mirror of
https://github.com/OpenTTD/OpenTTD.git
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2126 lines
69 KiB
C++
2126 lines
69 KiB
C++
/* $Id$ */
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/*
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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_server.cpp Server part of the network protocol. */
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#ifdef ENABLE_NETWORK
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#include "../stdafx.h"
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#include "../strings_func.h"
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#include "../date_func.h"
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#include "network_admin.h"
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#include "network_server.h"
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#include "network_udp.h"
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#include "network_base.h"
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#include "../console_func.h"
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#include "../company_base.h"
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#include "../command_func.h"
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#include "../saveload/saveload.h"
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#include "../saveload/saveload_filter.h"
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#include "../station_base.h"
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#include "../genworld.h"
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#include "../company_func.h"
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#include "../company_gui.h"
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#include "../roadveh.h"
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#include "../order_backup.h"
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#include "../core/pool_func.hpp"
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#include "../core/random_func.hpp"
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#include "../rev.h"
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/* This file handles all the server-commands */
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DECLARE_POSTFIX_INCREMENT(ClientID)
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/** The identifier counter for new clients (is never decreased) */
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static ClientID _network_client_id = CLIENT_ID_FIRST;
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/** Make very sure the preconditions given in network_type.h are actually followed */
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assert_compile(MAX_CLIENT_SLOTS > MAX_CLIENTS);
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/** Yes... */
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assert_compile(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS);
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/** The pool with clients. */
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NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket");
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INSTANTIATE_POOL_METHODS(NetworkClientSocket)
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/** Instantiate the listen sockets. */
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template SocketList TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED>::sockets;
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/** Writing a savegame directly to a number of packets. */
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struct PacketWriter : SaveFilter {
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ServerNetworkGameSocketHandler *cs; ///< Socket we are associated with.
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Packet *current; ///< The packet we're currently writing to.
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size_t total_size; ///< Total size of the compressed savegame.
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/**
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* Create the packet writer.
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* @param cs The socket handler we're making the packets for.
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*/
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PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(NULL), cs(cs), current(NULL), total_size(0)
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{
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this->cs->savegame_mutex = ThreadMutex::New();
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}
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/** Make sure everything is cleaned up. */
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~PacketWriter()
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{
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/* Prevent double frees. */
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if (this->cs != NULL) {
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if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->BeginCritical();
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this->cs->savegame = NULL;
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if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->EndCritical();
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delete this->cs->savegame_mutex;
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this->cs->savegame_mutex = NULL;
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}
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delete this->current;
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}
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/** Append the current packet to the queue. */
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void AppendQueue()
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{
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if (this->current == NULL) return;
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Packet **p = &this->cs->savegame_packets;
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while (*p != NULL) {
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p = &(*p)->next;
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}
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*p = this->current;
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this->current = NULL;
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}
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/* virtual */ void Write(byte *buf, size_t size)
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{
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/* We want to abort the saving when the socket is closed. */
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if (this->cs == NULL) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
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if (this->current == NULL) this->current = new Packet(PACKET_SERVER_MAP_DATA);
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if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->BeginCritical();
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byte *bufe = buf + size;
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while (buf != bufe) {
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size_t to_write = min(SEND_MTU - this->current->size, bufe - buf);
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memcpy(this->current->buffer + this->current->size, buf, to_write);
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this->current->size += (PacketSize)to_write;
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buf += to_write;
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if (this->current->size == SEND_MTU) {
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this->AppendQueue();
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if (buf != bufe) this->current = new Packet(PACKET_SERVER_MAP_DATA);
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}
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}
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if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->EndCritical();
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this->total_size += size;
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}
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/* virtual */ void Finish()
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{
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/* We want to abort the saving when the socket is closed. */
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if (this->cs == NULL) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
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if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->BeginCritical();
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/* Make sure the last packet is flushed. */
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this->AppendQueue();
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/* Add a packet stating that this is the end to the queue. */
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this->current = new Packet(PACKET_SERVER_MAP_DONE);
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this->AppendQueue();
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/* Fast-track the size to the client. */
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Packet *p = new Packet(PACKET_SERVER_MAP_SIZE);
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p->Send_uint32((uint32)this->total_size);
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this->cs->NetworkTCPSocketHandler::SendPacket(p);
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if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->EndCritical();
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}
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};
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/**
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* Create a new socket for the server side of the game connection.
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* @param s The socket to connect with.
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*/
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ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s)
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{
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this->status = STATUS_INACTIVE;
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this->client_id = _network_client_id++;
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this->receive_limit = _settings_client.network.bytes_per_frame_burst;
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/* The Socket and Info pools need to be the same in size. After all,
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* each Socket will be associated with at most one Info object. As
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* such if the Socket was allocated the Info object can as well. */
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assert_compile(NetworkClientSocketPool::MAX_SIZE == NetworkClientInfoPool::MAX_SIZE);
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}
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/**
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* Clear everything related to this client.
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*/
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ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
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{
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if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID;
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OrderBackup::ResetUser(this->client_id);
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if (this->savegame_mutex != NULL) this->savegame_mutex->BeginCritical();
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if (this->savegame != NULL) this->savegame->cs = NULL;
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if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical();
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/* Make sure the saving is completely cancelled.
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* Yes, we need to handle the save finish as well
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* as the next connection in this "loop" might
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* just be requesting the map and such. */
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WaitTillSaved();
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ProcessAsyncSaveFinish();
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while (this->savegame_packets != NULL) {
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Packet *p = this->savegame_packets->next;
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delete this->savegame_packets;
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this->savegame_packets = p;
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}
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delete this->savegame_mutex;
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}
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Packet *ServerNetworkGameSocketHandler::ReceivePacket()
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{
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/* Only allow receiving when we have some buffer free; this value
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* can go negative, but eventually it will become positive again. */
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if (this->receive_limit <= 0) return NULL;
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/* We can receive a packet, so try that and if needed account for
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* the amount of received data. */
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Packet *p = this->NetworkTCPSocketHandler::ReceivePacket();
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if (p != NULL) this->receive_limit -= p->size;
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return p;
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}
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void ServerNetworkGameSocketHandler::SendPacket(Packet *packet)
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{
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if (this->savegame_mutex != NULL) this->savegame_mutex->BeginCritical();
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this->NetworkTCPSocketHandler::SendPacket(packet);
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if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical();
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}
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NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
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{
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assert(status != NETWORK_RECV_STATUS_OKAY);
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/*
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* Sending a message just before leaving the game calls cs->SendPackets.
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* This might invoke this function, which means that when we close the
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* connection after cs->SendPackets we will close an already closed
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* connection. This handles that case gracefully without having to make
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* that code any more complex or more aware of the validity of the socket.
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*/
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if (this->sock == INVALID_SOCKET) return status;
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if (status != NETWORK_RECV_STATUS_CONN_LOST && !this->HasClientQuit() && this->status >= STATUS_AUTHORIZED) {
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/* We did not receive a leave message from this client... */
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char client_name[NETWORK_CLIENT_NAME_LENGTH];
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NetworkClientSocket *new_cs;
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this->GetClientName(client_name, sizeof(client_name));
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
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/* Inform other clients of this... strange leaving ;) */
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FOR_ALL_CLIENT_SOCKETS(new_cs) {
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if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) {
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new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
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}
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}
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}
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NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
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DEBUG(net, 1, "Closed client connection %d", this->client_id);
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/* We just lost one client :( */
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if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
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extern byte _network_clients_connected;
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_network_clients_connected--;
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DeleteWindowById(WC_CLIENT_LIST_POPUP, this->client_id);
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SetWindowDirty(WC_CLIENT_LIST, 0);
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this->SendPackets(true);
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delete this->GetInfo();
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delete this;
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return status;
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}
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/**
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* Whether an connection is allowed or not at this moment.
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* @return true if the connection is allowed.
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*/
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/* static */ bool ServerNetworkGameSocketHandler::AllowConnection()
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{
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extern byte _network_clients_connected;
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bool accept = _network_clients_connected < MAX_CLIENTS && _network_game_info.clients_on < _settings_client.network.max_clients;
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/* We can't go over the MAX_CLIENTS limit here. However, the
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* pool must have place for all clients and ourself. */
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assert_compile(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENTS + 1);
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assert(!accept || ServerNetworkGameSocketHandler::CanAllocateItem());
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return accept;
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}
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/** Send the packets for the server sockets. */
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/* static */ void ServerNetworkGameSocketHandler::Send()
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{
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NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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if (cs->writable) {
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if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
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/* This client is in the middle of a map-send, call the function for that */
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cs->SendMap();
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}
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}
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}
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}
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static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
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/***********
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* Sending functions
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* DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs
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************/
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/**
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* Send the client information about a client.
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* @param ci The client to send information about.
