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Location: cpp/openttd-patchpack/source/src/network/network.cpp - annotation
r15299:e6783715e418
38.5 KiB
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(svn r19950) -Update from WebTranslator v3.0:
french - 35 changes by ElNounch
indonesian - 28 changes by prof
irish - 58 changes by tem
french - 35 changes by ElNounch
indonesian - 28 changes by prof
irish - 58 changes by tem
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r6178:fc8bd2bde93a r6178:fc8bd2bde93a r6178:fc8bd2bde93a r6178:fc8bd2bde93a r7220:c9df58a89efb r6178:fc8bd2bde93a r6178:fc8bd2bde93a r5584:545d748cc681 | /* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file network.cpp Base functions for networking support. */
#include "../stdafx.h"
#ifdef ENABLE_NETWORK
#include "../strings_func.h"
#include "../command_func.h"
#include "../date_func.h"
#include "network_client.h"
#include "network_server.h"
#include "network_content.h"
#include "network_udp.h"
#include "network_gamelist.h"
#include "network_base.h"
#include "core/udp.h"
#include "core/host.h"
#include "network_gui.h"
#include "../console_func.h"
#include "../3rdparty/md5/md5.h"
#include "../core/random_func.hpp"
#include "../window_func.h"
#include "../company_func.h"
#include "../company_base.h"
#include "../landscape_type.h"
#include "../rev.h"
#include "../core/pool_func.hpp"
#include "../gfx_func.h"
#include "table/strings.h"
#ifdef DEBUG_DUMP_COMMANDS
#include "../fileio_func.h"
/** When running the server till the wait point, run as fast as we can! */
bool _ddc_fastforward = true;
#endif /* DEBUG_DUMP_COMMANDS */
DECLARE_POSTFIX_INCREMENT(ClientID)
assert_compile(NetworkClientInfoPool::MAX_SIZE == NetworkClientSocketPool::MAX_SIZE);
NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo");
INSTANTIATE_POOL_METHODS(NetworkClientInfo)
bool _networking; ///< are we in networking mode?
bool _network_server; ///< network-server is active
bool _network_available; ///< is network mode available?
bool _network_dedicated; ///< are we a dedicated server?
bool _is_network_server; ///< Does this client wants to be a network-server?
NetworkServerGameInfo _network_game_info;
NetworkCompanyState *_network_company_states = NULL;
ClientID _network_own_client_id;
ClientID _redirect_console_to_client;
bool _network_need_advertise;
uint32 _network_last_advertise_frame;
uint8 _network_reconnect;
StringList _network_bind_list;
StringList _network_host_list;
StringList _network_ban_list;
uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
uint32 _frame_counter_max; // To where we may go with our clients
uint32 _frame_counter;
uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
NetworkAddressList _broadcast_list;
uint32 _sync_seed_1;
#ifdef NETWORK_SEND_DOUBLE_SEED
uint32 _sync_seed_2;
#endif
uint32 _sync_frame;
bool _network_first_time;
bool _network_udp_server;
uint16 _network_udp_broadcast;
uint8 _network_advertise_retries;
CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.
/* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
assert_compile((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
assert_compile((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_BYTES);
extern NetworkUDPSocketHandler *_udp_client_socket; ///< udp client socket
extern NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket
extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket
/* The listen socket for the server */
static SocketList _listensockets;
/* The amount of clients connected */
static byte _network_clients_connected = 0;
/* The identifier counter for new clients (is never decreased) */
static ClientID _network_client_id = CLIENT_ID_FIRST;
/* Some externs / forwards */
extern void StateGameLoop();
/**
* Basically a client is leaving us right now.
