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10 #include "../stdafx.h"
12 #include "../strings_func.h"
13 #include "../command_func.h"
14 #include "../timer/timer_game_tick.h"
15 #include "../timer/timer_game_economy.h"
28 #include "../console_func.h"
29 #include "../3rdparty/md5/md5.h"
30 #include "../core/random_func.hpp"
31 #include "../window_func.h"
32 #include "../company_func.h"
33 #include "../company_base.h"
34 #include "../landscape_type.h"
36 #include "../core/pool_func.hpp"
37 #include "../gfx_func.h"
39 #include "../misc_cmd.h"
40 #ifdef DEBUG_DUMP_COMMANDS
41 # include "../fileio_func.h"
47 #include "../safeguards.h"
49 #ifdef DEBUG_DUMP_COMMANDS
55 bool _ddc_fastforward =
true;
83 #ifdef NETWORK_SEND_DOUBLE_SEED
84 uint32_t _sync_seed_2;
95 extern std::string
GenerateUid(std::string_view subject);
103 return !NetworkClientSocket::Iterate().empty();
123 if (ci->client_id ==
client_id)
return ci;
136 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
137 if (cs->client_id ==
client_id)
return cs;
143 byte NetworkSpectatorCount()
165 if (password.compare(
"*") == 0) password =
"";
185 if (password.empty())
return password;
187 size_t password_length = password.size();
188 size_t password_server_id_length = password_server_id.size();
190 std::ostringstream salted_password;
193 char password_char = (i < password_length ? password[i] : 0);
194 char server_id_char = (i < password_server_id_length ? password_server_id[i] : 0);
195 char seed_char = password_game_seed >> (i % 32);
196 salted_password << (char)(password_char ^ server_id_char ^ seed_char);
203 std::string salted_password_string = salted_password.str();
204 checksum.Append(salted_password_string.data(), salted_password_string.size());
205 checksum.Finish(digest);
223 void NetworkTextMessage(
NetworkAction action,
TextColour colour,
bool self_send,
const std::string &name,
const std::string &str, int64_t data,
const std::string &data_str)
227 case NETWORK_ACTION_SERVER_MESSAGE:
229 strid = STR_NETWORK_SERVER_MESSAGE;
232 case NETWORK_ACTION_COMPANY_SPECTATOR:
234 strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE;
236 case NETWORK_ACTION_COMPANY_JOIN:
238 strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN;
240 case NETWORK_ACTION_COMPANY_NEW:
242 strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW;
244 case NETWORK_ACTION_JOIN:
246 strid =
_network_server ? STR_NETWORK_MESSAGE_CLIENT_JOINED_ID : STR_NETWORK_MESSAGE_CLIENT_JOINED;
248 case NETWORK_ACTION_LEAVE: strid = STR_NETWORK_MESSAGE_CLIENT_LEFT;
break;
249 case NETWORK_ACTION_NAME_CHANGE: strid = STR_NETWORK_MESSAGE_NAME_CHANGE;
break;
250 case NETWORK_ACTION_GIVE_MONEY: strid = STR_NETWORK_MESSAGE_GIVE_MONEY;
break;
251 case NETWORK_ACTION_CHAT_COMPANY: strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY;
break;
252 case NETWORK_ACTION_CHAT_CLIENT: strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT;
break;
253 case NETWORK_ACTION_KICKED: strid = STR_NETWORK_MESSAGE_KICKED;
break;
254 case NETWORK_ACTION_EXTERNAL_CHAT: strid = STR_NETWORK_CHAT_EXTERNAL;
break;
255 default: strid = STR_NETWORK_CHAT_ALL;
break;
267 std::ostringstream stream;
268 std::ostreambuf_iterator<char> iterator(stream);
270 std::string message = stream.str() +
GetString(strid);
278 uint NetworkCalculateLag(
const NetworkClientSocket *cs)
280 int lag = cs->last_frame_server - cs->last_frame;
293 void ShowNetworkError(
StringID error_string)
308 static const StringID network_error_strings[] = {
