OpenTTD Source: src/network/network.cpp Source File

OpenTTD Source 12.2

network.cpp
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1 /*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
6 */
7
10 #include "../stdafx.h"
11
12 #include "../strings_func.h"
13 #include "../command_func.h"
14 #include "../date_func.h"
15 #include "network_admin.h"
16 #include "network_client.h"
17 #include "network_query.h"
18 #include "network_server.h"
19 #include "network_content.h"
20 #include "network_udp.h"
21 #include "network_gamelist.h"
22 #include "network_base.h"
23 #include "network_coordinator.h"
24 #include "core/udp.h"
25 #include "core/host.h"
26 #include "network_gui.h"
27 #include "../console_func.h"
28 #include "../3rdparty/md5/md5.h"
29 #include "../core/random_func.hpp"
30 #include "../window_func.h"
31 #include "../company_func.h"
32 #include "../company_base.h"
33 #include "../landscape_type.h"
34 #include "../rev.h"
35 #include "../core/pool_func.hpp"
36 #include "../gfx_func.h"
37 #include "../error.h"
38 #include <charconv>
39 #include <sstream>
40 #include <iomanip>
41
42 #include "../safeguards.h"
43
44 #ifdef DEBUG_DUMP_COMMANDS
45 #include "../fileio_func.h"
47 bool _ddc_fastforward = true;
48 #endif /* DEBUG_DUMP_COMMANDS */
49
51 static_assert(NetworkClientInfoPool::MAX_SIZE == NetworkClientSocketPool::MAX_SIZE);
52
54 NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo");
55 INSTANTIATE_POOL_METHODS(NetworkClientInfo)
56
57 bool _networking;
58 bool _network_server;
59 bool _network_available;
60 bool _network_dedicated;
61 bool _is_network_server;
62 NetworkCompanyState *_network_company_states = nullptr;
63 ClientID _network_own_client_id;
64 ClientID _redirect_console_to_client;
65 uint8 _network_reconnect;
66 StringList _network_bind_list;
67 StringList _network_host_list;
68 StringList _network_ban_list;
69 uint32 _frame_counter_server;
70 uint32 _frame_counter_max;
71 uint32 _frame_counter;
72 uint32 _last_sync_frame;
73 NetworkAddressList _broadcast_list;
74 uint32 _sync_seed_1;
75 #ifdef NETWORK_SEND_DOUBLE_SEED
76 uint32 _sync_seed_2;
77 #endif
78 uint32 _sync_frame;
79 bool _network_first_time;
80 CompanyMask _network_company_passworded;
81
82 static_assert((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH);
83
85 byte _network_clients_connected = 0;
86
87 /* Some externs / forwards */
88 extern void StateGameLoop();
89
94 bool HasClients()
95 {
96 return !NetworkClientSocket::Iterate().empty();
97 }
98
102 NetworkClientInfo::~NetworkClientInfo()
103 {
104 /* Delete the chat window, if you were chatting with this client. */
105 InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_CLIENT, this->client_id);
106 }
107
113 /* static */ NetworkClientInfo *NetworkClientInfo::GetByClientID(ClientID client_id)
114 {
115 for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
116 if (ci->client_id == client_id) return ci;
117 }
118
119 return nullptr;
120 }
121
127 /* static */ ServerNetworkGameSocketHandler *ServerNetworkGameSocketHandler::GetByClientID(ClientID client_id)
128 {
129 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
130 if (cs->client_id == client_id) return cs;
131 }
132
133 return nullptr;
134 }
135
136 byte NetworkSpectatorCount()
137 {
138 byte count = 0;
139
140 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
141 if (ci->client_playas == COMPANY_SPECTATOR) count++;
142 }
143
144 /* Don't count a dedicated server as spectator */
145 if (_network_dedicated) count--;
146
147 return count;
148 }
149
156 std::string NetworkChangeCompanyPassword(CompanyID company_id, std::string password)
157 {
158 if (password.compare("*") == 0) password = "";
159
160 if (_network_server) {
161 NetworkServerSetCompanyPassword(company_id, password, false);
162 } else {
163 NetworkClientSetCompanyPassword(password);
164 }
165
166 return password;
167 }
168
176 std::string GenerateCompanyPasswordHash(const std::string &password, const std::string &password_server_id, uint32 password_game_seed)
177 {
178 if (password.empty()) return password;
179
180 size_t password_length = password.size();
181 size_t password_server_id_length = password_server_id.size();
182
183 std::ostringstream salted_password;
