Files @ r25977:e1f4fbb88a36
Branch filter:

Location: cpp/openttd-patchpack/source/src/network/core/tcp_game.h

Patric Stout
Add: [Network] On join, log the ClientID + IP + Name clearly (#9558)

Additionally, reword the disconnect to match connect / join messages.

Co-authored-by: Berbe <4251220+Berbe@users.noreply.github.com>
  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
/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/**
 * @file tcp_game.h Basic functions to receive and send TCP packets for game purposes.
 */

#ifndef NETWORK_CORE_TCP_GAME_H
#define NETWORK_CORE_TCP_GAME_H

#include "os_abstraction.h"
#include "tcp.h"
#include "../network_type.h"
#include "../../core/pool_type.hpp"
#include <chrono>

/**
 * Enum with all types of TCP packets.
 * For the exact meaning, look at #NetworkGameSocketHandler.
 */
enum PacketGameType {
	/*
	 * These first four pair of packets (thus eight in
	 * total) must remain in this order for backward
	 * and forward compatibility between clients that
	 * are trying to join directly.
	 */

	/* Packets sent by socket accepting code without ever constructing a client socket instance. */
	PACKET_SERVER_FULL,                  ///< The server is full and has no place for you.
	PACKET_SERVER_BANNED,                ///< The server has banned you.

	/* Packets used by the client to join and an error message when the revision is wrong. */
	PACKET_CLIENT_JOIN,                  ///< The client telling the server it wants to join.
	PACKET_SERVER_ERROR,                 ///< Server sending an error message to the client.

	/* Unused packet types, formerly used for the pre-game lobby. */
	PACKET_CLIENT_UNUSED,                ///< Unused.
	PACKET_SERVER_UNUSED,                ///< Unused.

	/* Packets used to get the game info. */
	PACKET_SERVER_GAME_INFO,             ///< Information about the server.
	PACKET_CLIENT_GAME_INFO,             ///< Request information about the server.

	/*
	 * Packets after here assume that the client
	 * and server are running the same version. As
	 * such ordering is unimportant from here on.
	 *
	 * The following is the remainder of the packets
	 * sent as part of authenticating and getting
	 * the map and other important data.
	 */

	/* After the join step, the first is checking NewGRFs. */
	PACKET_SERVER_CHECK_NEWGRFS,         ///< Server sends NewGRF IDs and MD5 checksums for the client to check.
	PACKET_CLIENT_NEWGRFS_CHECKED,       ///< Client acknowledges that it has all required NewGRFs.

	/* Checking the game, and then company passwords. */
	PACKET_SERVER_NEED_GAME_PASSWORD,    ///< Server requests the (hashed) game password.
	PACKET_CLIENT_GAME_PASSWORD,         ///< Clients sends the (hashed) game password.
	PACKET_SERVER_NEED_COMPANY_PASSWORD, ///< Server requests the (hashed) company password.
	PACKET_CLIENT_COMPANY_PASSWORD,      ///< Client sends the (hashed) company password.

	/* The server welcomes the authenticated client and sends information of other clients. */
	PACKET_SERVER_WELCOME,               ///< Server welcomes you and gives you your #ClientID.
	PACKET_SERVER_CLIENT_INFO,           ///< Server sends you information about a client.

	/* Getting the savegame/map. */
	PACKET_CLIENT_GETMAP,                ///< Client requests the actual map.
	PACKET_SERVER_WAIT,                  ///< Server tells the client there are some people waiting for the map as well.
	PACKET_SERVER_MAP_BEGIN,             ///< Server tells the client that it is beginning to send the map.
	PACKET_SERVER_MAP_SIZE,              ///< Server tells the client what the (compressed) size of the map is.
	PACKET_SERVER_MAP_DATA,              ///< Server sends bits of the map to the client.
	PACKET_SERVER_MAP_DONE,              ///< Server tells it has just sent the last bits of the map to the client.
	PACKET_CLIENT_MAP_OK,                ///< Client tells the server that it received the whole map.