309 STR_NETWORK_ERROR_CLIENT_GENERAL,
310 STR_NETWORK_ERROR_CLIENT_DESYNC,
311 STR_NETWORK_ERROR_CLIENT_SAVEGAME,
312 STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST,
313 STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR,
314 STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH,
315 STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED,
316 STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED,
317 STR_NETWORK_ERROR_CLIENT_WRONG_REVISION,
318 STR_NETWORK_ERROR_CLIENT_NAME_IN_USE,
319 STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD,
320 STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH,
321 STR_NETWORK_ERROR_CLIENT_KICKED,
322 STR_NETWORK_ERROR_CLIENT_CHEATER,
323 STR_NETWORK_ERROR_CLIENT_SERVER_FULL,
324 STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS,
325 STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD,
326 STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER,
327 STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP,
328 STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN,
329 STR_NETWORK_ERROR_CLIENT_INVALID_CLIENT_NAME,
331 static_assert(
lengthof(network_error_strings) == NETWORK_ERROR_END);
333 if (err >= (ptrdiff_t)
lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
335 return network_error_strings[err];
347 switch (changed_mode) {
355 if (!paused && !changed)
return;
366 str = STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 + i;
368 switch (changed_mode) {
374 default: NOT_REACHED();
376 str = paused ? STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED : STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED;
413 for (
const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
414 if (cs->status != NetworkClientSocket::STATUS_ACTIVE)
continue;
441 for (
const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
442 if (cs->status >= NetworkClientSocket::STATUS_AUTHORIZED && cs->status < NetworkClientSocket::STATUS_ACTIVE)
return true;
468 std::string_view ip = connection_string;
469 if (company_id ==
nullptr)
return ip;
471 size_t offset = ip.find_last_of(
'#');
472 if (offset != std::string::npos) {
473 std::string_view company_string = ip.substr(offset + 1);
474 ip = ip.substr(0, offset);
476 uint8_t company_value;
477 auto [_, err] = std::from_chars(company_string.data(), company_string.data() + company_string.size(), company_value);
478 if (err == std::errc()) {
484 *company_id = (
CompanyID)(company_value - 1);
514 size_t port_offset = ip.find_last_of(
':');
515 size_t ipv6_close = ip.find_last_of(
']');
516 if (port_offset != std::string::npos && (ipv6_close == std::string::npos || ipv6_close < port_offset)) {
517 std::string_view port_string = ip.substr(port_offset + 1);
518 ip = ip.substr(0, port_offset);
519 std::from_chars(port_string.data(), port_string.data() + port_string.size(), port);
532 uint16_t port = default_port;
534 return std::string(ip) +
":" + std::to_string(port);
547 uint16_t port = default_port;
586 as->CloseConnection(
true);
590 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
605 NetworkGameSocketHandler::ProcessDeferredDeletions();
622 static void NetworkInitialize(
bool close_admins =
true)
635 std::string connection_string;
642 Debug(net, 9,
"Query::OnFailure(): connection_string={}", this->connection_string);
651 void OnConnect(SOCKET s)
override
653 Debug(net, 9,
"Query::OnConnect(): connection_string={}", this->connection_string);
667 Debug(net, 9,
