OpenTTD-patches/src/network/core/tcp_admin.h

502 lines
21 KiB
C++

/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* @file tcp_admin.h Basic functions to receive and send TCP packets to and from the admin network.
*/
#ifndef NETWORK_CORE_TCP_ADMIN_H
#define NETWORK_CORE_TCP_ADMIN_H
#include "os_abstraction.h"
#include "tcp.h"
#include "../network_type.h"
#include "../../core/pool_type.hpp"
/**
* Enum with types of TCP packets specific to the admin network.
* This protocol may only be extended to ensure stability.
*/
enum PacketAdminType {
ADMIN_PACKET_ADMIN_JOIN, ///< The admin announces and authenticates itself to the server.
ADMIN_PACKET_ADMIN_QUIT, ///< The admin tells the server that it is quitting.
ADMIN_PACKET_ADMIN_UPDATE_FREQUENCY, ///< The admin tells the server the update frequency of a particular piece of information.
ADMIN_PACKET_ADMIN_POLL, ///< The admin explicitly polls for a piece of information.
ADMIN_PACKET_ADMIN_CHAT, ///< The admin sends a chat message to be distributed.
ADMIN_PACKET_ADMIN_RCON, ///< The admin sends a remote console command.
ADMIN_PACKET_ADMIN_GAMESCRIPT, ///< The admin sends a JSON string for the GameScript.
ADMIN_PACKET_ADMIN_PING, ///< The admin sends a ping to the server, expecting a ping-reply (PONG) packet.
ADMIN_PACKET_SERVER_FULL = 100, ///< The server tells the admin it cannot accept the admin.
ADMIN_PACKET_SERVER_BANNED, ///< The server tells the admin it is banned.
ADMIN_PACKET_SERVER_ERROR, ///< The server tells the admin an error has occurred.
ADMIN_PACKET_SERVER_PROTOCOL, ///< The server tells the admin its protocol version.
ADMIN_PACKET_SERVER_WELCOME, ///< The server welcomes the admin to a game.
ADMIN_PACKET_SERVER_NEWGAME, ///< The server tells the admin its going to start a new game.
ADMIN_PACKET_SERVER_SHUTDOWN, ///< The server tells the admin its shutting down.
ADMIN_PACKET_SERVER_DATE, ///< The server tells the admin what the current game date is.
ADMIN_PACKET_SERVER_CLIENT_JOIN, ///< The server tells the admin that a client has joined.
ADMIN_PACKET_SERVER_CLIENT_INFO, ///< The server gives the admin information about a client.
ADMIN_PACKET_SERVER_CLIENT_UPDATE, ///< The server gives the admin an information update on a client.
ADMIN_PACKET_SERVER_CLIENT_QUIT, ///< The server tells the admin that a client quit.
ADMIN_PACKET_SERVER_CLIENT_ERROR, ///< The server tells the admin that a client caused an error.
ADMIN_PACKET_SERVER_COMPANY_NEW, ///< The server tells the admin that a new company has started.
ADMIN_PACKET_SERVER_COMPANY_INFO, ///< The server gives the admin information about a company.
ADMIN_PACKET_SERVER_COMPANY_UPDATE, ///< The server gives the admin an information update on a company.
ADMIN_PACKET_SERVER_COMPANY_REMOVE, ///< The server tells the admin that a company was removed.
ADMIN_PACKET_SERVER_COMPANY_ECONOMY, ///< The server gives the admin some economy related company information.
ADMIN_PACKET_SERVER_COMPANY_STATS, ///< The server gives the admin some statistics about a company.
ADMIN_PACKET_SERVER_CHAT, ///< The server received a chat message and relays it.
ADMIN_PACKET_SERVER_RCON, ///< The server's reply to a remove console command.
ADMIN_PACKET_SERVER_CONSOLE, ///< The server gives the admin the data that got printed to its console.
ADMIN_PACKET_SERVER_CMD_NAMES, ///< The server sends out the names of the DoCommands to the admins.
ADMIN_PACKET_SERVER_CMD_LOGGING, ///< The server gives the admin copies of incoming command packets.
