File diff r25654:e264fd698eb2 → r25655:1030dcb7eb52
src/network/network_server.cpp
Show inline comments
 
@@ -262,49 +262,49 @@ NetworkRecvStatus ServerNetworkGameSocke
 

	
 
		this->GetClientName(client_name, lastof(client_name));
 

	
 
		NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
 

	
 
		/* Inform other clients of this... strange leaving ;) */
 
		for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
 
			if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) {
 
				new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
 
			}
 
		}
 
	}
 

	
 
	/* If we were transfering a map to this client, stop the savegame creation
 
	 * process and queue the next client to receive the map. */
 
	if (this->status == STATUS_MAP) {
 
		/* Ensure the saving of the game is stopped too. */
 
		this->savegame->Destroy();
 
		this->savegame = nullptr;
 

	
 
		this->CheckNextClientToSendMap(this);
 
	}
 

	
 
	NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
 
	DEBUG(net, 3, "Closed client connection %d", this->client_id);
 
	Debug(net, 3, "Closed client connection {}", this->client_id);
 

	
 
	/* We just lost one client :( */
 
	if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
 
	extern byte _network_clients_connected;
 
	_network_clients_connected--;
 

	
 
	this->SendPackets(true);
 

	
 
	delete this->GetInfo();
 
	delete this;
 

	
 
	InvalidateWindowData(WC_CLIENT_LIST, 0);
 

	
 
	return status;
 
}
 

	
 
/**
 
 * Whether an connection is allowed or not at this moment.
 
 * @return true if the connection is allowed.
 
 */
 
/* static */ bool ServerNetworkGameSocketHandler::AllowConnection()
 
{
 
	extern byte _network_clients_connected;
 
	bool accept = _network_clients_connected < MAX_CLIENTS && _network_game_info.clients_on < _settings_client.network.max_clients;
 
@@ -424,70 +424,70 @@ NetworkRecvStatus ServerNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Send an error to the client, and close its connection.
 
 * @param error The error to disconnect for.
 
 * @param reason In case of kicking a client, specifies the reason for kicking the client.
 
 */
 
NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error, const std::string &reason)
 
{
 
	Packet *p = new Packet(PACKET_SERVER_ERROR);
 

	
 
	p->Send_uint8(error);
 
	if (!reason.empty()) p->Send_string(reason);
 
	this->SendPacket(p);
 

	
 
	StringID strid = GetNetworkErrorMsg(error);
 

	
 
	/* Only send when the current client was in game */
 
	if (this->status > STATUS_AUTHORIZED) {
 
		char client_name[NETWORK_CLIENT_NAME_LENGTH];
 

	
 
		this->GetClientName(client_name, lastof(client_name));
 

	
 
		DEBUG(net, 1, "'%s' made an error and has been disconnected: %s", client_name, GetString(strid).c_str());
 
		Debug(net, 1, "'{}' made an error and has been disconnected: {}", client_name, GetString(strid));
 

	
 
		if (error == NETWORK_ERROR_KICKED && !reason.empty()) {
 
			NetworkTextMessage(NETWORK_ACTION_KICKED, CC_DEFAULT, false, client_name, reason, strid);
 
		} else {
 
			NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
 
		}
 

	
 
		for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
 
			if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
 
				/* Some errors we filter to a more general error. Clients don't have to know the real
 
				 *  reason a joining failed. */
 
				if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
 
					error = NETWORK_ERROR_ILLEGAL_PACKET;
 
				}
 
				new_cs->SendErrorQuit(this->client_id, error);
 
			}
 
		}
 

	
 
		NetworkAdminClientError(this->client_id, error);
 
	} else {
 
		DEBUG(net, 1, "Client %d made an error and has been disconnected: %s", this->client_id, GetString(strid).c_str());
 
		Debug(net, 1, "Client {} made an error and has been disconnected: {}", this->client_id, GetString(strid));
 
	}
 

	
 
	/* The client made a mistake, so drop the connection now! */
 
	return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
 
}
 

	
 
