Files
@ r16213:0b4dd45d6d32
Branch filter:
Location: cpp/openttd-patchpack/source/src/network/network.cpp
r16213:0b4dd45d6d32
37.5 KiB
text/x-c
(svn r20924) -Codechange: make the game connection packet handling look more like UDP/content packet handling
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 | /* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file network.cpp Base functions for networking support. */
#include "../stdafx.h"
#ifdef ENABLE_NETWORK
#include "../strings_func.h"
#include "../command_func.h"
#include "../date_func.h"
#include "network_client.h"
#include "network_server.h"
#include "network_content.h"
#include "network_udp.h"
#include "network_gamelist.h"
#include "network_base.h"
#include "core/udp.h"
#include "core/host.h"
#include "network_gui.h"
#include "../console_func.h"
#include "../3rdparty/md5/md5.h"
#include "../core/random_func.hpp"
#include "../window_func.h"
#include "../company_func.h"
#include "../company_base.h"
#include "../landscape_type.h"
#include "../rev.h"
#include "../core/pool_func.hpp"
#include "../gfx_func.h"
#include "table/strings.h"
#ifdef DEBUG_DUMP_COMMANDS
#include "../fileio_func.h"
/** When running the server till the wait point, run as fast as we can! */
bool _ddc_fastforward = true;
#endif /* DEBUG_DUMP_COMMANDS */
assert_compile(NetworkClientInfoPool::MAX_SIZE == NetworkClientSocketPool::MAX_SIZE);
NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo");
INSTANTIATE_POOL_METHODS(NetworkClientInfo)
bool _networking; ///< are we in networking mode?
bool _network_server; ///< network-server is active
bool _network_available; ///< is network mode available?
bool _network_dedicated; ///< are we a dedicated server?
bool _is_network_server; ///< Does this client wants to be a network-server?
NetworkServerGameInfo _network_game_info;
NetworkCompanyState *_network_company_states = NULL;
ClientID _network_own_client_id;
ClientID _redirect_console_to_client;
bool _network_need_advertise;
uint32 _network_last_advertise_frame;
uint8 _network_reconnect;
StringList _network_bind_list;
StringList _network_host_list;
StringList _network_ban_list;
uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
uint32 _frame_counter_max; // To where we may go with our clients
uint32 _frame_counter;
uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
NetworkAddressList _broadcast_list;
uint32 _sync_seed_1;
#ifdef NETWORK_SEND_DOUBLE_SEED
uint32 _sync_seed_2;
#endif
uint32 _sync_frame;
bool _network_first_time;
bool _network_udp_server;
uint16 _network_udp_broadcast;
uint8 _network_advertise_retries;
CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.
/* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
assert_compile((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
assert_compile((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_BYTES);
extern NetworkUDPSocketHandler *_udp_client_socket; ///< udp client socket
extern NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket
extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket
/* The listen socket for the server */
static SocketList _listensockets;
/* The amount of clients connected */
static byte _network_clients_connected = 0;
/* Some externs / forwards */
extern void StateGameLoop();
/**
* Basically a client is leaving us right now.
*/
NetworkClientInfo::~NetworkClientInfo()
{
/* Delete the chat window, if you were chatting with this client. */
InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_CLIENT, this->client_id);
}
/**
* Return the CI given it's client-identifier
* @param client_id the ClientID to search for
* @return return a pointer to the corresponding NetworkClientInfo struct or NULL when not found
*/
NetworkClientInfo *NetworkFindClientInfoFromClientID(ClientID client_id)
{
NetworkClientInfo *ci;
FOR_ALL_CLIENT_INFOS(ci) {
if (ci->client_id == client_id) return ci;
}
return NULL;
}
/**
* Return the client state given it's client-identifier
* @param client_id the ClientID to search for
* @return return a pointer to the corresponding NetworkClientSocket struct or NULL when not found
*/
NetworkClientSocket *NetworkFindClientStateFromClientID(ClientID client_id)
{
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->client_id == client_id) return cs;
}
return NULL;
}
/* NetworkGetClientName is a server-safe function to get the name of the client
* if the user did not send it yet, Client #<no> is used. */
void NetworkGetClientName(char *client_name, size_t size, const NetworkClientSocket *cs)
{
const NetworkClientInfo *ci = cs->GetInfo();
if (StrEmpty(ci->client_name)) {
snprintf(client_name, size, "Client #%4d", cs->client_id);
} else {
ttd_strlcpy(client_name, ci->client_name, size);
}
}
byte NetworkSpectatorCount()
{
const NetworkClientInfo *ci;
byte count = 0;
FOR_ALL_CLIENT_INFOS(ci) {
if (ci->client_playas == COMPANY_SPECTATOR) count++;
}
/* Don't count a dedicated server as spectator */
if (_network_dedicated) count--;
return count;
}
/**
* Check if the company we want to join requires a password.
