OpenTTD Source: src/network/network_server.cpp Source File

OpenTTD Source 13.2.1

network_server.cpp
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1 /*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
6 */
7
10 #include "../stdafx.h"
11 #include "../strings_func.h"
12 #include "../date_func.h"
13 #include "core/game_info.h"
14 #include "network_admin.h"
15 #include "network_server.h"
16 #include "network_udp.h"
17 #include "network_base.h"
18 #include "../console_func.h"
19 #include "../company_base.h"
20 #include "../command_func.h"
21 #include "../saveload/saveload.h"
22 #include "../saveload/saveload_filter.h"
23 #include "../station_base.h"
24 #include "../genworld.h"
25 #include "../company_func.h"
26 #include "../company_gui.h"
27 #include "../company_cmd.h"
28 #include "../roadveh.h"
29 #include "../order_backup.h"
30 #include "../core/pool_func.hpp"
31 #include "../core/random_func.hpp"
32 #include "../company_cmd.h"
33 #include "../rev.h"
34 #include <mutex>
35 #include <condition_variable>
36
37 #include "../safeguards.h"
38
39
40 /* This file handles all the server-commands */
41
42 DECLARE_POSTFIX_INCREMENT(ClientID)
44 static ClientID _network_client_id = CLIENT_ID_FIRST;
45
47 static_assert(MAX_CLIENT_SLOTS > MAX_CLIENTS);
49 static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS);
50
52 NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket");
53 INSTANTIATE_POOL_METHODS(NetworkClientSocket)
54
56 template SocketList TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED>::sockets;
57
59 struct PacketWriter : SaveFilter {
60 ServerNetworkGameSocketHandler *cs;
61 Packet *current;
62 size_t total_size;
63 Packet *packets;
64 std::mutex mutex;
65 std::condition_variable exit_sig;
66
71 PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(nullptr), cs(cs), current(nullptr), total_size(0), packets(nullptr)
72 {
73 }
74
76 ~PacketWriter()
77 {
78 std::unique_lock<std::mutex> lock(this->mutex);
79
80 if (this->cs != nullptr) this->exit_sig.wait(lock);
81
82 /* This must all wait until the Destroy function is called. */
83
84 while (this->packets != nullptr) {
85 delete Packet::PopFromQueue(&this->packets);
86 }
87
88 delete this->current;
89 }
90
101 void Destroy()
102 {
103 std::unique_lock<std::mutex> lock(this->mutex);
104
105 this->cs = nullptr;
106
107 this->exit_sig.notify_all();
108 lock.unlock();
109
110 /* Make sure the saving is completely cancelled. Yes,
111 * we need to handle the save finish as well as the
112 * next connection might just be requesting a map. */
113 WaitTillSaved();
114 ProcessAsyncSaveFinish();
115 }
116
123 bool TransferToNetworkQueue(ServerNetworkGameSocketHandler *socket)
124 {
125 /* Unsafe check for the queue being empty or not. */
126 if (this->packets == nullptr) return false;
127
128 std::lock_guard<std::mutex> lock(this->mutex);
129
130 while (this->packets != nullptr) {
131 Packet *p = Packet::PopFromQueue(&this->packets);
132 bool last_packet = p->GetPacketType() == PACKET_SERVER_MAP_DONE;
133 socket->SendPacket(p);
134
135 if (last_packet) return true;
136 }
137
138 return false;
139 }
140
142 void AppendQueue()
143 {
144 if (this->current == nullptr) return;
145
146 Packet::AddToQueue(&this->packets, this->current);
147 this->current = nullptr;
148 }
149
151 void PrependQueue()
152 {
153 if (this->current == nullptr) return;
154
155 /* Reversed from AppendQueue so the queue gets added to the current one. */
156 Packet::AddToQueue(&this->current, this->packets);
157 this->packets = this->current;
158 this->current = nullptr;
159 }
160
161 void Write(byte *buf, size_t size) override
162 {
163 /* We want to abort the saving when the socket is closed. */
164 if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
165
166 if (this->current == nullptr) this->current = new Packet(PACKET_SERVER_MAP_DATA, TCP_MTU);
167
168 std::lock_guard<std::mutex> lock(this->mutex);
169
170 byte *bufe = buf + size;
171 while (buf != bufe) {
172 size_t written = this->current->Send_bytes(buf, bufe);
173 buf += written;
174
175 if (!this->current->CanWriteToPacket(1)) {
176 this->AppendQueue();
177 if (buf != bufe) this->current = new Packet(PACKET_SERVER_MAP_DATA, TCP_MTU);
178 }
179 }
180
181 this->total_size += size;
182 }
183
184 void Finish() override
185 {
186 /* We want to abort the saving when the socket is closed. */
187 if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
188
189 std::lock_guard<std::mutex> lock(this->mutex);
190
191 /* Make sure the last packet is flushed. */
192 this->AppendQueue();
193
194 /* Add a packet stating that this is the end to the queue. */
195 this->current = new Packet(PACKET_SERVER_MAP_DONE);
196 this->AppendQueue();
197
198 /* Fast-track the size to the client. */
199 this->current = new Packet(PACKET_SERVER_MAP_SIZE);
200 this->current->Send_uint32((uint32)this->total_size);
201 this->PrependQueue();
202 }
203 };
204
205
210 ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s)
211 {
212 this->status = STATUS_INACTIVE;
213 this->client_id = _network_client_id++;
214 this->receive_limit = _settings_client.network.bytes_per_frame_burst;
215
216 /* The Socket and Info pools need to be the same in size. After all,
217 * each Socket will be associated with at most one Info object. As
218 * such if the Socket was allocated the Info object can as well. */
219 static_assert(NetworkClientSocketPool::MAX_SIZE == NetworkClientInfoPool::MAX_SIZE);
220 }
221
225 ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
226 {
227 if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID;
228 OrderBackup::ResetUser(this->client_id);
229
230 if (this->savegame != nullptr) {
231 this->savegame->Destroy();
232 this->savegame = nullptr;
233 }
234 }
235
236 Packet *ServerNetworkGameSocketHandler::ReceivePacket()
237 {
238 /* Only allow receiving when we have some buffer free; this value
239 * can go negative, but eventually it will become positive again. */
240 if (this->receive_limit <= 0) return nullptr;
241
242 /* We can receive a packet, so try that and if needed account for
243 * the amount of received data. */
244 Packet *p = this->NetworkTCPSocketHandler::ReceivePacket();
245 if (p != nullptr) this->receive_limit -= p->Size();
246 return p;
247 }
248
249 NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
250 {
251 assert(status != NETWORK_RECV_STATUS_OKAY);
252 /*
253 * Sending a message just before leaving the game calls cs->SendPackets.
254 * This might invoke this function, which means that when we close the
255 * connection after cs->SendPackets we will close an already closed
256 * connection. This handles that case gracefully without having to make
257 * that code any more complex or more aware of the validity of the socket.
258 */
259 if (this->sock == INVALID_SOCKET) return status;
260
261 if (status != NETWORK_RECV_STATUS_CLIENT_QUIT && status != NETWORK_RECV_STATUS_SERVER_ERROR && !this->HasClientQuit() && this->status >= STATUS_AUTHORIZED) {
262 /* We did not receive a leave message from this client... */
263 std::string client_name = this->GetClientName();
264
265 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
266
267 /* Inform other clients of this... strange leaving ;) */
268 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
269 if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) {
270 new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
271 }
272 }
273 }
274
275 /* If we were transfering a map to this client, stop the savegame creation
276 * process and queue the next client to receive the map. */
277 if (this->status == STATUS_MAP) {
278 /* Ensure the saving of the game is stopped too. */
279 this->savegame->Destroy();
280 this->savegame = nullptr;
281
282 this->CheckNextClientToSendMap(this);
283 }
284
285 NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
286 Debug(net, 3, "[{}] Client #{} closed connection", ServerNetworkGameSocketHandler::GetName(), this->client_id);
287
288 /* We just lost one client :( */
289 if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
290 extern byte _network_clients_connected;
291 _network_clients_connected--;
292
293 this->SendPackets(true);
294
295 delete this->GetInfo();
296 delete this;
297
298 InvalidateWindowData(WC_CLIENT_LIST, 0);
299
300 return status;
301 }
302
307 /* static */ bool ServerNetworkGameSocketHandler::AllowConnection()
308 {
309 extern byte _network_clients_connected;
310 bool accept = _network_clients_connected < MAX_CLIENTS;
311
312 /* We can't go over the MAX_CLIENTS limit here. However, the
313 * pool must have place for all clients and ourself. */
314 static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENTS + 1);
315 assert(!accept || ServerNetworkGameSocketHandler::CanAllocateItem());
316 return accept;
317 }
318
320 /* static */ void ServerNetworkGameSocketHandler::Send()
321 {
322 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
323 if (cs->writable) {
324 if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
325 /* This client is in the middle of a map-send, call the function for that */
326 cs->SendMap();
327 }
328 }
329 }
330 }
331
332 static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
333
334 /***********
335 * Sending functions
336 * DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs
337 ************/
338
343 NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientInfo *ci)
344 {
345 if (ci->client_id != INVALID_CLIENT_ID) {
346 Packet *p = new Packet(PACKET_SERVER_CLIENT_INFO);
347 p->Send_uint32(ci->client_id);
348 p->Send_uint8 (ci->client_playas);
349 p->Send_string(ci->client_name);
350
351 this->SendPacket(p);
352 }
353 return NETWORK_RECV_STATUS_OKAY;
354 }
355
357 NetworkRecvStatus ServerNetworkGameSocketHandler::SendGameInfo()
358 {
359 Packet *p = new Packet(PACKET_SERVER_GAME_INFO, TCP_MTU);
360 SerializeNetworkGameInfo(p, GetCurrentNetworkServerGameInfo());
361
362 this->SendPacket(p);
363
364 return NETWORK_RECV_STATUS_OKAY;
365 }
366
372 NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error, const std::string &reason)
373 {
374 Packet *p = new Packet(PACKET_SERVER_ERROR);
375
376 p->Send_uint8(error);
377 if (!reason.empty()) p->Send_string(reason);
378 this->SendPacket(p);
379
380 StringID strid = GetNetworkErrorMsg(error);
381
382 /* Only send when the current client was in game */
383 if (this->status > STATUS_AUTHORIZED) {
384 std::string client_name = this->GetClientName();
385
386 Debug(net, 1, "'{}' made an error and has been disconnected: {}", client_name, GetString(strid));
387
388 if (error == NETWORK_ERROR_KICKED && !reason.empty()) {
389 NetworkTextMessage(NETWORK_ACTION_KICKED, CC_DEFAULT, false, client_name, reason, strid);
390 } else {
391 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
392 }
393
394 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
395 if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
396 /* Some errors we filter to a more general error. Clients don't have to know the real
397 * reason a joining failed. */
398 if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
399 error = NETWORK_ERROR_ILLEGAL_PACKET;
400 }
401 new_cs->SendErrorQuit(this->client_id, error);
402 }
403 }
404
405 NetworkAdminClientError(this->client_id, error);
406 } else {
407 Debug(net, 1, "Client {} made an error and has been disconnected: {}", this->client_id, GetString(strid));
408 }
409
410 /* The client made a mistake, so drop the connection now! */
411 return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
412 }
413
415 NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
416 {
417 Packet *p = new Packet(PACKET_SERVER_CHECK_NEWGRFS, TCP_MTU);
418 const GRFConfig *c;
419 uint grf_count = 0;
420
421 for (c = _grfconfig; c != nullptr; c = c->next) {
422 if (!HasBit(c->flags, GCF_STATIC)) grf_count++;
423 }
424
425 p->Send_uint8 (grf_count);
426 for (c = _grfconfig; c != nullptr; c = c->next) {
427 if (!HasBit(c->flags, GCF_STATIC)) SerializeGRFIdentifier(p, &c->ident);
428 }
429
430 this->SendPacket(p);
431 return NETWORK_RECV_STATUS_OKAY;
432 }
433
435 NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
436 {
437 /* Invalid packet when status is STATUS_AUTH_GAME or higher */
438 if (this->status >= STATUS_AUTH_GAME) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
439
440 this->status = STATUS_AUTH_GAME;
441 /* Reset 'lag' counters */
442 this->last_frame = this->last_frame_server = _frame_counter;
443
444 Packet *p = new Packet(PACKET_SERVER_NEED_GAME_PASSWORD);
445 this->SendPacket(p);
446 return NETWORK_RECV_STATUS_OKAY;
447 }
448
450 NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
451 {
452 /* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
453 if (this->status >= STATUS_AUTH_COMPANY) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
454
455 this->status = STATUS_AUTH_COMPANY;
456 /* Reset 'lag' counters */
457 this->last_frame = this->last_frame_server = _frame_counter;
458
459 Packet *p = new Packet(PACKET_SERVER_NEED_COMPANY_PASSWORD);
460 p->Send_uint32(_settings_game.game_creation.generation_seed);
461 p->Send_string(_settings_client.network.network_id);
462 this->SendPacket(p);
463 return NETWORK_RECV_STATUS_OKAY;
464 }
465
467 NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
468 {
469 Packet *p;
470
471 /* Invalid packet when status is AUTH or higher */
472 if (this->status >= STATUS_AUTHORIZED) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
473
474 this->status = STATUS_AUTHORIZED;
475 /* Reset 'lag' counters */
476 this->last_frame = this->last_frame_server = _frame_counter;
477
478 _network_game_info.clients_on++;
479
480 p = new Packet(PACKET_SERVER_WELCOME);
481 p->Send_uint32(this->client_id);
482 p->Send_uint32(_settings_game.game_creation.generation_seed);
483 p->Send_string(_settings_client.network.network_id);
484 this->SendPacket(p);
485
486 /* Transmit info about all the active clients */
487 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
488 if (new_cs != this && new_cs->status >= STATUS_AUTHORIZED) {
489 this->SendClientInfo(new_cs->GetInfo());
490 }
491 }
492 /* Also send the info of the server */
493 return this->SendClientInfo(NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER));
494 }
495
497 NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
498 {
499 int waiting = 1; // current player getting the map counts as 1
500 Packet *p;
501
502 /* Count how many clients are waiting in the queue, in front of you! */
503 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
504 if (new_cs->status != STATUS_MAP_WAIT) continue;
505 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++;
506 }
507
