mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-11 13:10:45 +00:00
1079 lines
32 KiB
C++
1079 lines
32 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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 <http://www.gnu.org/licenses/>.
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*/
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/** @file network_client.cpp Client part of the network protocol. */
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#ifdef ENABLE_NETWORK
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#include "../stdafx.h"
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#include "../debug.h"
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#include "network_internal.h"
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#include "network_gui.h"
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#include "../saveload/saveload.h"
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#include "../command_func.h"
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#include "../console_func.h"
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#include "../fileio_func.h"
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#include "../3rdparty/md5/md5.h"
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#include "../strings_func.h"
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#include "../window_func.h"
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#include "../company_func.h"
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#include "../company_base.h"
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#include "../company_gui.h"
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#include "../rev.h"
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#include "network.h"
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#include "network_base.h"
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#include "network_client.h"
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#include "table/strings.h"
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/* This file handles all the client-commands */
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/**
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* Create a new socket for the client side of the game connection.
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* @param s The socket to connect with.
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*/
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ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s)
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{
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}
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/* So we don't make too much typos ;) */
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#define MY_CLIENT NetworkClientSocket::Get(0)
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static uint32 last_ack_frame;
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/** One bit of 'entropy' used to generate a salt for the company passwords. */
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static uint32 _password_game_seed;
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/** The other bit of 'entropy' used to generate a salt for the company passwords. */
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static char _password_server_id[NETWORK_SERVER_ID_LENGTH];
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/** Maximum number of companies of the currently joined server. */
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static uint8 _network_server_max_companies;
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/** Maximum number of spectators of the currently joined server. */
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static uint8 _network_server_max_spectators;
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/** Who would we like to join as. */
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CompanyID _network_join_as;
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/** Login password from -p argument */
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const char *_network_join_server_password = NULL;
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/** Company password from -P argument */
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const char *_network_join_company_password = NULL;
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/** Make sure the server ID length is the same as a md5 hash. */
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assert_compile(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
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/**
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* Generates a hashed password for the company name.
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* @param password the password to 'encrypt'.
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* @return the hashed password.
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*/
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static const char *GenerateCompanyPasswordHash(const char *password)
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{
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if (StrEmpty(password)) return password;
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char salted_password[NETWORK_SERVER_ID_LENGTH];
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memset(salted_password, 0, sizeof(salted_password));
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snprintf(salted_password, sizeof(salted_password), "%s", password);
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/* Add the game seed and the server's ID as the salt. */
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for (uint i = 0; i < NETWORK_SERVER_ID_LENGTH - 1; i++) salted_password[i] ^= _password_server_id[i] ^ (_password_game_seed >> i);
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Md5 checksum;
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uint8 digest[16];
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static char hashed_password[NETWORK_SERVER_ID_LENGTH];
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/* Generate the MD5 hash */
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checksum.Append((const uint8*)salted_password, sizeof(salted_password) - 1);
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checksum.Finish(digest);
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for (int di = 0; di < 16; di++) sprintf(hashed_password + di * 2, "%02x", digest[di]);
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hashed_password[lengthof(hashed_password) - 1] = '\0';
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return hashed_password;
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}
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/**
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* Hash the current company password; used when the server 'company' sets his/her password.