184 /* Add the password with the server's ID and game seed as the salt. */
185 for (uint i = 0; i < NETWORK_SERVER_ID_LENGTH - 1; i++) {
186 char password_char = (i < password_length ? password[i] : 0);
187 char server_id_char = (i < password_server_id_length ? password_server_id[i] : 0);
188 char seed_char = password_game_seed >> (i % 32);
189 salted_password << (char)(password_char ^ server_id_char ^ seed_char); // Cast needed, otherwise interpreted as integer to format
190 }
191
192 Md5 checksum;
193 uint8 digest[16];
194
195 /* Generate the MD5 hash */
196 std::string salted_password_string = salted_password.str();
197 checksum.Append(salted_password_string.data(), salted_password_string.size());
198 checksum.Finish(digest);
199
200 std::ostringstream hashed_password;
201 hashed_password << std::hex << std::setfill('0');
202 for (int di = 0; di < 16; di++) hashed_password << std::setw(2) << (int)digest[di]; // Cast needed, otherwise interpreted as character to add
203
204 return hashed_password.str();
205 }
206
212 bool NetworkCompanyIsPassworded(CompanyID company_id)
213 {
214 return HasBit(_network_company_passworded, company_id);
215 }
216
217 /* This puts a text-message to the console, or in the future, the chat-box,
218 * (to keep it all a bit more general)
219 * If 'self_send' is true, this is the client who is sending the message */
220 void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const std::string &name, const std::string &str, int64 data, const std::string &data_str)
221 {
222 StringID strid;
223 switch (action) {
224 case NETWORK_ACTION_SERVER_MESSAGE:
225 /* Ignore invalid messages */
226 strid = STR_NETWORK_SERVER_MESSAGE;
227 colour = CC_DEFAULT;
228 break;
229 case NETWORK_ACTION_COMPANY_SPECTATOR:
230 colour = CC_DEFAULT;
231 strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE;
232 break;
233 case NETWORK_ACTION_COMPANY_JOIN:
234 colour = CC_DEFAULT;
235 strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN;
236 break;
237 case NETWORK_ACTION_COMPANY_NEW:
238 colour = CC_DEFAULT;
239 strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW;
240 break;
241 case NETWORK_ACTION_JOIN:
242 /* Show the Client ID for the server but not for the client. */
243 strid = _network_server ? STR_NETWORK_MESSAGE_CLIENT_JOINED_ID : STR_NETWORK_MESSAGE_CLIENT_JOINED;
244 break;
245 case NETWORK_ACTION_LEAVE: strid = STR_NETWORK_MESSAGE_CLIENT_LEFT; break;
246 case NETWORK_ACTION_NAME_CHANGE: strid = STR_NETWORK_MESSAGE_NAME_CHANGE; break;
247 case NETWORK_ACTION_GIVE_MONEY: strid = STR_NETWORK_MESSAGE_GIVE_MONEY; break;
248 case NETWORK_ACTION_CHAT_COMPANY: strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY; break;
249 case NETWORK_ACTION_CHAT_CLIENT: strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT; break;
250 case NETWORK_ACTION_KICKED: strid = STR_NETWORK_MESSAGE_KICKED; break;
251 case NETWORK_ACTION_EXTERNAL_CHAT: strid = STR_NETWORK_CHAT_EXTERNAL; break;
252 default: strid = STR_NETWORK_CHAT_ALL; break;
253 }
254
255 char message[1024];
256 SetDParamStr(0, name);
257 SetDParamStr(1, str);
258 SetDParam(2, data);
259 SetDParamStr(3, data_str);
260
261 /* All of these strings start with "***". These characters are interpreted as both left-to-right and
262 * right-to-left characters depending on the context. As the next text might be an user's name, the
263 * user name's characters will influence the direction of the "***" instead of the language setting
264 * of the game. Manually set the direction of the "***" by inserting a text-direction marker. */
265 char *msg_ptr = message + Utf8Encode(message, _current_text_dir == TD_LTR ? CHAR_TD_LRM : CHAR_TD_RLM);
266 GetString(msg_ptr, strid, lastof(message));
267
268 Debug(desync, 1, "msg: {:08x}; {:02x}; {}", _date, _date_fract, message);
269 IConsolePrint(colour, message);
270 NetworkAddChatMessage(colour, _settings_client.gui.network_chat_timeout, message);
271 }
272
273 /* Calculate the frame-lag of a client */
274 uint NetworkCalculateLag(const NetworkClientSocket *cs)
275 {
276 int lag = cs->last_frame_server - cs->last_frame;
277 /* This client has missed their ACK packet after 1 DAY_TICKS..
278 * so we increase their lag for every frame that passes!