"NetworkQueryServer(): connection_string={}", connection_string);
673 TCPConnecter::Create<TCPQueryConnecter>(connection_string);
687 if (connection_string.empty())
return nullptr;
700 if (manually) item->
manually =
true;
701 if (never_expire) item->
version = INT32_MAX;
714 addresses->emplace_back(iter.c_str(), port);
718 if (addresses->empty()) {
719 addresses->emplace_back(
"", port);
726 void NetworkRebuildHostList()
738 std::string connection_string;
745 Debug(net, 9,
"Client::OnFailure(): connection_string={}", this->connection_string);
747 ShowNetworkError(STR_NETWORK_ERROR_NOCONNECTION);
750 void OnConnect(SOCKET s)
override
752 Debug(net, 9,
"Client::OnConnect(): connection_string={}", this->connection_string);
779 bool NetworkClientConnectGame(
const std::string &connection_string,
CompanyID default_company,
const std::string &join_server_password,
const std::string &join_company_password)
781 Debug(net, 9,
"NetworkClientConnectGame(): connection_string={}", connection_string);
794 if (_game_mode == GM_MENU) {
819 Debug(net, 9,
"status = CONNECTING");
821 ShowJoinStatusWindow();
826 static void NetworkInitGameInfo()
828 FillStaticNetworkServerGameInfo();
853 if (!server_name.empty())
return true;
867 static const std::string fallback_client_name =
"Unnamed Client";
870 Debug(net, 1,
"No \"client_name\" has been set, using \"{}\" instead. Please set this now using the \"name <new name>\" command", fallback_client_name);
874 static const std::string fallback_server_name =
"Unnamed Server";
877 Debug(net, 1,
"No \"server_name\" has been set, using \"{}\" instead. Please set this now using the \"server_name <new name>\" command", fallback_server_name);
882 bool NetworkServerStart()
894 NetworkInitialize(
false);
896 Debug(net, 5,
"Starting listeners for clients");
901 Debug(net, 5,
"Starting listeners for admins");
906 Debug(net, 5,
"Starting listeners for incoming server queries");
921 NetworkInitGameInfo();
943 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
966 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
996 case SERVER_GAME_TYPE_LOCAL:
1000 case SERVER_GAME_TYPE_INVITE_ONLY:
1001 case SERVER_GAME_TYPE_PUBLIC:
1023 NetworkGameSocketHandler::ProcessDeferredDeletions();
1028 static void NetworkSend()
1036 NetworkGameSocketHandler::ProcessDeferredDeletions();
1051 NetworkGameSocketHandler::ProcessDeferredDeletions();
1058 void NetworkGameLoop()
1068 static TimerGameEconomy::Date last_log;
1075 #ifdef DEBUG_DUMP_COMMANDS
1078 static TimerGameEconomy::Date next_date(0);
1079 static uint32_t next_date_fract;
1081 static bool check_sync_state =
false;
1082 static uint32_t sync_state[2];
1083 if (f ==
nullptr && next_date == 0) {
1084 Debug(desync, 0,
"Cannot open commands.log");
1085 next_date = TimerGameEconomy::Date(1);
1088 while (f !=
nullptr && !feof(f)) {
1090 if (cp !=
nullptr) {
1096 if (check_sync_state) {
1100 Debug(desync, 0,
"Sync check: {:08x}; {:02x}; mismatch expected {{{:08x}, {:08x}}}, got {{{:08x}, {:08x}}}",
1104 check_sync_state =
false;
1110 Debug(desync, 0,
"Skipping to next command at {:08x}:{:02x}", next_date, next_date_fract);
1111 if (cp !=
nullptr) {
1115 check_sync_state =
false;
1118 if (cp !=
nullptr || check_sync_state)
break;
1121 if (fgets(buff,
lengthof(buff), f) ==
nullptr)
break;
1127 if (p ==
nullptr)
break;
1131 if (strncmp(p,
"cmd: ", 5) == 0
1132 #ifdef DEBUG_FAILED_DUMP_COMMANDS
1133 || strncmp(p,
"cmdf: ", 6) == 0
1142 uint32_t next_date_raw;
