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some experiements with state sync
[blank.git] / src / net / net.cpp
1 #include "Client.hpp"
2 #include "ClientConnection.hpp"
3 #include "Connection.hpp"
4 #include "ConnectionHandler.hpp"
5 #include "io.hpp"
6 #include "Packet.hpp"
7 #include "Server.hpp"
8
9 #include "../app/init.hpp"
10 #include "../model/CompositeModel.hpp"
11 #include "../world/Entity.hpp"
12 #include "../world/EntityState.hpp"
13 #include "../world/World.hpp"
14
15 #include <cstring>
16 #include <iostream>
17 #include <glm/gtx/io.hpp>
18
19 using namespace std;
20
21
22 namespace blank {
23
24 constexpr size_t Packet::Ping::MAX_LEN;
25 constexpr size_t Packet::Login::MAX_LEN;
26 constexpr size_t Packet::Join::MAX_LEN;
27 constexpr size_t Packet::Part::MAX_LEN;
28 constexpr size_t Packet::PlayerUpdate::MAX_LEN;
29 constexpr size_t Packet::SpawnEntity::MAX_LEN;
30 constexpr size_t Packet::DespawnEntity::MAX_LEN;
31 constexpr size_t Packet::EntityUpdate::MAX_LEN;
32 constexpr size_t Packet::PlayerCorrection::MAX_LEN;
33
34 namespace {
35
36 UDPsocket client_bind(Uint16 port) {
37         UDPsocket sock = SDLNet_UDP_Open(port);
38         if (!sock) {
39                 throw NetError("SDLNet_UDP_Open");
40         }
41         return sock;
42 }
43
44 IPaddress client_resolve(const char *host, Uint16 port) {
45         IPaddress addr;
46         if (SDLNet_ResolveHost(&addr, host, port) != 0) {
47                 throw NetError("SDLNet_ResolveHost");
48         }
49         return addr;
50 }
51
52 }
53
54 Client::Client(const Config &conf)
55 : conn(client_resolve(conf.host.c_str(), conf.port))
56 , client_sock(client_bind(0))
57 , client_pack{ -1, nullptr, 0 } {
58         client_pack.data = new Uint8[sizeof(Packet)];
59         client_pack.maxlen = sizeof(Packet);
60         // establish connection
61         SendPing();
62 }
63
64 Client::~Client() {
65         delete[] client_pack.data;
66         SDLNet_UDP_Close(client_sock);
67 }
68
69
70 void Client::Handle() {
71         int result = SDLNet_UDP_Recv(client_sock, &client_pack);
72         while (result > 0) {
73                 HandlePacket(client_pack);
74                 result = SDLNet_UDP_Recv(client_sock, &client_pack);
75         }
76         if (result == -1) {
77                 // a boo boo happened
78                 throw NetError("SDLNet_UDP_Recv");
79         }
80 }
81
82 void Client::HandlePacket(const UDPpacket &udp_pack) {
83         if (!conn.Matches(udp_pack.address)) {
84                 // packet came from somewhere else, drop
85                 return;
86         }
87         const Packet &pack = *reinterpret_cast<const Packet *>(udp_pack.data);
88         if (pack.header.tag != Packet::TAG) {
89                 // mistagged packet, drop
90                 return;
91         }
92
93         conn.Received(udp_pack);
94 }
95
96 void Client::Update(int dt) {
97         conn.Update(dt);
98         if (conn.ShouldPing()) {
99                 SendPing();
100         }
101 }
102
103 uint16_t Client::SendPing() {
104         return conn.SendPing(client_pack, client_sock);
105 }
106
107 uint16_t Client::SendLogin(const string &name) {
108         auto pack = Packet::Make<Packet::Login>(client_pack);
109         pack.WritePlayerName(name);
110         return conn.Send(client_pack, client_sock);
111 }
112
113 uint16_t Client::SendPlayerUpdate(const Entity &player) {
114         auto pack = Packet::Make<Packet::PlayerUpdate>(client_pack);
115         pack.WritePlayer(player);
116         return conn.Send(client_pack, client_sock);
117 }
118
119 uint16_t Client::SendPart() {
120         Packet::Make<Packet::Part>(client_pack);
121         return conn.Send(client_pack, client_sock);
122 }
123
124
