/*
* 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_server.cpp Server part of the network protocol. */
#include "../stdafx.h"
#include "../strings_func.h"
#include "core/network_game_info.h"
#include "network_admin.h"
#include "network_server.h"
#include "network_udp.h"
#include "network_base.h"
#include "../console_func.h"
#include "../company_base.h"
#include "../command_func.h"
#include "../saveload/saveload.h"
#include "../saveload/saveload_filter.h"
#include "../station_base.h"
#include "../genworld.h"
#include "../company_func.h"
#include "../company_gui.h"
#include "../company_cmd.h"
#include "../roadveh.h"
#include "../order_backup.h"
#include "../core/pool_func.hpp"
#include "../core/random_func.hpp"
#include "../company_cmd.h"
#include "../rev.h"
#include "../timer/timer.h"
#include "../timer/timer_game_calendar.h"
#include "../timer/timer_game_economy.h"
#include "../timer/timer_game_realtime.h"
#include
#include
#include "../safeguards.h"
/* This file handles all the server-commands */
DECLARE_POSTFIX_INCREMENT(ClientID)
/** The identifier counter for new clients (is never decreased) */
static ClientID _network_client_id = CLIENT_ID_FIRST;
/** Make very sure the preconditions given in network_type.h are actually followed */
static_assert(MAX_CLIENT_SLOTS > MAX_CLIENTS);
/** Yes... */
static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS);
/** The pool with clients. */
NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket");
INSTANTIATE_POOL_METHODS(NetworkClientSocket)
/** Instantiate the listen sockets. */
template SocketList TCPListenHandler::sockets;
/** Writing a savegame directly to a number of packets. */
struct PacketWriter : SaveFilter {
ServerNetworkGameSocketHandler *cs; ///< Socket we are associated with.
Packet *current; ///< The packet we're currently writing to.
size_t total_size; ///< Total size of the compressed savegame.
Packet *packets; ///< Packet queue of the savegame; send these "slowly" to the client.
std::mutex mutex; ///< Mutex for making threaded saving safe.
std::condition_variable exit_sig; ///< Signal for threaded destruction of this packet writer.
/**
* Create the packet writer.
* @param cs The socket handler we're making the packets for.
*/
PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(nullptr), cs(cs), current(nullptr), total_size(0), packets(nullptr)
{
}
/** Make sure everything is cleaned up. */
~PacketWriter()
{
std::unique_lock lock(this->mutex);
if (this->cs != nullptr) this->exit_sig.wait(lock);
/* This must all wait until the Destroy function is called. */
while (this->packets != nullptr) {
delete Packet::PopFromQueue(&this->packets);
}
delete this->current;
}
/**
* Begin the destruction of this packet writer. It can happen in two ways:
* in the first case the client disconnected while saving the map. In this
* case the saving has not finished and killed this PacketWriter. In that
* case we simply set cs to nullptr, triggering the appending to fail due to
* the connection problem and eventually triggering the destructor. In the
* second case the destructor is already called, and it is waiting for our
* signal which we will send. Only then the packets will be removed by the
* destructor.
*/
void Destroy()
{
std::unique_lock lock(this->mutex);
this->cs = nullptr;
this->exit_sig.notify_all();
lock.unlock();
/* Make sure the saving is completely cancelled. Yes,
* we need to handle the save finish as well as the
* next connection might just be requesting a map. */
WaitTillSaved();
}
/**
* Transfer all packets from here to the network's queue while holding
* the lock on our mutex.
* @param socket The network socket to write to.
* @return True iff the last packet of the map has been sent.
*/
bool TransferToNetworkQueue(ServerNetworkGameSocketHandler *socket)
{
/* Unsafe check for the queue being empty or not. */
if (this->packets == nullptr) return false;
std::lock_guard lock(this->mutex);
while (this->packets != nullptr) {
Packet *p = Packet::PopFromQueue(&this->packets);
bool last_packet = p->GetPacketType() == PACKET_SERVER_MAP_DONE;
socket->SendPacket(p);
if (last_packet) return true;
}
return false;
}
/** Append the current packet to the queue. */
void AppendQueue()
{
if (this->current == nullptr) return;
Packet::AddToQueue(&this->packets, this->current);
this->current = nullptr;
}
/** Prepend the current packet to the queue. */
void PrependQueue()
{
if (this->current == nullptr) return;
/* Reversed from AppendQueue so the queue gets added to the current one. */
Packet::AddToQueue(&this->current, this->packets);
this->packets = this->current;
this->current = nullptr;
}
void Write(byte *buf, size_t size) override
{
/* We want to abort the saving when the socket is closed. */
if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
if (this->current == nullptr) this->current = new Packet(PACKET_SERVER_MAP_DATA, TCP_MTU);
std::lock_guard lock(this->mutex);
byte *bufe = buf + size;
while (buf != bufe) {
size_t written = this->current->Send_bytes(buf, bufe);
buf += written;
if (!this->current->CanWriteToPacket(1)) {
this->AppendQueue();
if (buf != bufe) this->current = new Packet(PACKET_SERVER_MAP_DATA, TCP_MTU);
}
}
this->total_size += size;
}
void Finish() override
{
/* We want to abort the saving when the socket is closed. */
if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
std::lock_guard lock(this->mutex);
/* Make sure the last packet is flushed. */
this->AppendQueue();
/* Add a packet stating that this is the end to the queue. */
this->current = new Packet(PACKET_SERVER_MAP_DONE);
this->AppendQueue();
/* Fast-track the size to the client. */
this->current = new Packet(PACKET_SERVER_MAP_SIZE);
this->current->Send_uint32((uint32_t)this->total_size);
this->PrependQueue();
}
};
/**
* Create a new socket for the server side of the game connection.
* @param s The socket to connect with.
*/
ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s)
{
this->status = STATUS_INACTIVE;
this->client_id = _network_client_id++;
this->receive_limit = _settings_client.network.bytes_per_frame_burst;
Debug(net, 9, "client[{}] status = INACTIVE", this->client_id);
/* The Socket and Info pools need to be the same in size. After all,
* each Socket will be associated with at most one Info object. As
* such if the Socket was allocated the Info object can as well. */
static_assert(NetworkClientSocketPool::MAX_SIZE == NetworkClientInfoPool::MAX_SIZE);
}
/**
* Clear everything related to this client.
*/
ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
{
delete this->GetInfo();
if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID;
OrderBackup::ResetUser(this->client_id);
if (this->savegame != nullptr) {
this->savegame->Destroy();
this->savegame = nullptr;
}
}
Packet *ServerNetworkGameSocketHandler::ReceivePacket()
{
/* Only allow receiving when we have some buffer free; this value
* can go negative, but eventually it will become positive again. */
if (this->receive_limit <= 0) return nullptr;
/* We can receive a packet, so try that and if needed account for
* the amount of received data. */
Packet *p = this->NetworkTCPSocketHandler::ReceivePacket();
if (p != nullptr) this->receive_limit -= p->Size();
return p;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
{
assert(status != NETWORK_RECV_STATUS_OKAY);
/*
* Sending a message just before leaving the game calls cs->SendPackets.
* This might invoke this function, which means that when we close the
* connection after cs->SendPackets we will close an already closed
* connection. This handles that case gracefully without having to make
* that code any more complex or more aware of the validity of the socket.
*/
if (this->IsPendingDeletion() || this->sock == INVALID_SOCKET) return status;
if (status != NETWORK_RECV_STATUS_CLIENT_QUIT && status != NETWORK_RECV_STATUS_SERVER_ERROR && !this->HasClientQuit() && this->status >= STATUS_AUTHORIZED) {
/* We did not receive a leave message from this client... */
std::string client_name = this->GetClientName();
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
/* Inform other clients of this... strange leaving ;) */
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) {
new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
}
}
}
/* If we were transfering a map to this client, stop the savegame creation
* process and queue the next client to receive the map. */
if (this->status == STATUS_MAP) {
/* Ensure the saving of the game is stopped too. */
this->savegame->Destroy();
this->savegame = nullptr;
this->CheckNextClientToSendMap(this);
}
NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
Debug(net, 3, "[{}] Client #{} closed connection", ServerNetworkGameSocketHandler::GetName(), this->client_id);
/* We just lost one client :( */
if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
extern byte _network_clients_connected;
_network_clients_connected--;
this->SendPackets(true);
this->DeferDeletion();
InvalidateWindowData(WC_CLIENT_LIST, 0);
return status;
}
/**
* Whether an connection is allowed or not at this moment.
