mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-11 13:10:45 +00:00
1088 lines
34 KiB
C++
1088 lines
34 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file network.cpp Base functions for networking support. */
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#include "../stdafx.h"
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#ifdef ENABLE_NETWORK
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#include "../strings_func.h"
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#include "../command_func.h"
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#include "../date_func.h"
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#include "network_admin.h"
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#include "network_client.h"
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#include "network_server.h"
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#include "network_content.h"
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#include "network_udp.h"
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#include "network_gamelist.h"
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#include "network_base.h"
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#include "core/udp.h"
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#include "core/host.h"
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#include "network_gui.h"
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#include "../console_func.h"
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#include "../3rdparty/md5/md5.h"
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#include "../core/random_func.hpp"
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#include "../window_func.h"
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#include "../company_func.h"
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#include "../company_base.h"
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#include "../landscape_type.h"
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#include "../rev.h"
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#include "../core/pool_func.hpp"
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#include "../gfx_func.h"
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#include "../error.h"
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#ifdef DEBUG_DUMP_COMMANDS
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#include "../fileio_func.h"
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/** When running the server till the wait point, run as fast as we can! */
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bool _ddc_fastforward = true;
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#endif /* DEBUG_DUMP_COMMANDS */
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/** Make sure both pools have the same size. */
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assert_compile(NetworkClientInfoPool::MAX_SIZE == NetworkClientSocketPool::MAX_SIZE);
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/** The pool with client information. */
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NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo");
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INSTANTIATE_POOL_METHODS(NetworkClientInfo)
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bool _networking; ///< are we in networking mode?
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bool _network_server; ///< network-server is active
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bool _network_available; ///< is network mode available?
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bool _network_dedicated; ///< are we a dedicated server?
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bool _is_network_server; ///< Does this client wants to be a network-server?
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NetworkServerGameInfo _network_game_info; ///< Information about our game.
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NetworkCompanyState *_network_company_states = NULL; ///< Statistics about some companies.
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ClientID _network_own_client_id; ///< Our client identifier.
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ClientID _redirect_console_to_client; ///< If not invalid, redirect the console output to a client.
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bool _network_need_advertise; ///< Whether we need to advertise.
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uint32 _network_last_advertise_frame; ///< Last time we did advertise.
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uint8 _network_reconnect; ///< Reconnect timeout
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StringList _network_bind_list; ///< The addresses to bind on.
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StringList _network_host_list; ///< The servers we know.
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StringList _network_ban_list; ///< The banned clients.
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uint32 _frame_counter_server; ///< The frame_counter of the server, if in network-mode
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uint32 _frame_counter_max; ///< To where we may go with our clients
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uint32 _frame_counter; ///< The current frame.
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uint32 _last_sync_frame; ///< Used in the server to store the last time a sync packet was sent to clients.
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NetworkAddressList _broadcast_list; ///< List of broadcast addresses.
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uint32 _sync_seed_1; ///< Seed to compare during sync checks.
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#ifdef NETWORK_SEND_DOUBLE_SEED
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uint32 _sync_seed_2; ///< Second part of the seed.
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#endif
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uint32 _sync_frame; ///< The frame to perform the sync check.
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bool _network_first_time; ///< Whether we have finished joining or not.
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bool _network_udp_server; ///< Is the UDP server started?
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uint16 _network_udp_broadcast; ///< Timeout for the UDP broadcasts.
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uint8 _network_advertise_retries; ///< The number of advertisement retries we did.
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CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.
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/* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
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assert_compile((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
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assert_compile((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH);
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extern NetworkUDPSocketHandler *_udp_client_socket; ///< udp client socket
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extern NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket
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extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket
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/** The amount of clients connected */
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byte _network_clients_connected = 0;
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/* Some externs / forwards */
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extern void StateGameLoop();
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/**
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* Basically a client is leaving us right now.
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*/
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NetworkClientInfo::~NetworkClientInfo()
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{
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/* Delete the chat window, if you were chatting with this client. */
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InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_CLIENT, this->client_id);
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}
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/**
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* Return the CI given it's client-identifier
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* @param client_id the ClientID to search for
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* @return return a pointer to the corresponding NetworkClientInfo struct or NULL when not found
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*/
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/* static */ NetworkClientInfo *NetworkClientInfo::GetByClientID(ClientID client_id)
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{
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NetworkClientInfo *ci;
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FOR_ALL_CLIENT_INFOS(ci) {
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if (ci->client_id == client_id) return ci;
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}
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return NULL;
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}
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/**
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* Return the client state given it's client-identifier
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* @param client_id the ClientID to search for
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* @return return a pointer to the corresponding NetworkClientSocket struct or NULL when not found
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*/
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/* static */ ServerNetworkGameSocketHandler *ServerNetworkGameSocketHandler::GetByClientID(ClientID client_id)
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{
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NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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if (cs->client_id == client_id) return cs;
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}
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return NULL;
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}
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byte NetworkSpectatorCount()
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{
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const NetworkClientInfo *ci;
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byte count = 0;
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FOR_ALL_CLIENT_INFOS(ci) {
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if (ci->client_playas == COMPANY_SPECTATOR) count++;
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}
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/* Don't count a dedicated server as spectator */
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if (_network_dedicated) count--;
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return count;
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}
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/**
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* Change the company password of a given company.
