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

OpenTTD Source 14.1

network_server.cpp
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1 /*
2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6 */
7
10 #include "../stdafx.h"
11 #include "../strings_func.h"
12 #include "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 std::unique_ptr<Packet> current;
65 size_t total_size;
66 std::deque<std::unique_ptr<Packet>> packets;
67 std::mutex mutex;
68 std::condition_variable exit_sig;
69
74 PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(nullptr), cs(cs), total_size(0)
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 this->packets.clear();
88 this->current = nullptr;
89 }
90
101 void Destroy()
102 {
103 std::unique_lock<std::mutex> lock(this->mutex);
104
105 this->cs = nullptr;
106
107 this->exit_sig.notify_all();
108 lock.unlock();
109
110 /* Make sure the saving is completely cancelled. Yes,
111 * we need to handle the save finish as well as the
112 * next connection might just be requesting a map. */
113 WaitTillSaved();
114 }
115
122 bool TransferToNetworkQueue(ServerNetworkGameSocketHandler *socket)
123 {
124 /* Unsafe check for the queue being empty or not. */
125 if (this->packets.empty()) return false;
126
127 std::lock_guard<std::mutex> lock(this->mutex);
128
129 while (!this->packets.empty()) {
130 bool last_packet = this->packets.front()->GetPacketType() == PACKET_SERVER_MAP_DONE;
131 socket->SendPacket(std::move(this->packets.front()));
132 this->packets.pop_front();
133
134 if (last_packet) return true;
135 }
136
137 return false;
138 }
139
140 void Write(byte *buf, size_t size) override
141 {
142 /* We want to abort the saving when the socket is closed. */
143 if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
144
145 if (this->current == nullptr) this->current = std::make_unique<Packet>(PACKET_SERVER_MAP_DATA, TCP_MTU);
146
147 std::lock_guard<std::mutex> lock(this->mutex);
148
149 byte *bufe = buf + size;
150 while (buf != bufe) {
151 size_t written = this->current->Send_bytes(buf, bufe);
152 buf += written;
153
154 if (!this->current->CanWriteToPacket(1)) {
155 this->packets.push_back(std::move(this->current));
156 if (buf != bufe) this->current = std::make_unique<Packet>(PACKET_SERVER_MAP_DATA, TCP_MTU);
157 }
158 }
159
160 this->total_size += size;
161 }
162
163 void Finish() 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 std::lock_guard<std::mutex> lock(this->mutex);
169
170 /* Make sure the last packet is flushed. */
171 if (this->current != nullptr) this->packets.push_back(std::move(this->current));
172
173 /* Add a packet stating that this is the end to the queue. */
174 this->packets.push_back(std::make_unique<Packet>(PACKET_SERVER_MAP_DONE));
175
176 /* Fast-track the size to the client. */
177 auto p = std::make_unique<Packet>(PACKET_SERVER_MAP_SIZE);
178 p->Send_uint32((uint32_t)this->total_size);
179 this->packets.push_front(std::move(p));
180 }
181 };
182
183
188 ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s)
189 {
190 this->status = STATUS_INACTIVE;
191 this->client_id = _network_client_id++;
192 this->receive_limit = _settings_client.network.bytes_per_frame_burst;
193
194 Debug(net, 9, "client[{}] status = INACTIVE", this->client_id);
195
196 /* The Socket and Info pools need to be the same in size. After all,
197 * each Socket will be associated with at most one Info object. As
198 * such if the Socket was allocated the Info object can as well. */
199 static_assert(NetworkClientSocketPool::MAX_SIZE == NetworkClientInfoPool::MAX_SIZE);
200 }
201
205 ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
206 {
207 delete this->GetInfo();
208
209 if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID;
210 OrderBackup::ResetUser(this->client_id);
211
212 if (this->savegame != nullptr) {
213 this->savegame->Destroy();
214 this->savegame = nullptr;
215 }
216 }
217
218 std::unique_ptr<Packet> ServerNetworkGameSocketHandler::ReceivePacket()
219 {
220 /* Only allow receiving when we have some buffer free; this value
221 * can go negative, but eventually it will become positive again. */
222 if (this->receive_limit <= 0) return nullptr;
223
224 /* We can receive a packet, so try that and if needed account for
225 * the amount of received data. */
226 std::unique_ptr<Packet> p = this->NetworkTCPSocketHandler::ReceivePacket();
227 if (p != nullptr) this->receive_limit -= p->Size();
228 return p;
229 }
230
231 NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
232 {
233 assert(status != NETWORK_RECV_STATUS_OKAY);
234 /*
235 * Sending a message just before leaving the game calls cs->SendPackets.
236 * This might invoke this function, which means that when we close the
237 * connection after cs->SendPackets we will close an already closed
238 * connection. This handles that case gracefully without having to make
239 * that code any more complex or more aware of the validity of the socket.
240 */
241 if (this->IsPendingDeletion() || this->sock == INVALID_SOCKET) return status;
242
243 if (status != NETWORK_RECV_STATUS_CLIENT_QUIT && status != NETWORK_RECV_STATUS_SERVER_ERROR && !this->HasClientQuit() && this->status >= STATUS_AUTHORIZED) {
244 /* We did not receive a leave message from this client... */
245 std::string client_name = this->GetClientName();
246
247 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
248
249 /* Inform other clients of this... strange leaving ;) */
250 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
251 if (new_cs->status >= STATUS_AUTHORIZED && this != new_cs) {
252 new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
253 }
254 }
255 }
256
257 /* If we were transfering a map to this client, stop the savegame creation
258 * process and queue the next client to receive the map. */
259 if (this->status == STATUS_MAP) {
260 /* Ensure the saving of the game is stopped too. */
261 this->savegame->Destroy();
262 this->savegame = nullptr;
263
264 this->CheckNextClientToSendMap(this);
265 }
266
267 NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
268 Debug(net, 3, "[{}] Client #{} closed connection", ServerNetworkGameSocketHandler::GetName(), this->client_id);
269
270 /* We just lost one client :( */
271 if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
272 extern byte _network_clients_connected;
273 _network_clients_connected--;
274
275 this->SendPackets(true);
276
277 this->DeferDeletion();
278
279 InvalidateWindowData(WC_CLIENT_LIST, 0);
280
281 return status;
282 }
283
288 /* static */ bool ServerNetworkGameSocketHandler::AllowConnection()
289 {
290 extern byte _network_clients_connected;
291 bool accept = _network_clients_connected < MAX_CLIENTS;
292
293 /* We can't go over the MAX_CLIENTS limit here. However, the
294 * pool must have place for all clients and ourself. */
295 static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENTS + 1);
296 assert(!accept || ServerNetworkGameSocketHandler::CanAllocateItem());
297 return accept;
298 }
299
301 /* static */ void ServerNetworkGameSocketHandler::Send()
302 {
303 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
304 if (cs->writable) {
305 if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
306 /* This client is in the middle of a map-send, call the function for that */
307 cs->SendMap();
308 }
309 }
310 }
311 }
312
313 static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
314
315 /***********
316 * Sending functions
317 ************/
318
323 NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientInfo *ci)
324 {
325 Debug(net, 9, "client[{}] SendClientInfo(): client_id={}", this->client_id, ci->client_id);
326
327 if (ci->client_id != INVALID_CLIENT_ID) {
328 auto p = std::make_unique<Packet>(PACKET_SERVER_CLIENT_INFO);
329 p->Send_uint32(ci->client_id);
330 p->Send_uint8 (ci->client_playas);
331 p->Send_string(ci->client_name);
332
333 this->SendPacket(std::move(p));
334 }
335 return NETWORK_RECV_STATUS_OKAY;
336 }
337
339 NetworkRecvStatus ServerNetworkGameSocketHandler::SendGameInfo()
340 {
341 Debug(net, 9, "client[{}] SendGameInfo()", this->client_id);
342
343 auto p = std::make_unique<Packet>(PACKET_SERVER_GAME_INFO, TCP_MTU);
344 SerializeNetworkGameInfo(*p, GetCurrentNetworkServerGameInfo());
345
346 this->SendPacket(std::move(p));
347
348 return NETWORK_RECV_STATUS_OKAY;
349 }
350
356 NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error, const std::string &reason)
357 {
358 Debug(net, 9, "client[{}] SendError(): error={}", this->client_id, error);
359
360 auto p = std::make_unique<Packet>(PACKET_SERVER_ERROR);
361
362 p->Send_uint8(error);
363 if (!reason.empty()) p->Send_string(reason);
364 this->SendPacket(std::move(p));
365
366 StringID strid = GetNetworkErrorMsg(error);
367
368 /* Only send when the current client was in game */
369 if (this->status >= STATUS_AUTHORIZED) {
370 std::string client_name = this->GetClientName();
371
372 Debug(net, 1, "'{}' made an error and has been disconnected: {}", client_name, GetString(strid));
373
374 if (error == NETWORK_ERROR_KICKED && !reason.empty()) {
375 NetworkTextMessage(NETWORK_ACTION_KICKED, CC_DEFAULT, false, client_name, reason, strid);
376 } else {
377 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
378 }
379
380 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
381 if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
382 /* Some errors we filter to a more general error. Clients don't have to know the real
383 * reason a joining failed. */
384 if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
385 error = NETWORK_ERROR_ILLEGAL_PACKET;
386 }
387 new_cs->SendErrorQuit(this->client_id, error);
388 }
389 }
390
391 NetworkAdminClientError(this->client_id, error);
392 } else {
393 Debug(net, 1, "Client {} made an error and has been disconnected: {}", this->client_id, GetString(strid));
394 }
395
396 /* The client made a mistake, so drop the connection now! */
397 return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
398 }
399
401 NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
402 {
403 Debug(net, 9, "client[{}] SendNewGRFCheck()", this->client_id);
404
405 auto p = std::make_unique<Packet>(PACKET_SERVER_CHECK_NEWGRFS, TCP_MTU);
406 const GRFConfig *c;
407 uint grf_count = 0;
408
409 for (c = _grfconfig; c != nullptr; c = c->next) {
410 if (!HasBit(c->flags, GCF_STATIC)) grf_count++;
