OpenTTD-patches/network_server.c

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/* $Id$ */
#include "stdafx.h"
#include "debug.h"
#include "string.h"
#include "strings.h"
#include "network_data.h"
#include "train.h"
#include "date.h"
#ifdef ENABLE_NETWORK
#include "table/strings.h"
#include "functions.h"
#include "network_server.h"
#include "network_udp.h"
#include "console.h"
#include "command.h"
#include "gfx.h"
#include "saveload.h"
#include "vehicle.h"
#include "station.h"
#include "variables.h"
#include "genworld.h"
// This file handles all the server-commands
2006-01-05 12:40:50 +00:00
static void NetworkHandleCommandQueue(NetworkClientState* cs);
void NetworkPopulateCompanyInfo(void);
// **********
// Sending functions
// DEF_SERVER_SEND_COMMAND has parameter: NetworkClientState *cs
// **********
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(NetworkClientState *cs, NetworkClientInfo *ci)
{
//
// Packet: SERVER_CLIENT_INFO
// Function: Sends info about a client
// Data:
// uint16: The index of the client (always unique on a server. 1 = server)
// uint8: As which player the client is playing
// String: The name of the client
// String: The unique id of the client
//
Packet *p;
if (ci->client_index != NETWORK_EMPTY_INDEX) {
p = NetworkSend_Init(PACKET_SERVER_CLIENT_INFO);
NetworkSend_uint16(p, ci->client_index);
NetworkSend_uint8 (p, ci->client_playas);
NetworkSend_string(p, ci->client_name);
NetworkSend_string(p, ci->unique_id);
NetworkSend_Packet(p, cs);
}
}
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)
{
//
// Packet: SERVER_COMPANY_INFO
// Function: Sends info about the companies
// Data:
//
int i;
Player *player;
Packet *p;
byte active = ActivePlayerCount();
if (active == 0) {
Packet *p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO);
NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION);
NetworkSend_uint8 (p, active);
NetworkSend_Packet(p, cs);
return;
}
NetworkPopulateCompanyInfo();
FOR_ALL_PLAYERS(player) {
if (!player->is_active) continue;
p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO);
NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION);
NetworkSend_uint8 (p, active);
NetworkSend_uint8 (p, player->index);
NetworkSend_string(p, _network_player_info[player->index].company_name);
NetworkSend_uint8 (p, _network_player_info[player->index].inaugurated_year);
NetworkSend_uint64(p, _network_player_info[player->index].company_value);
NetworkSend_uint64(p, _network_player_info[player->index].money);
NetworkSend_uint64(p, _network_player_info[player->index].income);
NetworkSend_uint16(p, _network_player_info[player->index].performance);
/* Send 1 if there is a passord for the company else send 0 */
if (_network_player_info[player->index].password[0] != '\0') {
NetworkSend_uint8(p, 1);
} else {
NetworkSend_uint8(p, 0);
}
for (i = 0; i < NETWORK_VEHICLE_TYPES; i++) {
NetworkSend_uint16(p, _network_player_info[player->index].num_vehicle[i]);
}
for (i = 0; i < NETWORK_STATION_TYPES; i++) {
NetworkSend_uint16(p, _network_player_info[player->index].num_station[i]);
}
if (_network_player_info[player->index].players[0] == '\0') {
NetworkSend_string(p, "<none>");
} else {
NetworkSend_string(p, _network_player_info[player->index].players);
}
NetworkSend_Packet(p, cs);
}
p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO);
NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION);
NetworkSend_uint8 (p, 0);
NetworkSend_Packet(p, cs);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientState *cs, NetworkErrorCode error)
{
//
// Packet: SERVER_ERROR
// Function: The client made an error
// Data:
// uint8: ErrorID (see network_data.h, NetworkErrorCode)
//
NetworkClientState *new_cs;
char str[100];
char client_name[NETWORK_CLIENT_NAME_LENGTH];
Packet *p = NetworkSend_Init(PACKET_SERVER_ERROR);
NetworkSend_uint8(p, error);
NetworkSend_Packet(p, cs);
GetNetworkErrorMsg(str, error);
// Only send when the current client was in game
if (cs->status > STATUS_AUTH) {
NetworkGetClientName(client_name, sizeof(client_name), cs);
DEBUG(net, 2) ("[NET] '%s' made an error and has been disconnected. Reason: %s", client_name, str);
NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
FOR_ALL_CLIENTS(new_cs) {
if (new_cs->status > STATUS_AUTH && new_cs != cs) {
// Some errors we filter to a more general error. Clients don't have to know the real
// reason a joining failed.
if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION)
error = NETWORK_ERROR_ILLEGAL_PACKET;
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, error);
}
}
} else {
DEBUG(net, 2) ("[NET] Client %d made an error and has been disconnected. Reason: %s", cs->index, str);
}
cs->quited = true;
// Make sure the data get's there before we close the connection
NetworkSend_Packets(cs);
// The client made a mistake, so drop his connection now!