* @param company_id id of the company we want to check the 'passworded' flag for.
* @return true if the company requires a password.
*/
bool NetworkCompanyIsPassworded(CompanyID company_id)
{
return HasBit(_network_company_passworded, company_id);
}
/* This puts a text-message to the console, or in the future, the chat-box,
* (to keep it all a bit more general)
* If 'self_send' is true, this is the client who is sending the message */
void NetworkTextMessage(NetworkAction action, ConsoleColour colour, bool self_send, const char *name, const char *str, int64 data)
{
const int duration = 10; // Game days the messages stay visible
StringID strid;
switch (action) {
case NETWORK_ACTION_SERVER_MESSAGE:
/* Ignore invalid messages */
strid = STR_NETWORK_SERVER_MESSAGE;
colour = CC_DEFAULT;
break;
case NETWORK_ACTION_COMPANY_SPECTATOR:
colour = CC_DEFAULT;
strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE;
break;
case NETWORK_ACTION_COMPANY_JOIN:
colour = CC_DEFAULT;
strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN;
break;
case NETWORK_ACTION_COMPANY_NEW:
colour = CC_DEFAULT;
strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW;
break;
case NETWORK_ACTION_JOIN:
/* Show the Client ID for the server but not for the client. */
strid = _network_server ? STR_NETWORK_MESSAGE_CLIENT_JOINED_ID : STR_NETWORK_MESSAGE_CLIENT_JOINED;
break;
case NETWORK_ACTION_LEAVE: strid = STR_NETWORK_MESSAGE_CLIENT_LEFT; break;
case NETWORK_ACTION_NAME_CHANGE: strid = STR_NETWORK_MESSAGE_NAME_CHANGE; break;
case NETWORK_ACTION_GIVE_MONEY: strid = self_send ? STR_NETWORK_MESSAGE_GAVE_MONEY_AWAY : STR_NETWORK_MESSAGE_GIVE_MONEY; break;
case NETWORK_ACTION_CHAT_COMPANY: strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY; break;
case NETWORK_ACTION_CHAT_CLIENT: strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT; break;
default: strid = STR_NETWORK_CHAT_ALL; break;
}
char message[1024];
SetDParamStr(0, name);
SetDParamStr(1, str);
SetDParam(2, data);
GetString(message, strid, lastof(message));
DEBUG(desync, 1, "msg: %08x; %02x; %s", _date, _date_fract, message);
IConsolePrintF(colour, "%s", message);
NetworkAddChatMessage((TextColour)colour, duration, "%s", message);
}
/* Calculate the frame-lag of a client */
uint NetworkCalculateLag(const NetworkClientSocket *cs)
{
int lag = cs->last_frame_server - cs->last_frame;
/* This client has missed his ACK packet after 1 DAY_TICKS..
* so we increase his lag for every frame that passes!
* The packet can be out by a max of _net_frame_freq */
if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter) {
lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq);
}
return lag;
}
/* There was a non-recoverable error, drop back to the main menu with a nice
* error */
static void NetworkError(StringID error_string)
{
_switch_mode = SM_MENU;
extern StringID _switch_mode_errorstr;
_switch_mode_errorstr = error_string;
}
static void ServerStartError(const char *error)
{
DEBUG(net, 0, "[server] could not start network: %s",error);
NetworkError(STR_NETWORK_ERROR_SERVER_START);
}
static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket *cs)
{
/* First, send a CLIENT_ERROR to the server, so he knows we are
* disconnection (and why!) */
NetworkErrorCode errorno;
/* We just want to close the connection.. */
if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
cs->NetworkSocketHandler::CloseConnection();
NetworkCloseClient(cs, res);
_networking = false;
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
return;
}
switch (res) {
case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
default: errorno = NETWORK_ERROR_GENERAL; break;
}
/* This means we fucked up and the server closed the connection */
if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
res != NETWORK_RECV_STATUS_SERVER_BANNED) {
SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);
}
_switch_mode = SM_MENU;
NetworkCloseClient(cs, res);
_networking = false;
}
/**
* Retrieve the string id of an internal error number
* @param err NetworkErrorCode
* @return the StringID
*/
StringID GetNetworkErrorMsg(NetworkErrorCode err)
{
/* List of possible network errors, used by
* PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
static const StringID network_error_strings[] = {
STR_NETWORK_ERROR_CLIENT_GENERAL,
STR_NETWORK_ERROR_CLIENT_DESYNC,
STR_NETWORK_ERROR_CLIENT_SAVEGAME,
STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST,
STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR,
STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH,
STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED,
STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED,
STR_NETWORK_ERROR_CLIENT_WRONG_REVISION,
STR_NETWORK_ERROR_CLIENT_NAME_IN_USE,
STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD,
STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH,
STR_NETWORK_ERROR_CLIENT_KICKED,
STR_NETWORK_ERROR_CLIENT_CHEATER,
STR_NETWORK_ERROR_CLIENT_SERVER_FULL,
STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS
};
if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
return network_error_strings[err];
}
/**
* Handle the pause mode change so we send the right messages to the chat.