* @return true if the connection is allowed.
*/
/* static */ bool ServerNetworkGameSocketHandler::AllowConnection()
{
extern byte _network_clients_connected;
bool accept = _network_clients_connected < MAX_CLIENTS;
/* We can't go over the MAX_CLIENTS limit here. However, the
* pool must have place for all clients and ourself. */
static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENTS + 1);
assert(!accept || ServerNetworkGameSocketHandler::CanAllocateItem());
return accept;
}
/** Send the packets for the server sockets. */
/* static */ void ServerNetworkGameSocketHandler::Send()
{
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
if (cs->writable) {
if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
/* This client is in the middle of a map-send, call the function for that */
cs->SendMap();
}
}
}
}
static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
/***********
* Sending functions
* DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs
************/
/**
* Send the client information about a client.
* @param ci The client to send information about.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientInfo *ci)
{
Debug(net, 9, "client[{}] SendClientInfo(): client_id={}", this->client_id, ci->client_id);
if (ci->client_id != INVALID_CLIENT_ID) {
Packet *p = new Packet(PACKET_SERVER_CLIENT_INFO);
p->Send_uint32(ci->client_id);
p->Send_uint8 (ci->client_playas);
p->Send_string(ci->client_name);
this->SendPacket(p);
}
return NETWORK_RECV_STATUS_OKAY;
}
/** Send the client information about the server. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendGameInfo()
{
Debug(net, 9, "client[{}] SendGameInfo()", this->client_id);
Packet *p = new Packet(PACKET_SERVER_GAME_INFO, TCP_MTU);
SerializeNetworkGameInfo(p, GetCurrentNetworkServerGameInfo());
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send an error to the client, and close its connection.
* @param error The error to disconnect for.
* @param reason In case of kicking a client, specifies the reason for kicking the client.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error, const std::string &reason)
{
Debug(net, 9, "client[{}] SendError(): error={}", this->client_id, error);
Packet *p = new Packet(PACKET_SERVER_ERROR);
p->Send_uint8(error);
if (!reason.empty()) p->Send_string(reason);
this->SendPacket(p);
StringID strid = GetNetworkErrorMsg(error);
/* Only send when the current client was in game */
if (this->status > STATUS_AUTHORIZED) {
std::string client_name = this->GetClientName();
Debug(net, 1, "'{}' made an error and has been disconnected: {}", client_name, GetString(strid));
if (error == NETWORK_ERROR_KICKED && !reason.empty()) {
NetworkTextMessage(NETWORK_ACTION_KICKED, CC_DEFAULT, false, client_name, reason, strid);
} else {
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
}
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
/* Some errors we filter to a more general error. Clients don't have to know the real
* reason a joining failed. */
if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
error = NETWORK_ERROR_ILLEGAL_PACKET;
}
new_cs->SendErrorQuit(this->client_id, error);
}
}
NetworkAdminClientError(this->client_id, error);
} else {
Debug(net, 1, "Client {} made an error and has been disconnected: {}", this->client_id, GetString(strid));
}
/* The client made a mistake, so drop the connection now! */
return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
}
/** Send the check for the NewGRFs. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
{
Debug(net, 9, "client[{}] SendNewGRFCheck()", this->client_id);
Packet *p = new Packet(PACKET_SERVER_CHECK_NEWGRFS, TCP_MTU);
const GRFConfig *c;
uint grf_count = 0;
for (c = _grfconfig; c != nullptr; c = c->next) {
if (!HasBit(c->flags, GCF_STATIC)) grf_count++;
}
p->Send_uint8 (grf_count);
for (c = _grfconfig; c != nullptr; c = c->next) {
if (!HasBit(c->flags, GCF_STATIC)) SerializeGRFIdentifier(p, &c->ident);
}
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Request the game password. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
{
Debug(net, 9, "client[{}] SendNeedGamePassword()", this->client_id);
/* Invalid packet when status is STATUS_AUTH_GAME or higher */
if (this->status >= STATUS_AUTH_GAME) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
Debug(net, 9, "client[{}] status = AUTH_GAME", this->client_id);
this->status = STATUS_AUTH_GAME;
/* Reset 'lag' counters */
this->last_frame = this->last_frame_server = _frame_counter;
Packet *p = new Packet(PACKET_SERVER_NEED_GAME_PASSWORD);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Request the company password. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
{
Debug(net, 9, "client[{}] SendNeedCompanyPassword()", this->client_id);
/* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
if (this->status >= STATUS_AUTH_COMPANY) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
Debug(net, 9, "client[{}] status = AUTH_COMPANY", this->client_id);
this->status = STATUS_AUTH_COMPANY;
/* Reset 'lag' counters */
this->last_frame = this->last_frame_server = _frame_counter;
Packet *p = new Packet(PACKET_SERVER_NEED_COMPANY_PASSWORD);
p->Send_uint32(_settings_game.game_creation.generation_seed);
p->Send_string(_settings_client.network.network_id);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Send the client a welcome message with some basic information. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
{
Debug(net, 9, "client[{}] SendWelcome()", this->client_id);
Packet *p;
/* Invalid packet when status is AUTH or higher */
if (this->status >= STATUS_AUTHORIZED) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
Debug(net, 9, "client[{}] status = AUTHORIZED", this->client_id);
this->status = STATUS_AUTHORIZED;
/* Reset 'lag' counters */
this->last_frame = this->last_frame_server = _frame_counter;
_network_game_info.clients_on++;
p = new Packet(PACKET_SERVER_WELCOME);
p->Send_uint32(this->client_id);
p->Send_uint32(_settings_game.game_creation.generation_seed);
p->Send_string(_settings_client.network.network_id);
this->SendPacket(p);
/* Transmit info about all the active clients */
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs != this && new_cs->status >= STATUS_AUTHORIZED) {
this->SendClientInfo(new_cs->GetInfo());
}
}
/* Also send the info of the server */
return this->SendClientInfo(NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER));
}
/** Tell the client that its put in a waiting queue. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
{
Debug(net, 9, "client[{}] SendWait()", this->client_id);
int waiting = 1; // current player getting the map counts as 1
Packet *p;
/* Count how many clients are waiting in the queue, in front of you! */
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs->status != STATUS_MAP_WAIT) continue;
if (new_cs->GetInfo()->join_date < this->GetInfo()->join_date || (new_cs->GetInfo()->join_date == this->GetInfo()->join_date && new_cs->client_id < this->client_id)) waiting++;
}
p = new Packet(PACKET_SERVER_WAIT);
p->Send_uint8(waiting);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
void ServerNetworkGameSocketHandler::CheckNextClientToSendMap(NetworkClientSocket *ignore_cs)
{
Debug(net, 9, "client[{}] CheckNextClientToSendMap()", this->client_id);
/* Find the best candidate for joining, i.e. the first joiner. */
NetworkClientSocket *best = nullptr;
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (ignore_cs == new_cs) continue;
if (new_cs->status == STATUS_MAP_WAIT) {
if (best == nullptr || best->GetInfo()->join_date > new_cs->GetInfo()->join_date || (best->GetInfo()->join_date == new_cs->GetInfo()->join_date && best->client_id > new_cs->client_id)) {
best = new_cs;
}
}
}
/* Is there someone else to join? */
if (best != nullptr) {
/* Let the first start joining. */
best->status = STATUS_AUTHORIZED;
best->SendMap();
/* And update the rest. */
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs->status == STATUS_MAP_WAIT) new_cs->SendWait();
}
}
}
/** This sends the map to the client */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
{
if (this->status < STATUS_AUTHORIZED) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
}
if (this->status == STATUS_AUTHORIZED) {
Debug(net, 9, "client[{}] SendMap(): first_packet", this->client_id);
WaitTillSaved();
this->savegame = new PacketWriter(this);
/* Now send the _frame_counter and how many packets are coming */
Packet *p = new Packet(PACKET_SERVER_MAP_BEGIN);
p->Send_uint32(_frame_counter);
this->SendPacket(p);
NetworkSyncCommandQueue(this);
Debug(net, 9, "client[{}] status = MAP", this->client_id);
this->status = STATUS_MAP;
/* Mark the start of download */
this->last_frame = _frame_counter;
this->last_frame_server = _frame_counter;
/* Make a dump of the current game */
if (SaveWithFilter(this->savegame, true) != SL_OK) UserError("network savedump failed");
}
if (this->status == STATUS_MAP) {
bool last_packet = this->savegame->TransferToNetworkQueue(this);
if (last_packet) {
Debug(net, 9, "client[{}] SendMap(): last_packet", this->client_id);
/* Done reading, make sure saving is done as well */
this->savegame->Destroy();
this->savegame = nullptr;
/* Set the status to DONE_MAP, no we will wait for the client
* to send it is ready (maybe that happens like never ;)) */
Debug(net, 9, "client[{}] status = DONE_MAP", this->client_id);
this->status = STATUS_DONE_MAP;
this->CheckNextClientToSendMap();
}
}
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell that a client joined.