411 }
412
413 p->Send_uint8 (grf_count);
414 for (c = _grfconfig; c != nullptr; c = c->next) {
415 if (!HasBit(c->flags, GCF_STATIC)) SerializeGRFIdentifier(*p, c->ident);
416 }
417
418 this->SendPacket(std::move(p));
419 return NETWORK_RECV_STATUS_OKAY;
420 }
421
423 NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
424 {
425 if (_settings_client.network.server_password.empty()) {
426 /* Do not actually need a game password, continue with the company password. */
427 return this->SendNeedCompanyPassword();
428 }
429
430 Debug(net, 9, "client[{}] SendNeedGamePassword()", this->client_id);
431
432 /* Invalid packet when status is STATUS_AUTH_GAME or higher */
433 if (this->status >= STATUS_AUTH_GAME) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
434
435 Debug(net, 9, "client[{}] status = AUTH_GAME", this->client_id);
436 this->status = STATUS_AUTH_GAME;
437 /* Reset 'lag' counters */
438 this->last_frame = this->last_frame_server = _frame_counter;
439
440 auto p = std::make_unique<Packet>(PACKET_SERVER_NEED_GAME_PASSWORD);
441 this->SendPacket(std::move(p));
442 return NETWORK_RECV_STATUS_OKAY;
443 }
444
446 NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
447 {
448 NetworkClientInfo *ci = this->GetInfo();
449 if (!Company::IsValidID(ci->client_playas) || _network_company_states[ci->client_playas].password.empty()) {
450 return this->SendWelcome();
451 }
452
453 Debug(net, 9, "client[{}] SendNeedCompanyPassword()", this->client_id);
454
455 /* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
456 if (this->status >= STATUS_AUTH_COMPANY) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
457
458 Debug(net, 9, "client[{}] status = AUTH_COMPANY", this->client_id);
459 this->status = STATUS_AUTH_COMPANY;
460 /* Reset 'lag' counters */
461 this->last_frame = this->last_frame_server = _frame_counter;
462
463 auto p = std::make_unique<Packet>(PACKET_SERVER_NEED_COMPANY_PASSWORD);
464 p->Send_uint32(_settings_game.game_creation.generation_seed);
465 p->Send_string(_settings_client.network.network_id);
466 this->SendPacket(std::move(p));
467 return NETWORK_RECV_STATUS_OKAY;
468 }
469
471 NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
472 {
473 Debug(net, 9, "client[{}] SendWelcome()", this->client_id);
474
475 /* Invalid packet when status is AUTH or higher */
476 if (this->status >= STATUS_AUTHORIZED) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
477
478 Debug(net, 9, "client[{}] status = AUTHORIZED", this->client_id);
479 this->status = STATUS_AUTHORIZED;
480 /* Reset 'lag' counters */
481 this->last_frame = this->last_frame_server = _frame_counter;
482
483 _network_game_info.clients_on++;
484
485 auto p = std::make_unique<Packet>(PACKET_SERVER_WELCOME);
486 p->Send_uint32(this->client_id);
487 p->Send_uint32(_settings_game.game_creation.generation_seed);
488 p->Send_string(_settings_client.network.network_id);
489 this->SendPacket(std::move(p));
490
491 /* Transmit info about all the active clients */
492 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
493 if (new_cs != this && new_cs->status >= STATUS_AUTHORIZED) {
494 this->SendClientInfo(new_cs->GetInfo());
495 }
496 }
497 /* Also send the info of the server */
498 return this->SendClientInfo(NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER));
499 }
500
502 NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
503 {
504 Debug(net, 9, "client[{}] SendWait()", this->client_id);
505
506 int waiting = 1; // current player getting the map counts as 1
507
508 /* Count how many clients are waiting in the queue, in front of you! */
509 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
510 if (new_cs->status != STATUS_MAP_WAIT) continue;
511 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++;
512 }
513
514 auto p = std::make_unique<Packet>(PACKET_SERVER_WAIT);
515 p->Send_uint8(waiting);
516 this->SendPacket(std::move(p));
517 return NETWORK_RECV_STATUS_OKAY;
518 }
519
520 void ServerNetworkGameSocketHandler::CheckNextClientToSendMap(NetworkClientSocket *ignore_cs)
521 {
522 Debug(net, 9, "client[{}] CheckNextClientToSendMap()", this->client_id);
523
524 /* Find the best candidate for joining, i.e. the first joiner. */
525 NetworkClientSocket *best = nullptr;
526 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
527 if (ignore_cs == new_cs) continue;
528
529 if (new_cs->status == STATUS_MAP_WAIT) {
530 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)) {
531 best = new_cs;
532 }
533 }
534 }
535
536 /* Is there someone else to join? */
537 if (best != nullptr) {
538 /* Let the first start joining. */
539 best->status = STATUS_AUTHORIZED;
540 best->SendMap();
541
542 /* And update the rest. */
543 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
544 if (new_cs->status == STATUS_MAP_WAIT) new_cs->SendWait();
545 }
546 }
547 }
548
550 NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
551 {
552 if (this->status < STATUS_AUTHORIZED) {
553 /* Illegal call, return error and ignore the packet */
554 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
555 }
556
557 if (this->status == STATUS_AUTHORIZED) {
558 Debug(net, 9, "client[{}] SendMap(): first_packet", this->client_id);
559
560 WaitTillSaved();
561 this->savegame = std::make_shared<PacketWriter>(this);
562
563 /* Now send the _frame_counter and how many packets are coming */
564 auto p = std::make_unique<Packet>(PACKET_SERVER_MAP_BEGIN);
565 p->Send_uint32(_frame_counter);
566 this->SendPacket(std::move(p));
567
568 NetworkSyncCommandQueue(this);
569 Debug(net, 9, "client[{}] status = MAP", this->client_id);
570 this->status = STATUS_MAP;
571 /* Mark the start of download */
572 this->last_frame = _frame_counter;
573 this->last_frame_server = _frame_counter;
574
575 /* Make a dump of the current game */
576 if (SaveWithFilter(this->savegame, true) != SL_OK) UserError("network savedump failed");
577 }
578
579 if (this->status == STATUS_MAP) {
580 bool last_packet = this->savegame->TransferToNetworkQueue(this);
581 if (last_packet) {
582 Debug(net, 9, "client[{}] SendMap(): last_packet", this->client_id);
583
584 /* Done reading, make sure saving is done as well */
585 this->savegame->Destroy();
586 this->savegame = nullptr;
587
588 /* Set the status to DONE_MAP, no we will wait for the client
589 * to send it is ready (maybe that happens like never ;)) */
590 Debug(net, 9, "client[{}] status = DONE_MAP", this->client_id);
591 this->status = STATUS_DONE_MAP;
592
593 this->CheckNextClientToSendMap();
594 }
595 }
596 return NETWORK_RECV_STATUS_OKAY;
597 }
598
603 NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
604 {
605 Debug(net, 9, "client[{}] SendJoin(): client_id={}", this->client_id, client_id);
606
607 auto p = std::make_unique<Packet>(PACKET_SERVER_JOIN);
608
609 p->Send_uint32(client_id);
610
611 this->SendPacket(std::move(p));
612 return NETWORK_RECV_STATUS_OKAY;
613 }
614
616 NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
617 {
618 auto p = std::make_unique<Packet>(PACKET_SERVER_FRAME);
619 p->Send_uint32(_frame_counter);
620 p->Send_uint32(_frame_counter_max);
621 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
622 p->Send_uint32(_sync_seed_1);
623 #ifdef NETWORK_SEND_DOUBLE_SEED
624 p->Send_uint32(_sync_seed_2);
625 #endif
626 #endif
627
628 /* If token equals 0, we need to make a new token and send that. */
629 if (this->last_token == 0) {
630 this->last_token = InteractiveRandomRange(UINT8_MAX - 1) + 1;
631 p->Send_uint8(this->last_token);
632 }
633
634 this->SendPacket(std::move(p));
635 return NETWORK_RECV_STATUS_OKAY;
636 }
637
639 NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
640 {
641 Debug(net, 9, "client[{}] SendSync(), frame_counter={}, sync_seed_1={}", this->client_id, _frame_counter, _sync_seed_1);
642
643 auto p = std::make_unique<Packet>(PACKET_SERVER_SYNC);
644 p->Send_uint32(_frame_counter);
645 p->Send_uint32(_sync_seed_1);
646
647 #ifdef NETWORK_SEND_DOUBLE_SEED
648 p->Send_uint32(_sync_seed_2);
649 #endif
650 this->SendPacket(std::move(p));
651 return NETWORK_RECV_STATUS_OKAY;
652 }
653
658 NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket &cp)
659 {
660 Debug(net, 9, "client[{}] SendCommand(): cmd={}", this->client_id, cp.cmd);
661
662 auto p = std::make_unique<Packet>(PACKET_SERVER_COMMAND);
663
664 this->NetworkGameSocketHandler::SendCommand(*p, cp);
665 p->Send_uint32(cp.frame);
666 p->Send_bool (cp.my_cmd);
667
668 this->SendPacket(std::move(p));
669 return NETWORK_RECV_STATUS_OKAY;
670 }
671
680 NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64_t data)
681 {
682 Debug(net, 9, "client[{}] SendChat(): action={}, client_id={}, self_send={}", this->client_id, action, client_id, self_send);
683
684 if (this->status < STATUS_PRE_ACTIVE) return NETWORK_RECV_STATUS_OKAY;
685
686 auto p = std::make_unique<Packet>(PACKET_SERVER_CHAT);
687
688 p->Send_uint8 (action);
689 p->Send_uint32(client_id);
690 p->Send_bool (self_send);
691 p->Send_string(msg);
692 p->Send_uint64(data);
693
694 this->SendPacket(std::move(p));
695 return NETWORK_RECV_STATUS_OKAY;
696 }
697
705 NetworkRecvStatus ServerNetworkGameSocketHandler::SendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
706 {
707 Debug(net, 9, "client[{}] SendExternalChat(): source={}", this->client_id, source);
708
709 if (this->status < STATUS_PRE_ACTIVE) return NETWORK_RECV_STATUS_OKAY;
710
711 auto p = std::make_unique<Packet>(PACKET_SERVER_EXTERNAL_CHAT);
712
713 p->Send_string(source);
714 p->Send_uint16(colour);
715 p->Send_string(user);
716 p->Send_string(msg);
717
718 this->SendPacket(std::move(p));
719 return NETWORK_RECV_STATUS_OKAY;
720 }
721
727 NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
728 {
729 Debug(net, 9, "client[{}] SendErrorQuit(): client_id={}, errorno={}", this->client_id, client_id, errorno);
730
731 auto p = std::make_unique<Packet>(PACKET_SERVER_ERROR_QUIT);
732
733 p->Send_uint32(client_id);
734 p->Send_uint8 (errorno);
735
736 this->SendPacket(std::move(p));
737 return NETWORK_RECV_STATUS_OKAY;
738 }
739
744 NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
745 {
746 Debug(net, 9, "client[{}] SendQuit(): client_id={}", this->client_id, client_id);
747
748 auto p = std::make_unique<Packet>(PACKET_SERVER_QUIT);
749
750 p->Send_uint32(client_id);
751
752 this->SendPacket(std::move(p));
753 return NETWORK_RECV_STATUS_OKAY;
