Files
@ r24161:6a03a2a7db69
Branch filter:
Location: cpp/openttd-patchpack/source/src/network/network_client.cpp
r24161:6a03a2a7db69
43.1 KiB
text/x-c
Fix: OpenGFX download link did no longer work. (#8105)
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 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 | /*
* 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_client.cpp Client part of the network protocol. */
#include "../stdafx.h"
#include "network_gui.h"
#include "../saveload/saveload.h"
#include "../saveload/saveload_filter.h"
#include "../command_func.h"
#include "../console_func.h"
#include "../strings_func.h"
#include "../window_func.h"
#include "../company_func.h"
#include "../company_base.h"
#include "../company_gui.h"
#include "../core/random_func.hpp"
#include "../date_func.h"
#include "../gfx_func.h"
#include "../error.h"
#include "../rev.h"
#include "network.h"
#include "network_base.h"
#include "network_client.h"
#include "../core/backup_type.hpp"
#include "../thread.h"
#include "table/strings.h"
#include "../safeguards.h"
/* This file handles all the client-commands */
/** Read some packets, and when do use that data as initial load filter. */
struct PacketReader : LoadFilter {
static const size_t CHUNK = 32 * 1024; ///< 32 KiB chunks of memory.
std::vector<byte *> blocks; ///< Buffer with blocks of allocated memory.
byte *buf; ///< Buffer we're going to write to/read from.
byte *bufe; ///< End of the buffer we write to/read from.
byte **block; ///< The block we're reading from/writing to.
size_t written_bytes; ///< The total number of bytes we've written.
size_t read_bytes; ///< The total number of read bytes.
/** Initialise everything. */
PacketReader() : LoadFilter(nullptr), buf(nullptr), bufe(nullptr), block(nullptr), written_bytes(0), read_bytes(0)
{
}
~PacketReader() override
{
for (auto p : this->blocks) {
free(p);
}
}
/**
* Add a packet to this buffer.
* @param p The packet to add.
*/
void AddPacket(const Packet *p)
{
assert(this->read_bytes == 0);
size_t in_packet = p->size - p->pos;
size_t to_write = min((size_t)(this->bufe - this->buf), in_packet);
const byte *pbuf = p->buffer + p->pos;
this->written_bytes += in_packet;
if (to_write != 0) {
memcpy(this->buf, pbuf, to_write);
this->buf += to_write;
}
/* Did everything fit in the current chunk, then we're done. */
if (to_write == in_packet) return;
/* Allocate a new chunk and add the remaining data. */
pbuf += to_write;
to_write = in_packet - to_write;
this->blocks.push_back(this->buf = CallocT<byte>(CHUNK));
this->bufe = this->buf + CHUNK;
memcpy(this->buf, pbuf, to_write);
this->buf += to_write;
}
size_t Read(byte *rbuf, size_t size) override
{
/* Limit the amount to read to whatever we still have. */
size_t ret_size = size = min(this->written_bytes - this->read_bytes, size);
this->read_bytes += ret_size;
const byte *rbufe = rbuf + ret_size;
while (rbuf != rbufe) {
if (this->buf == this->bufe) {
this->buf = *this->block++;
this->bufe = this->buf + CHUNK;
}
size_t to_write = min(this->bufe - this->buf, rbufe - rbuf);
memcpy(rbuf, this->buf, to_write);
rbuf += to_write;
this->buf += to_write;
}
return ret_size;
}
void Reset() override
{
this->read_bytes = 0;
this->block = this->blocks.data();
this->buf = *this->block++;
this->bufe = this->buf + CHUNK;
}
};
/**
* Create an emergency savegame when the network connection is lost.
*/
void ClientNetworkEmergencySave()
{
if (!_settings_client.gui.autosave_on_network_disconnect) return;
if (!_networking) return;
const char *filename = "netsave.sav";
DEBUG(net, 0, "Client: Performing emergency save (%s)", filename);
SaveOrLoad(filename, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false);
}
/**
* Create a new socket for the client side of the game connection.
