flags = (bindIp == nullptr || bindIp[0] == 0) ? AI_PASSIVE : 0;
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char portStr[16];
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sprintf_s(portStr, "%d", port);
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const char* resolvedBindIp = (bindIp != nullptr && bindIp[0] != 0) ? bindIp : nullptr;
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int iResult = getaddrinfo(resolvedBindIp, portStr, &hints, &result);
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if (iResult != 0)
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{
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app.DebugPrintf("getaddrinfo failed for %s:%d - %d\n",
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resolvedBindIp != nullptr ? resolvedBindIp : "*",
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port,
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iResult);
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return false;
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}
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s_listenSocket = socket(result->ai_family, result->ai_socktype, result->ai_protocol);
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if (s_listenSocket == INVALID_SOCKET)
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{
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app.DebugPrintf("socket() failed: %d\n", WSAGetLastError());
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freeaddrinfo(result);
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return false;
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}
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int opt = 1;
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setsockopt(s_listenSocket, SOL_SOCKET, SO_REUSEADDR, (const char*)&opt, sizeof(opt));
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iResult = ::bind(s_listenSocket, result->ai_addr, static_cast<int>(result->ai_addrlen));
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freeaddrinfo(result);
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if (iResult == SOCKET_ERROR)
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{
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app.DebugPrintf("bind() failed: %d\n", WSAGetLastError());
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closesocket(s_listenSocket);
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s_listenSocket = INVALID_SOCKET;
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return false;
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}
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iResult = listen(s_listenSocket, SOMAXCONN);
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if (iResult == SOCKET_ERROR)
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{
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app.DebugPrintf("listen() failed: %d\n", WSAGetLastError());
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closesocket(s_listenSocket);
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s_listenSocket = INVALID_SOCKET;
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return false;
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}
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s_active = true;
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s_connected = true;
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s_acceptThread = CreateThread(nullptr, 0, AcceptThreadProc, nullptr, 0, nullptr);
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app.DebugPrintf("Win64 LAN: Hosting on %s:%d\n",
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resolvedBindIp != nullptr ? resolvedBindIp : "*",
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port);
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return true;
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}
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bool WinsockNetLayer::JoinGame(const char* ip, int port)
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{
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if (!s_initialized && !Initialize()) return false;
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s_isHost = false;
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s_hostSmallId = 0;
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s_connected = false;
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s_active = false;
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if (s_hostConnectionSocket != INVALID_SOCKET)
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{
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closesocket(s_hostConnectionSocket);
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s_hostConnectionSocket = INVALID_SOCKET;
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}
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// Wait for old client recv thread to fully exit before starting a new connection.
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// Without this, the old thread can read from the new socket (s_hostConnectionSocket
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// is a global) and steal bytes from the new connection's TCP stream, causing
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// packet stream misalignment on reconnect.
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if (s_clientRecvThread != nullptr)
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{
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WaitForSingleObject(s_clientRecvThread, 5000);
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CloseHandle(s_clientRecvThread);
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s_clientRecvThread = nullptr;
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}
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struct addrinfo hints = {};
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struct addrinfo* result = nullptr;
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hints.ai_family = AF_INET;
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hints.ai_socktype = SOCK_STREAM;
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hints.ai_protocol = IPPROTO_TCP;
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char portStr[16];
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sprintf_s(portStr, "%d", port);
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int iResult = getaddrinfo(ip, portStr, &hints, &result);
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if (iResult != 0)
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{
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app.DebugPrintf("getaddrinfo failed for %s:%d - %d\n", ip, port, iResult);
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return false;
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}
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bool connected = false;
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BYTE assignedSmallId = 0;
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const int maxAttempts = 12;
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for (int attempt = 0; attempt < maxAttempts; ++attempt)
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{
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s_hostConnectionSocket = socket(result->ai_family, result->ai_socktype, result->ai_protocol);
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if (s_hostConnectionSocket == INVALID_SOCKET)
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{
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app.DebugPrintf("socket() failed: %d\n", WSAGetLastError());
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break;
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}
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int noDelay = 1;
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setsockopt(s_hostConnectionSocket, IPPROTO_TCP, TCP_NODELAY, (const char*)&noDelay, sizeof(noDelay));
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iResult = connect(s_hostConnectionSocket, result->ai_addr, static_cast<int>(result->ai_addrlen));
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if (iResult == SOCKET_ERROR)
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{
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int err = WSAGetLastError();
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app.DebugPrintf("connect() to %s:%d failed (attempt %d/%d): %d\n", ip, port, attempt + 1, maxAttempts, err);
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closesocket(s_hostConnectionSocket);
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s_hostConnectionSocket = INVALID_SOCKET;
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Sleep(200);
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continue;
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}
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BYTE assignBuf[1];
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int bytesRecv = recv(s_hostConnectionSocket, (char*)assignBuf, 1, 0);
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if (bytesRecv != 1)
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{
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app.DebugPrintf("Failed to receive small ID assignment from host (attempt %d/%d)\n", attempt + 1, maxAttempts);
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closesocket(s_hostConnectionSocket);
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s_hostConnectionSocket = INVALID_SOCKET;
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Sleep(200);
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continue;
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}
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if (assignBuf[0] == WIN64_SMALLID_REJECT)
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{
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BYTE rejectBuf[5];
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if (!RecvExact(s_hostConnectionSocket, rejectBuf, 5))
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{
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app.DebugPrintf("Failed to receive reject reason from host\n");
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closesocket(s_hostConnectionSocket);
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s_hostConnectionSocket = INVALID_SOCKET;
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Sleep(200);
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continue;
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}
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// rejectBuf[0] = packet id (255), rejectBuf[1..4] = 4-byte big-endian reason
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int reason = ((rejectBuf[1] & 0xff) << 24) | ((rejectBuf[2] & 0xff) << 16) |
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((rejectBuf[3] & 0xff) << 8) | (rejectBuf[4] & 0xff);
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Minecraft::GetInstance()->connectionDisconnected(ProfileManager.GetPrimaryPad(), (DisconnectPacket::eDisconnectReason)reason);
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closesocket(s_hostConnectionSocket);
|
|
s_hostConnectionSocket = INVALID_SOCKET;
|
|
freeaddrinfo(result);
|
|
return false;
|
|
}
|
|
|
|
assignedSmallId = assignBuf[0];
|
|
connected = true;
|
|
break;
|
|
}
|
|
freeaddrinfo(result);
|
|
|
|
if (!connected)
|
|
{
|
|
return false;
|
|
}
|
|
s_localSmallId = assignedSmallId;
|
|
|
|
// Save the host IP and port so JoinSplitScreen can connect to the same host
|
|
// regardless of how the connection was initiated (UI vs command line).