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* @param company_id ID of the company the password should be changed for.
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* @param password The unhashed password we like to set ('*' or '' resets the password)
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* @return The password.
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*/
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const char *NetworkChangeCompanyPassword(CompanyID company_id, const char *password)
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{
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if (strcmp(password, "*") == 0) password = "";
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if (_network_server) {
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NetworkServerSetCompanyPassword(company_id, password, false);
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} else {
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NetworkClientSetCompanyPassword(password);
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}
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return password;
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}
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/**
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* Hash the given password using server ID and game seed.
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* @param password Password to hash.
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* @param password_server_id Server ID.
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* @param password_game_seed Game seed.
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* @return The hashed password.
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*/
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const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed)
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{
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if (StrEmpty(password)) return password;
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char salted_password[NETWORK_SERVER_ID_LENGTH];
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memset(salted_password, 0, sizeof(salted_password));
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snprintf(salted_password, sizeof(salted_password), "%s", password);
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/* Add the game seed and the server's ID as the salt. */
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for (uint i = 0; i < NETWORK_SERVER_ID_LENGTH - 1; i++) {
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salted_password[i] ^= password_server_id[i] ^ (password_game_seed >> (i % 32));
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}
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Md5 checksum;
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uint8 digest[16];
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static char hashed_password[NETWORK_SERVER_ID_LENGTH];
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/* Generate the MD5 hash */
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checksum.Append(salted_password, sizeof(salted_password) - 1);
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checksum.Finish(digest);
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for (int di = 0; di < 16; di++) sprintf(hashed_password + di * 2, "%02x", digest[di]);
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hashed_password[lengthof(hashed_password) - 1] = '\0';
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return hashed_password;
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}
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/**
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* Check if the company we want to join requires a password.
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* @param company_id id of the company we want to check the 'passworded' flag for.
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* @return true if the company requires a password.
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*/
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bool NetworkCompanyIsPassworded(CompanyID company_id)
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{
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return HasBit(_network_company_passworded, company_id);
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}
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/* This puts a text-message to the console, or in the future, the chat-box,
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* (to keep it all a bit more general)
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* If 'self_send' is true, this is the client who is sending the message */
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void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const char *name, const char *str, int64 data)
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{
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StringID strid;
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switch (action) {
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case NETWORK_ACTION_SERVER_MESSAGE:
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/* Ignore invalid messages */
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strid = STR_NETWORK_SERVER_MESSAGE;
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colour = CC_DEFAULT;
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break;
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case NETWORK_ACTION_COMPANY_SPECTATOR:
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colour = CC_DEFAULT;
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strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE;
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break;
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case NETWORK_ACTION_COMPANY_JOIN:
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colour = CC_DEFAULT;
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strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN;
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break;
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case NETWORK_ACTION_COMPANY_NEW:
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colour = CC_DEFAULT;
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strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW;
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break;
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case NETWORK_ACTION_JOIN:
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/* Show the Client ID for the server but not for the client. */
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strid = _network_server ? STR_NETWORK_MESSAGE_CLIENT_JOINED_ID : STR_NETWORK_MESSAGE_CLIENT_JOINED;
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break;
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case NETWORK_ACTION_LEAVE: strid = STR_NETWORK_MESSAGE_CLIENT_LEFT; break;
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case NETWORK_ACTION_NAME_CHANGE: strid = STR_NETWORK_MESSAGE_NAME_CHANGE; break;
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case NETWORK_ACTION_GIVE_MONEY: strid = self_send ? STR_NETWORK_MESSAGE_GAVE_MONEY_AWAY : STR_NETWORK_MESSAGE_GIVE_MONEY; break;
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case NETWORK_ACTION_CHAT_COMPANY: strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY; break;
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case NETWORK_ACTION_CHAT_CLIENT: strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT; break;
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default: strid = STR_NETWORK_CHAT_ALL; break;
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}
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char message[1024];
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SetDParamStr(0, name);
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SetDParamStr(1, str);
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SetDParam(2, data);
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/* All of these strings start with "***". These characters are interpreted as both left-to-right and
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* right-to-left characters depending on the context. As the next text might be an user's name, the
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* user name's characters will influence the direction of the "***" instead of the language setting
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* of the game. Manually set the direction of the "***" by inserting a text-direction marker. */
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char *msg_ptr = message + Utf8Encode(message, _current_text_dir == TD_LTR ? CHAR_TD_LRM : CHAR_TD_RLM);
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GetString(msg_ptr, strid, lastof(message));
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DEBUG(desync, 1, "msg: %08x; %02x; %s", _date, _date_fract, message);
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IConsolePrintF(colour, "%s", message);
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NetworkAddChatMessage((TextColour)colour, _settings_client.gui.network_chat_timeout, "%s", message);
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}
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/* Calculate the frame-lag of a client */
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uint NetworkCalculateLag(const NetworkClientSocket *cs)
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{
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int lag = cs->last_frame_server - cs->last_frame;
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/* This client has missed his ACK packet after 1 DAY_TICKS..
