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