508 p = new Packet(PACKET_SERVER_WAIT);
509 p->Send_uint8(waiting);
510 this->SendPacket(p);
511 return NETWORK_RECV_STATUS_OKAY;
512 }
513
514 void ServerNetworkGameSocketHandler::CheckNextClientToSendMap(NetworkClientSocket *ignore_cs)
515 {
516 /* Find the best candidate for joining, i.e. the first joiner. */
517 NetworkClientSocket *best = nullptr;
518 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
519 if (ignore_cs == new_cs) continue;
520
521 if (new_cs->status == STATUS_MAP_WAIT) {
522 if (best == nullptr || 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)) {
523 best = new_cs;
524 }
525 }
526 }
527
528 /* Is there someone else to join? */
529 if (best != nullptr) {
530 /* Let the first start joining. */
531 best->status = STATUS_AUTHORIZED;
532 best->SendMap();
533
534 /* And update the rest. */
535 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
536 if (new_cs->status == STATUS_MAP_WAIT) new_cs->SendWait();
537 }
538 }
539 }
540
542 NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
543 {
544 if (this->status < STATUS_AUTHORIZED) {
545 /* Illegal call, return error and ignore the packet */
546 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
547 }
548
549 if (this->status == STATUS_AUTHORIZED) {
550 this->savegame = new PacketWriter(this);
551
552 /* Now send the _frame_counter and how many packets are coming */
553 Packet *p = new Packet(PACKET_SERVER_MAP_BEGIN);
554 p->Send_uint32(_frame_counter);
555 this->SendPacket(p);
556
557 NetworkSyncCommandQueue(this);
558 this->status = STATUS_MAP;
559 /* Mark the start of download */
560 this->last_frame = _frame_counter;
561 this->last_frame_server = _frame_counter;
562
563 /* Make a dump of the current game */
564 if (SaveWithFilter(this->savegame, true) != SL_OK) usererror("network savedump failed");
565 }
566
567 if (this->status == STATUS_MAP) {
568 bool last_packet = this->savegame->TransferToNetworkQueue(this);
569 if (last_packet) {
570 /* Done reading, make sure saving is done as well */
571 this->savegame->Destroy();
572 this->savegame = nullptr;
573
574 /* Set the status to DONE_MAP, no we will wait for the client
575 * to send it is ready (maybe that happens like never ;)) */
576 this->status = STATUS_DONE_MAP;
577
578 this->CheckNextClientToSendMap();
579 }
580 }
581 return NETWORK_RECV_STATUS_OKAY;
582 }
583
588 NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
589 {
590 Packet *p = new Packet(PACKET_SERVER_JOIN);
591
592 p->Send_uint32(client_id);
593
594 this->SendPacket(p);
595 return NETWORK_RECV_STATUS_OKAY;
596 }
597
599 NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
600 {
601 Packet *p = new Packet(PACKET_SERVER_FRAME);
602 p->Send_uint32(_frame_counter);
603 p->Send_uint32(_frame_counter_max);
604 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
605 p->Send_uint32(_sync_seed_1);
606 #ifdef NETWORK_SEND_DOUBLE_SEED
607 p->Send_uint32(_sync_seed_2);
608 #endif
609 #endif
610
611 /* If token equals 0, we need to make a new token and send that. */
612 if (this->last_token == 0) {
613 this->last_token = InteractiveRandomRange(UINT8_MAX - 1) + 1;
614 p->Send_uint8(this->last_token);
615 }
616
617 this->SendPacket(p);
618 return NETWORK_RECV_STATUS_OKAY;
619 }
620
622 NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
623 {
624 Packet *p = new Packet(PACKET_SERVER_SYNC);
625 p->Send_uint32(_frame_counter);
626 p->Send_uint32(_sync_seed_1);
627
628 #ifdef NETWORK_SEND_DOUBLE_SEED
629 p->Send_uint32(_sync_seed_2);
630 #endif
631 this->SendPacket(p);
632 return NETWORK_RECV_STATUS_OKAY;
633 }
634
639 NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
640 {
641 Packet *p = new Packet(PACKET_SERVER_COMMAND);
642
643 this->NetworkGameSocketHandler::SendCommand(p, cp);
644 p->Send_uint32(cp->frame);
645 p->Send_bool (cp->my_cmd);
646
647 this->SendPacket(p);
648 return NETWORK_RECV_STATUS_OKAY;
649 }
650
659 NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64 data)
660 {
661 if (this->status < STATUS_PRE_ACTIVE) return NETWORK_RECV_STATUS_OKAY;
662
663 Packet *p = new Packet(PACKET_SERVER_CHAT);
664
665 p->Send_uint8 (action);
666 p->Send_uint32(client_id);
667 p->Send_bool (self_send);
668 p->Send_string(msg);
669 p->Send_uint64(data);
670
671 this->SendPacket(p);
672 return NETWORK_RECV_STATUS_OKAY;
673 }
674
682 NetworkRecvStatus ServerNetworkGameSocketHandler::SendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
683 {
684 if (this->status < STATUS_PRE_ACTIVE) return NETWORK_RECV_STATUS_OKAY;
685
686 Packet *p = new Packet(PACKET_SERVER_EXTERNAL_CHAT);
687
688 p->Send_string(source);
689 p->Send_uint16(colour);
690 p->Send_string(user);
691 p->Send_string(msg);
692
693 this->SendPacket(p);
694 return NETWORK_RECV_STATUS_OKAY;
695 }
696
702 NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
703 {
704 Packet *p = new Packet(PACKET_SERVER_ERROR_QUIT);
705
706 p->Send_uint32(client_id);
707 p->Send_uint8 (errorno);
708
709 this->SendPacket(p);
710 return NETWORK_RECV_STATUS_OKAY;
711 }
712
717 NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
718 {
719 Packet *p = new Packet(PACKET_SERVER_QUIT);
720
721 p->Send_uint32(client_id);
722
723 this->SendPacket(p);
724 return NETWORK_RECV_STATUS_OKAY;
725 }
726
728 NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
729 {
730 Packet *p = new Packet(PACKET_SERVER_SHUTDOWN);
731 this->SendPacket(p);
732 return NETWORK_RECV_STATUS_OKAY;
733 }
734
736 NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
737 {
738 Packet *p = new Packet(PACKET_SERVER_NEWGAME);
739 this->SendPacket(p);
740 return NETWORK_RECV_STATUS_OKAY;
741 }
742
748 NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16 colour, const std::string &command)
749 {
750 Packet *p = new Packet(PACKET_SERVER_RCON);
751
752 p->Send_uint16(colour);
753 p->Send_string(command);
754 this->SendPacket(p);
755 return NETWORK_RECV_STATUS_OKAY;
756 }
757
763 NetworkRecvStatus ServerNetworkGameSocketHandler::SendMove(ClientID client_id, CompanyID company_id)
764 {
765 Packet *p = new Packet(PACKET_SERVER_MOVE);
766
767 p->Send_uint32(client_id);
768 p->Send_uint8(company_id);
769 this->SendPacket(p);
770 return NETWORK_RECV_STATUS_OKAY;
771 }
772
774 NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate()
775 {
776 Packet *p = new Packet(PACKET_SERVER_COMPANY_UPDATE);
777
778 p->Send_uint16(_network_company_passworded);
779 this->SendPacket(p);
780 return NETWORK_RECV_STATUS_OKAY;
781 }
782
784 NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
785 {
786 Packet *p = new Packet(PACKET_SERVER_CONFIG_UPDATE);
787
788 p->Send_uint8(_settings_client.network.max_companies);
789 p->Send_string(_settings_client.network.server_name);
790 this->SendPacket(p);
791 return NETWORK_RECV_STATUS_OKAY;
792 }
793
794 /***********
795 * Receiving functions
796 * DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
797 ************/
798
799 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet *p)
800 {
801 return this->SendGameInfo();
802 }
803
804 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *p)
805 {
806 if (this->status != STATUS_NEWGRFS_CHECK) {
807 /* Illegal call, return error and ignore the packet */
808 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
809 }
810
811 NetworkClientInfo *ci = this->GetInfo();
812
813 /* We now want a password from the client else we do not allow them in! */
814 if (!_settings_client.network.server_password.empty()) {
815 return this->SendNeedGamePassword();
816 }
817
818 if (Company::IsValidID(ci->client_playas) && !_network_company_states[ci->client_playas].password.empty()) {
819 return this->SendNeedCompanyPassword();
820 }
821
822 return this->SendWelcome();
823 }
824
825 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
826 {
827 if (this->status != STATUS_INACTIVE) {
828 /* Illegal call, return error and ignore the packet */
829 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
830 }
831
832 if (_network_game_info.clients_on >= _settings_client.network.max_clients) {
833 /* Turns out we are full. Inform the user about this. */
834 return this->SendError(NETWORK_ERROR_FULL);
835 }
836
837 std::string client_revision = p->Recv_string(NETWORK_REVISION_LENGTH);
838 uint32 newgrf_version = p->Recv_uint32();
839
840 /* Check if the client has revision control enabled */
841 if (!IsNetworkCompatibleVersion(client_revision) || _openttd_newgrf_version != newgrf_version) {
842 /* Different revisions!! */
843 return this->SendError(NETWORK_ERROR_WRONG_REVISION);
844 }
845
846 std::string client_name = p->Recv_string(NETWORK_CLIENT_NAME_LENGTH);
847 CompanyID playas = (Owner)p->Recv_uint8();
848
849 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
850
851 /* join another company does not affect these values */
852 switch (playas) {
853 case COMPANY_NEW_COMPANY: // New company
854 if (Company::GetNumItems() >= _settings_client.network.max_companies) {
855 return this->SendError(NETWORK_ERROR_FULL);
856 }
857 break;
858 case COMPANY_SPECTATOR: // Spectator
859 break;
860 default: // Join another company (companies 1-8 (index 0-7))
861 if (!Company::IsValidHumanID(playas)) {
862 return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
863 }
864 break;
865 }
866
867 if (!NetworkIsValidClientName(client_name)) {
868 /* An invalid client name was given. However, the client ensures the name
869 * is valid before it is sent over the network, so something went horribly
870 * wrong. This is probably someone trying to troll us. */
871 return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
872 }
873
874 if (!NetworkMakeClientNameUnique(client_name)) { // Change name if duplicate
875 /* We could not create a name for this client */
876 return this->SendError(NETWORK_ERROR_NAME_IN_USE);
877 }
878
879 assert(NetworkClientInfo::CanAllocateItem());
880 NetworkClientInfo *ci = new NetworkClientInfo(this->client_id);
881 this->SetInfo(ci);
882 ci->join_date = _date;
883 ci->client_name = client_name;
884 ci->client_playas = playas;
885 Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:02x}", _date, _date_fract, (int)ci->client_playas, (int)ci->index);
886
887 /* Make sure companies to which people try to join are not autocleaned */
888 if (Company::IsValidID(playas)) _network_company_states[playas].months_empty = 0;
889
890 this->status = STATUS_NEWGRFS_CHECK;
891
892 if (_grfconfig == nullptr) {
893 /* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
894 return this->Receive_CLIENT_NEWGRFS_CHECKED(nullptr);
895 }
896
897 return this->SendNewGRFCheck();
898 }
899
900 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *p)
901 {
902 if (this->status != STATUS_AUTH_GAME) {
903 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
904 }
905
906 std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
907
908 /* Check game password. Allow joining if we cleared the password meanwhile */
909 if (!_settings_client.network.server_password.empty() &&
910 _settings_client.network.server_password.compare(password) != 0) {
911 /* Password is invalid */
912 return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
913 }
914
915 const NetworkClientInfo *ci = this->GetInfo();
916 if (Company::IsValidID(ci->client_playas) && !_network_company_states[ci->client_playas].password.empty()) {
917 return this->SendNeedCompanyPassword();
918 }
919
920 /* Valid password, allow user */
921 return this->SendWelcome();
922 }
923
924 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p)
925 {
926 if (this->status != STATUS_AUTH_COMPANY) {
927 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
928 }
929
930 std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
931
932 /* Check company password. Allow joining if we cleared the password meanwhile.
933 * Also, check the company is still valid - client could be moved to spectators
934 * in the middle of the authorization process */
935 CompanyID playas = this->GetInfo()->client_playas;
936 if (Company::IsValidID(playas) && !_network_company_states[playas].password.empty() &&
937 _network_company_states[playas].password.compare(password) != 0) {
938 /* Password is invalid */
939 return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
940 }
941
942 return this->SendWelcome();
943 }
944
945 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p)
946 {
947 /* The client was never joined.. so this is impossible, right?
948 * Ignore the packet, give the client a warning, and close the connection */
949 if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
950 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
951 }
952
953 /* Check if someone else is receiving the map */
954 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
955 if (new_cs->status == STATUS_MAP) {
956 /* Tell the new client to wait */
957 this->status = STATUS_MAP_WAIT;
958 return this->SendWait();
959 }
960 }
961
962 /* We receive a request to upload the map.. give it to the client! */
963 return this->SendMap();
964 }
965
966 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *p)
967 {
968 /* Client has the map, now start syncing */
969 if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
970 std::string client_name = this->GetClientName();
971
972 NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, "", this->client_id);
973 InvalidateWindowData(WC_CLIENT_LIST, 0);
974
975 Debug(net, 3, "[{}] Client #{} ({}) joined as {}", ServerNetworkGameSocketHandler::GetName(), this->client_id, this->GetClientIP(), client_name);
976
977 /* Mark the client as pre-active, and wait for an ACK
978 * so we know it is done loading and in sync with us */
979 this->status = STATUS_PRE_ACTIVE;
980 NetworkHandleCommandQueue(this);
981 this->SendFrame();
982 this->SendSync();
983
984 /* This is the frame the client receives
985 * we need it later on to make sure the client is not too slow */
986 this->last_frame = _frame_counter;
987 this->last_frame_server = _frame_counter;
988
989 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
990 if (new_cs->status >= STATUS_AUTHORIZED) {
991 new_cs->SendClientInfo(this->GetInfo());
992 new_cs->SendJoin(this->client_id);
993 }
994 }
995
996 NetworkAdminClientInfo(this, true);
997
998 /* also update the new client with our max values */
999 this->SendConfigUpdate();
1000
1001 /* quickly update the syncing client with company details */
1002 return this->SendCompanyUpdate();
1003 }
1004
1005 /* Wrong status for this packet, give a warning to client, and close connection */
1006 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1007 }
1008
1013 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p)
1014 {
1015 /* The client was never joined.. so this is impossible, right?