*/
NetworkClientInfo::~NetworkClientInfo()
{
/* Delete the chat window, if you were chatting with this client. */
InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_CLIENT, this->client_id);
}
/**
* Return the CI given it's raw index
* @param index the index to search for
* @return return a pointer to the corresponding NetworkClientInfo struct
*/
NetworkClientInfo *NetworkFindClientInfoFromIndex(ClientIndex index)
{
return NetworkClientInfo::GetIfValid(index);
}
/**
* Return the CI given it's client-identifier
* @param client_id the ClientID to search for
* @return return a pointer to the corresponding NetworkClientInfo struct or NULL when not found
*/
NetworkClientInfo *NetworkFindClientInfoFromClientID(ClientID client_id)
{
NetworkClientInfo *ci;
FOR_ALL_CLIENT_INFOS(ci) {
if (ci->client_id == client_id) return ci;
}
return NULL;
}
/**
* Return the CI for a given IP
* @param ip IP of the client we are looking for. This must be in string-format
* @return return a pointer to the corresponding NetworkClientInfo struct or NULL when not found
*/
NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip)
{
NetworkClientInfo *ci;
NetworkAddress address(ip);
if (address.GetAddressLength() == 0) return NULL;
FOR_ALL_CLIENT_INFOS(ci) {
if (ci->client_address == address) return ci;
}
return NULL;
}
/**
* Return the client state given it's client-identifier
* @param client_id the ClientID to search for
* @return return a pointer to the corresponding NetworkClientSocket struct or NULL when not found
*/
NetworkClientSocket *NetworkFindClientStateFromClientID(ClientID client_id)
{
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->client_id == client_id) return cs;
}
return NULL;
}
/* NetworkGetClientName is a server-safe function to get the name of the client
* if the user did not send it yet, Client #<no> is used. */
void NetworkGetClientName(char *client_name, size_t size, const NetworkClientSocket *cs)
{
const NetworkClientInfo *ci = cs->GetInfo();
if (StrEmpty(ci->client_name)) {
snprintf(client_name, size, "Client #%4d", cs->client_id);
} else {
ttd_strlcpy(client_name, ci->client_name, size);
}
}
byte NetworkSpectatorCount()
{
const NetworkClientInfo *ci;
byte count = 0;
FOR_ALL_CLIENT_INFOS(ci) {
if (ci->client_playas == COMPANY_SPECTATOR) count++;
}
/* Don't count a dedicated server as spectator */
if (_network_dedicated) count--;
return count;
}
/**
* Check if the company we want to join requires a password.
* @param company_id id of the company we want to check the 'passworded' flag for.
* @return true if the company requires a password.
*/
bool NetworkCompanyIsPassworded(CompanyID company_id)
{
return HasBit(_network_company_passworded, company_id);
}
/* This puts a text-message to the console, or in the future, the chat-box,
* (to keep it all a bit more general)
* If 'self_send' is true, this is the client who is sending the message */
void NetworkTextMessage(NetworkAction action, ConsoleColour colour, bool self_send, const char *name, const char *str, int64 data)
{
const int duration = 10; // Game days the messages stay visible
StringID strid;
switch (action) {
case NETWORK_ACTION_SERVER_MESSAGE:
/* Ignore invalid messages */
strid = STR_NETWORK_SERVER_MESSAGE;
colour = CC_DEFAULT;
break;
case NETWORK_ACTION_COMPANY_SPECTATOR:
colour = CC_DEFAULT;
strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE;
break;
case NETWORK_ACTION_COMPANY_JOIN:
colour = CC_DEFAULT;
strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN;
break;
case NETWORK_ACTION_COMPANY_NEW:
colour = CC_DEFAULT;
strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW;
break;
case NETWORK_ACTION_JOIN:
/* Show the Client ID for the server but not for the client. */
strid = _network_server ? STR_NETWORK_MESSAGE_CLIENT_JOINED_ID : STR_NETWORK_MESSAGE_CLIENT_JOINED;
break;
case NETWORK_ACTION_LEAVE: strid = STR_NETWORK_MESSAGE_CLIENT_LEFT; break;
case NETWORK_ACTION_NAME_CHANGE: strid = STR_NETWORK_MESSAGE_NAME_CHANGE; break;
case NETWORK_ACTION_GIVE_MONEY: strid = self_send ? STR_NETWORK_MESSAGE_GAVE_MONEY_AWAY : STR_NETWORK_MESSAGE_GIVE_MONEY; break;
case NETWORK_ACTION_CHAT_COMPANY: strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY; break;
case NETWORK_ACTION_CHAT_CLIENT: strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT; break;
default: strid = STR_NETWORK_CHAT_ALL; break;
}
char message[1024];
SetDParamStr(0, name);
SetDParamStr(1, str);
SetDParam(2, data);
GetString(message, strid, lastof(message));
DEBUG(desync, 1, "msg: %08x; %02x; %s", _date, _date_fract, message);
IConsolePrintF(colour, "%s", message);
NetworkAddChatMessage((TextColour)colour, duration, "%s", message);
}
/* Calculate the frame-lag of a client */
uint NetworkCalculateLag(const NetworkClientSocket *cs)
{
int lag = cs->last_frame_server - cs->last_frame;
/* This client has missed his ACK packet after 1 DAY_TICKS..
* so we increase his lag for every frame that passes!