125 ClientConnection::ClientConnection(Server &server, const IPaddress &addr)
126 : server(server)
127 , conn(addr)
128 , player(nullptr)
129 , spawns()
130 , confirm_wait(0)
131 , player_update_pack(0)
132 , player_update_timer(1500) {
133         conn.SetHandler(this);
134 }
135
136 ClientConnection::~ClientConnection() {
137         DetachPlayer();
138 }
139
140 void ClientConnection::Update(int dt) {
141         conn.Update(dt);
142         if (Disconnected()) {
143                 return;
144         }
145         if (HasPlayer()) {
146                 // sync entities
147                 auto global_iter = server.GetWorld().Entities().begin();
148                 auto global_end = server.GetWorld().Entities().end();
149                 auto local_iter = spawns.begin();
150                 auto local_end = spawns.end();
151
152                 while (global_iter != global_end && local_iter != local_end) {
153                         if (global_iter->ID() == local_iter->entity->ID()) {
154                                 // they're the same
155                                 if (CanDespawn(*global_iter)) {
156                                         SendDespawn(*local_iter);
157                                 } else {
158                                         // update
159                                         SendUpdate(*local_iter);
160                                 }
161                                 ++global_iter;
162                                 ++local_iter;
163                         } else if (global_iter->ID() < local_iter->entity->ID()) {
164                                 // global entity was inserted
165                                 if (CanSpawn(*global_iter)) {
166                                         auto spawned = spawns.emplace(local_iter, *global_iter);
167                                         SendSpawn(*spawned);
168                                 }
169                                 ++global_iter;
170                         } else {
171                                 // global entity was removed
172                                 SendDespawn(*local_iter);
173                                 ++local_iter;
174                         }
175                 }
176
177                 // leftover spawns
178                 while (global_iter != global_end) {
179                         if (CanSpawn(*global_iter)) {
180                                 spawns.emplace_back(*global_iter);
181                                 SendSpawn(spawns.back());
182                         }
183                         ++global_iter;
184                 }
185
186                 // leftover despawns
187                 while (local_iter != local_end) {
188                         SendDespawn(*local_iter);
189                         ++local_iter;
190                 }
191
192                 CheckPlayerFix();
193         }
194         if (conn.ShouldPing()) {
195                 conn.SendPing(server.GetPacket(), server.GetSocket());
196         }
197 }
198
199 ClientConnection::SpawnStatus::SpawnStatus(Entity &e)
200 : entity(&e)
201 , spawn_pack(-1)
202 , despawn_pack(-1) {
203         entity->Ref();
204 }
205
206 ClientConnection::SpawnStatus::~SpawnStatus() {
207         entity->UnRef();
208 }
209
210 bool ClientConnection::CanSpawn(const Entity &e) const noexcept {
211         return
212                 &e != player &&
213                 !e.Dead() &&
214                 manhattan_radius(e.ChunkCoords() - Player().ChunkCoords()) < 7;
215 }
216
217 bool ClientConnection::CanDespawn(const Entity &e) const noexcept {
218         return
219                 e.Dead() ||
220                 manhattan_radius(e.ChunkCoords() - Player().ChunkCoords()) > 7;
221 }
222