NetworkCloseClient(cs);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(NetworkClientState *cs, NetworkPasswordType type)
{
//
// Packet: SERVER_NEED_PASSWORD
// Function: Indication to the client that the server needs a password
// Data:
// uint8: Type of password
//
Packet *p = NetworkSend_Init(PACKET_SERVER_NEED_PASSWORD);
NetworkSend_uint8(p, type);
NetworkSend_Packet(p, cs);
}
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME)
{
//
// Packet: SERVER_WELCOME
// Function: The client is joined and ready to receive his map
// Data:
// uint16: Own ClientID
//
Packet *p;
const NetworkClientState *new_cs;
// Invalid packet when status is AUTH or higher
if (cs->status >= STATUS_AUTH) return;
cs->status = STATUS_AUTH;
_network_game_info.clients_on++;
p = NetworkSend_Init(PACKET_SERVER_WELCOME);
NetworkSend_uint16(p, cs->index);
NetworkSend_Packet(p, cs);
// Transmit info about all the active clients
FOR_ALL_CLIENTS(new_cs) {
if (new_cs != cs && new_cs->status > STATUS_AUTH)
SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, DEREF_CLIENT_INFO(new_cs));
}
// Also send the info of the server
SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX));
}
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WAIT)
{
//
// Packet: PACKET_SERVER_WAIT
// Function: The client can not receive the map at the moment because
// someone else is already receiving the map
// Data:
// uint8: Clients awaiting map
//
int waiting = 0;
NetworkClientState *new_cs;
Packet *p;
// Count how many players are waiting in the queue
FOR_ALL_CLIENTS(new_cs) {
if (new_cs->status == STATUS_MAP_WAIT) waiting++;
}
p = NetworkSend_Init(PACKET_SERVER_WAIT);
NetworkSend_uint8(p, waiting);
NetworkSend_Packet(p, cs);
}
// This sends the map to the client
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
{
//
// Packet: SERVER_MAP
// Function: Sends the map to the client, or a part of it (it is splitted in
// a lot of multiple packets)
// Data:
// uint8: packet-type (MAP_PACKET_START, MAP_PACKET_NORMAL and MAP_PACKET_END)
// if MAP_PACKET_START:
// uint32: The current FrameCounter
// if MAP_PACKET_NORMAL:
// piece of the map (till max-size of packet)
// if MAP_PACKET_END:
// uint32: seed0 of player
// uint32: seed1 of player
// last 2 are repeated MAX_PLAYERS time
//
char filename[256];
static FILE *file_pointer;
static uint sent_packets; // How many packets we did send succecfully last time
if (cs->status < STATUS_AUTH) {
// Illegal call, return error and ignore the packet
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
return;
}
if (cs->status == STATUS_AUTH) {
Packet *p;
// Make a dump of the current game
sprintf(filename, "%s%snetwork_server.tmp", _path.autosave_dir, PATHSEP);
if (SaveOrLoad(filename, SL_SAVE) != SL_OK) error("network savedump failed");
file_pointer = fopen(filename, "rb");
fseek(file_pointer, 0, SEEK_END);
// Now send the _frame_counter and how many packets are coming
p = NetworkSend_Init(PACKET_SERVER_MAP);
NetworkSend_uint8(p, MAP_PACKET_START);
NetworkSend_uint32(p, _frame_counter);
NetworkSend_uint32(p, ftell(file_pointer));
NetworkSend_Packet(p, cs);
fseek(file_pointer, 0, SEEK_SET);
sent_packets = 4; // We start with trying 4 packets
cs->status = STATUS_MAP;
/* Mark the start of download */
cs->last_frame = _frame_counter;
cs->last_frame_server = _frame_counter;
}
if (cs->status == STATUS_MAP) {
uint i;
int res;
for (i = 0; i < sent_packets; i++) {
Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
NetworkSend_uint8(p, MAP_PACKET_NORMAL);
res = fread(p->buffer + p->size, 1, SEND_MTU - p->size, file_pointer);
if (ferror(file_pointer)) {
error("Error reading temporary network savegame!");
}
p->size += res;
NetworkSend_Packet(p, cs);
if (feof(file_pointer)) {
// Done reading!
(svn r3726) - [6/6] Finalize conversion, finally save the patches struct. - Remove the temporary synchronisation in during the map-transfer as this is no longer needed - The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences. - The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions. - The savegame version has been increased to 22. - The last 6 orso patches close the following reports: [ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console. [ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values. [ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer. [ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
2006-03-02 02:22:15 +00:00
Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
NetworkSend_uint8(p, MAP_PACKET_END);
NetworkSend_Packet(p, cs);
// Set the status to DONE_MAP, no we will wait for the client
// to send it is ready (maybe that happens like never ;))
cs->status = STATUS_DONE_MAP;
fclose(file_pointer);
{
NetworkClientState *new_cs;
bool new_map_client = false;
// Check if there is a client waiting for receiving the map
// and start sending him the map
FOR_ALL_CLIENTS(new_cs) {
if (new_cs->status == STATUS_MAP_WAIT) {
// Check if we already have a new client to send the map to
if (!new_map_client) {
// If not, this client will get the map
new_cs->status = STATUS_AUTH;
new_map_client = true;
SEND_COMMAND(PACKET_SERVER_MAP)(new_cs);
} else {
// Else, send the other clients how many clients are in front of them
SEND_COMMAND(PACKET_SERVER_WAIT)(new_cs);
}
}
}
}
// There is no more data, so break the for
break;
}
}
// Send all packets (forced) and check if we have send it all
NetworkSend_Packets(cs);
if (cs->packet_queue == NULL) {
// All are sent, increase the sent_packets
sent_packets *= 2;
} else {
// Not everything is sent, decrease the sent_packets
if (sent_packets > 1) sent_packets /= 2;
}
}
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_JOIN)(NetworkClientState *cs, uint16 client_index)
{
//
// Packet: SERVER_JOIN
// Function: A client is joined (all active clients receive this after a
// PACKET_CLIENT_MAP_OK) Mostly what directly follows is a
// PACKET_SERVER_CLIENT_INFO
// Data:
// uint16: Client-Index
//
Packet *p = NetworkSend_Init(PACKET_SERVER_JOIN);
NetworkSend_uint16(p, client_index);
NetworkSend_Packet(p, cs);
}
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_FRAME)
{
//
// Packet: SERVER_FRAME
// Function: Sends the current frame-counter to the client
// Data:
// uint32: Frame Counter
// uint32: Frame Counter Max (how far may the client walk before the server?)
