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

OpenTTD Source 15.0-beta1

network_client.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 "network_gui.h"
12#include "../saveload/saveload.h"
13#include "../saveload/saveload_filter.h"
14#include "../command_func.h"
15#include "../console_func.h"
16#include "../strings_func.h"
17#include "../window_func.h"
18#include "../company_func.h"
19#include "../company_base.h"
20#include "../company_gui.h"
21#include "../company_cmd.h"
22#include "../core/random_func.hpp"
23#include "../timer/timer_game_tick.h"
24#include "../timer/timer_game_calendar.h"
25#include "../gfx_func.h"
26#include "../error.h"
27#include "../rev.h"
28#include "network.h"
29#include "network_base.h"
30#include "network_client.h"
31#include "network_gamelist.h"
32#include "../core/backup_type.hpp"
33#include "../thread.h"
34#include "../social_integration.h"
35
36#include "table/strings.h"
37
38#include "../safeguards.h"
39
40/* This file handles all the client-commands */
41
43 struct PacketReader : LoadFilter {
44 static const size_t CHUNK = 32 * 1024;
45
46 std::vector<uint8_t *> blocks;
47 uint8_t *buf;
48 uint8_t *bufe;
49 uint8_t **block;
50 size_t written_bytes;
51 size_t read_bytes;
52
54 PacketReader() : LoadFilter(nullptr), buf(nullptr), bufe(nullptr), block(nullptr), written_bytes(0), read_bytes(0)
55 {
56 }
57
58 ~PacketReader() override
59 {
60 for (auto p : this->blocks) {
61 free(p);
62 }
63 }
64
72 static inline ssize_t TransferOutMemCopy(PacketReader *destination, const char *source, size_t amount)
73 {
74 memcpy(destination->buf, source, amount);
75 destination->buf += amount;
76 destination->written_bytes += amount;
77 return amount;
78 }
79
84 void AddPacket(Packet &p)
85 {
86 assert(this->read_bytes == 0);
87 p.TransferOutWithLimit(TransferOutMemCopy, this->bufe - this->buf, this);
88
89 /* Did everything fit in the current chunk, then we're done. */
90 if (p.RemainingBytesToTransfer() == 0) return;
91
92 /* Allocate a new chunk and add the remaining data. */
93 this->blocks.push_back(this->buf = CallocT<uint8_t>(CHUNK));
94 this->bufe = this->buf + CHUNK;
95
96 p.TransferOutWithLimit(TransferOutMemCopy, this->bufe - this->buf, this);
97 }
98
99 size_t Read(uint8_t *rbuf, size_t size) override
100 {
101 /* Limit the amount to read to whatever we still have. */
102 size_t ret_size = size = std::min(this->written_bytes - this->read_bytes, size);
103 this->read_bytes += ret_size;
104 const uint8_t *rbufe = rbuf + ret_size;
105
106 while (rbuf != rbufe) {
107 if (this->buf == this->bufe) {
108 this->buf = *this->block++;
109 this->bufe = this->buf + CHUNK;
110 }
111
112 size_t to_write = std::min(this->bufe - this->buf, rbufe - rbuf);
113 memcpy(rbuf, this->buf, to_write);
114 rbuf += to_write;
115 this->buf += to_write;
116 }
117
118 return ret_size;
119 }
120
121 void Reset() override
122 {
123 this->read_bytes = 0;
124
125 this->block = this->blocks.data();
126 this->buf = *this->block++;
127 this->bufe = this->buf + CHUNK;
128 }
129};
130
131
135 void ClientNetworkEmergencySave()
136{
137 static FiosNumberedSaveName _netsave_ctr("netsave");
138 DoAutoOrNetsave(_netsave_ctr);
139}
140
141
146ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s, const std::string &connection_string) : NetworkGameSocketHandler(s), connection_string(connection_string), savegame(nullptr), status(STATUS_INACTIVE)
147{
148 assert(ClientNetworkGameSocketHandler::my_client == nullptr);
149 ClientNetworkGameSocketHandler::my_client = this;
150}
151
153ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler()
154{
155 assert(ClientNetworkGameSocketHandler::my_client == this);
156 ClientNetworkGameSocketHandler::my_client = nullptr;
157
158 delete this->GetInfo();
159}
160
161 NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
162{
163 assert(status != NETWORK_RECV_STATUS_OKAY);
164 if (this->IsPendingDeletion()) return status;
165
166 assert(this->sock != INVALID_SOCKET);
167
168 if (!this->HasClientQuit()) {
169 Debug(net, 3, "Closed client connection {}", this->client_id);
170
171 this->SendPackets(true);
172
173 /* Wait a number of ticks so our leave message can reach the server.
174 * This is especially needed for Windows servers as they seem to get
175 * the "socket is closed" message before receiving our leave message,
176 * which would trigger the server to close the connection as well. */
177 CSleep(3 * MILLISECONDS_PER_TICK);
178 }
179
180 this->DeferDeletion();
181
182 return status;
183}
184
189 void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
190{
191 if (this->IsPendingDeletion()) return;
192
193 /* First, send a CLIENT_ERROR to the server, so it knows we are
194 * disconnected (and why!) */
195 NetworkErrorCode errorno;
196
197 /* We just want to close the connection.. */
198 if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
199 this->NetworkSocketHandler::MarkClosed();
200 this->CloseConnection(res);
201 _networking = false;
202
203 CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
204 return;
205 }
206
207 switch (res) {
208 case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
209 case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
210 case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
211 default: errorno = NETWORK_ERROR_GENERAL; break;
212 }
213
214 if (res == NETWORK_RECV_STATUS_SERVER_ERROR || res == NETWORK_RECV_STATUS_SERVER_FULL ||
215 res == NETWORK_RECV_STATUS_SERVER_BANNED) {
216 /* This means the server closed the connection. Emergency save is
217 * already created if this was appropriate during handling of the
218 * disconnect. */
219 this->CloseConnection(res);
220 } else {
221 /* This means we as client made a boo-boo. */
222 SendError(errorno);
223
224 /* Close connection before we make an emergency save, as the save can
225 * take a bit of time; better that the server doesn't stall while we
226 * are doing the save, and already disconnects us. */
227 this->CloseConnection(res);
228 ClientNetworkEmergencySave();
229 }
230
231 CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
232
233 if (_game_mode != GM_MENU) _switch_mode = SM_MENU;
234 _networking = false;
235}
236
237
243/* static */ bool ClientNetworkGameSocketHandler::Receive()
244{
245 if (my_client->CanSendReceive()) {
246 NetworkRecvStatus res = my_client->ReceivePackets();
247 if (res != NETWORK_RECV_STATUS_OKAY) {
248 /* The client made an error of which we can not recover.
249 * Close the connection and drop back to the main menu. */
250 my_client->ClientError(res);
251 return false;
252 }
253 }
254 return _networking;
255}
256
258/* static */ void ClientNetworkGameSocketHandler::Send()
259{
260 my_client->SendPackets();
261 if (my_client != nullptr) my_client->CheckConnection();
262}
263
268/* static */ bool ClientNetworkGameSocketHandler::GameLoop()
269{
270 _frame_counter++;
271
272 NetworkExecuteLocalCommandQueue();
273
274 StateGameLoop();
275
276 /* Check if we are in sync! */
277 if (_sync_frame != 0) {
278 if (_sync_frame == _frame_counter) {
279#ifdef NETWORK_SEND_DOUBLE_SEED
280 if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
281#else
282 if (_sync_seed_1 != _random.state[0]) {
283#endif
284 ShowNetworkError(STR_NETWORK_ERROR_DESYNC);
285 Debug(desync, 1, "sync_err: {:08x}; {:02x}", TimerGameEconomy::date, TimerGameEconomy::date_fract);
286 Debug(net, 0, "Sync error detected");
287 my_client->ClientError(NETWORK_RECV_STATUS_DESYNC);
288 return false;
289 }
290
291 /* If this is the first time we have a sync-frame, we
292 * need to let the server know that we are ready and at the same
293 * frame as it is.. so we can start playing! */
294 if (_network_first_time) {
295 _network_first_time = false;
296 SendAck();
297 }
298
299 _sync_frame = 0;
300 } else if (_sync_frame < _frame_counter) {
301 Debug(net, 1, "Missed frame for sync-test: {} / {}", _sync_frame, _frame_counter);
302 _sync_frame = 0;
303 }
304 }
305
306 return true;
307}
308
309
311 ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = nullptr;
312
314 static uint32_t last_ack_frame;
315
317 static uint8_t _network_server_max_companies;
319std::string _network_server_name;
320
322 NetworkJoinInfo _network_join;
323
324/***********
325 * Sending functions
326 ************/
327
329 NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
330{
331 Debug(net, 9, "Client::SendJoin()");
332
333 Debug(net, 9, "Client::status = JOIN");
334 my_client->status = STATUS_JOIN;
335 Debug(net, 9, "Client::join_status = AUTHORIZING");
336 _network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
337 SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
338
339 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_JOIN);
340 p->Send_string(GetNetworkRevisionString());
341 p->Send_uint32(_openttd_newgrf_version);
342 my_client->SendPacket(std::move(p));
343
344 return NETWORK_RECV_STATUS_OKAY;
345}
346
347 NetworkRecvStatus ClientNetworkGameSocketHandler::SendIdentify()
348{
349 Debug(net, 9, "Client::SendIdentify()");
350
351 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_IDENTIFY);
352 p->Send_string(_settings_client.network.client_name); // Client name
353 p->Send_uint8(_network_join.company); // PlayAs
354 my_client->SendPacket(std::move(p));
355 return NETWORK_RECV_STATUS_OKAY;
356}
357
359 NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
360{
361 Debug(net, 9, "Client::SendNewGRFsOk()");
362
363 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_NEWGRFS_CHECKED);
364 my_client->SendPacket(std::move(p));
365 return NETWORK_RECV_STATUS_OKAY;
366}
367
372 NetworkRecvStatus ClientNetworkGameSocketHandler::SendAuthResponse()
373{
374 Debug(net, 9, "Client::SendAuthResponse()");
375
376 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_AUTH_RESPONSE);
377 my_client->authentication_handler->SendResponse(*p);
378 my_client->SendPacket(std::move(p));
379
380 return NETWORK_RECV_STATUS_OKAY;
381}
382
384 NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
385{
386 Debug(net, 9, "Client::SendGetMap()");
387
388 Debug(net, 9, "Client::status = MAP_WAIT");
389 my_client->status = STATUS_MAP_WAIT;
390
391 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_GETMAP);
392 my_client->SendPacket(std::move(p));
393 return NETWORK_RECV_STATUS_OKAY;
394}
395
397 NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
398{
399 Debug(net, 9, "Client::SendMapOk()");
400
401 Debug(net, 9, "Client::status = ACTIVE");
402 my_client->status = STATUS_ACTIVE;
403
404 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_MAP_OK);
405 my_client->SendPacket(std::move(p));
406 return NETWORK_RECV_STATUS_OKAY;
407}
408
410 NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
411{
412 Debug(net, 9, "Client::SendAck()");
413
414 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_ACK);
415
416 p->Send_uint32(_frame_counter);
