Commit Graph

220 Commits

Author SHA1 Message Date
rubidium42
1de5cdeab8 Codechange: [Network] Use std::string for the internal handling of company passwords 2021-05-14 23:22:04 +02:00
rubidium42
16437b7c0d Codechange: move client name in settings to std::string 2021-05-13 23:13:17 +02:00
Patric Stout
a403653805
Codechange: [Network] split CloseSocket and CloseConnection more clearly (#9261)
* Codechange: [Network] split CloseSocket and CloseConnection more clearly

- CloseSocket now closes the actual OS socket.
- CloseConnection frees up the resources to just before CloseSocket.
- dtors call CloseSocket / CloseConnection where needed.
2021-05-13 11:46:51 +02:00
Patric Stout
b136e65cf9
Change: reworked the debug levels for network facility (#9251)
It now follows very simple rules:
0 - Fatal, user should know about this
1 - Error, but we are recovering
2 - Warning, wrong but okay if you don't know
3 - Info, information you might care about
4 -
5 - Debug #1 - High level debug messages
6 - Debug #2 - Low level debug messages
7 - Trace information
2021-05-12 16:34:02 +02:00
Patric Stout
36e22f3a7b
Fix: [Network] clients leaving because of broken connections was not broadcasted (#9238)
The code mixed up "client has quit but we already told everyone"
with "client lost connection, handle this".

Split up those two signals:
- CLIENT_QUIT means we told everyone and the connection is now dead
- CONNECTION_LIST means we should tell everyone we lost a client
2021-05-11 12:26:16 +02:00
William Davis
881e1da51d
Change: Use gender-neutral pronouns in console command messages (and comments) (#9203) 2021-05-08 11:02:30 +01:00
Patric Stout
f94fb93779
Codechange: use connection_string in favour of NetworkAddress (#9197)
We now resolve the connection_string to a NetworkAddress in a much
later state. This means there are fewer places constructing a NetworkAddress.

The main benefit of this is in later PRs that introduce different types
of NetworkAddresses. Storing this in things like NetworkGameList is
rather complex, especially as NetworkAddress has to be mutable at all
times.

Additionally, the NetworkAddress is a complex object to store simple
information: how to connect to this server.
2021-05-05 23:21:14 +02:00
rubidium42
0eb17a70af Codechange: rename NetworkError to ShowNetworkError 2021-05-01 19:36:22 +02:00
rubidium42
83985fe26f Codechange: Move join information into a single structure 2021-05-01 18:30:08 +02:00
Patric Stout
69118d063f
Change: use TCP for everything except for master-server and initial server scan (#9130)
This means that pressing Refresh button and adding servers manually
now uses TCP.

The master-server and initial scan are still UDP as they will be
replaced by Game Coordinator; no need to change this now.

If we query a server that is too old, show a proper warning to the
user informing him the server is too old.
2021-04-30 11:34:47 +02:00
Patric Stout
31f1db2d3a Change: no longer use UDP when entering the lobby of a server
The lobby of a server requested some parts via UDP and some via
TCP. This is strictly seen fine, but for future extensions it
is a lot easier if just one protocol is used.
2021-04-27 20:18:53 +02:00
Patric Stout
cb2ef1ea4b Codechange: move all NetworkGameInfo related functions to a single file
It currently was a bit scattered over the place. Part of
NetworkGameInfo is also the GRF Identifiers that goes with it.
2021-04-27 20:18:53 +02:00
Patric Stout
5266359424 Feature: rework in-game Online Players GUI
The GUI now more clearly shows some basic information about the
server you joined, your client name (and the ability to change it),
and what players are in which company.

It also contains useful buttons to press to join companies, chat
with other people, and for admins to kick/ban people.

