mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-16 00:12:51 +00:00
1578 lines
46 KiB
C
1578 lines
46 KiB
C
/* $Id$ */
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#include "stdafx.h"
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#include "debug.h"
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#include "string.h"
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#include "strings.h"
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#include "network_data.h"
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#include "train.h"
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#ifdef ENABLE_NETWORK
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#include "table/strings.h"
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#include "functions.h"
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#include "network_server.h"
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#include "network_udp.h"
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#include "console.h"
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#include "command.h"
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#include "gfx.h"
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#include "saveload.h"
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#include "vehicle.h"
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#include "station.h"
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#include "settings.h"
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#include "variables.h"
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// This file handles all the server-commands
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static void NetworkHandleCommandQueue(NetworkClientState* cs);
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static void NetworkSendPatchSettings(NetworkClientState* cs);
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void NetworkPopulateCompanyInfo(void);
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// Is the network enabled?
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// **********
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// Sending functions
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// DEF_SERVER_SEND_COMMAND has parameter: NetworkClientState *cs
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// **********
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DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(NetworkClientState *cs, NetworkClientInfo *ci)
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{
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//
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// Packet: SERVER_CLIENT_INFO
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// Function: Sends info about a client
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// Data:
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// uint16: The index of the client (always unique on a server. 1 = server)
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// uint8: As which player the client is playing
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// String: The name of the client
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// String: The unique id of the client
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//
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Packet *p;
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if (ci->client_index != NETWORK_EMPTY_INDEX) {
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p = NetworkSend_Init(PACKET_SERVER_CLIENT_INFO);
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NetworkSend_uint16(p, ci->client_index);
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NetworkSend_uint8 (p, ci->client_playas);
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NetworkSend_string(p, ci->client_name);
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NetworkSend_string(p, ci->unique_id);
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NetworkSend_Packet(p, cs);
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}
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}
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DEF_SERVER_SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)
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{
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//
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// Packet: SERVER_COMPANY_INFO
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// Function: Sends info about the companies
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// Data:
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//
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int i;
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Player *player;
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Packet *p;
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byte active = 0;
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FOR_ALL_PLAYERS(player) {
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if (player->is_active)
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active++;
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}
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if (active == 0) {
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Packet *p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO);
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NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION);
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NetworkSend_uint8 (p, active);
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NetworkSend_Packet(p, cs);
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return;
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}
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NetworkPopulateCompanyInfo();
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FOR_ALL_PLAYERS(player) {
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if (!player->is_active)
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continue;
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p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO);
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NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION);
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NetworkSend_uint8 (p, active);
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NetworkSend_uint8 (p, player->index);
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NetworkSend_string(p, _network_player_info[player->index].company_name);
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NetworkSend_uint8 (p, _network_player_info[player->index].inaugurated_year);
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NetworkSend_uint64(p, _network_player_info[player->index].company_value);
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NetworkSend_uint64(p, _network_player_info[player->index].money);
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NetworkSend_uint64(p, _network_player_info[player->index].income);
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NetworkSend_uint16(p, _network_player_info[player->index].performance);
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/* Send 1 if there is a passord for the company else send 0 */
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if (_network_player_info[player->index].password[0] != '\0') {
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NetworkSend_uint8 (p, 1);
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} else {
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NetworkSend_uint8 (p, 0);
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}
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for (i = 0; i < NETWORK_VEHICLE_TYPES; i++)
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NetworkSend_uint16(p, _network_player_info[player->index].num_vehicle[i]);
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for (i = 0; i < NETWORK_STATION_TYPES; i++)
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NetworkSend_uint16(p, _network_player_info[player->index].num_station[i]);
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if (_network_player_info[player->index].players[0] == '\0')
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NetworkSend_string(p, "<none>");
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else
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NetworkSend_string(p, _network_player_info[player->index].players);
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NetworkSend_Packet(p, cs);
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}
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p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO);
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NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION);
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NetworkSend_uint8 (p, 0);
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NetworkSend_Packet(p, cs);
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}
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DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientState *cs, NetworkErrorCode error)
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{
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//
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// Packet: SERVER_ERROR
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// Function: The client made an error
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// Data:
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// uint8: ErrorID (see network_data.h, NetworkErrorCode)
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//
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NetworkClientState *new_cs;
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char str[100];
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char client_name[NETWORK_CLIENT_NAME_LENGTH];
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Packet *p = NetworkSend_Init(PACKET_SERVER_ERROR);
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NetworkSend_uint8(p, error);
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NetworkSend_Packet(p, cs);
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// Only send when the current client was in game
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if (cs->status > STATUS_AUTH) {
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NetworkGetClientName(client_name, sizeof(client_name), cs);
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GetString(str, STR_NETWORK_ERR_CLIENT_GENERAL + error);
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DEBUG(net, 2)("[NET] %s made an error (%s) and his connection is closed", client_name, str);
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NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
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FOR_ALL_CLIENTS(new_cs) {
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if (new_cs->status > STATUS_AUTH && new_cs != cs) {
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// Some errors we filter to a more general error. Clients don't have to know the real
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// reason a joining failed.
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if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION)
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error = NETWORK_ERROR_ILLEGAL_PACKET;
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SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, error);
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}
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}
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} else {
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DEBUG(net, 2)("[NET] Clientno %d has made an error and his connection is closed", cs->index);
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}
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cs->quited = true;
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// Make sure the data get's there before we close the connection
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NetworkSend_Packets(cs);
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// The client made a mistake, so drop his connection now!