223 void ClientConnection::SendSpawn(SpawnStatus &status) {
224         // don't double spawn
225         if (status.spawn_pack != -1) return;
226
227         auto pack = Packet::Make<Packet::SpawnEntity>(server.GetPacket());
228         pack.WriteEntity(*status.entity);
229         status.spawn_pack = conn.Send(server.GetPacket(), server.GetSocket());
230         ++confirm_wait;
231 }
232
233 void ClientConnection::SendDespawn(SpawnStatus &status) {
234         // don't double despawn
235         if (status.despawn_pack != -1) return;
236
237         auto pack = Packet::Make<Packet::DespawnEntity>(server.GetPacket());
238         pack.WriteEntityID(status.entity->ID());
239         status.despawn_pack = conn.Send(server.GetPacket(), server.GetSocket());
240         ++confirm_wait;
241 }
242
243 void ClientConnection::SendUpdate(SpawnStatus &status) {
244         // don't send updates while spawn not ack'd or despawn sent
245         if (status.spawn_pack != -1 || status.despawn_pack != -1) return;
246
247         // TODO: pack entity updates
248         auto pack = Packet::Make<Packet::EntityUpdate>(server.GetPacket());
249         pack.WriteEntityCount(1);
250         pack.WriteEntity(*status.entity, 0);
251         server.GetPacket().len = Packet::EntityUpdate::GetSize(1);
252         conn.Send(server.GetPacket(), server.GetSocket());
253 }
254
255 void ClientConnection::CheckPlayerFix() {
256         // check always succeeds for now ;)
257         auto pack = Packet::Make<Packet::PlayerCorrection>(server.GetPacket());
258         pack.WritePacketSeq(player_update_pack);
259         pack.WritePlayer(Player());
260         conn.Send(server.GetPacket(), server.GetSocket());
261 }
262
263 void ClientConnection::AttachPlayer(Entity &new_player) {
264         DetachPlayer();
265         player = &new_player;
266         player->Ref();
267         cout << "player \"" << player->Name() << "\" joined" << endl;
268 }
269
270 void ClientConnection::DetachPlayer() {
271         if (!player) return;
272         player->Kill();
273         player->UnRef();
274         cout << "player \"" << player->Name() << "\" left" << endl;
275         player = nullptr;
276 }
277
278 void ClientConnection::OnPacketReceived(uint16_t seq) {
279         if (!confirm_wait) return;
280         for (auto iter = spawns.begin(), end = spawns.end(); iter != end; ++iter) {
281                 if (seq == iter->spawn_pack) {
282                         iter->spawn_pack = -1;
283                         --confirm_wait;
284                         return;
285                 }
286                 if (seq == iter->despawn_pack) {
287                         spawns.erase(iter);
288                         --confirm_wait;
289                         return;
290                 }
291         }
292 }
293
294 void ClientConnection::OnPacketLost(uint16_t seq) {
295         if (!confirm_wait) return;
296         for (SpawnStatus &status : spawns) {
297                 if (seq == status.spawn_pack) {
298                         status.spawn_pack = -1;
299                         --confirm_wait;
300                         SendSpawn(status);
301                         return;
302                 }
303                 if (seq == status.despawn_pack) {
304                         status.despawn_pack = -1;
305                         --confirm_wait;
306                         SendDespawn(status);
307                         return;
308                 }
309         }
310 }
311
312 void ClientConnection::On(const Packet::Login &pack) {
313         string name;
314         pack.ReadPlayerName(name);
315
316         Entity *new_player = server.GetWorld().AddPlayer(name).entity;
317
318         if (new_player) {
319                 // success!
