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@@ -190,376 +190,376 @@ struct PacketWriter : SaveFilter {
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this->AppendQueue();
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/* Add a packet stating that this is the end to the queue. */
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this->current = new Packet(PACKET_SERVER_MAP_DONE);
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this->AppendQueue();
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/* Fast-track the size to the client. */
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this->current = new Packet(PACKET_SERVER_MAP_SIZE);
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this->current->Send_uint32((uint32)this->total_size);
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this->PrependQueue();
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}
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};
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/**
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* Create a new socket for the server side of the game connection.
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* @param s The socket to connect with.
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*/
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ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s)
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{
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this->status = STATUS_INACTIVE;
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this->client_id = _network_client_id++;
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this->receive_limit = _settings_client.network.bytes_per_frame_burst;
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/* The Socket and Info pools need to be the same in size. After all,
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* each Socket will be associated with at most one Info object. As
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* such if the Socket was allocated the Info object can as well. */
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static_assert(NetworkClientSocketPool::MAX_SIZE == NetworkClientInfoPool::MAX_SIZE);
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}
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/**
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* Clear everything related to this client.
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*/
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ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
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{
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if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID;
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OrderBackup::ResetUser(this->client_id);
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if (this->savegame != nullptr) {
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this->savegame->Destroy();
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this->savegame = nullptr;
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}
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}
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Packet *ServerNetworkGameSocketHandler::ReceivePacket()
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{
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/* Only allow receiving when we have some buffer free; this value
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* can go negative, but eventually it will become positive again. */
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if (this->receive_limit <= 0) return nullptr;
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/* We can receive a packet, so try that and if needed account for
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* the amount of received data. */
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Packet *p = this->NetworkTCPSocketHandler::ReceivePacket();
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if (p != nullptr) this->receive_limit -= p->Size();
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return p;
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}
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NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
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{
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assert(status != NETWORK_RECV_STATUS_OKAY);
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/*
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* Sending a message just before leaving the game calls cs->SendPackets.
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* This might invoke this function, which means that when we close the
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* connection after cs->SendPackets we will close an already closed
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* connection. This handles that case gracefully without having to make
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* that code any more complex or more aware of the validity of the socket.
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*/
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if (this->sock == INVALID_SOCKET) return status;
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if (status != NETWORK_RECV_STATUS_CLIENT_QUIT && status != NETWORK_RECV_STATUS_SERVER_ERROR && !this->HasClientQuit() && this->status >= STATUS_AUTHORIZED) {
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/* We did not receive a leave message from this client... */
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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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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
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/* Inform other clients of this... strange leaving ;) */
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) {
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new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
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}
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}
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}
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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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return status;
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}
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/**
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* Whether an connection is allowed or not at this moment.
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* @return true if the connection is allowed.
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*/
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/* static */ bool ServerNetworkGameSocketHandler::AllowConnection()
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{
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extern byte _network_clients_connected;
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bool accept = _network_clients_connected < MAX_CLIENTS && _network_game_info.clients_on < _settings_client.network.max_clients;
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/* We can't go over the MAX_CLIENTS limit here. However, the
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* pool must have place for all clients and ourself. */
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static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENTS + 1);
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assert(!accept || ServerNetworkGameSocketHandler::CanAllocateItem());
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return accept;
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}
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/** Send the packets for the server sockets. */
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/* static */ void ServerNetworkGameSocketHandler::Send()
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{
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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if (cs->writable) {
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if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
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/* This client is in the middle of a map-send, call the function for that */
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cs->SendMap();
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}
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}
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}
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}
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static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
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/***********
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* Sending functions
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* DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs
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************/
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/**
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* Send the client information about a client.
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* @param ci The client to send information about.