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NetworkCloseClient(cs);
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}
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DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(NetworkClientState *cs, NetworkPasswordType type)
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{
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//
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// Packet: SERVER_NEED_PASSWORD
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// Function: Indication to the client that the server needs a password
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// Data:
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// uint8: Type of password
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//
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Packet *p = NetworkSend_Init(PACKET_SERVER_NEED_PASSWORD);
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NetworkSend_uint8(p, type);
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NetworkSend_Packet(p, cs);
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}
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DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME)
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{
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//
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// Packet: SERVER_WELCOME
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// Function: The client is joined and ready to receive his map
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// Data:
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// uint16: Own ClientID
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//
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Packet *p;
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NetworkClientState *new_cs;
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// Invalid packet when status is AUTH or higher
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if (cs->status >= STATUS_AUTH)
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return;
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cs->status = STATUS_AUTH;
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_network_game_info.clients_on++;
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p = NetworkSend_Init(PACKET_SERVER_WELCOME);
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NetworkSend_uint16(p, cs->index);
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NetworkSend_Packet(p, cs);
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// Transmit info about all the active clients
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FOR_ALL_CLIENTS(new_cs) {
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if (new_cs != cs && new_cs->status > STATUS_AUTH)
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SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, DEREF_CLIENT_INFO(new_cs));
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}
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// Also send the info of the server
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SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX));
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}
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DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WAIT)
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{
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//
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// Packet: PACKET_SERVER_WAIT
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// Function: The client can not receive the map at the moment because
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// someone else is already receiving the map
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// Data:
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// uint8: Clients awaiting map
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//
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int waiting = 0;
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NetworkClientState *new_cs;
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Packet *p;
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// Count how many players are waiting in the queue
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FOR_ALL_CLIENTS(new_cs) {
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if (new_cs->status == STATUS_MAP_WAIT)
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waiting++;
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}
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p = NetworkSend_Init(PACKET_SERVER_WAIT);
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NetworkSend_uint8(p, waiting);
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NetworkSend_Packet(p, cs);
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}
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// This sends the map to the client
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DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
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{
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//
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// Packet: SERVER_MAP
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// Function: Sends the map to the client, or a part of it (it is splitted in
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// a lot of multiple packets)
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// Data:
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// uint8: packet-type (MAP_PACKET_START, MAP_PACKET_NORMAL and MAP_PACKET_END)
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// if MAP_PACKET_START:
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// uint32: The current FrameCounter
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// if MAP_PACKET_NORMAL:
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// piece of the map (till max-size of packet)
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// if MAP_PACKET_END:
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// uint32: seed0 of player
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// uint32: seed1 of player
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// last 2 are repeated MAX_PLAYERS time
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//
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char filename[256];
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static FILE *file_pointer;
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static uint sent_packets; // How many packets we did send succecfully last time
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if (cs->status < STATUS_AUTH) {
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// Illegal call, return error and ignore the packet
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SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
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return;
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}
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if (cs->status == STATUS_AUTH) {
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Packet *p;
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// Make a dump of the current game
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sprintf(filename, "%s%snetwork_server.tmp", _path.autosave_dir, PATHSEP);
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if (SaveOrLoad(filename, SL_SAVE) != SL_OK) error("network savedump failed");
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file_pointer = fopen(filename, "rb");
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fseek(file_pointer, 0, SEEK_END);
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// Now send the _frame_counter and how many packets are coming
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p = NetworkSend_Init(PACKET_SERVER_MAP);
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NetworkSend_uint8(p, MAP_PACKET_START);
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NetworkSend_uint32(p, _frame_counter);
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NetworkSend_uint32(p, ftell(file_pointer));
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NetworkSend_Packet(p, cs);
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fseek(file_pointer, 0, SEEK_SET);
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sent_packets = 4; // We start with trying 4 packets
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cs->status = STATUS_MAP;
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/* Mark the start of download */
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cs->last_frame = _frame_counter;
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cs->last_frame_server = _frame_counter;
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}
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if (cs->status == STATUS_MAP) {
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uint i;
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int res;
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for (i = 0; i < sent_packets; i++) {
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Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
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NetworkSend_uint8(p, MAP_PACKET_NORMAL);
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res = fread(p->buffer + p->size, 1, SEND_MTU - p->size, file_pointer);
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if (ferror(file_pointer)) {
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error("Error reading temporary network savegame!");
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}
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p->size += res;
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NetworkSend_Packet(p, cs);
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if (feof(file_pointer)) {
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// Done reading!
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Packet *p;
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// XXX - Delete this when patch-settings are saved in-game
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NetworkSendPatchSettings(cs);
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p = NetworkSend_Init(PACKET_SERVER_MAP);
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NetworkSend_uint8(p, MAP_PACKET_END);
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NetworkSend_Packet(p, cs);
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// Set the status to DONE_MAP, no we will wait for the client
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// to send it is ready (maybe that happens like never ;))
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cs->status = STATUS_DONE_MAP;
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fclose(file_pointer);
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{
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NetworkClientState *new_cs;
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bool new_map_client = false;
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// Check if there is a client waiting for receiving the map
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// and start sending him the map
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FOR_ALL_CLIENTS(new_cs) {
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if (new_cs->status == STATUS_MAP_WAIT) {
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// Check if we already have a new client to send the map to
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if (!new_map_client) {
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// If not, this client will get the map
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new_cs->status = STATUS_AUTH;
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new_map_client = true;
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SEND_COMMAND(PACKET_SERVER_MAP)(new_cs);
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} else {
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// Else, send the other clients how many clients are in front of them
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SEND_COMMAND(PACKET_SERVER_WAIT)(new_cs);
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}
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}
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}
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}
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// There is no more data, so break the for
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break;
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}
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}
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// Send all packets (forced) and check if we have send it all
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NetworkSend_Packets(cs);
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if (cs->packet_queue == NULL) {
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// All are sent, increase the sent_packets
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sent_packets *= 2;
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} else {
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// Not everything is sent, decrease the sent_packets
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if (sent_packets > 1) sent_packets /= 2;
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}
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}
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}
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DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_JOIN)(NetworkClientState *cs, uint16 client_index)
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{
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//
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// Packet: SERVER_JOIN
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// Function: A client is joined (all active clients receive this after a
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// PACKET_CLIENT_MAP_OK) Mostly what directly follows is a
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// PACKET_SERVER_CLIENT_INFO
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// Data:
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// uint16: Client-Index
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//
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Packet *p = NetworkSend_Init(PACKET_SERVER_JOIN);
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NetworkSend_uint16(p, client_index);
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NetworkSend_Packet(p, cs);
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}
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DEF_SERVER_SEND_COMMAND(PACKET_SERVER_FRAME)
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{
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//
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// Packet: SERVER_FRAME
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// Function: Sends the current frame-counter to the client
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// Data:
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// uint32: Frame Counter
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// uint32: Frame Counter Max (how far may the client walk before the server?)
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// [uint32: general-seed-1]
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// [uint32: general-seed-2]
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// (last two depends on compile-settings, and are not default settings)
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//
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Packet *p = NetworkSend_Init(PACKET_SERVER_FRAME);
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NetworkSend_uint32(p, _frame_counter);
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NetworkSend_uint32(p, _frame_counter_max);
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#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
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NetworkSend_uint32(p, _sync_seed_1);
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#ifdef NETWORK_SEND_DOUBLE_SEED
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NetworkSend_uint32(p, _sync_seed_2);
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#endif
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#endif
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NetworkSend_Packet(p, cs);
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}
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DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SYNC)
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{
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//
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// Packet: SERVER_SYNC
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// Function: Sends a sync-check to the client
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// Data:
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// uint32: Frame Counter
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// uint32: General-seed-1
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// [uint32: general-seed-2]
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// (last one depends on compile-settings, and are not default settings)
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//
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Packet *p = NetworkSend_Init(PACKET_SERVER_SYNC);
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NetworkSend_uint32(p, _frame_counter);
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NetworkSend_uint32(p, _sync_seed_1);
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#ifdef NETWORK_SEND_DOUBLE_SEED
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NetworkSend_uint32(p, _sync_seed_2);
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#endif
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NetworkSend_Packet(p, cs);
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}
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DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(NetworkClientState *cs, CommandPacket *cp)
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{
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//
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// Packet: SERVER_COMMAND
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// Function: Sends a DoCommand to the client
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// Data:
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// uint8: PlayerID (0..MAX_PLAYERS-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 (see callback_table.c)
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// uint32: Frame of execution
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//
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Packet *p = NetworkSend_Init(PACKET_SERVER_COMMAND);
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NetworkSend_uint8(p, cp->player);
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NetworkSend_uint32(p, cp->cmd);
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NetworkSend_uint32(p, cp->p1);
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NetworkSend_uint32(p, cp->p2);
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NetworkSend_uint32(p, cp->tile);
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NetworkSend_string(p, cp->text);
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NetworkSend_uint8(p, cp->callback);
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NetworkSend_uint32(p, cp->frame);
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NetworkSend_Packet(p, cs);
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}
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DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(NetworkClientState *cs, NetworkAction action, uint16 client_index, bool self_send, const char *msg)
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{
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//
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// Packet: SERVER_CHAT
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// Function: Sends a chat-packet to the client
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// Data:
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// uint8: ActionID (see network_data.h, NetworkAction)
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// uint16: Client-index
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// String: Message (max MAX_TEXT_MSG_LEN)
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//
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Packet *p = NetworkSend_Init(PACKET_SERVER_CHAT);
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NetworkSend_uint8(p, action);
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NetworkSend_uint16(p, client_index);
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NetworkSend_uint8(p, self_send);
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NetworkSend_string(p, msg);
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NetworkSend_Packet(p, cs);
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}
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DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientState *cs, uint16 client_index, NetworkErrorCode errorno)
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{
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//
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// Packet: SERVER_ERROR_QUIT
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// Function: One of the clients made an error and is quiting the game
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// This packet informs the other clients of that.
