#include "stdafx.h" #include "network_data.h" #ifdef ENABLE_NETWORK #include "table/strings.h" #include "network_server.h" #include "console.h" #include "command.h" #include "gfx.h" #include "vehicle.h" #include "station.h" #include "settings.h" // This file handles all the server-commands void NetworkHandleCommandQueue(ClientState *cs); void NetworkPopulateCompanyInfo(void); void NetworkSendPatchSettings(ClientState *cs); // Is the network enabled? // ********** // Sending functions // DEF_SERVER_SEND_COMMAND has parameter: ClientState *cs // ********** DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(ClientState *cs, NetworkClientInfo *ci) { // // Packet: SERVER_CLIENT_INFO // Function: Sends info about a client // Data: // uint16: The index of the client (always unique on a server. 1 = server) // uint8: As which player the client is playing // String: The name of the client // String: The unique id of the client // Packet *p; if (ci->client_index != NETWORK_EMPTY_INDEX) { p = NetworkSend_Init(PACKET_SERVER_CLIENT_INFO); NetworkSend_uint16(p, ci->client_index); NetworkSend_uint8 (p, ci->client_playas); NetworkSend_string(p, ci->client_name); NetworkSend_string(p, ci->unique_id); NetworkSend_Packet(p, cs); } } DEF_SERVER_SEND_COMMAND(PACKET_SERVER_COMPANY_INFO) { // // Packet: SERVER_COMPANY_INFO // Function: Sends info about the companies // Data: // int i; Player *player; Packet *p; byte active = 0; byte current = 0; FOR_ALL_PLAYERS(player) { if (player->is_active) active++; } if (active == 0) { Packet *p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO); NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION); NetworkSend_uint8 (p, active); NetworkSend_Packet(p, cs); return; } NetworkPopulateCompanyInfo(); FOR_ALL_PLAYERS(player) { if (!player->is_active) continue; current++; p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO); NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION); NetworkSend_uint8 (p, active); NetworkSend_uint8 (p, current); NetworkSend_string(p, _network_player_info[player->index].company_name); NetworkSend_uint8 (p, _network_player_info[player->index].inaugurated_year); NetworkSend_uint64(p, _network_player_info[player->index].company_value); NetworkSend_uint64(p, _network_player_info[player->index].money); NetworkSend_uint64(p, _network_player_info[player->index].income); NetworkSend_uint16(p, _network_player_info[player->index].performance); for (i = 0; i < NETWORK_VEHICLE_TYPES; i++) NetworkSend_uint16(p, _network_player_info[player->index].num_vehicle[i]); for (i = 0; i < NETWORK_STATION_TYPES; i++) NetworkSend_uint16(p, _network_player_info[player->index].num_station[i]); if (_network_player_info[player->index].players[0] == '\0') NetworkSend_string(p, ""); else NetworkSend_string(p, _network_player_info[player->index].players); NetworkSend_Packet(p, cs); } } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(ClientState *cs, NetworkErrorCode error) { // // Packet: SERVER_ERROR // Function: The client made an error // Data: // uint8: ErrorID (see network_data.h, NetworkErrorCode) // ClientState *new_cs; char str1[100], str2[100]; char client_name[NETWORK_NAME_LENGTH]; Packet *p = NetworkSend_Init(PACKET_SERVER_ERROR); NetworkSend_uint8(p, error); NetworkSend_Packet(p, cs); // Only send when the current client was in game if (cs->status > STATUS_AUTH) { NetworkGetClientName(client_name, sizeof(client_name), cs); GetString(str1, STR_NETWORK_ERR_LEFT); GetString(str2, STR_NETWORK_ERR_CLIENT_GENERAL + error); DEBUG(net, 2)("[NET] %s made an error (%s) and his connection is closed", client_name, str2); NetworkTextMessage(NETWORK_ACTION_JOIN_LEAVE, 1, client_name, "%s (%s)", str1, str2); FOR_ALL_CLIENTS(new_cs) { if (new_cs->status > STATUS_AUTH && new_cs != cs) { // 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; SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, error); } } } else { DEBUG(net, 2)("[NET] Clientno %d has made an error and his connection is closed", cs->index); } cs->quited = true; // Make sure the data get's there before we close the connection NetworkSend_Packets(cs); // The client made a mistake, so drop his connection now! CloseClient(cs); } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(ClientState *cs, NetworkPasswordType type) { // // Packet: SERVER_NEED_PASSWORD // Function: Indication to the client that the server needs a password // Data: // uint8: Type of password // Packet *p = NetworkSend_Init(PACKET_SERVER_NEED_PASSWORD); NetworkSend_uint8(p, type); NetworkSend_Packet(p, cs); } DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME) { // // Packet: SERVER_WELCOME // Function: The client is joined and ready to receive