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*/
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void HashCurrentCompanyPassword(const char *password)
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{
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_password_game_seed = _settings_game.game_creation.generation_seed;
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strecpy(_password_server_id, _settings_client.network.network_id, lastof(_password_server_id));
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const char *new_pw = GenerateCompanyPasswordHash(password);
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strecpy(_network_company_states[_local_company].password, new_pw, lastof(_network_company_states[_local_company].password));
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if (_network_server) {
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NetworkServerUpdateCompanyPassworded(_local_company, !StrEmpty(_network_company_states[_local_company].password));
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}
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}
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/***********
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* Sending functions
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* DEF_CLIENT_SEND_COMMAND has no parameters
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************/
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DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)
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{
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/*
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* Packet: CLIENT_COMPANY_INFO
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* Function: Request company-info (in detail)
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* Data:
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* <none>
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*/
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Packet *p;
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_network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
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p = new Packet(PACKET_CLIENT_COMPANY_INFO);
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MY_CLIENT->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN)
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{
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/*
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* Packet: CLIENT_JOIN
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* Function: Try to join the server
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* Data:
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* String: OpenTTD Revision (norev000 if no revision)
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* String: Client Name (max NETWORK_NAME_LENGTH)
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* uint8: Play as Company id (1..MAX_COMPANIES)
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* uint8: Language ID
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*/
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Packet *p;
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_network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
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p = new Packet(PACKET_CLIENT_JOIN);
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p->Send_string(_openttd_revision);
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p->Send_string(_settings_client.network.client_name); // Client name
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p->Send_uint8 (_network_join_as); // PlayAs
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p->Send_uint8 (NETLANG_ANY); // Language
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MY_CLIENT->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)
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{
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/*
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* Packet: CLIENT_NEWGRFS_CHECKED
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* Function: Tell the server that we have the required GRFs
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* Data:
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*/
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Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
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MY_CLIENT->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_GAME_PASSWORD)(const char *password)
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{
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/*
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* Packet: CLIENT_GAME_PASSWORD
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* Function: Send a password to the server to authorize
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* Data:
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* uint8: NetworkPasswordType
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* String: Password
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*/
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Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
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p->Send_string(password);
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MY_CLIENT->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMPANY_PASSWORD)(const char *password)
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{
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/*
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* Packet: CLIENT_COMPANY_PASSWORD
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* Function: Send a password to the server to authorize
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* Data:
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* uint8: NetworkPasswordType
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* String: Password
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*/
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Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
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p->Send_string(GenerateCompanyPasswordHash(password));
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MY_CLIENT->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GETMAP)
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{
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/*
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* Packet: CLIENT_GETMAP
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* Function: Request the map from the server
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* Data:
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* <none>
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*/
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Packet *p = new Packet(PACKET_CLIENT_GETMAP);
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/* Send the OpenTTD version to the server, let it validate it too.
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* But only do it for stable releases because of those we are sure
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* that everybody has the same NewGRF version. For trunk and the
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* branches we make tarballs of the OpenTTDs compiled from tarball
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* will have the lower bits set to 0. As such they would become
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* incompatible, which we would like to prevent by this. */
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if (HasBit(_openttd_newgrf_version, 19)) p->Send_uint32(_openttd_newgrf_version);
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MY_CLIENT->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_MAP_OK)
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{
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/*
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* Packet: CLIENT_MAP_OK
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* Function: Tell the server that we are done receiving/loading the map
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* Data:
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* <none>
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*/
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Packet *p = new Packet(PACKET_CLIENT_MAP_OK);
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MY_CLIENT->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK)
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{
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/*
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* Packet: CLIENT_ACK
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* Function: Tell the server we are done with this frame
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* Data:
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* uint32: current FrameCounter of the client
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*/
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Packet *p = new Packet(PACKET_CLIENT_ACK);
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p->Send_uint32(_frame_counter);
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MY_CLIENT->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/* Send a command packet to the server */
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(const CommandPacket *cp)
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{
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/*
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* Packet: CLIENT_COMMAND
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* Function: Send a DoCommand to the Server
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* Data:
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* uint8: CompanyID (0..MAX_COMPANIES-1)
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* uint32: CommandID (see command.h)
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* uint32: P1 (free variables used in DoCommand)
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* uint32: P2
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* uint32: Tile
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* string: text
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* uint8: CallBackID
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*/
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Packet *p = new Packet(PACKET_CLIENT_COMMAND);
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MY_CLIENT->Send_Command(p, cp);
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MY_CLIENT->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/* Send a chat-packet over the network */
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
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{
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/*
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* Packet: CLIENT_CHAT
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* Function: Send a chat-packet to the serve
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* Data:
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* uint8: ActionID (see network_data.h, NetworkAction)
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* uint8: Destination Type (see network_data.h, DestType);
