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https://github.com/OpenTTD/OpenTTD.git
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Nobody really paid attention to the lobby window, and it completely missed its purpose. Most people don't even wait for companies to show up, but just hit "New Company". This in turn means people create a lot of unneeded companies, while they "just want to watch the game" or join another company. Instead, "Join Game" now just joins the game as spectators.
1371 lines
45 KiB
C++
1371 lines
45 KiB
C++
/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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 <http://www.gnu.org/licenses/>.
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*/
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/** @file network_client.cpp Client part of the network protocol. */
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#include "../stdafx.h"
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#include "network_gui.h"
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#include "../saveload/saveload.h"
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#include "../saveload/saveload_filter.h"
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#include "../command_func.h"
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#include "../console_func.h"
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#include "../strings_func.h"
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#include "../window_func.h"
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#include "../company_func.h"
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#include "../company_base.h"
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#include "../company_gui.h"
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#include "../core/random_func.hpp"
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#include "../date_func.h"
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#include "../gfx_func.h"
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#include "../error.h"
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#include "../rev.h"
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#include "core/game_info.h"
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#include "network.h"
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#include "network_base.h"
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#include "network_client.h"
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#include "network_gamelist.h"
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#include "../core/backup_type.hpp"
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#include "../thread.h"
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#include "table/strings.h"
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#include "../safeguards.h"
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/* This file handles all the client-commands */
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/** Read some packets, and when do use that data as initial load filter. */
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struct PacketReader : LoadFilter {
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static const size_t CHUNK = 32 * 1024; ///< 32 KiB chunks of memory.
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std::vector<byte *> blocks; ///< Buffer with blocks of allocated memory.
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byte *buf; ///< Buffer we're going to write to/read from.
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byte *bufe; ///< End of the buffer we write to/read from.
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byte **block; ///< The block we're reading from/writing to.
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size_t written_bytes; ///< The total number of bytes we've written.
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size_t read_bytes; ///< The total number of read bytes.
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/** Initialise everything. */
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PacketReader() : LoadFilter(nullptr), buf(nullptr), bufe(nullptr), block(nullptr), written_bytes(0), read_bytes(0)
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{
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}
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~PacketReader() override
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{
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for (auto p : this->blocks) {
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free(p);
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}
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}
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/**
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* Simple wrapper around fwrite to be able to pass it to Packet's TransferOut.
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* @param destination The reader to add the data to.
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* @param source The buffer to read data from.
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* @param amount The number of bytes to copy.
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* @return The number of bytes that were copied.
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*/
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static inline ssize_t TransferOutMemCopy(PacketReader *destination, const char *source, size_t amount)
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{
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memcpy(destination->buf, source, amount);
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destination->buf += amount;
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destination->written_bytes += amount;
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return amount;
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}
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/**
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* Add a packet to this buffer.
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* @param p The packet to add.
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*/
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void AddPacket(Packet *p)
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{
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assert(this->read_bytes == 0);
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p->TransferOutWithLimit(TransferOutMemCopy, this->bufe - this->buf, this);
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/* Did everything fit in the current chunk, then we're done. */
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if (p->RemainingBytesToTransfer() == 0) return;
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/* Allocate a new chunk and add the remaining data. */
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this->blocks.push_back(this->buf = CallocT<byte>(CHUNK));
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this->bufe = this->buf + CHUNK;
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p->TransferOutWithLimit(TransferOutMemCopy, this->bufe - this->buf, this);
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}
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size_t Read(byte *rbuf, size_t size) override
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{
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/* Limit the amount to read to whatever we still have. */
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size_t ret_size = size = std::min(this->written_bytes - this->read_bytes, size);
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this->read_bytes += ret_size;
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const byte *rbufe = rbuf + ret_size;
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while (rbuf != rbufe) {
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if (this->buf == this->bufe) {
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this->buf = *this->block++;
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this->bufe = this->buf + CHUNK;
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}
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size_t to_write = std::min(this->bufe - this->buf, rbufe - rbuf);
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memcpy(rbuf, this->buf, to_write);
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rbuf += to_write;
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this->buf += to_write;
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}
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return ret_size;
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}
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void Reset() override
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{
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this->read_bytes = 0;
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this->block = this->blocks.data();
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this->buf = *this->block++;
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this->bufe = this->buf + CHUNK;
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}
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};
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/**
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* Create an emergency savegame when the network connection is lost.
