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

OpenTTD Source 14.0-beta1

network_server.cpp
Go to the documentation of this file.
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 "core/network_game_info.h"
13 #include "network_admin.h"
14 #include "network_server.h"
15 #include "network_udp.h"
16 #include "network_base.h"
17 #include "../console_func.h"
18 #include "../company_base.h"
19 #include "../command_func.h"
20 #include "../saveload/saveload.h"
21 #include "../saveload/saveload_filter.h"
22 #include "../station_base.h"
23 #include "../genworld.h"
24 #include "../company_func.h"
25 #include "../company_gui.h"
26 #include "../company_cmd.h"
27 #include "../roadveh.h"
28 #include "../order_backup.h"
29 #include "../core/pool_func.hpp"
30 #include "../core/random_func.hpp"
31 #include "../company_cmd.h"
32 #include "../rev.h"
33 #include "../timer/timer.h"
34 #include "../timer/timer_game_calendar.h"
35 #include "../timer/timer_game_economy.h"
36 #include "../timer/timer_game_realtime.h"
37 #include <mutex>
38 #include <condition_variable>
39
40 #include "../safeguards.h"
41
42
43 /* This file handles all the server-commands */
44
45 DECLARE_POSTFIX_INCREMENT(ClientID)
47 static ClientID _network_client_id = CLIENT_ID_FIRST;
48
50 static_assert(MAX_CLIENT_SLOTS > MAX_CLIENTS);
52 static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS);
53
55 NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket");
56 INSTANTIATE_POOL_METHODS(NetworkClientSocket)
57
59 template SocketList TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED>::sockets;
60
62 struct PacketWriter : SaveFilter {
63 ServerNetworkGameSocketHandler *cs;
64 Packet *current;
65 size_t total_size;
66 Packet *packets;
67 std::mutex mutex;
68 std::condition_variable exit_sig;
69
74 PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(nullptr), cs(cs), current(nullptr), total_size(0), packets(nullptr)
75 {
76 }
77
79 ~PacketWriter()
80 {
81 std::unique_lock<std::mutex> lock(this->mutex);
82
83 if (this->cs != nullptr) this->exit_sig.wait(lock);
84
85 /* This must all wait until the Destroy function is called. */
86
87 while (this->packets != nullptr) {
88 delete Packet::PopFromQueue(&this->packets);
89 }
90
91 delete this->current;
92 }
93
104 void Destroy()
105 {
106 std::unique_lock<std::mutex> lock(this->mutex);
107
108 this->cs = nullptr;
109
110 this->exit_sig.notify_all();
111 lock.unlock();
112
113 /* Make sure the saving is completely cancelled. Yes,
114 * we need to handle the save finish as well as the
115 * next connection might just be requesting a map. */
116 WaitTillSaved();
117 }
118
125 bool TransferToNetworkQueue(ServerNetworkGameSocketHandler *socket)
126 {
127 /* Unsafe check for the queue being empty or not. */
128 if (this->packets == nullptr) return false;
129
130 std::lock_guard<std::mutex> lock(this->mutex);
131
132 while (this->packets != nullptr) {
133 Packet *p = Packet::PopFromQueue(&this->packets);
134 bool last_packet = p->GetPacketType() == PACKET_SERVER_MAP_DONE;
135 socket->SendPacket(p);
136
137 if (last_packet) return true;
138 }
139
140 return false;
141 }
142
144 void AppendQueue()
145 {
146 if (this->current == nullptr) return;
147
148 Packet::AddToQueue(&this->packets, this->current);
149 this->current = nullptr;
150 }
151
153 void PrependQueue()
154 {
155 if (this->current == nullptr) return;
156
157 /* Reversed from AppendQueue so the queue gets added to the current one. */
158 Packet::AddToQueue(&this->current, this->packets);
159 this->packets = this->current;
160 this->current = nullptr;
161 }
162
163 void Write(byte *buf, size_t size) override
164 {
165 /* We want to abort the saving when the socket is closed. */
166 if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
167
168 if (this->current == nullptr) this->current = new Packet(PACKET_SERVER_MAP_DATA, TCP_MTU);
169
170 std::lock_guard<std::mutex> lock(this->mutex);
171
172 byte *bufe = buf + size;
173 while (buf != bufe) {
174 size_t written = this->current->Send_bytes(buf, bufe);
175 buf += written;
176
177 if (!this->current->CanWriteToPacket(1)) {
178 this->AppendQueue();
179 if (buf != bufe) this->current = new Packet(PACKET_SERVER_MAP_DATA, TCP_MTU);
180 }
181 }
182
183 this->total_size += size;
184 }
185
186 void Finish() override
187 {
188 /* We want to abort the saving when the socket is closed. */
189 if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
190
191 std::lock_guard<std::mutex> lock(this->mutex);
192
193 /* Make sure the last packet is flushed. */
194 this->AppendQueue();
195
196 /* Add a packet stating that this is the end to the queue. */
197 this->current = new Packet(PACKET_SERVER_MAP_DONE);
198 this->AppendQueue();
199
200 /* Fast-track the size to the client. */
201 this->current = new Packet(PACKET_SERVER_MAP_SIZE);
202 this->current->Send_uint32((uint32_t)this->total_size);
203 this->PrependQueue();
204 }
205 };
206
207
212 ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s)
213 {
214 this->status = STATUS_INACTIVE;
215 this->client_id = _network_client_id++;
216 this->receive_limit = _settings_client.network.bytes_per_frame_burst;
217
218 Debug(net, 9, "client[{}] status = INACTIVE", this->client_id);
219
220 /* The Socket and Info pools need to be the same in size. After all,
221 * each Socket will be associated with at most one Info object. As
222 * such if the Socket was allocated the Info object can as well. */
223 static_assert(NetworkClientSocketPool::MAX_SIZE == NetworkClientInfoPool::MAX_SIZE);
224 }
225
229 ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
230 {
231 delete this->GetInfo();
232
233 if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID;
234 OrderBackup::ResetUser(this->client_id);
235
236 if (this->savegame != nullptr) {
237 this->savegame->Destroy();
238 this->savegame = nullptr;
239 }
240 }
241
242 Packet *ServerNetworkGameSocketHandler::ReceivePacket()
243 {
244 /* Only allow receiving when we have some buffer free; this value
245 * can go negative, but eventually it will become positive again. */
246 if (this->receive_limit <= 0) return nullptr;
247
248 /* We can receive a packet, so try that and if needed account for
249 * the amount of received data. */
250 Packet *p = this->NetworkTCPSocketHandler::ReceivePacket();
251 if (p != nullptr) this->receive_limit -= p->Size();
252 return p;
253 }
254
255 NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
256 {
257 assert(status != NETWORK_RECV_STATUS_OKAY);
258 /*
259 * Sending a message just before leaving the game calls cs->SendPackets.
260 * This might invoke this function, which means that when we close the
261 * connection after cs->SendPackets we will close an already closed
262 * connection. This handles that case gracefully without having to make
263 * that code any more complex or more aware of the validity of the socket.
264 */
265 if (this->IsPendingDeletion() || this->sock == INVALID_SOCKET) return status;
266
267 if (status != NETWORK_RECV_STATUS_CLIENT_QUIT && status != NETWORK_RECV_STATUS_SERVER_ERROR && !this->HasClientQuit() && this->status >= STATUS_AUTHORIZED) {
268 /* We did not receive a leave message from this client... */
269 std::string client_name = this->GetClientName();
270
271 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
272
273 /* Inform other clients of this... strange leaving ;) */
274 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
275 if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) {
276 new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
277 }
278 }
279 }
280
281 /* If we were transfering a map to this client, stop the savegame creation
282 * process and queue the next client to receive the map. */
283 if (this->status == STATUS_MAP) {
284 /* Ensure the saving of the game is stopped too. */
285 this->savegame->Destroy();
286 this->savegame = nullptr;
287
288 this->CheckNextClientToSendMap(this);
289 }
290
291 NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
292 Debug(net, 3, "[{}] Client #{} closed connection", ServerNetworkGameSocketHandler::GetName(), this->client_id);
293
294 /* We just lost one client :( */
295 if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
296 extern byte _network_clients_connected;
297 _network_clients_connected--;
298
299 this->SendPackets(true);
300
301 this->DeferDeletion();
302
303 InvalidateWindowData(WC_CLIENT_LIST, 0);
304
305 return status;
306 }
307
312 /* static */ bool ServerNetworkGameSocketHandler::AllowConnection()
313 {
314 extern byte _network_clients_connected;
315 bool accept = _network_clients_connected < MAX_CLIENTS;
316
317 /* We can't go over the MAX_CLIENTS limit here. However, the
318 * pool must have place for all clients and ourself. */
319 static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENTS + 1);
320 assert(!accept || ServerNetworkGameSocketHandler::CanAllocateItem());
321 return accept;
322 }
323
325 /* static */ void ServerNetworkGameSocketHandler::Send()
326 {
327 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
328 if (cs->writable) {
329 if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
330 /* This client is in the middle of a map-send, call the function for that */
331 cs->SendMap();
332 }
333 }
334 }
335 }
336
337 static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
338
339 /***********
340 * Sending functions
341 * DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs
342 ************/
343
348 NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientInfo *ci)
349 {
350 Debug(net, 9, "client[{}] SendClientInfo(): client_id={}", this->client_id, ci->client_id);
351
352 if (ci->client_id != INVALID_CLIENT_ID) {
353 Packet *p = new Packet(PACKET_SERVER_CLIENT_INFO);
354 p->Send_uint32(ci->client_id);
355 p->Send_uint8 (ci->client_playas);
356 p->Send_string(ci->client_name);
357
358 this->SendPacket(p);
359 }
360 return NETWORK_RECV_STATUS_OKAY;
361 }
362
364 NetworkRecvStatus ServerNetworkGameSocketHandler::SendGameInfo()
365 {
366 Debug(net, 9, "client[{}] SendGameInfo()", this->client_id);
367
368 Packet *p = new Packet(PACKET_SERVER_GAME_INFO, TCP_MTU);
369 SerializeNetworkGameInfo(p, GetCurrentNetworkServerGameInfo());
370
371 this->SendPacket(p);
372
373 return NETWORK_RECV_STATUS_OKAY;
374 }
375
381 NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error, const std::string &reason)
382 {
383 Debug(net, 9, "client[{}] SendError(): error={}", this->client_id, error);
384
385 Packet *p = new Packet(PACKET_SERVER_ERROR);
386
387 p->Send_uint8(error);
388 if (!reason.empty()) p->Send_string(reason);
389 this->SendPacket(p);
390
391 StringID strid = GetNetworkErrorMsg(error);
392
393 /* Only send when the current client was in game */
394 if (this->status > STATUS_AUTHORIZED) {
395 std::string client_name = this->GetClientName();
396
397 Debug(net, 1, "'{}' made an error and has been disconnected: {}", client_name, GetString(strid));
398
399 if (error == NETWORK_ERROR_KICKED && !reason.empty()) {
400 NetworkTextMessage(NETWORK_ACTION_KICKED, CC_DEFAULT, false, client_name, reason, strid);
401 } else {
402 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
403 }
404
405 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
406 if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
407 /* Some errors we filter to a more general error. Clients don't have to know the real
408 * reason a joining failed. */
409 if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
410 error = NETWORK_ERROR_ILLEGAL_PACKET;
411 }
412 new_cs->SendErrorQuit(this->client_id, error);
413 }
414 }
415
416 NetworkAdminClientError(this->client_id, error);
417 } else {
418 Debug(net, 1, "Client {} made an error and has been disconnected: {}", this->client_id, GetString(strid));
419 }
420
421 /* The client made a mistake, so drop the connection now! */
422 return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
423 }
424
426 NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
427 {
428 Debug(net, 9, "client[{}] SendNewGRFCheck()", this->client_id);
429
430 Packet *p = new Packet(PACKET_SERVER_CHECK_NEWGRFS, TCP_MTU);
431 const GRFConfig *c;
432 uint grf_count = 0;
433
434 for (c = _grfconfig; c != nullptr; c = c->next) {
435 if (!HasBit(c->flags, GCF_STATIC)) grf_count++;
436 }
437
438 p->Send_uint8 (grf_count);
439 for (c = _grfconfig; c != nullptr; c = c->next) {
440 if (!HasBit(c->flags, GCF_STATIC)) SerializeGRFIdentifier(p, &c->ident);
441 }
442
443 this->SendPacket(p);
444 return NETWORK_RECV_STATUS_OKAY;
445 }
446
448 NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
449 {
450 Debug(net, 9, "client[{}] SendNeedGamePassword()", this->client_id);
451
452 /* Invalid packet when status is STATUS_AUTH_GAME or higher */
453 if (this->status >= STATUS_AUTH_GAME) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
454
455 Debug(net, 9, "client[{}] status = AUTH_GAME", this->client_id);
456 this->status = STATUS_AUTH_GAME;