* @param prev_mode The previous pause mode.
* @param changed_mode The pause mode that got changed.
*/
void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
{
if (!_networking) return;
switch (changed_mode) {
case PM_PAUSED_NORMAL:
case PM_PAUSED_JOIN:
case PM_PAUSED_ACTIVE_CLIENTS: {
bool changed = ((_pause_mode == PM_UNPAUSED) != (prev_mode == PM_UNPAUSED));
bool paused = (_pause_mode != PM_UNPAUSED);
if (!paused && !changed) return;
StringID str;
if (!changed) {
int i = -1;
if ((_pause_mode & PM_PAUSED_NORMAL) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL);
if ((_pause_mode & PM_PAUSED_JOIN) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS);
if ((_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS);
str = STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 + i;
} else {
switch (changed_mode) {
case PM_PAUSED_NORMAL: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL); break;
case PM_PAUSED_JOIN: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS); break;
case PM_PAUSED_ACTIVE_CLIENTS: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS); break;
default: NOT_REACHED();
}
str = paused ? STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED : STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED;
}
char buffer[DRAW_STRING_BUFFER];
GetString(buffer, str, lastof(buffer));
NetworkTextMessage(NETWORK_ACTION_SERVER_MESSAGE, CC_DEFAULT, false, NULL, buffer);
break;
}
default:
return;
}
}
/**
* Helper function for the pause checkers. If pause is true and the
* current pause mode isn't set the game will be paused, if it it false
* and the pause mode is set the game will be unpaused. In the other
* cases nothing happens to the pause state.
* @param pause whether we'd like to pause
* @param pm the mode which we would like to pause with
*/
static void CheckPauseHelper(bool pause, PauseMode pm)
{
if (pause == ((_pause_mode & pm) != PM_UNPAUSED)) return;
DoCommandP(0, pm, pause ? 1 : 0, CMD_PAUSE);
}
/**
* Counts the number of active clients connected.
* It has to be in STATUS_ACTIVE and not a spectator
* @return number of active clients
*/
static uint NetworkCountActiveClients()
{
const NetworkClientSocket *cs;
uint count = 0;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->status != STATUS_ACTIVE) continue;
if (!Company::IsValidID(cs->GetInfo()->client_playas)) continue;
count++;
}
return count;
}
/**
* Check if the minimum number of active clients has been reached and pause or unpause the game as appropriate
*/
static void CheckMinActiveClients()
{
if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
!_network_dedicated ||
(_settings_client.network.min_active_clients == 0 && (_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) == PM_UNPAUSED)) {
return;
}
CheckPauseHelper(NetworkCountActiveClients() < _settings_client.network.min_active_clients, PM_PAUSED_ACTIVE_CLIENTS);
}
/**
* Checks whether there is a joining client
* @return true iff one client is joining (but not authorizing)
*/
static bool NetworkHasJoiningClient()
{
const NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->status >= STATUS_AUTHORIZED && cs->status < STATUS_ACTIVE) return true;
}
return false;
}
/**
* Check whether we should pause on join
*/
static void CheckPauseOnJoin()
{
if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
(!_settings_client.network.pause_on_join && (_pause_mode & PM_PAUSED_JOIN) == PM_UNPAUSED)) {
return;
}
CheckPauseHelper(NetworkHasJoiningClient(), PM_PAUSED_JOIN);
}
/**
* Converts a string to ip/port/company
* Format: IP:port#company
*
* connection_string will be re-terminated to seperate out the hostname, and company and port will
* be set to the company and port strings given by the user, inside the memory area originally
* occupied by connection_string.