1143 int ret = sscanf(p,
"%x; %x; %x; %x; %x; %255s", &next_date_raw, &next_date_fract, &company, &cmd, &cp->
err_msg, buffer);
1145 next_date = TimerGameEconomy::Date((int32_t)next_date_raw);
1150 std::vector<byte> args;
1151 size_t arg_len = strlen(buffer);
1152 for (
size_t i = 0; i + 1 < arg_len; i += 2) {
1154 std::from_chars(buffer + i, buffer + i + 2, e, 16);
1155 args.emplace_back(e);
1158 }
else if (strncmp(p,
"join: ", 6) == 0) {
1160 uint32_t next_date_raw;
1161 int ret = sscanf(p + 6,
"%x; %x", &next_date_raw, &next_date_fract);
1162 next_date = TimerGameEconomy::Date((int32_t)next_date_raw);
1164 Debug(desync, 0,
"Injecting pause for join at {:08x}:{:02x}; please join when paused", next_date, next_date_fract);
1169 _ddc_fastforward =
false;
1170 }
else if (strncmp(p,
"sync: ", 6) == 0) {
1171 uint32_t next_date_raw;
1172 int ret = sscanf(p + 6,
"%x; %x; %x; %x", &next_date_raw, &next_date_fract, &sync_state[0], &sync_state[1]);
1173 next_date = TimerGameEconomy::Date((int32_t)next_date_raw);
1175 check_sync_state =
true;
1176 }
else if (strncmp(p,
"msg: ", 5) == 0 || strncmp(p,
"client: ", 8) == 0 ||
1177 strncmp(p,
"load: ", 6) == 0 || strncmp(p,
"save: ", 6) == 0 ||
1178 strncmp(p,
"warning: ", 9) == 0) {
1180 #ifndef DEBUG_FAILED_DUMP_COMMANDS
1181 }
else if (strncmp(p,
"cmdf: ", 6) == 0) {
1182 Debug(desync, 0,
"Skipping replay of failed command: {}", p + 6);
1186 Debug(desync, 0,
"Trying to parse: {}", p);
1190 if (f !=
nullptr && feof(f)) {
1191 Debug(desync, 0,
"End of commands.log");
1205 bool send_frame =
false;
1221 #ifdef NETWORK_SEND_DOUBLE_SEED
1247 static void NetworkGenerateServerId()
1255 Debug(net, 3,
"Starting network");
1264 _network_game_info = {};
1266 NetworkInitialize();
1268 Debug(net, 3,
"Network online, multiplayer available");
1280 Debug(net, 3,
"Shutting down network");
1287 #ifdef __EMSCRIPTEN__
1290 void CDECL em_openttd_add_server(
const char *connection_string)
static void CheckCallbacks()
Check whether we need to call the callback, i.e.
bool NetworkValidateServerName(std::string &server_name)
Trim the given server name in place, i.e.
uint8_t frame_freq
how often do we send commands to the clients
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-...
@ NETWORK_RECV_STATUS_CLIENT_QUIT
The connection is lost gracefully. Other clients are already informed of this leaving client.
std::string FormatArrayAsHex(std::span< const byte > data)
Format a byte array into a continuous hex string.
@ SAVE_DIR
Base directory for all savegames.
void SendReceive()
Check whether we received/can send some data from/to the content server and when that's the case hand...
bool NetworkValidateOurClientName()
Convenience method for NetworkValidateClientName on _settings_client.network.client_name.
NetworkGameList * NetworkAddServer(const std::string &connection_string, bool manually, bool never_expire)
Validates an address entered as a string and adds the server to the list.
void ShowErrorMessage(StringID summary_msg, int x, int y, CommandCost cc)
Display an error message in a window.
std::string NormalizeConnectionString(const std::string &connection_string, uint16_t default_port)
Normalize a connection string.
std::string client_name
Name of the client.
void ClearGRFConfigList(GRFConfig **config)
Clear a GRF Config list, freeing all nodes.
void NetworkUDPServerListen()
Start the listening of the UDP server component.
std::string company_password
The password of the company to join.