457 /* Reset 'lag' counters */
458 this->last_frame = this->last_frame_server = _frame_counter;
459
460 Packet *p = new Packet(PACKET_SERVER_NEED_GAME_PASSWORD);
461 this->SendPacket(p);
462 return NETWORK_RECV_STATUS_OKAY;
463 }
464
466 NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
467 {
468 Debug(net, 9, "client[{}] SendNeedCompanyPassword()", this->client_id);
469
470 /* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
471 if (this->status >= STATUS_AUTH_COMPANY) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
472
473 Debug(net, 9, "client[{}] status = AUTH_COMPANY", this->client_id);
474 this->status = STATUS_AUTH_COMPANY;
475 /* Reset 'lag' counters */
476 this->last_frame = this->last_frame_server = _frame_counter;
477
478 Packet *p = new Packet(PACKET_SERVER_NEED_COMPANY_PASSWORD);
479 p->Send_uint32(_settings_game.game_creation.generation_seed);
480 p->Send_string(_settings_client.network.network_id);
481 this->SendPacket(p);
482 return NETWORK_RECV_STATUS_OKAY;
483 }
484
486 NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
487 {
488 Debug(net, 9, "client[{}] SendWelcome()", this->client_id);
489
490 Packet *p;
491
492 /* Invalid packet when status is AUTH or higher */
493 if (this->status >= STATUS_AUTHORIZED) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
494
495 Debug(net, 9, "client[{}] status = AUTHORIZED", this->client_id);
496 this->status = STATUS_AUTHORIZED;
497 /* Reset 'lag' counters */
498 this->last_frame = this->last_frame_server = _frame_counter;
499
500 _network_game_info.clients_on++;
501
502 p = new Packet(PACKET_SERVER_WELCOME);
503 p->Send_uint32(this->client_id);
504 p->Send_uint32(_settings_game.game_creation.generation_seed);
505 p->Send_string(_settings_client.network.network_id);
506 this->SendPacket(p);
507
508 /* Transmit info about all the active clients */
509 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
510 if (new_cs != this && new_cs->status >= STATUS_AUTHORIZED) {
511 this->SendClientInfo(new_cs->GetInfo());
512 }
513 }
514 /* Also send the info of the server */
515 return this->SendClientInfo(NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER));
516 }
517
519 NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
520 {
521 Debug(net, 9, "client[{}] SendWait()", this->client_id);
522
523 int waiting = 1; // current player getting the map counts as 1
524 Packet *p;
525
526 /* Count how many clients are waiting in the queue, in front of you! */
527 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
528 if (new_cs->status != STATUS_MAP_WAIT) continue;
529 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++;
530 }
531
532 p = new Packet(PACKET_SERVER_WAIT);
533 p->Send_uint8(waiting);
534 this->SendPacket(p);
535 return NETWORK_RECV_STATUS_OKAY;
536 }
537
538 void ServerNetworkGameSocketHandler::CheckNextClientToSendMap(NetworkClientSocket *ignore_cs)
539 {
540 Debug(net, 9, "client[{}] CheckNextClientToSendMap()", this->client_id);
541
542 /* Find the best candidate for joining, i.e. the first joiner. */
543 NetworkClientSocket *best = nullptr;
544 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
545 if (ignore_cs == new_cs) continue;
546
547 if (new_cs->status == STATUS_MAP_WAIT) {
548 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)) {
549 best = new_cs;
550 }
551 }
552 }
553
554 /* Is there someone else to join? */
555 if (best != nullptr) {
556 /* Let the first start joining. */
557 best->status = STATUS_AUTHORIZED;
558 best->SendMap();
559
560 /* And update the rest. */
561 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
562 if (new_cs->status == STATUS_MAP_WAIT) new_cs->SendWait();
563 }
564 }
565 }
566
568 NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
569 {
570 if (this->status < STATUS_AUTHORIZED) {
571 /* Illegal call, return error and ignore the packet */
572 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
573 }
574
575 if (this->status == STATUS_AUTHORIZED) {
576 Debug(net, 9, "client[{}] SendMap(): first_packet", this->client_id);
577
578 WaitTillSaved();
579 this->savegame = new PacketWriter(this);
580
581 /* Now send the _frame_counter and how many packets are coming */
582 Packet *p = new Packet(PACKET_SERVER_MAP_BEGIN);
583 p->Send_uint32(_frame_counter);
584 this->SendPacket(p);
585
586 NetworkSyncCommandQueue(this);
587 Debug(net, 9, "client[{}] status = MAP", this->client_id);
588 this->status = STATUS_MAP;
589 /* Mark the start of download */
590 this->last_frame = _frame_counter;
591 this->last_frame_server = _frame_counter;
592
593 /* Make a dump of the current game */
594 if (SaveWithFilter(this->savegame, true) != SL_OK) UserError("network savedump failed");
595 }
596
597 if (this->status == STATUS_MAP) {
598 bool last_packet = this->savegame->TransferToNetworkQueue(this);
599 if (last_packet) {
600 Debug(net, 9, "client[{}] SendMap(): last_packet", this->client_id);
601
602 /* Done reading, make sure saving is done as well */
603 this->savegame->Destroy();
604 this->savegame = nullptr;
605
606 /* Set the status to DONE_MAP, no we will wait for the client
607 * to send it is ready (maybe that happens like never ;)) */
608 Debug(net, 9, "client[{}] status = DONE_MAP", this->client_id);
609 this->status = STATUS_DONE_MAP;
610
611 this->CheckNextClientToSendMap();
612 }
613 }
614 return NETWORK_RECV_STATUS_OKAY;
615 }
616
621 NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
622 {
623 Debug(net, 9, "client[{}] SendJoin(): client_id={}", this->client_id, client_id);
624
625 Packet *p = new Packet(PACKET_SERVER_JOIN);
626
627 p->Send_uint32(client_id);
628
629 this->SendPacket(p);
630 return NETWORK_RECV_STATUS_OKAY;
631 }
632
634 NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
635 {
636 Packet *p = new Packet(PACKET_SERVER_FRAME);
637 p->Send_uint32(_frame_counter);
638 p->Send_uint32(_frame_counter_max);
639 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
640 p->Send_uint32(_sync_seed_1);
641 #ifdef NETWORK_SEND_DOUBLE_SEED
642 p->Send_uint32(_sync_seed_2);
643 #endif
644 #endif
645
646 /* If token equals 0, we need to make a new token and send that. */
647 if (this->last_token == 0) {
648 this->last_token = InteractiveRandomRange(UINT8_MAX - 1) + 1;
649 p->Send_uint8(this->last_token);
650 }
651
652 this->SendPacket(p);
653 return NETWORK_RECV_STATUS_OKAY;
654 }
655
657 NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
658 {
659 Debug(net, 9, "client[{}] SendSync(), frame_counter={}, sync_seed_1={}", this->client_id, _frame_counter, _sync_seed_1);
660
661 Packet *p = new Packet(PACKET_SERVER_SYNC);
662 p->Send_uint32(_frame_counter);
663 p->Send_uint32(_sync_seed_1);
664
665 #ifdef NETWORK_SEND_DOUBLE_SEED
666 p->Send_uint32(_sync_seed_2);
667 #endif
668 this->SendPacket(p);
669 return NETWORK_RECV_STATUS_OKAY;
670 }
671
676 NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
677 {
678 Debug(net, 9, "client[{}] SendCommand(): cmd={}", this->client_id, cp->cmd);
679
680 Packet *p = new Packet(PACKET_SERVER_COMMAND);
681
682 this->NetworkGameSocketHandler::SendCommand(p, cp);
683 p->Send_uint32(cp->frame);
684 p->Send_bool (cp->my_cmd);
685
686 this->SendPacket(p);
687 return NETWORK_RECV_STATUS_OKAY;
688 }
689
698 NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64_t data)
699 {
700 Debug(net, 9, "client[{}] SendChat(): action={}, client_id={}, self_send={}", this->client_id, action, client_id, self_send);
701
702 if (this->status < STATUS_PRE_ACTIVE) return NETWORK_RECV_STATUS_OKAY;
703
704 Packet *p = new Packet(PACKET_SERVER_CHAT);
705
706 p->Send_uint8 (action);
707 p->Send_uint32(client_id);
708 p->Send_bool (self_send);
709 p->Send_string(msg);
710 p->Send_uint64(data);
711
712 this->SendPacket(p);
713 return NETWORK_RECV_STATUS_OKAY;
714 }
715
723 NetworkRecvStatus ServerNetworkGameSocketHandler::SendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
724 {
725 Debug(net, 9, "client[{}] SendExternalChat(): source={}", this->client_id, source);
726
727 if (this->status < STATUS_PRE_ACTIVE) return NETWORK_RECV_STATUS_OKAY;
728
729 Packet *p = new Packet(PACKET_SERVER_EXTERNAL_CHAT);
730
731 p->Send_string(source);
732 p->Send_uint16(colour);
733 p->Send_string(user);
734 p->Send_string(msg);
735
736 this->SendPacket(p);
737 return NETWORK_RECV_STATUS_OKAY;
738 }
739
745 NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
746 {
747 Debug(net, 9, "client[{}] SendErrorQuit(): client_id={}, errorno={}", this->client_id, client_id, errorno);
748
749 Packet *p = new Packet(PACKET_SERVER_ERROR_QUIT);
750
751 p->Send_uint32(client_id);
752 p->Send_uint8 (errorno);
753
754 this->SendPacket(p);
755 return NETWORK_RECV_STATUS_OKAY;
756 }
757
762 NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
763 {
764 Debug(net, 9, "client[{}] SendQuit(): client_id={}", this->client_id, client_id);
765
766 Packet *p = new Packet(PACKET_SERVER_QUIT);
767
768 p->Send_uint32(client_id);
769
770 this->SendPacket(p);
771 return NETWORK_RECV_STATUS_OKAY;
772 }
773
775 NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
776 {
777 Debug(net, 9, "client[{}] SendShutdown()", this->client_id);
778
779 Packet *p = new Packet(PACKET_SERVER_SHUTDOWN);
780 this->SendPacket(p);
781 return NETWORK_RECV_STATUS_OKAY;
782 }
783
785 NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
786 {
787 Debug(net, 9, "client[{}] SendNewGame()", this->client_id);
788
789 Packet *p = new Packet(PACKET_SERVER_NEWGAME);
790 this->SendPacket(p);
791 return NETWORK_RECV_STATUS_OKAY;
792 }
793
799 NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16_t colour, const std::string &command)
800 {
801 Debug(net, 9, "client[{}] SendRConResult()", this->client_id);
802
803 Packet *p = new Packet(PACKET_SERVER_RCON);
804
805 p->Send_uint16(colour);
806 p->Send_string(command);
807 this->SendPacket(p);
808 return NETWORK_RECV_STATUS_OKAY;
809 }
810
816 NetworkRecvStatus ServerNetworkGameSocketHandler::SendMove(ClientID client_id, CompanyID company_id)
817 {
818 Debug(net, 9, "client[{}] SendMove(): client_id={}", this->client_id, client_id);
819
820 Packet *p = new Packet(PACKET_SERVER_MOVE);
821
822 p->Send_uint32(client_id);
823 p->Send_uint8(company_id);
824 this->SendPacket(p);
825 return NETWORK_RECV_STATUS_OKAY;
826 }
827
829 NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate()
830 {
831 Debug(net, 9, "client[{}] SendCompanyUpdate()", this->client_id);
832
833 Packet *p = new Packet(PACKET_SERVER_COMPANY_UPDATE);
834
835 static_assert(sizeof(_network_company_passworded) <= sizeof(uint16_t));
836 p->Send_uint16(_network_company_passworded);
837 this->SendPacket(p);
838 return NETWORK_RECV_STATUS_OKAY;
839 }
840
842 NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
843 {
844 Debug(net, 9, "client[{}] SendConfigUpdate()", this->client_id);
845
846 Packet *p = new Packet(PACKET_SERVER_CONFIG_UPDATE);
847
848 p->Send_uint8(_settings_client.network.max_companies);
849 p->Send_string(_settings_client.network.server_name);
850 this->SendPacket(p);
851 return NETWORK_RECV_STATUS_OKAY;
852 }
853
854 /***********
855 * Receiving functions
856 * DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
857 ************/
858
859 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet *)
860 {
861 Debug(net, 9, "client[{}] Receive_CLIENT_GAME_INFO()", this->client_id);
862
863 return this->SendGameInfo();
864 }
865
866 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *)
867 {
868 if (this->status != STATUS_NEWGRFS_CHECK) {
869 /* Illegal call, return error and ignore the packet */
870 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
871 }
872
873 Debug(net, 9, "client[{}] Receive_CLIENT_NEWGRFS_CHECKED()", this->client_id);
874
875 NetworkClientInfo *ci = this->GetInfo();
876
877 /* We now want a password from the client else we do not allow them in! */
878 if (!_settings_client.network.server_password.empty()) {
879 return this->SendNeedGamePassword();
880 }
881
882 if (Company::IsValidID(ci->client_playas) && !_network_company_states[ci->client_playas].password.empty()) {
883 return this->SendNeedCompanyPassword();
884 }
885
886 return this->SendWelcome();
887 }
888
889 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
890 {
891 if (this->status != STATUS_INACTIVE) {
892 /* Illegal call, return error and ignore the packet */
893 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
894 }
895
896 if (_network_game_info.clients_on >= _settings_client.network.max_clients) {
897 /* Turns out we are full. Inform the user about this. */
898 return this->SendError(NETWORK_ERROR_FULL);
899 }
900
901 std::string client_revision = p->Recv_string(NETWORK_REVISION_LENGTH);
902 uint32_t newgrf_version = p->Recv_uint32();
903
904 Debug(net, 9, "client[{}] Receive_CLIENT_JOIN(): client_revision={}, newgrf_version={}", this->client_id, client_revision, newgrf_version);
905
906 /* Check if the client has revision control enabled */
