/*
* 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_client.cpp Client part of the network protocol. */
#include "../stdafx.h"
#include "network_gui.h"
#include "../saveload/saveload.h"
#include "../saveload/saveload_filter.h"
#include "../command_func.h"
#include "../console_func.h"
#include "../strings_func.h"
#include "../window_func.h"
#include "../company_func.h"
#include "../company_base.h"
#include "../company_gui.h"
#include "../company_cmd.h"
#include "../core/random_func.hpp"
#include "../timer/timer_game_tick.h"
#include "../timer/timer_game_calendar.h"
#include "../gfx_func.h"
#include "../error.h"
#include "../rev.h"
#include "network.h"
#include "network_base.h"
#include "network_client.h"
#include "network_gamelist.h"
#include "../core/backup_type.hpp"
#include "../thread.h"
#include "table/strings.h"
#include "../safeguards.h"
/* This file handles all the client-commands */
/** Read some packets, and when do use that data as initial load filter. */
struct PacketReader : LoadFilter {
static const size_t CHUNK = 32 * 1024; ///< 32 KiB chunks of memory.
std::vector blocks; ///< Buffer with blocks of allocated memory.
byte *buf; ///< Buffer we're going to write to/read from.
byte *bufe; ///< End of the buffer we write to/read from.
byte **block; ///< The block we're reading from/writing to.
size_t written_bytes; ///< The total number of bytes we've written.
size_t read_bytes; ///< The total number of read bytes.
/** Initialise everything. */
PacketReader() : LoadFilter(nullptr), buf(nullptr), bufe(nullptr), block(nullptr), written_bytes(0), read_bytes(0)
{
}
~PacketReader() override
{
for (auto p : this->blocks) {
free(p);
}
}
/**
* Simple wrapper around fwrite to be able to pass it to Packet's TransferOut.
* @param destination The reader to add the data to.
* @param source The buffer to read data from.
* @param amount The number of bytes to copy.
* @return The number of bytes that were copied.
*/
static inline ssize_t TransferOutMemCopy(PacketReader *destination, const char *source, size_t amount)
{
memcpy(destination->buf, source, amount);
destination->buf += amount;
destination->written_bytes += amount;
return amount;
}
/**
* Add a packet to this buffer.
* @param p The packet to add.
*/
void AddPacket(Packet *p)
{
assert(this->read_bytes == 0);
p->TransferOutWithLimit(TransferOutMemCopy, this->bufe - this->buf, this);
/* Did everything fit in the current chunk, then we're done. */
if (p->RemainingBytesToTransfer() == 0) return;
/* Allocate a new chunk and add the remaining data. */
this->blocks.push_back(this->buf = CallocT(CHUNK));
this->bufe = this->buf + CHUNK;
p->TransferOutWithLimit(TransferOutMemCopy, this->bufe - this->buf, this);
}
size_t Read(byte *rbuf, size_t size) override
{
/* Limit the amount to read to whatever we still have. */
size_t ret_size = size = std::min(this->written_bytes - this->read_bytes, size);
this->read_bytes += ret_size;
const byte *rbufe = rbuf + ret_size;
while (rbuf != rbufe) {
if (this->buf == this->bufe) {
this->buf = *this->block++;
this->bufe = this->buf + CHUNK;
}
size_t to_write = std::min(this->bufe - this->buf, rbufe - rbuf);
memcpy(rbuf, this->buf, to_write);
rbuf += to_write;
this->buf += to_write;
}
return ret_size;
}
void Reset() override
{
this->read_bytes = 0;
this->block = this->blocks.data();
this->buf = *this->block++;
this->bufe = this->buf + CHUNK;
}
};
/**
* Create an emergency savegame when the network connection is lost.
*/
void ClientNetworkEmergencySave()
{
static FiosNumberedSaveName _netsave_ctr("netsave");
DoAutoOrNetsave(_netsave_ctr);
}
/**
* Create a new socket for the client side of the game connection.
* @param s The socket to connect with.