* The packet can be out by a max of _net_frame_freq */
if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter)
lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq);
return lag;
}
/* There was a non-recoverable error, drop back to the main menu with a nice
* error */
static void NetworkError(StringID error_string)
{
_switch_mode = SM_MENU;
extern StringID _switch_mode_errorstr;
_switch_mode_errorstr = error_string;
}
static void ServerStartError(const char *error)
{
DEBUG(net, 0, "[server] could not start network: %s",error);
NetworkError(STR_NETWORK_ERROR_SERVER_START);
}
static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket *cs)
{
/* First, send a CLIENT_ERROR to the server, so he knows we are
* disconnection (and why!) */
NetworkErrorCode errorno;
/* We just want to close the connection.. */
if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
cs->NetworkSocketHandler::CloseConnection();
NetworkCloseClient(cs, res);
_networking = false;
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
return;
}
switch (res) {
case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
default: errorno = NETWORK_ERROR_GENERAL; break;
}
/* This means we fucked up and the server closed the connection */
if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
res != NETWORK_RECV_STATUS_SERVER_BANNED) {
SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);
}
_switch_mode = SM_MENU;
NetworkCloseClient(cs, res);
_networking = false;
}
/**
* Retrieve the string id of an internal error number
* @param err NetworkErrorCode
* @return the StringID
*/
StringID GetNetworkErrorMsg(NetworkErrorCode err)
{
/* List of possible network errors, used by
* PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
static const StringID network_error_strings[] = {
STR_NETWORK_ERROR_CLIENT_GENERAL,
STR_NETWORK_ERROR_CLIENT_DESYNC,
STR_NETWORK_ERROR_CLIENT_SAVEGAME,
STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST,
STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR,
STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH,
STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED,
STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED,
STR_NETWORK_ERROR_CLIENT_WRONG_REVISION,
STR_NETWORK_ERROR_CLIENT_NAME_IN_USE,
STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD,
STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH,
STR_NETWORK_ERROR_CLIENT_KICKED,
STR_NETWORK_ERROR_CLIENT_CHEATER,
STR_NETWORK_ERROR_CLIENT_SERVER_FULL
};
if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
return network_error_strings[err];
}
/**
* Handle the pause mode change so we send the right messages to the chat.
* @param prev_mode The previous pause mode.
* @param changed_mode The pause mode that got changed.
*/
void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
{
if (!_networking) return;
switch (changed_mode) {
case PM_PAUSED_NORMAL:
case PM_PAUSED_JOIN:
case PM_PAUSED_ACTIVE_CLIENTS: {
bool changed = ((_pause_mode == PM_UNPAUSED) != (prev_mode == PM_UNPAUSED));
bool paused = (_pause_mode != PM_UNPAUSED);
if (!paused && !changed) return;
StringID str;
if (!changed) {
int i = -1;
if ((_pause_mode & PM_PAUSED_NORMAL) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL);
if ((_pause_mode & PM_PAUSED_JOIN) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS);
if ((_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS);
str = STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 + i;
} else {
switch (changed_mode) {
case PM_PAUSED_NORMAL: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL); break;
case PM_PAUSED_JOIN: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS); break;
case PM_PAUSED_ACTIVE_CLIENTS: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS); break;
default: NOT_REACHED();
}
str = paused ? STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED : STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED;
}
char buffer[DRAW_STRING_BUFFER];
GetString(buffer, str, lastof(buffer));
NetworkTextMessage(NETWORK_ACTION_SERVER_MESSAGE, CC_DEFAULT, false, NULL, buffer);
} break;
default:
return;
}
}
/**
* Helper function for the pause checkers. If pause is true and the
* current pause mode isn't set the game will be paused, if it it false
* and the pause mode is set the game will be unpaused. In the other
* cases nothing happens to the pause state.
* @param pause whether we'd like to pause
* @param pm the mode which we would like to pause with
*/
static void CheckPauseHelper(bool pause, PauseMode pm)
{
if (pause == ((_pause_mode & pm) != PM_UNPAUSED)) return;
DoCommandP(0, pm, pause ? 1 : 0, CMD_PAUSE);
}
/**
* Counts the number of active clients connected.
