File diff r5583:398b6d85e7a3 → r5584:545d748cc681
src/network/network_server.cpp
Show inline comments
 
new file 100644
 
/* $Id$ */
 

	
 
#ifdef ENABLE_NETWORK
 

	
 
#include "../stdafx.h"
 
#include "../openttd.h" // XXX StringID
 
#include "../debug.h"
 
#include "../string.h"
 
#include "../strings.h"
 
#include "network_data.h"
 
#include "core/tcp.h"
 
#include "../train.h"
 
#include "../date.h"
 
#include "table/strings.h"
 
#include "../functions.h"
 
#include "network_server.h"
 
#include "network_udp.h"
 
#include "../console.h"
 
#include "../command.h"
 
#include "../saveload.h"
 
#include "../vehicle.h"
 
#include "../station.h"
 
#include "../variables.h"
 
#include "../genworld.h"
 

	
 
// This file handles all the server-commands
 

	
 
static void NetworkHandleCommandQueue(NetworkClientState* cs);
 

	
 
// **********
 
// Sending functions
 
//   DEF_SERVER_SEND_COMMAND has parameter: NetworkClientState *cs
 
// **********
 

	
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(NetworkClientState *cs, NetworkClientInfo *ci)
 
{
 
	//
 
	// Packet: SERVER_CLIENT_INFO
 
	// Function: Sends info about a client
 
	// Data:
 
	//    uint16:  The index of the client (always unique on a server. 1 = server)
 
	//    uint8:  As which player the client is playing
 
	//    String: The name of the client
 
	//    String: The unique id of the client
 
	//
 

	
 
	if (ci->client_index != NETWORK_EMPTY_INDEX) {
 
		Packet *p = NetworkSend_Init(PACKET_SERVER_CLIENT_INFO);
 
		NetworkSend_uint16(p, ci->client_index);
 
		NetworkSend_uint8 (p, ci->client_playas);
 
		NetworkSend_string(p, ci->client_name);
 
		NetworkSend_string(p, ci->unique_id);
 

	
 
		NetworkSend_Packet(p, cs);
 
	}
 
}
 

	
 
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)
 
{
 
//
 
	// Packet: SERVER_COMPANY_INFO
 
	// Function: Sends info about the companies
 
	// Data:
 
	//
 

	
 
	int i;
 

	
 
	Player *player;
 
	Packet *p;
 

	
 
	byte active = ActivePlayerCount();
 

	
 
	if (active == 0) {
 
		p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO);
 

	
 
		NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION);
 
		NetworkSend_uint8 (p, active);
 

	
 
		NetworkSend_Packet(p, cs);
 
		return;
 
	}
 

	
 
	NetworkPopulateCompanyInfo();
 

	
 
	FOR_ALL_PLAYERS(player) {
 
		if (!player->is_active) continue;
 

	
 
		p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO);
 

	
 
		NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION);
 
		NetworkSend_uint8 (p, active);
 
		NetworkSend_uint8 (p, player->index);
 

	
 
		NetworkSend_string(p, _network_player_info[player->index].company_name);
 
		NetworkSend_uint32(p, _network_player_info[player->index].inaugurated_year);
 
		NetworkSend_uint64(p, _network_player_info[player->index].company_value);
 
		NetworkSend_uint64(p, _network_player_info[player->index].money);
 
		NetworkSend_uint64(p, _network_player_info[player->index].income);
 
		NetworkSend_uint16(p, _network_player_info[player->index].performance);
 

	
 
		/* Send 1 if there is a passord for the company else send 0 */
 
		if (_network_player_info[player->index].password[0] != '\0') {
 
			NetworkSend_uint8(p, 1);
 
		} else {
 
			NetworkSend_uint8(p, 0);
 
		}
 

	
 
		for (i = 0; i < NETWORK_VEHICLE_TYPES; i++) {
 
			NetworkSend_uint16(p, _network_player_info[player->index].num_vehicle[i]);
 
		}
 

	
 
		for (i = 0; i < NETWORK_STATION_TYPES; i++) {
 
			NetworkSend_uint16(p, _network_player_info[player->index].num_station[i]);
 
		}
 

	
 
		if (_network_player_info[player->index].players[0] == '\0') {
 
			NetworkSend_string(p, "<none>");
 
		} else {
 
			NetworkSend_string(p, _network_player_info[player->index].players);
 
		}
 

	
 
		NetworkSend_Packet(p, cs);
 
	}
 

	
 
	p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO);
 

	
 
	NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION);
 
	NetworkSend_uint8 (p, 0);
 

	
 
	NetworkSend_Packet(p, cs);
 
}
 

	
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientState *cs, NetworkErrorCode error)
 
{
 
	//
 
	// Packet: SERVER_ERROR
 
	// Function: The client made an error
 
	// Data:
 
	//    uint8:  ErrorID (see network_data.h, NetworkErrorCode)
 
	//
 

	
 
	char str[100];
 
	Packet *p = NetworkSend_Init(PACKET_SERVER_ERROR);
 

	
 
	NetworkSend_uint8(p, error);
 
	NetworkSend_Packet(p, cs);
 

	
 
	GetNetworkErrorMsg(str, error, lastof(str));
 

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

	
 
		NetworkGetClientName(client_name, sizeof(client_name), cs);
 

	
 
		DEBUG(net, 1, "'%s' made an error and has been disconnected. Reason: '%s'", client_name, str);
 

	
 
		NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
 

	
 
		FOR_ALL_CLIENTS(new_cs) {
 
			if (new_cs->status > STATUS_AUTH && new_cs != cs) {
 
				// 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;
 

	
 
				SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, error);
 
			}
 
		}
 
	} else {
 
		DEBUG(net, 1, "Client %d made an error and has been disconnected. Reason: '%s'", cs->index, str);
 
	}
 

	
 
	cs->has_quit = true;
 

	
 
	// Make sure the data get's there before we close the connection
 
	NetworkSend_Packets(cs);
 

	
 
	// The client made a mistake, so drop his connection now!
 
	NetworkCloseClient(cs);
 
}
 

	
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(NetworkClientState *cs, NetworkPasswordType type)
 
{
 
	//
 
	// Packet: SERVER_NEED_PASSWORD
 
	// Function: Indication to the client that the server needs a password
 
	// Data:
 
	//    uint8:  Type of password
 
	//
 

	
 
	Packet *p = NetworkSend_Init(PACKET_SERVER_NEED_PASSWORD);
 
	NetworkSend_uint8(p, type);
 
	NetworkSend_Packet(p, cs);
 
}
 

	
 
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME)
 
{
 
	//
 
	// Packet: SERVER_WELCOME
 
	// Function: The client is joined and ready to receive his map
 
	// Data:
 
	//    uint16:  Own ClientID
 
	//
 

	
 
	Packet *p;
 
	const NetworkClientState *new_cs;
 

	
 
	// Invalid packet when status is AUTH or higher
 
	if (cs->status >= STATUS_AUTH) return;
 

	
 
	cs->status = STATUS_AUTH;
 
	_network_game_info.clients_on++;
 

	
 
	p = NetworkSend_Init(PACKET_SERVER_WELCOME);
 
	NetworkSend_uint16(p, cs->index);
 
	NetworkSend_Packet(p, cs);
 

	
 
