Files
@ r17642:ab10f4b22179
Branch filter:
Location: cpp/openttd-patchpack/source/src/network/network_server.cpp
r17642:ab10f4b22179
68.1 KiB
text/x-c
(svn r22424) -Document: some more bits
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 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 | /* $Id$ */
/*
* 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_server.cpp Server part of the network protocol. */
#ifdef ENABLE_NETWORK
#include "../stdafx.h"
#include "../strings_func.h"
#include "../date_func.h"
#include "network_admin.h"
#include "network_server.h"
#include "network_udp.h"
#include "network_base.h"
#include "../console_func.h"
#include "../company_base.h"
#include "../command_func.h"
#include "../saveload/saveload.h"
#include "../saveload/saveload_filter.h"
#include "../station_base.h"
#include "../genworld.h"
#include "../company_func.h"
#include "../company_gui.h"
#include "../window_func.h"
#include "../roadveh.h"
#include "../order_backup.h"
#include "../core/pool_func.hpp"
#include "../core/random_func.hpp"
#include "../rev.h"
/* This file handles all the server-commands */
DECLARE_POSTFIX_INCREMENT(ClientID)
/** The identifier counter for new clients (is never decreased) */
static ClientID _network_client_id = CLIENT_ID_FIRST;
/** Make very sure the preconditions given in network_type.h are actually followed */
assert_compile(MAX_CLIENT_SLOTS > MAX_CLIENTS);
/** Yes... */
assert_compile(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS);
/** The pool with clients. */
NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket");
INSTANTIATE_POOL_METHODS(NetworkClientSocket)
/** Instantiate the listen sockets. */
template SocketList TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED>::sockets;
/** Writing a savegame directly to a number of packets. */
struct PacketWriter : SaveFilter {
ServerNetworkGameSocketHandler *cs; ///< Socket we are associated with.
Packet *current; ///< The packet we're currently writing to.
size_t total_size; ///< Total size of the compressed savegame.
/**
* Create the packet writer.
* @param cs The socket handler we're making the packets for.
*/
PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(NULL), cs(cs), current(NULL), total_size(0)
{
this->cs->savegame_mutex = ThreadMutex::New();
}
/** Make sure everything is cleaned up. */
~PacketWriter()
{
/* Prevent double frees. */
if (this->cs != NULL) {
if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->BeginCritical();
this->cs->savegame = NULL;
if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->EndCritical();
delete this->cs->savegame_mutex;
this->cs->savegame_mutex = NULL;
}
delete this->current;
}
/** Append the current packet to the queue. */
void AppendQueue()
{
if (this->current == NULL) return;
Packet **p = &this->cs->savegame_packets;
while (*p != NULL) {
p = &(*p)->next;
}
*p = this->current;
this->current = NULL;
}
/* virtual */ void Write(byte *buf, size_t size)
{
/* We want to abort the saving when the socket is closed. */
if (this->cs == NULL) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
if (this->current == NULL) this->current = new Packet(PACKET_SERVER_MAP_DATA);
if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->BeginCritical();
byte *bufe = buf + size;
while (buf != bufe) {
size_t to_write = min(SEND_MTU - this->current->size, bufe - buf);
memcpy(this->current->buffer + this->current->size, buf, to_write);
this->current->size += (PacketSize)to_write;
buf += to_write;
if (this->current->size == SEND_MTU) {
this->AppendQueue();
if (buf != bufe) this->current = new Packet(PACKET_SERVER_MAP_DATA);
}
}
if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->EndCritical();
this->total_size += size;
}
/* virtual */ void Finish()
{
/* We want to abort the saving when the socket is closed. */
if (this->cs == NULL) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->BeginCritical();
/* Make sure the last packet is flushed. */
this->AppendQueue();
/* Add a packet stating that this is the end to the queue. */
this->current = new Packet(PACKET_SERVER_MAP_DONE);
this->AppendQueue();
/* Fast-track the size to the client. */
Packet *p = new Packet(PACKET_SERVER_MAP_SIZE);
p->Send_uint32((uint32)this->total_size);
this->cs->NetworkTCPSocketHandler::SendPacket(p);
if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->EndCritical();
}
};
/**
* Create a new socket for the server side of the game connection.
* @param s The socket to connect with.
*/
ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s)
{
this->status = STATUS_INACTIVE;
this->client_id = _network_client_id++;
this->receive_limit = _settings_client.network.bytes_per_frame_burst;
/* The Socket and Info pools need to be the same in size. After all,
* each Socket will be associated with at most one Info object. As
* such if the Socket was allocated the Info object can as well. */
assert_compile(NetworkClientSocketPool::MAX_SIZE == NetworkClientInfoPool::MAX_SIZE);
}
/**
* Clear everything related to this client.
*/
ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
{
if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID;
OrderBackup::ResetUser(this->client_id);
if (this->savegame_mutex != NULL) this->savegame_mutex->BeginCritical();
if (this->savegame != NULL) this->savegame->cs = NULL;
if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical();
/* Make sure the saving is completely cancelled.
* Yes, we need to handle the save finish as well
* as the next connection in this "loop" might
* just be requesting the map and such. */
WaitTillSaved();
ProcessAsyncSaveFinish();
while (this->savegame_packets != NULL) {
Packet *p = this->savegame_packets->next;
delete this->savegame_packets;
this->savegame_packets = p;
}
delete this->savegame_mutex;
}
Packet *ServerNetworkGameSocketHandler::ReceivePacket()
{
/* Only allow receiving when we have some buffer free; this value
* can go negative, but eventually it will become positive again. */
if (this->receive_limit <= 0) return NULL;
/* We can receive a packet, so try that and if needed account for
* the amount of received data. */
Packet *p = this->NetworkTCPSocketHandler::ReceivePacket();
if (p != NULL) this->receive_limit -= p->size;
return p;
}
void ServerNetworkGameSocketHandler::SendPacket(Packet *packet)
{
if (this->savegame_mutex != NULL) this->savegame_mutex->BeginCritical();
this->NetworkTCPSocketHandler::SendPacket(packet);
if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::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;
if (status != NETWORK_RECV_STATUS_CONN_LOST && !this->HasClientQuit() && this->status >= STATUS_AUTHORIZED) {
/* We did not receive a leave message from this client... */
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkClientSocket *new_cs;
this->GetClientName(client_name, sizeof(client_name));
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 && this != new_cs) {
new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
}
}
}
NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
DEBUG(net, 1, "Closed client connection %d", this->client_id);
/* We just lost one client :( */
if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
extern byte _network_clients_connected;
_network_clients_connected--;
DeleteWindowById(WC_CLIENT_LIST_POPUP, this->client_id);
SetWindowDirty(WC_CLIENT_LIST, 0);
this->SendPackets(true);
delete this->GetInfo();
delete this;
return status;
}
/**
* Whether an connection is allowed or not at this moment.
* @return true if the connection is allowed.