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*/
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientInfo *ci)
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{
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if (ci->client_id != INVALID_CLIENT_ID) {
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Packet *p = new Packet(PACKET_SERVER_CLIENT_INFO);
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p->Send_uint32(ci->client_id);
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p->Send_uint8 (ci->client_playas);
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p->Send_string(ci->client_name);
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this->SendPacket(p);
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}
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** Send the client information about the server. */
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendGameInfo()
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{
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Packet *p = new Packet(PACKET_SERVER_GAME_INFO);
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SerializeNetworkGameInfo(p, GetCurrentNetworkServerGameInfo());
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this->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** Send the client information about the companies. */
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
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{
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/* Fetch the latest version of the stats */
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NetworkCompanyStats company_stats[MAX_COMPANIES];
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NetworkPopulateCompanyStats(company_stats);
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/* Make a list of all clients per company */
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std::string clients[MAX_COMPANIES];
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/* Add the local player (if not dedicated) */
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const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
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if (ci != nullptr && Company::IsValidID(ci->client_playas)) {
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clients[ci->client_playas] = ci->client_name;
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}
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for (NetworkClientSocket *csi : NetworkClientSocket::Iterate()) {
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char client_name[NETWORK_CLIENT_NAME_LENGTH];
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((ServerNetworkGameSocketHandler*)csi)->GetClientName(client_name, lastof(client_name));
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ci = csi->GetInfo();
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if (ci != nullptr && Company::IsValidID(ci->client_playas)) {
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if (!clients[ci->client_playas].empty()) {
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clients[ci->client_playas] += ", ";
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}
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clients[ci->client_playas] += client_name;
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}
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}
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/* Now send the data */
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Packet *p;
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for (const Company *company : Company::Iterate()) {
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p = new Packet(PACKET_SERVER_COMPANY_INFO);
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p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
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p->Send_bool (true);
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this->SendCompanyInformation(p, company, &company_stats[company->index]);
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if (clients[company->index].empty()) {
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p->Send_string("<none>");
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} else {
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p->Send_string(clients[company->index]);
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}
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this->SendPacket(p);
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}
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p = new Packet(PACKET_SERVER_COMPANY_INFO);
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p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
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p->Send_bool (false);
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this->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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* Send an error to the client, and close its connection.
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* @param error The error to disconnect for.
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* @param reason In case of kicking a client, specifies the reason for kicking the client.
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*/
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error, const std::string &reason)
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{
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Packet *p = new Packet(PACKET_SERVER_ERROR);
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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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for (c = _grfconfig; c != nullptr; c = c->next) {
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if (!HasBit(c->flags, GCF_STATIC)) grf_count++;
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}
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p->Send_uint8 (grf_count);
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for (c = _grfconfig; c != nullptr; c = c->next) {
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if (!HasBit(c->flags, GCF_STATIC)) SerializeGRFIdentifier(p, &c->ident);
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}
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this->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** Request the game password. */
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
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{
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/* Invalid packet when status is STATUS_AUTH_GAME or higher */
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if (this->status >= STATUS_AUTH_GAME) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
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this->status = STATUS_AUTH_GAME;
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/* Reset 'lag' counters */
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this->last_frame = this->last_frame_server = _frame_counter;
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Packet *p = new Packet(PACKET_SERVER_NEED_GAME_PASSWORD);
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this->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** Request the company password. */
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
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{
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/* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
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if (this->status >= STATUS_AUTH_COMPANY) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
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this->status = STATUS_AUTH_COMPANY;