320                 AttachPlayer(*new_player);
321                 cout << "accepted login from player \"" << name << '"' << endl;
322                 auto response = Packet::Make<Packet::Join>(server.GetPacket());
323                 response.WritePlayer(*new_player);
324                 response.WriteWorldName(server.GetWorld().Name());
325                 conn.Send(server.GetPacket(), server.GetSocket());
326                 // set up update tracking
327                 player_update_pack = pack.Seq();
328                 player_update_timer.Reset();
329                 player_update_timer.Start();
330         } else {
331                 // aw no :(
332                 cout << "rejected login from player \"" << name << '"' << endl;
333                 Packet::Make<Packet::Part>(server.GetPacket());
334                 conn.Send(server.GetPacket(), server.GetSocket());
335                 conn.Close();
336         }
337 }
338
339 void ClientConnection::On(const Packet::Part &) {
340         conn.Close();
341 }
342
343 void ClientConnection::On(const Packet::PlayerUpdate &pack) {
344         if (!HasPlayer()) return;
345         int pack_diff = int16_t(pack.Seq()) - int16_t(player_update_pack);
346         bool overdue = player_update_timer.HitOnce();
347         player_update_timer.Reset();
348         if (pack_diff > 0 || overdue) {
349                 player_update_pack = pack.Seq();
350                 // TODO: do client input validation here
351                 EntityState new_state;
352                 pack.ReadPlayerState(new_state);
353                 Player().Velocity(new_state.velocity);
354                 Player().Orientation(new_state.orient);
355         }
356 }
357
358
359 Connection::Connection(const IPaddress &addr)
360 : handler(nullptr)
361 , addr(addr)
362 , send_timer(500)
363 , recv_timer(10000)
364 , ctrl_out{ 0, 0xFFFF, 0xFFFFFFFF }
365 , ctrl_in{ 0, 0xFFFF, 0xFFFFFFFF }
366 , closed(false) {
367         send_timer.Start();
368         recv_timer.Start();
369 }
370
371 bool Connection::Matches(const IPaddress &remote) const noexcept {
372         return memcmp(&addr, &remote, sizeof(IPaddress)) == 0;
373 }
374
375 void Connection::FlagSend() noexcept {
376         send_timer.Reset();
377 }
378
379 void Connection::FlagRecv() noexcept {
380         recv_timer.Reset();
381 }
382
383 bool Connection::ShouldPing() const noexcept {
384         return !closed && send_timer.HitOnce();
385 }
386
387 bool Connection::TimedOut() const noexcept {
388         return recv_timer.HitOnce();
389 }
390
391 void Connection::Update(int dt) {
392         send_timer.Update(dt);
393         recv_timer.Update(dt);
394         if (TimedOut()) {
395                 Close();
396                 if (HasHandler()) {
397                         Handler().OnTimeout();
398                 }
399         }
400 }
401
402
403 uint16_t Connection::Send(UDPpacket &udp_pack, UDPsocket sock) {
404         Packet &pack = *reinterpret_cast<Packet *>(udp_pack.data);
405         pack.header.ctrl = ctrl_out;
406         uint16_t seq = ctrl_out.seq++;
407
408         udp_pack.address = addr;
409         if (SDLNet_UDP_Send(sock, -1, &udp_pack) == 0) {
410                 throw NetError("SDLNet_UDP_Send");
411         }
412
413         FlagSend();
414         return seq;
415 }
416
417 void Connection::Received(const UDPpacket &udp_pack) {
418         Packet &pack = *reinterpret_cast<Packet *>(udp_pack.data);
419
420         // ack to the remote
421         int16_t diff = int16_t(pack.header.ctrl.seq) - int16_t(ctrl_out.ack);
422         if (diff > 0) {
423                 if (diff >= 32) {
424                         ctrl_out.hist = 0;
425                 } else {
426                         ctrl_out.hist <<= diff;
427                         ctrl_out.hist |= 1 << (diff - 1);
428                 }
429         } else if (diff < 0 && diff >= -32) {
430                 ctrl_out.hist |= 1 << (-diff - 1);
431         }
432         ctrl_out.ack = pack.header.ctrl.seq;
433         FlagRecv();
434
435         if (!HasHandler()) {
436                 return;