*/
/* static */ bool ServerNetworkGameSocketHandler::AllowConnection()
{
extern byte _network_clients_connected;
bool accept = _network_clients_connected < MAX_CLIENTS && _network_game_info.clients_on < _settings_client.network.max_clients;
/* We can't go over the MAX_CLIENTS limit here. However, the
* pool must have place for all clients and ourself. */
assert_compile(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENTS + 1);
assert(!accept || ServerNetworkGameSocketHandler::CanAllocateItem());
return accept;
}
/** Send the packets for the server sockets. */
/* static */ void ServerNetworkGameSocketHandler::Send()
{
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->writable) {
if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
/* This client is in the middle of a map-send, call the function for that */
cs->SendMap();
}
}
}
}
static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
/***********
* Sending functions
* DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs
************/
/**
* Send the client information about a client.
* @param ci The client to send information about.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientInfo *ci)
{
if (ci->client_id != INVALID_CLIENT_ID) {
Packet *p = new Packet(PACKET_SERVER_CLIENT_INFO);
p->Send_uint32(ci->client_id);
p->Send_uint8 (ci->client_playas);
p->Send_string(ci->client_name);
this->SendPacket(p);
}
return NETWORK_RECV_STATUS_OKAY;
}
/** Send the client information about the companies. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
{
/* Fetch the latest version of the stats */
NetworkCompanyStats company_stats[MAX_COMPANIES];
NetworkPopulateCompanyStats(company_stats);
/* Make a list of all clients per company */
char clients[MAX_COMPANIES][NETWORK_CLIENTS_LENGTH];
NetworkClientSocket *csi;
memset(clients, 0, sizeof(clients));
/* Add the local player (if not dedicated) */
const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
if (ci != NULL && Company::IsValidID(ci->client_playas)) {
strecpy(clients[ci->client_playas], ci->client_name, lastof(clients[ci->client_playas]));
}
FOR_ALL_CLIENT_SOCKETS(csi) {
char client_name[NETWORK_CLIENT_NAME_LENGTH];
((ServerNetworkGameSocketHandler*)csi)->GetClientName(client_name, sizeof(client_name));
ci = csi->GetInfo();
if (ci != NULL && Company::IsValidID(ci->client_playas)) {
if (!StrEmpty(clients[ci->client_playas])) {
strecat(clients[ci->client_playas], ", ", lastof(clients[ci->client_playas]));
}
strecat(clients[ci->client_playas], client_name, lastof(clients[ci->client_playas]));
}
}
/* Now send the data */
Company *company;
Packet *p;
FOR_ALL_COMPANIES(company) {
p = new Packet(PACKET_SERVER_COMPANY_INFO);
p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
p->Send_bool (true);
this->SendCompanyInformation(p, company, &company_stats[company->index]);
if (StrEmpty(clients[company->index])) {
p->Send_string("<none>");
} else {
p->Send_string(clients[company->index]);
}
this->SendPacket(p);
}
p = new Packet(PACKET_SERVER_COMPANY_INFO);
p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
p->Send_bool (false);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send an error to the client, and close its connection.
* @param error The error to disconnect for.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error)
{
char str[100];
Packet *p = new Packet(PACKET_SERVER_ERROR);
p->Send_uint8(error);
this->SendPacket(p);
StringID strid = GetNetworkErrorMsg(error);
GetString(str, strid, lastof(str));
/* Only send when the current client was in game */
if (this->status > STATUS_AUTHORIZED) {
NetworkClientSocket *new_cs;
char client_name[NETWORK_CLIENT_NAME_LENGTH];
this->GetClientName(client_name, sizeof(client_name));
DEBUG(net, 1, "'%s' made an error and has been disconnected. Reason: '%s'", client_name, str);
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, strid);
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTHORIZED && new_cs != this) {
/* Some errors we filter to a more general error. Clients don't have to know the real
* reason a joining failed. */
if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
error = NETWORK_ERROR_ILLEGAL_PACKET;
}
new_cs->SendErrorQuit(this->client_id, error);
}
}
NetworkAdminClientError(this->client_id, error);
} else {
DEBUG(net, 1, "Client %d made an error and has been disconnected. Reason: '%s'", this->client_id, str);
}
/* The client made a mistake, so drop his connection now! */
return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
}
/** Send the check for the NewGRFs. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
{
Packet *p = new Packet(PACKET_SERVER_CHECK_NEWGRFS);
const GRFConfig *c;
uint grf_count = 0;
for (c = _grfconfig; c != NULL; c = c->next) {
if (!HasBit(c->flags, GCF_STATIC)) grf_count++;
}
p->Send_uint8 (grf_count);
for (c = _grfconfig; c != NULL; c = c->next) {
if (!HasBit(c->flags, GCF_STATIC)) this->SendGRFIdentifier(p, &c->ident);
}
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Request the game password. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
{
/* Invalid packet when status is STATUS_AUTH_GAME or higher */
if (this->status >= STATUS_AUTH_GAME) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
this->status = STATUS_AUTH_GAME;
Packet *p = new Packet(PACKET_SERVER_NEED_GAME_PASSWORD);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Request the company password. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
{
/* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
if (this->status >= STATUS_AUTH_COMPANY) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
this->status = STATUS_AUTH_COMPANY;
Packet *p = new Packet(PACKET_SERVER_NEED_COMPANY_PASSWORD);
p->Send_uint32(_settings_game.game_creation.generation_seed);
p->Send_string(_settings_client.network.network_id);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Send the client a welcome message with some basic information. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
{
Packet *p;
NetworkClientSocket *new_cs;
/* Invalid packet when status is AUTH or higher */
if (this->status >= STATUS_AUTHORIZED) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
this->status = STATUS_AUTHORIZED;
_network_game_info.clients_on++;
p = new Packet(PACKET_SERVER_WELCOME);
p->Send_uint32(this->client_id);
p->Send_uint32(_settings_game.game_creation.generation_seed);
p->Send_string(_settings_client.network.network_id);
this->SendPacket(p);
/* Transmit info about all the active clients */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs != this && new_cs->status > STATUS_AUTHORIZED) {
this->SendClientInfo(new_cs->GetInfo());
}
}
/* Also send the info of the server */
return this->SendClientInfo(NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER));
}
/** Tell the client that its put in a waiting queue. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
{