his map // Data: // uint16: Own ClientID // Packet *p; ClientState *new_cs; // Invalid packet when status is AUTH or higher if (cs->status >= STATUS_AUTH) return; cs->status = STATUS_AUTH; _network_game_info.clients_on++; p = NetworkSend_Init(PACKET_SERVER_WELCOME); NetworkSend_uint16(p, cs->index); NetworkSend_Packet(p, cs); // Transmit info about all the active clients FOR_ALL_CLIENTS(new_cs) { if (new_cs != cs && new_cs->status > STATUS_AUTH) SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, DEREF_CLIENT_INFO(new_cs)); } // Also send the info of the server SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX)); } DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WAIT) { // // Packet: PACKET_SERVER_WAIT // Function: The client can not receive the map at the moment because // someone else is already receiving the map // Data: // uint8: Clients awaiting map // int waiting = 0; ClientState *new_cs; Packet *p; // Count how many players are waiting in the queue FOR_ALL_CLIENTS(new_cs) { if (new_cs->status == STATUS_MAP_WAIT) waiting++; } p = NetworkSend_Init(PACKET_SERVER_WAIT); NetworkSend_uint8(p, waiting); NetworkSend_Packet(p, cs); } // This sends the map to the client DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP) { // // Packet: SERVER_MAP // Function: Sends the map to the client, or a part of it (it is splitted in // a lot of multiple packets) // Data: // uint8: packet-type (MAP_PACKET_START, MAP_PACKET_NORMAL and MAP_PACKET_END) // if MAP_PACKET_START: // uint32: The current FrameCounter // if MAP_PACKET_NORMAL: // piece of the map (till max-size of packet) // if MAP_PACKET_END: // uint32: seed0 of player // uint32: seed1 of player // last 2 are repeated MAX_PLAYERS time // char filename[256]; static FILE *file_pointer; static uint sent_packets; // How many packets we did send succecfully last time if (cs->status < STATUS_AUTH) { // Illegal call, return error and ignore the packet SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED); return; } if (cs->status == STATUS_AUTH) { Packet *p; // Make a dump of the current game sprintf(filename, "%s%snetwork_server.tmp", _path.autosave_dir, PATHSEP); if (SaveOrLoad(filename, SL_SAVE) != SL_OK) error("network savedump failed"); file_pointer = fopen(filename, "rb"); fseek(file_pointer, 0, SEEK_END); // Now send the _frame_counter and how many packets are coming p = NetworkSend_Init(PACKET_SERVER_MAP); NetworkSend_uint8(p, MAP_PACKET_START); NetworkSend_uint32(p, _frame_counter); NetworkSend_uint32(p, ftell(file_pointer)); NetworkSend_Packet(p, cs); fseek(file_pointer, 0, SEEK_SET); sent_packets = 4; // We start with trying 4 packets cs->status = STATUS_MAP; } if (cs->status == STATUS_MAP) { uint i; int res; for (i = 0; i < sent_packets; i++) { Packet *p = NetworkSend_Init(PACKET_SERVER_MAP); NetworkSend_uint8(p, MAP_PACKET_NORMAL); res = fread(p->buffer + p->size, 1, SEND_MTU - p->size, file_pointer); if (ferror(file_pointer)) { error("Error reading temporary network savegame!"); } p->size += res; NetworkSend_Packet(p, cs); if (feof(file_pointer)) { // Done reading! int i; Packet *p; // XXX - Delete this when patch-settings are saved in-game NetworkSendPatchSettings(cs); p = NetworkSend_Init(PACKET_SERVER_MAP); NetworkSend_uint8(p, MAP_PACKET_END); // Send the player_seeds in this packet for (i = 0; i < MAX_PLAYERS; i++) { NetworkSend_uint32(p, _player_seeds[i][0]); NetworkSend_uint32(p, _player_seeds[i][1]); } NetworkSend_Packet(p, cs); // Set the status to DONE_MAP, no we will wait for the client // to send it is ready (maybe that happens like never ;)) cs->status = STATUS_DONE_MAP; fclose(file_pointer); { ClientState *new_cs; bool new_map_client = false; // Check if there is a client waiting for receiving the map // and start sending him the map FOR_ALL_CLIENTS(new_cs) { if (new_cs->status == STATUS_MAP_WAIT) { // Check if we already have a new client to send the map to if (!new_map_client) { // If not, this client will get the map new_cs->status = STATUS_AUTH; new_map_client = true; SEND_COMMAND(PACKET_SERVER_MAP)(new_cs); } else { // Else, send the other clients how many clients are in front of them SEND_COMMAND(PACKET_SERVER_WAIT)(new_cs); } } } } // There is no more data, so break the for break; } } // Send all packets (forced) and check if we have send it all NetworkSend_Packets(cs); if (cs->packet_queue == NULL) { // All are sent, increase the sent_packets sent_packets *= 2; } else { // Not everything is sent, decrease the sent_packets if (sent_packets > 1) sent_packets /= 2; } } } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_JOIN)(ClientState *cs, uint16 client_index) { // // Packet: SERVER_JOIN // Function: A client is