Support sending extended game info in response to PACKET_CLIENT_GAME_INFO

pull/332/head
Jonathan G Rennison 3 years ago
parent 8a0821c96e
commit 7e39d3f24a

@ -110,10 +110,10 @@ bool IsNetworkCompatibleVersion(const char *other, bool extended)
/**
* Check if an game entry is compatible with our client.
*/
void CheckGameCompatibility(NetworkGameInfo &ngi)
void CheckGameCompatibility(NetworkGameInfo &ngi, bool extended)
{
/* Check if we are allowed on this server based on the revision-check. */
ngi.version_compatible = IsNetworkCompatibleVersion(ngi.server_revision);
ngi.version_compatible = IsNetworkCompatibleVersion(ngi.server_revision, extended);
ngi.compatible = ngi.version_compatible;
/* Check if we have all the GRFs on the client-system too. */

@ -94,7 +94,7 @@ extern NetworkServerGameInfo _network_game_info;
const char *GetNetworkRevisionString();
bool IsNetworkCompatibleVersion(const char *other, bool extended = false);
void CheckGameCompatibility(NetworkGameInfo &ngi);
void CheckGameCompatibility(NetworkGameInfo &ngi, bool extended = false);
void FillNetworkGameInfo(NetworkGameInfo &ngi);

@ -29,6 +29,7 @@ static const char* _packet_game_type_names[] {
"SERVER_COMPANY_INFO",
"CLIENT_GAME_INFO",
"SERVER_GAME_INFO",
"SERVER_GAME_INFO_EXTENDED",
"SERVER_CHECK_NEWGRFS",
"CLIENT_NEWGRFS_CHECKED",
"SERVER_NEED_GAME_PASSWORD",
@ -139,6 +140,7 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *p)
case PACKET_SERVER_ERROR: return this->Receive_SERVER_ERROR(p);
case PACKET_CLIENT_GAME_INFO: return this->Receive_CLIENT_GAME_INFO(p);
case PACKET_SERVER_GAME_INFO: return this->Receive_SERVER_GAME_INFO(p);
case PACKET_SERVER_GAME_INFO_EXTENDED: return this->Receive_SERVER_GAME_INFO_EXTENDED(p);
case PACKET_CLIENT_COMPANY_INFO: return this->Receive_CLIENT_COMPANY_INFO(p);
case PACKET_SERVER_COMPANY_INFO: return this->Receive_SERVER_COMPANY_INFO(p);
case PACKET_SERVER_CLIENT_INFO: return this->Receive_SERVER_CLIENT_INFO(p);
@ -231,6 +233,7 @@ NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p) { ret
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GAME_INFO); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_GAME_INFO); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_GAME_INFO_EXTENDED(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_GAME_INFO_EXTENDED); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMPANY_INFO); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMPANY_INFO); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CLIENT_INFO); }

@ -57,6 +57,8 @@ enum PacketGameType {
* the map and other important data.
*/
PACKET_SERVER_GAME_INFO_EXTENDED, ///< Information about the server (extended). Note that the server should not use this ID directly.
/* After the join step, the first is checking NewGRFs. */
PACKET_SERVER_CHECK_NEWGRFS, ///< Server sends NewGRF IDs and MD5 checksums for the client to check.
PACKET_CLIENT_NEWGRFS_CHECKED, ///< Client acknowledges that it has all required NewGRFs.
@ -212,6 +214,13 @@ protected:
*/
virtual NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p);
/**
* Sends information about the game (extended).
* Serialized NetworkGameInfo. See game_info.h for details.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_GAME_INFO_EXTENDED(Packet *p);
/**
* Request company information (in detail).
* @param p The packet that was just received.