* @param client_id The client that joined.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
{
Debug(net, 9, "client[{}] SendJoin(): client_id={}", this->client_id, client_id);
Packet *p = new Packet(PACKET_SERVER_JOIN);
p->Send_uint32(client_id);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Tell the client that they may run to a particular frame. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
{
Packet *p = new Packet(PACKET_SERVER_FRAME);
p->Send_uint32(_frame_counter);
p->Send_uint32(_frame_counter_max);
#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
p->Send_uint32(_sync_seed_1);
#ifdef NETWORK_SEND_DOUBLE_SEED
p->Send_uint32(_sync_seed_2);
#endif
#endif
/* If token equals 0, we need to make a new token and send that. */
if (this->last_token == 0) {
this->last_token = InteractiveRandomRange(UINT8_MAX - 1) + 1;
p->Send_uint8(this->last_token);
}
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Request the client to sync. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
{
Debug(net, 9, "client[{}] SendSync(), frame_counter={}, sync_seed_1={}", this->client_id, _frame_counter, _sync_seed_1);
Packet *p = new Packet(PACKET_SERVER_SYNC);
p->Send_uint32(_frame_counter);
p->Send_uint32(_sync_seed_1);
#ifdef NETWORK_SEND_DOUBLE_SEED
p->Send_uint32(_sync_seed_2);
#endif
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send a command to the client to execute.
* @param cp The command to send.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
{
Debug(net, 9, "client[{}] SendCommand(): cmd={}", this->client_id, cp->cmd);
Packet *p = new Packet(PACKET_SERVER_COMMAND);
this->NetworkGameSocketHandler::SendCommand(p, cp);
p->Send_uint32(cp->frame);
p->Send_bool (cp->my_cmd);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send a chat message.
* @param action The action associated with the message.
* @param client_id The origin of the chat message.
* @param self_send Whether we did send the message.
* @param msg The actual message.
* @param data Arbitrary extra data.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64_t data)
{
Debug(net, 9, "client[{}] SendChat(): action={}, client_id={}, self_send={}", this->client_id, action, client_id, self_send);
if (this->status < STATUS_PRE_ACTIVE) return NETWORK_RECV_STATUS_OKAY;
Packet *p = new Packet(PACKET_SERVER_CHAT);
p->Send_uint8 (action);
p->Send_uint32(client_id);
p->Send_bool (self_send);
p->Send_string(msg);
p->Send_uint64(data);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send a chat message from external source.
* @param source Name of the source this message came from.
* @param colour TextColour to use for the message.
* @param user Name of the user who sent the messsage.
* @param msg The actual message.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
{
Debug(net, 9, "client[{}] SendExternalChat(): source={}", this->client_id, source);
if (this->status < STATUS_PRE_ACTIVE) return NETWORK_RECV_STATUS_OKAY;
Packet *p = new Packet(PACKET_SERVER_EXTERNAL_CHAT);
p->Send_string(source);
p->Send_uint16(colour);
p->Send_string(user);
p->Send_string(msg);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell the client another client quit with an error.
* @param client_id The client that quit.
* @param errorno The reason the client quit.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
{
Debug(net, 9, "client[{}] SendErrorQuit(): client_id={}, errorno={}", this->client_id, client_id, errorno);
Packet *p = new Packet(PACKET_SERVER_ERROR_QUIT);
p->Send_uint32(client_id);
p->Send_uint8 (errorno);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell the client another client quit.
* @param client_id The client that quit.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
{
Debug(net, 9, "client[{}] SendQuit(): client_id={}", this->client_id, client_id);
Packet *p = new Packet(PACKET_SERVER_QUIT);
p->Send_uint32(client_id);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Tell the client we're shutting down. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
{
Debug(net, 9, "client[{}] SendShutdown()", this->client_id);
Packet *p = new Packet(PACKET_SERVER_SHUTDOWN);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Tell the client we're starting a new game. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
{
Debug(net, 9, "client[{}] SendNewGame()", this->client_id);
Packet *p = new Packet(PACKET_SERVER_NEWGAME);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send the result of a console action.
* @param colour The colour of the result.
* @param command The command that was executed.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16_t colour, const std::string &command)
{
Debug(net, 9, "client[{}] SendRConResult()", this->client_id);
Packet *p = new Packet(PACKET_SERVER_RCON);
p->Send_uint16(colour);
p->Send_string(command);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell that a client moved to another company.
* @param client_id The client that moved.