*/
ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s, const std::string &connection_string) : NetworkGameSocketHandler(s), connection_string(connection_string), savegame(nullptr), status(STATUS_INACTIVE)
{
assert(ClientNetworkGameSocketHandler::my_client == nullptr);
ClientNetworkGameSocketHandler::my_client = this;
}
/** Clear whatever we assigned. */
ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler()
{
assert(ClientNetworkGameSocketHandler::my_client == this);
ClientNetworkGameSocketHandler::my_client = nullptr;
delete this->savegame;
delete this->GetInfo();
}
NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
{
assert(status != NETWORK_RECV_STATUS_OKAY);
if (this->IsPendingDeletion()) return status;
assert(this->sock != INVALID_SOCKET);
if (!this->HasClientQuit()) {
Debug(net, 3, "Closed client connection {}", this->client_id);
this->SendPackets(true);
/* Wait a number of ticks so our leave message can reach the server.
* This is especially needed for Windows servers as they seem to get
* the "socket is closed" message before receiving our leave message,
* which would trigger the server to close the connection as well. */
CSleep(3 * MILLISECONDS_PER_TICK);
}
this->DeferDeletion();
return status;
}
/**
* Handle an error coming from the client side.
* @param res The "error" that happened.
*/
void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
{
if (this->IsPendingDeletion()) return;
/* First, send a CLIENT_ERROR to the server, so it knows we are
* disconnected (and why!) */
NetworkErrorCode errorno;
/* We just want to close the connection.. */
if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
this->NetworkSocketHandler::MarkClosed();
this->CloseConnection(res);
_networking = false;
CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
return;
}
switch (res) {
case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
default: errorno = NETWORK_ERROR_GENERAL; break;
}
if (res == NETWORK_RECV_STATUS_SERVER_ERROR || res == NETWORK_RECV_STATUS_SERVER_FULL ||
res == NETWORK_RECV_STATUS_SERVER_BANNED) {
/* This means the server closed the connection. Emergency save is
* already created if this was appropriate during handling of the
* disconnect. */
this->CloseConnection(res);
} else {
/* This means we as client made a boo-boo. */
SendError(errorno);
/* Close connection before we make an emergency save, as the save can
* take a bit of time; better that the server doesn't stall while we
* are doing the save, and already disconnects us. */
this->CloseConnection(res);
ClientNetworkEmergencySave();
}
CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
if (_game_mode != GM_MENU) _switch_mode = SM_MENU;
_networking = false;
}
/**
* Check whether we received/can send some data from/to the server and
* when that's the case handle it appropriately.
* @return true when everything went okay.
*/
/* static */ bool ClientNetworkGameSocketHandler::Receive()
{
if (my_client->CanSendReceive()) {
NetworkRecvStatus res = my_client->ReceivePackets();
if (res != NETWORK_RECV_STATUS_OKAY) {
/* The client made an error of which we can not recover.
* Close the connection and drop back to the main menu. */
my_client->ClientError(res);
return false;
}
}
return _networking;
}
/** Send the packets of this socket handler. */
/* static */ void ClientNetworkGameSocketHandler::Send()
{
my_client->SendPackets();
if (my_client != nullptr) my_client->CheckConnection();
}
/**
* Actual game loop for the client.
* @return Whether everything went okay, or not.
*/
/* static */ bool ClientNetworkGameSocketHandler::GameLoop()
{
_frame_counter++;
NetworkExecuteLocalCommandQueue();
StateGameLoop();
/* Check if we are in sync! */
if (_sync_frame != 0) {
if (_sync_frame == _frame_counter) {
#ifdef NETWORK_SEND_DOUBLE_SEED
if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
#else
if (_sync_seed_1 != _random.state[0]) {
#endif
ShowNetworkError(STR_NETWORK_ERROR_DESYNC);
Debug(desync, 1, "sync_err: {:08x}; {:02x}", TimerGameEconomy::date, TimerGameEconomy::date_fract);
Debug(net, 0, "Sync error detected");
my_client->ClientError(NETWORK_RECV_STATUS_DESYNC);
return false;
}
/* If this is the first time we have a sync-frame, we
* need to let the server know that we are ready and at the same
* frame as it is.. so we can start playing! */
if (_network_first_time) {
_network_first_time = false;
SendAck();
}
_sync_frame = 0;
} else if (_sync_frame < _frame_counter) {
Debug(net, 1, "Missed frame for sync-test: {} / {}", _sync_frame, _frame_counter);
_sync_frame = 0;
}
}
return true;
}
/** Our client's connection. */
ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = nullptr;
/** Last frame we performed an ack. */
static uint32_t last_ack_frame;
/** One bit of 'entropy' used to generate a salt for the company passwords. */
static uint32_t _password_game_seed;
/** The other bit of 'entropy' used to generate a salt for the company passwords. */
static std::string _password_server_id;
/** Maximum number of companies of the currently joined server. */
static uint8_t _network_server_max_companies;
/** The current name of the server you are on. */
std::string _network_server_name;
/** Information about the game to join to. */
NetworkJoinInfo _network_join;
/** Make sure the server ID length is the same as a md5 hash. */
static_assert(NETWORK_SERVER_ID_LENGTH == MD5_HASH_BYTES * 2 + 1);
/***********
* Sending functions
* DEF_CLIENT_SEND_COMMAND has no parameters
************/
/** Tell the server we would like to join. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
{
my_client->status = STATUS_JOIN;
_network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
Packet *p = new Packet(PACKET_CLIENT_JOIN);
p->Send_string(GetNetworkRevisionString());
p->Send_uint32(_openttd_newgrf_version);
p->Send_string(_settings_client.network.client_name); // Client name
p->Send_uint8 (_network_join.company); // PlayAs
p->Send_uint8 (0); // Used to be language
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Tell the server we got all the NewGRFs. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
{
Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Set the game password as requested.