* @param s The socket to connect with.
*/
ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s), savegame(nullptr), status(STATUS_INACTIVE)
{
assert(ClientNetworkGameSocketHandler::my_client == nullptr);
ClientNetworkGameSocketHandler::my_client = this;
}
/** Clear whatever we assigned. */
ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler()
{
assert(ClientNetworkGameSocketHandler::my_client == this);
ClientNetworkGameSocketHandler::my_client = nullptr;
delete this->savegame;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
{
assert(status != NETWORK_RECV_STATUS_OKAY);
/*
* Sending a message just before leaving the game calls cs->SendPackets.
* This might invoke this function, which means that when we close the
* connection after cs->SendPackets 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 (this->sock == INVALID_SOCKET) return status;
DEBUG(net, 1, "Closed client connection %d", this->client_id);
this->SendPackets(true);
/* Wait a number of ticks so our leave message can reach the server.
* This is especially needed for Windows servers as they seem to get
* the "socket is closed" message before receiving our leave message,
* which would trigger the server to close the connection as well. */
CSleep(3 * MILLISECONDS_PER_TICK);
delete this->GetInfo();
delete this;
return status;
}
/**
* Handle an error coming from the client side.
* @param res The "error" that happened.
*/
void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
{
/* 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) {
this->NetworkSocketHandler::CloseConnection();
this->CloseConnection(res);
_networking = false;
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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) {
SendError(errorno);
}
ClientNetworkEmergencySave();
_switch_mode = SM_MENU;
this->CloseConnection(res);
_networking = false;
}
/**
* Check whether we received/can send some data from/to the server and
* when that's the case handle it appropriately.
* @return true when everything went okay.
*/
/* static */ bool ClientNetworkGameSocketHandler::Receive()
{
if (my_client->CanSendReceive()) {
NetworkRecvStatus res = my_client->ReceivePackets();
if (res != NETWORK_RECV_STATUS_OKAY) {
/* The client made an error of which we can not recover.
* Close the connection and drop back to the main menu. */
my_client->ClientError(res);
return false;
}
}
return _networking;
}
/** Send the packets of this socket handler. */
/* static */ void ClientNetworkGameSocketHandler::Send()
{
my_client->SendPackets();
my_client->CheckConnection();
}
/**
* Actual game loop for the client.
* @return Whether everything went okay, or not.
*/
/* static */ bool ClientNetworkGameSocketHandler::GameLoop()
{
_frame_counter++;
NetworkExecuteLocalCommandQueue();
extern void StateGameLoop();
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!");
my_client->ClientError(NETWORK_RECV_STATUS_DESYNC);
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;
SendAck();
}
_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;
}
/** Our client's connection. */
ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = nullptr;
/** Last frame we performed an ack. */
static uint32 last_ack_frame;
/** One bit of 'entropy' used to generate a salt for the company passwords. */
static uint32 _password_game_seed;
/** The other bit of 'entropy' used to generate a salt for the company passwords. */
static char _password_server_id[NETWORK_SERVER_ID_LENGTH];
/** Maximum number of companies of the currently joined server. */
static uint8 _network_server_max_companies;
/** Maximum number of spectators of the currently joined server. */
static uint8 _network_server_max_spectators;
/** Who would we like to join as. */
CompanyID _network_join_as;
/** Login password from -p argument */
const char *_network_join_server_password = nullptr;
/** Company password from -P argument */
const char *_network_join_company_password = nullptr;
/** Make sure the server ID length is the same as a md5 hash. */
assert_compile(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
/***********
* Sending functions
* DEF_CLIENT_SEND_COMMAND has no parameters
************/
/** Query the server for company information. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
{
my_client->status = STATUS_COMPANY_INFO;
_network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
Packet *p = new Packet(PACKET_CLIENT_COMPANY_INFO);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Tell the server we would like to join. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
{
my_client->status = STATUS_JOIN;
_network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
Packet *p = new Packet(PACKET_CLIENT_JOIN);
p->Send_string(GetNetworkRevisionString());
p->Send_uint32(_openttd_newgrf_version);
p->Send_string(_settings_client.network.client_name); // Client name
p->Send_uint8 (_network_join_as); // PlayAs
p->Send_uint8 (NETLANG_ANY); // Language
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Tell the server we got all the NewGRFs. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
{
Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Set the game password as requested.