907 if (!IsNetworkCompatibleVersion(client_revision) || _openttd_newgrf_version != newgrf_version) {
908 /* Different revisions!! */
909 return this->SendError(NETWORK_ERROR_WRONG_REVISION);
910 }
911
912 std::string client_name = p->Recv_string(NETWORK_CLIENT_NAME_LENGTH);
913 CompanyID playas = (Owner)p->Recv_uint8();
914
915 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
916
917 /* join another company does not affect these values */
918 switch (playas) {
919 case COMPANY_NEW_COMPANY: // New company
920 if (Company::GetNumItems() >= _settings_client.network.max_companies) {
921 return this->SendError(NETWORK_ERROR_FULL);
922 }
923 break;
924 case COMPANY_SPECTATOR: // Spectator
925 break;
926 default: // Join another company (companies 1-8 (index 0-7))
927 if (!Company::IsValidHumanID(playas)) {
928 return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
929 }
930 break;
931 }
932
933 if (!NetworkIsValidClientName(client_name)) {
934 /* An invalid client name was given. However, the client ensures the name
935 * is valid before it is sent over the network, so something went horribly
936 * wrong. This is probably someone trying to troll us. */
937 return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
938 }
939
940 if (!NetworkMakeClientNameUnique(client_name)) { // Change name if duplicate
941 /* We could not create a name for this client */
942 return this->SendError(NETWORK_ERROR_NAME_IN_USE);
943 }
944
945 assert(NetworkClientInfo::CanAllocateItem());
946 NetworkClientInfo *ci = new NetworkClientInfo(this->client_id);
947 this->SetInfo(ci);
948 ci->join_date = TimerGameEconomy::date;
949 ci->client_name = client_name;
950 ci->client_playas = playas;
951 Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:02x}", TimerGameEconomy::date, TimerGameEconomy::date_fract, (int)ci->client_playas, (int)ci->index);
952
953 /* Make sure companies to which people try to join are not autocleaned */
954 if (Company::IsValidID(playas)) _network_company_states[playas].months_empty = 0;
955
956 Debug(net, 9, "client[{}] status = NEWGRFS_CHECK", this->client_id);
957 this->status = STATUS_NEWGRFS_CHECK;
958
959 if (_grfconfig == nullptr) {
960 /* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
961 return this->Receive_CLIENT_NEWGRFS_CHECKED(nullptr);
962 }
963
964 return this->SendNewGRFCheck();
965 }
966
967 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *p)
968 {
969 if (this->status != STATUS_AUTH_GAME) {
970 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
971 }
972
973 Debug(net, 9, "client[{}] Receive_CLIENT_GAME_PASSWORD()", this->client_id);
974
975 std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
976
977 /* Check game password. Allow joining if we cleared the password meanwhile */
978 if (!_settings_client.network.server_password.empty() &&
979 _settings_client.network.server_password.compare(password) != 0) {
980 /* Password is invalid */
981 return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
982 }
983
984 const NetworkClientInfo *ci = this->GetInfo();
985 if (Company::IsValidID(ci->client_playas) && !_network_company_states[ci->client_playas].password.empty()) {
986 return this->SendNeedCompanyPassword();
987 }
988
989 /* Valid password, allow user */
990 return this->SendWelcome();
991 }
992
993 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p)
994 {
995 if (this->status != STATUS_AUTH_COMPANY) {
996 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
997 }
998
999 Debug(net, 9, "client[{}] Receive_CLIENT_COMPANY_PASSWORD()", this->client_id);
1000
1001 std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
1002
1003 /* Check company password. Allow joining if we cleared the password meanwhile.
1004 * Also, check the company is still valid - client could be moved to spectators
1005 * in the middle of the authorization process */
1006 CompanyID playas = this->GetInfo()->client_playas;
1007 if (Company::IsValidID(playas) && !_network_company_states[playas].password.empty() &&
1008 _network_company_states[playas].password.compare(password) != 0) {
1009 /* Password is invalid */
1010 return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
1011 }
1012
1013 return this->SendWelcome();
1014 }
1015
1016 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *)
1017 {
1018 /* The client was never joined.. so this is impossible, right?
1019 * Ignore the packet, give the client a warning, and close the connection */
1020 if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
1021 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1022 }
1023
1024 Debug(net, 9, "client[{}] Receive_CLIENT_GETMAP()", this->client_id);
1025
1026 /* Check if someone else is receiving the map */
1027 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1028 if (new_cs->status == STATUS_MAP) {
1029 /* Tell the new client to wait */
1030 Debug(net, 9, "client[{}] status = MAP_WAIT", this->client_id);
1031 this->status = STATUS_MAP_WAIT;
1032 return this->SendWait();
1033 }
1034 }
1035
1036 /* We receive a request to upload the map.. give it to the client! */
1037 return this->SendMap();
1038 }
1039
1040 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *)
1041 {
1042 /* Client has the map, now start syncing */
1043 if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
1044 Debug(net, 9, "client[{}] Receive_CLIENT_MAP_OK()", this->client_id);
1045
1046 std::string client_name = this->GetClientName();
1047
1048 NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, "", this->client_id);
1049 InvalidateWindowData(WC_CLIENT_LIST, 0);
1050
1051 Debug(net, 3, "[{}] Client #{} ({}) joined as {}", ServerNetworkGameSocketHandler::GetName(), this->client_id, this->GetClientIP(), client_name);
1052
1053 /* Mark the client as pre-active, and wait for an ACK
1054 * so we know it is done loading and in sync with us */
1055 Debug(net, 9, "client[{}] status = PRE_ACTIVE", this->client_id);
1056 this->status = STATUS_PRE_ACTIVE;
1057 NetworkHandleCommandQueue(this);
1058 this->SendFrame();
1059 this->SendSync();
1060
1061 /* This is the frame the client receives
1062 * we need it later on to make sure the client is not too slow */
1063 this->last_frame = _frame_counter;
1064 this->last_frame_server = _frame_counter;
1065
1066 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1067 if (new_cs->status >= STATUS_AUTHORIZED) {
1068 new_cs->SendClientInfo(this->GetInfo());
1069 new_cs->SendJoin(this->client_id);
1070 }
1071 }
1072
1073 NetworkAdminClientInfo(this, true);
1074
1075 /* also update the new client with our max values */
1076 this->SendConfigUpdate();
1077
1078 /* quickly update the syncing client with company details */
1079 return this->SendCompanyUpdate();
1080 }
1081
1082 /* Wrong status for this packet, give a warning to client, and close connection */
1083 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1084 }
1085
1090 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p)
1091 {
1092 /* The client was never joined.. so this is impossible, right?
1093 * Ignore the packet, give the client a warning, and close the connection */
1094 if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1095 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1096 }
1097
1098 if (this->incoming_queue.Count() >= _settings_client.network.max_commands_in_queue) {
1099 return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
1100 }
1101
1102 Debug(net, 9, "client[{}] Receive_CLIENT_COMMAND()", this->client_id);
1103
1104 CommandPacket cp;
1105 const char *err = this->ReceiveCommand(p, &cp);
1106
1107 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
1108
1109 NetworkClientInfo *ci = this->GetInfo();
1110
1111 if (err != nullptr) {
1112 IConsolePrint(CC_WARNING, "Dropping client #{} (IP: {}) due to {}.", ci->client_id, this->GetClientIP(), err);
1113 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1114 }
1115
1116
1117 if ((GetCommandFlags(cp.cmd) & CMD_SERVER) && ci->client_id != CLIENT_ID_SERVER) {
1118 IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a server only command {}.", ci->client_id, this->GetClientIP(), cp.cmd);
1119 return this->SendError(NETWORK_ERROR_KICKED);
1120 }
1121
1122 if ((GetCommandFlags(cp.cmd) & CMD_SPECTATOR) == 0 && !Company::IsValidID(cp.company) && ci->client_id != CLIENT_ID_SERVER) {
1123 IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a non-spectator command {}.", ci->client_id, this->GetClientIP(), cp.cmd);
1124 return this->SendError(NETWORK_ERROR_KICKED);
1125 }
1126
1132 CompanyCtrlAction cca = cp.cmd == CMD_COMPANY_CTRL ? std::get<0>(EndianBufferReader::ToValue<CommandTraits<CMD_COMPANY_CTRL>::Args>(cp.data)) : CCA_NEW;
1133 if (!(cp.cmd == CMD_COMPANY_CTRL && cca == CCA_NEW && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
1134 IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a command as another company {}.",
1135 ci->client_playas + 1, this->GetClientIP(), cp.company + 1);
1136 return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
1137 }
1138
1139 if (cp.cmd == CMD_COMPANY_CTRL) {
1140 if (cca != CCA_NEW || cp.company != COMPANY_SPECTATOR) {
1141 return this->SendError(NETWORK_ERROR_CHEATER);
1142 }
1143
1144 /* 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! */
1145 if (Company::GetNumItems() >= _settings_client.network.max_companies) {
1146 NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_CLIENT, ci->client_id, "cannot create new company, server full", CLIENT_ID_SERVER);
1147 return NETWORK_RECV_STATUS_OKAY;
1148 }
1149 }
1150
1151 if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) NetworkReplaceCommandClientId(cp, this->client_id);
1152
1153 this->incoming_queue.Append(&cp);
1154 return NETWORK_RECV_STATUS_OKAY;
1155 }
1156
1157 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p)
1158 {
1159 /* This packets means a client noticed an error and is reporting this
1160 * to us. Display the error and report it to the other clients */
1161 NetworkErrorCode errorno = (NetworkErrorCode)p->Recv_uint8();
1162
1163 Debug(net, 9, "client[{}] Receive_CLIENT_ERROR(): errorno={}", this->client_id, errorno);
1164
1165 /* The client was never joined.. thank the client for the packet, but ignore it */
1166 if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1167 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
1168 }
1169
1170 std::string client_name = this->GetClientName();
1171 StringID strid = GetNetworkErrorMsg(errorno);
1172
1173 Debug(net, 1, "'{}' reported an error and is closing its connection: {}", client_name, GetString(strid));
1174
1175 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
1176
1177 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1178 if (new_cs->status >= STATUS_AUTHORIZED) {
1179 new_cs->SendErrorQuit(this->client_id, errorno);
1180 }
1181 }
1182
1183 NetworkAdminClientError(this->client_id, errorno);
1184
1185 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
1186 }
1187
1188 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *)
1189 {
1190 /* The client was never joined.. thank the client for the packet, but ignore it */
1191 if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1192 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
1193 }
1194
1195 Debug(net, 9, "client[{}] Receive_CLIENT_QUIT()", this->client_id);
1196
1197 /* The client wants to leave. Display this and report it to the other clients. */
1198 std::string client_name = this->GetClientName();
1199 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1200
1201 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1202 if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
1203 new_cs->SendQuit(this->client_id);
1204 }
1205 }
1206
1207 NetworkAdminClientQuit(this->client_id);
1208
1209 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
1210 }
1211
1212 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
1213 {
1214 if (this->status < STATUS_AUTHORIZED) {
1215 /* Illegal call, return error and ignore the packet */
1216 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1217 }
1218
1219 uint32_t frame = p->Recv_uint32();
1220
1221 Debug(net, 9, "client[{}] Receive_CLIENT_ACK(): frame={}", this->client_id, frame);
1222
1223 /* The client is trying to catch up with the server */
1224 if (this->status == STATUS_PRE_ACTIVE) {
1225 /* The client is not yet caught up? */
1226 if (frame + Ticks::DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
1227
1228 /* Now it is! Unpause the game */
1229 Debug(net, 9, "client[{}] status = ACTIVE", this->client_id);
1230 this->status = STATUS_ACTIVE;
1231 this->last_token_frame = _frame_counter;
1232
1233 /* Execute script for, e.g. MOTD */
1234 IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
1235 }
1236
1237 /* Get, and validate the token. */
1238 uint8_t token = p->Recv_uint8();
1239 if (token == this->last_token) {
1240 /* We differentiate between last_token_frame and last_frame so the lag