joined (all active clients receive this after a // PACKET_CLIENT_MAP_OK) Mostly what directly follows is a // PACKET_SERVER_CLIENT_INFO // Data: // uint16: Client-Index // Packet *p = NetworkSend_Init(PACKET_SERVER_JOIN); NetworkSend_uint16(p, client_index); NetworkSend_Packet(p, cs); } DEF_SERVER_SEND_COMMAND(PACKET_SERVER_FRAME) { // // Packet: SERVER_FRAME // Function: Sends the current frame-counter to the client // Data: // uint32: Frame Counter // uint32: Frame Counter Max (how far may the client walk before the server?) // [uint32: general-seed-1] // [uint32: general-seed-2] // (last two depends on compile-settings, and are not default settings) // Packet *p = NetworkSend_Init(PACKET_SERVER_FRAME); NetworkSend_uint32(p, _frame_counter); NetworkSend_uint32(p, _frame_counter_max); #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME NetworkSend_uint32(p, _sync_seed_1); #ifdef NETWORK_SEND_DOUBLE_SEED NetworkSend_uint32(p, _sync_seed_2); #endif #endif NetworkSend_Packet(p, cs); } DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SYNC) { // // Packet: SERVER_SYNC // Function: Sends a sync-check to the client // Data: // uint32: Frame Counter // uint32: General-seed-1 // [uint32: general-seed-2] // (last one depends on compile-settings, and are not default settings) // Packet *p = NetworkSend_Init(PACKET_SERVER_SYNC); NetworkSend_uint32(p, _frame_counter); NetworkSend_uint32(p, _sync_seed_1); #ifdef NETWORK_SEND_DOUBLE_SEED NetworkSend_uint32(p, _sync_seed_2); #endif NetworkSend_Packet(p, cs); } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(ClientState *cs, CommandPacket *cp) { // // Packet: SERVER_COMMAND // Function: Sends a DoCommand to the client // Data: // uint8: PlayerID (0..MAX_PLAYERS-1) // uint32: CommandID (see command.h) // uint32: P1 (free variables used in DoCommand) // uint32: P2 // uint32: Tile // uint32: decode_params // 10 times the last one (lengthof(cp->dp)) // uint8: CallBackID (see callback_table.c) // uint32: Frame of execution // int i; char *dparam_char; Packet *p = NetworkSend_Init(PACKET_SERVER_COMMAND); NetworkSend_uint8(p, cp->player); NetworkSend_uint32(p, cp->cmd); NetworkSend_uint32(p, cp->p1); NetworkSend_uint32(p, cp->p2); NetworkSend_uint32(p, cp->tile); /* We are going to send them byte by byte, because dparam is misused for chars (if it is used), and else we have a BigEndian / LittleEndian problem.. we should fix the misuse of dparam... -- TrueLight */ dparam_char = (char *)&cp->dp[0]; for (i = 0; i < lengthof(cp->dp) * 4; i++) { NetworkSend_uint8(p, *dparam_char); dparam_char++; } NetworkSend_uint8(p, cp->callback); NetworkSend_uint32(p, cp->frame); NetworkSend_Packet(p, cs); } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(ClientState *cs, NetworkAction action, uint16 client_index, const char *msg) { // // Packet: SERVER_CHAT // Function: Sends a chat-packet to the client // Data: // uint8: ActionID (see network_data.h, NetworkAction) // uint16: Client-index // String: Message (max MAX_TEXT_MSG_LEN) // Packet *p = NetworkSend_Init(PACKET_SERVER_CHAT); NetworkSend_uint8(p, action); NetworkSend_uint16(p, client_index); NetworkSend_string(p, msg); NetworkSend_Packet(p, cs); } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(ClientState *cs, uint16 client_index, NetworkErrorCode errorno) { // // Packet: SERVER_ERROR_QUIT // Function: One of the clients made an error and is quiting the game // This packet informs the other clients of that. // Data: // uint16: Client-index // uint8: ErrorID (see network_data.h, NetworkErrorCode) // Packet *p = NetworkSend_Init(PACKET_SERVER_ERROR_QUIT); NetworkSend_uint16(p, client_index); NetworkSend_uint8(p, errorno); NetworkSend_Packet(p, cs); } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(ClientState *cs, uint16 client_index, const char *leavemsg) { // // Packet: SERVER_ERROR_QUIT // Function: A client left the game, and this packets informs the other clients // of that. // Data: // uint16: Client-index // String: leave-message // Packet *p = NetworkSend_Init(PACKET_SERVER_QUIT); NetworkSend_uint16(p, client_index); NetworkSend_string(p, leavemsg); NetworkSend_Packet(p, cs); } DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN) { // // Packet: SERVER_SHUTDOWN // Function: Let the clients know that the server is closing // Data: // // Packet *p = NetworkSend_Init(PACKET_SERVER_SHUTDOWN); NetworkSend_Packet(p, cs); } DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME) { // // Packet: PACKET_SERVER_NEWGAME // Function: Let the clients know that the server is loading a new map // Data: // // Packet *p = NetworkSend_Init(PACKET_SERVER_NEWGAME); NetworkSend_Packet(p, cs); } // ********** // Receiving functions // DEF_SERVER_RECEIVE_COMMAND has parameter: ClientState *cs, Packet *p // ********** DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO) { SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)(cs); } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN) { char name[NETWORK_NAME_LENGTH]; char unique_id[NETWORK_NAME_LENGTH]; NetworkClientInfo *ci; char test_name[NETWORK_NAME_LENGTH]; byte playas; NetworkLanguage client_lang; char client_revision[NETWORK_REVISION_LENGTH]; NetworkRecv_string(p, client_revision, sizeof(client_revision)); // Too bad, when WITH_REV is disabled, we can not compare the version. #if defined(WITH_REV) // Check if the client has WITH_REV enabled if (strncmp("norev000", client_revision, sizeof(client_revision)) != 0) { if (strncmp(_network_game_info.server_revision, client_revision, sizeof(_network_game_info.server_revision) - 1) != 0) { // Different revisions!! SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_REVISION); return; } } #endif NetworkRecv_string(p, name, sizeof(name)); playas = NetworkRecv_uint8(p); client_lang = NetworkRecv_uint8(p); NetworkRecv_string(p, unique_id, sizeof(unique_id)); // Check if someone else already has that name snprintf(test_name, sizeof(test_name), "%s", name); if (test_name[0] == '\0') { // We need a valid name.. make it Player snprintf(test_name, sizeof(test_name), "Player"); } if (!NetworkFindName(test_name)) { // We could not create a name for this player SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NAME_IN_USE); return; } ci = DEREF_CLIENT_INFO(cs); snprintf(ci->client_name, sizeof(ci->client_name), "%s", test_name); snprintf(ci->unique_id, sizeof(ci->unique_id), "%s", unique_id); ci->client_playas = playas; ci->client_lang = client_lang; // We now want a password from the client // else we do not allow him in! if (_network_game_info.use_password) SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_GAME_PASSWORD); else { if (ci->client_playas <= MAX_PLAYERS && _network_player_info[ci->client_playas - 1].password[0] != '\0') { SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_COMPANY_PASSWORD); } else { SEND_COMMAND(PACKET_SERVER_WELCOME)(cs); } } } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD) { NetworkPasswordType type; char password[NETWORK_PASSWORD_LENGTH]; NetworkClientInfo *ci; type = NetworkRecv_uint8(p); NetworkRecv_string(p, password, sizeof(password)); if (cs->status == STATUS_INACTIVE && type == NETWORK_GAME_PASSWORD) { // Check game-password if (strncmp(password, _network_game_info.server_password, sizeof(password)) != 0) { // Password is invalid SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD); return; } ci = DEREF_CLIENT_INFO(cs); if (ci->client_playas <= MAX_PLAYERS && _network_player_info[ci->client_playas - 1].password[0] != '\0') { SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_COMPANY_PASSWORD); return; } // Valid password, allow user SEND_COMMAND(PACKET_SERVER_WELCOME)(cs); return; } else if (cs->status == STATUS_INACTIVE && type == NETWORK_COMPANY_PASSWORD) { ci = DEREF_CLIENT_INFO(cs); if (strncmp(password, _network_player_info[ci->client_playas - 1].password, sizeof(password)) != 0) { // Password is invalid SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD); return; } SEND_COMMAND(PACKET_SERVER_WELCOME)(cs); return; } SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED); return; } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP) { ClientState *new_cs; // The client was never joined.. so this is impossible, right? // Ignore the packet, give the client a warning, and close his connection if (cs->status < STATUS_AUTH || cs->quited) { SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED); return; } // Check if someone else is receiving the map FOR_ALL_CLIENTS(new_cs) { if (new_cs->status == STATUS_MAP) { // Tell the new client to wait cs->status = STATUS_MAP_WAIT; SEND_COMMAND(PACKET_SERVER_WAIT)(cs); return; } } // We receive a request to upload the map.. give it to the client! SEND_COMMAND(PACKET_SERVER_MAP)(cs); } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK) { // Client has the map, now start syncing if (cs->status == STATUS_DONE_MAP && !cs->quited) { char client_name[NETWORK_NAME_LENGTH]; char str[100]; ClientState *new_cs; GetString(str, STR_NETWORK_CLIENT_JOINED); NetworkGetClientName(client_name, sizeof(client_name), cs); NetworkTextMessage(NETWORK_ACTION_JOIN_LEAVE, 1, client_name, str); // Mark the client as pre-active, and wait for an ACK // so we know he is done loading and in sync with us cs->status = STATUS_PRE_ACTIVE; NetworkHandleCommandQueue(cs); SEND_COMMAND(PACKET_SERVER_FRAME)(cs); SEND_COMMAND(PACKET_SERVER_SYNC)(cs); // This is