* @param password The game password.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password)
{
Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
p->Send_string(password);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Set the company password as requested.
* @param password The company password.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password)
{
Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Request the map from the server. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
{
my_client->status = STATUS_MAP_WAIT;
Packet *p = new Packet(PACKET_CLIENT_GETMAP);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Tell the server we received the complete map. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
{
my_client->status = STATUS_ACTIVE;
Packet *p = new Packet(PACKET_CLIENT_MAP_OK);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Send an acknowledgement from the server's ticks. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
{
Packet *p = new Packet(PACKET_CLIENT_ACK);
p->Send_uint32(_frame_counter);
p->Send_uint8 (my_client->token);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send a command to the server.
* @param cp The command to send.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
{
Packet *p = new Packet(PACKET_CLIENT_COMMAND);
my_client->NetworkGameSocketHandler::SendCommand(p, cp);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Send a chat-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
{
Packet *p = new Packet(PACKET_CLIENT_CHAT);
p->Send_uint8 (action);
p->Send_uint8 (type);
p->Send_uint32(dest);
p->Send_string(msg);
p->Send_uint64(data);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Send an error-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno)
{
Packet *p = new Packet(PACKET_CLIENT_ERROR);
p->Send_uint8(errorno);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell the server that we like to change the password of the company.
* @param password The new password.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password)
{
Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell the server that we like to change the name of the client.
* @param name The new name.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
{
Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
p->Send_string(name);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell the server we would like to quit.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
{
Packet *p = new Packet(PACKET_CLIENT_QUIT);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send a console command.
* @param pass The password for the remote command.
* @param command The actual command.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, const char *command)
{
Packet *p = new Packet(PACKET_CLIENT_RCON);
p->Send_string(pass);
p->Send_string(command);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Ask the server to move us.
* @param company The company to move to.
* @param password The password of the company to move to.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *password)
{
Packet *p = new Packet(PACKET_CLIENT_MOVE);
p->Send_uint8(company);
p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Check whether the client is actually connected (and in the game).
* @return True when the client is connected.
*/
bool ClientNetworkGameSocketHandler::IsConnected()
{
return my_client != nullptr && my_client->status == STATUS_ACTIVE;
}
/***********
* Receiving functions
* DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
************/
extern bool SafeLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = nullptr);
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
{
/* We try to join a server which is full */
ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
return NETWORK_RECV_STATUS_SERVER_FULL;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p)
{
/* We try to join a server where we are banned */
ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
return NETWORK_RECV_STATUS_SERVER_BANNED;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *p)
{
if (this->status != STATUS_COMPANY_INFO) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
byte company_info_version = p->Recv_uint8();
if (!this->HasClientQuit() && company_info_version == NETWORK_COMPANY_INFO_VERSION) {
/* We have received all data... (there are no more packets coming) */
if (!p->Recv_bool()) return NETWORK_RECV_STATUS_CLOSE_QUERY;
CompanyID current = (Owner)p->Recv_uint8();
if (current >= MAX_COMPANIES) return NETWORK_RECV_STATUS_CLOSE_QUERY;
NetworkCompanyInfo *company_info = GetLobbyCompanyInfo(current);
if (company_info == nullptr) return NETWORK_RECV_STATUS_CLOSE_QUERY;
p->Recv_string(company_info->company_name, sizeof(company_info->company_name));
company_info->inaugurated_year = p->Recv_uint32();
company_info->company_value = p->Recv_uint64();
company_info->money = p->Recv_uint64();
company_info->income = p->Recv_uint64();
company_info->performance = p->Recv_uint16();
company_info->use_password = p->Recv_bool();
for (uint i = 0; i < NETWORK_VEH_END; i++) {
company_info->num_vehicle[i] = p->Recv_uint16();
}
for (uint i = 0; i < NETWORK_VEH_END; i++) {
company_info->num_station[i] = p->Recv_uint16();
}
company_info->ai = p->Recv_bool();
p->Recv_string(company_info->clients, sizeof(company_info->clients));
SetWindowDirty(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_LOBBY);
return NETWORK_RECV_STATUS_OKAY;
}
return NETWORK_RECV_STATUS_CLOSE_QUERY;
}
/* This packet contains info about the client (playas and name)
* as client we save this in NetworkClientInfo, linked via 'client_id'
* which is always an unique number on a server. */
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *p)
{
NetworkClientInfo *ci;
ClientID client_id = (ClientID)p->Recv_uint32();
CompanyID playas = (CompanyID)p->Recv_uint8();
char name[NETWORK_NAME_LENGTH];
p->Recv_string(name, sizeof(name));
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
ci = NetworkClientInfo::GetByClientID(client_id);
if (ci != nullptr) {
if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) {
/* Client name changed, display the change */
NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, name);
} else if (playas != ci->client_playas) {
/* The client changed from client-player..