* @param password The game password.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const std::string &password)
{
Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
p->Send_string(password);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Set the company password as requested.
* @param password The company password.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const std::string &password)
{
Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Request the map from the server. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
{
my_client->status = STATUS_MAP_WAIT;
Packet *p = new Packet(PACKET_CLIENT_GETMAP);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Tell the server we received the complete map. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
{
my_client->status = STATUS_ACTIVE;
Packet *p = new Packet(PACKET_CLIENT_MAP_OK);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Send an acknowledgement from the server's ticks. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
{
Packet *p = new Packet(PACKET_CLIENT_ACK);
p->Send_uint32(_frame_counter);
p->Send_uint8 (my_client->token);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send a command to the server.
* @param cp The command to send.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
{
Packet *p = new Packet(PACKET_CLIENT_COMMAND);
my_client->NetworkGameSocketHandler::SendCommand(p, cp);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Send a chat-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64_t data)
{
Packet *p = new Packet(PACKET_CLIENT_CHAT);
p->Send_uint8 (action);
p->Send_uint8 (type);
p->Send_uint32(dest);
p->Send_string(msg);
p->Send_uint64(data);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Send an error-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno)
{
Packet *p = new Packet(PACKET_CLIENT_ERROR);
p->Send_uint8(errorno);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell the server that we like to change the password of the company.
* @param password The new password.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const std::string &password)
{
Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell the server that we like to change the name of the client.
* @param name The new name.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const std::string &name)
{
Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
p->Send_string(name);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell the server we would like to quit.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
{
Packet *p = new Packet(PACKET_CLIENT_QUIT);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send a console command.
* @param pass The password for the remote command.
* @param command The actual command.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const std::string &pass, const std::string &command)
{
Packet *p = new Packet(PACKET_CLIENT_RCON);
p->Send_string(pass);
p->Send_string(command);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Ask the server to move us.
* @param company The company to move to.
* @param password The password of the company to move to.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const std::string &password)
{
Packet *p = new Packet(PACKET_CLIENT_MOVE);
p->Send_uint8(company);
p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Check whether the client is actually connected (and in the game).
* @return True when the client is connected.
*/
bool ClientNetworkGameSocketHandler::IsConnected()
{
return my_client != nullptr && my_client->status == STATUS_ACTIVE;
}
/***********
* Receiving functions
* DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
************/
extern bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = nullptr);
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *)
{
/* We try to join a server which is full */
ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
return NETWORK_RECV_STATUS_SERVER_FULL;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *)
{
/* We try to join a server where we are banned */
ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
return NETWORK_RECV_STATUS_SERVER_BANNED;
}
/* This packet contains info about the client (playas and name)
* as client we save this in NetworkClientInfo, linked via 'client_id'
* which is always an unique number on a server. */
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *p)
{
NetworkClientInfo *ci;
ClientID client_id = (ClientID)p->Recv_uint32();
CompanyID playas = (CompanyID)p->Recv_uint8();
std::string name = p->Recv_string(NETWORK_NAME_LENGTH);
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
/* The server validates the name when receiving it from clients, so when it is wrong
* here something went really wrong. In the best case the packet got malformed on its
* way too us, in the worst case the server is broken or compromised. */
if (!NetworkIsValidClientName(name)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
ci = NetworkClientInfo::GetByClientID(client_id);
if (ci != nullptr) {
if (playas == ci->client_playas && name.compare(ci->client_name) != 0) {
/* Client name changed, display the change */
NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, name);
} else if (playas != ci->client_playas) {
/* The client changed from client-player..