279 * The packet can be out by a max of _net_frame_freq */
280 if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter) {
281 lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq);
282 }
283 return lag;
284 }
285
286
287 /* There was a non-recoverable error, drop back to the main menu with a nice
288 * error */
289 void ShowNetworkError(StringID error_string)
290 {
291 _switch_mode = SM_MENU;
292 ShowErrorMessage(error_string, INVALID_STRING_ID, WL_CRITICAL);
293 }
294
300 StringID GetNetworkErrorMsg(NetworkErrorCode err)
301 {
302 /* List of possible network errors, used by
303 * PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
304 static const StringID network_error_strings[] = {
305 STR_NETWORK_ERROR_CLIENT_GENERAL,
306 STR_NETWORK_ERROR_CLIENT_DESYNC,
307 STR_NETWORK_ERROR_CLIENT_SAVEGAME,
308 STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST,
309 STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR,
310 STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH,
311 STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED,
312 STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED,
313 STR_NETWORK_ERROR_CLIENT_WRONG_REVISION,
314 STR_NETWORK_ERROR_CLIENT_NAME_IN_USE,
315 STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD,
316 STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH,
317 STR_NETWORK_ERROR_CLIENT_KICKED,
318 STR_NETWORK_ERROR_CLIENT_CHEATER,
319 STR_NETWORK_ERROR_CLIENT_SERVER_FULL,
320 STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS,
321 STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD,
322 STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER,
323 STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP,
324 STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN,
325 STR_NETWORK_ERROR_CLIENT_INVALID_CLIENT_NAME,
326 };
327 static_assert(lengthof(network_error_strings) == NETWORK_ERROR_END);
328
329 if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
330
331 return network_error_strings[err];
332 }
333
339 void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
340 {
341 if (!_networking) return;
342
343 switch (changed_mode) {
344 case PM_PAUSED_NORMAL:
345 case PM_PAUSED_JOIN:
346 case PM_PAUSED_GAME_SCRIPT:
347 case PM_PAUSED_ACTIVE_CLIENTS:
348 case PM_PAUSED_LINK_GRAPH: {
349 bool changed = ((_pause_mode == PM_UNPAUSED) != (prev_mode == PM_UNPAUSED));
350 bool paused = (_pause_mode != PM_UNPAUSED);
351 if (!paused && !changed) return;
352
353 StringID str;
354 if (!changed) {
355 int i = -1;
356
357 if ((_pause_mode & PM_PAUSED_NORMAL) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL);
358 if ((_pause_mode & PM_PAUSED_JOIN) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS);
359 if ((_pause_mode & PM_PAUSED_GAME_SCRIPT) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT);
360 if ((_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS);
361 if ((_pause_mode & PM_PAUSED_LINK_GRAPH) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH);
362 str = STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 + i;
363 } else {
364 switch (changed_mode) {
365 case PM_PAUSED_NORMAL: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL); break;
366 case PM_PAUSED_JOIN: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS); break;
367 case PM_PAUSED_GAME_SCRIPT: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT); break;
368 case PM_PAUSED_ACTIVE_CLIENTS: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS); break;
369 case PM_PAUSED_LINK_GRAPH: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH); break;
370 default: NOT_REACHED();
371 }
372 str = paused ? STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED : STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED;
373 }
374
375 NetworkTextMessage(NETWORK_ACTION_SERVER_MESSAGE, CC_DEFAULT, false, "", GetString(str));
376 break;
377 }
378
379 default:
380 return;
381 }
382 }
383
384
393 static void CheckPauseHelper(bool pause, PauseMode pm)
394 {
395 if (pause == ((_pause_mode & pm) != PM_UNPAUSED)) return;
396
397 DoCommandP(0, pm, pause ? 1 : 0, CMD_PAUSE);
398 }
399
405 static uint NetworkCountActiveClients()
406 {
407 uint count = 0;
408
409 for (const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
410 if (cs->status != NetworkClientSocket::STATUS_ACTIVE) continue;
411 if (!Company::IsValidID(cs->GetInfo()->client_playas)) continue;
412 count++;
413 }
414
415 return count;
416 }
417
421 static void CheckMinActiveClients()
422 {
423 if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
424 !_network_dedicated ||
425 (_settings_client.network.min_active_clients == 0 && (_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) == PM_UNPAUSED)) {
426 return;
427 }
428 CheckPauseHelper(NetworkCountActiveClients() < _settings_client.network.min_active_clients, PM_PAUSED_ACTIVE_CLIENTS);
429 }
430
435 static bool NetworkHasJoiningClient()
436 {
437 for (const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