* Do not display that for now */
}
/* Make sure we're in the company the server tells us to be in,
* for the rare case that we get moved while joining. */
if (client_id == _network_own_client_id) SetLocalCompany(!Company::IsValidID(playas) ? COMPANY_SPECTATOR : playas);
ci->client_playas = playas;
strecpy(ci->client_name, name, lastof(ci->client_name));
SetWindowDirty(WC_CLIENT_LIST, 0);
return NETWORK_RECV_STATUS_OKAY;
}
/* There are at most as many ClientInfo as ClientSocket objects in a
* server. Having more info than a server can have means something
* has gone wrong somewhere, i.e. the server has more info than it
* has actual clients. That means the server is feeding us an invalid
* state. So, bail out! This server is broken. */
if (!NetworkClientInfo::CanAllocateItem()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
/* We don't have this client_id yet, find an empty client_id, and put the data there */
ci = new NetworkClientInfo(client_id);
ci->client_playas = playas;
if (client_id == _network_own_client_id) this->SetInfo(ci);
strecpy(ci->client_name, name, lastof(ci->client_name));
SetWindowDirty(WC_CLIENT_LIST, 0);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p)
{
static const StringID network_error_strings[] = {
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_GENERAL
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_DESYNC
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_SAVEGAME_FAILED
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_CONNECTION_LOST
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_ILLEGAL_PACKET
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NEWGRF_MISMATCH
STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_AUTHORIZED
STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_EXPECTED
STR_NETWORK_ERROR_WRONG_REVISION, // NETWORK_ERROR_WRONG_REVISION
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NAME_IN_USE
STR_NETWORK_ERROR_WRONG_PASSWORD, // NETWORK_ERROR_WRONG_PASSWORD
STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_COMPANY_MISMATCH
STR_NETWORK_ERROR_KICKED, // NETWORK_ERROR_KICKED
STR_NETWORK_ERROR_CHEATER, // NETWORK_ERROR_CHEATER
STR_NETWORK_ERROR_SERVER_FULL, // NETWORK_ERROR_FULL
STR_NETWORK_ERROR_TOO_MANY_COMMANDS, // NETWORK_ERROR_TOO_MANY_COMMANDS
STR_NETWORK_ERROR_TIMEOUT_PASSWORD, // NETWORK_ERROR_TIMEOUT_PASSWORD
STR_NETWORK_ERROR_TIMEOUT_COMPUTER, // NETWORK_ERROR_TIMEOUT_COMPUTER
STR_NETWORK_ERROR_TIMEOUT_MAP, // NETWORK_ERROR_TIMEOUT_MAP
STR_NETWORK_ERROR_TIMEOUT_JOIN, // NETWORK_ERROR_TIMEOUT_JOIN
};
assert_compile(lengthof(network_error_strings) == NETWORK_ERROR_END);
NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
StringID err = STR_NETWORK_ERROR_LOSTCONNECTION;
if (error < (ptrdiff_t)lengthof(network_error_strings)) err = network_error_strings[error];
/* In case of kicking a client, we assume there is a kick message in the packet if we can read one byte */
if (error == NETWORK_ERROR_KICKED && p->CanReadFromPacket(1)) {
char kick_msg[255];
p->Recv_string(kick_msg, sizeof(kick_msg));
SetDParamStr(0, kick_msg);
ShowErrorMessage(err, STR_NETWORK_ERROR_KICK_MESSAGE, WL_CRITICAL);
} else {
ShowErrorMessage(err, INVALID_STRING_ID, WL_CRITICAL);
}
/* Perform an emergency save if we had already entered the game */
if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet *p)
{
if (this->status != STATUS_JOIN) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
uint grf_count = p->Recv_uint8();
NetworkRecvStatus ret = NETWORK_RECV_STATUS_OKAY;
/* Check all GRFs */
