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Change: Use CARGO_LIST to show station cargo acceptance changes. (#11379)
This simplifies construction of the news message and allows for more than
two changes to be show in one line.
This simplifies construction of the news message and allows for more than
two changes to be show in one line.
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* 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 tcp_admin.h Basic functions to receive and send TCP packets to and from the admin network.
*/
#ifndef NETWORK_CORE_TCP_ADMIN_H
#define NETWORK_CORE_TCP_ADMIN_H
#include "os_abstraction.h"
#include "tcp.h"
#include "../network_type.h"
#include "../../core/pool_type.hpp"
/**
* Enum with types of TCP packets specific to the admin network.
* This protocol may only be extended to ensure stability.
*/
enum PacketAdminType {
ADMIN_PACKET_ADMIN_JOIN, ///< The admin announces and authenticates itself to the server.
ADMIN_PACKET_ADMIN_QUIT, ///< The admin tells the server that it is quitting.
ADMIN_PACKET_ADMIN_UPDATE_FREQUENCY, ///< The admin tells the server the update frequency of a particular piece of information.
ADMIN_PACKET_ADMIN_POLL, ///< The admin explicitly polls for a piece of information.
ADMIN_PACKET_ADMIN_CHAT, ///< The admin sends a chat message to be distributed.
ADMIN_PACKET_ADMIN_RCON, ///< The admin sends a remote console command.
ADMIN_PACKET_ADMIN_GAMESCRIPT, ///< The admin sends a JSON string for the GameScript.
ADMIN_PACKET_ADMIN_PING, ///< The admin sends a ping to the server, expecting a ping-reply (PONG) packet.
ADMIN_PACKET_ADMIN_EXTERNAL_CHAT, ///< The admin sends a chat message from external source.
ADMIN_PACKET_SERVER_FULL = 100, ///< The server tells the admin it cannot accept the admin.
ADMIN_PACKET_SERVER_BANNED, ///< The server tells the admin it is banned.
ADMIN_PACKET_SERVER_ERROR, ///< The server tells the admin an error has occurred.
ADMIN_PACKET_SERVER_PROTOCOL, ///< The server tells the admin its protocol version.
ADMIN_PACKET_SERVER_WELCOME, ///< The server welcomes the admin to a game.
ADMIN_PACKET_SERVER_NEWGAME, ///< The server tells the admin its going to start a new game.
ADMIN_PACKET_SERVER_SHUTDOWN, ///< The server tells the admin its shutting down.
ADMIN_PACKET_SERVER_DATE, ///< The server tells the admin what the current game date is.
ADMIN_PACKET_SERVER_CLIENT_JOIN, ///< The server tells the admin that a client has joined.
ADMIN_PACKET_SERVER_CLIENT_INFO, ///< The server gives the admin information about a client.
ADMIN_PACKET_SERVER_CLIENT_UPDATE, ///< The server gives the admin an information update on a client.
ADMIN_PACKET_SERVER_CLIENT_QUIT, ///< The server tells the admin that a client quit.
ADMIN_PACKET_SERVER_CLIENT_ERROR, ///< The server tells the admin that a client caused an error.
ADMIN_PACKET_SERVER_COMPANY_NEW, ///< The server tells the admin that a new company has started.
ADMIN_PACKET_SERVER_COMPANY_INFO, ///< The server gives the admin information about a company.
ADMIN_PACKET_SERVER_COMPANY_UPDATE, ///< The server gives the admin an information update on a company.
ADMIN_PACKET_SERVER_COMPANY_REMOVE, ///< The server tells the admin that a company was removed.
ADMIN_PACKET_SERVER_COMPANY_ECONOMY, ///< The server gives the admin some economy related company information.
ADMIN_PACKET_SERVER_COMPANY_STATS, ///< The server gives the admin some statistics about a company.
ADMIN_PACKET_SERVER_CHAT, ///< The server received a chat message and relays it.
ADMIN_PACKET_SERVER_RCON, ///< The server's reply to a remove console command.
ADMIN_PACKET_SERVER_CONSOLE, ///< The server gives the admin the data that got printed to its console.
ADMIN_PACKET_SERVER_CMD_NAMES, ///< The server sends out the names of the DoCommands to the admins.