1016 * Ignore the packet, give the client a warning, and close the connection */
1017 if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1018 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1019 }
1020
1021 if (this->incoming_queue.Count() >= _settings_client.network.max_commands_in_queue) {
1022 return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
1023 }
1024
1025 CommandPacket cp;
1026 const char *err = this->ReceiveCommand(p, &cp);
1027
1028 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
1029
1030 NetworkClientInfo *ci = this->GetInfo();
1031
1032 if (err != nullptr) {
1033 IConsolePrint(CC_WARNING, "Dropping client #{} (IP: {}) due to {}.", ci->client_id, this->GetClientIP(), err);
1034 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1035 }
1036
1037
1038 if ((GetCommandFlags(cp.cmd) & CMD_SERVER) && ci->client_id != CLIENT_ID_SERVER) {
1039 IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a server only command {}.", ci->client_id, this->GetClientIP(), cp.cmd);
1040 return this->SendError(NETWORK_ERROR_KICKED);
1041 }
1042
1043 if ((GetCommandFlags(cp.cmd) & CMD_SPECTATOR) == 0 && !Company::IsValidID(cp.company) && ci->client_id != CLIENT_ID_SERVER) {
1044 IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a non-spectator command {}.", ci->client_id, this->GetClientIP(), cp.cmd);
1045 return this->SendError(NETWORK_ERROR_KICKED);
1046 }
1047
1053 CompanyCtrlAction cca = cp.cmd == CMD_COMPANY_CTRL ? std::get<0>(EndianBufferReader::ToValue<CommandTraits<CMD_COMPANY_CTRL>::Args>(cp.data)) : CCA_NEW;
1054 if (!(cp.cmd == CMD_COMPANY_CTRL && cca == CCA_NEW && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
1055 IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a command as another company {}.",
1056 ci->client_playas + 1, this->GetClientIP(), cp.company + 1);
1057 return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
1058 }
1059
1060 if (cp.cmd == CMD_COMPANY_CTRL) {
1061 if (cca != CCA_NEW || cp.company != COMPANY_SPECTATOR) {
1062 return this->SendError(NETWORK_ERROR_CHEATER);
1063 }
1064
1065 /* 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! */
1066 if (Company::GetNumItems() >= _settings_client.network.max_companies) {
1067 NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_CLIENT, ci->client_id, "cannot create new company, server full", CLIENT_ID_SERVER);
1068 return NETWORK_RECV_STATUS_OKAY;
1069 }
1070 }
1071
1072 if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) NetworkReplaceCommandClientId(cp, this->client_id);
1073
1074 this->incoming_queue.Append(&cp);
1075 return NETWORK_RECV_STATUS_OKAY;
1076 }
1077
1078 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p)
1079 {
1080 /* This packets means a client noticed an error and is reporting this
1081 * to us. Display the error and report it to the other clients */
1082 NetworkErrorCode errorno = (NetworkErrorCode)p->Recv_uint8();
1083
1084 /* The client was never joined.. thank the client for the packet, but ignore it */
1085 if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1086 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
1087 }
1088
1089 std::string client_name = this->GetClientName();
1090 StringID strid = GetNetworkErrorMsg(errorno);
1091
1092 Debug(net, 1, "'{}' reported an error and is closing its connection: {}", client_name, GetString(strid));
1093
1094 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
1095
1096 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1097 if (new_cs->status >= STATUS_AUTHORIZED) {
1098 new_cs->SendErrorQuit(this->client_id, errorno);
1099 }
1100 }
1101
1102 NetworkAdminClientError(this->client_id, errorno);
1103
1104 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
1105 }
1106
1107 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
1108 {
1109 /* The client was never joined.. thank the client for the packet, but ignore it */
1110 if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1111 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
1112 }
1113
1114 /* The client wants to leave. Display this and report it to the other clients. */
1115 std::string client_name = this->GetClientName();
1116 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1117
1118 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1119 if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
1120 new_cs->SendQuit(this->client_id);
1121 }
1122 }
1123
1124 NetworkAdminClientQuit(this->client_id);
1125
1126 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
1127 }
1128
1129 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
1130 {
1131 if (this->status < STATUS_AUTHORIZED) {
1132 /* Illegal call, return error and ignore the packet */
1133 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1134 }
1135
1136 uint32 frame = p->Recv_uint32();
1137
1138 /* The client is trying to catch up with the server */
1139 if (this->status == STATUS_PRE_ACTIVE) {
1140 /* The client is not yet caught up? */
1141 if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
1142
1143 /* Now it is! Unpause the game */
1144 this->status = STATUS_ACTIVE;
1145 this->last_token_frame = _frame_counter;
1146
1147 /* Execute script for, e.g. MOTD */
1148 IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
1149 }
1150
1151 /* Get, and validate the token. */
1152 uint8 token = p->Recv_uint8();
1153 if (token == this->last_token) {
1154 /* We differentiate between last_token_frame and last_frame so the lag
1155 * test uses the actual lag of the client instead of the lag for getting
1156 * the token back and forth; after all, the token is only sent every
1157 * time we receive a PACKET_CLIENT_ACK, after which we will send a new
1158 * token to the client. If the lag would be one day, then we would not
1159 * be sending the new token soon enough for the new daily scheduled
1160 * PACKET_CLIENT_ACK. This would then register the lag of the client as
1161 * two days, even when it's only a single day. */
1162 this->last_token_frame = _frame_counter;
1163 /* Request a new token. */
1164 this->last_token = 0;
1165 }
1166
1167 /* The client received the frame, make note of it */
1168 this->last_frame = frame;
1169 /* With those 2 values we can calculate the lag realtime */
1170 this->last_frame_server = _frame_counter;
1171 return NETWORK_RECV_STATUS_OKAY;
1172 }
1173
1174
1185 void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const std::string &msg, ClientID from_id, int64 data, bool from_admin)
1186 {
1187 const NetworkClientInfo *ci, *ci_own, *ci_to;
1188
1189 switch (desttype) {
1190 case DESTTYPE_CLIENT:
1191 /* Are we sending to the server? */
1192 if ((ClientID)dest == CLIENT_ID_SERVER) {
1193 ci = NetworkClientInfo::GetByClientID(from_id);
1194 /* Display the text locally, and that is it */
1195 if (ci != nullptr) {
1196 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1197
1198 if (_settings_client.network.server_admin_chat) {
1199 NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1200 }
1201 }
1202 } else {
1203 /* Else find the client to send the message to */
1204 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1205 if (cs->client_id == (ClientID)dest) {
1206 cs->SendChat(action, from_id, false, msg, data);
1207 break;
1208 }
1209 }
1210 }
1211
1212 /* Display the message locally (so you know you have sent it) */
1213 if (from_id != (ClientID)dest) {
1214 if (from_id == CLIENT_ID_SERVER) {
1215 ci = NetworkClientInfo::GetByClientID(from_id);
1216 ci_to = NetworkClientInfo::GetByClientID((ClientID)dest);
1217 if (ci != nullptr && ci_to != nullptr) {
1218 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data);
1219 }
1220 } else {
1221 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1222 if (cs->client_id == from_id) {
1223 cs->SendChat(action, (ClientID)dest, true, msg, data);
1224 break;
1225 }
1226 }
1227 }
1228 }
1229 break;
1230 case DESTTYPE_TEAM: {
1231 /* If this is false, the message is already displayed on the client who sent it. */
1232 bool show_local = true;
1233 /* Find all clients that belong to this company */
1234 ci_to = nullptr;
1235 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1236 ci = cs->GetInfo();
1237 if (ci != nullptr && ci->client_playas == (CompanyID)dest) {
1238 cs->SendChat(action, from_id, false, msg, data);
1239 if (cs->client_id == from_id) show_local = false;
1240 ci_to = ci; // Remember a client that is in the company for company-name
1241 }
1242 }
1243
1244 /* if the server can read it, let the admin network read it, too. */
1245 if (_local_company == (CompanyID)dest && _settings_client.network.server_admin_chat) {
1246 NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1247 }
1248
1249 ci = NetworkClientInfo::GetByClientID(from_id);
1250 ci_own = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
1251 if (ci != nullptr && ci_own != nullptr && ci_own->client_playas == dest) {
1252 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1253 if (from_id == CLIENT_ID_SERVER) show_local = false;
1254 ci_to = ci_own;
1255 }
1256
1257 /* There is no such client */
1258 if (ci_to == nullptr) break;
1259
1260 /* Display the message locally (so you know you have sent it) */
1261 if (ci != nullptr && show_local) {
1262 if (from_id == CLIENT_ID_SERVER) {
1263 StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
1264 SetDParam(0, ci_to->client_playas);
1265 std::string name = GetString(str);
1266 NetworkTextMessage(action, GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data);
1267 } else {
1268 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1269 if (cs->client_id == from_id) {
1270 cs->SendChat(action, ci_to->client_id, true, msg, data);
1271 }
1272 }
1273 }
1274 }
1275 break;
1276 }
1277 default:
1278 Debug(net, 1, "Received unknown chat destination type {}; doing broadcast instead", desttype);
1279 FALLTHROUGH;
1280
1281 case DESTTYPE_BROADCAST:
1282 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1283 cs->SendChat(action, from_id, false, msg, data);
1284 }
1285
1286 NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1287
1288 ci = NetworkClientInfo::GetByClientID(from_id);
1289 if (ci != nullptr) {
1290 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data, "");
1291 }
1292 break;
1293 }
1294 }
1295
1303 void NetworkServerSendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
1304 {
1305 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1306 cs->SendExternalChat(source, colour, user, msg);
1307 }
1308 NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT, colour, false, user, msg, 0, source);
1309 }
1310
1311 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
1312 {
1313 if (this->status < STATUS_PRE_ACTIVE) {
1314 /* Illegal call, return error and ignore the packet */
1315 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1316 }
1317
1318 NetworkAction action = (NetworkAction)p->Recv_uint8();
1319 DestType desttype = (DestType)p->Recv_uint8();
1320 int dest = p->Recv_uint32();
1321
1322 std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
1323 int64 data = p->Recv_uint64();
1324
1325 NetworkClientInfo *ci = this->GetInfo();
1326 switch (action) {
1327 case NETWORK_ACTION_CHAT:
1328 case NETWORK_ACTION_CHAT_CLIENT:
1329 case NETWORK_ACTION_CHAT_COMPANY:
1330 NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data);
1331 break;
1332 default:
1333 IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to unknown chact action.", ci->client_id, this->GetClientIP());
1334 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1335 }
1336 return NETWORK_RECV_STATUS_OKAY;
1337 }
1338
1339 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *p)
1340 {
1341 if (this->status != STATUS_ACTIVE) {
1342 /* Illegal call, return error and ignore the packet */
1343 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1344 }
1345
1346 std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
1347 const NetworkClientInfo *ci = this->GetInfo();
1348
1349 NetworkServerSetCompanyPassword(ci->client_playas, password);
1350 return NETWORK_RECV_STATUS_OKAY;
1351 }
1352
1353 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p)
1354 {
1355 if (this->status != STATUS_ACTIVE) {
1356 /* Illegal call, return error and ignore the packet */
1357 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1358 }
1359
1360 NetworkClientInfo *ci;
1361
1362 std::string client_name = p->Recv_string(NETWORK_CLIENT_NAME_LENGTH);
1363 ci = this->GetInfo();
1364
1365 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
1366
1367 if (ci != nullptr) {
1368 if (!NetworkIsValidClientName(client_name)) {
1369 /* An invalid client name was given. However, the client ensures the name
1370 * is valid before it is sent over the network, so something went horribly
1371 * wrong. This is probably someone trying to troll us. */
1372 return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
1373 }
1374
1375 /* Display change */
1376 if (NetworkMakeClientNameUnique(client_name)) {