		// Transmit info about all the active clients
 
	FOR_ALL_CLIENTS(new_cs) {
 
		if (new_cs != cs && new_cs->status > STATUS_AUTH)
 
			SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, DEREF_CLIENT_INFO(new_cs));
 
	}
 
	// Also send the info of the server
 
	SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX));
 
}
 

	
 
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WAIT)
 
{
 
	//
 
	// Packet: PACKET_SERVER_WAIT
 
	// Function: The client can not receive the map at the moment because
 
	//             someone else is already receiving the map
 
	// Data:
 
	//    uint8:  Clients awaiting map
 
	//
 
	int waiting = 0;
 
	NetworkClientState *new_cs;
 
	Packet *p;
 

	
 
	// Count how many players are waiting in the queue
 
	FOR_ALL_CLIENTS(new_cs) {
 
		if (new_cs->status == STATUS_MAP_WAIT) waiting++;
 
	}
 

	
 
	p = NetworkSend_Init(PACKET_SERVER_WAIT);
 
	NetworkSend_uint8(p, waiting);
 
	NetworkSend_Packet(p, cs);
 
}
 

	
 
// This sends the map to the client
 
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
 
{
 
	//
 
	// Packet: SERVER_MAP
 
	// Function: Sends the map to the client, or a part of it (it is splitted in
 
	//   a lot of multiple packets)
 
	// Data:
 
	//    uint8:  packet-type (MAP_PACKET_START, MAP_PACKET_NORMAL and MAP_PACKET_END)
 
	//  if MAP_PACKET_START:
 
	//    uint32: The current FrameCounter
 
	//  if MAP_PACKET_NORMAL:
 
	//    piece of the map (till max-size of packet)
 
	//  if MAP_PACKET_END:
 
	//    uint32: seed0 of player
 
	//    uint32: seed1 of player
 
	//      last 2 are repeated MAX_PLAYERS time
 
	//
 

	
 
	static FILE *file_pointer;
 
	static uint sent_packets; // How many packets we did send succecfully last time
 

	
 
	if (cs->status < STATUS_AUTH) {
 
		// Illegal call, return error and ignore the packet
 
		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
 
		return;
 
	}
 

	
 
	if (cs->status == STATUS_AUTH) {
 
		char filename[256];
 
		Packet *p;
 

	
 
		// Make a dump of the current game
 
		snprintf(filename, lengthof(filename), "%s%snetwork_server.tmp",  _paths.autosave_dir, PATHSEP);
 
		if (SaveOrLoad(filename, SL_SAVE) != SL_OK) error("network savedump failed");
 

	
 
		file_pointer = fopen(filename, "rb");
 
		fseek(file_pointer, 0, SEEK_END);
 

	
 
		// Now send the _frame_counter and how many packets are coming
 
		p = NetworkSend_Init(PACKET_SERVER_MAP);
 
		NetworkSend_uint8(p, MAP_PACKET_START);
 
		NetworkSend_uint32(p, _frame_counter);
 
		NetworkSend_uint32(p, ftell(file_pointer));
 
		NetworkSend_Packet(p, cs);
 

	
 
		fseek(file_pointer, 0, SEEK_SET);
 

	
 
		sent_packets = 4; // We start with trying 4 packets
 

	
 
		cs->status = STATUS_MAP;
 
		/* Mark the start of download */
 
		cs->last_frame = _frame_counter;
 
		cs->last_frame_server = _frame_counter;
 
	}
 

	
 
	if (cs->status == STATUS_MAP) {
 
		uint i;
 
		int res;
 
		for (i = 0; i < sent_packets; i++) {
 
			Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
 
			NetworkSend_uint8(p, MAP_PACKET_NORMAL);
 
			res = (int)fread(p->buffer + p->size, 1, SEND_MTU - p->size, file_pointer);
 

	
 
			if (ferror(file_pointer)) error("Error reading temporary network savegame!");
 

	
 
			p->size += res;
 
			NetworkSend_Packet(p, cs);
 
			if (feof(file_pointer)) {
 
				// Done reading!
 
				Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
 
				NetworkSend_uint8(p, MAP_PACKET_END);
 
				NetworkSend_Packet(p, cs);
 

	
 
				// Set the status to DONE_MAP, no we will wait for the client
 
				//  to send it is ready (maybe that happens like never ;))
 
				cs->status = STATUS_DONE_MAP;
 
				fclose(file_pointer);
 

	
 
				{
 
					NetworkClientState *new_cs;
 
					bool new_map_client = false;
 
					// Check if there is a client waiting for receiving the map
 
					//  and start sending him the map
 
					FOR_ALL_CLIENTS(new_cs) {
 
						if (new_cs->status == STATUS_MAP_WAIT) {
 
							// Check if we already have a new client to send the map to
 
							if (!new_map_client) {
 
								// If not, this client will get the map
 
								new_cs->status = STATUS_AUTH;
 
								new_map_client = true;
 
								SEND_COMMAND(PACKET_SERVER_MAP)(new_cs);
 
							} else {
 
								// Else, send the other clients how many clients are in front of them
 
								SEND_COMMAND(PACKET_SERVER_WAIT)(new_cs);
 
							}
 
						}
 
					}
 
				}
 

	
 
				// There is no more data, so break the for
 
				break;
 
			}
 
		}
 

	
 
		// Send all packets (forced) and check if we have send it all
 
		NetworkSend_Packets(cs);
 
		if (cs->packet_queue == NULL) {
 
			// All are sent, increase the sent_packets
 
			sent_packets *= 2;
 
		} else {
 
			// Not everything is sent, decrease the sent_packets
 
			if (sent_packets > 1) sent_packets /= 2;
 
		}
 
	}
 
}
 

	
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_JOIN)(NetworkClientState *cs, uint16 client_index)
 
{
 
	//
 
	// Packet: SERVER_JOIN
 
	// Function: A client is joined (all active clients receive this after a
 
	//     PACKET_CLIENT_MAP_OK) Mostly what directly follows is a
 
	//     PACKET_SERVER_CLIENT_INFO
 
	// Data:
 
	//    uint16:  Client-Index
 
	//
 

	
 
	Packet *p = NetworkSend_Init(PACKET_SERVER_JOIN);
 

	
 
	NetworkSend_uint16(p, client_index);
 

	
 
	NetworkSend_Packet(p, cs);
 
}
 

	
 

	
 
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_FRAME)
 
{
 
	//
 
	// Packet: SERVER_FRAME
 
	// Function: Sends the current frame-counter to the client
 
	// Data:
 
	//    uint32: Frame Counter
 
	//    uint32: Frame Counter Max (how far may the client walk before the server?)
 