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* so we increase his lag for every frame that passes!
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* The packet can be out by a max of _net_frame_freq */
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if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter) {
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lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq);
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}
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return lag;
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}
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/* There was a non-recoverable error, drop back to the main menu with a nice
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* error */
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void NetworkError(StringID error_string)
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{
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_switch_mode = SM_MENU;
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ShowErrorMessage(error_string, INVALID_STRING_ID, WL_CRITICAL);
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}
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/**
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* Retrieve the string id of an internal error number
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* @param err NetworkErrorCode
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* @return the StringID
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*/
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StringID GetNetworkErrorMsg(NetworkErrorCode err)
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{
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/* List of possible network errors, used by
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* PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
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static const StringID network_error_strings[] = {
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STR_NETWORK_ERROR_CLIENT_GENERAL,
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STR_NETWORK_ERROR_CLIENT_DESYNC,
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STR_NETWORK_ERROR_CLIENT_SAVEGAME,
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STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST,
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STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR,
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STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH,
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STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED,
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STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED,
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STR_NETWORK_ERROR_CLIENT_WRONG_REVISION,
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STR_NETWORK_ERROR_CLIENT_NAME_IN_USE,
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STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD,
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STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH,
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STR_NETWORK_ERROR_CLIENT_KICKED,
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STR_NETWORK_ERROR_CLIENT_CHEATER,
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STR_NETWORK_ERROR_CLIENT_SERVER_FULL,
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STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS,
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STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD,
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STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER,
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STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP,
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STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN,
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};
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assert_compile(lengthof(network_error_strings) == NETWORK_ERROR_END);
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if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
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return network_error_strings[err];
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}
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/**
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* Handle the pause mode change so we send the right messages to the chat.
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* @param prev_mode The previous pause mode.
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* @param changed_mode The pause mode that got changed.
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*/
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void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
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{
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if (!_networking) return;
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switch (changed_mode) {
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case PM_PAUSED_NORMAL:
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case PM_PAUSED_JOIN:
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case PM_PAUSED_GAME_SCRIPT:
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case PM_PAUSED_ACTIVE_CLIENTS: {
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bool changed = ((_pause_mode == PM_UNPAUSED) != (prev_mode == PM_UNPAUSED));
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bool paused = (_pause_mode != PM_UNPAUSED);
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if (!paused && !changed) return;
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StringID str;
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if (!changed) {
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int i = -1;
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if ((_pause_mode & PM_PAUSED_NORMAL) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL);
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if ((_pause_mode & PM_PAUSED_JOIN) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS);
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if ((_pause_mode & PM_PAUSED_GAME_SCRIPT) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT);
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if ((_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS);
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str = STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 + i;
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} else {
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switch (changed_mode) {
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case PM_PAUSED_NORMAL: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL); break;
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case PM_PAUSED_JOIN: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS); break;
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case PM_PAUSED_GAME_SCRIPT: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT); break;
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case PM_PAUSED_ACTIVE_CLIENTS: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS); break;
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default: NOT_REACHED();
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}
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str = paused ? STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED : STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED;
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}
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char buffer[DRAW_STRING_BUFFER];
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GetString(buffer, str, lastof(buffer));
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NetworkTextMessage(NETWORK_ACTION_SERVER_MESSAGE, CC_DEFAULT, false, NULL, buffer);
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break;
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}
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default:
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return;
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}
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}
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/**
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* Helper function for the pause checkers. If pause is true and the
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* current pause mode isn't set the game will be paused, if it it false
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* and the pause mode is set the game will be unpaused. In the other
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* cases nothing happens to the pause state.
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* @param pause whether we'd like to pause
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* @param pm the mode which we would like to pause with
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*/
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static void CheckPauseHelper(bool pause, PauseMode pm)
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{
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if (pause == ((_pause_mode & pm) != PM_UNPAUSED)) return;
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DoCommandP(0, pm, pause ? 1 : 0, CMD_PAUSE);
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}
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/**
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* Counts the number of active clients connected.
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* It has to be in STATUS_ACTIVE and not a spectator
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* @return number of active clients
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*/
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static uint NetworkCountActiveClients()
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{
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const NetworkClientSocket *cs;
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uint count = 0;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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if (cs->status != NetworkClientSocket::STATUS_ACTIVE) continue;
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if (!Company::IsValidID(cs->GetInfo()->client_playas)) continue;
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count++;
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}
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return count;
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}
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/**
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* Check if the minimum number of active clients has been reached and pause or unpause the game as appropriate
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*/
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static void CheckMinActiveClients()
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{
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if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
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!_network_dedicated ||
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(_settings_client.network.min_active_clients == 0 && (_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) == PM_UNPAUSED)) {
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return;
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}
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CheckPauseHelper(NetworkCountActiveClients() < _settings_client.network.min_active_clients, PM_PAUSED_ACTIVE_CLIENTS);
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}
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/**
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* Checks whether there is a joining client
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* @return true iff one client is joining (but not authorizing)
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*/
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static bool NetworkHasJoiningClient()
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{
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const NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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if (cs->status >= NetworkClientSocket::STATUS_AUTHORIZED && cs->status < NetworkClientSocket::STATUS_ACTIVE) return true;
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}
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return false;
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|
}
|
|
|
|
/**
|
|
* Check whether we should pause on join
|
|
*/
|
|
static void CheckPauseOnJoin()
|
|
{
|
|
if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
|
|
(!_settings_client.network.pause_on_join && (_pause_mode & PM_PAUSED_JOIN) == PM_UNPAUSED)) {
|
|
return;
|
|
}
|
|
CheckPauseHelper(NetworkHasJoiningClient(), PM_PAUSED_JOIN);
|
|
}
|
|
|
|
/**
|
|
* Converts a string to ip/port/company
|
|
* Format: IP:port#company
|
|
*
|
|
* connection_string will be re-terminated to separate out the hostname, and company and port will
|
|
* be set to the company and port strings given by the user, inside the memory area originally
|
|
* occupied by connection_string.
