/* * 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 . */ /** @file network.cpp Base functions for networking support. */ #include "../stdafx.h" #include "../strings_func.h" #include "../command_func.h" #include "../timer/timer_game_tick.h" #include "../timer/timer_game_economy.h" #include "network_admin.h" #include "network_client.h" #include "network_query.h" #include "network_server.h" #include "network_content.h" #include "network_udp.h" #include "network_gamelist.h" #include "network_base.h" #include "network_coordinator.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" #include "../misc_cmd.h" #include #include #include #include "../safeguards.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. */ static_assert(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? NetworkCompanyState *_network_company_states = nullptr; ///< 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. uint8_t _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_t _frame_counter_server; ///< The frame_counter of the server, if in network-mode uint32_t _frame_counter_max; ///< To where we may go with our clients uint32_t _frame_counter; ///< The current frame. uint32_t _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_t _sync_seed_1; ///< Seed to compare during sync checks. #ifdef NETWORK_SEND_DOUBLE_SEED uint32_t _sync_seed_2; ///< Second part of the seed. #endif uint32_t _sync_frame; ///< The frame to perform the sync check. bool _network_first_time; ///< Whether we have finished joining or not. CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies. static_assert((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH); /** The amount of clients connected */ byte _network_clients_connected = 0; extern std::string GenerateUid(std::string_view subject); /** * Return whether there is any client connected or trying to connect at all. * @return whether we have any client activity */ bool HasClients() { return !NetworkClientSocket::Iterate().empty(); } /** * 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 nullptr when not found */ /* static */ NetworkClientInfo *NetworkClientInfo::GetByClientID(ClientID client_id) { for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) { if (ci->client_id == client_id) return ci; } return nullptr; } /** * 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 nullptr when not found */ /* static */ ServerNetworkGameSocketHandler *ServerNetworkGameSocketHandler::GetByClientID(ClientID client_id) { for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { if (cs->client_id == client_id) return cs; } return nullptr; } byte NetworkSpectatorCount() { byte count = 0; for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) { 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. */ std::string NetworkChangeCompanyPassword(CompanyID company_id, std::string password) { if (password.compare("*") == 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. */ std::string GenerateCompanyPasswordHash(const std::string &password, const std::string &password_server_id, uint32_t password_game_seed) { if (password.empty()) return password; size_t password_length = password.size(); size_t password_server_id_length = password_server_id.size(); std::ostringstream salted_password; /* Add the password with the server's ID and game seed as the salt. */ for (uint i = 0; i < NETWORK_SERVER_ID_LENGTH - 1; i++) { char password_char = (i < password_length ? password[i] : 0); char server_id_char = (i < password_server_id_length ? password_server_id[i] : 0); char seed_char = password_game_seed >> (i % 32); salted_password << (char)(password_char ^ server_id_char ^ seed_char); // Cast needed, otherwise interpreted as integer to format } Md5 checksum; MD5Hash digest; /* Generate the MD5 hash */ std::string salted_password_string = salted_password.str(); checksum.Append(salted_password_string.data(), salted_password_string.size()); checksum.Finish(digest); return FormatArrayAsHex(digest); } /** * 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 std::string &name, const std::string &str, int64_t data, const std::string &data_str) { 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 = 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; case NETWORK_ACTION_KICKED: strid = STR_NETWORK_MESSAGE_KICKED; break; case NETWORK_ACTION_EXTERNAL_CHAT: strid = STR_NETWORK_CHAT_EXTERNAL; break; default: strid = STR_NETWORK_CHAT_ALL; break; } SetDParamStr(0, name); SetDParamStr(1, str); SetDParam(2, data); SetDParamStr(3, data_str); /* 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. */ std::ostringstream stream; std::ostreambuf_iterator iterator(stream); Utf8Encode(iterator, _current_text_dir == TD_LTR ? CHAR_TD_LRM : CHAR_TD_RLM); std::string message = stream.str() + GetString(strid); Debug(desync, 1, "msg: {:08x}; {:02x}; {}", TimerGameEconomy::date, TimerGameEconomy::date_fract, message); IConsolePrint(colour, message); NetworkAddChatMessage(colour, _settings_client.gui.network_chat_timeout, 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 their ACK packet after 1 DAY_TICKS.. * so we increase their lag for every frame that passes! * The packet can be out by a max of _net_frame_freq */ if (cs->last_frame_server + Ticks::DAY_TICKS + _settings_client.network.frame_freq < _frame_counter) { lag += _frame_counter - (cs->last_frame_server + Ticks::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 ShowNetworkError(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, STR_NETWORK_ERROR_CLIENT_INVALID_CLIENT_NAME, }; static_assert(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: case PM_PAUSED_LINK_GRAPH: { 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); if ((_pause_mode & PM_PAUSED_LINK_GRAPH) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH); 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; case PM_PAUSED_LINK_GRAPH: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH); break; default: NOT_REACHED(); } str = paused ? STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED : STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED; } NetworkTextMessage(NETWORK_ACTION_SERVER_MESSAGE, CC_DEFAULT, false, "", GetString(str)); 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; Command::Post(pm, 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() { uint count = 0; for (const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { 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() { for (const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { 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); } /** * Parse the company part ("#company" postfix) of a connecting string. * @param connection_string The string with the connection data. * @param company_id The company ID to set, if available. * @return A std::string_view into the connection string without the company part. */ std::string_view ParseCompanyFromConnectionString(const std::string &connection_string, CompanyID *company_id) { std::string_view ip = connection_string; if (company_id == nullptr) return ip; size_t offset = ip.find_last_of('#'); if (offset != std::string::npos) { std::string_view company_string = ip.substr(offset + 1); ip = ip.substr(0, offset); uint8_t company_value; auto [_, err] = std::from_chars(company_string.data(), company_string.data() + company_string.size(), company_value); if (err == std::errc()) { if (company_value != COMPANY_NEW_COMPANY && company_value != COMPANY_SPECTATOR) { if (company_value > MAX_COMPANIES || company_value == 0) { *company_id = COMPANY_SPECTATOR; } else { /* "#1" means the first company, which has index 0. */ *company_id = (CompanyID)(company_value - 1); } } else { *company_id = (CompanyID)company_value; } } } return ip; } /** * Converts a string to ip/port/company * Format: IP:port#company * * Returns the IP part as a string view into the passed string. This view is * valid as long the passed connection string is valid. If there is no port * present in the connection string, the port reference will not be touched. * When there is no company ID present in the connection string or company_id * is nullptr, then company ID will not be touched. * * @param connection_string The string with the connection data. * @param port The port reference to set. * @param company_id The company ID to set, if available. * @return A std::string_view into the connection string with the (IP) address part. */ std::string_view ParseFullConnectionString(const std::string &connection_string, uint16_t &port, CompanyID *company_id) { std::string_view ip = ParseCompanyFromConnectionString(connection_string, company_id); size_t port_offset = ip.find_last_of(':'); size_t ipv6_close = ip.find_last_of(']'); if (port_offset != std::string::npos && (ipv6_close == std::string::npos || ipv6_close < port_offset)) { std::string_view port_string = ip.substr(port_offset + 1); ip = ip.substr(0, port_offset); std::from_chars(port_string.data(), port_string.data() + port_string.size(), port); } return ip; } /** * Normalize a connection string. That is, ensure there is a port in the string. * @param connection_string The connection string to normalize. * @param default_port The port to use if none is given. * @return The normalized connection string. */ std::string NormalizeConnectionString(const std::string &connection_string, uint16_t default_port) { uint16_t