// [uint32: general-seed-1]
// [uint32: general-seed-2]
// (last two depends on compile-settings, and are not default settings)
//
Packet *p = NetworkSend_Init(PACKET_SERVER_FRAME);
NetworkSend_uint32(p, _frame_counter);
NetworkSend_uint32(p, _frame_counter_max);
#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
NetworkSend_uint32(p, _sync_seed_1);
#ifdef NETWORK_SEND_DOUBLE_SEED
NetworkSend_uint32(p, _sync_seed_2);
#endif
#endif
NetworkSend_Packet(p, cs);
}
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SYNC)
{
//
// Packet: SERVER_SYNC
// Function: Sends a sync-check to the client
// Data:
// uint32: Frame Counter
// uint32: General-seed-1
// [uint32: general-seed-2]
// (last one depends on compile-settings, and are not default settings)
//
Packet *p = NetworkSend_Init(PACKET_SERVER_SYNC);
NetworkSend_uint32(p, _frame_counter);
NetworkSend_uint32(p, _sync_seed_1);
#ifdef NETWORK_SEND_DOUBLE_SEED
NetworkSend_uint32(p, _sync_seed_2);
#endif
NetworkSend_Packet(p, cs);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(NetworkClientState *cs, CommandPacket *cp)
{
//
// Packet: SERVER_COMMAND
// Function: Sends a DoCommand to the client
// Data:
// uint8: PlayerID (0..MAX_PLAYERS-1)
// uint32: CommandID (see command.h)
// uint32: P1 (free variables used in DoCommand)
// uint32: P2
// uint32: Tile
// string: text
// uint8: CallBackID (see callback_table.c)
// uint32: Frame of execution
//
Packet *p = NetworkSend_Init(PACKET_SERVER_COMMAND);
NetworkSend_uint8(p, cp->player);
NetworkSend_uint32(p, cp->cmd);
NetworkSend_uint32(p, cp->p1);
NetworkSend_uint32(p, cp->p2);
NetworkSend_uint32(p, cp->tile);
NetworkSend_string(p, cp->text);
NetworkSend_uint8(p, cp->callback);
NetworkSend_uint32(p, cp->frame);
NetworkSend_Packet(p, cs);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(NetworkClientState *cs, NetworkAction action, uint16 client_index, bool self_send, const char *msg)
{
//
// Packet: SERVER_CHAT
// Function: Sends a chat-packet to the client
// Data:
// uint8: ActionID (see network_data.h, NetworkAction)
// uint16: Client-index
// String: Message (max MAX_TEXT_MSG_LEN)
//
Packet *p = NetworkSend_Init(PACKET_SERVER_CHAT);
NetworkSend_uint8(p, action);
NetworkSend_uint16(p, client_index);
NetworkSend_uint8(p, self_send);
NetworkSend_string(p, msg);
NetworkSend_Packet(p, cs);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientState *cs, uint16 client_index, NetworkErrorCode errorno)
{
//
// Packet: SERVER_ERROR_QUIT
// Function: One of the clients made an error and is quiting the game
// This packet informs the other clients of that.
// Data:
// uint16: Client-index
// uint8: ErrorID (see network_data.h, NetworkErrorCode)
//
Packet *p = NetworkSend_Init(PACKET_SERVER_ERROR_QUIT);
NetworkSend_uint16(p, client_index);
NetworkSend_uint8(p, errorno);
NetworkSend_Packet(p, cs);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(NetworkClientState *cs, uint16 client_index, const char *leavemsg)
{
//
// Packet: SERVER_ERROR_QUIT
// Function: A client left the game, and this packets informs the other clients
// of that.
// Data:
// uint16: Client-index
// String: leave-message
//
Packet *p = NetworkSend_Init(PACKET_SERVER_QUIT);
NetworkSend_uint16(p, client_index);
NetworkSend_string(p, leavemsg);
NetworkSend_Packet(p, cs);
}
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN)
{
//
// Packet: SERVER_SHUTDOWN
// Function: Let the clients know that the server is closing
// Data:
// <none>
//
Packet *p = NetworkSend_Init(PACKET_SERVER_SHUTDOWN);
NetworkSend_Packet(p, cs);
}
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME)
{
//
// Packet: PACKET_SERVER_NEWGAME
// Function: Let the clients know that the server is loading a new map
// Data:
// <none>
//
Packet *p = NetworkSend_Init(PACKET_SERVER_NEWGAME);
NetworkSend_Packet(p, cs);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkClientState *cs, uint16 color, const char *command)
{
Packet *p = NetworkSend_Init(PACKET_SERVER_RCON);
NetworkSend_uint16(p, color);
NetworkSend_string(p, command);
NetworkSend_Packet(p, cs);
}
// **********
// Receiving functions
// DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientState *cs, Packet *p
// **********
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO)
{
SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)(cs);
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
{
char name[NETWORK_CLIENT_NAME_LENGTH];
char unique_id[NETWORK_NAME_LENGTH];
NetworkClientInfo *ci;
byte playas;
NetworkLanguage client_lang;
char client_revision[NETWORK_REVISION_LENGTH];
NetworkRecv_string(cs, p, client_revision, sizeof(client_revision));
#if defined(WITH_REV) || defined(WITH_REV_HACK)
// Check if the client has revision control enabled
if (strcmp(NOREV_STRING, client_revision) != 0 &&
strcmp(_network_game_info.server_revision, client_revision) != 0) {
// Different revisions!!
