mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-16 00:12:51 +00:00
864 lines
24 KiB
C
864 lines
24 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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#ifdef ENABLE_NETWORK
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#include "table/strings.h"
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#include "functions.h"
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#include "network_client.h"
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#include "network_gamelist.h"
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#include "saveload.h"
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#include "command.h"
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#include "gfx.h"
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#include "window.h"
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#include "settings.h"
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#include "console.h"
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#include "variables.h"
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// This file handles all the client-commands
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extern const char _openttd_revision[];
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// So we don't make too much typos ;)
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#define MY_CLIENT DEREF_CLIENT(0)
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static uint32 last_ack_frame;
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void NetworkRecvPatchSettings(NetworkClientState *cs, Packet *p);
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// **********
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// Sending functions
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// DEF_CLIENT_SEND_COMMAND has no parameters
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// **********
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DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)
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{
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//
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// Packet: CLIENT_COMPANY_INFO
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// Function: Request company-info (in detail)
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// Data:
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// <none>
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//
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Packet *p;
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_network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
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InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
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p = NetworkSend_Init(PACKET_CLIENT_COMPANY_INFO);
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NetworkSend_Packet(p, MY_CLIENT);
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}
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DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN)
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{
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//
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// Packet: CLIENT_JOIN
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// Function: Try to join the server
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// Data:
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// String: OpenTTD Revision (norev000 if no revision)
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// String: Player Name (max NETWORK_NAME_LENGTH)
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// uint8: Play as Player id (1..MAX_PLAYERS)
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// uint8: Language ID
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// String: Unique id to find the player back in server-listing
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//
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Packet *p;
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_network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
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InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
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p = NetworkSend_Init(PACKET_CLIENT_JOIN);
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NetworkSend_string(p, _openttd_revision);
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NetworkSend_string(p, _network_player_name); // Player name
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NetworkSend_uint8(p, _network_playas); // PlayAs
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NetworkSend_uint8(p, NETLANG_ANY); // Language
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NetworkSend_string(p, _network_unique_id);
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NetworkSend_Packet(p, MY_CLIENT);
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}
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_PASSWORD)(NetworkPasswordType type, const char *password)
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{
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//
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// Packet: CLIENT_PASSWORD
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// Function: Send a password to the server to authorize
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// Data:
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// uint8: NetworkPasswordType
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// String: Password
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//
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Packet *p = NetworkSend_Init(PACKET_CLIENT_PASSWORD);
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NetworkSend_uint8(p, type);
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NetworkSend_string(p, password);
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NetworkSend_Packet(p, MY_CLIENT);
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}
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DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GETMAP)
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{
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//
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// Packet: CLIENT_GETMAP
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// Function: Request the map from the server
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// Data:
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// <none>
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//
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Packet *p = NetworkSend_Init(PACKET_CLIENT_GETMAP);
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NetworkSend_Packet(p, MY_CLIENT);
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}
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DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_MAP_OK)
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{
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//
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// Packet: CLIENT_MAP_OK
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// Function: Tell the server that we are done receiving/loading the map
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// Data:
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// <none>
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//
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Packet *p = NetworkSend_Init(PACKET_CLIENT_MAP_OK);
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NetworkSend_Packet(p, MY_CLIENT);
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}
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DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK)
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{
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//
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// Packet: CLIENT_ACK
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// Function: Tell the server we are done with this frame
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// Data:
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// uint32: current FrameCounter of the client
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//
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Packet *p = NetworkSend_Init(PACKET_CLIENT_ACK);
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NetworkSend_uint32(p, _frame_counter);
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NetworkSend_Packet(p, MY_CLIENT);
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}
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// Send a command packet to the server
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(CommandPacket *cp)
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{
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//
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// Packet: CLIENT_COMMAND
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// Function: Send a DoCommand to the Server
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// Data:
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// uint8: 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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//
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Packet *p = NetworkSend_Init(PACKET_CLIENT_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, (uint32)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_Packet(p, MY_CLIENT);
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}
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// Send a chat-packet over the network
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType desttype, int dest, const char *msg)
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{
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//
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// Packet: CLIENT_CHAT
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// Function: Send a chat-packet to the serve
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// Data:
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// uint8: ActionID (see network_data.h, NetworkAction)
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// uint8: Destination Type (see network_data.h, DestType);