|
|
strncpy_s(g_Win64MultiplayerIP, sizeof(g_Win64MultiplayerIP), ip, _TRUNCATE);
|
|
g_Win64MultiplayerPort = port;
|
|
|
|
app.DebugPrintf("Win64 LAN: Connected to %s:%d, assigned smallId=%d\n", ip, port, s_localSmallId);
|
|
|
|
s_active = true;
|
|
s_connected = true;
|
|
|
|
s_clientRecvThread = CreateThread(nullptr, 0, ClientRecvThreadProc, nullptr, 0, nullptr);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool WinsockNetLayer::SendOnSocket(SOCKET sock, const void* data, int dataSize)
|
|
{
|
|
if (sock == INVALID_SOCKET || dataSize <= 0 || dataSize > WIN64_NET_MAX_PACKET_SIZE) return false;
|
|
|
|
// TODO: s_sendLock is a single global lock for ALL sockets. If one client's
|
|
// send() blocks (TCP window full, slow WiFi), every other write thread stalls
|
|
// waiting for this lock — no data flows to any player until the slow send
|
|
// completes. This scales badly with player count (8+ players = noticeable).
|
|
// Fix: replace with per-socket locks indexed by smallId (s_perSocketSendLock[256]).
|
|
// The lock only needs to prevent interleaving of header+payload on the SAME socket;
|
|
// sends to different sockets are independent and should never block each other.
|
|
EnterCriticalSection(&s_sendLock);
|
|
|
|
BYTE header[4];
|
|
header[0] = static_cast<BYTE>((dataSize >> 24) & 0xFF);
|
|
header[1] = static_cast<BYTE>((dataSize >> 16) & 0xFF);
|
|
header[2] = static_cast<BYTE>((dataSize >> 8) & 0xFF);
|
|
header[3] = static_cast<BYTE>(dataSize & 0xFF);
|
|
|
|
int totalSent = 0;
|
|
int toSend = 4;
|
|
while (totalSent < toSend)
|
|
{
|
|
int sent = send(sock, (const char*)header + totalSent, toSend - totalSent, 0);
|
|
if (sent == SOCKET_ERROR || sent == 0)
|
|
{
|
|
LeaveCriticalSection(&s_sendLock);
|
|
return false;
|
|
}
|
|
totalSent += sent;
|
|
}
|
|
|
|
totalSent = 0;
|
|
while (totalSent < dataSize)
|
|
{
|
|
int sent = send(sock, static_cast<const char *>(data) + totalSent, dataSize - totalSent, 0);
|
|
if (sent == SOCKET_ERROR || sent == 0)
|
|
{
|
|
LeaveCriticalSection(&s_sendLock);
|
|
return false;
|
|
}
|
|
totalSent += sent;
|
|
}
|
|
|
|
LeaveCriticalSection(&s_sendLock);
|
|
return true;
|
|
}
|
|
|
|
bool WinsockNetLayer::SendToSmallId(BYTE targetSmallId, const void* data, int dataSize)
|
|
{
|
|
if (!s_active) return false;
|
|
|
|
if (s_isHost)
|
|
{
|
|
SOCKET sock = GetSocketForSmallId(targetSmallId);
|
|
if (sock == INVALID_SOCKET) return false;
|
|
return SendOnSocket(sock, data, dataSize);
|
|
}
|
|
else
|
|
{
|
|
return SendOnSocket(s_hostConnectionSocket, data, dataSize);
|
|
}
|
|
}
|
|
|
|
SOCKET WinsockNetLayer::GetSocketForSmallId(BYTE smallId)
|
|
{
|
|
EnterCriticalSection(&s_smallIdToSocketLock);
|
|
SOCKET sock = s_smallIdToSocket[smallId];
|
|
LeaveCriticalSection(&s_smallIdToSocketLock);
|
|
return sock;
|
|
}
|
|
|
|
void WinsockNetLayer::ClearSocketForSmallId(BYTE smallId)
|
|
{
|
|
EnterCriticalSection(&s_smallIdToSocketLock);
|
|
s_smallIdToSocket[smallId] = INVALID_SOCKET;
|
|
LeaveCriticalSection(&s_smallIdToSocketLock);
|
|
}
|
|
|
|
// Send reject handshake: sentinel 0xFF + DisconnectPacket wire format (1 byte id 255 + 4 byte big-endian reason). Then caller closes socket.