ADMIN_PACKET_SERVER_CMD_LOGGING_OLD, ///< Used to be the type ID of \c ADMIN_PACKET_SERVER_CMD_LOGGING in \c NETWORK_GAME_ADMIN_VERSION 1.
ADMIN_PACKET_SERVER_GAMESCRIPT, ///< The server gives the admin information from the GameScript in JSON.
ADMIN_PACKET_SERVER_RCON_END, ///< The server indicates that the remote console command has completed.
ADMIN_PACKET_SERVER_PONG, ///< The server replies to a ping request from the admin.
ADMIN_PACKET_SERVER_CMD_LOGGING, ///< The server gives the admin copies of incoming command packets.
INVALID_ADMIN_PACKET = 0xFF, ///< An invalid marker for admin packets.
};
/** Status of an admin. */
enum AdminStatus {
ADMIN_STATUS_INACTIVE, ///< The admin is not connected nor active.
ADMIN_STATUS_ACTIVE, ///< The admin is active.
ADMIN_STATUS_END, ///< Must ALWAYS be on the end of this list!! (period)
};
/** Update types an admin can register a frequency for */
enum AdminUpdateType {
ADMIN_UPDATE_DATE, ///< Updates about the date of the game.
ADMIN_UPDATE_CLIENT_INFO, ///< Updates about the information of clients.
ADMIN_UPDATE_COMPANY_INFO, ///< Updates about the generic information of companies.
ADMIN_UPDATE_COMPANY_ECONOMY, ///< Updates about the economy of companies.
ADMIN_UPDATE_COMPANY_STATS, ///< Updates about the statistics of companies.
ADMIN_UPDATE_CHAT, ///< The admin would like to have chat messages.
ADMIN_UPDATE_CONSOLE, ///< The admin would like to have console messages.
ADMIN_UPDATE_CMD_NAMES, ///< The admin would like a list of all DoCommand names.
ADMIN_UPDATE_CMD_LOGGING, ///< The admin would like to have DoCommand information.
ADMIN_UPDATE_GAMESCRIPT, ///< The admin would like to have gamescript messages.
ADMIN_UPDATE_END, ///< Must ALWAYS be on the end of this list!! (period)
};
/** Update frequencies an admin can register. */
enum AdminUpdateFrequency {
ADMIN_FREQUENCY_POLL = 0x01, ///< The admin can poll this.
ADMIN_FREQUENCY_DAILY = 0x02, ///< The admin gets information about this on a daily basis.
ADMIN_FREQUENCY_WEEKLY = 0x04, ///< The admin gets information about this on a weekly basis.
ADMIN_FREQUENCY_MONTHLY = 0x08, ///< The admin gets information about this on a monthly basis.
ADMIN_FREQUENCY_QUARTERLY = 0x10, ///< The admin gets information about this on a quarterly basis.
ADMIN_FREQUENCY_ANUALLY = 0x20, ///< The admin gets information about this on a yearly basis.
ADMIN_FREQUENCY_AUTOMATIC = 0x40, ///< The admin gets information about this when it changes.
};
DECLARE_ENUM_AS_BIT_SET(AdminUpdateFrequency)
/** Reasons for removing a company - communicated to admins. */
enum AdminCompanyRemoveReason {
ADMIN_CRR_MANUAL, ///< The company is manually removed.
ADMIN_CRR_AUTOCLEAN, ///< The company is removed due to autoclean.
ADMIN_CRR_BANKRUPT, ///< The company went belly-up.
ADMIN_CRR_END, ///< Sentinel for end.
};
/** Main socket handler for admin related connections. */
class NetworkAdminSocketHandler : public NetworkTCPSocketHandler {
protected:
std::string admin_name; ///< Name of the admin.
std::string admin_version; ///< Version string of the admin.
AdminStatus status; ///< Status of this admin.
NetworkRecvStatus ReceiveInvalidPacket(PacketAdminType type);
/**
* Join the admin network:
* string Password the server is expecting for this network.
* string Name of the application being used to connect.
* string Version string of the application being used to connect.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_JOIN(Packet *p);
/**
* Notification to the server that this admin is quitting.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_QUIT(Packet *p);
/**
* Register updates to be sent at certain frequencies (as announced in the PROTOCOL packet):
* uint16_t Update type (see #AdminUpdateType). Note integer type - see "Certain Packet Information" in docs/admin_network.md.