ADMIN_PACKET_SERVER_GAMESCRIPT, ///< The server gives the admin information from the GameScript in JSON.
ADMIN_PACKET_SERVER_RCON_END, ///< The server indicates that the remote console command has completed.
ADMIN_PACKET_SERVER_PONG, ///< The server replies to a ping request from the admin.
INVALID_ADMIN_PACKET = 0xFF, ///< An invalid marker for admin packets.
};
/** Status of an admin. */
enum AdminStatus {
ADMIN_STATUS_INACTIVE, ///< The admin is not connected nor active.
ADMIN_STATUS_ACTIVE, ///< The admin is active.
ADMIN_STATUS_END, ///< Must ALWAYS be on the end of this list!! (period)
};
/** Update types an admin can register a frequency for */
enum AdminUpdateType {
ADMIN_UPDATE_DATE, ///< Updates about the date of the game.
ADMIN_UPDATE_CLIENT_INFO, ///< Updates about the information of clients.
ADMIN_UPDATE_COMPANY_INFO, ///< Updates about the generic information of companies.
ADMIN_UPDATE_COMPANY_ECONOMY, ///< Updates about the economy of companies.
ADMIN_UPDATE_COMPANY_STATS, ///< Updates about the statistics of companies.
ADMIN_UPDATE_CHAT, ///< The admin would like to have chat messages.
ADMIN_UPDATE_CONSOLE, ///< The admin would like to have console messages.
ADMIN_UPDATE_CMD_NAMES, ///< The admin would like a list of all DoCommand names.
ADMIN_UPDATE_CMD_LOGGING, ///< The admin would like to have DoCommand information.
ADMIN_UPDATE_GAMESCRIPT, ///< The admin would like to have gamescript messages.
ADMIN_UPDATE_END, ///< Must ALWAYS be on the end of this list!! (period)
};
/** Update frequencies an admin can register. */
enum AdminUpdateFrequency {
ADMIN_FREQUENCY_POLL = 0x01, ///< The admin can poll this.
ADMIN_FREQUENCY_DAILY = 0x02, ///< The admin gets information about this on a daily basis.
ADMIN_FREQUENCY_WEEKLY = 0x04, ///< The admin gets information about this on a weekly basis.
ADMIN_FREQUENCY_MONTHLY = 0x08, ///< The admin gets information about this on a monthly basis.
ADMIN_FREQUENCY_QUARTERLY = 0x10, ///< The admin gets information about this on a quarterly basis.
ADMIN_FREQUENCY_ANUALLY = 0x20, ///< The admin gets information about this on a yearly basis.
ADMIN_FREQUENCY_AUTOMATIC = 0x40, ///< The admin gets information about this when it changes.
};
DECLARE_ENUM_AS_BIT_SET(AdminUpdateFrequency)
/** Reasons for removing a company - communicated to admins. */
enum AdminCompanyRemoveReason {
ADMIN_CRR_MANUAL, ///< The company is manually removed.
ADMIN_CRR_AUTOCLEAN, ///< The company is removed due to autoclean.
ADMIN_CRR_BANKRUPT, ///< The company went belly-up.
ADMIN_CRR_END, ///< Sentinel for end.
};
/** Main socket handler for admin related connections. */
class NetworkAdminSocketHandler : public NetworkTCPSocketHandler {
protected:
char admin_name[NETWORK_CLIENT_NAME_LENGTH]; ///< Name of the admin.
char admin_version[NETWORK_REVISION_LENGTH]; ///< Version string of the admin.
AdminStatus status; ///< Status of this admin.
NetworkRecvStatus ReceiveInvalidPacket(PacketAdminType type);
/**
* Join the admin network:
* string Password the server is expecting for this network.
* string Name of the application being used to connect.
* string Version string of the application being used to connect.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_JOIN(Packet *p);
/**
* Notification to the server that this admin is quitting.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_QUIT(Packet *p);
/**
* Register updates to be sent at certain frequencies (as announced in the PROTOCOL packet):
* uint16 Update type (see #AdminUpdateType).