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*/
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientInfo *ci)
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{
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if (ci->client_id != INVALID_CLIENT_ID) {
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Packet *p = new Packet(PACKET_SERVER_CLIENT_INFO);
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p->Send_uint32(ci->client_id);
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p->Send_uint8 (ci->client_playas);
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p->Send_string(ci->client_name);
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this->SendPacket(p);
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}
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** Send the client information about the companies. */
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
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{
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/* Fetch the latest version of the stats */
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NetworkCompanyStats company_stats[MAX_COMPANIES];
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NetworkPopulateCompanyStats(company_stats);
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/* Make a list of all clients per company */
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char clients[MAX_COMPANIES][NETWORK_CLIENTS_LENGTH];
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NetworkClientSocket *csi;
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memset(clients, 0, sizeof(clients));
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/* Add the local player (if not dedicated) */
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const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
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if (ci != NULL && Company::IsValidID(ci->client_playas)) {
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strecpy(clients[ci->client_playas], ci->client_name, lastof(clients[ci->client_playas]));
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}
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FOR_ALL_CLIENT_SOCKETS(csi) {
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char client_name[NETWORK_CLIENT_NAME_LENGTH];
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((ServerNetworkGameSocketHandler*)csi)->GetClientName(client_name, sizeof(client_name));
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ci = csi->GetInfo();
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if (ci != NULL && Company::IsValidID(ci->client_playas)) {
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if (!StrEmpty(clients[ci->client_playas])) {
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strecat(clients[ci->client_playas], ", ", lastof(clients[ci->client_playas]));
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}
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strecat(clients[ci->client_playas], client_name, lastof(clients[ci->client_playas]));
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}
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}
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/* Now send the data */
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Company *company;
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Packet *p;
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FOR_ALL_COMPANIES(company) {
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p = new Packet(PACKET_SERVER_COMPANY_INFO);
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p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
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p->Send_bool (true);
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this->SendCompanyInformation(p, company, &company_stats[company->index]);
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if (StrEmpty(clients[company->index])) {
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p->Send_string("<none>");
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} else {
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p->Send_string(clients[company->index]);
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}
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this->SendPacket(p);
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}
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p = new Packet(PACKET_SERVER_COMPANY_INFO);
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p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
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p->Send_bool (false);
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this->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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* Send an error to the client, and close its connection.
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* @param error The error to disconnect for.
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*/
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error)
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{
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char str[100];
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Packet *p = new Packet(PACKET_SERVER_ERROR);
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p->Send_uint8(error);
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this->SendPacket(p);
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StringID strid = GetNetworkErrorMsg(error);
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GetString(str, strid, lastof(str));
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/* Only send when the current client was in game */
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if (this->status > STATUS_AUTHORIZED) {
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NetworkClientSocket *new_cs;
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char client_name[NETWORK_CLIENT_NAME_LENGTH];
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this->GetClientName(client_name, sizeof(client_name));
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DEBUG(net, 1, "'%s' made an error and has been disconnected. Reason: '%s'", client_name, str);
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, strid);
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FOR_ALL_CLIENT_SOCKETS(new_cs) {
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if (new_cs->status > STATUS_AUTHORIZED && new_cs != this) {
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/* Some errors we filter to a more general error. Clients don't have to know the real
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* reason a joining failed. */
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if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
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error = NETWORK_ERROR_ILLEGAL_PACKET;
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}
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new_cs->SendErrorQuit(this->client_id, error);
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}
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}
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NetworkAdminClientError(this->client_id, error);
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} else {
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DEBUG(net, 1, "Client %d made an error and has been disconnected. Reason: '%s'", this->client_id, str);
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}
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/* The client made a mistake, so drop his connection now! */
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return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
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}
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/** Send the check for the NewGRFs. */
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
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{
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Packet *p = new Packet(PACKET_SERVER_CHECK_NEWGRFS);
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const GRFConfig *c;
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uint grf_count = 0;
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for (c = _grfconfig; c != NULL; c = c->next) {
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if (!HasBit(c->flags, GCF_STATIC)) grf_count++;
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}
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p->Send_uint8 (grf_count);
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for (c = _grfconfig; c != NULL; c = c->next) {
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if (!HasBit(c->flags, GCF_STATIC)) this->SendGRFIdentifier(p, &c->ident);
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}
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this->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** Request the game password. */
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
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{
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/* Invalid packet when status is STATUS_AUTH_GAME or higher */
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if (this->status >= STATUS_AUTH_GAME) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
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this->status = STATUS_AUTH_GAME;
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/* Reset 'lag' counters */
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this->last_frame = this->last_frame_server = _frame_counter;
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Packet *p = new Packet(PACKET_SERVER_NEED_GAME_PASSWORD);
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this->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** Request the company password. */
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
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{
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/* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
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if (this->status >= STATUS_AUTH_COMPANY) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
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this->status = STATUS_AUTH_COMPANY;
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/* Reset 'lag' counters */
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this->last_frame = this->last_frame_server = _frame_counter;
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Packet *p = new Packet(PACKET_SERVER_NEED_COMPANY_PASSWORD);
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p->Send_uint32(_settings_game.game_creation.generation_seed);
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p->Send_string(_settings_client.network.network_id);
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this->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** Send the client a welcome message with some basic information. */
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
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{
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Packet *p;
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NetworkClientSocket *new_cs;
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/* Invalid packet when status is AUTH or higher */
|
|
if (this->status >= STATUS_AUTHORIZED) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
|
|
|
|
this->status = STATUS_AUTHORIZED;
|
|
/* Reset 'lag' counters */
|
|
this->last_frame = this->last_frame_server = _frame_counter;
|
|
|
|
_network_game_info.clients_on++;
|
|
|
|
p = new Packet(PACKET_SERVER_WELCOME);
|
|
p->Send_uint32(this->client_id);
|
|
p->Send_uint32(_settings_game.game_creation.generation_seed);
|
|
p->Send_string(_settings_client.network.network_id);
|
|
this->SendPacket(p);
|
|
|
|
/* Transmit info about all the active clients */
|
|
FOR_ALL_CLIENT_SOCKETS(new_cs) {
|
|
if (new_cs != this && new_cs->status > STATUS_AUTHORIZED) {
|
|
this->SendClientInfo(new_cs->GetInfo());
|
|
}
|
|
}
|
|
/* Also send the info of the server */
|
|
return this->SendClientInfo(NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER));
|
|
}
|
|
|
|
/** Tell the client that its put in a waiting queue. */
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
|
|
{
|
|
int waiting = 0;
|
|
NetworkClientSocket *new_cs;
|
|
Packet *p;
|
|
|
|
/* Count how many clients are waiting in the queue, in front of you! */
|
|
FOR_ALL_CLIENT_SOCKETS(new_cs) {
|
|
if (new_cs->status != STATUS_MAP_WAIT) continue;
|
|
if (new_cs->GetInfo()->join_date < this->GetInfo()->join_date || (new_cs->GetInfo()->join_date == this->GetInfo()->join_date && new_cs->client_id < this->client_id)) waiting++;
|
|
}
|
|
|
|
p = new Packet(PACKET_SERVER_WAIT);
|
|
p->Send_uint8(waiting);
|
|
this->SendPacket(p);
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
/** This sends the map to the client */
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
|
|
{
|
|
static uint sent_packets; // How many packets we did send succecfully last time
|
|
|
|
if (this->status < STATUS_AUTHORIZED) {
|
|
/* Illegal call, return error and ignore the packet */
|
|
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
|
|
}
|
|
|
|
if (this->status == STATUS_AUTHORIZED) {
|
|
this->savegame = new PacketWriter(this);
|
|
|
|
/* Now send the _frame_counter and how many packets are coming */
|
|
Packet *p = new Packet(PACKET_SERVER_MAP_BEGIN);
|
|
p->Send_uint32(_frame_counter);
|
|
this->SendPacket(p);
|
|
|
|
NetworkSyncCommandQueue(this);
|
|
this->status = STATUS_MAP;
|
|
/* Mark the start of download */
|
|
this->last_frame = _frame_counter;
|
|
this->last_frame_server = _frame_counter;
|
|
|
|
sent_packets = 4; // We start with trying 4 packets
|
|
|
|
/* Make a dump of the current game */
|
|
if (SaveWithFilter(this->savegame, true) != SL_OK) usererror("network savedump failed");
|
|
}
|
|
|
|
if (this->status == STATUS_MAP) {
|
|
if (this->savegame_mutex != NULL) this->savegame_mutex->BeginCritical();
|
|
|
|
bool last_packet = false;
|
|
|
|
for (uint i = 0; i < sent_packets && this->savegame_packets != NULL; i++) {
|
|
Packet *p = this->savegame_packets;
|
|
last_packet = p->buffer[2] == PACKET_SERVER_MAP_DONE;
|
|
|
|
/* Remove the packet from the savegame queue and put it in the real queue. */
|
|
this->savegame_packets = p->next;
|
|
p->next = NULL;
|
|
this->NetworkTCPSocketHandler::SendPacket(p);
|
|
|
|
if (last_packet) {
|
|
/* There is no more data, so break the for */
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical();
|
|
|
|
if (last_packet) {
|
|
/* Done reading, make sure saving is done as well */
|
|
WaitTillSaved();
|
|
|
|
/* Set the status to DONE_MAP, no we will wait for the client
|
|
* to send it is ready (maybe that happens like never ;)) */
|
|
this->status = STATUS_DONE_MAP;
|
|
|
|
/* Find the best candidate for joining, i.e. the first joiner. */
|
|
NetworkClientSocket *new_cs;
|
|
NetworkClientSocket *best = NULL;
|
|
FOR_ALL_CLIENT_SOCKETS(new_cs) {
|
|
if (new_cs->status == STATUS_MAP_WAIT) {
|
|
if (best == NULL || best->GetInfo()->join_date > new_cs->GetInfo()->join_date || (best->GetInfo()->join_date == new_cs->GetInfo()->join_date && best->client_id > new_cs->client_id)) {
|
|
best = new_cs;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Is there someone else to join? */
|
|
if (best != NULL) {
|
|
/* Let the first start joining. */
|
|
best->status = STATUS_AUTHORIZED;
|
|
best->SendMap();
|
|
|
|
/* And update the rest. */
|
|
FOR_ALL_CLIENT_SOCKETS(new_cs) {
|
|
if (new_cs->status == STATUS_MAP_WAIT) new_cs->SendWait();
|
|
}
|
|
}
|
|
}
|
|
|
|
switch (this->SendPackets()) {
|
|
case SPS_CLOSED:
|
|
return NETWORK_RECV_STATUS_CONN_LOST;
|
|
|
|
case SPS_ALL_SENT:
|
|
/* All are sent, increase the sent_packets */
|
|
if (this->savegame_packets != NULL) sent_packets *= 2;
|
|
break;
|
|
|
|
case SPS_PARTLY_SENT:
|
|
/* Only a part is sent; leave the transmission state. */
|
|
break;
|
|
|
|
case SPS_NONE_SENT:
|
|
/* Not everything is sent, decrease the sent_packets */
|
|
if (sent_packets > 1) sent_packets /= 2;
|
|
break;
|
|
}
|
|
}
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
/**
|
|
* Tell that a client joined.