*/
void ParseConnectionString(const char **company, const char **port, char *connection_string)
{
bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':'));
char *p;
for (p = connection_string; *p != '\0'; p++) {
switch (*p) {
case '[':
ipv6 = true;
break;
case ']':
ipv6 = false;
break;
case '#':
*company = p + 1;
*p = '\0';
break;
case ':':
if (ipv6) break;
*port = p + 1;
*p = '\0';
break;
}
}
}
/* Creates a new client from a socket
* Used both by the server and the client */
static NetworkClientSocket *NetworkAllocClient(SOCKET s)
{
if (!_network_server) {
return new ClientNetworkGameSocketHandler(s);
}
/* Can we handle a new client? */
if (_network_clients_connected >= MAX_CLIENTS) return NULL;
if (_network_game_info.clients_on >= _settings_client.network.max_clients) return NULL;
/* Register the login */
_network_clients_connected++;
SetWindowDirty(WC_CLIENT_LIST, 0);
return new ServerNetworkGameSocketHandler(s);
}
/* Close a connection */
NetworkRecvStatus NetworkCloseClient(NetworkClientSocket *cs, NetworkRecvStatus status)
{
assert(status != NETWORK_RECV_STATUS_OKAY);
/*
* Sending a message just before leaving the game calls cs->Send_Packets.
* This might invoke this function, which means that when we close the
* connection after cs->Send_Packets we will close an already closed
* connection. This handles that case gracefully without having to make
* that code any more complex or more aware of the validity of the socket.
*/
if (cs->sock == INVALID_SOCKET) return status;
if (status != NETWORK_RECV_STATUS_CONN_LOST && !cs->HasClientQuit() && _network_server && cs->status >= STATUS_AUTHORIZED) {
/* We did not receive a leave message from this client... */
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkClientSocket *new_cs;
NetworkGetClientName(client_name, sizeof(client_name), cs);
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
/* Inform other clients of this... strange leaving ;) */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTHORIZED && cs != new_cs) {
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, NETWORK_ERROR_CONNECTION_LOST);
}
}
}
DEBUG(net, 1, "Closed client connection %d", cs->client_id);
if (_network_server) {
/* We just lost one client :( */
if (cs->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
_network_clients_connected--;
SetWindowDirty(WC_CLIENT_LIST, 0);
}
cs->Send_Packets(true);
delete cs->GetInfo();
delete cs;
return status;
}
/* For the server, to accept new clients */
static void NetworkAcceptClients(SOCKET ls)
{
for (;;) {
struct sockaddr_storage sin;
memset(&sin, 0, sizeof(sin));
socklen_t sin_len = sizeof(sin);
SOCKET s = accept(ls, (struct sockaddr*)&sin, &sin_len);
if (s == INVALID_SOCKET) return;
SetNonBlocking(s); // XXX error handling?
NetworkAddress address(sin, sin_len);
DEBUG(net, 1, "Client connected from %s on frame %d", address.GetHostname(), _frame_counter);
SetNoDelay(s); // XXX error handling?
/* Check if the client is banned */
bool banned = false;
for (char **iter = _network_ban_list.Begin(); iter != _network_ban_list.End(); iter++) {
banned = address.IsInNetmask(*iter);
if (banned) {
Packet p(PACKET_SERVER_BANNED);
p.PrepareToSend();
DEBUG(net, 1, "Banned ip tried to join (%s), refused", *iter);
send(s, (const char*)p.buffer, p.size, 0);
closesocket(s);
break;
}
}
/* If this client is banned, continue with next client */
if (banned) continue;
NetworkClientSocket *cs = NetworkAllocClient(s);
if (cs == NULL) {
/* no more clients allowed?
* Send to the client that we are full! */
Packet p(PACKET_SERVER_FULL);
p.PrepareToSend();
send(s, (const char*)p.buffer, p.size, 0);
closesocket(s);
continue;
}
/* a new client has connected. We set him at inactive for now
* maybe he is only requesting server-info. Till he has sent a PACKET_CLIENT_MAP_OK
* the client stays inactive */
cs->status = STATUS_INACTIVE;
cs->GetInfo()->client_address = address; // Save the IP of the client
}
}
/* Set up the listen socket for the server */
static bool NetworkListen()
{
assert(_listensockets.Length() == 0);
NetworkAddressList addresses;
GetBindAddresses(&addresses, _settings_client.network.server_port);
for (NetworkAddress *address = addresses.Begin(); address != addresses.End(); address++) {
address->Listen(SOCK_STREAM, &_listensockets);
}
if (_listensockets.Length() == 0) {
ServerStartError("Could not create listening socket");
return false;
}
return true;
}
/** Resets both pools used for network clients */
static void InitializeNetworkPools()
{
_networkclientsocket_pool.CleanPool();
_networkclientinfo_pool.CleanPool();
}
/* Close all current connections */
static void NetworkClose()
{
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (!_network_server) {
SEND_COMMAND(PACKET_CLIENT_QUIT)();
cs->Send_Packets();
}
NetworkCloseClient(cs, NETWORK_RECV_STATUS_CONN_LOST);
}
if (_network_server) {
/* We are a server, also close the listensocket */
for (SocketList::iterator s = _listensockets.Begin(); s != _listensockets.End(); s++) {
closesocket(s->second);
}
_listensockets.Clear();
DEBUG(net, 1, "[tcp] closed listeners");
}
TCPConnecter::KillAll();
_networking = false;
_network_server = false;
NetworkFreeLocalCommandQueue();
free(_network_company_states);
_network_company_states = NULL;
InitializeNetworkPools();
}