417 p->Send_uint8 (my_client->token);
418 my_client->SendPacket(std::move(p));
419 return NETWORK_RECV_STATUS_OKAY;
420}
421
426 NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket &cp)
427{
428 Debug(net, 9, "Client::SendCommand(): cmd={}", cp.cmd);
429
430 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_COMMAND);
431 my_client->NetworkGameSocketHandler::SendCommand(*p, cp);
432
433 my_client->SendPacket(std::move(p));
434 return NETWORK_RECV_STATUS_OKAY;
435}
436
438 NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64_t data)
439{
440 Debug(net, 9, "Client::SendChat(): action={}, type={}, dest={}", action, type, dest);
441
442 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_CHAT);
443
444 p->Send_uint8 (action);
445 p->Send_uint8 (type);
446 p->Send_uint32(dest);
447 p->Send_string(msg);
448 p->Send_uint64(data);
449
450 my_client->SendPacket(std::move(p));
451 return NETWORK_RECV_STATUS_OKAY;
452}
453
455 NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno)
456{
457 Debug(net, 9, "Client::SendError(): errorno={}", errorno);
458
459 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_ERROR);
460
461 p->Send_uint8(errorno);
462 my_client->SendPacket(std::move(p));
463 return NETWORK_RECV_STATUS_OKAY;
464}
465
470 NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const std::string &name)
471{
472 Debug(net, 9, "Client::SendSetName()");
473
474 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_SET_NAME);
475
476 p->Send_string(name);
477 my_client->SendPacket(std::move(p));
478 return NETWORK_RECV_STATUS_OKAY;
479}
480
484 NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
485{
486 Debug(net, 9, "Client::SendQuit()");
487
488 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_QUIT);
489
490 my_client->SendPacket(std::move(p));
491 return NETWORK_RECV_STATUS_OKAY;
492}
493
499 NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const std::string &pass, const std::string &command)
500{
501 Debug(net, 9, "Client::SendRCon()");
502
503 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_RCON);
504 p->Send_string(pass);
505 p->Send_string(command);
506 my_client->SendPacket(std::move(p));
507 return NETWORK_RECV_STATUS_OKAY;
508}
509
514 NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company)
515{
516 Debug(net, 9, "Client::SendMove(): company={}", company);
517
518 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_MOVE);
519 p->Send_uint8(company);
520 my_client->SendPacket(std::move(p));
521 return NETWORK_RECV_STATUS_OKAY;
522}
523
528 bool ClientNetworkGameSocketHandler::IsConnected()
529{
530 return my_client != nullptr && my_client->status == STATUS_ACTIVE;
531}
532
533
534/***********
535 * Receiving functions
536 ************/
537
538extern bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, std::shared_ptr<struct LoadFilter> lf);
539
540 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet &)
541{
542 Debug(net, 9, "Client::Receive_SERVER_FULL()");
543
544 /* We try to join a server which is full */
545 ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
546
547 return NETWORK_RECV_STATUS_SERVER_FULL;
548}
549
550 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet &)
551{
552 Debug(net, 9, "Client::Receive_SERVER_BANNED()");
553
554 /* We try to join a server where we are banned */
555 ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
556
557 return NETWORK_RECV_STATUS_SERVER_BANNED;
558}
559
560/* This packet contains info about the client (playas and name)
561 * as client we save this in NetworkClientInfo, linked via 'client_id'
562 * which is always an unique number on a server. */
563 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet &p)
564{
565 NetworkClientInfo *ci;
566 ClientID client_id = (ClientID)p.Recv_uint32();
567 CompanyID playas = (CompanyID)p.Recv_uint8();
568
569 Debug(net, 9, "Client::Receive_SERVER_CLIENT_INFO(): client_id={}, playas={}", client_id, playas);
570
571 std::string name = p.Recv_string(NETWORK_NAME_LENGTH);
572 std::string public_key = p.Recv_string(NETWORK_PUBLIC_KEY_LENGTH);
573
574 if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
575 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
576 /* The server validates the name when receiving it from clients, so when it is wrong
577 * here something went really wrong. In the best case the packet got malformed on its
578 * way too us, in the worst case the server is broken or compromised. */
579 if (!NetworkIsValidClientName(name)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
580
581 ci = NetworkClientInfo::GetByClientID(client_id);
582 if (ci != nullptr) {
583 if (playas == ci->client_playas && name.compare(ci->client_name) != 0) {
584 /* Client name changed, display the change */
585 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, name);
586 } else if (playas != ci->client_playas) {
587 /* The client changed from client-player..
588 * Do not display that for now */
589 }
590
591 /* Make sure we're in the company the server tells us to be in,
592 * for the rare case that we get moved while joining. */
593 if (client_id == _network_own_client_id) SetLocalCompany(!Company::IsValidID(playas) ? COMPANY_SPECTATOR : playas);
594
595 ci->client_playas = playas;
596 ci->client_name = name;
597 ci->public_key = public_key;
598
599 InvalidateWindowData(WC_CLIENT_LIST, 0);
600
601 return NETWORK_RECV_STATUS_OKAY;
602 }
603
604 /* There are at most as many ClientInfo as ClientSocket objects in a
605 * server. Having more info than a server can have means something
606 * has gone wrong somewhere, i.e. the server has more info than it
607 * has actual clients. That means the server is feeding us an invalid
608 * state. So, bail out! This server is broken. */
609 if (!NetworkClientInfo::CanAllocateItem()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
610
611 /* We don't have this client_id yet, find an empty client_id, and put the data there */
612 ci = new NetworkClientInfo(client_id);
613 ci->client_playas = playas;
614 if (client_id == _network_own_client_id) this->SetInfo(ci);
615
616 ci->client_name = name;
617 ci->public_key = public_key;
618
619 InvalidateWindowData(WC_CLIENT_LIST, 0);
620
621 return NETWORK_RECV_STATUS_OKAY;
622}
623
624 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet &p)
625{
626 static const StringID network_error_strings[] = {
627 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_GENERAL
628 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_DESYNC
629 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_SAVEGAME_FAILED
630 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_CONNECTION_LOST
631 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_ILLEGAL_PACKET
632 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NEWGRF_MISMATCH
633 STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_AUTHORIZED
634 STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_EXPECTED
635 STR_NETWORK_ERROR_WRONG_REVISION, // NETWORK_ERROR_WRONG_REVISION
636 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NAME_IN_USE
637 STR_NETWORK_ERROR_WRONG_PASSWORD, // NETWORK_ERROR_WRONG_PASSWORD
638 STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_COMPANY_MISMATCH
639 STR_NETWORK_ERROR_KICKED, // NETWORK_ERROR_KICKED
640 STR_NETWORK_ERROR_CHEATER, // NETWORK_ERROR_CHEATER
641 STR_NETWORK_ERROR_SERVER_FULL, // NETWORK_ERROR_FULL
642 STR_NETWORK_ERROR_TOO_MANY_COMMANDS, // NETWORK_ERROR_TOO_MANY_COMMANDS
643 STR_NETWORK_ERROR_TIMEOUT_PASSWORD, // NETWORK_ERROR_TIMEOUT_PASSWORD
644 STR_NETWORK_ERROR_TIMEOUT_COMPUTER, // NETWORK_ERROR_TIMEOUT_COMPUTER
645 STR_NETWORK_ERROR_TIMEOUT_MAP, // NETWORK_ERROR_TIMEOUT_MAP
646 STR_NETWORK_ERROR_TIMEOUT_JOIN, // NETWORK_ERROR_TIMEOUT_JOIN
647 STR_NETWORK_ERROR_INVALID_CLIENT_NAME, // NETWORK_ERROR_INVALID_CLIENT_NAME
648 STR_NETWORK_ERROR_NOT_ON_ALLOW_LIST, // NETWORK_ERROR_NOT_ON_ALLOW_LIST
649 STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NO_AUTHENTICATION_METHOD_AVAILABLE
650 };
651 static_assert(lengthof(network_error_strings) == NETWORK_ERROR_END);
652
653 NetworkErrorCode error = (NetworkErrorCode)p.Recv_uint8();
654
655 Debug(net, 9, "Client::Receive_SERVER_ERROR(): error={}", error);
656
657 StringID err = STR_NETWORK_ERROR_LOSTCONNECTION;
658 if (error < (ptrdiff_t)lengthof(network_error_strings)) err = network_error_strings[error];
659 /* In case of kicking a client, we assume there is a kick message in the packet if we can read one byte */
660 if (error == NETWORK_ERROR_KICKED && p.CanReadFromPacket(1)) {
661 SetDParamStr(0, p.Recv_string(NETWORK_CHAT_LENGTH));
662 ShowErrorMessage(err, STR_NETWORK_ERROR_KICK_MESSAGE, WL_CRITICAL);
663 } else {
664 ShowErrorMessage(err, INVALID_STRING_ID, WL_CRITICAL);
665 }
666
667 /* Perform an emergency save if we had already entered the game */
668 if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
669
670 return NETWORK_RECV_STATUS_SERVER_ERROR;
671}
672
673 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet &p)
674{
675 if (this->status != STATUS_ENCRYPTED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
676
677 uint grf_count = p.Recv_uint8();
678 NetworkRecvStatus ret = NETWORK_RECV_STATUS_OKAY;
679
680 Debug(net, 9, "Client::Receive_SERVER_CHECK_NEWGRFS(): grf_count={}", grf_count);
681
682 /* Check all GRFs */
683 for (; grf_count > 0; grf_count--) {
684 GRFIdentifier c;
685 DeserializeGRFIdentifier(p, c);
686
687 /* Check whether we know this GRF */
688 const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, &c.md5sum);
689 if (f == nullptr) {
690 /* We do not know this GRF, bail out of initialization */
691 Debug(grf, 0, "NewGRF {:08X} not found; checksum {}", BSWAP32(c.grfid), FormatArrayAsHex(c.md5sum));
692 ret = NETWORK_RECV_STATUS_NEWGRF_MISMATCH;
693 }
694 }
695
696 if (ret == NETWORK_RECV_STATUS_OKAY) {
697 /* Start receiving the map */
698 return SendNewGRFsOk();
699 }
700
701 /* NewGRF mismatch, bail out */
702 ShowErrorMessage(STR_NETWORK_ERROR_NEWGRF_MISMATCH, INVALID_STRING_ID, WL_CRITICAL);
703 return ret;
704}
705
706 class ClientGamePasswordRequestHandler : public NetworkAuthenticationPasswordRequestHandler {
707 virtual void SendResponse() override { MyClient::SendAuthResponse(); }
708 virtual void AskUserForPassword(std::shared_ptr<NetworkAuthenticationPasswordRequest> request) override
709 {
710 if (!_network_join.server_password.empty()) {
711 request->Reply(_network_join.server_password);
712 } else {
713 ShowNetworkNeedPassword(request);
714 }
715 }
716};
717
718 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_AUTH_REQUEST(Packet &p)
719{
720 if (this->status != STATUS_JOIN && this->status != STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
721 Debug(net, 9, "Client::status = AUTH_GAME");
722 this->status = STATUS_AUTH_GAME;
723
