Files
@ r20199:eddc8307a7f1
Branch filter:
Location: cpp/openttd-patchpack/source/src/network/network.cpp
r20199:eddc8307a7f1
34.5 KiB
text/x-c
(svn r25196) -Update from WebTranslator v3.0:
croatian - 2 changes by VoyagerOne
brazilian_portuguese - 9 changes by and_opttd
gaelic - 372 changes by GunChleoc
croatian - 2 changes by VoyagerOne
brazilian_portuguese - 9 changes by and_opttd
gaelic - 372 changes by GunChleoc
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 | /* $Id$ */
/*
* 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.cpp Base functions for networking support. */
#include "../stdafx.h"
#ifdef ENABLE_NETWORK
#include "../strings_func.h"
#include "../command_func.h"
#include "../date_func.h"
#include "network_admin.h"
#include "network_client.h"
#include "network_server.h"
#include "network_content.h"
#include "network_udp.h"
#include "network_gamelist.h"
#include "network_base.h"
#include "core/udp.h"
#include "core/host.h"
#include "network_gui.h"
#include "../console_func.h"
#include "../3rdparty/md5/md5.h"
#include "../core/random_func.hpp"
#include "../window_func.h"
#include "../company_func.h"
#include "../company_base.h"
#include "../landscape_type.h"
#include "../rev.h"
#include "../core/pool_func.hpp"
#include "../gfx_func.h"
#include "../error.h"
#ifdef DEBUG_DUMP_COMMANDS
#include "../fileio_func.h"
/** When running the server till the wait point, run as fast as we can! */
bool _ddc_fastforward = true;
#endif /* DEBUG_DUMP_COMMANDS */
/** Make sure both pools have the same size. */
assert_compile(NetworkClientInfoPool::MAX_SIZE == NetworkClientSocketPool::MAX_SIZE);
/** The pool with client information. */
NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo");
INSTANTIATE_POOL_METHODS(NetworkClientInfo)
bool _networking; ///< are we in networking mode?
bool _network_server; ///< network-server is active
bool _network_available; ///< is network mode available?
bool _network_dedicated; ///< are we a dedicated server?
bool _is_network_server; ///< Does this client wants to be a network-server?
NetworkServerGameInfo _network_game_info; ///< Information about our game.
NetworkCompanyState *_network_company_states = NULL; ///< Statistics about some companies.
ClientID _network_own_client_id; ///< Our client identifier.
ClientID _redirect_console_to_client; ///< If not invalid, redirect the console output to a client.
bool _network_need_advertise; ///< Whether we need to advertise.
uint32 _network_last_advertise_frame; ///< Last time we did advertise.
uint8 _network_reconnect; ///< Reconnect timeout
StringList _network_bind_list; ///< The addresses to bind on.
StringList _network_host_list; ///< The servers we know.
StringList _network_ban_list; ///< The banned clients.
uint32 _frame_counter_server; ///< The frame_counter of the server, if in network-mode
uint32 _frame_counter_max; ///< To where we may go with our clients
uint32 _frame_counter; ///< The current frame.
uint32 _last_sync_frame; ///< Used in the server to store the last time a sync packet was sent to clients.
NetworkAddressList _broadcast_list; ///< List of broadcast addresses.
uint32 _sync_seed_1; ///< Seed to compare during sync checks.
#ifdef NETWORK_SEND_DOUBLE_SEED
uint32 _sync_seed_2; ///< Second part of the seed.
#endif
uint32 _sync_frame; ///< The frame to perform the sync check.
bool _network_first_time; ///< Whether we have finished joining or not.
bool _network_udp_server; ///< Is the UDP server started?
uint16 _network_udp_broadcast; ///< Timeout for the UDP broadcasts.
uint8 _network_advertise_retries; ///< The number of advertisement retries we did.
CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.
/* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
assert_compile((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
assert_compile((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH);
extern NetworkUDPSocketHandler *_udp_client_socket; ///< udp client socket
extern NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket
extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket
/** The amount of clients connected */
byte _network_clients_connected = 0;
/* Some externs / forwards */
extern void StateGameLoop();
/**
* Basically a client is leaving us right now.