* It has to be in STATUS_ACTIVE and not a spectator
* @return number of active clients
*/
static uint NetworkCountActiveClients()
{
const NetworkClientSocket *cs;
uint count = 0;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->status != STATUS_ACTIVE) continue;
if (!Company::IsValidID(cs->GetInfo()->client_playas)) continue;
count++;
}
return count;
}
/**
* Check if the minimum number of active clients has been reached and pause or unpause the game as appropriate
*/
static void CheckMinActiveClients()
{
if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
!_network_dedicated ||
(_settings_client.network.min_active_clients == 0 && (_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) == PM_UNPAUSED)) {
return;
}
CheckPauseHelper(NetworkCountActiveClients() < _settings_client.network.min_active_clients, PM_PAUSED_ACTIVE_CLIENTS);
}
/**
* Checks whether there is a joining client
* @return true iff one client is joining (but not authorizing)
*/
static bool NetworkHasJoiningClient()
{
const NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->status >= STATUS_AUTHORIZED && cs->status < STATUS_ACTIVE) return true;
}
return false;
}
/**
* Check whether we should pause on join
*/
static void CheckPauseOnJoin()
{
if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
(!_settings_client.network.pause_on_join && (_pause_mode & PM_PAUSED_JOIN) == PM_UNPAUSED)) {
return;
}
CheckPauseHelper(NetworkHasJoiningClient(), PM_PAUSED_JOIN);
}
/** Converts a string to ip/port/company
* Format: IP:port#company
*
* connection_string will be re-terminated to seperate out the hostname, and company and port will
* be set to the company and port strings given by the user, inside the memory area originally
* occupied by connection_string. */
void ParseConnectionString(const char **company, const char **port, char *connection_string)
{
bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':'));
char *p;
for (p = connection_string; *p != '\0'; p++) {
switch (*p) {
case '[':
ipv6 = true;
break;
case ']':
ipv6 = false;
break;
case '#':
*company = p + 1;
*p = '\0';
break;
case ':':
if (ipv6) break;
*port = p + 1;
*p = '\0';
break;
}
}
}
/* Creates a new client from a socket
* Used both by the server and the client */
static NetworkClientSocket *NetworkAllocClient(SOCKET s)
{
if (_network_server) {
/* Can we handle a new client? */
if (_network_clients_connected >= MAX_CLIENTS) return NULL;
if (_network_game_info.clients_on >= _settings_client.network.max_clients) return NULL;
/* Register the login */
_network_clients_connected++;
}
NetworkClientSocket *cs = new NetworkClientSocket(INVALID_CLIENT_ID);
cs->sock = s;
cs->last_frame = _frame_counter;
cs->last_frame_server = _frame_counter;
if (_network_server) {
cs->client_id = _network_client_id++;
NetworkClientInfo *ci = new NetworkClientInfo(cs->client_id);
cs->SetInfo(ci);
ci->client_playas = COMPANY_INACTIVE_CLIENT;
ci->join_date = _date;
SetWindowDirty(WC_CLIENT_LIST, 0);
}
return cs;
}
/* Close a connection */
NetworkRecvStatus NetworkCloseClient(NetworkClientSocket *cs, NetworkRecvStatus status)
{
assert(status != NETWORK_RECV_STATUS_OKAY);
/*
* Sending a message just before leaving the game calls cs->Send_Packets.
* This might invoke this function, which means that when we close the
* connection after cs->Send_Packets we will close an already closed
* connection. This handles that case gracefully without having to make
* that code any more complex or more aware of the validity of the socket.
*/
if (cs->sock == INVALID_SOCKET) return status;
if (status != NETWORK_RECV_STATUS_CONN_LOST && !cs->HasClientQuit() && _network_server && cs->status >= STATUS_AUTHORIZED) {
/* We did not receive a leave message from this client... */
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkClientSocket *new_cs;
NetworkGetClientName(client_name, sizeof(client_name), cs);
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
/* Inform other clients of this... strange leaving ;) */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTHORIZED && cs != new_cs) {
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, NETWORK_ERROR_CONNECTION_LOST);
}
}
}
DEBUG(net, 1, "Closed client connection %d", cs->client_id);
if (_network_server) {
/* We just lost one client :( */
if (cs->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
_network_clients_connected--;
SetWindowDirty(WC_CLIENT_LIST, 0);
}
cs->Send_Packets(true);
delete cs->GetInfo();
delete cs;
return status;
}
/* For the server, to accept new clients */
static void NetworkAcceptClients(SOCKET ls)
{
for (;;) {
struct sockaddr_storage sin;
memset(&sin, 0, sizeof(sin));
socklen_t sin_len = sizeof(sin);
SOCKET s = accept(ls, (struct sockaddr*)&sin, &sin_len);
if (s == INVALID_SOCKET) return;
SetNonBlocking(s); // XXX error handling?
NetworkAddress address(sin, sin_len);
DEBUG(net, 1, "Client connected from %s on frame %d", address.GetHostname(), _frame_counter);
SetNoDelay(s); // XXX error handling?
/* Check if the client is banned */
bool banned = false;
for (char **iter = _network_ban_list.Begin(); iter != _network_ban_list.End(); iter++) {
banned = address.IsInNetmask(*iter);
if (banned) {
Packet p(PACKET_SERVER_BANNED);
p.PrepareToSend();
DEBUG(net, 1, "Banned ip tried to join (%s), refused", *iter);
send(s, (const char*)p.buffer, p.size, 0);
closesocket(s);
break;
}
}
/* If this client is banned, continue with next client */
if (banned) continue;
NetworkClientSocket *cs = NetworkAllocClient(s);
if (cs == NULL) {
/* no more clients allowed?