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* uint32: Destination CompanyID/Client-identifier
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* String: Message (max NETWORK_CHAT_LENGTH)
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* uint64: Some arbitrary number
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*/
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Packet *p = new Packet(PACKET_CLIENT_CHAT);
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p->Send_uint8 (action);
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p->Send_uint8 (type);
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p->Send_uint32(dest);
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p->Send_string(msg);
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p->Send_uint64(data);
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MY_CLIENT->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/* Send an error-packet over the network */
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno)
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{
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/*
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* Packet: CLIENT_ERROR
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* Function: The client made an error and is quiting the game
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* Data:
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* uint8: ErrorID (see network_data.h, NetworkErrorCode)
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*/
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Packet *p = new Packet(PACKET_CLIENT_ERROR);
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p->Send_uint8(errorno);
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MY_CLIENT->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password)
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{
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/*
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* Packet: PACKET_CLIENT_SET_PASSWORD
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* Function: Set the password for the clients current company
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* Data:
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* String: Password
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*/
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Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
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p->Send_string(GenerateCompanyPasswordHash(password));
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MY_CLIENT->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name)
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{
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/*
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* Packet: PACKET_CLIENT_SET_NAME
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* Function: Gives the client a new name
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* Data:
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* String: Name
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*/
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Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
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p->Send_string(name);
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MY_CLIENT->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/* Send an quit-packet over the network */
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)()
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{
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/*
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* Packet: CLIENT_QUIT
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* Function: The client is quiting the game
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* Data:
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*/
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Packet *p = new Packet(PACKET_CLIENT_QUIT);
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MY_CLIENT->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command)
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{
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Packet *p = new Packet(PACKET_CLIENT_RCON);
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p->Send_string(pass);
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p->Send_string(command);
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MY_CLIENT->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_MOVE)(CompanyID company, const char *pass)
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{
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Packet *p = new Packet(PACKET_CLIENT_MOVE);
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p->Send_uint8(company);
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p->Send_string(GenerateCompanyPasswordHash(pass));
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MY_CLIENT->Send_Packet(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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/***********
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* Receiving functions
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* DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
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************/
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extern bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir);
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extern StringID _switch_mode_errorstr;
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DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FULL)
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{
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/* We try to join a server which is full */
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_switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_FULL;
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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return NETWORK_RECV_STATUS_SERVER_FULL;
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}
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DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_BANNED)
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{
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/* We try to join a server where we are banned */
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_switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_BANNED;
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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return NETWORK_RECV_STATUS_SERVER_BANNED;
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}
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DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMPANY_INFO)
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{
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byte company_info_version = p->Recv_uint8();
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if (!this->HasClientQuit() && company_info_version == NETWORK_COMPANY_INFO_VERSION) {
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/* We have received all data... (there are no more packets coming) */
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if (!p->Recv_bool()) return NETWORK_RECV_STATUS_CLOSE_QUERY;
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CompanyID current = (Owner)p->Recv_uint8();
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if (current >= MAX_COMPANIES) return NETWORK_RECV_STATUS_CLOSE_QUERY;
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NetworkCompanyInfo *company_info = GetLobbyCompanyInfo(current);
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if (company_info == NULL) return NETWORK_RECV_STATUS_CLOSE_QUERY;
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p->Recv_string(company_info->company_name, sizeof(company_info->company_name));
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company_info->inaugurated_year = p->Recv_uint32();
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company_info->company_value = p->Recv_uint64();
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company_info->money = p->Recv_uint64();
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company_info->income = p->Recv_uint64();
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company_info->performance = p->Recv_uint16();
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company_info->use_password = p->Recv_bool();
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for (uint i = 0; i < NETWORK_VEH_END; i++) {
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company_info->num_vehicle[i] = p->Recv_uint16();
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}
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for (uint i = 0; i < NETWORK_VEH_END; i++) {
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company_info->num_station[i] = p->Recv_uint16();
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}
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company_info->ai = p->Recv_bool();
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p->Recv_string(company_info->clients, sizeof(company_info->clients));
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SetWindowDirty(WC_NETWORK_WINDOW, 0);
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return NETWORK_RECV_STATUS_OKAY;
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}
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return NETWORK_RECV_STATUS_CLOSE_QUERY;
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}
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/* This packet contains info about the client (playas and name)
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* as client we save this in NetworkClientInfo, linked via 'client_id'
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* which is always an unique number on a server. */
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DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CLIENT_INFO)
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{
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NetworkClientInfo *ci;
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ClientID client_id = (ClientID)p->Recv_uint32();
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CompanyID playas = (CompanyID)p->Recv_uint8();
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char name[NETWORK_NAME_LENGTH];
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p->Recv_string(name, sizeof(name));
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if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
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ci = NetworkFindClientInfoFromClientID(client_id);
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if (ci != NULL) {
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if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) {
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/* Client name changed, display the change */
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NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, name);
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} else if (playas != ci->client_playas) {
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/* The client changed from client-player..