for (; grf_count > 0; grf_count--) {
GRFIdentifier c;
this->ReceiveGRFIdentifier(p, &c);
/* Check whether we know this GRF */
const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, c.md5sum);
if (f == nullptr) {
/* We do not know this GRF, bail out of initialization */
char buf[sizeof(c.md5sum) * 2 + 1];
md5sumToString(buf, lastof(buf), c.md5sum);
DEBUG(grf, 0, "NewGRF %08X not found; checksum %s", BSWAP32(c.grfid), buf);
ret = NETWORK_RECV_STATUS_NEWGRF_MISMATCH;
}
}
if (ret == NETWORK_RECV_STATUS_OKAY) {
/* Start receiving the map */
return SendNewGRFsOk();
}
/* NewGRF mismatch, bail out */
ShowErrorMessage(STR_NETWORK_ERROR_NEWGRF_MISMATCH, INVALID_STRING_ID, WL_CRITICAL);
return ret;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *p)
{
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->status = STATUS_AUTH_GAME;
const char *password = _network_join_server_password;
if (!StrEmpty(password)) {
return SendGamePassword(password);
}
ShowNetworkNeedPassword(NETWORK_GAME_PASSWORD);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p)
{
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_COMPANY) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->status = STATUS_AUTH_COMPANY;
_password_game_seed = p->Recv_uint32();
p->Recv_string(_password_server_id, sizeof(_password_server_id));
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
const char *password = _network_join_company_password;
if (!StrEmpty(password)) {
return SendCompanyPassword(password);
}
ShowNetworkNeedPassword(NETWORK_COMPANY_PASSWORD);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *p)
{
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->status = STATUS_AUTHORIZED;
_network_own_client_id = (ClientID)p->Recv_uint32();
/* Initialize the password hash salting variables, even if they were previously. */
_password_game_seed = p->Recv_uint32();
p->Recv_string(_password_server_id, sizeof(_password_server_id));
/* Start receiving the map */
return SendGetMap();
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p)
{
/* We set the internal wait state when requesting the map. */
if (this->status != STATUS_MAP_WAIT) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
/* But... only now we set the join status to waiting, instead of requesting. */
_network_join_status = NETWORK_JOIN_STATUS_WAITING;
_network_join_waiting = p->Recv_uint8();
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet *p)
{
if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->status = STATUS_MAP;
if (this->savegame != nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->savegame = new PacketReader();
_frame_counter = _frame_counter_server = _frame_counter_max = p->Recv_uint32();
_network_join_bytes = 0;
_network_join_bytes_total = 0;
_network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet *p)
{
if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_network_join_bytes_total = p->Recv_uint32();
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet *p)
{
if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
/* We are still receiving data, put it to the file */
this->savegame->AddPacket(p);
_network_join_bytes = (uint32)this->savegame->written_bytes;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *p)
{
if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
/*
* Make sure everything is set for reading.
*
* We need the local copy and reset this->savegame because when
* loading fails the network gets reset upon loading the intro
* game, which would cause us to free this->savegame twice.