1377 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);
1378 ci->client_name = client_name;
1379 NetworkUpdateClientInfo(ci->client_id);
1380 }
1381 }
1382 return NETWORK_RECV_STATUS_OKAY;
1383 }
1384
1385 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p)
1386 {
1387 if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1388
1389 if (_settings_client.network.rcon_password.empty()) return NETWORK_RECV_STATUS_OKAY;
1390
1391 std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
1392 std::string command = p->Recv_string(NETWORK_RCONCOMMAND_LENGTH);
1393
1394 if (_settings_client.network.rcon_password.compare(password) != 0) {
1395 Debug(net, 1, "[rcon] Wrong password from client-id {}", this->client_id);
1396 return NETWORK_RECV_STATUS_OKAY;
1397 }
1398
1399 Debug(net, 3, "[rcon] Client-id {} executed: {}", this->client_id, command);
1400
1401 _redirect_console_to_client = this->client_id;
1402 IConsoleCmdExec(command.c_str());
1403 _redirect_console_to_client = INVALID_CLIENT_ID;
1404 return NETWORK_RECV_STATUS_OKAY;
1405 }
1406
1407 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
1408 {
1409 if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1410
1411 CompanyID company_id = (Owner)p->Recv_uint8();
1412
1413 /* Check if the company is valid, we don't allow moving to AI companies */
1414 if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY;
1415
1416 /* Check if we require a password for this company */
1417 if (company_id != COMPANY_SPECTATOR && !_network_company_states[company_id].password.empty()) {
1418 /* we need a password from the client - should be in this packet */
1419 std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
1420
1421 /* Incorrect password sent, return! */
1422 if (_network_company_states[company_id].password.compare(password) != 0) {
1423 Debug(net, 2, "Wrong password from client-id #{} for company #{}", this->client_id, company_id + 1);
1424 return NETWORK_RECV_STATUS_OKAY;
1425 }
1426 }
1427
1428 /* if we get here we can move the client */
1429 NetworkServerDoMove(this->client_id, company_id);
1430 return NETWORK_RECV_STATUS_OKAY;
1431 }
1432
1437 void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
1438 {
1439 memset(stats, 0, sizeof(*stats) * MAX_COMPANIES);
1440
1441 /* Go through all vehicles and count the type of vehicles */
1442 for (const Vehicle *v : Vehicle::Iterate()) {
1443 if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
1444 byte type = 0;
1445 switch (v->type) {
1446 case VEH_TRAIN: type = NETWORK_VEH_TRAIN; break;
1447 case VEH_ROAD: type = RoadVehicle::From(v)->IsBus() ? NETWORK_VEH_BUS : NETWORK_VEH_LORRY; break;
1448 case VEH_AIRCRAFT: type = NETWORK_VEH_PLANE; break;
1449 case VEH_SHIP: type = NETWORK_VEH_SHIP; break;
1450 default: continue;
1451 }
1452 stats[v->owner].num_vehicle[type]++;
1453 }
1454
1455 /* Go through all stations and count the types of stations */
1456 for (const Station *s : Station::Iterate()) {
1457 if (Company::IsValidID(s->owner)) {
1458 NetworkCompanyStats *npi = &stats[s->owner];
1459
1460 if (s->facilities & FACIL_TRAIN) npi->num_station[NETWORK_VEH_TRAIN]++;
1461 if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[NETWORK_VEH_LORRY]++;
1462 if (s->facilities & FACIL_BUS_STOP) npi->num_station[NETWORK_VEH_BUS]++;
1463 if (s->facilities & FACIL_AIRPORT) npi->num_station[NETWORK_VEH_PLANE]++;
1464 if (s->facilities & FACIL_DOCK) npi->num_station[NETWORK_VEH_SHIP]++;
1465 }
1466 }
1467 }
1468
1473 void NetworkUpdateClientInfo(ClientID client_id)
1474 {
1475 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
1476
1477 if (ci == nullptr) return;
1478
1479 Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:04x}", _date, _date_fract, (int)ci->client_playas, client_id);
1480
1481 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1482 if (cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
1483 cs->SendClientInfo(ci);
1484 }
1485 }
1486
1487 NetworkAdminClientUpdate(ci);
1488 }
1489
1491 static void NetworkCheckRestartMap()
1492 {
1493 if (_settings_client.network.restart_game_year != 0 && _cur_year >= _settings_client.network.restart_game_year) {
1494 Debug(net, 3, "Auto-restarting map: year {} reached", _cur_year);
1495
1496 _settings_newgame.game_creation.generation_seed = GENERATE_NEW_SEED;
1497 switch(_file_to_saveload.abstract_ftype) {
1498 case FT_SAVEGAME:
1499 case FT_SCENARIO:
1500 _switch_mode = SM_LOAD_GAME;
1501 break;
1502
1503 case FT_HEIGHTMAP:
1504 _switch_mode = SM_START_HEIGHTMAP;
1505 break;
1506
1507 default:
1508 _switch_mode = SM_NEWGAME;
1509 }
1510 }
1511 }
1512
1519 static void NetworkAutoCleanCompanies()
1520 {
1521 bool clients_in_company[MAX_COMPANIES];
1522 int vehicles_in_company[MAX_COMPANIES];
1523
1524 if (!_settings_client.network.autoclean_companies) return;
1525
1526 memset(clients_in_company, 0, sizeof(clients_in_company));
1527
1528 /* Detect the active companies */
1529 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1530 if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
1531 }
1532
1533 if (!_network_dedicated) {
1534 const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
1535 if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
1536 }
1537
1538 if (_settings_client.network.autoclean_novehicles != 0) {
1539 memset(vehicles_in_company, 0, sizeof(vehicles_in_company));
1540
1541 for (const Vehicle *v : Vehicle::Iterate()) {
1542 if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
1543 vehicles_in_company[v->owner]++;
1544 }
1545 }
1546
1547 /* Go through all the companies */
1548 for (const Company *c : Company::Iterate()) {
1549 /* Skip the non-active once */
1550 if (c->is_ai) continue;
1551
1552 if (!clients_in_company[c->index]) {
1553 /* The company is empty for one month more */
1554 _network_company_states[c->index].months_empty++;
1555
1556 /* Is the company empty for autoclean_unprotected-months, and is there no protection? */
1557 if (_settings_client.network.autoclean_unprotected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_unprotected && _network_company_states[c->index].password.empty()) {
1558 /* Shut the company down */
1559 Command<CMD_COMPANY_CTRL>::Post(CCA_DELETE, c->index, CRR_AUTOCLEAN, INVALID_CLIENT_ID);
1560 IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no password.", c->index + 1);
1561 }
1562 /* Is the company empty for autoclean_protected-months, and there is a protection? */
1563 if (_settings_client.network.autoclean_protected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_protected && !_network_company_states[c->index].password.empty()) {
1564 /* Unprotect the company */
1565 _network_company_states[c->index].password.clear();
1566 IConsolePrint(CC_INFO, "Auto-removed protection from company #{}.", c->index + 1);
1567 _network_company_states[c->index].months_empty = 0;
1568 NetworkServerUpdateCompanyPassworded(c->index, false);
1569 }
1570 /* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
1571 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) {
1572 /* Shut the company down */
1573 Command<CMD_COMPANY_CTRL>::Post(CCA_DELETE, c->index, CRR_AUTOCLEAN, INVALID_CLIENT_ID);
1574 IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no vehicles.", c->index + 1);
1575 }
1576 } else {
1577 /* It is not empty, reset the date */
1578 _network_company_states[c->index].months_empty = 0;
1579 }
1580 }
1581 }
1582
1588 bool NetworkMakeClientNameUnique(std::string &name)
1589 {
1590 bool is_name_unique = false;
1591 std::string original_name = name;
1592
1593 for (uint number = 1; !is_name_unique && number <= MAX_CLIENTS; number++) { // Something's really wrong when there're more names than clients
1594 is_name_unique = true;
1595 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1596 if (ci->client_name == name) {
1597 /* Name already in use */
1598 is_name_unique = false;
1599 break;
1600 }
1601 }
1602 /* Check if it is the same as the server-name */
1603 const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
1604 if (ci != nullptr) {
1605 if (ci->client_name == name) is_name_unique = false; // name already in use
1606 }
1607
1608 if (!is_name_unique) {
1609 /* Try a new name (<name> #1, <name> #2, and so on) */
1610 name = original_name + " #" + std::to_string(number);
1611
1612 /* The constructed client name is larger than the limit,
1613 * so... bail out as no valid name can be created. */
1614 if (name.size() >= NETWORK_CLIENT_NAME_LENGTH) return false;
1615 }
1616 }
1617
1618 return is_name_unique;
1619 }
1620
1627 bool NetworkServerChangeClientName(ClientID client_id, const std::string &new_name)
1628 {
1629 /* Check if the name's already in use */
1630 for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1631 if (ci->client_name.compare(new_name) == 0) return false;
1632 }
1633
1634 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
1635 if (ci == nullptr) return false;
1636
1637 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name);
1638
1639 ci->client_name = new_name;
1640
1641 NetworkUpdateClientInfo(client_id);
1642 return true;
1643 }
1644
1651 void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &password, bool already_hashed)
1652 {
1653 if (!Company::IsValidHumanID(company_id)) return;
1654
1655 if (already_hashed) {
1656 _network_company_states[company_id].password = password;
1657 } else {
1658 _network_company_states[company_id].password = GenerateCompanyPasswordHash(password, _settings_client.network.network_id, _settings_game.game_creation.generation_seed);
1659 }
1660
1661 NetworkServerUpdateCompanyPassworded(company_id, !_network_company_states[company_id].password.empty());
1662 }
1663
1668 static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
1669 {
1670 CommandPacket *cp;
1671 while ((cp = cs->outgoing_queue.Pop()) != nullptr) {
1672 cs->SendCommand(cp);
1673 delete cp;
1674 }
1675 }
1676
1681 void NetworkServer_Tick(bool send_frame)
1682 {
1683 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1684 bool send_sync = false;
1685 #endif
1686
1687 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1688 if (_frame_counter >= _last_sync_frame + _settings_client.network.sync_freq) {
1689 _last_sync_frame = _frame_counter;
1690 send_sync = true;
1691 }
1692 #endif
1693
1694 /* Now we are done with the frame, inform the clients that they can
1695 * do their frame! */
1696 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1697 /* We allow a number of bytes per frame, but only to the burst amount
1698 * to be available for packet receiving at any particular time. */
1699 cs->receive_limit = std::min<size_t>(cs->receive_limit + _settings_client.network.bytes_per_frame,
1700 _settings_client.network.bytes_per_frame_burst);
1701
1702 /* Check if the speed of the client is what we can expect from a client */
1703 uint lag = NetworkCalculateLag(cs);
1704 switch (cs->status) {
1705 case NetworkClientSocket::STATUS_ACTIVE:
1706 if (lag > _settings_client.network.max_lag_time) {
1707 /* Client did still not report in within the specified limit. */
1708 IConsolePrint(CC_WARNING, cs->last_packet + std::chrono::milliseconds(lag * MILLISECONDS_PER_TICK) > std::chrono::steady_clock::now() ?
1709 /* A packet was received in the last three game days, so the client is likely lagging behind. */
1710 "Client #{} (IP: {}) is dropped because the client's game state is more than {} ticks behind." :
1711 /* No packet was received in the last three game days; sounds like a lost connection. */
1712 "Client #{} (IP: {}) is dropped because the client did not respond for more than {} ticks.",
1713 cs->client_id, cs->GetClientIP(), lag);
1714 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1715 continue;
1716 }
1717
1718 /* Report once per time we detect the lag, and only when we
1719 * received a packet in the last 2 seconds. If we
1720 * did not receive a packet, then the client is not just
1721 * slow, but the connection is likely severed. Mentioning
1722 * frame_freq is not useful in this case. */
1723 if (lag > (uint)DAY_TICKS && cs->lag_test == 0 && cs->last_packet + std::chrono::seconds(2) > std::chrono::steady_clock::now()) {
1724 IConsolePrint(CC_WARNING, "[{}] Client #{} is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
1725 cs->lag_test = 1;
1726 }
1727
1728 if (cs->last_frame_server - cs->last_token_frame >= _settings_client.network.max_lag_time) {
1729 /* This is a bad client! It didn't send the right token back within time. */
1730 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it fails to send valid acks.", cs->client_id, cs->GetClientIP());
1731 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1732 continue;
1733 }
1734 break;
1735
1736 case NetworkClientSocket::STATUS_INACTIVE:
1737 case NetworkClientSocket::STATUS_NEWGRFS_CHECK:
1738 case NetworkClientSocket::STATUS_AUTHORIZED:
1739 /* NewGRF check and authorized states should be handled almost instantly.