Additionally, renamed "advertised" to "visibility"; this has to
do with future additions, but also because it is more clear in
wording.
2021-04-24 21:43:58 +02:00
Rubidium
d4f027c03b Codechange: encapsulate writing data from Packets into sockets/files/buffers to prevent packet state modifications outside of the Packet 2021-04-24 20:42:01 +02:00
Rubidium
a2051bad50 Codechange: move logic whether there is enough space in a packet to write data into the Packet 2021-04-24 20:42:01 +02:00
rubidium42
2999d301ad Add: [Network] Validate the client name when receiving one from the server
This so names from other clients are known valid in the client as well, instead allowing some compromised/bad server to potentially crash clients upon certain expectations.
2021-04-24 08:02:54 +02:00
rubidium42
e1cebe0ea0 Add: [Network] Validate the client name server side, so no clients with invalid names can actually join 2021-04-24 08:02:54 +02:00
rubidium42
2e0f3799a8 Change: [Network] Prevent invalid client names being sent to the server when changing it using the console/settings 2021-04-24 08:02:54 +02:00
rubidium42
bfb0ab3e2f Feature: [Network] Ensure players fill in a name instead of defaulting to "Player" 2021-04-24 08:02:54 +02:00
rubidium42
b14f412117 Codechange: [Network] Introduce function to validate the client name 2021-04-24 08:02:54 +02:00
Patric Stout
05612d60ae Remove: "language" field from server/client
The original idea was that people could find a server they could
talk in their native language on. This isn't really used in that
way. There are several reasons for removing this:

- the client also sends his "language" to the server, but nothing
  is doing anything with this.
- flags are a bad way to represent languages, and over the years
  we had several (rightfully) complaints about this.
- most servers have their language set to "All", and prefix the
  servername with the language it is about. This is a much more
  efficient way to do the same.

All in all, this feature should go back to the drawing board.
Maybe it could work in another form, but this form is not it.
2021-04-20 17:24:38 +02:00
Patric Stout
53c28a8ec9 Codechange: [Network] replace _realtime_tick with std::chrono 2021-02-27 00:36:14 +01:00
Charles Pigott
9b800a96ed
Codechange: Remove min/max functions in favour of STL variants (#8502) 2021-01-08 11:16:18 +01:00
Patric Stout
62cdadb582 Change: move "give money" from client-list to company window
This is a much better location for this button, as you send
money from one company to another company, not from player
to player.

This is based on work done by JGRPP in:
f820543391
and surrounding commits, which took the work from estys:
https://www.tt-forums.net/viewtopic.php?p=1183311#p1183311

We did modify it to fix several bugs and clean up the code while
here anyway.

The callback was removed, as it meant a modified client could
prevent anyone from seeing money was transfered. The message
is now generated in the command itself, making that impossible.
2021-01-05 21:56:24 +01:00
Patric Stout
c288eba813
Fix: prevent clients making emergency saves twice if server disconnects (#8477)
This was clearly overlooked during the initial implementation.
2021-01-02 20:34:55 +01:00
Michael Lutz
65f65ad2ad Codechange: Convert some more FIO functions to take std::string. 2020-12-27 13:19:25 +01:00
Charles Pigott
860c270c73 Codechange: Replace assert_compile macro with static_assert 2020-12-27 10:55:42 +00:00
Pavel Stupnikov
d989fb516b
Change: send network error to the server before making an emergency save (#8387) 2020-12-16 21:23:12 +01:00
Bjarni Thor
5880f1479f Feature #7756: Allow server to supply a reason to kicked/banned clients
This commit adds the missing feature of allowing the server owner to
    provide a reason for kicking/banning a client, which the client sees in
    a pop-up window after being kicked. The implementation extends the
    network protocol by adding a new network action called
    NETWORK_ACTION_KICKED that is capable of having an error string, unlike
    the other network error packages.  Additionally, the kick function
    broadcasts a message to all clients about the kicked client and the
    reason for the kick.
2020-02-04 22:17:39 +00:00
glx
41232f18c1 Codechange: Replace network related FOR_ALL with range-based for loops 2019-12-21 20:13:03 +01:00
S. D. Cloudt
13cc8a0cee Cleanup: Removed SVN headers 2019-11-10 17:59:20 +00:00
Charles Pigott
5b34c8019f Codechange: Remove Company/OwnerByte types 2019-04-29 17:40:22 +01:00
Henry Wilson
7c8e7c6b6e Codechange: Use null pointer literal instead of the NULL macro 2019-04-10 23:22:20 +02:00
Michael Lutz
8b1880187a Remove: AutoFreeSmallVector.
The last use was for storing a list of memory blocks. As the way these lists are accessed is very
specific, it is easier to just write an explicit destructor instead of trying to exactly match the behaviour.
2019-04-09 22:45:15 +02:00
Michael Lutz
ae748166d0 Codechange: Use platform independent C++11 function for sleeping on a thread. 2019-04-06 11:27:39 +02:00
Henry Wilson
cc62f4163f Cleanup: Remove unused size template parameters from SmallMap and Auto[Free|Delete]SmallVector 2019-03-26 20:15:57 +00:00
Henry Wilson
ab711e6942 Codechange: Replaced SmallVector::[Begin|End]() with std alternatives 2019-03-26 20:15:57 +00:00
Henry Wilson
a0f36a50e6 Codechange: Replaced SmallVector::Append() with std::vector::[push|emplace]_back() 2019-03-26 20:15:57 +00:00
Henry Wilson
af7d9020a1 Codechange: Use override specifer for overriding member declarations
This is a C++11 feature that allows the compiler to check that a virtual
member declaration overrides a base-class member with the same signature.