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_REVISION);
return;
}
#endif
NetworkRecv_string(cs, p, name, sizeof(name));
playas = NetworkRecv_uint8(cs, p);
client_lang = NetworkRecv_uint8(cs, p);
NetworkRecv_string(cs, p, unique_id, sizeof(unique_id));
if (cs->quited) return;
// join another company does not affect these values
switch (playas) {
case 0: /* New company */
if (ActivePlayerCount() >= _network_game_info.companies_max) {
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_FULL);
return;
}
break;
case OWNER_SPECTATOR: /* Spectator */
if (NetworkSpectatorCount() >= _network_game_info.spectators_max) {
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_FULL);
return;
}
break;
}
// We need a valid name.. make it Player
if (*name == '\0') ttd_strlcpy(name, "Player", sizeof(name));
if (!NetworkFindName(name)) { // Change name if duplicate
// We could not create a name for this player
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NAME_IN_USE);
return;
}
ci = DEREF_CLIENT_INFO(cs);
ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name));
ttd_strlcpy(ci->unique_id, unique_id, sizeof(ci->unique_id));
ci->client_playas = playas;
ci->client_lang = client_lang;
// We now want a password from the client
// else we do not allow him in!
if (_network_game_info.use_password) {
SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_GAME_PASSWORD);
} else {
if (ci->client_playas > 0 && ci->client_playas <= MAX_PLAYERS && _network_player_info[ci->client_playas - 1].password[0] != '\0') {
SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_COMPANY_PASSWORD);
} else {
SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
}
}
/* Make sure companies to who people try to join are not autocleaned */
if (playas >= 1 && playas <= MAX_PLAYERS) {
_network_player_info[playas-1].months_empty = 0;
}
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD)
{
NetworkPasswordType type;
char password[NETWORK_PASSWORD_LENGTH];
NetworkClientInfo *ci;
type = NetworkRecv_uint8(cs, p);
NetworkRecv_string(cs, p, password, sizeof(password));
if (cs->status == STATUS_INACTIVE && type == NETWORK_GAME_PASSWORD) {
// Check game-password
if (strcmp(password, _network_game_info.server_password) != 0) {
// Password is invalid
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
return;
}
ci = DEREF_CLIENT_INFO(cs);
if (ci->client_playas <= MAX_PLAYERS && _network_player_info[ci->client_playas - 1].password[0] != '\0') {
SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_COMPANY_PASSWORD);
return;
}
// Valid password, allow user
SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
return;
} else if (cs->status == STATUS_INACTIVE && type == NETWORK_COMPANY_PASSWORD) {
ci = DEREF_CLIENT_INFO(cs);
if (strcmp(password, _network_player_info[ci->client_playas - 1].password) != 0) {
// Password is invalid
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
return;
}
SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
return;
}
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
return;
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
{
NetworkClientState *new_cs;
// The client was never joined.. so this is impossible, right?
// Ignore the packet, give the client a warning, and close his connection
if (cs->status < STATUS_AUTH || cs->quited) {
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
return;
}
// Check if someone else is receiving the map
FOR_ALL_CLIENTS(new_cs) {
if (new_cs->status == STATUS_MAP) {
// Tell the new client to wait
cs->status = STATUS_MAP_WAIT;
SEND_COMMAND(PACKET_SERVER_WAIT)(cs);
return;
}
}
// We receive a request to upload the map.. give it to the client!
SEND_COMMAND(PACKET_SERVER_MAP)(cs);
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
{
// Client has the map, now start syncing
if (cs->status == STATUS_DONE_MAP && !cs->quited) {
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkClientState *new_cs;
NetworkGetClientName(client_name, sizeof(client_name), cs);
NetworkTextMessage(NETWORK_ACTION_JOIN, 1, false, client_name, "");
// Mark the client as pre-active, and wait for an ACK
// so we know he is done loading and in sync with us
cs->status = STATUS_PRE_ACTIVE;
NetworkHandleCommandQueue(cs);
SEND_COMMAND(PACKET_SERVER_FRAME)(cs);
SEND_COMMAND(PACKET_SERVER_SYNC)(cs);
// This is the frame the client receives
// we need it later on to make sure the client is not too slow
cs->last_frame = _frame_counter;
cs->last_frame_server = _frame_counter;
FOR_ALL_CLIENTS(new_cs) {
if (new_cs->status > STATUS_AUTH) {
SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(new_cs, DEREF_CLIENT_INFO(cs));
SEND_COMMAND(PACKET_SERVER_JOIN)(new_cs, cs->index);
}
}
if (_network_pause_on_join) {
/* Now pause the game till the client is in sync */
DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game paused (incoming client)", NETWORK_SERVER_INDEX);
}
} else {
// Wrong status for this packet, give a warning to client, and close connection
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
}
}
/** Enforce the command flags.
* Eg a server-only command can only be executed by a server, etc.
* @param *cp the commandpacket that is going to be checked
* @param *ci client information for debugging output to console
*/
static bool CheckCommandFlags(const CommandPacket *cp, const NetworkClientInfo *ci)
{
byte flags = GetCommandFlags(cp->cmd);
if (flags & CMD_SERVER && ci->client_index != NETWORK_SERVER_INDEX) {
IConsolePrintF(_icolour_err, "WARNING: server only command from player %d (IP: %s), kicking...", ci->client_playas, GetPlayerIP(ci));
return false;
}
if (flags & CMD_OFFLINE) {
IConsolePrintF(_icolour_err, "WARNING: offline only command from player %d (IP: %s), kicking...", ci->client_playas, GetPlayerIP(ci));
return false;
}
return true;
}
/** The client has done a command and wants us to handle it
* @param *cs the connected client that has sent the command
* @param *p the packet in which the command was sent
*/
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
{
NetworkClientState *new_cs;
const NetworkClientInfo *ci;
byte callback;
CommandPacket *cp = malloc(sizeof(CommandPacket));
// The client was never joined.. so this is impossible, right?