*/
NetworkClientInfo::~NetworkClientInfo()
{
/* Delete the chat window, if you were chatting with this client. */
InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_CLIENT, this->client_id);
}
/**
* Return the CI given it's client-identifier
* @param client_id the ClientID to search for
* @return return a pointer to the corresponding NetworkClientInfo struct or NULL when not found
*/
/* static */ NetworkClientInfo *NetworkClientInfo::GetByClientID(ClientID client_id)
{
NetworkClientInfo *ci;
FOR_ALL_CLIENT_INFOS(ci) {
if (ci->client_id == client_id) return ci;
}
return NULL;
}
/**
* Return the client state given it's client-identifier
* @param client_id the ClientID to search for
* @return return a pointer to the corresponding NetworkClientSocket struct or NULL when not found
*/
/* static */ ServerNetworkGameSocketHandler *ServerNetworkGameSocketHandler::GetByClientID(ClientID client_id)
{
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->client_id == client_id) return cs;
}
return NULL;
}
byte NetworkSpectatorCount()
{
const NetworkClientInfo *ci;
byte count = 0;
FOR_ALL_CLIENT_INFOS(ci) {
if (ci->client_playas == COMPANY_SPECTATOR) count++;
}
/* Don't count a dedicated server as spectator */
if (_network_dedicated) count--;
return count;
}
/**
* Change the company password of a given company.
* @param company_id ID of the company the password should be changed for.
* @param password The unhashed password we like to set ('*' or '' resets the password)
* @return The password.
*/
const char *NetworkChangeCompanyPassword(CompanyID company_id, const char *password)
{
if (strcmp(password, "*") == 0) password = "";
if (_network_server) {
NetworkServerSetCompanyPassword(company_id, password, false);
} else {
NetworkClientSetCompanyPassword(password);
}
return password;
}
/**
* Hash the given password using server ID and game seed.
* @param password Password to hash.
* @param password_server_id Server ID.
* @param password_game_seed Game seed.
* @return The hashed password.
*/
const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed)
{
if (StrEmpty(password)) return password;
char salted_password[NETWORK_SERVER_ID_LENGTH];
memset(salted_password, 0, sizeof(salted_password));
snprintf(salted_password, sizeof(salted_password), "%s", password);
/* Add the game seed and the server's ID as the salt. */
for (uint i = 0; i < NETWORK_SERVER_ID_LENGTH - 1; i++) {
salted_password[i] ^= password_server_id[i] ^ (password_game_seed >> (i % 32));
}
Md5 checksum;
uint8 digest[16];
static char hashed_password[NETWORK_SERVER_ID_LENGTH];
/* Generate the MD5 hash */
checksum.Append(salted_password, sizeof(salted_password) - 1);
checksum.Finish(digest);
for (int di = 0; di < 16; di++) sprintf(hashed_password + di * 2, "%02x", digest[di]);
hashed_password[lengthof(hashed_password) - 1] = '\0';
return hashed_password;
}
/**
* Check if the company we want to join requires a password.
* @param company_id id of the company we want to check the 'passworded' flag for.
* @return true if the company requires a password.
*/
bool NetworkCompanyIsPassworded(CompanyID company_id)
{
return HasBit(_network_company_passworded, company_id);
}
/* This puts a text-message to the console, or in the future, the chat-box,
* (to keep it all a bit more general)
* If 'self_send' is true, this is the client who is sending the message */
void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const char *name, const char *str, int64 data)
{
StringID strid;
switch (action) {
case NETWORK_ACTION_SERVER_MESSAGE:
/* Ignore invalid messages */
strid = STR_NETWORK_SERVER_MESSAGE;
colour = CC_DEFAULT;
break;
case NETWORK_ACTION_COMPANY_SPECTATOR:
colour = CC_DEFAULT;
strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE;
break;
case NETWORK_ACTION_COMPANY_JOIN:
colour = CC_DEFAULT;
strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN;
break;
case NETWORK_ACTION_COMPANY_NEW:
colour = CC_DEFAULT;
strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW;
break;
case NETWORK_ACTION_JOIN:
/* Show the Client ID for the server but not for the client. */
strid = _network_server ? STR_NETWORK_MESSAGE_CLIENT_JOINED_ID : STR_NETWORK_MESSAGE_CLIENT_JOINED;
break;
case NETWORK_ACTION_LEAVE: strid = STR_NETWORK_MESSAGE_CLIENT_LEFT; break;
case NETWORK_ACTION_NAME_CHANGE: strid = STR_NETWORK_MESSAGE_NAME_CHANGE; break;
case NETWORK_ACTION_GIVE_MONEY: strid = self_send ? STR_NETWORK_MESSAGE_GAVE_MONEY_AWAY : STR_NETWORK_MESSAGE_GIVE_MONEY; break;
case NETWORK_ACTION_CHAT_COMPANY: strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY; break;
case NETWORK_ACTION_CHAT_CLIENT: strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT; break;
default: strid = STR_NETWORK_CHAT_ALL; break;
}
char message[1024];
SetDParamStr(0, name);
SetDParamStr(1, str);
SetDParam(2, data);