|
|
* @param client_id The client that joined.
|
|
*/
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
|
|
{
|
|
Packet *p = new Packet(PACKET_SERVER_JOIN);
|
|
|
|
p->Send_uint32(client_id);
|
|
|
|
this->SendPacket(p);
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
/** Tell the client that they may run to a particular frame. */
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
|
|
{
|
|
Packet *p = new Packet(PACKET_SERVER_FRAME);
|
|
p->Send_uint32(_frame_counter);
|
|
p->Send_uint32(_frame_counter_max);
|
|
#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
|
|
p->Send_uint32(_sync_seed_1);
|
|
#ifdef NETWORK_SEND_DOUBLE_SEED
|
|
p->Send_uint32(_sync_seed_2);
|
|
#endif
|
|
#endif
|
|
|
|
/* If token equals 0, we need to make a new token and send that. */
|
|
if (this->last_token == 0) {
|
|
this->last_token = InteractiveRandomRange(UINT8_MAX - 1) + 1;
|
|
p->Send_uint8(this->last_token);
|
|
}
|
|
|
|
this->SendPacket(p);
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
/** Request the client to sync. */
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
|
|
{
|
|
Packet *p = new Packet(PACKET_SERVER_SYNC);
|
|
p->Send_uint32(_frame_counter);
|
|
p->Send_uint32(_sync_seed_1);
|
|
|
|
#ifdef NETWORK_SEND_DOUBLE_SEED
|
|
p->Send_uint32(_sync_seed_2);
|
|
#endif
|
|
this->SendPacket(p);
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
/**
|
|
* Send a command to the client to execute.
|
|
* @param cp The command to send.
|
|
*/
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
|
|
{
|
|
Packet *p = new Packet(PACKET_SERVER_COMMAND);
|
|
|
|
this->NetworkGameSocketHandler::SendCommand(p, cp);
|
|
p->Send_uint32(cp->frame);
|
|
p->Send_bool (cp->my_cmd);
|
|
|
|
this->SendPacket(p);
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
/**
|
|
* Send a chat message.
|
|
* @param action The action associated with the message.
|
|
* @param client_id The origin of the chat message.
|
|
* @param self_send Whether we did send the message.
|
|
* @param msg The actual message.
|
|
* @param data Arbitrary extra data.
|
|
*/
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data)
|
|
{
|
|
if (this->status < STATUS_PRE_ACTIVE) return NETWORK_RECV_STATUS_OKAY;
|
|
|
|
Packet *p = new Packet(PACKET_SERVER_CHAT);
|
|
|
|
p->Send_uint8 (action);
|
|
p->Send_uint32(client_id);
|
|
p->Send_bool (self_send);
|
|
p->Send_string(msg);
|
|
p->Send_uint64(data);
|
|
|
|
this->SendPacket(p);
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
/**
|
|
* Tell the client another client quit with an error.
|
|
* @param client_id The client that quit.
|
|
* @param errorno The reason the client quit.
|
|
*/
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
|
|
{
|
|
Packet *p = new Packet(PACKET_SERVER_ERROR_QUIT);
|
|
|
|
p->Send_uint32(client_id);
|
|
p->Send_uint8 (errorno);
|
|
|
|
this->SendPacket(p);
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
/**
|
|
* Tell the client another client quit.
|
|
* @param client_id The client that quit.
|
|
*/
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
|
|
{
|
|
Packet *p = new Packet(PACKET_SERVER_QUIT);
|
|
|
|
p->Send_uint32(client_id);
|
|
|
|
this->SendPacket(p);
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
/** Tell the client we're shutting down. */
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
|
|
{
|
|
Packet *p = new Packet(PACKET_SERVER_SHUTDOWN);
|
|
this->SendPacket(p);
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
/** Tell the client we're starting a new game. */
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
|
|
{
|
|
Packet *p = new Packet(PACKET_SERVER_NEWGAME);
|
|
this->SendPacket(p);
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
/**
|
|
* Send the result of a console action.
|
|
* @param colour The colour of the result.
|
|
* @param command The command that was executed.
|
|
*/
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16 colour, const char *command)
|
|
{
|
|
Packet *p = new Packet(PACKET_SERVER_RCON);
|
|
|
|
p->Send_uint16(colour);
|
|
p->Send_string(command);
|
|
this->SendPacket(p);
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
/**
|
|
* Tell that a client moved to another company.
|
|
* @param client_id The client that moved.
|
|
* @param company_id The company the client moved to.
|
|
*/
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::SendMove(ClientID client_id, CompanyID company_id)
|
|
{
|
|
Packet *p = new Packet(PACKET_SERVER_MOVE);
|
|
|
|
p->Send_uint32(client_id);
|
|
p->Send_uint8(company_id);
|
|
this->SendPacket(p);
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
/** Send an update about the company password states. */
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate()
|
|
{
|
|
Packet *p = new Packet(PACKET_SERVER_COMPANY_UPDATE);
|
|
|
|
p->Send_uint16(_network_company_passworded);
|
|
this->SendPacket(p);
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
/** Send an update about the max company/spectator counts. */
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
|
|
{
|
|
Packet *p = new Packet(PACKET_SERVER_CONFIG_UPDATE);
|
|
|
|
p->Send_uint8(_settings_client.network.max_companies);
|
|
p->Send_uint8(_settings_client.network.max_spectators);
|
|
this->SendPacket(p);
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
/***********
|
|
* Receiving functions
|
|
* DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
|
|
************/
|
|
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO(Packet *p)
|
|
{
|
|
return this->SendCompanyInfo();
|
|
}
|
|
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *p)
|
|
{
|
|
if (this->status != STATUS_NEWGRFS_CHECK) {
|
|
/* Illegal call, return error and ignore the packet */
|
|
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
|
|
}
|
|
|
|
NetworkClientInfo *ci = this->GetInfo();
|
|
|
|
/* We now want a password from the client else we do not allow him in! */
|
|
if (!StrEmpty(_settings_client.network.server_password)) {
|
|
return this->SendNeedGamePassword();
|
|
}
|
|
|
|
if (Company::IsValidID(ci->client_playas) && !StrEmpty(_network_company_states[ci->client_playas].password)) {
|
|
return this->SendNeedCompanyPassword();
|
|
}
|
|
|
|
return this->SendWelcome();
|
|
}
|
|
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
|
|
{
|
|
if (this->status != STATUS_INACTIVE) {
|
|
/* Illegal call, return error and ignore the packet */
|
|
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
|
|
}
|
|
|
|
char name[NETWORK_CLIENT_NAME_LENGTH];
|
|
CompanyID playas;
|
|
NetworkLanguage client_lang;
|
|
char client_revision[NETWORK_REVISION_LENGTH];
|
|
|
|
p->Recv_string(client_revision, sizeof(client_revision));
|
|
uint32 newgrf_version = p->Recv_uint32();
|
|
|
|
/* Check if the client has revision control enabled */
|
|
if (!IsNetworkCompatibleVersion(client_revision) || _openttd_newgrf_version != newgrf_version) {
|
|
/* Different revisions!! */
|
|
return this->SendError(NETWORK_ERROR_WRONG_REVISION);
|
|
}
|
|
|
|
p->Recv_string(name, sizeof(name));
|
|
playas = (Owner)p->Recv_uint8();
|
|
client_lang = (NetworkLanguage)p->Recv_uint8();
|
|
|
|
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
|
|
|
|
/* join another company does not affect these values */
|
|
switch (playas) {
|
|
case COMPANY_NEW_COMPANY: // New company
|
|
if (Company::GetNumItems() >= _settings_client.network.max_companies) {
|
|
return this->SendError(NETWORK_ERROR_FULL);
|
|
}
|
|
break;
|
|
case COMPANY_SPECTATOR: // Spectator
|
|
if (NetworkSpectatorCount() >= _settings_client.network.max_spectators) {
|
|
return this->SendError(NETWORK_ERROR_FULL);
|
|
}
|
|
break;
|
|
default: // Join another company (companies 1-8 (index 0-7))
|
|
if (!Company::IsValidHumanID(playas)) {
|
|
return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
|
|
}
|
|
break;
|
|
}
|
|
|
|
/* We need a valid name.. make it Player */
|
|
if (StrEmpty(name)) strecpy(name, "Player", lastof(name));
|
|
|
|
if (!NetworkFindName(name)) { // Change name if duplicate
|
|
/* We could not create a name for this client */
|
|
return this->SendError(NETWORK_ERROR_NAME_IN_USE);
|
|
}
|
|
|
|
assert(NetworkClientInfo::CanAllocateItem());
|
|
NetworkClientInfo *ci = new NetworkClientInfo(this->client_id);
|
|
this->SetInfo(ci);
|
|
ci->join_date = _date;
|
|
strecpy(ci->client_name, name, lastof(ci->client_name));
|
|
ci->client_playas = playas;
|
|
ci->client_lang = client_lang;
|
|
DEBUG(desync, 1, "client: %08x; %02x; %02x; %04x", _date, _date_fract, (int)ci->client_playas, ci->index);
|
|
|
|
/* Make sure companies to which people try to join are not autocleaned */
|
|
if (Company::IsValidID(playas)) _network_company_states[playas].months_empty = 0;
|
|
|
|
this->status = STATUS_NEWGRFS_CHECK;
|
|
|
|
if (_grfconfig == NULL) {
|
|
/* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
|
|
return this->Receive_CLIENT_NEWGRFS_CHECKED(NULL);
|
|
}
|
|
|
|
return this->SendNewGRFCheck();
|
|
}
|
|
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *p)
|
|
{
|
|
if (this->status != STATUS_AUTH_GAME) {
|
|
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
|
|
}
|
|
|
|
char password[NETWORK_PASSWORD_LENGTH];
|
|
p->Recv_string(password, sizeof(password));
|
|
|
|
/* Check game password. Allow joining if we cleared the password meanwhile */
|
|
if (!StrEmpty(_settings_client.network.server_password) &&
|
|
strcmp(password, _settings_client.network.server_password) != 0) {
|
|
/* Password is invalid */
|
|
return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
|
|
}
|
|
|
|
const NetworkClientInfo *ci = this->GetInfo();
|
|
if (Company::IsValidID(ci->client_playas) && !StrEmpty(_network_company_states[ci->client_playas].password)) {
|
|
return this->SendNeedCompanyPassword();
|
|
}
|
|
|
|
/* Valid password, allow user */
|
|
return this->SendWelcome();
|
|
}
|
|
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p)
|
|
{
|
|
if (this->status != STATUS_AUTH_COMPANY) {
|
|
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
|
|
}
|
|
|
|
char password[NETWORK_PASSWORD_LENGTH];
|
|
p->Recv_string(password, sizeof(password));
|
|
|
|
/* Check company password. Allow joining if we cleared the password meanwhile.