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* Do not display that for now */
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}
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/* Make sure we're in the company the server tells us to be in,
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* for the rare case that we get moved while joining. */
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if (client_id == _network_own_client_id) SetLocalCompany(!Company::IsValidID(playas) ? COMPANY_SPECTATOR : playas);
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ci->client_playas = playas;
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strecpy(ci->client_name, name, lastof(ci->client_name));
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SetWindowDirty(WC_CLIENT_LIST, 0);
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|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
/* 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));
|
|
|
|
SetWindowDirty(WC_CLIENT_LIST, 0);
|
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_ERROR)
|
|
{
|
|
NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
|
|
|
|
switch (error) {
|
|
/* We made an error in the protocol, and our connection is closed.... */
|
|
case NETWORK_ERROR_NOT_AUTHORIZED:
|
|
case NETWORK_ERROR_NOT_EXPECTED:
|
|
case NETWORK_ERROR_COMPANY_MISMATCH:
|
|
_switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_ERROR;
|
|
break;
|
|
case NETWORK_ERROR_FULL:
|
|
_switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_FULL;
|
|
break;
|
|
case NETWORK_ERROR_WRONG_REVISION:
|
|
_switch_mode_errorstr = STR_NETWORK_ERROR_WRONG_REVISION;
|
|
break;
|
|
case NETWORK_ERROR_WRONG_PASSWORD:
|
|
_switch_mode_errorstr = STR_NETWORK_ERROR_WRONG_PASSWORD;
|
|
break;
|
|
case NETWORK_ERROR_KICKED:
|
|
_switch_mode_errorstr = STR_NETWORK_ERROR_KICKED;
|
|
break;
|
|
case NETWORK_ERROR_CHEATER:
|
|
_switch_mode_errorstr = STR_NETWORK_ERROR_CHEATER;
|
|
break;
|
|
case NETWORK_ERROR_TOO_MANY_COMMANDS:
|
|
_switch_mode_errorstr = STR_NETWORK_ERROR_TOO_MANY_COMMANDS;
|
|
break;
|
|
default:
|
|
_switch_mode_errorstr = STR_NETWORK_ERROR_LOSTCONNECTION;
|
|
}
|
|
|
|
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
|
|
|
|
return NETWORK_RECV_STATUS_SERVER_ERROR;
|
|
}
|
|
|
|
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHECK_NEWGRFS)
|
|
{
|
|
uint grf_count = p->Recv_uint8();
|
|
NetworkRecvStatus ret = NETWORK_RECV_STATUS_OKAY;
|
|
|
|
/* Check all GRFs */
|
|
for (; grf_count > 0; grf_count--) {
|
|
GRFIdentifier c;
|
|
this->Recv_GRFIdentifier(p, &c);
|
|
|
|
/* Check whether we know this GRF */
|
|
const GRFConfig *f = FindGRFConfig(c.grfid, c.md5sum);
|
|
if (f == NULL) {
|
|
/* 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 SEND_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)();
|
|
}
|
|
|
|
/* NewGRF mismatch, bail out */
|
|
_switch_mode_errorstr = STR_NETWORK_ERROR_NEWGRF_MISMATCH;
|
|
return ret;
|
|
}
|
|
|
|
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_GAME_PASSWORD)
|
|
{
|
|
const char *password = _network_join_server_password;
|
|
if (!StrEmpty(password)) {
|
|
return SEND_COMMAND(PACKET_CLIENT_GAME_PASSWORD)(password);
|
|
}
|
|
|
|
ShowNetworkNeedPassword(NETWORK_GAME_PASSWORD);
|
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_COMPANY_PASSWORD)
|
|
{
|
|
_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 SEND_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)(password);
|
|
}
|
|
|
|
ShowNetworkNeedPassword(NETWORK_COMPANY_PASSWORD);
|
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WELCOME)