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/* Reset 'lag' counters */
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this->last_frame = this->last_frame_server = _frame_counter;
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Packet *p = new Packet(PACKET_SERVER_NEED_COMPANY_PASSWORD);
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p->Send_uint32(_settings_game.game_creation.generation_seed);
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p->Send_string(_settings_client.network.network_id);
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this->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** Send the client a welcome message with some basic information. */
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
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{
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Packet *p;
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/* Invalid packet when status is AUTH or higher */
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if (this->status >= STATUS_AUTHORIZED) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
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this->status = STATUS_AUTHORIZED;
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/* Reset 'lag' counters */
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this->last_frame = this->last_frame_server = _frame_counter;
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_network_game_info.clients_on++;
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p = new Packet(PACKET_SERVER_WELCOME);
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p->Send_uint32(this->client_id);
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p->Send_uint32(_settings_game.game_creation.generation_seed);
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p->Send_string(_settings_client.network.network_id);
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this->SendPacket(p);
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/* Transmit info about all the active clients */
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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if (new_cs != this && new_cs->status >= STATUS_AUTHORIZED) {
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this->SendClientInfo(new_cs->GetInfo());
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}
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}
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/* Also send the info of the server */
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return this->SendClientInfo(NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER));
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}
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/** Tell the client that its put in a waiting queue. */
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
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{
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int waiting = 1; // current player getting the map counts as 1
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Packet *p;
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/* Count how many clients are waiting in the queue, in front of you! */
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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@@ -832,193 +832,193 @@ NetworkRecvStatus ServerNetworkGameSocke
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}
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/***********
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* Receiving functions
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* DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
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************/
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet *p)
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{
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return this->SendGameInfo();
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}
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO(Packet *p)
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{
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return this->SendCompanyInfo();
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}
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *p)
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{
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if (this->status != STATUS_NEWGRFS_CHECK) {
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/* Illegal call, return error and ignore the packet */
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return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
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}
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NetworkClientInfo *ci = this->GetInfo();
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/* We now want a password from the client else we do not allow them in! */
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if (!_settings_client.network.server_password.empty()) {
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return this->SendNeedGamePassword();
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}
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if (Company::IsValidID(ci->client_playas) && !_network_company_states[ci->client_playas].password.empty()) {
|
|
|
return this->SendNeedCompanyPassword();
|
|
|
}
|
|
|
|
|
|
return this->SendWelcome();
|
|
|
}
|
|
|
|
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
|
|
|
{
|
|
|
if (this->status != STATUS_INACTIVE) {
|
|
|
/* Illegal call, return error and ignore the packet */
|
|
|
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
|
|
|
}
|
|
|
|
|
|
std::string client_revision = p->Recv_string(NETWORK_REVISION_LENGTH);
|
|
|
uint32 newgrf_version = p->Recv_uint32();
|
|
|
|
|
|
/* Check if the client has revision control enabled */
|
|
|
if (!IsNetworkCompatibleVersion(client_revision.c_str()) || _openttd_newgrf_version != newgrf_version) {
|
|
|
/* Different revisions!! */
|
|
|
return this->SendError(NETWORK_ERROR_WRONG_REVISION);
|
|
|
}
|
|
|
|
|
|
std::string client_name = p->Recv_string(NETWORK_CLIENT_NAME_LENGTH);
|
|
|
CompanyID playas = (Owner)p->Recv_uint8();
|
|
|
|
|
|
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
|
|
|
|
|
|
/* join another company does not affect these values */
|
|
|
switch (playas) {
|
|
|
case COMPANY_NEW_COMPANY: // New company
|
|
|
if (Company::GetNumItems() >= _settings_client.network.max_companies) {
|
|
|
return this->SendError(NETWORK_ERROR_FULL);
|
|
|
}
|
|
|
break;
|
|
|
case COMPANY_SPECTATOR: // Spectator
|
|
|
if (NetworkSpectatorCount() >= _settings_client.network.max_spectators) {
|
|
|
return this->SendError(NETWORK_ERROR_FULL);
|
|
|
}
|
|
|
break;
|
|
|
default: // Join another company (companies 1-8 (index 0-7))
|
|
|
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() &&
|
|
|
_settings_client.network.server_password.compare(password) != 0) {
|
|
|
/* Password is invalid */
|
|
|
return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
|
|
|
}
|
|
|
|
|
|
const NetworkClientInfo *ci = this->GetInfo();
|
|
|
if (Company::IsValidID(ci->client_playas) && !_network_company_states[ci->client_playas].password.empty()) {
|
|
|
return this->SendNeedCompanyPassword();
|
|
|
}
|
|
|
|
|
|
/* Valid password, allow user */
|
|
|
return this->SendWelcome();
|
|
|
}
|
|
|
|
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p)
|
|
|
{
|
|
|
if (this->status != STATUS_AUTH_COMPANY) {
|
|
|
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
|
|
|
}
|
|
|
|
|
|
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
|
|
|
|
|
|
/* Check company password. Allow joining if we cleared the password meanwhile.
