/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file network_server.cpp Server part of the network protocol. */ #ifdef ENABLE_NETWORK #include "../stdafx.h" #include "../debug.h" #include "../strings_func.h" #include "../date_func.h" #include "network_server.h" #include "network_udp.h" #include "network.h" #include "network_base.h" #include "../console_func.h" #include "../company_base.h" #include "../command_func.h" #include "../saveload/saveload.h" #include "../station_base.h" #include "../genworld.h" #include "../fileio_func.h" #include "../company_func.h" #include "../company_gui.h" #include "../window_func.h" #include "../roadveh.h" #include "../order_backup.h" #include "../core/pool_func.hpp" #include "../rev.h" #include "table/strings.h" /* This file handles all the server-commands */ DECLARE_POSTFIX_INCREMENT(ClientID) /** The identifier counter for new clients (is never decreased) */ static ClientID _network_client_id = CLIENT_ID_FIRST; /** Make very sure the preconditions given in network_type.h are actually followed */ assert_compile(MAX_CLIENT_SLOTS > MAX_CLIENTS); assert_compile(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS); NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket"); INSTANTIATE_POOL_METHODS(NetworkClientSocket) /** * Create a new socket for the server side of the game connection. * @param s The socket to connect with. */ ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s) { this->client_id = _network_client_id++; NetworkClientInfo *ci = new NetworkClientInfo(this->client_id); this->SetInfo(ci); ci->client_playas = COMPANY_INACTIVE_CLIENT; ci->join_date = _date; } /** * Clear everything related to this client. */ ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler() { if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID; OrderBackup::ResetUser(this->client_id); } NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status) { assert(status != NETWORK_RECV_STATUS_OKAY); /* * Sending a message just before leaving the game calls cs->Send_Packets. * This might invoke this function, which means that when we close the * connection after cs->Send_Packets we will close an already closed * connection. This handles that case gracefully without having to make * that code any more complex or more aware of the validity of the socket. */ if (this->sock == INVALID_SOCKET) return status; if (status != NETWORK_RECV_STATUS_CONN_LOST && !this->HasClientQuit() && this->status >= STATUS_AUTHORIZED) { /* We did not receive a leave message from this client... */ char client_name[NETWORK_CLIENT_NAME_LENGTH]; NetworkClientSocket *new_cs; this->GetClientName(client_name, sizeof(client_name)); NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST); /* Inform other clients of this... strange leaving ;) */ FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) { new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST); } } } DEBUG(net, 1, "Closed client connection %d", this->client_id); /* We just lost one client :( */ if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--; extern byte _network_clients_connected; _network_clients_connected--; SetWindowDirty(WC_CLIENT_LIST, 0); this->Send_Packets(true); delete this->GetInfo(); delete this; return status; } static void NetworkHandleCommandQueue(NetworkClientSocket *cs); /*********** * Sending functions * DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs ************/ NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientInfo *ci) { /* * Packet: SERVER_CLIENT_INFO * Function: Sends info about a client * Data: * uint32: The identifier of the client (always unique on a server. 1 = server, 0 is invalid) * uint8: As which company the client is playing * String: The name of the client */ if (ci->client_id != INVALID_CLIENT_ID) { Packet *p = new Packet(PACKET_SERVER_CLIENT_INFO); p->Send_uint32(ci->client_id); p->Send_uint8 (ci->client_playas); p->Send_string(ci->client_name); this->Send_Packet(p); } return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo() { /* * Packet: SERVER_COMPANY_INFO * Function: Sends info about the companies * Data: */ /* Fetch the latest version of the stats */ NetworkCompanyStats company_stats[MAX_COMPANIES]; NetworkPopulateCompanyStats(company_stats); /* Make a list of all clients per company */ char clients[MAX_COMPANIES][NETWORK_CLIENTS_LENGTH]; NetworkClientSocket *csi; memset(clients, 0, sizeof(clients)); /* Add the local player (if not dedicated) */ const NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(CLIENT_ID_SERVER); if (ci != NULL && Company::IsValidID(ci->client_playas)) { strecpy(clients[ci->client_playas], ci->client_name, lastof(clients[ci->client_playas])); } FOR_ALL_CLIENT_SOCKETS(csi) { char client_name[NETWORK_CLIENT_NAME_LENGTH]; ((ServerNetworkGameSocketHandler*)csi)->GetClientName(client_name, sizeof(client_name)); ci = csi->GetInfo(); if (ci != NULL && Company::IsValidID(ci->client_playas)) { if (!StrEmpty(clients[ci->client_playas])) { strecat(clients[ci->client_playas], ", ", lastof(clients[ci->client_playas])); } strecat(clients[ci->client_playas], client_name, lastof(clients[ci->client_playas])); } } /* Now send the data */ Company *company; Packet *p; FOR_ALL_COMPANIES(company) { p = new Packet(PACKET_SERVER_COMPANY_INFO); p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION); p->Send_bool (true); this->Send_CompanyInformation(p, company, &company_stats[company->index]); if (StrEmpty(clients[company->index])) { p->Send_string(""); } else { p->Send_string(clients[company->index]); } this->Send_Packet(p); } p = new Packet(PACKET_SERVER_COMPANY_INFO); p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION); p->Send_bool (false); this->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error) { /* * Packet: SERVER_ERROR * Function: The client made an error * Data: * uint8: ErrorID (see network_data.h, NetworkErrorCode) */ char str[100]; Packet *p = new Packet(PACKET_SERVER_ERROR); p->Send_uint8(error); this->Send_Packet(p); StringID strid = GetNetworkErrorMsg(error); GetString(str, strid, lastof(str)); /* Only send when the current client was in game */ if (this->status > STATUS_AUTHORIZED) { NetworkClientSocket *new_cs; char client_name[NETWORK_CLIENT_NAME_LENGTH]; this->GetClientName(client_name, sizeof(client_name)); DEBUG(net, 1, "'%s' made an error and has been disconnected. Reason: '%s'", client_name, str); NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, strid); FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status > STATUS_AUTHORIZED && new_cs != this) { /* Some errors we filter to a