437         }
438
439         Packet::TControl ctrl_new = pack.header.ctrl;
440         Handler().Handle(udp_pack);
441
442         if (diff > 0) {
443                 // if the packet holds more recent information
444                 // check if remote failed to ack one of our packets
445                 diff = int16_t(ctrl_new.ack) - int16_t(ctrl_in.ack);
446                 // should always be true, but you never know…
447                 if (diff > 0) {
448                         for (int i = 0; i < diff; ++i) {
449                                 if (i > 32 || (i < 32 && (ctrl_in.hist & (1 << (31 - i))) == 0)) {
450                                         Handler().OnPacketLost(ctrl_in.ack - 32 + i);
451                                 }
452                         }
453                 }
454                 // check for newly ack'd packets
455                 for (uint16_t s = ctrl_new.AckBegin(); s != ctrl_new.AckEnd(); ++s) {
456                         if (ctrl_new.Acks(s) && !ctrl_in.Acks(s)) {
457                                 Handler().OnPacketReceived(s);
458                         }
459                 }
460                 ctrl_in = ctrl_new;
461         }
462 }
463
464 bool Packet::TControl::Acks(uint16_t s) const noexcept {
465         int16_t diff = int16_t(ack) - int16_t(s);
466         if (diff == 0) return true;
467         if (diff < 0 || diff > 32) return false;
468         return (hist & (1 << (diff - 1))) != 0;
469 }
470
471 uint16_t Connection::SendPing(UDPpacket &udp_pack, UDPsocket sock) {
472         Packet::Make<Packet::Ping>(udp_pack);
473         return Send(udp_pack, sock);
474 }
475
476
477 ostream &operator <<(ostream &out, const IPaddress &addr) {
478         const unsigned char *host = reinterpret_cast<const unsigned char *>(&addr.host);
479         out << int(host[0])
480                 << '.' << int(host[1])
481                 << '.' << int(host[2])
482                 << '.' << int(host[3]);
483         if (addr.port) {
484                 out << ':' << SDLNet_Read16(&addr.port);
485         }
486         return out;
487 }
488
489
490 const char *Packet::Type2String(uint8_t t) noexcept {
491         switch (t) {
492                 case Ping::TYPE:
493                         return "Ping";
494                 case Login::TYPE:
495                         return "Login";
496                 case Join::TYPE:
497                         return "Join";
498                 case Part::TYPE:
499                         return "Part";
500                 case PlayerUpdate::TYPE:
501                         return "PlayerUpdate";
502                 case SpawnEntity::TYPE:
503                         return "SpawnEntity";
504                 case DespawnEntity::TYPE:
505                         return "DespawnEntity";
506                 case EntityUpdate::TYPE:
507                         return "EntityUpdate";
508                 case PlayerCorrection::TYPE:
509                         return "PlayerCorrection";
510                 default:
511                         return "Unknown";
512         }
513 }
514
515 template<class T>
516 void Packet::Payload::Write(const T &src, size_t off) noexcept {
517         if ((length - off) < sizeof(T)) {
518                 // dismiss out of bounds write
519                 return;
520         }
521         *reinterpret_cast<T *>(&data[off]) = src;
522 }
523
524 template<class T>
525 void Packet::Payload::Read(T &dst, size_t off) const noexcept {
526         if ((length - off) < sizeof(T)) {
527                 // dismiss out of bounds read
528                 return;
529         }
530         dst = *reinterpret_cast<T *>(&data[off]);
531 }
532
533 void Packet::Payload::WriteString(const string &src, size_t off, size_t maxlen) noexcept {
534         uint8_t *dst = &data[off];
535         size_t len = min(maxlen, length - off);
536         if (src.size() < len) {
537                 memset(dst, '\0', len);
538                 memcpy(dst, src.c_str(), src.size());
539         } else {
540                 memcpy(dst, src.c_str(), len);