|
|
*/
|
|
void ParseConnectionString(const char **company, const char **port, char *connection_string)
|
|
{
|
|
bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':'));
|
|
char *p;
|
|
for (p = connection_string; *p != '\0'; p++) {
|
|
switch (*p) {
|
|
case '[':
|
|
ipv6 = true;
|
|
break;
|
|
|
|
case ']':
|
|
ipv6 = false;
|
|
break;
|
|
|
|
case '#':
|
|
*company = p + 1;
|
|
*p = '\0';
|
|
break;
|
|
|
|
case ':':
|
|
if (ipv6) break;
|
|
*port = p + 1;
|
|
*p = '\0';
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Handle the accepting of a connection to the server.
|
|
* @param s The socket of the new connection.
|
|
* @param address The address of the peer.
|
|
*/
|
|
/* static */ void ServerNetworkGameSocketHandler::AcceptConnection(SOCKET s, const NetworkAddress &address)
|
|
{
|
|
/* Register the login */
|
|
_network_clients_connected++;
|
|
|
|
SetWindowDirty(WC_CLIENT_LIST, 0);
|
|
ServerNetworkGameSocketHandler *cs = new ServerNetworkGameSocketHandler(s);
|
|
cs->client_address = address; // Save the IP of the client
|
|
}
|
|
|
|
/**
|
|
* Resets the pools used for network clients, and the admin pool if needed.
|
|
* @param close_admins Whether the admin pool has to be cleared as well.
|
|
*/
|
|
static void InitializeNetworkPools(bool close_admins = true)
|
|
{
|
|
PoolBase::Clean(PT_NCLIENT | (close_admins ? PT_NADMIN : PT_NONE));
|
|
}
|
|
|
|
/**
|
|
* Close current connections.
|
|
* @param close_admins Whether the admin connections have to be closed as well.
|
|
*/
|
|
void NetworkClose(bool close_admins)
|
|
{
|
|
if (_network_server) {
|
|
if (close_admins) {
|
|
ServerNetworkAdminSocketHandler *as;
|
|
FOR_ALL_ADMIN_SOCKETS(as) {
|
|
as->CloseConnection(true);
|
|
}
|
|
}
|
|
|
|
NetworkClientSocket *cs;
|
|
FOR_ALL_CLIENT_SOCKETS(cs) {
|
|
cs->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
|
|
}
|
|
ServerNetworkGameSocketHandler::CloseListeners();
|
|
ServerNetworkAdminSocketHandler::CloseListeners();
|
|
} else if (MyClient::my_client != NULL) {
|
|
MyClient::SendQuit();
|
|
MyClient::my_client->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
|
|
}
|
|
|
|
TCPConnecter::KillAll();
|
|
|
|
_networking = false;
|
|
_network_server = false;
|
|
|
|
NetworkFreeLocalCommandQueue();
|
|
|
|
free(_network_company_states);
|
|
_network_company_states = NULL;
|
|
|
|
InitializeNetworkPools(close_admins);
|
|
}
|
|
|
|
/* Initializes the network (cleans sockets and stuff) */
|
|
static void NetworkInitialize(bool close_admins = true)
|
|
{
|
|
InitializeNetworkPools(close_admins);
|
|
NetworkUDPInitialize();
|
|
|
|
_sync_frame = 0;
|
|
_network_first_time = true;
|
|
|
|
_network_reconnect = 0;
|
|
}
|
|
|
|
/** Non blocking connection create to query servers */
|
|
class TCPQueryConnecter : TCPConnecter {
|
|
public:
|
|
TCPQueryConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
|
|
|
|
virtual void OnFailure()
|
|
{
|
|
NetworkDisconnect();
|
|
}
|
|
|
|
virtual void OnConnect(SOCKET s)
|
|
{
|
|
_networking = true;
|
|
new ClientNetworkGameSocketHandler(s);
|
|
MyClient::SendCompanyInformationQuery();
|
|
}
|
|
};
|
|
|
|
/* Query a server to fetch his game-info
|
|
* If game_info is true, only the gameinfo is fetched,
|
|
* else only the client_info is fetched */
|
|
void NetworkTCPQueryServer(NetworkAddress address)
|
|
{
|
|
if (!_network_available) return;
|
|
|
|
NetworkDisconnect();
|
|
NetworkInitialize();
|
|
|
|
new TCPQueryConnecter(address);
|
|
}
|
|
|
|
/* Validates an address entered as a string and adds the server to
|
|
* the list. If you use this function, the games will be marked
|
|
* as manually added. */
|
|
void NetworkAddServer(const char *b)
|
|
{
|
|
if (*b != '\0') {
|
|
const char *port = NULL;
|
|
const char *company = NULL;
|
|
char host[NETWORK_HOSTNAME_LENGTH];
|
|
uint16 rport;
|
|
|
|
strecpy(host, b, lastof(host));
|
|
|
|
strecpy(_settings_client.network.connect_to_ip, b, lastof(_settings_client.network.connect_to_ip));
|
|
rport = NETWORK_DEFAULT_PORT;
|
|
|
|
ParseConnectionString(&company, &port, host);
|
|
if (port != NULL) rport = atoi(port);
|
|
|
|
NetworkUDPQueryServer(NetworkAddress(host, rport), true);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Get the addresses to bind to.