*/
LoadFilter *lf = this->savegame;
this->savegame = nullptr;
lf->Reset();
/* The map is done downloading, load it */
ClearErrorMessages();
bool load_success = SafeLoad(nullptr, SLO_LOAD, DFT_GAME_FILE, GM_NORMAL, NO_DIRECTORY, lf);
/* Long savegame loads shouldn't affect the lag calculation! */
this->last_packet = _realtime_tick;
if (!load_success) {
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
ShowErrorMessage(STR_NETWORK_ERROR_SAVEGAMEERROR, INVALID_STRING_ID, WL_CRITICAL);
return NETWORK_RECV_STATUS_SAVEGAME;
}
/* If the savegame has successfully loaded, ALL windows have been removed,
* only toolbar/statusbar and gamefield are visible */
/* Say we received the map and loaded it correctly! */
SendMapOk();
/* New company/spectator (invalid company) or company we want to join is not active
* Switch local company to spectator and await the server's judgement */
if (_network_join_as == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_join_as)) {
SetLocalCompany(COMPANY_SPECTATOR);
if (_network_join_as != COMPANY_SPECTATOR) {
/* We have arrived and ready to start playing; send a command to make a new company;
* the server will give us a client-id and let us in */
_network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
ShowJoinStatusWindow();
NetworkSendCommand(0, CCA_NEW, 0, CMD_COMPANY_CTRL, nullptr, nullptr, _local_company);
}
} else {
/* take control over an existing company */
SetLocalCompany(_network_join_as);
}
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p)
{
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_frame_counter_server = p->Recv_uint32();
_frame_counter_max = p->Recv_uint32();
#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
/* Test if the server supports this option
* and if we are at the frame the server is */
if (p->pos + 1 < p->size) {
_sync_frame = _frame_counter_server;
_sync_seed_1 = p->Recv_uint32();
#ifdef NETWORK_SEND_DOUBLE_SEED
_sync_seed_2 = p->Recv_uint32();
#endif
}
#endif
/* Receive the token. */
if (p->pos != p->size) this->token = p->Recv_uint8();
DEBUG(net, 5, "Received FRAME %d", _frame_counter_server);
/* Let the server know that we received this frame correctly
* We do this only once per day, to save some bandwidth ;) */
if (!_network_first_time && last_ack_frame < _frame_counter) {
last_ack_frame = _frame_counter + DAY_TICKS;
DEBUG(net, 4, "Sent ACK at %d", _frame_counter);
SendAck();
}
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p)
{
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_sync_frame = p->Recv_uint32();
_sync_seed_1 = p->Recv_uint32();
#ifdef NETWORK_SEND_DOUBLE_SEED
_sync_seed_2 = p->Recv_uint32();
#endif
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet *p)
{
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
CommandPacket cp;
const char *err = this->ReceiveCommand(p, &cp);
cp.frame = p->Recv_uint32();
cp.my_cmd = p->Recv_bool();
if (err != nullptr) {
IConsolePrintF(CC_ERROR, "WARNING: %s from server, dropping...", err);
return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}
this->incoming_queue.Append(&cp);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
{
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
char name[NETWORK_NAME_LENGTH], msg[NETWORK_CHAT_LENGTH];
const NetworkClientInfo *ci = nullptr, *ci_to;
NetworkAction action = (NetworkAction)p->Recv_uint8();
ClientID client_id = (ClientID)p->Recv_uint32();
bool self_send = p->Recv_bool();
p->Recv_string(msg, NETWORK_CHAT_LENGTH);
int64 data = p->Recv_uint64();
ci_to = NetworkClientInfo::GetByClientID(client_id);
if (ci_to == nullptr) return NETWORK_RECV_STATUS_OKAY;
/* Did we initiate the action locally? */
if (self_send) {
switch (action) {
case NETWORK_ACTION_CHAT_CLIENT:
/* For speaking to client we need the client-name */
seprintf(name, lastof(name), "%s", ci_to->client_name);
ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
break;
/* For speaking to company or giving money, we need the company-name */
case NETWORK_ACTION_GIVE_MONEY:
if (!Company::IsValidID(ci_to->client_playas)) return NETWORK_RECV_STATUS_OKAY;
FALLTHROUGH;
