You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
1300 lines
42 KiB
C++
1300 lines
42 KiB
C++
/* $Id$ */
|
|
|
|
/*
|
|
* This file is part of OpenTTD.
|
|
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
|
|
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
/** @file network_client.cpp Client part of the network protocol. */
|
|
|
|
#ifdef ENABLE_NETWORK
|
|
|
|
#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 "network.h"
|
|
#include "network_base.h"
|
|
#include "network_client.h"
|
|
#include "../core/backup_type.hpp"
|
|
|
|
#include "table/strings.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.
|
|
|
|
AutoFreeSmallVector<byte *, 16> 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(NULL), buf(NULL), bufe(NULL), block(NULL), written_bytes(0), read_bytes(0)
|
|
{
|
|
}
|
|
|
|
/**
|
|
* Add a packet to this buffer.
|
|
* @param p The packet to add.
|
|
*/
|
|
void AddPacket(const Packet *p)
|
|
{
|
|
assert(this->read_bytes == 0);
|
|
|
|
size_t in_packet = p->size - p->pos;
|
|
size_t to_write = min((size_t)(this->bufe - this->buf), in_packet);
|
|
const byte *pbuf = p->buffer + p->pos;
|
|
|
|
this->written_bytes += in_packet;
|
|
if (to_write != 0) {
|
|
memcpy(this->buf, pbuf, to_write);
|
|
this->buf += to_write;
|
|
}
|
|
|
|
/* Did everything fit in the current chunk, then we're done. */
|
|
if (to_write == in_packet) return;
|
|
|
|
/* Allocate a new chunk and add the remaining data. */
|
|
pbuf += to_write;
|
|
to_write = in_packet - to_write;
|
|
this->buf = *this->blocks.Append() = CallocT<byte>(CHUNK);
|
|
this->bufe = this->buf + CHUNK;
|
|
|
|
memcpy(this->buf, pbuf, to_write);
|
|
this->buf += to_write;
|
|
}
|
|
|
|
/* virtual */ size_t Read(byte *rbuf, size_t size)
|
|
{
|
|
/* Limit the amount to read to whatever we still have. */
|
|
size_t ret_size = size = 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 = min(this->bufe - this->buf, rbufe - rbuf);
|
|
memcpy(rbuf, this->buf, to_write);
|
|
rbuf += to_write;
|
|
this->buf += to_write;
|
|
}
|
|
|
|
return ret_size;
|
|
}
|
|
|
|
/* virtual */ void Reset()
|
|
{
|
|
this->read_bytes = 0;
|
|
|
|
this->block = this->blocks.Begin();
|
|
this->buf = *this->block++;
|
|
this->bufe = this->buf + CHUNK;
|
|
}
|
|
};
|
|
|
|
|
|
/**
|
|
* Create a new socket for the client side of the game connection.
|
|
* @param s The socket to connect with.
|
|
*/
|
|
ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s), savegame(NULL), status(STATUS_INACTIVE)
|
|
{
|
|
assert(ClientNetworkGameSocketHandler::my_client == NULL);
|
|
ClientNetworkGameSocketHandler::my_client = this;
|
|
}
|
|
|
|
/** Clear whatever we assigned. */
|
|
ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler()
|
|
{
|
|
assert(ClientNetworkGameSocketHandler::my_client == this);
|
|
ClientNetworkGameSocketHandler::my_client = NULL;
|
|
|
|
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;
|
|
}
|
|
|
|
/* This means we fucked up and the server closed the connection */
|
|
if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
|
|
res != NETWORK_RECV_STATUS_SERVER_BANNED) {
|
|
SendError(errorno);
|
|
}
|
|
|
|
_switch_mode = SM_MENU;
|
|
this->CloseConnection(res);
|
|
_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 = NULL;
|
|
|
|
/** 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 = NULL;
|
|
/** Company password from -P argument */
|
|
const char *_network_join_company_password = NULL;
|
|
|
|
/** Make sure the server ID length is the same as a md5 hash. */
|
|
assert_compile(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
|
|
|
|
/***********
|
|
* Sending functions
|
|
* DEF_CLIENT_SEND_COMMAND has no parameters
|
|
************/
|
|
|
|
/** Query the server for company information. */
|
|
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
|
|
{
|
|
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);
|
|
|
|
Packet *p = new Packet(PACKET_CLIENT_COMPANY_INFO);
|
|
my_client->SendPacket(p);
|
|
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(_openttd_revision);
|
|
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 (NETLANG_ANY); // 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 != NULL && my_client->status == STATUS_ACTIVE;
|
|
}
|
|
|
|
|
|
/***********
|
|
* Receiving functions
|
|
* DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
|
|
************/
|
|
|
|
extern bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
|
|
|
|
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_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 == NULL) 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;
|
|
|
|
ci = NetworkClientInfo::GetByClientID(client_id);
|
|
if (ci != NULL) {
|
|
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));
|
|
|
|