int waiting = 0;
NetworkClientSocket *new_cs;
Packet *p;
/* Count how many clients are waiting in the queue, in front of you! */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status != STATUS_MAP_WAIT) continue;
if (new_cs->GetInfo()->join_date < this->GetInfo()->join_date || (new_cs->GetInfo()->join_date == this->GetInfo()->join_date && new_cs->client_id < this->client_id)) waiting++;
}
p = new Packet(PACKET_SERVER_WAIT);
p->Send_uint8(waiting);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** This sends the map to the client */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
{
static uint sent_packets; // How many packets we did send succecfully last time
if (this->status < STATUS_AUTHORIZED) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
}
if (this->status == STATUS_AUTHORIZED) {
this->savegame = new PacketWriter(this);
/* Now send the _frame_counter and how many packets are coming */
Packet *p = new Packet(PACKET_SERVER_MAP_BEGIN);
p->Send_uint32(_frame_counter);
this->SendPacket(p);
NetworkSyncCommandQueue(this);
this->status = STATUS_MAP;
/* Mark the start of download */
this->last_frame = _frame_counter;
this->last_frame_server = _frame_counter;
sent_packets = 4; // We start with trying 4 packets
/* Make a dump of the current game */
if (SaveWithFilter(this->savegame, true) != SL_OK) usererror("network savedump failed");
}
if (this->status == STATUS_MAP) {
if (this->savegame_mutex != NULL) this->savegame_mutex->BeginCritical();
bool last_packet = false;
for (uint i = 0; i < sent_packets && this->savegame_packets != NULL; i++) {
Packet *p = this->savegame_packets;
last_packet = p->buffer[2] == PACKET_SERVER_MAP_DONE;
/* Remove the packet from the savegame queue and put it in the real queue. */
this->savegame_packets = p->next;
p->next = NULL;
this->NetworkTCPSocketHandler::SendPacket(p);
if (last_packet) {
/* There is no more data, so break the for */
break;
}
}
if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical();
if (last_packet) {
/* Done reading, make sure saving is done as well */
WaitTillSaved();
/* Set the status to DONE_MAP, no we will wait for the client
* to send it is ready (maybe that happens like never ;)) */
this->status = STATUS_DONE_MAP;
/* Find the best candidate for joining, i.e. the first joiner. */
NetworkClientSocket *new_cs;
NetworkClientSocket *best = NULL;
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status == STATUS_MAP_WAIT) {
if (best == NULL || best->GetInfo()->join_date > new_cs->GetInfo()->join_date || (best->GetInfo()->join_date == new_cs->GetInfo()->join_date && best->client_id > new_cs->client_id)) {
best = new_cs;
}
}
}
/* Is there someone else to join? */
if (best != NULL) {
/* Let the first start joining. */
best->status = STATUS_AUTHORIZED;
best->SendMap();
/* And update the rest. */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status == STATUS_MAP_WAIT) new_cs->SendWait();
}
}
}
switch (this->SendPackets()) {
case SPS_CLOSED:
return NETWORK_RECV_STATUS_CONN_LOST;
case SPS_ALL_SENT:
/* All are sent, increase the sent_packets */
if (this->savegame_packets != NULL) sent_packets *= 2;
break;
case SPS_PARTLY_SENT:
/* Only a part is sent; leave the transmission state. */
break;
case SPS_NONE_SENT:
/* Not everything is sent, decrease the sent_packets */
if (sent_packets > 1) sent_packets /= 2;
break;
}
}
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell that a client joined.
* @param client_id The client that joined.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
{
Packet *p = new Packet(PACKET_SERVER_JOIN);
p->Send_uint32(client_id);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Tell the client that they may run to a particular frame. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
{
Packet *p = new Packet(PACKET_SERVER_FRAME);
p->Send_uint32(_frame_counter);
p->Send_uint32(_frame_counter_max);
#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
p->Send_uint32(_sync_seed_1);
#ifdef NETWORK_SEND_DOUBLE_SEED
p->Send_uint32(_sync_seed_2);
#endif
#endif
/* If token equals 0, we need to make a new token and send that. */
if (this->last_token == 0) {
this->last_token = InteractiveRandomRange(UINT8_MAX - 1) + 1;
p->Send_uint8(this->last_token);
}
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Request the client to sync. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
{
Packet *p = new Packet(PACKET_SERVER_SYNC);
p->Send_uint32(_frame_counter);
p->Send_uint32(_sync_seed_1);
#ifdef NETWORK_SEND_DOUBLE_SEED
p->Send_uint32(_sync_seed_2);
#endif
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send a command to the client to execute.
* @param cp The command to send.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
{
Packet *p = new Packet(PACKET_SERVER_COMMAND);
this->NetworkGameSocketHandler::SendCommand(p, cp);
p->Send_uint32(cp->frame);
p->Send_bool (cp->my_cmd);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send a chat message.
* @param action The action associated with the message.
* @param client_id The origin of the chat message.
* @param self_send Whether we did send the message.
* @param msg The actual message.
* @param data Arbitrary extra data.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data)
{
Packet *p = new Packet(PACKET_SERVER_CHAT);
p->Send_uint8 (action);
p->Send_uint32(client_id);
p->Send_bool (self_send);
p->Send_string(msg);
p->Send_uint64(data);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell the client another client quit with an error.
* @param client_id The client that quit.
* @param errorno The reason the client quit.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
{
Packet *p = new Packet(PACKET_SERVER_ERROR_QUIT);
p->Send_uint32(client_id);
p->Send_uint8 (errorno);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell the client another client quit.
* @param client_id The client that quit.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
{
Packet *p = new Packet(PACKET_SERVER_QUIT);
p->Send_uint32(client_id);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Tell the client we're shutting down. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
{
Packet *p = new Packet(PACKET_SERVER_SHUTDOWN);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Tell the client we're starting a new game. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
{
Packet *p = new Packet(PACKET_SERVER_NEWGAME);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send the result of a console action.
* @param colour The colour of the result.
* @param command The command that was executed.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16 colour, const char *command)
{
Packet *p = new Packet(PACKET_SERVER_RCON);
p->Send_uint16(colour);
p->Send_string(command);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell that a client moved to another company.
* @param client_id The client that moved.