* @param company_id The company the client moved to.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendMove(ClientID client_id, CompanyID company_id)
{
Debug(net, 9, "client[{}] SendMove(): client_id={}", this->client_id, client_id);
Packet *p = new Packet(PACKET_SERVER_MOVE);
p->Send_uint32(client_id);
p->Send_uint8(company_id);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Send an update about the company password states. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate()
{
Debug(net, 9, "client[{}] SendCompanyUpdate()", this->client_id);
Packet *p = new Packet(PACKET_SERVER_COMPANY_UPDATE);
static_assert(sizeof(_network_company_passworded) <= sizeof(uint16_t));
p->Send_uint16(_network_company_passworded);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Send an update about the max company/spectator counts. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
{
Debug(net, 9, "client[{}] SendConfigUpdate()", this->client_id);
Packet *p = new Packet(PACKET_SERVER_CONFIG_UPDATE);
p->Send_uint8(_settings_client.network.max_companies);
p->Send_string(_settings_client.network.server_name);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/***********
* Receiving functions
* DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
************/
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet *)
{
Debug(net, 9, "client[{}] Receive_CLIENT_GAME_INFO()", this->client_id);
return this->SendGameInfo();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *)
{
if (this->status != STATUS_NEWGRFS_CHECK) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
Debug(net, 9, "client[{}] Receive_CLIENT_NEWGRFS_CHECKED()", this->client_id);
NetworkClientInfo *ci = this->GetInfo();
/* We now want a password from the client else we do not allow them in! */
if (!_settings_client.network.server_password.empty()) {
return this->SendNeedGamePassword();
}
if (Company::IsValidID(ci->client_playas) && !_network_company_states[ci->client_playas].password.empty()) {
return this->SendNeedCompanyPassword();
}
return this->SendWelcome();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
{
if (this->status != STATUS_INACTIVE) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
if (_network_game_info.clients_on >= _settings_client.network.max_clients) {
/* Turns out we are full. Inform the user about this. */
return this->SendError(NETWORK_ERROR_FULL);
}
std::string client_revision = p->Recv_string(NETWORK_REVISION_LENGTH);
uint32_t newgrf_version = p->Recv_uint32();
Debug(net, 9, "client[{}] Receive_CLIENT_JOIN(): client_revision={}, newgrf_version={}", this->client_id, client_revision, newgrf_version);
/* Check if the client has revision control enabled */
if (!IsNetworkCompatibleVersion(client_revision) || _openttd_newgrf_version != newgrf_version) {
/* Different revisions!! */
return this->SendError(NETWORK_ERROR_WRONG_REVISION);
}
std::string client_name = p->Recv_string(NETWORK_CLIENT_NAME_LENGTH);
CompanyID playas = (Owner)p->Recv_uint8();
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
/* join another company does not affect these values */
switch (playas) {
case COMPANY_NEW_COMPANY: // New company
if (Company::GetNumItems() >= _settings_client.network.max_companies) {
return this->SendError(NETWORK_ERROR_FULL);
}
break;
case COMPANY_SPECTATOR: // Spectator
break;
default: // Join another company (companies 1-8 (index 0-7))
if (!Company::IsValidHumanID(playas)) {
return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
}
break;
}
if (!NetworkIsValidClientName(client_name)) {
/* An invalid client name was given. However, the client ensures the name
* is valid before it is sent over the network, so something went horribly
* wrong. This is probably someone trying to troll us. */
return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
}
if (!NetworkMakeClientNameUnique(client_name)) { // Change name if duplicate
/* We could not create a name for this client */
return this->SendError(NETWORK_ERROR_NAME_IN_USE);
}
assert(NetworkClientInfo::CanAllocateItem());
NetworkClientInfo *ci = new NetworkClientInfo(this->client_id);
this->SetInfo(ci);
ci->join_date = TimerGameEconomy::date;
ci->client_name = client_name;
ci->client_playas = playas;
Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:02x}", TimerGameEconomy::date, TimerGameEconomy::date_fract, (int)ci->client_playas, (int)ci->index);
/* Make sure companies to which people try to join are not autocleaned */
if (Company::IsValidID(playas)) _network_company_states[playas].months_empty = 0;
Debug(net, 9, "client[{}] status = NEWGRFS_CHECK", this->client_id);
this->status = STATUS_NEWGRFS_CHECK;
if (_grfconfig == nullptr) {
/* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
return this->Receive_CLIENT_NEWGRFS_CHECKED(nullptr);
}
return this->SendNewGRFCheck();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *p)
{
if (this->status != STATUS_AUTH_GAME) {
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
Debug(net, 9, "client[{}] Receive_CLIENT_GAME_PASSWORD()", this->client_id);
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
/* Check game password. Allow joining if we cleared the password meanwhile */
if (!_settings_client.network.server_password.empty() &&
_settings_client.network.server_password.compare(password) != 0) {
/* Password is invalid */
return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
}
const NetworkClientInfo *ci = this->GetInfo();
if (Company::IsValidID(ci->client_playas) && !_network_company_states[ci->client_playas].password.empty()) {
return this->SendNeedCompanyPassword();
}
/* Valid password, allow user */
return this->SendWelcome();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p)
{
if (this->status != STATUS_AUTH_COMPANY) {
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
Debug(net, 9, "client[{}] Receive_CLIENT_COMPANY_PASSWORD()", this->client_id);
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
/* Check company password. Allow joining if we cleared the password meanwhile.
* Also, check the company is still valid - client could be moved to spectators
* in the middle of the authorization process */
CompanyID playas = this->GetInfo()->client_playas;
if (Company::IsValidID(playas) && !_network_company_states[playas].password.empty() &&
_network_company_states[playas].password.compare(password) != 0) {
/* Password is invalid */
return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
}
return this->SendWelcome();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *)
{
/* The client was never joined.. so this is impossible, right?
* Ignore the packet, give the client a warning, and close the connection */
if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
}
Debug(net, 9, "client[{}] Receive_CLIENT_GETMAP()", this->client_id);
/* Check if someone else is receiving the map */
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs->status == STATUS_MAP) {
/* Tell the new client to wait */
Debug(net, 9, "client[{}] status = MAP_WAIT", this->client_id);
this->status = STATUS_MAP_WAIT;
return this->SendWait();
}
}
/* We receive a request to upload the map.. give it to the client! */
return this->SendMap();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *)
{
/* Client has the map, now start syncing */
if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
Debug(net, 9, "client[{}] Receive_CLIENT_MAP_OK()", this->client_id);
std::string client_name = this->GetClientName();
NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, "", this->client_id);
InvalidateWindowData(WC_CLIENT_LIST, 0);
Debug(net, 3, "[{}] Client #{} ({}) joined as {}", ServerNetworkGameSocketHandler::GetName(), this->client_id, this->GetClientIP(), client_name);
/* Mark the client as pre-active, and wait for an ACK
* so we know it is done loading and in sync with us */
Debug(net, 9, "client[{}] status = PRE_ACTIVE", this->client_id);
this->status = STATUS_PRE_ACTIVE;
NetworkHandleCommandQueue(this);
this->SendFrame();
this->SendSync();
/* This is the frame the client receives
* we need it later on to make sure the client is not too slow */
this->last_frame = _frame_counter;
this->last_frame_server = _frame_counter;
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs->status >= STATUS_AUTHORIZED) {
new_cs->SendClientInfo(this->GetInfo());
new_cs->SendJoin(this->client_id);
}
}
NetworkAdminClientInfo(this, true);
/* also update the new client with our max values */
this->SendConfigUpdate();
/* quickly update the syncing client with company details */
return this->SendCompanyUpdate();
}
/* Wrong status for this packet, give a warning to client, and close connection */
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
/**
* The client has done a command and wants us to handle it
* @param p the packet in which the command was sent
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p)
{
/* The client was never joined.. so this is impossible, right?