754 }
755
757 NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
758 {
759 Debug(net, 9, "client[{}] SendShutdown()", this->client_id);
760
761 auto p = std::make_unique<Packet>(PACKET_SERVER_SHUTDOWN);
762 this->SendPacket(std::move(p));
763 return NETWORK_RECV_STATUS_OKAY;
764 }
765
767 NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
768 {
769 Debug(net, 9, "client[{}] SendNewGame()", this->client_id);
770
771 auto p = std::make_unique<Packet>(PACKET_SERVER_NEWGAME);
772 this->SendPacket(std::move(p));
773 return NETWORK_RECV_STATUS_OKAY;
774 }
775
781 NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16_t colour, const std::string &command)
782 {
783 Debug(net, 9, "client[{}] SendRConResult()", this->client_id);
784
785 auto p = std::make_unique<Packet>(PACKET_SERVER_RCON);
786
787 p->Send_uint16(colour);
788 p->Send_string(command);
789 this->SendPacket(std::move(p));
790 return NETWORK_RECV_STATUS_OKAY;
791 }
792
798 NetworkRecvStatus ServerNetworkGameSocketHandler::SendMove(ClientID client_id, CompanyID company_id)
799 {
800 Debug(net, 9, "client[{}] SendMove(): client_id={}", this->client_id, client_id);
801
802 auto p = std::make_unique<Packet>(PACKET_SERVER_MOVE);
803
804 p->Send_uint32(client_id);
805 p->Send_uint8(company_id);
806 this->SendPacket(std::move(p));
807 return NETWORK_RECV_STATUS_OKAY;
808 }
809
811 NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate()
812 {
813 Debug(net, 9, "client[{}] SendCompanyUpdate()", this->client_id);
814
815 auto p = std::make_unique<Packet>(PACKET_SERVER_COMPANY_UPDATE);
816
817 static_assert(sizeof(_network_company_passworded) <= sizeof(uint16_t));
818 p->Send_uint16(_network_company_passworded);
819 this->SendPacket(std::move(p));
820 return NETWORK_RECV_STATUS_OKAY;
821 }
822
824 NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
825 {
826 Debug(net, 9, "client[{}] SendConfigUpdate()", this->client_id);
827
828 auto p = std::make_unique<Packet>(PACKET_SERVER_CONFIG_UPDATE);
829
830 p->Send_uint8(_settings_client.network.max_companies);
831 p->Send_string(_settings_client.network.server_name);
832 this->SendPacket(std::move(p));
833 return NETWORK_RECV_STATUS_OKAY;
834 }
835
836 /***********
837 * Receiving functions
838 ************/
839
840 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet &)
841 {
842 Debug(net, 9, "client[{}] Receive_CLIENT_GAME_INFO()", this->client_id);
843
844 return this->SendGameInfo();
845 }
846
847 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet &)
848 {
849 if (this->status != STATUS_NEWGRFS_CHECK) {
850 /* Illegal call, return error and ignore the packet */
851 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
852 }
853
854 Debug(net, 9, "client[{}] Receive_CLIENT_NEWGRFS_CHECKED()", this->client_id);
855
856 return this->SendNeedGamePassword();
857 }
858
859 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet &p)
860 {
861 if (this->status != STATUS_INACTIVE) {
862 /* Illegal call, return error and ignore the packet */
863 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
864 }
865
866 if (_network_game_info.clients_on >= _settings_client.network.max_clients) {
867 /* Turns out we are full. Inform the user about this. */
868 return this->SendError(NETWORK_ERROR_FULL);
869 }
870
871 std::string client_revision = p.Recv_string(NETWORK_REVISION_LENGTH);
872 uint32_t newgrf_version = p.Recv_uint32();
873
874 Debug(net, 9, "client[{}] Receive_CLIENT_JOIN(): client_revision={}, newgrf_version={}", this->client_id, client_revision, newgrf_version);
875
876 /* Check if the client has revision control enabled */
877 if (!IsNetworkCompatibleVersion(client_revision) || _openttd_newgrf_version != newgrf_version) {
878 /* Different revisions!! */
879 return this->SendError(NETWORK_ERROR_WRONG_REVISION);
880 }
881
882 std::string client_name = p.Recv_string(NETWORK_CLIENT_NAME_LENGTH);
883 CompanyID playas = (Owner)p.Recv_uint8();
884
885 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
886
887 /* join another company does not affect these values */
888 switch (playas) {
889 case COMPANY_NEW_COMPANY: // New company
890 if (Company::GetNumItems() >= _settings_client.network.max_companies) {
891 return this->SendError(NETWORK_ERROR_FULL);
892 }
893 break;
894 case COMPANY_SPECTATOR: // Spectator
895 break;
896 default: // Join another company (companies 1-8 (index 0-7))
897 if (!Company::IsValidHumanID(playas)) {
898 return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
899 }
900 break;
901 }
902
903 if (!NetworkIsValidClientName(client_name)) {
904 /* An invalid client name was given. However, the client ensures the name
905 * is valid before it is sent over the network, so something went horribly
906 * wrong. This is probably someone trying to troll us. */
907 return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
908 }
909
910 if (!NetworkMakeClientNameUnique(client_name)) { // Change name if duplicate
911 /* We could not create a name for this client */
912 return this->SendError(NETWORK_ERROR_NAME_IN_USE);
913 }
914
915 assert(NetworkClientInfo::CanAllocateItem());
916 NetworkClientInfo *ci = new NetworkClientInfo(this->client_id);
917 this->SetInfo(ci);
918 ci->join_date = TimerGameEconomy::date;
919 ci->client_name = client_name;
920 ci->client_playas = playas;
921 Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:02x}", TimerGameEconomy::date, TimerGameEconomy::date_fract, (int)ci->client_playas, (int)ci->index);
922
923 /* Make sure companies to which people try to join are not autocleaned */
924 if (Company::IsValidID(playas)) _network_company_states[playas].months_empty = 0;
925
926 Debug(net, 9, "client[{}] status = NEWGRFS_CHECK", this->client_id);
927 this->status = STATUS_NEWGRFS_CHECK;
928
929 if (_grfconfig == nullptr) {
930 /* Continue asking for the game password. */
931 return this->SendNeedGamePassword();
932 }
933
934 return this->SendNewGRFCheck();
935 }
936
937 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet &p)
938 {
939 if (this->status != STATUS_AUTH_GAME) {
940 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
941 }
942
943 Debug(net, 9, "client[{}] Receive_CLIENT_GAME_PASSWORD()", this->client_id);
944
945 std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
946
947 /* Check game password. Allow joining if we cleared the password meanwhile */
948 if (!_settings_client.network.server_password.empty() &&
949 _settings_client.network.server_password.compare(password) != 0) {
950 /* Password is invalid */
951 return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
952 }
953
954 return this->SendNeedCompanyPassword();
955 }
956
957 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet &p)
958 {
959 if (this->status != STATUS_AUTH_COMPANY) {
960 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
961 }
962
963 Debug(net, 9, "client[{}] Receive_CLIENT_COMPANY_PASSWORD()", this->client_id);
964
965 std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
966
967 /* Check company password. Allow joining if we cleared the password meanwhile.
968 * Also, check the company is still valid - client could be moved to spectators
969 * in the middle of the authorization process */
970 CompanyID playas = this->GetInfo()->client_playas;
971 if (Company::IsValidID(playas) && !_network_company_states[playas].password.empty() &&
972 _network_company_states[playas].password.compare(password) != 0) {
973 /* Password is invalid */
974 return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
975 }
976
977 return this->SendWelcome();
978 }
979
980 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet &)
981 {
982 /* The client was never joined.. so this is impossible, right?
983 * Ignore the packet, give the client a warning, and close the connection */
984 if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
985 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
986 }
987
988 Debug(net, 9, "client[{}] Receive_CLIENT_GETMAP()", this->client_id);
989
990 /* Check if someone else is receiving the map */
991 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
992 if (new_cs->status == STATUS_MAP) {
993 /* Tell the new client to wait */
994 Debug(net, 9, "client[{}] status = MAP_WAIT", this->client_id);
995 this->status = STATUS_MAP_WAIT;
996 return this->SendWait();
997 }
998 }
999
1000 /* We receive a request to upload the map.. give it to the client! */
1001 return this->SendMap();
1002 }
1003
1004 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet &)
1005 {
1006 /* Client has the map, now start syncing */
1007 if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
1008 Debug(net, 9, "client[{}] Receive_CLIENT_MAP_OK()", this->client_id);
1009
1010 std::string client_name = this->GetClientName();
1011
1012 NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, "", this->client_id);
1013 InvalidateWindowData(WC_CLIENT_LIST, 0);
1014
1015 Debug(net, 3, "[{}] Client #{} ({}) joined as {}", ServerNetworkGameSocketHandler::GetName(), this->client_id, this->GetClientIP(), client_name);
1016
1017 /* Mark the client as pre-active, and wait for an ACK
1018 * so we know it is done loading and in sync with us */
1019 Debug(net, 9, "client[{}] status = PRE_ACTIVE", this->client_id);
1020 this->status = STATUS_PRE_ACTIVE;
1021 NetworkHandleCommandQueue(this);
1022 this->SendFrame();
1023 this->SendSync();
1024
1025 /* This is the frame the client receives
1026 * we need it later on to make sure the client is not too slow */
1027 this->last_frame = _frame_counter;
1028 this->last_frame_server = _frame_counter;
1029
1030 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1031 if (new_cs->status >= STATUS_AUTHORIZED) {
1032 new_cs->SendClientInfo(this->GetInfo());
1033 new_cs->SendJoin(this->client_id);
1034 }
1035 }
1036
1037 NetworkAdminClientInfo(this, true);
1038
1039 /* also update the new client with our max values */
1040 this->SendConfigUpdate();
1041
1042 /* quickly update the syncing client with company details */
1043 return this->SendCompanyUpdate();
1044 }
1045
1046 /* Wrong status for this packet, give a warning to client, and close connection */
1047 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1048 }
1049
1054 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet &p)
1055 {
1056 /* The client was never joined.. so this is impossible, right?