* Do not display that for now */
}
/* Make sure we're in the company the server tells us to be in,
* for the rare case that we get moved while joining. */
if (client_id == _network_own_client_id) SetLocalCompany(!Company::IsValidID(playas) ? COMPANY_SPECTATOR : playas);
ci->client_playas = playas;
ci->client_name = name;
InvalidateWindowData(WC_CLIENT_LIST, 0);
return NETWORK_RECV_STATUS_OKAY;
}
/* There are at most as many ClientInfo as ClientSocket objects in a
* server. Having more info than a server can have means something
* has gone wrong somewhere, i.e. the server has more info than it
* has actual clients. That means the server is feeding us an invalid
* state. So, bail out! This server is broken. */
if (!NetworkClientInfo::CanAllocateItem()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
/* We don't have this client_id yet, find an empty client_id, and put the data there */
ci = new NetworkClientInfo(client_id);
ci->client_playas = playas;
if (client_id == _network_own_client_id) this->SetInfo(ci);
ci->client_name = name;
InvalidateWindowData(WC_CLIENT_LIST, 0);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p)
{
static const StringID network_error_strings[] = {
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_GENERAL
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_DESYNC
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_SAVEGAME_FAILED
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_CONNECTION_LOST
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_ILLEGAL_PACKET
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NEWGRF_MISMATCH
STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_AUTHORIZED
STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_EXPECTED
STR_NETWORK_ERROR_WRONG_REVISION, // NETWORK_ERROR_WRONG_REVISION
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NAME_IN_USE
STR_NETWORK_ERROR_WRONG_PASSWORD, // NETWORK_ERROR_WRONG_PASSWORD
STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_COMPANY_MISMATCH
STR_NETWORK_ERROR_KICKED, // NETWORK_ERROR_KICKED
STR_NETWORK_ERROR_CHEATER, // NETWORK_ERROR_CHEATER
STR_NETWORK_ERROR_SERVER_FULL, // NETWORK_ERROR_FULL
STR_NETWORK_ERROR_TOO_MANY_COMMANDS, // NETWORK_ERROR_TOO_MANY_COMMANDS
STR_NETWORK_ERROR_TIMEOUT_PASSWORD, // NETWORK_ERROR_TIMEOUT_PASSWORD
STR_NETWORK_ERROR_TIMEOUT_COMPUTER, // NETWORK_ERROR_TIMEOUT_COMPUTER
STR_NETWORK_ERROR_TIMEOUT_MAP, // NETWORK_ERROR_TIMEOUT_MAP
STR_NETWORK_ERROR_TIMEOUT_JOIN, // NETWORK_ERROR_TIMEOUT_JOIN
STR_NETWORK_ERROR_INVALID_CLIENT_NAME, // NETWORK_ERROR_INVALID_CLIENT_NAME
};
static_assert(lengthof(network_error_strings) == NETWORK_ERROR_END);
NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
StringID err = STR_NETWORK_ERROR_LOSTCONNECTION;
if (error < (ptrdiff_t)lengthof(network_error_strings)) err = network_error_strings[error];
/* In case of kicking a client, we assume there is a kick message in the packet if we can read one byte */
if (error == NETWORK_ERROR_KICKED && p->CanReadFromPacket(1)) {
SetDParamStr(0, p->Recv_string(NETWORK_CHAT_LENGTH));
ShowErrorMessage(err, STR_NETWORK_ERROR_KICK_MESSAGE, WL_CRITICAL);
} else {
ShowErrorMessage(err, INVALID_STRING_ID, WL_CRITICAL);
}
/* Perform an emergency save if we had already entered the game */
if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet *p)
{
if (this->status != STATUS_JOIN) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
uint grf_count = p->Recv_uint8();
NetworkRecvStatus ret = NETWORK_RECV_STATUS_OKAY;