more general error. Clients don't have to know the real * reason a joining failed. */ if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) { error = NETWORK_ERROR_ILLEGAL_PACKET; } new_cs->SendErrorQuit(this->client_id, error); } } } else { DEBUG(net, 1, "Client %d made an error and has been disconnected. Reason: '%s'", this->client_id, str); } /* The client made a mistake, so drop his connection now! */ return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR); } NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck() { /* * Packet: PACKET_SERVER_CHECK_NEWGRFS * Function: Sends info about the used GRFs to the client * Data: * uint8: Amount of GRFs * And then for each GRF: * uint32: GRF ID * 16 * uint8: MD5 checksum of the GRF */ Packet *p = new Packet(PACKET_SERVER_CHECK_NEWGRFS); const GRFConfig *c; uint grf_count = 0; for (c = _grfconfig; c != NULL; c = c->next) { if (!HasBit(c->flags, GCF_STATIC)) grf_count++; } p->Send_uint8 (grf_count); for (c = _grfconfig; c != NULL; c = c->next) { if (!HasBit(c->flags, GCF_STATIC)) this->Send_GRFIdentifier(p, &c->ident); } this->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword() { /* * Packet: PACKET_SERVER_NEED_GAME_PASSWORD * Function: Indication to the client that the server needs a game password */ /* Invalid packet when status is STATUS_AUTH_GAME or higher */ if (this->status >= STATUS_AUTH_GAME) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET); this->status = STATUS_AUTH_GAME; Packet *p = new Packet(PACKET_SERVER_NEED_GAME_PASSWORD); this->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword() { /* * Packet: PACKET_SERVER_NEED_COMPANY_PASSWORD * Function: Indication to the client that the server needs a company password * Data: * uint32: Generation seed * string: Network ID of the server */ /* Invalid packet when status is STATUS_AUTH_COMPANY or higher */ if (this->status >= STATUS_AUTH_COMPANY) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET); this->status = STATUS_AUTH_COMPANY; Packet *p = new Packet(PACKET_SERVER_NEED_COMPANY_PASSWORD); p->Send_uint32(_settings_game.game_creation.generation_seed); p->Send_string(_settings_client.network.network_id); this->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome() { /* * Packet: SERVER_WELCOME * Function: The client is joined and ready to receive his map * Data: * uint32: Own Client identifier */ Packet *p; NetworkClientSocket *new_cs; /* Invalid packet when status is AUTH or higher */ if (this->status >= STATUS_AUTHORIZED) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET); this->status = STATUS_AUTHORIZED; _network_game_info.clients_on++; p = new Packet(PACKET_SERVER_WELCOME); p->Send_uint32(this->client_id); p->Send_uint32(_settings_game.game_creation.generation_seed); p->Send_string(_settings_client.network.network_id); this->Send_Packet(p); /* Transmit info about all the active clients */ FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs != this && new_cs->status > STATUS_AUTHORIZED) { this->SendClientInfo(new_cs->GetInfo()); } } /* Also send the info of the server */ return this->SendClientInfo(NetworkFindClientInfoFromClientID(CLIENT_ID_SERVER)); } NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait() { /* * Packet: PACKET_SERVER_WAIT * Function: The client can not receive the map at the moment because * someone else is already receiving the map * Data: * uint8: Clients awaiting map */ int waiting = 0; NetworkClientSocket *new_cs; Packet *p; /* Count how many clients are waiting in the queue */ FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status == STATUS_MAP_WAIT) waiting++; } p = new Packet(PACKET_SERVER_WAIT); p->Send_uint8(waiting); this->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } /* This sends the map to the client */ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap() { /* * Packet: SERVER_MAP * Function: Sends the map to the client, or a part of it (it is splitted in * a lot of multiple packets) * Data: * uint8: packet-type (MAP_PACKET_START, MAP_PACKET_NORMAL and MAP_PACKET_END) * if MAP_PACKET_START: * uint32: The current FrameCounter * if MAP_PACKET_NORMAL: * piece of the map (till max-size of packet) * if MAP_PACKET_END: * nothing */ static FILE *file_pointer = NULL; static uint sent_packets; // How many packets we did send succecfully last time if (this->status < STATUS_AUTHORIZED) { /* Illegal call, return error and ignore the packet */ return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED); } if (this->status == STATUS_AUTHORIZED) { const char *filename = "network_server.tmp"; Packet *p; /* Make a dump of the current game */ if (SaveOrLoad(filename, SL_SAVE, AUTOSAVE_DIR) != SL_OK) usererror("network savedump failed"); if (file_pointer != NULL) fclose(file_pointer); file_pointer = FioFOpenFile(filename, "rb", AUTOSAVE_DIR); if (file_pointer == NULL) usererror("network savedump failed - could not open just saved dump"); fseek(file_pointer, 0, SEEK_END); if (ftell(file_pointer) == 0) usererror("network savedump failed - zero sized savegame?"); /* Now send the _frame_counter and how many packets are coming */ p = new Packet(PACKET_SERVER_MAP); p->Send_uint8 (MAP_PACKET_START); p->Send_uint32(_frame_counter); p->Send_uint32(ftell(file_pointer)); this->Send_Packet(p); fseek(file_pointer, 0, SEEK_SET); sent_packets = 4; // We start with trying 4 packets NetworkSyncCommandQueue(this); this->status = STATUS_MAP; /* Mark the start of download */ this->last_frame = _frame_counter; this->last_frame_server = _frame_counter; } if (this->status == STATUS_MAP) { uint i; int res; for (i = 0; i < sent_packets; i++) { Packet *p = new Packet(PACKET_SERVER_MAP); p->Send_uint8(MAP_PACKET_NORMAL); res = (int)fread(p->buffer + p->size, 1, SEND_MTU - p->size, file_pointer); if (ferror(file_pointer)) usererror("Error reading temporary network savegame!"); p->size += res; this->Send_Packet(p); if (feof(file_pointer)) { /* Done reading! */ Packet *p = new Packet(PACKET_SERVER_MAP); p->Send_uint8(MAP_PACKET_END); this->Send_Packet(p); /* Set the status to DONE_MAP, no we will wait for the client * to send it is ready (maybe that happens like never ;)) */ this->status = STATUS_DONE_MAP; fclose(file_pointer); file_pointer = NULL; NetworkClientSocket *new_cs; bool new_map_client = false; /* Check if there is a client waiting for receiving the map * and start sending him the map */ FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status == STATUS_MAP_WAIT) { /* Check if we already have a new client to send the map to */ if (!new_map_client) { /* If not, this client will get the map */ new_cs->status = STATUS_AUTHORIZED; new_map_client = true; new_cs->SendMap(); } else { /* Else, send the other clients how many clients are in front of them */ new_cs->SendWait(); } } } /* There is no more data, so break the for */ break; } } /* Send all packets (forced) and check if we have send it all */ this->Send_Packets(); if (this->IsPacketQueueEmpty()) { /* All are sent, increase the sent_packets */ sent_packets *= 2; } else { /* Not everything is sent, decrease the sent_packets */ if (sent_packets > 1) sent_packets /= 2; } } return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id) { /* * Packet: SERVER_JOIN * Function: A client is joined (all active clients receive this after a * PACKET_CLIENT_MAP_OK) Mostly what directly follows is a * PACKET_SERVER_CLIENT_INFO * Data: * uint32: Client-identifier */ Packet *p = new Packet(PACKET_SERVER_JOIN); p->Send_uint32(client_id); this->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame() { /* * Packet: SERVER_FRAME * Function: Sends the current frame-counter to the client * Data: * uint32: Frame Counter * uint32: Frame Counter Max (how far may the client walk before the server?) * [uint32: general-seed-1] * [uint32: general-seed-2] * (last two depends on compile-settings, and are not default settings) */ Packet *p = new Packet(PACKET_SERVER_FRAME); p->Send_uint32(_frame_counter); p->Send_uint32(_frame_counter_max); #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME p->Send_uint32(_sync_seed_1); #ifdef NETWORK_SEND_DOUBLE_SEED p->Send_uint32(_sync_seed_2); #endif #endif this->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync() { /* * Packet: SERVER_SYNC * Function: Sends a sync-check to the client * Data: * uint32: Frame Counter * uint32: General-seed-1 * [uint32: general-seed-2] * (last one depends on compile-settings, and are not default settings) */ Packet *p = new Packet(PACKET_SERVER_SYNC); p->Send_uint32(_frame_counter); p->Send_uint32(_sync_seed_1); #ifdef NETWORK_SEND_DOUBLE_SEED p->Send_uint32(_sync_seed_2); #endif this->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket *cp) { /* * Packet: SERVER_COMMAND * Function: Sends a DoCommand to the client * Data: * uint8: CompanyID (0..MAX_COMPANIES-1) * uint32: CommandID (see command.h) * uint32: P1 (free variables used in DoCommand) * uint32: P2 * uint32: Tile * string: text * uint8: CallBackID * uint32: Frame of execution */ Packet *p = new Packet(PACKET_SERVER_COMMAND); this->Send_Command(p, cp); p->Send_uint32(cp->frame); p->Send_bool (cp->my_cmd); this->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data) { /* * Packet: SERVER_CHAT * Function: Sends a chat-packet to the client * Data: * uint8: ActionID (see network_data.h, NetworkAction) * uint32: Client-identifier * String: Message (max NETWORK_CHAT_LENGTH) * uint64: Arbitrary data */ Packet *p = new Packet(PACKET_SERVER_CHAT); p->Send_uint8 (action); p->Send_uint32(client_id); p->Send_bool (self_send); p->Send_string(msg); p->Send_uint64(data); this->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_id, NetworkErrorCode errorno) { /* * Packet: SERVER_ERROR_QUIT * Function: One of the clients made an error and is quiting the game * This packet informs the other clients of that. * Data: * uint32: Client-identifier * uint8: ErrorID (see network_data.h, NetworkErrorCode) */ Packet *p = new Packet(PACKET_SERVER_ERROR_QUIT); p->Send_uint32(client_id); p->Send_uint8 (errorno); this->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id) { /* * Packet: SERVER_ERROR_QUIT * Function: A client left the game, and this packets informs the other clients * of that. * Data: * uint32: Client-identifier */ Packet *p = new Packet(PACKET_SERVER_QUIT); p->Send_uint32(client_id); this->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown() { /* * Packet: SERVER_SHUTDOWN * Function: Let the clients know that the server is closing * Data: * */ Packet *p = new Packet(PACKET_SERVER_SHUTDOWN); this->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame() { /* * Packet: PACKET_SERVER_NEWGAME * Function: Let the clients know that the server is loading a new map * Data: * */ Packet *p = new Packet(PACKET_SERVER_NEWGAME); this->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16 colour, const char *command) { Packet *p = new Packet(PACKET_SERVER_RCON); p->Send_uint16(colour); p->Send_string(command); this->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ServerNetworkGameSocketHandler::SendMove(ClientID client_id, CompanyID company_id) { Packet *p = new Packet(PACKET_SERVER_MOVE); p->Send_uint32(client_id); p->Send_uint8(company_id); this->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate() { Packet *p = new Packet(PACKET_SERVER_COMPANY_UPDATE); p->Send_uint16(_network_company_passworded); this->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate() { Packet *p = new Packet(PACKET_SERVER_CONFIG_UPDATE); p->Send_uint8(_settings_client.network.max_companies); p->Send_uint8(_settings_client.network.max_spectators); this->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } /*********** * Receiving functions * DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p ************/ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMPANY_INFO) { return this->SendCompanyInfo(); } DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_NEWGRFS_CHECKED) { if (this->status != STATUS_NEWGRFS_CHECK) { /* Illegal call, return error and ignore the packet */ return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } NetworkClientInfo *ci = this->GetInfo(); /* We now want a password from the client else we do not allow him in! */ if (!StrEmpty(_settings_client.network.server_password)) { return this->SendNeedGamePassword(); } if (Company::IsValidID(ci->client_playas) && !StrEmpty(_network_company_states[ci->client_playas].password)) { return this->SendNeedCompanyPassword(); } return this->SendWelcome(); } DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_JOIN) { if (this->status != STATUS_INACTIVE) { /* Illegal call, return error and ignore the packet */ return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } char name[NETWORK_CLIENT_NAME_LENGTH]; NetworkClientInfo *ci; CompanyID playas; NetworkLanguage client_lang; char client_revision[NETWORK_REVISION_LENGTH]; p->Recv_string(client_revision, sizeof(client_revision)); /* Check if the client has revision control enabled */ if (!IsNetworkCompatibleVersion(client_revision)) { /* Different revisions!! */ return this->SendError(NETWORK_ERROR_WRONG_REVISION); } p->Recv_string(name, sizeof(name)); playas = (Owner)p->Recv_uint8(); client_lang = (NetworkLanguage)p->Recv_uint8(); if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST; /* join another company does not affect these values */ switch (playas) { case COMPANY_NEW_COMPANY: // New company if (Company::GetNumItems() >= _settings_client.network.max_companies) { return this->SendError(NETWORK_ERROR_FULL); } break; case COMPANY_SPECTATOR: // Spectator if (NetworkSpectatorCount() >= _settings_client.network.max_spectators) { return this->SendError(NETWORK_ERROR_FULL); } break; default: // Join another company (companies 1-8 (index 0-7)) if (!Company::IsValidHumanID(playas)) { return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH); } break; } /* We need a valid name.. make it Player */ if (StrEmpty(name)) strecpy(name, "Player", lastof(name)); if (!NetworkFindName(name)) { // Change name if duplicate /* We could not create a name for this client */ return this->SendError(NETWORK_ERROR_NAME_IN_USE); } ci = this->GetInfo(); strecpy(ci->client_name, name, lastof(ci->client_name)); ci->client_playas = playas; ci->client_lang = client_lang; DEBUG(desync, 1, "client: %08x; %02x; %02x; %04x", _date, _date_fract, (int)ci->client_playas, ci->index); /* Make sure companies to which people try to join are not autocleaned */ if (Company::IsValidID(playas)) _network_company_states[playas].months_empty = 0; this->status = STATUS_NEWGRFS_CHECK; if (_grfconfig == NULL) { /* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */ return this->NetworkPacketReceive_PACKET_CLIENT_NEWGRFS_CHECKED_command(NULL); } return this->SendNewGRFCheck(); } DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GAME_PASSWORD) { if (this->status != STATUS_AUTH_GAME) { return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } char password[NETWORK_PASSWORD_LENGTH]; p->Recv_string(password, sizeof(password)); /* Check game password. Allow joining if we cleared the password meanwhile */ if (!StrEmpty(_settings_client.network.server_password) && strcmp(password, _settings_client.network.server_password) != 0) { /* Password is invalid */ return this->SendError(NETWORK_ERROR_WRONG_PASSWORD); } const NetworkClientInfo *ci = this->GetInfo(); if (Company::IsValidID(ci->client_playas) && !StrEmpty(_network_company_states[ci->client_playas].password)) { return this->SendNeedCompanyPassword(); } /* Valid password, allow user */ return this->SendWelcome(); } DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMPANY_PASSWORD) { if (this->status != STATUS_AUTH_COMPANY) { return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } char password[NETWORK_PASSWORD_LENGTH]; p->Recv_string(password, sizeof(password)); /* Check company password. Allow joining if we cleared the password meanwhile. * Also, check the company is still valid - client could be moved to spectators * in the middle of the authorization process */ CompanyID playas = this->GetInfo()->client_playas; if (Company::IsValidID(playas) && !StrEmpty(_network_company_states[playas].password) && strcmp(password, _network_company_states[playas].password) != 0) { /* Password is invalid */ return this->SendError(NETWORK_ERROR_WRONG_PASSWORD); } return this->SendWelcome(); } DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GETMAP) { NetworkClientSocket *new_cs; /* Do an extra version match. We told the client our version already, * lets confirm that the client isn't lieing to us. * But only do it for stable releases because of those we are sure * that everybody has the same NewGRF version. For trunk and the * branches we make tarballs of the OpenTTDs compiled from tarball * will have the lower bits set to 0. As such they would become * incompatible, which we would like to prevent by this. */ if (HasBit(_openttd_newgrf_version, 19)) { if (_openttd_newgrf_version != p->Recv_uint32()) { /* The version we get from the client differs, it must have the * wrong version. The client must be wrong. */ return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } } else if (p->size != 3) { /* We received a packet from a version that claims to be stable. * That shouldn't happen. The client must be wrong. */ return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } /* The client was never joined.. so this is impossible, right? * Ignore the packet, give the client a warning, and close his connection */ if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) { return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED); } /* Check if someone else is receiving the map */ FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status == STATUS_MAP) { /* Tell the new client to wait */ this->status = STATUS_MAP_WAIT; return this->SendWait(); } } /* We receive a request to upload the map.. give it to the client! */ return this->SendMap(); } DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MAP_OK) { /* Client has the map, now start syncing */ if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) { char client_name[NETWORK_CLIENT_NAME_LENGTH]; NetworkClientSocket *new_cs; this->GetClientName(client_name, sizeof(client_name)); NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, NULL, this->client_id); /* Mark the client as pre-active, and wait for an ACK * so we know he is done loading and in sync with us */ this->status = STATUS_PRE_ACTIVE; NetworkHandleCommandQueue(this); this->SendFrame(); this->SendSync(); /* This is the frame the client receives * we need it later on to make sure the client is not too slow */ this->last_frame = _frame_counter; this->last_frame_server = _frame_counter; FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status > STATUS_AUTHORIZED) { new_cs->SendClientInfo(this->GetInfo()); new_cs->SendJoin(this->client_id); } } /* also update the new client with our max values */ this->SendConfigUpdate(); /* quickly update the syncing client with company details */ return this->SendCompanyUpdate(); } /* Wrong status for this packet, give a warning to client, and close connection */ return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } /** * The client has done a command and wants us to handle it * @param p the packet in which the command was sent */ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMMAND) { /* The client was never joined.. so this is impossible, right? * Ignore the packet, give the client a warning, and close his connection */ if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) { return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } if (this->incoming_queue.Count() >= _settings_client.network.max_commands_in_queue) { return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS); } CommandPacket