* Send to the client that we are full! */
Packet p(PACKET_SERVER_FULL);
p.PrepareToSend();
send(s, (const char*)p.buffer, p.size, 0);
closesocket(s);
continue;
}
/* a new client has connected. We set him at inactive for now
* maybe he is only requesting server-info. Till he has sent a PACKET_CLIENT_MAP_OK
* the client stays inactive */
cs->status = STATUS_INACTIVE;
cs->GetInfo()->client_address = address; // Save the IP of the client
}
}
/* Set up the listen socket for the server */
static bool NetworkListen()
{
assert(_listensockets.Length() == 0);
NetworkAddressList addresses;
GetBindAddresses(&addresses, _settings_client.network.server_port);
for (NetworkAddress *address = addresses.Begin(); address != addresses.End(); address++) {
address->Listen(SOCK_STREAM, &_listensockets);
}
if (_listensockets.Length() == 0) {
ServerStartError("Could not create listening socket");
return false;
}
return true;
}
/** Resets both pools used for network clients */
static void InitializeNetworkPools()
{
_networkclientsocket_pool.CleanPool();
_networkclientinfo_pool.CleanPool();
}
/* Close all current connections */
static void NetworkClose()
{
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (!_network_server) {
SEND_COMMAND(PACKET_CLIENT_QUIT)();
cs->Send_Packets();
}
NetworkCloseClient(cs, NETWORK_RECV_STATUS_CONN_LOST);
}
if (_network_server) {
/* We are a server, also close the listensocket */
for (SocketList::iterator s = _listensockets.Begin(); s != _listensockets.End(); s++) {
closesocket(s->second);
}
_listensockets.Clear();
DEBUG(net, 1, "[tcp] closed listeners");
}
TCPConnecter::KillAll();
_networking = false;
_network_server = false;
NetworkFreeLocalCommandQueue();
free(_network_company_states);
_network_company_states = NULL;
InitializeNetworkPools();
}
/* Inits the network (cleans sockets and stuff) */
static void NetworkInitialize()
{
InitializeNetworkPools();
NetworkUDPInitialize();
_sync_frame = 0;
_network_first_time = true;
_network_reconnect = 0;
}
/** Non blocking connection create to query servers */
class TCPQueryConnecter : TCPConnecter {
public:
TCPQueryConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
virtual void OnFailure()
{
NetworkDisconnect();
}
virtual void OnConnect(SOCKET s)
{
_networking = true;
NetworkAllocClient(s);
SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
}
};
/* Query a server to fetch his game-info
* If game_info is true, only the gameinfo is fetched,
* else only the client_info is fetched */
void NetworkTCPQueryServer(NetworkAddress address)
{
if (!_network_available) return;
NetworkDisconnect();
NetworkInitialize();
new TCPQueryConnecter(address);
}
/* Validates an address entered as a string and adds the server to
* the list. If you use this function, the games will be marked
* as manually added. */
void NetworkAddServer(const char *b)
{
if (*b != '\0') {
const char *port = NULL;
const char *company = NULL;
char host[NETWORK_HOSTNAME_LENGTH];
uint16 rport;
strecpy(host, b, lastof(host));
strecpy(_settings_client.network.connect_to_ip, b, lastof(_settings_client.network.connect_to_ip));
rport = NETWORK_DEFAULT_PORT;
ParseConnectionString(&company, &port, host);
if (port != NULL) rport = atoi(port);
NetworkUDPQueryServer(NetworkAddress(host, rport), true);
}
}
/**
* Get the addresses to bind to.
* @param addresses the list to write to.
* @param port the port to bind to.
*/
void GetBindAddresses(NetworkAddressList *addresses, uint16 port)
{
for (char **iter = _network_bind_list.Begin(); iter != _network_bind_list.End(); iter++) {
*addresses->Append() = NetworkAddress(*iter, port);
}
/* No address, so bind to everything. */
if (addresses->Length() == 0) {
*addresses->Append() = NetworkAddress("", port);
}
}
/* Generates the list of manually added hosts from NetworkGameList and
* dumps them into the array _network_host_list. This array is needed
* by the function that generates the config file. */
void NetworkRebuildHostList()
{
_network_host_list.Clear();
for (NetworkGameList *item = _network_game_list; item != NULL; item = item->next) {
if (item->manually) *_network_host_list.Append() = strdup(item->address.GetAddressAsString(false));
}
}
/** Non blocking connection create to actually connect to servers */
class TCPClientConnecter : TCPConnecter {
public:
TCPClientConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
virtual void OnFailure()
{
NetworkError(STR_NETWORK_ERROR_NOCONNECTION);
}
virtual void OnConnect(SOCKET s)
{
_networking = true;