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// Data:
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// uint16: Client-index
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// uint8: ErrorID (see network_data.h, NetworkErrorCode)
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//
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|
Packet *p = NetworkSend_Init(PACKET_SERVER_ERROR_QUIT);
|
|
|
|
NetworkSend_uint16(p, client_index);
|
|
NetworkSend_uint8(p, errorno);
|
|
|
|
NetworkSend_Packet(p, cs);
|
|
}
|
|
|
|
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(NetworkClientState *cs, uint16 client_index, const char *leavemsg)
|
|
{
|
|
//
|
|
// Packet: SERVER_ERROR_QUIT
|
|
// Function: A client left the game, and this packets informs the other clients
|
|
// of that.
|
|
// Data:
|
|
// uint16: Client-index
|
|
// String: leave-message
|
|
//
|
|
|
|
Packet *p = NetworkSend_Init(PACKET_SERVER_QUIT);
|
|
|
|
NetworkSend_uint16(p, client_index);
|
|
NetworkSend_string(p, leavemsg);
|
|
|
|
NetworkSend_Packet(p, cs);
|
|
}
|
|
|
|
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN)
|
|
{
|
|
//
|
|
// Packet: SERVER_SHUTDOWN
|
|
// Function: Let the clients know that the server is closing
|
|
// Data:
|
|
// <none>
|
|
//
|
|
|
|
Packet *p = NetworkSend_Init(PACKET_SERVER_SHUTDOWN);
|
|
NetworkSend_Packet(p, cs);
|
|
}
|
|
|
|
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME)
|
|
{
|
|
//
|
|
// Packet: PACKET_SERVER_NEWGAME
|
|
// Function: Let the clients know that the server is loading a new map
|
|
// Data:
|
|
// <none>
|
|
//
|
|
|
|
Packet *p = NetworkSend_Init(PACKET_SERVER_NEWGAME);
|
|
NetworkSend_Packet(p, cs);
|
|
}
|
|
|
|
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkClientState *cs, uint16 color, const char *command)
|
|
{
|
|
Packet *p = NetworkSend_Init(PACKET_SERVER_RCON);
|
|
|
|
NetworkSend_uint16(p, color);
|
|
NetworkSend_string(p, command);
|
|
NetworkSend_Packet(p, cs);
|
|
}
|
|
|
|
// **********
|
|
// Receiving functions
|
|
// DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientState *cs, Packet *p
|
|
// **********
|
|
|
|
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO)
|
|
{
|
|
SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)(cs);
|
|
}
|
|
|
|
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
|
|
{
|
|
char name[NETWORK_NAME_LENGTH];
|
|
char unique_id[NETWORK_NAME_LENGTH];
|
|
NetworkClientInfo *ci;
|
|
char test_name[NETWORK_NAME_LENGTH];
|
|
byte playas;
|
|
NetworkLanguage client_lang;
|
|
char client_revision[NETWORK_REVISION_LENGTH];
|
|
|
|
|
|
NetworkRecv_string(cs, p, client_revision, sizeof(client_revision));
|
|
|
|
#if defined(WITH_REV) || defined(WITH_REV_HACK)
|
|
// Check if the client has revision control enabled
|
|
if (strncmp(NOREV_STRING, client_revision, sizeof(client_revision)) != 0) {
|
|
if (strncmp(_network_game_info.server_revision, client_revision, sizeof(_network_game_info.server_revision) - 1) != 0) {
|
|
// Different revisions!!
|
|
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_REVISION);
|
|
|
|
return;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
NetworkRecv_string(cs, p, name, sizeof(name));
|
|
playas = NetworkRecv_uint8(cs, p);
|
|
client_lang = NetworkRecv_uint8(cs, p);
|
|
NetworkRecv_string(cs, p, unique_id, sizeof(unique_id));
|
|
|
|
if (cs->quited)
|
|
return;
|
|
|
|
// Check if someone else already has that name
|
|
snprintf(test_name, sizeof(test_name), "%s", name);
|
|
|
|
if (test_name[0] == '\0') {
|
|
// We need a valid name.. make it Player
|
|
snprintf(test_name, sizeof(test_name), "Player");
|
|
}
|
|
|
|
if (!NetworkFindName(test_name)) {
|
|
// We could not create a name for this player
|
|
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NAME_IN_USE);
|
|
return;
|
|
}
|
|
|
|
ci = DEREF_CLIENT_INFO(cs);
|
|
|
|
snprintf(ci->client_name, sizeof(ci->client_name), "%s", test_name);
|
|
snprintf(ci->unique_id, sizeof(ci->unique_id), "%s", unique_id);
|
|
ci->client_playas = playas;
|
|
ci->client_lang = client_lang;
|
|
|
|
// We now want a password from the client
|
|
// else we do not allow him in!
|
|
if (_network_game_info.use_password)
|
|
SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_GAME_PASSWORD);
|
|
else {
|
|
if (ci->client_playas > 0 && ci->client_playas <= MAX_PLAYERS && _network_player_info[ci->client_playas - 1].password[0] != '\0') {
|
|
SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_COMPANY_PASSWORD);
|
|
}
|
|
else {
|
|
SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
|
|
}
|
|
}
|
|
|
|
/* Make sure companies to who people try to join are not autocleaned */
|
|
if (playas >= 1 && playas <= MAX_PLAYERS)
|
|
_network_player_info[playas-1].months_empty = 0;
|
|
}
|
|
|
|
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD)
|
|
{
|
|
NetworkPasswordType type;
|
|
char password[NETWORK_PASSWORD_LENGTH];
|
|
NetworkClientInfo *ci;
|
|
|
|
type = NetworkRecv_uint8(cs, p);
|
|
NetworkRecv_string(cs, p, password, sizeof(password));
|
|
|
|
if (cs->status == STATUS_INACTIVE && type == NETWORK_GAME_PASSWORD) {
|
|
// Check game-password
|
|
if (strncmp(password, _network_game_info.server_password, sizeof(password)) != 0) {
|
|
// Password is invalid
|
|
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
|
|
return;
|
|
}
|
|
|
|
ci = DEREF_CLIENT_INFO(cs);
|
|
|
|
if (ci->client_playas <= MAX_PLAYERS && _network_player_info[ci->client_playas - 1].password[0] != '\0') {
|
|
SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_COMPANY_PASSWORD);
|
|
return;
|
|
}
|
|
|
|
// Valid password, allow user
|
|
SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
|
|
return;
|
|
} else if (cs->status == STATUS_INACTIVE && type == NETWORK_COMPANY_PASSWORD) {
|
|
ci = DEREF_CLIENT_INFO(cs);
|
|
|
|
if (strncmp(password, _network_player_info[ci->client_playas - 1].password, sizeof(password)) != 0) {
|
|
// Password is invalid
|
|
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
|
|
return;
|
|
}
|
|
|
|
SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
|
|
return;
|
|
}
|
|
|
|
|
|
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
|
|
return;
|
|
}
|
|
|
|
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
|
|
{
|
|
NetworkClientState *new_cs;
|
|
|
|
// The client was never joined.. so this is impossible, right?