* @param company_id The company the client moved to.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendMove(ClientID client_id, CompanyID company_id)
{
Packet *p = new Packet(PACKET_SERVER_MOVE);
p->Send_uint32(client_id);
p->Send_uint8(company_id);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Send an update about the company password states. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate()
{
Packet *p = new Packet(PACKET_SERVER_COMPANY_UPDATE);
p->Send_uint16(_network_company_passworded);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Send an update about the max company/spectator counts. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
{
Packet *p = new Packet(PACKET_SERVER_CONFIG_UPDATE);
p->Send_uint8(_settings_client.network.max_companies);
p->Send_uint8(_settings_client.network.max_spectators);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/***********
* Receiving functions
* DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
************/
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO(Packet *p)
{
return this->SendCompanyInfo();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *p)
{
if (this->status != STATUS_NEWGRFS_CHECK) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
NetworkClientInfo *ci = this->GetInfo();
/* We now want a password from the client else we do not allow him in! */
if (!StrEmpty(_settings_client.network.server_password)) {
return this->SendNeedGamePassword();
}
if (Company::IsValidID(ci->client_playas) && !StrEmpty(_network_company_states[ci->client_playas].password)) {
return this->SendNeedCompanyPassword();
}
return this->SendWelcome();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
{
if (this->status != STATUS_INACTIVE) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
char name[NETWORK_CLIENT_NAME_LENGTH];
CompanyID playas;
NetworkLanguage client_lang;
char client_revision[NETWORK_REVISION_LENGTH];
p->Recv_string(client_revision, sizeof(client_revision));
/* Check if the client has revision control enabled */
if (!IsNetworkCompatibleVersion(client_revision)) {
/* Different revisions!! */
return this->SendError(NETWORK_ERROR_WRONG_REVISION);
}
p->Recv_string(name, sizeof(name));
playas = (Owner)p->Recv_uint8();
client_lang = (NetworkLanguage)p->Recv_uint8();
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
/* join another company does not affect these values */
switch (playas) {
case COMPANY_NEW_COMPANY: // New company
if (Company::GetNumItems() >= _settings_client.network.max_companies) {
return this->SendError(NETWORK_ERROR_FULL);
}
break;
case COMPANY_SPECTATOR: // Spectator
if (NetworkSpectatorCount() >= _settings_client.network.max_spectators) {
return this->SendError(NETWORK_ERROR_FULL);
}
break;
default: // Join another company (companies 1-8 (index 0-7))
if (!Company::IsValidHumanID(playas)) {
return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
}
break;
}
/* We need a valid name.. make it Player */
if (StrEmpty(name)) strecpy(name, "Player", lastof(name));
if (!NetworkFindName(name)) { // Change name if duplicate
/* We could not create a name for this client */
return this->SendError(NETWORK_ERROR_NAME_IN_USE);
}
assert(NetworkClientInfo::CanAllocateItem());
NetworkClientInfo *ci = new NetworkClientInfo(this->client_id);
this->SetInfo(ci);
ci->join_date = _date;
strecpy(ci->client_name, name, lastof(ci->client_name));
ci->client_playas = playas;
ci->client_lang = client_lang;
DEBUG(desync, 1, "client: %08x; %02x; %02x; %04x", _date, _date_fract, (int)ci->client_playas, ci->index);
/* Make sure companies to which people try to join are not autocleaned */
if (Company::IsValidID(playas)) _network_company_states[playas].months_empty = 0;
this->status = STATUS_NEWGRFS_CHECK;
if (_grfconfig == NULL) {
/* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
return this->Receive_CLIENT_NEWGRFS_CHECKED(NULL);
}
return this->SendNewGRFCheck();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *p)
{
if (this->status != STATUS_AUTH_GAME) {
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
char password[NETWORK_PASSWORD_LENGTH];
p->Recv_string(password, sizeof(password));
/* Check game password. Allow joining if we cleared the password meanwhile */
if (!StrEmpty(_settings_client.network.server_password) &&
strcmp(password, _settings_client.network.server_password) != 0) {
/* Password is invalid */
return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
}
const NetworkClientInfo *ci = this->GetInfo();
if (Company::IsValidID(ci->client_playas) && !StrEmpty(_network_company_states[ci->client_playas].password)) {
return this->SendNeedCompanyPassword();
}
/* Valid password, allow user */
return this->SendWelcome();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p)
{
if (this->status != STATUS_AUTH_COMPANY) {
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
char password[NETWORK_PASSWORD_LENGTH];
p->Recv_string(password, sizeof(password));
/* Check company password. Allow joining if we cleared the password meanwhile.
* Also, check the company is still valid - client could be moved to spectators
* in the middle of the authorization process */
CompanyID playas = this->GetInfo()->client_playas;
if (Company::IsValidID(playas) && !StrEmpty(_network_company_states[playas].password) &&
strcmp(password, _network_company_states[playas].password) != 0) {
/* Password is invalid */
return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
}
return this->SendWelcome();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p)
{
NetworkClientSocket *new_cs;
/* Do an extra version match. We told the client our version already,
* lets confirm that the client isn't lieing to us.
* But only do it for stable releases because of those we are sure
* that everybody has the same NewGRF version. For trunk and the
* branches we make tarballs of the OpenTTDs compiled from tarball
* will have the lower bits set to 0. As such they would become
* incompatible, which we would like to prevent by this. */
if (HasBit(_openttd_newgrf_version, 19)) {
if (_openttd_newgrf_version != p->Recv_uint32()) {
/* The version we get from the client differs, it must have the
* wrong version. The client must be wrong. */
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
} else if (p->size != 3) {
/* We received a packet from a version that claims to be stable.
* That shouldn't happen. The client must be wrong. */
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
/* The client was never joined.. so this is impossible, right?
* Ignore the packet, give the client a warning, and close his connection */
if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
}
/* Check if someone else is receiving the map */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status == STATUS_MAP) {
/* Tell the new client to wait */
this->status = STATUS_MAP_WAIT;
return this->SendWait();
}
}
/* We receive a request to upload the map.. give it to the client! */
return this->SendMap();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *p)
{
/* Client has the map, now start syncing */
if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkClientSocket *new_cs;
this->GetClientName(client_name, sizeof(client_name));
NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, NULL, this->client_id);
/* Mark the client as pre-active, and wait for an ACK
* so we know he is done loading and in sync with us */
this->status = STATUS_PRE_ACTIVE;
NetworkHandleCommandQueue(this);
this->SendFrame();
this->SendSync();
/* This is the frame the client receives
* we need it later on to make sure the client is not too slow */
this->last_frame = _frame_counter;
this->last_frame_server = _frame_counter;
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTHORIZED) {
new_cs->SendClientInfo(this->GetInfo());
new_cs->SendJoin(this->client_id);
}
}
NetworkAdminClientInfo(this, true);
/* also update the new client with our max values */
this->SendConfigUpdate();
/* quickly update the syncing client with company details */
return this->SendCompanyUpdate();
}
/* Wrong status for this packet, give a warning to client, and close connection */
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
/**
* The client has done a command and wants us to handle it
* @param p the packet in which the command was sent
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p)
{
/* The client was never joined.. so this is impossible, right?
