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@@ -808,53 +808,48 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT
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NetworkGetClientName(client_name, sizeof(client_name), cs);
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NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, NULL, cs->client_id);
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/* Mark the client as pre-active, and wait for an ACK
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* so we know he is done loading and in sync with us */
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cs->status = STATUS_PRE_ACTIVE;
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NetworkHandleCommandQueue(cs);
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SEND_COMMAND(PACKET_SERVER_FRAME)(cs);
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SEND_COMMAND(PACKET_SERVER_SYNC)(cs);
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/* This is the frame the client receives
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* we need it later on to make sure the client is not too slow */
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cs->last_frame = _frame_counter;
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cs->last_frame_server = _frame_counter;
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FOR_ALL_CLIENT_SOCKETS(new_cs) {
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if (new_cs->status > STATUS_AUTH) {
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SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(new_cs, cs->GetInfo());
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SEND_COMMAND(PACKET_SERVER_JOIN)(new_cs, cs->client_id);
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}
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}
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if (_settings_client.network.pause_on_join) {
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/* Now pause the game till the client is in sync */
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DoCommandP(0, PM_PAUSED_JOIN, 1, CMD_PAUSE);
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}
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/* also update the new client with our max values */
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SEND_COMMAND(PACKET_SERVER_CONFIG_UPDATE)(cs);
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/* quickly update the syncing client with company details */
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SEND_COMMAND(PACKET_SERVER_COMPANY_UPDATE)(cs);
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} else {
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/* Wrong status for this packet, give a warning to client, and close connection */
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SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
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}
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** The client has done a command and wants us to handle it
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* @param *cs the connected client that has sent the command
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* @param *p the packet in which the command was sent
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*/
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DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
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{
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NetworkClientSocket *new_cs;
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/* The client was never joined.. so this is impossible, right?
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* Ignore the packet, give the client a warning, and close his connection */
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if (cs->status < STATUS_DONE_MAP || cs->HasClientQuit()) {
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SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
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@@ -1001,52 +996,48 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT
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}
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cs->CloseConnection(false);
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return NETWORK_RECV_STATUS_CONN_LOST;
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}
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DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
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{
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if (cs->status < STATUS_AUTH) {
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/* Illegal call, return error and ignore the packet */
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SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
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return NETWORK_RECV_STATUS_OKAY;
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}
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uint32 frame = p->Recv_uint32();
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/* The client is trying to catch up with the server */
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if (cs->status == STATUS_PRE_ACTIVE) {
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/* The client is not yet catched up? */
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if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
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/* Now he is! Unpause the game */
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cs->status = STATUS_ACTIVE;
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if (_pause_mode & PM_PAUSED_JOIN) {
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DoCommandP(0, PM_PAUSED_JOIN, 0, CMD_PAUSE);
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}
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/* Execute script for, e.g. MOTD */
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IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
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}
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/* The client received the frame, make note of it */
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cs->last_frame = frame;
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/* With those 2 values we can calculate the lag realtime */
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cs->last_frame_server = _frame_counter;
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return NETWORK_RECV_STATUS_OKAY;
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}
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void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const char *msg, ClientID from_id, int64 data)
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{
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NetworkClientSocket *cs;
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const NetworkClientInfo *ci, *ci_own, *ci_to;
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switch (desttype) {
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case DESTTYPE_CLIENT:
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/* Are we sending to the server? */
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if ((ClientID)dest == CLIENT_ID_SERVER) {
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ci = NetworkFindClientInfoFromClientID(from_id);
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/* Display the text locally, and that is it */
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