	PACKET_SERVER_JOIN,                  ///< Tells clients that a new client has joined.

	/*
	 * At this moment the client has the map and
	 * the client is fully authenticated. Now the
	 * normal communication starts.
	 */

	/* Game progress monitoring. */
	PACKET_SERVER_FRAME,                 ///< Server tells the client what frame it is in, and thus to where the client may progress.
	PACKET_CLIENT_ACK,                   ///< The client tells the server which frame it has executed.
	PACKET_SERVER_SYNC,                  ///< Server tells the client what the random state should be.

	/* Sending commands around. */
	PACKET_CLIENT_COMMAND,               ///< Client executed a command and sends it to the server.
	PACKET_SERVER_COMMAND,               ///< Server distributes a command to (all) the clients.

	/* Human communication! */
	PACKET_CLIENT_CHAT,                  ///< Client said something that should be distributed.
	PACKET_SERVER_CHAT,                  ///< Server distributing the message of a client (or itself).

	/* Remote console. */
	PACKET_CLIENT_RCON,                  ///< Client asks the server to execute some command.
	PACKET_SERVER_RCON,                  ///< Response of the executed command on the server.

	/* Moving a client.*/
	PACKET_CLIENT_MOVE,                  ///< A client would like to be moved to another company.
	PACKET_SERVER_MOVE,                  ///< Server tells everyone that someone is moved to another company.

	/* Configuration updates. */
	PACKET_CLIENT_SET_PASSWORD,          ///< A client (re)sets its company's password.
	PACKET_CLIENT_SET_NAME,              ///< A client changes its name.
	PACKET_SERVER_COMPANY_UPDATE,        ///< Information (password) of a company changed.
	PACKET_SERVER_CONFIG_UPDATE,         ///< Some network configuration important to the client changed.

	/* A server quitting this game. */
	PACKET_SERVER_NEWGAME,               ///< The server is preparing to start a new game.
	PACKET_SERVER_SHUTDOWN,              ///< The server is shutting down.

	/* A client quitting. */
	PACKET_CLIENT_QUIT,                  ///< A client tells the server it is going to quit.
	PACKET_SERVER_QUIT,                  ///< A server tells that a client has quit.
	PACKET_CLIENT_ERROR,                 ///< A client reports an error to the server.
	PACKET_SERVER_ERROR_QUIT,            ///< A server tells that a client has hit an error and did quit.

	PACKET_END,                          ///< Must ALWAYS be on the end of this list!! (period)
};

/** Packet that wraps a command */
struct CommandPacket;

/** A queue of CommandPackets. */
class CommandQueue {
	CommandPacket *first; ///< The first packet in the queue.
	CommandPacket *last;  ///< The last packet in the queue; only valid when first != nullptr.
	uint count;           ///< The number of items in the queue.

public:
	/** Initialise the command queue. */
	CommandQueue() : first(nullptr), last(nullptr), count(0) {}
	/** Clear the command queue. */
	~CommandQueue() { this->Free(); }
	void Append(CommandPacket *p);
	CommandPacket *Pop(bool ignore_paused = false);
	CommandPacket *Peek(bool ignore_paused = false);
	void Free();
	/** Get the number of items in the queue. */
	uint Count() const { return this->count; }
};

/** Base socket handler for all TCP sockets */
class NetworkGameSocketHandler : public NetworkTCPSocketHandler {
/* TODO: rewrite into a proper class */
private:
	NetworkClientInfo *info;  ///< Client info related to this socket

protected:
	NetworkRecvStatus ReceiveInvalidPacket(PacketGameType type);

	/**
	 * Notification that the server is full.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);

	/**
	 * Notification that the client trying to join is banned.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);