|
|
static void SendRejectWithReason(SOCKET clientSocket, DisconnectPacket::eDisconnectReason reason)
|
|
{
|
|
BYTE buf[6];
|
|
buf[0] = WIN64_SMALLID_REJECT;
|
|
buf[1] = (BYTE)255; // DisconnectPacket packet id
|
|
int r = (int)reason;
|
|
buf[2] = (BYTE)((r >> 24) & 0xff);
|
|
buf[3] = (BYTE)((r >> 16) & 0xff);
|
|
buf[4] = (BYTE)((r >> 8) & 0xff);
|
|
buf[5] = (BYTE)(r & 0xff);
|
|
send(clientSocket, (const char*)buf, sizeof(buf), 0);
|
|
}
|
|
|
|
static bool RecvExact(SOCKET sock, BYTE* buf, int len)
|
|
{
|
|
int totalRecv = 0;
|
|
while (totalRecv < len)
|
|
{
|
|
int r = recv(sock, (char*)buf + totalRecv, len - totalRecv, 0);
|
|
if (r <= 0) return false;
|
|
totalRecv += r;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void WinsockNetLayer::HandleDataReceived(BYTE fromSmallId, BYTE toSmallId, unsigned char* data, unsigned int dataSize)
|
|
{
|
|
INetworkPlayer* pPlayerFrom = g_NetworkManager.GetPlayerBySmallId(fromSmallId);
|
|
INetworkPlayer* pPlayerTo = g_NetworkManager.GetPlayerBySmallId(toSmallId);
|
|
|
|
if (pPlayerFrom == nullptr || pPlayerTo == nullptr)
|
|
{
|
|
app.DebugPrintf("NET RECV: DROPPED %u bytes from=%d to=%d (player NULL: from=%p to=%p)\n",
|
|
dataSize, fromSmallId, toSmallId, pPlayerFrom, pPlayerTo);
|
|
return;
|
|
}
|
|
|
|
if (s_isHost)
|
|
{
|
|
::Socket* pSocket = pPlayerFrom->GetSocket();
|
|
if (pSocket != nullptr)
|
|
pSocket->pushDataToQueue(data, dataSize, false);
|
|
else
|
|
app.DebugPrintf("NET RECV: DROPPED %u bytes, host pSocket NULL for from=%d\n", dataSize, fromSmallId);
|
|
}
|
|
else
|
|
{
|
|
::Socket* pSocket = pPlayerTo->GetSocket();
|
|
if (pSocket != nullptr)
|
|
pSocket->pushDataToQueue(data, dataSize, true);
|
|
else
|
|
app.DebugPrintf("NET RECV: DROPPED %u bytes, client pSocket NULL for to=%d\n", dataSize, toSmallId);
|
|
}
|
|
}
|
|
|
|
DWORD WINAPI WinsockNetLayer::AcceptThreadProc(LPVOID param)
|
|
{
|
|
while (s_active)
|
|
{
|
|
SOCKET clientSocket = accept(s_listenSocket, nullptr, nullptr);
|
|
if (clientSocket == INVALID_SOCKET)
|
|
{
|
|
if (s_active)
|
|
app.DebugPrintf("accept() failed: %d\n", WSAGetLastError());
|
|
break;
|
|
}
|
|
|
|
int noDelay = 1;
|
|
setsockopt(clientSocket, IPPROTO_TCP, TCP_NODELAY, (const char*)&noDelay, sizeof(noDelay));
|
|
|
|
extern QNET_STATE _iQNetStubState;
|
|
if (_iQNetStubState != QNET_STATE_GAME_PLAY)
|
|
{
|
|
app.DebugPrintf("Win64 LAN: Rejecting connection, game not ready\n");
|
|
closesocket(clientSocket);
|
|
continue;
|
|
}
|
|
|
|
extern CPlatformNetworkManagerStub* g_pPlatformNetworkManager;
|
|
if (g_pPlatformNetworkManager != nullptr && !g_pPlatformNetworkManager->CanAcceptMoreConnections())
|
|
{
|
|
app.DebugPrintf("Win64 LAN: Rejecting connection, server at max players\n");
|
|
SendRejectWithReason(clientSocket, DisconnectPacket::eDisconnect_ServerFull);
|
|
closesocket(clientSocket);
|
|
continue;
|
|
}
|
|
|
|
BYTE assignedSmallId;
|
|
EnterCriticalSection(&s_freeSmallIdLock);
|
|
if (!s_freeSmallIds.empty())
|
|
{
|
|
assignedSmallId = s_freeSmallIds.back();
|
|
s_freeSmallIds.pop_back();
|
|
}
|
|
else if (s_nextSmallId < (unsigned int)MINECRAFT_NET_MAX_PLAYERS)
|
|
{
|
|
assignedSmallId = (BYTE)s_nextSmallId++;
|
|
}
|
|
else
|
|
{
|
|
LeaveCriticalSection(&s_freeSmallIdLock);
|
|
app.DebugPrintf("Win64 LAN: Server full, rejecting connection\n");
|
|
SendRejectWithReason(clientSocket, DisconnectPacket::eDisconnect_ServerFull);
|
|
closesocket(clientSocket);
|
|
continue;
|
|
}
|
|
LeaveCriticalSection(&s_freeSmallIdLock);
|
|
|
|
BYTE assignBuf[1] = { assignedSmallId };
|
|
int sent = send(clientSocket, (const char*)assignBuf, 1, 0);
|
|
if (sent != 1)
|
|
{
|
|
app.DebugPrintf("Failed to send small ID to client\n");
|
|
closesocket(clientSocket);
|
|
PushFreeSmallId(assignedSmallId);
|
|
continue;
|
|
}
|
|
|
|
Win64RemoteConnection conn;
|
|
conn.tcpSocket = clientSocket;
|
|
conn.smallId = assignedSmallId;
|
|
conn.active = true;
|
|
conn.recvThread = nullptr;
|
|
|
|
EnterCriticalSection(&s_connectionsLock);
|
|
s_connections.push_back(conn);
|
|
int connIdx = static_cast<int>(s_connections.size()) - 1;
|
|
LeaveCriticalSection(&s_connectionsLock);
|
|
|
|
app.DebugPrintf("Win64 LAN: Client connected, assigned smallId=%d\n", assignedSmallId);