port = default_port; std::string_view ip = ParseFullConnectionString(connection_string, port); return std::string(ip) + ":" + std::to_string(port); } /** * Convert a string containing either "hostname" or "hostname:ip" to a * NetworkAddress. * * @param connection_string The string to parse. * @param default_port The default port to set port to if not in connection_string. * @return A valid NetworkAddress of the parsed information. */ NetworkAddress ParseConnectionString(const std::string &connection_string, uint16_t default_port) { uint16_t port = default_port; std::string_view ip = ParseFullConnectionString(connection_string, port); return NetworkAddress(ip, port); } /** * 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++; ServerNetworkGameSocketHandler *cs = new ServerNetworkGameSocketHandler(s); cs->client_address = address; // Save the IP of the client InvalidateWindowData(WC_CLIENT_LIST, 0); } /** * 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) { for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::Iterate()) { as->CloseConnection(true); } } for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { cs->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT); } ServerNetworkGameSocketHandler::CloseListeners(); ServerNetworkAdminSocketHandler::CloseListeners(); _network_coordinator_client.CloseConnection(); } else { if (MyClient::my_client != nullptr) { MyClient::SendQuit(); MyClient::my_client->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT); } _network_coordinator_client.CloseAllConnections(); } NetworkGameSocketHandler::ProcessDeferredDeletions(); TCPConnecter::KillAll(); _networking = false; _network_server = false; NetworkFreeLocalCommandQueue(); delete[] _network_company_states; _network_company_states = nullptr; _network_company_passworded = 0; InitializeNetworkPools(close_admins); } /* Initializes the network (cleans sockets and stuff) */ static void NetworkInitialize(bool close_admins = true) { InitializeNetworkPools(close_admins); _sync_frame = 0; _network_first_time = true; _network_reconnect = 0; } /** Non blocking connection to query servers for their game info. */ class TCPQueryConnecter : public TCPServerConnecter { private: std::string connection_string; public: TCPQueryConnecter(const std::string &connection_string) : TCPServerConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {} void OnFailure() override { Debug(net, 9, "Query::OnFailure(): connection_string={}", this->connection_string); NetworkGameList *item = NetworkGameListAddItem(connection_string); item->status = NGLS_OFFLINE; item->refreshing = false; UpdateNetworkGameWindow(); } void OnConnect(SOCKET s) override { Debug(net, 9, "Query::OnConnect(): connection_string={}", this->connection_string); QueryNetworkGameSocketHandler::QueryServer(s, this->connection_string); } }; /** * Query a server to fetch the game-info. * @param connection_string the address to query. */ void NetworkQueryServer(const std::string &connection_string) { if (!_network_available) return; Debug(net, 9, "NetworkQueryServer(): connection_string={}", connection_string); /* Mark the entry as refreshing, so the GUI can show the refresh is pending. */ NetworkGameList *item = NetworkGameListAddItem(connection_string); item->refreshing = true; TCPConnecter::Create(connection_string); } /** * 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. * @param connection_string The IP:port of the server to add. * @param manually Whether the enter should be marked as manual added. * @param never_expire Whether the entry can expire (removed when no longer found in the public listing). * @return The entry on the game list. */ NetworkGameList *NetworkAddServer(const std::string &connection_string, bool manually, bool never_expire) { if (connection_string.empty()) return nullptr; /* Ensure the item already exists in the list */ NetworkGameList *item = NetworkGameListAddItem(connection_string); if (item->info.server_name.empty()) { ClearGRFConfigList(&item->info.grfconfig); item->info.server_name = connection_string; UpdateNetworkGameWindow(); NetworkQueryServer(connection_string); } if (manually) item->manually = true; if (never_expire) item->version = INT32_MAX; return item; } /** * 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_t port) { for (const auto &iter : _network_bind_list) { addresses->emplace_back(iter.c_str(), port); } /* No address, so bind to everything. */ if (addresses->empty()) { addresses->emplace_back("", 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 != nullptr; item = item->next) { if (item->manually) _network_host_list.emplace_back(item->connection_string); } } /** Non blocking