* Ignore the packet, give the client a warning, and close the connection */
if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
if (this->incoming_queue.Count() >= _settings_client.network.max_commands_in_queue) {
return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
}
Debug(net, 9, "client[{}] Receive_CLIENT_COMMAND()", this->client_id);
CommandPacket cp;
const char *err = this->ReceiveCommand(p, &cp);
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
NetworkClientInfo *ci = this->GetInfo();
if (err != nullptr) {
IConsolePrint(CC_WARNING, "Dropping client #{} (IP: {}) due to {}.", ci->client_id, this->GetClientIP(), err);
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
if ((GetCommandFlags(cp.cmd) & CMD_SERVER) && ci->client_id != CLIENT_ID_SERVER) {
IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a server only command {}.", ci->client_id, this->GetClientIP(), cp.cmd);
return this->SendError(NETWORK_ERROR_KICKED);
}
if ((GetCommandFlags(cp.cmd) & CMD_SPECTATOR) == 0 && !Company::IsValidID(cp.company) && ci->client_id != CLIENT_ID_SERVER) {
IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a non-spectator command {}.", ci->client_id, this->GetClientIP(), cp.cmd);
return this->SendError(NETWORK_ERROR_KICKED);
}
/**
* Only CMD_COMPANY_CTRL is always allowed, for the rest, playas needs
* to match the company in the packet. If it doesn't, the client has done
* something pretty naughty (or a bug), and will be kicked
*/
CompanyCtrlAction cca = cp.cmd == CMD_COMPANY_CTRL ? std::get<0>(EndianBufferReader::ToValue::Args>(cp.data)) : CCA_NEW;
if (!(cp.cmd == CMD_COMPANY_CTRL && cca == CCA_NEW && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a command as another company {}.",
ci->client_playas + 1, this->GetClientIP(), cp.company + 1);
return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
}
if (cp.cmd == CMD_COMPANY_CTRL) {
if (cca != CCA_NEW || cp.company != COMPANY_SPECTATOR) {
return this->SendError(NETWORK_ERROR_CHEATER);
}
/* Check if we are full - else it's possible for spectators to send a CMD_COMPANY_CTRL and the company is created regardless of max_companies! */
if (Company::GetNumItems() >= _settings_client.network.max_companies) {
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_CLIENT, ci->client_id, "cannot create new company, server full", CLIENT_ID_SERVER);
return NETWORK_RECV_STATUS_OKAY;
}
}
if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) NetworkReplaceCommandClientId(cp, this->client_id);
this->incoming_queue.Append(&cp);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p)
{
/* This packets means a client noticed an error and is reporting this
* to us. Display the error and report it to the other clients */
NetworkErrorCode errorno = (NetworkErrorCode)p->Recv_uint8();
Debug(net, 9, "client[{}] Receive_CLIENT_ERROR(): errorno={}", this->client_id, errorno);
/* The client was never joined.. thank the client for the packet, but ignore it */
if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
std::string client_name = this->GetClientName();
StringID strid = GetNetworkErrorMsg(errorno);
Debug(net, 1, "'{}' reported an error and is closing its connection: {}", client_name, GetString(strid));
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs->status >= STATUS_AUTHORIZED) {
new_cs->SendErrorQuit(this->client_id, errorno);
}
}
NetworkAdminClientError(this->client_id, errorno);
return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *)
{
/* The client was never joined.. thank the client for the packet, but ignore it */
if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
Debug(net, 9, "client[{}] Receive_CLIENT_QUIT()", this->client_id);
/* The client wants to leave. Display this and report it to the other clients. */
std::string client_name = this->GetClientName();
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
new_cs->SendQuit(this->client_id);
}
}
NetworkAdminClientQuit(this->client_id);
return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
{
if (this->status < STATUS_AUTHORIZED) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
}
uint32_t frame = p->Recv_uint32();
Debug(net, 9, "client[{}] Receive_CLIENT_ACK(): frame={}", this->client_id, frame);
/* The client is trying to catch up with the server */
if (this->status == STATUS_PRE_ACTIVE) {
/* The client is not yet caught up? */
if (frame + Ticks::DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
/* Now it is! Unpause the game */
Debug(net, 9, "client[{}] status = ACTIVE", this->client_id);
this->status = STATUS_ACTIVE;
this->last_token_frame = _frame_counter;
/* Execute script for, e.g. MOTD */
IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
}
/* Get, and validate the token. */
uint8_t token = p->Recv_uint8();
if (token == this->last_token) {
/* We differentiate between last_token_frame and last_frame so the lag
* test uses the actual lag of the client instead of the lag for getting
* the token back and forth; after all, the token is only sent every
* time we receive a PACKET_CLIENT_ACK, after which we will send a new
* token to the client. If the lag would be one day, then we would not
* be sending the new token soon enough for the new daily scheduled
* PACKET_CLIENT_ACK. This would then register the lag of the client as
* two days, even when it's only a single day. */
this->last_token_frame = _frame_counter;
/* Request a new token. */
this->last_token = 0;
}
/* The client received the frame, make note of it */
this->last_frame = frame;
/* With those 2 values we can calculate the lag realtime */
this->last_frame_server = _frame_counter;
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send an actual chat message.
* @param action The action that's performed.
* @param desttype The type of destination.
* @param dest The actual destination index.
* @param msg The actual message.
* @param from_id The origin of the message.
* @param data Arbitrary data.
* @param from_admin Whether the origin is an admin or not.
*/
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const std::string &msg, ClientID from_id, int64_t data, bool from_admin)
{
const NetworkClientInfo *ci, *ci_own, *ci_to;
switch (desttype) {
case DESTTYPE_CLIENT:
/* Are we sending to the server? */
if ((ClientID)dest == CLIENT_ID_SERVER) {
ci = NetworkClientInfo::GetByClientID(from_id);
/* Display the text locally, and that is it */
if (ci != nullptr) {
NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
if (_settings_client.network.server_admin_chat) {
NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
}
}
} else {
/* Else find the client to send the message to */
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
if (cs->client_id == (ClientID)dest) {
cs->SendChat(action, from_id, false, msg, data);
break;
}
}
}
/* Display the message locally (so you know you have sent it) */
if (from_id != (ClientID)dest) {
if (from_id == CLIENT_ID_SERVER) {
ci = NetworkClientInfo::GetByClientID(from_id);
ci_to = NetworkClientInfo::GetByClientID((ClientID)dest);
if (ci != nullptr && ci_to != nullptr) {
NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data);
}
} else {
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
if (cs->client_id == from_id) {
cs->SendChat(action, (ClientID)dest, true, msg, data);
break;
}
}
}
}
break;
case DESTTYPE_TEAM: {
/* If this is false, the message is already displayed on the client who sent it. */
bool show_local = true;
/* Find all clients that belong to this company */
ci_to = nullptr;
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
ci = cs->GetInfo();
if (ci != nullptr && ci->client_playas == (CompanyID)dest) {
cs->SendChat(action, from_id, false, msg, data);
if (cs->client_id == from_id) show_local = false;
ci_to = ci; // Remember a client that is in the company for company-name
}
}
/* if the server can read it, let the admin network read it, too. */
if (_local_company == (CompanyID)dest && _settings_client.network.server_admin_chat) {
NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
}
ci = NetworkClientInfo::GetByClientID(from_id);
ci_own = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
if (ci != nullptr && ci_own != nullptr && ci_own->client_playas == dest) {
NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
if (from_id == CLIENT_ID_SERVER) show_local = false;
ci_to = ci_own;
}
/* There is no such client */
if (ci_to == nullptr) break;
/* Display the message locally (so you know you have sent it) */
if (ci != nullptr && show_local) {
if (from_id == CLIENT_ID_SERVER) {
StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
SetDParam(0, ci_to->client_playas);
std::string name = GetString(str);
NetworkTextMessage(action, GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data);
} else {
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
if (cs->client_id == from_id) {
cs->SendChat(action, ci_to->client_id, true, msg, data);
}
}
}
}
break;
}
default:
Debug(net, 1, "Received unknown chat destination type {}; doing broadcast instead", desttype);
FALLTHROUGH;
case DESTTYPE_BROADCAST:
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
cs->SendChat(action, from_id, false, msg, data);
}
NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
ci = NetworkClientInfo::GetByClientID(from_id);
if (ci != nullptr) {
NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data, "");
}
break;
}
}
/**
* Send a chat message from external source.
* @param source Name of the source this message came from.
* @param colour TextColour to use for the message.
* @param user Name of the user who sent the messsage.
* @param msg The actual message.