/* All of these strings start with "***". These characters are interpreted as both left-to-right and
* right-to-left characters depending on the context. As the next text might be an user's name, the
* user name's characters will influence the direction of the "***" instead of the language setting
* of the game. Manually set the direction of the "***" by inserting a text-direction marker. */
char *msg_ptr = message + Utf8Encode(message, _current_text_dir == TD_LTR ? CHAR_TD_LRM : CHAR_TD_RLM);
GetString(msg_ptr, strid, lastof(message));
DEBUG(desync, 1, "msg: %08x; %02x; %s", _date, _date_fract, message);
IConsolePrintF(colour, "%s", message);
NetworkAddChatMessage((TextColour)colour, _settings_client.gui.network_chat_timeout, "%s", message);
}
/* Calculate the frame-lag of a client */
uint NetworkCalculateLag(const NetworkClientSocket *cs)
{
int lag = cs->last_frame_server - cs->last_frame;
/* This client has missed his ACK packet after 1 DAY_TICKS..
* so we increase his lag for every frame that passes!
* The packet can be out by a max of _net_frame_freq */
if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter) {
lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq);
}
return lag;
}
/* There was a non-recoverable error, drop back to the main menu with a nice
* error */
void NetworkError(StringID error_string)
{
_switch_mode = SM_MENU;
ShowErrorMessage(error_string, INVALID_STRING_ID, WL_CRITICAL);
}
/**
* Retrieve the string id of an internal error number
* @param err NetworkErrorCode
* @return the StringID
*/
StringID GetNetworkErrorMsg(NetworkErrorCode err)
{
/* List of possible network errors, used by
* PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
static const StringID network_error_strings[] = {
STR_NETWORK_ERROR_CLIENT_GENERAL,
STR_NETWORK_ERROR_CLIENT_DESYNC,
STR_NETWORK_ERROR_CLIENT_SAVEGAME,
STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST,
STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR,
STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH,
STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED,
STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED,
STR_NETWORK_ERROR_CLIENT_WRONG_REVISION,
STR_NETWORK_ERROR_CLIENT_NAME_IN_USE,
STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD,
STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH,
STR_NETWORK_ERROR_CLIENT_KICKED,
STR_NETWORK_ERROR_CLIENT_CHEATER,
STR_NETWORK_ERROR_CLIENT_SERVER_FULL,
STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS,
STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD,
STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER,
STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP,
STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN,
};
assert_compile(lengthof(network_error_strings) == NETWORK_ERROR_END);
if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
return network_error_strings[err];
}
/**
* Handle the pause mode change so we send the right messages to the chat.
* @param prev_mode The previous pause mode.
* @param changed_mode The pause mode that got changed.
*/
void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
{
if (!_networking) return;
switch (changed_mode) {
case PM_PAUSED_NORMAL:
case PM_PAUSED_JOIN:
case PM_PAUSED_GAME_SCRIPT:
case PM_PAUSED_ACTIVE_CLIENTS: {
bool changed = ((_pause_mode == PM_UNPAUSED) != (prev_mode == PM_UNPAUSED));
bool paused = (_pause_mode != PM_UNPAUSED);
if (!paused && !changed) return;
StringID str;
if (!changed) {
int i = -1;
if ((_pause_mode & PM_PAUSED_NORMAL) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL);
if ((_pause_mode & PM_PAUSED_JOIN) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS);
if ((_pause_mode & PM_PAUSED_GAME_SCRIPT) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT);
if ((_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS);
str = STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 + i;
} else {
switch (changed_mode) {
case PM_PAUSED_NORMAL: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL); break;
case PM_PAUSED_JOIN: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS); break;
case PM_PAUSED_GAME_SCRIPT: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT); break;
case PM_PAUSED_ACTIVE_CLIENTS: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS); break;
default: NOT_REACHED();
}
str = paused ? STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED : STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED;
}
char buffer[DRAW_STRING_BUFFER];
GetString(buffer, str, lastof(buffer));
NetworkTextMessage(NETWORK_ACTION_SERVER_MESSAGE, CC_DEFAULT, false, NULL, buffer);
break;
}
default:
return;
}
}
/**
* Helper function for the pause checkers. If pause is true and the
* current pause mode isn't set the game will be paused, if it it false
* and the pause mode is set the game will be unpaused. In the other
* cases nothing happens to the pause state.
