/*
* 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_command.cpp Command handling over network connections. */
#include "../stdafx.h"
#include "network_admin.h"
#include "network_client.h"
#include "network_server.h"
#include "../command_func.h"
#include "../company_func.h"
#include "../settings_type.h"
#include "../airport_cmd.h"
#include "../aircraft_cmd.h"
#include "../autoreplace_cmd.h"
#include "../company_cmd.h"
#include "../depot_cmd.h"
#include "../dock_cmd.h"
#include "../economy_cmd.h"
#include "../engine_cmd.h"
#include "../error_func.h"
#include "../goal_cmd.h"
#include "../group_cmd.h"
#include "../industry_cmd.h"
#include "../landscape_cmd.h"
#include "../league_cmd.h"
#include "../misc_cmd.h"
#include "../news_cmd.h"
#include "../object_cmd.h"
#include "../order_cmd.h"
#include "../rail_cmd.h"
#include "../road_cmd.h"
#include "../roadveh_cmd.h"
#include "../settings_cmd.h"
#include "../signs_cmd.h"
#include "../station_cmd.h"
#include "../story_cmd.h"
#include "../subsidy_cmd.h"
#include "../terraform_cmd.h"
#include "../timetable_cmd.h"
#include "../town_cmd.h"
#include "../train_cmd.h"
#include "../tree_cmd.h"
#include "../tunnelbridge_cmd.h"
#include "../vehicle_cmd.h"
#include "../viewport_cmd.h"
#include "../water_cmd.h"
#include "../waypoint_cmd.h"
#include "../script/script_cmd.h"
#include "../safeguards.h"
/** Typed list of all possible callbacks. */
static constexpr auto _callback_tuple = std::make_tuple(
(CommandCallback *)nullptr, // Make sure this is actually a pointer-to-function.
&CcBuildPrimaryVehicle,
&CcBuildAirport,
&CcBuildBridge,
&CcPlaySound_CONSTRUCTION_WATER,
&CcBuildDocks,
&CcFoundTown,
&CcBuildRoadTunnel,
&CcBuildRailTunnel,
&CcBuildWagon,
&CcRoadDepot,
&CcRailDepot,
&CcPlaceSign,
&CcPlaySound_EXPLOSION,
&CcPlaySound_CONSTRUCTION_OTHER,
&CcPlaySound_CONSTRUCTION_RAIL,
&CcStation,
&CcTerraform,
&CcAI,
&CcCloneVehicle,
&CcCreateGroup,
&CcFoundRandomTown,
&CcRoadStop,
&CcBuildIndustry,
&CcStartStopVehicle,
&CcGame,
&CcAddVehicleNewGroup
);
#ifdef SILENCE_GCC_FUNCTION_POINTER_CAST
/*
* We cast specialized function pointers to a generic one, but don't use the
* converted value to call the function, which is safe, except that GCC
* helpfully thinks it is not.
*
* "Any pointer to function can be converted to a pointer to a different function type.
* Calling the function through a pointer to a different function type is undefined,
* but converting such pointer back to pointer to the original function type yields
* the pointer to the original function." */
# pragma GCC diagnostic push
# pragma GCC diagnostic ignored "-Wcast-function-type"
#endif
/* Helpers to generate the callback table from the callback list. */
inline constexpr size_t _callback_tuple_size = std::tuple_size_v;
template
inline auto MakeCallbackTable(std::index_sequence) noexcept
{
return std::array{{ reinterpret_cast(reinterpret_cast(std::get(_callback_tuple)))... }}; // MingW64 fails linking when casting a pointer to its own type. To work around, cast it to some other type first.
}
/** Type-erased table of callbacks. */
static auto _callback_table = MakeCallbackTable(std::make_index_sequence<_callback_tuple_size>{});
template struct CallbackArgsHelper;
template
struct CallbackArgsHelper {
using Args = std::tuple...>;
};
/* Helpers to generate the command dispatch table from the command traits. */
template static CommandDataBuffer SanitizeCmdStrings(const CommandDataBuffer &data);
template static void UnpackNetworkCommand(const CommandPacket *cp);
template static void NetworkReplaceCommandClientId(CommandPacket &cp, ClientID client_id);
using UnpackNetworkCommandProc = void (*)(const CommandPacket *);
using UnpackDispatchT = std::array;
struct CommandDispatch {
CommandDataBuffer(*Sanitize)(const CommandDataBuffer &);
void (*ReplaceClientId)(CommandPacket &, ClientID);
UnpackDispatchT Unpack;
};
template
constexpr UnpackNetworkCommandProc MakeUnpackNetworkCommandCallback() noexcept
{
/* Check if the callback matches with the command arguments. If not, don't generate an Unpack proc. */
using Tcallback = std::tuple_element_t;
if constexpr (std::is_same_v || // Callback type is CommandCallback.
std::is_same_v || // Callback type is CommandCallbackData.
std::is_same_v::CbArgs, typename CallbackArgsHelper::Args> || // Callback proc takes all command return values and parameters.