|
|
|
* Also, check the company is still valid - client could be moved to spectators
|
|
|
* in the middle of the authorization process */
|
|
|
CompanyID playas = this->GetInfo()->client_playas;
|
|
|
if (Company::IsValidID(playas) && !_network_company_states[playas].password.empty() &&
|
|
|
_network_company_states[playas].password.compare(password) != 0) {
|
|
|
/* Password is invalid */
|
|
|
return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
|
|
|
}
|
|
|
|
|
|
return this->SendWelcome();
|
|
|
}
|
|
|
|
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p)
|
|
|
{
|
|
|
/* The client was never joined.. so this is impossible, right?
|
|
|
* Ignore the packet, give the client a warning, and close the connection */
|
|
|
if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
|
|
|
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
|
|
|
}
|
|
|
|
|
|
/* Check if someone else is receiving the map */
|
|
|
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
|
|
|
if (new_cs->status == STATUS_MAP) {
|
|
|
/* Tell the new client to wait */
|
|
|
this->status = STATUS_MAP_WAIT;
|
|
|
return this->SendWait();
|
|
|
}
|
|
|
}
|
|
|
|
|
|
/* We receive a request to upload the map.. give it to the client! */
|
|
|
return this->SendMap();
|
|
|
}
|
|
|
|
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *p)
|
|
|
{
|
|
|
/* Client has the map, now start syncing */
|
|
|
if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
|
|
|
char client_name[NETWORK_CLIENT_NAME_LENGTH];
|
|
|
|
|
|
this->GetClientName(client_name, lastof(client_name));
|
|
|
|
|
|
NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, "", this->client_id);
|
|
|
InvalidateWindowData(WC_CLIENT_LIST, 0);
|
|
|
|
|
|
/* Mark the client as pre-active, and wait for an ACK
|
|
|
* so we know it is done loading and in sync with us */
|
|
|
this->status = STATUS_PRE_ACTIVE;
|
|
|
NetworkHandleCommandQueue(this);
|
|
|
this->SendFrame();
|
|
@@ -1040,636 +1040,636 @@ NetworkRecvStatus ServerNetworkGameSocke
|
|
|
|
|
|
/* also update the new client with our max values */
|
|
|
this->SendConfigUpdate();
|
|
|
|
|
|
/* quickly update the syncing client with company details */
|
|
|
return this->SendCompanyUpdate();
|
|
|
}
|
|
|
|
|
|
/* Wrong status for this packet, give a warning to client, and close connection */
|
|
|
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
|
|
|
}
|
|
|
|
|
|
/**
|
|
|
* The client has done a command and wants us to handle it
|
|
|
* @param p the packet in which the command was sent
|
|
|
*/
|
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p)
|
|
|
{
|
|
|
/* The client was never joined.. so this is impossible, right?