SetWindowDirty(WC_CLIENT_LIST, 0);
|
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
/* There are at most as many ClientInfo as ClientSocket objects in a
|
|
* server. Having more Infos than a server can have means something
|
|
* has gone wrong somewhere, i.e. the server has more Infos 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));
|
|
|
|
SetWindowDirty(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
|
|
};
|
|
assert_compile(lengthof(network_error_strings) == NETWORK_ERROR_END);
|
|
|
|
NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
|
|
|
|
StringID err = STR_NETWORK_ERROR_LOSTCONNECTION;
|
|
if (error < (ptrdiff_t)lengthof(network_error_strings)) err = network_error_strings[error];
|
|
|
|
ShowErrorMessage(err, INVALID_STRING_ID, WL_CRITICAL);
|
|
|
|
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;
|
|
this->ReceiveGRFIdentifier(p, &c);
|
|
|
|
/* Check whether we know this GRF */
|
|
const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, 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 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 != NULL) 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 == NULL) 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 == NULL) 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 == NULL) 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 = NULL;
|
|
lf->Reset();
|
|
|
|
/* The map is done downloading, load it */
|
|
ClearErrorMessages();
|
|
bool load_success = SafeLoad(NULL, SL_LOAD, GM_NORMAL, NO_DIRECTORY, lf);
|
|
|
|
/* Long savegame loads shouldn't affect the lag calculation! */
|
|
this->last_packet = _realtime_tick;
|
|
|
|
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, 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;
|
|
}
|
|
|
|
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->pos != p->size) 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 != 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;
|
|
}
|
|
|
|
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 = 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 = NetworkClientInfo::GetByClientID(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 = NetworkClientInfo::GetByClientID(_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 = NetworkClientInfo::GetByClientID(_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, 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 != 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;
|
|
}
|
|
|
|
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 != 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;
|
|
}
|
|
|
|
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 != NULL) {
|
|
NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name);
|
|
}
|
|
|
|
SetWindowDirty(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);
|
|
}
|
|
|
|
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 trottle 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);
|
|
}
|
|
|
|
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 == 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;
|
|
}
|
|
|
|
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;
|
|
|
|
/* It might... sometimes occur that the realtime ticker overflows. */
|
|
if (_realtime_tick < this->last_packet) this->last_packet = _realtime_tick;
|
|
|
|
/* Lag is in milliseconds; 5 seconds are roughly twice the
|
|
* server's "you're slow" threshold (1 game day). */
|
|
uint lag = (_realtime_tick - this->last_packet) / 1000;
|
|
if (lag < 5) return;
|
|
|
|
/* 20 seconds are (way) more than 4 game days after which
|
|
* the server will forcefully disconnect you. */
|
|
if (lag > 20) {
|
|
this->NetworkGameSocketHandler::CloseConnection();
|
|
ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
|
|
return;
|
|
}
|
|
|
|
/* Prevent showing the lag message every tick; just update it when needed. */
|
|
static uint last_lag = 0;
|
|
if (last_lag == lag) return;
|
|
|
|
last_lag = lag;
|
|
SetDParam(0, lag);
|
|
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<CompanyByte> cur_company(_current_company, FILE_LINE);
|
|
/* 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;
|
|
}
|
|
|
|
cur_company.Restore();
|
|
}
|
|
|
|
/**
|
|
* Send the server our name.
|
|
*/
|
|
void NetworkUpdateClientName()
|
|
{
|
|
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(_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) {
|
|
MyClient::SendSetName(_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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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;
|
|
|
|
const NetworkClientInfo *ci;
|
|
FOR_ALL_CLIENT_INFOS(ci) {
|
|
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);
|
|
}
|
|
|
|
#endif /* ENABLE_NETWORK */
|