1740 * So give them some lee-way, likewise for the query with inactive. */
1741 if (lag > _settings_client.network.max_init_time) {
1742 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to start the joining process.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_init_time);
1743 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1744 continue;
1745 }
1746 break;
1747
1748 case NetworkClientSocket::STATUS_MAP_WAIT:
1749 /* Send every two seconds a packet to the client, to make sure
1750 * it knows the server is still there; just someone else is
1751 * still receiving the map. */
1752 if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
1753 cs->SendWait();
1754 /* We need to reset the timer, as otherwise we will be
1755 * spamming the client. Strictly speaking this variable
1756 * tracks when we last received a packet from the client,
1757 * but as it is waiting, it will not send us any till we
1758 * start sending them data. */
1759 cs->last_packet = std::chrono::steady_clock::now();
1760 }
1761 break;
1762
1763 case NetworkClientSocket::STATUS_MAP:
1764 /* Downloading the map... this is the amount of time since starting the saving. */
1765 if (lag > _settings_client.network.max_download_time) {
1766 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to download the map.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_download_time);
1767 cs->SendError(NETWORK_ERROR_TIMEOUT_MAP);
1768 continue;
1769 }
1770 break;
1771
1772 case NetworkClientSocket::STATUS_DONE_MAP:
1773 case NetworkClientSocket::STATUS_PRE_ACTIVE:
1774 /* The map has been sent, so this is for loading the map and syncing up. */
1775 if (lag > _settings_client.network.max_join_time) {
1776 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to join.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_join_time);
1777 cs->SendError(NETWORK_ERROR_TIMEOUT_JOIN);
1778 continue;
1779 }
1780 break;
1781
1782 case NetworkClientSocket::STATUS_AUTH_GAME:
1783 case NetworkClientSocket::STATUS_AUTH_COMPANY:
1784 /* These don't block? */
1785 if (lag > _settings_client.network.max_password_time) {
1786 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to enter the password.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_password_time);
1787 cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD);
1788 continue;
1789 }
1790 break;
1791
1792 case NetworkClientSocket::STATUS_END:
1793 /* Bad server/code. */
1794 NOT_REACHED();
1795 }
1796
1797 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {
1798 /* Check if we can send command, and if we have anything in the queue */
1799 NetworkHandleCommandQueue(cs);
1800
1801 /* Send an updated _frame_counter_max to the client */
1802 if (send_frame) cs->SendFrame();
1803
1804 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1805 /* Send a sync-check packet */
1806 if (send_sync) cs->SendSync();
1807 #endif
1808 }
1809 }
1810 }
1811
1813 void NetworkServerYearlyLoop()
1814 {
1815 NetworkCheckRestartMap();
1816 NetworkAdminUpdate(ADMIN_FREQUENCY_ANUALLY);
1817 }
1818
1820 void NetworkServerMonthlyLoop()
1821 {
1822 NetworkAutoCleanCompanies();
1823 NetworkAdminUpdate(ADMIN_FREQUENCY_MONTHLY);
1824 if ((_cur_month % 3) == 0) NetworkAdminUpdate(ADMIN_FREQUENCY_QUARTERLY);
1825 }
1826
1828 void NetworkServerDailyLoop()
1829 {
1830 NetworkAdminUpdate(ADMIN_FREQUENCY_DAILY);
1831 if ((_date % 7) == 3) NetworkAdminUpdate(ADMIN_FREQUENCY_WEEKLY);
1832 }
1833
1838 const std::string &ServerNetworkGameSocketHandler::GetClientIP()
1839 {
1840 return this->client_address.GetHostname();
1841 }
1842
1844 void NetworkServerShowStatusToConsole()
1845 {
1846 static const char * const stat_str[] = {
1847 "inactive",
1848 "checking NewGRFs",
1849 "authorizing (server password)",
1850 "authorizing (company password)",
1851 "authorized",
1852 "waiting",
1853 "loading map",
1854 "map done",
1855 "ready",
1856 "active"
1857 };
1858 static_assert(lengthof(stat_str) == NetworkClientSocket::STATUS_END);
1859
1860 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1861 NetworkClientInfo *ci = cs->GetInfo();
1862 if (ci == nullptr) continue;
1863 uint lag = NetworkCalculateLag(cs);
1864 const char *status;
1865
1866 status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
1867 IConsolePrint(CC_INFO, "Client #{} name: '{}' status: '{}' frame-lag: {} company: {} IP: {}",
1868 cs->client_id, ci->client_name.c_str(), status, lag,
1869 ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
1870 cs->GetClientIP());
1871 }
1872 }
1873
1877 void NetworkServerSendConfigUpdate()
1878 {
1879 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1880 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendConfigUpdate();
1881 }
1882 }
1883
1885 void NetworkServerUpdateGameInfo()
1886 {
1887 if (_network_server) FillStaticNetworkServerGameInfo();
1888 }
1889
1895 void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
1896 {
1897 if (NetworkCompanyIsPassworded(company_id) == passworded) return;
1898
1899 SB(_network_company_passworded, company_id, 1, !!passworded);
1900 SetWindowClassesDirty(WC_COMPANY);
1901
1902 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1903 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendCompanyUpdate();
1904 }
1905
1906 NetworkAdminCompanyUpdate(Company::GetIfValid(company_id));
1907 }
1908
1915 void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
1916 {
1917 /* Only allow non-dedicated servers and normal clients to be moved */
1918 if (client_id == CLIENT_ID_SERVER && _network_dedicated) return;
1919
1920 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
1921
1922 /* No need to waste network resources if the client is in the company already! */
1923 if (ci->client_playas == company_id) return;
1924
1925 ci->client_playas = company_id;
1926
1927 if (client_id == CLIENT_ID_SERVER) {
1928 SetLocalCompany(company_id);
1929 } else {
1930 NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id);
1931 /* When the company isn't authorized we can't move them yet. */
1932 if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return;
1933 cs->SendMove(client_id, company_id);
1934 }
1935
1936 /* announce the client's move */
1937 NetworkUpdateClientInfo(client_id);
1938
1939 NetworkAction action = (company_id == COMPANY_SPECTATOR) ? NETWORK_ACTION_COMPANY_SPECTATOR : NETWORK_ACTION_COMPANY_JOIN;
1940 NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1);
1941
1942 InvalidateWindowData(WC_CLIENT_LIST, 0);
1943 }
1944
1951 void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const std::string &string)
1952 {
1953 NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code, string);
1954 }
1955
1961 void NetworkServerKickClient(ClientID client_id, const std::string &reason)
1962 {
1963 if (client_id == CLIENT_ID_SERVER) return;
1964 NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED, reason);
1965 }
1966
1973 uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const std::string &reason)
1974 {
1975 return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban, reason);
1976 }
1977
1984 uint NetworkServerKickOrBanIP(const std::string &ip, bool ban, const std::string &reason)
1985 {
1986 /* Add address to ban-list */
1987 if (ban) {
1988 bool contains = false;
1989 for (const auto &iter : _network_ban_list) {
1990 if (iter == ip) {
1991 contains = true;
1992 break;
1993 }
1994 }
1995 if (!contains) _network_ban_list.emplace_back(ip);
1996 }
1997
1998 uint n = 0;
1999
2000 /* There can be multiple clients with the same IP, kick them all but don't kill the server,
2001 * or the client doing the rcon. The latter can't be kicked because kicking frees closes
2002 * and subsequently free the connection related instances, which we would be reading from
2003 * and writing to after returning. So we would read or write data from freed memory up till
2004 * the segfault triggers. */
2005 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2006 if (cs->client_id == CLIENT_ID_SERVER) continue;
2007 if (cs->client_id == _redirect_console_to_client) continue;
2008 if (cs->client_address.IsInNetmask(ip)) {
2009 NetworkServerKickClient(cs->client_id, reason);
2010 n++;
2011 }
2012 }
2013
2014 return n;
2015 }
2016
2022 bool NetworkCompanyHasClients(CompanyID company)
2023 {
2024 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
2025 if (ci->client_playas == company) return true;
2026 }
2027 return false;
2028 }
2029
2030
2036 std::string ServerNetworkGameSocketHandler::GetClientName() const
2037 {
2038 const NetworkClientInfo *ci = this->GetInfo();
2039 if (ci != nullptr && !ci->client_name.empty()) return ci->client_name;
2040
2041 return fmt::format("Client #{}", this->client_id);
2042 }
2043
2047 void NetworkPrintClients()
2048 {
2049 for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
2050 if (_network_server) {
2051 IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {} IP: {}",
2052 ci->client_id,
2053 ci->client_name,
2054 ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
2055 ci->client_id == CLIENT_ID_SERVER ? "server" : NetworkClientSocket::GetByClientID(ci->client_id)->GetClientIP());
2056 } else {
2057 IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {}",
2058 ci->client_id,
2059 ci->client_name,
2060 ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0));
2061 }
2062 }
2063 }
2064
2070 void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
2071 {
2072 assert(c != nullptr);
2073
2074 if (!_network_server) return;
2075
2076 _network_company_states[c->index].months_empty = 0;
2077 _network_company_states[c->index].password.clear();
2078 NetworkServerUpdateCompanyPassworded(c->index, false);
2079
2080 if (ci != nullptr) {
2081 /* ci is nullptr when replaying, or for AIs. In neither case there is a client. */
2082 ci->client_playas = c->index;
2083 NetworkUpdateClientInfo(ci->client_id);
2084 Command<CMD_RENAME_PRESIDENT>::SendNet(STR_NULL, c->index, ci->client_name);
2085 }
2086
2087 /* Announce new company on network. */
2088 NetworkAdminCompanyInfo(c, true);
2089
2090 if (ci != nullptr) {
2091 /* ci is nullptr when replaying, or for AIs. In neither case there is a client.
2092 We need to send Admin port update here so that they first know about the new company
2093 and then learn about a possibly joining client (see FS#6025) */
2094 NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, c->index + 1);
2095 }
2096 }
ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT
NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p) override
The client is quitting the game.
Definition: network_server.cpp:1107
VEH_AIRCRAFT
@ VEH_AIRCRAFT
Aircraft vehicle type.
Definition: vehicle_type.h:27
NetworkServerKickOrBanIP
uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const std::string &reason)
Ban, or kick, everyone joined from the given client's IP.
Definition: network_server.cpp:1973
SerializeNetworkGameInfo
void SerializeNetworkGameInfo(Packet *p, const NetworkServerGameInfo *info, bool send_newgrf_names)
Serializes the NetworkGameInfo struct to the packet.
Definition: game_info.cpp:189
NetworkServerSendChat
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const std::string &msg, ClientID from_id, int64 data, bool from_admin)
Send an actual chat message.
Definition: network_server.cpp:1185
NetworkCompanyStats::num_station
uint16 num_station[NETWORK_VEH_END]
How many stations are there of this type?
Definition: network_type.h:67
NetworkCompanyStats
Simple calculated statistics of a company.
Definition: network_type.h:65
CompanyCtrlAction
CompanyCtrlAction
The action to do with CMD_COMPANY_CTRL.
Definition: company_type.h:67
PACKET_SERVER_GAME_INFO
@ PACKET_SERVER_GAME_INFO
Information about the server.
Definition: tcp_game.h:46
DestType
DestType
Destination of our chat messages.
Definition: network_type.h:89
CC_INFO
static const TextColour CC_INFO
Colour for information lines.
Definition: console_type.h:27
InvalidateWindowData
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope)
Mark window data of the window of a given class and specific window number as invalid (in need of re-...
Definition: window.cpp:3254
NetworkSettings::max_password_time
uint16 max_password_time
maximum amount of time, in game ticks, a client may take to enter the password
Definition: settings_type.h:279
NETWORK_RECV_STATUS_CLIENT_QUIT
@ NETWORK_RECV_STATUS_CLIENT_QUIT
The connection is lost gracefully. Other clients are already informed of this leaving client.
Definition: core.h:27
_frame_counter
uint32 _frame_counter
The current frame.
Definition: network.cpp:72
GameCreationSettings::generation_seed
uint32 generation_seed
noise seed for world generation
Definition: settings_type.h:312
FT_SCENARIO
@ FT_SCENARIO
old or new scenario
Definition: fileio_type.h:19
PACKET_SERVER_ERROR
@ PACKET_SERVER_ERROR
Server sending an error message to the client.
Definition: tcp_game.h:39
Packet::Size
size_t Size() const
Get the number of bytes in the packet.
Definition: packet.cpp:260
NetworkServerSendConfigUpdate
void NetworkServerSendConfigUpdate()
Send Config Update.
Definition: network_server.cpp:1877
NetworkAdminUpdate
void NetworkAdminUpdate(AdminUpdateFrequency freq)
Send (push) updates to the admin network as they have registered for these updates.
Definition: network_admin.cpp:1002
INVALID_CLIENT_ID
@ INVALID_CLIENT_ID
Client is not part of anything.
Definition: network_type.h:48
SM_START_HEIGHTMAP
@ SM_START_HEIGHTMAP
Load a heightmap and start a new game from it.
Definition: openttd.h:37
usererror
void CDECL usererror(const char *s,...)
Error handling for fatal user errors.
Definition: openttd.cpp:105
SerializeGRFIdentifier
void SerializeGRFIdentifier(Packet *p, const GRFIdentifier *grf)
Serializes the GRFIdentifier (GRF ID and MD5 checksum) to the packet.
Definition: game_info.cpp:367
SM_LOAD_GAME
@ SM_LOAD_GAME
Load game, Play Scenario.
Definition: openttd.h:31
NetworkSettings::autoclean_unprotected
uint8 autoclean_unprotected
remove passwordless companies after this many months
Definition: settings_type.h:297
Pool::PoolItem<&_company_pool >::GetIfValid
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:348
NetworkServerShowStatusToConsole
void NetworkServerShowStatusToConsole()
Show the status message of all clients on the console.
Definition: network_server.cpp:1844
NetworkClientInfo::client_name
std::string client_name
Name of the client.
Definition: network_base.h:26
NetworkCheckRestartMap
static void NetworkCheckRestartMap()
Check if we want to restart the map.
Definition: network_server.cpp:1491
PacketWriter::cs
ServerNetworkGameSocketHandler * cs
Socket we are associated with.
Definition: network_server.cpp:60
NetworkAdminChat
void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, const std::string &msg, int64 data, bool from_admin)
Send chat to the admin network (if they did opt in for the respective update).
Definition: network_admin.cpp:923
NetworkSettings::max_clients
uint8 max_clients
maximum amount of clients
Definition: settings_type.h:301
_cur_year
Year _cur_year
Current year, starting at 0.
Definition: date.cpp:26
ServerNetworkGameSocketHandler::SendGameInfo
NetworkRecvStatus SendGameInfo()
Send the client information about the server.
Definition: network_server.cpp:357
CCA_DELETE
@ CCA_DELETE
Delete a company.
Definition: company_type.h:70
lock
std::mutex lock
synchronization for playback status fields
Definition: win32_m.cpp:34
NetworkClientInfo::client_playas
CompanyID client_playas
As which company is this client playing (CompanyID)
Definition: network_base.h:27
ServerNetworkGameSocketHandler::SendChat
NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64 data)
Send a chat message.
Definition: network_server.cpp:659
FACIL_TRUCK_STOP
@ FACIL_TRUCK_STOP
Station with truck stops.
Definition: station_type.h:54
ServerNetworkGameSocketHandler::STATUS_PRE_ACTIVE
@ STATUS_PRE_ACTIVE
The client is catching up the delayed frames.
Definition: network_server.h:60
Station
Station data structure.
Definition: station_base.h:454
Packet::Send_bytes
size_t Send_bytes(const byte *begin, const byte *end)
Send as many of the bytes as possible in the packet.
Definition: packet.cpp:207
CommandQueue::Count
uint Count() const
Get the number of items in the queue.
Definition: tcp_game.h:150
_date_fract
DateFract _date_fract
Fractional part of the day.
Definition: date.cpp:29
GetCommandFlags
CommandFlags GetCommandFlags(Commands cmd)
Definition: command.cpp:120
PACKET_SERVER_CONFIG_UPDATE
@ PACKET_SERVER_CONFIG_UPDATE
Some network configuration important to the client changed.
Definition: tcp_game.h:116
_network_server
bool _network_server
network-server is active
Definition: network.cpp:59
_network_company_passworded
CompanyMask _network_company_passworded
Bitmask of the password status of all companies.
Definition: network.cpp:81
NetworkAction
NetworkAction
Actions that can be used for NetworkTextMessage.
Definition: network_type.h:99
CommandPacket::frame
uint32 frame
the frame in which this packet is executed
Definition: network_internal.h:114
SPS_CLOSED
@ SPS_CLOSED
The connection got closed.
Definition: tcp.h:25
NetworkGameSocketHandler::last_packet
std::chrono::steady_clock::time_point last_packet
Time we received the last frame.
Definition: tcp_game.h:512
WC_CLIENT_LIST
@ WC_CLIENT_LIST
Client list; Window numbers:
Definition: window_type.h:471
Pool::PoolItem::index
Tindex index
Index of this pool item.
Definition: pool_type.hpp:235
NetworkGameSocketHandler::SetInfo
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
Definition: tcp_game.h:527
ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD
NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p) override
Set the password for the clients current company: string The password.
Definition: network_server.cpp:1339
NETWORK_CHAT_LENGTH
static const uint NETWORK_CHAT_LENGTH
The maximum length of a chat message, in bytes including '\0'.
Definition: config.h:66
HasBit
static bool HasBit(const T x, const uint8 y)
Checks if a bit in a value is set.
Definition: bitmath_func.hpp:103
NetworkClientInfo::join_date
Date join_date
Gamedate the client has joined.
Definition: network_base.h:28
NetworkAutoCleanCompanies
static void NetworkAutoCleanCompanies()
Check if the server has autoclean_companies activated Two things happen: 1) If a company is not prote...
Definition: network_server.cpp:1519
ADMIN_FREQUENCY_DAILY
@ ADMIN_FREQUENCY_DAILY
The admin gets information about this on a daily basis.