the frame the client receives // we need it later on to make sure the client is not too slow cs->last_frame = _frame_counter; cs->last_frame_server = _frame_counter; FOR_ALL_CLIENTS(new_cs) { if (new_cs->status > STATUS_AUTH) { SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(new_cs, DEREF_CLIENT_INFO(cs)); SEND_COMMAND(PACKET_SERVER_JOIN)(new_cs, cs->index); } } } else { // Wrong status for this packet, give a warning to client, and close connection SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED); } } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND) { // The client has done a command and wants us to handle it int i; byte callback; ClientState *new_cs; NetworkClientInfo *ci; char *dparam_char; CommandPacket *cp = malloc(sizeof(CommandPacket)); // The client was never joined.. so this is impossible, right? // Ignore the packet, give the client a warning, and close his connection if (cs->status < STATUS_DONE_MAP || cs->quited) { SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED); return; } cp->player = NetworkRecv_uint8(p); cp->cmd = NetworkRecv_uint32(p); cp->p1 = NetworkRecv_uint32(p); cp->p2 = NetworkRecv_uint32(p); cp->tile = NetworkRecv_uint32(p); /* We are going to send them byte by byte, because dparam is misused for chars (if it is used), and else we have a BigEndian / LittleEndian problem.. we should fix the misuse of dparam... -- TrueLight */ dparam_char = (char *)&cp->dp[0]; for (i = 0; i < lengthof(cp->dp) * 4; i++) { *dparam_char = NetworkRecv_uint8(p); dparam_char++; } callback = NetworkRecv_uint8(p); ci = DEREF_CLIENT_INFO(cs); // Only CMD_PLAYER_CTRL is always allowed, for the rest, playas needs // to match the player in the packet if (cp->cmd != CMD_PLAYER_CTRL && ci->client_playas-1 != cp->player) { // The player did a command with the wrong player_id.. bad!! SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_PLAYER_MISMATCH); return; } if (cp->cmd == CMD_PLAYER_CTRL) { // UGLY! p1 is mis-used to get the client-id in CmdPlayerCtrl cp->p2 = cs - _clients; } // The frame can be executed in the same frame as the next frame-packet // That frame just before that frame is saved in _frame_counter_max cp->frame = _frame_counter_max + 1; cp->next = NULL; // Queue the command for the clients (are send at the end of the frame // if they can handle it ;)) FOR_ALL_CLIENTS(new_cs) { if (new_cs->status > STATUS_AUTH) { // Callbacks are only send back to the client who sent them in the // first place. This filters that out. if (new_cs != cs) cp->callback = 0; else cp->callback = callback; NetworkAddCommandQueue(new_cs, cp); } } cp->callback = 0; // Queue the command on the server if (_local_command_queue == NULL) { _local_command_queue = cp; } else { // Find last packet CommandPacket *c = _local_command_queue; while (c->next != NULL) c = c->next; c->next = cp; } } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ERROR) { // This packets means a client noticed an error and is reporting this // to us. Display the error and report it to the other clients ClientState *new_cs; byte errorno = NetworkRecv_uint8(p); char str1[100], str2[100]; char client_name[NETWORK_NAME_LENGTH]; // The client was never joined.. thank the client for the packet, but ignore it if (cs->status < STATUS_DONE_MAP || cs->quited) { cs->quited = true; return; } NetworkGetClientName(client_name, sizeof(client_name), cs); GetString(str1, STR_NETWORK_ERR_LEFT); GetString(str2, STR_NETWORK_ERR_CLIENT_GENERAL + errorno); DEBUG(net, 2)("[NET] %s reported an error and is closing his connection (%s)", client_name, str2); NetworkTextMessage(NETWORK_ACTION_JOIN_LEAVE, 1, client_name, "%s (%s)", str1, str2); FOR_ALL_CLIENTS(new_cs) { if (new_cs->status > STATUS_AUTH) { SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno); } } cs->quited = true; } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT) { // The client wants to leave. Display this and report it to the other // clients. ClientState *new_cs; char str1[100], str2[100]; char client_name[NETWORK_NAME_LENGTH]; // The client was never joined.. thank the client for the packet, but ignore it if (cs->status < STATUS_DONE_MAP || cs->quited) { cs->quited = true; return; } NetworkRecv_string(p, str2, 100); NetworkGetClientName(client_name, sizeof(client_name), cs); GetString(str1, STR_NETWORK_ERR_LEFT); NetworkTextMessage(NETWORK_ACTION_JOIN_LEAVE, 1, client_name, "%s (%s)", str1, str2); FOR_ALL_CLIENTS(new_cs) { if (new_cs->status > STATUS_AUTH) { SEND_COMMAND(PACKET_SERVER_QUIT)(new_cs, cs->index, str2); } } cs->quited = true; } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK) { // The client received the frame, make note of it cs->last_frame = NetworkRecv_uint32(p); // With those 2 values we can calculate the lag realtime cs->last_frame_server = _frame_counter; // The client is now really active if (cs->status == STATUS_PRE_ACTIVE) cs->status = STATUS_ACTIVE; } void NetworkServer_HandleChat(NetworkAction action, DestType desttype, int dest, const char *msg, byte from_index) { ClientState *cs; NetworkClientInfo *ci, *ci_own, *ci_to; switch (desttype) { case DESTTYPE_CLIENT: if (dest == 1) { ci = NetworkFindClientInfoFromIndex(from_index); if (ci != NULL) NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas-1), ci->client_name, "%s", msg); } else { FOR_ALL_CLIENTS(cs) { if (cs->index == dest) { SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, msg); break; } } } // Display the message locally (so you know you have sent it) if (from_index != dest) { if (from_index == 1) { ci = NetworkFindClientInfoFromIndex(from_index); ci_to = NetworkFindClientInfoFromIndex(dest); if (ci != NULL && ci_to != NULL) NetworkTextMessage(NETWORK_ACTION_CHAT_TO_CLIENT, GetDrawStringPlayerColor(ci->client_playas-1), ci_to->client_name, "%s", msg); } else { FOR_ALL_CLIENTS(cs) { if (cs->index == from_index) { SEND_COMMAND(PACKET_SERVER_CHAT)(cs, NETWORK_ACTION_CHAT_TO_CLIENT, dest, msg); break; } } } } break; case DESTTYPE_PLAYER: { bool show_local = true; // If this is false, the message is already displayed // on the client who did sent it. FOR_ALL_CLIENTS(cs) { ci = DEREF_CLIENT_INFO(cs); if (ci->client_playas == dest) { SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, msg); if (cs->index == from_index) show_local = false; } } ci = NetworkFindClientInfoFromIndex(from_index); ci_own = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX); if (ci != NULL && ci_own != NULL && ci_own->client_playas == dest) { NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas-1), ci->client_name, "%s", msg); if (from_index == NETWORK_SERVER_INDEX) show_local = false; } // Display the message locally (so you know you have sent it) if (ci != NULL && show_local) { if (from_index == NETWORK_SERVER_INDEX) { char name[NETWORK_NAME_LENGTH]; GetString(name, DEREF_PLAYER(ci->client_playas-1)->name_1); NetworkTextMessage(NETWORK_ACTION_CHAT_TO_PLAYER, GetDrawStringPlayerColor(ci->client_playas-1), name, "%s", msg); } else { FOR_ALL_CLIENTS(cs) { if (cs->index == from_index) { SEND_COMMAND(PACKET_SERVER_CHAT)(cs, NETWORK_ACTION_CHAT_TO_PLAYER, from_index, msg); } } } } } break; default: DEBUG(net, 0)("[NET][Server] Received unknown destination type %d. Doing broadcast instead.\n"); /* fall-through to next case */ case DESTTYPE_BROADCAST: FOR_ALL_CLIENTS(cs) { SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, msg); } ci = NetworkFindClientInfoFromIndex(from_index); if (ci != NULL) NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas-1), ci->client_name, "%s", msg); break; } } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_CHAT) { NetworkAction action = NetworkRecv_uint8(p); DestType desttype = NetworkRecv_uint8(p); int dest = NetworkRecv_uint8(p); char msg[MAX_TEXT_MSG_LEN]; NetworkRecv_string(p, msg, MAX_TEXT_MSG_LEN); NetworkServer_HandleChat(action, desttype, dest, msg, cs->index); } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD) { char password[NETWORK_PASSWORD_LENGTH]; NetworkClientInfo *ci; NetworkRecv_string(p, password, sizeof(password)); ci = DEREF_CLIENT_INFO(cs); if (ci->client_playas <= MAX_PLAYERS) { ttd_strlcpy(_network_player_info[ci->client_playas - 1].password, password, sizeof(_network_player_info[ci->client_playas - 1].password)); } } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME) { char name[NETWORK_NAME_LENGTH]; NetworkClientInfo *ci; NetworkRecv_string(p, name, sizeof(name)); ci = DEREF_CLIENT_INFO(cs); if (ci != NULL) { // Display change if (NetworkFindName(name)) { NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, 1, ci->client_name, name); ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name)); NetworkUpdateClientInfo(ci->client_index); } } } // The layout for the receive-functions by the server typedef void NetworkServerPacket(ClientState *cs, Packet *p); // This array matches PacketType. At an incoming // packet it is matches against this array // and that way the right function to handle that // packet is found. static NetworkServerPacket* const _network_server_packet[] = { NULL, /*PACKET_SERVER_FULL,*/ RECEIVE_COMMAND(PACKET_CLIENT_JOIN), NULL, /*PACKET_SERVER_ERROR,*/ RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO), NULL, /*PACKET_SERVER_COMPANY_INFO,*/ NULL, /*PACKET_SERVER_CLIENT_INFO,*/ NULL, /*PACKET_SERVER_NEED_PASSWORD,*/ RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD), NULL, /*PACKET_SERVER_WELCOME,*/ RECEIVE_COMMAND(PACKET_CLIENT_GETMAP), NULL, /*PACKET_SERVER_WAIT,*/ NULL, /*PACKET_SERVER_MAP,*/ RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK), NULL, /*PACKET_SERVER_JOIN,*/ NULL, /*PACKET_SERVER_FRAME,*/ NULL, /*PACKET_SERVER_SYNC,*/ RECEIVE_COMMAND(PACKET_CLIENT_ACK), RECEIVE_COMMAND(PACKET_CLIENT_COMMAND), NULL, /*PACKET_SERVER_COMMAND,*/ RECEIVE_COMMAND(PACKET_CLIENT_CHAT), NULL, /*PACKET_SERVER_CHAT,*/ RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD), RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME), RECEIVE_COMMAND(PACKET_CLIENT_QUIT), RECEIVE_COMMAND(PACKET_CLIENT_ERROR), NULL, /*PACKET_SERVER_QUIT,*/ NULL, /*PACKET_SERVER_ERROR_QUIT,*/ NULL, /*PACKET_SERVER_SHUTDOWN,*/ NULL, /*PACKET_SERVER_NEWGAME,*/ }; // If this fails, check the array above with network_data.h assert_compile(lengthof(_network_server_packet) == PACKET_END); extern const SettingDesc patch_settings[]; // This is a TEMPORARY solution to get the patch-settings // to the client. When the patch-settings are saved in the savegame // this should be removed!! void NetworkSendPatchSettings(ClientState *cs) { const SettingDesc *item; Packet *p = NetworkSend_Init(PACKET_SERVER_MAP); NetworkSend_uint8(p, MAP_PACKET_PATCH); // Now send all the patch-settings in a pretty order.. item = patch_settings; while (item->name != NULL) { switch (item->flags) { case SDT_BOOL: case SDT_INT8: case SDT_UINT8: NetworkSend_uint8(p, *(uint8 *)item->ptr); break; case SDT_INT16: case SDT_UINT16: NetworkSend_uint16(p, *(uint16 *)item->ptr); break; case SDT_INT32: case SDT_UINT32: NetworkSend_uint32(p, *(uint32 *)item->ptr); break; } item++; } NetworkSend_Packet(p, cs); } // This update the company_info-stuff void NetworkPopulateCompanyInfo(void) { char password[NETWORK_PASSWORD_LENGTH]; Player *p; Vehicle *v; Station *s; ClientState *cs; NetworkClientInfo *ci; int i; FOR_ALL_PLAYERS(p) { if (!p->is_active) { memset(&_network_player_info[p->index], 0, sizeof(NetworkPlayerInfo)); continue; } // Clean the info but not the password ttd_strlcpy(password, _network_player_info[p->index].password, sizeof(password)); memset(&_network_player_info[p->index], 0, sizeof(NetworkPlayerInfo)); ttd_strlcpy(_network_player_info[p->index].password, password, sizeof(_network_player_info[p->index].password)); // Grap the company name GetString(_network_player_info[p->index].company_name, p->name_1); // Check the income if (_cur_year - 1 == p->inaugurated_year) // The player is here just 1 year, so display [2], else display[1] for (i = 0; i < 13; i++) _network_player_info[p->index].income -= p->yearly_expenses[2][i]; else for (i = 0; i < 13; i++) _network_player_info[p->index].income -= p->yearly_expenses[1][i]; // Set some general stuff _network_player_info[p->index].inaugurated_year = p->inaugurated_year; _network_player_info[p->index].company_value = p->old_economy[0].company_value; _network_player_info[p->index].money = p->money64; _network_player_info[p->index].performance = p->old_economy[0].performance_history; } // Go through all vehicles and count the type of vehicles FOR_ALL_VEHICLES(v) { if (v->owner < MAX_PLAYERS) switch (v->type) { case VEH_Train: if (v->subtype == 0) _network_player_info[v->owner].num_vehicle[0]++; break; case VEH_Road: if (v->cargo_type != CT_PASSENGERS) _network_player_info[v->owner].num_vehicle[1]++; else _network_player_info[v->owner].num_vehicle[2]++; break; case VEH_Aircraft: if (v->subtype <= 2) _network_player_info[v->owner].num_vehicle[3]++; break; case VEH_Ship: _network_player_info[v->owner].num_vehicle[4]++; break; } } // Go through all stations and count the types of stations FOR_ALL_STATIONS(s) { if (s->owner < MAX_PLAYERS) { if ((s->facilities & FACIL_TRAIN)) _network_player_info[s->owner].num_station[0]++; if ((s->facilities & FACIL_TRUCK_STOP)) _network_player_info[s->owner].num_station[1]++; if ((s->facilities & FACIL_BUS_STOP)) _network_player_info[s->owner].num_station[2]++; if ((s->facilities & FACIL_AIRPORT)) _network_player_info[s->owner].num_station[3]++; if ((s->facilities & FACIL_DOCK)) _network_player_info[s->owner].num_station[4]++; } } ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX); // Register local player (if not dedicated) if (ci != NULL && _local_player < MAX_PLAYERS) { snprintf(_network_player_info[ci->client_playas-1].players, sizeof(_network_player_info[ci->client_playas-1].players), "%s", ci->client_name); } FOR_ALL_CLIENTS(cs) { char client_name[NETWORK_NAME_LENGTH]; char temp[NETWORK_PLAYERS_LENGTH]; NetworkGetClientName(client_name, sizeof(client_name), cs); ci = DEREF_CLIENT_INFO(cs); if (ci != NULL && ci->client_playas <= MAX_PLAYERS) { if (_network_player_info[ci->client_playas-1].players[0] == '\0') snprintf(_network_player_info[ci->client_playas-1].players, sizeof(_network_player_info[ci->client_playas-1].players), "%s", client_name); else { snprintf(temp, sizeof(temp), "%s, %s", _network_player_info[ci->client_playas-1].players, client_name); snprintf(_network_player_info[ci->client_playas-1].players, sizeof(_network_player_info[ci->client_playas-1].players), "%s", temp); } } } } // Send a packet to all clients with updated info about this client_index void NetworkUpdateClientInfo(uint16 client_index) { ClientState *cs; NetworkClientInfo *ci; ci = NetworkFindClientInfoFromIndex(client_index); if (ci == NULL) return; FOR_ALL_CLIENTS(cs) { SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, ci); } } // This function changes new_name to a name that is unique (by adding #1 ...) // and it returns true if that succeeded. bool NetworkFindName(char new_name[NETWORK_NAME_LENGTH]) { ClientState *new_cs; NetworkClientInfo *ci; bool found_name = false; byte number = 0; char original_name[NETWORK_NAME_LENGTH]; // We use NETWORK_NAME_LENGTH in here, because new_name is really a pointer ttd_strlcpy(original_name, new_name, NETWORK_NAME_LENGTH); while (!found_name) { found_name = true; FOR_ALL_CLIENTS(new_cs) { ci = DEREF_CLIENT_INFO(new_cs); if (strncmp(ci->client_name, new_name, NETWORK_NAME_LENGTH) == 0) { // Name already in use found_name = false; break; } } // Check if it is the same as the server-name ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX); if (ci != NULL) { if (strncmp(ci->client_name, new_name, NETWORK_NAME_LENGTH) == 0) { // Name already in use found_name = false; } } if (!found_name) { // Try a new name ( #1, #2, and so on) // Stop if we tried for more then 50 times.. if (number++ > 50) break; snprintf(new_name, NETWORK_NAME_LENGTH, "%s #%d", original_name, number); } } return found_name; } // Reads a packet from the stream bool NetworkServer_ReadPackets(ClientState *cs) { Packet *p; NetworkRecvStatus res; while((p = NetworkRecv_Packet(cs, &res)) != NULL) { byte type = NetworkRecv_uint8(p); if (type < PACKET_END && _network_server_packet[type] != NULL) _network_server_packet[type](cs, p); else DEBUG(net, 0)("[NET][Server] Received invalid packet type %d", type); free(p); } return true; } // Handle the local command-queue void NetworkHandleCommandQueue(ClientState *cs) { if (cs->command_queue != NULL) { CommandPacket *cp; CommandPacket *cp_prev; cp = cs->command_queue; cp_prev = NULL; while (cp != NULL) { SEND_COMMAND(PACKET_SERVER_COMMAND)(cs, cp); if (cp_prev != NULL) { cp_prev->next = cp->next; free(cp); cp = cp_prev->next; } else { // This means we are at our first packet cs->command_queue = cp->next; free(cp); cp = cs->command_queue; } } } } // This is called every tick if this is a _network_server void NetworkServer_Tick(void) { #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME static uint32 last_sync_frame = 0; #endif ClientState *cs; bool send_frame = false; // Update max-frame-counter if (_frame_counter > _frame_counter_max) { _frame_counter_max = _frame_counter + _network_frame_freq; send_frame = true; } // Now we are done with the frame, inform the clients that they can // do their frame! FOR_ALL_CLIENTS(cs) { // Check if the speed of the client is what we can expect from a client if (cs->status == STATUS_ACTIVE) { // 1 lag-point per day int lag = NetworkCalculateLag(cs) / DAY_TICKS; if (lag > 0) { if (lag > 3) { // Client did still not report in after 4 game-day, drop him // (that is, the 3 of above, + 1 before any lag is counted) IConsolePrintF(_iconsole_color_error,"Client #%d is dropped because the client did not respond for more then 4 game-days", cs->index); CloseClient(cs); continue; } // Report once per time we detect the lag if (cs->lag_test == 0) { IConsolePrintF(_iconsole_color_warning,"[%d] Client #%d is slow, try increasing *net_frame_freq to a higher value!", _frame_counter, cs->index); cs->lag_test = 1; } } else { cs->lag_test = 0; } } // Check if we can send command, and if we have anything in the queue if (cs->status > STATUS_DONE_MAP) { NetworkHandleCommandQueue(cs); } // Do we need to send the new frame-packet? if (send_frame && cs->status == STATUS_ACTIVE) { SEND_COMMAND(PACKET_SERVER_FRAME)(cs); } #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME // Is it time to send a sync-packet to all clients? if (last_sync_frame + _network_sync_freq < _frame_counter) { SEND_COMMAND(PACKET_SERVER_SYNC)(cs); } #endif } #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME // Update the last_sync_frame if needed! if (last_sync_frame + _network_sync_freq < _frame_counter) { last_sync_frame = _frame_counter; } #endif } #endif /* ENABLE_NETWORK */