/* Inits the network (cleans sockets and stuff) */
static void NetworkInitialize()
{
InitializeNetworkPools();
NetworkUDPInitialize();
_sync_frame = 0;
_network_first_time = true;
_network_reconnect = 0;
}
/** Non blocking connection create to query servers */
class TCPQueryConnecter : TCPConnecter {
public:
TCPQueryConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
virtual void OnFailure()
{
NetworkDisconnect();
}
virtual void OnConnect(SOCKET s)
{
_networking = true;
NetworkAllocClient(s);
SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
}
};
/* Query a server to fetch his game-info
* If game_info is true, only the gameinfo is fetched,
* else only the client_info is fetched */
void NetworkTCPQueryServer(NetworkAddress address)
{
if (!_network_available) return;
NetworkDisconnect();
NetworkInitialize();
new TCPQueryConnecter(address);
}
/* Validates an address entered as a string and adds the server to
* the list. If you use this function, the games will be marked
* as manually added. */
void NetworkAddServer(const char *b)
{
if (*b != '\0') {
const char *port = NULL;
const char *company = NULL;
char host[NETWORK_HOSTNAME_LENGTH];
uint16 rport;
strecpy(host, b, lastof(host));
strecpy(_settings_client.network.connect_to_ip, b, lastof(_settings_client.network.connect_to_ip));
rport = NETWORK_DEFAULT_PORT;
ParseConnectionString(&company, &port, host);
if (port != NULL) rport = atoi(port);
NetworkUDPQueryServer(NetworkAddress(host, rport), true);
}
}
/**
* Get the addresses to bind to.
* @param addresses the list to write to.
* @param port the port to bind to.
*/
void GetBindAddresses(NetworkAddressList *addresses, uint16 port)
{
for (char **iter = _network_bind_list.Begin(); iter != _network_bind_list.End(); iter++) {
*addresses->Append() = NetworkAddress(*iter, port);
}
/* No address, so bind to everything. */
if (addresses->Length() == 0) {
*addresses->Append() = NetworkAddress("", port);
}
}
/* Generates the list of manually added hosts from NetworkGameList and
* dumps them into the array _network_host_list. This array is needed
* by the function that generates the config file. */
void NetworkRebuildHostList()
{
_network_host_list.Clear();
for (NetworkGameList *item = _network_game_list; item != NULL; item = item->next) {
if (item->manually) *_network_host_list.Append() = strdup(item->address.GetAddressAsString(false));
}
}
/** Non blocking connection create to actually connect to servers */
class TCPClientConnecter : TCPConnecter {
public:
TCPClientConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
virtual void OnFailure()
{
NetworkError(STR_NETWORK_ERROR_NOCONNECTION);
}
virtual void OnConnect(SOCKET s)
{
_networking = true;
NetworkAllocClient(s);
IConsoleCmdExec("exec scripts/on_client.scr 0");
NetworkClient_Connected();
}
};
/* Used by clients, to connect to a server */
void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as, const char *join_server_password, const char *join_company_password)
{
if (!_network_available) return;
if (address.GetPort() == 0) return;
strecpy(_settings_client.network.last_host, address.GetHostname(), lastof(_settings_client.network.last_host));
_settings_client.network.last_port = address.GetPort();
_network_join_as = join_as;
_network_join_server_password = join_server_password;
_network_join_company_password = join_company_password;
NetworkDisconnect();
NetworkInitialize();
_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
ShowJoinStatusWindow();
new TCPClientConnecter(address);
}
static void NetworkInitGameInfo()
{
if (StrEmpty(_settings_client.network.server_name)) {
snprintf(_settings_client.network.server_name, sizeof(_settings_client.network.server_name), "Unnamed Server");
}
/* The server is a client too */
_network_game_info.clients_on = _network_dedicated ? 0 : 1;
NetworkClientInfo *ci = new NetworkClientInfo(CLIENT_ID_SERVER);
ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : _local_company;
/* Give the server a valid IP; banning it is pointless anyways */
sockaddr_in sock;
memset(&sock, 0, sizeof(sock));
sock.sin_family = AF_INET;
ci->client_address = NetworkAddress((sockaddr*)&sock, sizeof(sock));
strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));
}
bool NetworkServerStart()
{
if (!_network_available) return false;
/* Call the pre-scripts */
IConsoleCmdExec("exec scripts/pre_server.scr 0");
if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
NetworkDisconnect();
NetworkInitialize();
if (!NetworkListen()) return false;
/* Try to start UDP-server */
_network_udp_server = _udp_server_socket->Listen();
_network_company_states = CallocT<NetworkCompanyState>(MAX_COMPANIES);
_network_server = true;
_networking = true;
_frame_counter = 0;
_frame_counter_server = 0;
_frame_counter_max = 0;
_last_sync_frame = 0;
_network_own_client_id = CLIENT_ID_SERVER;
_network_clients_connected = 0;
_network_company_passworded = 0;
NetworkInitGameInfo();
/* execute server initialization script */
IConsoleCmdExec("exec scripts/on_server.scr 0");
/* if the server is dedicated ... add some other script */
if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
/* Try to register us to the master server */
_network_last_advertise_frame = 0;
_network_need_advertise = true;
NetworkUDPAdvertise();
return true;
}
/* The server is rebooting...