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// uint8: Destination Player (1..MAX_PLAYERS)
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// String: Message (max MAX_TEXT_MSG_LEN)
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//
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Packet *p = NetworkSend_Init(PACKET_CLIENT_CHAT);
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NetworkSend_uint8(p, action);
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NetworkSend_uint8(p, desttype);
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NetworkSend_uint8(p, dest);
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NetworkSend_string(p, msg);
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NetworkSend_Packet(p, MY_CLIENT);
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}
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// Send an error-packet over the network
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno)
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{
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//
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// Packet: CLIENT_ERROR
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// Function: The client made an error and is quiting the game
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// Data:
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// uint8: ErrorID (see network_data.h, NetworkErrorCode)
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//
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Packet *p = NetworkSend_Init(PACKET_CLIENT_ERROR);
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NetworkSend_uint8(p, errorno);
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NetworkSend_Packet(p, MY_CLIENT);
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}
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password)
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{
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//
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// Packet: PACKET_CLIENT_SET_PASSWORD
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// Function: Set the password for the clients current company
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// Data:
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// String: Password
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//
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Packet *p = NetworkSend_Init(PACKET_CLIENT_SET_PASSWORD);
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NetworkSend_string(p, password);
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NetworkSend_Packet(p, MY_CLIENT);
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}
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name)
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{
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//
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// Packet: PACKET_CLIENT_SET_NAME
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// Function: Gives the player a new name
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// Data:
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// String: Name
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//
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Packet *p = NetworkSend_Init(PACKET_CLIENT_SET_NAME);
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NetworkSend_string(p, name);
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NetworkSend_Packet(p, MY_CLIENT);
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}
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// Send an quit-packet over the network
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)(const char *leavemsg)
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{
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//
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// Packet: CLIENT_QUIT
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// Function: The client is quiting the game
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// Data:
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// String: leave-message
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//
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Packet *p = NetworkSend_Init(PACKET_CLIENT_QUIT);
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NetworkSend_string(p, leavemsg);
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NetworkSend_Packet(p, MY_CLIENT);
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}
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DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command)
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{
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Packet *p = NetworkSend_Init(PACKET_CLIENT_RCON);
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NetworkSend_string(p, pass);
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NetworkSend_string(p, command);
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NetworkSend_Packet(p, MY_CLIENT);
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}
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// **********
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// Receiving functions
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// DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
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// **********
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extern bool SafeSaveOrLoad(const char *filename, int mode, int newgm);
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DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FULL)
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{
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// We try to join a server which is full
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_switch_mode_errorstr = STR_NETWORK_ERR_SERVER_FULL;
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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return NETWORK_RECV_STATUS_SERVER_FULL;
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}
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DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_BANNED)
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{
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// We try to join a server where we are banned
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_switch_mode_errorstr = STR_NETWORK_ERR_SERVER_BANNED;
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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return NETWORK_RECV_STATUS_SERVER_BANNED;
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}
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DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO)
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{
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byte company_info_version;
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int i;
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company_info_version = NetworkRecv_uint8(MY_CLIENT, p);
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if (!MY_CLIENT->quited && company_info_version == NETWORK_COMPANY_INFO_VERSION) {
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byte total;
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byte current;
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total = NetworkRecv_uint8(MY_CLIENT, p);
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// There is no data at all..
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if (total == 0)
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return NETWORK_RECV_STATUS_CLOSE_QUERY;
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current = NetworkRecv_uint8(MY_CLIENT, p);
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if (current >= MAX_PLAYERS)
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return NETWORK_RECV_STATUS_CLOSE_QUERY;
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_network_lobby_company_count++;
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NetworkRecv_string(MY_CLIENT, p, _network_player_info[current].company_name, sizeof(_network_player_info[current].company_name));
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_network_player_info[current].inaugurated_year = NetworkRecv_uint8(MY_CLIENT, p);
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_network_player_info[current].company_value = NetworkRecv_uint64(MY_CLIENT, p);
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_network_player_info[current].money = NetworkRecv_uint64(MY_CLIENT, p);
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_network_player_info[current].income = NetworkRecv_uint64(MY_CLIENT, p);
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_network_player_info[current].performance = NetworkRecv_uint16(MY_CLIENT, p);
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_network_player_info[current].use_password = NetworkRecv_uint8(MY_CLIENT, p);
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for (i = 0; i < NETWORK_VEHICLE_TYPES; i++)
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_network_player_info[current].num_vehicle[i] = NetworkRecv_uint16(MY_CLIENT, p);
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for (i = 0; i < NETWORK_STATION_TYPES; i++)
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_network_player_info[current].num_station[i] = NetworkRecv_uint16(MY_CLIENT, p);
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NetworkRecv_string(MY_CLIENT, p, _network_player_info[current].players, sizeof(_network_player_info[current].players));
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InvalidateWindow(WC_NETWORK_WINDOW, 0);
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return NETWORK_RECV_STATUS_OKAY;
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}
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return NETWORK_RECV_STATUS_CLOSE_QUERY;
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}
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// This packet contains info about the client (playas and name)
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// as client we save this in NetworkClientInfo, linked via 'index'
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// which is always an unique number on a server.