|
|
* Also, check the company is still valid - client could be moved to spectators
|
|
* in the middle of the authorization process */
|
|
CompanyID playas = this->GetInfo()->client_playas;
|
|
if (Company::IsValidID(playas) && !StrEmpty(_network_company_states[playas].password) &&
|
|
strcmp(password, _network_company_states[playas].password) != 0) {
|
|
/* Password is invalid */
|
|
return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
|
|
}
|
|
|
|
return this->SendWelcome();
|
|
}
|
|
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p)
|
|
{
|
|
NetworkClientSocket *new_cs;
|
|
/* The client was never joined.. so this is impossible, right?
|
|
* Ignore the packet, give the client a warning, and close his connection */
|
|
if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
|
|
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
|
|
}
|
|
|
|
/* Check if someone else is receiving the map */
|
|
FOR_ALL_CLIENT_SOCKETS(new_cs) {
|
|
if (new_cs->status == STATUS_MAP) {
|
|
/* Tell the new client to wait */
|
|
this->status = STATUS_MAP_WAIT;
|
|
return this->SendWait();
|
|
}
|
|
}
|
|
|
|
/* We receive a request to upload the map.. give it to the client! */
|
|
return this->SendMap();
|
|
}
|
|
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *p)
|
|
{
|
|
/* Client has the map, now start syncing */
|
|
if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
|
|
char client_name[NETWORK_CLIENT_NAME_LENGTH];
|
|
NetworkClientSocket *new_cs;
|
|
|
|
this->GetClientName(client_name, sizeof(client_name));
|
|
|
|
NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, NULL, this->client_id);
|
|
|
|
/* Mark the client as pre-active, and wait for an ACK
|
|
* so we know he is done loading and in sync with us */
|
|
this->status = STATUS_PRE_ACTIVE;
|
|
NetworkHandleCommandQueue(this);
|
|
this->SendFrame();
|
|
this->SendSync();
|
|
|
|
/* This is the frame the client receives
|
|
* we need it later on to make sure the client is not too slow */
|
|
this->last_frame = _frame_counter;
|
|
this->last_frame_server = _frame_counter;
|
|
|
|
FOR_ALL_CLIENT_SOCKETS(new_cs) {
|
|
if (new_cs->status > STATUS_AUTHORIZED) {
|
|
new_cs->SendClientInfo(this->GetInfo());
|
|
new_cs->SendJoin(this->client_id);
|
|
}
|
|
}
|
|
|
|
NetworkAdminClientInfo(this, true);
|
|
|
|
/* also update the new client with our max values */
|
|
this->SendConfigUpdate();
|
|
|
|
/* quickly update the syncing client with company details */
|
|
return this->SendCompanyUpdate();
|
|
}
|
|
|
|
/* Wrong status for this packet, give a warning to client, and close connection */
|
|
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
|
|
}
|
|
|
|
/**
|
|
* The client has done a command and wants us to handle it
|
|
* @param p the packet in which the command was sent
|
|
*/
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p)
|
|
{
|
|
/* The client was never joined.. so this is impossible, right?
|
|
* Ignore the packet, give the client a warning, and close his connection */
|
|
if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
|
|
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
|
|
}
|
|
|
|
if (this->incoming_queue.Count() >= _settings_client.network.max_commands_in_queue) {
|
|
return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
|
|
}
|
|
|
|
CommandPacket cp;
|
|
const char *err = this->ReceiveCommand(p, &cp);
|
|
|
|
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
|
|
|
|
NetworkClientInfo *ci = this->GetInfo();
|
|
|
|
if (err != NULL) {
|
|
IConsolePrintF(CC_ERROR, "WARNING: %s from client %d (IP: %s).", err, ci->client_id, this->GetClientIP());
|
|
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
|
|
}
|
|
|
|
|
|
if ((GetCommandFlags(cp.cmd) & CMD_SERVER) && ci->client_id != CLIENT_ID_SERVER) {
|
|
IConsolePrintF(CC_ERROR, "WARNING: server only command from: client %d (IP: %s), kicking...", ci->client_id, this->GetClientIP());
|
|
return this->SendError(NETWORK_ERROR_KICKED);
|
|
}
|
|
|
|
if ((GetCommandFlags(cp.cmd) & CMD_SPECTATOR) == 0 && !Company::IsValidID(cp.company) && ci->client_id != CLIENT_ID_SERVER) {
|
|
IConsolePrintF(CC_ERROR, "WARNING: spectator issueing command from client %d (IP: %s), kicking...", ci->client_id, this->GetClientIP());
|
|
return this->SendError(NETWORK_ERROR_KICKED);
|
|
}
|
|
|
|
/**
|
|
* Only CMD_COMPANY_CTRL is always allowed, for the rest, playas needs
|
|
* to match the company in the packet. If it doesn't, the client has done
|
|
* something pretty naughty (or a bug), and will be kicked
|
|
*/
|
|
if (!(cp.cmd == CMD_COMPANY_CTRL && cp.p1 == 0 && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
|
|
IConsolePrintF(CC_ERROR, "WARNING: client %d (IP: %s) tried to execute a command as company %d, kicking...",
|
|
ci->client_playas + 1, this->GetClientIP(), cp.company + 1);
|
|
return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
|
|
}
|
|
|
|
if (cp.cmd == CMD_COMPANY_CTRL) {
|
|
if (cp.p1 != 0 || cp.company != COMPANY_SPECTATOR) {
|
|
return this->SendError(NETWORK_ERROR_CHEATER);
|
|
}
|
|
|
|
/* Check if we are full - else it's possible for spectators to send a CMD_COMPANY_CTRL and the company is created regardless of max_companies! */
|
|
if (Company::GetNumItems() >= _settings_client.network.max_companies) {
|
|
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_CLIENT, ci->client_id, "cannot create new company, server full", CLIENT_ID_SERVER);
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
}
|
|
|
|
if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) cp.p2 = this->client_id;
|
|
|
|
this->incoming_queue.Append(&cp);
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p)
|
|
{
|
|
/* This packets means a client noticed an error and is reporting this
|
|
* to us. Display the error and report it to the other clients */
|
|
NetworkClientSocket *new_cs;
|
|
char str[100];
|
|
char client_name[NETWORK_CLIENT_NAME_LENGTH];
|
|
NetworkErrorCode errorno = (NetworkErrorCode)p->Recv_uint8();
|
|
|
|
/* The client was never joined.. thank the client for the packet, but ignore it */
|
|
if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
|
|
return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
|
|
}
|
|
|
|
this->GetClientName(client_name, sizeof(client_name));
|
|
|
|
StringID strid = GetNetworkErrorMsg(errorno);
|
|
GetString(str, strid, lastof(str));
|
|
|
|
DEBUG(net, 2, "'%s' reported an error and is closing its connection (%s)", client_name, str);
|
|
|
|
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, strid);
|
|
|
|
FOR_ALL_CLIENT_SOCKETS(new_cs) {
|
|
if (new_cs->status > STATUS_AUTHORIZED) {
|
|
new_cs->SendErrorQuit(this->client_id, errorno);
|
|
}
|
|
}
|
|
|
|
NetworkAdminClientError(this->client_id, errorno);
|
|
|
|
return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
|
|
}
|
|
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
|
|
{
|
|
/* The client wants to leave. Display this and report it to the other
|
|
* clients. */
|
|
NetworkClientSocket *new_cs;
|
|
char client_name[NETWORK_CLIENT_NAME_LENGTH];
|
|
|
|
/* The client was never joined.. thank the client for the packet, but ignore it */
|
|
if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
|
|
return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
|
|
}
|
|
|
|
this->GetClientName(client_name, sizeof(client_name));
|
|
|
|
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
|
|
|
|
FOR_ALL_CLIENT_SOCKETS(new_cs) {
|
|
if (new_cs->status > STATUS_AUTHORIZED && new_cs != this) {
|
|
new_cs->SendQuit(this->client_id);
|
|
}
|
|
}
|
|
|
|
NetworkAdminClientQuit(this->client_id);
|
|
|
|
return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
|
|
}
|
|
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
|
|
{
|
|
if (this->status < STATUS_AUTHORIZED) {
|
|
/* Illegal call, return error and ignore the packet */
|
|
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
|
|
}
|
|
|
|
uint32 frame = p->Recv_uint32();
|
|
|
|
/* The client is trying to catch up with the server */
|
|
if (this->status == STATUS_PRE_ACTIVE) {
|
|
/* The client is not yet catched up? */
|
|
if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
|
|
|
|
/* Now he is! Unpause the game */
|
|
this->status = STATUS_ACTIVE;
|
|
this->last_token_frame = _frame_counter;
|
|
|
|
/* Execute script for, e.g. MOTD */
|
|
IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
|
|
}
|
|
|
|
/* Get, and validate the token. */
|
|
uint8 token = p->Recv_uint8();
|
|
if (token == this->last_token) {
|
|
/* We differentiate between last_token_frame and last_frame so the lag
|
|
* test uses the actual lag of the client instead of the lag for getting
|
|
* the token back and forth; after all, the token is only sent every
|
|
* time we receive a PACKET_CLIENT_ACK, after which we will send a new
|
|
* token to the client. If the lag would be one day, then we would not
|
|
* be sending the new token soon enough for the new daily scheduled
|
|
* PACKET_CLIENT_ACK. This would then register the lag of the client as
|
|
* two days, even when it's only a single day. */
|
|
this->last_token_frame = _frame_counter;
|
|
/* Request a new token. */
|
|
this->last_token = 0;
|
|
}
|
|
|
|
/* The client received the frame, make note of it */
|
|
this->last_frame = frame;
|
|
/* With those 2 values we can calculate the lag realtime */
|
|
this->last_frame_server = _frame_counter;
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
|
|
/**
|
|
* Send an actual chat message.