case NETWORK_ACTION_CHAT_COMPANY: {
StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
SetDParam(0, ci_to->client_playas);
GetString(name, str, lastof(name));
ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
break;
}
default: return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}
} else {
/* Display message from somebody else */
seprintf(name, lastof(name), "%s", ci_to->client_name);
ci = ci_to;
}
if (ci != nullptr) {
NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), self_send, name, msg, data);
}
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
ClientID client_id = (ClientID)p->Recv_uint32();
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
if (ci != nullptr) {
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, nullptr, GetNetworkErrorMsg((NetworkErrorCode)p->Recv_uint8()));
delete ci;
}
SetWindowDirty(WC_CLIENT_LIST, 0);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
ClientID client_id = (ClientID)p->Recv_uint32();
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
if (ci != nullptr) {
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, nullptr, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
delete ci;
} else {
DEBUG(net, 0, "Unknown client (%d) is leaving the game", client_id);
}
SetWindowDirty(WC_CLIENT_LIST, 0);
/* If we come here it means we could not locate the client.. strange :s */
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
ClientID client_id = (ClientID)p->Recv_uint32();
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
if (ci != nullptr) {
NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name);
}
SetWindowDirty(WC_CLIENT_LIST, 0);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *p)
{
/* Only when we're trying to join we really
* care about the server shutting down. */
if (this->status >= STATUS_JOIN) {
ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN, INVALID_STRING_ID, WL_CRITICAL);
}
if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *p)
{
/* Only when we're trying to join we really
* care about the server shutting down. */
if (this->status >= STATUS_JOIN) {
/* To throttle the reconnects a bit, every clients waits its
* Client ID modulo 16. This way reconnects should be spread
* out a bit. */
_network_reconnect = _network_own_client_id % 16;
ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_REBOOT, INVALID_STRING_ID, WL_CRITICAL);
}
if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_RCON(Packet *p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
TextColour colour_code = (TextColour)p->Recv_uint16();
if (!IsValidConsoleColour(colour_code)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
char rcon_out[NETWORK_RCONCOMMAND_LENGTH];
p->Recv_string(rcon_out, sizeof(rcon_out));
IConsolePrint(colour_code, rcon_out);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
/* Nothing more in this packet... */
ClientID client_id = (ClientID)p->Recv_uint32();
CompanyID company_id = (CompanyID)p->Recv_uint8();
if (client_id == 0) {
/* definitely an invalid client id, debug message and do nothing. */
DEBUG(net, 0, "[move] received invalid client index = 0");
return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}
const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
/* Just make sure we do not try to use a client_index that does not exist */
if (ci == nullptr) return NETWORK_RECV_STATUS_OKAY;
/* if not valid player, force spectator, else check player exists */
if (!Company::IsValidID(company_id)) company_id = COMPANY_SPECTATOR;
if (client_id == _network_own_client_id) {
SetLocalCompany(company_id);
}
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *p)
{
if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_network_server_max_companies = p->Recv_uint8();
_network_server_max_spectators = p->Recv_uint8();
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p)
{
if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_network_company_passworded = p->Recv_uint16();
SetWindowClassesDirty(WC_COMPANY);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Check the connection's state, i.e. is the connection still up?