* @param pause whether we'd like to pause
* @param pm the mode which we would like to pause with
*/
static void CheckPauseHelper(bool pause, PauseMode pm)
{
if (pause == ((_pause_mode & pm) != PM_UNPAUSED)) return;
DoCommandP(0, pm, pause ? 1 : 0, CMD_PAUSE);
}
/**
* Counts the number of active clients connected.
* It has to be in STATUS_ACTIVE and not a spectator
* @return number of active clients
*/
static uint NetworkCountActiveClients()
{
const NetworkClientSocket *cs;
uint count = 0;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->status != NetworkClientSocket::STATUS_ACTIVE) continue;
if (!Company::IsValidID(cs->GetInfo()->client_playas)) continue;
count++;
}
return count;
}
/**
* Check if the minimum number of active clients has been reached and pause or unpause the game as appropriate
*/
static void CheckMinActiveClients()
{
if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
!_network_dedicated ||
(_settings_client.network.min_active_clients == 0 && (_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) == PM_UNPAUSED)) {
return;
}
CheckPauseHelper(NetworkCountActiveClients() < _settings_client.network.min_active_clients, PM_PAUSED_ACTIVE_CLIENTS);
}
/**
* Checks whether there is a joining client
* @return true iff one client is joining (but not authorizing)
*/
static bool NetworkHasJoiningClient()
{
const NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->status >= NetworkClientSocket::STATUS_AUTHORIZED && cs->status < NetworkClientSocket::STATUS_ACTIVE) return true;
}
return false;
}
/**
* Check whether we should pause on join
*/
static void CheckPauseOnJoin()
{
if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
(!_settings_client.network.pause_on_join && (_pause_mode & PM_PAUSED_JOIN) == PM_UNPAUSED)) {
return;
}
CheckPauseHelper(NetworkHasJoiningClient(), PM_PAUSED_JOIN);
}
/**
* Converts a string to ip/port/company
* Format: IP:port#company
*
* connection_string will be re-terminated to separate out the hostname, and company and port will
* be set to the company and port strings given by the user, inside the memory area originally
* occupied by connection_string.
*/
void ParseConnectionString(const char **company, const char **port, char *connection_string)
{
bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':'));
char *p;
for (p = connection_string; *p != '\0'; p++) {
switch (*p) {
case '[':
ipv6 = true;
break;
case ']':
ipv6 = false;
break;
case '#':
*company = p + 1;
*p = '\0';
break;
case ':':
if (ipv6) break;
*port = p + 1;
*p = '\0';
break;
}
}
}
/**
* Handle the accepting of a connection to the server.
* @param s The socket of the new connection.
* @param address The address of the peer.
*/
/* static */ void ServerNetworkGameSocketHandler::AcceptConnection(SOCKET s, const NetworkAddress &address)
{
/* Register the login */
_network_clients_connected++;
SetWindowDirty(WC_CLIENT_LIST, 0);
ServerNetworkGameSocketHandler *cs = new ServerNetworkGameSocketHandler(s);
cs->client_address = address; // Save the IP of the client
}
/**
* Resets the pools used for network clients, and the admin pool if needed.
* @param close_admins Whether the admin pool has to be cleared as well.
*/
static void InitializeNetworkPools(bool close_admins = true)
{
PoolBase::Clean(PT_NCLIENT | (close_admins ? PT_NADMIN : PT_NONE));
}
/**
* Close current connections.
* @param close_admins Whether the admin connections have to be closed as well.