724 Debug(net, 9, "Client::Receive_SERVER_AUTH_REQUEST()");
725
726 if (this->authentication_handler == nullptr) {
727 this->authentication_handler = NetworkAuthenticationClientHandler::Create(std::make_shared<ClientGamePasswordRequestHandler>(),
728 _settings_client.network.client_secret_key, _settings_client.network.client_public_key);
729 }
730 switch (this->authentication_handler->ReceiveRequest(p)) {
731 case NetworkAuthenticationClientHandler::READY_FOR_RESPONSE:
732 return SendAuthResponse();
733
734 case NetworkAuthenticationClientHandler::AWAIT_USER_INPUT:
735 return NETWORK_RECV_STATUS_OKAY;
736
737 case NetworkAuthenticationClientHandler::INVALID:
738 default:
739 return NETWORK_RECV_STATUS_MALFORMED_PACKET;
740 }
741}
742
743 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ENABLE_ENCRYPTION(Packet &p)
744{
745 if (this->status != STATUS_AUTH_GAME || this->authentication_handler == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
746
747 Debug(net, 9, "Client::Receive_SERVER_ENABLE_ENCRYPTION()");
748
749 if (!this->authentication_handler->ReceiveEnableEncryption(p)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
750
751 this->receive_encryption_handler = this->authentication_handler->CreateServerToClientEncryptionHandler();
752 this->send_encryption_handler = this->authentication_handler->CreateClientToServerEncryptionHandler();
753 this->authentication_handler = nullptr;
754
755 Debug(net, 9, "Client::status = ENCRYPTED");
756 this->status = STATUS_ENCRYPTED;
757
758 return this->SendIdentify();
759}
760
761 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet &p)
762{
763 if (this->status < STATUS_ENCRYPTED || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
764 Debug(net, 9, "Client::status = AUTHORIZED");
765 this->status = STATUS_AUTHORIZED;
766
767 _network_own_client_id = (ClientID)p.Recv_uint32();
768
769 Debug(net, 9, "Client::Receive_SERVER_WELCOME(): client_id={}", _network_own_client_id);
770
771 /* Start receiving the map */
772 return SendGetMap();
773}
774
775 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WAIT(Packet &p)
776{
777 /* We set the internal wait state when requesting the map. */
778 if (this->status != STATUS_MAP_WAIT) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
779
780 Debug(net, 9, "Client::Receive_SERVER_WAIT()");
781
782 /* But... only now we set the join status to waiting, instead of requesting. */
783 Debug(net, 9, "Client::join_status = WAITING");
784 _network_join_status = NETWORK_JOIN_STATUS_WAITING;
785 _network_join_waiting = p.Recv_uint8();
786 SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
787
788 return NETWORK_RECV_STATUS_OKAY;
789}
790
791 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet &p)
792{
793 if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
794 Debug(net, 9, "Client::status = MAP");
795 this->status = STATUS_MAP;
796
797 if (this->savegame != nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
798
799 this->savegame = std::make_shared<PacketReader>();
800
801 _frame_counter = _frame_counter_server = _frame_counter_max = p.Recv_uint32();
802
803 Debug(net, 9, "Client::Receive_SERVER_MAP_BEGIN(): frame_counter={}", _frame_counter);
804
805 _network_join_bytes = 0;
806 _network_join_bytes_total = 0;
807
808 Debug(net, 9, "Client::join_status = DOWNLOADING");
809 _network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
810 SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
811
812 return NETWORK_RECV_STATUS_OKAY;
813}
814
815 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet &p)
816{
817 if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
818 if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
819
820 _network_join_bytes_total = p.Recv_uint32();
821 SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
822
823 Debug(net, 9, "Client::Receive_SERVER_MAP_SIZE(): bytes_total={}", _network_join_bytes_total);
824
825 return NETWORK_RECV_STATUS_OKAY;
826}
827
828 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet &p)
829{
830 if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
831 if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
832
833 /* We are still receiving data, put it to the file */
834 this->savegame->AddPacket(p);
835
836 _network_join_bytes = (uint32_t)this->savegame->written_bytes;
837 SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
838
839 return NETWORK_RECV_STATUS_OKAY;
840}
841
842 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet &)
843{
844 if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
845 if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
846
847 Debug(net, 9, "Client::Receive_SERVER_MAP_DONE()");
848
849 Debug(net, 9, "Client::join_status = PROCESSING");
850 _network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
851 SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
852
853 this->savegame->Reset();
854
855 /* The map is done downloading, load it */
856 ClearErrorMessages();
857
858 /* Set the abstract filetype. This is read during savegame load. */
859 _file_to_saveload.SetMode(SLO_LOAD, FT_SAVEGAME, DFT_GAME_FILE);
860
861 bool load_success = SafeLoad({}, SLO_LOAD, DFT_GAME_FILE, GM_NORMAL, NO_DIRECTORY, this->savegame);
862 this->savegame = nullptr;
863
864 /* Long savegame loads shouldn't affect the lag calculation! */
865 this->last_packet = std::chrono::steady_clock::now();
866
867 if (!load_success) {
868 ShowErrorMessage(STR_NETWORK_ERROR_SAVEGAMEERROR, INVALID_STRING_ID, WL_CRITICAL);
869 return NETWORK_RECV_STATUS_SAVEGAME;
870 }
871 /* If the savegame has successfully loaded, ALL windows have been removed,
872 * only toolbar/statusbar and gamefield are visible */
873
874 /* Say we received the map and loaded it correctly! */
875 SendMapOk();
876
877 /* As we skipped switch-mode, update the time we "switched". */
878 _game_session_stats.start_time = std::chrono::steady_clock::now();
879 _game_session_stats.savegame_size = std::nullopt;
880
881 ShowClientList();
882
883 /* New company/spectator (invalid company) or company we want to join is not active
884 * Switch local company to spectator and await the server's judgement */
885 if (_network_join.company == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_join.company)) {
886 SetLocalCompany(COMPANY_SPECTATOR);
887
888 if (_network_join.company != COMPANY_SPECTATOR) {
889 /* We have arrived and ready to start playing; send a command to make a new company;
890 * the server will give us a client-id and let us in */
891 Debug(net, 9, "Client::join_status = REGISTERING");
892 _network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
893 ShowJoinStatusWindow();
894 Command<CMD_COMPANY_CTRL>::Post(CCA_NEW, INVALID_COMPANY, CRR_NONE, _network_own_client_id);
895 }
896 } else {
897 /* take control over an existing company */
898 SetLocalCompany(_network_join.company);
899 }
900
901 SocialIntegration::EventEnterMultiplayer(Map::SizeX(), Map::SizeY());
902
903 return NETWORK_RECV_STATUS_OKAY;
904}
905
906 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet &p)
907{
908 if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
909
910 _frame_counter_server = p.Recv_uint32();
911 _frame_counter_max = p.Recv_uint32();
912#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
913 /* Test if the server supports this option
914 * and if we are at the frame the server is */
915#ifdef NETWORK_SEND_DOUBLE_SEED
916 if (p.CanReadFromPacket(sizeof(uint32_t) + sizeof(uint32_t))) {
917#else
918 if (p.CanReadFromPacket(sizeof(uint32_t))) {
919#endif
920 _sync_frame = _frame_counter_server;
921 _sync_seed_1 = p.Recv_uint32();
922#ifdef NETWORK_SEND_DOUBLE_SEED
923 _sync_seed_2 = p.Recv_uint32();
924#endif
925 }
926#endif
927 /* Receive the token. */
928 if (p.CanReadFromPacket(sizeof(uint8_t))) this->token = p.Recv_uint8();
929
930 /* Let the server know that we received this frame correctly
931 * We do this only once per day, to save some bandwidth ;) */
932 if (!_network_first_time && last_ack_frame < _frame_counter) {
933 last_ack_frame = _frame_counter + Ticks::DAY_TICKS;
934 Debug(net, 7, "Sent ACK at {}", _frame_counter);
935 SendAck();
936 }
937
938 return NETWORK_RECV_STATUS_OKAY;
939}
940
941 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SYNC(Packet &p)
942{
943 if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
944
945 _sync_frame = p.Recv_uint32();
946 _sync_seed_1 = p.Recv_uint32();
947#ifdef NETWORK_SEND_DOUBLE_SEED
948 _sync_seed_2 = p.Recv_uint32();
949#endif
950
951 Debug(net, 9, "Client::Receive_SERVER_SYNC(): sync_frame={}, sync_seed_1={}", _sync_frame, _sync_seed_1);
952
953 return NETWORK_RECV_STATUS_OKAY;
954}
955
956 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet &p)
957{
958 if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
959
960 CommandPacket cp;
961 const char *err = this->ReceiveCommand(p, cp);
962 cp.frame = p.Recv_uint32();
963 cp.my_cmd = p.Recv_bool();
964
965 Debug(net, 9, "Client::Receive_SERVER_COMMAND(): cmd={}, frame={}", cp.cmd, cp.frame);
966
967 if (err != nullptr) {
968 IConsolePrint(CC_WARNING, "Dropping server connection due to {}.", err);
969 return NETWORK_RECV_STATUS_MALFORMED_PACKET;
970 }
971
972 this->incoming_queue.push_back(cp);
973
974 return NETWORK_RECV_STATUS_OKAY;
975}
976
977 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet &p)
978{
979 if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
980
981 std::string name;
982 const NetworkClientInfo *ci = nullptr, *ci_to;
983
984 NetworkAction action = (NetworkAction)p.Recv_uint8();
985 ClientID client_id = (ClientID)p.Recv_uint32();
986 bool self_send = p.Recv_bool();
987 std::string msg = p.Recv_string(NETWORK_CHAT_LENGTH);
988 int64_t data = p.Recv_uint64();
989
990 Debug(net, 9, "Client::Receive_SERVER_CHAT(): action={}, client_id={}, self_send={}", action, client_id, self_send);
991
992 ci_to = NetworkClientInfo::GetByClientID(client_id);
993 if (ci_to == nullptr) return NETWORK_RECV_STATUS_OKAY;
994
995 /* Did we initiate the action locally? */
996 if (self_send) {
997 switch (action) {
998 case NETWORK_ACTION_CHAT_CLIENT:
999 /* For speaking to client we need the client-name */
1000 name = ci_to->client_name;
1001 ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
1002 break;
1003
1004 /* For speaking to company, we need the company-name */
1005 case NETWORK_ACTION_CHAT_COMPANY: {
1006 StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
1007 SetDParam(0, ci_to->client_playas);
1008
1009 name = GetString(str);
1010 ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
1011 break;
1012 }
1013
1014 default: return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1015 }
1016 } else {
1017 /* Display message from somebody else */
1018 name = ci_to->client_name;
1019 ci = ci_to;
1020 }
1021
1022 if (ci != nullptr) {