/** Send the check for the NewGRFs. */
 
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
 
{
 
	Packet *p = new Packet(PACKET_SERVER_CHECK_NEWGRFS);
 
	const GRFConfig *c;
 
	uint grf_count = 0;
 

	
 
	for (c = _grfconfig; c != nullptr; c = c->next) {
 
		if (!HasBit(c->flags, GCF_STATIC)) grf_count++;
 
	}
 

	
 
	p->Send_uint8 (grf_count);
 
	for (c = _grfconfig; c != nullptr; c = c->next) {
 
		if (!HasBit(c->flags, GCF_STATIC)) SerializeGRFIdentifier(p, &c->ident);
 
	}
 

	
 
	this->SendPacket(p);
 
	return NETWORK_RECV_STATUS_OKAY;
 
@@ -904,49 +904,49 @@ NetworkRecvStatus ServerNetworkGameSocke
 
			if (!Company::IsValidHumanID(playas)) {
 
				return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
 
			}
 
			break;
 
	}
 

	
 
	if (!NetworkIsValidClientName(client_name)) {
 
		/* An invalid client name was given. However, the client ensures the name
 
		 * is valid before it is sent over the network, so something went horribly
 
		 * wrong. This is probably someone trying to troll us. */
 
		return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
 
	}
 

	
 
	if (!NetworkMakeClientNameUnique(client_name)) { // Change name if duplicate
 
		/* We could not create a name for this client */
 
		return this->SendError(NETWORK_ERROR_NAME_IN_USE);
 
	}
 

	
 
	assert(NetworkClientInfo::CanAllocateItem());
 
	NetworkClientInfo *ci = new NetworkClientInfo(this->client_id);
 
	this->SetInfo(ci);
 
	ci->join_date = _date;
 
	ci->client_name = client_name;
 
	ci->client_playas = playas;
 
	DEBUG(desync, 1, "client: %08x; %02x; %02x; %02x", _date, _date_fract, (int)ci->client_playas, (int)ci->index);
 
	Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:02x}", _date, _date_fract, (int)ci->client_playas, (int)ci->index);
 

	
 
	/* Make sure companies to which people try to join are not autocleaned */
 
	if (Company::IsValidID(playas)) _network_company_states[playas].months_empty = 0;
 

	
 
	this->status = STATUS_NEWGRFS_CHECK;
 

	
 
	if (_grfconfig == nullptr) {
 
		/* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
 
		return this->Receive_CLIENT_NEWGRFS_CHECKED(nullptr);
 
	}
 

	
 
	return this->SendNewGRFCheck();
 
}
 

	
 
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *p)
 
{
 
	if (this->status != STATUS_AUTH_GAME) {
 
		return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
 
	}
 

	
 
	std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
 

	
 
	/* Check game password. Allow joining if we cleared the password meanwhile */
 
	if (!_settings_client.network.server_password.empty() &&
 
@@ -1112,49 +1112,49 @@ NetworkRecvStatus ServerNetworkGameSocke
 
	}
 

	
 
	if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) cp.p2 = this->client_id;
 

	
 
	this->incoming_queue.Append(&cp);
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p)
 
{
 
	/* This packets means a client noticed an error and is reporting this
 
	 *  to us. Display the error and report it to the other clients */
 
	char client_name[NETWORK_CLIENT_NAME_LENGTH];
 
	NetworkErrorCode errorno = (NetworkErrorCode)p->Recv_uint8();
 

	
 
	/* The client was never joined.. thank the client for the packet, but ignore it */
 
	if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
 
		return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
 
	}
 

	
 
	this->GetClientName(client_name, lastof(client_name));
 

	
 
	StringID strid = GetNetworkErrorMsg(errorno);
 

	
 
	DEBUG(net, 1, "'%s' reported an error and is closing its connection: %s", client_name, GetString(strid).c_str());
 
	Debug(net, 1, "'{}' reported an error and is closing its connection: {}", client_name, GetString(strid));
 

	
 
	NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
 

	
 
	for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
 
		if (new_cs->status >= STATUS_AUTHORIZED) {
 
			new_cs->SendErrorQuit(this->client_id, errorno);
 
