Files @ r27636:dd08900a2d5c
Branch filter:

Location: cpp/openttd-patchpack/source/src/network/network_query.cpp

Peter Nelson
Fix #11054: Prevent translation of currency codes.

Most languages stick with the 3-letter latin currency codes in the name
string, however some translations are... clever... and use the currency
symbol instead. Whilst this may look nice, it can cause issues with fonts
as some scripts have a specific limited set of fonts which do not include
these symbols.

Instead, hard code the currency code list and add it when drawing the
currency name.
/*
 * 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_query.cpp Query part of the network protocol. */

#include "../stdafx.h"
#include "core/game_info.h"
#include "network_query.h"
#include "network_gamelist.h"
#include "../error.h"

#include "table/strings.h"

#include "../safeguards.h"

std::vector<std::unique_ptr<QueryNetworkGameSocketHandler>> QueryNetworkGameSocketHandler::queries = {};

NetworkRecvStatus QueryNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
{
	assert(status != NETWORK_RECV_STATUS_OKAY);
	assert(this->sock != INVALID_SOCKET);

	return status;
}

/**
 * Check the connection's state, i.e. is the connection still up?
 */
bool QueryNetworkGameSocketHandler::CheckConnection()
{
	std::chrono::steady_clock::duration lag = std::chrono::steady_clock::now() - this->last_packet;

	/* If there was no response in 5 seconds, terminate the query. */
	if (lag > std::chrono::seconds(5)) {
		this->CloseConnection(NETWORK_RECV_STATUS_CONNECTION_LOST);
		return false;
	}

	return true;
}

/**
 * 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.
 */
bool QueryNetworkGameSocketHandler::Receive()
{
	if (this->CanSendReceive()) {
		NetworkRecvStatus res = this->ReceivePackets();
		if (res != NETWORK_RECV_STATUS_OKAY) {
			this->CloseConnection(res);
			return false;
		}
	}
	return true;
}

/** Send the packets of this socket handler. */
void QueryNetworkGameSocketHandler::Send()
{
	this->SendPackets();
}

/**
 * Query the server for server information.
 */
NetworkRecvStatus QueryNetworkGameSocketHandler::SendGameInfo()
{
	this->SendPacket(new Packet(PACKET_CLIENT_GAME_INFO));
	return NETWORK_RECV_STATUS_OKAY;
}

NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
{
	NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
	item->status = NGLS_FULL;
	item->refreshing = false;

	UpdateNetworkGameWindow();

	return NETWORK_RECV_STATUS_CLOSE_QUERY;
}

NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p)
{
	NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
	item->status = NGLS_BANNED;
	item->refreshing = false;

	UpdateNetworkGameWindow();

	return NETWORK_RECV_STATUS_CLOSE_QUERY;
}

NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet *p)
{
	NetworkGameList *item = NetworkGameListAddItem(this->connection_string);

	/* Clear any existing GRFConfig chain. */
	ClearGRFConfigList(&item->info.grfconfig);
	/* Retrieve the NetworkGameInfo from the packet. */
	DeserializeNetworkGameInfo(p, &item->info);
	/* Check for compatability with the client. */
	CheckGameCompatibility(item->info);
	/* Ensure we consider the server online. */
	item->status = NGLS_ONLINE;
	item->refreshing = false;

	UpdateNetworkGameWindow();

	return NETWORK_RECV_STATUS_CLOSE_QUERY;
}

NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p)
{
	NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();

	NetworkGameList *item = NetworkGameListAddItem(this->connection_string);

	if (error == NETWORK_ERROR_NOT_EXPECTED) {
		/* If we query a server that is 1.11.1 or older, we get an
		 * NETWORK_ERROR_NOT_EXPECTED on requesting the game info. Show to the
		 * user this server is too old to query.
		 */
		item->status = NGLS_TOO_OLD;
	} else {
		item->status = NGLS_OFFLINE;
	}
	item->refreshing = false;

	UpdateNetworkGameWindow();

	return NETWORK_RECV_STATUS_CLOSE_QUERY;
}

/**
 * Check if any query needs to send or receive.
 */
/* static */ void QueryNetworkGameSocketHandler::SendReceive()
{
	for (auto it = QueryNetworkGameSocketHandler::queries.begin(); it != QueryNetworkGameSocketHandler::queries.end(); /* nothing */) {
		if (!(*it)->Receive()) {
			it = QueryNetworkGameSocketHandler::queries.erase(it);
		} else if (!(*it)->CheckConnection()) {
			it = QueryNetworkGameSocketHandler::queries.erase(it);
		} else {
			it++;
		}
	}

	for (auto &query : QueryNetworkGameSocketHandler::queries) {
		query->Send();
	}
}