(!std::is_void_v::RetTypes> && std::is_same_v::RetCallbackProc const>::Args, typename CallbackArgsHelper::Args>)) { // Callback return is more than CommandCost and the proc takes all return values.
return &UnpackNetworkCommand;
} else {
return nullptr;
}
}
template
constexpr UnpackDispatchT MakeUnpackNetworkCommand(std::index_sequence) noexcept
{
return UnpackDispatchT{{ MakeUnpackNetworkCommandCallback()...}};
}
template
inline constexpr auto MakeDispatchTable(std::integer_sequence, std::index_sequence) noexcept
{
return std::array{{ { &SanitizeCmdStrings(i)>, &NetworkReplaceCommandClientId(i)>, MakeUnpackNetworkCommand(i)>(std::make_index_sequence<_callback_tuple_size>{}) }... }};
}
/** Command dispatch table. */
static constexpr auto _cmd_dispatch = MakeDispatchTable(std::make_integer_sequence, CMD_END>{}, std::make_index_sequence<_callback_tuple_size>{});
#ifdef SILENCE_GCC_FUNCTION_POINTER_CAST
# pragma GCC diagnostic pop
#endif
/**
* Append a CommandPacket at the end of the queue.
* @param p The packet to append to the queue.
* @note A new instance of the CommandPacket will be made.
*/
void CommandQueue::Append(CommandPacket *p)
{
CommandPacket *add = new CommandPacket();
*add = *p;
add->next = nullptr;
if (this->first == nullptr) {
this->first = add;
} else {
this->last->next = add;
}
this->last = add;
this->count++;
}
/**
* Return the first item in the queue and remove it from the queue.
* @param ignore_paused Whether to ignore commands that may not be executed while paused.
* @return the first item in the queue.
*/
CommandPacket *CommandQueue::Pop(bool ignore_paused)
{
CommandPacket **prev = &this->first;
CommandPacket *ret = this->first;
CommandPacket *prev_item = nullptr;
if (ignore_paused && _pause_mode != PM_UNPAUSED) {
while (ret != nullptr && !IsCommandAllowedWhilePaused(ret->cmd)) {
prev_item = ret;
prev = &ret->next;
ret = ret->next;
}
}
if (ret != nullptr) {
if (ret == this->last) this->last = prev_item;
*prev = ret->next;
this->count--;
}
return ret;
}
/**
* Return the first item in the queue, but don't remove it.
* @param ignore_paused Whether to ignore commands that may not be executed while paused.
* @return the first item in the queue.
*/
CommandPacket *CommandQueue::Peek(bool ignore_paused)
{
if (!ignore_paused || _pause_mode == PM_UNPAUSED) return this->first;
for (CommandPacket *p = this->first; p != nullptr; p = p->next) {
if (IsCommandAllowedWhilePaused(p->cmd)) return p;
}
return nullptr;
}
/** Free everything that is in the queue. */
void CommandQueue::Free()
{
CommandPacket *cp;
while ((cp = this->Pop()) != nullptr) {
delete cp;
}
assert(this->count == 0);
}
/** Local queue of packets waiting for handling. */
static CommandQueue _local_wait_queue;
/** Local queue of packets waiting for execution. */
static CommandQueue _local_execution_queue;
/**
* Find the callback index of a callback pointer.
* @param callback Address of callback to search for.
* @return Callback index or std::numeric_limits::max() if the function wasn't found in the callback list.
*/
static size_t FindCallbackIndex(CommandCallback *callback)
{
if (auto it = std::find(std::cbegin(_callback_table), std::cend(_callback_table), callback); it != std::cend(_callback_table)) {
return static_cast(std::distance(std::cbegin(_callback_table), it));
}
return std::numeric_limits::max();
}
/**
* Prepare a DoCommand to be send over the network
* @param cmd The command to execute (a CMD_* value)
* @param err_message Message prefix to show on error
* @param callback A callback function to call after the command is finished
* @param company The company that wants to send the command
* @param cmd_data The command proc arguments.