1057 * Ignore the packet, give the client a warning, and close the connection */
1058 if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1059 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1060 }
1061
1062 if (this->incoming_queue.size() >= _settings_client.network.max_commands_in_queue) {
1063 return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
1064 }
1065
1066 Debug(net, 9, "client[{}] Receive_CLIENT_COMMAND()", this->client_id);
1067
1068 CommandPacket cp;
1069 const char *err = this->ReceiveCommand(p, cp);
1070
1071 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
1072
1073 NetworkClientInfo *ci = this->GetInfo();
1074
1075 if (err != nullptr) {
1076 IConsolePrint(CC_WARNING, "Dropping client #{} (IP: {}) due to {}.", ci->client_id, this->GetClientIP(), err);
1077 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1078 }
1079
1080
1081 if ((GetCommandFlags(cp.cmd) & CMD_SERVER) && ci->client_id != CLIENT_ID_SERVER) {
1082 IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a server only command {}.", ci->client_id, this->GetClientIP(), cp.cmd);
1083 return this->SendError(NETWORK_ERROR_KICKED);
1084 }
1085
1086 if ((GetCommandFlags(cp.cmd) & CMD_SPECTATOR) == 0 && !Company::IsValidID(cp.company) && ci->client_id != CLIENT_ID_SERVER) {
1087 IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a non-spectator command {}.", ci->client_id, this->GetClientIP(), cp.cmd);
1088 return this->SendError(NETWORK_ERROR_KICKED);
1089 }
1090
1096 CompanyCtrlAction cca = cp.cmd == CMD_COMPANY_CTRL ? std::get<0>(EndianBufferReader::ToValue<CommandTraits<CMD_COMPANY_CTRL>::Args>(cp.data)) : CCA_NEW;
1097 if (!(cp.cmd == CMD_COMPANY_CTRL && cca == CCA_NEW && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
1098 IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a command as another company {}.",
1099 ci->client_playas + 1, this->GetClientIP(), cp.company + 1);
1100 return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
1101 }
1102
1103 if (cp.cmd == CMD_COMPANY_CTRL) {
1104 if (cca != CCA_NEW || cp.company != COMPANY_SPECTATOR) {
1105 return this->SendError(NETWORK_ERROR_CHEATER);
1106 }
1107
1108 /* 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! */
1109 if (Company::GetNumItems() >= _settings_client.network.max_companies) {
1110 NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_CLIENT, ci->client_id, "cannot create new company, server full", CLIENT_ID_SERVER);
1111 return NETWORK_RECV_STATUS_OKAY;
1112 }
1113 }
1114
1115 if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) NetworkReplaceCommandClientId(cp, this->client_id);
1116
1117 this->incoming_queue.push_back(cp);
1118 return NETWORK_RECV_STATUS_OKAY;
1119 }
1120
1121 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet &p)
1122 {
1123 /* This packets means a client noticed an error and is reporting this
1124 * to us. Display the error and report it to the other clients */
1125 NetworkErrorCode errorno = (NetworkErrorCode)p.Recv_uint8();
1126
1127 Debug(net, 9, "client[{}] Receive_CLIENT_ERROR(): errorno={}", this->client_id, errorno);
1128
1129 /* The client was never joined.. thank the client for the packet, but ignore it */
1130 if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1131 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
1132 }
1133
1134 std::string client_name = this->GetClientName();
1135 StringID strid = GetNetworkErrorMsg(errorno);
1136
1137 Debug(net, 1, "'{}' reported an error and is closing its connection: {}", client_name, GetString(strid));
1138
1139 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
1140
1141 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1142 if (new_cs->status >= STATUS_AUTHORIZED) {
1143 new_cs->SendErrorQuit(this->client_id, errorno);
1144 }
1145 }
1146
1147 NetworkAdminClientError(this->client_id, errorno);
1148
1149 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
1150 }
1151
1152 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet &)
1153 {
1154 /* The client was never joined.. thank the client for the packet, but ignore it */
1155 if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1156 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
1157 }
1158
1159 Debug(net, 9, "client[{}] Receive_CLIENT_QUIT()", this->client_id);
1160
1161 /* The client wants to leave. Display this and report it to the other clients. */
1162 std::string client_name = this->GetClientName();
1163 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1164
1165 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1166 if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
1167 new_cs->SendQuit(this->client_id);
1168 }
1169 }
1170
1171 NetworkAdminClientQuit(this->client_id);
1172
1173 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
1174 }
1175
1176 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet &p)
1177 {
1178 if (this->status < STATUS_AUTHORIZED) {
1179 /* Illegal call, return error and ignore the packet */
1180 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1181 }
1182
1183 uint32_t frame = p.Recv_uint32();
1184
1185 Debug(net, 9, "client[{}] Receive_CLIENT_ACK(): frame={}", this->client_id, frame);
1186
1187 /* The client is trying to catch up with the server */
1188 if (this->status == STATUS_PRE_ACTIVE) {
1189 /* The client is not yet caught up? */
1190 if (frame + Ticks::DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
1191
1192 /* Now it is! Unpause the game */
1193 Debug(net, 9, "client[{}] status = ACTIVE", this->client_id);
1194 this->status = STATUS_ACTIVE;
1195 this->last_token_frame = _frame_counter;
1196
1197 /* Execute script for, e.g. MOTD */
1198 IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
1199 }
1200
1201 /* Get, and validate the token. */
1202 uint8_t token = p.Recv_uint8();
1203 if (token == this->last_token) {
1204 /* We differentiate between last_token_frame and last_frame so the lag
1205 * test uses the actual lag of the client instead of the lag for getting
1206 * the token back and forth; after all, the token is only sent every
1207 * time we receive a PACKET_CLIENT_ACK, after which we will send a new
1208 * token to the client. If the lag would be one day, then we would not
1209 * be sending the new token soon enough for the new daily scheduled
1210 * PACKET_CLIENT_ACK. This would then register the lag of the client as
1211 * two days, even when it's only a single day. */
1212 this->last_token_frame = _frame_counter;
1213 /* Request a new token. */
1214 this->last_token = 0;
1215 }
1216
1217 /* The client received the frame, make note of it */
1218 this->last_frame = frame;
1219 /* With those 2 values we can calculate the lag realtime */
1220 this->last_frame_server = _frame_counter;
1221 return NETWORK_RECV_STATUS_OKAY;
1222 }
1223
1224
1235 void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const std::string &msg, ClientID from_id, int64_t data, bool from_admin)
1236 {
1237 const NetworkClientInfo *ci, *ci_own, *ci_to;
1238
1239 switch (desttype) {
1240 case DESTTYPE_CLIENT:
1241 /* Are we sending to the server? */
1242 if ((ClientID)dest == CLIENT_ID_SERVER) {
1243 ci = NetworkClientInfo::GetByClientID(from_id);
1244 /* Display the text locally, and that is it */
1245 if (ci != nullptr) {
1246 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1247
1248 if (_settings_client.network.server_admin_chat) {
1249 NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1250 }
1251 }
1252 } else {
1253 /* Else find the client to send the message to */
1254 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1255 if (cs->client_id == (ClientID)dest && cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
1256 cs->SendChat(action, from_id, false, msg, data);
1257 break;
1258 }
1259 }
1260 }
1261
1262 /* Display the message locally (so you know you have sent it) */
1263 if (from_id != (ClientID)dest) {
1264 if (from_id == CLIENT_ID_SERVER) {
1265 ci = NetworkClientInfo::GetByClientID(from_id);
1266 ci_to = NetworkClientInfo::GetByClientID((ClientID)dest);
1267 if (ci != nullptr && ci_to != nullptr) {
1268 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data);
1269 }
1270 } else {
1271 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1272 if (cs->client_id == from_id && cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
1273 cs->SendChat(action, (ClientID)dest, true, msg, data);
1274 break;
1275 }
1276 }
1277 }
1278 }
1279 break;
1280 case DESTTYPE_TEAM: {
1281 /* If this is false, the message is already displayed on the client who sent it. */
1282 bool show_local = true;
1283 /* Find all clients that belong to this company */
1284 ci_to = nullptr;
1285 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1286 ci = cs->GetInfo();
1287 if (ci != nullptr && ci->client_playas == (CompanyID)dest && cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
1288 cs->SendChat(action, from_id, false, msg, data);
1289 if (cs->client_id == from_id) show_local = false;
1290 ci_to = ci; // Remember a client that is in the company for company-name
1291 }
1292 }
1293
1294 /* if the server can read it, let the admin network read it, too. */
1295 if (_local_company == (CompanyID)dest && _settings_client.network.server_admin_chat) {
1296 NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1297 }
1298
1299 ci = NetworkClientInfo::GetByClientID(from_id);
1300 ci_own = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
1301 if (ci != nullptr && ci_own != nullptr && ci_own->client_playas == dest) {
1302 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1303 if (from_id == CLIENT_ID_SERVER) show_local = false;
1304 ci_to = ci_own;
1305 }
1306
1307 /* There is no such client */
1308 if (ci_to == nullptr) break;
1309
1310 /* Display the message locally (so you know you have sent it) */
1311 if (ci != nullptr && show_local) {
1312 if (from_id == CLIENT_ID_SERVER) {
1313 StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
1314 SetDParam(0, ci_to->client_playas);
1315 std::string name = GetString(str);
1316 NetworkTextMessage(action, GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data);
1317 } else {
1318 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1319 if (cs->client_id == from_id && cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
1320 cs->SendChat(action, ci_to->client_id, true, msg, data);
1321 }
1322 }
1323 }
1324 }
1325 break;
1326 }
1327 default:
1328 Debug(net, 1, "Received unknown chat destination type {}; doing broadcast instead", desttype);
1329 [[fallthrough]];
1330
1331 case DESTTYPE_BROADCAST:
1332 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1333 if (cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) cs->SendChat(action, from_id, false, msg, data);
1334 }
1335
1336 NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1337
1338 ci = NetworkClientInfo::GetByClientID(from_id);
1339 if (ci != nullptr) {
1340 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data, "");
1341 }
1342 break;
1343 }
1344 }
1345
1353 void NetworkServerSendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
1354 {
1355 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1356 if (cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) cs->SendExternalChat(source, colour, user, msg);
1357 }
1358 NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT, colour, false, user, msg, 0, source);
1359 }
1360
1361 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet &p)
1362 {
1363 if (this->status < STATUS_PRE_ACTIVE) {
1364 /* Illegal call, return error and ignore the packet */
1365 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1366 }
1367
1368 NetworkAction action = (NetworkAction)p.Recv_uint8();
1369 DestType desttype = (DestType)p.Recv_uint8();
1370 int dest = p.Recv_uint32();
1371
1372 Debug(net, 9, "client[{}] Receive_CLIENT_CHAT(): action={}, desttype={}, dest={}", this->client_id, action, desttype, dest);
1373
1374 std::string msg = p.Recv_string(NETWORK_CHAT_LENGTH);
1375 int64_t data = p.Recv_uint64();
1376
1377 NetworkClientInfo *ci = this->GetInfo();
1378 switch (action) {
1379 case NETWORK_ACTION_CHAT:
1380 case NETWORK_ACTION_CHAT_CLIENT:
1381 case NETWORK_ACTION_CHAT_COMPANY:
1382 NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data);
1383 break;
1384 default:
1385 IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to unknown chact action.", ci->client_id, this->GetClientIP());
1386 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1387 }
1388 return NETWORK_RECV_STATUS_OKAY;
1389 }
1390
1391 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet &p)
1392 {
1393 if (this->status != STATUS_ACTIVE) {
1394 /* Illegal call, return error and ignore the packet */
1395 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1396 }
1397
1398 Debug(net, 9, "client[{}] Receive_CLIENT_SET_PASSWORD()", this->client_id);
1399
1400 std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
1401 const NetworkClientInfo *ci = this->GetInfo();
1402
1403 NetworkServerSetCompanyPassword(ci->client_playas, password);
1404 return NETWORK_RECV_STATUS_OKAY;
1405 }
1406
1407 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet &p)
1408 {
1409 if (this->status != STATUS_ACTIVE) {