|
|
|
|
EnterCriticalSection(&s_smallIdToSocketLock);
|
|
s_smallIdToSocket[assignedSmallId] = clientSocket;
|
|
LeaveCriticalSection(&s_smallIdToSocketLock);
|
|
|
|
IQNetPlayer* qnetPlayer = &IQNet::m_player[assignedSmallId];
|
|
|
|
extern void Win64_SetupRemoteQNetPlayer(IQNetPlayer * player, BYTE smallId, bool isHost, bool isLocal);
|
|
Win64_SetupRemoteQNetPlayer(qnetPlayer, assignedSmallId, false, false);
|
|
|
|
extern CPlatformNetworkManagerStub* g_pPlatformNetworkManager;
|
|
g_pPlatformNetworkManager->NotifyPlayerJoined(qnetPlayer);
|
|
|
|
DWORD* threadParam = new DWORD;
|
|
*threadParam = connIdx;
|
|
HANDLE hThread = CreateThread(nullptr, 0, RecvThreadProc, threadParam, 0, nullptr);
|
|
|
|
EnterCriticalSection(&s_connectionsLock);
|
|
if (connIdx < static_cast<int>(s_connections.size()))
|
|
s_connections[connIdx].recvThread = hThread;
|
|
LeaveCriticalSection(&s_connectionsLock);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
DWORD WINAPI WinsockNetLayer::RecvThreadProc(LPVOID param)
|
|
{
|
|
DWORD connIdx = *static_cast<DWORD *>(param);
|
|
delete static_cast<DWORD *>(param);
|
|
|
|
EnterCriticalSection(&s_connectionsLock);
|
|
if (connIdx >= static_cast<DWORD>(s_connections.size()))
|
|
{
|
|
LeaveCriticalSection(&s_connectionsLock);
|
|
return 0;
|
|
}
|
|
SOCKET sock = s_connections[connIdx].tcpSocket;
|
|
BYTE clientSmallId = s_connections[connIdx].smallId;
|
|
LeaveCriticalSection(&s_connectionsLock);
|
|
|
|
std::vector<BYTE> recvBuf;
|
|
recvBuf.resize(WIN64_NET_RECV_BUFFER_SIZE);
|
|
|
|
while (s_active)
|
|
{
|
|
BYTE header[4];
|
|
if (!RecvExact(sock, header, 4))
|
|
{
|
|
app.DebugPrintf("Win64 LAN: Client smallId=%d disconnected (header)\n", clientSmallId);
|
|
break;
|
|
}
|
|
|
|
int packetSize =
|
|
(static_cast<uint32_t>(header[0]) << 24) |
|
|
(static_cast<uint32_t>(header[1]) << 16) |
|
|
(static_cast<uint32_t>(header[2]) << 8) |
|
|
static_cast<uint32_t>(header[3]);
|
|
|
|
if (packetSize <= 0 || packetSize > WIN64_NET_MAX_PACKET_SIZE)
|
|
{
|
|
app.DebugPrintf("Win64 LAN: Invalid packet size %d from client smallId=%d (max=%d)\n",
|
|
packetSize,
|
|
clientSmallId,
|
|
(int)WIN64_NET_MAX_PACKET_SIZE);
|
|
break;
|
|
}
|
|
|
|
if (static_cast<int>(recvBuf.size()) < packetSize)
|
|
{
|
|
recvBuf.resize(packetSize);
|
|
app.DebugPrintf("Win64 LAN: Resized host recv buffer to %d bytes for client smallId=%d\n", packetSize, clientSmallId);
|
|
}
|
|
|
|
if (!RecvExact(sock, &recvBuf[0], packetSize))
|
|
{
|
|
app.DebugPrintf("Win64 LAN: Client smallId=%d disconnected (body)\n", clientSmallId);
|
|
break;
|
|
}
|
|
|
|
HandleDataReceived(clientSmallId, s_hostSmallId, &recvBuf[0], packetSize);
|
|
}
|
|
|
|
EnterCriticalSection(&s_connectionsLock);
|
|
for (size_t i = 0; i < s_connections.size(); i++)
|
|
{
|
|
if (s_connections[i].smallId == clientSmallId)
|
|
{
|
|
s_connections[i].active = false;
|
|
if (s_connections[i].tcpSocket != INVALID_SOCKET)
|
|
{
|
|
closesocket(s_connections[i].tcpSocket);
|
|
s_connections[i].tcpSocket = INVALID_SOCKET;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
LeaveCriticalSection(&s_connectionsLock);
|
|
|
|
EnterCriticalSection(&s_disconnectLock);
|
|
s_disconnectedSmallIds.push_back(clientSmallId);
|
|
LeaveCriticalSection(&s_disconnectLock);
|
|
|
|
return 0;
|
|
}
|
|
|
|
bool WinsockNetLayer::PopDisconnectedSmallId(BYTE* outSmallId)
|
|
{
|
|
bool found = false;
|
|
EnterCriticalSection(&s_disconnectLock);
|
|
if (!s_disconnectedSmallIds.empty())
|
|
{
|
|
*outSmallId = s_disconnectedSmallIds.back();
|
|
s_disconnectedSmallIds.pop_back();
|
|
found = true;
|
|
}
|
|
LeaveCriticalSection(&s_disconnectLock);
|
|
return found;
|
|
}
|
|
|
|
void WinsockNetLayer::PushFreeSmallId(BYTE smallId)
|
|
{
|
|
// SmallIds 0..(XUSER_MAX_COUNT-1) are permanently reserved for the host's
|
|
// local pads and must never be recycled to remote clients.
|
|
if (smallId < (BYTE)XUSER_MAX_COUNT)
|
|
return;
|
|
|
|
EnterCriticalSection(&s_freeSmallIdLock);
|
|
// Guard against double-recycle: the reconnect path (queueSmallIdForRecycle) and
|
|
// the DoWork disconnect path can both push the same smallId. If we allow duplicates,
|
|
// AcceptThread will hand out the same smallId to two different connections.