* uint16_t Update frequency (see #AdminUpdateFrequency), setting #ADMIN_FREQUENCY_POLL is always ignored.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_UPDATE_FREQUENCY(Packet *p);
/**
* Poll the server for certain updates, an invalid poll (e.g. not existent id) gets silently dropped:
* uint8_t #AdminUpdateType the server should answer for, only if #AdminUpdateFrequency #ADMIN_FREQUENCY_POLL is advertised in the PROTOCOL packet. Note integer type - see "Certain Packet Information" in docs/admin_network.md.
* uint32_t ID relevant to the packet type, e.g.
* - the client ID for #ADMIN_UPDATE_CLIENT_INFO. Use UINT32_MAX to show all clients.
* - the company ID for #ADMIN_UPDATE_COMPANY_INFO. Use UINT32_MAX to show all companies.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_POLL(Packet *p);
/**
* Send chat as the server:
* uint8_t Action such as NETWORK_ACTION_CHAT_CLIENT (see #NetworkAction).
* uint8_t Destination type such as DESTTYPE_BROADCAST (see #DestType).
* uint32_t ID of the destination such as company or client id.
* string Message.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_CHAT(Packet *p);
/**
* Send chat from the external source:
* string Name of the source this message came from.
* uint16_t TextColour to use for the message.
* string Name of the user who sent the messsage.
* string Message.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_EXTERNAL_CHAT(Packet *p);
/**
* Execute a command on the servers console:
* string Command to be executed.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_RCON(Packet *p);
/**
* Send a JSON string to the current active GameScript.
* json JSON string for the GameScript.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_GAMESCRIPT(Packet *p);
/**
* Ping the server, requiring the server to reply with a pong packet.
* uint32_t Integer value to pass to the server, which is quoted in the reply.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_PING(Packet *p);
/**
* The server is full (connection gets closed).
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);
/**
* The source IP address is banned (connection gets closed).
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);
/**
* An error was caused by this admin connection (connection gets closed).
* uint8_t NetworkErrorCode the error caused.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p);
/**
* Inform a just joined admin about the protocol specifics:
* uint8_t Protocol version.
* bool Further protocol data follows (repeats through all update packet types).
* uint16_t Update packet type.
* uint16_t Frequencies allowed for this update packet (bitwise).
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_PROTOCOL(Packet *p);
/**
* Welcome a connected admin to the game:
* string Name of the Server.
* string OpenTTD version string.
* bool Server is dedicated.
* string Name of the Map.
* uint32_t Random seed of the Map.
* uint8_t Landscape of the Map.
* uint32_t Start date of the Map.
* uint16_t Map width.
* uint16_t Map height.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p);
/**
* Notification about a newgame.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p);
/**
* Notification about the server shutting down.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p);
/**
* Send the current date of the game:
* uint32_t Current game date.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_DATE(Packet *p);
/**
* Notification of a new client:
* uint32_t ID of the new client.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CLIENT_JOIN(Packet *p);
/**
* Client information of a specific client:
* uint32_t ID of the client.
* string Network address of the client.
* string Name of the client.
* uint8_t Language of the client.
* uint32_t Date the client joined the game.
* uint8_t ID of the company the client is playing as (255 for spectators).
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p);
/**
* Client update details on a specific client (e.g. after rename or move):
* uint32_t ID of the client.
* string Name of the client.
* uint8_t ID of the company the client is playing as (255 for spectators).
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CLIENT_UPDATE(Packet *p);
/**
* Notification about a client leaving the game.
* uint32_t ID of the client that just left.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CLIENT_QUIT(Packet *p);
/**
* Notification about a client error (and thus the clients disconnection).
* uint32_t ID of the client that made the error.
* uint8_t Error the client made (see NetworkErrorCode).
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CLIENT_ERROR(Packet *p);
/**
* Notification of a new company:
* uint8_t ID of the new company.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_COMPANY_NEW(Packet *p);
/**
* Company information on a specific company:
* uint8_t ID of the company.
* string Name of the company.
* string Name of the companies manager.
* uint8_t Main company colour.
* bool Company is password protected.
* uint32_t Year the company was inaugurated.