1410 /* Illegal call, return error and ignore the packet */
1411 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1412 }
1413
1414 Debug(net, 9, "client[{}] Receive_CLIENT_SET_NAME()", this->client_id);
1415
1416 NetworkClientInfo *ci;
1417
1418 std::string client_name = p.Recv_string(NETWORK_CLIENT_NAME_LENGTH);
1419 ci = this->GetInfo();
1420
1421 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
1422
1423 if (ci != nullptr) {
1424 if (!NetworkIsValidClientName(client_name)) {
1425 /* An invalid client name was given. However, the client ensures the name
1426 * is valid before it is sent over the network, so something went horribly
1427 * wrong. This is probably someone trying to troll us. */
1428 return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
1429 }
1430
1431 /* Display change */
1432 if (NetworkMakeClientNameUnique(client_name)) {
1433 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);
1434 ci->client_name = client_name;
1435 NetworkUpdateClientInfo(ci->client_id);
1436 }
1437 }
1438 return NETWORK_RECV_STATUS_OKAY;
1439 }
1440
1441 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet &p)
1442 {
1443 if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1444
1445 if (_settings_client.network.rcon_password.empty()) return NETWORK_RECV_STATUS_OKAY;
1446
1447 Debug(net, 9, "client[{}] Receive_CLIENT_RCON()", this->client_id);
1448
1449 std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
1450 std::string command = p.Recv_string(NETWORK_RCONCOMMAND_LENGTH);
1451
1452 if (_settings_client.network.rcon_password.compare(password) != 0) {
1453 Debug(net, 1, "[rcon] Wrong password from client-id {}", this->client_id);
1454 return NETWORK_RECV_STATUS_OKAY;
1455 }
1456
1457 Debug(net, 3, "[rcon] Client-id {} executed: {}", this->client_id, command);
1458
1459 _redirect_console_to_client = this->client_id;
1460 IConsoleCmdExec(command);
1461 _redirect_console_to_client = INVALID_CLIENT_ID;
1462 return NETWORK_RECV_STATUS_OKAY;
1463 }
1464
1465 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet &p)
1466 {
1467 if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1468
1469 CompanyID company_id = (Owner)p.Recv_uint8();
1470
1471 Debug(net, 9, "client[{}] Receive_CLIENT_MOVE(): company_id={}", this->client_id, company_id);
1472
1473 /* Check if the company is valid, we don't allow moving to AI companies */
1474 if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY;
1475
1476 /* Check if we require a password for this company */
1477 if (company_id != COMPANY_SPECTATOR && !_network_company_states[company_id].password.empty()) {
1478 /* we need a password from the client - should be in this packet */
1479 std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
1480
1481 /* Incorrect password sent, return! */
1482 if (_network_company_states[company_id].password.compare(password) != 0) {
1483 Debug(net, 2, "Wrong password from client-id #{} for company #{}", this->client_id, company_id + 1);
1484 return NETWORK_RECV_STATUS_OKAY;
1485 }
1486 }
1487
1488 /* if we get here we can move the client */
1489 NetworkServerDoMove(this->client_id, company_id);
1490 return NETWORK_RECV_STATUS_OKAY;
1491 }
1492
1497 void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
1498 {
1499 memset(stats, 0, sizeof(*stats) * MAX_COMPANIES);
1500
1501 /* Go through all vehicles and count the type of vehicles */
1502 for (const Vehicle *v : Vehicle::Iterate()) {
1503 if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
1504 byte type = 0;
1505 switch (v->type) {
1506 case VEH_TRAIN: type = NETWORK_VEH_TRAIN; break;
1507 case VEH_ROAD: type = RoadVehicle::From(v)->IsBus() ? NETWORK_VEH_BUS : NETWORK_VEH_LORRY; break;
1508 case VEH_AIRCRAFT: type = NETWORK_VEH_PLANE; break;
1509 case VEH_SHIP: type = NETWORK_VEH_SHIP; break;
1510 default: continue;
1511 }
1512 stats[v->owner].num_vehicle[type]++;
1513 }
1514
1515 /* Go through all stations and count the types of stations */
1516 for (const Station *s : Station::Iterate()) {
1517 if (Company::IsValidID(s->owner)) {
1518 NetworkCompanyStats *npi = &stats[s->owner];
1519
1520 if (s->facilities & FACIL_TRAIN) npi->num_station[NETWORK_VEH_TRAIN]++;
1521 if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[NETWORK_VEH_LORRY]++;
1522 if (s->facilities & FACIL_BUS_STOP) npi->num_station[NETWORK_VEH_BUS]++;
1523 if (s->facilities & FACIL_AIRPORT) npi->num_station[NETWORK_VEH_PLANE]++;
1524 if (s->facilities & FACIL_DOCK) npi->num_station[NETWORK_VEH_SHIP]++;
1525 }
1526 }
1527 }
1528
1533 void NetworkUpdateClientInfo(ClientID client_id)
1534 {
1535 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
1536
1537 if (ci == nullptr) return;
1538
1539 Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:04x}", TimerGameEconomy::date, TimerGameEconomy::date_fract, (int)ci->client_playas, client_id);
1540
1541 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1542 if (cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
1543 cs->SendClientInfo(ci);
1544 }
1545 }
1546
1547 NetworkAdminClientUpdate(ci);
1548 }
1549
1556 static void NetworkAutoCleanCompanies()
1557 {
1558 CompanyMask has_clients = 0;
1559 CompanyMask has_vehicles = 0;
1560
1561 if (!_settings_client.network.autoclean_companies) return;
1562
1563 /* Detect the active companies */
1564 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1565 if (Company::IsValidID(ci->client_playas)) SetBit(has_clients, ci->client_playas);
1566 }
1567
1568 if (!_network_dedicated) {
1569 const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
1570 assert(ci != nullptr);
1571 if (Company::IsValidID(ci->client_playas)) SetBit(has_clients, ci->client_playas);
1572 }
1573
1574 if (_settings_client.network.autoclean_novehicles != 0) {
1575 for (const Company *c : Company::Iterate()) {
1576 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);
1577 }
1578 }
1579
1580 /* Go through all the companies */
1581 for (const Company *c : Company::Iterate()) {
1582 /* Skip the non-active once */
1583 if (c->is_ai) continue;
1584
1585 if (!HasBit(has_clients, c->index)) {
1586 /* The company is empty for one month more */
1587 _network_company_states[c->index].months_empty++;
1588
1589 /* Is the company empty for autoclean_unprotected-months, and is there no protection? */
1590 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()) {
1591 /* Shut the company down */
1592 Command<CMD_COMPANY_CTRL>::Post(CCA_DELETE, c->index, CRR_AUTOCLEAN, INVALID_CLIENT_ID);
1593 IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no password.", c->index + 1);
1594 }
1595 /* Is the company empty for autoclean_protected-months, and there is a protection? */
1596 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()) {
1597 /* Unprotect the company */
1598 _network_company_states[c->index].password.clear();
1599 IConsolePrint(CC_INFO, "Auto-removed protection from company #{}.", c->index + 1);
1600 _network_company_states[c->index].months_empty = 0;
1601 NetworkServerUpdateCompanyPassworded(c->index, false);
1602 }
1603 /* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
1604 if (_settings_client.network.autoclean_novehicles != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_novehicles && !HasBit(has_vehicles, c->index)) {
1605 /* Shut the company down */
1606 Command<CMD_COMPANY_CTRL>::Post(CCA_DELETE, c->index, CRR_AUTOCLEAN, INVALID_CLIENT_ID);
1607 IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no vehicles.", c->index + 1);
1608 }
1609 } else {
1610 /* It is not empty, reset the date */
1611 _network_company_states[c->index].months_empty = 0;
1612 }
1613 }
1614 }
1615
1621 bool NetworkMakeClientNameUnique(std::string &name)
1622 {
1623 bool is_name_unique = false;
1624 std::string original_name = name;
1625
1626 for (uint number = 1; !is_name_unique && number <= MAX_CLIENTS; number++) { // Something's really wrong when there're more names than clients
1627 is_name_unique = true;
1628 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1629 if (ci->client_name == name) {
1630 /* Name already in use */
1631 is_name_unique = false;
1632 break;
1633 }
1634 }
1635 /* Check if it is the same as the server-name */
1636 const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
1637 if (ci != nullptr) {
1638 if (ci->client_name == name) is_name_unique = false; // name already in use
1639 }
1640
1641 if (!is_name_unique) {
1642 /* Try a new name (<name> #1, <name> #2, and so on) */
1643 name = original_name + " #" + std::to_string(number);
1644
1645 /* The constructed client name is larger than the limit,
1646 * so... bail out as no valid name can be created. */
1647 if (name.size() >= NETWORK_CLIENT_NAME_LENGTH) return false;
1648 }
1649 }
1650
1651 return is_name_unique;
1652 }
1653
1660 bool NetworkServerChangeClientName(ClientID client_id, const std::string &new_name)
1661 {
1662 /* Check if the name's already in use */
1663 for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1664 if (ci->client_name.compare(new_name) == 0) return false;
1665 }
1666
1667 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
1668 if (ci == nullptr) return false;
1669
1670 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name);
1671
1672 ci->client_name = new_name;
1673
1674 NetworkUpdateClientInfo(client_id);
1675 return true;
1676 }
1677
1684 void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &password, bool already_hashed)
1685 {
1686 if (!Company::IsValidHumanID(company_id)) return;
1687
1688 if (already_hashed) {
1689 _network_company_states[company_id].password = password;
1690 } else {
1691 _network_company_states[company_id].password = GenerateCompanyPasswordHash(password, _settings_client.network.network_id, _settings_game.game_creation.generation_seed);
1692 }
1693
1694 NetworkServerUpdateCompanyPassworded(company_id, !_network_company_states[company_id].password.empty());
1695 }
1696
1701 static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
1702 {
1703 for (auto &cp : cs->outgoing_queue) cs->SendCommand(cp);
1704 cs->outgoing_queue.clear();
1705 }
1706
1711 void NetworkServer_Tick(bool send_frame)
1712 {
1713 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1714 bool send_sync = false;
1715 #endif
1716
1717 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1718 if (_frame_counter >= _last_sync_frame + _settings_client.network.sync_freq) {
1719 _last_sync_frame = _frame_counter;
1720 send_sync = true;
1721 }
1722 #endif
1723
1724 /* Now we are done with the frame, inform the clients that they can
1725 * do their frame! */
1726 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1727 /* We allow a number of bytes per frame, but only to the burst amount
1728 * to be available for packet receiving at any particular time. */
1729 cs->receive_limit = std::min<size_t>(cs->receive_limit + _settings_client.network.bytes_per_frame,
1730 _settings_client.network.bytes_per_frame_burst);
1731
1732 /* Check if the speed of the client is what we can expect from a client */
1733 uint lag = NetworkCalculateLag(cs);
1734 switch (cs->status) {
1735 case NetworkClientSocket::STATUS_ACTIVE:
1736 if (lag > _settings_client.network.max_lag_time) {
1737 /* Client did still not report in within the specified limit. */
1738
1739 if (cs->last_packet + std::chrono::milliseconds(lag * MILLISECONDS_PER_TICK) > std::chrono::steady_clock::now()) {
1740 /* A packet was received in the last three game days, so the client is likely lagging behind. */
1741 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because the client's game state is more than {} ticks behind.", cs->client_id, cs->GetClientIP(), lag);
1742 } else {
1743 /* No packet was received in the last three game days; sounds like a lost connection. */
1744 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because the client did not respond for more than {} ticks.", cs->client_id, cs->GetClientIP(), lag);
1745 }
1746 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1747 continue;
1748 }
1749
1750 /* Report once per time we detect the lag, and only when we
1751 * received a packet in the last 2 seconds. If we
1752 * did not receive a packet, then the client is not just
1753 * slow, but the connection is likely severed. Mentioning
1754 * frame_freq is not useful in this case. */
1755 if (lag > (uint)Ticks::DAY_TICKS && cs->lag_test == 0 && cs->last_packet + std::chrono::seconds(2) > std::chrono::steady_clock::now()) {
1756 IConsolePrint(CC_WARNING, "[{}] Client #{} is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
1757 cs->lag_test = 1;
1758 }
1759
1760 if (cs->last_frame_server - cs->last_token_frame >= _settings_client.network.max_lag_time) {
1761 /* This is a bad client! It didn't send the right token back within time. */
1762 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it fails to send valid acks.", cs->client_id, cs->GetClientIP());
1763 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1764 continue;
1765 }
1766 break;
1767
1768 case NetworkClientSocket::STATUS_INACTIVE:
1769 case NetworkClientSocket::STATUS_NEWGRFS_CHECK:
1770 case NetworkClientSocket::STATUS_AUTHORIZED:
1771 /* NewGRF check and authorized states should be handled almost instantly.