* Ignore the packet, give the client a warning, and close his connection */
if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
if (this->incoming_queue.Count() >= _settings_client.network.max_commands_in_queue) {
return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
}
CommandPacket cp;
const char *err = this->ReceiveCommand(p, &cp);
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
NetworkClientInfo *ci = this->GetInfo();
if (err != NULL) {
IConsolePrintF(CC_ERROR, "WARNING: %s from client %d (IP: %s).", err, ci->client_id, this->GetClientIP());
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
if ((GetCommandFlags(cp.cmd) & CMD_SERVER) && ci->client_id != CLIENT_ID_SERVER) {
IConsolePrintF(CC_ERROR, "WARNING: server only command from: client %d (IP: %s), kicking...", ci->client_id, this->GetClientIP());
return this->SendError(NETWORK_ERROR_KICKED);
}
if ((GetCommandFlags(cp.cmd) & CMD_SPECTATOR) == 0 && !Company::IsValidID(cp.company) && ci->client_id != CLIENT_ID_SERVER) {
IConsolePrintF(CC_ERROR, "WARNING: spectator issueing command from client %d (IP: %s), kicking...", ci->client_id, this->GetClientIP());
return this->SendError(NETWORK_ERROR_KICKED);
}
/**
* Only CMD_COMPANY_CTRL is always allowed, for the rest, playas needs
* to match the company in the packet. If it doesn't, the client has done
* something pretty naughty (or a bug), and will be kicked
*/
if (!(cp.cmd == CMD_COMPANY_CTRL && cp.p1 == 0 && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
IConsolePrintF(CC_ERROR, "WARNING: client %d (IP: %s) tried to execute a command as company %d, kicking...",
ci->client_playas + 1, this->GetClientIP(), cp.company + 1);
return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
}
if (cp.cmd == CMD_COMPANY_CTRL) {
if (cp.p1 != 0 || cp.company != COMPANY_SPECTATOR) {
return this->SendError(NETWORK_ERROR_CHEATER);
}
/* Check if we are full - else it's possible for spectators to send a CMD_COMPANY_CTRL and the company is created regardless of max_companies! */
if (Company::GetNumItems() >= _settings_client.network.max_companies) {
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_CLIENT, ci->client_id, "cannot create new company, server full", CLIENT_ID_SERVER);
return NETWORK_RECV_STATUS_OKAY;
}
}
if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) cp.p2 = this->client_id;
this->incoming_queue.Append(&cp);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p)
{
/* This packets means a client noticed an error and is reporting this
* to us. Display the error and report it to the other clients */
NetworkClientSocket *new_cs;
char str[100];
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkErrorCode errorno = (NetworkErrorCode)p->Recv_uint8();
/* The client was never joined.. thank the client for the packet, but ignore it */
if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
}
this->GetClientName(client_name, sizeof(client_name));
StringID strid = GetNetworkErrorMsg(errorno);
GetString(str, strid, lastof(str));
DEBUG(net, 2, "'%s' reported an error and is closing its connection (%s)", client_name, str);
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, strid);
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTHORIZED) {
new_cs->SendErrorQuit(this->client_id, errorno);
}
}
NetworkAdminClientError(this->client_id, errorno);
return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
{
/* The client wants to leave. Display this and report it to the other
* clients. */
NetworkClientSocket *new_cs;
char client_name[NETWORK_CLIENT_NAME_LENGTH];
/* The client was never joined.. thank the client for the packet, but ignore it */
if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
}
this->GetClientName(client_name, sizeof(client_name));
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTHORIZED && new_cs != this) {
new_cs->SendQuit(this->client_id);
}
}
NetworkAdminClientQuit(this->client_id);
return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
{
if (this->status < STATUS_AUTHORIZED) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
}
uint32 frame = p->Recv_uint32();
/* The client is trying to catch up with the server */
if (this->status == STATUS_PRE_ACTIVE) {
/* The client is not yet catched up? */
if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
/* Now he is! Unpause the game */
this->status = STATUS_ACTIVE;
this->last_token_frame = _frame_counter;
/* Execute script for, e.g. MOTD */
IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
}
/* Get, and validate the token. */
uint8 token = p->Recv_uint8();
if (token == this->last_token) {
/* We differentiate between last_token_frame and last_frame so the lag
* test uses the actual lag of the client instead of the lag for getting
* the token back and forth; after all, the token is only sent every
* time we receive a PACKET_CLIENT_ACK, after which we will send a new
* token to the client. If the lag would be one day, then we would not
* be sending the new token soon enough for the new daily scheduled
* PACKET_CLIENT_ACK. This would then register the lag of the client as
* two days, even when it's only a single day. */
this->last_token_frame = _frame_counter;
/* Request a new token. */
this->last_token = 0;
}
/* The client received the frame, make note of it */
this->last_frame = frame;
/* With those 2 values we can calculate the lag realtime */
this->last_frame_server = _frame_counter;
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send an actual chat message.
* @param action The action that's performed.
* @param desttype The type of destination.
* @param dest The actual destination index.
* @param msg The actual message.
* @param from_id The origin of the message.
* @param data Arbitrary data.
* @param from_admin Whether the origin is an admin or not.
*/
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const char *msg, ClientID from_id, int64 data, bool from_admin)
{
NetworkClientSocket *cs;
const NetworkClientInfo *ci, *ci_own, *ci_to;
switch (desttype) {
case DESTTYPE_CLIENT:
/* Are we sending to the server? */
if ((ClientID)dest == CLIENT_ID_SERVER) {
ci = NetworkClientInfo::GetByClientID(from_id);
/* Display the text locally, and that is it */
if (ci != NULL) {
NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
if (_settings_client.network.server_admin_chat) {
NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
}
}
} else {
/* Else find the client to send the message to */
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->client_id == (ClientID)dest) {
cs->SendChat(action, from_id, false, msg, data);
break;
}
}
}
/* Display the message locally (so you know you have sent it) */
if (from_id != (ClientID)dest) {
if (from_id == CLIENT_ID_SERVER) {
ci = NetworkClientInfo::GetByClientID(from_id);
ci_to = NetworkClientInfo::GetByClientID((ClientID)dest);
if (ci != NULL && ci_to != NULL) {
NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data);
}
} else {
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->client_id == from_id) {
cs->SendChat(action, (ClientID)dest, true, msg, data);
break;
}
}
}
}
break;
case DESTTYPE_TEAM: {
/* If this is false, the message is already displayed on the client who sent it. */
bool show_local = true;
/* Find all clients that belong to this company */
ci_to = NULL;
FOR_ALL_CLIENT_SOCKETS(cs) {
ci = cs->GetInfo();
if (ci != NULL && ci->client_playas == (CompanyID)dest) {
cs->SendChat(action, from_id, false, msg, data);
if (cs->client_id == from_id) show_local = false;
ci_to = ci; // Remember a client that is in the company for company-name
}
}
/* if the server can read it, let the admin network read it, too. */
if (_local_company == (CompanyID)dest && _settings_client.network.server_admin_chat) {
NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
}
ci = NetworkClientInfo::GetByClientID(from_id);
ci_own = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
if (ci != NULL && ci_own != NULL && ci_own->client_playas == dest) {
NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
if (from_id == CLIENT_ID_SERVER) show_local = false;
ci_to = ci_own;
}
/* There is no such client */
if (ci_to == NULL) break;
/* Display the message locally (so you know you have sent it) */
if (ci != NULL && show_local) {
if (from_id == CLIENT_ID_SERVER) {
char name[NETWORK_NAME_LENGTH];
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));
NetworkTextMessage(action, GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data);
} else {
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->client_id == from_id) {
cs->SendChat(action, ci_to->client_id, true, msg, data);
}
}
}
}
break;
}
default:
DEBUG(net, 0, "[server] received unknown chat destination type %d. Doing broadcast instead", desttype);
/* FALL THROUGH */
case DESTTYPE_BROADCAST:
FOR_ALL_CLIENT_SOCKETS(cs) {
cs->SendChat(action, from_id, false, msg, data);
}
NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
ci = NetworkClientInfo::GetByClientID(from_id);
if (ci != NULL) {
NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
}
break;
}
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
{
if (this->status < STATUS_AUTHORIZED) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
}
NetworkAction action = (NetworkAction)p->Recv_uint8();
DestType desttype = (DestType)p->Recv_uint8();
int dest = p->Recv_uint32();
char msg[NETWORK_CHAT_LENGTH];
p->Recv_string(msg, NETWORK_CHAT_LENGTH);
int64 data = p->Recv_uint64();
NetworkClientInfo *ci = this->GetInfo();
switch (action) {
case NETWORK_ACTION_GIVE_MONEY:
if (!Company::IsValidID(ci->client_playas)) break;
/* FALL THROUGH */
case NETWORK_ACTION_CHAT:
case NETWORK_ACTION_CHAT_CLIENT:
case NETWORK_ACTION_CHAT_COMPANY:
NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data);
break;
default:
IConsolePrintF(CC_ERROR, "WARNING: invalid chat action from client %d (IP: %s).", ci->client_id, this->GetClientIP());
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *p)
{
if (this->status != STATUS_ACTIVE) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
char password[NETWORK_PASSWORD_LENGTH];
const NetworkClientInfo *ci;
p->Recv_string(password, sizeof(password));
ci = this->GetInfo();
NetworkServerSetCompanyPassword(ci->client_playas, password);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p)
{
if (this->status != STATUS_ACTIVE) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkClientInfo *ci;
p->Recv_string(client_name, sizeof(client_name));
ci = this->GetInfo();
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
if (ci != NULL) {
/* Display change */
if (NetworkFindName(client_name)) {
NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);
strecpy(ci->client_name, client_name, lastof(ci->client_name));
NetworkUpdateClientInfo(ci->client_id);
}
}
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p)
{
if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
char pass[NETWORK_PASSWORD_LENGTH];
char command[NETWORK_RCONCOMMAND_LENGTH];
if (StrEmpty(_settings_client.network.rcon_password)) return NETWORK_RECV_STATUS_OKAY;
p->Recv_string(pass, sizeof(pass));
p->Recv_string(command, sizeof(command));
if (strcmp(pass, _settings_client.network.rcon_password) != 0) {
DEBUG(net, 0, "[rcon] wrong password from client-id %d", this->client_id);
return NETWORK_RECV_STATUS_OKAY;
}
DEBUG(net, 0, "[rcon] client-id %d executed: '%s'", this->client_id, command);
_redirect_console_to_client = this->client_id;
IConsoleCmdExec(command);
_redirect_console_to_client = INVALID_CLIENT_ID;
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
{
if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
CompanyID company_id = (Owner)p->Recv_uint8();
/* Check if the company is valid, we don't allow moving to AI companies */
if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY;
/* Check if we require a password for this company */
if (company_id != COMPANY_SPECTATOR && !StrEmpty(_network_company_states[company_id].password)) {
/* we need a password from the client - should be in this packet */
char password[NETWORK_PASSWORD_LENGTH];
p->Recv_string(password, sizeof(password));
/* Incorrect password sent, return! */
if (strcmp(password, _network_company_states[company_id].password) != 0) {
DEBUG(net, 2, "[move] wrong password from client-id #%d for company #%d", this->client_id, company_id + 1);
return NETWORK_RECV_STATUS_OKAY;
}
}
/* if we get here we can move the client */
NetworkServerDoMove(this->client_id, company_id);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Package some generic company information into a packet.
* @param p The packet that will contain the data.
* @param c The company to put the of into the packet.
* @param stats The statistics to put in the packet.
* @param max_len The maximum length of the company name.
*/
void NetworkSocketHandler::SendCompanyInformation(Packet *p, const Company *c, const NetworkCompanyStats *stats, uint max_len)
{
/* Grab the company name */
char company_name[NETWORK_COMPANY_NAME_LENGTH];
SetDParam(0, c->index);
assert(max_len <= lengthof(company_name));
GetString(company_name, STR_COMPANY_NAME, company_name + max_len - 1);
/* Get the income */
Money income = 0;
if (_cur_year - 1 == c->inaugurated_year) {
/* The company is here just 1 year, so display [2], else display[1] */
for (uint i = 0; i < lengthof(c->yearly_expenses[2]); i++) {
income -= c->yearly_expenses[2][i];
}
} else {
for (uint i = 0; i < lengthof(c->yearly_expenses[1]); i++) {
income -= c->yearly_expenses[1][i];
}
}
/* Send the information */
p->Send_uint8 (c->index);
p->Send_string(company_name);
p->Send_uint32(c->inaugurated_year);
p->Send_uint64(c->old_economy[0].company_value);
p->Send_uint64(c->money);
p->Send_uint64(income);
p->Send_uint16(c->old_economy[0].performance_history);
/* Send 1 if there is a passord for the company else send 0 */
p->Send_bool (!StrEmpty(_network_company_states[c->index].password));
for (uint i = 0; i < NETWORK_VEH_END; i++) {
p->Send_uint16(stats->num_vehicle[i]);
}
for (uint i = 0; i < NETWORK_VEH_END; i++) {
p->Send_uint16(stats->num_station[i]);
}
p->Send_bool(c->is_ai);
}
/**
* Populate the company stats.
* @param stats the stats to update
*/
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
{
const Vehicle *v;
const Station *s;
memset(stats, 0, sizeof(*stats) * MAX_COMPANIES);
/* Go through all vehicles and count the type of vehicles */
FOR_ALL_VEHICLES(v) {
if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
byte type = 0;
switch (v->type) {
case VEH_TRAIN: type = NETWORK_VEH_TRAIN; break;
case VEH_ROAD: type = RoadVehicle::From(v)->IsBus() ? NETWORK_VEH_BUS : NETWORK_VEH_LORRY; break;
case VEH_AIRCRAFT: type = NETWORK_VEH_PLANE; break;
case VEH_SHIP: type = NETWORK_VEH_SHIP; break;
default: continue;
}
stats[v->owner].num_vehicle[type]++;
}
/* Go through all stations and count the types of stations */
FOR_ALL_STATIONS(s) {
if (Company::IsValidID(s->owner)) {
NetworkCompanyStats *npi = &stats[s->owner];
if (s->facilities & FACIL_TRAIN) npi->num_station[NETWORK_VEH_TRAIN]++;
if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[NETWORK_VEH_LORRY]++;
if (s->facilities & FACIL_BUS_STOP) npi->num_station[NETWORK_VEH_BUS]++;
if (s->facilities & FACIL_AIRPORT) npi->num_station[NETWORK_VEH_PLANE]++;
if (s->facilities & FACIL_DOCK) npi->num_station[NETWORK_VEH_SHIP]++;
}
}
}
/**
* Send updated client info of a particular client.
* @param client_id The client to send it for.