*/
void ClientNetworkGameSocketHandler::CheckConnection()
{
/* Only once we're authorized we can expect a steady stream of packets. */
if (this->status < STATUS_AUTHORIZED) return;
/* It might... sometimes occur that the realtime ticker overflows. */
if (_realtime_tick < this->last_packet) this->last_packet = _realtime_tick;
/* Lag is in milliseconds; 5 seconds are roughly twice the
* server's "you're slow" threshold (1 game day). */
uint lag = (_realtime_tick - this->last_packet) / 1000;
if (lag < 5) return;
/* 20 seconds are (way) more than 4 game days after which
* the server will forcefully disconnect you. */
if (lag > 20) {
this->NetworkGameSocketHandler::CloseConnection();
return;
}
/* Prevent showing the lag message every tick; just update it when needed. */
static uint last_lag = 0;
if (last_lag == lag) return;
last_lag = lag;
SetDParam(0, lag);
ShowErrorMessage(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION, STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION, WL_INFO);
}
/** Is called after a client is connected to the server */
void NetworkClient_Connected()
{
/* Set the frame-counter to 0 so nothing happens till we are ready */
_frame_counter = 0;
_frame_counter_server = 0;
last_ack_frame = 0;
/* Request the game-info */
MyClient::SendJoin();
}
/**
* Send a remote console command.
* @param password The password.
* @param command The command to execute.
*/
void NetworkClientSendRcon(const char *password, const char *command)
{
MyClient::SendRCon(password, command);
}
/**
* Notify the server of this client wanting to be moved to another company.
* @param company_id id of the company the client wishes to be moved to.
* @param pass the password, is only checked on the server end if a password is needed.
* @return void
*/
void NetworkClientRequestMove(CompanyID company_id, const char *pass)
{
MyClient::SendMove(company_id, pass);
}
/**
* Move the clients of a company to the spectators.
* @param cid The company to move the clients of.
*/
void NetworkClientsToSpectators(CompanyID cid)
{
Backup<CompanyID> cur_company(_current_company, FILE_LINE);
/* If our company is changing owner, go to spectators */
if (cid == _local_company) SetLocalCompany(COMPANY_SPECTATOR);
for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
if (ci->client_playas != cid) continue;
NetworkTextMessage(NETWORK_ACTION_COMPANY_SPECTATOR, CC_DEFAULT, false, ci->client_name);
ci->client_playas = COMPANY_SPECTATOR;
}
cur_company.Restore();
}
/**
* Send the server our name.
*/
void NetworkUpdateClientName()
{
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
if (ci == nullptr) return;
/* Don't change the name if it is the same as the old name */
if (strcmp(ci->client_name, _settings_client.network.client_name) != 0) {
if (!_network_server) {
MyClient::SendSetName(_settings_client.network.client_name);
} else {
if (NetworkFindName(_settings_client.network.client_name, lastof(_settings_client.network.client_name))) {
NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, _settings_client.network.client_name);
strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));
NetworkUpdateClientInfo(CLIENT_ID_SERVER);
}
}
}
}
/**
* Send a chat message.
* @param action The action associated with the message.
* @param type The destination type.
* @param dest The destination index, be it a company index or client id.
* @param msg The actual message.
* @param data Arbitrary extra data.
*/
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
{
MyClient::SendChat(action, type, dest, msg, data);
}
/**
* Set/Reset company password on the client side.
* @param password Password to be set.
*/
void NetworkClientSetCompanyPassword(const char *password)
{
MyClient::SendSetPassword(password);
}
/**
* Tell whether the client has team members where he/she can chat to.
* @param cio client to check members of.
* @return true if there is at least one team member.
*/
bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio)
{
/* Only companies actually playing can speak to team. Eg spectators cannot */
if (!_settings_client.gui.prefer_teamchat || !Company::IsValidID(cio->client_playas)) return false;
for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
if (ci->client_playas == cio->client_playas && ci != cio) return true;
}
return false;
}
/**
* Check if max_companies has been reached on the server (local check only).
* @return true if the max value has been reached or exceeded, false otherwise.
*/
bool NetworkMaxCompaniesReached()
{
return Company::GetNumItems() >= (_network_server ? _settings_client.network.max_companies : _network_server_max_companies);
}
/**
* Check if max_spectatos has been reached on the server (local check only).
* @return true if the max value has been reached or exceeded, false otherwise.
*/
bool NetworkMaxSpectatorsReached()
{
return NetworkSpectatorCount() >= (_network_server ? _settings_client.network.max_spectators : _network_server_max_spectators);
}
|