CompanyID client_playas
As which company is this client playing (CompanyID)
@ TD_LTR
Text is written left-to-right by default.
void GetBindAddresses(NetworkAddressList *addresses, uint16_t port)
Get the addresses to bind to.
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
Some state information of a company, especially for servers.
bool _network_server
network-server is active
CompanyMask _network_company_passworded
Bitmask of the password status of all companies.
void CloseWindowById(WindowClass cls, WindowNumber number, bool force, int data)
Close a window by its class and window number (if it is open).
NetworkAction
Actions that can be used for NetworkTextMessage.
@ WC_CLIENT_LIST
Client list; Window numbers:
static void WelcomeAll()
Send a Welcome packet to all connected admins.
std::string server_password
The password of the server to join.
static bool GameLoop()
Actual game loop for the client.
void OnFailure() override
Callback for when the connection attempt failed.
static bool Listen(uint16_t port)
Listen on a particular port.
static bool NetworkHasJoiningClient()
Checks whether there is a joining client.
StringID err_msg
string ID of error message to use.
std::string connection_string
The address of the server to join.
NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo")
Make sure both pools have the same size.
bool pause_on_join
pause the game when people join
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
Handle the pause mode change so we send the right messages to the chat.
static Pool::IterateWrapperFiltered< ServerNetworkAdminSocketHandler, ServerNetworkAdminSocketHandlerFilter > IterateActive(size_t from=0)
Returns an iterable ensemble of all active admin sockets.
Randomizer _random
Random used in the game state calculations.
static ServerAddress Parse(const std::string &connection_string, uint16_t default_port, CompanyID *company_id=nullptr)
Convert a string containing either "hostname", "hostname:port" or invite code to a ServerAddress,...
static DateFract date_fract
Fractional part of the day.
ClientSettings _settings_client
The current settings for this game.
StringList _network_bind_list
The addresses to bind on.
void UpdateNetworkGameWindow()
Update the network new window because a new server is found on the network.
NetworkGameList * NetworkGameListAddItem(const std::string &connection_string)
Add a new item to the linked gamelist.
void NetworkBackgroundLoop()
We have to do some (simple) background stuff that runs normally, even when we are not in multiplayer.
NetworkJoinStatus _network_join_status
The status of joining.
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
static ClientNetworkGameSocketHandler * my_client
This is us!
ClientID _redirect_console_to_client
If not invalid, redirect the console output to a client.
Owner
Enum for all companies/owners.
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
uint16_t network_chat_timeout
timeout of chat messages in seconds
Defines the traits of a command.
static const TextColour CC_DEFAULT
Default colour of the console.
bool _network_first_time
Whether we have finished joining or not.
void NetworkServer_Tick(bool send_frame)
This is called every tick if this is a _network_server.
#define Debug(category, level, format_string,...)
Ouptut a line of debugging information.
static void Send()
Send the packets for the server sockets.
static const int MAX_CHAR_LENGTH
Max. length of UTF-8 encoded unicode character.
NetworkGameList * _network_game_list
Game list of this client.
static const uint MAX_LENGTH_COMPANY_NAME_CHARS
The maximum length of a company name in characters including '\0'.
~NetworkClientInfo()
Basically a client is leaving us right now.
void CloseAllConnections()
Close all pending connection tokens.
std::string NetworkChangeCompanyPassword(CompanyID company_id, std::string password)
Change the company password of a given company.
void NetworkQueryServer(const std::string &connection_string)
Query a server to fetch the game-info.
@ PM_UNPAUSED
A normal unpaused game.
bool HasClients()
Return whether there is any client connected or trying to connect at all.
uint32_t _sync_seed_1
Seed to compare during sync checks.
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
@ COMPANY_FIRST
First company, same as owner.
static NetworkClientInfo * GetByClientID(ClientID client_id)
Return the CI given it's client-identifier.
void NetworkClientJoinGame()
Actually perform the joining to the server.
CompanyID company
The company to join.