|
|
* @param action The action that's performed.
|
|
* @param desttype The type of destination.
|
|
* @param dest The actual destination index.
|
|
* @param msg The actual message.
|
|
* @param from_id The origin of the message.
|
|
* @param data Arbitrary data.
|
|
* @param from_admin Whether the origin is an admin or not.
|
|
*/
|
|
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const char *msg, ClientID from_id, int64 data, bool from_admin)
|
|
{
|
|
NetworkClientSocket *cs;
|
|
const NetworkClientInfo *ci, *ci_own, *ci_to;
|
|
|
|
switch (desttype) {
|
|
case DESTTYPE_CLIENT:
|
|
/* Are we sending to the server? */
|
|
if ((ClientID)dest == CLIENT_ID_SERVER) {
|
|
ci = NetworkClientInfo::GetByClientID(from_id);
|
|
/* Display the text locally, and that is it */
|
|
if (ci != NULL) {
|
|
NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
|
|
|
|
if (_settings_client.network.server_admin_chat) {
|
|
NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
|
|
}
|
|
}
|
|
} else {
|
|
/* Else find the client to send the message to */
|
|
FOR_ALL_CLIENT_SOCKETS(cs) {
|
|
if (cs->client_id == (ClientID)dest) {
|
|
cs->SendChat(action, from_id, false, msg, data);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Display the message locally (so you know you have sent it) */
|
|
if (from_id != (ClientID)dest) {
|
|
if (from_id == CLIENT_ID_SERVER) {
|
|
ci = NetworkClientInfo::GetByClientID(from_id);
|
|
ci_to = NetworkClientInfo::GetByClientID((ClientID)dest);
|
|
if (ci != NULL && ci_to != NULL) {
|
|
NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data);
|
|
}
|
|
} else {
|
|
FOR_ALL_CLIENT_SOCKETS(cs) {
|
|
if (cs->client_id == from_id) {
|
|
cs->SendChat(action, (ClientID)dest, true, msg, data);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case DESTTYPE_TEAM: {
|
|
/* If this is false, the message is already displayed on the client who sent it. */
|
|
bool show_local = true;
|
|
/* Find all clients that belong to this company */
|
|
ci_to = NULL;
|
|
FOR_ALL_CLIENT_SOCKETS(cs) {
|
|
ci = cs->GetInfo();
|
|
if (ci != NULL && ci->client_playas == (CompanyID)dest) {
|
|
cs->SendChat(action, from_id, false, msg, data);
|
|
if (cs->client_id == from_id) show_local = false;
|
|
ci_to = ci; // Remember a client that is in the company for company-name
|
|
}
|
|
}
|
|
|
|
/* if the server can read it, let the admin network read it, too. */
|
|
if (_local_company == (CompanyID)dest && _settings_client.network.server_admin_chat) {
|
|
NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
|
|
}
|
|
|
|
ci = NetworkClientInfo::GetByClientID(from_id);
|
|
ci_own = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
|
|
if (ci != NULL && ci_own != NULL && ci_own->client_playas == dest) {
|
|
NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
|
|
if (from_id == CLIENT_ID_SERVER) show_local = false;
|
|
ci_to = ci_own;
|
|
}
|
|
|
|
/* There is no such client */
|
|
if (ci_to == NULL) break;
|
|
|
|
/* Display the message locally (so you know you have sent it) */
|
|
if (ci != NULL && show_local) {
|
|
if (from_id == CLIENT_ID_SERVER) {
|
|
char name[NETWORK_NAME_LENGTH];
|
|
StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
|
|
SetDParam(0, ci_to->client_playas);
|
|
GetString(name, str, lastof(name));
|
|
NetworkTextMessage(action, GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data);
|
|
} else {
|
|
FOR_ALL_CLIENT_SOCKETS(cs) {
|
|
if (cs->client_id == from_id) {
|
|
cs->SendChat(action, ci_to->client_id, true, msg, data);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
DEBUG(net, 0, "[server] received unknown chat destination type %d. Doing broadcast instead", desttype);
|
|
/* FALL THROUGH */
|
|
case DESTTYPE_BROADCAST:
|
|
FOR_ALL_CLIENT_SOCKETS(cs) {
|
|
cs->SendChat(action, from_id, false, msg, data);
|
|
}
|
|
|
|
NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
|
|
|
|
ci = NetworkClientInfo::GetByClientID(from_id);
|
|
if (ci != NULL) {
|
|
NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
|
|
{
|
|
if (this->status < STATUS_PRE_ACTIVE) {
|
|
/* Illegal call, return error and ignore the packet */
|
|
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
|
|
}
|
|
|
|
NetworkAction action = (NetworkAction)p->Recv_uint8();
|
|
DestType desttype = (DestType)p->Recv_uint8();
|
|
int dest = p->Recv_uint32();
|
|
char msg[NETWORK_CHAT_LENGTH];
|
|
|
|
p->Recv_string(msg, NETWORK_CHAT_LENGTH);
|
|
int64 data = p->Recv_uint64();
|
|
|
|
NetworkClientInfo *ci = this->GetInfo();
|
|
switch (action) {
|
|
case NETWORK_ACTION_GIVE_MONEY:
|
|
if (!Company::IsValidID(ci->client_playas)) break;
|
|
/* FALL THROUGH */
|
|
case NETWORK_ACTION_CHAT:
|
|
case NETWORK_ACTION_CHAT_CLIENT:
|
|
case NETWORK_ACTION_CHAT_COMPANY:
|
|
NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data);
|
|
break;
|
|
default:
|
|
IConsolePrintF(CC_ERROR, "WARNING: invalid chat action from client %d (IP: %s).", ci->client_id, this->GetClientIP());
|
|
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
|
|
}
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *p)
|
|
{
|
|
if (this->status != STATUS_ACTIVE) {
|
|
/* Illegal call, return error and ignore the packet */
|
|
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
|
|
}
|
|
|
|
char password[NETWORK_PASSWORD_LENGTH];
|
|
const NetworkClientInfo *ci;
|
|
|
|
p->Recv_string(password, sizeof(password));
|
|
ci = this->GetInfo();
|
|
|
|
NetworkServerSetCompanyPassword(ci->client_playas, password);
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p)
|
|
{
|
|
if (this->status != STATUS_ACTIVE) {
|
|
/* Illegal call, return error and ignore the packet */
|
|
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
|
|
}
|
|
|
|
char client_name[NETWORK_CLIENT_NAME_LENGTH];
|
|
NetworkClientInfo *ci;
|
|
|
|
p->Recv_string(client_name, sizeof(client_name));
|
|
ci = this->GetInfo();
|
|
|
|
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
|
|
|
|
if (ci != NULL) {
|
|
/* Display change */
|
|
if (NetworkFindName(client_name)) {
|
|
NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);
|
|
strecpy(ci->client_name, client_name, lastof(ci->client_name));
|
|
NetworkUpdateClientInfo(ci->client_id);
|
|
}
|
|
}
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p)
|
|
{
|
|
if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
|
|
|
|
char pass[NETWORK_PASSWORD_LENGTH];
|
|
char command[NETWORK_RCONCOMMAND_LENGTH];
|
|
|
|
if (StrEmpty(_settings_client.network.rcon_password)) return NETWORK_RECV_STATUS_OKAY;
|
|
|
|
p->Recv_string(pass, sizeof(pass));
|
|
p->Recv_string(command, sizeof(command));
|
|
|
|
if (strcmp(pass, _settings_client.network.rcon_password) != 0) {
|
|
DEBUG(net, 0, "[rcon] wrong password from client-id %d", this->client_id);
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
DEBUG(net, 0, "[rcon] client-id %d executed: '%s'", this->client_id, command);
|
|
|
|
_redirect_console_to_client = this->client_id;
|
|
IConsoleCmdExec(command);
|
|
_redirect_console_to_client = INVALID_CLIENT_ID;
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
|
|
{
|
|
if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
|
|
|
|
CompanyID company_id = (Owner)p->Recv_uint8();
|
|
|
|
/* Check if the company is valid, we don't allow moving to AI companies */
|
|
if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY;
|
|
|
|
/* Check if we require a password for this company */
|
|
if (company_id != COMPANY_SPECTATOR && !StrEmpty(_network_company_states[company_id].password)) {
|
|
/* we need a password from the client - should be in this packet */
|
|
char password[NETWORK_PASSWORD_LENGTH];
|
|
p->Recv_string(password, sizeof(password));
|
|
|
|
/* Incorrect password sent, return! */
|
|
if (strcmp(password, _network_company_states[company_id].password) != 0) {
|
|
DEBUG(net, 2, "[move] wrong password from client-id #%d for company #%d", this->client_id, company_id + 1);
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
}
|
|
|
|
/* if we get here we can move the client */
|
|
NetworkServerDoMove(this->client_id, company_id);
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
/**
|
|
* Package some generic company information into a packet.