* uint16 Update frequency (see #AdminUpdateFrequency), setting #ADMIN_FREQUENCY_POLL is always ignored.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_UPDATE_FREQUENCY(Packet *p);
/**
* Poll the server for certain updates, an invalid poll (e.g. not existent id) gets silently dropped:
* uint8 #AdminUpdateType the server should answer for, only if #AdminUpdateFrequency #ADMIN_FREQUENCY_POLL is advertised in the PROTOCOL packet.
* uint32 ID relevant to the packet type, e.g.
* - the client ID for #ADMIN_UPDATE_CLIENT_INFO. Use UINT32_MAX to show all clients.
* - the company ID for #ADMIN_UPDATE_COMPANY_INFO. Use UINT32_MAX to show all companies.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_POLL(Packet *p);
/**
* Send chat as the server:
* uint8 Action such as NETWORK_ACTION_CHAT_CLIENT (see #NetworkAction).
* uint8 Destination type such as DESTTYPE_BROADCAST (see #DestType).
* uint32 ID of the destination such as company or client id.
* string Message.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_CHAT(Packet *p);
/**
* Execute a command on the servers console:
* string Command to be executed.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_RCON(Packet *p);
/**
* Send a JSON string to the current active GameScript.
* json JSON string for the GameScript.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_GAMESCRIPT(Packet *p);
/**
* Ping the server, requiring the server to reply with a pong packet.
* uint32 Integer value to pass to the server, which is quoted in the reply.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_ADMIN_PING(Packet *p);
/**
* The server is full (connection gets closed).
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);
/**
* The source IP address is banned (connection gets closed).
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);
/**
* An error was caused by this admin connection (connection gets closed).
* uint8 NetworkErrorCode the error caused.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p);
/**
* Inform a just joined admin about the protocol specifics:
* uint8 Protocol version.
* bool Further protocol data follows (repeats through all update packet types).
* uint16 Update packet type.
* uint16 Frequencies allowed for this update packet (bitwise).
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_PROTOCOL(Packet *p);
/**
* Welcome a connected admin to the game:
* string Name of the Server (e.g. as advertised to master server).
* string OpenTTD version string.
* bool Server is dedicated.
* string Name of the Map.
* uint32 Random seed of the Map.
* uint8 Landscape of the Map.
* uint32 Start date of the Map.
* uint16 Map width.
* uint16 Map height.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p);
/**
* Notification about a newgame.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p);
/**
* Notification about the server shutting down.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p);
/**
* Send the current date of the game:
* uint32 Current game date.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_DATE(Packet *p);
/**
* Notification of a new client:
* uint32 ID of the new client.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CLIENT_JOIN(Packet *p);
/**
* Client information of a specific client:
* uint32 ID of the client.
* string Network address of the client.
* string Name of the client.
* uint8 Language of the client.
* uint32 Date the client joined the game.
* uint8 ID of the company the client is playing as (255 for spectators).
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p);
/**
* Client update details on a specific client (e.g. after rename or move):
* uint32 ID of the client.
* string Name of the client.
* uint8 ID of the company the client is playing as (255 for spectators).
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CLIENT_UPDATE(Packet *p);
/**
* Notification about a client leaving the game.
* uint32 ID of the client that just left.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CLIENT_QUIT(Packet *p);
/**
* Notification about a client error (and thus the clients disconnection).
* uint32 ID of the client that made the error.
* uint8 Error the client made (see NetworkErrorCode).
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CLIENT_ERROR(Packet *p);
/**
* Notification of a new company:
* uint8 ID of the new company.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_COMPANY_NEW(Packet *p);
/**
* Company information on a specific company:
* uint8 ID of the company.
* string Name of the company.
* string Name of the companies manager.
* uint8 Main company colour.
* bool Company is password protected.
* uint32 Year the company was inaugurated.
* bool Company is an AI.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p);
/**
* Company information of a specific company:
* uint8 ID of the company.
* string Name of the company.
* string Name of the companies manager.
* uint8 Main company colour.
* bool Company is password protected.
* uint8 Quarters of bankruptcy.
* uint8 Owner of share 1.
* uint8 Owner of share 2.