CompanyID company
company that is executing the command
NetworkAddress ParseConnectionString(const std::string &connection_string, uint16_t default_port)
Convert a string containing either "hostname" or "hostname:ip" to a NetworkAddress.
@ COMPANY_NEW_COMPANY
The client wants a new company.
static void Send()
Send the packets for the server sockets.
Everything we need to know about a command to be able to execute it.
std::string last_joined
Last joined server.
std::vector< NetworkAddress > NetworkAddressList
Type for a list of addresses.
static bool Receive()
Handle the receiving of packets.
FILE * FioFOpenFile(const std::string &filename, const char *mode, Subdirectory subdir, size_t *filesize)
Opens a OpenTTD file somewhere in a personal or global directory.
void StrTrimInPlace(std::string &str)
Trim the spaces from given string in place, i.e.
void IConsoleCmdExec(const std::string &command_string, const uint recurse_count)
Execute a given command passed to us.
uint32_t _last_sync_frame
Used in the server to store the last time a sync packet was sent to clients.
bool manually
True if the server was added manually.
std::string admin_password
password for the admin network
PauseMode _pause_mode
The current pause mode.
void NetworkClient_Connected()
Is called after a client is connected to the server.
void OnFailure() override
Callback for when the connection attempt failed.
NetworkRecvStatus CloseConnection(bool error=true) override
This will put this socket handler in a close state.
@ MAX_COMPANIES
Maximum number of companies.
std::vector< std::string > StringList
Type for a list of strings.
Non blocking connection create to actually connect to servers.
std::string client_name
name of the player (as client)
#define lengthof(array)
Return the length of an fixed size array.
static void InitializeNetworkPools(bool close_admins=true)
Resets the pools used for network clients, and the admin pool if needed.
static void Clean(PoolType)
Clean all pools of given type.
void NetworkShutDown()
This shuts the network down.
@ PT_NADMIN
Network admin pool.
NetworkCompanyState * _network_company_states
Statistics about some companies.
static const uint NETWORK_SERVER_ID_LENGTH
The maximum length of the network id of the servers, in bytes including '\0'.
int version
Used to see which servers are no longer available on the Game Coordinator and can be removed.
bool _networking
are we in networking mode?
static void CheckPauseHelper(bool pause, PauseMode pm)
Helper function for the pause checkers.
@ PT_NONE
No pool is selected.
static void CheckClientAndServerName()
Check whether the client and server name are set, for a dedicated server and if not set them to some ...
static ServerNetworkGameSocketHandler * GetByClientID(ClientID client_id)
Return the client state given it's client-identifier.
PauseMode
Modes of pausing we've got.
bool _network_dedicated
are we a dedicated server?
@ CMD_PAUSE
pause the game
void Register()
Register our server to receive our invite code.
static void KillAll()
Kill all connection attempts.
static void QueryServer(SOCKET s, const std::string &connection_string)
Start to query a server based on an open socket.
@ PM_PAUSED_GAME_SCRIPT
A game paused by a game script.
static void AcceptConnection(SOCKET s, const NetworkAddress &address)
Handle the accepting of a connection to the server.
@ PT_NCLIENT
Network client pools.
static const uint16_t NETWORK_DEFAULT_PORT
The default port of the game server (TCP & UDP)
std::string_view ParseCompanyFromConnectionString(const std::string &connection_string, CompanyID *company_id)
Parse the company part ("#company" postfix) of a connecting string.
bool NetworkCompanyIsPassworded(CompanyID company_id)
Check if the company we want to join requires a password.
ClientID client_id
Client identifier (same as ClientState->client_id)
void NetworkDisconnect(bool close_admins)
We want to disconnect from the host/clients.
void NetworkHTTPUninitialize()
Uninitialize the HTTP socket handler.
uint16_t server_port
port the server listens on
ClientID _network_own_client_id
Our client identifier.
void NetworkBackgroundUDPLoop()
Receive the UDP packets.
std::string server_name
name of the server
void NetworkCoreShutdown()
Shuts down the network core (as that is needed for some platforms.
static bool Receive()
Check whether we received/can send some data from/to the server and when that's the case handle it ap...