|
|
* @param p The packet that will contain the data.
|
|
* @param c The company to put the of into the packet.
|
|
* @param stats The statistics to put in the packet.
|
|
* @param max_len The maximum length of the company name.
|
|
*/
|
|
void NetworkSocketHandler::SendCompanyInformation(Packet *p, const Company *c, const NetworkCompanyStats *stats, uint max_len)
|
|
{
|
|
/* Grab the company name */
|
|
char company_name[NETWORK_COMPANY_NAME_LENGTH];
|
|
SetDParam(0, c->index);
|
|
|
|
assert(max_len <= lengthof(company_name));
|
|
GetString(company_name, STR_COMPANY_NAME, company_name + max_len - 1);
|
|
|
|
/* Get the income */
|
|
Money income = 0;
|
|
if (_cur_year - 1 == c->inaugurated_year) {
|
|
/* The company is here just 1 year, so display [2], else display[1] */
|
|
for (uint i = 0; i < lengthof(c->yearly_expenses[2]); i++) {
|
|
income -= c->yearly_expenses[2][i];
|
|
}
|
|
} else {
|
|
for (uint i = 0; i < lengthof(c->yearly_expenses[1]); i++) {
|
|
income -= c->yearly_expenses[1][i];
|
|
}
|
|
}
|
|
|
|
/* Send the information */
|
|
p->Send_uint8 (c->index);
|
|
p->Send_string(company_name);
|
|
p->Send_uint32(c->inaugurated_year);
|
|
p->Send_uint64(c->old_economy[0].company_value);
|
|
p->Send_uint64(c->money);
|
|
p->Send_uint64(income);
|
|
p->Send_uint16(c->old_economy[0].performance_history);
|
|
|
|
/* Send 1 if there is a passord for the company else send 0 */
|
|
p->Send_bool (!StrEmpty(_network_company_states[c->index].password));
|
|
|
|
for (uint i = 0; i < NETWORK_VEH_END; i++) {
|
|
p->Send_uint16(stats->num_vehicle[i]);
|
|
}
|
|
|
|
for (uint i = 0; i < NETWORK_VEH_END; i++) {
|
|
p->Send_uint16(stats->num_station[i]);
|
|
}
|
|
|
|
p->Send_bool(c->is_ai);
|
|
}
|
|
|
|
/**
|
|
* Populate the company stats.
|
|
* @param stats the stats to update
|
|
*/
|
|
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
|
|
{
|
|
const Vehicle *v;
|
|
const Station *s;
|
|
|
|
memset(stats, 0, sizeof(*stats) * MAX_COMPANIES);
|
|
|
|
/* Go through all vehicles and count the type of vehicles */
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
|
|
byte type = 0;
|
|
switch (v->type) {
|
|
case VEH_TRAIN: type = NETWORK_VEH_TRAIN; break;
|
|
case VEH_ROAD: type = RoadVehicle::From(v)->IsBus() ? NETWORK_VEH_BUS : NETWORK_VEH_LORRY; break;
|
|
case VEH_AIRCRAFT: type = NETWORK_VEH_PLANE; break;
|
|
case VEH_SHIP: type = NETWORK_VEH_SHIP; break;
|
|
default: continue;
|
|
}
|
|
stats[v->owner].num_vehicle[type]++;
|
|
}
|
|
|
|
/* Go through all stations and count the types of stations */
|
|
FOR_ALL_STATIONS(s) {
|
|
if (Company::IsValidID(s->owner)) {
|
|
NetworkCompanyStats *npi = &stats[s->owner];
|
|
|
|
if (s->facilities & FACIL_TRAIN) npi->num_station[NETWORK_VEH_TRAIN]++;
|
|
if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[NETWORK_VEH_LORRY]++;
|
|
if (s->facilities & FACIL_BUS_STOP) npi->num_station[NETWORK_VEH_BUS]++;
|
|
if (s->facilities & FACIL_AIRPORT) npi->num_station[NETWORK_VEH_PLANE]++;
|
|
if (s->facilities & FACIL_DOCK) npi->num_station[NETWORK_VEH_SHIP]++;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Send updated client info of a particular client.
|
|
* @param client_id The client to send it for.
|
|
*/
|
|
void NetworkUpdateClientInfo(ClientID client_id)
|
|
{
|
|
NetworkClientSocket *cs;
|
|
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
|
|
|
|
if (ci == NULL) return;
|
|
|
|
DEBUG(desync, 1, "client: %08x; %02x; %02x; %04x", _date, _date_fract, (int)ci->client_playas, client_id);
|
|
|
|
FOR_ALL_CLIENT_SOCKETS(cs) {
|
|
cs->SendClientInfo(ci);
|
|
}
|
|
|
|
NetworkAdminClientUpdate(ci);
|
|
}
|
|
|
|
/** Check if we want to restart the map */
|
|
static void NetworkCheckRestartMap()
|
|
{
|
|
if (_settings_client.network.restart_game_year != 0 && _cur_year >= _settings_client.network.restart_game_year) {
|
|
DEBUG(net, 0, "Auto-restarting map. Year %d reached", _cur_year);
|
|
|
|
StartNewGameWithoutGUI(GENERATE_NEW_SEED);
|
|
}
|
|
}
|
|
|
|
/** Check if the server has autoclean_companies activated
|
|
* Two things happen:
|
|
* 1) If a company is not protected, it is closed after 1 year (for example)
|
|
* 2) If a company is protected, protection is disabled after 3 years (for example)
|
|
* (and item 1. happens a year later)
|
|
*/
|
|
static void NetworkAutoCleanCompanies()
|
|
{
|
|
const NetworkClientInfo *ci;
|
|
const Company *c;
|
|
bool clients_in_company[MAX_COMPANIES];
|
|
int vehicles_in_company[MAX_COMPANIES];
|
|
|
|
if (!_settings_client.network.autoclean_companies) return;
|
|
|
|
memset(clients_in_company, 0, sizeof(clients_in_company));
|
|
|
|
/* Detect the active companies */
|
|
FOR_ALL_CLIENT_INFOS(ci) {
|
|
if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
|
|
}
|
|
|
|
if (!_network_dedicated) {
|
|
ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
|
|
if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
|
|
}
|
|
|
|
if (_settings_client.network.autoclean_novehicles != 0) {
|
|
memset(vehicles_in_company, 0, sizeof(vehicles_in_company));
|
|
|
|
const Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
|
|
vehicles_in_company[v->owner]++;
|
|
}
|
|
}
|
|
|
|
/* Go through all the comapnies */
|
|
FOR_ALL_COMPANIES(c) {
|
|
/* Skip the non-active once */
|
|
if (c->is_ai) continue;
|
|
|
|
if (!clients_in_company[c->index]) {
|
|
/* The company is empty for one month more */
|
|
_network_company_states[c->index].months_empty++;
|
|
|
|
/* Is the company empty for autoclean_unprotected-months, and is there no protection? */
|
|
if (_settings_client.network.autoclean_unprotected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_unprotected && StrEmpty(_network_company_states[c->index].password)) {
|
|
/* Shut the company down */
|
|
DoCommandP(0, 2 | c->index << 16, CRR_AUTOCLEAN, CMD_COMPANY_CTRL);
|
|
IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d with no password", c->index + 1);
|
|
}
|
|
/* Is the company empty for autoclean_protected-months, and there is a protection? */
|
|
if (_settings_client.network.autoclean_protected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_protected && !StrEmpty(_network_company_states[c->index].password)) {
|
|
/* Unprotect the company */
|
|
_network_company_states[c->index].password[0] = '\0';
|
|
IConsolePrintF(CC_DEFAULT, "Auto-removed protection from company #%d", c->index + 1);
|
|
_network_company_states[c->index].months_empty = 0;
|
|
NetworkServerUpdateCompanyPassworded(c->index, false);
|
|
}
|
|
/* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
|
|
if (_settings_client.network.autoclean_novehicles != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_novehicles && vehicles_in_company[c->index] == 0) {
|
|
/* Shut the company down */
|
|
DoCommandP(0, 2 | c->index << 16, CRR_AUTOCLEAN, CMD_COMPANY_CTRL);
|
|
IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d with no vehicles", c->index + 1);
|
|
}
|
|
} else {
|
|
/* It is not empty, reset the date */
|
|
_network_company_states[c->index].months_empty = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Check whether a name is unique, and otherwise try to make it unique.