* The only difference with NetworkDisconnect, is the packets that is sent */
void NetworkReboot()
{
if (_network_server) {
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
cs->Send_Packets();
}
}
NetworkClose();
}
/**
* We want to disconnect from the host/clients.
* @param blocking whether to wait till everything has been closed
*/
void NetworkDisconnect(bool blocking)
{
if (_network_server) {
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
cs->Send_Packets();
}
}
if (_settings_client.network.server_advertise) NetworkUDPRemoveAdvertise(blocking);
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
NetworkClose();
/* Reinitialize the UDP stack, i.e. close all existing connections. */
NetworkUDPInitialize();
}
/**
* Receives something from the network.
* @return true if everthing went fine, false when the connection got closed.
*/
static bool NetworkReceive()
{
NetworkClientSocket *cs;
fd_set read_fd, write_fd;
struct timeval tv;
FD_ZERO(&read_fd);
FD_ZERO(&write_fd);
FOR_ALL_CLIENT_SOCKETS(cs) {
FD_SET(cs->sock, &read_fd);
FD_SET(cs->sock, &write_fd);
}
/* take care of listener port */
for (SocketList::iterator s = _listensockets.Begin(); s != _listensockets.End(); s++) {
FD_SET(s->second, &read_fd);
}
tv.tv_sec = tv.tv_usec = 0; // don't block at all.
#if !defined(__MORPHOS__) && !defined(__AMIGA__)
int n = select(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv);
#else
int n = WaitSelect(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv, NULL);
#endif
if (n == -1 && !_network_server) NetworkError(STR_NETWORK_ERROR_LOSTCONNECTION);
/* accept clients.. */
for (SocketList::iterator s = _listensockets.Begin(); s != _listensockets.End(); s++) {
if (FD_ISSET(s->second, &read_fd)) NetworkAcceptClients(s->second);
}
/* read stuff from clients */
FOR_ALL_CLIENT_SOCKETS(cs) {
cs->writable = !!FD_ISSET(cs->sock, &write_fd);
if (FD_ISSET(cs->sock, &read_fd)) {
if (_network_server) {
cs->Recv_Packets();
} else {
NetworkRecvStatus res;
/* The client already was quiting! */
if (cs->HasClientQuit()) return false;
res = cs->Recv_Packets();
if (res != NETWORK_RECV_STATUS_OKAY) {
/* The client made an error of which we can not recover
* close the client and drop back to main menu */
NetworkClientError(res, cs);
return false;
}
}
}
}
return _networking;
}
/* This sends all buffered commands (if possible) */
static void NetworkSend()
{
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->writable) {
cs->Send_Packets();
if (cs->status == STATUS_MAP) {
/* This client is in the middle of a map-send, call the function for that */
SEND_COMMAND(PACKET_SERVER_MAP)(cs);
}
}
}
}
static bool NetworkDoClientLoop()
{
_frame_counter++;
NetworkExecuteLocalCommandQueue();
StateGameLoop();
/* Check if we are in sync! */
if (_sync_frame != 0) {
if (_sync_frame == _frame_counter) {
#ifdef NETWORK_SEND_DOUBLE_SEED
if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
#else
if (_sync_seed_1 != _random.state[0]) {
#endif
NetworkError(STR_NETWORK_ERROR_DESYNC);
DEBUG(desync, 1, "sync_err: %08x; %02x", _date, _date_fract);
DEBUG(net, 0, "Sync error detected!");
NetworkClientError(NETWORK_RECV_STATUS_DESYNC, NetworkClientSocket::Get(0));
return false;
}
/* If this is the first time we have a sync-frame, we
* need to let the server know that we are ready and at the same
* frame as he is.. so we can start playing! */
if (_network_first_time) {
_network_first_time = false;
SEND_COMMAND(PACKET_CLIENT_ACK)();
}
_sync_frame = 0;
} else if (_sync_frame < _frame_counter) {
DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
_sync_frame = 0;
}
}
return true;
}
/* We have to do some UDP checking */