// Ignore the packet, give the client a warning, and close his connection
if (cs->status < STATUS_DONE_MAP || cs->quited) {
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
return;
}
cp->player = NetworkRecv_uint8(cs, p);
cp->cmd = NetworkRecv_uint32(cs, p);
cp->p1 = NetworkRecv_uint32(cs, p);
cp->p2 = NetworkRecv_uint32(cs, p);
cp->tile = NetworkRecv_uint32(cs, p);
NetworkRecv_string(cs, p, cp->text, lengthof(cp->text));
callback = NetworkRecv_uint8(cs, p);
if (cs->quited) return;
ci = DEREF_CLIENT_INFO(cs);
/* Check if cp->cmd is valid */
if (!IsValidCommand(cp->cmd)) {
IConsolePrintF(_icolour_err, "WARNING: invalid command from player %d (IP: %s).", ci->client_playas, GetPlayerIP(ci));
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
return;
}
if (!CheckCommandFlags(cp, ci)) {
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_KICKED);
return;
}
/** Only CMD_PLAYER_CTRL is always allowed, for the rest, playas needs
* to match the player in the packet. If it doesn't, the client has done
* something pretty naughty (or a bug), and will be kicked
*/
if (!(cp->cmd == CMD_PLAYER_CTRL && cp->p1 == 0) && ci->client_playas - 1 != cp->player) {
IConsolePrintF(_icolour_err, "WARNING: player %d (IP: %s) tried to execute a command as player %d, kicking...",
ci->client_playas - 1, GetPlayerIP(ci), cp->player);
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_PLAYER_MISMATCH);
return;
}
/** @todo CMD_PLAYER_CTRL with p1 = 0 announces a new player to the server. To give the
* player the correct ID, the server injects p2 and executes the command. Any other p1
* is prohibited. Pretty ugly and should be redone together with its function.
* @see CmdPlayerCtrl() players.c:655
*/
if (cp->cmd == CMD_PLAYER_CTRL) {
if (cp->p1 != 0) {
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_CHEATER);
return;
}
// XXX - UGLY! p2 is mis-used to get the client-id in CmdPlayerCtrl
cp->p2 = cs - _clients;
}
// The frame can be executed in the same frame as the next frame-packet
// That frame just before that frame is saved in _frame_counter_max
cp->frame = _frame_counter_max + 1;
cp->next = NULL;
// Queue the command for the clients (are send at the end of the frame
// if they can handle it ;))
FOR_ALL_CLIENTS(new_cs) {
if (new_cs->status > STATUS_AUTH) {
// Callbacks are only send back to the client who sent them in the
// first place. This filters that out.
cp->callback = (new_cs != cs) ? 0 : callback;
NetworkAddCommandQueue(new_cs, cp);
}
}
cp->callback = 0;
// Queue the command on the server
if (_local_command_queue == NULL) {
_local_command_queue = cp;
} else {
// Find last packet
CommandPacket *c = _local_command_queue;
while (c->next != NULL) c = c->next;
c->next = cp;
}
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
{
// This packets means a client noticed an error and is reporting this
// to us. Display the error and report it to the other clients
NetworkClientState *new_cs;
char str[100];
NetworkErrorCode errorno = NetworkRecv_uint8(cs, p);
char client_name[NETWORK_CLIENT_NAME_LENGTH];
// The client was never joined.. thank the client for the packet, but ignore it
if (cs->status < STATUS_DONE_MAP || cs->quited) {
cs->quited = true;
return;
}
NetworkGetClientName(client_name, sizeof(client_name), cs);
GetNetworkErrorMsg(str, errorno);
DEBUG(net, 2)("[NET] %s reported an error and is closing his connection (%s)", client_name, str);
NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
FOR_ALL_CLIENTS(new_cs) {
if (new_cs->status > STATUS_AUTH) {
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno);
}
}
cs->quited = true;
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
{
// The client wants to leave. Display this and report it to the other
// clients.
NetworkClientState *new_cs;
char str[100];
char client_name[NETWORK_CLIENT_NAME_LENGTH];
// The client was never joined.. thank the client for the packet, but ignore it
if (cs->status < STATUS_DONE_MAP || cs->quited) {
cs->quited = true;
return;
}
NetworkRecv_string(cs, p, str, lengthof(str));
NetworkGetClientName(client_name, sizeof(client_name), cs);
NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
FOR_ALL_CLIENTS(new_cs) {
if (new_cs->status > STATUS_AUTH) {
SEND_COMMAND(PACKET_SERVER_QUIT)(new_cs, cs->index, str);
}
}
cs->quited = true;
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
{
uint32 frame = NetworkRecv_uint32(cs, p);
/* The client is trying to catch up with the server */
if (cs->status == STATUS_PRE_ACTIVE) {
/* The client is not yet catched up? */
if (frame + DAY_TICKS < _frame_counter)
return;
/* Now he is! Unpause the game */
cs->status = STATUS_ACTIVE;
if (_network_pause_on_join) {
DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game unpaused (client connected)", NETWORK_SERVER_INDEX);
}
}
// The client received the frame, make note of it
cs->last_frame = frame;
// With those 2 values we can calculate the lag realtime
cs->last_frame_server = _frame_counter;
}
void NetworkServer_HandleChat(NetworkAction action, DestType desttype, int dest, const char *msg, uint16 from_index)
{
NetworkClientState *cs;
NetworkClientInfo *ci, *ci_own, *ci_to;
switch (desttype) {
case DESTTYPE_CLIENT:
/* Are we sending to the server? */
if (dest == NETWORK_SERVER_INDEX) {
ci = NetworkFindClientInfoFromIndex(from_index);
/* Display the text locally, and that is it */
if (ci != NULL)
NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas-1), false, ci->client_name, "%s", msg);
} else {
/* Else find the client to send the message to */
FOR_ALL_CLIENTS(cs) {
if (cs->index == dest) {
SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, false, msg);
break;
}
}
}
// Display the message locally (so you know you have sent it)
if (from_index != dest) {
if (from_index == NETWORK_SERVER_INDEX) {
ci = NetworkFindClientInfoFromIndex(from_index);
ci_to = NetworkFindClientInfoFromIndex(dest);
if (ci != NULL && ci_to != NULL)
NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas-1), true, ci_to->client_name, "%s", msg);
} else {
FOR_ALL_CLIENTS(cs) {
if (cs->index == from_index) {
SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, dest, true, msg);
break;
}
}
}
}
break;
case DESTTYPE_PLAYER: {
bool show_local = true; // If this is false, the message is already displayed
// on the client who did sent it.
