Commit Graph

1522 Commits (09f7f32b8d85ea378984908b6a29764d8576284e)

Author SHA1 Message Date
Patric Stout ca9a7df752
Codechange: rename str_validate to StrMakeValid(InPlace) (#9304)
This to be more explicit the function changes the value, and not
returns yes/no.
3 years ago
rubidium42 4144e949ed Fix: [Network] Prevent an empty server name to be set anywhere 3 years ago
rubidium42 e2f5d9e561 Codechange: use separate pre and post callbacks for string settings 3 years ago
rubidium42 208952f2ba Codechange: split Write_ValidateSetting to get separate functions for making strings valid and writing strings 3 years ago
rubidium42 72ec81325b Cleanup: remove unneeded temporary variables and casts 3 years ago
rubidium42 8ffb4122df Codechange: just pass the SettingDesc to SetSettingValue and remove distinction between (non)company 3 years ago
rubidium42 b791ffc6de Fix: do not hide parameter by local variable with the same name 3 years ago
milek7 7607277380 Fix: Network on Haiku, remove old code for BeOS 3 years ago
rubidium42 e2dc5aa83e Codechange: [Network] Use C++ string functions to generate company password hash 3 years ago
rubidium42 4d246cda73 Codechange: [Network] Let NetworkClientInfo use std::string 3 years ago
rubidium42 83679c0e57 Codechange: [Network] Use std::string to populate the client list for company stats 3 years ago
rubidium42 e90b2649b6 Codechange: [Network] Let NetworkCompanyInfo use std::string 3 years ago
rubidium42 fab120ee83 Codechange: [Network] Let chat communication use std::string 3 years ago
rubidium42 ae85af98eb Codechange: Use std::string GetString where convenient 3 years ago
rubidium42 e6703eac68 Codechange: [Network] Let NetworkTextMessage use std::string 3 years ago
rubidium42 44ca7d9377 Change: Use gender-neutral pronouns 3 years ago
Rubidium bb9121dbd4 Fix: comparison of narrow type to wide type in loop (potential for infinite loops) 3 years ago
Rubidium 031e91de6e Fix: [Network] Check on CIDR for netmask check considered everything valid 3 years ago
rubidium42 297d6e20bf Codechange: [Network] Pass passwords as std::string to the network code 3 years ago
rubidium42 ebe32ad912 Codechange: [Network] Use std::string for the internal handling of admin/rcon passwords 3 years ago
rubidium42 6db52d52d0 Codechange: [Network] Use std::string for the internal handling of server passwords 3 years ago
rubidium42 1de5cdeab8 Codechange: [Network] Use std::string for the internal handling of company passwords 3 years ago
rubidium42 98283116fa Codechange: [Network] Make company state password std::string 3 years ago
rubidium42 16437b7c0d Codechange: move client name in settings to std::string 3 years ago
rubidium42 02fdb5b210 Codechange: move server name/id in settings to std::string 3 years ago
rubidium42 cc6c078dec Codechange: move hostnames in settings to std::string 3 years ago
rubidium42 c73d64adf9 Codechange: move passwords in settings to std::string 3 years ago
rubidium42 f219354f89 Change: further support for std::string in settings 3 years ago
Patric Stout a403653805
Codechange: [Network] split CloseSocket and CloseConnection more clearly (#9261)
* Codechange: [Network] split CloseSocket and CloseConnection more clearly

- CloseSocket now closes the actual OS socket.
- CloseConnection frees up the resources to just before CloseSocket.
- dtors call CloseSocket / CloseConnection where needed.
3 years ago
Rubidium 187a3f20bf Codechange: remove pointless close call due to resolving virtual functions statically in destructors
In the destructors of many of the network related classes Close() is called, just like the
top class in that hierarchy. However, due to virtual functions getting resolved statically
in the destructor it would always call the empty Close() of the top class.
Document the other cases where a virtual call is resolved statically.
3 years ago
Patric Stout d7ce61f106
Fix #9255: [Network] TCPConnecter crashes when hostname not found (#9259) 3 years ago
Patric Stout b136e65cf9
Change: reworked the debug levels for network facility (#9251)
It now follows very simple rules:
0 - Fatal, user should know about this
1 - Error, but we are recovering
2 - Warning, wrong but okay if you don't know
3 - Info, information you might care about
4 -
5 - Debug #1 - High level debug messages
6 - Debug #2 - Low level debug messages
7 - Trace information
3 years ago
Patric Stout d0eb3e4bc4
Fix: [Network] mark server as offline when no longer reachable (#9244) 3 years ago
rubidium42 0968d009c8 Fix #9243: [Network] For a dedicated server use a fallback client and server name
Also warn when the client or server name has not been set and provide pointers on how to set them
3 years ago
Patric Stout 9e7e87ce3e
Fix: [Network] don't rebuild the host-list during iterating the list (#9240)
Additionally, only rebuild it when we added a new manual server,
as otherwise it is a noop anyway.
3 years ago
Patric Stout 9841ebb0bd
Fix: [Network] don't mark the last-joined server as manual (#9239) 3 years ago
Patric Stout 36e22f3a7b
Fix: [Network] clients leaving because of broken connections was not broadcasted (#9238)
The code mixed up "client has quit but we already told everyone"
with "client lost connection, handle this".