void NetworkUDPGameLoop()
{
_network_content_client.SendReceive();
TCPConnecter::CheckCallbacks();
NetworkHTTPSocketHandler::HTTPReceive();
if (_network_udp_server) {
_udp_server_socket->ReceivePackets();
_udp_master_socket->ReceivePackets();
} else {
_udp_client_socket->ReceivePackets();
if (_network_udp_broadcast > 0) _network_udp_broadcast--;
NetworkGameListRequery();
}
}
/* The main loop called from ttd.c
* Here we also have to do StateGameLoop if needed! */
void NetworkGameLoop()
{
if (!_networking) return;
if (!NetworkReceive()) return;
if (_network_server) {
/* Log the sync state to check for in-syncedness of replays. */
if (_date_fract == 0) {
/* We don't want to log multiple times if paused. */
static Date last_log;
if (last_log != _date) {
DEBUG(desync, 1, "sync: %08x; %02x; %08x; %08x", _date, _date_fract, _random.state[0], _random.state[1]);
last_log = _date;
}
}
#ifdef DEBUG_DUMP_COMMANDS
/* Loading of the debug commands from -ddesync>=1 */
static FILE *f = FioFOpenFile("commands.log", "rb", SAVE_DIR);
static Date next_date = 0;
static uint32 next_date_fract;
static CommandPacket *cp = NULL;
static bool check_sync_state = false;
static uint32 sync_state[2];
if (f == NULL && next_date == 0) {
DEBUG(net, 0, "Cannot open commands.log");
next_date = 1;
}
while (f != NULL && !feof(f)) {
if (_date == next_date && _date_fract == next_date_fract) {
if (cp != NULL) {
NetworkSend_Command(cp->tile, cp->p1, cp->p2, cp->cmd & ~CMD_FLAGS_MASK, NULL, cp->text, cp->company);
DEBUG(net, 0, "injecting: %08x; %02x; %02x; %06x; %08x; %08x; %08x; \"%s\" (%s)", _date, _date_fract, (int)_current_company, cp->tile, cp->p1, cp->p2, cp->cmd, cp->text, GetCommandName(cp->cmd));
free(cp);
cp = NULL;
}
if (check_sync_state) {
if (sync_state[0] == _random.state[0] && sync_state[1] == _random.state[1]) {
DEBUG(net, 0, "sync check: %08x; %02x; match", _date, _date_fract);
} else {
DEBUG(net, 0, "sync check: %08x; %02x; mismatch expected {%08x, %08x}, got {%08x, %08x}",
_date, _date_fract, sync_state[0], sync_state[1], _random.state[0], _random.state[1]);
NOT_REACHED();
}
check_sync_state = false;
}
}
if (cp != NULL || check_sync_state) break;
char buff[4096];
if (fgets(buff, lengthof(buff), f) == NULL) break;
char *p = buff;
/* Ignore the "[date time] " part of the message */
if (*p == '[') {
p = strchr(p, ']');
if (p == NULL) break;
p += 2;
}
if (strncmp(p, "cmd: ", 5) == 0) {
cp = CallocT<CommandPacket>(1);
int company;
int ret = sscanf(p + 5, "%x; %x; %x; %x; %x; %x; %x; \"%[^\"]\"", &next_date, &next_date_fract, &company, &cp->tile, &cp->p1, &cp->p2, &cp->cmd, cp->text);
/* There are 8 pieces of data to read, however the last is a
* string that might or might not exist. Ignore it if that
* string misses because in 99% of the time it's not used. */
assert(ret == 8 || ret == 7);
cp->company = (CompanyID)company;
} else if (strncmp(p, "join: ", 6) == 0) {
/* Manually insert a pause when joining; this way the client can join at the exact right time. */
int ret = sscanf(p + 6, "%x; %x", &next_date, &next_date_fract);
assert(ret == 2);
DEBUG(net, 0, "injecting pause for join at %08x:%02x; please join when paused", next_date, next_date_fract);
cp = CallocT<CommandPacket>(1);
cp->company = COMPANY_SPECTATOR;
cp->cmd = CMD_PAUSE;
cp->p1 = PM_PAUSED_NORMAL;
cp->p2 = 1;
_ddc_fastforward = false;
} else if (strncmp(p, "sync: ", 6) == 0) {
int ret = sscanf(p + 6, "%x; %x; %x; %x", &next_date, &next_date_fract, &sync_state[0], &sync_state[1]);
assert(ret == 4);
check_sync_state = true;
} else if (strncmp(p, "msg: ", 5) == 0 || strncmp(p, "client: ", 8) == 0 ||
strncmp(p, "load: ", 6) == 0 || strncmp(p, "save: ", 6) == 0) {