1241 * test uses the actual lag of the client instead of the lag for getting
1242 * the token back and forth; after all, the token is only sent every
1243 * time we receive a PACKET_CLIENT_ACK, after which we will send a new
1244 * token to the client. If the lag would be one day, then we would not
1245 * be sending the new token soon enough for the new daily scheduled
1246 * PACKET_CLIENT_ACK. This would then register the lag of the client as
1247 * two days, even when it's only a single day. */
1248 this->last_token_frame = _frame_counter;
1249 /* Request a new token. */
1250 this->last_token = 0;
1251 }
1252
1253 /* The client received the frame, make note of it */
1254 this->last_frame = frame;
1255 /* With those 2 values we can calculate the lag realtime */
1256 this->last_frame_server = _frame_counter;
1257 return NETWORK_RECV_STATUS_OKAY;
1258 }
1259
1260
1271 void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const std::string &msg, ClientID from_id, int64_t data, bool from_admin)
1272 {
1273 const NetworkClientInfo *ci, *ci_own, *ci_to;
1274
1275 switch (desttype) {
1276 case DESTTYPE_CLIENT:
1277 /* Are we sending to the server? */
1278 if ((ClientID)dest == CLIENT_ID_SERVER) {
1279 ci = NetworkClientInfo::GetByClientID(from_id);
1280 /* Display the text locally, and that is it */
1281 if (ci != nullptr) {
1282 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1283
1284 if (_settings_client.network.server_admin_chat) {
1285 NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1286 }
1287 }
1288 } else {
1289 /* Else find the client to send the message to */
1290 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1291 if (cs->client_id == (ClientID)dest) {
1292 cs->SendChat(action, from_id, false, msg, data);
1293 break;
1294 }
1295 }
1296 }
1297
1298 /* Display the message locally (so you know you have sent it) */
1299 if (from_id != (ClientID)dest) {
1300 if (from_id == CLIENT_ID_SERVER) {
1301 ci = NetworkClientInfo::GetByClientID(from_id);
1302 ci_to = NetworkClientInfo::GetByClientID((ClientID)dest);
1303 if (ci != nullptr && ci_to != nullptr) {
1304 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data);
1305 }
1306 } else {
1307 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1308 if (cs->client_id == from_id) {
1309 cs->SendChat(action, (ClientID)dest, true, msg, data);
1310 break;
1311 }
1312 }
1313 }
1314 }
1315 break;
1316 case DESTTYPE_TEAM: {
1317 /* If this is false, the message is already displayed on the client who sent it. */
1318 bool show_local = true;
1319 /* Find all clients that belong to this company */
1320 ci_to = nullptr;
1321 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1322 ci = cs->GetInfo();
1323 if (ci != nullptr && ci->client_playas == (CompanyID)dest) {
1324 cs->SendChat(action, from_id, false, msg, data);
1325 if (cs->client_id == from_id) show_local = false;
1326 ci_to = ci; // Remember a client that is in the company for company-name
1327 }
1328 }
1329
1330 /* if the server can read it, let the admin network read it, too. */
1331 if (_local_company == (CompanyID)dest && _settings_client.network.server_admin_chat) {
1332 NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1333 }
1334
1335 ci = NetworkClientInfo::GetByClientID(from_id);
1336 ci_own = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
1337 if (ci != nullptr && ci_own != nullptr && ci_own->client_playas == dest) {
1338 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1339 if (from_id == CLIENT_ID_SERVER) show_local = false;
1340 ci_to = ci_own;
1341 }
1342
1343 /* There is no such client */
1344 if (ci_to == nullptr) break;
1345
1346 /* Display the message locally (so you know you have sent it) */
1347 if (ci != nullptr && show_local) {
1348 if (from_id == CLIENT_ID_SERVER) {
1349 StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
1350 SetDParam(0, ci_to->client_playas);
1351 std::string name = GetString(str);
1352 NetworkTextMessage(action, GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data);
1353 } else {
1354 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1355 if (cs->client_id == from_id) {
1356 cs->SendChat(action, ci_to->client_id, true, msg, data);
1357 }
1358 }
1359 }
1360 }
1361 break;
1362 }
1363 default:
1364 Debug(net, 1, "Received unknown chat destination type {}; doing broadcast instead", desttype);
1365 [[fallthrough]];
1366
1367 case DESTTYPE_BROADCAST:
1368 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1369 cs->SendChat(action, from_id, false, msg, data);
1370 }
1371
1372 NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1373
1374 ci = NetworkClientInfo::GetByClientID(from_id);
1375 if (ci != nullptr) {
1376 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data, "");
1377 }
1378 break;
1379 }
1380 }
1381
1389 void NetworkServerSendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
1390 {
1391 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1392 cs->SendExternalChat(source, colour, user, msg);
1393 }
1394 NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT, colour, false, user, msg, 0, source);
1395 }
1396
1397 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
1398 {
1399 if (this->status < STATUS_PRE_ACTIVE) {
1400 /* Illegal call, return error and ignore the packet */
1401 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1402 }
1403
1404 NetworkAction action = (NetworkAction)p->Recv_uint8();
1405 DestType desttype = (DestType)p->Recv_uint8();
1406 int dest = p->Recv_uint32();
1407
1408 Debug(net, 9, "client[{}] Receive_CLIENT_CHAT(): action={}, desttype={}, dest={}", this->client_id, action, desttype, dest);
1409
1410 std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
1411 int64_t data = p->Recv_uint64();
1412
1413 NetworkClientInfo *ci = this->GetInfo();
1414 switch (action) {
1415 case NETWORK_ACTION_CHAT:
1416 case NETWORK_ACTION_CHAT_CLIENT:
1417 case NETWORK_ACTION_CHAT_COMPANY:
1418 NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data);
1419 break;
1420 default:
1421 IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to unknown chact action.", ci->client_id, this->GetClientIP());
1422 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1423 }
1424 return NETWORK_RECV_STATUS_OKAY;
1425 }
1426
1427 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *p)
1428 {
1429 if (this->status != STATUS_ACTIVE) {
1430 /* Illegal call, return error and ignore the packet */
1431 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1432 }
1433
1434 Debug(net, 9, "client[{}] Receive_CLIENT_SET_PASSWORD()", this->client_id);
1435
1436 std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
1437 const NetworkClientInfo *ci = this->GetInfo();
1438
1439 NetworkServerSetCompanyPassword(ci->client_playas, password);
1440 return NETWORK_RECV_STATUS_OKAY;
1441 }
1442
1443 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p)
1444 {
1445 if (this->status != STATUS_ACTIVE) {
1446 /* Illegal call, return error and ignore the packet */
1447 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1448 }
1449
1450 Debug(net, 9, "client[{}] Receive_CLIENT_SET_NAME()", this->client_id);
1451
1452 NetworkClientInfo *ci;
1453
1454 std::string client_name = p->Recv_string(NETWORK_CLIENT_NAME_LENGTH);
1455 ci = this->GetInfo();
1456
1457 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
1458
1459 if (ci != nullptr) {
1460 if (!NetworkIsValidClientName(client_name)) {
1461 /* An invalid client name was given. However, the client ensures the name
1462 * is valid before it is sent over the network, so something went horribly
1463 * wrong. This is probably someone trying to troll us. */
1464 return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
1465 }
1466
1467 /* Display change */
1468 if (NetworkMakeClientNameUnique(client_name)) {
1469 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);
1470 ci->client_name = client_name;
1471 NetworkUpdateClientInfo(ci->client_id);
1472 }
1473 }
1474 return NETWORK_RECV_STATUS_OKAY;
1475 }
1476
1477 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p)
1478 {
1479 if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1480
1481 if (_settings_client.network.rcon_password.empty()) return NETWORK_RECV_STATUS_OKAY;
1482
1483 Debug(net, 9, "client[{}] Receive_CLIENT_RCON()", this->client_id);
1484
1485 std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
1486 std::string command = p->Recv_string(NETWORK_RCONCOMMAND_LENGTH);
1487
1488 if (_settings_client.network.rcon_password.compare(password) != 0) {
1489 Debug(net, 1, "[rcon] Wrong password from client-id {}", this->client_id);
1490 return NETWORK_RECV_STATUS_OKAY;
1491 }
1492
1493 Debug(net, 3, "[rcon] Client-id {} executed: {}", this->client_id, command);
1494
1495 _redirect_console_to_client = this->client_id;
1496 IConsoleCmdExec(command);
1497 _redirect_console_to_client = INVALID_CLIENT_ID;
1498 return NETWORK_RECV_STATUS_OKAY;
1499 }
1500
1501 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
1502 {
1503 if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1504
1505 CompanyID company_id = (Owner)p->Recv_uint8();
1506
1507 Debug(net, 9, "client[{}] Receive_CLIENT_MOVE(): company_id={}", this->client_id, company_id);
1508
1509 /* Check if the company is valid, we don't allow moving to AI companies */
1510 if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY;
1511
1512 /* Check if we require a password for this company */
1513 if (company_id != COMPANY_SPECTATOR && !_network_company_states[company_id].password.empty()) {
1514 /* we need a password from the client - should be in this packet */
1515 std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
1516
1517 /* Incorrect password sent, return! */
1518 if (_network_company_states[company_id].password.compare(password) != 0) {
1519 Debug(net, 2, "Wrong password from client-id #{} for company #{}", this->client_id, company_id + 1);
1520 return NETWORK_RECV_STATUS_OKAY;
1521 }
1522 }
1523
1524 /* if we get here we can move the client */
1525 NetworkServerDoMove(this->client_id, company_id);
1526 return NETWORK_RECV_STATUS_OKAY;
1527 }
1528
1533 void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
1534 {
1535 memset(stats, 0, sizeof(*stats) * MAX_COMPANIES);
1536
1537 /* Go through all vehicles and count the type of vehicles */
1538 for (const Vehicle *v : Vehicle::Iterate()) {
1539 if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
1540 byte type = 0;
1541 switch (v->type) {
1542 case VEH_TRAIN: type = NETWORK_VEH_TRAIN; break;
1543 case VEH_ROAD: type = RoadVehicle::From(v)->IsBus() ? NETWORK_VEH_BUS : NETWORK_VEH_LORRY; break;
1544 case VEH_AIRCRAFT: type = NETWORK_VEH_PLANE; break;
1545 case VEH_SHIP: type = NETWORK_VEH_SHIP; break;
1546 default: continue;
1547 }
1548 stats[v->owner].num_vehicle[type]++;
1549 }
1550
1551 /* Go through all stations and count the types of stations */
1552 for (const Station *s : Station::Iterate()) {
1553 if (Company::IsValidID(s->owner)) {
1554 NetworkCompanyStats *npi = &stats[s->owner];
1555
1556 if (s->facilities & FACIL_TRAIN) npi->num_station[NETWORK_VEH_TRAIN]++;
1557 if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[NETWORK_VEH_LORRY]++;
1558 if (s->facilities & FACIL_BUS_STOP) npi->num_station[NETWORK_VEH_BUS]++;
1559 if (s->facilities & FACIL_AIRPORT) npi->num_station[NETWORK_VEH_PLANE]++;
1560 if (s->facilities & FACIL_DOCK) npi->num_station[NETWORK_VEH_SHIP]++;
1561 }
1562 }
1563 }
1564
1569 void NetworkUpdateClientInfo(ClientID client_id)
1570 {
1571 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
1572
1573 if (ci == nullptr) return;
1574
1575 Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:04x}", TimerGameEconomy::date, TimerGameEconomy::date_fract, (int)ci->client_playas, client_id);
1576
1577 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1578 if (cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
1579 cs->SendClientInfo(ci);
1580 }
1581 }
1582
1583 NetworkAdminClientUpdate(ci);
1584 }
1585
1592 static void NetworkAutoCleanCompanies()
1593 {
1594 CompanyMask has_clients = 0;
1595 CompanyMask has_vehicles = 0;
1596
1597 if (!_settings_client.network.autoclean_companies) return;
1598
1599 /* Detect the active companies */
1600 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1601 if (Company::IsValidID(ci->client_playas)) SetBit(has_clients, ci->client_playas);
1602 }
1603
1604 if (!_network_dedicated) {
1605 const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
1606 assert(ci != nullptr);
1607 if (Company::IsValidID(ci->client_playas)) SetBit(has_clients, ci->client_playas);
1608 }
1609
1610 if (_settings_client.network.autoclean_novehicles != 0) {
1611 for (const Company *c : Company::Iterate()) {
1612 if (std::any_of(std::begin(c->group_all), std::end(c->group_all), [](const GroupStatistics &gs) { return gs.num_vehicle != 0; })) SetBit(has_vehicles, c->index);
1613 }
1614 }
1615
1616 /* Go through all the companies */