|
|
* @param addresses the list to write to.
|
|
* @param port the port to bind to.
|
|
*/
|
|
void GetBindAddresses(NetworkAddressList *addresses, uint16 port)
|
|
{
|
|
for (char **iter = _network_bind_list.Begin(); iter != _network_bind_list.End(); iter++) {
|
|
*addresses->Append() = NetworkAddress(*iter, port);
|
|
}
|
|
|
|
/* No address, so bind to everything. */
|
|
if (addresses->Length() == 0) {
|
|
*addresses->Append() = NetworkAddress("", port);
|
|
}
|
|
}
|
|
|
|
/* Generates the list of manually added hosts from NetworkGameList and
|
|
* dumps them into the array _network_host_list. This array is needed
|
|
* by the function that generates the config file. */
|
|
void NetworkRebuildHostList()
|
|
{
|
|
_network_host_list.Clear();
|
|
|
|
for (NetworkGameList *item = _network_game_list; item != NULL; item = item->next) {
|
|
if (item->manually) *_network_host_list.Append() = strdup(item->address.GetAddressAsString(false));
|
|
}
|
|
}
|
|
|
|
/** Non blocking connection create to actually connect to servers */
|
|
class TCPClientConnecter : TCPConnecter {
|
|
public:
|
|
TCPClientConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
|
|
|
|
virtual void OnFailure()
|
|
{
|
|
NetworkError(STR_NETWORK_ERROR_NOCONNECTION);
|
|
}
|
|
|
|
virtual void OnConnect(SOCKET s)
|
|
{
|
|
_networking = true;
|
|
new ClientNetworkGameSocketHandler(s);
|
|
IConsoleCmdExec("exec scripts/on_client.scr 0");
|
|
NetworkClient_Connected();
|
|
}
|
|
};
|
|
|
|
|
|
/* Used by clients, to connect to a server */
|
|
void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as, const char *join_server_password, const char *join_company_password)
|
|
{
|
|
if (!_network_available) return;
|
|
|
|
if (address.GetPort() == 0) return;
|
|
|
|
strecpy(_settings_client.network.last_host, address.GetHostname(), lastof(_settings_client.network.last_host));
|
|
_settings_client.network.last_port = address.GetPort();
|
|
_network_join_as = join_as;
|
|
_network_join_server_password = join_server_password;
|
|
_network_join_company_password = join_company_password;
|
|
|
|
NetworkDisconnect();
|
|
NetworkInitialize();
|
|
|
|
_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
|
|
ShowJoinStatusWindow();
|
|
|
|
new TCPClientConnecter(address);
|
|
}
|
|
|
|
static void NetworkInitGameInfo()
|
|
{
|
|
if (StrEmpty(_settings_client.network.server_name)) {
|
|
snprintf(_settings_client.network.server_name, sizeof(_settings_client.network.server_name), "Unnamed Server");
|
|
}
|
|
|
|
/* The server is a client too */
|
|
_network_game_info.clients_on = _network_dedicated ? 0 : 1;
|
|
|
|
/* There should be always space for the server. */
|
|
assert(NetworkClientInfo::CanAllocateItem());
|
|
NetworkClientInfo *ci = new NetworkClientInfo(CLIENT_ID_SERVER);
|
|
ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : _local_company;
|
|
|
|
strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));
|
|
}
|
|
|
|
bool NetworkServerStart()
|
|
{
|
|
if (!_network_available) return false;
|
|
|
|
/* Call the pre-scripts */
|
|
IConsoleCmdExec("exec scripts/pre_server.scr 0");
|
|
if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
|
|
|
|
NetworkDisconnect(false, false);
|
|
NetworkInitialize(false);
|
|
if (!ServerNetworkGameSocketHandler::Listen(_settings_client.network.server_port)) return false;
|
|
|
|
/* Only listen for admins when the password isn't empty. */
|
|
if (!StrEmpty(_settings_client.network.admin_password) && !ServerNetworkAdminSocketHandler::Listen(_settings_client.network.server_admin_port)) return false;
|
|
|
|
/* Try to start UDP-server */
|
|
_network_udp_server = _udp_server_socket->Listen();
|
|
|
|
_network_company_states = CallocT<NetworkCompanyState>(MAX_COMPANIES);
|
|
_network_server = true;
|
|
_networking = true;
|
|
_frame_counter = 0;
|
|
_frame_counter_server = 0;
|
|
_frame_counter_max = 0;
|
|
_last_sync_frame = 0;
|
|
_network_own_client_id = CLIENT_ID_SERVER;
|
|
|
|
_network_clients_connected = 0;
|
|
_network_company_passworded = 0;
|
|
|
|
NetworkInitGameInfo();
|
|
|
|
/* execute server initialization script */
|
|
IConsoleCmdExec("exec scripts/on_server.scr 0");
|
|
/* if the server is dedicated ... add some other script */
|
|
if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
|
|
|
|
/* Try to register us to the master server */
|
|
_network_last_advertise_frame = 0;
|
|
_network_need_advertise = true;
|
|
NetworkUDPAdvertise();
|
|
|
|
/* welcome possibly still connected admins - this can only happen on a dedicated server. */
|
|
if (_network_dedicated) ServerNetworkAdminSocketHandler::WelcomeAll();
|
|
|
|
return true;
|
|
}
|
|
|
|
/* The server is rebooting...