cp; const char *err = this->Recv_Command(p, &cp); if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST; NetworkClientInfo *ci = this->GetInfo(); if (err != NULL) { IConsolePrintF(CC_ERROR, "WARNING: %s from client %d (IP: %s).", err, ci->client_id, GetClientIP(ci)); return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } if ((GetCommandFlags(cp.cmd) & CMD_SERVER) && ci->client_id != CLIENT_ID_SERVER) { IConsolePrintF(CC_ERROR, "WARNING: server only command from: client %d (IP: %s), kicking...", ci->client_id, GetClientIP(ci)); return this->SendError(NETWORK_ERROR_KICKED); } if ((GetCommandFlags(cp.cmd) & CMD_SPECTATOR) == 0 && !Company::IsValidID(cp.company) && ci->client_id != CLIENT_ID_SERVER) { IConsolePrintF(CC_ERROR, "WARNING: spectator issueing command from client %d (IP: %s), kicking...", ci->client_id, GetClientIP(ci)); return this->SendError(NETWORK_ERROR_KICKED); } /** * Only CMD_COMPANY_CTRL is always allowed, for the rest, playas needs * to match the company in the packet. If it doesn't, the client has done * something pretty naughty (or a bug), and will be kicked */ if (!(cp.cmd == CMD_COMPANY_CTRL && cp.p1 == 0 && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) { IConsolePrintF(CC_ERROR, "WARNING: client %d (IP: %s) tried to execute a command as company %d, kicking...", ci->client_playas + 1, GetClientIP(ci), cp.company + 1); return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH); } if (cp.cmd == CMD_COMPANY_CTRL) { if (cp.p1 != 0 || cp.company != COMPANY_SPECTATOR) { return this->SendError(NETWORK_ERROR_CHEATER); } /* Check if we are full - else it's possible for spectators to send a CMD_COMPANY_CTRL and the company is created regardless of max_companies! */ if (Company::GetNumItems() >= _settings_client.network.max_companies) { NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_CLIENT, ci->client_id, "cannot create new company, server full", CLIENT_ID_SERVER); return NETWORK_RECV_STATUS_OKAY; } } if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) cp.p2 = this->client_id; this->incoming_queue.Append(&cp); return NETWORK_RECV_STATUS_OKAY; } DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ERROR) { /* This packets means a client noticed an error and is reporting this * to us. Display the error and report it to the other clients */ NetworkClientSocket *new_cs; char str[100]; char client_name[NETWORK_CLIENT_NAME_LENGTH]; NetworkErrorCode errorno = (NetworkErrorCode)p->Recv_uint8(); /* The client was never joined.. thank the client for the packet, but ignore it */ if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) { return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST); } this->GetClientName(client_name, sizeof(client_name)); StringID strid = GetNetworkErrorMsg(errorno); GetString(str, strid, lastof(str)); DEBUG(net, 2, "'%s' reported an error and is closing its connection (%s)", client_name, str); NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, strid); FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status > STATUS_AUTHORIZED) { this->SendErrorQuit(this->client_id, errorno); } } return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST); } DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_QUIT) { /* The client wants to leave. Display this and report it to the other * clients. */ NetworkClientSocket *new_cs; char client_name[NETWORK_CLIENT_NAME_LENGTH]; /* The client was never joined.. thank the client for the packet, but ignore it */ if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) { return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST); } this->GetClientName(client_name, sizeof(client_name)); NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_MESSAGE_CLIENT_LEAVING); FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status > STATUS_AUTHORIZED) { this->SendQuit(this->client_id); } } return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST); } DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ACK) { if (this->status < STATUS_AUTHORIZED) { /* Illegal call, return error and ignore the packet */ return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED); } uint32 frame = p->Recv_uint32(); /* The client is trying to catch up with the server */ if (this->status == STATUS_PRE_ACTIVE) { /* The client is not yet catched up? */ if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY; /* Now he is! Unpause the game */ this->status = STATUS_ACTIVE; /* Execute script for, e.g. MOTD */ IConsoleCmdExec("exec scripts/on_server_connect.scr 0"); } /* The client received the frame, make note of it */ this->last_frame = frame; /* With those 2 values we can calculate the lag realtime */ this->last_frame_server = _frame_counter; return NETWORK_RECV_STATUS_OKAY; } void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const char *msg, ClientID from_id, int64 data) { NetworkClientSocket *cs; const NetworkClientInfo *ci, *ci_own, *ci_to; switch (desttype) { case DESTTYPE_CLIENT: /* Are we sending to the server? */ if ((ClientID)dest == CLIENT_ID_SERVER) { ci = NetworkFindClientInfoFromClientID(from_id); /* Display the text locally, and that is it */ if (ci != NULL) { NetworkTextMessage(action, (ConsoleColour)GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data); } } else { /* Else find the client to send the message to */ FOR_ALL_CLIENT_SOCKETS(cs) { if (cs->client_id == (ClientID)dest) { cs->SendChat(action, from_id, false, msg, data); break; } } } /* Display the message locally (so you know you have sent it) */ if (from_id != (ClientID)dest) { if (from_id == CLIENT_ID_SERVER) { ci = NetworkFindClientInfoFromClientID(from_id); ci_to = NetworkFindClientInfoFromClientID((ClientID)dest); if (ci != NULL && ci_to != NULL) { NetworkTextMessage(action, (ConsoleColour)GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data); } } else { FOR_ALL_CLIENT_SOCKETS(cs) { if (cs->client_id == from_id) { cs->SendChat(action, (ClientID)dest, true, msg, data); break; } } } } break; case DESTTYPE_TEAM: { /* If this is false, the message is already displayed on the client who sent it. */ bool show_local = true; /* Find all clients that belong to this company */ ci_to = NULL; FOR_ALL_CLIENT_SOCKETS(cs) { ci = cs->GetInfo(); if (ci->client_playas == (CompanyID)dest) { cs->SendChat(action, from_id, false, msg, data); if (cs->client_id == from_id) show_local = false; ci_to = ci; // Remember a client that is in the company for company-name } } ci = NetworkFindClientInfoFromClientID(from_id); ci_own = NetworkFindClientInfoFromClientID(CLIENT_ID_SERVER); if (ci != NULL && ci_own != NULL && ci_own->client_playas == dest) { NetworkTextMessage(action, (ConsoleColour)GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data); if (from_id == CLIENT_ID_SERVER) show_local = false; ci_to = ci_own; } /* There is no such client */ if (ci_to == NULL) break; /* Display the message locally (so you know you have sent it) */ if (ci != NULL && show_local) { if (from_id == CLIENT_ID_SERVER) { char name[NETWORK_NAME_LENGTH]; StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS; SetDParam(0, ci_to->client_playas); GetString(name, str, lastof(name)); NetworkTextMessage(action, (ConsoleColour)GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data); } else { FOR_ALL_CLIENT_SOCKETS(cs) { if (cs->client_id == from_id) { cs->SendChat(action, ci_to->client_id, true, msg, data); } } } } break; } default: DEBUG(net, 0, "[server] received unknown chat destination type %d. Doing broadcast instead", desttype); /* FALL THROUGH */ case DESTTYPE_BROADCAST: FOR_ALL_CLIENT_SOCKETS(cs) { cs->SendChat(action, from_id, false, msg, data); } ci = NetworkFindClientInfoFromClientID(from_id); if (ci != NULL) { NetworkTextMessage(action, (ConsoleColour)GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data); } break; } } DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_CHAT) { if (this->status < STATUS_AUTHORIZED) { /* Illegal call, return error and ignore the packet */ return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED); } NetworkAction action = (NetworkAction)p->Recv_uint8(); DestType desttype = (DestType)p->Recv_uint8(); int dest = p->Recv_uint32(); char msg[NETWORK_CHAT_LENGTH]; p->Recv_string(msg, NETWORK_CHAT_LENGTH); int64 data = p->Recv_uint64(); NetworkClientInfo *ci = this->GetInfo(); switch (action) { case NETWORK_ACTION_GIVE_MONEY: if (!Company::IsValidID(ci->client_playas)) break; /* FALL THROUGH */ case NETWORK_ACTION_CHAT: case NETWORK_ACTION_CHAT_CLIENT: case NETWORK_ACTION_CHAT_COMPANY: NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data); break; default: IConsolePrintF(CC_ERROR, "WARNING: invalid chat action from client %d (IP: %s).", ci->client_id, GetClientIP(ci)); return this->SendError(NETWORK_ERROR_NOT_EXPECTED); break; } return NETWORK_RECV_STATUS_OKAY; } DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_PASSWORD) { if (this->status != STATUS_ACTIVE) { /* Illegal call, return error and ignore the packet */ return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } char password[NETWORK_PASSWORD_LENGTH]; const NetworkClientInfo *ci; p->Recv_string(password, sizeof(password)); ci = this->GetInfo(); if (Company::IsValidID(ci->client_playas)) { strecpy(_network_company_states[ci->client_playas].password, password, lastof(_network_company_states[ci->client_playas].password)); NetworkServerUpdateCompanyPassworded(ci->client_playas, !StrEmpty(_network_company_states[ci->client_playas].password)); } return NETWORK_RECV_STATUS_OKAY; } DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_NAME) { if (this->status != STATUS_ACTIVE) { /* Illegal call, return error and ignore the packet */ return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } char client_name[NETWORK_CLIENT_NAME_LENGTH]; NetworkClientInfo *ci; p->Recv_string(client_name, sizeof(client_name)); ci = this->GetInfo(); if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST; if (ci != NULL) { /* Display change */ if (NetworkFindName(client_name)) { NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name); strecpy(ci->client_name, client_name, lastof(ci->client_name)); NetworkUpdateClientInfo(ci->client_id); } } return NETWORK_RECV_STATUS_OKAY; } DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_RCON) { char pass[NETWORK_PASSWORD_LENGTH]; char command[NETWORK_RCONCOMMAND_LENGTH]; if (StrEmpty(_settings_client.network.rcon_password)) return NETWORK_RECV_STATUS_OKAY; p->Recv_string(pass, sizeof(pass)); p->Recv_string(command, sizeof(command)); if (strcmp(pass, _settings_client.network.rcon_password) != 0) { DEBUG(net, 0, "[rcon] wrong password from client-id %d", this->client_id); return NETWORK_RECV_STATUS_OKAY; } DEBUG(net, 0, "[rcon] client-id %d executed: '%s'", this->client_id, command); _redirect_console_to_client = this->client_id; IConsoleCmdExec(command); _redirect_console_to_client = INVALID_CLIENT_ID; return NETWORK_RECV_STATUS_OKAY; } DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MOVE) { CompanyID company_id = (Owner)p->Recv_uint8(); /* Check if the company is valid, we don't allow moving to AI companies */ if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY; /* Check if we require a password for this company */ if (company_id != COMPANY_SPECTATOR && !StrEmpty(_network_company_states[company_id].password)) { /* we need a password from the client - should be in this packet */ char password[NETWORK_PASSWORD_LENGTH]; p->Recv_string(password, sizeof(password)); /* Incorrect password sent, return! */ if (strcmp(password, _network_company_states[company_id].password) != 0) { DEBUG(net, 2, "[move] wrong password from client-id #%d for company #%d", this->client_id, company_id + 1); return NETWORK_RECV_STATUS_OKAY; } } /* if we get here we can move the client */ NetworkServerDoMove(this->client_id, company_id); return NETWORK_RECV_STATUS_OKAY; } void NetworkSocketHandler::Send_CompanyInformation(Packet *p, const Company *c, const NetworkCompanyStats *stats) { /* Grab the company name */ char company_name[NETWORK_COMPANY_NAME_LENGTH]; SetDParam(0, c->index); GetString(company_name, STR_COMPANY_NAME, lastof(company_name)); /* Get the income */ Money income = 0; if (_cur_year - 1 == c->inaugurated_year) { /* The company is here just 1 year, so display [2], else display[1] */ for (uint i = 0; i < lengthof(c->yearly_expenses[2]); i++) { income -= c->yearly_expenses[2][i]; } } else { for (uint i = 0; i < lengthof(c->yearly_expenses[1]); i++) { income -= c->yearly_expenses[1][i]; } } /* Send the information */ p->Send_uint8 (c->index); p->Send_string(company_name); p->Send_uint32(c->inaugurated_year); p->Send_uint64(c->old_economy[0].company_value); p->Send_uint64(c->money); p->Send_uint64(income); p->Send_uint16(c->old_economy[0].performance_history); /* Send 1 if there is a passord for the company else send 0 */ p->Send_bool (!StrEmpty(_network_company_states[c->index].password)); for (uint i = 0; i < NETWORK_VEH_END; i++) { p->Send_uint16(stats->num_vehicle[i]); } for (uint i = 0; i < NETWORK_VEH_END; i++) { p->Send_uint16(stats->num_station[i]); } p->Send_bool(c->is_ai); } /** * Populate the company stats. * @param stats the stats