1617 for (const Company *c : Company::Iterate()) {
1618 /* Skip the non-active once */
1619 if (c->is_ai) continue;
1620
1621 if (!HasBit(has_clients, c->index)) {
1622 /* The company is empty for one month more */
1623 _network_company_states[c->index].months_empty++;
1624
1625 /* Is the company empty for autoclean_unprotected-months, and is there no protection? */
1626 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()) {
1627 /* Shut the company down */
1628 Command<CMD_COMPANY_CTRL>::Post(CCA_DELETE, c->index, CRR_AUTOCLEAN, INVALID_CLIENT_ID);
1629 IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no password.", c->index + 1);
1630 }
1631 /* Is the company empty for autoclean_protected-months, and there is a protection? */
1632 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()) {
1633 /* Unprotect the company */
1634 _network_company_states[c->index].password.clear();
1635 IConsolePrint(CC_INFO, "Auto-removed protection from company #{}.", c->index + 1);
1636 _network_company_states[c->index].months_empty = 0;
1637 NetworkServerUpdateCompanyPassworded(c->index, false);
1638 }
1639 /* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
1640 if (_settings_client.network.autoclean_novehicles != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_novehicles && !HasBit(has_vehicles, c->index)) {
1641 /* Shut the company down */
1642 Command<CMD_COMPANY_CTRL>::Post(CCA_DELETE, c->index, CRR_AUTOCLEAN, INVALID_CLIENT_ID);
1643 IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no vehicles.", c->index + 1);
1644 }
1645 } else {
1646 /* It is not empty, reset the date */
1647 _network_company_states[c->index].months_empty = 0;
1648 }
1649 }
1650 }
1651
1657 bool NetworkMakeClientNameUnique(std::string &name)
1658 {
1659 bool is_name_unique = false;
1660 std::string original_name = name;
1661
1662 for (uint number = 1; !is_name_unique && number <= MAX_CLIENTS; number++) { // Something's really wrong when there're more names than clients
1663 is_name_unique = true;
1664 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1665 if (ci->client_name == name) {
1666 /* Name already in use */
1667 is_name_unique = false;
1668 break;
1669 }
1670 }
1671 /* Check if it is the same as the server-name */
1672 const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
1673 if (ci != nullptr) {
1674 if (ci->client_name == name) is_name_unique = false; // name already in use
1675 }
1676
1677 if (!is_name_unique) {
1678 /* Try a new name (<name> #1, <name> #2, and so on) */
1679 name = original_name + " #" + std::to_string(number);
1680
1681 /* The constructed client name is larger than the limit,
1682 * so... bail out as no valid name can be created. */
1683 if (name.size() >= NETWORK_CLIENT_NAME_LENGTH) return false;
1684 }
1685 }
1686
1687 return is_name_unique;
1688 }
1689
1696 bool NetworkServerChangeClientName(ClientID client_id, const std::string &new_name)
1697 {
1698 /* Check if the name's already in use */
1699 for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1700 if (ci->client_name.compare(new_name) == 0) return false;
1701 }
1702
1703 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
1704 if (ci == nullptr) return false;
1705
1706 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name);
1707
1708 ci->client_name = new_name;
1709
1710 NetworkUpdateClientInfo(client_id);
1711 return true;
1712 }
1713
1720 void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &password, bool already_hashed)
1721 {
1722 if (!Company::IsValidHumanID(company_id)) return;
1723
1724 if (already_hashed) {
1725 _network_company_states[company_id].password = password;
1726 } else {
1727 _network_company_states[company_id].password = GenerateCompanyPasswordHash(password, _settings_client.network.network_id, _settings_game.game_creation.generation_seed);
1728 }
1729
1730 NetworkServerUpdateCompanyPassworded(company_id, !_network_company_states[company_id].password.empty());
1731 }
1732
1737 static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
1738 {
1739 CommandPacket *cp;
1740 while ((cp = cs->outgoing_queue.Pop()) != nullptr) {
1741 cs->SendCommand(cp);
1742 delete cp;
1743 }
1744 }
1745
1750 void NetworkServer_Tick(bool send_frame)
1751 {
1752 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1753 bool send_sync = false;
1754 #endif
1755
1756 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1757 if (_frame_counter >= _last_sync_frame + _settings_client.network.sync_freq) {
1758 _last_sync_frame = _frame_counter;
1759 send_sync = true;
1760 }
1761 #endif
1762
1763 /* Now we are done with the frame, inform the clients that they can
1764 * do their frame! */
1765 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1766 /* We allow a number of bytes per frame, but only to the burst amount
1767 * to be available for packet receiving at any particular time. */
1768 cs->receive_limit = std::min<size_t>(cs->receive_limit + _settings_client.network.bytes_per_frame,
1769 _settings_client.network.bytes_per_frame_burst);
1770
1771 /* Check if the speed of the client is what we can expect from a client */
1772 uint lag = NetworkCalculateLag(cs);
1773 switch (cs->status) {
1774 case NetworkClientSocket::STATUS_ACTIVE:
1775 if (lag > _settings_client.network.max_lag_time) {
1776 /* Client did still not report in within the specified limit. */
1777
1778 if (cs->last_packet + std::chrono::milliseconds(lag * MILLISECONDS_PER_TICK) > std::chrono::steady_clock::now()) {
1779 /* A packet was received in the last three game days, so the client is likely lagging behind. */
1780 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because the client's game state is more than {} ticks behind.", cs->client_id, cs->GetClientIP(), lag);
1781 } else {
1782 /* No packet was received in the last three game days; sounds like a lost connection. */
1783 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because the client did not respond for more than {} ticks.", cs->client_id, cs->GetClientIP(), lag);
1784 }
1785 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1786 continue;
1787 }
1788
1789 /* Report once per time we detect the lag, and only when we
1790 * received a packet in the last 2 seconds. If we
1791 * did not receive a packet, then the client is not just
1792 * slow, but the connection is likely severed. Mentioning
1793 * frame_freq is not useful in this case. */
1794 if (lag > (uint)Ticks::DAY_TICKS && cs->lag_test == 0 && cs->last_packet + std::chrono::seconds(2) > std::chrono::steady_clock::now()) {
1795 IConsolePrint(CC_WARNING, "[{}] Client #{} is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
1796 cs->lag_test = 1;
1797 }
1798
1799 if (cs->last_frame_server - cs->last_token_frame >= _settings_client.network.max_lag_time) {
1800 /* This is a bad client! It didn't send the right token back within time. */
1801 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it fails to send valid acks.", cs->client_id, cs->GetClientIP());
1802 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1803 continue;
1804 }
1805 break;
1806
1807 case NetworkClientSocket::STATUS_INACTIVE:
1808 case NetworkClientSocket::STATUS_NEWGRFS_CHECK:
1809 case NetworkClientSocket::STATUS_AUTHORIZED:
1810 /* NewGRF check and authorized states should be handled almost instantly.
1811 * So give them some lee-way, likewise for the query with inactive. */
1812 if (lag > _settings_client.network.max_init_time) {
1813 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);
1814 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1815 continue;
1816 }
1817 break;
1818
1819 case NetworkClientSocket::STATUS_MAP_WAIT:
1820 /* Send every two seconds a packet to the client, to make sure
1821 * it knows the server is still there; just someone else is
1822 * still receiving the map. */
1823 if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
1824 cs->SendWait();
1825 /* We need to reset the timer, as otherwise we will be
1826 * spamming the client. Strictly speaking this variable
1827 * tracks when we last received a packet from the client,
1828 * but as it is waiting, it will not send us any till we
1829 * start sending them data. */
1830 cs->last_packet = std::chrono::steady_clock::now();
1831 }
1832 break;
1833
1834 case NetworkClientSocket::STATUS_MAP:
1835 /* Downloading the map... this is the amount of time since starting the saving. */
1836 if (lag > _settings_client.network.max_download_time) {
1837 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);
1838 cs->SendError(NETWORK_ERROR_TIMEOUT_MAP);
1839 continue;
1840 }
1841 break;
1842
1843 case NetworkClientSocket::STATUS_DONE_MAP:
1844 case NetworkClientSocket::STATUS_PRE_ACTIVE:
1845 /* The map has been sent, so this is for loading the map and syncing up. */
1846 if (lag > _settings_client.network.max_join_time) {
1847 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);
1848 cs->SendError(NETWORK_ERROR_TIMEOUT_JOIN);
1849 continue;
1850 }
1851 break;
1852
1853 case NetworkClientSocket::STATUS_AUTH_GAME:
1854 case NetworkClientSocket::STATUS_AUTH_COMPANY:
1855 /* These don't block? */
1856 if (lag > _settings_client.network.max_password_time) {
1857 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);
1858 cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD);
1859 continue;
1860 }
1861 break;
1862
1863 case NetworkClientSocket::STATUS_END:
1864 /* Bad server/code. */
1865 NOT_REACHED();
1866 }
1867
1868 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {
1869 /* Check if we can send command, and if we have anything in the queue */
1870 NetworkHandleCommandQueue(cs);
1871
1872 /* Send an updated _frame_counter_max to the client */
1873 if (send_frame) cs->SendFrame();
1874
1875 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1876 /* Send a sync-check packet */
1877 if (send_sync) cs->SendSync();
1878 #endif
1879 }
1880 }
1881 }
1882
1884 static void NetworkRestartMap()
1885 {
1886 _settings_newgame.game_creation.generation_seed = GENERATE_NEW_SEED;
1887 switch (_file_to_saveload.abstract_ftype) {
1888 case FT_SAVEGAME:
1889 case FT_SCENARIO:
1890 _switch_mode = SM_LOAD_GAME;
1891 break;
1892
1893 case FT_HEIGHTMAP:
1894 _switch_mode = SM_START_HEIGHTMAP;
1895 break;
1896
1897 default:
1898 _switch_mode = SM_NEWGAME;
1899 }
1900 }
1901
1903 static IntervalTimer<TimerGameRealtime> _network_restart_map_timer({std::chrono::hours::zero(), TimerGameRealtime::UNPAUSED}, [](auto)
1904 {
1905 if (!_network_server) return;
1906
1907 /* If setting is 0, this feature is disabled. */
1908 if (_settings_client.network.restart_hours == 0) return;
1909
1910 Debug(net, 3, "Auto-restarting map: {} hours played", _settings_client.network.restart_hours);
1911 NetworkRestartMap();
1912 });
1913
1918 void ChangeNetworkRestartTime(bool reset)
1919 {
1920 if (!_network_server) return;
1921
1922 _network_restart_map_timer.SetInterval({ std::chrono::hours(_settings_client.network.restart_hours), TimerGameRealtime::UNPAUSED }, reset);
1923 }
1924
1926 static void NetworkCheckRestartMapYear()
1927 {
1928 /* If setting is 0, this feature is disabled. */
1929 if (_settings_client.network.restart_game_year == 0) return;
1930
1931 if (TimerGameCalendar::year >= _settings_client.network.restart_game_year) {
1932 Debug(net, 3, "Auto-restarting map: year {} reached", TimerGameCalendar::year);
1933 NetworkRestartMap();
1934 }
1935 }
1936
1938 static IntervalTimer<TimerGameCalendar> _calendar_network_yearly({ TimerGameCalendar::YEAR, TimerGameCalendar::Priority::NONE }, [](auto) {
1939 if (!_network_server) return;
1940
1941 NetworkCheckRestartMapYear();
1942 });
1943
1945 static IntervalTimer<TimerGameEconomy> _economy_network_yearly({TimerGameEconomy::YEAR, TimerGameEconomy::Priority::NONE}, [](auto)
1946 {
1947 if (!_network_server) return;
1948
1949 NetworkAdminUpdate(ADMIN_FREQUENCY_ANUALLY);
1950 });
1951
1953 static IntervalTimer<TimerGameEconomy> _network_quarterly({TimerGameEconomy::QUARTER, TimerGameEconomy::Priority::NONE}, [](auto)
1954 {
1955 if (!_network_server) return;
1956
1957 NetworkAutoCleanCompanies();
1958 NetworkAdminUpdate(ADMIN_FREQUENCY_QUARTERLY);
1959 });
1960
1962 static IntervalTimer<TimerGameEconomy> _network_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::NONE}, [](auto)
1963 {
1964 if (!_network_server) return;
1965
1966 NetworkAutoCleanCompanies();
1967 NetworkAdminUpdate(ADMIN_FREQUENCY_MONTHLY);
1968 });
1969
1971 static IntervalTimer<TimerGameEconomy> _network_weekly({TimerGameEconomy::WEEK, TimerGameEconomy::Priority::NONE}, [](auto)
1972 {
1973 if (!_network_server) return;
1974
1975 NetworkAdminUpdate(ADMIN_FREQUENCY_WEEKLY);
1976 });
1977
1979 static IntervalTimer<TimerGameEconomy> _economy_network_daily({TimerGameEconomy::DAY, TimerGameEconomy::Priority::NONE}, [](auto)
1980 {
1981 if (!_network_server) return;
1982
1983 NetworkAdminUpdate(ADMIN_FREQUENCY_DAILY);
1984 });
1985