541         }
542 }
543
544 void Packet::Payload::ReadString(string &dst, size_t off, size_t maxlen) const noexcept {
545         size_t len = min(maxlen, length - off);
546         dst.clear();
547         dst.reserve(len);
548         for (size_t i = 0; i < len && data[off + i] != '\0'; ++i) {
549                 dst.push_back(data[off + i]);
550         }
551 }
552
553
554 void Packet::Login::WritePlayerName(const string &name) noexcept {
555         WriteString(name, 0, 32);
556 }
557
558 void Packet::Login::ReadPlayerName(string &name) const noexcept {
559         ReadString(name, 0, 32);
560 }
561
562 void Packet::Join::WritePlayer(const Entity &player) noexcept {
563         Write(player.ID(), 0);
564         Write(player.GetState(), 4);
565 }
566
567 void Packet::Join::ReadPlayerID(uint32_t &id) const noexcept {
568         Read(id, 0);
569 }
570
571 void Packet::Join::ReadPlayerState(EntityState &state) const noexcept {
572         Read(state, 4);
573 }
574
575 void Packet::Join::WriteWorldName(const string &name) noexcept {
576         WriteString(name, 68, 32);
577 }
578
579 void Packet::Join::ReadWorldName(string &name) const noexcept {
580         ReadString(name, 68, 32);
581 }
582
583 void Packet::PlayerUpdate::WritePlayer(const Entity &player) noexcept {
584         Write(player.GetState(), 0);
585 }
586
587 void Packet::PlayerUpdate::ReadPlayerState(EntityState &state) const noexcept {
588         Read(state, 0);
589 }
590
591 void Packet::SpawnEntity::WriteEntity(const Entity &e) noexcept {
592         Write(e.ID(), 0);
593         if (e.GetModel()) {
594                 Write(e.GetModel().GetModel().ID(), 4);
595         } else {
596                 Write(uint32_t(0), 4);
597         }
598         Write(e.GetState(), 8);
599         Write(e.Bounds(), 72);
600         uint32_t flags = 0;
601         if (e.WorldCollidable()) {
602                 flags |= 1;
603         }
604         Write(flags, 96);
605         WriteString(e.Name(), 100, 32);
606 }
607
608 void Packet::SpawnEntity::ReadEntityID(uint32_t &id) const noexcept {
609         Read(id, 0);
610 }
611
612 void Packet::SpawnEntity::ReadSkeletonID(uint32_t &id) const noexcept {
613         Read(id, 4);
614 }
615
616 void Packet::SpawnEntity::ReadEntity(Entity &e) const noexcept {
617         EntityState state;
618         AABB bounds;
619         uint32_t flags = 0;
620         string name;
621
622         Read(state, 8);
623         Read(bounds, 72);
624         Read(flags, 96);
625         ReadString(name, 100, 32);
626
627         e.SetState(state);
628         e.Bounds(bounds);
629         e.WorldCollidable(flags & 1);
630         e.Name(name);
631 }
632
633 void Packet::DespawnEntity::WriteEntityID(uint32_t id) noexcept {
634         Write(id, 0);
635 }
636
637 void Packet::DespawnEntity::ReadEntityID(uint32_t &id) const noexcept {
638         Read(id, 0);
639 }
640
641 void Packet::EntityUpdate::WriteEntityCount(uint32_t count) noexcept {
642         Write(count, 0);
643 }
644
645 void Packet::EntityUpdate::ReadEntityCount(uint32_t &count) const noexcept {
646         Read(count, 0);
647 }
648
649 void Packet::EntityUpdate::WriteEntity(const Entity &entity, uint32_t num) noexcept {
650         uint32_t off = 4 + (num * 64);
651
652         Write(entity.ID(), off);
653         Write(entity.GetState(), off + 4);
654 }
655
656 void Packet::EntityUpdate::ReadEntityID(uint32_t &id, uint32_t num) const noexcept {
657         Read(id, 4 + (num * 64));
658 }
659
660 void Packet::EntityUpdate::ReadEntityState(EntityState &state, uint32_t num) const noexcept {
661         uint32_t off = 4 + (num * 64);
662         Read(state, off + 4);
663 }
664
665 void Packet::PlayerCorrection::WritePacketSeq(std::uint16_t s) noexcept {
666         Write(s, 0);
667 }
668
669 void Packet::PlayerCorrection::ReadPacketSeq(std::uint16_t &s) const noexcept {
670         Read(s, 0);
671 }
672
673 void Packet::PlayerCorrection::WritePlayer(const Entity &player) noexcept {
674         Write(player.GetState(), 2);
675 }
676
677 void Packet::PlayerCorrection::ReadPlayerState(EntityState &state) const noexcept {