Definition: tcp_admin.h:93
PACKET_SERVER_NEWGAME
@ PACKET_SERVER_NEWGAME
The server is preparing to start a new game.
Definition: tcp_game.h:119
NetworkPrintClients
void NetworkPrintClients()
Print all the clients to the console.
Definition: network_server.cpp:2047
SetLocalCompany
void SetLocalCompany(CompanyID new_company)
Sets the local company and updates the settings that are set on a per-company basis to reflect the co...
Definition: company_cmd.cpp:103
NetworkTCPSocketHandler::sock
SOCKET sock
The socket currently connected to.
Definition: tcp.h:39
ServerNetworkGameSocketHandler::receive_limit
size_t receive_limit
Amount of bytes that we can receive at this moment.
Definition: network_server.h:70
PacketWriter::Write
void Write(byte *buf, size_t size) override
Write a given number of bytes into the savegame.
Definition: network_server.cpp:161
ServerNetworkGameSocketHandler::last_token_frame
uint32 last_token_frame
The last frame we received the right token.
Definition: network_server.h:67
MAX_CLIENTS
static const uint MAX_CLIENTS
How many clients can we have.
Definition: network_type.h:14
ServerNetworkGameSocketHandler::GetName
static const char * GetName()
Get the name used by the listener.
Definition: network_server.h:112
TextColour
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
Definition: gfx_type.h:253
ServerNetworkGameSocketHandler::ReceivePacket
virtual Packet * ReceivePacket() override
Receives a packet for the given client.
Definition: network_server.cpp:236
NetworkGameSocketHandler::last_frame_server
uint32 last_frame_server
Last frame the server has executed.
Definition: tcp_game.h:510
DESTTYPE_TEAM
@ DESTTYPE_TEAM
Send message/notice to everyone playing the same company (Team)
Definition: network_type.h:91
GRFConfig::ident
GRFIdentifier ident
grfid and md5sum to uniquely identify newgrfs
Definition: newgrf_config.h:163
_settings_client
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:53
PACKET_SERVER_WAIT
@ PACKET_SERVER_WAIT
Server tells the client there are some people waiting for the map as well.
Definition: tcp_game.h:75
ServerNetworkGameSocketHandler::STATUS_MAP
@ STATUS_MAP
The client is downloading the map.
Definition: network_server.h:58
PACKET_SERVER_JOIN
@ PACKET_SERVER_JOIN
Tells clients that a new client has joined.
Definition: tcp_game.h:82
Company::IsValidHumanID
static bool IsValidHumanID(size_t index)
Is this company a valid company, not controlled by a NoAI program?
Definition: company_base.h:149
NetworkSyncCommandQueue
void NetworkSyncCommandQueue(NetworkClientSocket *cs)
Sync our local command queue to the command queue of the given socket.
Definition: network_command.cpp:304
ADMIN_FREQUENCY_MONTHLY
@ ADMIN_FREQUENCY_MONTHLY
The admin gets information about this on a monthly basis.
Definition: tcp_admin.h:95
ServerNetworkGameSocketHandler::STATUS_MAP_WAIT
@ STATUS_MAP_WAIT
The client is waiting as someone else is downloading the map.
Definition: network_server.h:57
NetworkServerMonthlyLoop
void NetworkServerMonthlyLoop()
Monthly "callback".
Definition: network_server.cpp:1820
NetworkSettings::autoclean_protected
uint8 autoclean_protected
remove the password from passworded companies after this many months
Definition: settings_type.h:298
WC_COMPANY
@ WC_COMPANY
Company view; Window numbers:
Definition: window_type.h:362
GetNetworkErrorMsg
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
Definition: network.cpp:301
VEH_ROAD
@ VEH_ROAD
Road vehicle type.
Definition: vehicle_type.h:25
_network_game_info
NetworkServerGameInfo _network_game_info
Information about our game.
Definition: game_info.cpp:37
Vehicle
Vehicle data structure.
Definition: vehicle_base.h:224
NetworkCompanyState::months_empty
uint16 months_empty
How many months the company is empty.
Definition: network_type.h:74
_redirect_console_to_client
ClientID _redirect_console_to_client
If not invalid, redirect the console output to a client.
Definition: network.cpp:65
NETWORK_CLIENT_NAME_LENGTH
static const uint NETWORK_CLIENT_NAME_LENGTH
The maximum length of a client's name, in bytes including '\0'.
Definition: config.h:63
Owner
Owner
Enum for all companies/owners.
Definition: company_type.h:18
NetworkGameSocketHandler
Base socket handler for all TCP sockets.
Definition: tcp_game.h:154
Packet::Send_uint8
void Send_uint8(uint8 data)
Package a 8 bits integer in the packet.
Definition: packet.cpp:129
SetDParam
static void SetDParam(uint n, uint64 v)
Set a string parameter v at index n in the global string parameter array.
Definition: strings_func.h:196
GENERATE_NEW_SEED
static const uint32 GENERATE_NEW_SEED
Create a new random seed.
Definition: genworld.h:24
ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK
NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p) override
Tell the server that we are done receiving/loading the map.
Definition: network_server.cpp:966
NetworkAdminClientQuit
void NetworkAdminClientQuit(ClientID client_id)
Notify the admin network that a client quit (if they have opt in for the respective update).
Definition: network_admin.cpp:847
CommandTraits
Defines the traits of a command.
Definition: command_type.h:434
CC_DEFAULT
static const TextColour CC_DEFAULT
Default colour of the console.
Definition: console_type.h:23
NetworkReplaceCommandClientId
static void NetworkReplaceCommandClientId(CommandPacket &cp, ClientID client_id)
Insert a client ID into the command data in a command packet.
Definition: network_command.cpp:476
_frame_counter_max
uint32 _frame_counter_max
To where we may go with our clients.
Definition: network.cpp:71
NetworkServerSendRcon
void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const std::string &string)
Send an rcon reply to the client.
Definition: network_server.cpp:1951
ServerNetworkGameSocketHandler::STATUS_ACTIVE
@ STATUS_ACTIVE
The client is active within in the game.
Definition: network_server.h:61
NetworkServer_Tick
void NetworkServer_Tick(bool send_frame)
This is called every tick if this is a _network_server.
Definition: network_server.cpp:1681
ServerNetworkGameSocketHandler::SendCommand
NetworkRecvStatus SendCommand(const CommandPacket *cp)
Send a command to the client to execute.
Definition: network_server.cpp:639
network_base.h
SmallMap< NetworkAddress, SOCKET >
PACKET_SERVER_MAP_SIZE
@ PACKET_SERVER_MAP_SIZE
Server tells the client what the (compressed) size of the map is.
Definition: tcp_game.h:77
FillStaticNetworkServerGameInfo
void FillStaticNetworkServerGameInfo()
Fill a NetworkServerGameInfo structure with the static content, or things that are so static they can...
Definition: game_info.cpp:127
NetworkAdminClientInfo
void NetworkAdminClientInfo(const NetworkClientSocket *cs, bool new_client)
Notify the admin network of a new client (if they did opt in for the respective update).
Definition: network_admin.cpp:818
GameSettings::game_creation
GameCreationSettings game_creation
settings used during the creation of a game (map)
Definition: settings_type.h:587
PacketWriter::Finish
void Finish() override
Prepare everything to finish writing the savegame.
Definition: network_server.cpp:184
Packet::Send_uint32
void Send_uint32(uint32 data)
Package a 32 bits integer in the packet.
Definition: packet.cpp:150
Packet::AddToQueue
static void AddToQueue(Packet **queue, Packet *packet)
Add the given Packet to the end of the queue of packets.
Definition: packet.cpp:59
PACKET_SERVER_MAP_DONE
@ PACKET_SERVER_MAP_DONE
Server tells it has just sent the last bits of the map to the client.
Definition: tcp_game.h:79
SpecializedStation< Station, false >::Iterate
static Pool::IterateWrapper< Station > Iterate(size_t from=0)
Returns an iterable ensemble of all valid stations of type T.
Definition: base_station_base.h:269
Packet::Recv_string
std::string Recv_string(size_t length, StringValidationSettings settings=SVS_REPLACE_WITH_QUESTION_MARK)
Reads characters (bytes) from the packet until it finds a '\0', or reaches a maximum of length charac...
Definition: packet.cpp:408
NetworkTCPSocketHandler::ReceivePacket
virtual Packet * ReceivePacket()
Receives a packet for the given client.
Definition: tcp.cpp:144
NetworkSettings::max_download_time
uint16 max_download_time
maximum amount of time, in game ticks, a client may take to download the map
Definition: settings_type.h:278
CommandQueue::Append
void Append(CommandPacket *p)
Append a CommandPacket at the end of the queue.
Definition: network_command.cpp:174
Packet::PopFromQueue
static Packet * PopFromQueue(Packet **queue)
Pop the packet from the begin of the queue and set the begin of the queue to the second element in th...
Definition: packet.cpp:71
NetworkMakeClientNameUnique
bool NetworkMakeClientNameUnique(std::string &name)
Check whether a name is unique, and otherwise try to make it unique.
Definition: network_server.cpp:1588
Pool::MAX_SIZE
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
Definition: pool_type.hpp:85
DECLARE_POSTFIX_INCREMENT
#define DECLARE_POSTFIX_INCREMENT(enum_type)
Some enums need to have allowed incrementing (i.e.
Definition: enum_type.hpp:14
NetworkClientInfo::GetByClientID
static NetworkClientInfo * GetByClientID(ClientID client_id)
Return the CI given it's client-identifier.
Definition: network.cpp:114
ADMIN_FREQUENCY_QUARTERLY
@ ADMIN_FREQUENCY_QUARTERLY
The admin gets information about this on a quarterly basis.
Definition: tcp_admin.h:96
ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD
NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p) override
Send a password to the server to authorize uint8 Password type (see NetworkPasswordType).
Definition: network_server.cpp:924
PacketWriter::PrependQueue
void PrependQueue()
Prepend the current packet to the queue.
Definition: network_server.cpp:151
CommandPacket::company
CompanyID company
company that is executing the command
Definition: network_internal.h:113
FileToSaveLoad::abstract_ftype
AbstractFileType abstract_ftype
Abstract type of file (scenario, heightmap, etc).
Definition: saveload.h:362
FACIL_BUS_STOP
@ FACIL_BUS_STOP
Station with bus stops.
Definition: station_type.h:55
ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED
NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) override
Tell the server that we have the required GRFs.
Definition: network_server.cpp:804
ServerNetworkGameSocketHandler::GetClientName
std::string GetClientName() const
Get the name of the client, if the user did not send it yet, Client ID is used.
Definition: network_server.cpp:2036
TCPListenHandler
Template for TCP listeners.
Definition: tcp_listen.h:28
ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler
~ServerNetworkGameSocketHandler()
Clear everything related to this client.
Definition: network_server.cpp:225
NetworkServerSendExternalChat
void NetworkServerSendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
Send a chat message from external source.
Definition: network_server.cpp:1303
COMPANY_NEW_COMPANY
@ COMPANY_NEW_COMPANY
The client wants a new company.
Definition: company_type.h:34
NetworkSettings::server_admin_chat
bool server_admin_chat
allow private chat for the server to be distributed to the admin network
Definition: settings_type.h:284
ServerNetworkGameSocketHandler::STATUS_INACTIVE
@ STATUS_INACTIVE
The client is not connected nor active.
Definition: network_server.h:52
PacketWriter::TransferToNetworkQueue
bool TransferToNetworkQueue(ServerNetworkGameSocketHandler *socket)
Transfer all packets from here to the network's queue while holding the lock on our mutex.
Definition: network_server.cpp:123
ServerNetworkGameSocketHandler::Send
static void Send()
Send the packets for the server sockets.
Definition: network_server.cpp:320
NetworkCompanyStats::num_vehicle
uint16 num_vehicle[NETWORK_VEH_END]
How many vehicles are there of this type?
Definition: network_type.h:66
Packet::Recv_uint32
uint32 Recv_uint32()
Read a 32 bits integer from the packet.
Definition: packet.cpp:346
PACKET_SERVER_NEED_GAME_PASSWORD
@ PACKET_SERVER_NEED_GAME_PASSWORD
Server requests the (hashed) game password.
Definition: tcp_game.h:64
PacketWriter
Writing a savegame directly to a number of packets.
Definition: network_server.cpp:59
NetworkServerUpdateCompanyPassworded
void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
Tell that a particular company is (not) passworded.
Definition: network_server.cpp:1895
CommandPacket
Everything we need to know about a command to be able to execute it.
Definition: network_internal.h:109
_date
Date _date
Current date in days (day counter)
Definition: date.cpp:28
ServerNetworkGameSocketHandler::SendSync
NetworkRecvStatus SendSync()
Request the client to sync.
Definition: network_server.cpp:622
GRFConfig
Information about GRF, used in the game and (part of it) in savegames.
Definition: newgrf_config.h:155
PACKET_SERVER_SHUTDOWN
@ PACKET_SERVER_SHUTDOWN
The server is shutting down.
Definition: tcp_game.h:120
PACKET_SERVER_NEED_COMPANY_PASSWORD
@ PACKET_SERVER_NEED_COMPANY_PASSWORD
Server requests the (hashed) company password.
Definition: tcp_game.h:66
ServerNetworkGameSocketHandler::SendConfigUpdate
NetworkRecvStatus SendConfigUpdate()
Send an update about the max company/spectator counts.
Definition: network_server.cpp:784
SM_NEWGAME
@ SM_NEWGAME
New Game --> 'Random game'.
Definition: openttd.h:27
ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO
NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet *p) override
Request game information.
Definition: network_server.cpp:799
NetworkHandleCommandQueue
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
Handle the command-queue of a socket.
Definition: network_server.cpp:1668
NetworkSettings::bytes_per_frame
uint16 bytes_per_frame
how many bytes may, over a long period, be received per frame?
Definition: settings_type.h:274
NETWORK_RECV_STATUS_SERVER_ERROR
@ NETWORK_RECV_STATUS_SERVER_ERROR
The server told us we made an error.
Definition: core.h:29
PACKET_SERVER_COMPANY_UPDATE
@ PACKET_SERVER_COMPANY_UPDATE
Information (password) of a company changed.
Definition: tcp_game.h:115
GenerateCompanyPasswordHash
std::string GenerateCompanyPasswordHash(const std::string &password, const std::string &password_server_id, uint32 password_game_seed)
Hash the given password using server ID and game seed.