1990 const std::string &ServerNetworkGameSocketHandler::GetClientIP()
1991 {
1992 return this->client_address.GetHostname();
1993 }
1994
1996 void NetworkServerShowStatusToConsole()
1997 {
1998 static const char * const stat_str[] = {
1999 "inactive",
2000 "checking NewGRFs",
2001 "authorizing (server password)",
2002 "authorizing (company password)",
2003 "authorized",
2004 "waiting",
2005 "loading map",
2006 "map done",
2007 "ready",
2008 "active"
2009 };
2010 static_assert(lengthof(stat_str) == NetworkClientSocket::STATUS_END);
2011
2012 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2013 NetworkClientInfo *ci = cs->GetInfo();
2014 if (ci == nullptr) continue;
2015 uint lag = NetworkCalculateLag(cs);
2016 const char *status;
2017
2018 status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
2019 IConsolePrint(CC_INFO, "Client #{} name: '{}' status: '{}' frame-lag: {} company: {} IP: {}",
2020 cs->client_id, ci->client_name, status, lag,
2021 ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
2022 cs->GetClientIP());
2023 }
2024 }
2025
2029 void NetworkServerSendConfigUpdate()
2030 {
2031 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2032 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendConfigUpdate();
2033 }
2034 }
2035
2037 void NetworkServerUpdateGameInfo()
2038 {
2039 if (_network_server) FillStaticNetworkServerGameInfo();
2040 }
2041
2047 void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
2048 {
2049 if (NetworkCompanyIsPassworded(company_id) == passworded) return;
2050
2051 SB(_network_company_passworded, company_id, 1, !!passworded);
2052 SetWindowClassesDirty(WC_COMPANY);
2053
2054 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2055 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendCompanyUpdate();
2056 }
2057
2058 NetworkAdminCompanyUpdate(Company::GetIfValid(company_id));
2059 }
2060
2067 void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
2068 {
2069 /* Only allow non-dedicated servers and normal clients to be moved */
2070 if (client_id == CLIENT_ID_SERVER && _network_dedicated) return;
2071
2072 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
2073 assert(ci != nullptr);
2074
2075 /* No need to waste network resources if the client is in the company already! */
2076 if (ci->client_playas == company_id) return;
2077
2078 ci->client_playas = company_id;
2079
2080 if (client_id == CLIENT_ID_SERVER) {
2081 SetLocalCompany(company_id);
2082 } else {
2083 NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id);
2084 /* When the company isn't authorized we can't move them yet. */
2085 if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return;
2086 cs->SendMove(client_id, company_id);
2087 }
2088
2089 /* announce the client's move */
2090 NetworkUpdateClientInfo(client_id);
2091
2092 NetworkAction action = (company_id == COMPANY_SPECTATOR) ? NETWORK_ACTION_COMPANY_SPECTATOR : NETWORK_ACTION_COMPANY_JOIN;
2093 NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1);
2094
2095 InvalidateWindowData(WC_CLIENT_LIST, 0);
2096 }
2097
2104 void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const std::string &string)
2105 {
2106 NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code, string);
2107 }
2108
2114 void NetworkServerKickClient(ClientID client_id, const std::string &reason)
2115 {
2116 if (client_id == CLIENT_ID_SERVER) return;
2117 NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED, reason);
2118 }
2119
2126 uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const std::string &reason)
2127 {
2128 return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban, reason);
2129 }
2130
2137 uint NetworkServerKickOrBanIP(const std::string &ip, bool ban, const std::string &reason)
2138 {
2139 /* Add address to ban-list */
2140 if (ban) {
2141 bool contains = false;
2142 for (const auto &iter : _network_ban_list) {
2143 if (iter == ip) {
2144 contains = true;
2145 break;
2146 }
2147 }
2148 if (!contains) _network_ban_list.emplace_back(ip);
2149 }
2150
2151 uint n = 0;
2152
2153 /* There can be multiple clients with the same IP, kick them all but don't kill the server,
2154 * or the client doing the rcon. The latter can't be kicked because kicking frees closes
2155 * and subsequently free the connection related instances, which we would be reading from
2156 * and writing to after returning. So we would read or write data from freed memory up till
2157 * the segfault triggers. */
2158 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2159 if (cs->client_id == CLIENT_ID_SERVER) continue;
2160 if (cs->client_id == _redirect_console_to_client) continue;
2161 if (cs->client_address.IsInNetmask(ip)) {
2162 NetworkServerKickClient(cs->client_id, reason);
2163 n++;
2164 }
2165 }
2166
2167 return n;
2168 }
2169
2175 bool NetworkCompanyHasClients(CompanyID company)
2176 {
2177 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
2178 if (ci->client_playas == company) return true;
2179 }
2180 return false;
2181 }
2182
2183
2189 std::string ServerNetworkGameSocketHandler::GetClientName() const
2190 {
2191 const NetworkClientInfo *ci = this->GetInfo();
2192 if (ci != nullptr && !ci->client_name.empty()) return ci->client_name;
2193
2194 return fmt::format("Client #{}", this->client_id);
2195 }
2196
2200 void NetworkPrintClients()
2201 {
2202 for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
2203 if (_network_server) {
2204 IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {} IP: {}",
2205 ci->client_id,
2206 ci->client_name,
2207 ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
2208 ci->client_id == CLIENT_ID_SERVER ? "server" : NetworkClientSocket::GetByClientID(ci->client_id)->GetClientIP());
2209 } else {
2210 IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {}",
2211 ci->client_id,
2212 ci->client_name,
2213 ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0));
2214 }
2215 }
2216 }
2217
2223 void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
2224 {
2225 assert(c != nullptr);
2226
2227 if (!_network_server) return;
2228
2229 _network_company_states[c->index].months_empty = 0;
2230 _network_company_states[c->index].password.clear();
2231 NetworkServerUpdateCompanyPassworded(c->index, false);
2232
2233 if (ci != nullptr) {
2234 /* ci is nullptr when replaying, or for AIs. In neither case there is a client. */
2235 ci->client_playas = c->index;
2236 NetworkUpdateClientInfo(ci->client_id);
2237 Command<CMD_RENAME_PRESIDENT>::SendNet(STR_NULL, c->index, ci->client_name);
2238 }
2239
2240 /* Announce new company on network. */
2241 NetworkAdminCompanyInfo(c, true);
2242
2243 if (ci != nullptr) {
2244 /* ci is nullptr when replaying, or for AIs. In neither case there is a client.
2245 We need to send Admin port update here so that they first know about the new company
2246 and then learn about a possibly joining client (see FS#6025) */
2247 NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, c->index + 1);
2248 }
2249 }
ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT
NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p) override
The client is quitting the game.
Definition: network_server.cpp:1188
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:2126
Packet::Recv_uint64
uint64_t Recv_uint64()
Read a 64 bits integer from the packet.
Definition: packet.cpp:363
NetworkCompanyStats::num_station
uint16_t num_station[NETWORK_VEH_END]
How many stations are there of this type?
Definition: network_type.h:69
NetworkCompanyStats
Simple calculated statistics of a company.
Definition: network_type.h:67
PACKET_SERVER_GAME_INFO
@ PACKET_SERVER_GAME_INFO
Information about the server.
Definition: tcp_game.h:46
CC_INFO
static const TextColour CC_INFO
Colour for information lines.
Definition: console_type.h:27
_network_quarterly
static IntervalTimer< TimerGameEconomy > _network_quarterly({TimerGameEconomy::QUARTER, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAutoCleanCompanies();NetworkAdminUpdate(ADMIN_FREQUENCY_QUARTERLY);})
Quarterly "callback".
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:3200
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
Packet::Send_uint64
void Send_uint64(uint64_t data)
Package a 64 bits integer in the packet.
Definition: packet.cpp:163
SetBit
constexpr T SetBit(T &x, const uint8_t y)
Set a bit in a variable.
Definition: bitmath_func.hpp:121
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:2029
NetworkAdminUpdate
void NetworkAdminUpdate(AdminUpdateFrequency freq)
Send (push) updates to the admin network as they have registered for these updates.
Definition: network_admin.cpp:987
SM_START_HEIGHTMAP
@ SM_START_HEIGHTMAP
Load a heightmap and start a new game from it.
Definition: openttd.h:38
NetworkSettings::max_commands_in_queue
uint16_t max_commands_in_queue
how many commands may there be in the incoming queue before dropping the connection?
Definition: settings_type.h:299
SM_LOAD_GAME
@ SM_LOAD_GAME
Load game, Play Scenario.
Definition: openttd.h:32
NetworkAdminChat
void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, const std::string &msg, int64_t data, bool from_admin)
Send chat to the admin network (if they did opt in for the respective update).
Definition: network_admin.cpp:908
NetworkSettings::restart_game_year
TimerGameCalendar::Year restart_game_year
year the server restarts
Definition: settings_type.h:328
Pool::PoolItem<&_company_pool >::GetIfValid
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:346
TimerGameRealtime::UNPAUSED
@ UNPAUSED
Only run when not paused.
Definition: timer_game_realtime.h:32
NetworkServerShowStatusToConsole
void NetworkServerShowStatusToConsole()
Show the status message of all clients on the console.
Definition: network_server.cpp:1996
NetworkClientInfo::client_name
std::string client_name
Name of the client.
Definition: network_base.h:26
PacketWriter::cs
ServerNetworkGameSocketHandler * cs
Socket we are associated with.
Definition: network_server.cpp:63
NetworkCompanyState::months_empty
uint16_t months_empty
How many months the company is empty.
Definition: network_type.h:76
ServerNetworkGameSocketHandler::SendGameInfo
NetworkRecvStatus SendGameInfo()
Send the client information about the server.
Definition: network_server.cpp:364
CommandPacket::frame
uint32_t frame
the frame in which this packet is executed
Definition: network_internal.h:114
lock
std::mutex lock
synchronization for playback status fields
Definition: win32_m.cpp:35
NetworkClientInfo::client_playas
CompanyID client_playas
As which company is this client playing (CompanyID)
Definition: network_base.h:27
NetworkSettings::max_password_time
uint16_t max_password_time
maximum amount of time, in game ticks, a client may take to enter the password
Definition: settings_type.h:305
FACIL_TRUCK_STOP
@ FACIL_TRUCK_STOP
Station with truck stops.
Definition: station_type.h:53
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:442
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
GetCommandFlags
CommandFlags GetCommandFlags(Commands cmd)
This function mask the parameter with CMD_ID_MASK and returns the flags which belongs to the given co...
Definition: command.cpp:118
PACKET_SERVER_CONFIG_UPDATE
@ PACKET_SERVER_CONFIG_UPDATE
Some network configuration important to the client changed.
Definition: tcp_game.h:116
StringID
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
Definition: strings_type.h:16
NetworkSettings::sync_freq
uint16_t sync_freq
how often do we check whether we are still in-sync
Definition: settings_type.h:295
_network_server
bool _network_server
network-server is active
Definition: network.cpp:60
_network_company_passworded
CompanyMask _network_company_passworded
Bitmask of the password status of all companies.
Definition: network.cpp:82
NetworkAction
NetworkAction
Actions that can be used for NetworkTextMessage.
Definition: network_type.h:102
CMD_COMPANY_CTRL
@ CMD_COMPANY_CTRL
used in multiplayer to create a new companies etc.
Definition: command_type.h:296
SPS_CLOSED
@ SPS_CLOSED
The connection got closed.
Definition: tcp.h:24
NetworkGameSocketHandler::last_packet
std::chrono::steady_clock::time_point last_packet
Time we received the last frame.
Definition: tcp_game.h:513
WC_CLIENT_LIST
@ WC_CLIENT_LIST
Client list; Window numbers:
Definition: window_type.h:478
IntervalTimer
An interval timer will fire every interval, and will continue to fire until it is deleted.
Definition: timer.h:76
Pool::PoolItem::index
Tindex index
Index of this pool item.
Definition: pool_type.hpp:234
NetworkGameSocketHandler::SetInfo
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
Definition: tcp_game.h:528
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:1427
NETWORK_CHAT_LENGTH
static const uint NETWORK_CHAT_LENGTH
The maximum length of a chat message, in bytes including '\0'.
Definition: config.h:63
ChangeNetworkRestartTime
void ChangeNetworkRestartTime(bool reset)
Reset the automatic network restart time interval.