*/
void NetworkUpdateClientInfo(ClientID client_id)
{
NetworkClientSocket *cs;
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
if (ci == NULL) return;
DEBUG(desync, 1, "client: %08x; %02x; %02x; %04x", _date, _date_fract, (int)ci->client_playas, client_id);
FOR_ALL_CLIENT_SOCKETS(cs) {
cs->SendClientInfo(ci);
}
NetworkAdminClientUpdate(ci);
}
/** Check if we want to restart the map */
static void NetworkCheckRestartMap()
{
if (_settings_client.network.restart_game_year != 0 && _cur_year >= _settings_client.network.restart_game_year) {
DEBUG(net, 0, "Auto-restarting map. Year %d reached", _cur_year);
StartNewGameWithoutGUI(GENERATE_NEW_SEED);
}
}
/** Check if the server has autoclean_companies activated
* Two things happen:
* 1) If a company is not protected, it is closed after 1 year (for example)
* 2) If a company is protected, protection is disabled after 3 years (for example)
* (and item 1. happens a year later)
*/
static void NetworkAutoCleanCompanies()
{
const NetworkClientInfo *ci;
const Company *c;
bool clients_in_company[MAX_COMPANIES];
int vehicles_in_company[MAX_COMPANIES];
if (!_settings_client.network.autoclean_companies) return;
memset(clients_in_company, 0, sizeof(clients_in_company));
/* Detect the active companies */
FOR_ALL_CLIENT_INFOS(ci) {
if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
}
if (!_network_dedicated) {
ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
}
if (_settings_client.network.autoclean_novehicles != 0) {
memset(vehicles_in_company, 0, sizeof(vehicles_in_company));
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
vehicles_in_company[v->owner]++;
}
}
/* Go through all the comapnies */
FOR_ALL_COMPANIES(c) {
/* Skip the non-active once */
if (c->is_ai) continue;
if (!clients_in_company[c->index]) {
/* The company is empty for one month more */
_network_company_states[c->index].months_empty++;
/* Is the company empty for autoclean_unprotected-months, and is there no protection? */
if (_settings_client.network.autoclean_unprotected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_unprotected && StrEmpty(_network_company_states[c->index].password)) {
/* Shut the company down */
DoCommandP(0, 2 | c->index << 16, 0, CMD_COMPANY_CTRL);
NetworkAdminCompanyRemove(c->index, ADMIN_CRR_AUTOCLEAN);
IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d with no password", c->index + 1);
}
/* Is the company empty for autoclean_protected-months, and there is a protection? */
if (_settings_client.network.autoclean_protected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_protected && !StrEmpty(_network_company_states[c->index].password)) {
/* Unprotect the company */
_network_company_states[c->index].password[0] = '\0';
IConsolePrintF(CC_DEFAULT, "Auto-removed protection from company #%d", c->index + 1);
_network_company_states[c->index].months_empty = 0;
NetworkServerUpdateCompanyPassworded(c->index, false);
}
/* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
if (_settings_client.network.autoclean_novehicles != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_novehicles && vehicles_in_company[c->index] == 0) {
/* Shut the company down */
DoCommandP(0, 2 | c->index << 16, 0, CMD_COMPANY_CTRL);
NetworkAdminCompanyRemove(c->index, ADMIN_CRR_AUTOCLEAN);
IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d with no vehicles", c->index + 1);
}
} else {
/* It is not empty, reset the date */
_network_company_states[c->index].months_empty = 0;
}
}
}
/**
* Check whether a name is unique, and otherwise try to make it unique.
* @param new_name The name to check/modify.
* @return True if an unique name was achieved.
*/
bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH])
{
bool found_name = false;
uint number = 0;
char original_name[NETWORK_CLIENT_NAME_LENGTH];
/* We use NETWORK_CLIENT_NAME_LENGTH in here, because new_name is really a pointer */
ttd_strlcpy(original_name, new_name, NETWORK_CLIENT_NAME_LENGTH);
while (!found_name) {
const NetworkClientInfo *ci;
found_name = true;
FOR_ALL_CLIENT_INFOS(ci) {
if (strcmp(ci->client_name, new_name) == 0) {
/* Name already in use */
found_name = false;
break;
}
}
/* Check if it is the same as the server-name */
ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
if (ci != NULL) {
if (strcmp(ci->client_name, new_name) == 0) found_name = false; // name already in use
}
if (!found_name) {
/* Try a new name (<name> #1, <name> #2, and so on) */
/* Something's really wrong when there're more names than clients */
if (number++ > MAX_CLIENTS) break;
snprintf(new_name, NETWORK_CLIENT_NAME_LENGTH, "%s #%d", original_name, number);
}
}
return found_name;
}
/**
* Change the client name of the given client
* @param client_id the client to change the name of
* @param new_name the new name for the client
* @return true iff the name was changed
*/
bool NetworkServerChangeClientName(ClientID client_id, const char *new_name)
{
NetworkClientInfo *ci;
/* Check if the name's already in use */
FOR_ALL_CLIENT_INFOS(ci) {
if (strcmp(ci->client_name, new_name) == 0) return false;
}
ci = NetworkClientInfo::GetByClientID(client_id);
if (ci == NULL) return false;
NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name);
strecpy(ci->client_name, new_name, lastof(ci->client_name));
NetworkUpdateClientInfo(client_id);
return true;
}
/**
* Set/Reset a company password on the server end.
* @param company_id ID of the company the password should be changed for.
* @param password The new password.
* @param already_hashed Is the given password already hashed?
*/
void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed)
{
if (!Company::IsValidHumanID(company_id)) return;
if (!already_hashed) {
password = GenerateCompanyPasswordHash(password, _settings_client.network.network_id, _settings_game.game_creation.generation_seed);
}
strecpy(_network_company_states[company_id].password, password, lastof(_network_company_states[company_id].password));
NetworkServerUpdateCompanyPassworded(company_id, !StrEmpty(_network_company_states[company_id].password));
}
/**
* Handle the command-queue of a socket.
* @param cs The socket to handle the queue for.
*/
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
{
CommandPacket *cp;
while ((cp = cs->outgoing_queue.Pop()) != NULL) {
cs->SendCommand(cp);
free(cp);
}
}
/**
* This is called every tick if this is a _network_server
* @param send_frame Whether to send the frame to the clients.
*/
void NetworkServer_Tick(bool send_frame)
{
NetworkClientSocket *cs;
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
bool send_sync = false;
#endif
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
if (_frame_counter >= _last_sync_frame + _settings_client.network.sync_freq) {
_last_sync_frame = _frame_counter;
send_sync = true;
}
#endif
/* Now we are done with the frame, inform the clients that they can
* do their frame! */
FOR_ALL_CLIENT_SOCKETS(cs) {
/* We allow a number of bytes per frame, but only to the burst amount
* to be available for packet receiving at any particular time. */
cs->receive_limit = min(cs->receive_limit + _settings_client.network.bytes_per_frame,
_settings_client.network.bytes_per_frame_burst);
/* Check if the speed of the client is what we can expect from a client */
if (cs->status == NetworkClientSocket::STATUS_ACTIVE) {
/* 1 lag-point per day */
uint lag = NetworkCalculateLag(cs) / DAY_TICKS;
if (lag > 0) {
if (lag > 3) {
/* Client did still not report in after 4 game-day, drop him
* (that is, the 3 of above, + 1 before any lag is counted) */
IConsolePrintF(CC_ERROR, cs->last_packet + 3 * DAY_TICKS * MILLISECONDS_PER_TICK > _realtime_tick ?