|
|
* @param new_name The name to check/modify.
|
|
* @return True if an unique name was achieved.
|
|
*/
|
|
bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH])
|
|
{
|
|
bool found_name = false;
|
|
uint number = 0;
|
|
char original_name[NETWORK_CLIENT_NAME_LENGTH];
|
|
|
|
/* We use NETWORK_CLIENT_NAME_LENGTH in here, because new_name is really a pointer */
|
|
ttd_strlcpy(original_name, new_name, NETWORK_CLIENT_NAME_LENGTH);
|
|
|
|
while (!found_name) {
|
|
const NetworkClientInfo *ci;
|
|
|
|
found_name = true;
|
|
FOR_ALL_CLIENT_INFOS(ci) {
|
|
if (strcmp(ci->client_name, new_name) == 0) {
|
|
/* Name already in use */
|
|
found_name = false;
|
|
break;
|
|
}
|
|
}
|
|
/* Check if it is the same as the server-name */
|
|
ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
|
|
if (ci != NULL) {
|
|
if (strcmp(ci->client_name, new_name) == 0) found_name = false; // name already in use
|
|
}
|
|
|
|
if (!found_name) {
|
|
/* Try a new name (<name> #1, <name> #2, and so on) */
|
|
|
|
/* Something's really wrong when there're more names than clients */
|
|
if (number++ > MAX_CLIENTS) break;
|
|
snprintf(new_name, NETWORK_CLIENT_NAME_LENGTH, "%s #%d", original_name, number);
|
|
}
|
|
}
|
|
|
|
return found_name;
|
|
}
|
|
|
|
/**
|
|
* Change the client name of the given client
|
|
* @param client_id the client to change the name of
|
|
* @param new_name the new name for the client
|
|
* @return true iff the name was changed
|
|
*/
|
|
bool NetworkServerChangeClientName(ClientID client_id, const char *new_name)
|
|
{
|
|
NetworkClientInfo *ci;
|
|
/* Check if the name's already in use */
|
|
FOR_ALL_CLIENT_INFOS(ci) {
|
|
if (strcmp(ci->client_name, new_name) == 0) return false;
|
|
}
|
|
|
|
ci = NetworkClientInfo::GetByClientID(client_id);
|
|
if (ci == NULL) return false;
|
|
|
|
NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name);
|
|
|
|
strecpy(ci->client_name, new_name, lastof(ci->client_name));
|
|
|
|
NetworkUpdateClientInfo(client_id);
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Set/Reset a company password on the server end.
|
|
* @param company_id ID of the company the password should be changed for.
|
|
* @param password The new password.
|
|
* @param already_hashed Is the given password already hashed?
|
|
*/
|
|
void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed)
|
|
{
|
|
if (!Company::IsValidHumanID(company_id)) return;
|
|
|
|
if (!already_hashed) {
|
|
password = GenerateCompanyPasswordHash(password, _settings_client.network.network_id, _settings_game.game_creation.generation_seed);
|
|
}
|
|
|
|
strecpy(_network_company_states[company_id].password, password, lastof(_network_company_states[company_id].password));
|
|
NetworkServerUpdateCompanyPassworded(company_id, !StrEmpty(_network_company_states[company_id].password));
|
|
}
|
|
|
|
/**
|
|
* Handle the command-queue of a socket.
|
|
* @param cs The socket to handle the queue for.
|
|
*/
|
|
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
|
|
{
|
|
CommandPacket *cp;
|
|
while ((cp = cs->outgoing_queue.Pop()) != NULL) {
|
|
cs->SendCommand(cp);
|
|
free(cp);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* This is called every tick if this is a _network_server
|
|
* @param send_frame Whether to send the frame to the clients.
|
|
*/
|
|
void NetworkServer_Tick(bool send_frame)
|
|
{
|
|
NetworkClientSocket *cs;
|
|
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
|
|
bool send_sync = false;
|
|
#endif
|
|
|
|
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
|
|
if (_frame_counter >= _last_sync_frame + _settings_client.network.sync_freq) {
|
|
_last_sync_frame = _frame_counter;
|
|
send_sync = true;
|
|
}
|
|
#endif
|
|
|
|
/* Now we are done with the frame, inform the clients that they can
|
|
* do their frame! */
|
|
FOR_ALL_CLIENT_SOCKETS(cs) {
|
|
/* We allow a number of bytes per frame, but only to the burst amount
|
|
* to be available for packet receiving at any particular time. */
|
|
cs->receive_limit = min(cs->receive_limit + _settings_client.network.bytes_per_frame,
|
|
_settings_client.network.bytes_per_frame_burst);
|
|
|
|
/* Check if the speed of the client is what we can expect from a client */
|
|
uint lag = NetworkCalculateLag(cs);
|
|
switch (cs->status) {
|
|
case NetworkClientSocket::STATUS_ACTIVE:
|
|
if (lag > _settings_client.network.max_lag_time) {
|
|
/* Client did still not report in within the specififed limit. */
|
|
IConsolePrintF(CC_ERROR, cs->last_packet + lag * MILLISECONDS_PER_TICK > _realtime_tick ?
|
|
/* A packet was received in the last three game days, so the client is likely lagging behind. */
|
|
"Client #%d is dropped because the client's game state is more than %d ticks behind" :
|
|
/* No packet was received in the last three game days; sounds like a lost connection. */
|
|
"Client #%d is dropped because the client did not respond for more than %d ticks",
|
|
cs->client_id, lag);
|
|
cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
|
|
continue;
|
|
}
|
|
|
|
/* Report once per time we detect the lag, and only when we
|
|
* received a packet in the last 2000 milliseconds. If we
|
|
* did not receive a packet, then the client is not just
|
|
* slow, but the connection is likely severed. Mentioning
|
|
* frame_freq is not useful in this case. */
|
|
if (lag > (uint)DAY_TICKS && cs->lag_test == 0 && cs->last_packet + 2000 > _realtime_tick) {
|
|
IConsolePrintF(CC_WARNING, "[%d] Client #%d is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
|
|
cs->lag_test = 1;
|
|
}
|
|
|
|
if (cs->last_frame_server - cs->last_token_frame >= _settings_client.network.max_lag_time) {
|
|
/* This is a bad client! It didn't send the right token back within time. */
|
|
IConsolePrintF(CC_ERROR, "Client #%d is dropped because it fails to send valid acks", cs->client_id);
|
|
cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
|
|
continue;
|
|
}
|
|
break;
|
|
|
|
case NetworkClientSocket::STATUS_INACTIVE:
|
|
case NetworkClientSocket::STATUS_NEWGRFS_CHECK:
|
|
case NetworkClientSocket::STATUS_AUTHORIZED:
|
|
/* NewGRF check and authorized states should be handled almost instantly.