|
|
bool alreadyFree = false;
|
|
for (size_t i = 0; i < s_freeSmallIds.size(); i++)
|
|
{
|
|
if (s_freeSmallIds[i] == smallId) { alreadyFree = true; break; }
|
|
}
|
|
if (!alreadyFree)
|
|
s_freeSmallIds.push_back(smallId);
|
|
LeaveCriticalSection(&s_freeSmallIdLock);
|
|
}
|
|
|
|
void WinsockNetLayer::CloseConnectionBySmallId(BYTE smallId)
|
|
{
|
|
EnterCriticalSection(&s_connectionsLock);
|
|
for (size_t i = 0; i < s_connections.size(); i++)
|
|
{
|
|
if (s_connections[i].smallId == smallId && s_connections[i].active && s_connections[i].tcpSocket != INVALID_SOCKET)
|
|
{
|
|
closesocket(s_connections[i].tcpSocket);
|
|
s_connections[i].tcpSocket = INVALID_SOCKET;
|
|
app.DebugPrintf("Win64 LAN: Force-closed TCP connection for smallId=%d\n", smallId);
|
|
break;
|
|
}
|
|
}
|
|
LeaveCriticalSection(&s_connectionsLock);
|
|
}
|
|
|
|
BYTE WinsockNetLayer::GetSplitScreenSmallId(int padIndex)
|
|
{
|
|
if (padIndex <= 0 || padIndex >= XUSER_MAX_COUNT) return 0xFF;
|
|
return s_splitScreenSmallId[padIndex];
|
|
}
|
|
|
|
SOCKET WinsockNetLayer::GetLocalSocket(BYTE senderSmallId)
|
|
{
|
|
if (senderSmallId == s_localSmallId)
|
|
return s_hostConnectionSocket;
|
|
for (int i = 1; i < XUSER_MAX_COUNT; i++)
|
|
{
|
|
if (s_splitScreenSmallId[i] == senderSmallId && s_splitScreenSocket[i] != INVALID_SOCKET)
|
|
return s_splitScreenSocket[i];
|
|
}
|
|
return INVALID_SOCKET;
|
|
}
|
|
|
|
bool WinsockNetLayer::JoinSplitScreen(int padIndex, BYTE* outSmallId)
|
|
{
|
|
if (!s_active || s_isHost || padIndex <= 0 || padIndex >= XUSER_MAX_COUNT)
|
|
return false;
|
|
|
|
if (s_splitScreenSocket[padIndex] != INVALID_SOCKET)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
struct addrinfo hints = {};
|
|
struct addrinfo* result = nullptr;
|
|
hints.ai_family = AF_INET;
|
|
hints.ai_socktype = SOCK_STREAM;
|
|
hints.ai_protocol = IPPROTO_TCP;
|
|
|
|
char portStr[16];
|
|
sprintf_s(portStr, "%d", g_Win64MultiplayerPort);
|
|
if (getaddrinfo(g_Win64MultiplayerIP, portStr, &hints, &result) != 0 || result == nullptr)
|
|
{
|
|
app.DebugPrintf("Win64 LAN: Split-screen getaddrinfo failed for %s:%d\n", g_Win64MultiplayerIP, g_Win64MultiplayerPort);
|
|
return false;
|
|
}
|
|
|
|
SOCKET sock = socket(result->ai_family, result->ai_socktype, result->ai_protocol);
|
|
if (sock == INVALID_SOCKET)
|
|
{
|
|
freeaddrinfo(result);
|
|
return false;
|
|
}
|
|
|
|
int noDelay = 1;
|
|
setsockopt(sock, IPPROTO_TCP, TCP_NODELAY, (const char*)&noDelay, sizeof(noDelay));
|
|
|
|
if (connect(sock, result->ai_addr, (int)result->ai_addrlen) == SOCKET_ERROR)
|
|
{
|
|
app.DebugPrintf("Win64 LAN: Split-screen connect() failed: %d\n", WSAGetLastError());
|
|
closesocket(sock);
|
|
freeaddrinfo(result);
|
|
return false;
|
|
}
|
|
freeaddrinfo(result);
|
|
|
|
BYTE assignBuf[1];
|
|
if (!RecvExact(sock, assignBuf, 1))
|
|
{
|
|
app.DebugPrintf("Win64 LAN: Split-screen failed to receive smallId\n");
|
|
closesocket(sock);
|
|
return false;
|
|
}
|
|
|
|
if (assignBuf[0] == WIN64_SMALLID_REJECT)
|
|
{
|
|
BYTE rejectBuf[5];
|
|
RecvExact(sock, rejectBuf, 5);
|
|
app.DebugPrintf("Win64 LAN: Split-screen connection rejected\n");
|
|
closesocket(sock);
|
|
return false;
|
|
}
|
|
|
|
BYTE assignedSmallId = assignBuf[0];
|
|
s_splitScreenSocket[padIndex] = sock;
|
|
s_splitScreenSmallId[padIndex] = assignedSmallId;
|
|
*outSmallId = assignedSmallId;
|
|
|
|
app.DebugPrintf("Win64 LAN: Split-screen pad %d connected, assigned smallId=%d\n", padIndex, assignedSmallId);
|
|
|
|
int* threadParam = new int;
|
|
*threadParam = padIndex;
|
|
s_splitScreenRecvThread[padIndex] = CreateThread(nullptr, 0, SplitScreenRecvThreadProc, threadParam, 0, nullptr);
|
|
if (s_splitScreenRecvThread[padIndex] == nullptr)
|
|
{
|
|
delete threadParam;
|
|
closesocket(sock);
|
|
s_splitScreenSocket[padIndex] = INVALID_SOCKET;
|
|
s_splitScreenSmallId[padIndex] = 0xFF;
|
|
app.DebugPrintf("Win64 LAN: CreateThread failed for split-screen pad %d\n", padIndex);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void WinsockNetLayer::CloseSplitScreenConnection(int padIndex)
