/* * 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_client.cpp Client part of the network protocol. */ #include "../stdafx.h" #include "network_gui.h" #include "../saveload/saveload.h" #include "../saveload/saveload_filter.h" #include "../command_func.h" #include "../console_func.h" #include "../strings_func.h" #include "../window_func.h" #include "../company_func.h" #include "../company_base.h" #include "../company_gui.h" #include "../core/random_func.hpp" #include "../date_func.h" #include "../gfx_func.h" #include "../error.h" #include "../rev.h" #include "core/game_info.h" #include "network.h" #include "network_base.h" #include "network_client.h" #include "network_gamelist.h" #include "../core/backup_type.hpp" #include "../thread.h" #include "table/strings.h" #include "../safeguards.h" /* This file handles all the client-commands */ /** Read some packets, and when do use that data as initial load filter. */ struct PacketReader : LoadFilter { static const size_t CHUNK = 32 * 1024; ///< 32 KiB chunks of memory. std::vector blocks; ///< Buffer with blocks of allocated memory. byte *buf; ///< Buffer we're going to write to/read from. byte *bufe; ///< End of the buffer we write to/read from. byte **block; ///< The block we're reading from/writing to. size_t written_bytes; ///< The total number of bytes we've written. size_t read_bytes; ///< The total number of read bytes. /** Initialise everything. */ PacketReader() : LoadFilter(nullptr), buf(nullptr), bufe(nullptr), block(nullptr), written_bytes(0), read_bytes(0) { } ~PacketReader() override { for (auto p : this->blocks) { free(p); } } /** * Simple wrapper around fwrite to be able to pass it to Packet's TransferOut. * @param destination The reader to add the data to. * @param source The buffer to read data from. * @param amount The number of bytes to copy. * @return The number of bytes that were copied. */ static inline ssize_t TransferOutMemCopy(PacketReader *destination, const char *source, size_t amount) { memcpy(destination->buf, source, amount); destination->buf += amount; destination->written_bytes += amount; return amount; } /** * Add a packet to this buffer. * @param p The packet to add. */ void AddPacket(Packet *p) { assert(this->read_bytes == 0); p->TransferOutWithLimit(TransferOutMemCopy, this->bufe - this->buf, this); /* Did everything fit in the current chunk, then we're done. */ if (p->RemainingBytesToTransfer() == 0) return; /* Allocate a new chunk and add the remaining data. */ this->blocks.push_back(this->buf = CallocT(CHUNK)); this->bufe = this->buf + CHUNK; p->TransferOutWithLimit(TransferOutMemCopy, this->bufe - this->buf, this); } size_t Read(byte *rbuf, size_t size) override { /* Limit the amount to read to whatever we still have. */ size_t ret_size = size = std::min(this->written_bytes - this->read_bytes, size); this->read_bytes += ret_size; const byte *rbufe = rbuf + ret_size; while (rbuf != rbufe) { if (this->buf == this->bufe) { this->buf = *this->block++; this->bufe = this->buf + CHUNK; } size_t to_write = std::min(this->bufe - this->buf, rbufe - rbuf); memcpy(rbuf, this->buf, to_write); rbuf += to_write; this->buf += to_write; } return ret_size; } void Reset() override { this->read_bytes = 0; this->block = this->blocks.data(); this->buf = *this->block++; this->bufe = this->buf + CHUNK; } }; /** * Create an emergency savegame when the network connection is lost. */ void ClientNetworkEmergencySave() { if (!_settings_client.gui.autosave_on_network_disconnect) return; if (!_networking) return; const char *filename = "netsave.sav"; DEBUG(net, 0, "Client: Performing emergency save (%s)", filename); SaveOrLoad(filename, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false); } /** * Create a new socket for the client side of the game connection. * @param s The socket to connect with. */ ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s, NetworkAddress address) : NetworkGameSocketHandler(s), address(address), savegame(nullptr), status(STATUS_INACTIVE) { assert(ClientNetworkGameSocketHandler::my_client == nullptr); ClientNetworkGameSocketHandler::my_client = this; } /** Clear whatever we assigned. */ ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler() { assert(ClientNetworkGameSocketHandler::my_client == this); ClientNetworkGameSocketHandler::my_client = nullptr; delete this->savegame; } NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status) { assert(status != NETWORK_RECV_STATUS_OKAY); /* * Sending a message just before leaving the game calls cs->SendPackets. * This might invoke this function, which means that when we close the * connection after cs->SendPackets 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; DEBUG(net, 1, "Closed client connection %d", this->client_id); this->SendPackets(true); /* Wait a number of ticks so our leave message can reach the server. * This is especially needed for Windows servers as they seem to get * the "socket is closed" message before receiving our leave message, * which would trigger the server to close the connection as well. */ CSleep(3 * MILLISECONDS_PER_TICK); delete this->GetInfo(); delete this; return status; } /** * Handle an error coming from the client side. * @param res The "error" that happened. */ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res) { /* First, send a CLIENT_ERROR to the server, so he knows we are * disconnection (and why!) */ NetworkErrorCode errorno; /* We