/* A message that is not very important to the log playback, but part of the log. */
} else {
/* Can't parse a line; what's wrong here? */
DEBUG(net, 0, "trying to parse: %s", p);
NOT_REACHED();
}
}
if (f != NULL && feof(f)) {
DEBUG(net, 0, "End of commands.log");
fclose(f);
f = NULL;
}
#endif /* DEBUG_DUMP_COMMANDS */
if (_frame_counter >= _frame_counter_max) {
/* Only check for active clients just before we're going to send out
* the commands so we don't send multiple pause/unpause commands when
* the frame_freq is more than 1 tick. Same with distributing commands. */
CheckPauseOnJoin();
CheckMinActiveClients();
NetworkDistributeCommands();
}
bool send_frame = false;
/* We first increase the _frame_counter */
_frame_counter++;
/* Update max-frame-counter */
if (_frame_counter > _frame_counter_max) {
_frame_counter_max = _frame_counter + _settings_client.network.frame_freq;
send_frame = true;
}
NetworkExecuteLocalCommandQueue();
/* Then we make the frame */
StateGameLoop();
_sync_seed_1 = _random.state[0];
#ifdef NETWORK_SEND_DOUBLE_SEED
_sync_seed_2 = _random.state[1];
#endif
NetworkServer_Tick(send_frame);
} else {
/* Client */
/* Make sure we are at the frame were the server is (quick-frames) */
if (_frame_counter_server > _frame_counter) {
while (_frame_counter_server > _frame_counter) {
if (!NetworkDoClientLoop()) break;
}
} else {
/* Else, keep on going till _frame_counter_max */
if (_frame_counter_max > _frame_counter) NetworkDoClientLoop();
}
}
NetworkSend();
}
static void NetworkGenerateServerId()
{
Md5 checksum;
uint8 digest[16];
char hex_output[16 * 2 + 1];
char coding_string[NETWORK_NAME_LENGTH];
int di;
snprintf(coding_string, sizeof(coding_string), "%d%s", (uint)Random(), "OpenTTD Server ID");
/* Generate the MD5 hash */
checksum.Append((const uint8*)coding_string, strlen(coding_string));
checksum.Finish(digest);
for (di = 0; di < 16; ++di) {
sprintf(hex_output + di * 2, "%02x", digest[di]);
}
/* _settings_client.network.network_id is our id */
snprintf(_settings_client.network.network_id, sizeof(_settings_client.network.network_id), "%s", hex_output);
}
void NetworkStartDebugLog(NetworkAddress address)
{
extern SOCKET _debug_socket; // Comes from debug.c
DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", address.GetHostname(), address.GetPort());
SOCKET s = address.Connect();
if (s == INVALID_SOCKET) {
DEBUG(net, 0, "Failed to open socket for redirection DEBUG()");
return;
}
_debug_socket = s;
DEBUG(net, 0, "DEBUG() is now redirected");
}
/** This tries to launch the network for a given OS */
void NetworkStartUp()
{
DEBUG(net, 3, "[core] starting network...");
/* Network is available */
_network_available = NetworkCoreInitialize();
_network_dedicated = false;
_network_last_advertise_frame = 0;
_network_need_advertise = true;
_network_advertise_retries = 0;
/* Generate an server id when there is none yet */
if (StrEmpty(_settings_client.network.network_id)) NetworkGenerateServerId();
memset(&_network_game_info, 0, sizeof(_network_game_info));
NetworkInitialize();
DEBUG(net, 3, "[core] network online, multiplayer available");
NetworkFindBroadcastIPs(&_broadcast_list);
}
/** This shuts the network down */
void NetworkShutDown()
{
NetworkDisconnect(true);
NetworkUDPClose();
DEBUG(net, 3, "[core] shutting down network");
_network_available = false;
NetworkCoreShutdown();
}
/**
* Checks whether the given version string is compatible with our version.
* @param other the version string to compare to
*/
bool IsNetworkCompatibleVersion(const char *other)
{
return strncmp(_openttd_revision, other, NETWORK_REVISION_LENGTH - 1) == 0;
}
#endif /* ENABLE_NETWORK */
|