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Add: [Network] Validate the client name server side, so no clients with invalid names can actually join
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@ -2188,6 +2188,7 @@ STR_NETWORK_ERROR_TIMEOUT_PASSWORD :{WHITE}You took
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STR_NETWORK_ERROR_TIMEOUT_COMPUTER :{WHITE}Your computer is too slow to keep up with the server
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STR_NETWORK_ERROR_TIMEOUT_MAP :{WHITE}Your computer took too long to download the map
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STR_NETWORK_ERROR_TIMEOUT_JOIN :{WHITE}Your computer took too long to join the server
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STR_NETWORK_ERROR_INVALID_CLIENT_NAME :{WHITE}Your player name is not valid
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############ Leave those lines in this order!!
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STR_NETWORK_ERROR_CLIENT_GENERAL :general error
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@ -2210,6 +2211,7 @@ STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD :received no pas
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STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER :general timeout
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STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP :downloading map took too long
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STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN :processing map took too long
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STR_NETWORK_ERROR_CLIENT_INVALID_CLIENT_NAME :invalid client name
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############ End of leave-in-this-order
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STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION :{WHITE}Possible connection loss
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@ -314,6 +314,7 @@ StringID GetNetworkErrorMsg(NetworkErrorCode err)
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STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER,
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STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP,
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STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN,
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STR_NETWORK_ERROR_CLIENT_INVALID_CLIENT_NAME,
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};
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static_assert(lengthof(network_error_strings) == NETWORK_ERROR_END);
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@ -668,26 +668,27 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Pac
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p)
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{
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static const StringID network_error_strings[] = {
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STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_GENERAL
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STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_DESYNC
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STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_SAVEGAME_FAILED
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STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_CONNECTION_LOST
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STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_ILLEGAL_PACKET
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STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NEWGRF_MISMATCH
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STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_AUTHORIZED
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STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_EXPECTED
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STR_NETWORK_ERROR_WRONG_REVISION, // NETWORK_ERROR_WRONG_REVISION
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STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NAME_IN_USE
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STR_NETWORK_ERROR_WRONG_PASSWORD, // NETWORK_ERROR_WRONG_PASSWORD
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STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_COMPANY_MISMATCH
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STR_NETWORK_ERROR_KICKED, // NETWORK_ERROR_KICKED
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STR_NETWORK_ERROR_CHEATER, // NETWORK_ERROR_CHEATER
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STR_NETWORK_ERROR_SERVER_FULL, // NETWORK_ERROR_FULL
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STR_NETWORK_ERROR_TOO_MANY_COMMANDS, // NETWORK_ERROR_TOO_MANY_COMMANDS
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STR_NETWORK_ERROR_TIMEOUT_PASSWORD, // NETWORK_ERROR_TIMEOUT_PASSWORD
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STR_NETWORK_ERROR_TIMEOUT_COMPUTER, // NETWORK_ERROR_TIMEOUT_COMPUTER
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STR_NETWORK_ERROR_TIMEOUT_MAP, // NETWORK_ERROR_TIMEOUT_MAP
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STR_NETWORK_ERROR_TIMEOUT_JOIN, // NETWORK_ERROR_TIMEOUT_JOIN
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STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_GENERAL
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STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_DESYNC
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STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_SAVEGAME_FAILED
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STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_CONNECTION_LOST
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STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_ILLEGAL_PACKET
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STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NEWGRF_MISMATCH
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STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_AUTHORIZED
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STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_EXPECTED
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STR_NETWORK_ERROR_WRONG_REVISION, // NETWORK_ERROR_WRONG_REVISION
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STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NAME_IN_USE
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STR_NETWORK_ERROR_WRONG_PASSWORD, // NETWORK_ERROR_WRONG_PASSWORD
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STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_COMPANY_MISMATCH
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STR_NETWORK_ERROR_KICKED, // NETWORK_ERROR_KICKED
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STR_NETWORK_ERROR_CHEATER, // NETWORK_ERROR_CHEATER
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STR_NETWORK_ERROR_SERVER_FULL, // NETWORK_ERROR_FULL
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STR_NETWORK_ERROR_TOO_MANY_COMMANDS, // NETWORK_ERROR_TOO_MANY_COMMANDS
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STR_NETWORK_ERROR_TIMEOUT_PASSWORD, // NETWORK_ERROR_TIMEOUT_PASSWORD
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STR_NETWORK_ERROR_TIMEOUT_COMPUTER, // NETWORK_ERROR_TIMEOUT_COMPUTER
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STR_NETWORK_ERROR_TIMEOUT_MAP, // NETWORK_ERROR_TIMEOUT_MAP
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STR_NETWORK_ERROR_TIMEOUT_JOIN, // NETWORK_ERROR_TIMEOUT_JOIN
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STR_NETWORK_ERROR_INVALID_CLIENT_NAME, // NETWORK_ERROR_INVALID_CLIENT_NAME
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};
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static_assert(lengthof(network_error_strings) == NETWORK_ERROR_END);
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@ -945,8 +945,12 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
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break;
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}
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/* We need a valid name.. make it Player */
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if (!NetworkIsValidClientName(name)) strecpy(name, "Player", lastof(name));
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if (!NetworkIsValidClientName(name)) {
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/* An invalid client name was given. However, the client ensures the name
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* is valid before it is sent over the network, so something went horribly
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* wrong. This is probably someone trying to troll us. */
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return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
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}
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if (!NetworkFindName(name, lastof(name))) { // Change name if duplicate
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/* We could not create a name for this client */
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@ -1441,6 +1445,13 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet
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if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
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if (ci != nullptr) {
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if (!NetworkIsValidClientName(client_name)) {
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/* An invalid client name was given. However, the client ensures the name
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* is valid before it is sent over the network, so something went horribly
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* wrong. This is probably someone trying to troll us. */
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return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
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}
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/* Display change */
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if (NetworkFindName(client_name, lastof(client_name))) {
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NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);
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@ -132,6 +132,7 @@ enum NetworkErrorCode {
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NETWORK_ERROR_TIMEOUT_COMPUTER,
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NETWORK_ERROR_TIMEOUT_MAP,
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NETWORK_ERROR_TIMEOUT_JOIN,
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NETWORK_ERROR_INVALID_CLIENT_NAME,
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NETWORK_ERROR_END,
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};
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