|
|
* The only difference with NetworkDisconnect, is the packets that is sent */
|
|
void NetworkReboot()
|
|
{
|
|
if (_network_server) {
|
|
NetworkClientSocket *cs;
|
|
FOR_ALL_CLIENT_SOCKETS(cs) {
|
|
cs->SendNewGame();
|
|
cs->SendPackets();
|
|
}
|
|
|
|
ServerNetworkAdminSocketHandler *as;
|
|
FOR_ALL_ACTIVE_ADMIN_SOCKETS(as) {
|
|
as->SendNewGame();
|
|
as->SendPackets();
|
|
}
|
|
}
|
|
|
|
/* For non-dedicated servers we have to kick the admins as we are not
|
|
* certain that we will end up in a new network game. */
|
|
NetworkClose(!_network_dedicated);
|
|
}
|
|
|
|
/**
|
|
* We want to disconnect from the host/clients.
|
|
* @param blocking whether to wait till everything has been closed.
|
|
* @param close_admins Whether the admin sockets need to be closed as well.
|
|
*/
|
|
void NetworkDisconnect(bool blocking, bool close_admins)
|
|
{
|
|
if (_network_server) {
|
|
NetworkClientSocket *cs;
|
|
FOR_ALL_CLIENT_SOCKETS(cs) {
|
|
cs->SendShutdown();
|
|
cs->SendPackets();
|
|
}
|
|
|
|
if (close_admins) {
|
|
ServerNetworkAdminSocketHandler *as;
|
|
FOR_ALL_ACTIVE_ADMIN_SOCKETS(as) {
|
|
as->SendShutdown();
|
|
as->SendPackets();
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_settings_client.network.server_advertise) NetworkUDPRemoveAdvertise(blocking);
|
|
|
|
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
|
|
|
|
NetworkClose(close_admins);
|
|
|
|
/* Reinitialize the UDP stack, i.e. close all existing connections. */
|
|
NetworkUDPInitialize();
|
|
}
|
|
|
|
/**
|
|
* Receives something from the network.
|
|
* @return true if everything went fine, false when the connection got closed.
|
|
*/
|
|
static bool NetworkReceive()
|
|
{
|
|
if (_network_server) {
|
|
ServerNetworkAdminSocketHandler::Receive();
|
|
return ServerNetworkGameSocketHandler::Receive();
|
|
} else {
|
|
return ClientNetworkGameSocketHandler::Receive();
|
|
}
|
|
}
|
|
|
|
/* This sends all buffered commands (if possible) */
|
|
static void NetworkSend()
|
|
{
|
|
if (_network_server) {
|
|
ServerNetworkAdminSocketHandler::Send();
|
|
ServerNetworkGameSocketHandler::Send();
|
|
} else {
|
|
ClientNetworkGameSocketHandler::Send();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* We have to do some (simple) background stuff that runs normally,
|
|
* even when we are not in multiplayer. For example stuff needed
|
|
* for finding servers or downloading content.