|
|
{
|
|
_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 SEND_COMMAND(PACKET_CLIENT_GETMAP)();
|
|
}
|
|
|
|
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WAIT)
|
|
{
|
|
_network_join_status = NETWORK_JOIN_STATUS_WAITING;
|
|
_network_join_waiting = p->Recv_uint8();
|
|
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
|
|
|
|
/* We are put on hold for receiving the map.. we need GUI for this ;) */
|
|
DEBUG(net, 1, "The server is currently busy sending the map to someone else, please wait..." );
|
|
DEBUG(net, 1, "There are %d clients in front of you", _network_join_waiting);
|
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP)
|
|
{
|
|
static FILE *file_pointer;
|
|
|
|
byte maptype;
|
|
|
|
maptype = p->Recv_uint8();
|
|
|
|
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
|
|
|
|
/* First packet, init some stuff */
|
|
if (maptype == MAP_PACKET_START) {
|
|
file_pointer = FioFOpenFile("network_client.tmp", "wb", AUTOSAVE_DIR);
|
|
if (file_pointer == NULL) {
|
|
_switch_mode_errorstr = STR_NETWORK_ERROR_SAVEGAMEERROR;
|
|
return NETWORK_RECV_STATUS_SAVEGAME;
|
|
}
|
|
|
|
_frame_counter = _frame_counter_server = _frame_counter_max = p->Recv_uint32();
|
|
|
|
_network_join_bytes = 0;
|
|
_network_join_bytes_total = p->Recv_uint32();
|
|
|
|
/* If the network connection has been closed due to loss of connection
|
|
* or when _network_join_kbytes_total is 0, the join status window will
|
|
* do a division by zero. When the connection is lost, we just return
|
|
* that. If kbytes_total is 0, the packet must be malformed as a
|
|
* savegame less than 1 kilobyte is practically impossible. */
|
|
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
|
|
if (_network_join_bytes_total == 0) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
|
|
|
_network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
|
|
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
|
|
|
|
/* The first packet does not contain any more data */
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
if (maptype == MAP_PACKET_NORMAL) {
|
|
/* We are still receiving data, put it to the file */
|
|
if (fwrite(p->buffer + p->pos, 1, p->size - p->pos, file_pointer) != (size_t)(p->size - p->pos)) {
|
|
_switch_mode_errorstr = STR_NETWORK_ERROR_SAVEGAMEERROR;
|
|
return NETWORK_RECV_STATUS_SAVEGAME;
|
|
}
|
|
|
|
_network_join_bytes = ftell(file_pointer);
|
|
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
|
|
}
|
|
|
|
/* Check if this was the last packet */
|
|
if (maptype == MAP_PACKET_END) {
|
|
fclose(file_pointer);
|
|
|
|
_network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
|
|
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
|
|
|
|
/* The map is done downloading, load it */
|
|
if (!SafeSaveOrLoad("network_client.tmp", SL_LOAD, GM_NORMAL, AUTOSAVE_DIR)) {
|
|
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
|
|
_switch_mode_errorstr = STR_NETWORK_ERROR_SAVEGAMEERROR;
|
|
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! */
|
|
SEND_COMMAND(PACKET_CLIENT_MAP_OK)();
|
|
|
|
/* 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();
|
|
NetworkSend_Command(0, 0, 0, CMD_COMPANY_CTRL, NULL, NULL, _local_company);
|
|
}
|
|
} else {
|
|
/* take control over an existing company */
|
|
SetLocalCompany(_network_join_as);
|
|
}
|
|
}
|
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FRAME)
|
|
{
|
|
_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 < 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
|
|
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);
|
|
SEND_COMMAND(PACKET_CLIENT_ACK)();
|
|
}
|