|
|
{
|
|
if (padIndex <= 0 || padIndex >= XUSER_MAX_COUNT) return;
|
|
|
|
if (s_splitScreenSocket[padIndex] != INVALID_SOCKET)
|
|
{
|
|
closesocket(s_splitScreenSocket[padIndex]);
|
|
s_splitScreenSocket[padIndex] = INVALID_SOCKET;
|
|
}
|
|
s_splitScreenSmallId[padIndex] = 0xFF;
|
|
if (s_splitScreenRecvThread[padIndex] != nullptr)
|
|
{
|
|
WaitForSingleObject(s_splitScreenRecvThread[padIndex], 2000);
|
|
CloseHandle(s_splitScreenRecvThread[padIndex]);
|
|
s_splitScreenRecvThread[padIndex] = nullptr;
|
|
}
|
|
}
|
|
|
|
DWORD WINAPI WinsockNetLayer::SplitScreenRecvThreadProc(LPVOID param)
|
|
{
|
|
int padIndex = *(int*)param;
|
|
delete (int*)param;
|
|
|
|
SOCKET sock = s_splitScreenSocket[padIndex];
|
|
BYTE localSmallId = s_splitScreenSmallId[padIndex];
|
|
std::vector<BYTE> recvBuf;
|
|
recvBuf.resize(WIN64_NET_RECV_BUFFER_SIZE);
|
|
|
|
while (s_active && s_splitScreenSocket[padIndex] != INVALID_SOCKET)
|
|
{
|
|
BYTE header[4];
|
|
if (!RecvExact(sock, header, 4))
|
|
{
|
|
app.DebugPrintf("Win64 LAN: Split-screen pad %d disconnected from host\n", padIndex);
|
|
break;
|
|
}
|
|
|
|
int packetSize = ((uint32_t)header[0] << 24) | ((uint32_t)header[1] << 16) |
|
|
((uint32_t)header[2] << 8) | ((uint32_t)header[3]);
|
|
if (packetSize <= 0 || packetSize > WIN64_NET_MAX_PACKET_SIZE)
|
|
{
|
|
app.DebugPrintf("Win64 LAN: Split-screen pad %d invalid packet size %d\n", padIndex, packetSize);
|
|
break;
|
|
}
|
|
|
|
if ((int)recvBuf.size() < packetSize)
|
|
recvBuf.resize(packetSize);
|
|
|
|
if (!RecvExact(sock, &recvBuf[0], packetSize))
|
|
{
|
|
app.DebugPrintf("Win64 LAN: Split-screen pad %d disconnected from host (body)\n", padIndex);
|
|
break;
|
|
}
|
|
|
|
HandleDataReceived(s_hostSmallId, localSmallId, &recvBuf[0], packetSize);
|
|
}
|
|
|
|
EnterCriticalSection(&s_disconnectLock);
|
|
s_disconnectedSmallIds.push_back(localSmallId);
|
|
LeaveCriticalSection(&s_disconnectLock);
|
|
|
|
return 0;
|
|
}
|
|
|
|
DWORD WINAPI WinsockNetLayer::ClientRecvThreadProc(LPVOID param)
|
|
{
|
|
std::vector<BYTE> recvBuf;
|
|
recvBuf.resize(WIN64_NET_RECV_BUFFER_SIZE);
|
|
|
|
while (s_active && s_hostConnectionSocket != INVALID_SOCKET)
|
|
{
|
|
BYTE header[4];
|
|
if (!RecvExact(s_hostConnectionSocket, header, 4))
|
|
{
|
|
app.DebugPrintf("Win64 LAN: Disconnected from host (header)\n");
|
|
break;
|
|
}
|
|
|
|
int packetSize = (header[0] << 24) | (header[1] << 16) | (header[2] << 8) | header[3];
|
|
|
|
if (packetSize <= 0 || packetSize > WIN64_NET_MAX_PACKET_SIZE)
|
|
{
|
|
app.DebugPrintf("Win64 LAN: Invalid packet size %d from host (max=%d)\n",
|
|
packetSize,
|
|
(int)WIN64_NET_MAX_PACKET_SIZE);
|
|
break;
|
|
}
|
|
|
|
if (static_cast<int>(recvBuf.size()) < packetSize)
|
|
{
|
|
recvBuf.resize(packetSize);
|
|
app.DebugPrintf("Win64 LAN: Resized client recv buffer to %d bytes\n", packetSize);
|
|
}
|
|
|
|
if (!RecvExact(s_hostConnectionSocket, &recvBuf[0], packetSize))
|
|
{
|
|
app.DebugPrintf("Win64 LAN: Disconnected from host (body)\n");
|
|
break;
|
|
}
|
|
|
|
HandleDataReceived(s_hostSmallId, s_localSmallId, &recvBuf[0], packetSize);
|
|
}
|
|
|
|
s_connected = false;
|
|
return 0;
|
|
}
|
|
|
|
bool WinsockNetLayer::StartAdvertising(int gamePort, const wchar_t* hostName, unsigned int gameSettings, unsigned int texPackId, unsigned char subTexId, unsigned short netVer)
|
|
{
|
|
if (s_advertising) return true;
|
|
if (!s_initialized) return false;
|
|
|
|
EnterCriticalSection(&s_advertiseLock);
|
|
memset(&s_advertiseData, 0, sizeof(s_advertiseData));
|
|
s_advertiseData.magic = WIN64_LAN_BROADCAST_MAGIC;
|
|
s_advertiseData.netVersion = netVer;
|
|
s_advertiseData.gamePort = static_cast<WORD>(gamePort);
|
|
wcsncpy_s(s_advertiseData.hostName, 32, hostName, _TRUNCATE);
|
|
s_advertiseData.playerCount = 1;
|
|
s_advertiseData.maxPlayers = MINECRAFT_NET_MAX_PLAYERS;
|
|
s_advertiseData.gameHostSettings = gameSettings;
|
|
