Commit Graph

241 Commits (65b8614d2640a0cfa5472689f5ddcb5fbefc06d2)

Author SHA1 Message Date
Patric Stout 4c1ea4020d
Change: remove the ability to control "max spectators" (#9466)
Soon we will make "join game" join the game as spectator first,
so limiting the amount of spectators makes no sense anymore in
that context. Not sure it ever did make sense.
3 years ago
Patric Stout 9cc706847c
Fix: crash when joining a server again after a TCP disconnect (#9453)
"my_client" wasn't always free'd when a game ended. "my_client"
keeps a reference inside the PT_NCLIENT pool. The rest of the
code assumes that when you are not in a game, it can freely
reset this pool.
In result: several ways to trigger a use-after-free.
3 years ago
Loïc Guilloux 460991ecf4
Feature: Persistant rotation of numbered auto/netsave after restart (#9397)
It was always starting from 0 on openttd restart.
Now the most recent auto/netsave number will be used as a base to generate the next filename.
3 years ago
Patric Stout cbaac5609f Codechange: use UpdateNetworkGameWindow() over manually marking window dirty 3 years ago
Stephan a70aa5df49
Add #9188: netsave now keeps multiple version around, similar to autosave (#9395) 3 years ago
rubidium42 cdf9caf8ea Codechange: [Network] Remove overload on NetworkValidateClientName
Rename the zero-parameter NetworkValidateClientName to NetworkValidateOurClientName to make it clearer it is performed on our client name, and to make it a non-overloaded function to aid with the variant being added a few commits later
3 years ago
rubidium42 eb6cdadc4d Codechange: replace IConsolePrintF with IConsolePrint and fmt formatting
Also make some strings more consistent with the rest of the console strings.
3 years ago
rubidium42 d9c1d18f2b Change: improve some of the console messages related to networking (make them more uniform) and convert to fmt 3 years ago
rubidium42 55a11710a6 Codechange: convert printf DEBUG statements to fmt Debug statements 3 years ago
rubidium42 e3c9ed4d15 Codechange: [Network] Use std::string to determine an unique name for clients 3 years ago
rubidium42 806f78aa04 Codechange: [Network] Use std::string to send the client name and rcon commands 3 years ago
glx22 5799402f7a Codechange: Rename window related DeleteXXX to match new behaviour 3 years ago
rubidium42 ef991b1772 Codechange: [Network] Use std::string in CommandPacket 3 years ago
rubidium42 e2f5d9e561 Codechange: use separate pre and post callbacks for string settings 3 years ago
rubidium42 4d246cda73 Codechange: [Network] Let NetworkClientInfo use std::string 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 e6703eac68 Codechange: [Network] Let NetworkTextMessage use std::string 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 16437b7c0d Codechange: move client name in settings to std::string 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
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 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
William Davis 881e1da51d
Change: Use gender-neutral pronouns in console command messages (and comments) (#9203) 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
rubidium42 0eb17a70af Codechange: rename NetworkError to ShowNetworkError 3 years ago
rubidium42 83985fe26f Codechange: Move join information into a single structure 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
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 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 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 d4f027c03b Codechange: encapsulate writing data from Packets into sockets/files/buffers 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
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
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 53c28a8ec9 Codechange: [Network] replace _realtime_tick with std::chrono 3 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
Michael Lutz 65f65ad2ad Codechange: Convert some more FIO functions to take std::string. 4 years ago
Charles Pigott 860c270c73 Codechange: Replace assert_compile macro with static_assert 4 years ago
Pavel Stupnikov d989fb516b
Change: send network error to the server before making an emergency save (#8387) 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