|
|
// Ignore the packet, give the client a warning, and close his connection
|
|
if (cs->status < STATUS_AUTH || cs->quited) {
|
|
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
|
|
return;
|
|
}
|
|
|
|
// Check if someone else is receiving the map
|
|
FOR_ALL_CLIENTS(new_cs) {
|
|
if (new_cs->status == STATUS_MAP) {
|
|
// Tell the new client to wait
|
|
cs->status = STATUS_MAP_WAIT;
|
|
SEND_COMMAND(PACKET_SERVER_WAIT)(cs);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// We receive a request to upload the map.. give it to the client!
|
|
SEND_COMMAND(PACKET_SERVER_MAP)(cs);
|
|
}
|
|
|
|
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
|
|
{
|
|
// Client has the map, now start syncing
|
|
if (cs->status == STATUS_DONE_MAP && !cs->quited) {
|
|
char client_name[NETWORK_CLIENT_NAME_LENGTH];
|
|
NetworkClientState *new_cs;
|
|
|
|
NetworkGetClientName(client_name, sizeof(client_name), cs);
|
|
|
|
NetworkTextMessage(NETWORK_ACTION_JOIN, 1, false, client_name, "");
|
|
|
|
// Mark the client as pre-active, and wait for an ACK
|
|
// so we know he is done loading and in sync with us
|
|
cs->status = STATUS_PRE_ACTIVE;
|
|
NetworkHandleCommandQueue(cs);
|
|
SEND_COMMAND(PACKET_SERVER_FRAME)(cs);
|
|
SEND_COMMAND(PACKET_SERVER_SYNC)(cs);
|
|
|
|
// This is the frame the client receives
|
|
// we need it later on to make sure the client is not too slow
|
|
cs->last_frame = _frame_counter;
|
|
cs->last_frame_server = _frame_counter;
|
|
|
|
FOR_ALL_CLIENTS(new_cs) {
|
|
if (new_cs->status > STATUS_AUTH) {
|
|
SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(new_cs, DEREF_CLIENT_INFO(cs));
|
|
SEND_COMMAND(PACKET_SERVER_JOIN)(new_cs, cs->index);
|
|
}
|
|
}
|
|
|
|
if (_network_pause_on_join) {
|
|
/* Now pause the game till the client is in sync */
|
|
DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
|
|
|
|
NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game paused (incoming client)", NETWORK_SERVER_INDEX);
|
|
}
|
|
} else {
|
|
// Wrong status for this packet, give a warning to client, and close connection
|
|
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
|
|
}
|
|
}
|
|
|
|
/** Enforce the command flags.
|
|
* Eg a server-only command can only be executed by a server, etc.
|
|
* @param *cp the commandpacket that is going to be checked
|
|
* @param *ci client information for debugging output to console
|
|
*/
|
|
static bool CheckCommandFlags(const CommandPacket *cp, const NetworkClientInfo *ci)
|
|
{
|
|
byte flags = GetCommandFlags(cp->cmd);
|
|
|
|
if (flags & CMD_SERVER && ci->client_index != NETWORK_SERVER_INDEX) {
|
|
IConsolePrintF(_icolour_err, "WARNING: server only command from player %d (IP: %s), kicking...", ci->client_playas, GetPlayerIP(ci));
|
|
return false;
|
|
}
|
|
|
|
if (flags & CMD_OFFLINE) {
|
|
IConsolePrintF(_icolour_err, "WARNING: offline only command from player %d (IP: %s), kicking...", ci->client_playas, GetPlayerIP(ci));
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/** The client has done a command and wants us to handle it
|
|
* @param *cs the connected client that has sent the command
|
|
* @param *p the packet in which the command was sent
|
|
*/
|
|
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
|
|
{
|
|
NetworkClientState *new_cs;
|
|
const NetworkClientInfo *ci;
|
|
byte callback;
|
|
|
|
CommandPacket *cp = malloc(sizeof(CommandPacket));
|
|
|
|
// The client was never joined.. so this is impossible, right?
|
|
// Ignore the packet, give the client a warning, and close his connection
|
|
if (cs->status < STATUS_DONE_MAP || cs->quited) {
|
|
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
|
|
return;
|
|
}
|
|
|
|
cp->player = NetworkRecv_uint8(cs, p);
|
|
cp->cmd = NetworkRecv_uint32(cs, p);
|
|
cp->p1 = NetworkRecv_uint32(cs, p);
|
|
cp->p2 = NetworkRecv_uint32(cs, p);
|
|
cp->tile = NetworkRecv_uint32(cs, p);
|
|
NetworkRecv_string(cs, p, cp->text, lengthof(cp->text));
|
|
|
|
callback = NetworkRecv_uint8(cs, p);
|
|
|
|
if (cs->quited) return;
|
|
|
|
ci = DEREF_CLIENT_INFO(cs);
|
|
|
|
/* Check if cp->cmd is valid */
|
|
if (!IsValidCommand(cp->cmd)) {
|
|
IConsolePrintF(_icolour_err, "WARNING: invalid command from player %d (IP: %s).", ci->client_playas, GetPlayerIP(ci));
|
|
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
|
|
return;
|
|
}
|
|
|
|
if (!CheckCommandFlags(cp, ci)) {
|
|
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_KICKED);
|
|
return;
|
|
}
|
|
|
|
/** Only CMD_PLAYER_CTRL is always allowed, for the rest, playas needs
|
|
* to match the player in the packet. If it doesn't, the client has done
|
|
* something pretty naughty (or a bug), and will be kicked
|
|
*/
|
|
if (!(cp->cmd == CMD_PLAYER_CTRL && cp->p1 == 0) && ci->client_playas - 1 != cp->player) {
|
|
IConsolePrintF(_icolour_err, "WARNING: player %d (IP: %s) tried to execute a command as player %d, kicking...",
|
|
ci->client_playas - 1, GetPlayerIP(ci), cp->player);
|
|
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_PLAYER_MISMATCH);
|
|
return;
|
|
}
|
|
|
|
/** @todo CMD_PLAYER_CTRL with p1 = 0 announces a new player to the server. To give the
|
|
* player the correct ID, the server injects p2 and executes the command. Any other p1
|
|
* is prohibited. Pretty ugly and should be redone together with its function.
|
|
* @see CmdPlayerCtrl() players.c:655
|
|
*/
|
|
if (cp->cmd == CMD_PLAYER_CTRL) {
|
|
if (cp->p1 != 0) {
|
|
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_CHEATER);
|
|
return;
|
|
}
|
|
|
|
// XXX - UGLY! p2 is mis-used to get the client-id in CmdPlayerCtrl
|
|
cp->p2 = cs - _clients;
|
|
}
|
|
|
|
// The frame can be executed in the same frame as the next frame-packet
|
|
// That frame just before that frame is saved in _frame_counter_max
|
|
cp->frame = _frame_counter_max + 1;
|
|
cp->next = NULL;
|
|
|
|
// Queue the command for the clients (are send at the end of the frame
|
|
// if they can handle it ;))
|
|
FOR_ALL_CLIENTS(new_cs) {
|
|
if (new_cs->status > STATUS_AUTH) {
|
|
// Callbacks are only send back to the client who sent them in the
|
|
// first place. This filters that out.