	/**
	 * Try to join the server:
	 * string  OpenTTD revision (norev000 if no revision).
	 * string  Name of the client (max NETWORK_NAME_LENGTH).
	 * uint8   ID of the company to play as (1..MAX_COMPANIES).
	 * uint8   ID of the clients Language.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p);

	/**
	 * The client made an error:
	 * uint8   Error code caused (see NetworkErrorCode).
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p);

	/**
	 * Request game information.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet *p);

	/**
	 * Sends information about the game.
	 * Serialized NetworkGameInfo. See game_info.h for details.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p);

	/**
	 * Send information about a client:
	 * uint32  ID of the client (always unique on a server. 1 = server, 0 is invalid).
	 * uint8   ID of the company the client is playing as (255 for spectators).
	 * string  Name of the client.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p);

	/**
	 * Indication to the client that the server needs a game password.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p);

	/**
	 * Indication to the client that the server needs a company password:
	 * uint32  Generation seed.
	 * string  Network ID of the server.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p);

	/**
	 * Send a password to the server to authorize:
	 * uint8   Password type (see NetworkPasswordType).
	 * string  The password.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p);

	/**
	 * Send a password to the server to authorize
	 * uint8   Password type (see NetworkPasswordType).
	 * string  The password.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p);

	/**
	 * The client is joined and ready to receive their map:
	 * uint32  Own client ID.
	 * uint32  Generation seed.
	 * string  Network ID of the server.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p);

	/**
	 * Request the map from the server.
	 * uint32  NewGRF version (release versions of OpenTTD only).
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p);

	/**
	 * Notification that another client is currently receiving the map:
	 * uint8   Number of clients waiting in front of you.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet *p);

	/**
	 * Sends that the server will begin with sending the map to the client:
	 * uint32  Current frame.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p);

	/**
	 * Sends the size of the map to the client.
	 * uint32  Size of the (compressed) map (in bytes).
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p);

	/**
	 * Sends the data of the map to the client:
	 * Contains a part of the map (until max size of packet).
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p);

	/**
	 * Sends that all data of the map are sent to the client:
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p);

	/**
	 * Tell the server that we are done receiving/loading the map.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p);

	/**
	 * A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO:
	 * uint32  ID of the client that just joined the game.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet *p);

	/**
	 * Sends the current frame counter to the client:
	 * uint32  Frame counter
	 * uint32  Frame counter max (how far may the client walk before the server?)
	 * uint32  General seed 1 (dependent on compile settings, not default).
	 * uint32  General seed 2 (dependent on compile settings, not default).
	 * uint8   Random token to validate the client is actually listening (only occasionally present).
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet *p);

	/**
	 * Sends a sync-check to the client:
	 * uint32  Frame counter.
	 * uint32  General seed 1.
	 * uint32  General seed 2 (dependent on compile settings, not default).
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet *p);

	/**
	 * Tell the server we are done with this frame:
	 * uint32  Current frame counter of the client.
	 * uint8   The random token that the server sent in the PACKET_SERVER_FRAME packet.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet *p);

	/**
	 * Send a DoCommand to the Server:
	 * uint8   ID of the company (0..MAX_COMPANIES-1).
	 * uint32  ID of the command (see command.h).
	 * uint32  P1 (free variables used in DoCommand).
	 * uint32  P2
	 * uint32  Tile where this is taking place.
	 * string  Text.
	 * uint8   ID of the callback.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p);

	/**
	 * Sends a DoCommand to the client:
	 * uint8   ID of the company (0..MAX_COMPANIES-1).
	 * uint32  ID of the command (see command.h).
	 * uint32  P1 (free variable used in DoCommand).
	 * uint32  P2.
	 * uint32  Tile where this is taking place.
	 * string  Text.
	 * uint8   ID of the callback.
	 * uint32  Frame of execution.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p);

	/**
	 * Sends a chat-packet to the server:
	 * uint8   ID of the action (see NetworkAction).
	 * uint8   ID of the destination type (see DestType).
	 * uint32  ID of the client or company (destination of the chat).
	 * string  Message (max NETWORK_CHAT_LENGTH).
	 * uint64  data (used e.g. for 'give money' actions).
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p);