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*/
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void ClientNetworkEmergencySave()
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{
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static FiosNumberedSaveName _netsave_ctr("netsave");
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DoAutoOrNetsave(_netsave_ctr);
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}
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/**
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* Create a new socket for the client side of the game connection.
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* @param s The socket to connect with.
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*/
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ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s, const std::string &connection_string) : NetworkGameSocketHandler(s), connection_string(connection_string), savegame(nullptr), status(STATUS_INACTIVE)
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{
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assert(ClientNetworkGameSocketHandler::my_client == nullptr);
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ClientNetworkGameSocketHandler::my_client = this;
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}
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/** Clear whatever we assigned. */
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ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler()
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{
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assert(ClientNetworkGameSocketHandler::my_client == this);
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ClientNetworkGameSocketHandler::my_client = nullptr;
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delete this->savegame;
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delete this->GetInfo();
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}
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NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
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{
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assert(status != NETWORK_RECV_STATUS_OKAY);
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assert(this->sock != INVALID_SOCKET);
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if (!this->HasClientQuit()) {
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Debug(net, 3, "Closed client connection {}", this->client_id);
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this->SendPackets(true);
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/* Wait a number of ticks so our leave message can reach the server.
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* This is especially needed for Windows servers as they seem to get
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* the "socket is closed" message before receiving our leave message,
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* which would trigger the server to close the connection as well. */
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CSleep(3 * MILLISECONDS_PER_TICK);
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}
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delete this;
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return status;
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}
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/**
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* Handle an error coming from the client side.
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* @param res The "error" that happened.
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*/
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void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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{
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/* First, send a CLIENT_ERROR to the server, so it knows we are
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* disconnected (and why!) */
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NetworkErrorCode errorno;
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/* We just want to close the connection.. */
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if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
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this->NetworkSocketHandler::MarkClosed();
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this->CloseConnection(res);
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_networking = false;
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CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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return;
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}
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switch (res) {
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case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
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case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
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case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
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default: errorno = NETWORK_ERROR_GENERAL; break;
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}
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if (res == NETWORK_RECV_STATUS_SERVER_ERROR || res == NETWORK_RECV_STATUS_SERVER_FULL ||
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res == NETWORK_RECV_STATUS_SERVER_BANNED) {
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/* This means the server closed the connection. Emergency save is
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* already created if this was appropriate during handling of the
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* disconnect. */
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this->CloseConnection(res);
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} else {
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/* This means we as client made a boo-boo. */
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SendError(errorno);
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/* Close connection before we make an emergency save, as the save can
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* take a bit of time; better that the server doesn't stall while we
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* are doing the save, and already disconnects us. */
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this->CloseConnection(res);
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ClientNetworkEmergencySave();
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}
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_switch_mode = SM_MENU;
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_networking = false;
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}
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/**
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* Check whether we received/can send some data from/to the server and
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* when that's the case handle it appropriately.
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* @return true when everything went okay.
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*/
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/* static */ bool ClientNetworkGameSocketHandler::Receive()
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{
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if (my_client->CanSendReceive()) {
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NetworkRecvStatus res = my_client->ReceivePackets();
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if (res != NETWORK_RECV_STATUS_OKAY) {
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/* The client made an error of which we can not recover.
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* Close the connection and drop back to the main menu. */
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my_client->ClientError(res);
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return false;
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}
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}
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return _networking;
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}
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/** Send the packets of this socket handler. */
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/* static */ void ClientNetworkGameSocketHandler::Send()
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{
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my_client->SendPackets();
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if (my_client != nullptr) my_client->CheckConnection();
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}
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/**
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* Actual game loop for the client.
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* @return Whether everything went okay, or not.