		}
 
	}
 

	
 
	NetworkAdminClientError(this->client_id, errorno);
 

	
 
	return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
 
}
 

	
 
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
 
{
 
	/* The client wants to leave. Display this and report it to the other
 
	 *  clients. */
 
	char client_name[NETWORK_CLIENT_NAME_LENGTH];
 

	
 
	/* The client was never joined.. thank the client for the packet, but ignore it */
 
	if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
 
		return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
 
	}
 
@@ -1302,49 +1302,49 @@ void NetworkServerSendChat(NetworkAction
 
				ci_to = ci_own;
 
			}
 

	
 
			/* There is no such client */
 
			if (ci_to == nullptr) break;
 

	
 
			/* Display the message locally (so you know you have sent it) */
 
			if (ci != nullptr && show_local) {
 
				if (from_id == CLIENT_ID_SERVER) {
 
					StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
 
					SetDParam(0, ci_to->client_playas);
 
					std::string name = GetString(str);
 
					NetworkTextMessage(action, GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data);
 
				} else {
 
					for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
 
						if (cs->client_id == from_id) {
 
							cs->SendChat(action, ci_to->client_id, true, msg, data);
 
						}
 
					}
 
				}
 
			}
 
			break;
 
		}
 
		default:
 
			DEBUG(net, 1, "Received unknown chat destination type %d; doing broadcast instead", desttype);
 
			Debug(net, 1, "Received unknown chat destination type {}; doing broadcast instead", desttype);
 
			FALLTHROUGH;
 

	
 
		case DESTTYPE_BROADCAST:
 
			for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
 
				cs->SendChat(action, from_id, false, msg, data);
 
			}
 

	
 
			NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
 

	
 
			ci = NetworkClientInfo::GetByClientID(from_id);
 
			if (ci != nullptr) {
 
				NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
 
			}
 
			break;
 
	}
 
}
 

	
 
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
 
{
 
	if (this->status < STATUS_PRE_ACTIVE) {
 
		/* Illegal call, return error and ignore the packet */
 
		return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
 
	}
 

	
 
@@ -1404,77 +1404,77 @@ NetworkRecvStatus ServerNetworkGameSocke
 
			 * wrong. This is probably someone trying to troll us. */
 
			return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
 
		}
 

	
 
		/* Display change */
 
		if (NetworkMakeClientNameUnique(client_name)) {
 
			NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);
 
			ci->client_name = client_name;
 
			NetworkUpdateClientInfo(ci->client_id);
 
		}
 
	}
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p)
 
{
 
	if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
 

	
 
	if (_settings_client.network.rcon_password.empty()) return NETWORK_RECV_STATUS_OKAY;
 

	
 
	std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
 
	std::string command = p->Recv_string(NETWORK_RCONCOMMAND_LENGTH);
 

	
 
	if (_settings_client.network.rcon_password.compare(password) != 0) {
 
		DEBUG(net, 1, "[rcon] Wrong password from client-id %d", this->client_id);
 
		Debug(net, 1, "[rcon] Wrong password from client-id {}", this->client_id);
 
		return NETWORK_RECV_STATUS_OKAY;
 
	}
 

	
 
	DEBUG(net, 3, "[rcon] Client-id %d executed: %s", this->client_id, command.c_str());
 
	Debug(net, 3, "[rcon] Client-id {} executed: {}", this->client_id, command);
 

	
 
	_redirect_console_to_client = this->client_id;
 
	IConsoleCmdExec(command.c_str());
 
	_redirect_console_to_client = INVALID_CLIENT_ID;
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
 
{
 
	if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
 

	
 
	CompanyID company_id = (Owner)p->Recv_uint8();
 

	
 
	/* Check if the company is valid, we don't allow moving to AI companies */
 
	if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY;
 

	
 
	/* Check if we require a password for this company */
 
	if (company_id != COMPANY_SPECTATOR && !_network_company_states[company_id].password.empty()) {
 
		/* we need a password from the client - should be in this packet */
 
		std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
 

	
 
		/* Incorrect password sent, return! */
 
		if (_network_company_states[company_id].password.compare(password) != 0) {
 
			DEBUG(net, 2, "Wrong password from client-id #%d for company #%d", this->client_id, company_id + 1);
 
			Debug(net, 2, "Wrong password from client-id #{} for company #{}", this->client_id, company_id + 1);
 
			return NETWORK_RECV_STATUS_OKAY;
 
		}
 
	}
 

	
 
	/* if we get here we can move the client */
 
	NetworkServerDoMove(this->client_id, company_id);
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Package some generic company information into a packet.
 