/* Check all GRFs */
for (; grf_count > 0; grf_count--) {
GRFIdentifier c;
DeserializeGRFIdentifier(p, &c);
/* Check whether we know this GRF */
const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, &c.md5sum);
if (f == nullptr) {
/* We do not know this GRF, bail out of initialization */
Debug(grf, 0, "NewGRF {:08X} not found; checksum {}", BSWAP32(c.grfid), FormatArrayAsHex(c.md5sum));
ret = NETWORK_RECV_STATUS_NEWGRF_MISMATCH;
}
}
if (ret == NETWORK_RECV_STATUS_OKAY) {
/* Start receiving the map */
return SendNewGRFsOk();
}
/* NewGRF mismatch, bail out */
ShowErrorMessage(STR_NETWORK_ERROR_NEWGRF_MISMATCH, INVALID_STRING_ID, WL_CRITICAL);
return ret;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *)
{
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->status = STATUS_AUTH_GAME;
if (!_network_join.server_password.empty()) {
return SendGamePassword(_network_join.server_password);
}
ShowNetworkNeedPassword(NETWORK_GAME_PASSWORD);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p)
{
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_COMPANY) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->status = STATUS_AUTH_COMPANY;
_password_game_seed = p->Recv_uint32();
_password_server_id = p->Recv_string(NETWORK_SERVER_ID_LENGTH);
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (!_network_join.company_password.empty()) {
return SendCompanyPassword(_network_join.company_password);
}
ShowNetworkNeedPassword(NETWORK_COMPANY_PASSWORD);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *p)
{
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->status = STATUS_AUTHORIZED;
_network_own_client_id = (ClientID)p->Recv_uint32();
/* Initialize the password hash salting variables, even if they were previously. */
_password_game_seed = p->Recv_uint32();
_password_server_id = p->Recv_string(NETWORK_SERVER_ID_LENGTH);
/* Start receiving the map */
return SendGetMap();
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p)
{
/* We set the internal wait state when requesting the map. */
if (this->status != STATUS_MAP_WAIT) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
/* But... only now we set the join status to waiting, instead of requesting. */
_network_join_status = NETWORK_JOIN_STATUS_WAITING;
_network_join_waiting = p->Recv_uint8();
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet *p)
{
if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->status = STATUS_MAP;
if (this->savegame != nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->savegame = new PacketReader();
_frame_counter = _frame_counter_server = _frame_counter_max = p->Recv_uint32();
_network_join_bytes = 0;
_network_join_bytes_total = 0;
_network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet *p)
{
if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_network_join_bytes_total = p->Recv_uint32();
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet *p)
{
if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
/* We are still receiving data, put it to the file */
this->savegame->AddPacket(p);
_network_join_bytes = (uint32_t)this->savegame->written_bytes;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *)
{
if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
/*
* Make sure everything is set for reading.
*
* We need the local copy and reset this->savegame because when
* loading fails the network gets reset upon loading the intro
* game, which would cause us to free this->savegame twice.