	//    [uint32: general-seed-1]
 
	//    [uint32: general-seed-2]
 
	//      (last two depends on compile-settings, and are not default settings)
 
	//
 

	
 
	Packet *p = NetworkSend_Init(PACKET_SERVER_FRAME);
 
	NetworkSend_uint32(p, _frame_counter);
 
	NetworkSend_uint32(p, _frame_counter_max);
 
#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
 
	NetworkSend_uint32(p, _sync_seed_1);
 
#ifdef NETWORK_SEND_DOUBLE_SEED
 
	NetworkSend_uint32(p, _sync_seed_2);
 
#endif
 
#endif
 
	NetworkSend_Packet(p, cs);
 
}
 

	
 
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SYNC)
 
{
 
	//
 
	// Packet: SERVER_SYNC
 
	// Function: Sends a sync-check to the client
 
	// Data:
 
	//    uint32: Frame Counter
 
	//    uint32: General-seed-1
 
	//    [uint32: general-seed-2]
 
	//      (last one depends on compile-settings, and are not default settings)
 
	//
 

	
 
	Packet *p = NetworkSend_Init(PACKET_SERVER_SYNC);
 
	NetworkSend_uint32(p, _frame_counter);
 
	NetworkSend_uint32(p, _sync_seed_1);
 

	
 
#ifdef NETWORK_SEND_DOUBLE_SEED
 
	NetworkSend_uint32(p, _sync_seed_2);
 
#endif
 
	NetworkSend_Packet(p, cs);
 
}
 

	
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(NetworkClientState *cs, CommandPacket *cp)
 
{
 
	//
 
	// Packet: SERVER_COMMAND
 
	// Function: Sends a DoCommand to the client
 
	// Data:
 
	//    uint8:  PlayerID (0..MAX_PLAYERS-1)
 
	//    uint32: CommandID (see command.h)
 
	//    uint32: P1 (free variables used in DoCommand)
 
	//    uint32: P2
 
	//    uint32: Tile
 
	//    string: text
 
	//    uint8:  CallBackID (see callback_table.c)
 
	//    uint32: Frame of execution
 
	//
 

	
 
	Packet *p = NetworkSend_Init(PACKET_SERVER_COMMAND);
 

	
 
	NetworkSend_uint8(p, cp->player);
 
	NetworkSend_uint32(p, cp->cmd);
 
	NetworkSend_uint32(p, cp->p1);
 
	NetworkSend_uint32(p, cp->p2);
 
	NetworkSend_uint32(p, cp->tile);
 
	NetworkSend_string(p, cp->text);
 
	NetworkSend_uint8(p, cp->callback);
 
	NetworkSend_uint32(p, cp->frame);
 

	
 
	NetworkSend_Packet(p, cs);
 
}
 

	
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(NetworkClientState *cs, NetworkAction action, uint16 client_index, bool self_send, const char *msg)
 
{
 
	//
 
	// Packet: SERVER_CHAT
 
	// Function: Sends a chat-packet to the client
 
	// Data:
 
	//    uint8:  ActionID (see network_data.h, NetworkAction)
 
	//    uint16:  Client-index
 
	//    String: Message (max MAX_TEXT_MSG_LEN)
 
	//
 

	
 
	Packet *p = NetworkSend_Init(PACKET_SERVER_CHAT);
 

	
 
	NetworkSend_uint8(p, action);
 
	NetworkSend_uint16(p, client_index);
 
	NetworkSend_uint8(p, self_send);
 
	NetworkSend_string(p, msg);
 

	
 
	NetworkSend_Packet(p, cs);
 
}
 

	
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientState *cs, uint16 client_index, NetworkErrorCode errorno)
 
{
 
	//
 
	// Packet: SERVER_ERROR_QUIT
 
	// Function: One of the clients made an error and is quiting the game
 
	//      This packet informs the other clients of that.
 
	// Data:
 
	//    uint16:  Client-index
 
	//    uint8:  ErrorID (see network_data.h, NetworkErrorCode)
 
	//
 

	
 
	Packet *p = NetworkSend_Init(PACKET_SERVER_ERROR_QUIT);
 

	
 
	NetworkSend_uint16(p, client_index);
 
	NetworkSend_uint8(p, errorno);
 

	
 
	NetworkSend_Packet(p, cs);
 
}
 

	
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(NetworkClientState *cs, uint16 client_index, const char *leavemsg)
 
{
 
	//
 
	// Packet: SERVER_ERROR_QUIT
 
	// Function: A client left the game, and this packets informs the other clients
 
	//      of that.
 
	// Data:
 
	//    uint16:  Client-index
 
	//    String: leave-message
 
	//
 

	
 
	Packet *p = NetworkSend_Init(PACKET_SERVER_QUIT);
 

	
 
	NetworkSend_uint16(p, client_index);
 
	NetworkSend_string(p, leavemsg);
 

	
 
	NetworkSend_Packet(p, cs);
 
}
 

	
 
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN)
 
{
 
	//
 
	// Packet: SERVER_SHUTDOWN
 
	// Function: Let the clients know that the server is closing
 
	// Data:
 
	//     <none>
 
	//
 

	
 
	Packet *p = NetworkSend_Init(PACKET_SERVER_SHUTDOWN);
 
	NetworkSend_Packet(p, cs);
 
}
 

	
 
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME)
 
{
 
	//
 
	// Packet: PACKET_SERVER_NEWGAME
 
	// Function: Let the clients know that the server is loading a new map
 
	// Data:
 
	//     <none>
 
	//
 

	
 
	Packet *p = NetworkSend_Init(PACKET_SERVER_NEWGAME);
 
	NetworkSend_Packet(p, cs);
 
}
 

	
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkClientState *cs, uint16 color, const char *command)
 
{
 
	Packet *p = NetworkSend_Init(PACKET_SERVER_RCON);
 

	
 
	NetworkSend_uint16(p, color);
 
	NetworkSend_string(p, command);
 
	NetworkSend_Packet(p, cs);
 
}
 

	
 
// **********
 
// Receiving functions
 
//   DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientState *cs, Packet *p
 
// **********
 

	
 
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO)
 
{
 
	SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)(cs);
 
}
 

	
 
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
 
{
 
	char name[NETWORK_CLIENT_NAME_LENGTH];
 
	char unique_id[NETWORK_NAME_LENGTH];
 
	NetworkClientInfo *ci;
 
	byte playas;
 
	NetworkLanguage client_lang;
 
	char client_revision[NETWORK_REVISION_LENGTH];
 

	
 
	NetworkRecv_string(cs, p, client_revision, sizeof(client_revision));
 

	
 
#if defined(WITH_REV) || defined(WITH_REV_HACK)
 
	// Check if the client has revision control enabled
 
	if (strcmp(NOREV_STRING, client_revision) != 0 &&
 
			strcmp(_network_game_info.server_revision, client_revision) != 0) {
 
		// Different revisions!!
 