to update */ void NetworkPopulateCompanyStats(NetworkCompanyStats *stats) { const Vehicle *v; const Station *s; memset(stats, 0, sizeof(*stats) * MAX_COMPANIES); /* Go through all vehicles and count the type of vehicles */ FOR_ALL_VEHICLES(v) { if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue; byte type = 0; switch (v->type) { case VEH_TRAIN: type = NETWORK_VEH_TRAIN; break; case VEH_ROAD: type = RoadVehicle::From(v)->IsBus() ? NETWORK_VEH_BUS : NETWORK_VEH_LORRY; break; case VEH_AIRCRAFT: type = NETWORK_VEH_PLANE; break; case VEH_SHIP: type = NETWORK_VEH_SHIP; break; default: continue; } stats[v->owner].num_vehicle[type]++; } /* Go through all stations and count the types of stations */ FOR_ALL_STATIONS(s) { if (Company::IsValidID(s->owner)) { NetworkCompanyStats *npi = &stats[s->owner]; if (s->facilities & FACIL_TRAIN) npi->num_station[NETWORK_VEH_TRAIN]++; if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[NETWORK_VEH_LORRY]++; if (s->facilities & FACIL_BUS_STOP) npi->num_station[NETWORK_VEH_BUS]++; if (s->facilities & FACIL_AIRPORT) npi->num_station[NETWORK_VEH_PLANE]++; if (s->facilities & FACIL_DOCK) npi->num_station[NETWORK_VEH_SHIP]++; } } } /* Send a packet to all clients with updated info about this client_id */ void NetworkUpdateClientInfo(ClientID client_id) { NetworkClientSocket *cs; NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(client_id); if (ci == NULL) return; DEBUG(desync, 1, "client: %08x; %02x; %02x; %04x", _date, _date_fract, (int)ci->client_playas, client_id); FOR_ALL_CLIENT_SOCKETS(cs) { cs->SendClientInfo(ci); } } /* Check if we want to restart the map */ static void NetworkCheckRestartMap() { if (_settings_client.network.restart_game_year != 0 && _cur_year >= _settings_client.network.restart_game_year) { DEBUG(net, 0, "Auto-restarting map. Year %d reached", _cur_year); StartNewGameWithoutGUI(GENERATE_NEW_SEED); } } /* Check if the server has autoclean_companies activated Two things happen: 1) If a company is not protected, it is closed after 1 year (for example) 2) If a company is protected, protection is disabled after 3 years (for example) (and item 1. happens a year later) */ static void NetworkAutoCleanCompanies() { const NetworkClientInfo *ci; const Company *c; bool clients_in_company[MAX_COMPANIES]; int vehicles_in_company[MAX_COMPANIES]; if (!_settings_client.network.autoclean_companies) return; memset(clients_in_company, 0, sizeof(clients_in_company)); /* Detect the active companies */ FOR_ALL_CLIENT_INFOS(ci) { if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true; } if (!_network_dedicated) { ci = NetworkFindClientInfoFromClientID(CLIENT_ID_SERVER); if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true; } if (_settings_client.network.autoclean_novehicles != 0) { memset(vehicles_in_company, 0, sizeof(vehicles_in_company)); const Vehicle *v; FOR_ALL_VEHICLES(v) { if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue; vehicles_in_company[v->owner]++; } } /* Go through all the comapnies */ FOR_ALL_COMPANIES(c) { /* Skip the non-active once */ if (c->is_ai) continue; if (!clients_in_company[c->index]) { /* The company is empty for one month more */ _network_company_states[c->index].months_empty++; /* Is the company empty for autoclean_unprotected-months, and is there no protection? */ if (_settings_client.network.autoclean_unprotected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_unprotected && StrEmpty(_network_company_states[c->index].password)) { /* Shut the company down */ DoCommandP(0, 2 | c->index << 16, 0, CMD_COMPANY_CTRL); IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d with no password", c->index + 1); } /* Is the company empty for autoclean_protected-months, and there is a protection? */ if (_settings_client.network.autoclean_protected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_protected && !StrEmpty(_network_company_states[c->index].password)) { /* Unprotect the company */ _network_company_states[c->index].password[0] = '\0'; IConsolePrintF(CC_DEFAULT, "Auto-removed protection from company #%d", c->index + 1); _network_company_states[c->index].months_empty = 0; NetworkServerUpdateCompanyPassworded(c->index, false); } /* Is the company empty for autoclean_novehicles-months, and has no vehicles? */ if (_settings_client.network.autoclean_novehicles != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_novehicles && vehicles_in_company[c->index] == 0) { /* Shut the company down */ DoCommandP(0, 2 | c->index << 16, 0, CMD_COMPANY_CTRL); IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d with no vehicles", c->index + 1); } } else { /* It is not empty, reset the date */ _network_company_states[c->index].months_empty = 0; } } } /* This function changes new_name to a name that is unique (by adding #1 ...) * and it returns true if that succeeded. */ bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]) { bool found_name = false; uint number = 0; char original_name[NETWORK_CLIENT_NAME_LENGTH]; /* We use NETWORK_CLIENT_NAME_LENGTH in here, because new_name is really a pointer */ ttd_strlcpy(original_name, new_name, NETWORK_CLIENT_NAME_LENGTH); while (!found_name) { const NetworkClientInfo *ci; found_name = true; FOR_ALL_CLIENT_INFOS(ci) { if (strcmp(ci->client_name, new_name) == 0) { /* Name already in use */ found_name = false; break; } } /* Check if it is the same as the server-name */ ci = NetworkFindClientInfoFromClientID(CLIENT_ID_SERVER); if (ci != NULL) { if (strcmp(ci->client_name, new_name) == 0) found_name = false; // name already in use } if (!found_name) { /* Try a new name ( #1, #2, and so on) */ /* Something's really wrong when there're more names than clients */ if (number++ > MAX_CLIENTS) break; snprintf(new_name, NETWORK_CLIENT_NAME_LENGTH, "%s #%d", original_name, number); } } return found_name; } /** * Change the client name of the given client * @param client_id the client to change the name of * @param new_name the new name for the client * @return true iff the name was changed */ bool NetworkServerChangeClientName(ClientID client_id, const char *new_name) { NetworkClientInfo *ci; /* Check if the name's already in use */ FOR_ALL_CLIENT_INFOS(ci) { if (strcmp(ci->client_name, new_name) == 0) return false; } ci = NetworkFindClientInfoFromClientID(client_id); if (ci == NULL) return false; NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name); strecpy(ci->client_name, new_name, lastof(ci->client_name)); NetworkUpdateClientInfo(client_id); return true; } /* Handle the local command-queue */ static void NetworkHandleCommandQueue(NetworkClientSocket *cs) { CommandPacket *cp; while ((cp = cs->outgoing_queue.Pop()) != NULL) { cs->SendCommand(cp); free(cp); } } /* This is called every tick if this is a _network_server */ void NetworkServer_Tick(bool send_frame) { NetworkClientSocket *cs; #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME bool send_sync = false; #endif #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME if (_frame_counter >= _last_sync_frame + _settings_client.network.sync_freq) { _last_sync_frame = _frame_counter; send_sync = true; } #endif /* Now we are done with the frame, inform the clients that they can * do their frame! */ FOR_ALL_CLIENT_SOCKETS(cs) { /* Check if the speed of the client is what we can expect from a client */ if (cs->status == STATUS_ACTIVE) { /* 1 lag-point per day */ uint lag = NetworkCalculateLag(cs) / DAY_TICKS; if (lag > 0) { if (lag > 3) { /* Client did still not report in after 4 game-day, drop him * (that is, the 3 of above, + 1 before any lag is counted) */ IConsolePrintF(CC_ERROR,"Client #%d is dropped because the client did not respond for more than 4 game-days", cs->client_id); cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR); continue; } /* Report once per time we detect the lag */ if (cs->lag_test == 0) { IConsolePrintF(CC_WARNING,"[%d] Client #%d is slow, try increasing *net_frame_freq to a higher value!", _frame_counter, cs->client_id); cs->lag_test = 1; } } else { cs->lag_test = 0; } } else if (cs->status == STATUS_PRE_ACTIVE) { uint lag = NetworkCalculateLag(cs); if (lag > _settings_client.network.max_join_time) { IConsolePrintF(CC_ERROR,"Client #%d is dropped because it took longer than %d ticks for him to join", cs->client_id, _settings_client.network.max_join_time); cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR); } } else if (cs->status == STATUS_INACTIVE) { uint lag = NetworkCalculateLag(cs); if (lag > 4 * DAY_TICKS) { IConsolePrintF(CC_ERROR,"Client #%d is dropped because it took longer than %d ticks to start the joining process", cs->client_id, 4 * DAY_TICKS); cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR); } } if (cs->status >= STATUS_PRE_ACTIVE) { /* Check if we can send command, and if we have anything in the queue */ NetworkHandleCommandQueue(cs); /* Send an updated _frame_counter_max to the client */ if (send_frame) cs->SendFrame(); #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME /* Send a sync-check packet */ if (send_sync) cs->SendSync(); #endif } } /* See if we need to advertise */ NetworkUDPAdvertise(); } void NetworkServerYearlyLoop() { NetworkCheckRestartMap(); } void NetworkServerMonthlyLoop() { NetworkAutoCleanCompanies(); } const char *GetClientIP(NetworkClientInfo *ci) { return ci->client_address.GetHostname(); } void NetworkServerShowStatusToConsole() { static const char * const stat_str[] = { "inactive", "checking NewGRFs", "authorizing (server password)", "authorizing (company password)", "authorized", "waiting", "loading map", "map done", "ready", "active" }; assert_compile(lengthof(stat_str) == STATUS_END); NetworkClientSocket *cs; FOR_ALL_CLIENT_SOCKETS(cs) { uint lag = NetworkCalculateLag(cs); NetworkClientInfo *ci = cs->GetInfo(); const char *status; status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown"); IConsolePrintF(CC_INFO, "Client #%1d name: '%s' status: '%s' frame-lag: %3d company: %1d IP: %s", cs->client_id, ci->client_name, status, lag, ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0), GetClientIP(ci)); } } /** * Send Config Update */ void NetworkServerSendConfigUpdate() { NetworkClientSocket *cs; FOR_ALL_CLIENT_SOCKETS(cs) { cs->SendConfigUpdate(); } } void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded) { if (NetworkCompanyIsPassworded(company_id) == passworded) return; SB(_network_company_passworded, company_id, 1, !!passworded); SetWindowClassesDirty(WC_COMPANY); NetworkClientSocket *cs; FOR_ALL_CLIENT_SOCKETS(cs) { cs->SendCompanyUpdate(); } } /** * Handle the tid-bits of moving a client from one company to another. * @param client_id id of the client we want to move. * @param company_id id of the company we want to move the client to. * @return void */ void NetworkServerDoMove(ClientID client_id, CompanyID company_id) { /* Only allow non-dedicated servers and normal clients to be moved */ if (client_id == CLIENT_ID_SERVER && _network_dedicated) return; NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(client_id); /* No need to waste network resources if the client is in the company already! */ if (ci->client_playas == company_id) return; ci->client_playas = company_id; if (client_id == CLIENT_ID_SERVER) { SetLocalCompany(company_id); } else { NetworkFindClientStateFromClientID(client_id)->SendMove(client_id, company_id); } /* announce the client's move */ NetworkUpdateClientInfo(client_id); NetworkAction action = (company_id == COMPANY_SPECTATOR) ? NETWORK_ACTION_COMPANY_SPECTATOR : NETWORK_ACTION_COMPANY_JOIN; NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1); } void NetworkServerSendRcon(ClientID client_id, ConsoleColour colour_code, const char *string) { NetworkFindClientStateFromClientID(client_id)->SendRConResult(colour_code, string); } static void NetworkServerSendError(ClientID client_id, NetworkErrorCode error) { NetworkFindClientStateFromClientID(client_id)->SendError(error); } void NetworkServerKickClient(ClientID client_id) { if (client_id == CLIENT_ID_SERVER) return; NetworkServerSendError(client_id, NETWORK_ERROR_KICKED); } uint NetworkServerKickOrBanIP(const char *ip, bool ban) { /* Add address to ban-list */ if (ban) *_network_ban_list.Append() = strdup(ip); uint n = 0; /* There can be multiple clients with the same IP, kick them all */ NetworkClientInfo *ci; FOR_ALL_CLIENT_INFOS(ci) { if (ci->client_id == CLIENT_ID_SERVER) continue; if (ci->client_address.IsInNetmask(const_cast(ip))) { NetworkServerKickClient(ci->client_id); n++; } } return n; } bool NetworkCompanyHasClients(CompanyID company) { const NetworkClientInfo *ci; FOR_ALL_CLIENT_INFOS(ci) { if (ci->client_playas == company) return true; } return false; } /** * Get the name of the client, if the user did not send it yet, Client # is used. * @param client_name The variable to write the name to. * @param size The amount of bytes we can write. */ void ServerNetworkGameSocketHandler::GetClientName(char *client_name, size_t size) const { const NetworkClientInfo *ci = this->GetInfo(); if (StrEmpty(ci->client_name)) { snprintf(client_name, size, "Client #%4d", this->client_id); } else { ttd_strlcpy(client_name, ci->client_name, size); } } #endif /* ENABLE_NETWORK */