|
|
cp->callback = (new_cs != cs) ? 0 : callback;
|
|
NetworkAddCommandQueue(new_cs, cp);
|
|
}
|
|
}
|
|
|
|
cp->callback = 0;
|
|
// Queue the command on the server
|
|
if (_local_command_queue == NULL) {
|
|
_local_command_queue = cp;
|
|
} else {
|
|
// Find last packet
|
|
CommandPacket *c = _local_command_queue;
|
|
while (c->next != NULL) c = c->next;
|
|
c->next = cp;
|
|
}
|
|
}
|
|
|
|
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
|
|
{
|
|
// This packets means a client noticed an error and is reporting this
|
|
// to us. Display the error and report it to the other clients
|
|
NetworkClientState *new_cs;
|
|
byte errorno = NetworkRecv_uint8(cs, p);
|
|
char str[100];
|
|
char client_name[NETWORK_CLIENT_NAME_LENGTH];
|
|
|
|
// The client was never joined.. thank the client for the packet, but ignore it
|
|
if (cs->status < STATUS_DONE_MAP || cs->quited) {
|
|
cs->quited = true;
|
|
return;
|
|
}
|
|
|
|
NetworkGetClientName(client_name, sizeof(client_name), cs);
|
|
|
|
GetString(str, STR_NETWORK_ERR_CLIENT_GENERAL + errorno);
|
|
|
|
DEBUG(net, 2)("[NET] %s reported an error and is closing his connection (%s)", client_name, str);
|
|
|
|
NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
|
|
|
|
FOR_ALL_CLIENTS(new_cs) {
|
|
if (new_cs->status > STATUS_AUTH) {
|
|
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno);
|
|
}
|
|
}
|
|
|
|
cs->quited = true;
|
|
}
|
|
|
|
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
|
|
{
|
|
// The client wants to leave. Display this and report it to the other
|
|
// clients.
|
|
NetworkClientState *new_cs;
|
|
char str[100];
|
|
char client_name[NETWORK_CLIENT_NAME_LENGTH];
|
|
|
|
// The client was never joined.. thank the client for the packet, but ignore it
|
|
if (cs->status < STATUS_DONE_MAP || cs->quited) {
|
|
cs->quited = true;
|
|
return;
|
|
}
|
|
|
|
NetworkRecv_string(cs, p, str, lengthof(str));
|
|
|
|
NetworkGetClientName(client_name, sizeof(client_name), cs);
|
|
|
|
NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
|
|
|
|
FOR_ALL_CLIENTS(new_cs) {
|
|
if (new_cs->status > STATUS_AUTH) {
|
|
SEND_COMMAND(PACKET_SERVER_QUIT)(new_cs, cs->index, str);
|
|
}
|
|
}
|
|
|
|
cs->quited = true;
|
|
}
|
|
|
|
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
|
|
{
|
|
uint32 frame = NetworkRecv_uint32(cs, p);
|
|
|
|
/* The client is trying to catch up with the server */
|
|
if (cs->status == STATUS_PRE_ACTIVE) {
|
|
/* The client is not yet catched up? */
|
|
if (frame + DAY_TICKS < _frame_counter)
|
|
return;
|
|
|
|
/* Now he is! Unpause the game */
|
|
cs->status = STATUS_ACTIVE;
|
|
|
|
if (_network_pause_on_join) {
|
|
DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
|
|
NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
|
|
}
|
|
}
|
|
|
|
// The client received the frame, make note of it
|
|
cs->last_frame = frame;
|
|
// With those 2 values we can calculate the lag realtime
|
|
cs->last_frame_server = _frame_counter;
|
|
}
|
|
|
|
|
|
|
|
void NetworkServer_HandleChat(NetworkAction action, DestType desttype, int dest, const char *msg, uint16 from_index)
|
|
{
|
|
NetworkClientState *cs;
|
|
NetworkClientInfo *ci, *ci_own, *ci_to;
|
|
|
|
switch (desttype) {
|
|
case DESTTYPE_CLIENT:
|
|
/* Are we sending to the server? */
|
|
if (dest == NETWORK_SERVER_INDEX) {
|
|
ci = NetworkFindClientInfoFromIndex(from_index);
|
|
/* Display the text locally, and that is it */
|
|
if (ci != NULL)
|
|
NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas-1), false, ci->client_name, "%s", msg);
|
|
} else {
|
|
/* Else find the client to send the message to */
|
|
FOR_ALL_CLIENTS(cs) {
|
|
if (cs->index == dest) {
|
|
SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, false, msg);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Display the message locally (so you know you have sent it)
|
|
if (from_index != dest) {
|
|
if (from_index == NETWORK_SERVER_INDEX) {
|
|
ci = NetworkFindClientInfoFromIndex(from_index);
|
|
ci_to = NetworkFindClientInfoFromIndex(dest);
|
|
if (ci != NULL && ci_to != NULL)
|
|
NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas-1), true, ci_to->client_name, "%s", msg);
|
|
} else {
|
|
FOR_ALL_CLIENTS(cs) {
|
|
if (cs->index == from_index) {
|
|
SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, dest, true, msg);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case DESTTYPE_PLAYER: {
|
|
bool show_local = true; // If this is false, the message is already displayed
|
|
// on the client who did sent it.