		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_REVISION);
 
		return;
 
	}
 
#endif
 

	
 
	NetworkRecv_string(cs, p, name, sizeof(name));
 
	playas = NetworkRecv_uint8(cs, p);
 
	client_lang = NetworkRecv_uint8(cs, p);
 
	NetworkRecv_string(cs, p, unique_id, sizeof(unique_id));
 

	
 
	if (cs->has_quit) return;
 

	
 
	// join another company does not affect these values
 
	switch (playas) {
 
		case PLAYER_NEW_COMPANY: /* New company */
 
			if (ActivePlayerCount() >= _network_game_info.companies_max) {
 
				SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_FULL);
 
				return;
 
			}
 
			break;
 
		case PLAYER_SPECTATOR: /* Spectator */
 
			if (NetworkSpectatorCount() >= _network_game_info.spectators_max) {
 
				SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_FULL);
 
				return;
 
			}
 
			break;
 
		default: /* Join another company (companies 1-8 (index 0-7)) */
 
			if (!IsValidPlayer(playas)) {
 
				SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_PLAYER_MISMATCH);
 
				return;
 
			}
 
			break;
 
	}
 

	
 
	// We need a valid name.. make it Player
 
	if (*name == '\0') ttd_strlcpy(name, "Player", sizeof(name));
 

	
 
	if (!NetworkFindName(name)) { // Change name if duplicate
 
		// We could not create a name for this player
 
		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NAME_IN_USE);
 
		return;
 
	}
 

	
 
	ci = DEREF_CLIENT_INFO(cs);
 

	
 
	ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name));
 
	ttd_strlcpy(ci->unique_id, unique_id, sizeof(ci->unique_id));
 
	ci->client_playas = playas;
 
	ci->client_lang = client_lang;
 

	
 
	// We now want a password from the client
 
	//  else we do not allow him in!
 
	if (_network_game_info.use_password) {
 
		SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_GAME_PASSWORD);
 
	} else {
 
		if (IsValidPlayer(ci->client_playas) && _network_player_info[ci->client_playas].password[0] != '\0') {
 
			SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_COMPANY_PASSWORD);
 
		} else {
 
			SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
 
		}
 
	}
 

	
 
	/* Make sure companies to which people try to join are not autocleaned */
 
	if (IsValidPlayer(playas)) _network_player_info[playas].months_empty = 0;
 
}
 

	
 
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD)
 
{
 
	NetworkPasswordType type;
 
	char password[NETWORK_PASSWORD_LENGTH];
 
	const NetworkClientInfo *ci;
 

	
 
	type = NetworkRecv_uint8(cs, p);
 
	NetworkRecv_string(cs, p, password, sizeof(password));
 

	
 
	if (cs->status == STATUS_INACTIVE && type == NETWORK_GAME_PASSWORD) {
 
		// Check game-password
 
		if (strcmp(password, _network_game_info.server_password) != 0) {
 
			// Password is invalid
 
			SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
 
			return;
 
		}
 

	
 
		ci = DEREF_CLIENT_INFO(cs);
 

	
 
		if (IsValidPlayer(ci->client_playas) && _network_player_info[ci->client_playas].password[0] != '\0') {
 
			SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_COMPANY_PASSWORD);
 
			return;
 
		}
 

	
 
		// Valid password, allow user
 
		SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
 
		return;
 
	} else if (cs->status == STATUS_INACTIVE && type == NETWORK_COMPANY_PASSWORD) {
 
		ci = DEREF_CLIENT_INFO(cs);
 

	
 
		if (strcmp(password, _network_player_info[ci->client_playas].password) != 0) {
 
			// Password is invalid
 
			SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
 
			return;
 
		}
 

	
 
		SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
 
		return;
 
	}
 

	
 

	
 
	SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
 
	return;
 
}
 

	
 
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
 
{
 
	const NetworkClientState *new_cs;
 

	
 
	// The client was never joined.. so this is impossible, right?
 
	//  Ignore the packet, give the client a warning, and close his connection
 
	if (cs->status < STATUS_AUTH || cs->has_quit) {
 
		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
 
		return;
 
	}
 

	
 
	// Check if someone else is receiving the map
 
	FOR_ALL_CLIENTS(new_cs) {
 
		if (new_cs->status == STATUS_MAP) {
 
			// Tell the new client to wait
 
			cs->status = STATUS_MAP_WAIT;
 
			SEND_COMMAND(PACKET_SERVER_WAIT)(cs);
 
			return;
 
		}
 
	}
 

	
 
	// We receive a request to upload the map.. give it to the client!
 
	SEND_COMMAND(PACKET_SERVER_MAP)(cs);
 
}
 

	
 
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
 
{
 
	// Client has the map, now start syncing
 
	if (cs->status == STATUS_DONE_MAP && !cs->has_quit) {
 
		char client_name[NETWORK_CLIENT_NAME_LENGTH];
 
		NetworkClientState *new_cs;
 

	
 
		NetworkGetClientName(client_name, sizeof(client_name), cs);
 

	
 
		NetworkTextMessage(NETWORK_ACTION_JOIN, 1, false, client_name, "");
 

	
 
		// Mark the client as pre-active, and wait for an ACK
 
		//  so we know he is done loading and in sync with us
 
		cs->status = STATUS_PRE_ACTIVE;
 
		NetworkHandleCommandQueue(cs);
 
		SEND_COMMAND(PACKET_SERVER_FRAME)(cs);
 
		SEND_COMMAND(PACKET_SERVER_SYNC)(cs);
 

	
 
		// This is the frame the client receives
 
		//  we need it later on to make sure the client is not too slow
 
		cs->last_frame = _frame_counter;
 
		cs->last_frame_server = _frame_counter;
 

	
 
		FOR_ALL_CLIENTS(new_cs) {
 
			if (new_cs->status > STATUS_AUTH) {
 
				SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(new_cs, DEREF_CLIENT_INFO(cs));
 
				SEND_COMMAND(PACKET_SERVER_JOIN)(new_cs, cs->index);
 
			}
 
		}
 

	
 
		if (_network_pause_on_join) {
 
			/* Now pause the game till the client is in sync */
 
			DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
 

	
 
			NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (incoming client)", NETWORK_SERVER_INDEX);
 
		}
 
	} else {
 
		// Wrong status for this packet, give a warning to client, and close connection
 
		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
 
	}
 
}
 

	
 
/** Enforce the command flags.
 
 * Eg a server-only command can only be executed by a server, etc.
 
 * @param *cp the commandpacket that is going to be checked
 
 * @param *ci client information for debugging output to console
 
 */
 
static bool CheckCommandFlags(const CommandPacket *cp, const NetworkClientInfo *ci)
 
{
 
	byte flags = GetCommandFlags(cp->cmd);
 

	
 
	if (flags & CMD_SERVER && ci->client_index != NETWORK_SERVER_INDEX) {
 
		IConsolePrintF(_icolour_err, "WARNING: server only command from client %d (IP: %s), kicking...", ci->client_index, GetPlayerIP(ci));
 
		return false;
 
	}
 

	
 
	if (flags & CMD_OFFLINE) {
 
		IConsolePrintF(_icolour_err, "WARNING: offline only command from client %d (IP: %s), kicking...", ci->client_index, GetPlayerIP(ci));
 
		return false;
 
	}
 

	
 
	return true;
 
}
 

	
 
/** The client has done a command and wants us to handle it
 
 * @param *cs the connected client that has sent the command
 
 * @param *p the packet in which the command was sent
 
 */
 
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
 
{
 
	NetworkClientState *new_cs;
 
	const NetworkClientInfo *ci;
 
	byte callback;
 

	
 
	CommandPacket *cp = malloc(sizeof(CommandPacket));
 

	
 
	// The client was never joined.. so this is impossible, right?
 