/* Find all clients that belong to this player */
ci_to = NULL;
FOR_ALL_CLIENTS(cs) {
ci = DEREF_CLIENT_INFO(cs);
if (ci->client_playas == dest) {
SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, false, msg);
if (cs->index == from_index) {
show_local = false;
}
ci_to = ci; // Remember a client that is in the company for company-name
}
}
ci = NetworkFindClientInfoFromIndex(from_index);
ci_own = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
if (ci != NULL && ci_own != NULL && ci_own->client_playas == dest) {
NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas-1), false, ci->client_name, "%s", msg);
if (from_index == NETWORK_SERVER_INDEX)
show_local = false;
ci_to = ci_own;
}
/* There is no such player */
if (ci_to == NULL) break;
// Display the message locally (so you know you have sent it)
if (ci != NULL && show_local) {
if (from_index == NETWORK_SERVER_INDEX) {
char name[NETWORK_NAME_LENGTH];
GetString(name, GetPlayer(ci_to->client_playas-1)->name_1);
NetworkTextMessage(action, GetDrawStringPlayerColor(ci_own->client_playas-1), true, name, "%s", msg);
} else {
FOR_ALL_CLIENTS(cs) {
if (cs->index == from_index) {
SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, ci_to->client_index, true, msg);
}
}
}
}
}
break;
default:
DEBUG(net, 0)("[NET][Server] Received unknown destination type %d. Doing broadcast instead.");
/* fall-through to next case */
case DESTTYPE_BROADCAST:
FOR_ALL_CLIENTS(cs) {
SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, false, msg);
}
ci = NetworkFindClientInfoFromIndex(from_index);
if (ci != NULL)
NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas-1), false, ci->client_name, "%s", msg);
break;
}
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
{
NetworkAction action = NetworkRecv_uint8(cs, p);
DestType desttype = NetworkRecv_uint8(cs, p);
int dest = NetworkRecv_uint8(cs, p);
char msg[MAX_TEXT_MSG_LEN];
NetworkRecv_string(cs, p, msg, MAX_TEXT_MSG_LEN);
NetworkServer_HandleChat(action, desttype, dest, msg, cs->index);
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD)
{
char password[NETWORK_PASSWORD_LENGTH];
NetworkClientInfo *ci;
NetworkRecv_string(cs, p, password, sizeof(password));
ci = DEREF_CLIENT_INFO(cs);
if (ci->client_playas <= MAX_PLAYERS) {
ttd_strlcpy(_network_player_info[ci->client_playas - 1].password, password, sizeof(_network_player_info[ci->client_playas - 1].password));
}
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME)
{
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkClientInfo *ci;
NetworkRecv_string(cs, p, client_name, sizeof(client_name));
ci = DEREF_CLIENT_INFO(cs);
if (cs->quited)
return;
if (ci != NULL) {
// Display change
if (NetworkFindName(client_name)) {
NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, 1, false, ci->client_name, "%s", client_name);
ttd_strlcpy(ci->client_name, client_name, sizeof(ci->client_name));
NetworkUpdateClientInfo(ci->client_index);
}
}
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_RCON)
{
char pass[NETWORK_PASSWORD_LENGTH];
char command[NETWORK_RCONCOMMAND_LENGTH];
if (_network_game_info.rcon_password[0] == '\0') return;
NetworkRecv_string(cs, p, pass, sizeof(pass));
NetworkRecv_string(cs, p, command, sizeof(command));
if (strcmp(pass, _network_game_info.rcon_password) != 0) {
DEBUG(net, 0)("[RCon] Wrong password from client-id %d", cs->index);
return;
}
DEBUG(net, 0)("[RCon] Client-id %d executed: %s", cs->index, command);
_redirect_console_to_client = cs->index;
IConsoleCmdExec(command);
_redirect_console_to_client = 0;
return;
}
// The layout for the receive-functions by the server
typedef void NetworkServerPacket(NetworkClientState *cs, Packet *p);
// This array matches PacketType. At an incoming
// packet it is matches against this array
// and that way the right function to handle that
// packet is found.
static NetworkServerPacket* const _network_server_packet[] = {
NULL, /*PACKET_SERVER_FULL,*/
NULL, /*PACKET_SERVER_BANNED,*/
RECEIVE_COMMAND(PACKET_CLIENT_JOIN),
NULL, /*PACKET_SERVER_ERROR,*/
RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO),
NULL, /*PACKET_SERVER_COMPANY_INFO,*/
NULL, /*PACKET_SERVER_CLIENT_INFO,*/
NULL, /*PACKET_SERVER_NEED_PASSWORD,*/
RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD),
NULL, /*PACKET_SERVER_WELCOME,*/
RECEIVE_COMMAND(PACKET_CLIENT_GETMAP),
NULL, /*PACKET_SERVER_WAIT,*/
NULL, /*PACKET_SERVER_MAP,*/
RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK),
NULL, /*PACKET_SERVER_JOIN,*/
NULL, /*PACKET_SERVER_FRAME,*/
NULL, /*PACKET_SERVER_SYNC,*/
RECEIVE_COMMAND(PACKET_CLIENT_ACK),
RECEIVE_COMMAND(PACKET_CLIENT_COMMAND),
NULL, /*PACKET_SERVER_COMMAND,*/
RECEIVE_COMMAND(PACKET_CLIENT_CHAT),
NULL, /*PACKET_SERVER_CHAT,*/
RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD),
RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME),
RECEIVE_COMMAND(PACKET_CLIENT_QUIT),
RECEIVE_COMMAND(PACKET_CLIENT_ERROR),
NULL, /*PACKET_SERVER_QUIT,*/
NULL, /*PACKET_SERVER_ERROR_QUIT,*/
NULL, /*PACKET_SERVER_SHUTDOWN,*/
NULL, /*PACKET_SERVER_NEWGAME,*/
NULL, /*PACKET_SERVER_RCON,*/
RECEIVE_COMMAND(PACKET_CLIENT_RCON),
};
// If this fails, check the array above with network_data.h
assert_compile(lengthof(_network_server_packet) == PACKET_END);
// This update the company_info-stuff
void NetworkPopulateCompanyInfo(void)
{
char password[NETWORK_PASSWORD_LENGTH];
Player *p;
Vehicle *v;
Station *s;
NetworkClientState *cs;
NetworkClientInfo *ci;
int i;
uint16 months_empty;
FOR_ALL_PLAYERS(p) {
if (!p->is_active) {
memset(&_network_player_info[p->index], 0, sizeof(NetworkPlayerInfo));
continue;
}
// Clean the info but not the password
ttd_strlcpy(password, _network_player_info[p->index].password, sizeof(password));
months_empty = _network_player_info[p->index].months_empty;
memset(&_network_player_info[p->index], 0, sizeof(NetworkPlayerInfo));