*/
void NetworkClose(bool close_admins)
{
if (_network_server) {
if (close_admins) {
ServerNetworkAdminSocketHandler *as;
FOR_ALL_ADMIN_SOCKETS(as) {
as->CloseConnection(true);
}
}
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
cs->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
}
ServerNetworkGameSocketHandler::CloseListeners();
ServerNetworkAdminSocketHandler::CloseListeners();
} else if (MyClient::my_client != NULL) {
MyClient::SendQuit();
MyClient::my_client->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
}
TCPConnecter::KillAll();
_networking = false;
_network_server = false;
NetworkFreeLocalCommandQueue();
free(_network_company_states);
_network_company_states = NULL;
InitializeNetworkPools(close_admins);
}
/* Initializes the network (cleans sockets and stuff) */
static void NetworkInitialize(bool close_admins = true)
{
InitializeNetworkPools(close_admins);
NetworkUDPInitialize();
_sync_frame = 0;
_network_first_time = true;
_network_reconnect = 0;
}
/** Non blocking connection create to query servers */
class TCPQueryConnecter : TCPConnecter {
public:
TCPQueryConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
virtual void OnFailure()
{
NetworkDisconnect();
}
virtual void OnConnect(SOCKET s)
{
_networking = true;
new ClientNetworkGameSocketHandler(s);
MyClient::SendCompanyInformationQuery();
}
};
/* Query a server to fetch his game-info
* If game_info is true, only the gameinfo is fetched,
* else only the client_info is fetched */
void NetworkTCPQueryServer(NetworkAddress address)
{
if (!_network_available) return;
NetworkDisconnect();
NetworkInitialize();
new TCPQueryConnecter(address);
}
/* Validates an address entered as a string and adds the server to
* the list. If you use this function, the games will be marked
* as manually added. */
void NetworkAddServer(const char *b)
{
if (*b != '\0') {
const char *port = NULL;
const char *company = NULL;
char host[NETWORK_HOSTNAME_LENGTH];
uint16 rport;
strecpy(host, b, lastof(host));
strecpy(_settings_client.network.connect_to_ip, b, lastof(_settings_client.network.connect_to_ip));
rport = NETWORK_DEFAULT_PORT;
ParseConnectionString(&company, &port, host);
if (port != NULL) rport = atoi(port);
NetworkUDPQueryServer(NetworkAddress(host, rport), true);
}
}
/**
* Get the addresses to bind to.
* @param addresses the list to write to.
* @param port the port to bind to.
*/
void GetBindAddresses(NetworkAddressList *addresses, uint16 port)
{
for (char **iter = _network_bind_list.Begin(); iter != _network_bind_list.End(); iter++) {
*addresses->Append() = NetworkAddress(*iter, port);
}
/* No address, so bind to everything. */
if (addresses->Length() == 0) {
*addresses->Append() = NetworkAddress("", port);
}
}
/* Generates the list of manually added hosts from NetworkGameList and
* dumps them into the array _network_host_list. This array is needed
* by the function that generates the config file. */
void NetworkRebuildHostList()
{
_network_host_list.Clear();
for (NetworkGameList *item = _network_game_list; item != NULL; item = item->next) {
if (item->manually) *_network_host_list.Append() = strdup(item->address.GetAddressAsString(false));
}
}
/** Non blocking connection create to actually connect to servers */
class TCPClientConnecter : TCPConnecter {
public:
TCPClientConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
virtual void OnFailure()
{
NetworkError(STR_NETWORK_ERROR_NOCONNECTION);
}
virtual void OnConnect(SOCKET s)
{
_networking = true;
new ClientNetworkGameSocketHandler(s);
IConsoleCmdExec("exec scripts/on_client.scr 0");
NetworkClient_Connected();
}
};
/* Used by clients, to connect to a server */
void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as, const char *join_server_password, const char *join_company_password)
{
if (!_network_available) return;
if (address.GetPort() == 0) return;
strecpy(_settings_client.network.last_host, address.GetHostname(), lastof(_settings_client.network.last_host));
_settings_client.network.last_port = address.GetPort();
_network_join_as = join_as;
_network_join_server_password = join_server_password;
_network_join_company_password = join_company_password;
NetworkDisconnect();
NetworkInitialize();
_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