Definition: network.cpp:177
GRFConfig::flags
uint8 flags
NOSAVE: GCF_Flags, bitset.
Definition: newgrf_config.h:173
NetworkSettings::restart_game_year
Year restart_game_year
year the server restarts
Definition: settings_type.h:302
SB
static T SB(T &x, const uint8 s, const uint8 n, const U d)
Set n bits in x starting at bit s to d.
Definition: bitmath_func.hpp:58
ClientID
ClientID
'Unique' identifier to be given to clients
Definition: network_type.h:47
PACKET_SERVER_BANNED
@ PACKET_SERVER_BANNED
The server has banned you.
Definition: tcp_game.h:35
ServerNetworkGameSocketHandler::SendMove
NetworkRecvStatus SendMove(ClientID client_id, CompanyID company_id)
Tell that a client moved to another company.
Definition: network_server.cpp:763
ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN
NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p) override
Try to join the server: string OpenTTD revision (norev000 if no revision).
Definition: network_server.cpp:825
CMD_COMPANY_CTRL
@ CMD_COMPANY_CTRL
used in multiplayer to create a new companies etc.
Definition: command_type.h:283
ServerNetworkGameSocketHandler::SendJoin
NetworkRecvStatus SendJoin(ClientID client_id)
Tell that a client joined.
Definition: network_server.cpp:588
_settings_game
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition: settings.cpp:54
_sync_seed_1
uint32 _sync_seed_1
Seed to compare during sync checks.
Definition: network.cpp:75
ServerNetworkGameSocketHandler::SendFrame
NetworkRecvStatus SendFrame()
Tell the client that they may run to a particular frame.
Definition: network_server.cpp:599
ServerNetworkGameSocketHandler::SendRConResult
NetworkRecvStatus SendRConResult(uint16 colour, const std::string &command)
Send the result of a console action.
Definition: network_server.cpp:748
MAX_COMPANIES
@ MAX_COMPANIES
Maximum number of companies.
Definition: company_type.h:23
_local_company
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
Definition: company_cmd.cpp:46
CMD_CLIENT_ID
@ CMD_CLIENT_ID
set p2 with the ClientID of the sending client.
Definition: command_type.h:385
PacketWriter::total_size
size_t total_size
Total size of the compressed savegame.
Definition: network_server.cpp:62
NetworkCompanyState::password
std::string password
The password for the company.
Definition: network_type.h:73
Packet::Send_uint16
void Send_uint16(uint16 data)
Package a 16 bits integer in the packet.
Definition: packet.cpp:139
NetworkTCPSocketHandler::SendPacket
virtual void SendPacket(Packet *packet)
This function puts the packet in the send-queue and it is send as soon as possible.
Definition: tcp.cpp:81
CLIENT_ID_SERVER
@ CLIENT_ID_SERVER
Servers always have this ID.
Definition: network_type.h:49
_network_company_states
NetworkCompanyState * _network_company_states
Statistics about some companies.
Definition: network.cpp:63
ServerNetworkGameSocketHandler::SendExternalChat
NetworkRecvStatus SendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
Send a chat message from external source.
Definition: network_server.cpp:682
ServerNetworkGameSocketHandler::SendCompanyUpdate
NetworkRecvStatus SendCompanyUpdate()
Send an update about the company password states.
Definition: network_server.cpp:774
ServerNetworkGameSocketHandler::SendWelcome
NetworkRecvStatus SendWelcome()
Send the client a welcome message with some basic information.
Definition: network_server.cpp:467
_network_client_id
static ClientID _network_client_id
The identifier counter for new clients (is never decreased)
Definition: network_server.cpp:44
ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE
NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p) override
Request the server to move this client into another company: uint8 ID of the company the client wants...
Definition: network_server.cpp:1407
CommandPacket::my_cmd
bool my_cmd
did the command originate from "me"
Definition: network_internal.h:115
ServerNetworkGameSocketHandler::SendError
NetworkRecvStatus SendError(NetworkErrorCode error, const std::string &reason={})
Send an error to the client, and close its connection.
Definition: network_server.cpp:372
ServerNetworkGameSocketHandler::status
ClientStatus status
Status of this client.
Definition: network_server.h:68
NetworkPopulateCompanyStats
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
Populate the company stats.
Definition: network_server.cpp:1437
TCP_MTU
static const uint16 TCP_MTU
Number of bytes we can pack in a single TCP packet.
Definition: config.h:47
FACIL_DOCK
@ FACIL_DOCK
Station with a dock.
Definition: station_type.h:57
network_server.h
_network_dedicated
bool _network_dedicated
are we a dedicated server?
Definition: network.cpp:61
ServerNetworkGameSocketHandler::savegame
struct PacketWriter * savegame
Writer used to write the savegame.
Definition: network_server.h:72
Packet
Internal entity of a packet.
Definition: packet.h:44
NetworkSettings::max_join_time
uint16 max_join_time
maximum amount of time, in game ticks, a client may take to sync up during joining
Definition: settings_type.h:277
FT_SAVEGAME
@ FT_SAVEGAME
old or new savegame
Definition: fileio_type.h:18
ServerNetworkGameSocketHandler::SendClientInfo
NetworkRecvStatus SendClientInfo(NetworkClientInfo *ci)
Send the client information about a client.
Definition: network_server.cpp:343
NetworkGameSocketHandler::ReceiveCommand
const char * ReceiveCommand(Packet *p, CommandPacket *cp)
Receives a command from the network.
Definition: network_command.cpp:423
ADMIN_FREQUENCY_ANUALLY
@ ADMIN_FREQUENCY_ANUALLY
The admin gets information about this on a yearly basis.
Definition: tcp_admin.h:97
NETWORK_REVISION_LENGTH
static const uint NETWORK_REVISION_LENGTH
The maximum length of the revision, in bytes including '\0'.
Definition: config.h:60
ServerNetworkGameSocketHandler::STATUS_DONE_MAP
@ STATUS_DONE_MAP
The client has downloaded the map.
Definition: network_server.h:59
NetworkCompanyIsPassworded
bool NetworkCompanyIsPassworded(CompanyID company_id)
Check if the company we want to join requires a password.
Definition: network.cpp:213
ServerNetworkGameSocketHandler::SendQuit
NetworkRecvStatus SendQuit(ClientID client_id)
Tell the client another client quit.
Definition: network_server.cpp:717
NetworkClientInfo::client_id
ClientID client_id
Client identifier (same as ClientState->client_id)
Definition: network_base.h:25
PACKET_SERVER_MOVE
@ PACKET_SERVER_MOVE
Server tells everyone that someone is moved to another company.
Definition: tcp_game.h:110
NetworkServerDailyLoop
void NetworkServerDailyLoop()
Daily "callback".
Definition: network_server.cpp:1828
NETWORK_PASSWORD_LENGTH
static const uint NETWORK_PASSWORD_LENGTH
The maximum length of the password, in bytes including '\0' (must be >= NETWORK_SERVER_ID_LENGTH)
Definition: config.h:61
GetCurrentNetworkServerGameInfo
const NetworkServerGameInfo * GetCurrentNetworkServerGameInfo()
Get the NetworkServerGameInfo structure with the latest information of the server.
Definition: game_info.cpp:147
PACKET_SERVER_FULL
@ PACKET_SERVER_FULL
The server is full and has no place for you.
Definition: tcp_game.h:34
IsNetworkCompatibleVersion
bool IsNetworkCompatibleVersion(std::string_view other)
Checks whether the given version string is compatible with our version.
Definition: game_info.cpp:94
Packet::Send_bool
void Send_bool(bool data)
Package a boolean in the packet.
Definition: packet.cpp:120
SlError
void NORETURN SlError(StringID string, const char *extra_msg)
Error handler.
Definition: saveload.cpp:333
NetworkAdminCompanyUpdate
void NetworkAdminCompanyUpdate(const Company *company)
Notify the admin network of company updates.
Definition: network_admin.cpp:896
NetworkSettings::server_name
std::string server_name
name of the server
Definition: settings_type.h:288
ServerNetworkGameSocketHandler::SendErrorQuit
NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
Tell the client another client quit with an error.
Definition: network_server.cpp:702
NetworkServerNewCompany
void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
Perform all the server specific administration of a new company.
Definition: network_server.cpp:2070
ServerNetworkGameSocketHandler
Class for handling the server side of the game connection.
Definition: network_server.h:24
NetworkGameSocketHandler::GetInfo
NetworkClientInfo * GetInfo() const
Gets the client info of this socket handler.
Definition: tcp_game.h:537
NetworkSettings::rcon_password
std::string rcon_password
password for rconsole (server side)
Definition: settings_type.h:290
_switch_mode
SwitchMode _switch_mode
The next mainloop command.
Definition: gfx.cpp:49
StringID
uint32 StringID
Numeric value that represents a string, independent of the selected language.
Definition: strings_type.h:16
PacketWriter::AppendQueue
void AppendQueue()
Append the current packet to the queue.
Definition: network_server.cpp:142
NetworkSocketHandler::HasClientQuit
bool HasClientQuit() const
Whether the current client connected to the socket has quit.
Definition: core.h:68
ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND
NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p) override
The client has done a command and wants us to handle it.
Definition: network_server.cpp:1013
NetworkTCPSocketHandler::SendPackets
SendPacketsState SendPackets(bool closing_down=false)
Sends all the buffered packets out for this client.
Definition: tcp.cpp:99
NETWORK_RCONCOMMAND_LENGTH
static const uint NETWORK_RCONCOMMAND_LENGTH
The maximum length of a rconsole command, in bytes including '\0'.
Definition: config.h:64
NetworkServerDoMove
void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
Handle the tid-bits of moving a client from one company to another.
Definition: network_server.cpp:1915
Pool::PoolItem<&_vehicle_pool >::Iterate
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
Definition: pool_type.hpp:386
ServerNetworkGameSocketHandler::GetClientIP
const std::string & GetClientIP()
Get the IP address/hostname of the connected client.
Definition: network_server.cpp:1838
Pool
Base class for all pools.
Definition: pool_type.hpp:81
ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME
NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p) override
Gives the client a new name: string New name of the client.
Definition: network_server.cpp:1353
PACKET_SERVER_ERROR_QUIT
@ PACKET_SERVER_ERROR_QUIT
A server tells that a client has hit an error and did quit.
Definition: tcp_game.h:126
Pool::PoolItem<&_company_pool >::GetNumItems
static size_t GetNumItems()
Returns number of valid items in the pool.
Definition: pool_type.hpp:367
Packet::GetPacketType
PacketType GetPacketType() const
Get the PacketType from this packet.
Definition: packet.cpp:298
ServerNetworkGameSocketHandler::SendNewGame
NetworkRecvStatus SendNewGame()
Tell the client we're starting a new game.
Definition: network_server.cpp:736
FACIL_TRAIN
@ FACIL_TRAIN
Station with train station.
Definition: station_type.h:53
network_udp.h
PacketWriter::~PacketWriter
~PacketWriter()
Make sure everything is cleaned up.
Definition: network_server.cpp:76
Packet::CanWriteToPacket
bool CanWriteToPacket(size_t bytes_to_write)
Is it safe to write to the packet, i.e.
Definition: packet.cpp:99
SpecializedVehicle< RoadVehicle, Type >::From
static RoadVehicle * From(Vehicle *v)
Converts a Vehicle to SpecializedVehicle with type checking.
Definition: vehicle_base.h:1183
Packet::Send_uint64
void Send_uint64(uint64 data)
Package a 64 bits integer in the packet.
Definition: packet.cpp:163
SaveFilter
Interface for filtering a savegame till it is written.
Definition: saveload_filter.h:60
GetDrawStringCompanyColour
TextColour GetDrawStringCompanyColour(CompanyID company)
Get the colour for DrawString-subroutines which matches the colour of the company.
Definition: company_cmd.cpp:135
NetworkSettings::bytes_per_frame_burst
uint16 bytes_per_frame_burst
how many bytes may, over a short period, be received?
Definition: settings_type.h:275
CommandPacket::data
CommandDataBuffer data
command parameters.
Definition: network_internal.h:120
COMPANY_SPECTATOR
@ COMPANY_SPECTATOR
The client is spectating.
Definition: company_type.h:35
NetworkRecvStatus
NetworkRecvStatus
Status of a network client; reasons why a client has quit.
Definition: core.h:22
_network_clients_connected
byte _network_clients_connected
The amount of clients connected.
Definition: network.cpp:86
_file_to_saveload
FileToSaveLoad _file_to_saveload
File to save or load in the openttd loop.
Definition: saveload.cpp:63
GRFConfig::next
struct GRFConfig * next
NOSAVE: Next item in the linked list.
Definition: newgrf_config.h:183
ServerNetworkGameSocketHandler::STATUS_NEWGRFS_CHECK
@ STATUS_NEWGRFS_CHECK
The client is checking NewGRFs.
Definition: network_server.h:53
SaveWithFilter
SaveOrLoadResult SaveWithFilter(SaveFilter *writer, bool threaded)
Save the game using a (writer) filter.
Definition: saveload.cpp:3056
ServerNetworkGameSocketHandler::AllowConnection
static bool AllowConnection()
Whether an connection is allowed or not at this moment.
Definition: network_server.cpp:307
ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP
NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p) override
Request the map from the server.
Definition: network_server.cpp:945
NetworkSettings::server_password
std::string server_password
password for joining this server
Definition: settings_type.h:289
NetworkSettings::max_init_time
uint16 max_init_time
maximum amount of time, in game ticks, a client may take to initiate joining
Definition: settings_type.h:276
NetworkAddress::GetHostname
const std::string & GetHostname()
Get the hostname; in case it wasn't given the IPv4 dotted representation is given.
Definition: address.cpp:23
PACKET_SERVER_SYNC
@ PACKET_SERVER_SYNC
Server tells the client what the random state should be.
Definition: tcp_game.h:93
Pool::PoolItem<&_networkclientsocket_pool >::CanAllocateItem
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
Definition: pool_type.hpp:307
NetworkServerKickClient
void NetworkServerKickClient(ClientID client_id, const std::string &reason)
Kick a single client.
Definition: network_server.cpp:1961
ServerNetworkGameSocketHandler::SendMap
NetworkRecvStatus SendMap()
This sends the map to the client.