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DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
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{
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NetworkClientInfo *ci;
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uint16 index = NetworkRecv_uint16(MY_CLIENT, p);
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byte playas = NetworkRecv_uint8(MY_CLIENT, p);
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char name[NETWORK_NAME_LENGTH];
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char unique_id[NETWORK_NAME_LENGTH];
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NetworkRecv_string(MY_CLIENT, p, name, sizeof(name));
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NetworkRecv_string(MY_CLIENT, p, unique_id, sizeof(unique_id));
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if (MY_CLIENT->quited)
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return NETWORK_RECV_STATUS_CONN_LOST;
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/* Do we receive a change of data? Most likely we changed playas */
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if (index == _network_own_client_index)
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_network_playas = playas;
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ci = NetworkFindClientInfoFromIndex(index);
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if (ci != NULL) {
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if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) {
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// Client name changed, display the change
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NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, 1, false, ci->client_name, "%s", name);
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} else if (playas != ci->client_playas) {
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// The player changed from client-player..
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// Do not display that for now
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}
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ci->client_playas = playas;
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ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name));
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InvalidateWindow(WC_CLIENT_LIST, 0);
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return NETWORK_RECV_STATUS_OKAY;
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}
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// We don't have this index yet, find an empty index, and put the data there
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ci = NetworkFindClientInfoFromIndex(NETWORK_EMPTY_INDEX);
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if (ci != NULL) {
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ci->client_index = index;
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ci->client_playas = playas;
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ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name));
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ttd_strlcpy(ci->unique_id, unique_id, sizeof(ci->unique_id));
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InvalidateWindow(WC_CLIENT_LIST, 0);
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return NETWORK_RECV_STATUS_OKAY;
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}
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// Here the program should never ever come.....
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return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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}
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DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR)
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{
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NetworkErrorCode error = NetworkRecv_uint8(MY_CLIENT, p);
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if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED ||
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error == NETWORK_ERROR_PLAYER_MISMATCH) {
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// We made an error in the protocol, and our connection is closed.... :(
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_switch_mode_errorstr = STR_NETWORK_ERR_SERVER_ERROR;
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} else if (error == NETWORK_ERROR_WRONG_REVISION) {
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// Wrong revision :(
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_switch_mode_errorstr = STR_NETWORK_ERR_WRONG_REVISION;
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} else if (error == NETWORK_ERROR_WRONG_PASSWORD) {
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// Wrong password
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_switch_mode_errorstr = STR_NETWORK_ERR_WRONG_PASSWORD;
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} else if (error == NETWORK_ERROR_KICKED) {
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_switch_mode_errorstr = STR_NETWORK_ERR_KICKED;
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} else if (error == NETWORK_ERROR_CHEATER) {
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_switch_mode_errorstr = STR_NETWORK_ERR_CHEATER;
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}
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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return NETWORK_RECV_STATUS_SERVER_ERROR;
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}
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DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEED_PASSWORD)
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{
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NetworkPasswordType type;
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type = NetworkRecv_uint8(MY_CLIENT, p);