678         Read(state, 2);
679 }
680
681
682 void ConnectionHandler::Handle(const UDPpacket &udp_pack) {
683         const Packet &pack = *reinterpret_cast<const Packet *>(udp_pack.data);
684         switch (pack.Type()) {
685                 case Packet::Ping::TYPE:
686                         On(Packet::As<Packet::Ping>(udp_pack));
687                         break;
688                 case Packet::Login::TYPE:
689                         On(Packet::As<Packet::Login>(udp_pack));
690                         break;
691                 case Packet::Join::TYPE:
692                         On(Packet::As<Packet::Join>(udp_pack));
693                         break;
694                 case Packet::Part::TYPE:
695                         On(Packet::As<Packet::Part>(udp_pack));
696                         break;
697                 case Packet::PlayerUpdate::TYPE:
698                         On(Packet::As<Packet::PlayerUpdate>(udp_pack));
699                         break;
700                 case Packet::SpawnEntity::TYPE:
701                         On(Packet::As<Packet::SpawnEntity>(udp_pack));
702                         break;
703                 case Packet::DespawnEntity::TYPE:
704                         On(Packet::As<Packet::DespawnEntity>(udp_pack));
705                         break;
706                 case Packet::EntityUpdate::TYPE:
707                         On(Packet::As<Packet::EntityUpdate>(udp_pack));
708                         break;
709                 case Packet::PlayerCorrection::TYPE:
710                         On(Packet::As<Packet::PlayerCorrection>(udp_pack));
711                         break;
712                 default:
713                         // drop unknown or unhandled packets
714                         break;
715         }
716 }
717
718
719 Server::Server(const Config &conf, World &world)
720 : serv_sock(nullptr)
721 , serv_pack{ -1, nullptr, 0 }
722 , clients()
723 , world(world) {
724         serv_sock = SDLNet_UDP_Open(conf.port);
725         if (!serv_sock) {
726                 throw NetError("SDLNet_UDP_Open");
727         }
728
729         serv_pack.data = new Uint8[sizeof(Packet)];
730         serv_pack.maxlen = sizeof(Packet);
731 }
732
733 Server::~Server() {
734         delete[] serv_pack.data;
735         SDLNet_UDP_Close(serv_sock);
736 }
737
738
739 void Server::Handle() {
740         int result = SDLNet_UDP_Recv(serv_sock, &serv_pack);
741         while (result > 0) {
742                 HandlePacket(serv_pack);
743                 result = SDLNet_UDP_Recv(serv_sock, &serv_pack);
744         }
745         if (result == -1) {
746                 // a boo boo happened
747                 throw NetError("SDLNet_UDP_Recv");
748         }
749 }
750
751 void Server::HandlePacket(const UDPpacket &udp_pack) {
752         if (udp_pack.len < int(sizeof(Packet::Header))) {
753                 // packet too small, drop
754                 return;
755         }
756         const Packet &pack = *reinterpret_cast<const Packet *>(udp_pack.data);
757         if (pack.header.tag != Packet::TAG) {
758                 // mistagged packet, drop
759                 return;
760         }
761
762         ClientConnection &client = GetClient(udp_pack.address);
763         client.GetConnection().Received(udp_pack);
764 }
765
766 ClientConnection &Server::GetClient(const IPaddress &addr) {
767         for (ClientConnection &client : clients) {
768                 if (client.Matches(addr)) {
769                         return client;
770                 }
771         }
772         clients.emplace_back(*this, addr);
773         return clients.back();
774 }
775
776 void Server::Update(int dt) {
777         for (list<ClientConnection>::iterator client(clients.begin()), end(clients.end()); client != end;) {
778                 client->Update(dt);
779                 if (client->Disconnected()) {
780                         client = clients.erase(client);
781                 } else {
782                         ++client;
783                 }
784         }
785 }
786
787 }