|
|
|
* Ignore the packet, give the client a warning, and close the connection */
|
|
|
if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
|
|
|
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
|
|
|
}
|
|
|
|
|
|
if (this->incoming_queue.Count() >= _settings_client.network.max_commands_in_queue) {
|
|
|
return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
|
|
|
}
|
|
|
|
|
|
CommandPacket cp;
|
|
|
const char *err = this->ReceiveCommand(p, &cp);
|
|
|
|
|
|
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
|
|
|
|
|
|
NetworkClientInfo *ci = this->GetInfo();
|
|
|
|
|
|
if (err != nullptr) {
|
|
|
IConsolePrintF(CC_ERROR, "WARNING: %s from client %d (IP: %s).", err, ci->client_id, this->GetClientIP());
|
|
|
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
|
|
|
}
|
|
|
|
|
|
|
|
|
if ((GetCommandFlags(cp.cmd) & CMD_SERVER) && ci->client_id != CLIENT_ID_SERVER) {
|
|
|
IConsolePrintF(CC_ERROR, "WARNING: server only command %u from client %u (IP: %s), kicking...", cp.cmd & CMD_ID_MASK, ci->client_id, this->GetClientIP());
|
|
|
return this->SendError(NETWORK_ERROR_KICKED);
|
|
|
}
|
|
|
|
|
|
if ((GetCommandFlags(cp.cmd) & CMD_SPECTATOR) == 0 && !Company::IsValidID(cp.company) && ci->client_id != CLIENT_ID_SERVER) {
|
|
|
IConsolePrintF(CC_ERROR, "WARNING: spectator (client: %u, IP: %s) issued non-spectator command %u, kicking...", ci->client_id, this->GetClientIP(), cp.cmd & CMD_ID_MASK);
|
|
|
return this->SendError(NETWORK_ERROR_KICKED);
|
|
|
}
|
|
|
|
|
|
/**
|
|
|
* Only CMD_COMPANY_CTRL is always allowed, for the rest, playas needs
|
|
|
* to match the company in the packet. If it doesn't, the client has done
|
|
|
* something pretty naughty (or a bug), and will be kicked
|
|
|
*/
|
|
|
if (!(cp.cmd == CMD_COMPANY_CTRL && cp.p1 == 0 && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
|
|
|
IConsolePrintF(CC_ERROR, "WARNING: client %d (IP: %s) tried to execute a command as company %d, kicking...",
|
|
|
ci->client_playas + 1, this->GetClientIP(), cp.company + 1);
|
|
|
return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
|
|
|
}
|
|
|
|
|
|
if (cp.cmd == CMD_COMPANY_CTRL) {
|
|
|
if (cp.p1 != 0 || cp.company != COMPANY_SPECTATOR) {
|
|
|
return this->SendError(NETWORK_ERROR_CHEATER);
|
|
|
}
|
|
|
|
|
|
/* Check if we are full - else it's possible for spectators to send a CMD_COMPANY_CTRL and the company is created regardless of max_companies! */
|
|
|
if (Company::GetNumItems() >= _settings_client.network.max_companies) {
|
|
|
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_CLIENT, ci->client_id, "cannot create new company, server full", CLIENT_ID_SERVER);
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
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);
|
|
|
}
|
|
|
|
|
|
this->GetClientName(client_name, lastof(client_name));
|
|
|
|
|
|
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
|
|
|
|
|
|
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
|
|
|
if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
|
|
|
new_cs->SendQuit(this->client_id);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
NetworkAdminClientQuit(this->client_id);
|
|
|
|
|
|
return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
|
|
|
}
|
|
|
|
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
|
|
|
{
|
|
|
if (this->status < STATUS_AUTHORIZED) {
|
|
|
/* Illegal call, return error and ignore the packet */
|
|
|
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
|
|
|
}
|
|
|
|
|
|
uint32 frame = p->Recv_uint32();
|
|
|
|
|
|
/* The client is trying to catch up with the server */
|
|
|
if (this->status == STATUS_PRE_ACTIVE) {
|
|
|
/* The client is not yet caught up? */
|
|
|
if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
|
|
|
|
|
|
/* Now it is! Unpause the game */
|
|
|
this->status = STATUS_ACTIVE;
|
|
|
this->last_token_frame = _frame_counter;
|
|
|
|
|
|
/* Execute script for, e.g. MOTD */
|
|
|
IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
|
|
|
}
|
|
|
|
|
|
/* Get, and validate the token. */
|
|
|
uint8 token = p->Recv_uint8();
|
|
|
if (token == this->last_token) {
|
|
|
/* We differentiate between last_token_frame and last_frame so the lag
|
|
|
* test uses the actual lag of the client instead of the lag for getting
|
|
|
* the token back and forth; after all, the token is only sent every
|
|
|
* time we receive a PACKET_CLIENT_ACK, after which we will send a new
|
|
|
* token to the client. If the lag would be one day, then we would not
|
|
|
* be sending the new token soon enough for the new daily scheduled
|
|
|
* PACKET_CLIENT_ACK. This would then register the lag of the client as
|
|
|
* two days, even when it's only a single day. */
|
|
|
this->last_token_frame = _frame_counter;
|
|
|
/* Request a new token. */
|
|
|
this->last_token = 0;
|
|
|
}
|
|
|
|
|
|
/* The client received the frame, make note of it */
|
|
|
this->last_frame = frame;
|
|
|
/* With those 2 values we can calculate the lag realtime */
|
|
|
this->last_frame_server = _frame_counter;
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
|
}
|
|
|
|
|
|
|
|
|
/**
|
|
|
* Send an actual chat message.