*/
LoadFilter *lf = this->savegame;
this->savegame = nullptr;
lf->Reset();
/* The map is done downloading, load it */
ClearErrorMessages();
bool load_success = SafeLoad({}, SLO_LOAD, DFT_GAME_FILE, GM_NORMAL, NO_DIRECTORY, lf);
/* Long savegame loads shouldn't affect the lag calculation! */
this->last_packet = std::chrono::steady_clock::now();
if (!load_success) {
ShowErrorMessage(STR_NETWORK_ERROR_SAVEGAMEERROR, INVALID_STRING_ID, WL_CRITICAL);
return NETWORK_RECV_STATUS_SAVEGAME;
}
/* If the savegame has successfully loaded, ALL windows have been removed,
* only toolbar/statusbar and gamefield are visible */
/* Say we received the map and loaded it correctly! */
SendMapOk();
ShowClientList();
/* New company/spectator (invalid company) or company we want to join is not active
* Switch local company to spectator and await the server's judgement */
if (_network_join.company == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_join.company)) {
SetLocalCompany(COMPANY_SPECTATOR);
if (_network_join.company != COMPANY_SPECTATOR) {
/* We have arrived and ready to start playing; send a command to make a new company;
* the server will give us a client-id and let us in */
_network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
ShowJoinStatusWindow();
Command::SendNet(STR_NULL, _local_company, CCA_NEW, INVALID_COMPANY, CRR_NONE, INVALID_CLIENT_ID);
}
} else {
/* take control over an existing company */
SetLocalCompany(_network_join.company);
}
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p)
{
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_frame_counter_server = p->Recv_uint32();
_frame_counter_max = p->Recv_uint32();
#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
/* Test if the server supports this option
* and if we are at the frame the server is */
#ifdef NETWORK_SEND_DOUBLE_SEED
if (p->CanReadFromPacket(sizeof(uint32_t) + sizeof(uint32_t))) {
#else
if (p->CanReadFromPacket(sizeof(uint32_t))) {
#endif
_sync_frame = _frame_counter_server;
_sync_seed_1 = p->Recv_uint32();
#ifdef NETWORK_SEND_DOUBLE_SEED
_sync_seed_2 = p->Recv_uint32();
#endif
}
#endif
/* Receive the token. */
if (p->CanReadFromPacket(sizeof(uint8_t))) this->token = p->Recv_uint8();
Debug(net, 7, "Received FRAME {}", _frame_counter_server);
/* Let the server know that we received this frame correctly
* We do this only once per day, to save some bandwidth ;) */
if (!_network_first_time && last_ack_frame < _frame_counter) {
last_ack_frame = _frame_counter + Ticks::DAY_TICKS;
Debug(net, 7, "Sent ACK at {}", _frame_counter);
SendAck();
}
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p)
{
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_sync_frame = p->Recv_uint32();
_sync_seed_1 = p->Recv_uint32();
#ifdef NETWORK_SEND_DOUBLE_SEED
_sync_seed_2 = p->Recv_uint32();
#endif
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet *p)
{
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
CommandPacket cp;
const char *err = this->ReceiveCommand(p, &cp);
cp.frame = p->Recv_uint32();
cp.my_cmd = p->Recv_bool();
if (err != nullptr) {
IConsolePrint(CC_WARNING, "Dropping server connection due to {}.", err);
return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}
this->incoming_queue.Append(&cp);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
{
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
std::string name;
const NetworkClientInfo *ci = nullptr, *ci_to;
NetworkAction action = (NetworkAction)p->Recv_uint8();
ClientID client_id = (ClientID)p->Recv_uint32();
bool self_send = p->Recv_bool();
std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
int64_t data = p->Recv_uint64();
ci_to = NetworkClientInfo::GetByClientID(client_id);
if (ci_to == nullptr) return NETWORK_RECV_STATUS_OKAY;
/* Did we initiate the action locally? */
if (self_send) {
switch (action) {
case NETWORK_ACTION_CHAT_CLIENT:
/* For speaking to client we need the client-name */
name = ci_to->client_name;
ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
break;
/* For speaking to company, we need the company-name */
case NETWORK_ACTION_CHAT_COMPANY: {
StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
SetDParam(0, ci_to->client_playas);
name = GetString(str);
ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
break;
}
default: return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}
} else {
/* Display message from somebody else */
name = ci_to->client_name;
ci = ci_to;
}
if (ci != nullptr) {
NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), self_send, name, msg, data);
}
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_EXTERNAL_CHAT(Packet *p)
{
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
std::string source = p->Recv_string(NETWORK_CHAT_LENGTH);
TextColour colour = (TextColour)p->Recv_uint16();
std::string user = p->Recv_string(NETWORK_CHAT_LENGTH);
std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
if (!IsValidConsoleColour(colour)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT, colour, false, user, msg, 0, source);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
ClientID client_id = (ClientID)p->Recv_uint32();
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
if (ci != nullptr) {
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", GetNetworkErrorMsg((NetworkErrorCode)p->Recv_uint8()));
delete ci;
}
InvalidateWindowData(WC_CLIENT_LIST, 0);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
ClientID client_id = (ClientID)p->Recv_uint32();
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
if (ci != nullptr) {
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
delete ci;
} else {
Debug(net, 1, "Unknown client ({}) is leaving the game", client_id);
}
InvalidateWindowData(WC_CLIENT_LIST, 0);
/* If we come here it means we could not locate the client.. strange :s */
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
ClientID client_id = (ClientID)p->Recv_uint32();
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
if (ci != nullptr) {
NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name);
}
InvalidateWindowData(WC_CLIENT_LIST, 0);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *)
{
/* Only when we're trying to join we really
* care about the server shutting down. */
if (this->status >= STATUS_JOIN) {
ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN, INVALID_STRING_ID, WL_CRITICAL);
}
if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *)
{
/* Only when we're trying to join we really
* care about the server shutting down. */
if (this->status >= STATUS_JOIN) {
/* To throttle the reconnects a bit, every clients waits its
* Client ID modulo 16 + 1 (value 0 means no reconnect).