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*/
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/* static */ bool ClientNetworkGameSocketHandler::GameLoop()
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{
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_frame_counter++;
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NetworkExecuteLocalCommandQueue();
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extern void StateGameLoop();
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StateGameLoop();
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/* Check if we are in sync! */
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if (_sync_frame != 0) {
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if (_sync_frame == _frame_counter) {
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#ifdef NETWORK_SEND_DOUBLE_SEED
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if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
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#else
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if (_sync_seed_1 != _random.state[0]) {
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#endif
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ShowNetworkError(STR_NETWORK_ERROR_DESYNC);
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Debug(desync, 1, "sync_err: {:08x}; {:02x}", _date, _date_fract);
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Debug(net, 0, "Sync error detected");
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my_client->ClientError(NETWORK_RECV_STATUS_DESYNC);
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return false;
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}
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/* If this is the first time we have a sync-frame, we
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* need to let the server know that we are ready and at the same
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* frame as it is.. so we can start playing! */
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if (_network_first_time) {
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_network_first_time = false;
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SendAck();
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}
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_sync_frame = 0;
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} else if (_sync_frame < _frame_counter) {
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Debug(net, 1, "Missed frame for sync-test: {} / {}", _sync_frame, _frame_counter);
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_sync_frame = 0;
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}
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}
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return true;
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}
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/** Our client's connection. */
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ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = nullptr;
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/** Last frame we performed an ack. */
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static uint32 last_ack_frame;
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/** One bit of 'entropy' used to generate a salt for the company passwords. */
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static uint32 _password_game_seed;
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/** The other bit of 'entropy' used to generate a salt for the company passwords. */
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static std::string _password_server_id;
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/** Maximum number of companies of the currently joined server. */
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static uint8 _network_server_max_companies;
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/** The current name of the server you are on. */
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std::string _network_server_name;
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/** Information about the game to join to. */
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NetworkJoinInfo _network_join;
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/** Make sure the server ID length is the same as a md5 hash. */
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static_assert(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
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/***********
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* Sending functions
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* DEF_CLIENT_SEND_COMMAND has no parameters
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************/
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/**
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* Query the server for server information.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendInformationQuery(bool request_company_info)
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{
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my_client->status = STATUS_GAME_INFO;
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my_client->SendPacket(new Packet(PACKET_CLIENT_GAME_INFO));
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if (request_company_info) {
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my_client->status = STATUS_COMPANY_INFO;
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_network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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my_client->SendPacket(new Packet(PACKET_CLIENT_COMPANY_INFO));
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}
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** Tell the server we would like to join. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
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{
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my_client->status = STATUS_JOIN;
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_network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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Packet *p = new Packet(PACKET_CLIENT_JOIN);
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p->Send_string(GetNetworkRevisionString());
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p->Send_uint32(_openttd_newgrf_version);
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p->Send_string(_settings_client.network.client_name); // Client name
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p->Send_uint8 (_network_join.company); // PlayAs
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p->Send_uint8 (0); // Used to be language
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** Tell the server we got all the NewGRFs. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
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{
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Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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* Set the game password as requested.
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* @param password The game password.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const std::string &password)
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{
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Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
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p->Send_string(password);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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* Set the company password as requested.
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* @param password The company password.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const std::string &password)
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{
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Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
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p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** Request the map from the server. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
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{
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my_client->status = STATUS_MAP_WAIT;
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Packet *p = new Packet(PACKET_CLIENT_GETMAP);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** Tell the server we received the complete map. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
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{
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my_client->status = STATUS_ACTIVE;
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Packet *p = new Packet(PACKET_CLIENT_MAP_OK);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** Send an acknowledgement from the server's ticks. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
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{
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Packet *p = new Packet(PACKET_CLIENT_ACK);
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p->Send_uint32(_frame_counter);
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p->Send_uint8 (my_client->token);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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* Send a command to the server.
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* @param cp The command to send.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
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{
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Packet *p = new Packet(PACKET_CLIENT_COMMAND);
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my_client->NetworkGameSocketHandler::SendCommand(p, cp);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** Send a chat-packet over the network */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64 data)
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{
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Packet *p = new Packet(PACKET_CLIENT_CHAT);
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p->Send_uint8 (action);
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p->Send_uint8 (type);
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p->Send_uint32(dest);
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p->Send_string(msg);
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p->Send_uint64(data);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** Send an error-packet over the network */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno)
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{
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Packet *p = new Packet(PACKET_CLIENT_ERROR);
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p->Send_uint8(errorno);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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* Tell the server that we like to change the password of the company.
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* @param password The new password.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const std::string &password)
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{
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Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
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p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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* Tell the server that we like to change the name of the client.