NetworkAllocClient(s);
IConsoleCmdExec("exec scripts/on_client.scr 0");
NetworkClient_Connected();
}
};
/* Used by clients, to connect to a server */
void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as, const char *join_server_password, const char *join_company_password)
{
if (!_network_available) return;
if (address.GetPort() == 0) return;
strecpy(_settings_client.network.last_host, address.GetHostname(), lastof(_settings_client.network.last_host));
_settings_client.network.last_port = address.GetPort();
_network_join_as = join_as;
_network_join_server_password = join_server_password;
_network_join_company_password = join_company_password;
NetworkDisconnect();
NetworkInitialize();
_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
ShowJoinStatusWindow();
new TCPClientConnecter(address);
}
static void NetworkInitGameInfo()
{
if (StrEmpty(_settings_client.network.server_name)) {
snprintf(_settings_client.network.server_name, sizeof(_settings_client.network.server_name), "Unnamed Server");
}
/* The server is a client too */
_network_game_info.clients_on = _network_dedicated ? 0 : 1;
NetworkClientInfo *ci = new NetworkClientInfo(CLIENT_ID_SERVER);
ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : _local_company;
/* Give the server a valid IP; banning it is pointless anyways */
sockaddr_in sock;
memset(&sock, 0, sizeof(sock));
sock.sin_family = AF_INET;
ci->client_address = NetworkAddress((sockaddr*)&sock, sizeof(sock));
strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));
}
bool NetworkServerStart()
{
if (!_network_available) return false;
/* Call the pre-scripts */
IConsoleCmdExec("exec scripts/pre_server.scr 0");
if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
NetworkDisconnect();
NetworkInitialize();
if (!NetworkListen()) return false;
/* Try to start UDP-server */
_network_udp_server = _udp_server_socket->Listen();
_network_company_states = CallocT<NetworkCompanyState>(MAX_COMPANIES);
_network_server = true;
_networking = true;
_frame_counter = 0;
_frame_counter_server = 0;
_frame_counter_max = 0;
_last_sync_frame = 0;
_network_own_client_id = CLIENT_ID_SERVER;
_network_clients_connected = 0;
_network_company_passworded = 0;
NetworkInitGameInfo();
/* execute server initialization script */
IConsoleCmdExec("exec scripts/on_server.scr 0");
/* if the server is dedicated ... add some other script */
if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
/* Try to register us to the master server */
_network_last_advertise_frame = 0;
_network_need_advertise = true;
NetworkUDPAdvertise();
return true;
}
/* The server is rebooting...
* The only difference with NetworkDisconnect, is the packets that is sent */
void NetworkReboot()
{
if (_network_server) {
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
cs->Send_Packets();
}
}
NetworkClose();
}
/**
* We want to disconnect from the host/clients.
* @param blocking whether to wait till everything has been closed
*/
void NetworkDisconnect(bool blocking)
{
if (_network_server) {
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
cs->Send_Packets();
}
}
if (_settings_client.network.server_advertise) NetworkUDPRemoveAdvertise(blocking);
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
NetworkClose();
}
/**
* Receives something from the network.
* @return true if everthing went fine, false when the connection got closed.
*/
static bool NetworkReceive()
{
NetworkClientSocket *cs;
fd_set read_fd, write_fd;
struct timeval tv;
FD_ZERO(&read_fd);
FD_ZERO(&write_fd);
FOR_ALL_CLIENT_SOCKETS(cs) {
FD_SET(cs->sock, &read_fd);
FD_SET(cs->sock, &write_fd);
}
/* take care of listener port */
for (SocketList::iterator s = _listensockets.Begin(); s != _listensockets.End(); s++) {
FD_SET(s->second, &read_fd);
}
tv.tv_sec = tv.tv_usec = 0; // don't block at all.
#if !defined(__MORPHOS__) && !defined(__AMIGA__)
int n = select(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv);
#else
int n = WaitSelect(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv, NULL);
#endif
if (n == -1 && !_network_server) NetworkError(STR_NETWORK_ERROR_LOSTCONNECTION);
/* accept clients.. */
for (SocketList::iterator s = _listensockets.Begin(); s != _listensockets.End(); s++) {
if (FD_ISSET(s->second, &read_fd)) NetworkAcceptClients(s->second);
}
/* read stuff from clients */
FOR_ALL_CLIENT_SOCKETS(cs) {
cs->writable = !!FD_ISSET(cs->sock, &write_fd);
if (FD_ISSET(cs->sock, &read_fd)) {
if (_network_server) {
NetworkServer_ReadPackets(cs);
} else {
NetworkRecvStatus res;