1772 * So give them some lee-way, likewise for the query with inactive. */
1773 if (lag > _settings_client.network.max_init_time) {
1774 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);
1775 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1776 continue;
1777 }
1778 break;
1779
1780 case NetworkClientSocket::STATUS_MAP_WAIT:
1781 /* Send every two seconds a packet to the client, to make sure
1782 * it knows the server is still there; just someone else is
1783 * still receiving the map. */
1784 if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
1785 cs->SendWait();
1786 /* We need to reset the timer, as otherwise we will be
1787 * spamming the client. Strictly speaking this variable
1788 * tracks when we last received a packet from the client,
1789 * but as it is waiting, it will not send us any till we
1790 * start sending them data. */
1791 cs->last_packet = std::chrono::steady_clock::now();
1792 }
1793 break;
1794
1795 case NetworkClientSocket::STATUS_MAP:
1796 /* Downloading the map... this is the amount of time since starting the saving. */
1797 if (lag > _settings_client.network.max_download_time) {
1798 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);
1799 cs->SendError(NETWORK_ERROR_TIMEOUT_MAP);
1800 continue;
1801 }
1802 break;
1803
1804 case NetworkClientSocket::STATUS_DONE_MAP:
1805 case NetworkClientSocket::STATUS_PRE_ACTIVE:
1806 /* The map has been sent, so this is for loading the map and syncing up. */
1807 if (lag > _settings_client.network.max_join_time) {
1808 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);
1809 cs->SendError(NETWORK_ERROR_TIMEOUT_JOIN);
1810 continue;
1811 }
1812 break;
1813
1814 case NetworkClientSocket::STATUS_AUTH_GAME:
1815 case NetworkClientSocket::STATUS_AUTH_COMPANY:
1816 /* These don't block? */
1817 if (lag > _settings_client.network.max_password_time) {
1818 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);
1819 cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD);
1820 continue;
1821 }
1822 break;
1823
1824 case NetworkClientSocket::STATUS_END:
1825 /* Bad server/code. */
1826 NOT_REACHED();
1827 }
1828
1829 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {
1830 /* Check if we can send command, and if we have anything in the queue */
1831 NetworkHandleCommandQueue(cs);
1832
1833 /* Send an updated _frame_counter_max to the client */
1834 if (send_frame) cs->SendFrame();
1835
1836 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1837 /* Send a sync-check packet */
1838 if (send_sync) cs->SendSync();
1839 #endif
1840 }
1841 }
1842 }
1843
1845 static void NetworkRestartMap()
1846 {
1847 _settings_newgame.game_creation.generation_seed = GENERATE_NEW_SEED;
1848 switch (_file_to_saveload.abstract_ftype) {
1849 case FT_SAVEGAME:
1850 case FT_SCENARIO:
1851 _switch_mode = SM_LOAD_GAME;
1852 break;
1853
1854 case FT_HEIGHTMAP:
1855 _switch_mode = SM_START_HEIGHTMAP;
1856 break;
1857
1858 default:
1859 _switch_mode = SM_NEWGAME;
1860 }
1861 }
1862
1864 static IntervalTimer<TimerGameRealtime> _network_restart_map_timer({std::chrono::hours::zero(), TimerGameRealtime::UNPAUSED}, [](auto)
1865 {
1866 if (!_network_server) return;
1867
1868 /* If setting is 0, this feature is disabled. */
1869 if (_settings_client.network.restart_hours == 0) return;
1870
1871 Debug(net, 3, "Auto-restarting map: {} hours played", _settings_client.network.restart_hours);
1872 NetworkRestartMap();
1873 });
1874
1879 void ChangeNetworkRestartTime(bool reset)
1880 {
1881 if (!_network_server) return;
1882
1883 _network_restart_map_timer.SetInterval({ std::chrono::hours(_settings_client.network.restart_hours), TimerGameRealtime::UNPAUSED }, reset);
1884 }
1885
1887 static void NetworkCheckRestartMapYear()
1888 {
1889 /* If setting is 0, this feature is disabled. */
1890 if (_settings_client.network.restart_game_year == 0) return;
1891
1892 if (TimerGameCalendar::year >= _settings_client.network.restart_game_year) {
1893 Debug(net, 3, "Auto-restarting map: year {} reached", TimerGameCalendar::year);
1894 NetworkRestartMap();
1895 }
1896 }
1897
1899 static IntervalTimer<TimerGameCalendar> _calendar_network_yearly({ TimerGameCalendar::YEAR, TimerGameCalendar::Priority::NONE }, [](auto) {
1900 if (!_network_server) return;
1901
1902 NetworkCheckRestartMapYear();
1903 });
1904
1906 static IntervalTimer<TimerGameEconomy> _economy_network_yearly({TimerGameEconomy::YEAR, TimerGameEconomy::Priority::NONE}, [](auto)
1907 {
1908 if (!_network_server) return;
1909
1910 NetworkAdminUpdate(ADMIN_FREQUENCY_ANUALLY);
1911 });
1912
1914 static IntervalTimer<TimerGameEconomy> _network_quarterly({TimerGameEconomy::QUARTER, TimerGameEconomy::Priority::NONE}, [](auto)
1915 {
1916 if (!_network_server) return;
1917
1918 NetworkAutoCleanCompanies();
1919 NetworkAdminUpdate(ADMIN_FREQUENCY_QUARTERLY);
1920 });
1921
1923 static IntervalTimer<TimerGameEconomy> _network_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::NONE}, [](auto)
1924 {
1925 if (!_network_server) return;
1926
1927 NetworkAutoCleanCompanies();
1928 NetworkAdminUpdate(ADMIN_FREQUENCY_MONTHLY);
1929 });
1930
1932 static IntervalTimer<TimerGameEconomy> _network_weekly({TimerGameEconomy::WEEK, TimerGameEconomy::Priority::NONE}, [](auto)
1933 {
1934 if (!_network_server) return;
1935
1936 NetworkAdminUpdate(ADMIN_FREQUENCY_WEEKLY);
1937 });
1938
1940 static IntervalTimer<TimerGameEconomy> _economy_network_daily({TimerGameEconomy::DAY, TimerGameEconomy::Priority::NONE}, [](auto)
1941 {
1942 if (!_network_server) return;
1943
1944 NetworkAdminUpdate(ADMIN_FREQUENCY_DAILY);
1945 });
1946
1951 const std::string &ServerNetworkGameSocketHandler::GetClientIP()
1952 {
1953 return this->client_address.GetHostname();
1954 }
1955
1957 void NetworkServerShowStatusToConsole()
1958 {
1959 static const char * const stat_str[] = {
1960 "inactive",
1961 "checking NewGRFs",
1962 "authorizing (server password)",
1963 "authorizing (company password)",
1964 "authorized",
1965 "waiting",
1966 "loading map",
1967 "map done",
1968 "ready",
1969 "active"
1970 };
1971 static_assert(lengthof(stat_str) == NetworkClientSocket::STATUS_END);
1972
1973 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1974 NetworkClientInfo *ci = cs->GetInfo();
1975 if (ci == nullptr) continue;
1976 uint lag = NetworkCalculateLag(cs);
1977 const char *status;
1978
1979 status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
1980 IConsolePrint(CC_INFO, "Client #{} name: '{}' status: '{}' frame-lag: {} company: {} IP: {}",
1981 cs->client_id, ci->client_name, status, lag,
1982 ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
1983 cs->GetClientIP());
1984 }
1985 }
1986
1990 void NetworkServerSendConfigUpdate()
1991 {
1992 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1993 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendConfigUpdate();
1994 }
1995 }
1996
1998 void NetworkServerUpdateGameInfo()
1999 {
2000 if (_network_server) FillStaticNetworkServerGameInfo();
2001 }
2002
2008 void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
2009 {
2010 if (NetworkCompanyIsPassworded(company_id) == passworded) return;
2011
2012 SB(_network_company_passworded, company_id, 1, !!passworded);
2013 SetWindowClassesDirty(WC_COMPANY);
2014
2015 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2016 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendCompanyUpdate();
2017 }
2018
2019 NetworkAdminCompanyUpdate(Company::GetIfValid(company_id));
2020 }
2021
2028 void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
2029 {
2030 /* Only allow non-dedicated servers and normal clients to be moved */
2031 if (client_id == CLIENT_ID_SERVER && _network_dedicated) return;
2032
2033 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
2034 assert(ci != nullptr);
2035
2036 /* No need to waste network resources if the client is in the company already! */
2037 if (ci->client_playas == company_id) return;
2038
2039 ci->client_playas = company_id;
2040
2041 if (client_id == CLIENT_ID_SERVER) {
2042 SetLocalCompany(company_id);
2043 } else {
2044 NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id);
2045 /* When the company isn't authorized we can't move them yet. */
2046 if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return;
2047 cs->SendMove(client_id, company_id);
2048 }
2049
2050 /* announce the client's move */
2051 NetworkUpdateClientInfo(client_id);
2052
2053 NetworkAction action = (company_id == COMPANY_SPECTATOR) ? NETWORK_ACTION_COMPANY_SPECTATOR : NETWORK_ACTION_COMPANY_JOIN;
2054 NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1);
2055
2056 InvalidateWindowData(WC_CLIENT_LIST, 0);
2057 }
2058
2065 void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const std::string &string)
2066 {
2067 NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code, string);
2068 }
2069
2075 void NetworkServerKickClient(ClientID client_id, const std::string &reason)
2076 {
2077 if (client_id == CLIENT_ID_SERVER) return;
2078 NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED, reason);
2079 }
2080
2087 uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const std::string &reason)
2088 {
2089 return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban, reason);
2090 }
2091
2098 uint NetworkServerKickOrBanIP(const std::string &ip, bool ban, const std::string &reason)
2099 {
2100 /* Add address to ban-list */
2101 if (ban) {
2102 bool contains = false;
2103 for (const auto &iter : _network_ban_list) {
2104 if (iter == ip) {
2105 contains = true;
2106 break;
2107 }
2108 }
2109 if (!contains) _network_ban_list.emplace_back(ip);
2110 }
2111
2112 uint n = 0;
2113
2114 /* There can be multiple clients with the same IP, kick them all but don't kill the server,
2115 * or the client doing the rcon. The latter can't be kicked because kicking frees closes
2116 * and subsequently free the connection related instances, which we would be reading from
2117 * and writing to after returning. So we would read or write data from freed memory up till
2118 * the segfault triggers. */
2119 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2120 if (cs->client_id == CLIENT_ID_SERVER) continue;
2121 if (cs->client_id == _redirect_console_to_client) continue;
2122 if (cs->client_address.IsInNetmask(ip)) {
2123 NetworkServerKickClient(cs->client_id, reason);
2124 n++;
2125 }
2126 }
2127
2128 return n;
2129 }
2130
2136 bool NetworkCompanyHasClients(CompanyID company)
2137 {
2138 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
2139 if (ci->client_playas == company) return true;
2140 }
2141 return false;
2142 }
2143
2144
2150 std::string ServerNetworkGameSocketHandler::GetClientName() const
2151 {
2152 const NetworkClientInfo *ci = this->GetInfo();
2153 if (ci != nullptr && !ci->client_name.empty()) return ci->client_name;
2154
2155 return fmt::format("Client #{}", this->client_id);
2156 }
2157
2161 void NetworkPrintClients()
2162 {
2163 for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
2164 if (_network_server) {
2165 IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {} IP: {}",
2166 ci->client_id,
2167 ci->client_name,
2168 ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
2169 ci->client_id == CLIENT_ID_SERVER ? "server" : NetworkClientSocket::GetByClientID(ci->client_id)->GetClientIP());
2170 } else {
2171 IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {}",
2172 ci->client_id,
2173 ci->client_name,
2174 ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0));
2175 }
2176 }
2177 }
2178
2184 void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
2185 {
2186 assert(c != nullptr);
2187
2188 if (!_network_server) return;
2189
2190 _network_company_states[c->index].months_empty = 0;
2191 _network_company_states[c->index].password.clear();
2192 NetworkServerUpdateCompanyPassworded(c->index, false);
2193
2194 if (ci != nullptr) {
2195 /* ci is nullptr when replaying, or for AIs. In neither case there is a client. */
2196 ci->client_playas = c->index;
2197 NetworkUpdateClientInfo(ci->client_id);
2198 Command<CMD_RENAME_PRESIDENT>::SendNet(STR_NULL, c->index, ci->client_name);
2199 }
2200
2201 if (ci != nullptr) {
2202 /* ci is nullptr when replaying, or for AIs. In neither case there is a client.