1023 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), self_send, name, msg, data);
1024 }
1025 return NETWORK_RECV_STATUS_OKAY;
1026}
1027
1028 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_EXTERNAL_CHAT(Packet &p)
1029{
1030 if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1031
1032 std::string source = p.Recv_string(NETWORK_CHAT_LENGTH);
1033 TextColour colour = (TextColour)p.Recv_uint16();
1034 std::string user = p.Recv_string(NETWORK_CHAT_LENGTH);
1035 std::string msg = p.Recv_string(NETWORK_CHAT_LENGTH);
1036
1037 Debug(net, 9, "Client::Receive_SERVER_EXTERNAL_CHAT(): source={}", source);
1038
1039 if (!IsValidConsoleColour(colour)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1040
1041 NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT, colour, false, user, msg, 0, source);
1042
1043 return NETWORK_RECV_STATUS_OKAY;
1044}
1045
1046 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet &p)
1047{
1048 if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1049
1050 ClientID client_id = (ClientID)p.Recv_uint32();
1051
1052 Debug(net, 9, "Client::Receive_SERVER_ERROR_QUIT(): client_id={}", client_id);
1053
1054 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
1055 if (ci != nullptr) {
1056 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", GetNetworkErrorMsg((NetworkErrorCode)p.Recv_uint8()));
1057 delete ci;
1058 }
1059
1060 InvalidateWindowData(WC_CLIENT_LIST, 0);
1061
1062 return NETWORK_RECV_STATUS_OKAY;
1063}
1064
1065 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet &p)
1066{
1067 if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1068
1069 ClientID client_id = (ClientID)p.Recv_uint32();
1070
1071 Debug(net, 9, "Client::Receive_SERVER_QUIT(): client_id={}", client_id);
1072
1073 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
1074 if (ci != nullptr) {
1075 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1076 delete ci;
1077 } else {
1078 Debug(net, 1, "Unknown client ({}) is leaving the game", client_id);
1079 }
1080
1081 InvalidateWindowData(WC_CLIENT_LIST, 0);
1082
1083 /* If we come here it means we could not locate the client.. strange :s */
1084 return NETWORK_RECV_STATUS_OKAY;
1085}
1086
1087 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet &p)
1088{
1089 if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1090
1091 ClientID client_id = (ClientID)p.Recv_uint32();
1092
1093 Debug(net, 9, "Client::Receive_SERVER_JOIN(): client_id={}", client_id);
1094
1095 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
1096 if (ci != nullptr) {
1097 NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name);
1098 }
1099
1100 InvalidateWindowData(WC_CLIENT_LIST, 0);
1101
1102 return NETWORK_RECV_STATUS_OKAY;
1103}
1104
1105 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet &)
1106{
1107 Debug(net, 9, "Client::Receive_SERVER_SHUTDOWN()");
1108
1109 /* Only when we're trying to join we really
1110 * care about the server shutting down. */
1111 if (this->status >= STATUS_JOIN) {
1112 ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN, INVALID_STRING_ID, WL_CRITICAL);
1113 }
1114
1115 if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
1116
1117 return NETWORK_RECV_STATUS_SERVER_ERROR;
1118}
1119
1120 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet &)
1121{
1122 Debug(net, 9, "Client::Receive_SERVER_NEWGAME()");
1123
1124 /* Only when we're trying to join we really
1125 * care about the server shutting down. */
1126 if (this->status >= STATUS_JOIN) {
1127 /* To throttle the reconnects a bit, every clients waits its
1128 * Client ID modulo 16 + 1 (value 0 means no reconnect).
1129 * This way reconnects should be spread out a bit. */
1130 _network_reconnect = _network_own_client_id % 16 + 1;
1131 ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_REBOOT, INVALID_STRING_ID, WL_CRITICAL);
1132 }
1133
1134 if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
1135
1136 return NETWORK_RECV_STATUS_SERVER_ERROR;
1137}
1138
1139 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_RCON(Packet &p)
1140{
1141 if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1142
1143 Debug(net, 9, "Client::Receive_SERVER_RCON()");
1144
1145 TextColour colour_code = (TextColour)p.Recv_uint16();
1146 if (!IsValidConsoleColour(colour_code)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1147
1148 std::string rcon_out = p.Recv_string(NETWORK_RCONCOMMAND_LENGTH);
1149
1150 IConsolePrint(colour_code, rcon_out);
1151
1152 return NETWORK_RECV_STATUS_OKAY;
1153}
1154
1155 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE(Packet &p)
1156{
1157 if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1158
1159 /* Nothing more in this packet... */
1160 ClientID client_id = (ClientID)p.Recv_uint32();
1161 CompanyID company_id = (CompanyID)p.Recv_uint8();
1162
1163 Debug(net, 9, "Client::Receive_SERVER_MOVE(): client_id={}, comapny_id={}", client_id, company_id);
1164
1165 if (client_id == 0) {
1166 /* definitely an invalid client id, debug message and do nothing. */
1167 Debug(net, 1, "Received invalid client index = 0");
1168 return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1169 }
1170
1171 const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
1172 /* Just make sure we do not try to use a client_index that does not exist */
1173 if (ci == nullptr) return NETWORK_RECV_STATUS_OKAY;
1174
1175 /* if not valid player, force spectator, else check player exists */
1176 if (!Company::IsValidID(company_id)) company_id = COMPANY_SPECTATOR;
1177
1178 if (client_id == _network_own_client_id) {
1179 SetLocalCompany(company_id);
1180 }
1181
1182 return NETWORK_RECV_STATUS_OKAY;
1183}
1184
1185 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet &p)
1186{
1187 if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1188
1189 _network_server_max_companies = p.Recv_uint8();
1190 _network_server_name = p.Recv_string(NETWORK_NAME_LENGTH);
1191
1192 InvalidateWindowData(WC_CLIENT_LIST, 0);
1193
1194 Debug(net, 9, "Client::Receive_SERVER_CONFIG_UPDATE(): max_companies={}", _network_server_max_companies);
1195
1196 return NETWORK_RECV_STATUS_OKAY;
1197}
1198
1202 void ClientNetworkGameSocketHandler::CheckConnection()
1203{
1204 /* Only once we're authorized we can expect a steady stream of packets. */
1205 if (this->status < STATUS_AUTHORIZED) return;
1206
1207 /* 5 seconds are roughly twice the server's "you're slow" threshold (1 game day). */
1208 std::chrono::steady_clock::duration lag = std::chrono::steady_clock::now() - this->last_packet;
1209 if (lag < std::chrono::seconds(5)) return;
1210
1211 /* 20 seconds are (way) more than 4 game days after which
1212 * the server will forcefully disconnect you. */
1213 if (lag > std::chrono::seconds(20)) {
1214 this->NetworkGameSocketHandler::CloseConnection();
1215 return;
1216 }
1217
1218 /* Prevent showing the lag message every tick; just update it when needed. */
1219 static std::chrono::steady_clock::duration last_lag = {};
1220 if (std::chrono::duration_cast<std::chrono::seconds>(last_lag) == std::chrono::duration_cast<std::chrono::seconds>(lag)) return;
1221
1222 last_lag = lag;
1223 SetDParam(0, std::chrono::duration_cast<std::chrono::seconds>(lag).count());
1224 ShowErrorMessage(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION, STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION, WL_INFO);
1225}
1226
1227
1229 void NetworkClient_Connected()
1230{
1231 /* Set the frame-counter to 0 so nothing happens till we are ready */
1232 _frame_counter = 0;
1233 _frame_counter_server = 0;
1234 last_ack_frame = 0;
1235
1236 Debug(net, 9, "Client::NetworkClient_Connected()");
1237
1238 /* Request the game-info */
1239 MyClient::SendJoin();
1240}
1241
1247 void NetworkClientSendRcon(const std::string &password, const std::string &command)
1248{
1249 MyClient::SendRCon(password, command);
1250}
1251
1256 void NetworkClientRequestMove(CompanyID company_id)
1257{
1258 MyClient::SendMove(company_id);
1259}
1260
1265 void NetworkClientsToSpectators(CompanyID cid)
1266{
1267 Backup<CompanyID> cur_company(_current_company);
1268 /* If our company is changing owner, go to spectators */
1269 if (cid == _local_company) SetLocalCompany(COMPANY_SPECTATOR);
1270
1271 for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1272 if (ci->client_playas != cid) continue;
1273 NetworkTextMessage(NETWORK_ACTION_COMPANY_SPECTATOR, CC_DEFAULT, false, ci->client_name);
1274 ci->client_playas = COMPANY_SPECTATOR;
1275 }
1276
1277 cur_company.Restore();
1278}
1279
1287 bool NetworkIsValidClientName(const std::string_view client_name)
1288{
1289 if (client_name.empty()) return false;
1290 if (client_name[0] == ' ') return false;
1291 return true;
1292}
1293
1309 bool NetworkValidateClientName(std::string &client_name)
1310{
1311 StrTrimInPlace(client_name);
1312 if (NetworkIsValidClientName(client_name)) return true;
1313
1314 ShowErrorMessage(STR_NETWORK_ERROR_BAD_PLAYER_NAME, INVALID_STRING_ID, WL_ERROR);
1315 return false;
1316}
1317
1325 bool NetworkValidateOurClientName()
1326{
1327 return NetworkValidateClientName(_settings_client.network.client_name);
1328}
1329
1334 void NetworkUpdateClientName(const std::string &client_name)
1335{
1336 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
1337 if (ci == nullptr) return;
1338
1339 /* Don't change the name if it is the same as the old name */
1340 if (client_name.compare(ci->client_name) != 0) {
1341 if (!_network_server) {
1342 MyClient::SendSetName(client_name);
1343 } else {
1344 /* Copy to a temporary buffer so no #n gets added after our name in the settings when there are duplicate names. */
1345 std::string temporary_name = client_name;
1346 if (NetworkMakeClientNameUnique(temporary_name)) {
1347 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, temporary_name);
1348 ci->client_name = temporary_name;
1349 NetworkUpdateClientInfo(CLIENT_ID_SERVER);
1350 }
1351 }
1352 }
1353}
1354
1363 void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64_t data)
1364{
1365 MyClient::SendChat(action, type, dest, msg, data);
1366}
1367
1373 bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio)
1374{
1375 /* Only companies actually playing can speak to team. Eg spectators cannot */
1376 if (!_settings_client.gui.prefer_teamchat || !Company::IsValidID(cio->client_playas)) return false;
1377
1378 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1379 if (ci->client_playas == cio->client_playas && ci != cio) return true;
1380 }
1381
1382 return false;
1383}
1384
1389uint NetworkMaxCompaniesAllowed()
1390{
1391 return _network_server ? _settings_client.network.max_companies : _network_server_max_companies;
1392}
1393
1398 bool NetworkMaxCompaniesReached()
1399{
1400 return Company::GetNumItems() >= NetworkMaxCompaniesAllowed();
1401}
BSWAP32
static uint32_t BSWAP32(uint32_t x)
Perform a 32 bits endianness bitswap on x.