 * @param p       The packet that will contain the data.
 
 * @param c       The company to put the of into the packet.
 
 * @param stats   The statistics to put in the packet.
 
 * @param max_len The maximum length of the company name.
 
 */
 
void NetworkSocketHandler::SendCompanyInformation(Packet *p, const Company *c, const NetworkCompanyStats *stats, uint max_len)
 
{
 
	/* Grab the company name */
 
	char company_name[NETWORK_COMPANY_NAME_LENGTH];
 
	SetDParam(0, c->index);
 

	
 
	assert(max_len <= lengthof(company_name));
 
	GetString(company_name, STR_COMPANY_NAME, company_name + max_len - 1);
 
@@ -1540,64 +1540,64 @@ void NetworkPopulateCompanyStats(Network
 
	/* Go through all stations and count the types of stations */
 
	for (const Station *s : Station::Iterate()) {
 
		if (Company::IsValidID(s->owner)) {
 
			NetworkCompanyStats *npi = &stats[s->owner];
 

	
 
			if (s->facilities & FACIL_TRAIN)      npi->num_station[NETWORK_VEH_TRAIN]++;
 
			if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[NETWORK_VEH_LORRY]++;
 
			if (s->facilities & FACIL_BUS_STOP)   npi->num_station[NETWORK_VEH_BUS]++;
 
			if (s->facilities & FACIL_AIRPORT)    npi->num_station[NETWORK_VEH_PLANE]++;
 
			if (s->facilities & FACIL_DOCK)       npi->num_station[NETWORK_VEH_SHIP]++;
 
		}
 
	}
 
}
 

	
 
/**
 
 * Send updated client info of a particular client.
 
 * @param client_id The client to send it for.
 
 */
 
void NetworkUpdateClientInfo(ClientID client_id)
 
{
 
	NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
 

	
 
	if (ci == nullptr) return;
 

	
 
	DEBUG(desync, 1, "client: %08x; %02x; %02x; %04x", _date, _date_fract, (int)ci->client_playas, client_id);
 
	Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:04x}", _date, _date_fract, (int)ci->client_playas, client_id);
 

	
 
	for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
 
		if (cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
 
			cs->SendClientInfo(ci);
 
		}
 
	}
 

	
 
	NetworkAdminClientUpdate(ci);
 
}
 

	
 
/** Check if we want to restart the map */
 
static void NetworkCheckRestartMap()
 
{
 
	if (_settings_client.network.restart_game_year != 0 && _cur_year >= _settings_client.network.restart_game_year) {
 
		DEBUG(net, 3, "Auto-restarting map: year %d reached", _cur_year);
 
		Debug(net, 3, "Auto-restarting map: year {} reached", _cur_year);
 

	
 
		_settings_newgame.game_creation.generation_seed = GENERATE_NEW_SEED;
 
		switch(_file_to_saveload.abstract_ftype) {
 
			case FT_SAVEGAME:
 
			case FT_SCENARIO:
 
				_switch_mode = SM_LOAD_GAME;
 
				break;
 

	
 
			case FT_HEIGHTMAP:
 
				_switch_mode = SM_START_HEIGHTMAP;
 
				break;
 

	
 
			default:
 
				_switch_mode = SM_NEWGAME;
 
		}
 
	}
 
}
 

	
 
/** Check if the server has autoclean_companies activated
 
 * Two things happen:
 
 *     1) If a company is not protected, it is closed after 1 year (for example)
 
 *     2) If a company is protected, protection is disabled after 3 years (for example)
 
 *          (and item 1. happens a year later)
 
 */