* This way reconnects should be spread out a bit. */
_network_reconnect = _network_own_client_id % 16 + 1;
ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_REBOOT, INVALID_STRING_ID, WL_CRITICAL);
}
if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_RCON(Packet *p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
TextColour colour_code = (TextColour)p->Recv_uint16();
if (!IsValidConsoleColour(colour_code)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
std::string rcon_out = p->Recv_string(NETWORK_RCONCOMMAND_LENGTH);
IConsolePrint(colour_code, rcon_out);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
/* Nothing more in this packet... */
ClientID client_id = (ClientID)p->Recv_uint32();
CompanyID company_id = (CompanyID)p->Recv_uint8();
if (client_id == 0) {
/* definitely an invalid client id, debug message and do nothing. */
Debug(net, 1, "Received invalid client index = 0");
return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}
const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
/* Just make sure we do not try to use a client_index that does not exist */
if (ci == nullptr) return NETWORK_RECV_STATUS_OKAY;
/* if not valid player, force spectator, else check player exists */
if (!Company::IsValidID(company_id)) company_id = COMPANY_SPECTATOR;
if (client_id == _network_own_client_id) {
SetLocalCompany(company_id);
}
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *p)
{
if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_network_server_max_companies = p->Recv_uint8();
_network_server_name = p->Recv_string(NETWORK_NAME_LENGTH);
SetWindowClassesDirty(WC_CLIENT_LIST);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p)
{
if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
static_assert(sizeof(_network_company_passworded) <= sizeof(uint16_t));
_network_company_passworded = p->Recv_uint16();
SetWindowClassesDirty(WC_COMPANY);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Check the connection's state, i.e. is the connection still up?
*/
void ClientNetworkGameSocketHandler::CheckConnection()
{
/* Only once we're authorized we can expect a steady stream of packets. */
if (this->status < STATUS_AUTHORIZED) return;
/* 5 seconds are roughly twice the server's "you're slow" threshold (1 game day). */
std::chrono::steady_clock::duration lag = std::chrono::steady_clock::now() - this->last_packet;
if (lag < std::chrono::seconds(5)) return;
/* 20 seconds are (way) more than 4 game days after which
* the server will forcefully disconnect you. */
if (lag > std::chrono::seconds(20)) {
this->NetworkGameSocketHandler::CloseConnection();
return;
}
/* Prevent showing the lag message every tick; just update it when needed. */
static std::chrono::steady_clock::duration last_lag = {};
if (std::chrono::duration_cast(last_lag) == std::chrono::duration_cast(lag)) return;
last_lag = lag;
SetDParam(0, std::chrono::duration_cast(lag).count());
ShowErrorMessage(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION, STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION, WL_INFO);
}
/** Is called after a client is connected to the server */
void NetworkClient_Connected()
{
/* Set the frame-counter to 0 so nothing happens till we are ready */
_frame_counter = 0;
_frame_counter_server = 0;
last_ack_frame = 0;
/* Request the game-info */
MyClient::SendJoin();
}
/**
* Send a remote console command.
* @param password The password.
* @param command The command to execute.
*/
void NetworkClientSendRcon(const std::string &password, const std::string &command)
{
MyClient::SendRCon(password, command);
}
/**
* Notify the server of this client wanting to be moved to another company.
* @param company_id id of the company the client wishes to be moved to.
* @param pass the password, is only checked on the server end if a password is needed.
* @return void
*/
void NetworkClientRequestMove(CompanyID company_id, const std::string &pass)
{
MyClient::SendMove(company_id, pass);
}
/**
* Move the clients of a company to the spectators.
* @param cid The company to move the clients of.