Split up those two signals:
- CLIENT_QUIT means we told everyone and the connection is now dead
- CONNECTION_LIST means we should tell everyone we lost a client
3 years ago
Rubidium 495d73a67f Fix: leaking file descriptors 3 years ago
Patric Stout 8f4a612a7c
Change: reworded many of the network errors during connect/listen (#9230)
Also changed some levels to 0, as a failing listen() is something
we should tell the user about. Hiding this information is a bit
evil.
3 years ago
Patric Stout 583011bca0
Fix: lobby window doesn't close if no connection could be established (#9223) 3 years ago
Patric Stout b9ab3bd6b3 Fix: only query a manually added server if it isn't there yet
But always mark it as manually, no matter if it was there or not.
3 years ago
Patric Stout fc91f1d1b2 Fix: don't do a network disconnect between two queries
This meant that on opening the Multiplayer window, if you had more
than one server configured, it would one by one cancel all pending
queries and send a new. Result: only the last server was updated.
3 years ago
Patric Stout 1b75a29d12 Fix: destroying a TCPConnecter that was still resolving made illegal writes
Basically, we should join the resolve thread before we destruct
the object.
3 years ago
Patric Stout 664a8c3e85 Codechange: move connection_string to private for TCPConnecter
The most common case never needs access to it anymore. Make the
one exception to this explicit. This means the fact that we
store it is now an implementation detail.
3 years ago
William Davis 881e1da51d
Change: Use gender-neutral pronouns in console command messages (and comments) (#9203) 3 years ago
Patric Stout f187708b3b
Fix f7e390bd: getpeername() doesn't work on closed sockets (#9213) 3 years ago
rubidium42 e2774354b4
Codechange: [Network] Change ChatMessage's message to std::string and simplify some code 3 years ago
Patric Stout f7e390bdc0
Feature: use Happy Eyeballs to make network connections (TCP-only) (#9199)
Hostnames like "content.openttd.org" resolve into multiple IPv4 and IPv6.
It is possible that either of the IPs is not working, either due to
a poorly configured OS (having IPv6 but no valid route), broken network
paths, or a service that is temporary unavailable.

Instead of trying the IPs one by one, waiting for a 3s timeout between
each, be a bit more like browsers, and stack attempts on top of each
other with slight delays. This is called Happy Eyebells.

Initially, try the first IPv6 address. If within 250ms there is no
connection yet, try the first IPv4 address. 250ms later, try the
second IPv6 address, etc, till all addresses are tried.

If any connection is created, abort all the other (pending) connections
and use the one that is created. If all fail 3s after the last connect(),
trigger a timeout for all.
3 years ago
rubidium42 f1dfa661a1 Codechange: [Network] Use std::string for NetworkGameInfo 3 years ago
rubidium42 3d91eee919 Codechange: [Network] Move connection string parsing away from C-strings 3 years ago
rubidium42 6c4a65eeb8 Codechange: [Network] Use std::string for NetworkAddress' host name 3 years ago
rubidium42 dcef3209a6 Codechange: [Network] Use new/delete instead of calloc/free for NetworkGameList 3 years ago
Patric Stout f94fb93779
Codechange: use connection_string in favour of NetworkAddress (#9197)
We now resolve the connection_string to a NetworkAddress in a much
later state. This means there are fewer places constructing a NetworkAddress.

The main benefit of this is in later PRs that introduce different types
of NetworkAddresses. Storing this in things like NetworkGameList is
rather complex, especially as NetworkAddress has to be mutable at all
times.