|
|
/* Find all clients that belong to this player */
|
|
ci_to = NULL;
|
|
FOR_ALL_CLIENTS(cs) {
|
|
ci = DEREF_CLIENT_INFO(cs);
|
|
if (ci->client_playas == dest) {
|
|
SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, false, msg);
|
|
if (cs->index == from_index) {
|
|
show_local = false;
|
|
}
|
|
ci_to = ci; // Remember a client that is in the company for company-name
|
|
}
|
|
}
|
|
|
|
ci = NetworkFindClientInfoFromIndex(from_index);
|
|
ci_own = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
|
|
if (ci != NULL && ci_own != NULL && ci_own->client_playas == dest) {
|
|
NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas-1), false, ci->client_name, "%s", msg);
|
|
if (from_index == NETWORK_SERVER_INDEX)
|
|
show_local = false;
|
|
ci_to = ci_own;
|
|
}
|
|
|
|
/* There is no such player */
|
|
if (ci_to == NULL) break;
|
|
|
|
// Display the message locally (so you know you have sent it)
|
|
if (ci != NULL && show_local) {
|
|
if (from_index == NETWORK_SERVER_INDEX) {
|
|
char name[NETWORK_NAME_LENGTH];
|
|
GetString(name, GetPlayer(ci_to->client_playas-1)->name_1);
|
|
NetworkTextMessage(action, GetDrawStringPlayerColor(ci_own->client_playas-1), true, name, "%s", msg);
|
|
} else {
|
|
FOR_ALL_CLIENTS(cs) {
|
|
if (cs->index == from_index) {
|
|
SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, ci_to->client_index, true, msg);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
DEBUG(net, 0)("[NET][Server] Received unknown destination type %d. Doing broadcast instead.");
|
|
/* fall-through to next case */
|
|
case DESTTYPE_BROADCAST:
|
|
FOR_ALL_CLIENTS(cs) {
|
|
SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, false, msg);
|
|
}
|
|
ci = NetworkFindClientInfoFromIndex(from_index);
|
|
if (ci != NULL)
|
|
NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas-1), false, ci->client_name, "%s", msg);
|
|
break;
|
|
}
|
|
}
|
|
|
|
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
|
|
{
|
|
NetworkAction action = NetworkRecv_uint8(cs, p);
|
|
DestType desttype = NetworkRecv_uint8(cs, p);
|
|
int dest = NetworkRecv_uint8(cs, p);
|
|
char msg[MAX_TEXT_MSG_LEN];
|
|
|
|
NetworkRecv_string(cs, p, msg, MAX_TEXT_MSG_LEN);
|
|
|
|
NetworkServer_HandleChat(action, desttype, dest, msg, cs->index);
|
|
}
|
|
|
|
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD)
|
|
{
|
|
char password[NETWORK_PASSWORD_LENGTH];
|
|
NetworkClientInfo *ci;
|
|
|
|
NetworkRecv_string(cs, p, password, sizeof(password));
|
|
ci = DEREF_CLIENT_INFO(cs);
|
|
|
|
if (ci->client_playas <= MAX_PLAYERS) {
|
|
ttd_strlcpy(_network_player_info[ci->client_playas - 1].password, password, sizeof(_network_player_info[ci->client_playas - 1].password));
|
|
}
|
|
}
|
|
|
|
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME)
|
|
{
|
|
char client_name[NETWORK_CLIENT_NAME_LENGTH];
|
|
NetworkClientInfo *ci;
|
|
|
|
NetworkRecv_string(cs, p, client_name, sizeof(client_name));
|
|
ci = DEREF_CLIENT_INFO(cs);
|
|
|
|
if (cs->quited)
|
|
return;
|
|
|
|
if (ci != NULL) {
|
|
// Display change
|
|
if (NetworkFindName(client_name)) {
|
|
NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, 1, false, ci->client_name, "%s", client_name);
|
|
ttd_strlcpy(ci->client_name, client_name, sizeof(ci->client_name));
|
|
NetworkUpdateClientInfo(ci->client_index);
|
|
}
|
|
}
|
|
}
|
|
|
|
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_RCON)
|
|
{
|
|
char pass[NETWORK_PASSWORD_LENGTH];
|
|
char command[NETWORK_RCONCOMMAND_LENGTH];
|
|
|
|
if (_network_game_info.rcon_password[0] == '\0')
|
|
return;
|
|
|
|
NetworkRecv_string(cs, p, pass, sizeof(pass));
|
|
NetworkRecv_string(cs, p, command, sizeof(command));
|
|
|
|
if (strncmp(pass, _network_game_info.rcon_password, sizeof(pass)) != 0) {
|
|
DEBUG(net, 0)("[RCon] Wrong password from client-id %d", cs->index);
|
|
return;
|
|
}
|
|
|
|
DEBUG(net, 0)("[RCon] Client-id %d executed: %s", cs->index, command);
|
|
|
|
_redirect_console_to_client = cs->index;
|
|
IConsoleCmdExec(command);
|
|
_redirect_console_to_client = 0;
|
|
return;
|
|
}
|
|
|
|
// The layout for the receive-functions by the server
|
|
typedef void NetworkServerPacket(NetworkClientState *cs, Packet *p);
|
|
|
|
|
|
// This array matches PacketType. At an incoming
|
|
// packet it is matches against this array
|
|
// and that way the right function to handle that
|
|
// packet is found.
|
|
static NetworkServerPacket* const _network_server_packet[] = {
|
|
NULL, /*PACKET_SERVER_FULL,*/
|
|
NULL, /*PACKET_SERVER_BANNED,*/
|
|
RECEIVE_COMMAND(PACKET_CLIENT_JOIN),
|
|
NULL, /*PACKET_SERVER_ERROR,*/
|
|
RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO),
|
|
NULL, /*PACKET_SERVER_COMPANY_INFO,*/
|
|
NULL, /*PACKET_SERVER_CLIENT_INFO,*/
|
|
NULL, /*PACKET_SERVER_NEED_PASSWORD,*/
|
|
RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD),
|
|
NULL, /*PACKET_SERVER_WELCOME,*/
|
|
RECEIVE_COMMAND(PACKET_CLIENT_GETMAP),
|
|
NULL, /*PACKET_SERVER_WAIT,*/
|
|
NULL, /*PACKET_SERVER_MAP,*/
|
|
RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK),
|
|
NULL, /*PACKET_SERVER_JOIN,*/
|
|
NULL, /*PACKET_SERVER_FRAME,*/
|
|
NULL, /*PACKET_SERVER_SYNC,*/
|
|
RECEIVE_COMMAND(PACKET_CLIENT_ACK),
|
|
RECEIVE_COMMAND(PACKET_CLIENT_COMMAND),
|
|
NULL, /*PACKET_SERVER_COMMAND,*/
|
|
RECEIVE_COMMAND(PACKET_CLIENT_CHAT),
|
|
NULL, /*PACKET_SERVER_CHAT,*/
|
|
RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD),
|
|
RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME),
|
|
RECEIVE_COMMAND(PACKET_CLIENT_QUIT),
|
|
RECEIVE_COMMAND(PACKET_CLIENT_ERROR),
|
|
NULL, /*PACKET_SERVER_QUIT,*/
|
|
NULL, /*PACKET_SERVER_ERROR_QUIT,*/
|
|
NULL, /*PACKET_SERVER_SHUTDOWN,*/
|
|
NULL, /*PACKET_SERVER_NEWGAME,*/
|
|
NULL, /*PACKET_SERVER_RCON,*/
|
|
RECEIVE_COMMAND(PACKET_CLIENT_RCON),
|
|
};
|
|
|
|
// If this fails, check the array above with network_data.h
|
|
assert_compile(lengthof(_network_server_packet) == PACKET_END);
|
|
|
|
|
|
extern const SettingDesc patch_settings[];
|
|
|
|
// This is a TEMPORARY solution to get the patch-settings
|
|
// to the client. When the patch-settings are saved in the savegame
|
|
// this should be removed!!
|
|
static void NetworkSendPatchSettings(NetworkClientState* cs)
|
|
{
|
|
const SettingDesc *item;
|
|
Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
|
|
NetworkSend_uint8(p, MAP_PACKET_PATCH);
|
|
// Now send all the patch-settings in a pretty order..