Definition bitmath_func.hpp:364
ClientGamePasswordRequestHandler
Definition network_client.cpp:706
ClientGamePasswordRequestHandler::AskUserForPassword
virtual void AskUserForPassword(std::shared_ptr< NetworkAuthenticationPasswordRequest > request) override
Callback to trigger asking the user for the password.
Definition network_client.cpp:708
ClientGamePasswordRequestHandler::SendResponse
virtual void SendResponse() override
Callback to trigger sending the response for the password request.
Definition network_client.cpp:707
ClientNetworkGameSocketHandler
Class for handling the client side of the game connection.
Definition network_client.h:16
ClientNetworkGameSocketHandler::Receive_SERVER_QUIT
NetworkRecvStatus Receive_SERVER_QUIT(Packet &p) override
Notification that a client left the game: uint32_t ID of the client.
Definition network_client.cpp:1065
ClientNetworkGameSocketHandler::my_client
static ClientNetworkGameSocketHandler * my_client
This is us!
Definition network_client.h:42
ClientNetworkGameSocketHandler::SendQuit
static NetworkRecvStatus SendQuit()
Tell the server we would like to quit.
Definition network_client.cpp:484
ClientNetworkGameSocketHandler::Receive_SERVER_SYNC
NetworkRecvStatus Receive_SERVER_SYNC(Packet &p) override
Sends a sync-check to the client: uint32_t Frame counter.
Definition network_client.cpp:941
ClientNetworkGameSocketHandler::Receive_SERVER_ENABLE_ENCRYPTION
NetworkRecvStatus Receive_SERVER_ENABLE_ENCRYPTION(Packet &p) override
Indication to the client that authentication is complete and encryption has to be used from here on f...
Definition network_client.cpp:743
ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE
NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet &p) override
Sends the size of the map to the client.
Definition network_client.cpp:815
ClientNetworkGameSocketHandler::Receive
static bool Receive()
Check whether we received/can send some data from/to the server and when that's the case handle it ap...
Definition network_client.cpp:243
ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE
NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet &p) override
Sends that all data of the map are sent to the client:
Definition network_client.cpp:842
ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO
NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet &p) override
Send information about a client: uint32_t ID of the client (always unique on a server.
Definition network_client.cpp:563
ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler
~ClientNetworkGameSocketHandler()
Clear whatever we assigned.
Definition network_client.cpp:153
ClientNetworkGameSocketHandler::status
ServerStatus status
Status of the connection with the server.
Definition network_client.h:37
ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS
NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet &p) override
Sends information about all used GRFs to the client: uint8_t Amount of GRFs (the following data is re...
Definition network_client.cpp:673
ClientNetworkGameSocketHandler::SendMove
static NetworkRecvStatus SendMove(CompanyID company)
Ask the server to move us.
Definition network_client.cpp:514
ClientNetworkGameSocketHandler::Receive_SERVER_WAIT
NetworkRecvStatus Receive_SERVER_WAIT(Packet &p) override
Notification that another client is currently receiving the map: uint8_t Number of clients waiting in...
Definition network_client.cpp:775
ClientNetworkGameSocketHandler::authentication_handler
std::unique_ptr< class NetworkAuthenticationClientHandler > authentication_handler
The handler for the authentication.
Definition network_client.h:18
ClientNetworkGameSocketHandler::savegame
std::shared_ptr< struct PacketReader > savegame
Packet reader for reading the savegame.
Definition network_client.h:20
ClientNetworkGameSocketHandler::IsConnected
static bool IsConnected()
Check whether the client is actually connected (and in the game).
Definition network_client.cpp:528
ClientNetworkGameSocketHandler::Receive_SERVER_EXTERNAL_CHAT
NetworkRecvStatus Receive_SERVER_EXTERNAL_CHAT(Packet &p) override
Sends a chat-packet for external source to the client: string Name of the source this message came fr...
Definition network_client.cpp:1028
ClientNetworkGameSocketHandler::token
uint8_t token
The token we need to send back to the server to prove we're the right client.
Definition network_client.h:21
ClientNetworkGameSocketHandler::SendSetName
static NetworkRecvStatus SendSetName(const std::string &name)
Tell the server that we like to change the name of the client.
Definition network_client.cpp:470
ClientNetworkGameSocketHandler::NetworkExecuteLocalCommandQueue
friend void NetworkExecuteLocalCommandQueue()
Execute all commands on the local command queue that ought to be executed this frame.
Definition network_command.cpp:245
ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT
NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet &p) override
Inform all clients that one client made an error and thus has quit/been disconnected: uint32_t ID of ...
Definition network_client.cpp:1046
ClientNetworkGameSocketHandler::SendNewGRFsOk
static NetworkRecvStatus SendNewGRFsOk()
Tell the server we got all the NewGRFs.
Definition network_client.cpp:359
ClientNetworkGameSocketHandler::SendMapOk
static NetworkRecvStatus SendMapOk()
Tell the server we received the complete map.
Definition network_client.cpp:397
ClientNetworkGameSocketHandler::CheckConnection
void CheckConnection()
Check the connection's state, i.e.
Definition network_client.cpp:1202
ClientNetworkGameSocketHandler::Receive_SERVER_RCON
NetworkRecvStatus Receive_SERVER_RCON(Packet &p) override
Send the result of an issues RCon command back to the client: uint16_t Colour code.
Definition network_client.cpp:1139
ClientNetworkGameSocketHandler::Receive_SERVER_BANNED
NetworkRecvStatus Receive_SERVER_BANNED(Packet &p) override
Notification that the client trying to join is banned.
Definition network_client.cpp:550
ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE
NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet &p) override
Update the clients knowledge of the max settings: uint8_t Maximum number of companies allowed.
Definition network_client.cpp:1185
ClientNetworkGameSocketHandler::ClientError
void ClientError(NetworkRecvStatus res)
Handle an error coming from the client side.
Definition network_client.cpp:189
ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME
NetworkRecvStatus Receive_SERVER_WELCOME(Packet &p) override
The client is joined and ready to receive their map: uint32_t Own client ID.
Definition network_client.cpp:761
ClientNetworkGameSocketHandler::SendAck
static NetworkRecvStatus SendAck()
Send an acknowledgement from the server's ticks.
Definition network_client.cpp:410
ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN
NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet &p) override
Sends that the server will begin with sending the map to the client: uint32_t Current frame.
Definition network_client.cpp:791
ClientNetworkGameSocketHandler::Receive_SERVER_JOIN
NetworkRecvStatus Receive_SERVER_JOIN(Packet &p) override
A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO:...
Definition network_client.cpp:1087
ClientNetworkGameSocketHandler::STATUS_JOIN
@ STATUS_JOIN
We are trying to join a server.
Definition network_client.h:26
ClientNetworkGameSocketHandler::STATUS_ENCRYPTED
@ STATUS_ENCRYPTED
The game authentication has completed and from here on the connection to the server is encrypted.
Definition network_client.h:28
ClientNetworkGameSocketHandler::STATUS_MAP
@ STATUS_MAP
The client is downloading the map.
Definition network_client.h:32
ClientNetworkGameSocketHandler::STATUS_AUTH_GAME
@ STATUS_AUTH_GAME
Last action was requesting game (server) password.
Definition network_client.h:27
ClientNetworkGameSocketHandler::STATUS_ACTIVE
@ STATUS_ACTIVE
The client is active within in the game.
