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@@ -274,25 +274,25 @@ NetworkRecvStatus ServerNetworkGameSocke
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/* If we were transfering a map to this client, stop the savegame creation
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* process and queue the next client to receive the map. */
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if (this->status == STATUS_MAP) {
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/* Ensure the saving of the game is stopped too. */
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this->savegame->Destroy();
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this->savegame = nullptr;
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this->CheckNextClientToSendMap(this);
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}
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NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
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DEBUG(net, 3, "Closed client connection %d", this->client_id);
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Debug(net, 3, "Closed client connection {}", this->client_id);
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/* We just lost one client :( */
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if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
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extern byte _network_clients_connected;
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_network_clients_connected--;
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this->SendPackets(true);
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delete this->GetInfo();
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delete this;
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InvalidateWindowData(WC_CLIENT_LIST, 0);
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@@ -436,46 +436,46 @@ NetworkRecvStatus ServerNetworkGameSocke
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p->Send_uint8(error);
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if (!reason.empty()) p->Send_string(reason);
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this->SendPacket(p);
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StringID strid = GetNetworkErrorMsg(error);
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/* Only send when the current client was in game */
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if (this->status > STATUS_AUTHORIZED) {
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char client_name[NETWORK_CLIENT_NAME_LENGTH];
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this->GetClientName(client_name, lastof(client_name));
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DEBUG(net, 1, "'%s' made an error and has been disconnected: %s", client_name, GetString(strid).c_str());
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Debug(net, 1, "'{}' made an error and has been disconnected: {}", client_name, GetString(strid));
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if (error == NETWORK_ERROR_KICKED && !reason.empty()) {
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NetworkTextMessage(NETWORK_ACTION_KICKED, CC_DEFAULT, false, client_name, reason, strid);
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} else {
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
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}
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
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/* Some errors we filter to a more general error. Clients don't have to know the real
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* reason a joining failed. */
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if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
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error = NETWORK_ERROR_ILLEGAL_PACKET;
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}
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new_cs->SendErrorQuit(this->client_id, error);
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}
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}
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NetworkAdminClientError(this->client_id, error);
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} else {
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DEBUG(net, 1, "Client %d made an error and has been disconnected: %s", this->client_id, GetString(strid).c_str());
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Debug(net, 1, "Client {} made an error and has been disconnected: {}", this->client_id, GetString(strid));
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}
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/* The client made a mistake, so drop the connection now! */
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return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
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}
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/** Send the check for the NewGRFs. */
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
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{
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Packet *p = new Packet(PACKET_SERVER_CHECK_NEWGRFS);
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const GRFConfig *c;
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uint grf_count = 0;
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@@ -916,25 +916,25 @@ NetworkRecvStatus ServerNetworkGameSocke
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if (!NetworkMakeClientNameUnique(client_name)) { // Change name if duplicate
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/* We could not create a name for this client */
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return this->SendError(NETWORK_ERROR_NAME_IN_USE);
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}
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assert(NetworkClientInfo::CanAllocateItem());
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NetworkClientInfo *ci = new NetworkClientInfo(this->client_id);
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this->SetInfo(ci);
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ci->join_date = _date;
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ci->client_name = client_name;
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ci->client_playas = playas;
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DEBUG(desync, 1, "client: %08x; %02x; %02x; %02x", _date, _date_fract, (int)ci->client_playas, (int)ci->index);
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Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:02x}", _date, _date_fract, (int)ci->client_playas, (int)ci->index);
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/* Make sure companies to which people try to join are not autocleaned */
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if (Company::IsValidID(playas)) _network_company_states[playas].months_empty = 0;
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this->status = STATUS_NEWGRFS_CHECK;
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if (_grfconfig == nullptr) {
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/* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
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return this->Receive_CLIENT_NEWGRFS_CHECKED(nullptr);
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}
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return this->SendNewGRFCheck();
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@@ -1124,25 +1124,25 @@ NetworkRecvStatus ServerNetworkGameSocke
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char client_name[NETWORK_CLIENT_NAME_LENGTH];
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NetworkErrorCode errorno = (NetworkErrorCode)p->Recv_uint8();
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/* The client was never joined.. thank the client for the packet, but ignore it */
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if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
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return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
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}
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this->GetClientName(client_name, lastof(client_name));
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StringID strid = GetNetworkErrorMsg(errorno);
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DEBUG(net, 1, "'%s' reported an error and is closing its connection: %s", client_name, GetString(strid).c_str());
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Debug(net, 1, "'{}' reported an error and is closing its connection: {}", client_name, GetString(strid));
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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if (new_cs->status >= STATUS_AUTHORIZED) {
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new_cs->SendErrorQuit(this->client_id, errorno);
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}
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}