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_SYNC)
|
|
{
|
|
_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;
|
|
}
|
|
|
|
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMMAND)
|
|
{
|
|
CommandPacket cp;
|
|
const char *err = this->Recv_Command(p, &cp);
|
|
cp.frame = p->Recv_uint32();
|
|
cp.my_cmd = p->Recv_bool();
|
|
|
|
if (err != NULL) {
|
|
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;
|
|
}
|
|
|
|
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHAT)
|
|
{
|
|
char name[NETWORK_NAME_LENGTH], msg[NETWORK_CHAT_LENGTH];
|
|
const NetworkClientInfo *ci = NULL, *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 = NetworkFindClientInfoFromClientID(client_id);
|
|
if (ci_to == NULL) 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 */
|
|
snprintf(name, sizeof(name), "%s", ci_to->client_name);
|
|
ci = NetworkFindClientInfoFromClientID(_network_own_client_id);
|
|
break;
|
|
|
|
/* For speaking to company or giving money, we need the company-name */
|
|
case NETWORK_ACTION_GIVE_MONEY:
|
|
if (!Company::IsValidID(ci_to->client_playas)) return NETWORK_RECV_STATUS_OKAY;
|
|
/* FALL THROUGH */
|
|
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 = NetworkFindClientInfoFromClientID(_network_own_client_id);
|
|
break;
|
|
}
|
|
|
|
default: return NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
|
}
|
|
} else {
|
|
/* Display message from somebody else */
|
|
snprintf(name, sizeof(name), "%s", ci_to->client_name);
|
|
ci = ci_to;
|
|
}
|
|
|
|
if (ci != NULL) {
|
|
NetworkTextMessage(action, (ConsoleColour)GetDrawStringCompanyColour(ci->client_playas), self_send, name, msg, data);
|
|
}
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_ERROR_QUIT)
|
|
{
|
|
ClientID client_id = (ClientID)p->Recv_uint32();
|
|
|
|
NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(client_id);
|
|
if (ci != NULL) {
|
|
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, NULL, GetNetworkErrorMsg((NetworkErrorCode)p->Recv_uint8()));
|
|
delete ci;
|
|
}
|
|
|
|
SetWindowDirty(WC_CLIENT_LIST, 0);
|
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_QUIT)
|
|
{
|
|
NetworkClientInfo *ci;
|
|
|
|
ClientID client_id = (ClientID)p->Recv_uint32();
|
|
|
|
ci = NetworkFindClientInfoFromClientID(client_id);
|
|
if (ci != NULL) {
|
|
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, NULL, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
|
|
delete ci;
|
|
} else {
|
|
DEBUG(net, 0, "Unknown client (%d) is leaving the game", client_id);
|
|
}
|
|
|
|
SetWindowDirty(WC_CLIENT_LIST, 0);
|
|
|
|
/* If we come here it means we could not locate the client.. strange :s */
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_JOIN)
|
|
{
|
|
ClientID client_id = (ClientID)p->Recv_uint32();
|
|
|
|
NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(client_id);
|
|
if (ci != NULL) {
|
|
NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name);
|
|
}
|
|
|
|
SetWindowDirty(WC_CLIENT_LIST, 0);
|
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_SHUTDOWN)
|
|
{
|
|
_switch_mode_errorstr = STR_NETWORK_MESSAGE_SERVER_SHUTDOWN;
|
|
|
|
return NETWORK_RECV_STATUS_SERVER_ERROR;
|
|
}
|
|
|
|
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEWGAME)
|
|
{
|
|
/* To trottle the reconnects a bit, every clients waits
|
|
* his _local_company value before reconnecting
|
|
* COMPANY_SPECTATOR is currently 255, so to avoid long wait periods
|
|
* set the max to 10. */
|
|
_network_reconnect = min(_local_company + 1, 10);
|
|
_switch_mode_errorstr = STR_NETWORK_MESSAGE_SERVER_REBOOT;
|
|
|
|
return NETWORK_RECV_STATUS_SERVER_ERROR;