Definition network_client.h:33
ClientNetworkGameSocketHandler::STATUS_MAP_WAIT
@ STATUS_MAP_WAIT
The client is waiting as someone else is downloading the map.
Definition network_client.h:31
ClientNetworkGameSocketHandler::STATUS_AUTHORIZED
@ STATUS_AUTHORIZED
The client is authorized at the server.
Definition network_client.h:30
ClientNetworkGameSocketHandler::SendAuthResponse
static NetworkRecvStatus SendAuthResponse()
Set the game password as requested.
Definition network_client.cpp:372
ClientNetworkGameSocketHandler::SendRCon
static NetworkRecvStatus SendRCon(const std::string &password, const std::string &command)
Send a console command.
Definition network_client.cpp:499
ClientNetworkGameSocketHandler::GameLoop
static bool GameLoop()
Actual game loop for the client.
Definition network_client.cpp:268
ClientNetworkGameSocketHandler::Send
static void Send()
Send the packets of this socket handler.
Definition network_client.cpp:258
ClientNetworkGameSocketHandler::Receive_SERVER_CHAT
NetworkRecvStatus Receive_SERVER_CHAT(Packet &p) override
Sends a chat-packet to the client: uint8_t ID of the action (see NetworkAction).
Definition network_client.cpp:977
ClientNetworkGameSocketHandler::Receive_SERVER_MOVE
NetworkRecvStatus Receive_SERVER_MOVE(Packet &p) override
Move a client from one company into another: uint32_t ID of the client.
Definition network_client.cpp:1155
ClientNetworkGameSocketHandler::SendCommand
static NetworkRecvStatus SendCommand(const CommandPacket &cp)
Send a command to the server.
Definition network_client.cpp:426
ClientNetworkGameSocketHandler::Receive_SERVER_FRAME
NetworkRecvStatus Receive_SERVER_FRAME(Packet &p) override
Sends the current frame counter to the client: uint32_t Frame counter uint32_t Frame counter max (how...
Definition network_client.cpp:906
ClientNetworkGameSocketHandler::SendChat
static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64_t data)
Send a chat-packet over the network.
Definition network_client.cpp:438
ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND
NetworkRecvStatus Receive_SERVER_COMMAND(Packet &p) override
Sends a DoCommand to the client: uint8_t ID of the company (0..MAX_COMPANIES-1).
Definition network_client.cpp:956
ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME
NetworkRecvStatus Receive_SERVER_NEWGAME(Packet &p) override
Let the clients know that the server is loading a new map.
Definition network_client.cpp:1120
ClientNetworkGameSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
Definition network_client.cpp:161
ClientNetworkGameSocketHandler::SendGetMap
static NetworkRecvStatus SendGetMap()
Request the map from the server.
Definition network_client.cpp:384
ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler
ClientNetworkGameSocketHandler(SOCKET s, const std::string &connection_string)
Create a new socket for the client side of the game connection.
Definition network_client.cpp:146
ClientNetworkGameSocketHandler::Receive_SERVER_AUTH_REQUEST
NetworkRecvStatus Receive_SERVER_AUTH_REQUEST(Packet &p) override
Indication to the client that it needs to authenticate: uint8_t The NetworkAuthenticationMethod to us...
Definition network_client.cpp:718
ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA
NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet &p) override
Sends the data of the map to the client: Contains a part of the map (until max size of packet).
Definition network_client.cpp:828
ClientNetworkGameSocketHandler::Receive_SERVER_ERROR
NetworkRecvStatus Receive_SERVER_ERROR(Packet &p) override
The client made an error: uint8_t Error code caused (see NetworkErrorCode).
Definition network_client.cpp:624
ClientNetworkGameSocketHandler::SendError
static NetworkRecvStatus SendError(NetworkErrorCode errorno)
Send an error-packet over the network.
Definition network_client.cpp:455
ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN
NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet &p) override
Let the clients know that the server is closing.
Definition network_client.cpp:1105
ClientNetworkGameSocketHandler::SendJoin
static NetworkRecvStatus SendJoin()
Tell the server we would like to join.
Definition network_client.cpp:329
ClientNetworkGameSocketHandler::Receive_SERVER_FULL
NetworkRecvStatus Receive_SERVER_FULL(Packet &p) override
Notification that the server is full.
Definition network_client.cpp:540
NetworkAuthenticationClientHandler::READY_FOR_RESPONSE
@ READY_FOR_RESPONSE
We do not have to wait for user input, and can immediately respond to the server.
Definition network_crypto.h:227
NetworkAuthenticationClientHandler::AWAIT_USER_INPUT
@ AWAIT_USER_INPUT
We have requested some user input, but must wait on that.
Definition network_crypto.h:226
NetworkAuthenticationClientHandler::INVALID
@ INVALID
We have received an invalid request.
Definition network_crypto.h:228
NetworkAuthenticationClientHandler::Create
static std::unique_ptr< NetworkAuthenticationClientHandler > Create(std::shared_ptr< NetworkAuthenticationPasswordRequestHandler > password_handler, std::string &secret_key, std::string &public_key)
Create a NetworkAuthenticationClientHandler.
Definition network_crypto.cpp:462
NetworkAuthenticationPasswordRequestHandler
Callback interface for client implementations to provide the handling of the password requests.
Definition network_crypto.h:84
NetworkGameSocketHandler
Base socket handler for all TCP sockets.
Definition tcp_game.h:141
NetworkGameSocketHandler::ReceivePackets
NetworkRecvStatus ReceivePackets()
Do the actual receiving of packets.
Definition tcp_game.cpp:134
NetworkGameSocketHandler::GetInfo
NetworkClientInfo * GetInfo() const
Gets the client info of this socket handler.
Definition tcp_game.h:515
NetworkGameSocketHandler::client_id
ClientID client_id
Client identifier.
Definition tcp_game.h:486
NetworkGameSocketHandler::incoming_queue
CommandQueue incoming_queue
The command-queue awaiting handling.
Definition tcp_game.h:489
NetworkGameSocketHandler::last_packet
std::chrono::steady_clock::time_point last_packet
Time we received the last frame.
Definition tcp_game.h:490
NetworkGameSocketHandler::SetInfo
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
Definition tcp_game.h:505
NetworkGameSocketHandler::ReceiveCommand
const char * ReceiveCommand(Packet &p, CommandPacket &cp)
Receives a command from the network.
Definition network_command.cpp:363
NetworkGameSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(bool error=true) override
Functions to help ReceivePacket/SendPacket a bit A socket can make errors.
Definition tcp_game.cpp:43
NetworkSocketHandler::MarkClosed
void MarkClosed()
Mark the connection as closed.
Definition core.h:66
NetworkSocketHandler::HasClientQuit
bool HasClientQuit() const
Whether the current client connected to the socket has quit.
Definition core.h:74
NetworkSocketHandler::send_encryption_handler
std::unique_ptr< class NetworkEncryptionHandler > send_encryption_handler
The handler for encrypting sent packets.
Definition core.h:50
NetworkSocketHandler::receive_encryption_handler
std::unique_ptr< class NetworkEncryptionHandler > receive_encryption_handler
The handler for decrypting received packets.
Definition core.h:49
NetworkTCPSocketHandler::sock
SOCKET sock
The socket currently connected to.
Definition tcp.h:38
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
NetworkTCPSocketHandler::SendPackets
SendPacketsState SendPackets(bool closing_down=false)
Sends all the buffered packets out for this client.
Definition tcp.cpp:86
NetworkTCPSocketHandler::CanSendReceive
bool CanSendReceive()
Check whether this socket can send or receive something.
Definition tcp.cpp:204
SocialIntegration::EventEnterMultiplayer
static void EventEnterMultiplayer(uint map_width, uint map_height)
Event: user entered a multiplayer game.
Definition social_integration.cpp:234
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
TimerGameEconomy::date
static Date date
Current date in days (day counter).
Definition timer_game_economy.h:38
TimerGameEconomy::date_fract
static DateFract date_fract
Fractional part of the day.
Definition timer_game_economy.h:39
GetDrawStringCompanyColour
TextColour GetDrawStringCompanyColour(CompanyID company)
Get the colour for DrawString-subroutines which matches the colour of the company.
Definition company_cmd.cpp:149
_local_company
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
Definition company_cmd.cpp:52
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:117
_current_company
CompanyID _current_company
Company currently doing an action.
Definition company_cmd.cpp:53
CCA_NEW
@ CCA_NEW
Create a new company.
Definition company_type.h:68
Owner
Owner
Enum for all companies/owners.
Definition company_type.h:18
INVALID_COMPANY
@ INVALID_COMPANY
An invalid company.
Definition company_type.h:30
COMPANY_SPECTATOR
@ COMPANY_SPECTATOR
The client is spectating.
Definition company_type.h:35
COMPANY_NEW_COMPANY
@ COMPANY_NEW_COMPANY
The client wants a new company.
Definition company_type.h:34
CRR_NONE
@ CRR_NONE
Dummy reason for actions that don't need one.
Definition company_type.h:63
NETWORK_CHAT_LENGTH
static const uint NETWORK_CHAT_LENGTH
The maximum length of a chat message, in bytes including '\0'.
Definition config.h:61
NETWORK_NAME_LENGTH
static const uint NETWORK_NAME_LENGTH
The maximum length of the server name and map name, in bytes including '\0'.
Definition config.h:53
NETWORK_PUBLIC_KEY_LENGTH
static const uint NETWORK_PUBLIC_KEY_LENGTH
The maximum length of the hexadecimal encoded public keys, in bytes including '\0'.
Definition config.h:101
NETWORK_RCONCOMMAND_LENGTH
static const uint NETWORK_RCONCOMMAND_LENGTH
The maximum length of a rconsole command, in bytes including '\0'.
Definition config.h:59
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:89
IsValidConsoleColour
bool IsValidConsoleColour(TextColour c)
Check whether the given TextColour is valid for console usage.
Definition console_gui.cpp:541
CC_WARNING
static const TextColour CC_WARNING
Colour for warning lines.
Definition console_type.h:25
CC_DEFAULT
static const TextColour CC_DEFAULT
Default colour of the console.
Definition console_type.h:23
NetworkRecvStatus
NetworkRecvStatus
Status of a network client; reasons why a client has quit.