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if (type == NETWORK_GAME_PASSWORD) {
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ShowNetworkNeedGamePassword();
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return NETWORK_RECV_STATUS_OKAY;
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} else if (type == NETWORK_COMPANY_PASSWORD) {
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ShowNetworkNeedCompanyPassword();
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return NETWORK_RECV_STATUS_OKAY;
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}
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return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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}
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DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WELCOME)
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{
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_network_own_client_index = NetworkRecv_uint16(MY_CLIENT, p);
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// Start receiving the map
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SEND_COMMAND(PACKET_CLIENT_GETMAP)();
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WAIT)
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{
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_network_join_status = NETWORK_JOIN_STATUS_WAITING;
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_network_join_waiting = NetworkRecv_uint8(MY_CLIENT, p);
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InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
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// We are put on hold for receiving the map.. we need GUI for this ;)
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DEBUG(net, 1)("[NET] The server is currently busy sending the map to someone else.. please hold..." );
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DEBUG(net, 1)("[NET] There are %d clients in front of you", _network_join_waiting);
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return NETWORK_RECV_STATUS_OKAY;
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}
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DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
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{
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static char filename[256];
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static FILE *file_pointer;
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byte maptype;
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maptype = NetworkRecv_uint8(MY_CLIENT, p);
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if (MY_CLIENT->quited)
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return NETWORK_RECV_STATUS_CONN_LOST;
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// First packet, init some stuff
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if (maptype == MAP_PACKET_START) {
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// The name for the temp-map
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sprintf(filename, "%s%snetwork_client.tmp", _path.autosave_dir, PATHSEP);
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file_pointer = fopen(filename, "wb");
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if (file_pointer == NULL) {
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_switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR;
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return NETWORK_RECV_STATUS_SAVEGAME;
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}
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_frame_counter = _frame_counter_server = _frame_counter_max = NetworkRecv_uint32(MY_CLIENT, p);
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_network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
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_network_join_kbytes = 0;
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_network_join_kbytes_total = NetworkRecv_uint32(MY_CLIENT, p) / 1024;
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InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
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// The first packet does not contain any more data
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return NETWORK_RECV_STATUS_OKAY;
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}
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if (maptype == MAP_PACKET_NORMAL) {
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// We are still receiving data, put it to the file
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fwrite(p->buffer + p->pos, 1, p->size - p->pos, file_pointer);
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_network_join_kbytes = ftell(file_pointer) / 1024;
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InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
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}
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|
if (maptype == MAP_PACKET_PATCH) {
|
|
NetworkRecvPatchSettings(MY_CLIENT, p);
|
|
}
|
|
|
|
// Check if this was the last packet
|
|
if (maptype == MAP_PACKET_END) {
|
|
fclose(file_pointer);
|
|
|
|
_network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
|
|
InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
|
|
|
|
// The map is done downloading, load it
|
|
// Load the map
|
|
if (!SafeSaveOrLoad(filename, SL_LOAD, GM_NORMAL)) {
|
|
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
|
|
_switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR;
|
|
return NETWORK_RECV_STATUS_SAVEGAME;
|
|
}
|
|
|
|
_opt_ptr = &_opt; // during a network game you are always in-game
|
|
|
|
// Say we received the map and loaded it correctly!
|
|
SEND_COMMAND(PACKET_CLIENT_MAP_OK)();
|
|
|
|
if (_network_playas == 0 || _network_playas > MAX_PLAYERS ||
|
|
!GetPlayer(_network_playas - 1)->is_active) {
|
|
|
|
if (_network_playas == OWNER_SPECTATOR) {
|
|
// The client wants to be a spectator..
