Commit Graph

1579 Commits (ff050ea1d9e097f37bba7967ee90662ec86a30a6)

Author SHA1 Message Date
Rubidium 178ea3196b Remove: includes to network/core/config.h from headers when only three cpp files need it 3 years ago
Patric Stout b6a116a247
Add: allow setting your server visibility to "invite-only" (#9434)
In this mode you do register to the Game Coordinator, but your
server will not show up in the public server listing. You can give
your friends the invite code of the server with which they can
join.
3 years ago
Patric Stout e4d216e44b Feature: join servers based on their invite code
This removes the need to know a server IP to join it. Invite codes
are small (~7 characters) indentifiers for servers, which can be
exchanged with other players to join the servers.
3 years ago
Patric Stout 1baec41542 Change: groundwork to allow ServerAddress to use invite codes
Normally TCPConnecter will do a DNS resolving of the connection_string
and connect to it. But for SERVER_ADDRESS_INVITE_CODE this is different:
the Game Coordinator does the "resolving".

This means we need to allow TCPConnecter to not setup a connection
and allow it to be told when a connection has been setup by an external
(to TCPConnecter) part of the code. We do this by telling the (active)
socket for the connection.

This means the rest of the code doesn't need to know the TCPConnecter
is not doing a simple resolve+connect. The rest of the code only
cares the connection is established; not how it was established.
3 years ago
Patric Stout cee8174d02 Codechange: track servers with a ServerAddress instead of a NetworkAddress
This allows future extensions to have different ways of referencing
a server, instead of forcing to use IP:port.
3 years ago
Patric Stout f4dd2d88c7 Feature: raise the maximum NewGRF limit to 255 3 years ago
Rubidium e99134654b Feature: allow setting (game) coordinator and content server connection strings using environment variables
OTTD_COORDINATOR_CS for the game coordinator defaults to coordinator.openttd.org:3976
OTTD_CONTENT_SERVER_CS for the content server defaults to content.openttd.org:3978
OTTD_CONTENT_MIRROR_CS for the content mirror server defaults to binaries.openttd.org:80
3 years ago
Patric Stout de7ab2eb1c Cleanup: remove unused optional ctor parameter for NetworkGameList 3 years ago
Patric Stout 6212d0a8da Remove: unused UDP protocol parts 3 years ago
Patric Stout 8a2da49413 Remove: old server listing via Master Server
This removes all UDP from the game except for a local broadcast
to find LAN games.

So long Master Server, and tnx for all the fish!
3 years ago
Patric Stout 61fdef8457 Remove: old server announcement to Master Server
As we now use the Game Coordinator for announcements, there is no
longer a need to use the Master Server for this.
3 years ago
Patric Stout aa93d76223 Add: use Game Coordinator to get latest public server listing 3 years ago
Patric Stout b1280fd17e Add: use Game Coordinator to annouce public servers 3 years ago
Patric Stout e1e2212e0e Codechange: track version of network servers to prune once out-of-date 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
Patric Stout 852e056d6f
Fix 9e32c618: network revision was always empty (#9419)
Shadowing the variable you intend to write in tends to do that ;)
3 years ago
Patric Stout d38079d053
Fix f7e390bd: freeaddrinfo() is not guaranteed to handle a nullptr graceful (#9404) 3 years ago
TELK f9b4a3a5e6
Add: Show the number of clients and companies in the online players window (#9376) 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
Rubidium f904aef176 Cleanup: use nullptr instead of 0 or NULL 3 years ago
SamuXarick d0bcb9839a
Fix: you could join an AI company in multiplayer via the GUI (#9369) 3 years ago
rubidium42 05005dcdfa Codechange: [Network] Use std::string instead of char[] for the name of the file that is downloading 3 years ago
rubidium42 981cd0197a Codechange: [Network] Use std::string for the client name in the network server 3 years ago
rubidium42 a8b3afb236 Codechange: [Network] Use string_view for network compatability check 3 years ago
rubidium42 49dcf0c772 Codechange: [Network] Simplify constructing the HTTP request with fmt 3 years ago
rubidium42 53b4786037 Codechange: [Network] Let NetworkError return its std::string instead of a C-string 3 years ago
rubidium42 667301e3ec Codechange: [Network] Make hostname/client IP return strings instead of a C-string 3 years ago
rubidium42 a91e29b656 Codechange: [Network] Let IsInNetmask use std::string 3 years ago
rubidium42 36705f1dc0 Codechange: [Network] Simplify formatting of network addresses to string 3 years ago
rubidium42 9e32c618f9 Fix: [Network] Determining GetNetworkRevisionString could overflow and underflow its buffer
Tagged releases are not affected
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 845fded2a0 Fix #9361, a2051ba: [Network] Off by one in CanWriteToPacket
Previously it did not allow writing a byte to a packet that was of size limit - 1 anymore.
3 years ago
TELK 2d0abf5a76
Fix #9362: Hover in online players window was slightly too big (#9364)
This causes graphical glitches at the bottom of the window.
3 years ago
rubidium42 bb8fd00760 Cleanup: [Network] Remove C-string Recv_string and its last use 3 years ago
rubidium42 ab9b937ab7 Codechange: [Network] Use std::string to get a NewGRF's name 3 years ago
rubidium42 e2417193c9 Cleanup: [ContentInfo] Remove some functions that are not needed anymore 3 years ago
rubidium42 e3717ae903 Codechange: [ContentInfo] Use std::string instead of string buffers 3 years ago
rubidium42 df181bb641 Codechange: [ContentInfo] Use a vector for dependencies instead of custom allocation 3 years ago
rubidium42 9c424ab741 Codechange: [ContentInfo] Use StringList for tags instead of custom allocations 3 years ago
rubidium42 dfb89f3891 Codechange: [ContentInfo] Do not use memset/memcpy to make it possible to use vector/string 3 years ago
rubidium42 6bb3f034e4 Cleanup: [ContentInfo] Remove unused function 3 years ago
Patric Stout 5e44da3010
Fix ef991b17: server was trying to free() a packet created with "new CommandPacket()" (#9334) 3 years ago
rubidium42 8c273ed598 Codechange: [Network] Let admin-console use std::string(_view) 3 years ago
rubidium42 e58581f1f8 Codechange: [Network] Let admin-game script use std::string 3 years ago
rubidium42 8a918ce170 Codechange: [Network] Make admin name and version std::string 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
rubidium42 fd95736bac Codechange: [Network] Use std::string for server side logic of kicking and banning clients 3 years ago
rubidium42 f0e1cd0129 Codechange: [Network] Let server rcon result use std::string 3 years ago
rubidium42 8b9f1147df Codechange: [Network] Let server changing a client name use std::string 3 years ago
glx22 5799402f7a Codechange: Rename window related DeleteXXX to match new behaviour 3 years ago
glx22 994bf19aef Fix f6d5c01: Delay deletion when closing windows 3 years ago
rubidium42 ef991b1772 Codechange: [Network] Use std::string in CommandPacket 3 years ago
rubidium42 2e136285e1 Codechange: move from C-string to std::string for DoCommand 3 years ago
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