just want to close the connection.. */ if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) { this->NetworkSocketHandler::CloseConnection(); this->CloseConnection(res); _networking = false; DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN); return; } switch (res) { case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break; case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break; case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break; default: errorno = NETWORK_ERROR_GENERAL; break; } if (res == NETWORK_RECV_STATUS_SERVER_ERROR || res == NETWORK_RECV_STATUS_SERVER_FULL || res == NETWORK_RECV_STATUS_SERVER_BANNED) { /* This means the server closed the connection. Emergency save is * already created if this was appropriate during handling of the * disconnect. */ this->CloseConnection(res); } else { /* This means we as client made a boo-boo. */ SendError(errorno); /* Close connection before we make an emergency save, as the save can * take a bit of time; better that the server doesn't stall while we * are doing the save, and already disconnects us. */ this->CloseConnection(res); ClientNetworkEmergencySave(); } _switch_mode = SM_MENU; _networking = false; } /** * Check whether we received/can send some data from/to the server and * when that's the case handle it appropriately. * @return true when everything went okay. */ /* static */ bool ClientNetworkGameSocketHandler::Receive() { if (my_client->CanSendReceive()) { NetworkRecvStatus res = my_client->ReceivePackets(); if (res != NETWORK_RECV_STATUS_OKAY) { /* The client made an error of which we can not recover. * Close the connection and drop back to the main menu. */ my_client->ClientError(res); return false; } } return _networking; } /** Send the packets of this socket handler. */ /* static */ void ClientNetworkGameSocketHandler::Send() { my_client->SendPackets(); my_client->CheckConnection(); } /** * Actual game loop for the client. * @return Whether everything went okay, or not. */ /* static */ bool ClientNetworkGameSocketHandler::GameLoop() { _frame_counter++; NetworkExecuteLocalCommandQueue(); extern void StateGameLoop(); StateGameLoop(); /* Check if we are in sync! */ if (_sync_frame != 0) { if (_sync_frame == _frame_counter) { #ifdef NETWORK_SEND_DOUBLE_SEED if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) { #else if (_sync_seed_1 != _random.state[0]) { #endif NetworkError(STR_NETWORK_ERROR_DESYNC); DEBUG(desync, 1, "sync_err: %08x; %02x", _date, _date_fract); DEBUG(net, 0, "Sync error detected!"); my_client->ClientError(NETWORK_RECV_STATUS_DESYNC); return false; } /* If this is the first time we have a sync-frame, we * need to let the server know that we are ready and at the same * frame as he is.. so we can start playing! */ if (_network_first_time) { _network_first_time = false; SendAck(); } _sync_frame = 0; } else if (_sync_frame < _frame_counter) { DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter); _sync_frame = 0; } } return true; } /** Our client's connection. */ ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = nullptr; /** Last frame we performed an ack. */ static uint32 last_ack_frame; /** One bit of 'entropy' used to generate a salt for the company passwords. */ static uint32 _password_game_seed; /** The other bit of 'entropy' used to generate a salt for the company passwords. */ static char _password_server_id[NETWORK_SERVER_ID_LENGTH]; /** Maximum number of companies of the currently joined server. */ static uint8 _network_server_max_companies; /** Maximum number of spectators of the currently joined server. */ static uint8 _network_server_max_spectators; /** Who would we like to join as. */ CompanyID _network_join_as; /** Login password from -p argument */ const char *_network_join_server_password = nullptr; /** Company password from -P argument */ const char *_network_join_company_password = nullptr; /** Make sure the server ID length is the same as a md5 hash. */ static_assert(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1); /*********** * Sending functions * DEF_CLIENT_SEND_COMMAND has no parameters ************/ /** * Query the server for server information. */ NetworkRecvStatus ClientNetworkGameSocketHandler::SendInformationQuery(bool request_company_info) { my_client->status = STATUS_GAME_INFO; my_client->SendPacket(new Packet(PACKET_CLIENT_GAME_INFO)); if (request_company_info) { my_client->status = STATUS_COMPANY_INFO; _network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO; SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN); my_client->SendPacket(new Packet(PACKET_CLIENT_COMPANY_INFO)); } return NETWORK_RECV_STATUS_OKAY; } /** Tell the server we would like to join. */ NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin() { my_client->status = STATUS_JOIN; _network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING; SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN); Packet *p = new Packet(PACKET_CLIENT_JOIN); p->Send_string(GetNetworkRevisionString()); p->Send_uint32(_openttd_newgrf_version); p->Send_string(_settings_client.network.client_name); // Client name p->Send_uint8 (_network_join_as); // PlayAs p->Send_uint8 (0); // Used to be language my_client->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** Tell the server we got all the NewGRFs. */ NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk() { Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED); my_client->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** * Set