ShowJoinStatusWindow();
new TCPClientConnecter(address);
}
static void NetworkInitGameInfo()
{
if (StrEmpty(_settings_client.network.server_name)) {
snprintf(_settings_client.network.server_name, sizeof(_settings_client.network.server_name), "Unnamed Server");
}
/* The server is a client too */
_network_game_info.clients_on = _network_dedicated ? 0 : 1;
/* There should be always space for the server. */
assert(NetworkClientInfo::CanAllocateItem());
NetworkClientInfo *ci = new NetworkClientInfo(CLIENT_ID_SERVER);
ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : _local_company;
strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));
}
bool NetworkServerStart()
{
if (!_network_available) return false;
/* Call the pre-scripts */
IConsoleCmdExec("exec scripts/pre_server.scr 0");
if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
NetworkDisconnect(false, false);
NetworkInitialize(false);
if (!ServerNetworkGameSocketHandler::Listen(_settings_client.network.server_port)) return false;
/* Only listen for admins when the password isn't empty. */
if (!StrEmpty(_settings_client.network.admin_password) && !ServerNetworkAdminSocketHandler::Listen(_settings_client.network.server_admin_port)) return false;
/* Try to start UDP-server */
_network_udp_server = _udp_server_socket->Listen();
_network_company_states = CallocT<NetworkCompanyState>(MAX_COMPANIES);
_network_server = true;
_networking = true;
_frame_counter = 0;
_frame_counter_server = 0;
_frame_counter_max = 0;
_last_sync_frame = 0;
_network_own_client_id = CLIENT_ID_SERVER;
_network_clients_connected = 0;
_network_company_passworded = 0;
NetworkInitGameInfo();
/* execute server initialization script */
IConsoleCmdExec("exec scripts/on_server.scr 0");
/* if the server is dedicated ... add some other script */
if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
/* Try to register us to the master server */
_network_last_advertise_frame = 0;
_network_need_advertise = true;
NetworkUDPAdvertise();
/* welcome possibly still connected admins - this can only happen on a dedicated server. */
if (_network_dedicated) ServerNetworkAdminSocketHandler::WelcomeAll();
return true;
}
/* The server is rebooting...
* The only difference with NetworkDisconnect, is the packets that is sent */
void NetworkReboot()
{
if (_network_server) {
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
cs->SendNewGame();
cs->SendPackets();
}
ServerNetworkAdminSocketHandler *as;
FOR_ALL_ACTIVE_ADMIN_SOCKETS(as) {
as->SendNewGame();
as->SendPackets();
}
}
/* For non-dedicated servers we have to kick the admins as we are not
* certain that we will end up in a new network game. */
NetworkClose(!_network_dedicated);
}
/**
* We want to disconnect from the host/clients.
* @param blocking whether to wait till everything has been closed.
* @param close_admins Whether the admin sockets need to be closed as well.
*/
void NetworkDisconnect(bool blocking, bool close_admins)
{
if (_network_server) {
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
cs->SendShutdown();
cs->SendPackets();
}
if (close_admins) {
ServerNetworkAdminSocketHandler *as;
FOR_ALL_ACTIVE_ADMIN_SOCKETS(as) {
as->SendShutdown();
as->SendPackets();
}
}
}
if (_settings_client.network.server_advertise) NetworkUDPRemoveAdvertise(blocking);
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
NetworkClose(close_admins);
/* Reinitialize the UDP stack, i.e. close all existing connections. */
NetworkUDPInitialize();
}
/**
* Receives something from the network.
* @return true if everything went fine, false when the connection got closed.
*/
static bool NetworkReceive()
{
if (_network_server) {
ServerNetworkAdminSocketHandler::Receive();
return ServerNetworkGameSocketHandler::Receive();
} else {
return ClientNetworkGameSocketHandler::Receive();
}
}
/* This sends all buffered commands (if possible) */
static void NetworkSend()
{
if (_network_server) {
ServerNetworkAdminSocketHandler::Send();
ServerNetworkGameSocketHandler::Send();
} else {
ClientNetworkGameSocketHandler::Send();
}
}
/**
* We have to do some (simple) background stuff that runs normally,
* even when we are not in multiplayer. For example stuff needed
* for finding servers or downloading content.