Additionally, the NetworkAddress is a complex object to store simple
information: how to connect to this server.
3 years ago
Rubidium ead30dc725 Cleanup: [Network] Remove variable from NetworkGameInfo that is only used during deserialisation 3 years ago
rubidium42 e7581fd42d Change: [Network] Update server's NetworkServerGameInfo only when needed
Split the updating in a "static" version that only needs to be called when a new map is loaded or some settings are changed, and a "dynamic" version that updates everything that changes regularly such as the current game date or the number of spectators.
3 years ago
rubidium42 72bd62fd70 Codechange: [Network] Use a single NetworkServerGameInfo object at server side and serialize that for the clients 3 years ago
rubidium42 7bcc472f73 Add: [Network] Reading std::string from a packet 3 years ago
rubidium42 ba409e8c45 Add: [Network] Writing std::string to a packet 3 years ago
rubidium42 56aa6d0edd Fix: [Network] Reading beyond the length of the server's ID when hashing password
Under normal circumstances the server's ID is 32 characters excluding '\0', however this can be changed at the server. This ID is sent to the server for company name hashing. The client reads it into a statically allocated buffer of 33 bytes, but fills only the bytes it received from the server. However, the hash assumes all 33 bytes are set, thus potentially reading uninitialized data, or a part of the server ID of a previous game in the hashing routine.
It is still reading from memory assigned to the server ID, so nothing bad happens, except that company passwords might not work correctly.
3 years ago
rubidium42 e097c83c83 Codechange: move some OS abstraction method implementations out of the header 3 years ago
rubidium42 22720332eb Codechange: encapsulate network error handling 3 years ago
rubidium42 0eb17a70af Codechange: rename NetworkError to ShowNetworkError 3 years ago
rubidium42 05394d5216 Fix #6598: Prevent invalid memory accesses when abandoning a join from within a network game
One could join a network game from within an already running network game. This would call a NetworkDisconnect, but keeps the UI alive. If, during that process the join is aborted, e.g. by cancelling on a password dialog, you would still be in your network game but also get shown the server list.
Solve all the underlying problems by falling back to the main UI when (re)connecting to a(nother) server.
3 years ago
rubidium42 83985fe26f Codechange: Move join information into a single structure 3 years ago
rubidium42 3bd416bfdb Change: [Console] Show help when passing invalid company number 3 years ago
Peter Nelson 4791ff2862 Fix: Recalculate padding and minimum sizes when GUI or Font zoom is changed. 3 years ago
Patric Stout 69118d063f
Change: use TCP for everything except for master-server and initial server scan (#9130)
This means that pressing Refresh button and adding servers manually
now uses TCP.

The master-server and initial scan are still UDP as they will be
replaced by Game Coordinator; no need to change this now.

If we query a server that is too old, show a proper warning to the
user informing him the server is too old.
3 years ago
rubidium42 a61696d6c5 Change: [Network] Encapsulate logic about the connection string to the network code (#23) 3 years ago
Patric Stout be37a2cab8 Codechange: use NetworkAddress instead of two host/port variables where possible
This also means we no longer need last_host/last_port, but can
just use a single last_joined setting.
3 years ago
Patric Stout 99f998805b Codechange: use std::string over stack-based strings if possible 3 years ago
Patric Stout a8afbe74bf Cleanup: remove write-only variable "hostname" in NetworkGameList 3 years ago
Loïc Guilloux 356bbbb90a
Fix: [MinGW] Set minimum OS version to Windows XP (#9135) 3 years ago
Patric Stout 96dc0d04ec
Fix b3003dd1: swap SERVER_GAME_INFO with CLIENT_GAME_INFO (#9129)
The idea is that if you query an older server that does not support
this packet yet, the client receives an error. The assumption was
that on every "illegal packet" the connection would be closed. This
turns out to be false.

Now CLIENT_GAME_INFO aligns with the old PACKET_CLIENT_NEWGRFS_CHECKED,
which does a pre-check (which fails), and an error is sent back
and the connection is closed.

This is not a nice solution, but it is the best we got.
3 years ago
Milek7 a341852cd5
Fix: missing <limits> include in network/core/packet.h (#9123) 3 years ago
Patric Stout 31f1db2d3a Change: no longer use UDP when entering the lobby of a server
The lobby of a server requested some parts via UDP and some via
TCP. This is strictly seen fine, but for future extensions it
is a lot easier if just one protocol is used.
3 years ago
Patric Stout b57d845e55 Codechange: refactor CheckGameCompatibility() from existing function
Later commits use this function in other places too.
3 years ago
Patric Stout b3003dd163 Add: ability to retrieve game info from server over TCP 3 years ago
Patric Stout 84c75a7b9a Codechange: be explicit in pointer comparisons 3 years ago
Patric Stout cb2ef1ea4b Codechange: move all NetworkGameInfo related functions to a single file
It currently was a bit scattered over the place. Part of
NetworkGameInfo is also the GRF Identifiers that goes with it.
3 years ago
Patric Stout 8fa53f543a
Change: [Network] lower TCP connect() timeout to 3s (#9112)
Currently we use default OS timeout for TCP connections, which
is around 30s. 99% of the users will never notice this, but there
are a few cases where this is an issue:

- If you have a broken IPv6 connection, using Content Service is
  first tried over IPv6. Only after 30s it times out and tries
  IPv4. Nobody is waiting for that 30s.
- Upcoming STUN support has several methods of establishing a
  connection between client and server. This requires feedback
  from connect() to know if any method worked (they have to be
  tried one by one). With 30s, this would take a very long time.