the game password as requested. * @param password The game password. */ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password) { Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD); p->Send_string(password); my_client->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** * Set the company password as requested. * @param password The company password. */ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password) { Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD); p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed)); my_client->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** Request the map from the server. */ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap() { my_client->status = STATUS_MAP_WAIT; Packet *p = new Packet(PACKET_CLIENT_GETMAP); my_client->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** Tell the server we received the complete map. */ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk() { my_client->status = STATUS_ACTIVE; Packet *p = new Packet(PACKET_CLIENT_MAP_OK); my_client->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** Send an acknowledgement from the server's ticks. */ NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck() { Packet *p = new Packet(PACKET_CLIENT_ACK); p->Send_uint32(_frame_counter); p->Send_uint8 (my_client->token); my_client->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** * Send a command to the server. * @param cp The command to send. */ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp) { Packet *p = new Packet(PACKET_CLIENT_COMMAND); my_client->NetworkGameSocketHandler::SendCommand(p, cp); my_client->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** Send a chat-packet over the network */ NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data) { Packet *p = new Packet(PACKET_CLIENT_CHAT); p->Send_uint8 (action); p->Send_uint8 (type); p->Send_uint32(dest); p->Send_string(msg); p->Send_uint64(data); my_client->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** Send an error-packet over the network */ NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno) { Packet *p = new Packet(PACKET_CLIENT_ERROR); p->Send_uint8(errorno); my_client->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** * Tell the server that we like to change the password of the company. * @param password The new password. */ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password) { Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD); p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed)); my_client->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** * Tell the server that we like to change the name of the client. * @param name The new name. */ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name) { Packet *p = new Packet(PACKET_CLIENT_SET_NAME); p->Send_string(name); my_client->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** * Tell the server we would like to quit. */ NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit() { Packet *p = new Packet(PACKET_CLIENT_QUIT); my_client->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** * Send a console command. * @param pass The password for the remote command. * @param command The actual command. */ NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, const char *command) { Packet *p = new Packet(PACKET_CLIENT_RCON); p->Send_string(pass); p->Send_string(command); my_client->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** * Ask the server to move us. * @param company The company to move to. * @param password The password of the company to move to. */ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *password) { Packet *p = new Packet(PACKET_CLIENT_MOVE); p->Send_uint8(company); p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed)); my_client->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** * Check whether the client is actually connected (and in the game). * @return True when the client is connected. */ bool ClientNetworkGameSocketHandler::IsConnected() { return my_client != nullptr && my_client->status == STATUS_ACTIVE; } /*********** * Receiving functions * DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p ************/ extern bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = nullptr); NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p) { /* We try to join a server which is full */ ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL); DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN); return NETWORK_RECV_STATUS_SERVER_FULL; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p) { /* We try to join a server where we are banned */ ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL); DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN); return NETWORK_RECV_STATUS_SERVER_BANNED; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet *p) { if (this->status != STATUS_COMPANY_INFO && this->status != STATUS_GAME_INFO) return NETWORK_RECV_STATUS_MALFORMED_PACKET; NetworkGameList *item = GetLobbyGameInfo(); if (item == nullptr) { /* This is not the lobby, so add it to the game list. */ item = NetworkGameListAddItem(this->address); } /* Clear any existing GRFConfig chain. */ ClearGRFConfigList(&item->info.grfconfig); /* Retrieve the NetworkGameInfo from the packet. */ DeserializeNetworkGameInfo(p, &item->info); /* Check for