*/
void NetworkBackgroundLoop()
{
_network_content_client.SendReceive();
TCPConnecter::CheckCallbacks();
NetworkHTTPSocketHandler::HTTPReceive();
NetworkBackgroundUDPLoop();
}
/* The main loop called from ttd.c
* Here we also have to do StateGameLoop if needed! */
void NetworkGameLoop()
{
if (!_networking) return;
if (!NetworkReceive()) return;
if (_network_server) {
/* Log the sync state to check for in-syncedness of replays. */
if (_date_fract == 0) {
/* We don't want to log multiple times if paused. */
static Date last_log;
if (last_log != _date) {
DEBUG(desync, 1, "sync: %08x; %02x; %08x; %08x", _date, _date_fract, _random.state[0], _random.state[1]);
last_log = _date;
}
}
#ifdef DEBUG_DUMP_COMMANDS
/* Loading of the debug commands from -ddesync>=1 */
static FILE *f = FioFOpenFile("commands.log", "rb", SAVE_DIR);
static Date next_date = 0;
static uint32 next_date_fract;
static CommandPacket *cp = NULL;
static bool check_sync_state = false;
static uint32 sync_state[2];
if (f == NULL && next_date == 0) {
DEBUG(net, 0, "Cannot open commands.log");
next_date = 1;
}
while (f != NULL && !feof(f)) {
if (_date == next_date && _date_fract == next_date_fract) {
if (cp != NULL) {
NetworkSendCommand(cp->tile, cp->p1, cp->p2, cp->cmd & ~CMD_FLAGS_MASK, NULL, cp->text, cp->company);
DEBUG(net, 0, "injecting: %08x; %02x; %02x; %06x; %08x; %08x; %08x; \"%s\" (%s)", _date, _date_fract, (int)_current_company, cp->tile, cp->p1, cp->p2, cp->cmd, cp->text, GetCommandName(cp->cmd));
free(cp);
cp = NULL;
}
if (check_sync_state) {
if (sync_state[0] == _random.state[0] && sync_state[1] == _random.state[1]) {
DEBUG(net, 0, "sync check: %08x; %02x; match", _date, _date_fract);
} else {
DEBUG(net, 0, "sync check: %08x; %02x; mismatch expected {%08x, %08x}, got {%08x, %08x}",
_date, _date_fract, sync_state[0], sync_state[1], _random.state[0], _random.state[1]);
NOT_REACHED();
}
check_sync_state = false;
}
}
if (cp != NULL || check_sync_state) break;
char buff[4096];
if (fgets(buff, lengthof(buff), f) == NULL) break;
char *p = buff;
/* Ignore the "[date time] " part of the message */
if (*p == '[') {
p = strchr(p, ']');
if (p == NULL) break;
p += 2;
}
if (strncmp(p, "cmd: ", 5) == 0) {
cp = CallocT<CommandPacket>(1);
int company;
int ret = sscanf(p + 5, "%x; %x; %x; %x; %x; %x; %x; \"%[^\"]\"", &next_date, &next_date_fract, &company, &cp->tile, &cp->p1, &cp->p2, &cp->cmd, cp->text);
/* There are 8 pieces of data to read, however the last is a
* string that might or might not exist. Ignore it if that
* string misses because in 99% of the time it's not used. */
assert(ret == 8 || ret == 7);
cp->company = (CompanyID)company;
} else if (strncmp(p, "join: ", 6) == 0) {
/* Manually insert a pause when joining; this way the client can join at the exact right time. */
int ret = sscanf(p + 6, "%x; %x", &next_date, &next_date_fract);
assert(ret == 2);
DEBUG(net, 0, "injecting pause for join at %08x:%02x; please join when paused", next_date, next_date_fract);
cp = CallocT<CommandPacket>(1);
cp->company = COMPANY_SPECTATOR;
cp->cmd = CMD_PAUSE;
cp->p1 = PM_PAUSED_NORMAL;
cp->p2 = 1;
_ddc_fastforward = false;
} else if (strncmp(p, "sync: ", 6) == 0) {
int ret = sscanf(p + 6, "%x; %x; %x; %x", &next_date, &next_date_fract, &sync_state[0], &sync_state[1]);
assert(ret == 4);
check_sync_state = true;
} else if (strncmp(p, "msg: ", 5) == 0 || strncmp(p, "client: ", 8) == 0 ||
strncmp(p, "load: ", 6) == 0 || strncmp(p, "save: ", 6) == 0) {
/* A message that is not very important to the log playback, but part of the log. */
} else {
/* Can't parse a line; what's wrong here? */
DEBUG(net, 0, "trying to parse: %s", p);