	/**
	 * Sends a chat-packet to the client:
	 * uint8   ID of the action (see NetworkAction).
	 * uint32  ID of the client (origin of the chat).
	 * string  Message (max NETWORK_CHAT_LENGTH).
	 * uint64  data (used e.g. for 'give money' actions).
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p);

	/**
	 * Set the password for the clients current company:
	 * string  The password.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p);

	/**
	 * Gives the client a new name:
	 * string  New name of the client.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p);

	/**
	 * The client is quitting the game.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p);

	/**
	 * The client made an error and is quitting the game.
	 * uint8   Error of the code caused (see NetworkErrorCode).
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p);

	/**
	 * Notification that a client left the game:
	 * uint32  ID of the client.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet *p);

	/**
	 * Inform all clients that one client made an error and thus has quit/been disconnected:
	 * uint32  ID of the client that caused the error.
	 * uint8   Code of the error caused (see NetworkErrorCode).
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p);

	/**
	 * Let the clients know that the server is closing.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p);

	/**
	 * Let the clients know that the server is loading a new map.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p);

	/**
	 * Send the result of an issues RCon command back to the client:
	 * uint16  Colour code.
	 * string  Output of the RCon command
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p);

	/**
	 * Send an RCon command to the server:
	 * string  RCon password.
	 * string  Command to be executed.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet *p);

	/**
	 * Sends information about all used GRFs to the client:
	 * uint8   Amount of GRFs (the following data is repeated this many times, i.e. per GRF data).
	 * uint32  GRF ID
	 * 16 * uint8   MD5 checksum of the GRF
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p);

	/**
	 * Tell the server that we have the required GRFs
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p);

	/**
	 * Move a client from one company into another:
	 * uint32  ID of the client.
	 * uint8   ID of the new company.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet *p);

	/**
	 * Request the server to move this client into another company:
	 * uint8   ID of the company the client wants to join.
	 * string  Password, if the company is password protected.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p);

	/**
	 * Update the clients knowledge of which company is password protected:
	 * uint16  Bitwise representation of each company
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p);

	/**
	 * Update the clients knowledge of the max settings:
	 * uint8   Maximum number of companies allowed.
	 * uint8   Maximum number of spectators allowed.
	 * @param p The packet that was just received.
	 */
	virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p);

	NetworkRecvStatus HandlePacket(Packet *p);

	NetworkGameSocketHandler(SOCKET s);
public:
	ClientID client_id;          ///< Client identifier
	uint32 last_frame;           ///< Last frame we have executed
	uint32 last_frame_server;    ///< Last frame the server has executed
	CommandQueue incoming_queue; ///< The command-queue awaiting handling
	std::chrono::steady_clock::time_point last_packet; ///< Time we received the last frame.

	NetworkRecvStatus CloseConnection(bool error = true) override;

	/**
	 * Close the network connection due to the given status.
	 * @param status The reason the connection got closed.
	 */
	virtual NetworkRecvStatus CloseConnection(NetworkRecvStatus status) = 0;
	virtual ~NetworkGameSocketHandler() {}

	/**
	 * Sets the client info for this socket handler.
	 * @param info The new client info.
	 */
	inline void SetInfo(NetworkClientInfo *info)
	{
		assert(info != nullptr && this->info == nullptr);
		this->info = info;
	}

	/**
	 * Gets the client info of this socket handler.
	 * @return The client info.
	 */
	inline NetworkClientInfo *GetInfo() const
	{
		return this->info;
	}

	NetworkRecvStatus ReceivePackets();

	const char *ReceiveCommand(Packet *p, CommandPacket *cp);
	void SendCommand(Packet *p, const CommandPacket *cp);
};

#endif /* NETWORK_CORE_TCP_GAME_H */