Definition core.h:23
NETWORK_RECV_STATUS_DESYNC
@ NETWORK_RECV_STATUS_DESYNC
A desync did occur.
Definition core.h:25
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:28
NETWORK_RECV_STATUS_SERVER_ERROR
@ NETWORK_RECV_STATUS_SERVER_ERROR
The server told us we made an error.
Definition core.h:30
NETWORK_RECV_STATUS_SAVEGAME
@ NETWORK_RECV_STATUS_SAVEGAME
Something went wrong (down)loading the savegame.
Definition core.h:27
NETWORK_RECV_STATUS_CLOSE_QUERY
@ NETWORK_RECV_STATUS_CLOSE_QUERY
Done querying the server.
Definition core.h:33
NETWORK_RECV_STATUS_OKAY
@ NETWORK_RECV_STATUS_OKAY
Everything is okay.
Definition core.h:24
NETWORK_RECV_STATUS_NEWGRF_MISMATCH
@ NETWORK_RECV_STATUS_NEWGRF_MISMATCH
We did not have the required NewGRFs.
Definition core.h:26
NETWORK_RECV_STATUS_SERVER_FULL
@ NETWORK_RECV_STATUS_SERVER_FULL
The server is full.
Definition core.h:31
NETWORK_RECV_STATUS_MALFORMED_PACKET
@ NETWORK_RECV_STATUS_MALFORMED_PACKET
We apparently send a malformed packet.
Definition core.h:29
NETWORK_RECV_STATUS_SERVER_BANNED
@ NETWORK_RECV_STATUS_SERVER_BANNED
The server has banned us.
Definition core.h:32
Debug
#define Debug(category, level, format_string,...)
Ouptut a line of debugging information.
Definition debug.h:37
ClearErrorMessages
void ClearErrorMessages()
Clear all errors from the queue.
Definition error_gui.cpp:328
ShowErrorMessage
void ShowErrorMessage(StringID summary_msg, int x, int y, CommandCost cc)
Display an error message in a window.
Definition error_gui.cpp:367
WL_ERROR
@ WL_ERROR
Errors (eg. saving/loading failed)
Definition error.h:26
WL_CRITICAL
@ WL_CRITICAL
Critical errors, the MessageBox is shown in all cases.
Definition error.h:27
WL_INFO
@ WL_INFO
Used for DoCommand-like (and some non-fatal AI GUI) errors/information.
Definition error.h:24
FT_SAVEGAME
@ FT_SAVEGAME
old or new savegame
Definition fileio_type.h:18
SaveLoadOperation
SaveLoadOperation
Operation performed on the file.
Definition fileio_type.h:53
SLO_LOAD
@ SLO_LOAD
File is being loaded.
Definition fileio_type.h:55
DetailedFileType
DetailedFileType
Kinds of files in each AbstractFileType.
Definition fileio_type.h:29
DFT_GAME_FILE
@ DFT_GAME_FILE
Save game or scenario file.
Definition fileio_type.h:32
Subdirectory
Subdirectory
The different kinds of subdirectories OpenTTD uses.
Definition fileio_type.h:115
NO_DIRECTORY
@ NO_DIRECTORY
A path without any base directory.
Definition fileio_type.h:133
_game_session_stats
GameSessionStats _game_session_stats
Statistics about the current session.
Definition gfx.cpp:51
_switch_mode
SwitchMode _switch_mode
The next mainloop command.
Definition gfx.cpp:49
TextColour
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
Definition gfx_type.h:260
MILLISECONDS_PER_TICK
static const uint MILLISECONDS_PER_TICK
The number of milliseconds per game tick.
Definition gfx_type.h:325
GetNetworkErrorMsg
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
Definition network.cpp:313
_frame_counter_server
uint32_t _frame_counter_server
The frame_counter of the server, if in network-mode.
Definition network.cpp:76
_frame_counter
uint32_t _frame_counter
The current frame.
Definition network.cpp:78
_network_reconnect
uint8_t _network_reconnect
Reconnect timeout.
Definition network.cpp:72
_networking
bool _networking
are we in networking mode?
Definition network.cpp:65
_network_server
bool _network_server
network-server is active
Definition network.cpp:66
_sync_seed_1
uint32_t _sync_seed_1
Seed to compare during sync checks.
Definition network.cpp:81
_sync_frame
uint32_t _sync_frame
The frame to perform the sync check.
Definition network.cpp:85
_network_own_client_id
ClientID _network_own_client_id
Our client identifier.
Definition network.cpp:70
_network_first_time
bool _network_first_time
Whether we have finished joining or not.
Definition network.cpp:86
_frame_counter_max
uint32_t _frame_counter_max
To where we may go with our clients.
Definition network.cpp:77
network.h
Basic functions/variables used all over the place.
network_base.h
Base core network types and some helper functions to access them.
NetworkClientSendChat
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64_t data)
Send a chat message.
Definition network_client.cpp:1363
NetworkUpdateClientName
void NetworkUpdateClientName(const std::string &client_name)
Send the server our name as callback from the setting.
Definition network_client.cpp:1334
_network_join
NetworkJoinInfo _network_join
Information about the game to join to.
Definition network_client.cpp:322
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:1287
NetworkValidateOurClientName
bool NetworkValidateOurClientName()
Convenience method for NetworkValidateClientName on _settings_client.network.client_name.
Definition network_client.cpp:1325
ClientNetworkEmergencySave
void ClientNetworkEmergencySave()
Create an emergency savegame when the network connection is lost.
Definition network_client.cpp:135
last_ack_frame
static uint32_t last_ack_frame
Last frame we performed an ack.
Definition network_client.cpp:314
NetworkMaxCompaniesReached
bool NetworkMaxCompaniesReached()
Check if max_companies has been reached on the server (local check only).
Definition network_client.cpp:1398
NetworkMaxCompaniesAllowed
uint NetworkMaxCompaniesAllowed()
Get the maximum number of companies that are allowed by the server.
Definition network_client.cpp:1389
NetworkClientsToSpectators
void NetworkClientsToSpectators(CompanyID cid)
Move the clients of a company to the spectators.
Definition network_client.cpp:1265
_network_server_max_companies
static uint8_t _network_server_max_companies
Maximum number of companies of the currently joined server.
Definition network_client.cpp:317
NetworkClientPreferTeamChat
bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio)
Tell whether the client has team members who they can chat to.
Definition network_client.cpp:1373
_network_server_name
std::string _network_server_name
The current name of the server you are on.
Definition network_client.cpp:319
NetworkClientRequestMove
void NetworkClientRequestMove(CompanyID company_id)
Notify the server of this client wanting to be moved to another company.
Definition network_client.cpp:1256
NetworkValidateClientName
bool NetworkValidateClientName(std::string &client_name)
Trim the given client name in place, i.e.
Definition network_client.cpp:1309
NetworkClientSendRcon
void NetworkClientSendRcon(const std::string &password, const std::string &command)
Send a remote console command.
Definition network_client.cpp:1247
network_client.h
Client part of the network protocol.
_network_join
NetworkJoinInfo _network_join
Information about the game to join to.
Definition network_client.cpp:322
NetworkClient_Connected
void NetworkClient_Connected()
Is called after a client is connected to the server.
Definition network_client.cpp:1229
NetworkUpdateClientInfo
void NetworkUpdateClientInfo(ClientID client_id)
Send updated client info of a particular client.
Definition network_server.cpp:1535
network_gamelist.h
Handling of the list of games.
_network_join_status
NetworkJoinStatus _network_join_status
The status of joining.
Definition network_gui.cpp:2079
_network_join_waiting
uint8_t _network_join_waiting
The number of clients waiting in front of us.
Definition network_gui.cpp:2080
_network_join_bytes_total
uint32_t _network_join_bytes_total
The total number of bytes to download.
Definition network_gui.cpp:2082
_network_join_bytes
uint32_t _network_join_bytes
The number of bytes we already downloaded.
Definition network_gui.cpp:2081
network_gui.h
GUIs related to networking.
NetworkMakeClientNameUnique
bool NetworkMakeClientNameUnique(std::string &new_name)
Check whether a name is unique, and otherwise try to make it unique.
Definition network_server.cpp:1614
DestType
DestType
Destination of our chat messages.
Definition network_type.h:79
NetworkAction
NetworkAction
Actions that can be used for NetworkTextMessage.
Definition network_type.h:90
ClientID
ClientID
'Unique' identifier to be given to clients
Definition network_type.h:49
CLIENT_ID_SERVER
@ CLIENT_ID_SERVER
Servers always have this ID.
Definition network_type.h:51
NetworkErrorCode
NetworkErrorCode
The error codes we send around in the protocols.
Definition network_type.h:110
FindGRFConfig
const GRFConfig * FindGRFConfig(uint32_t grfid, FindGRFConfigMode mode, const MD5Hash *md5sum, uint32_t desired_version)
Find a NewGRF in the scanned list.
Definition newgrf_config.cpp:670
FGCM_EXACT
@ FGCM_EXACT
Only find Grfs matching md5sum.
Definition newgrf_config.h:203
StateGameLoop
void StateGameLoop()
State controlling game loop.
Definition openttd.cpp:1212
SM_MENU
@ SM_MENU
Switch to game intro menu.
Definition openttd.h:33
GameMode
GameMode
Mode which defines the state of the game.
Definition openttd.h:18
_random
Randomizer _random
Random used in the game state calculations.
Definition random_func.cpp:37
DoAutoOrNetsave
void DoAutoOrNetsave(FiosNumberedSaveName &counter)
Create an autosave or netsave.
Definition saveload.cpp:3219
_file_to_saveload
FileToSaveLoad _file_to_saveload
File to save or load in the openttd loop.
Definition saveload.cpp:60
_settings_client
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:56
free
void free(const void *ptr)
Version of the standard free that accepts const pointers.
Definition stdafx.h:334
lengthof
#define lengthof(array)
Return the length of an fixed size array.
Definition stdafx.h:280
FormatArrayAsHex
std::string FormatArrayAsHex(std::span< const uint8_t > data)
Format a byte array into a continuous hex string.
Definition string.cpp:81
StrTrimInPlace
void StrTrimInPlace(std::string &str)
Trim the spaces from given string in place, i.e.
Definition string.cpp:260
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
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:333
SetDParamStr
void SetDParamStr(size_t n, const char *str)
This function is used to "bind" a C string to a OpenTTD dparam slot.