*/
void NetworkClientsToSpectators(CompanyID cid)
{
Backup cur_company(_current_company, FILE_LINE);
/* If our company is changing owner, go to spectators */
if (cid == _local_company) SetLocalCompany(COMPANY_SPECTATOR);
for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
if (ci->client_playas != cid) continue;
NetworkTextMessage(NETWORK_ACTION_COMPANY_SPECTATOR, CC_DEFAULT, false, ci->client_name);
ci->client_playas = COMPANY_SPECTATOR;
}
cur_company.Restore();
}
/**
* Check whether the given client name is deemed valid for use in network games.
* An empty name (null or '') is not valid as that is essentially no name at all.
* A name starting with white space is not valid for tab completion purposes.
* @param client_name The client name to check for validity.
* @return True iff the name is valid.
*/
bool NetworkIsValidClientName(const std::string_view client_name)
{
if (client_name.empty()) return false;
if (client_name[0] == ' ') return false;
return true;
}
/**
* Trim the given client name in place, i.e. remove leading and trailing spaces.
* After the trim check whether the client name is valid. A client name is valid
* whenever the name is not empty and does not start with spaces. This check is
* done via \c NetworkIsValidClientName.
* When the client name is valid, this function returns true.
* When the client name is not valid a GUI error message is shown telling the
* user to set the client name and this function returns false.
*
* This function is not suitable for ensuring a valid client name at the server
* as the error message will then be shown to the host instead of the client.
* @param client_name The client name to validate. It will be trimmed of leading
* and trailing spaces.
* @return True iff the client name is valid.
*/
bool NetworkValidateClientName(std::string &client_name)
{
StrTrimInPlace(client_name);
if (NetworkIsValidClientName(client_name)) return true;
ShowErrorMessage(STR_NETWORK_ERROR_BAD_PLAYER_NAME, INVALID_STRING_ID, WL_ERROR);
return false;
}
/**
* Convenience method for NetworkValidateClientName on _settings_client.network.client_name.
* It trims the client name and checks whether it is empty. When it is empty
* an error message is shown to the GUI user.
* See \c NetworkValidateClientName(char*) for details about the functionality.
* @return True iff the client name is valid.
*/
bool NetworkValidateOurClientName()
{
return NetworkValidateClientName(_settings_client.network.client_name);
}
/**
* Send the server our name as callback from the setting.
* @param newname The new client name.
*/
void NetworkUpdateClientName(const std::string &client_name)
{
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
if (ci == nullptr) return;
/* Don't change the name if it is the same as the old name */
if (client_name.compare(ci->client_name) != 0) {
if (!_network_server) {
MyClient::SendSetName(client_name);
} else {
/* Copy to a temporary buffer so no #n gets added after our name in the settings when there are duplicate names. */
std::string temporary_name = client_name;
if (NetworkMakeClientNameUnique(temporary_name)) {
NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, temporary_name);
ci->client_name = temporary_name;
NetworkUpdateClientInfo(CLIENT_ID_SERVER);
}
}
}
}
/**
* Send a chat message.
* @param action The action associated with the message.
* @param type The destination type.
* @param dest The destination index, be it a company index or client id.
* @param msg The actual message.
* @param data Arbitrary extra data.
*/
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64_t data)
{
MyClient::SendChat(action, type, dest, msg, data);
}
/**
* Set/Reset company password on the client side.
* @param password Password to be set.
*/
void NetworkClientSetCompanyPassword(const std::string &password)
{
MyClient::SendSetPassword(password);
}
/**
* Tell whether the client has team members who they can chat to.
* @param cio client to check members of.
* @return true if there is at least one team member.
*/
bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio)
{
/* Only companies actually playing can speak to team. Eg spectators cannot */
if (!_settings_client.gui.prefer_teamchat || !Company::IsValidID(cio->client_playas)) return false;
for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
if (ci->client_playas == cio->client_playas && ci != cio) return true;
}
return false;
}
/**
* Get the maximum number of companies that are allowed by the server.
* @return The number of companies allowed.
*/
uint NetworkMaxCompaniesAllowed()
{
return _network_server ? _settings_client.network.max_companies : _network_server_max_companies;
}
/**
* Check if max_companies has been reached on the server (local check only).
* @return true if the max value has been reached or exceeded, false otherwise.
*/
bool NetworkMaxCompaniesReached()
{
return Company::GetNumItems() >= NetworkMaxCompaniesAllowed();
}