What is good to mention, is that there is no good value here. Any
value will have edge-cases where the experience is suboptimal. But
with 3s we support most of the stable connections, and if it fails,
the user can just retry. On the other side of the spectrum, with 30s,
it means the user has no possibility to use the service. So worst case
we annoy a few users with them having the retry vs annoying a few
users which have no means of resolving the situation.
3 years ago
rubidium42 015e3b412e Cleanup: remove #ifdefs for compiling the old content server 3 years ago
rubidium42 84985c1223 Codechange: [Network] Do not leak os_abstraction.h via fios.h 3 years ago
rubidium42 cbad518bf3 Codechange: [Network] Do not leak os_abstraction.h via network_func 3 years ago
rubidium42 cf8c1aa860 Change: [Network] Use string error messages instead of numeric error numbers that need to be looked up 3 years ago
rubidium42 65c5a64719 Fix: [Network] errno and strerror do not handle network errors on Windows 3 years ago
Charles Pigott 43b6f6915b Fix 8a95fee4: Missing initialiser in Packet constructor 3 years ago
rubidium42 5afb090082 Change: [Network] Remove now defunct savegame transfer packet limiter 3 years ago
Rubidium a3c9eca722 Change: use 32 KiB packets to send requests to the content server 3 years ago
Rubidium 21f58ab437 Change: use 32 KiB packets to transfer the savegame 3 years ago
Rubidium d6000c2ec5 Codechange: differentiate between UDP, TCP and compatibility MTU values 3 years ago
Rubidium 8b302761d4 Codechange: allow different limits in packet sizes 3 years ago
rubidium42 65818db1f4 Fix: [Network] Prevent stalling save game transfer when compression is slow 3 years ago
Patric Stout fda1a590f6 Change: use icons to indicate you/host in Online Players GUI 3 years ago
Patric Stout a924b2ff81 Add: move "New Company" inside the Online Players GUI 3 years ago
Patric Stout c2e116a3d3 Change: track hover position on Online Players GUI
Especially if there are many players online, trying to chat with
the right one can be a visual challenge. This can be solved by
highlighting the row you are on. This visual cue is often enough
for humans to find the right row.
3 years ago
Patric Stout 54f69deb0c Add: ask for confirmation on admin actions in network games 3 years ago
Patric Stout ff708c2c65 Add: admin menu for companies in multiplayer games
You can now easily do:
- a password reset (unlock)
- remove an empty company (reset company)
3 years ago
Patric Stout 5266359424 Feature: rework in-game Online Players GUI
The GUI now more clearly shows some basic information about the
server you joined, your client name (and the ability to change it),
and what players are in which company.

It also contains useful buttons to press to join companies, chat
with other people, and for admins to kick/ban people.

Additionally, renamed "advertised" to "visibility"; this has to
do with future additions, but also because it is more clear in
wording.
3 years ago
Rubidium 75386873b7 Codechange: use std::vector instead of a fixed size array for Packets 3 years ago
Rubidium 450178d780 Codechange: add accessor for the packet type to Packet and make the internal state of Packet private 3 years ago
Rubidium 3abefdf561 Codechange: remove public access to the next pointer in Packet 3 years ago
Rubidium f71fb0f54a Codechange: encapsulate reading the size of a Packet 3 years ago
Rubidium 6f161f6559 Codechange: encapsulate the logic about how many bytes can be sent from a buffer in to a Packet 3 years ago
Rubidium 38d15fc9b7 Codechange: move the logic shrinking of the packets into the Packet itself 3 years ago
Rubidium d4f027c03b Codechange: encapsulate writing data from Packets into sockets/files/buffers to prevent packet state modifications outside of the Packet 3 years ago
Rubidium 98aa561cf7 Codechange: encapsulate reading data from sockets into Packets to prevent packet state modifications outside of the Packet 3 years ago
Rubidium a2051bad50 Codechange: move logic whether there is enough space in a packet to write data into the Packet 3 years ago
Rubidium c545cc9d70 Codechange: move more logic about packet size validity and reading into Packet 3 years ago
rubidium42 2999d301ad Add: [Network] Validate the client name when receiving one from the server
This so names from other clients are known valid in the client as well, instead allowing some compromised/bad server to potentially crash clients upon certain expectations.
3 years ago
rubidium42 e1cebe0ea0 Add: [Network] Validate the client name server side, so no clients with invalid names can actually join 3 years ago
rubidium42 2e0f3799a8 Change: [Network] Prevent invalid client names being sent to the server when changing it using the console/settings 3 years ago
rubidium42 bfb0ab3e2f Feature: [Network] Ensure players fill in a name instead of defaulting to "Player" 3 years ago
rubidium42 b14f412117 Codechange: [Network] Introduce function to validate the client name 3 years ago
Peter Nelson 9aa64b7885 Codechange: Use new widget features on chat message box. 3 years ago
Rubidium bf4fe19a66 Codechange: merge duplicated logic to scroll in lists by key into a single function 3 years ago
Patric Stout ce6a744278 Doc: server name doesn't need to be advertised to be valid
Strictly seen the comment is true, as it says 'e.g.', but it is
misleading. The server name is just that: the name of the server
as configured. No need to mention advertising.
3 years ago
Patric Stout cd757d53ca Codechange: remove always-empty "address" from NetworkContentSocketHandler
When ever you saw this debug lines (which you never should), they
showed an empty address. It is also not very useful to have, as it
always points to a known server anyway.
3 years ago
Patric Stout 31897eaa7d Codechange: split ParseConnectionString into two functions
One also looks for a company, the other doesn't. There were more
uses of the latter than the first, leaving very weird code all
over the place.
3 years ago
Patric Stout 05612d60ae Remove: "language" field from server/client
The original idea was that people could find a server they could
talk in their native language on. This isn't really used in that
way. There are several reasons for removing this:

- the client also sends his "language" to the server, but nothing
  is doing anything with this.
- flags are a bad way to represent languages, and over the years
  we had several (rightfully) complaints about this.
- most servers have their language set to "All", and prefix the
  servername with the language it is about. This is a much more
  efficient way to do the same.

All in all, this feature should go back to the drawing board.
Maybe it could work in another form, but this form is not it.
3 years ago
Patric Stout f4bd3fff5e Remove: "map_name" from server announcements / listing
The idea back in the days was nice, but it never resulted in
anything useful. Most servers either read "(loaded game)" or
"Random Map", neither being useful. It was meant for heightmaps,
so you could find a server that was using a specific one .. but
there are many things wrong with that idea. Mostly, servers tend
to save and load savegames from time to time, after which the
original heightmap used was lost.

All in all, removing map_name all together is just better.
3 years ago
Peter Nelson 3248a6c12b Fix #9042: Make multiplayer server list height auto-fill window.
#9042 did not fix all combinations of scaling options. This additional
change makes the server list automatically fill available height.
3 years ago
Peter Nelson cb9f56df0c Feature: Show previous chat history when the chat message box is open 3 years ago
Peter Nelson fbef63822c Codechange: Use std::deque for chat history instead of fixed array 3 years ago
Peter Nelson 837994034d Fix: Sizing of Multiplayer server list incorrect when GUI zoom doesn't match Font zoom.
The server information panel was scaled by GUI scale, which could result in a panel that is longer than the server list. This height difference is then maintained when the window is resized to fill the screen.
Instead, specify the minimum size by number of text lines and (summed total) padding.
3 years ago
Rubidium d2fe8c2842 Change: warn the user about the resolving of an address being extra very slow 3 years ago
Rubidium 7597740bff Fix: split the UDP blocking of sockets to only the socket involved, and when another thread is busy do not attempt to process the packets of that socket 3 years ago
Rubidium ca6b9ad8b0 Change: move some things only relevant to UDP from network.cpp to network_udp.cpp 3 years ago
Niels Martin Hansen e0561dbded Fix #8713: Change OTTD2FS and FS2OTTD to return string objects instead of static buffers 3 years ago
Jonathan G Rennison 825867f2c5
Fix: [Network] State conditions for sending client info/quit packets (#8959)
Use status >= STATUS_AUTHORIZED as the state criteria for all cases
where updates about other clients are sent.
This avoids the case where a client is informed that another client
has joined but not informed when it later quits, resulting in
stale entries in the client list window.
3 years ago
Patric Stout 970fedd78c Add: make modal windows update more smooth
Basically, modal windows had their own thread-locking for what
drawing was possible. This is a bit nonsense now we have a
game-thread. And it makes much more sense to do things like
NewGRFScan and GenerateWorld in the game-thread, and not in a
thread next to the game-thread.

This commit changes that: it removes the threads for NewGRFScan
and GenerateWorld, and just runs the code in the game-thread.
On regular intervals it allows the draw-thread to do a tick,
which gives a much smoother look and feel.

It does slow down NewGRFScan and GenerateWorld ever so slightly
as it spends more time on drawing. But the slowdown is not
measureable on my machines (with 700+ NewGRFs / 4kx4k map and
a Debug build).