Definition strings.cpp:371
StringID
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
Definition strings_type.h:16
INVALID_STRING_ID
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames)
Definition strings_type.h:17
Backup
Class to backup a specific variable and restore it later.
Definition backup_type.hpp:21
Backup::Restore
void Restore()
Restore the variable.
Definition backup_type.hpp:110
ClientSettings::network
NetworkSettings network
settings related to the network
Definition settings_type.h:611
ClientSettings::gui
GUISettings gui
settings related to the GUI
Definition settings_type.h:610
CommandHelper
Definition command_func.h:83
CommandPacket
Everything we need to know about a command to be able to execute it.
Definition network_internal.h:94
CommandPacket::frame
uint32_t frame
the frame in which this packet is executed
Definition network_internal.h:97
CommandPacket::my_cmd
bool my_cmd
did the command originate from "me"
Definition network_internal.h:98
CommandPacket::cmd
Commands cmd
command being executed.
Definition network_internal.h:100
FileToSaveLoad::SetMode
void SetMode(FiosType ft)
Set the mode and file type of the file to save or load based on the type of file entry at the file sy...
Definition saveload.cpp:3288
FiosNumberedSaveName
A savegame name automatically numbered.
Definition fios.h:130
GRFConfig
Information about GRF, used in the game and (part of it) in savegames.
Definition newgrf_config.h:154
GRFIdentifier
Basic data to distinguish a GRF.
Definition newgrf_config.h:82
GRFIdentifier::grfid
uint32_t grfid
GRF ID (defined by Action 0x08)
Definition newgrf_config.h:83
GRFIdentifier::md5sum
MD5Hash md5sum
MD5 checksum of file to distinguish files with the same GRF ID (eg. newer version of GRF)
Definition newgrf_config.h:84
GUISettings::prefer_teamchat
bool prefer_teamchat
choose the chat message target with <ENTER>, true=all clients, false=your team
Definition settings_type.h:157
GameSessionStats::start_time
std::chrono::steady_clock::time_point start_time
Time when the current game was started.
Definition openttd.h:56
GameSessionStats::savegame_size
std::optional< size_t > savegame_size
Size of the last saved savegame in bytes, or std::nullopt if not saved yet.
Definition openttd.h:58
LoadFilter
Interface for filtering a savegame till it is loaded.
Definition saveload_filter.h:14
Map::SizeY
static uint SizeY()
Get the size of the map along the Y.
Definition map_func.h:279
Map::SizeX
static debug_inline uint SizeX()
Get the size of the map along the X.
Definition map_func.h:270
NetworkClientInfo
Container for all information known about a client.
Definition network_base.h:24
NetworkClientInfo::GetByClientID
static NetworkClientInfo * GetByClientID(ClientID client_id)
Return the CI given it's client-identifier.
Definition network.cpp:116
NetworkClientInfo::client_playas
CompanyID client_playas
As which company is this client playing (CompanyID)
Definition network_base.h:28
NetworkClientInfo::client_name
std::string client_name
Name of the client.
Definition network_base.h:26
NetworkClientInfo::public_key
std::string public_key
The public key of the client.
Definition network_base.h:27
NetworkJoinInfo
Information required to join a server.
Definition network_client.h:109
NetworkJoinInfo::server_password
std::string server_password
The password of the server to join.
Definition network_client.h:113
NetworkJoinInfo::company
CompanyID company
The company to join.
Definition network_client.h:112
NetworkSettings::client_secret_key
std::string client_secret_key
The secret key of the client for authorized key logins.
Definition settings_type.h:331
NetworkSettings::max_companies
uint8_t max_companies
maximum amount of companies
Definition settings_type.h:337
NetworkSettings::client_name
std::string client_name
name of the player (as client)
Definition settings_type.h:330
NetworkSettings::client_public_key
std::string client_public_key
The public key of the client for authorized key logins.
Definition settings_type.h:332
PacketReader
Read some packets, and when do use that data as initial load filter.
Definition network_client.cpp:43
PacketReader::Read
size_t Read(uint8_t *rbuf, size_t size) override
Read a given number of bytes from the savegame.
Definition network_client.cpp:99
PacketReader::PacketReader
PacketReader()
Initialise everything.
Definition network_client.cpp:54
PacketReader::read_bytes
size_t read_bytes
The total number of read bytes.
Definition network_client.cpp:51
PacketReader::written_bytes
size_t written_bytes
The total number of bytes we've written.
Definition network_client.cpp:50
PacketReader::AddPacket
void AddPacket(Packet &p)
Add a packet to this buffer.
Definition network_client.cpp:84
PacketReader::bufe
uint8_t * bufe
End of the buffer we write to/read from.
Definition network_client.cpp:48
PacketReader::block
uint8_t ** block
The block we're reading from/writing to.
Definition network_client.cpp:49
PacketReader::blocks
std::vector< uint8_t * > blocks
Buffer with blocks of allocated memory.
Definition network_client.cpp:46
PacketReader::Reset
void Reset() override
Reset this filter to read from the beginning of the file.
Definition network_client.cpp:121
PacketReader::TransferOutMemCopy
static ssize_t TransferOutMemCopy(PacketReader *destination, const char *source, size_t amount)
Simple wrapper around fwrite to be able to pass it to Packet's TransferOut.
Definition network_client.cpp:72
PacketReader::buf
uint8_t * buf
Buffer we're going to write to/read from.
Definition network_client.cpp:47
PacketReader::CHUNK
static const size_t CHUNK
32 KiB chunks of memory.
Definition network_client.cpp:44
Packet
Internal entity of a packet.
Definition packet.h:42
Packet::Recv_uint16
uint16_t Recv_uint16()
Read a 16 bits integer from the packet.
Definition packet.cpp:332
Packet::TransferOutWithLimit
ssize_t TransferOutWithLimit(F transfer_function, size_t limit, D destination, Args &&... args)
Transfer data from the packet to the given function.
Definition packet.h:109
Packet::Recv_uint64
uint64_t Recv_uint64()
Read a 64 bits integer from the packet.
Definition packet.cpp:364
Packet::Recv_bool
bool Recv_bool()
Read a boolean from the packet.
Definition packet.cpp:309
Packet::Recv_uint32
uint32_t Recv_uint32()
Read a 32 bits integer from the packet.
Definition packet.cpp:347
Packet::Recv_uint8
uint8_t Recv_uint8()
Read a 8 bits integer from the packet.
Definition packet.cpp:318
Packet::RemainingBytesToTransfer
size_t RemainingBytesToTransfer() const
Get the amount of bytes that are still available for the Transfer functions.
Definition packet.cpp:447
Packet::CanReadFromPacket
bool CanReadFromPacket(size_t bytes_to_read, bool close_connection=false)
Is it safe to read from the packet, i.e.
Definition packet.cpp:219
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:425
Pool::PoolItem<&_company_pool >::GetNumItems
static size_t GetNumItems()
Returns number of valid items in the pool.
Definition pool_type.hpp:369
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
Pool::PoolItem<&_networkclientinfo_pool >::Iterate
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
Definition pool_type.hpp:388
Pool::PoolItem<&_networkclientinfo_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
Randomizer::state
uint32_t state[2]
The state of the randomizer.
Definition random_func.hpp:29
PACKET_CLIENT_IDENTIFY
@ PACKET_CLIENT_IDENTIFY
Client telling the server the client's name and requested company.
Definition tcp_game.h:68
PACKET_CLIENT_GETMAP
@ PACKET_CLIENT_GETMAP
Client requests the actual map.
Definition tcp_game.h:79
PACKET_CLIENT_ERROR
@ PACKET_CLIENT_ERROR
A client reports an error to the server.
Definition tcp_game.h:124
PACKET_CLIENT_JOIN
@ PACKET_CLIENT_JOIN
The client telling the server it wants to join.
Definition tcp_game.h:37
PACKET_CLIENT_AUTH_RESPONSE
@ PACKET_CLIENT_AUTH_RESPONSE
The client responds to the authentication request.
Definition tcp_game.h:64
PACKET_CLIENT_NEWGRFS_CHECKED
@ PACKET_CLIENT_NEWGRFS_CHECKED
Client acknowledges that it has all required NewGRFs.
Definition tcp_game.h:72
PACKET_CLIENT_COMMAND
@ PACKET_CLIENT_COMMAND
Client executed a command and sends it to the server.
Definition tcp_game.h:101
PACKET_CLIENT_SET_NAME
@ PACKET_CLIENT_SET_NAME
A client changes its name.
Definition tcp_game.h:118
PACKET_CLIENT_ACK
@ PACKET_CLIENT_ACK
The client tells the server which frame it has executed.
Definition tcp_game.h:97
PACKET_CLIENT_RCON
@ PACKET_CLIENT_RCON
Client asks the server to execute some command.
Definition tcp_game.h:110
PACKET_CLIENT_MAP_OK
@ PACKET_CLIENT_MAP_OK
Client tells the server that it received the whole map.
Definition tcp_game.h:85
PACKET_CLIENT_QUIT
@ PACKET_CLIENT_QUIT
A client tells the server it is going to quit.
Definition tcp_game.h:122
PACKET_CLIENT_MOVE
@ PACKET_CLIENT_MOVE
A client would like to be moved to another company.
Definition tcp_game.h:114
PACKET_CLIENT_CHAT
@ PACKET_CLIENT_CHAT
Client said something that should be distributed.
Definition tcp_game.h:105
CSleep
void CSleep(int milliseconds)
Sleep on the current thread for a defined time.
Definition thread.h:24
CloseWindowById
void CloseWindowById(WindowClass cls, WindowNumber number, bool force, int data)
Close a window by its class and window number (if it is open).
Definition window.cpp:1140
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:3219
SetWindowDirty
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition window.cpp:3101
WN_NETWORK_STATUS_WINDOW_JOIN
@ WN_NETWORK_STATUS_WINDOW_JOIN
Network join status.
Definition window_type.h:39
WC_CLIENT_LIST
@ WC_CLIENT_LIST
Client list; Window numbers:
Definition window_type.h:484
WC_NETWORK_STATUS_WINDOW
@ WC_NETWORK_STATUS_WINDOW
Network status window; Window numbers:
Definition window_type.h:491