|
|
_local_player = OWNER_SPECTATOR;
|
|
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
|
|
} else {
|
|
/* We have arrived and ready to start playing; send a command to make a new player;
|
|
* the server will give us a client-id and let us in */
|
|
_local_player = 0;
|
|
NetworkSend_Command(0, 0, 0, CMD_PLAYER_CTRL, NULL);
|
|
_local_player = OWNER_SPECTATOR;
|
|
}
|
|
} else {
|
|
// take control over an existing company
|
|
_local_player = _network_playas - 1;
|
|
_patches.autorenew = GetPlayer(_local_player)->engine_renew;
|
|
_patches.autorenew_months = GetPlayer(_local_player)->engine_renew_months;
|
|
_patches.autorenew_money = GetPlayer(_local_player)->engine_renew_money;
|
|
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
|
|
}
|
|
}
|
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FRAME)
|
|
{
|
|
_frame_counter_server = NetworkRecv_uint32(MY_CLIENT, p);
|
|
_frame_counter_max = NetworkRecv_uint32(MY_CLIENT, p);
|
|
#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
|
|
// Test if the server supports this option
|
|
// and if we are at the frame the server is
|
|
if (p->pos < p->size) {
|
|
_sync_frame = _frame_counter_server;
|
|
_sync_seed_1 = NetworkRecv_uint32(MY_CLIENT, p);
|
|
#ifdef NETWORK_SEND_DOUBLE_SEED
|
|
_sync_seed_2 = NetworkRecv_uint32(MY_CLIENT, p);
|
|
#endif
|
|
}
|
|
#endif
|
|
DEBUG(net, 7)("[NET] 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,6)("[NET] Sent ACK at %d", _frame_counter);
|
|
SEND_COMMAND(PACKET_CLIENT_ACK)();
|
|
}
|
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SYNC)
|
|
{
|
|
_sync_frame = NetworkRecv_uint32(MY_CLIENT, p);
|
|
_sync_seed_1 = NetworkRecv_uint32(MY_CLIENT, p);
|
|
#ifdef NETWORK_SEND_DOUBLE_SEED
|
|
_sync_seed_2 = NetworkRecv_uint32(MY_CLIENT, p);
|
|
#endif
|
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
|
|
{
|
|
CommandPacket *cp = malloc(sizeof(CommandPacket));
|
|
cp->player = NetworkRecv_uint8(MY_CLIENT, p);
|
|
cp->cmd = NetworkRecv_uint32(MY_CLIENT, p);
|
|
cp->p1 = NetworkRecv_uint32(MY_CLIENT, p);
|
|
cp->p2 = NetworkRecv_uint32(MY_CLIENT, p);
|
|
cp->tile = NetworkRecv_uint32(MY_CLIENT, p);
|
|
NetworkRecv_string(MY_CLIENT, p, cp->text, sizeof(cp->text));
|
|
cp->callback = NetworkRecv_uint8(MY_CLIENT, p);
|
|
cp->frame = NetworkRecv_uint32(MY_CLIENT, p);
|
|
cp->next = NULL;
|
|
|
|
// The server did send us this command..
|
|
// queue it in our own queue, so we can handle it in the upcoming frame!
|
|
|
|
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;
|
|
}
|
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CHAT)
|
|
{
|
|
NetworkAction action = NetworkRecv_uint8(MY_CLIENT, p);
|
|
char msg[MAX_TEXT_MSG_LEN];
|
|
NetworkClientInfo *ci = NULL, *ci_to;
|
|
uint16 index;
|
|
char name[NETWORK_NAME_LENGTH];
|
|
bool self_send;
|
|
|
|
index = NetworkRecv_uint16(MY_CLIENT, p);
|
|
self_send = NetworkRecv_uint8(MY_CLIENT, p);
|
|
NetworkRecv_string(MY_CLIENT, p, msg, MAX_TEXT_MSG_LEN);
|
|
|
|
ci_to = NetworkFindClientInfoFromIndex(index);
|
|
if (ci_to == NULL) return NETWORK_RECV_STATUS_OKAY;
|
|
|
|
/* Do we display the action locally? */
|
|
if (self_send) {
|
|
switch (action) {
|
|
case NETWORK_ACTION_CHAT_CLIENT:
|
|
/* For speak to client we need the client-name */
|
|
snprintf(name, sizeof(name), "%s", ci_to->client_name);
|
|
ci = NetworkFindClientInfoFromIndex(_network_own_client_index);
|
|
break;
|
|