/* The client already was quiting! */
if (cs->HasClientQuit()) return false;
res = NetworkClient_ReadPackets(cs);
if (res != NETWORK_RECV_STATUS_OKAY) {
/* The client made an error of which we can not recover
* close the client and drop back to main menu */
NetworkClientError(res, cs);
return false;
}
}
}
}
return _networking;
}
/* This sends all buffered commands (if possible) */
static void NetworkSend()
{
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->writable) {
cs->Send_Packets();
if (cs->status == STATUS_MAP) {
/* This client is in the middle of a map-send, call the function for that */
SEND_COMMAND(PACKET_SERVER_MAP)(cs);
}
}
}
}
static bool NetworkDoClientLoop()
{
_frame_counter++;
NetworkExecuteLocalCommandQueue();
StateGameLoop();
/* Check if we are in sync! */
if (_sync_frame != 0) {
if (_sync_frame == _frame_counter) {
#ifdef NETWORK_SEND_DOUBLE_SEED
if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
#else
if (_sync_seed_1 != _random.state[0]) {
#endif
NetworkError(STR_NETWORK_ERROR_DESYNC);
DEBUG(desync, 1, "sync_err: %08x; %02x", _date, _date_fract);
DEBUG(net, 0, "Sync error detected!");
NetworkClientError(NETWORK_RECV_STATUS_DESYNC, NetworkClientSocket::Get(0));
return false;
}
/* If this is the first time we have a sync-frame, we
* need to let the server know that we are ready and at the same
* frame as he is.. so we can start playing! */
if (_network_first_time) {
_network_first_time = false;
SEND_COMMAND(PACKET_CLIENT_ACK)();
}
_sync_frame = 0;
} else if (_sync_frame < _frame_counter) {
DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
_sync_frame = 0;
}
}
return true;
}
/* We have to do some UDP checking */
void NetworkUDPGameLoop()
{
_network_content_client.SendReceive();
TCPConnecter::CheckCallbacks();
NetworkHTTPSocketHandler::HTTPReceive();
if (_network_udp_server) {
_udp_server_socket->ReceivePackets();
_udp_master_socket->ReceivePackets();
} else {
_udp_client_socket->ReceivePackets();
if (_network_udp_broadcast > 0) _network_udp_broadcast--;
NetworkGameListRequery();
}
}
/* The main loop called from ttd.c
* Here we also have to do StateGameLoop if needed! */
void NetworkGameLoop()
{
if (!_networking) return;
if (!NetworkReceive()) return;
if (_network_server) {
/* Log the sync state to check for in-syncedness of replays. */
if (_date_fract == 0) {
/* We don't want to log multiple times if paused. */
static Date last_log;
if (last_log != _date) {
DEBUG(desync, 1, "sync: %08x; %02x; %08x; %08x", _date, _date_fract, _random.state[0], _random.state[1]);
last_log = _date;
}
}
#ifdef DEBUG_DUMP_COMMANDS
/* Loading of the debug commands from -ddesync>=1 */
static FILE *f = FioFOpenFile("commands.log", "rb", SAVE_DIR);
static Date next_date = 0;
static uint32 next_date_fract;
static CommandPacket *cp = NULL;
static bool check_sync_state = false;
static uint32 sync_state[2];
if (f == NULL && next_date == 0) {
DEBUG(net, 0, "Cannot open commands.log");
next_date = 1;
}
while (f != NULL && !feof(f)) {
if (_date == next_date && _date_fract == next_date_fract) {
if (cp != NULL) {
NetworkSend_Command(cp->tile, cp->p1, cp->p2, cp->cmd & ~CMD_FLAGS_MASK, NULL, cp->text, cp->company);
DEBUG(net, 0, "injecting: %08x; %02x; %02x; %06x; %08x; %08x; %08x; \"%s\" (%s)", _date, _date_fract, (int)_current_company, cp->tile, cp->p1, cp->p2, cp->cmd, cp->text, GetCommandName(cp->cmd));
free(cp);
cp = NULL;
}
if (check_sync_state) {
if (sync_state[0] == _random.state[0] && sync_state[1] == _random.state[1]) {
DEBUG(net, 0, "sync check: %08x; %02x; match", _date, _date_fract);
} else {
DEBUG(net, 0, "sync check: %08x; %02x; mismatch expected {%08x, %08x}, got {%08x, %08x}",
_date, _date_fract, sync_state[0], sync_state[1], _random.state[0], _random.state[1]);
NOT_REACHED();
}
check_sync_state = false;
}
}
if (cp != NULL || check_sync_state) break;
char buff[4096];
if (fgets(buff, lengthof(buff), f) == NULL) break;
char *p = buff;
/* Ignore the "[date time] " part of the message */
if (*p == '[') {
p = strchr(p, ']');
if (p == NULL) break;
p += 2;
}
if (strncmp(p, "cmd: ", 5) == 0) {
cp = CallocT<CommandPacket>(1);
int company;
int ret = sscanf(p + 5, "%x; %x; %x; %x; %x; %x; %x; \"%[^\"]\"", &next_date, &next_date_fract, &company, &cp->tile, &cp->p1, &cp->p2, &cp->cmd, cp->text);
/* There are 8 pieces of data to read, however the last is a
* string that might or might not exist. Ignore it if that
* string misses because in 99% of the time it's not used. */
assert(ret == 8 || ret == 7);