2203 We need to send Admin port update here so that they first know about the new company
2204 and then learn about a possibly joining client (see FS#6025) */
2205 NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, c->index + 1);
2206 }
2207 }
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:2087
Packet::Recv_uint64
uint64_t Recv_uint64()
Read a 64 bits integer from the packet.
Definition: packet.cpp:338
NetworkGameSocketHandler::ReceiveCommand
const char * ReceiveCommand(Packet &p, CommandPacket &cp)
Receives a command from the network.
Definition: network_command.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
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:3204
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:82
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
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_QUIT
@ PACKET_SERVER_QUIT
A server tells that a client has quit.
Definition: tcp_game.h:123
PACKET_SERVER_RCON
@ PACKET_SERVER_RCON
Response of the executed command on the server.
Definition: tcp_game.h:109
NetworkServerSendConfigUpdate
void NetworkServerSendConfigUpdate()
Send Config Update.
Definition: network_server.cpp:1990
NetworkAdminUpdate
void NetworkAdminUpdate(AdminUpdateFrequency freq)
Send (push) updates to the admin network as they have registered for these updates.
Definition: network_admin.cpp:984
NetworkTCPSocketHandler::SendPacket
virtual void SendPacket(std::unique_ptr< Packet > &&packet)
This function puts the packet in the send-queue and it is send as soon as possible.
Definition: tcp.cpp:68
SM_START_HEIGHTMAP
@ SM_START_HEIGHTMAP
Load a heightmap and start a new game from it.
Definition: openttd.h:38
ServerNetworkGameSocketHandler::SendCommand
NetworkRecvStatus SendCommand(const CommandPacket &cp)
Send a command to the client to execute.
Definition: network_server.cpp:658
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:905
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:350
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:1957
NetworkClientInfo::client_name
std::string client_name
Name of the client.
Definition: network_base.h:26
PACKET_SERVER_FULL
@ PACKET_SERVER_FULL
The server is full and has no place for you.
Definition: tcp_game.h:33
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:339
CommandPacket::frame
uint32_t frame
the frame in which this packet is executed
Definition: network_internal.h:99
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
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:1407
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
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:66
PACKET_SERVER_MOVE
@ PACKET_SERVER_MOVE
Server tells everyone that someone is moved to another company.
Definition: tcp_game.h:113
_network_company_passworded
CompanyMask _network_company_passworded
Bitmask of the password status of all companies.
Definition: network.cpp:88
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:500
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:238
NetworkGameSocketHandler::SetInfo
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
Definition: tcp_game.h:515
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:1054
NETWORK_CHAT_LENGTH
static const uint NETWORK_CHAT_LENGTH
The maximum length of a chat message, in bytes including '\0'.
Definition: config.h:63
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:937
ChangeNetworkRestartTime
void ChangeNetworkRestartTime(bool reset)
Reset the automatic network restart time interval.
Definition: network_server.cpp:1879
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:957
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:1556
ADMIN_FREQUENCY_DAILY
@ ADMIN_FREQUENCY_DAILY
The admin gets information about this on a daily basis.
Definition: tcp_admin.h:93
NetworkPrintClients
void NetworkPrintClients()
Print all the clients to the console.
Definition: network_server.cpp:2161
NetworkCheckRestartMapYear
static void NetworkCheckRestartMapYear()
Check if we want to restart the map based on the year.
Definition: network_server.cpp:1887
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:115
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:140
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
PACKET_SERVER_NEWGAME
@ PACKET_SERVER_NEWGAME
The server is preparing to start a new game.
Definition: tcp_game.h:49
PACKET_SERVER_SHUTDOWN
@ PACKET_SERVER_SHUTDOWN
The server is shutting down.
Definition: tcp_game.h:50
TextColour
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
Definition: gfx_type.h:253
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
ServerNetworkGameSocketHandler::STATUS_MAP
@ STATUS_MAP
The client is downloading the map.
Definition: network_server.h:58
Company::IsValidHumanID
static bool IsValidHumanID(size_t index)
Is this company a valid company, not controlled by a NoAI program?
Definition: company_base.h:166
NetworkSyncCommandQueue
void NetworkSyncCommandQueue(NetworkClientSocket *cs)
Sync our local command queue to the command queue of the given socket.
Definition: network_command.cpp:234
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
PACKET_SERVER_CLIENT_INFO
@ PACKET_SERVER_CLIENT_INFO
Server sends you information about a client.
Definition: tcp_game.h:74
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:304
PACKET_SERVER_CHECK_NEWGRFS
@ PACKET_SERVER_CHECK_NEWGRFS
Server sends NewGRF IDs and MD5 checksums for the client to check.
Definition: tcp_game.h:63
_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".
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:94
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:72
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:141
PACKET_SERVER_SYNC
@ PACKET_SERVER_SYNC
Server tells the client what the random state should be.
Definition: tcp_game.h:96
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:416
NetworkServerSendRcon
void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const std::string &string)
Send an rcon reply to the client.
Definition: network_server.cpp:2065
PacketWriter::packets
std::deque< std::unique_ptr< Packet > > packets
Packet queue of the savegame; send these "slowly" to the client. Cannot be a std::queue as we want to...
Definition: network_server.cpp:66
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:1711
Debug
#define Debug(category, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
network_base.h
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:618
PACKET_SERVER_BANNED
@ PACKET_SERVER_BANNED
The server has banned you.
Definition: tcp_game.h:34
PacketWriter::Finish
void Finish() override
Prepare everything to finish writing the savegame.
Definition: network_server.cpp:163
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:383
ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP
NetworkRecvStatus Receive_CLIENT_GETMAP(Packet &p) override
Request the map from the server.
Definition: network_server.cpp:980
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:1621
_sync_seed_1
uint32_t _sync_seed_1
Seed to compare during sync checks.
Definition: network.cpp:82
Pool::MAX_SIZE
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
Definition: pool_type.hpp:84
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:1391
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:120
ADMIN_FREQUENCY_QUARTERLY
@ ADMIN_FREQUENCY_QUARTERLY
The admin gets information about this on a quarterly basis.
Definition: tcp_admin.h:96
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:859
CommandPacket::company
CompanyID company
company that is executing the command
Definition: network_internal.h:98
FileToSaveLoad::abstract_ftype
AbstractFileType abstract_ftype
Abstract type of file (scenario, heightmap, etc).
Definition: saveload.h:396
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
ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO
NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet &p) override
Request game information.
Definition: network_server.cpp:840
_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".
_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:2150
TCPListenHandler
Template for TCP listeners.
Definition: tcp_listen.h:28
ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler
~ServerNetworkGameSocketHandler()
Clear everything related to this client.
Definition: network_server.cpp:205
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:1353
ServerNetworkGameSocketHandler::ReceivePacket
std::unique_ptr< Packet > ReceivePacket() override
Receives a packet for the given client.
Definition: network_server.cpp:218
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
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:122
ServerNetworkGameSocketHandler::Send
static void Send()
Send the packets for the server sockets.
Definition: network_server.cpp:301
PACKET_SERVER_CHAT
@ PACKET_SERVER_CHAT
Server distributing the message of a client (or itself).
Definition: tcp_game.h:104
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
PACKET_SERVER_GAME_INFO
@ PACKET_SERVER_GAME_INFO
Information about the server.
Definition: tcp_game.h:45
NetworkServerUpdateCompanyPassworded
void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
Tell that a particular company is (not) passworded.
Definition: network_server.cpp:2008
CommandPacket
Everything we need to know about a command to be able to execute it.
Definition: network_internal.h:96
PACKET_SERVER_COMPANY_UPDATE
@ PACKET_SERVER_COMPANY_UPDATE
Information (password) of a company changed.
Definition: tcp_game.h:118
ServerNetworkGameSocketHandler::SendSync
NetworkRecvStatus SendSync()
Request the client to sync.
Definition: network_server.cpp:639
GRFConfig
Information about GRF, used in the game and (part of it) in savegames.
Definition: newgrf_config.h:147
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:680
ServerNetworkGameSocketHandler::SendConfigUpdate
NetworkRecvStatus SendConfigUpdate()
Send an update about the max company/spectator counts.
Definition: network_server.cpp:824
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:321
PACKET_SERVER_ERROR
@ PACKET_SERVER_ERROR
Server sending an error message to the client.
Definition: tcp_game.h:38
NetworkHandleCommandQueue
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
Handle the command-queue of a socket.
Definition: network_server.cpp:1701
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
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:1465
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:1441
_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:80
ServerNetworkGameSocketHandler::SendMove
NetworkRecvStatus SendMove(ClientID client_id, CompanyID company_id)
Tell that a client moved to another company.