*/
void NetworkSendCommand(Commands cmd, StringID err_message, CommandCallback *callback, CompanyID company, const CommandDataBuffer &cmd_data)
{
CommandPacket c;
c.company = company;
c.cmd = cmd;
c.err_msg = err_message;
c.callback = callback;
c.data = cmd_data;
if (_network_server) {
/* If we are the server, we queue the command in our 'special' queue.
* In theory, we could execute the command right away, but then the
* client on the server can do everything 1 tick faster than others.
* So to keep the game fair, we delay the command with 1 tick
* which gives about the same speed as most clients.
*/
c.frame = _frame_counter_max + 1;
c.my_cmd = true;
_local_wait_queue.Append(&c);
return;
}
c.frame = 0; // The client can't tell which frame, so just make it 0
/* Clients send their command to the server and forget all about the packet */
MyClient::SendCommand(&c);
}
/**
* Sync our local command queue to the command queue of the given
* socket. This is needed for the case where we receive a command
* before saving the game for a joining client, but without the
* execution of those commands. Not syncing those commands means
* that the client will never get them and as such will be in a
* desynced state from the time it started with joining.
* @param cs The client to sync the queue to.
*/
void NetworkSyncCommandQueue(NetworkClientSocket *cs)
{
for (CommandPacket *p = _local_execution_queue.Peek(); p != nullptr; p = p->next) {
CommandPacket c = *p;
c.callback = nullptr;
cs->outgoing_queue.Append(&c);
}
}
/**
* Execute all commands on the local command queue that ought to be executed this frame.
*/
void NetworkExecuteLocalCommandQueue()
{
assert(IsLocalCompany());
CommandQueue &queue = (_network_server ? _local_execution_queue : ClientNetworkGameSocketHandler::my_client->incoming_queue);
CommandPacket *cp;
while ((cp = queue.Peek()) != nullptr) {
/* The queue is always in order, which means
* that the first element will be executed first. */
if (_frame_counter < cp->frame) break;
if (_frame_counter > cp->frame) {
/* If we reach here, it means for whatever reason, we've already executed
* past the command we need to execute. */
FatalError("[net] Trying to execute a packet in the past!");
}
/* We can execute this command */
_current_company = cp->company;
size_t cb_index = FindCallbackIndex(cp->callback);
assert(cb_index < _callback_tuple_size);
assert(_cmd_dispatch[cp->cmd].Unpack[cb_index] != nullptr);
_cmd_dispatch[cp->cmd].Unpack[cb_index](cp);
queue.Pop();
delete cp;
}
/* Local company may have changed, so we should not restore the old value */
_current_company = _local_company;
}
/**
* Free the local command queues.
*/
void NetworkFreeLocalCommandQueue()
{
_local_wait_queue.Free();
_local_execution_queue.Free();
}
/**
* "Send" a particular CommandPacket to all clients.
* @param cp The command that has to be distributed.
* @param owner The client that owns the command,
*/
static void DistributeCommandPacket(CommandPacket &cp, const NetworkClientSocket *owner)
{
CommandCallback *callback = cp.callback;
cp.frame = _frame_counter_max + 1;
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
if (cs->status >= NetworkClientSocket::STATUS_MAP) {
/* Callbacks are only send back to the client who sent them in the
* first place. This filters that out. */
cp.callback = (cs != owner) ? nullptr : callback;
cp.my_cmd = (cs == owner);
cs->outgoing_queue.Append(&cp);
}
}
cp.callback = (nullptr != owner) ? nullptr : callback;
cp.my_cmd = (nullptr == owner);
_local_execution_queue.Append(&cp);
}
/**
* "Send" a particular CommandQueue to all clients.
* @param queue The queue of commands that has to be distributed.
* @param owner The client that owns the commands,
*/
static void DistributeQueue(CommandQueue *queue, const NetworkClientSocket *owner)
{
#ifdef DEBUG_DUMP_COMMANDS
/* When replaying we do not want this limitation. */
int to_go = UINT16_MAX;
#else
int to_go = _settings_client.network.commands_per_frame;
if (owner == nullptr) {
/* This is the server, use the commands_per_frame_server setting if higher */
to_go = std::max(to_go, _settings_client.network.commands_per_frame_server);
}
#endif
CommandPacket *cp;
while (--to_go >= 0 && (cp = queue->Pop(true)) != nullptr) {
DistributeCommandPacket(*cp, owner);
NetworkAdminCmdLogging(owner, cp);
delete cp;
}
}
/** Distribute the commands of ourself and the clients. */
void NetworkDistributeCommands()
{
/* First send the server's commands. */
DistributeQueue(&_local_wait_queue, nullptr);
/* Then send the queues of the others. */
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
DistributeQueue(&cs->incoming_queue, cs);
}
}
/**
* Receives a command from the network.