Definition: network_server.cpp:1918
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:1592
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:2200
NetworkCheckRestartMapYear
static void NetworkCheckRestartMapYear()
Check if we want to restart the map based on the year.
Definition: network_server.cpp:1926
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:114
NetworkTCPSocketHandler::sock
SOCKET sock
The socket currently connected to.
Definition: tcp.h:38
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:163
MAX_CLIENTS
static const uint MAX_CLIENTS
How many clients can we have.
Definition: network_type.h:16
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
Packet * ReceivePacket() override
Receives a packet for the given client.
Definition: network_server.cpp:242
TimerGameEconomy::date_fract
static DateFract date_fract
Fractional part of the day.
Definition: timer_game_economy.h:38
GRFConfig::ident
GRFIdentifier ident
grfid and md5sum to uniquely identify newgrfs
Definition: newgrf_config.h:154
NetworkSettings::autoclean_protected
uint8_t autoclean_protected
remove the password from passworded companies after this many months
Definition: settings_type.h:324
_settings_client
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:54
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:150
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
WC_COMPANY
@ WC_COMPANY
Company view; Window numbers:
Definition: window_type.h:369
SocketList
std::map< SOCKET, NetworkAddress > SocketList
Type for a mapping between address and socket.
Definition: address.h:21
GetNetworkErrorMsg
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
Definition: network.cpp:298
_economy_network_daily
static IntervalTimer< TimerGameEconomy > _economy_network_daily({TimerGameEconomy::DAY, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAdminUpdate(ADMIN_FREQUENCY_DAILY);})
Daily "callback".
VEH_ROAD
@ VEH_ROAD
Road vehicle type.
Definition: vehicle_type.h:25
Vehicle
Vehicle data structure.
Definition: vehicle_base.h:240
_redirect_console_to_client
ClientID _redirect_console_to_client
If not invalid, redirect the console output to a client.
Definition: network.cpp:66
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:60
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
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:1040
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:832
CommandTraits
Defines the traits of a command.
Definition: command_type.h:448
NetworkSettings::max_download_time
uint16_t max_download_time
maximum amount of time, in game ticks, a client may take to download the map
Definition: settings_type.h:304
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:480
NetworkServerSendRcon
void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const std::string &string)
Send an rcon reply to the client.
Definition: network_server.cpp:2104
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:1750
Debug
#define Debug(category, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
ServerNetworkGameSocketHandler::SendCommand
NetworkRecvStatus SendCommand(const CommandPacket *cp)
Send a command to the client to execute.
Definition: network_server.cpp:676
network_base.h
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
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:803
GameSettings::game_creation
GameCreationSettings game_creation
settings used during the creation of a game (map)
Definition: settings_type.h:619
PacketWriter::Finish
void Finish() override
Prepare everything to finish writing the savegame.
Definition: network_server.cpp:186
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:310
OrderBackup::ResetUser
static void ResetUser(uint32_t user)
Reset an user's OrderBackup if needed.
Definition: order_backup.cpp:168
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
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
NetworkSettings::max_join_time
uint16_t max_join_time
maximum amount of time, in game ticks, a client may take to sync up during joining
Definition: settings_type.h:303
NetworkMakeClientNameUnique
bool NetworkMakeClientNameUnique(std::string &name)
Check whether a name is unique, and otherwise try to make it unique.
Definition: network_server.cpp:1657
_sync_seed_1
uint32_t _sync_seed_1
Seed to compare during sync checks.
Definition: network.cpp:76
Pool::MAX_SIZE
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
Definition: pool_type.hpp:84
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_t Password type (see NetworkPasswordType).
Definition: network_server.cpp:993
PacketWriter::PrependQueue
void PrependQueue()
Prepend the current packet to the queue.
Definition: network_server.cpp:153
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:393
FACIL_BUS_STOP
@ FACIL_BUS_STOP
Station with bus stops.
Definition: station_type.h:54
GroupStatistics
Statistics and caches on the vehicles in a group.
Definition: group.h:24
_economy_network_yearly
static IntervalTimer< TimerGameEconomy > _economy_network_yearly({TimerGameEconomy::YEAR, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAdminUpdate(ADMIN_FREQUENCY_ANUALLY);})
Economy yearly "callback".
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:866
_calendar_network_yearly
static IntervalTimer< TimerGameCalendar > _calendar_network_yearly({ TimerGameCalendar::YEAR, TimerGameCalendar::Priority::NONE }, [](auto) { if(!_network_server) return;NetworkCheckRestartMapYear();})
Calendar yearly "callback".
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:2189
TCPListenHandler
Template for TCP listeners.
Definition: tcp_listen.h:28
ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler
~ServerNetworkGameSocketHandler()
Clear everything related to this client.
Definition: network_server.cpp:229
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:1389
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:310
ServerNetworkGameSocketHandler::STATUS_INACTIVE
@ STATUS_INACTIVE
The client is not connected nor active.
Definition: network_server.h:52
Packet::Send_uint32
void Send_uint32(uint32_t data)
Package a 32 bits integer in the packet.
Definition: packet.cpp:150
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:125
ServerNetworkGameSocketHandler::Send
static void Send()
Send the packets for the server sockets.
Definition: network_server.cpp:325
PACKET_SERVER_NEED_GAME_PASSWORD
@ PACKET_SERVER_NEED_GAME_PASSWORD
Server requests the (hashed) game password.
Definition: tcp_game.h:64
Packet::Send_uint8
void Send_uint8(uint8_t data)
Package a 8 bits integer in the packet.
Definition: packet.cpp:129
CLIENT_ID_FIRST
@ CLIENT_ID_FIRST
The first client ID.
Definition: network_type.h:52
PacketWriter
Writing a savegame directly to a number of packets.
Definition: network_server.cpp:62
NetworkServerUpdateCompanyPassworded
void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
Tell that a particular company is (not) passworded.
Definition: network_server.cpp:2047
CommandPacket
Everything we need to know about a command to be able to execute it.
Definition: network_internal.h:109
ServerNetworkGameSocketHandler::SendSync
NetworkRecvStatus SendSync()
Request the client to sync.
Definition: network_server.cpp:657
GRFConfig
Information about GRF, used in the game and (part of it) in savegames.
Definition: newgrf_config.h:147
PACKET_SERVER_SHUTDOWN
@ PACKET_SERVER_SHUTDOWN
The server is shutting down.
Definition: tcp_game.h:120
ServerNetworkGameSocketHandler::SendChat
NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64_t data)
Send a chat message.
Definition: network_server.cpp:698
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:842
SM_NEWGAME
@ SM_NEWGAME
New Game --> 'Random game'.
Definition: openttd.h:28
Packet::Recv_uint32
uint32_t Recv_uint32()
Read a 32 bits integer from the packet.
Definition: packet.cpp:346
ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO
NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet *p) override
Request game information.
Definition: network_server.cpp:859
NetworkHandleCommandQueue
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
Handle the command-queue of a socket.
Definition: network_server.cpp:1737
NetworkCompanyStats::num_vehicle
uint16_t num_vehicle[NETWORK_VEH_END]
How many vehicles are there of this type?
Definition: network_type.h:68
NETWORK_RECV_STATUS_SERVER_ERROR
@ NETWORK_RECV_STATUS_SERVER_ERROR
The server told us we made an error.
Definition: core.h:29
IConsoleCmdExec
void IConsoleCmdExec(const std::string &command_string, const uint recurse_count)
Execute a given command passed to us.
Definition: console.cpp:293
PACKET_SERVER_COMPANY_UPDATE
@ PACKET_SERVER_COMPANY_UPDATE
Information (password) of a company changed.
Definition: tcp_game.h:115
PACKET_SERVER_BANNED
@ PACKET_SERVER_BANNED
The server has banned you.
Definition: tcp_game.h:35
_last_sync_frame
uint32_t _last_sync_frame
Used in the server to store the last time a sync packet was sent to clients.
Definition: network.cpp:74
ServerNetworkGameSocketHandler::SendMove
NetworkRecvStatus SendMove(ClientID client_id, CompanyID company_id)
Tell that a client moved to another company.
Definition: network_server.cpp:816
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:889
ServerNetworkGameSocketHandler::SendJoin
NetworkRecvStatus SendJoin(ClientID client_id)
Tell that a client joined.
Definition: network_server.cpp:621
_settings_game
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition: settings.cpp:55
ServerNetworkGameSocketHandler::SendFrame
NetworkRecvStatus SendFrame()
Tell the client that they may run to a particular frame.
Definition: network_server.cpp:634
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:49
CMD_CLIENT_ID
@ CMD_CLIENT_ID
set p2 with the ClientID of the sending client.
Definition: command_type.h:399
PacketWriter::total_size
size_t total_size
Total size of the compressed savegame.
Definition: network_server.cpp:65
NetworkCompanyState::password
std::string password
The password for the company.
Definition: network_type.h:75
NetworkSettings::max_lag_time
uint16_t max_lag_time
maximum amount of time, in game ticks, a client may be lagging behind the server
Definition: settings_type.h:306
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
_network_company_states
NetworkCompanyState * _network_company_states
Statistics about some companies.
Definition: network.cpp:64
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:723
ServerNetworkGameSocketHandler::SendCompanyUpdate
NetworkRecvStatus SendCompanyUpdate()
Send an update about the company password states.
Definition: network_server.cpp:829
ServerNetworkGameSocketHandler::SendWelcome
NetworkRecvStatus SendWelcome()
Send the client a welcome message with some basic information.
Definition: network_server.cpp:486
_network_client_id
static ClientID _network_client_id
The identifier counter for new clients (is never decreased)
Definition: network_server.cpp:47
ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE
NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p) override
Request the server to move this client into another company: uint8_t ID of the company the client wan...
Definition: network_server.cpp:1501
NetworkRestartMap
static void NetworkRestartMap()
Helper function to restart the map.
Definition: network_server.cpp:1884
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:381
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:1533
FACIL_DOCK
@ FACIL_DOCK
Station with a dock.
Definition: station_type.h:56
NetworkSettings::bytes_per_frame_burst
uint16_t bytes_per_frame_burst
how many bytes may, over a short period, be received?
Definition: settings_type.h:301
network_server.h
_network_dedicated
bool _network_dedicated
are we a dedicated server?
Definition: network.cpp:62
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:42
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:348
NetworkGameSocketHandler::ReceiveCommand
const char * ReceiveCommand(Packet *p, CommandPacket *cp)
Receives a command from the network.
Definition: network_command.cpp:427
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:58
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:209
ServerNetworkGameSocketHandler::SendQuit
NetworkRecvStatus SendQuit(ClientID client_id)
Tell the client another client quit.
Definition: network_server.cpp:762
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
DESTTYPE_TEAM
@ DESTTYPE_TEAM
Send message/notice to everyone playing the same company (Team)
Definition: network_type.h:93
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:59
ServerNetworkGameSocketHandler::last_token_frame
uint32_t last_token_frame
The last frame we received the right token.
Definition: network_server.h:67
PACKET_SERVER_FULL
@ PACKET_SERVER_FULL
The server is full and has no place for you.
Definition: tcp_game.h:34
Packet::Send_bool
void Send_bool(bool data)
Package a boolean in the packet.
Definition: packet.cpp:120
GENERATE_NEW_SEED
static const uint32_t GENERATE_NEW_SEED
Create a new random seed.
Definition: genworld.h:24
NetworkServerSendChat
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const std::string &msg, ClientID from_id, int64_t data, bool from_admin)
Send an actual chat message.
Definition: network_server.cpp:1271
NetworkAdminCompanyUpdate
void NetworkAdminCompanyUpdate(const Company *company)
Notify the admin network of company updates.
Definition: network_admin.cpp:881
NetworkSettings::server_name
std::string server_name
name of the server
Definition: settings_type.h:314
ServerNetworkGameSocketHandler::SendErrorQuit
NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
Tell the client another client quit with an error.
Definition: network_server.cpp:745
NetworkServerNewCompany
void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
Perform all the server specific administration of a new company.
Definition: network_server.cpp:2223
CCA_NEW
@ CCA_NEW
Create a new company.
Definition: company_type.h:68
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:538
NetworkSettings::rcon_password
std::string rcon_password
password for rconsole (server side)
Definition: settings_type.h:316
_switch_mode
SwitchMode _switch_mode
The next mainloop command.
Definition: gfx.cpp:48
PacketWriter::AppendQueue
void AppendQueue()
Append the current packet to the queue.
Definition: network_server.cpp:144
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:1090
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:61
NetworkGameSocketHandler::last_frame_server
uint32_t last_frame_server
Last frame the server has executed.
Definition: tcp_game.h:511
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:2067
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:384
ServerNetworkGameSocketHandler::GetClientIP
const std::string & GetClientIP()
Get the IP address/hostname of the connected client.
Definition: network_server.cpp:1990
GRFConfig::flags
uint8_t flags
NOSAVE: GCF_Flags, bitset.