connection create to actually connect to servers */ class TCPClientConnecter : public TCPServerConnecter { private: std::string connection_string; public: TCPClientConnecter(const std::string &connection_string) : TCPServerConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {} void OnFailure() override { Debug(net, 9, "Client::OnFailure(): connection_string={}", this->connection_string); ShowNetworkError(STR_NETWORK_ERROR_NOCONNECTION); } void OnConnect(SOCKET s) override { Debug(net, 9, "Client::OnConnect(): connection_string={}", this->connection_string); _networking = true; new ClientNetworkGameSocketHandler(s, this->connection_string); IConsoleCmdExec("exec scripts/on_client.scr 0"); NetworkClient_Connected(); } }; /** * Join a client to the server at with the given connection string. * The default for the passwords is \c nullptr. When the server or company needs a * password and none is given, the user is asked to enter the password in the GUI. * This function will return false whenever some information required to join is not * correct such as the company number or the client's name, or when there is not * networking avalabile at all. If the function returns false the connection with * the existing server is not disconnected. * It will return true when it starts the actual join process, i.e. when it * actually shows the join status window. * * @param connection_string The IP address, port and company number to join as. * @param default_company The company number to join as when none is given. * @param join_server_password The password for the server. * @param join_company_password The password for the company. * @return Whether the join has started. */ bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const std::string &join_server_password, const std::string &join_company_password) { Debug(net, 9, "NetworkClientConnectGame(): connection_string={}", connection_string); CompanyID join_as = default_company; std::string resolved_connection_string = ServerAddress::Parse(connection_string, NETWORK_DEFAULT_PORT, &join_as).connection_string; if (!_network_available) return false; if (!NetworkValidateOurClientName()) return false; _network_join.connection_string = resolved_connection_string; _network_join.company = join_as; _network_join.server_password = join_server_password; _network_join.company_password = join_company_password; if (_game_mode == GM_MENU) { /* From the menu we can immediately continue with the actual join. */ NetworkClientJoinGame(); } else { /* When already playing a game, first go back to the main menu. This * disconnects the user from the current game, meaning we can safely * load in the new. After all, there is little point in continueing to * play on a server if we are connecting to another one. */ _switch_mode = SM_JOIN_GAME; } return true; } /** * Actually perform the joining to the server. Use #NetworkClientConnectGame * when you want to connect to a specific server/company. This function * assumes _network_join is already fully set up. */ void NetworkClientJoinGame() { NetworkDisconnect(); NetworkInitialize(); _settings_client.network.last_joined = _network_join.connection_string; Debug(net, 9, "status = CONNECTING"); _network_join_status = NETWORK_JOIN_STATUS_CONNECTING; ShowJoinStatusWindow(); TCPConnecter::Create(_network_join.connection_string); } static void NetworkInitGameInfo() { FillStaticNetworkServerGameInfo(); /* 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 : COMPANY_FIRST; ci->client_name = _settings_client.network.client_name; } /** * Trim the given server name in place, i.e. remove leading and trailing spaces. * After the trim check whether the server name is not empty. * When the server name is empty a GUI error message is shown telling the * user to set the servername and this function returns false. * * @param server_name The server name to validate. It will be trimmed of leading * and trailing spaces. * @return True iff the server name is valid. */ bool NetworkValidateServerName(std::string &server_name) { StrTrimInPlace(server_name); if (!server_name.empty()) return true; ShowErrorMessage(STR_NETWORK_ERROR_BAD_SERVER_NAME, INVALID_STRING_ID, WL_ERROR); return false; } /** * Check whether the client and server name are set, for a dedicated server and if not set them to some default * value and tell the user to change this as soon as possible. * If the saved name is the default value, then the user is told to override this value too. * This is only meant dedicated servers, as for the other servers the GUI ensures a name has been entered. */ static void CheckClientAndServerName() { static const std::string fallback_client_name = "Unnamed