|
|
|
|
item = patch_settings;
|
|
|
|
while (item->name != NULL) {
|
|
switch (item->flags) {
|
|
case SDT_BOOL:
|
|
case SDT_INT8:
|
|
case SDT_UINT8:
|
|
NetworkSend_uint8(p, *(uint8 *)item->ptr);
|
|
break;
|
|
case SDT_INT16:
|
|
case SDT_UINT16:
|
|
NetworkSend_uint16(p, *(uint16 *)item->ptr);
|
|
break;
|
|
case SDT_INT32:
|
|
case SDT_UINT32:
|
|
NetworkSend_uint32(p, *(uint32 *)item->ptr);
|
|
break;
|
|
}
|
|
item++;
|
|
}
|
|
|
|
NetworkSend_Packet(p, cs);
|
|
}
|
|
|
|
// This update the company_info-stuff
|
|
void NetworkPopulateCompanyInfo(void)
|
|
{
|
|
char password[NETWORK_PASSWORD_LENGTH];
|
|
Player *p;
|
|
Vehicle *v;
|
|
Station *s;
|
|
NetworkClientState *cs;
|
|
NetworkClientInfo *ci;
|
|
int i;
|
|
uint16 months_empty;
|
|
|
|
FOR_ALL_PLAYERS(p) {
|
|
if (!p->is_active) {
|
|
memset(&_network_player_info[p->index], 0, sizeof(NetworkPlayerInfo));
|
|
continue;
|
|
}
|
|
|
|
// Clean the info but not the password
|
|
ttd_strlcpy(password, _network_player_info[p->index].password, sizeof(password));
|
|
months_empty = _network_player_info[p->index].months_empty;
|
|
memset(&_network_player_info[p->index], 0, sizeof(NetworkPlayerInfo));
|
|
_network_player_info[p->index].months_empty = months_empty;
|
|
ttd_strlcpy(_network_player_info[p->index].password, password, sizeof(_network_player_info[p->index].password));
|
|
|
|
// Grap the company name
|
|
SetDParam(0, p->name_1);
|
|
SetDParam(1, p->name_2);
|
|
GetString(_network_player_info[p->index].company_name, STR_JUST_STRING);
|
|
|
|
// Check the income
|
|
if (_cur_year - 1 == p->inaugurated_year)
|
|
// The player is here just 1 year, so display [2], else display[1]
|
|
for (i = 0; i < 13; i++)
|
|
_network_player_info[p->index].income -= p->yearly_expenses[2][i];
|
|
else
|
|
for (i = 0; i < 13; i++)
|
|
_network_player_info[p->index].income -= p->yearly_expenses[1][i];
|
|
|
|
// Set some general stuff
|
|
_network_player_info[p->index].inaugurated_year = p->inaugurated_year;
|
|
_network_player_info[p->index].company_value = p->old_economy[0].company_value;
|
|
_network_player_info[p->index].money = p->money64;
|
|
_network_player_info[p->index].performance = p->old_economy[0].performance_history;
|
|
}
|
|
|
|
// Go through all vehicles and count the type of vehicles
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->owner < MAX_PLAYERS)
|
|
switch (v->type) {
|
|
case VEH_Train:
|
|
if (IsFrontEngine(v))
|
|
_network_player_info[v->owner].num_vehicle[0]++;
|
|
break;
|
|
case VEH_Road:
|
|
if (v->cargo_type != CT_PASSENGERS)
|
|
_network_player_info[v->owner].num_vehicle[1]++;
|
|
else
|
|
_network_player_info[v->owner].num_vehicle[2]++;
|
|
break;
|
|
case VEH_Aircraft:
|
|
if (v->subtype <= 2)
|
|
_network_player_info[v->owner].num_vehicle[3]++;
|
|
break;
|
|
case VEH_Ship:
|
|
_network_player_info[v->owner].num_vehicle[4]++;
|
|
break;
|
|
case VEH_Special:
|
|
case VEH_Disaster:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Go through all stations and count the types of stations
|
|
FOR_ALL_STATIONS(s) {
|
|
if (s->owner < MAX_PLAYERS) {
|
|
if ((s->facilities & FACIL_TRAIN))
|
|
_network_player_info[s->owner].num_station[0]++;
|
|
if ((s->facilities & FACIL_TRUCK_STOP))
|
|
_network_player_info[s->owner].num_station[1]++;
|
|
if ((s->facilities & FACIL_BUS_STOP))
|
|
_network_player_info[s->owner].num_station[2]++;
|
|
if ((s->facilities & FACIL_AIRPORT))
|
|
_network_player_info[s->owner].num_station[3]++;
|
|
if ((s->facilities & FACIL_DOCK))
|
|
_network_player_info[s->owner].num_station[4]++;
|
|
}
|
|
}
|
|
|
|
ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
|
|
// Register local player (if not dedicated)
|
|
if (ci != NULL && ci->client_playas > 0 && ci->client_playas <= MAX_PLAYERS)
|
|
ttd_strlcpy(_network_player_info[ci->client_playas-1].players, ci->client_name, sizeof(_network_player_info[ci->client_playas-1].players));
|
|
|
|
FOR_ALL_CLIENTS(cs) {
|
|
char client_name[NETWORK_CLIENT_NAME_LENGTH];
|
|
|
|
NetworkGetClientName(client_name, sizeof(client_name), cs);
|
|
|
|
ci = DEREF_CLIENT_INFO(cs);
|
|
if (ci != NULL && ci->client_playas > 0 && ci->client_playas <= MAX_PLAYERS) {
|
|
if (strlen(_network_player_info[ci->client_playas-1].players) != 0)
|
|
ttd_strlcat(_network_player_info[ci->client_playas - 1].players, ", ", lengthof(_network_player_info[ci->client_playas - 1].players));
|
|
|
|
ttd_strlcat(_network_player_info[ci->client_playas - 1].players, client_name, lengthof(_network_player_info[ci->client_playas - 1].players));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Send a packet to all clients with updated info about this client_index
|
|
void NetworkUpdateClientInfo(uint16 client_index)
|
|
{
|
|
NetworkClientState *cs;
|
|
NetworkClientInfo *ci;
|
|
|
|
ci = NetworkFindClientInfoFromIndex(client_index);
|
|
|
|
if (ci == NULL)
|
|
return;
|
|
|
|
FOR_ALL_CLIENTS(cs) {
|
|
SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, ci);
|
|
}
|
|
}
|
|
|
|
extern void SwitchMode(int new_mode);
|
|
|
|
/* Check if we want to restart the map */
|
|
static void NetworkCheckRestartMap(void)
|
|
{
|
|
if (_network_restart_game_date != 0 && _cur_year + MAX_YEAR_BEGIN_REAL >= _network_restart_game_date) {
|
|
DEBUG(net, 0)("Auto-restarting map. Year %d reached.", _cur_year + MAX_YEAR_BEGIN_REAL);
|
|
|
|
_random_seeds[0][0] = Random();
|
|
_random_seeds[0][1] = InteractiveRandom();
|
|
|
|
SwitchMode(SM_NEWGAME);
|
|
}
|
|
}
|
|
|
|
/* Check if the server has autoclean_companies activated
|
|
Two things happen:
|
|
1) If a company is not protected, it is closed after 1 year (for example)
|
|
2) If a company is protected, protection is disabled after 3 years (for example)
|
|
(and item 1. happens a year later) */
|
|
static void NetworkAutoCleanCompanies(void)
|
|
{
|
|
NetworkClientState *cs;
|
|
NetworkClientInfo *ci;
|
|
Player *p;
|
|
bool clients_in_company[MAX_PLAYERS];
|
|
|
|
if (!_network_autoclean_companies)
|
|
return;
|
|
|
|
memset(clients_in_company, 0, sizeof(clients_in_company));
|
|
|
|
/* Detect the active companies */
|
|
FOR_ALL_CLIENTS(cs) {
|
|
ci = DEREF_CLIENT_INFO(cs);
|
|
if (ci->client_playas >= 1 && ci->client_playas <= MAX_PLAYERS) {
|
|
clients_in_company[ci->client_playas-1] = true;
|
|
}
|
|
}
|
|
if (!_network_dedicated) {
|
|
ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
|
|
if (ci->client_playas >= 1 && ci->client_playas <= MAX_PLAYERS) {
|
|
clients_in_company[ci->client_playas-1] = true;
|
|
}
|
|
}
|
|
|
|
/* Go through all the comapnies */
|
|
FOR_ALL_PLAYERS(p) {
|
|
/* Skip the non-active once */
|
|
if (!p->is_active || p->is_ai)
|
|
continue;
|
|
|
|
if (!clients_in_company[p->index]) {
|
|
/* The company is empty for one month more */
|
|
_network_player_info[p->index].months_empty++;
|
|
|
|
/* Is the company empty for autoclean_unprotected-months, and is there no protection? */
|
|
if (_network_player_info[p->index].months_empty > _network_autoclean_unprotected && _network_player_info[p->index].password[0] == '\0') {
|
|
/* Shut the company down */
|
|
DoCommandP(0, 2, p->index, NULL, CMD_PLAYER_CTRL);
|
|
IConsolePrintF(_icolour_def, "Auto-cleaned company #%d", p->index+1);
|
|
}
|
|
/* Is the compnay empty for autoclean_protected-months, and there is a protection? */
|
|
if (_network_player_info[p->index].months_empty > _network_autoclean_protected && _network_player_info[p->index].password[0] != '\0') {
|
|
/* Unprotect the company */
|
|
_network_player_info[p->index].password[0] = '\0';
|
|
IConsolePrintF(_icolour_def, "Auto-removed protection from company #%d", p->index+1);
|
|
_network_player_info[p->index].months_empty = 0;
|
|
}
|
|
} else {
|
|
/* It is not empty, reset the date */
|
|
_network_player_info[p->index].months_empty = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// This function changes new_name to a name that is unique (by adding #1 ...)