*/
void NetworkServerSendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
{
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
cs->SendExternalChat(source, colour, user, msg);
}
NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT, colour, false, user, msg, 0, source);
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
{
if (this->status < STATUS_PRE_ACTIVE) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
}
NetworkAction action = (NetworkAction)p->Recv_uint8();
DestType desttype = (DestType)p->Recv_uint8();
int dest = p->Recv_uint32();
Debug(net, 9, "client[{}] Receive_CLIENT_CHAT(): action={}, desttype={}, dest={}", this->client_id, action, desttype, dest);
std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
int64_t data = p->Recv_uint64();
NetworkClientInfo *ci = this->GetInfo();
switch (action) {
case NETWORK_ACTION_CHAT:
case NETWORK_ACTION_CHAT_CLIENT:
case NETWORK_ACTION_CHAT_COMPANY:
NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data);
break;
default:
IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to unknown chact action.", ci->client_id, this->GetClientIP());
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *p)
{
if (this->status != STATUS_ACTIVE) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
Debug(net, 9, "client[{}] Receive_CLIENT_SET_PASSWORD()", this->client_id);
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
const NetworkClientInfo *ci = this->GetInfo();
NetworkServerSetCompanyPassword(ci->client_playas, password);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p)
{
if (this->status != STATUS_ACTIVE) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
Debug(net, 9, "client[{}] Receive_CLIENT_SET_NAME()", this->client_id);
NetworkClientInfo *ci;
std::string client_name = p->Recv_string(NETWORK_CLIENT_NAME_LENGTH);
ci = this->GetInfo();
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
if (ci != nullptr) {
if (!NetworkIsValidClientName(client_name)) {
/* An invalid client name was given. However, the client ensures the name
* is valid before it is sent over the network, so something went horribly
* wrong. This is probably someone trying to troll us. */
return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
}
/* Display change */
if (NetworkMakeClientNameUnique(client_name)) {
NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);
ci->client_name = client_name;
NetworkUpdateClientInfo(ci->client_id);
}
}
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p)
{
if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
if (_settings_client.network.rcon_password.empty()) return NETWORK_RECV_STATUS_OKAY;
Debug(net, 9, "client[{}] Receive_CLIENT_RCON()", this->client_id);
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
std::string command = p->Recv_string(NETWORK_RCONCOMMAND_LENGTH);
if (_settings_client.network.rcon_password.compare(password) != 0) {
Debug(net, 1, "[rcon] Wrong password from client-id {}", this->client_id);
return NETWORK_RECV_STATUS_OKAY;
}
Debug(net, 3, "[rcon] Client-id {} executed: {}", this->client_id, command);
_redirect_console_to_client = this->client_id;
IConsoleCmdExec(command);
_redirect_console_to_client = INVALID_CLIENT_ID;
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
{
if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
CompanyID company_id = (Owner)p->Recv_uint8();
Debug(net, 9, "client[{}] Receive_CLIENT_MOVE(): company_id={}", this->client_id, company_id);
/* Check if the company is valid, we don't allow moving to AI companies */
if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY;
/* Check if we require a password for this company */
if (company_id != COMPANY_SPECTATOR && !_network_company_states[company_id].password.empty()) {
/* we need a password from the client - should be in this packet */
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
/* Incorrect password sent, return! */
if (_network_company_states[company_id].password.compare(password) != 0) {
Debug(net, 2, "Wrong password from client-id #{} for company #{}", this->client_id, company_id + 1);
return NETWORK_RECV_STATUS_OKAY;
}
}
/* if we get here we can move the client */
NetworkServerDoMove(this->client_id, company_id);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Populate the company stats.
* @param stats the stats to update
*/
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
{
memset(stats, 0, sizeof(*stats) * MAX_COMPANIES);
/* Go through all vehicles and count the type of vehicles */
for (const Vehicle *v : Vehicle::Iterate()) {
if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
byte type = 0;
switch (v->type) {
case VEH_TRAIN: type = NETWORK_VEH_TRAIN; break;
case VEH_ROAD: type = RoadVehicle::From(v)->IsBus() ? NETWORK_VEH_BUS : NETWORK_VEH_LORRY; break;
case VEH_AIRCRAFT: type = NETWORK_VEH_PLANE; break;
case VEH_SHIP: type = NETWORK_VEH_SHIP; break;
default: continue;
}
stats[v->owner].num_vehicle[type]++;
}
/* Go through all stations and count the types of stations */
for (const Station *s : Station::Iterate()) {
if (Company::IsValidID(s->owner)) {
NetworkCompanyStats *npi = &stats[s->owner];
if (s->facilities & FACIL_TRAIN) npi->num_station[NETWORK_VEH_TRAIN]++;
if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[NETWORK_VEH_LORRY]++;
if (s->facilities & FACIL_BUS_STOP) npi->num_station[NETWORK_VEH_BUS]++;
if (s->facilities & FACIL_AIRPORT) npi->num_station[NETWORK_VEH_PLANE]++;
if (s->facilities & FACIL_DOCK) npi->num_station[NETWORK_VEH_SHIP]++;
}
}
}
/**
* Send updated client info of a particular client.
* @param client_id The client to send it for.
*/
void NetworkUpdateClientInfo(ClientID client_id)
{
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
if (ci == nullptr) return;
Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:04x}", TimerGameEconomy::date, TimerGameEconomy::date_fract, (int)ci->client_playas, client_id);
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
if (cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
cs->SendClientInfo(ci);
}
}
NetworkAdminClientUpdate(ci);
}
/** Check if the server has autoclean_companies activated
* Two things happen:
* 1) If a company is not protected, it is closed after 1 year (for example)
* 2) If a company is protected, protection is disabled after 3 years (for example)
* (and item 1. happens a year later)
*/
static void NetworkAutoCleanCompanies()
{
CompanyMask has_clients = 0;
CompanyMask has_vehicles = 0;
if (!_settings_client.network.autoclean_companies) return;
/* Detect the active companies */
for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
if (Company::IsValidID(ci->client_playas)) SetBit(has_clients, ci->client_playas);
}
if (!_network_dedicated) {
const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
assert(ci != nullptr);
if (Company::IsValidID(ci->client_playas)) SetBit(has_clients, ci->client_playas);
}
if (_settings_client.network.autoclean_novehicles != 0) {
for (const Company *c : Company::Iterate()) {
if (std::any_of(std::begin(c->group_all), std::end(c->group_all), [](const GroupStatistics &gs) { return gs.num_vehicle != 0; })) SetBit(has_vehicles, c->index);
}
}
/* Go through all the companies */
for (const Company *c : Company::Iterate()) {
/* Skip the non-active once */
if (c->is_ai) continue;
if (!HasBit(has_clients, c->index)) {
/* The company is empty for one month more */
_network_company_states[c->index].months_empty++;
/* Is the company empty for autoclean_unprotected-months, and is there no protection? */
if (_settings_client.network.autoclean_unprotected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_unprotected && _network_company_states[c->index].password.empty()) {
/* Shut the company down */
Command::Post(CCA_DELETE, c->index, CRR_AUTOCLEAN, INVALID_CLIENT_ID);
IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no password.", c->index + 1);
}
/* Is the company empty for autoclean_protected-months, and there is a protection? */
if (_settings_client.network.autoclean_protected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_protected && !_network_company_states[c->index].password.empty()) {
/* Unprotect the company */
_network_company_states[c->index].password.clear();
IConsolePrint(CC_INFO, "Auto-removed protection from company #{}.", c->index + 1);
_network_company_states[c->index].months_empty = 0;
NetworkServerUpdateCompanyPassworded(c->index, false);
}
/* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
if (_settings_client.network.autoclean_novehicles != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_novehicles && !HasBit(has_vehicles, c->index)) {
/* Shut the company down */
Command::Post(CCA_DELETE, c->index, CRR_AUTOCLEAN, INVALID_CLIENT_ID);
IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no vehicles.", c->index + 1);
}
} else {
/* It is not empty, reset the date */
_network_company_states[c->index].months_empty = 0;
}
}
}
/**
* Check whether a name is unique, and otherwise try to make it unique.
* @param new_name The name to check/modify.
* @return True if an unique name was achieved.
*/
bool NetworkMakeClientNameUnique(std::string &name)
{
bool is_name_unique = false;
std::string original_name = name;
for (uint number = 1; !is_name_unique && number <= MAX_CLIENTS; number++) { // Something's really wrong when there're more names than clients
is_name_unique = true;
for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
if (ci->client_name == name) {
/* Name already in use */
is_name_unique = false;
break;
}
}
/* Check if it is the same as the server-name */
const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
if (ci != nullptr) {
if (ci->client_name == name) is_name_unique = false; // name already in use
}
if (!is_name_unique) {
/* Try a new name ( #1, #2, and so on) */
name = original_name + " #" + std::to_string(number);
/* The constructed client name is larger than the limit,
* so... bail out as no valid name can be created. */
if (name.size() >= NETWORK_CLIENT_NAME_LENGTH) return false;
}
}
return is_name_unique;
}
/**
* Change the client name of the given client
* @param client_id the client to change the name of
* @param new_name the new name for the client
* @return true iff the name was changed
*/
bool NetworkServerChangeClientName(ClientID client_id, const std::string &new_name)
{
/* Check if the name's already in use */
for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
if (ci->client_name.compare(new_name) == 0) return false;
}
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
if (ci == nullptr) return false;
NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name);
ci->client_name = new_name;
NetworkUpdateClientInfo(client_id);
return true;
}
/**
* Set/Reset a company password on the server end.