ClientNetworkContentSocketHandler _network_content_client
The client we use to connect to the server.
Class for handling the server side of the game connection.
@ PM_PAUSED_ACTIVE_CLIENTS
A game paused for 'min_active_clients'.
SwitchMode _switch_mode
The next mainloop command.
ServerGameType server_game_type
Server type: local / public / invite-only.
uint32_t _frame_counter_server
The frame_counter of the server, if in network-mode.
CompanyID _current_company
Company currently doing an action.
Wrapper for (un)resolved network addresses; there's no reason to transform a numeric IP to a string a...
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
Base class for all pools.
ClientID
'Unique' identifier to be given to clients
void SendReceive()
Check whether we received/can send some data from/to the Game Coordinator server and when that's the ...
void NetworkSendCommand(Commands cmd, StringID err_message, CommandCallback *callback, CompanyID company, const CommandDataBuffer &cmd_data)
Prepare a DoCommand to be send over the network.
void CDECL NetworkAddChatMessage(TextColour colour, uint duration, const std::string &message)
Add a text message to the 'chat window' to be shown.
void NetworkClientSetCompanyPassword(const std::string &password)
Set/Reset company password on the client side.
uint32_t _frame_counter
The current frame.
CommandDataBuffer data
command parameters.
void SetDParam(size_t n, uint64_t v)
Set a string parameter v at index n in the global string parameter array.
@ COMPANY_SPECTATOR
The client is spectating.
Class for handling the server side of the game connection.
static void CheckPauseOnJoin()
Check whether we should pause on join.
uint16_t server_admin_port
port the server listens on for the admin network
byte _network_clients_connected
The amount of clients connected.
@ WC_NETWORK_STATUS_WINDOW
Network status window; Window numbers:
void NetworkUDPInitialize()
Initialize the whole UDP bit.
ClientNetworkCoordinatorSocketHandler _network_coordinator_client
The connection to the Game Coordinator.
@ PM_PAUSED_NORMAL
A game normally paused.
static void HTTPReceive()
Do the receiving for all HTTP connections.
std::string GetString(StringID string)
Resolve the given StringID into a std::string with all the associated DParam lookups and formatting.
const char * GetCommandName(Commands cmd)
This function mask the parameter with CMD_ID_MASK and returns the name which belongs to the given com...
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
static uint NetworkCountActiveClients()
Counts the number of active clients connected.
@ DESTTYPE_CLIENT
Send message/notice to only a certain client (Private)
void SetDParamStr(size_t n, const char *str)
This function is used to "bind" a C string to a OpenTTD dparam slot.
@ WL_ERROR
Errors (eg. saving/loading failed)
@ SM_MENU
Switch to game intro menu.
Class for handling the client side of the game connection.
@ PM_PAUSED_LINK_GRAPH
A game paused due to the link graph schedule lagging.
void NetworkFindBroadcastIPs(NetworkAddressList *broadcast)
Find the IPv4 broadcast addresses; IPv6 uses a completely different strategy for broadcasting.
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
@ PM_PAUSED_JOIN
A game paused for 'pause_on_join'.
Structure with information shown in the game list (GUI)
static void CheckMinActiveClients()
Check if the minimum number of active clients has been reached and pause or unpause the game as appro...
ClientID client_id
Client identifier.
@ WC_SEND_NETWORK_MSG
Chatbox; Window numbers:
bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const std::string &join_server_password, const std::string &join_company_password)
Join a client to the server at with the given connection string.
@ NGLS_OFFLINE
Server is offline (or cannot be queried).
StringList _network_ban_list
The banned clients.
void NetworkUDPClose()
Close all UDP related stuff.