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* @param name The new name.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const std::string &name)
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{
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Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
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p->Send_string(name);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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* Tell the server we would like to quit.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
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{
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Packet *p = new Packet(PACKET_CLIENT_QUIT);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
|
|
* 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 *p)
|
|
{
|
|
/* We try to join a server which is full */
|
|
ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
|
|
CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
|
|
|
|
return NETWORK_RECV_STATUS_SERVER_FULL;
|
|
}
|
|
|
|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p)
|
|
{
|
|
/* We try to join a server where we are banned */
|
|
ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
|
|
CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
|
|
|
|
return NETWORK_RECV_STATUS_SERVER_BANNED;
|
|
}
|
|
|
|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet *p)
|
|
{
|
|
if (this->status != STATUS_COMPANY_INFO && this->status != STATUS_GAME_INFO) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
|
|
|
NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
|
|
|
|
/* Clear any existing GRFConfig chain. */
|
|
ClearGRFConfigList(&item->info.grfconfig);
|
|
/* Retrieve the NetworkGameInfo from the packet. */
|
|
DeserializeNetworkGameInfo(p, &item->info);
|
|
/* Check for compatability with the client. */
|
|
CheckGameCompatibility(item->info);
|
|
/* Ensure we consider the server online. */
|
|
item->online = true;
|
|
|
|
UpdateNetworkGameWindow();
|
|
|
|
/* We will receive company info next, so keep connection open. */
|
|
if (this->status == STATUS_COMPANY_INFO) return NETWORK_RECV_STATUS_OKAY;
|
|
return NETWORK_RECV_STATUS_CLOSE_QUERY;
|
|
}
|
|
|
|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *p)
|
|
{
|
|
if (this->status != STATUS_COMPANY_INFO) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
|
|
|
/* Unused, but this packet is part of the "this will never change" packet group. */
|
|
|
|
return NETWORK_RECV_STATUS_CLOSE_QUERY;
|
|
}
|
|
|
|
/* 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();
|
|
|
|
/* If we query a server that is 1.11.1 or older, we get an
|
|
* NETWORK_ERROR_NOT_EXPECTED on requesting the game info. Show a special
|
|
* error popup in that case.
|
|
*/
|
|
if (error == NETWORK_ERROR_NOT_EXPECTED && (this->status == STATUS_GAME_INFO || this->status == STATUS_COMPANY_INFO)) {
|
|
ShowErrorMessage(STR_NETWORK_ERROR_SERVER_TOO_OLD, INVALID_STRING_ID, WL_CRITICAL);
|
|
return NETWORK_RECV_STATUS_CLOSE_QUERY;
|
|
}
|
|
|
|
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)) {
|
|
std::string kick_msg = p->Recv_string(NETWORK_CHAT_LENGTH);
|
|
SetDParamStr(0, kick_msg);
|
|
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();
|
|
|
|
CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
|
|
|
|
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 */
|
|
char buf[sizeof(c.md5sum) * 2 + 1];
|
|
md5sumToString(buf, lastof(buf), c.md5sum);
|
|
Debug(grf, 0, "NewGRF {:08X} not found; checksum {}", BSWAP32(c.grfid), buf);
|
|
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 *p)
|
|
{
|
|
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)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 *p)
|
|
{
|
|
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) {
|
|
CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
|
|
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();
|
|
|
|
/* 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();
|
|
NetworkSendCommand(0, CCA_NEW, 0, CMD_COMPANY_CTRL, nullptr, {}, _local_company);
|
|
}
|
|
} 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 */
|
|
if (p->pos + 1 < p->size) {
|
|
_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))) 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 + 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 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_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 *p)
|
|
{
|
|
/* 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 *p)
|
|
{
|
|
/* 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. This way reconnects should be spread
|
|
* out a bit. */
|
|
_network_reconnect = _network_own_client_id % 16;
|
|
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);
|
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p)
|
|
{
|
|
if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
|
|
|
_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<std::chrono::seconds>(last_lag) == std::chrono::duration_cast<std::chrono::seconds>(lag)) return;
|
|
|
|
last_lag = lag;
|
|
SetDParam(0, std::chrono::duration_cast<std::chrono::seconds>(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<CompanyID> 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 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;
|
|
}
|
|
|
|
/**
|
|
* 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() >= (_network_server ? _settings_client.network.max_companies : _network_server_max_companies);
|
|
}
|