* @param company_id ID of the company the password should be changed for.
* @param password The new password.
* @param already_hashed Is the given password already hashed?
*/
void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &password, bool already_hashed)
{
if (!Company::IsValidHumanID(company_id)) return;
if (already_hashed) {
_network_company_states[company_id].password = password;
} else {
_network_company_states[company_id].password = GenerateCompanyPasswordHash(password, _settings_client.network.network_id, _settings_game.game_creation.generation_seed);
}
NetworkServerUpdateCompanyPassworded(company_id, !_network_company_states[company_id].password.empty());
}
/**
* Handle the command-queue of a socket.
* @param cs The socket to handle the queue for.
*/
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
{
CommandPacket *cp;
while ((cp = cs->outgoing_queue.Pop()) != nullptr) {
cs->SendCommand(cp);
delete cp;
}
}
/**
* This is called every tick if this is a _network_server
* @param send_frame Whether to send the frame to the clients.
*/
void NetworkServer_Tick(bool send_frame)
{
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
bool send_sync = false;
#endif
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
if (_frame_counter >= _last_sync_frame + _settings_client.network.sync_freq) {
_last_sync_frame = _frame_counter;
send_sync = true;
}
#endif
/* Now we are done with the frame, inform the clients that they can
* do their frame! */
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
/* We allow a number of bytes per frame, but only to the burst amount
* to be available for packet receiving at any particular time. */
cs->receive_limit = std::min(cs->receive_limit + _settings_client.network.bytes_per_frame,
_settings_client.network.bytes_per_frame_burst);
/* Check if the speed of the client is what we can expect from a client */
uint lag = NetworkCalculateLag(cs);
switch (cs->status) {
case NetworkClientSocket::STATUS_ACTIVE:
if (lag > _settings_client.network.max_lag_time) {
/* Client did still not report in within the specified limit. */
if (cs->last_packet + std::chrono::milliseconds(lag * MILLISECONDS_PER_TICK) > std::chrono::steady_clock::now()) {
/* A packet was received in the last three game days, so the client is likely lagging behind. */
IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because the client's game state is more than {} ticks behind.", cs->client_id, cs->GetClientIP(), lag);
} else {
/* No packet was received in the last three game days; sounds like a lost connection. */
IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because the client did not respond for more than {} ticks.", cs->client_id, cs->GetClientIP(), lag);
}
cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
continue;
}
/* Report once per time we detect the lag, and only when we
* received a packet in the last 2 seconds. If we
* did not receive a packet, then the client is not just
* slow, but the connection is likely severed. Mentioning
* frame_freq is not useful in this case. */
if (lag > (uint)Ticks::DAY_TICKS && cs->lag_test == 0 && cs->last_packet + std::chrono::seconds(2) > std::chrono::steady_clock::now()) {
IConsolePrint(CC_WARNING, "[{}] Client #{} is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
cs->lag_test = 1;
}
if (cs->last_frame_server - cs->last_token_frame >= _settings_client.network.max_lag_time) {
/* This is a bad client! It didn't send the right token back within time. */
IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it fails to send valid acks.", cs->client_id, cs->GetClientIP());
cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
continue;
}
break;
case NetworkClientSocket::STATUS_INACTIVE:
case NetworkClientSocket::STATUS_NEWGRFS_CHECK:
case NetworkClientSocket::STATUS_AUTHORIZED:
/* NewGRF check and authorized states should be handled almost instantly.
* So give them some lee-way, likewise for the query with inactive. */
if (lag > _settings_client.network.max_init_time) {
IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to start the joining process.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_init_time);
cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
continue;
}
break;
case NetworkClientSocket::STATUS_MAP_WAIT:
/* Send every two seconds a packet to the client, to make sure
* it knows the server is still there; just someone else is
* still receiving the map. */
if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
cs->SendWait();
/* We need to reset the timer, as otherwise we will be
* spamming the client. Strictly speaking this variable
* tracks when we last received a packet from the client,
* but as it is waiting, it will not send us any till we
* start sending them data. */
cs->last_packet = std::chrono::steady_clock::now();
}
break;
case NetworkClientSocket::STATUS_MAP:
/* Downloading the map... this is the amount of time since starting the saving. */
if (lag > _settings_client.network.max_download_time) {
IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to download the map.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_download_time);
cs->SendError(NETWORK_ERROR_TIMEOUT_MAP);
continue;
}
break;
case NetworkClientSocket::STATUS_DONE_MAP:
case NetworkClientSocket::STATUS_PRE_ACTIVE:
/* The map has been sent, so this is for loading the map and syncing up. */
if (lag > _settings_client.network.max_join_time) {
IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to join.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_join_time);
cs->SendError(NETWORK_ERROR_TIMEOUT_JOIN);
continue;
}
break;
case NetworkClientSocket::STATUS_AUTH_GAME:
case NetworkClientSocket::STATUS_AUTH_COMPANY:
/* These don't block? */
if (lag > _settings_client.network.max_password_time) {
IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to enter the password.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_password_time);
cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD);
continue;
}
break;
case NetworkClientSocket::STATUS_END:
/* Bad server/code. */
NOT_REACHED();
}
if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {
/* Check if we can send command, and if we have anything in the queue */
NetworkHandleCommandQueue(cs);
/* Send an updated _frame_counter_max to the client */
if (send_frame) cs->SendFrame();
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
/* Send a sync-check packet */
if (send_sync) cs->SendSync();
#endif
}
}
}
/** Helper function to restart the map. */
static void NetworkRestartMap()
{
_settings_newgame.game_creation.generation_seed = GENERATE_NEW_SEED;
switch (_file_to_saveload.abstract_ftype) {
case FT_SAVEGAME:
case FT_SCENARIO:
_switch_mode = SM_LOAD_GAME;
break;
case FT_HEIGHTMAP:
_switch_mode = SM_START_HEIGHTMAP;
break;
default:
_switch_mode = SM_NEWGAME;
}
}
/** Timer to restart a network server automatically based on real-time hours played. Initialized at zero to disable until settings are loaded. */
static IntervalTimer _network_restart_map_timer({std::chrono::hours::zero(), TimerGameRealtime::UNPAUSED}, [](auto)
{
if (!_network_server) return;
/* If setting is 0, this feature is disabled. */
if (_settings_client.network.restart_hours == 0) return;
Debug(net, 3, "Auto-restarting map: {} hours played", _settings_client.network.restart_hours);
NetworkRestartMap();
});
/**
* Reset the automatic network restart time interval.
* @param reset Whether to reset the timer to zero.
*/
void ChangeNetworkRestartTime(bool reset)
{
if (!_network_server) return;
_network_restart_map_timer.SetInterval({ std::chrono::hours(_settings_client.network.restart_hours), TimerGameRealtime::UNPAUSED }, reset);
}
/** Check if we want to restart the map based on the year. */
static void NetworkCheckRestartMapYear()
{
/* If setting is 0, this feature is disabled. */
if (_settings_client.network.restart_game_year == 0) return;
if (TimerGameCalendar::year >= _settings_client.network.restart_game_year) {
Debug(net, 3, "Auto-restarting map: year {} reached", TimerGameCalendar::year);
NetworkRestartMap();
}
}
/** Calendar yearly "callback". Called whenever the calendar year changes. */
static IntervalTimer _calendar_network_yearly({ TimerGameCalendar::YEAR, TimerGameCalendar::Priority::NONE }, [](auto) {
if (!_network_server) return;
NetworkCheckRestartMapYear();
});
/** Economy yearly "callback". Called whenever the economy year changes. */
static IntervalTimer _economy_network_yearly({TimerGameEconomy::YEAR, TimerGameEconomy::Priority::NONE}, [](auto)
{
if (!_network_server) return;
NetworkAdminUpdate(ADMIN_FREQUENCY_ANUALLY);
});
/** Quarterly "callback". Called whenever the economy quarter changes. */
static IntervalTimer _network_quarterly({TimerGameEconomy::QUARTER, TimerGameEconomy::Priority::NONE}, [](auto)
{
if (!_network_server) return;
NetworkAutoCleanCompanies();
NetworkAdminUpdate(ADMIN_FREQUENCY_QUARTERLY);
});
/** Economy monthly "callback". Called whenever the economy month changes. */
static IntervalTimer _network_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::NONE}, [](auto)
{
if (!_network_server) return;
NetworkAutoCleanCompanies();
NetworkAdminUpdate(ADMIN_FREQUENCY_MONTHLY);
});
/** Economy weekly "callback". Called whenever the economy week changes. */
static IntervalTimer _network_weekly({TimerGameEconomy::WEEK, TimerGameEconomy::Priority::NONE}, [](auto)
{
if (!_network_server) return;
NetworkAdminUpdate(ADMIN_FREQUENCY_WEEKLY);
});
/** Daily "callback". Called whenever the economy date changes. */
static IntervalTimer _economy_network_daily({TimerGameEconomy::DAY, TimerGameEconomy::Priority::NONE}, [](auto)
{
if (!_network_server) return;
NetworkAdminUpdate(ADMIN_FREQUENCY_DAILY);
});
/**
* Get the IP address/hostname of the connected client.