	//  Ignore the packet, give the client a warning, and close his connection
 
	if (cs->status < STATUS_DONE_MAP || cs->has_quit) {
 
		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
 
		return;
 
	}
 

	
 
	cp->player = NetworkRecv_uint8(cs, p);
 
	cp->cmd    = NetworkRecv_uint32(cs, p);
 
	cp->p1     = NetworkRecv_uint32(cs, p);
 
	cp->p2     = NetworkRecv_uint32(cs, p);
 
	cp->tile   = NetworkRecv_uint32(cs, p);
 
	NetworkRecv_string(cs, p, cp->text, lengthof(cp->text));
 

	
 
	callback = NetworkRecv_uint8(cs, p);
 

	
 
	if (cs->has_quit) return;
 

	
 
	ci = DEREF_CLIENT_INFO(cs);
 

	
 
	/* Check if cp->cmd is valid */
 
	if (!IsValidCommand(cp->cmd)) {
 
		IConsolePrintF(_icolour_err, "WARNING: invalid command from client %d (IP: %s).", ci->client_index, GetPlayerIP(ci));
 
		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
 
		return;
 
	}
 

	
 
	if (!CheckCommandFlags(cp, ci)) {
 
		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_KICKED);
 
		return;
 
	}
 

	
 
	/** Only CMD_PLAYER_CTRL is always allowed, for the rest, playas needs
 
	 * to match the player 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_PLAYER_CTRL && cp->p1 == 0) && ci->client_playas != cp->player) {
 
		IConsolePrintF(_icolour_err, "WARNING: player %d (IP: %s) tried to execute a command as player %d, kicking...",
 
		               ci->client_playas + 1, GetPlayerIP(ci), cp->player + 1);
 
		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_PLAYER_MISMATCH);
 
		return;
 
	}
 

	
 
	/** @todo CMD_PLAYER_CTRL with p1 = 0 announces a new player to the server. To give the
 
	 * player the correct ID, the server injects p2 and executes the command. Any other p1
 
	 * is prohibited. Pretty ugly and should be redone together with its function.
 
	 * @see CmdPlayerCtrl() players.c:655
 
	 */
 
	if (cp->cmd == CMD_PLAYER_CTRL) {
 
		if (cp->p1 != 0) {
 
			SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_CHEATER);
 
			return;
 
		}
 

	
 
		/* XXX - Execute the command as a valid player. Normally this would be done by a
 
		 * spectator, but that is not allowed any commands. So do an impersonation. The drawback
 
		 * of this is that the first company's last_built_tile is also updated... */
 
		cp->player = 0;
 
		cp->p2 = cs - _clients; // XXX - UGLY! p2 is mis-used to get the client-id in CmdPlayerCtrl
 
	}
 

	
 
	// The frame can be executed in the same frame as the next frame-packet
 
	//  That frame just before that frame is saved in _frame_counter_max
 
	cp->frame = _frame_counter_max + 1;
 
	cp->next  = NULL;
 

	
 
	// Queue the command for the clients (are send at the end of the frame
 
	//   if they can handle it ;))
 
	FOR_ALL_CLIENTS(new_cs) {
 
		if (new_cs->status >= STATUS_MAP) {
 
			// Callbacks are only send back to the client who sent them in the
 
			//  first place. This filters that out.
 
			cp->callback = (new_cs != cs) ? 0 : callback;
 
			NetworkAddCommandQueue(new_cs, cp);
 
		}
 
	}
 

	
 
	cp->callback = 0;
 
	// Queue the command on the server
 
	if (_local_command_queue == NULL) {
 
		_local_command_queue = cp;
 
	} else {
 
		// Find last packet
 
		CommandPacket *c = _local_command_queue;
 
		while (c->next != NULL) c = c->next;
 
		c->next = cp;
 
	}
 
}
 

	
 
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
 
{
 
	// This packets means a client noticed an error and is reporting this
 
	//  to us. Display the error and report it to the other clients
 
	NetworkClientState *new_cs;
 
	char str[100];
 
	char client_name[NETWORK_CLIENT_NAME_LENGTH];
 
	NetworkErrorCode errorno = NetworkRecv_uint8(cs, p);
 

	
 
	// The client was never joined.. thank the client for the packet, but ignore it
 
	if (cs->status < STATUS_DONE_MAP || cs->has_quit) {
 
		cs->has_quit = true;
 
		return;
 
	}
 

	
 
	NetworkGetClientName(client_name, sizeof(client_name), cs);
 

	
 
	GetNetworkErrorMsg(str, errorno, lastof(str));
 

	
 
	DEBUG(net, 2, "'%s' reported an error and is closing its connection (%s)", client_name, str);
 

	
 
	NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
 

	
 
	FOR_ALL_CLIENTS(new_cs) {
 
		if (new_cs->status > STATUS_AUTH) {
 
			SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno);
 
		}
 
	}
 

	
 
	cs->has_quit = true;
 
}
 

	
 
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
 
{
 
	// The client wants to leave. Display this and report it to the other
 
	//  clients.
 
	NetworkClientState *new_cs;
 
	char str[100];
 
	char client_name[NETWORK_CLIENT_NAME_LENGTH];
 

	
 
	// The client was never joined.. thank the client for the packet, but ignore it
 
	if (cs->status < STATUS_DONE_MAP || cs->has_quit) {
 
		cs->has_quit = true;
 
		return;
 
	}
 

	
 
	NetworkRecv_string(cs, p, str, lengthof(str));
 

	
 
	NetworkGetClientName(client_name, sizeof(client_name), cs);
 

	
 
	NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
 

	
 
	FOR_ALL_CLIENTS(new_cs) {
 
		if (new_cs->status > STATUS_AUTH) {
 
			SEND_COMMAND(PACKET_SERVER_QUIT)(new_cs, cs->index, str);
 
		}
 
	}
 

	
 
	cs->has_quit = true;
 
}
 

	
 
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
 
{
 
	uint32 frame = NetworkRecv_uint32(cs, p);
 

	
 
	/* The client is trying to catch up with the server */
 
	if (cs->status == STATUS_PRE_ACTIVE) {
 
		/* The client is not yet catched up? */
 
		if (frame + DAY_TICKS < _frame_counter) return;
 

	
 
		/* Now he is! Unpause the game */
 
		cs->status = STATUS_ACTIVE;
 

	
 
		if (_network_pause_on_join) {
 
			DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
 
			NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (client connected)", NETWORK_SERVER_INDEX);
 
		}
 

	
 
		CheckMinPlayers();
 

	
 
		/* Execute script for, e.g. MOTD */
 
		IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
 
	}
 

	
 
	// The client received the frame, make note of it
 
	cs->last_frame = frame;
 
	// With those 2 values we can calculate the lag realtime
 
	cs->last_frame_server = _frame_counter;
 
}
 

	
 

	
 

	
 
void NetworkServer_HandleChat(NetworkAction action, DestType desttype, int dest, const char *msg, uint16 from_index)
 
{
 
	NetworkClientState *cs;
 
	const NetworkClientInfo *ci, *ci_own, *ci_to;
 

	
 
	switch (desttype) {
 
	case DESTTYPE_CLIENT:
 
		/* Are we sending to the server? */
 
		if (dest == NETWORK_SERVER_INDEX) {
 
			ci = NetworkFindClientInfoFromIndex(from_index);
 
			/* Display the text locally, and that is it */
 
			if (ci != NULL)
 
				NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas), false, ci->client_name, "%s", msg);
 
		} else {
 
			/* Else find the client to send the message to */
 
			FOR_ALL_CLIENTS(cs) {
 
				if (cs->index == dest) {
 
					SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, false, msg);
 
					break;
 
				}
 
			}
 
		}
 

	
 
		// Display the message locally (so you know you have sent it)
 
		if (from_index != dest) {
 
			if (from_index == NETWORK_SERVER_INDEX) {
 
				ci = NetworkFindClientInfoFromIndex(from_index);
 
				ci_to = NetworkFindClientInfoFromIndex(dest);
 
				if (ci != NULL && ci_to != NULL)
 
					NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas), true, ci_to->client_name, "%s", msg);
 
			} else {
 
				FOR_ALL_CLIENTS(cs) {
 
					if (cs->index == from_index) {
 
						SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, dest, true, msg);
 
						break;
 
					}
 
				}
 
			}
 
		}
 
		break;
 
	case DESTTYPE_TEAM: {
 
		bool show_local = true; // If this is false, the message is already displayed
 
														// on the client who did sent it.
 