compatability with the client. */ CheckGameCompatibility(item->info); /* Ensure we consider the server online. */ item->online = true; /* It could be either window, but only one is open, so redraw both. */ SetWindowDirty(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_GAME); SetWindowDirty(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_LOBBY); /* We will receive company info next, so keep connection open. */ if (this->status == STATUS_COMPANY_INFO) return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_CLOSE_QUERY; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *p) { if (this->status != STATUS_COMPANY_INFO) return NETWORK_RECV_STATUS_MALFORMED_PACKET; byte company_info_version = p->Recv_uint8(); if (!this->HasClientQuit() && company_info_version == NETWORK_COMPANY_INFO_VERSION) { /* We have received all data... (there are no more packets coming) */ if (!p->Recv_bool()) return NETWORK_RECV_STATUS_CLOSE_QUERY; CompanyID current = (Owner)p->Recv_uint8(); if (current >= MAX_COMPANIES) return NETWORK_RECV_STATUS_CLOSE_QUERY; NetworkCompanyInfo *company_info = GetLobbyCompanyInfo(current); if (company_info == nullptr) return NETWORK_RECV_STATUS_CLOSE_QUERY; p->Recv_string(company_info->company_name, sizeof(company_info->company_name)); company_info->inaugurated_year = p->Recv_uint32(); company_info->company_value = p->Recv_uint64(); company_info->money = p->Recv_uint64(); company_info->income = p->Recv_uint64(); company_info->performance = p->Recv_uint16(); company_info->use_password = p->Recv_bool(); for (uint i = 0; i < NETWORK_VEH_END; i++) { company_info->num_vehicle[i] = p->Recv_uint16(); } for (uint i = 0; i < NETWORK_VEH_END; i++) { company_info->num_station[i] = p->Recv_uint16(); } company_info->ai = p->Recv_bool(); p->Recv_string(company_info->clients, sizeof(company_info->clients)); SetWindowDirty(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_LOBBY); return NETWORK_RECV_STATUS_OKAY; } return NETWORK_RECV_STATUS_CLOSE_QUERY; } /* This packet contains info about the client (playas and name) * as client we save this in NetworkClientInfo, linked via 'client_id' * which is always an unique number on a server. */ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *p) { NetworkClientInfo *ci; ClientID client_id = (ClientID)p->Recv_uint32(); CompanyID playas = (CompanyID)p->Recv_uint8(); char name[NETWORK_NAME_LENGTH]; p->Recv_string(name, sizeof(name)); if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET; if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST; /* The server validates the name when receiving it from clients, so when it is wrong * here something went really wrong. In the best case the packet got malformed on its * way too us, in the worst case the server is broken or compromised. */ if (!NetworkIsValidClientName(name)) return NETWORK_RECV_STATUS_MALFORMED_PACKET; ci = NetworkClientInfo::GetByClientID(client_id); if (ci != nullptr) { if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) { /* Client name changed, display the change */ NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, name); } else if (playas != ci->client_playas) { /* The client changed from client-player.. * Do not display that for now */ } /* Make sure we're in the company the server tells us to be in, * for the rare case that we get moved while joining. */ if (client_id == _network_own_client_id) SetLocalCompany(!Company::IsValidID(playas) ? COMPANY_SPECTATOR : playas); ci->client_playas = playas; strecpy(ci->client_name, name, lastof(ci->client_name)); InvalidateWindowData(WC_CLIENT_LIST, 0); return NETWORK_RECV_STATUS_OKAY; } /* There are at most as many ClientInfo as ClientSocket objects in a * server. Having more info than a server can have means something * has gone wrong somewhere, i.e. the server has more info than it * has actual clients. That means the server is feeding us an invalid * state. So, bail out! This server is broken. */ if (!NetworkClientInfo::CanAllocateItem()) return NETWORK_RECV_STATUS_MALFORMED_PACKET; /* We don't have this client_id yet, find an empty client_id, and put the data there */ ci = new NetworkClientInfo(client_id); ci->client_playas = playas; if (client_id == _network_own_client_id) this->SetInfo(ci); strecpy(ci->client_name, name, lastof(ci->client_name)); InvalidateWindowData(WC_CLIENT_LIST, 0); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p) { static const StringID network_error_strings[] = { STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_GENERAL STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_DESYNC STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_SAVEGAME_FAILED STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_CONNECTION_LOST STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_ILLEGAL_PACKET STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NEWGRF_MISMATCH STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_AUTHORIZED STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_EXPECTED STR_NETWORK_ERROR_WRONG_REVISION, // NETWORK_ERROR_WRONG_REVISION STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NAME_IN_USE STR_NETWORK_ERROR_WRONG_PASSWORD, // NETWORK_ERROR_WRONG_PASSWORD STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_COMPANY_MISMATCH STR_NETWORK_ERROR_KICKED, // NETWORK_ERROR_KICKED STR_NETWORK_ERROR_CHEATER, // NETWORK_ERROR_CHEATER STR_NETWORK_ERROR_SERVER_FULL, // NETWORK_ERROR_FULL