|
|
* So give them some lee-way, likewise for the query with inactive. */
|
|
if (lag > _settings_client.network.max_init_time) {
|
|
IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to start the joining process", cs->client_id, _settings_client.network.max_init_time);
|
|
cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
|
|
continue;
|
|
}
|
|
break;
|
|
|
|
case NetworkClientSocket::STATUS_MAP:
|
|
/* Downloading the map... this is the amount of time since starting the saving. */
|
|
if (lag > _settings_client.network.max_download_time) {
|
|
IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to download the map", cs->client_id, _settings_client.network.max_download_time);
|
|
cs->SendError(NETWORK_ERROR_TIMEOUT_MAP);
|
|
continue;
|
|
}
|
|
break;
|
|
|
|
case NetworkClientSocket::STATUS_DONE_MAP:
|
|
case NetworkClientSocket::STATUS_PRE_ACTIVE:
|
|
/* The map has been sent, so this is for loading the map and syncing up. */
|
|
if (lag > _settings_client.network.max_join_time) {
|
|
IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to join", cs->client_id, _settings_client.network.max_join_time);
|
|
cs->SendError(NETWORK_ERROR_TIMEOUT_JOIN);
|
|
continue;
|
|
}
|
|
break;
|
|
|
|
case NetworkClientSocket::STATUS_AUTH_GAME:
|
|
case NetworkClientSocket::STATUS_AUTH_COMPANY:
|
|
/* These don't block? */
|
|
if (lag > _settings_client.network.max_password_time) {
|
|
IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to enter the password", cs->client_id, _settings_client.network.max_password_time);
|
|
cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD);
|
|
continue;
|
|
}
|
|
break;
|
|
|
|
case NetworkClientSocket::STATUS_MAP_WAIT:
|
|
/* This is an internal state where we do not wait
|
|
* on the client to move to a different state. */
|
|
break;
|
|
|
|
case NetworkClientSocket::STATUS_END:
|
|
/* Bad server/code. */
|
|
NOT_REACHED();
|
|
}
|
|
|
|
if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {
|
|
/* Check if we can send command, and if we have anything in the queue */
|
|
NetworkHandleCommandQueue(cs);
|
|
|
|
/* Send an updated _frame_counter_max to the client */
|
|
if (send_frame) cs->SendFrame();
|
|
|
|
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
|
|
/* Send a sync-check packet */
|
|
if (send_sync) cs->SendSync();
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/* See if we need to advertise */
|
|
NetworkUDPAdvertise();
|
|
}
|
|
|
|
/** Yearly "callback". Called whenever the year changes. */
|
|
void NetworkServerYearlyLoop()
|
|
{
|
|
NetworkCheckRestartMap();
|
|
NetworkAdminUpdate(ADMIN_FREQUENCY_ANUALLY);
|
|
}
|
|
|
|
/** Monthly "callback". Called whenever the month changes. */
|
|
void NetworkServerMonthlyLoop()
|
|
{
|
|
NetworkAutoCleanCompanies();
|
|
NetworkAdminUpdate(ADMIN_FREQUENCY_MONTHLY);
|
|
if ((_cur_month % 3) == 0) NetworkAdminUpdate(ADMIN_FREQUENCY_QUARTERLY);
|
|
}
|
|
|
|
/** Daily "callback". Called whenever the date changes. */
|
|
void NetworkServerDailyLoop()
|
|
{
|
|
NetworkAdminUpdate(ADMIN_FREQUENCY_DAILY);
|
|
if ((_date % 7) == 3) NetworkAdminUpdate(ADMIN_FREQUENCY_WEEKLY);
|
|
}
|
|
|
|
/**
|
|
* Get the IP address/hostname of the connected client.
|
|
* @return The IP address.
|
|
*/
|
|
const char *ServerNetworkGameSocketHandler::GetClientIP()
|
|
{
|
|
return this->client_address.GetHostname();
|
|
}
|
|
|
|
/** Show the status message of all clients on the console. */
|
|
void NetworkServerShowStatusToConsole()
|
|
{
|
|
static const char * const stat_str[] = {
|
|
"inactive",
|
|
"checking NewGRFs",
|
|
"authorizing (server password)",
|
|
"authorizing (company password)",
|
|
"authorized",
|
|
"waiting",
|
|
"loading map",
|
|
"map done",
|
|
"ready",
|
|
"active"
|
|
};
|
|
assert_compile(lengthof(stat_str) == NetworkClientSocket::STATUS_END);
|
|
|
|
NetworkClientSocket *cs;
|
|
FOR_ALL_CLIENT_SOCKETS(cs) {
|
|
NetworkClientInfo *ci = cs->GetInfo();
|
|
if (ci == NULL) continue;
|
|
uint lag = NetworkCalculateLag(cs);
|
|
const char *status;
|
|
|
|
status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
|
|
IConsolePrintF(CC_INFO, "Client #%1d name: '%s' status: '%s' frame-lag: %3d company: %1d IP: %s",
|
|
cs->client_id, ci->client_name, status, lag,
|
|
ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
|
|
cs->GetClientIP());
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Send Config Update
|
|
*/
|
|
void NetworkServerSendConfigUpdate()
|
|
{
|
|
NetworkClientSocket *cs;
|
|
|
|
FOR_ALL_CLIENT_SOCKETS(cs) {
|
|
if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendConfigUpdate();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Tell that a particular company is (not) passworded.
|
|
* @param company_id The company that got/removed the password.
|
|
* @param passworded Whether the password was received or removed.
|
|
*/
|
|
void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
|
|
{
|
|
if (NetworkCompanyIsPassworded(company_id) == passworded) return;
|
|
|
|
SB(_network_company_passworded, company_id, 1, !!passworded);
|
|
SetWindowClassesDirty(WC_COMPANY);
|
|
|
|
NetworkClientSocket *cs;
|
|
FOR_ALL_CLIENT_SOCKETS(cs) {
|
|
if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendCompanyUpdate();
|
|
}
|
|
|
|
NetworkAdminCompanyUpdate(Company::GetIfValid(company_id));
|
|
}
|
|
|
|
/**
|
|
* Handle the tid-bits of moving a client from one company to another.
|
|
* @param client_id id of the client we want to move.
|
|
* @param company_id id of the company we want to move the client to.
|
|
* @return void
|
|
*/
|
|
void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
|
|
{
|
|
/* Only allow non-dedicated servers and normal clients to be moved */
|
|
if (client_id == CLIENT_ID_SERVER && _network_dedicated) return;
|
|
|
|
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
|
|
|
|
/* No need to waste network resources if the client is in the company already! */
|
|
if (ci->client_playas == company_id) return;
|
|
|
|
ci->client_playas = company_id;
|
|
|
|
if (client_id == CLIENT_ID_SERVER) {
|
|
SetLocalCompany(company_id);
|
|
} else {
|
|
NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id);
|
|
/* When the company isn't authorized we can't move them yet. */
|
|
if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return;
|
|
cs->SendMove(client_id, company_id);
|
|
}
|
|
|
|
/* announce the client's move */
|
|
NetworkUpdateClientInfo(client_id);
|
|
|
|
NetworkAction action = (company_id == COMPANY_SPECTATOR) ? NETWORK_ACTION_COMPANY_SPECTATOR : NETWORK_ACTION_COMPANY_JOIN;
|
|
NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1);
|
|
}
|
|
|
|
/**
|
|
* Send an rcon reply to the client.
|
|
* @param client_id The identifier of the client.
|
|
* @param colour_code The colour of the text.
|
|
* @param string The actual reply.
|
|
*/
|
|
void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const char *string)
|
|
{
|
|
NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code, string);
|
|
}
|
|
|
|
/**
|
|
* Kick a single client.
|
|
* @param client_id The client to kick.
|
|
*/
|
|
void NetworkServerKickClient(ClientID client_id)
|
|
{
|
|
if (client_id == CLIENT_ID_SERVER) return;
|
|
NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED);
|
|
}
|
|
|
|
/**
|
|
* Ban, or kick, everyone joined from the given client's IP.
|
|
* @param client_id The client to check for.
|
|
* @param ban Whether to ban or kick.
|
|
*/
|
|
uint NetworkServerKickOrBanIP(ClientID client_id, bool ban)
|
|
{
|
|
return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban);
|
|
}
|
|
|
|
/**
|
|
* Kick or ban someone based on an IP address.
|
|
* @param ip The IP address/range to ban/kick.
|
|
* @param ban Whether to ban or just kick.
|
|
*/
|
|
uint NetworkServerKickOrBanIP(const char *ip, bool ban)
|
|
{
|
|
/* Add address to ban-list */
|
|
if (ban) *_network_ban_list.Append() = strdup(ip);
|
|
|
|
uint n = 0;
|
|
|
|
/* There can be multiple clients with the same IP, kick them all */
|
|
NetworkClientSocket *cs;
|
|
FOR_ALL_CLIENT_SOCKETS(cs) {
|
|
if (cs->client_id == CLIENT_ID_SERVER) continue;
|
|
if (cs->client_address.IsInNetmask(const_cast<char *>(ip))) {
|
|
NetworkServerKickClient(cs->client_id);
|
|
n++;
|
|
}
|
|
}
|
|
|
|
return n;
|
|
}
|
|
|
|
/**
|
|
* Check whether a particular company has clients.
|
|
* @param company The company to check.
|
|
* @return True if at least one client is joined to the company.
|
|
*/
|
|
bool NetworkCompanyHasClients(CompanyID company)
|
|
{
|
|
const NetworkClientInfo *ci;
|
|
FOR_ALL_CLIENT_INFOS(ci) {
|
|
if (ci->client_playas == company) return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
/**
|
|
* Get the name of the client, if the user did not send it yet, Client #<no> is used.
|
|
* @param client_name The variable to write the name to.
|
|
* @param size The amount of bytes we can write.
|
|
*/
|
|
void ServerNetworkGameSocketHandler::GetClientName(char *client_name, size_t size) const
|
|
{
|
|
const NetworkClientInfo *ci = this->GetInfo();
|
|
|
|
if (ci == NULL || StrEmpty(ci->client_name)) {
|
|
snprintf(client_name, size, "Client #%4d", this->client_id);
|
|
} else {
|
|
ttd_strlcpy(client_name, ci->client_name, size);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Print all the clients to the console
|
|
*/
|
|
void NetworkPrintClients()
|
|
{
|
|
NetworkClientInfo *ci;
|
|
FOR_ALL_CLIENT_INFOS(ci) {
|
|
if (_network_server) {
|
|
IConsolePrintF(CC_INFO, "Client #%1d name: '%s' company: %1d IP: %s",
|
|
ci->client_id,
|
|
ci->client_name,
|
|
ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
|
|
ci->client_id == CLIENT_ID_SERVER ? "server" : NetworkClientSocket::GetByClientID(ci->client_id)->GetClientIP());
|
|
} else {
|
|
IConsolePrintF(CC_INFO, "Client #%1d name: '%s' company: %1d",
|
|
ci->client_id,
|
|
ci->client_name,
|
|
ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0));
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif /* ENABLE_NETWORK */
|