* uint8 Owner of share 3.
* uint8 Owner of share 4.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p);
/**
* Notification about a removed company (e.g. due to bankruptcy).
* uint8 ID of the company.
* uint8 Reason for being removed (see #AdminCompanyRemoveReason).
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_COMPANY_REMOVE(Packet *p);
/**
* Economy update of a specific company:
* uint8 ID of the company.
* uint64 Money.
* uint64 Loan.
* int64 Income.
* uint16 Delivered cargo (this quarter).
* uint64 Company value (last quarter).
* uint16 Performance (last quarter).
* uint16 Delivered cargo (last quarter).
* uint64 Company value (previous quarter).
* uint16 Performance (previous quarter).
* uint16 Delivered cargo (previous quarter).
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_COMPANY_ECONOMY(Packet *p);
/**
* Company statistics on stations and vehicles:
* uint8 ID of the company.
* uint16 Number of trains.
* uint16 Number of lorries.
* uint16 Number of busses.
* uint16 Number of planes.
* uint16 Number of ships.
* uint16 Number of train stations.
* uint16 Number of lorry stations.
* uint16 Number of bus stops.
* uint16 Number of airports and heliports.
* uint16 Number of harbours.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_COMPANY_STATS(Packet *p);
/**
* Send chat from the game into the admin network:
* uint8 Action such as NETWORK_ACTION_CHAT_CLIENT (see #NetworkAction).
* uint8 Destination type such as DESTTYPE_BROADCAST (see #DestType).
* uint32 ID of the client who sent this message.
* string Message.
* uint64 Money (only when it is a 'give money' action).
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p);
/**
* Result of an rcon command:
* uint16 Colour as it would be used on the server or a client.
* string Output of the executed command.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p);
/**
* Send what would be printed on the server's console also into the admin network.
* string The origin of the text, e.g. "console" for console, or "net" for network related (debug) messages.
* string Text as found on the console of the server.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CONSOLE(Packet *p);
/**
* Send DoCommand names to the bot upon request only.
* Multiple of these packets can follow each other in order to provide
* all known DoCommand names.
*
* NOTICE: Data provided with this packet is not stable and will not be
* treated as such. Do not rely on IDs or names to be constant
* across different versions / revisions of OpenTTD.
* Data provided in this packet is for logging purposes only.
*
* These three fields are repeated until the packet is full:
* bool Data to follow.
* uint16 ID of the DoCommand.
* string Name of DoCommand.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CMD_NAMES(Packet *p);
/**
* Send incoming command packets to the admin network.
* This is for logging purposes only.
*
* NOTICE: Data provided with this packet is not stable and will not be
* treated as such. Do not rely on IDs or names to be constant
* across different versions / revisions of OpenTTD.
* Data provided in this packet is for logging purposes only.
*
* uint32 ID of the client sending the command.
* uint8 ID of the company (0..MAX_COMPANIES-1).
* uint16 ID of the command.
* uint32 P1 (variable data passed to the command).
* uint32 P2 (variable data passed to the command).
* uint32 Tile where this is taking place.
* string Text passed to the command.
* uint32 Frame of execution.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_CMD_LOGGING(Packet *p);
/**
* Send a ping-reply (pong) to the admin that sent us the ping packet.
* uint32 Integer identifier - should be the same as read from the admins ping packet.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_PONG(Packet *p);
/**
* Notify the admin connection that the rcon command has finished.
* string The command as requested by the admin connection.
* @param p The packet that was just received.
* @return The state the network should have.
*/
virtual NetworkRecvStatus Receive_SERVER_RCON_END(Packet *p);
NetworkRecvStatus HandlePacket(Packet *p);
public:
NetworkRecvStatus CloseConnection(bool error = true) override;
NetworkAdminSocketHandler(SOCKET s);
~NetworkAdminSocketHandler();
NetworkRecvStatus ReceivePackets();
/**
* Get the status of the admin.
* @return The status of the admin.
*/
AdminStatus GetAdminStatus() const
{
return this->status;
}
};
#endif /* NETWORK_CORE_TCP_ADMIN_H */