* bool Company is an AI.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p);
/**
* Company information of a specific company:
* uint8_t ID of the company.
* string Name of the company.
* string Name of the companies manager.
* uint8_t Main company colour.
* bool Company is password protected.
* uint8_t Quarters of bankruptcy.
* uint8_t Owner of share 1.
* uint8_t Owner of share 2.
* uint8_t Owner of share 3.
* uint8_t Owner of share 4.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p);
/**
* Notification about a removed company (e.g. due to bankruptcy).
* uint8_t ID of the company.
* uint8_t Reason for being removed (see #AdminCompanyRemoveReason).
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_COMPANY_REMOVE(Packet *p);
/**
* Economy update of a specific company:
* uint8_t ID of the company.
* uint64_t Money.
* uint64_t Loan.
* int64_t Income.
* uint16_t Delivered cargo (this quarter).
* uint64_t Company value (last quarter).
* uint16_t Performance (last quarter).
* uint16_t Delivered cargo (last quarter).
* uint64_t Company value (previous quarter).
* uint16_t Performance (previous quarter).
* uint16_t Delivered cargo (previous quarter).
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_COMPANY_ECONOMY(Packet *p);
/**
* Company statistics on stations and vehicles:
* uint8_t ID of the company.
* uint16_t Number of trains.
* uint16_t Number of lorries.
* uint16_t Number of busses.
* uint16_t Number of planes.
* uint16_t Number of ships.
* uint16_t Number of train stations.
* uint16_t Number of lorry stations.
* uint16_t Number of bus stops.
* uint16_t Number of airports and heliports.
* uint16_t Number of harbours.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_COMPANY_STATS(Packet *p);
/**
* Send chat from the game into the admin network:
* uint8_t Action such as NETWORK_ACTION_CHAT_CLIENT (see #NetworkAction).
* uint8_t Destination type such as DESTTYPE_BROADCAST (see #DestType).
* uint32_t ID of the client who sent this message.
* string Message.
* uint64_t Money (only when it is a 'give money' action).
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p);
/**
* Result of an rcon command:
* uint16_t Colour as it would be used on the server or a client.
* string Output of the executed command.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p);
/**
* Send what would be printed on the server's console also into the admin network.
* string The origin of the text, e.g. "console" for console, or "net" for network related (debug) messages.
* string Text as found on the console of the server.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CONSOLE(Packet *p);
/**
* Send DoCommand names to the bot upon request only.
* Multiple of these packets can follow each other in order to provide
* all known DoCommand names.
*
* NOTICE: Data provided with this packet is not stable and will not be
* treated as such. Do not rely on IDs or names to be constant
* across different versions / revisions of OpenTTD.
* Data provided in this packet is for logging purposes only.
*
* These three fields are repeated until the packet is full:
* bool Data to follow.
* uint16_t ID of the DoCommand.
* string Name of DoCommand.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CMD_NAMES(Packet *p);
/**
* Send incoming command packets to the admin network.
* This is for logging purposes only.
*
* NOTICE: Data provided with this packet is not stable and will not be
* treated as such. Do not rely on IDs or names to be constant
* across different versions / revisions of OpenTTD.
* Data provided in this packet is for logging purposes only.
*
* uint32_t ID of the client sending the command.
* uint8_t ID of the company (0..MAX_COMPANIES-1).
* uint16_t ID of the command.
* <var> Command specific buffer with encoded parameters of variable length.
* The content differs per command and can change without notification.
* uint32_t Frame of execution.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CMD_LOGGING(Packet *p);
/**
* Send a ping-reply (pong) to the admin that sent us the ping packet.
* uint32_t Integer identifier - should be the same as read from the admins ping packet.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_PONG(Packet *p);
/**
* Notify the admin connection that the rcon command has finished.
* string The command as requested by the admin connection.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_RCON_END(Packet *p);
NetworkRecvStatus HandlePacket(Packet *p);
public:
NetworkRecvStatus CloseConnection(bool error = true) override;
NetworkAdminSocketHandler(SOCKET s);
NetworkRecvStatus ReceivePackets();
/**
* Get the status of the admin.
* @return The status of the admin.
*/
AdminStatus GetAdminStatus() const
{
return this->status;
}
};
#endif /* NETWORK_CORE_TCP_ADMIN_H */
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