_network_player_info[p->index].months_empty = months_empty;
ttd_strlcpy(_network_player_info[p->index].password, password, sizeof(_network_player_info[p->index].password));
// Grap the company name
SetDParam(0, p->name_1);
SetDParam(1, p->name_2);
GetString(_network_player_info[p->index].company_name, STR_JUST_STRING);
// Check the income
if (_cur_year - 1 == BASE_YEAR + p->inaugurated_year) {
// The player is here just 1 year, so display [2], else display[1]
for (i = 0; i < 13; i++) {
_network_player_info[p->index].income -= p->yearly_expenses[2][i];
}
} else {
for (i = 0; i < 13; i++) {
_network_player_info[p->index].income -= p->yearly_expenses[1][i];
}
}
// Set some general stuff
_network_player_info[p->index].inaugurated_year = p->inaugurated_year;
_network_player_info[p->index].company_value = p->old_economy[0].company_value;
_network_player_info[p->index].money = p->money64;
_network_player_info[p->index].performance = p->old_economy[0].performance_history;
}
// Go through all vehicles and count the type of vehicles
FOR_ALL_VEHICLES(v) {
if (v->owner >= MAX_PLAYERS) continue;
switch (v->type) {
case VEH_Train:
if (IsFrontEngine(v)) {
_network_player_info[v->owner].num_vehicle[0]++;
}
break;
case VEH_Road:
if (v->cargo_type != CT_PASSENGERS) {
_network_player_info[v->owner].num_vehicle[1]++;
} else {
_network_player_info[v->owner].num_vehicle[2]++;
}
break;
case VEH_Aircraft:
if (v->subtype <= 2) {
_network_player_info[v->owner].num_vehicle[3]++;
}
break;
case VEH_Ship:
_network_player_info[v->owner].num_vehicle[4]++;
break;
case VEH_Special:
case VEH_Disaster:
break;
}
}
// Go through all stations and count the types of stations
FOR_ALL_STATIONS(s) {
if (s->owner < MAX_PLAYERS) {
NetworkPlayerInfo* npi = &_network_player_info[s->owner];
if (s->facilities & FACIL_TRAIN) npi->num_station[0]++;
if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[1]++;
if (s->facilities & FACIL_BUS_STOP) npi->num_station[2]++;
if (s->facilities & FACIL_AIRPORT) npi->num_station[3]++;
if (s->facilities & FACIL_DOCK) npi->num_station[4]++;
}
}
ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
// Register local player (if not dedicated)
if (ci != NULL && ci->client_playas > 0 && ci->client_playas <= MAX_PLAYERS)
ttd_strlcpy(_network_player_info[ci->client_playas-1].players, ci->client_name, sizeof(_network_player_info[ci->client_playas-1].players));
FOR_ALL_CLIENTS(cs) {
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkGetClientName(client_name, sizeof(client_name), cs);
ci = DEREF_CLIENT_INFO(cs);
if (ci != NULL && ci->client_playas > 0 && ci->client_playas <= MAX_PLAYERS) {
if (strlen(_network_player_info[ci->client_playas-1].players) != 0)
2005-07-26 18:47:04 +00:00
ttd_strlcat(_network_player_info[ci->client_playas - 1].players, ", ", lengthof(_network_player_info[ci->client_playas - 1].players));
2005-07-26 18:47:04 +00:00
ttd_strlcat(_network_player_info[ci->client_playas - 1].players, client_name, lengthof(_network_player_info[ci->client_playas - 1].players));
}
}
}
// Send a packet to all clients with updated info about this client_index
void NetworkUpdateClientInfo(uint16 client_index)
{
NetworkClientState *cs;
NetworkClientInfo *ci;
ci = NetworkFindClientInfoFromIndex(client_index);
if (ci == NULL) return;
FOR_ALL_CLIENTS(cs) {
SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, ci);
}
}
/* Check if we want to restart the map */
static void NetworkCheckRestartMap(void)
{
if (_network_restart_game_year != 0 && _cur_year >= _network_restart_game_year) {
DEBUG(net, 0)("Auto-restarting map. Year %d reached.", _cur_year);
StartNewGameWithoutGUI(GENERATE_NEW_SEED);
}
}
/* Check if the server has autoclean_companies activated
Two things happen:
1) If a company is not protected, it is closed after 1 year (for example)
2) If a company is protected, protection is disabled after 3 years (for example)
(and item 1. happens a year later) */
static void NetworkAutoCleanCompanies(void)
{
NetworkClientState *cs;
NetworkClientInfo *ci;
Player *p;
bool clients_in_company[MAX_PLAYERS];
if (!_network_autoclean_companies) return;
memset(clients_in_company, 0, sizeof(clients_in_company));
/* Detect the active companies */
FOR_ALL_CLIENTS(cs) {
ci = DEREF_CLIENT_INFO(cs);
if (ci->client_playas >= 1 && ci->client_playas <= MAX_PLAYERS) {
clients_in_company[ci->client_playas-1] = true;
}
}
if (!_network_dedicated) {
ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
if (ci->client_playas >= 1 && ci->client_playas <= MAX_PLAYERS) {
clients_in_company[ci->client_playas-1] = true;
}
}
/* Go through all the comapnies */
FOR_ALL_PLAYERS(p) {
/* Skip the non-active once */
if (!p->is_active || p->is_ai) continue;
if (!clients_in_company[p->index]) {
/* The company is empty for one month more */
_network_player_info[p->index].months_empty++;
/* Is the company empty for autoclean_unprotected-months, and is there no protection? */
if (_network_player_info[p->index].months_empty > _network_autoclean_unprotected && _network_player_info[p->index].password[0] == '\0') {
/* Shut the company down */
DoCommandP(0, 2, p->index, NULL, CMD_PLAYER_CTRL);
IConsolePrintF(_icolour_def, "Auto-cleaned company #%d", p->index+1);
}
/* Is the compnay empty for autoclean_protected-months, and there is a protection? */
if (_network_player_info[p->index].months_empty > _network_autoclean_protected && _network_player_info[p->index].password[0] != '\0') {
/* Unprotect the company */
_network_player_info[p->index].password[0] = '\0';
IConsolePrintF(_icolour_def, "Auto-removed protection from company #%d", p->index+1);
_network_player_info[p->index].months_empty = 0;
}
} else {
/* It is not empty, reset the date */
_network_player_info[p->index].months_empty = 0;
}
}
}
// This function changes new_name to a name that is unique (by adding #1 ...)