NOT_REACHED();
}
}
if (f != NULL && feof(f)) {
DEBUG(net, 0, "End of commands.log");
fclose(f);
f = NULL;
}
#endif /* DEBUG_DUMP_COMMANDS */
if (_frame_counter >= _frame_counter_max) {
/* Only check for active clients just before we're going to send out
* the commands so we don't send multiple pause/unpause commands when
* the frame_freq is more than 1 tick. Same with distributing commands. */
CheckPauseOnJoin();
CheckMinActiveClients();
NetworkDistributeCommands();
}
bool send_frame = false;
/* We first increase the _frame_counter */
_frame_counter++;
/* Update max-frame-counter */
if (_frame_counter > _frame_counter_max) {
_frame_counter_max = _frame_counter + _settings_client.network.frame_freq;
send_frame = true;
}
NetworkExecuteLocalCommandQueue();
/* Then we make the frame */
StateGameLoop();
_sync_seed_1 = _random.state[0];
#ifdef NETWORK_SEND_DOUBLE_SEED
_sync_seed_2 = _random.state[1];
#endif
NetworkServer_Tick(send_frame);
} else {
/* Client */
/* Make sure we are at the frame were the server is (quick-frames) */
if (_frame_counter_server > _frame_counter) {
/* Run a number of frames; when things go bad, get out. */
while (_frame_counter_server > _frame_counter) {
if (!ClientNetworkGameSocketHandler::GameLoop()) return;
}
} else {
/* Else, keep on going till _frame_counter_max */
if (_frame_counter_max > _frame_counter) {
/* Run one frame; if things went bad, get out. */
if (!ClientNetworkGameSocketHandler::GameLoop()) return;
}
}
}
NetworkSend();
}
static void NetworkGenerateServerId()
{
Md5 checksum;
uint8 digest[16];
char hex_output[16 * 2 + 1];
char coding_string[NETWORK_NAME_LENGTH];
int di;
snprintf(coding_string, sizeof(coding_string), "%d%s", (uint)Random(), "OpenTTD Server ID");
/* Generate the MD5 hash */
checksum.Append((const uint8*)coding_string, strlen(coding_string));
checksum.Finish(digest);
for (di = 0; di < 16; ++di) {
sprintf(hex_output + di * 2, "%02x", digest[di]);
}
/* _settings_client.network.network_id is our id */
snprintf(_settings_client.network.network_id, sizeof(_settings_client.network.network_id), "%s", hex_output);
}
void NetworkStartDebugLog(NetworkAddress address)
{
extern SOCKET _debug_socket; // Comes from debug.c
DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", address.GetHostname(), address.GetPort());
SOCKET s = address.Connect();
if (s == INVALID_SOCKET) {
DEBUG(net, 0, "Failed to open socket for redirection DEBUG()");
return;
}
_debug_socket = s;
DEBUG(net, 0, "DEBUG() is now redirected");
}
/** This tries to launch the network for a given OS */
void NetworkStartUp()
{
DEBUG(net, 3, "[core] starting network...");
/* Network is available */
_network_available = NetworkCoreInitialize();
_network_dedicated = false;
_network_last_advertise_frame = 0;
_network_need_advertise = true;
_network_advertise_retries = 0;
/* Generate an server id when there is none yet */
if (StrEmpty(_settings_client.network.network_id)) NetworkGenerateServerId();
memset(&_network_game_info, 0, sizeof(_network_game_info));
NetworkInitialize();
DEBUG(net, 3, "[core] network online, multiplayer available");
NetworkFindBroadcastIPs(&_broadcast_list);
}
/** This shuts the network down */
void NetworkShutDown()
{
NetworkDisconnect(true);
NetworkUDPClose();
DEBUG(net, 3, "[core] shutting down network");
_network_available = false;
NetworkCoreShutdown();
}
/**
* Checks whether the given version string is compatible with our version.
* @param other the version string to compare to
*/
bool IsNetworkCompatibleVersion(const char *other)
{
return strncmp(_openttd_revision, other, NETWORK_REVISION_LENGTH - 1) == 0;
}
#endif /* ENABLE_NETWORK */
|