|
|
|
* @param action The action that's performed.
|
|
|
* @param desttype The type of destination.
|
|
|
* @param dest The actual destination index.
|
|
|
* @param msg The actual message.
|
|
|
* @param from_id The origin of the message.
|
|
|
* @param data Arbitrary data.
|
|
|
* @param from_admin Whether the origin is an admin or not.
|
|
|
*/
|
|
|
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const std::string &msg, ClientID from_id, int64 data, bool from_admin)
|
|
|
{
|
|
|
const NetworkClientInfo *ci, *ci_own, *ci_to;
|
|
|
|
|
|
switch (desttype) {
|
|
|
case DESTTYPE_CLIENT:
|
|
|
/* Are we sending to the server? */
|
|
|
if ((ClientID)dest == CLIENT_ID_SERVER) {
|
|
|
ci = NetworkClientInfo::GetByClientID(from_id);
|
|
|
/* Display the text locally, and that is it */
|
|
|
if (ci != nullptr) {
|
|
|
NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
|
|
|
|
|
|
if (_settings_client.network.server_admin_chat) {
|
|
|
NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
|
|
|
}
|
|
|
}
|
|
|
} else {
|
|
|
/* Else find the client to send the message to */
|
|
|
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
|
|
|
if (cs->client_id == (ClientID)dest) {
|
|
|
cs->SendChat(action, from_id, false, msg, data);
|
|
|
break;
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
/* Display the message locally (so you know you have sent it) */
|
|
|
if (from_id != (ClientID)dest) {
|
|
|
if (from_id == CLIENT_ID_SERVER) {
|
|
|
ci = NetworkClientInfo::GetByClientID(from_id);
|
|
|
ci_to = NetworkClientInfo::GetByClientID((ClientID)dest);
|
|
|
if (ci != nullptr && ci_to != nullptr) {
|
|
|
NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data);
|
|
|
}
|
|
|
} else {
|
|
|
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
|
|
|
if (cs->client_id == from_id) {
|
|
|
cs->SendChat(action, (ClientID)dest, true, msg, data);
|
|
|
break;
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
break;
|
|
|
case DESTTYPE_TEAM: {
|
|
|
/* If this is false, the message is already displayed on the client who sent it. */
|
|
|
bool show_local = true;
|
|
|
/* Find all clients that belong to this company */
|
|
|
ci_to = nullptr;
|
|
|
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
|
|
|
ci = cs->GetInfo();
|
|
|
if (ci != nullptr && ci->client_playas == (CompanyID)dest) {
|
|
|
cs->SendChat(action, from_id, false, msg, data);
|
|
|
if (cs->client_id == from_id) show_local = false;
|
|
|
ci_to = ci; // Remember a client that is in the company for company-name
|
|
|
}
|
|
|
}
|
|
|
|
|
|
/* if the server can read it, let the admin network read it, too. */
|
|
|
if (_local_company == (CompanyID)dest && _settings_client.network.server_admin_chat) {
|
|
|
NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
|
|
|
}
|
|
|
|
|
|
ci = NetworkClientInfo::GetByClientID(from_id);
|
|
|
ci_own = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
|
|
|
if (ci != nullptr && ci_own != nullptr && ci_own->client_playas == dest) {
|
|
|
NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
|
|
|
if (from_id == CLIENT_ID_SERVER) show_local = false;
|
|
|
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);