Client"; StrTrimInPlace(_settings_client.network.client_name); if (_settings_client.network.client_name.empty() || _settings_client.network.client_name.compare(fallback_client_name) == 0) { Debug(net, 1, "No \"client_name\" has been set, using \"{}\" instead. Please set this now using the \"name \" command", fallback_client_name); _settings_client.network.client_name = fallback_client_name; } static const std::string fallback_server_name = "Unnamed Server"; StrTrimInPlace(_settings_client.network.server_name); if (_settings_client.network.server_name.empty() || _settings_client.network.server_name.compare(fallback_server_name) == 0) { Debug(net, 1, "No \"server_name\" has been set, using \"{}\" instead. Please set this now using the \"server_name \" command", fallback_server_name); _settings_client.network.server_name = fallback_server_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"); /* Check for the client and server names to be set, but only after the scripts had a chance to set them.*/ if (_network_dedicated) CheckClientAndServerName(); NetworkDisconnect(false); NetworkInitialize(false); NetworkUDPInitialize(); Debug(net, 5, "Starting listeners for clients"); if (!ServerNetworkGameSocketHandler::Listen(_settings_client.network.server_port)) return false; /* Only listen for admins when the password isn't empty. */ if (!_settings_client.network.admin_password.empty()) { Debug(net, 5, "Starting listeners for admins"); if (!ServerNetworkAdminSocketHandler::Listen(_settings_client.network.server_admin_port)) return false; } /* Try to start UDP-server */ Debug(net, 5, "Starting listeners for incoming server queries"); NetworkUDPServerListen(); _network_company_states = new 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(); if (_settings_client.network.server_game_type != SERVER_GAME_TYPE_LOCAL) { _network_coordinator_client.Register(); } /* 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"); /* 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) { for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { cs->SendNewGame(); cs->SendPackets(); } for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::IterateActive()) { 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 close_admins Whether the admin sockets need to be closed as well. */ void NetworkDisconnect(bool close_admins) { if (_network_server) { for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { cs->SendShutdown(); cs->SendPackets(); } if (close_admins) { for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::IterateActive()) { as->SendShutdown(); as->SendPackets(); } } } CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN); NetworkClose(close_admins); /* Reinitialize the UDP stack, i.e. close all existing connections. */ NetworkUDPInitialize(); } /** * The setting server_game_type was updated; possibly we need to take some * action. */ void NetworkUpdateServerGameType() { if (!_networking) return; switch (_settings_client.network.server_game_type) { case SERVER_GAME_TYPE_LOCAL: _network_coordinator_client.CloseConnection(); break; case SERVER_GAME_TYPE_INVITE_ONLY: case SERVER_GAME_TYPE_PUBLIC: _network_coordinator_client.Register(); break; default: NOT_REACHED(); } } /** * Receives something from the network. * @return true if everything went fine, false when the connection got closed. */ static bool NetworkReceive() { bool result; if (_network_server) { ServerNetworkAdminSocketHandler::Receive(); result = ServerNetworkGameSocketHandler::Receive(); } else { result = ClientNetworkGameSocketHandler::Receive(); } NetworkGameSocketHandler::ProcessDeferredDeletions(); return result; } /* This sends all buffered commands (if possible) */ static void NetworkSend() { if (_network_server) { ServerNetworkAdminSocketHandler::Send(); ServerNetworkGameSocketHandler::Send(); } else { ClientNetworkGameSocketHandler::Send(); } NetworkGameSocketHandler::ProcessDeferredDeletions(); } /** * 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(); _network_coordinator_client.SendReceive(); TCPConnecter::CheckCallbacks(); NetworkHTTPSocketHandler::HTTPReceive(); QueryNetworkGameSocketHandler::SendReceive(); NetworkGameSocketHandler::ProcessDeferredDeletions(); 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 (TimerGameEconomy::date_fract == 0) { /* We don't want to log multiple times if paused. */ static TimerGameEconomy::Date last_log; if (last_log != TimerGameEconomy::date) { Debug(desync, 1, "sync: {:08x}; {:02x}; {:08x}; {:08x}", TimerGameEconomy::date, TimerGameEconomy::date_fract, _random.state[0], _random.state[1]); last_log = TimerGameEconomy::date; } } #ifdef DEBUG_DUMP_COMMANDS /* Loading of the