		/* Find all clients that belong to this player */
 
		ci_to = NULL;
 
		FOR_ALL_CLIENTS(cs) {
 
			ci = DEREF_CLIENT_INFO(cs);
 
			if (ci->client_playas == dest) {
 
				SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, false, msg);
 
				if (cs->index == from_index) show_local = false;
 
				ci_to = ci; // Remember a client that is in the company for company-name
 
			}
 
		}
 

	
 
		ci = NetworkFindClientInfoFromIndex(from_index);
 
		ci_own = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
 
		if (ci != NULL && ci_own != NULL && ci_own->client_playas == dest) {
 
			NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas), false, ci->client_name, "%s", msg);
 
			if (from_index == NETWORK_SERVER_INDEX) show_local = false;
 
			ci_to = ci_own;
 
		}
 

	
 
		/* There is no such player */
 
		if (ci_to == NULL) break;
 

	
 
		// Display the message locally (so you know you have sent it)
 
		if (ci != NULL && show_local) {
 
			if (from_index == NETWORK_SERVER_INDEX) {
 
				char name[NETWORK_NAME_LENGTH];
 
				StringID str = IsValidPlayer(ci_to->client_playas) ? GetPlayer(ci_to->client_playas)->name_1 : STR_NETWORK_SPECTATORS;
 
				GetString(name, str, lastof(name));
 
				NetworkTextMessage(action, GetDrawStringPlayerColor(ci_own->client_playas), true, name, "%s", msg);
 
			} else {
 
				FOR_ALL_CLIENTS(cs) {
 
					if (cs->index == from_index) {
 
						SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, ci_to->client_index, true, msg);
 
					}
 
				}
 
			}
 
		}
 
		}
 
		break;
 
	default:
 
		DEBUG(net, 0, "[server] received unknown chat destination type %d. Doing broadcast instead", desttype);
 
		/* fall-through to next case */
 
	case DESTTYPE_BROADCAST:
 
		FOR_ALL_CLIENTS(cs) {
 
			SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, false, msg);
 
		}
 
		ci = NetworkFindClientInfoFromIndex(from_index);
 
		if (ci != NULL)
 
			NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas), false, ci->client_name, "%s", msg);
 
		break;
 
	}
 
}
 

	
 
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
 
{
 
	NetworkAction action = NetworkRecv_uint8(cs, p);
 
	DestType desttype = NetworkRecv_uint8(cs, p);
 
	int dest = NetworkRecv_uint8(cs, p);
 
	char msg[MAX_TEXT_MSG_LEN];
 

	
 
	NetworkRecv_string(cs, p, msg, MAX_TEXT_MSG_LEN);
 

	
 
	NetworkServer_HandleChat(action, desttype, dest, msg, cs->index);
 
}
 

	
 
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD)
 
{
 
	char password[NETWORK_PASSWORD_LENGTH];
 
	const NetworkClientInfo *ci;
 

	
 
	NetworkRecv_string(cs, p, password, sizeof(password));
 
	ci = DEREF_CLIENT_INFO(cs);
 

	
 
	if (IsValidPlayer(ci->client_playas)) {
 
		ttd_strlcpy(_network_player_info[ci->client_playas].password, password, sizeof(_network_player_info[0].password));
 
	}
 
}
 

	
 
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME)
 
{
 
	char client_name[NETWORK_CLIENT_NAME_LENGTH];
 
	NetworkClientInfo *ci;
 

	
 
	NetworkRecv_string(cs, p, client_name, sizeof(client_name));
 
	ci = DEREF_CLIENT_INFO(cs);
 

	
 
	if (cs->has_quit) return;
 

	
 
	if (ci != NULL) {
 
		// Display change
 
		if (NetworkFindName(client_name)) {
 
			NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, 1, false, ci->client_name, "%s", client_name);
 
			ttd_strlcpy(ci->client_name, client_name, sizeof(ci->client_name));
 
			NetworkUpdateClientInfo(ci->client_index);
 
		}
 
	}
 
}
 

	
 
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_RCON)
 
{
 
	char pass[NETWORK_PASSWORD_LENGTH];
 
	char command[NETWORK_RCONCOMMAND_LENGTH];
 

	
 
	if (_network_game_info.rcon_password[0] == '\0') return;
 

	
 
	NetworkRecv_string(cs, p, pass, sizeof(pass));
 
	NetworkRecv_string(cs, p, command, sizeof(command));
 

	
 
	if (strcmp(pass, _network_game_info.rcon_password) != 0) {
 
		DEBUG(net, 0, "[rcon] wrong password from client-id %d", cs->index);
 
		return;
 
	}
 

	
 
	DEBUG(net, 0, "[rcon] client-id %d executed: '%s'", cs->index, command);
 

	
 
	_redirect_console_to_client = cs->index;
 
	IConsoleCmdExec(command);
 
	_redirect_console_to_client = 0;
 
	return;
 
}
 

	
 
// The layout for the receive-functions by the server
 
typedef void NetworkServerPacket(NetworkClientState *cs, Packet *p);
 

	
 

	
 
// This array matches PacketType. At an incoming
 
//  packet it is matches against this array
 
//  and that way the right function to handle that
 
//  packet is found.
 
static NetworkServerPacket* const _network_server_packet[] = {
 
	NULL, /*PACKET_SERVER_FULL,*/
 
	NULL, /*PACKET_SERVER_BANNED,*/
 
	RECEIVE_COMMAND(PACKET_CLIENT_JOIN),
 
	NULL, /*PACKET_SERVER_ERROR,*/
 
	RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO),
 
	NULL, /*PACKET_SERVER_COMPANY_INFO,*/
 
	NULL, /*PACKET_SERVER_CLIENT_INFO,*/
 
	NULL, /*PACKET_SERVER_NEED_PASSWORD,*/
 
	RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD),
 
	NULL, /*PACKET_SERVER_WELCOME,*/
 
	RECEIVE_COMMAND(PACKET_CLIENT_GETMAP),
 
	NULL, /*PACKET_SERVER_WAIT,*/
 
	NULL, /*PACKET_SERVER_MAP,*/
 
	RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK),
 
	NULL, /*PACKET_SERVER_JOIN,*/
 
	NULL, /*PACKET_SERVER_FRAME,*/
 
	NULL, /*PACKET_SERVER_SYNC,*/
 
	RECEIVE_COMMAND(PACKET_CLIENT_ACK),
 
	RECEIVE_COMMAND(PACKET_CLIENT_COMMAND),
 
	NULL, /*PACKET_SERVER_COMMAND,*/
 
	RECEIVE_COMMAND(PACKET_CLIENT_CHAT),
 
	NULL, /*PACKET_SERVER_CHAT,*/
 
	RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD),
 
	RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME),
 
	RECEIVE_COMMAND(PACKET_CLIENT_QUIT),
 
	RECEIVE_COMMAND(PACKET_CLIENT_ERROR),
 
	NULL, /*PACKET_SERVER_QUIT,*/
 
	NULL, /*PACKET_SERVER_ERROR_QUIT,*/
 
	NULL, /*PACKET_SERVER_SHUTDOWN,*/
 
	NULL, /*PACKET_SERVER_NEWGAME,*/
 
	NULL, /*PACKET_SERVER_RCON,*/
 
	RECEIVE_COMMAND(PACKET_CLIENT_RCON),
 
};
 