cp->company = (CompanyID)company;
} else if (strncmp(p, "join: ", 6) == 0) {
/* Manually insert a pause when joining; this way the client can join at the exact right time. */
int ret = sscanf(p + 6, "%x; %x", &next_date, &next_date_fract);
assert(ret == 2);
DEBUG(net, 0, "injecting pause for join at %08x:%02x; please join when paused", next_date, next_date_fract);
cp = CallocT<CommandPacket>(1);
cp->company = COMPANY_SPECTATOR;
cp->cmd = CMD_PAUSE;
cp->p1 = PM_PAUSED_NORMAL;
cp->p2 = 1;
_ddc_fastforward = false;
} else if (strncmp(p, "sync: ", 6) == 0) {
int ret = sscanf(p + 6, "%x; %x; %x; %x", &next_date, &next_date_fract, &sync_state[0], &sync_state[1]);
assert(ret == 4);
check_sync_state = true;
} else if (strncmp(p, "msg: ", 5) == 0 || strncmp(p, "client: ", 8) == 0 ||
strncmp(p, "load: ", 6) == 0 || strncmp(p, "save: ", 6) == 0) {
/* A message that is not very important to the log playback, but part of the log. */
} else {
/* Can't parse a line; what's wrong here? */
DEBUG(net, 0, "trying to parse: %s", p);
NOT_REACHED();
}
}
if (f != NULL && feof(f)) {
DEBUG(net, 0, "End of commands.log");
fclose(f);
f = NULL;
}
#endif /* DEBUG_DUMP_COMMANDS */
if (_frame_counter >= _frame_counter_max) {
/* Only check for active clients just before we're going to send out
* the commands so we don't send multiple pause/unpause commands when
* the frame_freq is more than 1 tick. */
CheckPauseOnJoin();
CheckMinActiveClients();
}
bool send_frame = false;
/* We first increase the _frame_counter */
_frame_counter++;
/* Update max-frame-counter */
if (_frame_counter > _frame_counter_max) {
_frame_counter_max = _frame_counter + _settings_client.network.frame_freq;
send_frame = true;
}
NetworkExecuteLocalCommandQueue();
/* Then we make the frame */
StateGameLoop();
_sync_seed_1 = _random.state[0];
#ifdef NETWORK_SEND_DOUBLE_SEED
_sync_seed_2 = _random.state[1];
#endif
NetworkServer_Tick(send_frame);
} else {
/* Client */
/* Make sure we are at the frame were the server is (quick-frames) */
if (_frame_counter_server > _frame_counter) {
while (_frame_counter_server > _frame_counter) {
if (!NetworkDoClientLoop()) break;
}
} else {
/* Else, keep on going till _frame_counter_max */
if (_frame_counter_max > _frame_counter) NetworkDoClientLoop();
}
}
NetworkSend();
}
static void NetworkGenerateServerId()
{
Md5 checksum;
uint8 digest[16];
char hex_output[16 * 2 + 1];
char coding_string[NETWORK_NAME_LENGTH];
int di;
snprintf(coding_string, sizeof(coding_string), "%d%s", (uint)Random(), "OpenTTD Server ID");
/* Generate the MD5 hash */
checksum.Append((const uint8*)coding_string, strlen(coding_string));
checksum.Finish(digest);
for (di = 0; di < 16; ++di) {
sprintf(hex_output + di * 2, "%02x", digest[di]);
}
/* _settings_client.network.network_id is our id */
snprintf(_settings_client.network.network_id, sizeof(_settings_client.network.network_id), "%s", hex_output);
}
void NetworkStartDebugLog(NetworkAddress address)
{
extern SOCKET _debug_socket; // Comes from debug.c
DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", address.GetHostname(), address.GetPort());
SOCKET s = address.Connect();
if (s == INVALID_SOCKET) {
DEBUG(net, 0, "Failed to open socket for redirection DEBUG()");
return;
}
_debug_socket = s;
DEBUG(net, 0, "DEBUG() is now redirected");
}
/** This tries to launch the network for a given OS */
void NetworkStartUp()
{
DEBUG(net, 3, "[core] starting network...");
/* Network is available */
_network_available = NetworkCoreInitialize();
_network_dedicated = false;
_network_last_advertise_frame = 0;
_network_need_advertise = true;
_network_advertise_retries = 0;
/* Generate an server id when there is none yet */
if (StrEmpty(_settings_client.network.network_id)) NetworkGenerateServerId();
memset(&_network_game_info, 0, sizeof(_network_game_info));
NetworkInitialize();
DEBUG(net, 3, "[core] network online, multiplayer available");
NetworkFindBroadcastIPs(&_broadcast_list);
}
/** This shuts the network down */
void NetworkShutDown()
{
NetworkDisconnect(true);
NetworkUDPClose();
DEBUG(net, 3, "[core] shutting down network");
_network_available = false;
NetworkCoreShutdown();
}
/**
* Checks whether the given version string is compatible with our version.
* @param other the version string to compare to
*/
bool IsNetworkCompatibleVersion(const char *other)
{
return strncmp(_openttd_revision, other, NETWORK_REVISION_LENGTH - 1) == 0;
}
#endif /* ENABLE_NETWORK */
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