case NETWORK_ACTION_CHAT_PLAYER:
|
|
case NETWORK_ACTION_GIVE_MONEY:
|
|
/* For speak to player or give money, we need the player-name */
|
|
if (ci_to->client_playas > MAX_PLAYERS)
|
|
return NETWORK_RECV_STATUS_OKAY; // This should never happen
|
|
GetString(name, GetPlayer(ci_to->client_playas-1)->name_1);
|
|
ci = NetworkFindClientInfoFromIndex(_network_own_client_index);
|
|
break;
|
|
default:
|
|
/* This should never happen */
|
|
NOT_REACHED();
|
|
break;
|
|
}
|
|
} else {
|
|
/* Display message from somebody else */
|
|
snprintf(name, sizeof(name), "%s", ci_to->client_name);
|
|
ci = ci_to;
|
|
}
|
|
|
|
if (ci != NULL)
|
|
NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas-1), self_send, name, "%s", msg);
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT)
|
|
{
|
|
int errorno;
|
|
char str[100];
|
|
uint16 index;
|
|
NetworkClientInfo *ci;
|
|
|
|
index = NetworkRecv_uint16(MY_CLIENT, p);
|
|
errorno = NetworkRecv_uint8(MY_CLIENT, p);
|
|
|
|
GetString(str, STR_NETWORK_ERR_CLIENT_GENERAL + errorno);
|
|
|
|
ci = NetworkFindClientInfoFromIndex(index);
|
|
if (ci != NULL) {
|
|
NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, ci->client_name, "%s", str);
|
|
|
|
// The client is gone, give the NetworkClientInfo free
|
|
ci->client_index = NETWORK_EMPTY_INDEX;
|
|
}
|
|
|
|
InvalidateWindow(WC_CLIENT_LIST, 0);
|
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_QUIT)
|
|
{
|
|
char str[100];
|
|
uint16 index;
|
|
NetworkClientInfo *ci;
|
|
|
|
index = NetworkRecv_uint16(MY_CLIENT, p);
|
|
NetworkRecv_string(MY_CLIENT, p, str, lengthof(str));
|
|
|
|
ci = NetworkFindClientInfoFromIndex(index);
|
|
if (ci != NULL) {
|
|
NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, ci->client_name, "%s", str);
|
|
|
|
// The client is gone, give the NetworkClientInfo free
|
|
ci->client_index = NETWORK_EMPTY_INDEX;
|
|
} else {
|
|
DEBUG(net, 0)("[NET] Error - unknown client (%d) is leaving the game", index);
|
|
}
|
|
|
|
InvalidateWindow(WC_CLIENT_LIST, 0);
|
|
|
|
// If we come here it means we could not locate the client.. strange :s
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_JOIN)
|
|
{
|
|
uint16 index;
|
|
NetworkClientInfo *ci;
|
|
|
|
index = NetworkRecv_uint16(MY_CLIENT, p);
|
|
|
|
ci = NetworkFindClientInfoFromIndex(index);
|
|
if (ci != NULL)
|
|
NetworkTextMessage(NETWORK_ACTION_JOIN, 1, false, ci->client_name, "");
|
|
|
|
InvalidateWindow(WC_CLIENT_LIST, 0);
|
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN)
|
|
{
|
|
_switch_mode_errorstr = STR_NETWORK_SERVER_SHUTDOWN;
|
|
|
|
return NETWORK_RECV_STATUS_SERVER_ERROR;
|
|
}
|
|
|
|
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME)
|
|
{
|
|
// To trottle the reconnects a bit, every clients waits
|
|
// his _local_player value before reconnecting
|
|
// OWNER_SPECTATOR is currently 255, so to avoid long wait periods
|
|
// set the max to 10.
|
|
_network_reconnect = min(_local_player + 1, 10);
|
|
_switch_mode_errorstr = STR_NETWORK_SERVER_REBOOT;
|
|
|
|
return NETWORK_RECV_STATUS_SERVER_ERROR;
|
|
}
|
|
|
|
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_RCON)
|
|
{
|
|
char rcon_out[NETWORK_RCONCOMMAND_LENGTH];
|
|
uint16 color_code;
|
|
|
|
color_code = NetworkRecv_uint16(MY_CLIENT, p);
|
|
NetworkRecv_string(MY_CLIENT, p, rcon_out, sizeof(rcon_out));
|
|
|
|
IConsolePrint(color_code, rcon_out);
|
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