/* A packet was received in the last three game days, so the client is likely lagging behind. */
"Client #%d is dropped because the client's game state is more than 4 game-days behind" :
/* No packet was received in the last three game days; sounds like a lost connection. */
"Client #%d is dropped because the client did not respond for more than 4 game-days",
cs->client_id);
cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
continue;
}
/* Report once per time we detect the lag, and only when we
* received a packet in the last 2000 milliseconds. If we
* did not receive a packet, then the client is not just
* slow, but the connection is likely severed. Mentioning
* frame_freq is not useful in this case. */
if (cs->lag_test == 0 && cs->last_packet + DAY_TICKS * MILLISECONDS_PER_TICK > _realtime_tick) {
IConsolePrintF(CC_WARNING,"[%d] Client #%d is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
cs->lag_test = 1;
}
} else {
cs->lag_test = 0;
}
if (cs->last_frame_server - cs->last_token_frame >= 5 * DAY_TICKS) {
/* This is a bad client! It didn't send the right token back. */
IConsolePrintF(CC_ERROR, "Client #%d is dropped because it fails to send valid acks", cs->client_id);
cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
continue;
}
} else if (cs->status == NetworkClientSocket::STATUS_PRE_ACTIVE) {
uint lag = NetworkCalculateLag(cs);
if (lag > _settings_client.network.max_join_time) {
IConsolePrintF(CC_ERROR,"Client #%d is dropped because it took longer than %d ticks for him to join", cs->client_id, _settings_client.network.max_join_time);
cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
continue;
}
} else if (cs->status == NetworkClientSocket::STATUS_INACTIVE) {
uint lag = NetworkCalculateLag(cs);
if (lag > 4 * DAY_TICKS) {
IConsolePrintF(CC_ERROR,"Client #%d is dropped because it took longer than %d ticks to start the joining process", cs->client_id, 4 * DAY_TICKS);
cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
continue;
}
}
if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {
/* Check if we can send command, and if we have anything in the queue */
NetworkHandleCommandQueue(cs);
/* Send an updated _frame_counter_max to the client */
if (send_frame) cs->SendFrame();
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
/* Send a sync-check packet */
if (send_sync) cs->SendSync();
#endif
}
}
/* See if we need to advertise */
NetworkUDPAdvertise();
}
/** Yearly "callback". Called whenever the year changes. */
void NetworkServerYearlyLoop()
{
NetworkCheckRestartMap();
NetworkAdminUpdate(ADMIN_FREQUENCY_ANUALLY);
}
/** Monthly "callback". Called whenever the month changes. */
void NetworkServerMonthlyLoop()
{
NetworkAutoCleanCompanies();
NetworkAdminUpdate(ADMIN_FREQUENCY_MONTHLY);
if ((_cur_month % 3) == 0) NetworkAdminUpdate(ADMIN_FREQUENCY_QUARTERLY);
}
/** Daily "callback". Called whenever the date changes. */
void NetworkServerDailyLoop()
{
NetworkAdminUpdate(ADMIN_FREQUENCY_DAILY);
if ((_date % 7) == 3) NetworkAdminUpdate(ADMIN_FREQUENCY_WEEKLY);
}
/**
* Get the IP address/hostname of the connected client.
* @return The IP address.
*/
const char *ServerNetworkGameSocketHandler::GetClientIP()
{
return this->client_address.GetHostname();
}
/** Show the status message of all clients on the console. */
void NetworkServerShowStatusToConsole()
{
static const char * const stat_str[] = {
"inactive",
"checking NewGRFs",
"authorizing (server password)",
"authorizing (company password)",
"authorized",
"waiting",
"loading map",
"map done",
"ready",
"active"
};
assert_compile(lengthof(stat_str) == NetworkClientSocket::STATUS_END);
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
NetworkClientInfo *ci = cs->GetInfo();
if (ci == NULL) continue;
uint lag = NetworkCalculateLag(cs);
const char *status;
status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
IConsolePrintF(CC_INFO, "Client #%1d name: '%s' status: '%s' frame-lag: %3d company: %1d IP: %s",
cs->client_id, ci->client_name, status, lag,
ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
cs->GetClientIP());
}
}
/**
* Send Config Update
*/
void NetworkServerSendConfigUpdate()
{
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendConfigUpdate();
}
}
/**
* Tell that a particular company is (not) passworded.
* @param company_id The company that got/removed the password.
* @param passworded Whether the password was received or removed.
*/
void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
{
if (NetworkCompanyIsPassworded(company_id) == passworded) return;
SB(_network_company_passworded, company_id, 1, !!passworded);
SetWindowClassesDirty(WC_COMPANY);
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendCompanyUpdate();
}
NetworkAdminCompanyUpdate(Company::GetIfValid(company_id));
}
/**
* Handle the tid-bits of moving a client from one company to another.
* @param client_id id of the client we want to move.
* @param company_id id of the company we want to move the client to.
* @return void
*/
void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
{
/* Only allow non-dedicated servers and normal clients to be moved */
if (client_id == CLIENT_ID_SERVER && _network_dedicated) return;
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
/* No need to waste network resources if the client is in the company already! */
if (ci->client_playas == company_id) return;
ci->client_playas = company_id;
if (client_id == CLIENT_ID_SERVER) {
SetLocalCompany(company_id);
} else {
NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id);
/* When the company isn't authorized we can't move them yet. */
if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return;
cs->SendMove(client_id, company_id);
}
/* announce the client's move */
NetworkUpdateClientInfo(client_id);
NetworkAction action = (company_id == COMPANY_SPECTATOR) ? NETWORK_ACTION_COMPANY_SPECTATOR : NETWORK_ACTION_COMPANY_JOIN;
NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1);
}
/**
* Send an rcon reply to the client.
* @param client_id The identifier of the client.
* @param colour_code The colour of the text.
* @param string The actual reply.
*/
void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const char *string)
{
NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code, string);
}
/**
* Kick a single client.
* @param client_id The client to kick.
*/
void NetworkServerKickClient(ClientID client_id)
{
if (client_id == CLIENT_ID_SERVER) return;
NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED);
}
/**
* Ban, or kick, everyone joined from the given client's IP.
* @param client_id The client to check for.
* @param ban Whether to ban or kick.
*/
uint NetworkServerKickOrBanIP(ClientID client_id, bool ban)
{
return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban);
}
/**
* Kick or ban someone based on an IP address.
* @param ip The IP address/range to ban/kick.
* @param ban Whether to ban or just kick.
*/
uint NetworkServerKickOrBanIP(const char *ip, bool ban)
{
/* Add address to ban-list */
if (ban) *_network_ban_list.Append() = strdup(ip);
uint n = 0;
/* There can be multiple clients with the same IP, kick them all */
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->client_id == CLIENT_ID_SERVER) continue;
if (cs->client_address.IsInNetmask(const_cast<char *>(ip))) {
NetworkServerKickClient(cs->client_id);
n++;
}
}
return n;
}
/**
* Check whether a particular company has clients.
* @param company The company to check.
* @return True if at least one client is joined to the company.
*/
bool NetworkCompanyHasClients(CompanyID company)
{
const NetworkClientInfo *ci;
FOR_ALL_CLIENT_INFOS(ci) {
if (ci->client_playas == company) return true;
}
return false;
}
/**
* Get the name of the client, if the user did not send it yet, Client #<no> is used.
* @param client_name The variable to write the name to.
* @param size The amount of bytes we can write.
*/
void ServerNetworkGameSocketHandler::GetClientName(char *client_name, size_t size) const
{
const NetworkClientInfo *ci = this->GetInfo();
if (ci == NULL || StrEmpty(ci->client_name)) {
snprintf(client_name, size, "Client #%4d", this->client_id);
} else {
ttd_strlcpy(client_name, ci->client_name, size);
}
}
/**
* Print all the clients to the console
*/
void NetworkPrintClients()
{
NetworkClientInfo *ci;
FOR_ALL_CLIENT_INFOS(ci) {
IConsolePrintF(CC_INFO, _network_server ? "Client #%1d name: '%s' company: %1d IP: %s" : "Client #%1d name: '%s' company: %1d",
ci->client_id,
ci->client_name,
ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
_network_server ? (ci->client_id == CLIENT_ID_SERVER ? "server" : NetworkClientSocket::GetByClientID(ci->client_id)->GetClientIP()) : "");
}
}
#endif /* ENABLE_NETWORK */
|