STR_NETWORK_ERROR_TOO_MANY_COMMANDS, // NETWORK_ERROR_TOO_MANY_COMMANDS STR_NETWORK_ERROR_TIMEOUT_PASSWORD, // NETWORK_ERROR_TIMEOUT_PASSWORD STR_NETWORK_ERROR_TIMEOUT_COMPUTER, // NETWORK_ERROR_TIMEOUT_COMPUTER STR_NETWORK_ERROR_TIMEOUT_MAP, // NETWORK_ERROR_TIMEOUT_MAP STR_NETWORK_ERROR_TIMEOUT_JOIN, // NETWORK_ERROR_TIMEOUT_JOIN STR_NETWORK_ERROR_INVALID_CLIENT_NAME, // NETWORK_ERROR_INVALID_CLIENT_NAME }; static_assert(lengthof(network_error_strings) == NETWORK_ERROR_END); NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8(); /* If we query a server that is 1.11.1 or older, we get an * NETWORK_ERROR_NOT_EXPECTED on requesting the game info. Show a special * error popup in that case. */ if (error == NETWORK_ERROR_NOT_EXPECTED && (this->status == STATUS_GAME_INFO || this->status == STATUS_COMPANY_INFO)) { ShowErrorMessage(STR_NETWORK_ERROR_SERVER_TOO_OLD, INVALID_STRING_ID, WL_CRITICAL); return NETWORK_RECV_STATUS_CLOSE_QUERY; } StringID err = STR_NETWORK_ERROR_LOSTCONNECTION; if (error < (ptrdiff_t)lengthof(network_error_strings)) err = network_error_strings[error]; /* In case of kicking a client, we assume there is a kick message in the packet if we can read one byte */ if (error == NETWORK_ERROR_KICKED && p->CanReadFromPacket(1)) { char kick_msg[255]; p->Recv_string(kick_msg, sizeof(kick_msg)); SetDParamStr(0, kick_msg); ShowErrorMessage(err, STR_NETWORK_ERROR_KICK_MESSAGE, WL_CRITICAL); } else { ShowErrorMessage(err, INVALID_STRING_ID, WL_CRITICAL); } /* Perform an emergency save if we had already entered the game */ if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave(); DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN); return NETWORK_RECV_STATUS_SERVER_ERROR; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet *p) { if (this->status != STATUS_JOIN) return NETWORK_RECV_STATUS_MALFORMED_PACKET; uint grf_count = p->Recv_uint8(); NetworkRecvStatus ret = NETWORK_RECV_STATUS_OKAY; /* Check all GRFs */ for (; grf_count > 0; grf_count--) { GRFIdentifier c; DeserializeGRFIdentifier(p, &c); /* Check whether we know this GRF */ const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, c.md5sum); if (f == nullptr) { /* We do not know this GRF, bail out of initialization */ char buf[sizeof(c.md5sum) * 2 + 1]; md5sumToString(buf, lastof(buf), c.md5sum); DEBUG(grf, 0, "NewGRF %08X not found; checksum %s", BSWAP32(c.grfid), buf); ret = NETWORK_RECV_STATUS_NEWGRF_MISMATCH; } } if (ret == NETWORK_RECV_STATUS_OKAY) { /* Start receiving the map */ return SendNewGRFsOk(); } /* NewGRF mismatch, bail out */ ShowErrorMessage(STR_NETWORK_ERROR_NEWGRF_MISMATCH, INVALID_STRING_ID, WL_CRITICAL); return ret; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) { if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET; this->status = STATUS_AUTH_GAME; const char *password = _network_join_server_password; if (!StrEmpty(password)) { return SendGamePassword(password); } ShowNetworkNeedPassword(NETWORK_GAME_PASSWORD); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) { if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_COMPANY) return NETWORK_RECV_STATUS_MALFORMED_PACKET; this->status = STATUS_AUTH_COMPANY; _password_game_seed = p->Recv_uint32(); p->Recv_string(_password_server_id, sizeof(_password_server_id)); if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET; const char *password = _network_join_company_password; if (!StrEmpty(password)) { return SendCompanyPassword(password); } ShowNetworkNeedPassword(NETWORK_COMPANY_PASSWORD); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *p) { if (this->status < STATUS_JOIN || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET; this->status = STATUS_AUTHORIZED; _network_own_client_id = (ClientID)p->Recv_uint32(); /* Initialize the password hash salting variables, even if they were previously. */ _password_game_seed = p->Recv_uint32(); p->Recv_string(_password_server_id, sizeof(_password_server_id)); /* Start receiving the map */ return SendGetMap(); } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p) { /* We set the internal wait state when requesting the map. */ if (this->status != STATUS_MAP_WAIT) return NETWORK_RECV_STATUS_MALFORMED_PACKET; /* But... only now we set the join status to waiting, instead of requesting. */ _network_join_status = NETWORK_JOIN_STATUS_WAITING; _network_join_waiting = p->Recv_uint8(); SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet *p) { if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET; this->status = STATUS_MAP; if (this->savegame != nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET; this->savegame = new PacketReader(); _frame_counter = _frame_counter_server = _frame_counter_max = p->Recv_uint32(); _network_join_bytes = 0; _network_join_bytes_total = 0; _network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING; SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet *p) { if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET; if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET; _network_join_bytes_total = p->Recv_uint32(); SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet *p) { if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET; if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET; /* We are still receiving data, put it to the file */ this->savegame->AddPacket(p); _network_join_bytes = (uint32)this->savegame->written_bytes; SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *p) { if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET; if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET; _network_join_status = NETWORK_JOIN_STATUS_PROCESSING; SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN); /* * Make sure everything is set for reading. * * We need the local copy and reset this->savegame because when * loading fails the network gets reset upon loading the intro * game, which would cause us to free this->savegame twice. */ LoadFilter *lf = this->savegame; this->savegame = nullptr; lf->Reset(); /* The map is done downloading, load it */ ClearErrorMessages(); bool load_success = SafeLoad({}, SLO_LOAD, DFT_GAME_FILE, GM_NORMAL, NO_DIRECTORY, lf); /* Long savegame loads shouldn't affect the lag calculation! */ this->last_packet = std::chrono::steady_clock::now(); if (!load_success) { DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN); ShowErrorMessage(STR_NETWORK_ERROR_SAVEGAMEERROR, INVALID_STRING_ID, WL_CRITICAL); return NETWORK_RECV_STATUS_SAVEGAME; } /* If the savegame has successfully loaded, ALL windows have been removed, * only toolbar/statusbar and gamefield are visible */ /* Say we received the map and loaded it correctly! */ SendMapOk(); /* New company/spectator (invalid company) or company we want to join is not active * Switch local company to spectator and await the server's judgement */ if (_network_join_as == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_join_as)) { SetLocalCompany(COMPANY_SPECTATOR); if (_network_join_as != COMPANY_SPECTATOR) { /* We have arrived and ready to start playing; send a command to make a new company; * the server will give us a client-id and let us in */ _network_join_status = NETWORK_JOIN_STATUS_REGISTERING; ShowJoinStatusWindow(); NetworkSendCommand(0, CCA_NEW, 0, CMD_COMPANY_CTRL, nullptr, nullptr, _local_company); } } else { /* take control over an existing company */ SetLocalCompany(_network_join_as); } return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p) { if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET; _frame_counter_server = p->Recv_uint32(); _frame_counter_max = p->Recv_uint32(); #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME /* Test if the server supports this option * and if we are at the frame the server is */ if (p->pos + 1 < p->size) { _sync_frame = _frame_counter_server; _sync_seed_1 = p->Recv_uint32(); #ifdef NETWORK_SEND_DOUBLE_SEED _sync_seed_2 = p->Recv_uint32(); #endif } #endif /* Receive the token. */ if (p->CanReadFromPacket(sizeof(uint8))) this->token = p->Recv_uint8(); DEBUG(net, 5, "Received FRAME %d", _frame_counter_server); /* Let the server know that we received this frame correctly * We do this only once per day, to save some bandwidth ;) */ if (!_network_first_time && last_ack_frame < _frame_counter) { last_ack_frame = _frame_counter + DAY_TICKS; DEBUG(net, 4, "Sent ACK at %d", _frame_counter); SendAck(); } return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p) { if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET; _sync_frame = p->Recv_uint32(); _sync_seed_1 = p->Recv_uint32(); #ifdef NETWORK_SEND_DOUBLE_SEED _sync_seed_2 = p->Recv_uint32(); #endif return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet *p) { if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET; CommandPacket cp; const char *err = this->ReceiveCommand(p, &cp); cp.frame = p->Recv_uint32(); cp.my_cmd = p->Recv_bool(); if (err != nullptr) { IConsolePrintF(CC_ERROR, "WARNING: %s from server, dropping...", err); return NETWORK_RECV_STATUS_MALFORMED_PACKET; } this->incoming_queue.Append(&cp); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p) { if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET; char name[NETWORK_NAME_LENGTH], msg[NETWORK_CHAT_LENGTH]; const NetworkClientInfo *ci = nullptr, *ci_to; NetworkAction action = (NetworkAction)p->Recv_uint8(); ClientID client_id = (ClientID)p->Recv_uint32(); bool self_send = p->Recv_bool(); p->Recv_string(msg, NETWORK_CHAT_LENGTH); int64 data = p->Recv_uint64(); ci_to = NetworkClientInfo::GetByClientID(client_id); if (ci_to == nullptr) return NETWORK_RECV_STATUS_OKAY; /* Did we initiate the action locally? */ if (self_send) { switch (action) { case NETWORK_ACTION_CHAT_CLIENT: /* For speaking to client we need the client-name */ seprintf(name, lastof(name), "%s", ci_to->client_name); ci = NetworkClientInfo::GetByClientID(_network_own_client_id); break; /* For speaking to company, we need the company-name */ case NETWORK_ACTION_CHAT_COMPANY: { 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)); ci = NetworkClientInfo::GetByClientID(_network_own_client_id); break; } default: return NETWORK_RECV_STATUS_MALFORMED_PACKET; } } else { /* Display message from somebody else */ seprintf(name, lastof(name), "%s", ci_to->client_name); ci = ci_to; } if (ci != nullptr) { NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), self_send, name, msg, data); } return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *p) { if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET; ClientID client_id = (ClientID)p->Recv_uint32(); NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id); if (ci != nullptr) { NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, nullptr, GetNetworkErrorMsg((NetworkErrorCode)p->Recv_uint8())); delete ci; } InvalidateWindowData(WC_CLIENT_LIST, 0); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p) { if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET; ClientID