debug commands from -ddesync>=1 */ static FILE *f = FioFOpenFile("commands.log", "rb", SAVE_DIR); static TimerGameEconomy::Date next_date(0); static uint32_t next_date_fract; static CommandPacket *cp = nullptr; static bool check_sync_state = false; static uint32_t sync_state[2]; if (f == nullptr && next_date == 0) { Debug(desync, 0, "Cannot open commands.log"); next_date = TimerGameEconomy::Date(1); } while (f != nullptr && !feof(f)) { if (TimerGameEconomy::date == next_date && TimerGameEconomy::date_fract == next_date_fract) { if (cp != nullptr) { NetworkSendCommand(cp->cmd, cp->err_msg, nullptr, cp->company, cp->data); Debug(desync, 0, "Injecting: {:08x}; {:02x}; {:02x}; {:08x}; {} ({})", TimerGameEconomy::date, TimerGameEconomy::date_fract, (int)_current_company, cp->cmd, FormatArrayAsHex(cp->data), GetCommandName(cp->cmd)); delete cp; cp = nullptr; } if (check_sync_state) { if (sync_state[0] == _random.state[0] && sync_state[1] == _random.state[1]) { Debug(desync, 0, "Sync check: {:08x}; {:02x}; match", TimerGameEconomy::date, TimerGameEconomy::date_fract); } else { Debug(desync, 0, "Sync check: {:08x}; {:02x}; mismatch expected {{{:08x}, {:08x}}}, got {{{:08x}, {:08x}}}", TimerGameEconomy::date, TimerGameEconomy::date_fract, sync_state[0], sync_state[1], _random.state[0], _random.state[1]); NOT_REACHED(); } check_sync_state = false; } } if (cp != nullptr || check_sync_state) break; char buff[4096]; if (fgets(buff, lengthof(buff), f) == nullptr) break; char *p = buff; /* Ignore the "[date time] " part of the message */ if (*p == '[') { p = strchr(p, ']'); if (p == nullptr) break; p += 2; } if (strncmp(p, "cmd: ", 5) == 0 #ifdef DEBUG_FAILED_DUMP_COMMANDS || strncmp(p, "cmdf: ", 6) == 0 #endif ) { p += 5; if (*p == ' ') p++; cp = new CommandPacket(); int company; uint cmd; char buffer[256]; uint32_t next_date_raw; int ret = sscanf(p, "%x; %x; %x; %x; %x; %255s", &next_date_raw, &next_date_fract, &company, &cmd, &cp->err_msg, buffer); assert(ret == 6); next_date = TimerGameEconomy::Date((int32_t)next_date_raw); cp->company = (CompanyID)company; cp->cmd = (Commands)cmd; /* Parse command data. */ std::vector args; size_t arg_len = strlen(buffer); for (size_t i = 0; i + 1 < arg_len; i += 2) { byte e = 0; std::from_chars(buffer + i, buffer + i + 2, e, 16); args.emplace_back(e); } cp->data = args; } else if (strncmp(p, "join: ", 6) == 0) { /* Manually insert a pause when joining; this way the client can join at the exact right time. */ uint32_t next_date_raw; int ret = sscanf(p + 6, "%x; %x", &next_date_raw, &next_date_fract); next_date = TimerGameEconomy::Date((int32_t)next_date_raw); assert(ret == 2); Debug(desync, 0, "Injecting pause for join at {:08x}:{:02x}; please join when paused", next_date, next_date_fract); cp = new CommandPacket(); cp->company = COMPANY_SPECTATOR; cp->cmd = CMD_PAUSE; cp->data = EndianBufferWriter<>::FromValue(CommandTraits::Args{ PM_PAUSED_NORMAL, true }); _ddc_fastforward = false; } else if (strncmp(p, "sync: ", 6) == 0) { uint32_t next_date_raw; int ret = sscanf(p + 6, "%x; %x; %x; %x", &next_date_raw, &next_date_fract, &sync_state[0], &sync_state[1]); next_date = TimerGameEconomy::Date((int32_t)next_date_raw); 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. */ #ifndef DEBUG_FAILED_DUMP_COMMANDS } else if (strncmp(p, "cmdf: ", 6) == 0) { Debug(desync, 0, "Skipping replay of failed command: {}", p + 6); #endif } else { /* Can't parse a line; what's wrong here? */ Debug(desync, 0, "Trying to parse: {}", p); NOT_REACHED(); } } if (f != nullptr && feof(f)) { Debug(desync, 0, "End of commands.log"); fclose(f); f = nullptr; } #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() { _settings_client.network.network_id = GenerateUid("OpenTTD Server ID"); } /** This tries to launch the network for a given OS */ void NetworkStartUp() { Debug(net, 3, "Starting network"); /* Network is available */ _network_available = NetworkCoreInitialize(); _network_dedicated = false; /* Generate an server id when there is none yet */ if (_settings_client.network.network_id.empty()) NetworkGenerateServerId(); _network_game_info = {}; NetworkInitialize(); NetworkUDPInitialize(); Debug(net, 3, "Network online, multiplayer available"); NetworkFindBroadcastIPs(&_broadcast_list); NetworkHTTPInitialize(); } /** This shuts the network down */ void NetworkShutDown() { NetworkDisconnect(); NetworkHTTPUninitialize(); NetworkUDPClose(); Debug(net, 3, "Shutting down network"); _network_available = false; NetworkCoreShutdown(); } #ifdef __EMSCRIPTEN__ extern "C" { void CDECL em_openttd_add_server(const char *connection_string) { NetworkAddServer(connection_string, false, true); } } #endif