|
|
*/
|
|
void NetworkBackgroundLoop()
|
|
{
|
|
_network_content_client.SendReceive();
|
|
TCPConnecter::CheckCallbacks();
|
|
NetworkHTTPSocketHandler::HTTPReceive();
|
|
|
|
NetworkBackgroundUDPLoop();
|
|
}
|
|
|
|
/* The main loop called from ttd.c
|
|
* Here we also have to do StateGameLoop if needed! */
|
|
void NetworkGameLoop()
|
|
{
|
|
if (!_networking) return;
|
|
|
|
if (!NetworkReceive()) return;
|
|
|
|
if (_network_server) {
|
|
/* Log the sync state to check for in-syncedness of replays. */
|
|
if (_date_fract == 0) {
|
|
/* We don't want to log multiple times if paused. */
|
|
static Date last_log;
|
|
if (last_log != _date) {
|
|
DEBUG(desync, 1, "sync: %08x; %02x; %08x; %08x", _date, _date_fract, _random.state[0], _random.state[1]);
|
|
last_log = _date;
|
|
}
|
|
}
|
|
|
|
#ifdef DEBUG_DUMP_COMMANDS
|
|
/* Loading of the debug commands from -ddesync>=1 */
|
|
static FILE *f = FioFOpenFile("commands.log", "rb", SAVE_DIR);
|
|
static Date next_date = 0;
|
|
static uint32 next_date_fract;
|
|
static CommandPacket *cp = NULL;
|
|
static bool check_sync_state = false;
|
|
static uint32 sync_state[2];
|
|
if (f == NULL && next_date == 0) {
|
|
DEBUG(net, 0, "Cannot open commands.log");
|
|
next_date = 1;
|
|
}
|
|
|
|
while (f != NULL && !feof(f)) {
|
|
if (_date == next_date && _date_fract == next_date_fract) {
|
|
if (cp != NULL) {
|
|
NetworkSendCommand(cp->tile, cp->p1, cp->p2, cp->cmd & ~CMD_FLAGS_MASK, NULL, cp->text, cp->company);
|
|
DEBUG(net, 0, "injecting: %08x; %02x; %02x; %06x; %08x; %08x; %08x; \"%s\" (%s)", _date, _date_fract, (int)_current_company, cp->tile, cp->p1, cp->p2, cp->cmd, cp->text, GetCommandName(cp->cmd));
|
|
free(cp);
|
|
cp = NULL;
|
|
}
|
|
if (check_sync_state) {
|
|
if (sync_state[0] == _random.state[0] && sync_state[1] == _random.state[1]) {
|
|
DEBUG(net, 0, "sync check: %08x; %02x; match", _date, _date_fract);
|
|
} else {
|
|
DEBUG(net, 0, "sync check: %08x; %02x; mismatch expected {%08x, %08x}, got {%08x, %08x}",
|
|
_date, _date_fract, sync_state[0], sync_state[1], _random.state[0], _random.state[1]);
|
|
NOT_REACHED();
|
|
}
|
|
check_sync_state = false;
|
|
}
|
|
}
|
|
|
|
if (cp != NULL || check_sync_state) break;
|
|
|
|
char buff[4096];
|
|
if (fgets(buff, lengthof(buff), f) == NULL) break;
|
|
|
|
char *p = buff;
|
|
/* Ignore the "[date time] " part of the message */
|
|
if (*p == '[') {
|
|
p = strchr(p, ']');
|
|
if (p == NULL) break;
|
|
p += 2;
|
|
}
|
|
|
|
if (strncmp(p, "cmd: ", 5) == 0) {
|
|
cp = CallocT<CommandPacket>(1);
|
|
int company;
|
|
int ret = sscanf(p + 5, "%x; %x; %x; %x; %x; %x; %x; \"%[^\"]\"", &next_date, &next_date_fract, &company, &cp->tile, &cp->p1, &cp->p2, &cp->cmd, cp->text);
|
|
/* There are 8 pieces of data to read, however the last is a
|
|
* string that might or might not exist. Ignore it if that
|
|
* string misses because in 99% of the time it's not used. */
|
|
assert(ret == 8 || ret == 7);
|
|
cp->company = (CompanyID)company;
|
|
} else if (strncmp(p, "join: ", 6) == 0) {
|
|
/* Manually insert a pause when joining; this way the client can join at the exact right time. */
|
|
int ret = sscanf(p + 6, "%x; %x", &next_date, &next_date_fract);
|
|
assert(ret == 2);
|
|
DEBUG(net, 0, "injecting pause for join at %08x:%02x; please join when paused", next_date, next_date_fract);
|
|
cp = CallocT<CommandPacket>(1);
|
|
cp->company = COMPANY_SPECTATOR;
|
|
cp->cmd = CMD_PAUSE;
|
|
cp->p1 = PM_PAUSED_NORMAL;
|
|
cp->p2 = 1;
|
|
_ddc_fastforward = false;
|
|
} else if (strncmp(p, "sync: ", 6) == 0) {
|
|
int ret = sscanf(p + 6, "%x; %x; %x; %x", &next_date, &next_date_fract, &sync_state[0], &sync_state[1]);
|
|
assert(ret == 4);
|
|
check_sync_state = true;
|
|
} else if (strncmp(p, "msg: ", 5) == 0 || strncmp(p, "client: ", 8) == 0 ||
|
|
strncmp(p, "load: ", 6) == 0 || strncmp(p, "save: ", 6) == 0) {
|
|
/* A message that is not very important to the log playback, but part of the log. */
|
|
} else {
|
|
/* Can't parse a line; what's wrong here? */
|
|
DEBUG(net, 0, "trying to parse: %s", p);
|
|
NOT_REACHED();
|
|
}
|
|
}
|
|
if (f != NULL && feof(f)) {
|
|