NetworkSettings network
settings related to the network
static void SendReceive()
Check if any query needs to send or receive.
uint32_t state[2]
The state of the randomizer.
void NetworkClose(bool close_admins)
Close current connections.
std::string_view ParseFullConnectionString(const std::string &connection_string, uint16_t &port, CompanyID *company_id)
Converts a string to ip/port/company Format: IP:port::company.
void NetworkHTTPInitialize()
Initialize the HTTP socket handler.
static const char32_t CHAR_TD_RLM
The next character acts like a right-to-left character.
uint32_t _sync_frame
The frame to perform the sync check.
ServerNetworkGameSocketHandler(SOCKET s)
Create a new socket for the server side of the game connection.
NetworkAddress client_address
IP-address of the client (so they can be banned)
bool NetworkCoreInitialize()
Initializes the network core (as that is needed for some platforms.
void NetworkUpdateServerGameType()
The setting server_game_type was updated; possibly we need to take some action.
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.
Endian-aware buffer adapter that always writes values in little endian order.
NetworkGameList * next
Next pointer to make a linked game list.
size_t Utf8Encode(T buf, char32_t c)
Encode a unicode character and place it in the buffer.
void NetworkExecuteLocalCommandQueue()
Execute all commands on the local command queue that ought to be executed this frame.
Commands
List of commands.
static NetworkRecvStatus SendQuit()
Tell the server we would like to quit.
static constexpr TimerGameTick::Ticks DAY_TICKS
1 day is 74 ticks; TimerGameCalendar::date_fract used to be uint16_t and incremented by 885.
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
static void CloseListeners()
Close the sockets we're listening on.
std::string server_name
Server name.
void StateGameLoop()
State controlling game loop.
uint8_t min_active_clients
minimum amount of active clients to unpause the game
void NetworkStartUp()
This tries to launch the network for a given OS.
bool refreshing
Whether this server is being queried.
StringList _network_host_list
The servers we know.
NetworkGameInfo info
The game information of this server.
byte clients_on
Current count of clients on server.
bool _network_available
is network mode available?
@ WN_NETWORK_STATUS_WINDOW_JOIN
Network join status.
static bool NetworkReceive()
Receives something from the network.
void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &password, bool already_hashed)
Set/Reset a company password on the server end.
@ PM_PAUSED_ERROR
A game paused because a (critical) error.
void NetworkFreeLocalCommandQueue()
Free the local command queues.
NetworkJoinInfo _network_join
Information about the game to join to.
@ SM_JOIN_GAME
Join a network game.
std::string connection_string
The connection string for this ServerAddress.
GRFConfig * grfconfig
List of NewGRF files used.
@ CLIENT_ID_SERVER
Servers always have this ID.
NetworkAddressList _broadcast_list
List of broadcast addresses.
static void Send()
Send the packets of this socket handler.
Non blocking connection to query servers for their game info.
TextDirection _current_text_dir
Text direction of the currently selected language.
bool _is_network_server
Does this client wants to be a network-server?
NetworkErrorCode
The error codes we send around in the protocols.
Container for all information known about a client.
std::string GenerateUid(std::string_view subject)
Generate an unique ID.
uint32_t _frame_counter_max
To where we may go with our clients.
uint8_t _network_reconnect
Reconnect timeout.
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames)
GUISettings gui
settings related to the GUI
@ WL_CRITICAL
Critical errors, the MessageBox is shown in all cases.
void NetworkDistributeCommands()
Distribute the commands of ourself and the clients.
std::string network_id
network ID for servers
NetworkGameListStatus status
Stats of the server.
static const uint NETWORK_COMPANY_NAME_LENGTH
The maximum length of the company name, in bytes including '\0'.
Commands cmd
command being executed.
static Date date
Current date in days (day counter).
static const char32_t CHAR_TD_LRM
The next character acts like a left-to-right character.
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.
constexpr debug_inline bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.