Running without a game-thread means NewGRFScan and GenerateWorld
are now blocking.
3 years ago
Patric Stout 0243ae4654
Fix #8799: NGameAllowedSorter() is not imposing strict weak ordering relation (#8801)
In other words, it should only (!) return true if A comes for B.
This promise was broken for the situation where two values are
identical. It would return true in these cases too. This is of
course not possible: if two values are identical, neither come
before the other. As such, the sorter was not imposing strict
weak ordering relations.

libstdc++ handled this scenario just fine, but libc++ crashes
badly on this, as it allowed comparing of [begin, end] instead
of [begin, end).
libc++ considered this not a bug (and by specs, they are correct;
just this way of crashing is of course a bit harsh):
https://bugs.llvm.org/show_bug.cgi?id=47903
3 years ago
dP 73fd634209 Fix #6266: Ugly lists in network lobby windows on double/quad interface sizes with custom fonts 3 years ago
Patric Stout 13889b6554 Fix: [Network] don't show "server doesn't respond" while in queue
Send all clients in the queue every game-day a packet that they
are still in the queue.
3 years ago
Patric Stout 8d199b1bbc Fix: [Network] send map to next client if current client disconnects
Also terminate creating of the savegame, as the client is gone,
there really is no need for that anymore.
3 years ago
Patric Stout 3677418225 Fix: [Network] also count the person downloading the map in the queue
Strictly seen, there are "N" people -waiting- in front of you
in the queue, but it is nicer to show "N + 1" for the person that
is currently downloading the map. Avoids it showing:
"0 clients in front of you". That just feels a bit off.
3 years ago
Pavel Stupnikov 4fd2eecb8b
Change: Improve console warnings on invalid network commands (#8753) 3 years ago
Patric Stout 53c28a8ec9 Codechange: [Network] replace _realtime_tick with std::chrono 3 years ago
Patric Stout d068d61f3c
Fix bddfcaef: don't tell twice that a client left because of a timeout etc (#8746)
SendError() notifies all clients of the disconnect. This calls
CloseConnection() at the end, which also notified the clients
of the disconnect. Really no need to do it twice.

The status NETWORK_RECV_STATUS_SERVER_ERROR is only set by
SendError(), so in case that is the status, don't let
ClientConnection() send another notification.
3 years ago
frosch d9b4413bc9
Codechange: rename sound ids to make more sense. (#8701) 3 years ago
Patric Stout ac2b5e57cf
Fix: mention our websites with https:// (instead of http://) (#8657)
It is 2021. Nobody should advertise http anymore. Not even us.
3 years ago
SamuXarick a4035af337
Codechange: Apply coding style (#8640)
* Fix: Missing or needed spaces

* Codechange: Remove space

* Codechange: Remove space

* Codechange: More missing spaces

* Codechange: Missing spaces

* Codechange: Remove space

* Codechange: Remove space
3 years ago
Patric Stout 7fbf705c41
Fix 2db88953: default Network Server List sorter put compatible servers in wrong order (#8626)
If a server is compatible, it falls back to sorting by clients.
This used to be in reverse, so full servers are on top. With
the codechange commit, this was removed by accident, and as
such empty servers were on top. This is silly.
3 years ago
glx22 6b8ad5a9b1 Change: Apply some consistency to singleplayer related comments 3 years ago
frosch 31d1968004
Fix: Start the inactivity-timeout for the content server only after the connection has been established. (#8530)
When connecting took long due to the first N resolve-addresses timing out, OpenTTD would immediately close the connection, without sending anything.
4 years ago
Charles Pigott 9b800a96ed
Codechange: Remove min/max functions in favour of STL variants (#8502) 4 years ago
Patric Stout 62cdadb582 Change: move "give money" from client-list to company window
This is a much better location for this button, as you send
money from one company to another company, not from player
to player.

This is based on work done by JGRPP in:
f820543391
and surrounding commits, which took the work from estys:
https://www.tt-forums.net/viewtopic.php?p=1183311#p1183311

We did modify it to fix several bugs and clean up the code while
here anyway.