DEBUG(net, 0, "End of commands.log");
|
|
fclose(f);
|
|
f = NULL;
|
|
}
|
|
#endif /* DEBUG_DUMP_COMMANDS */
|
|
if (_frame_counter >= _frame_counter_max) {
|
|
/* Only check for active clients just before we're going to send out
|
|
* the commands so we don't send multiple pause/unpause commands when
|
|
* the frame_freq is more than 1 tick. Same with distributing commands. */
|
|
CheckPauseOnJoin();
|
|
CheckMinActiveClients();
|
|
NetworkDistributeCommands();
|
|
}
|
|
|
|
bool send_frame = false;
|
|
|
|
/* We first increase the _frame_counter */
|
|
_frame_counter++;
|
|
/* Update max-frame-counter */
|
|
if (_frame_counter > _frame_counter_max) {
|
|
_frame_counter_max = _frame_counter + _settings_client.network.frame_freq;
|
|
send_frame = true;
|
|
}
|
|
|
|
NetworkExecuteLocalCommandQueue();
|
|
|
|
/* Then we make the frame */
|
|
StateGameLoop();
|
|
|
|
_sync_seed_1 = _random.state[0];
|
|
#ifdef NETWORK_SEND_DOUBLE_SEED
|
|
_sync_seed_2 = _random.state[1];
|
|
#endif
|
|
|
|
NetworkServer_Tick(send_frame);
|
|
} else {
|
|
/* Client */
|
|
|
|
/* Make sure we are at the frame were the server is (quick-frames) */
|
|
if (_frame_counter_server > _frame_counter) {
|
|
/* Run a number of frames; when things go bad, get out. */
|
|
while (_frame_counter_server > _frame_counter) {
|
|
if (!ClientNetworkGameSocketHandler::GameLoop()) return;
|
|
}
|
|
} else {
|
|
/* Else, keep on going till _frame_counter_max */
|
|
if (_frame_counter_max > _frame_counter) {
|
|
/* Run one frame; if things went bad, get out. */
|
|
if (!ClientNetworkGameSocketHandler::GameLoop()) return;
|
|
}
|
|
}
|
|
}
|
|
|
|
NetworkSend();
|
|
}
|
|
|
|
static void NetworkGenerateServerId()
|
|
{
|
|
Md5 checksum;
|
|
uint8 digest[16];
|
|
char hex_output[16 * 2 + 1];
|
|
char coding_string[NETWORK_NAME_LENGTH];
|
|
int di;
|
|
|
|
snprintf(coding_string, sizeof(coding_string), "%d%s", (uint)Random(), "OpenTTD Server ID");
|
|
|
|
/* Generate the MD5 hash */
|
|
checksum.Append((const uint8*)coding_string, strlen(coding_string));
|
|
checksum.Finish(digest);
|
|
|
|
for (di = 0; di < 16; ++di) {
|
|
sprintf(hex_output + di * 2, "%02x", digest[di]);
|
|
}
|
|
|
|
/* _settings_client.network.network_id is our id */
|
|
snprintf(_settings_client.network.network_id, sizeof(_settings_client.network.network_id), "%s", hex_output);
|
|
}
|
|
|
|
void NetworkStartDebugLog(NetworkAddress address)
|
|
{
|
|
extern SOCKET _debug_socket; // Comes from debug.c
|
|
|
|
DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", address.GetHostname(), address.GetPort());
|
|
|
|
SOCKET s = address.Connect();
|
|
if (s == INVALID_SOCKET) {
|
|
DEBUG(net, 0, "Failed to open socket for redirection DEBUG()");
|
|
return;
|
|
}
|
|
|
|
_debug_socket = s;
|
|
|
|
DEBUG(net, 0, "DEBUG() is now redirected");
|
|
}
|
|
|
|
/** This tries to launch the network for a given OS */
|
|
void NetworkStartUp()
|
|
{
|
|
DEBUG(net, 3, "[core] starting network...");
|
|
|
|
/* Network is available */
|
|
_network_available = NetworkCoreInitialize();
|
|
_network_dedicated = false;
|
|
_network_last_advertise_frame = 0;
|
|
_network_need_advertise = true;
|
|
_network_advertise_retries = 0;
|
|
|
|
/* Generate an server id when there is none yet */
|
|
if (StrEmpty(_settings_client.network.network_id)) NetworkGenerateServerId();
|
|
|
|
memset(&_network_game_info, 0, sizeof(_network_game_info));
|
|
|
|
NetworkInitialize();
|
|
DEBUG(net, 3, "[core] network online, multiplayer available");
|
|
NetworkFindBroadcastIPs(&_broadcast_list);
|
|
}
|
|
|
|
/** This shuts the network down */
|
|
void NetworkShutDown()
|
|
{
|
|
NetworkDisconnect(true);
|
|
NetworkUDPClose();
|
|
|
|
DEBUG(net, 3, "[core] shutting down network");
|
|
|
|
_network_available = false;
|
|
|
|
NetworkCoreShutdown();
|
|
}
|
|
|
|
/**
|
|
* Checks whether the given version string is compatible with our version.
|
|
* @param other the version string to compare to
|
|
*/
|
|
bool IsNetworkCompatibleVersion(const char *other)
|
|
{
|
|
return strncmp(_openttd_revision, other, NETWORK_REVISION_LENGTH - 1) == 0;
|
|
}
|
|
|
|
#endif /* ENABLE_NETWORK */
|