Definition: newgrf_config.h:164
Pool
Base class for all pools.
Definition: pool_type.hpp:80
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:1443
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
GameCreationSettings::generation_seed
uint32_t generation_seed
noise seed for world generation
Definition: settings_type.h:340
ClientID
ClientID
'Unique' identifier to be given to clients
Definition: network_type.h:49
Pool::PoolItem<&_company_pool >::GetNumItems
static size_t GetNumItems()
Returns number of valid items in the pool.
Definition: pool_type.hpp:365
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:785
FACIL_TRAIN
@ FACIL_TRAIN
Station with train station.
Definition: station_type.h:52
network_udp.h
PacketWriter::~PacketWriter
~PacketWriter()
Make sure everything is cleaned up.
Definition: network_server.cpp:79
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:1201
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:146
_frame_counter
uint32_t _frame_counter
The current frame.
Definition: network.cpp:73
DestType
DestType
Destination of our chat messages.
Definition: network_type.h:91
CommandPacket::data
CommandDataBuffer data
command parameters.
Definition: network_internal.h:120
SetDParam
void SetDParam(size_t n, uint64_t v)
Set a string parameter v at index n in the global string parameter array.
Definition: strings.cpp:104
COMPANY_SPECTATOR
@ COMPANY_SPECTATOR
The client is spectating.
Definition: company_type.h:35
NetworkGameSocketHandler::last_frame
uint32_t last_frame
Last frame we have executed.
Definition: tcp_game.h:510
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:87
_file_to_saveload
FileToSaveLoad _file_to_saveload
File to save or load in the openttd loop.
Definition: saveload.cpp:60
GRFConfig::next
struct GRFConfig * next
NOSAVE: Next item in the linked list.
Definition: newgrf_config.h:174
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:2874
ServerNetworkGameSocketHandler::AllowConnection
static bool AllowConnection()
Whether an connection is allowed or not at this moment.
Definition: network_server.cpp:312
NetworkSettings::max_clients
uint8_t max_clients
maximum amount of clients
Definition: settings_type.h:327
ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP
NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p) override
Request the map from the server.
Definition: network_server.cpp:1016
GetString
std::string GetString(StringID string)
Resolve the given StringID into a std::string with all the associated DParam lookups and formatting.
Definition: strings.cpp:327
NetworkSettings::server_password
std::string server_password
password for joining this server
Definition: settings_type.h:315
NetworkSettings::max_companies
uint8_t max_companies
maximum amount of companies
Definition: settings_type.h:326
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:305
NetworkServerKickClient
void NetworkServerKickClient(ClientID client_id, const std::string &reason)
Kick a single client.
Definition: network_server.cpp:2114
ServerNetworkGameSocketHandler::SendMap
NetworkRecvStatus SendMap()
This sends the map to the client.
Definition: network_server.cpp:568
DESTTYPE_CLIENT
@ DESTTYPE_CLIENT
Send message/notice to only a certain client (Private)
Definition: network_type.h:94
FT_HEIGHTMAP
@ FT_HEIGHTMAP
heightmap file
Definition: fileio_type.h:20
CompanyCtrlAction
CompanyCtrlAction
The action to do with CMD_COMPANY_CTRL.
Definition: company_type.h:67
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
INVALID_CLIENT_ID
@ INVALID_CLIENT_ID
Client is not part of anything.
Definition: network_type.h:50
ServerNetworkGameSocketHandler::SendNewGRFCheck
NetworkRecvStatus SendNewGRFCheck()
Send the check for the NewGRFs.
Definition: network_server.cpp:426
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:225
DESTTYPE_BROADCAST
@ DESTTYPE_BROADCAST
Send message/notice to all clients (All)
Definition: network_type.h:92
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:448
NetworkGameSocketHandler::incoming_queue
CommandQueue incoming_queue
The command-queue awaiting handling.
Definition: tcp_game.h:512
NetworkGameSocketHandler::client_id
ClientID client_id
Client identifier.
Definition: tcp_game.h:509
_grfconfig
GRFConfig * _grfconfig
First item in list of current GRF set up.
Definition: newgrf_config.cpp:164
PacketWriter::PacketWriter
PacketWriter(ServerNetworkGameSocketHandler *cs)
Create the packet writer.
Definition: network_server.cpp:74
CRR_AUTOCLEAN
@ CRR_AUTOCLEAN
The company is removed due to autoclean.
Definition: company_type.h:58
CommandHelper
Definition: command_func.h:93
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:320
NetworkServerChangeClientName
bool NetworkServerChangeClientName(ClientID client_id, const std::string &new_name)
Change the client name of the given client.
Definition: network_server.cpp:1696
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_t Current frame counter of the client.
Definition: network_server.cpp:1212
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:819
NetworkSettings::bytes_per_frame
uint16_t bytes_per_frame
how many bytes may, over a long period, be received per frame?
Definition: settings_type.h:300
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:300
_network_ban_list
StringList _network_ban_list
The banned clients.
Definition: network.cpp:70
ClientSettings::network
NetworkSettings network
settings related to the network
Definition: settings_type.h:637
PacketWriter::mutex
std::mutex mutex
Mutex for making threaded saving safe.
Definition: network_server.cpp:67
NetworkSettings::restart_hours
uint16_t restart_hours
number of hours to run the server before automatic restart
Definition: settings_type.h:329
SlError
void SlError(StringID string, const std::string &extra_msg)
Error handler.
Definition: saveload.cpp:332
ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler
ServerNetworkGameSocketHandler(SOCKET s)
Create a new socket for the server side of the game connection.
Definition: network_server.cpp:212
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:1477
RoadVehicle::IsBus
bool IsBus() const
Check whether a roadvehicle is a bus.
Definition: roadveh_cmd.cpp:83
ServerNetworkGameSocketHandler::client_address
NetworkAddress client_address
IP-address of the client (so they can be banned)
Definition: network_server.h:73
_network_restart_map_timer
static IntervalTimer< TimerGameRealtime > _network_restart_map_timer({std::chrono::hours::zero(), TimerGameRealtime::UNPAUSED}, [](auto) { if(!_network_server) return;if(_settings_client.network.restart_hours==0) return;Debug(net, 3, "Auto-restarting map: {} hours played", _settings_client.network.restart_hours);NetworkRestartMap();})
Timer to restart a network server automatically based on real-time hours played.
NetworkSettings::autoclean_novehicles
uint8_t autoclean_novehicles
remove companies with no vehicles after this many months
Definition: settings_type.h:325
PacketWriter::Destroy
void Destroy()
Begin the destruction of this packet writer.
Definition: network_server.cpp:104
GenerateCompanyPasswordHash
std::string GenerateCompanyPasswordHash(const std::string &password, const std::string &password_server_id, uint32_t password_game_seed)
Hash the given password using server ID and game seed.
Definition: network.cpp:177
ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT
NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p) override
Sends a chat-packet to the server: uint8_t ID of the action (see NetworkAction).
Definition: network_server.cpp:1397
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:448
TCP_MTU
static const uint16_t TCP_MTU
Number of bytes we can pack in a single TCP packet.
Definition: config.h:45
SB
constexpr T SB(T &x, const uint8_t s, const uint8_t n, const U d)
Set n bits in x starting at bit s to d.
Definition: bitmath_func.hpp:58
ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD
NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p) override
Send a password to the server to authorize: uint8_t Password type (see NetworkPasswordType).
Definition: network_server.cpp:967
ADMIN_FREQUENCY_WEEKLY
@ ADMIN_FREQUENCY_WEEKLY
The admin gets information about this on a weekly basis.
Definition: tcp_admin.h:94
NetworkServerUpdateGameInfo
void NetworkServerUpdateGameInfo()
Update the server's NetworkServerGameInfo due to changes in settings.
Definition: network_server.cpp:2037
PACKET_SERVER_WELCOME
@ PACKET_SERVER_WELCOME
Server welcomes you and gives you your ClientID.
Definition: tcp_game.h:70
Ticks::DAY_TICKS
static constexpr TimerGameTick::Ticks DAY_TICKS
1 day is 74 ticks; TimerGameCalendar::date_fract used to be uint16_t and incremented by 885.
Definition: timer_game_tick.h:48
ServerNetworkGameSocketHandler::SendShutdown
NetworkRecvStatus SendShutdown()
Tell the client we're shutting down.
Definition: network_server.cpp:775
VEH_TRAIN
@ VEH_TRAIN
Train vehicle type.
Definition: vehicle_type.h:24
NetworkSettings::autoclean_unprotected
uint8_t autoclean_unprotected
remove passwordless companies after this many months
Definition: settings_type.h:323
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:324
_network_weekly
static IntervalTimer< TimerGameEconomy > _network_weekly({TimerGameEconomy::WEEK, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAdminUpdate(ADMIN_FREQUENCY_WEEKLY);})
Economy weekly "callback".
ServerNetworkGameSocketHandler::SendRConResult
NetworkRecvStatus SendRConResult(uint16_t colour, const std::string &command)
Send the result of a console action.
Definition: network_server.cpp:799
NetworkSettings::max_init_time
uint16_t max_init_time
maximum amount of time, in game ticks, a client may take to initiate joining
Definition: settings_type.h:302
FACIL_AIRPORT
@ FACIL_AIRPORT
Station with an airport.
Definition: station_type.h:55
CMD_SERVER
@ CMD_SERVER
the command can only be initiated by the server
Definition: command_type.h:392
CMD_SPECTATOR
@ CMD_SPECTATOR
the command may be initiated by a spectator
Definition: command_type.h:393
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:68
network_admin.h
NetworkServerGameInfo::clients_on
byte clients_on
Current count of clients on server.
Definition: network_game_info.h:107
CC_WARNING
static const TextColour CC_WARNING
Colour for warning lines.
Definition: console_type.h:25
CCA_DELETE
@ CCA_DELETE
Delete a company.
Definition: company_type.h:70
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:23
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:1720
VEH_SHIP
@ VEH_SHIP
Ship vehicle type.
Definition: vehicle_type.h:26
Company
Definition: company_base.h:116
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:466
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
SetWindowClassesDirty
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
Definition: window.cpp:3108
SL_OK
@ SL_OK
completed successfully
Definition: saveload.h:384
CLIENT_ID_SERVER
@ CLIENT_ID_SERVER
Servers always have this ID.
Definition: network_type.h:51
_networkclientsocket_pool
NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket")
Make very sure the preconditions given in network_type.h are actually followed.
PacketWriter::current
Packet * current
The packet we're currently writing to.
Definition: network_server.cpp:64
NetworkAdminCompanyInfo
void NetworkAdminCompanyInfo(const Company *company, bool new_company)
Notify the admin network of company details.
Definition: network_admin.cpp:860
NetworkErrorCode
NetworkErrorCode
The error codes we send around in the protocols.
Definition: network_type.h:122
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:1315
ServerNetworkGameSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
Definition: network_server.cpp:255
_frame_counter_max
uint32_t _frame_counter_max
To where we may go with our clients.
Definition: network.cpp:72
_network_monthly
static IntervalTimer< TimerGameEconomy > _network_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAutoCleanCompanies();NetworkAdminUpdate(ADMIN_FREQUENCY_MONTHLY);})
Economy monthly "callback".
NetworkClientInfo::join_date
TimerGameEconomy::Date join_date
Gamedate the client has joined.
Definition: network_base.h:28
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:2175
Packet::Send_uint16
void Send_uint16(uint16_t data)
Package a 16 bits integer in the packet.
Definition: packet.cpp:139
Packet::Recv_uint8
uint8_t Recv_uint8()
Read a 8 bits integer from the packet.
Definition: packet.cpp:317
PacketWriter::packets
Packet * packets
Packet queue of the savegame; send these "slowly" to the client.
Definition: network_server.cpp:66
_settings_newgame
GameSettings _settings_newgame
Game settings for new games (updated from the intro screen).
Definition: settings.cpp:56
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:846
GCF_STATIC
@ GCF_STATIC
GRF file is used statically (can be used in any MP game)
Definition: newgrf_config.h:25
ServerNetworkGameSocketHandler::SendWait
NetworkRecvStatus SendWait()
Tell the client that its put in a waiting queue.
Definition: network_server.cpp:519
NetworkSettings::autoclean_companies
bool autoclean_companies
automatically remove companies that are not in use
Definition: settings_type.h:322
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:321
ServerNetworkGameSocketHandler::STATUS_AUTHORIZED
@ STATUS_AUTHORIZED
The client is authorized.
Definition: network_server.h:56
TimerGameCalendar::year
static Year year
Current year, starting at 0.
Definition: timer_game_calendar.h:32
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:1569
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:1157
TimerGameEconomy::date
static Date date
Current date in days (day counter).
Definition: timer_game_economy.h:37
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:91
HasBit
constexpr debug_inline bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
Definition: bitmath_func.hpp:103