}
|
|
|
|
|
|
|
|
// The layout for the receive-functions by the client
|
|
typedef NetworkRecvStatus NetworkClientPacket(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 NetworkClientPacket* const _network_client_packet[] = {
|
|
RECEIVE_COMMAND(PACKET_SERVER_FULL),
|
|
RECEIVE_COMMAND(PACKET_SERVER_BANNED),
|
|
NULL, /*PACKET_CLIENT_JOIN,*/
|
|
RECEIVE_COMMAND(PACKET_SERVER_ERROR),
|
|
NULL, /*PACKET_CLIENT_COMPANY_INFO,*/
|
|
RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO),
|
|
RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO),
|
|
RECEIVE_COMMAND(PACKET_SERVER_NEED_PASSWORD),
|
|
NULL, /*PACKET_CLIENT_PASSWORD,*/
|
|
RECEIVE_COMMAND(PACKET_SERVER_WELCOME),
|
|
NULL, /*PACKET_CLIENT_GETMAP,*/
|
|
RECEIVE_COMMAND(PACKET_SERVER_WAIT),
|
|
RECEIVE_COMMAND(PACKET_SERVER_MAP),
|
|
NULL, /*PACKET_CLIENT_MAP_OK,*/
|
|
RECEIVE_COMMAND(PACKET_SERVER_JOIN),
|
|
RECEIVE_COMMAND(PACKET_SERVER_FRAME),
|
|
RECEIVE_COMMAND(PACKET_SERVER_SYNC),
|
|
NULL, /*PACKET_CLIENT_ACK,*/
|
|
NULL, /*PACKET_CLIENT_COMMAND,*/
|
|
RECEIVE_COMMAND(PACKET_SERVER_COMMAND),
|
|
NULL, /*PACKET_CLIENT_CHAT,*/
|
|
RECEIVE_COMMAND(PACKET_SERVER_CHAT),
|
|
NULL, /*PACKET_CLIENT_SET_PASSWORD,*/
|
|
NULL, /*PACKET_CLIENT_SET_NAME,*/
|
|
NULL, /*PACKET_CLIENT_QUIT,*/
|
|
NULL, /*PACKET_CLIENT_ERROR,*/
|
|
RECEIVE_COMMAND(PACKET_SERVER_QUIT),
|
|
RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT),
|
|
RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN),
|
|
RECEIVE_COMMAND(PACKET_SERVER_NEWGAME),
|
|
RECEIVE_COMMAND(PACKET_SERVER_RCON),
|
|
NULL, /*PACKET_CLIENT_RCON,*/
|
|
};
|
|
|
|
// If this fails, check the array above with network_data.h
|
|
assert_compile(lengthof(_network_client_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!!
|
|
void NetworkRecvPatchSettings(NetworkClientState *cs, Packet *p)
|
|
{
|
|
const SettingDesc *item;
|
|
|
|
item = patch_settings;
|
|
|
|
while (item->name != NULL) {
|
|
switch (item->flags) {
|
|
case SDT_BOOL:
|
|
case SDT_INT8:
|
|
case SDT_UINT8:
|
|
*(uint8 *)(item->ptr) = NetworkRecv_uint8(cs, p);
|
|
break;
|
|
case SDT_INT16:
|
|
case SDT_UINT16:
|
|
*(uint16 *)(item->ptr) = NetworkRecv_uint16(cs, p);
|
|
break;
|
|
case SDT_INT32:
|
|
case SDT_UINT32:
|
|
*(uint32 *)(item->ptr) = NetworkRecv_uint32(cs, p);
|
|
break;
|
|
}
|
|
item++;
|
|
}
|
|
}
|
|
|
|
// Is called after a client is connected to the server
|
|
void NetworkClient_Connected(void)
|
|
{
|
|
// Set the frame-counter to 0 so nothing happens till we are ready
|
|
_frame_counter = 0;
|
|
_frame_counter_server = 0;
|
|
last_ack_frame = 0;
|
|
// Request the game-info
|
|
SEND_COMMAND(PACKET_CLIENT_JOIN)();
|
|
}
|
|
|
|
// Reads the packets from the socket-stream, if available
|
|
NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientState *cs)
|
|
{
|
|
Packet *p;
|
|
NetworkRecvStatus res = NETWORK_RECV_STATUS_OKAY;
|
|
|
|
while (res == NETWORK_RECV_STATUS_OKAY && (p = NetworkRecv_Packet(cs, &res)) != NULL) {
|
|
byte type = NetworkRecv_uint8(MY_CLIENT, p);
|
|
if (type < PACKET_END && _network_client_packet[type] != NULL && !MY_CLIENT->quited) {
|
|
res = _network_client_packet[type](p);
|
|
} else {
|
|
res = NETWORK_RECV_STATUS_MALFORMED_PACKET;
|
|
DEBUG(net, 0)("[NET][client] Received invalid packet type %d", type);
|
|
}
|
|
|
|
free(p);
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
#endif /* ENABLE_NETWORK */
|