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NetworkAdminClientError(this->client_id, errorno);
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return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
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@@ -1314,25 +1314,25 @@ void NetworkServerSendChat(NetworkAction
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NetworkTextMessage(action, GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data);
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} else {
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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if (cs->client_id == from_id) {
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cs->SendChat(action, ci_to->client_id, true, msg, data);
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}
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}
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}
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}
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break;
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}
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default:
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DEBUG(net, 1, "Received unknown chat destination type %d; doing broadcast instead", desttype);
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Debug(net, 1, "Received unknown chat destination type {}; doing broadcast instead", desttype);
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FALLTHROUGH;
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case DESTTYPE_BROADCAST:
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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cs->SendChat(action, from_id, false, msg, data);
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}
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NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
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ci = NetworkClientInfo::GetByClientID(from_id);
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if (ci != nullptr) {
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NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
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@@ -1416,53 +1416,53 @@ NetworkRecvStatus ServerNetworkGameSocke
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}
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p)
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{
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if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
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if (_settings_client.network.rcon_password.empty()) return NETWORK_RECV_STATUS_OKAY;
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std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
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std::string command = p->Recv_string(NETWORK_RCONCOMMAND_LENGTH);
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if (_settings_client.network.rcon_password.compare(password) != 0) {
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DEBUG(net, 1, "[rcon] Wrong password from client-id %d", this->client_id);
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Debug(net, 1, "[rcon] Wrong password from client-id {}", this->client_id);
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEBUG(net, 3, "[rcon] Client-id %d executed: %s", this->client_id, command.c_str());
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Debug(net, 3, "[rcon] Client-id {} executed: {}", this->client_id, command);
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_redirect_console_to_client = this->client_id;
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IConsoleCmdExec(command.c_str());
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_redirect_console_to_client = INVALID_CLIENT_ID;
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return NETWORK_RECV_STATUS_OKAY;
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}
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
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{
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if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
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CompanyID company_id = (Owner)p->Recv_uint8();
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/* Check if the company is valid, we don't allow moving to AI companies */
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if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY;
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/* Check if we require a password for this company */
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if (company_id != COMPANY_SPECTATOR && !_network_company_states[company_id].password.empty()) {
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/* we need a password from the client - should be in this packet */
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std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
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/* Incorrect password sent, return! */
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if (_network_company_states[company_id].password.compare(password) != 0) {
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DEBUG(net, 2, "Wrong password from client-id #%d for company #%d", this->client_id, company_id + 1);
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Debug(net, 2, "Wrong password from client-id #{} for company #{}", this->client_id, company_id + 1);
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return NETWORK_RECV_STATUS_OKAY;
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}
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}
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/* if we get here we can move the client */
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NetworkServerDoMove(this->client_id, company_id);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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* Package some generic company information into a packet.
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* @param p The packet that will contain the data.
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@@ -1552,40 +1552,40 @@ void NetworkPopulateCompanyStats(Network
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}
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/**
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* Send updated client info of a particular client.
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* @param client_id The client to send it for.
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*/
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void NetworkUpdateClientInfo(ClientID client_id)
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{
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NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
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if (ci == nullptr) return;
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DEBUG(desync, 1, "client: %08x; %02x; %02x; %04x", _date, _date_fract, (int)ci->client_playas, client_id);
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Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:04x}", _date, _date_fract, (int)ci->client_playas, client_id);
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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if (cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
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cs->SendClientInfo(ci);
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}
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}
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NetworkAdminClientUpdate(ci);
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}
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/** Check if we want to restart the map */
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static void NetworkCheckRestartMap()
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{
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if (_settings_client.network.restart_game_year != 0 && _cur_year >= _settings_client.network.restart_game_year) {
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DEBUG(net, 3, "Auto-restarting map: year %d reached", _cur_year);
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Debug(net, 3, "Auto-restarting map: year {} reached", _cur_year);
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_settings_newgame.game_creation.generation_seed = GENERATE_NEW_SEED;
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switch(_file_to_saveload.abstract_ftype) {
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case FT_SAVEGAME:
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case FT_SCENARIO:
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_switch_mode = SM_LOAD_GAME;
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break;
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case FT_HEIGHTMAP:
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_switch_mode = SM_START_HEIGHTMAP;
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break;
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