// and it returns true if that succeeded.
bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH])
{
NetworkClientState *new_cs;
NetworkClientInfo *ci;
bool found_name = false;
byte number = 0;
char original_name[NETWORK_CLIENT_NAME_LENGTH];
// We use NETWORK_CLIENT_NAME_LENGTH in here, because new_name is really a pointer
ttd_strlcpy(original_name, new_name, NETWORK_CLIENT_NAME_LENGTH);
while (!found_name) {
found_name = true;
FOR_ALL_CLIENTS(new_cs) {
ci = DEREF_CLIENT_INFO(new_cs);
if (strcmp(ci->client_name, new_name) == 0) {
// Name already in use
found_name = false;
break;
}
}
// Check if it is the same as the server-name
ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
if (ci != NULL) {
if (strcmp(ci->client_name, new_name) == 0) {
// Name already in use
found_name = false;
}
}
if (!found_name) {
// Try a new name (<name> #1, <name> #2, and so on)
// Stop if we tried for more than 50 times..
if (number++ > 50) break;
snprintf(new_name, NETWORK_CLIENT_NAME_LENGTH, "%s #%d", original_name, number);
}
}
return found_name;
}
// Reads a packet from the stream
bool NetworkServer_ReadPackets(NetworkClientState *cs)
{
Packet *p;
NetworkRecvStatus res;
while ((p = NetworkRecv_Packet(cs, &res)) != NULL) {
byte type = NetworkRecv_uint8(cs, p);
if (type < PACKET_END && _network_server_packet[type] != NULL && !cs->quited) {
_network_server_packet[type](cs, p);
} else {
DEBUG(net, 0)("[NET][Server] Received invalid packet type %d", type);
}
free(p);
}
return true;
}
// Handle the local command-queue
2006-01-05 12:40:50 +00:00
static void NetworkHandleCommandQueue(NetworkClientState* cs)
{
CommandPacket *cp;
while ( (cp = cs->command_queue) != NULL) {
SEND_COMMAND(PACKET_SERVER_COMMAND)(cs, cp);
cs->command_queue = cp->next;
free(cp);
}
}
// This is called every tick if this is a _network_server
void NetworkServer_Tick(bool send_frame)
{
NetworkClientState *cs;
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
bool send_sync = false;
#endif
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
if (_frame_counter >= _last_sync_frame + _network_sync_freq) {
_last_sync_frame = _frame_counter;
send_sync = true;
}
#endif
// Now we are done with the frame, inform the clients that they can
// do their frame!
FOR_ALL_CLIENTS(cs) {
// Check if the speed of the client is what we can expect from a client
if (cs->status == STATUS_ACTIVE) {
// 1 lag-point per day
int lag = NetworkCalculateLag(cs) / DAY_TICKS;
if (lag > 0) {
if (lag > 3) {
// Client did still not report in after 4 game-day, drop him
// (that is, the 3 of above, + 1 before any lag is counted)
IConsolePrintF(_icolour_err,"Client #%d is dropped because the client did not respond for more than 4 game-days", cs->index);
NetworkCloseClient(cs);
continue;
}
// Report once per time we detect the lag
if (cs->lag_test == 0) {
IConsolePrintF(_icolour_warn,"[%d] Client #%d is slow, try increasing *net_frame_freq to a higher value!", _frame_counter, cs->index);
cs->lag_test = 1;
}
} else {
cs->lag_test = 0;
}
} else if (cs->status == STATUS_PRE_ACTIVE) {
int lag = NetworkCalculateLag(cs);
if (lag > _network_max_join_time) {
IConsolePrintF(_icolour_err,"Client #%d is dropped because it took longer than %d ticks for him to join", cs->index, _network_max_join_time);
NetworkCloseClient(cs);
}
}
if (cs->status >= STATUS_PRE_ACTIVE) {
// Check if we can send command, and if we have anything in the queue
NetworkHandleCommandQueue(cs);
// Send an updated _frame_counter_max to the client
if (send_frame)
SEND_COMMAND(PACKET_SERVER_FRAME)(cs);
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
// Send a sync-check packet
if (send_sync)
SEND_COMMAND(PACKET_SERVER_SYNC)(cs);
#endif
}
}
/* See if we need to advertise */
NetworkUDPAdvertise();
}
void NetworkServerYearlyLoop(void)
{
NetworkCheckRestartMap();
}
void NetworkServerMonthlyLoop(void)
{
NetworkAutoCleanCompanies();
}
#endif /* ENABLE_NETWORK */