@ -414,7 +414,13 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendInformationQuery()
_network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
my_client->SendPacket(new Packet(PACKET_CLIENT_GAME_INFO));
Packet *p = new Packet(PACKET_CLIENT_GAME_INFO);
p->Send_uint32(FIND_SERVER_EXTENDED_TOKEN);
p->Send_uint8(PACKET_SERVER_GAME_INFO_EXTENDED); // reply type
p->Send_uint16(0); // flags
p->Send_uint16(0); // version
my_client->SendPacket(p);
my_client->SendPacket(new Packet(PACKET_CLIENT_COMPANY_INFO));
return NETWORK_RECV_STATUS_OKAY;
@ -712,6 +718,28 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packe
return NETWORK_RECV_STATUS_CLOSE_QUERY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_GAME_INFO_EXTENDED(Packet *p)
{
if (this->status != STATUS_COMPANY_INFO && this->status != STATUS_INACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
NetworkGameList *item = GetLobbyGameInfo();
/* Clear any existing GRFConfig chain. */
ClearGRFConfigList(&item->info.grfconfig);
/* Retrieve the NetworkGameInfo from the packet. */
DeserializeNetworkGameInfoExtended(p, &item->info);
/* Check for compatability with the client. */
CheckGameCompatibility(item->info, true);
/* Ensure we consider the server online. */
item->online = true;
SetWindowDirty(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_LOBBY);
/* We will receive company info next, so keep connection open. */
if (this->status == STATUS_COMPANY_INFO) return NETWORK_RECV_STATUS_OKAY;
return NETWORK_RECV_STATUS_CLOSE_QUERY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *p)
{
if (this->status != STATUS_COMPANY_INFO) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

@ -51,6 +51,7 @@ protected:
NetworkRecvStatus Receive_SERVER_BANNED(Packet *p) override;
NetworkRecvStatus Receive_SERVER_ERROR(Packet *p) override;
NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p) override;
NetworkRecvStatus Receive_SERVER_GAME_INFO_EXTENDED(Packet *p) override;
NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p) override;
NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p) override;
NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) override;

@ -16,6 +16,8 @@
#include "../command_type.h"
#include "../date_type.h"
static const uint32 FIND_SERVER_EXTENDED_TOKEN = 0x2A49582A;
#ifdef RANDOM_DEBUG
/**
* If this line is enable, every frame will have a sync test

@ -371,6 +371,19 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendGameInfo()
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::SendGameInfoExtended(PacketGameType reply_type, uint16 flags, uint16 version)
{
NetworkGameInfo ngi;
FillNetworkGameInfo(ngi);
Packet *p = new Packet(reply_type, SHRT_MAX);
SerializeNetworkGameInfoExtended(p, &ngi, flags, version);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Send the client information about the companies. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
{
@ -881,7 +894,14 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendSettingsAccessUpdate(bool
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet *p)
{
return this->SendGameInfo();
if (p->CanReadFromPacket(9) && p->Recv_uint32() == FIND_SERVER_EXTENDED_TOKEN) {
PacketGameType reply_type = (PacketGameType)p->Recv_uint8();
uint16 flags = p->Recv_uint16();
uint16 version = p->Recv_uint16();
return this->SendGameInfoExtended(reply_type, flags, version);
} else {
return this->SendGameInfo();
}
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO(Packet *p)

@ -45,6 +45,7 @@ protected:
NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p) override;
NetworkRecvStatus SendGameInfo();
NetworkRecvStatus SendGameInfoExtended(PacketGameType reply_type, uint16 flags, uint16 version);
NetworkRecvStatus SendCompanyInfo();
NetworkRecvStatus SendNewGRFCheck();
NetworkRecvStatus SendWelcome();

@ -40,7 +40,6 @@
#include "../safeguards.h"
extern const uint8 _out_of_band_grf_md5[16] { 0x00, 0xB0, 0xC0, 0xDE, 0x00, 0x00, 0x00, 0x00, 0x00, 0xB0, 0xC0, 0xDE, 0x00, 0x00, 0x00, 0x00 };
static const uint32 FIND_SERVER_EXTENDED_TOKEN = 0x2A49582A;
/** Mutex for all out threaded udp resolution and such. */
static std::mutex _network_udp_mutex;
@ -410,7 +409,7 @@ void ClientNetworkUDPSocketHandler::Receive_SERVER_RESPONSE_Common(Packet *p, Ne
DeserializeNetworkGameInfo(p, &item->info);
}
/* Check for compatability with the client. */
CheckGameCompatibility(item->info);
CheckGameCompatibility(item->info, extended);
/* Ensure we consider the server online. */
item->online = true;

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