|
|
}
|
|
|
|
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_RCON)
|
|
{
|
|
char rcon_out[NETWORK_RCONCOMMAND_LENGTH];
|
|
|
|
ConsoleColour colour_code = (ConsoleColour)p->Recv_uint16();
|
|
p->Recv_string(rcon_out, sizeof(rcon_out));
|
|
|
|
IConsolePrint(colour_code, rcon_out);
|
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MOVE)
|
|
{
|
|
/* 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 = NetworkFindClientInfoFromClientID(client_id);
|
|
/* Just make sure we do not try to use a client_index that does not exist */
|
|
if (ci == NULL) 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;
|
|
}
|
|
|
|
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CONFIG_UPDATE)
|
|
{
|
|
_network_server_max_companies = p->Recv_uint8();
|
|
_network_server_max_spectators = p->Recv_uint8();
|
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMPANY_UPDATE)
|
|
{
|
|
_network_company_passworded = p->Recv_uint16();
|
|
SetWindowClassesDirty(WC_COMPANY);
|
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
/* 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 */
|
|
SEND_COMMAND(PACKET_CLIENT_JOIN)();
|
|
}
|
|
|
|
void NetworkClientSendRcon(const char *password, const char *command)
|
|
{
|
|
SEND_COMMAND(PACKET_CLIENT_RCON)(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)
|
|
{
|
|
SEND_COMMAND(PACKET_CLIENT_MOVE)(company_id, pass);
|
|
}
|
|
|
|
void NetworkClientsToSpectators(CompanyID cid)
|
|
{
|
|
/* If our company is changing owner, go to spectators */
|
|
if (cid == _local_company) SetLocalCompany(COMPANY_SPECTATOR);
|
|
|
|
NetworkClientInfo *ci;
|
|
FOR_ALL_CLIENT_INFOS(ci) {
|
|
if (ci->client_playas != cid) continue;
|
|
NetworkTextMessage(NETWORK_ACTION_COMPANY_SPECTATOR, CC_DEFAULT, false, ci->client_name);
|
|
ci->client_playas = COMPANY_SPECTATOR;
|
|
}
|
|
}
|
|
|
|
void NetworkUpdateClientName()
|
|
{
|
|
NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(_network_own_client_id);
|
|
|
|
if (ci == NULL) 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) {
|
|
SEND_COMMAND(PACKET_CLIENT_SET_NAME)(_settings_client.network.client_name);
|
|
} else {
|
|
if (NetworkFindName(_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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
|
|
{
|
|
SEND_COMMAND(PACKET_CLIENT_CHAT)(action, type, dest, msg, data);
|
|
}
|
|
|
|
static void NetworkClientSetPassword(const char *password)
|
|
{
|
|
SEND_COMMAND(PACKET_CLIENT_SET_PASSWORD)(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;
|
|
|
|
const NetworkClientInfo *ci;
|
|
FOR_ALL_CLIENT_INFOS(ci) {
|
|
if (ci->client_playas == cio->client_playas && ci != cio) return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Sets/resets company password
|
|
* @param password new password, "" or "*" resets password
|
|
* @return new password
|
|
*/
|
|
const char *NetworkChangeCompanyPassword(const char *password)
|
|
{
|
|
if (strcmp(password, "*") == 0) password = "";
|
|
|
|
if (!_network_server) {
|
|
NetworkClientSetPassword(password);
|
|
} else {
|
|
HashCurrentCompanyPassword(password);
|
|
}
|
|
|
|
return password;
|
|
}
|
|
|
|
/**
|
|
* 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);
|
|
}
|
|
|
|
/**
|
|
* Print all the clients to the console
|
|
*/
|
|
void NetworkPrintClients()
|
|
{
|
|
NetworkClientInfo *ci;
|
|
FOR_ALL_CLIENT_INFOS(ci) {
|
|
IConsolePrintF(CC_INFO, "Client #%1d name: '%s' company: %1d IP: %s",
|
|
ci->client_id,
|
|
ci->client_name,
|
|
ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
|
|
GetClientIP(ci));
|
|
}
|
|
}
|
|
|
|
#endif /* ENABLE_NETWORK */
|