|
|
// and it returns true if that succeeded.
|
|
bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH])
|
|
{
|
|
NetworkClientState *new_cs;
|
|
NetworkClientInfo *ci;
|
|
bool found_name = false;
|
|
byte number = 0;
|
|
char original_name[NETWORK_CLIENT_NAME_LENGTH];
|
|
|
|
// We use NETWORK_NAME_LENGTH in here, because new_name is really a pointer
|
|
ttd_strlcpy(original_name, new_name, NETWORK_CLIENT_NAME_LENGTH);
|
|
|
|
while (!found_name) {
|
|
found_name = true;
|
|
FOR_ALL_CLIENTS(new_cs) {
|
|
ci = DEREF_CLIENT_INFO(new_cs);
|
|
if (strncmp(ci->client_name, new_name, NETWORK_CLIENT_NAME_LENGTH) == 0) {
|
|
// Name already in use
|
|
found_name = false;
|
|
break;
|
|
}
|
|
}
|
|
// Check if it is the same as the server-name
|
|
ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
|
|
if (ci != NULL) {
|
|
if (strncmp(ci->client_name, new_name, NETWORK_CLIENT_NAME_LENGTH) == 0) {
|
|
// Name already in use
|
|
found_name = false;
|
|
}
|
|
}
|
|
|
|
if (!found_name) {
|
|
// Try a new name (<name> #1, <name> #2, and so on)
|
|
|
|
// Stop if we tried for more than 50 times..
|
|
if (number++ > 50) break;
|
|
snprintf(new_name, NETWORK_CLIENT_NAME_LENGTH, "%s #%d", original_name, number);
|
|
}
|
|
}
|
|
|
|
return found_name;
|
|
}
|
|
|
|
// Reads a packet from the stream
|
|
bool NetworkServer_ReadPackets(NetworkClientState *cs)
|
|
{
|
|
Packet *p;
|
|
NetworkRecvStatus res;
|
|
while((p = NetworkRecv_Packet(cs, &res)) != NULL) {
|
|
byte type = NetworkRecv_uint8(cs, p);
|
|
if (type < PACKET_END && _network_server_packet[type] != NULL && !cs->quited)
|
|
_network_server_packet[type](cs, p);
|
|
else
|
|
DEBUG(net, 0)("[NET][Server] Received invalid packet type %d", type);
|
|
free(p);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// Handle the local command-queue
|
|
static void NetworkHandleCommandQueue(NetworkClientState* cs)
|
|
{
|
|
CommandPacket *cp;
|
|
|
|
while ( (cp = cs->command_queue) != NULL) {
|
|
SEND_COMMAND(PACKET_SERVER_COMMAND)(cs, cp);
|
|
|
|
cs->command_queue = cp->next;
|
|
free(cp);
|
|
}
|
|
}
|
|
|
|
// This is called every tick if this is a _network_server
|
|
void NetworkServer_Tick(bool send_frame)
|
|
{
|
|
NetworkClientState *cs;
|
|
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
|
|
bool send_sync = false;
|
|
#endif
|
|
|
|
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
|
|
if (_frame_counter >= _last_sync_frame + _network_sync_freq) {
|
|
_last_sync_frame = _frame_counter;
|
|
send_sync = true;
|
|
}
|
|
#endif
|
|
|
|
// Now we are done with the frame, inform the clients that they can
|
|
// do their frame!
|
|
FOR_ALL_CLIENTS(cs) {
|
|
// Check if the speed of the client is what we can expect from a client
|
|
if (cs->status == STATUS_ACTIVE) {
|
|
// 1 lag-point per day
|
|
int lag = NetworkCalculateLag(cs) / DAY_TICKS;
|
|
if (lag > 0) {
|
|
if (lag > 3) {
|
|
// Client did still not report in after 4 game-day, drop him
|
|
// (that is, the 3 of above, + 1 before any lag is counted)
|
|
IConsolePrintF(_icolour_err,"Client #%d is dropped because the client did not respond for more than 4 game-days", cs->index);
|
|
NetworkCloseClient(cs);
|
|
continue;
|
|
}
|
|
|
|
// Report once per time we detect the lag
|
|
if (cs->lag_test == 0) {
|
|
IConsolePrintF(_icolour_warn,"[%d] Client #%d is slow, try increasing *net_frame_freq to a higher value!", _frame_counter, cs->index);
|
|
cs->lag_test = 1;
|
|
}
|
|
} else {
|
|
cs->lag_test = 0;
|
|
}
|
|
} else if (cs->status == STATUS_PRE_ACTIVE) {
|
|
int lag = NetworkCalculateLag(cs);
|
|
if (lag > _network_max_join_time) {
|
|
IConsolePrintF(_icolour_err,"Client #%d is dropped because it took longer than %d ticks for him to join", cs->index, _network_max_join_time);
|
|
NetworkCloseClient(cs);
|
|
}
|
|
}
|
|
|
|
if (cs->status >= STATUS_PRE_ACTIVE) {
|
|
// Check if we can send command, and if we have anything in the queue
|
|
NetworkHandleCommandQueue(cs);
|
|
|
|
// Send an updated _frame_counter_max to the client
|
|
if (send_frame)
|
|
SEND_COMMAND(PACKET_SERVER_FRAME)(cs);
|
|
|
|
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
|
|
// Send a sync-check packet
|
|
if (send_sync)
|
|
SEND_COMMAND(PACKET_SERVER_SYNC)(cs);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/* See if we need to advertise */
|
|
NetworkUDPAdvertise();
|
|
}
|
|
|
|
void NetworkServerYearlyLoop(void)
|
|
{
|
|
NetworkCheckRestartMap();
|
|
}
|
|
|
|
void NetworkServerMonthlyLoop(void)
|
|
{
|
|
NetworkAutoCleanCompanies();
|
|
}
|
|
|
|
#endif /* ENABLE_NETWORK */
|