	
 
// If this fails, check the array above with network_data.h
 
assert_compile(lengthof(_network_server_packet) == PACKET_END);
 

	
 
// This update the company_info-stuff
 
void NetworkPopulateCompanyInfo(void)
 
{
 
	char password[NETWORK_PASSWORD_LENGTH];
 
	const Player *p;
 
	const Vehicle *v;
 
	const Station *s;
 
	const NetworkClientState *cs;
 
	const NetworkClientInfo *ci;
 
	uint i;
 
	uint16 months_empty;
 

	
 
	FOR_ALL_PLAYERS(p) {
 
		if (!p->is_active) {
 
			memset(&_network_player_info[p->index], 0, sizeof(NetworkPlayerInfo));
 
			continue;
 
		}
 

	
 
		// Clean the info but not the password
 
		ttd_strlcpy(password, _network_player_info[p->index].password, sizeof(password));
 
		months_empty = _network_player_info[p->index].months_empty;
 
		memset(&_network_player_info[p->index], 0, sizeof(NetworkPlayerInfo));
 
		_network_player_info[p->index].months_empty = months_empty;
 
		ttd_strlcpy(_network_player_info[p->index].password, password, sizeof(_network_player_info[p->index].password));
 

	
 
		// Grap the company name
 
		SetDParam(0, p->name_1);
 
		SetDParam(1, p->name_2);
 
		GetString(_network_player_info[p->index].company_name, STR_JUST_STRING, lastof(_network_player_info[p->index].company_name));
 

	
 
		// Check the income
 
		if (_cur_year - 1 == p->inaugurated_year) {
 
			// The player is here just 1 year, so display [2], else display[1]
 
			for (i = 0; i < lengthof(p->yearly_expenses[2]); i++) {
 
				_network_player_info[p->index].income -= p->yearly_expenses[2][i];
 
			}
 
		} else {
 
			for (i = 0; i < lengthof(p->yearly_expenses[1]); i++) {
 
				_network_player_info[p->index].income -= p->yearly_expenses[1][i];
 
			}
 
		}
 

	
 
		// Set some general stuff
 
		_network_player_info[p->index].inaugurated_year = p->inaugurated_year;
 
		_network_player_info[p->index].company_value = p->old_economy[0].company_value;
 
		_network_player_info[p->index].money = p->money64;
 
		_network_player_info[p->index].performance = p->old_economy[0].performance_history;
 
	}
 

	
 
	// Go through all vehicles and count the type of vehicles
 
	FOR_ALL_VEHICLES(v) {
 
		if (!IsValidPlayer(v->owner)) continue;
 

	
 
		switch (v->type) {
 
			case VEH_Train:
 
				if (IsFrontEngine(v)) _network_player_info[v->owner].num_vehicle[0]++;
 
				break;
 

	
 
			case VEH_Road:
 
				if (v->cargo_type != CT_PASSENGERS) {
 
					_network_player_info[v->owner].num_vehicle[1]++;
 
				} else {
 
					_network_player_info[v->owner].num_vehicle[2]++;
 
				}
 
				break;
 

	
 
			case VEH_Aircraft:
 
				if (v->subtype <= 2) _network_player_info[v->owner].num_vehicle[3]++;
 
				break;
 

	
 
			case VEH_Ship:
 
				_network_player_info[v->owner].num_vehicle[4]++;
 
				break;
 

	
 
			case VEH_Special:
 
			case VEH_Disaster:
 
				break;
 
		}
 
	}
 

	
 
	// Go through all stations and count the types of stations
 
	FOR_ALL_STATIONS(s) {
 
		if (IsValidPlayer(s->owner)) {
 
			NetworkPlayerInfo *npi = &_network_player_info[s->owner];
 

	
 
			if (s->facilities & FACIL_TRAIN)      npi->num_station[0]++;
 
			if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[1]++;
 
			if (s->facilities & FACIL_BUS_STOP)   npi->num_station[2]++;
 
			if (s->facilities & FACIL_AIRPORT)    npi->num_station[3]++;
 
			if (s->facilities & FACIL_DOCK)       npi->num_station[4]++;
 
		}
 
	}
 

	
 
	ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
 
	// Register local player (if not dedicated)
 
	if (ci != NULL && IsValidPlayer(ci->client_playas))
 
		ttd_strlcpy(_network_player_info[ci->client_playas].players, ci->client_name, sizeof(_network_player_info[0].players));
 

	
 
	FOR_ALL_CLIENTS(cs) {
 
		char client_name[NETWORK_CLIENT_NAME_LENGTH];
 

	
 
		NetworkGetClientName(client_name, sizeof(client_name), cs);
 

	
 
		ci = DEREF_CLIENT_INFO(cs);
 
		if (ci != NULL && IsValidPlayer(ci->client_playas)) {
 
			if (strlen(_network_player_info[ci->client_playas].players) != 0)
 
				ttd_strlcat(_network_player_info[ci->client_playas].players, ", ", lengthof(_network_player_info[0].players));
 

	
 
			ttd_strlcat(_network_player_info[ci->client_playas].players, client_name, lengthof(_network_player_info[0].players));
 
		}
 
	}
 
}
 

	
 
// Send a packet to all clients with updated info about this client_index
 
void NetworkUpdateClientInfo(uint16 client_index)
 
{
 
	NetworkClientState *cs;
 
	NetworkClientInfo *ci = NetworkFindClientInfoFromIndex(client_index);
 

	
 
	if (ci == NULL) return;
 

	
 
	FOR_ALL_CLIENTS(cs) {
 
		SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, ci);
 
	}
 
}
 

	
 
/* Check if we want to restart the map */
 
static void NetworkCheckRestartMap(void)
 
{
 
	if (_network_restart_game_year != 0 && _cur_year >= _network_restart_game_year) {
 
		DEBUG(net, 0, "Auto-restarting map. Year %d reached", _cur_year);
 

	
 
		StartNewGameWithoutGUI(GENERATE_NEW_SEED);
 
	}
 
}
 

	
 
/* 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(void)
 
{
 
	const NetworkClientState *cs;
 
	const NetworkClientInfo *ci;
 
	const Player *p;
 
	bool clients_in_company[MAX_PLAYERS];
 

	
 
	if (!_network_autoclean_companies) return;
 

	
 
	memset(clients_in_company, 0, sizeof(clients_in_company));
 

	
 
	/* Detect the active companies */
 
	FOR_ALL_CLIENTS(cs) {
 
		ci = DEREF_CLIENT_INFO(cs);
 
		if (IsValidPlayer(ci->client_playas)) clients_in_company[ci->client_playas] = true;
 