The callback was removed, as it meant a modified client could
prevent anyone from seeing money was transfered. The message
is now generated in the command itself, making that impossible.
4 years ago
Patric Stout c288eba813
Fix: prevent clients making emergency saves twice if server disconnects (#8477)
This was clearly overlooked during the initial implementation.
4 years ago
Charles Pigott e0161cf8da Fix b408fe7: Don't try to construct a std::string from nullptr 4 years ago
Michael Lutz 5cbb2da794 Codechange: Even more std::string usage in file IO. 4 years ago
Michael Lutz 65f65ad2ad Codechange: Convert some more FIO functions to take std::string. 4 years ago
Michael Lutz f3326d34e7 Codechange: Use std::string in FIO search path handling. 4 years ago
Charles Pigott 860c270c73 Codechange: Replace assert_compile macro with static_assert 4 years ago
frosch ba49fa3b82 Codechange: Rename strings to match their usage. 4 years ago
frosch 2bb691f50e Change: Remove the LAN/Internet combobox from the server list in favour of adding two separate search buttons. 4 years ago
Jonathan G Rennison 0c5dc5d41e Change: [Linkgraph] Pause the game when linkgraph jobs lag (#6470)
Check if the job is still running two date fract ticks before it is due
to join, and if so pause the game until its done.
When loading a game, check if the game would block immediately due to
a job which is scheduled to be joined within two date fract ticks,
and if so pause the game until its done.
This avoids the main thread being blocked on a thread join, which appears
to the user as if the game is unresponsive, as the UI does not repaint
and cannot be interacted with.
Show if pause is due to link graph job in status bar, update network
messages.
This does not apply for network clients.
4 years ago
Pavel Stupnikov d989fb516b
Change: send network error to the server before making an emergency save (#8387) 4 years ago
Byoungchan Lee 0471de2d92
Fix: Remove unnessary reference to suppress warning (#8337)
Apple Clang version 12 (bundled with Xcode 12) complaints about copying
small objects in range loop (-Wrange-loop-analysis introduced by -Wall).
This warning can be easily avoided by removing the reference from
the const pointer type.
4 years ago
Patric Stout 8fbf5bef60 Fix: workarounds for two emscripten bugs in the network stack 4 years ago
Patric Stout d15dc9f40f Add: support for emscripten (play-OpenTTD-in-the-browser)
Emscripten compiles to WASM, which can be loaded via
HTML / JavaScript. This allows you to play OpenTTD inside a
browser.

Co-authored-by: milek7 <me@milek7.pl>
4 years ago
Jonathan G Rennison 053d4f3bff Fix: Thread unsafe use of SendPacket for PACKET_SERVER_MAP_SIZE
NetworkTCPSocketHandler::SendPacket is not thread safe and may not
be used concurrently from multiple threads without suitable locking
4 years ago
duck 1bc7047af7
Doc: Acknowledge integer type mismatch in certain admin packets using AdminUpdateType (#8238) 4 years ago
Charles Pigott 224acb78b0 Fix: Compiler warnings about memsetting non-trivial classes 4 years ago
Jonathan G Rennison 1ac0d4a5b2 Fix: Thread unsafe use of NetworkAddress::GetAddressAsString
Remove static buffer form of NetworkAddress::GetAddressAsString.
This is used in multiple threads concurrently, and is not thread-safe.

Replace it with a form returning std::string.
4 years ago
Jonathan G Rennison b0f192abc4 Fix: Racy use of flags in TCPConnecter::CheckCallbacks
conected and aborted flags are used concurrently from multiple threads.
4 years ago
Patric Stout 56d54cf60e Add: introduce CMake for project management
CMake works on all our supported platforms, like MSVC, Mingw, GCC,
Clang, and many more. It allows for a single way of doing things,
so no longer we need shell scripts and vbs scripts to work on all
our supported platforms.

Additionally, CMake allows to generate project files for like MSVC,
KDevelop, etc.

This heavily reduces the lines of code we need to support multiple
platforms from a project perspective.

Addtiionally, this heavily improves our detection of libraries, etc.
4 years ago
Yexo a9b3312d1a Fix #8024: make online content gui more responsive while loading
Previously the internal content list was invalidated and sorted for
every new item added. Now the sorting is delayed until the GUI is
drawn, which means we only sort once per GUI tick.

Since the amount of incoming items per GUI tick is not controlled by
the GUI but rather by network speed, we were previously doing a lot
of duplicate work per tick, causing the mouse cursor to lag while
the list was initialized.
4 years ago
Michael Lutz 43cd892e0c Codechange: Replace custom linked list for GRF texts with STL vectors and strings. 4 years ago
glx22 82573a5e73
Fix #8117: Memory leak in admin port (#8122) 4 years ago
frosch 7fe291667f Fix #8060, 5880f14: Restore admin network API compatibility. 4 years ago
Quipyowert2 d1b7eb2de1 Codechange: Limit field width to avoid sscanf crash 4 years ago
glx 2b1a7ceb4e Fix #7976: Don't kick the client doing the rcon 4 years ago
Bjarni Thor 5880f1479f Feature #7756: Allow server to supply a reason to kicked/banned clients
This commit adds the missing feature of allowing the server owner to
    provide a reason for kicking/banning a client, which the client sees in
    a pop-up window after being kicked. The implementation extends the
    network protocol by adding a new network action called
    NETWORK_ACTION_KICKED that is capable of having an error string, unlike
    the other network error packages.  Additionally, the kick function
    broadcasts a message to all clients about the kicked client and the
    reason for the kick.
4 years ago
Berbe 2fc2058b3b Feature: Auto-restart loads the original resources again
If the game was started loading a savegame or scenario, auto-restart will load a new random map.
This is inconsistent with the case in which a heightmap was loaded, as in that case the heightmap is kept as a basis for a new game.
This proposal solves this heterogeneity be considering the originally loaded resource shall be kept, hence savegames & scenarios shall be reloaded
5 years ago
Jonathan G Rennison 150dfba95b Codechange: Remove std::function from Pool iteration wrapper
Add a separate template wrapper for filtered iteration
5 years ago
glx e3c75a30ba Fix: unused variable warnings 5 years ago
glx ee7a8eebca Codechange: Replace FOR_ALL_TOWNS with range-based for loops 5 years ago
glx d8a1be48cd Codechange: Replace vehicle related FOR_ALL with range-based for loops 5 years ago
glx 41232f18c1 Codechange: Replace network related FOR_ALL with range-based for loops 5 years ago
glx ddabfed1cd Codechange: Replace station related FOR_ALL with range-based for loops 5 years ago
glx 3a14cea068 Codechange: Replace FOR_ALL_COMPANIES with range-based for loops 5 years ago
S. D. Cloudt 13cc8a0cee Cleanup: Removed SVN headers 5 years ago
Joe Stringer b4f1056097 Fix: [Cygwin] Fix missing AI_ADDRCONFIG declaration
Fixes the following complaints:

src/network/core/address.cpp: In member function 'const sockaddr_storage* NetworkAddress::GetAddress()':
src/network/core/address.cpp:134:55: error: 'AI_ADDRCONFIG' was not declared in this scope
   this->Resolve(this->address.ss_family, SOCK_STREAM, AI_ADDRCONFIG, nullptr, ResolveLoopProc);

Signed-off-by: Joe Stringer <joe@wand.net.nz>
5 years ago
Charles Pigott fe9731d32c Fix: clang and MSVC warnings (glx) 5 years ago
Charles Pigott 71a3e83468 Fix: GCC9's warnings about deprecated implicit assignment operators 5 years ago
JMcKiern 04f659e768 Fix: Some typos found using codespell 5 years ago
glx 212140b88b Codechange: replace grow() usage in ClientNetworkContentSocketHandler::OnReceiveData() 5 years ago
Charles Pigott 5b34c8019f Codechange: Remove Company/OwnerByte types 5 years ago
PeterN 0ab6244f6b
Fix #7165: Missed another 'Append() --> push_back()' replacement (#7548) 5 years ago
Niels Martin Hansen d5841109f0 Fix dcb2571: Missing override keywords 5 years ago
Niels Martin Hansen a64bd6e22c Fix: Also breaking for warning text in set company password 5 years ago
Niels Martin Hansen dcb2571888 Add: Warn players that company passwords are not truly secure 5 years ago
glx 8899272614 Codechange: use std::vector for _language_dropdown 5 years ago
glx 2db88953e7 Codechange: use std::sort() in GUIList 5 years ago
Henry Wilson 7c8e7c6b6e Codechange: Use null pointer literal instead of the NULL macro 5 years ago
Jonathan G Rennison 01f957c51f Fix: Crash due to use of invalid iterator in ClientNetworkContentSocketHandler
In particular this crash can be observed when using the
bootstrap GUI to download the base graphics.

In ClientNetworkContentSocketHandler::OnReceiveContentInfo
ClientNetworkContentSocketHandler::callbacks is iterated, using an iterator
cb->OnReceiveContentInfo() is called (cb is of type BootstrapAskForDownloadWindow)
This calls new BootstrapContentDownloadStatusWindow()
This inherits from BaseNetworkContentDownloadStatusWindow
The constructor of which calls _network_content_client.AddCallback(this)
This reallocates the std::vector which is being iterated in ClientNetworkContentSocketHandler::OnReceiveContentInfo
This results in iter being invalid, and an assertion failure occurs shortly
afterwards due to its use in the next iteration of cb->OnReceiveContentInfo()

Adjust all locations where ClientNetworkContentSocketHandler::callbacks
is iterated to avoid problematic behaviour
5 years ago
Michael Lutz 8b1880187a Remove: AutoFreeSmallVector.
The last use was for storing a list of memory blocks. As the way these lists are accessed is very
specific, it is easier to just write an explicit destructor instead of trying to exactly match the behaviour.
5 years ago
Michael Lutz e804173595 Codechange: If something is a vector of strings, use a vector of strings instead of an AutoFreeSmallVector. 5 years ago
Michael Lutz ae748166d0 Codechange: Use platform independent C++11 function for sleeping on a thread. 5 years ago
Michael Lutz 94c5269fa7 Codechange: Use atomic variables for thread synchronization where useful. 5 years ago
Michael Lutz 05bc2ed7cb Codechange: Replace custom thread code with C++11 thread objects.
We assume a conforming C++11 compiler environment that has a valid <thread>-header.
Failure to run a real thread is handled gracefully.
5 years ago