* @return The IP address.
*/
const std::string &ServerNetworkGameSocketHandler::GetClientIP()
{
return this->client_address.GetHostname();
}
/** Show the status message of all clients on the console. */
void NetworkServerShowStatusToConsole()
{
static const char * const stat_str[] = {
"inactive",
"checking NewGRFs",
"authorizing (server password)",
"authorizing (company password)",
"authorized",
"waiting",
"loading map",
"map done",
"ready",
"active"
};
static_assert(lengthof(stat_str) == NetworkClientSocket::STATUS_END);
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
NetworkClientInfo *ci = cs->GetInfo();
if (ci == nullptr) continue;
uint lag = NetworkCalculateLag(cs);
const char *status;
status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
IConsolePrint(CC_INFO, "Client #{} name: '{}' status: '{}' frame-lag: {} company: {} IP: {}",
cs->client_id, ci->client_name, status, lag,
ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
cs->GetClientIP());
}
}
/**
* Send Config Update
*/
void NetworkServerSendConfigUpdate()
{
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendConfigUpdate();
}
}
/** Update the server's NetworkServerGameInfo due to changes in settings. */
void NetworkServerUpdateGameInfo()
{
if (_network_server) FillStaticNetworkServerGameInfo();
}
/**
* Tell that a particular company is (not) passworded.
* @param company_id The company that got/removed the password.
* @param passworded Whether the password was received or removed.
*/
void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
{
if (NetworkCompanyIsPassworded(company_id) == passworded) return;
SB(_network_company_passworded, company_id, 1, !!passworded);
SetWindowClassesDirty(WC_COMPANY);
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendCompanyUpdate();
}
NetworkAdminCompanyUpdate(Company::GetIfValid(company_id));
}
/**
* Handle the tid-bits of moving a client from one company to another.
* @param client_id id of the client we want to move.
* @param company_id id of the company we want to move the client to.
* @return void
*/
void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
{
/* Only allow non-dedicated servers and normal clients to be moved */
if (client_id == CLIENT_ID_SERVER && _network_dedicated) return;
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
assert(ci != nullptr);
/* No need to waste network resources if the client is in the company already! */
if (ci->client_playas == company_id) return;
ci->client_playas = company_id;
if (client_id == CLIENT_ID_SERVER) {
SetLocalCompany(company_id);
} else {
NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id);
/* When the company isn't authorized we can't move them yet. */
if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return;
cs->SendMove(client_id, company_id);
}
/* announce the client's move */
NetworkUpdateClientInfo(client_id);
NetworkAction action = (company_id == COMPANY_SPECTATOR) ? NETWORK_ACTION_COMPANY_SPECTATOR : NETWORK_ACTION_COMPANY_JOIN;
NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1);
InvalidateWindowData(WC_CLIENT_LIST, 0);
}
/**
* Send an rcon reply to the client.
* @param client_id The identifier of the client.
* @param colour_code The colour of the text.
* @param string The actual reply.
*/
void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const std::string &string)
{
NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code, string);
}
/**
* Kick a single client.
* @param client_id The client to kick.
* @param reason In case of kicking a client, specifies the reason for kicking the client.
*/
void NetworkServerKickClient(ClientID client_id, const std::string &reason)
{
if (client_id == CLIENT_ID_SERVER) return;
NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED, reason);
}
/**
* Ban, or kick, everyone joined from the given client's IP.
* @param client_id The client to check for.
* @param ban Whether to ban or kick.
* @param reason In case of kicking a client, specifies the reason for kicking the client.
*/
uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const std::string &reason)
{
return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban, reason);
}
/**
* Kick or ban someone based on an IP address.
* @param ip The IP address/range to ban/kick.
* @param ban Whether to ban or just kick.
* @param reason In case of kicking a client, specifies the reason for kicking the client.
*/
uint NetworkServerKickOrBanIP(const std::string &ip, bool ban, const std::string &reason)
{
/* Add address to ban-list */
if (ban) {
bool contains = false;
for (const auto &iter : _network_ban_list) {
if (iter == ip) {
contains = true;
break;
}
}
if (!contains) _network_ban_list.emplace_back(ip);
}
uint n = 0;
/* There can be multiple clients with the same IP, kick them all but don't kill the server,
* or the client doing the rcon. The latter can't be kicked because kicking frees closes
* and subsequently free the connection related instances, which we would be reading from
* and writing to after returning. So we would read or write data from freed memory up till
* the segfault triggers. */
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
if (cs->client_id == CLIENT_ID_SERVER) continue;
if (cs->client_id == _redirect_console_to_client) continue;
if (cs->client_address.IsInNetmask(ip)) {
NetworkServerKickClient(cs->client_id, reason);
n++;
}
}
return n;
}
/**
* Check whether a particular company has clients.
* @param company The company to check.
* @return True if at least one client is joined to the company.
*/
bool NetworkCompanyHasClients(CompanyID company)
{
for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
if (ci->client_playas == company) return true;
}
return false;
}
/**
* Get the name of the client, if the user did not send it yet, Client ID is used.
* @param client_name The variable to write the name to.
* @param last The pointer to the last element of the destination buffer
*/
std::string ServerNetworkGameSocketHandler::GetClientName() const
{
const NetworkClientInfo *ci = this->GetInfo();
if (ci != nullptr && !ci->client_name.empty()) return ci->client_name;
return fmt::format("Client #{}", this->client_id);
}
/**
* Print all the clients to the console
*/
void NetworkPrintClients()
{
for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
if (_network_server) {
IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {} IP: {}",
ci->client_id,
ci->client_name,
ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
ci->client_id == CLIENT_ID_SERVER ? "server" : NetworkClientSocket::GetByClientID(ci->client_id)->GetClientIP());
} else {
IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {}",
ci->client_id,
ci->client_name,
ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0));
}
}
}
/**
* Perform all the server specific administration of a new company.
* @param c The newly created company; can't be nullptr.
* @param ci The client information of the client that made the company; can be nullptr.
*/
void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
{
assert(c != nullptr);
if (!_network_server) return;
_network_company_states[c->index].months_empty = 0;
_network_company_states[c->index].password.clear();
NetworkServerUpdateCompanyPassworded(c->index, false);
if (ci != nullptr) {
/* ci is nullptr when replaying, or for AIs. In neither case there is a client. */
ci->client_playas = c->index;
NetworkUpdateClientInfo(ci->client_id);
Command::SendNet(STR_NULL, c->index, ci->client_name);
}
/* Announce new company on network. */
NetworkAdminCompanyInfo(c, true);
if (ci != nullptr) {
/* ci is nullptr when replaying, or for AIs. In neither case there is a client.
We need to send Admin port update here so that they first know about the new company
and then learn about a possibly joining client (see FS#6025) */
NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, c->index + 1);
}
}