	}
 

	
 
	if (!_network_dedicated) {
 
		ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
 
		if (IsValidPlayer(ci->client_playas)) clients_in_company[ci->client_playas] = true;
 
	}
 

	
 
	/* Go through all the comapnies */
 
	FOR_ALL_PLAYERS(p) {
 
		/* Skip the non-active once */
 
		if (!p->is_active || p->is_ai) continue;
 

	
 
		if (!clients_in_company[p->index]) {
 
			/* The company is empty for one month more */
 
			_network_player_info[p->index].months_empty++;
 

	
 
			/* Is the company empty for autoclean_unprotected-months, and is there no protection? */
 
			if (_network_player_info[p->index].months_empty > _network_autoclean_unprotected && _network_player_info[p->index].password[0] == '\0') {
 
				/* Shut the company down */
 
				DoCommandP(0, 2, p->index, NULL, CMD_PLAYER_CTRL);
 
				IConsolePrintF(_icolour_def, "Auto-cleaned company #%d", p->index + 1);
 
			}
 
			/* Is the compnay empty for autoclean_protected-months, and there is a protection? */
 
			if (_network_player_info[p->index].months_empty > _network_autoclean_protected && _network_player_info[p->index].password[0] != '\0') {
 
				/* Unprotect the company */
 
				_network_player_info[p->index].password[0] = '\0';
 
				IConsolePrintF(_icolour_def, "Auto-removed protection from company #%d", p->index+1);
 
				_network_player_info[p->index].months_empty = 0;
 
			}
 
		} else {
 
			/* It is not empty, reset the date */
 
			_network_player_info[p->index].months_empty = 0;
 
		}
 
	}
 
}
 

	
 
// This function changes new_name to a name that is unique (by adding #1 ...)
 
//  and it returns true if that succeeded.
 
bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH])
 
{
 
	NetworkClientState *new_cs;
 
	bool found_name = false;
 
	byte number = 0;
 
	char original_name[NETWORK_CLIENT_NAME_LENGTH];
 

	
 
	// We use NETWORK_CLIENT_NAME_LENGTH in here, because new_name is really a pointer
 
	ttd_strlcpy(original_name, new_name, NETWORK_CLIENT_NAME_LENGTH);
 

	
 
	while (!found_name) {
 
		const NetworkClientInfo *ci;
 

	
 
		found_name = true;
 
		FOR_ALL_CLIENTS(new_cs) {
 
			ci = DEREF_CLIENT_INFO(new_cs);
 
			if (strcmp(ci->client_name, new_name) == 0) {
 
				// Name already in use
 
				found_name = false;
 
				break;
 
			}
 
		}
 
		// Check if it is the same as the server-name
 
		ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
 
		if (ci != NULL) {
 
			if (strcmp(ci->client_name, new_name) == 0) found_name = false; // name already in use
 
		}
 

	
 
		if (!found_name) {
 
			// Try a new name (<name> #1, <name> #2, and so on)
 

	
 
			// Stop if we tried for more than 50 times..
 
			if (number++ > 50) break;
 
			snprintf(new_name, NETWORK_CLIENT_NAME_LENGTH, "%s #%d", original_name, number);
 
		}
 
	}
 

	
 
	return found_name;
 
}
 

	
 
// Reads a packet from the stream
 
bool NetworkServer_ReadPackets(NetworkClientState *cs)
 
{
 
	Packet *p;
 
	NetworkRecvStatus res;
 
	while ((p = NetworkRecv_Packet(cs, &res)) != NULL) {
 
		byte type = NetworkRecv_uint8(cs, p);
 
		if (type < PACKET_END && _network_server_packet[type] != NULL && !cs->has_quit) {
 
			_network_server_packet[type](cs, p);
 
		} else {
 
			DEBUG(net, 0, "[server] received invalid packet type %d", type);
 
		}
 
		free(p);
 
	}
 

	
 
	return true;
 
}
 

	
 
// Handle the local command-queue
 
static void NetworkHandleCommandQueue(NetworkClientState* cs)
 
{
 
	CommandPacket *cp;
 

	
 
	while ( (cp = cs->command_queue) != NULL) {
 
		SEND_COMMAND(PACKET_SERVER_COMMAND)(cs, cp);
 

	
 
		cs->command_queue = cp->next;
 
		free(cp);
 
	}
 
}
 

	
 
// This is called every tick if this is a _network_server
 
void NetworkServer_Tick(bool send_frame)
 
{
 
	NetworkClientState *cs;
 
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
 
	bool send_sync = false;
 
#endif
 

	
 
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
 
	if (_frame_counter >= _last_sync_frame + _network_sync_freq) {
 
		_last_sync_frame = _frame_counter;
 
		send_sync = true;
 
	}
 
#endif
 

	
 
	// Now we are done with the frame, inform the clients that they can
 
	//  do their frame!
 
	FOR_ALL_CLIENTS(cs) {
 
		// Check if the speed of the client is what we can expect from a client
 
		if (cs->status == STATUS_ACTIVE) {
 
			// 1 lag-point per day
 
			int lag = NetworkCalculateLag(cs) / DAY_TICKS;
 
			if (lag > 0) {
 
				if (lag > 3) {
 
					// Client did still not report in after 4 game-day, drop him
 
					//  (that is, the 3 of above, + 1 before any lag is counted)
 
					IConsolePrintF(_icolour_err,"Client #%d is dropped because the client did not respond for more than 4 game-days", cs->index);
 
					NetworkCloseClient(cs);
 
					continue;
 
				}
 

	
 
				// Report once per time we detect the lag
 
				if (cs->lag_test == 0) {
 
					IConsolePrintF(_icolour_warn,"[%d] Client #%d is slow, try increasing *net_frame_freq to a higher value!", _frame_counter, cs->index);
 
					cs->lag_test = 1;
 
				}
 
			} else {
 
				cs->lag_test = 0;
 
			}
 
		} else if (cs->status == STATUS_PRE_ACTIVE) {
 
			int lag = NetworkCalculateLag(cs);
 
			if (lag > _network_max_join_time) {
 
				IConsolePrintF(_icolour_err,"Client #%d is dropped because it took longer than %d ticks for him to join", cs->index, _network_max_join_time);
 
				NetworkCloseClient(cs);
 
			}
 
		}
 

	
 
		if (cs->status >= STATUS_PRE_ACTIVE) {
 
			// Check if we can send command, and if we have anything in the queue
 
			NetworkHandleCommandQueue(cs);
 

	
 
			// Send an updated _frame_counter_max to the client
 
			if (send_frame) SEND_COMMAND(PACKET_SERVER_FRAME)(cs);
 

	
 
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
 
			// Send a sync-check packet
 
			if (send_sync) SEND_COMMAND(PACKET_SERVER_SYNC)(cs);
 
#endif
 
		}
 
	}
 

	
 
	/* See if we need to advertise */
 
	NetworkUDPAdvertise();
 
}
 

	
 
void NetworkServerYearlyLoop(void)
 
{
 
	NetworkCheckRestartMap();
 
}
 

	
 
void NetworkServerMonthlyLoop(void)
 
{
 
	NetworkAutoCleanCompanies();
 
}
 

	
 
#endif /* ENABLE_NETWORK */