|
|
|
}
|
|
|
|
|
|
NetworkAction action = (NetworkAction)p->Recv_uint8();
|
|
|
DestType desttype = (DestType)p->Recv_uint8();
|
|
|
int dest = p->Recv_uint32();
|
|
|
|
|
|
std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
|
|
|
int64 data = p->Recv_uint64();
|
|
|
|
|
|
NetworkClientInfo *ci = this->GetInfo();
|
|
|
switch (action) {
|
|
|
case NETWORK_ACTION_CHAT:
|
|
|
case NETWORK_ACTION_CHAT_CLIENT:
|
|
|
case NETWORK_ACTION_CHAT_COMPANY:
|
|
|
NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data);
|
|
|
break;
|
|
|
default:
|
|
|
IConsolePrintF(CC_ERROR, "WARNING: invalid chat action from client %d (IP: %s).", ci->client_id, this->GetClientIP());
|
|
|
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
|
|
|
}
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
|
}
|
|
|
|
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *p)
|
|
|
{
|
|
|
if (this->status != STATUS_ACTIVE) {
|
|
|
/* Illegal call, return error and ignore the packet */
|
|
|
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
|
|
|
}
|
|
|
|
|
|
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
|
|
|
const NetworkClientInfo *ci = this->GetInfo();
|
|
|
|
|
|
NetworkServerSetCompanyPassword(ci->client_playas, password);
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
|
}
|
|
|
|
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p)
|
|
|
{
|
|
|
if (this->status != STATUS_ACTIVE) {
|
|
|
/* Illegal call, return error and ignore the packet */
|
|
|
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
|
|
|
}
|
|
|
|
|
|
NetworkClientInfo *ci;
|
|
|
|
|
|
std::string client_name = p->Recv_string(NETWORK_CLIENT_NAME_LENGTH);
|
|
|
ci = this->GetInfo();
|
|
|
|
|
|
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
|
|
|
|
|
|
if (ci != nullptr) {
|
|
|
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);
|
|
|
}
|
|
|
|
|
|
/* 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);
|
|
|
|
|
|
/* Get the income */
|
|
|
Money income = 0;
|
|
|
if (_cur_year - 1 == c->inaugurated_year) {
|
|
|
/* The company is here just 1 year, so display [2], else display[1] */
|
|
|
for (uint i = 0; i < lengthof(c->yearly_expenses[2]); i++) {
|
|
|
income -= c->yearly_expenses[2][i];
|
|
|
}
|
|
|
} else {
|
|
|
for (uint i = 0; i < lengthof(c->yearly_expenses[1]); i++) {
|
|
|
income -= c->yearly_expenses[1][i];
|
|
|
}
|
|
|
}
|
|
|
|
|
|
/* Send the information */
|
|
|
p->Send_uint8 (c->index);
|
|
|
p->Send_string(company_name);
|
|
|
p->Send_uint32(c->inaugurated_year);
|
|
|
p->Send_uint64(c->old_economy[0].company_value);
|
|
|
p->Send_uint64(c->money);
|
|
|
p->Send_uint64(income);
|
|
|
p->Send_uint16(c->old_economy[0].performance_history);
|
|
|
|
|
|
/* Send 1 if there is a password for the company else send 0 */
|
|
|
p->Send_bool (!_network_company_states[c->index].password.empty());
|
|
|
|
|
|
for (uint i = 0; i < NETWORK_VEH_END; i++) {
|
|
|
p->Send_uint16(stats->num_vehicle[i]);
|
|
|
}
|
|
|
|
|
|
for (uint i = 0; i < NETWORK_VEH_END; i++) {
|
|
|
p->Send_uint16(stats->num_station[i]);
|
|
|
}
|
|
|
|
|
|
p->Send_bool(c->is_ai);
|
|
|
}
|
|
|
|
|
|
/**
|
|
|
* Populate the company stats.