s_advertiseData.texturePackParentId = texPackId;
|
|
s_advertiseData.subTexturePackId = subTexId;
|
|
s_advertiseData.isJoinable = 0;
|
|
s_hostGamePort = gamePort;
|
|
LeaveCriticalSection(&s_advertiseLock);
|
|
|
|
s_advertiseSock = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
|
|
if (s_advertiseSock == INVALID_SOCKET)
|
|
{
|
|
app.DebugPrintf("Win64 LAN: Failed to create advertise socket: %d\n", WSAGetLastError());
|
|
return false;
|
|
}
|
|
|
|
BOOL broadcast = TRUE;
|
|
setsockopt(s_advertiseSock, SOL_SOCKET, SO_BROADCAST, (const char*)&broadcast, sizeof(broadcast));
|
|
|
|
s_advertising = true;
|
|
s_advertiseThread = CreateThread(nullptr, 0, AdvertiseThreadProc, nullptr, 0, nullptr);
|
|
|
|
app.DebugPrintf("Win64 LAN: Started advertising on UDP port %d\n", WIN64_LAN_DISCOVERY_PORT);
|
|
return true;
|
|
}
|
|
|
|
void WinsockNetLayer::StopAdvertising()
|
|
{
|
|
s_advertising = false;
|
|
|
|
if (s_advertiseSock != INVALID_SOCKET)
|
|
{
|
|
closesocket(s_advertiseSock);
|
|
s_advertiseSock = INVALID_SOCKET;
|
|
}
|
|
|
|
if (s_advertiseThread != nullptr)
|
|
{
|
|
WaitForSingleObject(s_advertiseThread, 2000);
|
|
CloseHandle(s_advertiseThread);
|
|
s_advertiseThread = nullptr;
|
|
}
|
|
}
|
|
|
|
void WinsockNetLayer::UpdateAdvertisePlayerCount(BYTE count)
|
|
{
|
|
EnterCriticalSection(&s_advertiseLock);
|
|
s_advertiseData.playerCount = count;
|
|
LeaveCriticalSection(&s_advertiseLock);
|
|
}
|
|
|
|
void WinsockNetLayer::UpdateAdvertiseMaxPlayers(BYTE maxPlayers)
|
|
{
|
|
EnterCriticalSection(&s_advertiseLock);
|
|
s_advertiseData.maxPlayers = maxPlayers;
|
|
LeaveCriticalSection(&s_advertiseLock);
|
|
}
|
|
|
|
void WinsockNetLayer::UpdateAdvertiseJoinable(bool joinable)
|
|
{
|
|
EnterCriticalSection(&s_advertiseLock);
|
|
s_advertiseData.isJoinable = joinable ? 1 : 0;
|
|
LeaveCriticalSection(&s_advertiseLock);
|
|
}
|
|
|
|
DWORD WINAPI WinsockNetLayer::AdvertiseThreadProc(LPVOID param)
|
|
{
|
|
struct sockaddr_in broadcastAddr;
|
|
memset(&broadcastAddr, 0, sizeof(broadcastAddr));
|
|
broadcastAddr.sin_family = AF_INET;
|
|
broadcastAddr.sin_port = htons(WIN64_LAN_DISCOVERY_PORT);
|
|
broadcastAddr.sin_addr.s_addr = INADDR_BROADCAST;
|
|
|
|
while (s_advertising)
|
|
{
|
|
EnterCriticalSection(&s_advertiseLock);
|
|
Win64LANBroadcast data = s_advertiseData;
|
|
LeaveCriticalSection(&s_advertiseLock);
|
|
|
|
int sent = sendto(s_advertiseSock, (const char*)&data, sizeof(data), 0,
|
|
(struct sockaddr*)&broadcastAddr, sizeof(broadcastAddr));
|
|
|
|
if (sent == SOCKET_ERROR && s_advertising)
|
|
{
|
|
app.DebugPrintf("Win64 LAN: Broadcast sendto failed: %d\n", WSAGetLastError());
|
|
}
|
|
|
|
Sleep(1000);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
bool WinsockNetLayer::StartDiscovery()
|
|
{
|
|
if (s_discovering) return true;
|
|
if (!s_initialized) return false;
|
|
|
|
s_discoverySock = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
|
|
if (s_discoverySock == INVALID_SOCKET)
|
|
{
|
|
app.DebugPrintf("Win64 LAN: Failed to create discovery socket: %d\n", WSAGetLastError());
|
|
return false;
|
|
}
|
|
|
|
BOOL reuseAddr = TRUE;
|
|
setsockopt(s_discoverySock, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuseAddr, sizeof(reuseAddr));
|
|
|
|
struct sockaddr_in bindAddr;
|
|
memset(&bindAddr, 0, sizeof(bindAddr));
|
|
bindAddr.sin_family = AF_INET;
|
|
bindAddr.sin_port = htons(WIN64_LAN_DISCOVERY_PORT);
|
|
bindAddr.sin_addr.s_addr = INADDR_ANY;
|
|
|
|
if (::bind(s_discoverySock, (struct sockaddr*)&bindAddr, sizeof(bindAddr)) == SOCKET_ERROR)
|
|
{
|
|
app.DebugPrintf("Win64 LAN: Discovery bind failed: %d\n", WSAGetLastError());
|
|
closesocket(s_discoverySock);
|
|
s_discoverySock = INVALID_SOCKET;
|
|
return false;
|
|
}
|
|
|
|
DWORD timeout = 500;
|
|
setsockopt(s_discoverySock, SOL_SOCKET, SO_RCVTIMEO, (const char*)&timeout, sizeof(timeout));
|
|
|
|
s_discovering = true;
|
|
s_discoveryThread = CreateThread(nullptr, 0, DiscoveryThreadProc, nullptr, 0, nullptr);
|
|
|
|