client_id = (ClientID)p->Recv_uint32(); NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id); if (ci != nullptr) { NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, nullptr, STR_NETWORK_MESSAGE_CLIENT_LEAVING); delete ci; } else { DEBUG(net, 0, "Unknown client (%d) is leaving the game", client_id); } InvalidateWindowData(WC_CLIENT_LIST, 0); /* If we come here it means we could not locate the client.. strange :s */ return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p) { if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET; ClientID client_id = (ClientID)p->Recv_uint32(); NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id); if (ci != nullptr) { NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name); } InvalidateWindowData(WC_CLIENT_LIST, 0); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *p) { /* Only when we're trying to join we really * care about the server shutting down. */ if (this->status >= STATUS_JOIN) { ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN, INVALID_STRING_ID, WL_CRITICAL); } if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave(); return NETWORK_RECV_STATUS_SERVER_ERROR; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *p) { /* Only when we're trying to join we really * care about the server shutting down. */ if (this->status >= STATUS_JOIN) { /* To throttle the reconnects a bit, every clients waits its * Client ID modulo 16. This way reconnects should be spread * out a bit. */ _network_reconnect = _network_own_client_id % 16; ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_REBOOT, INVALID_STRING_ID, WL_CRITICAL); } if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave(); return NETWORK_RECV_STATUS_SERVER_ERROR; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_RCON(Packet *p) { if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET; TextColour colour_code = (TextColour)p->Recv_uint16(); if (!IsValidConsoleColour(colour_code)) return NETWORK_RECV_STATUS_MALFORMED_PACKET; char rcon_out[NETWORK_RCONCOMMAND_LENGTH]; p->Recv_string(rcon_out, sizeof(rcon_out)); IConsolePrint(colour_code, rcon_out); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p) { if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET; /* Nothing more in this packet... */ ClientID client_id = (ClientID)p->Recv_uint32(); CompanyID company_id = (CompanyID)p->Recv_uint8(); if (client_id == 0) { /* definitely an invalid client id, debug message and do nothing. */ DEBUG(net, 0, "[move] received invalid client index = 0"); return NETWORK_RECV_STATUS_MALFORMED_PACKET; } const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id); /* Just make sure we do not try to use a client_index that does not exist */ if (ci == nullptr) return NETWORK_RECV_STATUS_OKAY; /* if not valid player, force spectator, else check player exists */ if (!Company::IsValidID(company_id)) company_id = COMPANY_SPECTATOR; if (client_id == _network_own_client_id) { SetLocalCompany(company_id); } return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *p) { if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET; _network_server_max_companies = p->Recv_uint8(); _network_server_max_spectators = p->Recv_uint8(); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p) { if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET; _network_company_passworded = p->Recv_uint16(); SetWindowClassesDirty(WC_COMPANY); return NETWORK_RECV_STATUS_OKAY; } /** * Check the connection's state, i.e. is the connection still up? */ void ClientNetworkGameSocketHandler::CheckConnection() { /* Only once we're authorized we can expect a steady stream of packets. */ if (this->status < STATUS_AUTHORIZED) return; /* 5 seconds are roughly twice the server's "you're slow" threshold (1 game day). */ std::chrono::steady_clock::duration lag = std::chrono::steady_clock::now() - this->last_packet; if (lag < std::chrono::seconds(5)) return; /* 20 seconds are (way) more than 4 game days after which * the server will forcefully disconnect you. */ if (lag > std::chrono::seconds(20)) { this->NetworkGameSocketHandler::CloseConnection(); return; } /* Prevent showing the lag message every tick; just update it when needed. */ static std::chrono::steady_clock::duration last_lag = {}; if (std::chrono::duration_cast(last_lag) == std::chrono::duration_cast(lag)) return; last_lag = lag; SetDParam(0, std::chrono::duration_cast(lag).count()); ShowErrorMessage(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION, STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION, WL_INFO); } /** Is called after a client is connected to the server */ void NetworkClient_Connected() { /* Set the frame-counter to 0 so nothing happens till we are ready */ _frame_counter = 0; _frame_counter_server = 0; last_ack_frame = 0; /* Request the game-info */ MyClient::SendJoin(); } /** * Send a remote console command. * @param password The password. * @param command The command to execute. */ void NetworkClientSendRcon(const char *password, const char *command) { MyClient::SendRCon(password, command); } /** * Notify the server of this client wanting to be moved to another company. * @param company_id id of the company the client wishes to be moved to. * @param pass the password, is only checked on the server end if a password is needed. * @return void */ void NetworkClientRequestMove(CompanyID company_id, const char *pass) { MyClient::SendMove(company_id, pass); } /** * Move the clients of a company to the spectators. * @param cid The company to move the clients of. */ void NetworkClientsToSpectators(CompanyID cid) { Backup cur_company(_current_company, FILE_LINE); /* If our company is changing owner, go to spectators */ if (cid == _local_company) SetLocalCompany(COMPANY_SPECTATOR); for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) { if (ci->client_playas != cid) continue; NetworkTextMessage(NETWORK_ACTION_COMPANY_SPECTATOR, CC_DEFAULT, false, ci->client_name); ci->client_playas = COMPANY_SPECTATOR; } cur_company.Restore(); } /** * Check whether the given client name is deemed valid for use in network games. * An empty name (null or '') is not valid as that is essentially no name at all. * A name starting with white space is not valid for tab completion purposes. * @param client_name The client name to check for validity. * @return True iff the name is valid. */ bool NetworkIsValidClientName(const char *client_name) { if (StrEmpty(client_name)) return false; if (*client_name == ' ') return false; return true; } /** * Trim the given client name in place, i.e. remove leading and trailing spaces. * After the trim check whether the client name is valid. A client name is valid * whenever the name is not empty and does not start with spaces. This check is * done via \c NetworkIsValidClientName. * When the client name is valid, this function returns true. * When the client name is not valid a GUI error message is shown telling the * user to set the client name and this function returns false. * * This function is not suitable for ensuring a valid client name at the server * as the error message will then be shown to the host instead of the client. * @param client_name The client name to validate. It will be trimmed of leading * and trailing spaces. * @return True iff the client name is valid. */ bool NetworkValidateClientName(char *client_name) { StrTrimInPlace(client_name); if (NetworkIsValidClientName(client_name)) return true; ShowErrorMessage(STR_NETWORK_ERROR_BAD_PLAYER_NAME, INVALID_STRING_ID, WL_ERROR); return false; } /** * Convenience method for NetworkValidateClientName on _settings_client.network.client_name. * It trims the client name and checks whether it is empty. When it is empty * an error message is shown to the GUI user. * See \c NetworkValidateClientName(char*) for details about the functionality. * @return True iff the client name is valid. */ bool NetworkValidateClientName() { return NetworkValidateClientName(_settings_client.network.client_name); } /** * Send the server our name. */ void NetworkUpdateClientName() { NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(_network_own_client_id); if (ci == nullptr) return; /* There is no validation on string settings, it is actually a post change callback. * This method is called from that post change callback. So, when the client name is * changed via the console there is no easy way to prevent an invalid name. Though, * we can prevent it getting sent here. */ if (!NetworkValidateClientName()) return; /* Don't change the name if it is the same as the old name */ if (strcmp(ci->client_name, _settings_client.network.client_name) != 0) { if (!_network_server) { MyClient::SendSetName(_settings_client.network.client_name); } else { if (NetworkFindName(_settings_client.network.client_name, lastof(_settings_client.network.client_name))) { NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, _settings_client.network.client_name); strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name)); NetworkUpdateClientInfo(CLIENT_ID_SERVER); } } } } /** * Send a chat message. * @param action The action associated with the message. * @param type The destination type. * @param dest The destination index, be it a company index or client id. * @param msg The actual message. * @param data Arbitrary extra data. */ void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data) { MyClient::SendChat(action, type, dest, msg, data); } /** * Set/Reset company password on the client side. * @param password Password to be set. */ void NetworkClientSetCompanyPassword(const char *password) { MyClient::SendSetPassword(password); } /** * Tell whether the client has team members where he/she can chat to. * @param cio client to check members of. * @return true if there is at least one team member. */ bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio) { /* Only companies actually playing can speak to team. Eg spectators cannot */ if (!_settings_client.gui.prefer_teamchat || !Company::IsValidID(cio->client_playas)) return false; for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) { if (ci->client_playas == cio->client_playas && ci != cio) return true; } return false; } /** * Check if max_companies has been reached on the server (local check only). * @return true if the max value has been reached or exceeded, false otherwise. */ bool NetworkMaxCompaniesReached() { return Company::GetNumItems() >= (_network_server ? _settings_client.network.max_companies : _network_server_max_companies); } /** * Check if max_spectatos has been reached on the server (local check only). * @return true if the max value has been reached or exceeded, false otherwise. */ bool NetworkMaxSpectatorsReached() { return NetworkSpectatorCount() >= (_network_server ? _settings_client.network.max_spectators : _network_server_max_spectators); }