|
|
|
* @param stats the stats to update
|
|
|
*/
|
|
|
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
|
|
|
{
|
|
|
memset(stats, 0, sizeof(*stats) * MAX_COMPANIES);
|
|
|
|
|
|
/* Go through all vehicles and count the type of vehicles */
|
|
|
for (const Vehicle *v : Vehicle::Iterate()) {
|
|
|
if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
|
|
|
byte type = 0;
|
|
|
switch (v->type) {
|
|
|
case VEH_TRAIN: type = NETWORK_VEH_TRAIN; break;
|
|
|
case VEH_ROAD: type = RoadVehicle::From(v)->IsBus() ? NETWORK_VEH_BUS : NETWORK_VEH_LORRY; break;
|
|
|
case VEH_AIRCRAFT: type = NETWORK_VEH_PLANE; break;
|
|
|
case VEH_SHIP: type = NETWORK_VEH_SHIP; break;
|
|
|
default: continue;
|
|
|
}
|
|
|
stats[v->owner].num_vehicle[type]++;
|
|
|
}
|
|
|
|
|
|
/* 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)
|
|
|
*/
|
|
|
static void NetworkAutoCleanCompanies()
|
|
|
{
|
|
|
bool clients_in_company[MAX_COMPANIES];
|
|
|
int vehicles_in_company[MAX_COMPANIES];
|
|
|
|
|
|
if (!_settings_client.network.autoclean_companies) return;
|
|
|
|
|
|
memset(clients_in_company, 0, sizeof(clients_in_company));
|
|
|
|
|
|
/* Detect the active companies */
|
|
|
for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
|
|
|
if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
|
|
|
}
|
|
|
|
|
|
if (!_network_dedicated) {
|
|
|
const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
|
|
|
if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
|
|
|
}
|
|
|
|
|
|
if (_settings_client.network.autoclean_novehicles != 0) {
|
|
|
memset(vehicles_in_company, 0, sizeof(vehicles_in_company));
|
|
|
|
|
|
for (const Vehicle *v : Vehicle::Iterate()) {
|
|
|
if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
|
|
|
vehicles_in_company[v->owner]++;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
/* Go through all the companies */
|
|
|
for (const Company *c : Company::Iterate()) {
|
|
|
/* Skip the non-active once */
|
|
|
if (c->is_ai) continue;
|
|
|
|
|
|
if (!clients_in_company[c->index]) {
|
|
|
/* The company is empty for one month more */
|
|
|
_network_company_states[c->index].months_empty++;
|
|
|
|
|
|
/* Is the company empty for autoclean_unprotected-months, and is there no protection? */
|
|
|
if (_settings_client.network.autoclean_unprotected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_unprotected && _network_company_states[c->index].password.empty()) {
|
|
|
/* Shut the company down */
|
|
|
DoCommandP(0, CCA_DELETE | c->index << 16 | CRR_AUTOCLEAN << 24, 0, CMD_COMPANY_CTRL);
|
|
|
IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d with no password", c->index + 1);
|
|
|
}
|
|
|
/* Is the company empty for autoclean_protected-months, and there is a protection? */
|
|
|
if (_settings_client.network.autoclean_protected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_protected && !_network_company_states[c->index].password.empty()) {
|
|
|
/* Unprotect the company */
|
|
|
_network_company_states[c->index].password.clear();
|
|
|
IConsolePrintF(CC_DEFAULT, "Auto-removed protection from company #%d", c->index + 1);
|
|
|
_network_company_states[c->index].months_empty = 0;
|
|
|
NetworkServerUpdateCompanyPassworded(c->index, false);
|
|
|
}
|
|
|
/* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
|
|
|
if (_settings_client.network.autoclean_novehicles != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_novehicles && vehicles_in_company[c->index] == 0) {
|
|
|
/* Shut the company down */
|
|
|
DoCommandP(0, CCA_DELETE | c->index << 16 | CRR_AUTOCLEAN << 24, 0, CMD_COMPANY_CTRL);
|
|
|
IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d with no vehicles", c->index + 1);
|
|
|
}
|
|
|
} else {
|
|
|
/* It is not empty, reset the date */
|
|
|
_network_company_states[c->index].months_empty = 0;
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
/**
|
|
|
* Check whether a name is unique, and otherwise try to make it unique.
|
|
|
* @param new_name The name to check/modify.
|
|
|
* @return True if an unique name was achieved.
|
|
|
*/
|
|
|
bool NetworkMakeClientNameUnique(std::string &name)
|
|
|
{
|
|
|
bool is_name_unique = false;
|