Also src/blitter/32bpp_anim_sse4.hpp +38 is no longer erroneously marked
as virtual despite being a template.
2019-03-24 16:10:04 +01:00
Patric Stout
e3c639a09f Remove: ENABLE_NETWORK switch
This switch has been a pain for years. Often disabling broke
compilation, as no developer compiles OpenTTD without, neither do
any of our official binaries.

Additionaly, it has grown so hugely in our codebase, that it
clearly shows that the current solution was a poor one. 350+
instances of "#ifdef ENABLE_NETWORK" were in the code, of which
only ~30 in the networking code itself. The rest were all around
the code to do the right thing, from GUI to NewGRF.

A more proper solution would be to stub all the functions, and
make sure the rest of the code can simply assume network is
available. This was also partially done, and most variables were
correct if networking was disabled. Despite that, often the #ifdefs
were still used.

With the recent removal of DOS, there is also no platform anymore
which we support where networking isn't working out-of-the-box.

All in all, it is time to remove the ENABLE_NETWORK switch. No
replacement is planned, but if you feel we really need this option,
we welcome any Pull Request which implements this in a way that
doesn't crawl through the code like this diff shows we used to.
2019-03-20 19:24:55 +01:00
SamuXarick
cdb6dbad85 Cleanup: Remove repeated network error message on connection timeout. (#7327) 2019-03-07 18:16:52 +00:00
Niels Martin Hansen
c61acc7fc1 Fix #7280: Save in the right location on desync and server timeout 2019-03-03 12:12:32 +01:00
glx
8e7fe3973f Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions 2019-02-04 21:08:36 +01:00
Niels Martin Hansen
5f8354f358 Change: Make a shortened network revision string for use in server queries 2019-02-03 18:00:16 +01:00
Niels Martin Hansen
4fb76db42f Feature #986: Automatic save when losing connection to a network game 2018-06-23 15:22:31 +02:00
frosch
b4b98e5165 (svn r27893) -Codechange: Use fallthrough attribute. (LordAro) 2017-08-13 18:38:42 +00:00
alberth
0adfb1ac6f (svn r27653) -Fix(r27647): Rename FileOperation enum and values to SaveLoadOperation to avoid nameclash with windows compiler toolkit. 2016-09-04 16:06:50 +00:00
alberth
597380e099 (svn r27650) -Codechange: Replace SaveOrLoadMode by FileOperation and DetailedFileType. 2016-09-04 12:57:43 +00:00
rubidium
d534c80e94 (svn r27020) -Cleanup: some coding style consistency improvements (mostly spaces) 2014-10-15 18:31:37 +00:00
rubidium
160ad31028 (svn r26488) -Codechange: perform the appropriate length checks when getting a client name 2014-04-23 21:19:54 +00:00