Definition: network_server.cpp:542
FT_HEIGHTMAP
@ FT_HEIGHTMAP
heightmap file
Definition: fileio_type.h:20
game_info.h
PACKET_SERVER_MAP_BEGIN
@ PACKET_SERVER_MAP_BEGIN
Server tells the client that it is beginning to send the map.
Definition: tcp_game.h:76
Packet::Recv_uint8
uint8 Recv_uint8()
Read a 8 bits integer from the packet.
Definition: packet.cpp:317
CRR_AUTOCLEAN
@ CRR_AUTOCLEAN
The company is removed due to autoclean.
Definition: company_type.h:58
ServerNetworkGameSocketHandler::SendNewGRFCheck
NetworkRecvStatus SendNewGRFCheck()
Send the check for the NewGRFs.
Definition: network_server.cpp:415
ServerNetworkGameSocketHandler::STATUS_AUTH_COMPANY
@ STATUS_AUTH_COMPANY
The client is authorizing with company password.
Definition: network_server.h:55
PACKET_SERVER_CHAT
@ PACKET_SERVER_CHAT
Server distributing the message of a client (or itself).
Definition: tcp_game.h:101
INSTANTIATE_POOL_METHODS
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
Definition: pool_func.hpp:224
PACKET_SERVER_RCON
@ PACKET_SERVER_RCON
Response of the executed command on the server.
Definition: tcp_game.h:106
PACKET_SERVER_QUIT
@ PACKET_SERVER_QUIT
A server tells that a client has quit.
Definition: tcp_game.h:124
ServerNetworkGameSocketHandler::SendNeedGamePassword
NetworkRecvStatus SendNeedGamePassword()
Request the game password.
Definition: network_server.cpp:435
NetworkGameSocketHandler::incoming_queue
CommandQueue incoming_queue
The command-queue awaiting handling.
Definition: tcp_game.h:511
error
void CDECL error(const char *s,...)
Error handling for fatal non-user errors.
Definition: openttd.cpp:134
NetworkGameSocketHandler::client_id
ClientID client_id
Client identifier.
Definition: tcp_game.h:508
_grfconfig
GRFConfig * _grfconfig
First item in list of current GRF set up.
Definition: newgrf_config.cpp:171
PacketWriter::PacketWriter
PacketWriter(ServerNetworkGameSocketHandler *cs)
Create the packet writer.
Definition: network_server.cpp:71
CommandHelper
Definition: command_func.h:94
Packet::Send_string
void Send_string(const std::string_view data)
Sends a string over the network.
Definition: packet.cpp:181
MILLISECONDS_PER_TICK
static const uint MILLISECONDS_PER_TICK
The number of milliseconds per game tick.
Definition: gfx_type.h:316
NetworkServerChangeClientName
bool NetworkServerChangeClientName(ClientID client_id, const std::string &new_name)
Change the client name of the given client.
Definition: network_server.cpp:1627
PACKET_SERVER_COMMAND
@ PACKET_SERVER_COMMAND
Server distributes a command to (all) the clients.
Definition: tcp_game.h:97
ServerNetworkGameSocketHandler::Receive_CLIENT_ACK
NetworkRecvStatus Receive_CLIENT_ACK(Packet *p) override
Tell the server we are done with this frame: uint32 Current frame counter of the client.
Definition: network_server.cpp:1129
Debug
#define Debug(name, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
NetworkAdminClientUpdate
void NetworkAdminClientUpdate(const NetworkClientInfo *ci)
Notify the admin network of a client update (if they did opt in for the respective update).
Definition: network_admin.cpp:834
PACKET_SERVER_FRAME
@ PACKET_SERVER_FRAME
Server tells the client what frame it is in, and thus to where the client may progress.
Definition: tcp_game.h:91
lengthof
#define lengthof(x)
Return the length of an fixed size array.
Definition: stdafx.h:386
_network_ban_list
StringList _network_ban_list
The banned clients.
Definition: network.cpp:69
ClientSettings::network
NetworkSettings network
settings related to the network
Definition: settings_type.h:605
Packet::Recv_uint64
uint64 Recv_uint64()
Read a 64 bits integer from the packet.
Definition: packet.cpp:363
OrderBackup::ResetUser
static void ResetUser(uint32 user)
Reset an user's OrderBackup if needed.
Definition: order_backup.cpp:168
NetworkSettings::autoclean_novehicles
uint8 autoclean_novehicles
remove companies with no vehicles after this many months
Definition: settings_type.h:299
DESTTYPE_BROADCAST
@ DESTTYPE_BROADCAST
Send message/notice to all clients (All)
Definition: network_type.h:90
PacketWriter::mutex
std::mutex mutex
Mutex for making threaded saving safe.
Definition: network_server.cpp:64
ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler
ServerNetworkGameSocketHandler(SOCKET s)
Create a new socket for the server side of the game connection.
Definition: network_server.cpp:210
ServerNetworkGameSocketHandler::Receive_CLIENT_RCON
NetworkRecvStatus Receive_CLIENT_RCON(Packet *p) override
Send an RCon command to the server: string RCon password.
Definition: network_server.cpp:1385
RoadVehicle::IsBus
bool IsBus() const
Check whether a roadvehicle is a bus.
Definition: roadveh_cmd.cpp:81
ServerNetworkGameSocketHandler::client_address
NetworkAddress client_address
IP-address of the client (so they can be banned)
Definition: network_server.h:73
IConsoleCmdExec
void IConsoleCmdExec(const char *cmdstr, const uint recurse_count)
Execute a given command passed to us.
Definition: console.cpp:303
ProcessAsyncSaveFinish
void ProcessAsyncSaveFinish()
Handle async save finishes.
Definition: saveload.cpp:409
PacketWriter::Destroy
void Destroy()
Begin the destruction of this packet writer.
Definition: network_server.cpp:101
NetworkSettings::max_lag_time
uint16 max_lag_time
maximum amount of time, in game ticks, a client may be lagging behind the server
Definition: settings_type.h:280
ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT
NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p) override
Sends a chat-packet to the server: uint8 ID of the action (see NetworkAction).
Definition: network_server.cpp:1311
PACKET_SERVER_CLIENT_INFO
@ PACKET_SERVER_CLIENT_INFO
Server sends you information about a client.
Definition: tcp_game.h:71
NETWORK_RECV_STATUS_OKAY
@ NETWORK_RECV_STATUS_OKAY
Everything is okay.
Definition: core.h:23
NetworkGameSocketHandler::SendCommand
void SendCommand(Packet *p, const CommandPacket *cp)
Sends a command over the network.
Definition: network_command.cpp:444
ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD
NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p) override
Send a password to the server to authorize: uint8 Password type (see NetworkPasswordType).
Definition: network_server.cpp:900
ADMIN_FREQUENCY_WEEKLY
@ ADMIN_FREQUENCY_WEEKLY
The admin gets information about this on a weekly basis.
Definition: tcp_admin.h:94
DESTTYPE_CLIENT
@ DESTTYPE_CLIENT
Send message/notice to only a certain client (Private)
Definition: network_type.h:92
NetworkServerUpdateGameInfo
void NetworkServerUpdateGameInfo()
Update the server's NetworkServerGameInfo due to changes in settings.
Definition: network_server.cpp:1885
PACKET_SERVER_WELCOME
@ PACKET_SERVER_WELCOME
Server welcomes you and gives you your ClientID.
Definition: tcp_game.h:70
ServerNetworkGameSocketHandler::SendShutdown
NetworkRecvStatus SendShutdown()
Tell the client we're shutting down.
Definition: network_server.cpp:728
VEH_TRAIN
@ VEH_TRAIN
Train vehicle type.
Definition: vehicle_type.h:24
Pool::PoolItem<&_company_pool >::IsValidID
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
Definition: pool_type.hpp:326
FACIL_AIRPORT
@ FACIL_AIRPORT
Station with an airport.
Definition: station_type.h:56
CMD_SERVER
@ CMD_SERVER
the command can only be initiated by the server
Definition: command_type.h:378
CMD_SPECTATOR
@ CMD_SPECTATOR
the command may be initiated by a spectator
Definition: command_type.h:379
CCA_NEW
@ CCA_NEW
Create a new company.
Definition: company_type.h:68
ServerNetworkGameSocketHandler::last_token
byte last_token
The last random token we did send to verify the client is listening.
Definition: network_server.h:66
PacketWriter::exit_sig
std::condition_variable exit_sig
Signal for threaded destruction of this packet writer.
Definition: network_server.cpp:65
network_admin.h
NetworkServerGameInfo::clients_on
byte clients_on
Current count of clients on server.
Definition: game_info.h:103
NetworkSettings::max_commands_in_queue
uint16 max_commands_in_queue
how many commands may there be in the incoming queue before dropping the connection?
Definition: settings_type.h:273
CC_WARNING
static const TextColour CC_WARNING
Colour for warning lines.
Definition: console_type.h:25
MAX_CLIENT_SLOTS
static const uint MAX_CLIENT_SLOTS
The number of slots; must be at least 1 more than MAX_CLIENTS.
Definition: network_type.h:21
NetworkServerSetCompanyPassword
void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &password, bool already_hashed)
Set/Reset a company password on the server end.
Definition: network_server.cpp:1651
VEH_SHIP
@ VEH_SHIP
Ship vehicle type.
Definition: vehicle_type.h:26
Company
Definition: company_base.h:117
_cur_month
Month _cur_month
Current month (0..11)
Definition: date.cpp:27
PACKET_SERVER_EXTERNAL_CHAT
@ PACKET_SERVER_EXTERNAL_CHAT
Server distributing the message from external source.
Definition: tcp_game.h:102
ServerNetworkGameSocketHandler::SendNeedCompanyPassword
NetworkRecvStatus SendNeedCompanyPassword()
Request the company password.
Definition: network_server.cpp:450
PACKET_SERVER_CHECK_NEWGRFS
@ PACKET_SERVER_CHECK_NEWGRFS
Server sends NewGRF IDs and MD5 checksums for the client to check.
Definition: tcp_game.h:60
NetworkServerYearlyLoop
void NetworkServerYearlyLoop()
Yearly "callback".
Definition: network_server.cpp:1813
SetWindowClassesDirty
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
Definition: window.cpp:3182
SL_OK
@ SL_OK
completed successfully
Definition: saveload.h:353
NetworkGameSocketHandler::last_frame
uint32 last_frame
Last frame we have executed.
Definition: tcp_game.h:509
_networkclientsocket_pool
NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket")
Make very sure the preconditions given in network_type.h are actually followed.
DAY_TICKS
static const int DAY_TICKS
1 day is 74 ticks; _date_fract used to be uint16 and incremented by 885.
Definition: date_type.h:28
PacketWriter::current
Packet * current
The packet we're currently writing to.
Definition: network_server.cpp:61
_last_sync_frame
uint32 _last_sync_frame
Used in the server to store the last time a sync packet was sent to clients.
Definition: network.cpp:73
NetworkAdminCompanyInfo
void NetworkAdminCompanyInfo(const Company *company, bool new_company)
Notify the admin network of company details.
Definition: network_admin.cpp:875
NetworkErrorCode
NetworkErrorCode
The error codes we send around in the protocols.
Definition: network_type.h:119
NetworkClientInfo
Container for all information known about a client.
Definition: network_base.h:24
NetworkIsValidClientName
bool NetworkIsValidClientName(const std::string_view client_name)
Check whether the given client name is deemed valid for use in network games.
Definition: network_client.cpp:1216
ServerNetworkGameSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
Definition: network_server.cpp:249
ServerNetworkGameSocketHandler::STATUS_AUTH_GAME
@ STATUS_AUTH_GAME
The client is authorizing with game (server) password.
Definition: network_server.h:54
NetworkCompanyHasClients
bool NetworkCompanyHasClients(CompanyID company)
Check whether a particular company has clients.
Definition: network_server.cpp:2022
PacketWriter::packets
Packet * packets
Packet queue of the savegame; send these "slowly" to the client.
Definition: network_server.cpp:63
_settings_newgame
GameSettings _settings_newgame
Game settings for new games (updated from the intro screen).
Definition: settings.cpp:55
NetworkAdminClientError
void NetworkAdminClientError(ClientID client_id, NetworkErrorCode error_code)
Notify the admin network of a client error (if they have opt in for the respective update).
Definition: network_admin.cpp:861
GCF_STATIC
@ GCF_STATIC
GRF file is used statically (can be used in any MP game)
Definition: newgrf_config.h:25
NetworkSettings::sync_freq
uint16 sync_freq
how often do we check whether we are still in-sync
Definition: settings_type.h:270
ServerNetworkGameSocketHandler::SendWait
NetworkRecvStatus SendWait()
Tell the client that its put in a waiting queue.
Definition: network_server.cpp:497
NetworkSettings::autoclean_companies
bool autoclean_companies
automatically remove companies that are not in use
Definition: settings_type.h:296
PACKET_SERVER_MAP_DATA
@ PACKET_SERVER_MAP_DATA
Server sends bits of the map to the client.
Definition: tcp_game.h:78
NetworkSettings::network_id
std::string network_id
network ID for servers
Definition: settings_type.h:295
NetworkSettings::max_companies
uint8 max_companies
maximum amount of companies
Definition: settings_type.h:300
ServerNetworkGameSocketHandler::STATUS_AUTHORIZED
@ STATUS_AUTHORIZED
The client is authorized.
Definition: network_server.h:56
CLIENT_ID_FIRST
@ CLIENT_ID_FIRST
The first client ID.
Definition: network_type.h:50
NETWORK_RECV_STATUS_MALFORMED_PACKET
@ NETWORK_RECV_STATUS_MALFORMED_PACKET
We apparently send a malformed packet.
Definition: core.h:28
NetworkUpdateClientInfo
void NetworkUpdateClientInfo(ClientID client_id)
Send updated client info of a particular client.
Definition: network_server.cpp:1473
CommandPacket::cmd
Commands cmd
command being executed.
Definition: network_internal.h:117
ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR
NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p) override
The client made an error and is quitting the game.
Definition: network_server.cpp:1078
IConsolePrint
void IConsolePrint(TextColour colour_code, const std::string &string)
Handle the printing of text entered into the console or redirected there by any other means.
Definition: console.cpp:94