app.DebugPrintf("Win64 LAN: Listening for LAN games on UDP port %d\n", WIN64_LAN_DISCOVERY_PORT);
|
|
return true;
|
|
}
|
|
|
|
void WinsockNetLayer::StopDiscovery()
|
|
{
|
|
s_discovering = false;
|
|
|
|
if (s_discoverySock != INVALID_SOCKET)
|
|
{
|
|
closesocket(s_discoverySock);
|
|
s_discoverySock = INVALID_SOCKET;
|
|
}
|
|
|
|
if (s_discoveryThread != nullptr)
|
|
{
|
|
WaitForSingleObject(s_discoveryThread, 2000);
|
|
CloseHandle(s_discoveryThread);
|
|
s_discoveryThread = nullptr;
|
|
}
|
|
|
|
EnterCriticalSection(&s_discoveryLock);
|
|
s_discoveredSessions.clear();
|
|
LeaveCriticalSection(&s_discoveryLock);
|
|
}
|
|
|
|
std::vector<Win64LANSession> WinsockNetLayer::GetDiscoveredSessions()
|
|
{
|
|
std::vector<Win64LANSession> result;
|
|
EnterCriticalSection(&s_discoveryLock);
|
|
result = s_discoveredSessions;
|
|
LeaveCriticalSection(&s_discoveryLock);
|
|
return result;
|
|
}
|
|
|
|
DWORD WINAPI WinsockNetLayer::DiscoveryThreadProc(LPVOID param)
|
|
{
|
|
char recvBuf[512];
|
|
|
|
while (s_discovering)
|
|
{
|
|
struct sockaddr_in senderAddr;
|
|
int senderLen = sizeof(senderAddr);
|
|
|
|
int recvLen = recvfrom(s_discoverySock, recvBuf, sizeof(recvBuf), 0,
|
|
(struct sockaddr*)&senderAddr, &senderLen);
|
|
|
|
if (recvLen == SOCKET_ERROR)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (recvLen < static_cast<int>(sizeof(Win64LANBroadcast)))
|
|
continue;
|
|
|
|
Win64LANBroadcast* broadcast = (Win64LANBroadcast*)recvBuf;
|
|
if (broadcast->magic != WIN64_LAN_BROADCAST_MAGIC)
|
|
continue;
|
|
|
|
char senderIP[64];
|
|
inet_ntop(AF_INET, &senderAddr.sin_addr, senderIP, sizeof(senderIP));
|
|
|
|
DWORD now = GetTickCount();
|
|
|
|
EnterCriticalSection(&s_discoveryLock);
|
|
|
|
bool found = false;
|
|
for (size_t i = 0; i < s_discoveredSessions.size(); i++)
|
|
{
|
|
if (strcmp(s_discoveredSessions[i].hostIP, senderIP) == 0 &&
|
|
s_discoveredSessions[i].hostPort == static_cast<int>(broadcast->gamePort))
|
|
{
|
|
s_discoveredSessions[i].netVersion = broadcast->netVersion;
|
|
wcsncpy_s(s_discoveredSessions[i].hostName, 32, broadcast->hostName, _TRUNCATE);
|
|
s_discoveredSessions[i].playerCount = broadcast->playerCount;
|
|
s_discoveredSessions[i].maxPlayers = broadcast->maxPlayers;
|
|
s_discoveredSessions[i].gameHostSettings = broadcast->gameHostSettings;
|
|
s_discoveredSessions[i].texturePackParentId = broadcast->texturePackParentId;
|
|
s_discoveredSessions[i].subTexturePackId = broadcast->subTexturePackId;
|
|
s_discoveredSessions[i].isJoinable = (broadcast->isJoinable != 0);
|
|
s_discoveredSessions[i].lastSeenTick = now;
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!found)
|
|
{
|
|
Win64LANSession session;
|
|
memset(&session, 0, sizeof(session));
|
|
strncpy_s(session.hostIP, sizeof(session.hostIP), senderIP, _TRUNCATE);
|
|
session.hostPort = static_cast<int>(broadcast->gamePort);
|
|
session.netVersion = broadcast->netVersion;
|
|
wcsncpy_s(session.hostName, 32, broadcast->hostName, _TRUNCATE);
|
|
session.playerCount = broadcast->playerCount;
|
|
session.maxPlayers = broadcast->maxPlayers;
|
|
session.gameHostSettings = broadcast->gameHostSettings;
|
|
session.texturePackParentId = broadcast->texturePackParentId;
|
|
session.subTexturePackId = broadcast->subTexturePackId;
|
|
session.isJoinable = (broadcast->isJoinable != 0);
|
|
session.lastSeenTick = now;
|
|
s_discoveredSessions.push_back(session);
|
|
|
|
app.DebugPrintf("Win64 LAN: Discovered game \"%ls\" at %s:%d\n",
|
|
session.hostName, session.hostIP, session.hostPort);
|
|
}
|
|
|
|
for (size_t i = s_discoveredSessions.size(); i > 0; i--)
|
|
{
|
|
if (now - s_discoveredSessions[i - 1].lastSeenTick > 5000)
|
|
{
|
|
app.DebugPrintf("Win64 LAN: Session \"%ls\" at %s timed out\n",
|
|
s_discoveredSessions[i - 1].hostName, s_discoveredSessions[i - 1].hostIP);
|
|
s_discoveredSessions.erase(s_discoveredSessions.begin() + (i - 1));
|
|
}
|
|
}
|
|
|
|
LeaveCriticalSection(&s_discoveryLock);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
#endif
|