* @param p the packet to read from.
* @param cp the struct to write the data to.
* @return an error message. When nullptr there has been no error.
*/
const char *NetworkGameSocketHandler::ReceiveCommand(Packet *p, CommandPacket *cp)
{
cp->company = (CompanyID)p->Recv_uint8();
cp->cmd = static_cast(p->Recv_uint16());
if (!IsValidCommand(cp->cmd)) return "invalid command";
if (GetCommandFlags(cp->cmd) & CMD_OFFLINE) return "single-player only command";
cp->err_msg = p->Recv_uint16();
cp->data = _cmd_dispatch[cp->cmd].Sanitize(p->Recv_buffer());
byte callback = p->Recv_uint8();
if (callback >= _callback_table.size() || _cmd_dispatch[cp->cmd].Unpack[callback] == nullptr) return "invalid callback";
cp->callback = _callback_table[callback];
return nullptr;
}
/**
* Sends a command over the network.
* @param p the packet to send it in.
* @param cp the packet to actually send.
*/
void NetworkGameSocketHandler::SendCommand(Packet *p, const CommandPacket *cp)
{
p->Send_uint8(cp->company);
p->Send_uint16(cp->cmd);
p->Send_uint16(cp->err_msg);
p->Send_buffer(cp->data);
size_t callback = FindCallbackIndex(cp->callback);
if (callback > UINT8_MAX || _cmd_dispatch[cp->cmd].Unpack[callback] == nullptr) {
Debug(net, 0, "Unknown callback for command; no callback sent (command: {})", cp->cmd);
callback = 0; // _callback_table[0] == nullptr
}
p->Send_uint8 ((uint8_t)callback);
}
/** Helper to process a single ClientID argument. */
template
static inline void SetClientIdHelper(T &data, [[maybe_unused]] ClientID client_id)
{
if constexpr (std::is_same_v) {
data = client_id;
}
}
/** Set all invalid ClientID's to the proper value. */
template
static inline void SetClientIds(Ttuple &values, ClientID client_id, std::index_sequence)
{
((SetClientIdHelper(std::get(values), client_id)), ...);
}
template
static void NetworkReplaceCommandClientId(CommandPacket &cp, ClientID client_id)
{
/* Unpack command parameters. */
auto params = EndianBufferReader::ToValue::Args>(cp.data);
/* Insert client id. */
SetClientIds(params, client_id, std::make_index_sequence>{});
/* Repack command parameters. */
cp.data = EndianBufferWriter::FromValue(params);
}
/**
* Insert a client ID into the command data in a command packet.
* @param cp Command packet to modify.
* @param client_id Client id to insert.
*/
void NetworkReplaceCommandClientId(CommandPacket &cp, ClientID client_id)
{
_cmd_dispatch[cp.cmd].ReplaceClientId(cp, client_id);
}
/** Validate a single string argument coming from network. */
template
static inline void SanitizeSingleStringHelper([[maybe_unused]] CommandFlags cmd_flags, T &data)
{
if constexpr (std::is_same_v) {
data = StrMakeValid(data.substr(0, NETWORK_COMPANY_NAME_LENGTH), (!_network_server && cmd_flags & CMD_STR_CTRL) != 0 ? SVS_ALLOW_CONTROL_CODE | SVS_REPLACE_WITH_QUESTION_MARK : SVS_REPLACE_WITH_QUESTION_MARK);
}
}
/** Helper function to perform validation on command data strings. */
template
static inline void SanitizeStringsHelper(CommandFlags cmd_flags, Ttuple &values, std::index_sequence)
{
((SanitizeSingleStringHelper(cmd_flags, std::get(values))), ...);
}
/**
* Validate and sanitize strings in command data.
* @tparam Tcmd Command this data belongs to.
* @param data Command data.
* @return Sanitized command data.
*/
template
CommandDataBuffer SanitizeCmdStrings(const CommandDataBuffer &data)
{
auto args = EndianBufferReader::ToValue::Args>(data);
SanitizeStringsHelper(CommandTraits::flags, args, std::make_index_sequence::Args>>{});
return EndianBufferWriter::FromValue(args);
}
/**
* Unpack a generic command packet into its actual typed components.
* @tparam Tcmd Command type to be unpacked.
* @tparam Tcb Index into the callback list.
* @param cp Command packet to unpack.
*/
template
void UnpackNetworkCommand(const CommandPacket* cp)
{
auto args = EndianBufferReader::ToValue::Args>(cp->data);
Command::PostFromNet(cp->err_msg, std::get(_callback_tuple), cp->my_cmd, args);
}