Definition: network_server.cpp:798
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:1121
ServerNetworkGameSocketHandler::SendJoin
NetworkRecvStatus SendJoin(ClientID client_id)
Tell that a client joined.
Definition: network_server.cpp:603
_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:616
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:50
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
lengthof
#define lengthof(array)
Return the length of an fixed size array.
Definition: stdafx.h:303
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:1176
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
_network_company_states
NetworkCompanyState * _network_company_states
Statistics about some companies.
Definition: network.cpp:70
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:705
ServerNetworkGameSocketHandler::SendCompanyUpdate
NetworkRecvStatus SendCompanyUpdate()
Send an update about the company password states.
Definition: network_server.cpp:811
ServerNetworkGameSocketHandler::SendWelcome
NetworkRecvStatus SendWelcome()
Send the client a welcome message with some basic information.
Definition: network_server.cpp:471
_network_client_id
static ClientID _network_client_id
The identifier counter for new clients (is never decreased)
Definition: network_server.cpp:47
NetworkRestartMap
static void NetworkRestartMap()
Helper function to restart the map.
Definition: network_server.cpp:1845
CommandPacket::my_cmd
bool my_cmd
did the command originate from "me"
Definition: network_internal.h:100
ServerNetworkGameSocketHandler::SendError
NetworkRecvStatus SendError(NetworkErrorCode error, const std::string &reason={})
Send an error to the client, and close its connection.
Definition: network_server.cpp:356
TCP_MTU
static const size_t TCP_MTU
Number of bytes we can pack in a single TCP packet.
Definition: config.h:45
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:1497
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:68
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:323
ADMIN_FREQUENCY_ANUALLY
@ ADMIN_FREQUENCY_ANUALLY
The admin gets information about this on a yearly basis.
Definition: tcp_admin.h:97
PACKET_SERVER_WAIT
@ PACKET_SERVER_WAIT
Server tells the client there are some people waiting for the map as well.
Definition: tcp_game.h:78
NETWORK_REVISION_LENGTH
static const uint NETWORK_REVISION_LENGTH
The maximum length of the revision, in bytes including '\0'.
Definition: config.h:58
PACKET_SERVER_MAP_SIZE
@ PACKET_SERVER_MAP_SIZE
Server tells the client what the (compressed) size of the map is.
Definition: tcp_game.h:80
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:215
ServerNetworkGameSocketHandler::SendQuit
NetworkRecvStatus SendQuit(ClientID client_id)
Tell the client another client quit.
Definition: network_server.cpp:744
NetworkClientInfo::client_id
ClientID client_id
Client identifier (same as ClientState->client_id)
Definition: network_base.h:25
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_NEED_GAME_PASSWORD
@ PACKET_SERVER_NEED_GAME_PASSWORD
Server requests the (hashed) game password.
Definition: tcp_game.h:67
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:1235
NetworkAdminCompanyUpdate
void NetworkAdminCompanyUpdate(const Company *company)
Notify the admin network of company updates.
Definition: network_admin.cpp:878
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:727
NetworkServerNewCompany
void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
Perform all the server specific administration of a new company.
Definition: network_server.cpp:2184
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:525
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
NetworkSocketHandler::HasClientQuit
bool HasClientQuit() const
Whether the current client connected to the socket has quit.
Definition: core.h:68
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:847
NetworkTCPSocketHandler::SendPackets
SendPacketsState SendPackets(bool closing_down=false)
Sends all the buffered packets out for this client.
Definition: tcp.cpp:86
PACKET_SERVER_MAP_DATA
@ PACKET_SERVER_MAP_DATA
Server sends bits of the map to the client.
Definition: tcp_game.h:81
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:498
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:2028
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:388
ServerNetworkGameSocketHandler::GetClientIP
const std::string & GetClientIP()
Get the IP address/hostname of the connected client.
Definition: network_server.cpp:1951
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
SaveWithFilter
SaveOrLoadResult SaveWithFilter(std::shared_ptr< SaveFilter > writer, bool threaded)
Save the game using a (writer) filter.
Definition: saveload.cpp:2876
PacketWriter::current
std::unique_ptr< Packet > current
The packet we're currently writing to.
Definition: network_server.cpp:64
GameCreationSettings::generation_seed
uint32_t generation_seed
noise seed for world generation
Definition: settings_type.h:339
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:369
ServerNetworkGameSocketHandler::SendNewGame
NetworkRecvStatus SendNewGame()
Tell the client we're starting a new game.
Definition: network_server.cpp:767
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
SpecializedVehicle< RoadVehicle, Type >::From
static RoadVehicle * From(Vehicle *v)
Converts a Vehicle to SpecializedVehicle with type checking.
Definition: vehicle_base.h:1211
PACKET_SERVER_EXTERNAL_CHAT
@ PACKET_SERVER_EXTERNAL_CHAT
Server distributing the message from external source.
Definition: tcp_game.h:105
SaveFilter
Interface for filtering a savegame till it is written.
Definition: saveload_filter.h:59
GetDrawStringCompanyColour
TextColour GetDrawStringCompanyColour(CompanyID company)
Get the colour for DrawString-subroutines which matches the colour of the company.
Definition: company_cmd.cpp:147
_frame_counter
uint32_t _frame_counter
The current frame.
Definition: network.cpp:79
DestType
DestType
Destination of our chat messages.
Definition: network_type.h:91
CommandPacket::data
CommandDataBuffer data
command parameters.
Definition: network_internal.h:105
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:497
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:1004
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:93
_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
ServerNetworkGameSocketHandler::AllowConnection
static bool AllowConnection()
Whether an connection is allowed or not at this moment.
Definition: network_server.cpp:288
PACKET_SERVER_COMMAND
@ PACKET_SERVER_COMMAND
Server distributes a command to (all) the clients.
Definition: tcp_game.h:100
PACKET_SERVER_MAP_BEGIN
@ PACKET_SERVER_MAP_BEGIN
Server tells the client that it is beginning to send the map.
Definition: tcp_game.h:79
NetworkSettings::max_clients
uint8_t max_clients
maximum amount of clients
Definition: settings_type.h:327
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
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:309
NetworkServerKickClient
void NetworkServerKickClient(ClientID client_id, const std::string &reason)
Kick a single client.
Definition: network_server.cpp:2075
ServerNetworkGameSocketHandler::savegame
std::shared_ptr< struct PacketWriter > savegame
Writer used to write the savegame.
Definition: network_server.h:72
ServerNetworkGameSocketHandler::SendMap
NetworkRecvStatus SendMap()
This sends the map to the client.
Definition: network_server.cpp:550
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
INVALID_CLIENT_ID
@ INVALID_CLIENT_ID
Client is not part of anything.
Definition: network_type.h:50
PACKET_SERVER_CONFIG_UPDATE
@ PACKET_SERVER_CONFIG_UPDATE
Some network configuration important to the client changed.
Definition: tcp_game.h:119
ServerNetworkGameSocketHandler::SendNewGRFCheck
NetworkRecvStatus SendNewGRFCheck()
Send the check for the NewGRFs.
Definition: network_server.cpp:401
NetworkTCPSocketHandler::ReceivePacket
virtual std::unique_ptr< Packet > ReceivePacket()
Receives a packet for the given client.
Definition: tcp.cpp:129
ServerNetworkGameSocketHandler::STATUS_AUTH_COMPANY
@ STATUS_AUTH_COMPANY
The client is authorizing with company password.
Definition: network_server.h:55
INSTANTIATE_POOL_METHODS
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
Definition: pool_func.hpp:237
DESTTYPE_BROADCAST
@ DESTTYPE_BROADCAST
Send message/notice to all clients (All)
Definition: network_type.h:92
ServerNetworkGameSocketHandler::SendNeedGamePassword
NetworkRecvStatus SendNeedGamePassword()
Request the game password.
Definition: network_server.cpp:423
NetworkGameSocketHandler::incoming_queue
CommandQueue incoming_queue
The command-queue awaiting handling.
Definition: tcp_game.h:499
NetworkGameSocketHandler::client_id
ClientID client_id
Client identifier.
Definition: tcp_game.h:496
_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
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:1660
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
NetworkGameSocketHandler::SendCommand
void SendCommand(Packet &p, const CommandPacket &cp)
Sends a command over the network.
Definition: network_command.cpp:384
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
_network_ban_list
StringList _network_ban_list
The banned clients.
Definition: network.cpp:76
ClientSettings::network
NetworkSettings network
settings related to the network
Definition: settings_type.h:636
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
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:1361
SlError
void SlError(StringID string, const std::string &extra_msg)
Error handler.
Definition: saveload.cpp:334
ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler
ServerNetworkGameSocketHandler(SOCKET s)
Create a new socket for the server side of the game connection.
Definition: network_server.cpp:188
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
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:125
_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.
PACKET_SERVER_JOIN
@ PACKET_SERVER_JOIN
Tells clients that a new client has joined.
Definition: tcp_game.h:85
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:101
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:183
NETWORK_RECV_STATUS_OKAY
@ NETWORK_RECV_STATUS_OKAY
Everything is okay.
Definition: core.h:23
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
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:1998
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:75
ServerNetworkGameSocketHandler::SendShutdown
NetworkRecvStatus SendShutdown()
Tell the client we're shutting down.
Definition: network_server.cpp:757
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:328
_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:781
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
ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT
NetworkRecvStatus Receive_CLIENT_QUIT(Packet &p) override
The client is quitting the game.
Definition: network_server.cpp:1152
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:1684
VEH_SHIP
@ VEH_SHIP
Ship vehicle type.
Definition: vehicle_type.h:26
Company
Definition: company_base.h:129
ServerNetworkGameSocketHandler::SendNeedCompanyPassword
NetworkRecvStatus SendNeedCompanyPassword()
Request the company password.
Definition: network_server.cpp:446
SetWindowClassesDirty
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
Definition: window.cpp:3112
SL_OK
@ SL_OK
completed successfully
Definition: saveload.h:387
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.
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:1308
ServerNetworkGameSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
Definition: network_server.cpp:231
_frame_counter_max
uint32_t _frame_counter_max
To where we may go with our clients.
Definition: network.cpp:78
_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:2136
Packet::Recv_uint8
uint8_t Recv_uint8()
Read a 8 bits integer from the packet.
Definition: packet.cpp:292
_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
PACKET_SERVER_NEED_COMPANY_PASSWORD
@ PACKET_SERVER_NEED_COMPANY_PASSWORD
Server requests the (hashed) company password.
Definition: tcp_game.h:69
ServerNetworkGameSocketHandler::SendWait
NetworkRecvStatus SendWait()
Tell the client that its put in a waiting queue.
Definition: network_server.cpp:502
NetworkSettings::autoclean_companies
bool autoclean_companies
automatically remove companies that are not in use
Definition: settings_type.h:322
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
PACKET_SERVER_WELCOME
@ PACKET_SERVER_WELCOME
Server welcomes you and gives you your ClientID.
Definition: tcp_game.h:73
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:1533
CommandPacket::cmd
Commands cmd
command being executed.
Definition: network_internal.h:102
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