438 if (cs->status >= NetworkClientSocket::STATUS_AUTHORIZED && cs->status < NetworkClientSocket::STATUS_ACTIVE) return true;
439 }
440
441 return false;
442 }
443
447 static void CheckPauseOnJoin()
448 {
449 if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
450 (!_settings_client.network.pause_on_join && (_pause_mode & PM_PAUSED_JOIN) == PM_UNPAUSED)) {
451 return;
452 }
453 CheckPauseHelper(NetworkHasJoiningClient(), PM_PAUSED_JOIN);
454 }
455
462 std::string_view ParseCompanyFromConnectionString(const std::string &connection_string, CompanyID *company_id)
463 {
464 std::string_view ip = connection_string;
465 if (company_id == nullptr) return ip;
466
467 size_t offset = ip.find_last_of('#');
468 if (offset != std::string::npos) {
469 std::string_view company_string = ip.substr(offset + 1);
470 ip = ip.substr(0, offset);
471
472 uint8 company_value;
473 auto [_, err] = std::from_chars(company_string.data(), company_string.data() + company_string.size(), company_value);
474 if (err == std::errc()) {
475 if (company_value != COMPANY_NEW_COMPANY && company_value != COMPANY_SPECTATOR) {
476 if (company_value > MAX_COMPANIES || company_value == 0) {
477 *company_id = COMPANY_SPECTATOR;
478 } else {
479 /* "#1" means the first company, which has index 0. */
480 *company_id = (CompanyID)(company_value - 1);
481 }
482 } else {
483 *company_id = (CompanyID)company_value;
484 }
485 }
486 }
487
488 return ip;
489 }
490
506 std::string_view ParseFullConnectionString(const std::string &connection_string, uint16 &port, CompanyID *company_id)
507 {
508 std::string_view ip = ParseCompanyFromConnectionString(connection_string, company_id);
509
510 size_t port_offset = ip.find_last_of(':');
511 size_t ipv6_close = ip.find_last_of(']');
512 if (port_offset != std::string::npos && (ipv6_close == std::string::npos || ipv6_close < port_offset)) {
513 std::string_view port_string = ip.substr(port_offset + 1);
514 ip = ip.substr(0, port_offset);
515 std::from_chars(port_string.data(), port_string.data() + port_string.size(), port);
516 }
517 return ip;
518 }
519
526 std::string NormalizeConnectionString(const std::string &connection_string, uint16 default_port)
527 {
528 uint16 port = default_port;
529 std::string_view ip = ParseFullConnectionString(connection_string, port);
530 return std::string(ip) + ":" + std::to_string(port);
531 }
532
541 NetworkAddress ParseConnectionString(const std::string &connection_string, uint16 default_port)
542 {
543 uint16 port = default_port;
544 std::string_view ip = ParseFullConnectionString(connection_string, port);
545 return NetworkAddress(ip, port);
546 }
547
553 /* static */ void ServerNetworkGameSocketHandler::AcceptConnection(SOCKET s, const NetworkAddress &address)
554 {
555 /* Register the login */
556 _network_clients_connected++;
557
558 ServerNetworkGameSocketHandler *cs = new ServerNetworkGameSocketHandler(s);
559 cs->client_address = address; // Save the IP of the client
560
561 InvalidateWindowData(WC_CLIENT_LIST, 0);
562 }
563
568 static void InitializeNetworkPools(bool close_admins = true)
569 {
570 PoolBase::Clean(PT_NCLIENT | (close_admins ? PT_NADMIN : PT_NONE));
571 }
572
577 void NetworkClose(bool close_admins)
578 {
579 if (_network_server) {
580 if (close_admins) {
581 for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::Iterate()) {
582 as->CloseConnection(true);
583 }
584 }
585
586 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
587 cs->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
588 }
589 ServerNetworkGameSocketHandler::CloseListeners();
590 ServerNetworkAdminSocketHandler::CloseListeners();
591
592 _network_coordinator_client.CloseConnection();
593 } else {
594 if (MyClient::my_client != nullptr) {
595 MyClient::SendQuit();
596 MyClient::my_client->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
597 }
598
599 _network_coordinator_client.CloseAllConnections();
600 }
601
602 TCPConnecter::KillAll();
603
604 _networking = false;
605 _network_server = false;
606
607 NetworkFreeLocalCommandQueue();
608
609 delete[] _network_company_states;
610 _network_company_states = nullptr;
611
612 InitializeNetworkPools(close_admins);
613 }
614
615 /* Initializes the network (cleans sockets and stuff) */
616 static void NetworkInitialize(bool close_admins = true)
617 {
618 InitializeNetworkPools(close_admins);
619
620 _sync_frame = 0;
621 _network_first_time = true;
622
623 _network_reconnect = 0;
624 }
625
627 class TCPQueryConnecter : TCPServerConnecter {
628 private:
629 std::string connection_string;
630
631 public:
632 TCPQueryConnecter(const std::string &connection_string) : TCPServerConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
633
634 void OnFailure() override
635 {
636 NetworkGameList *item = NetworkGameListAddItem(connection_string);
637 item->status = NGLS_OFFLINE;
638 item->refreshing = false;
639
640 UpdateNetworkGameWindow();
641 }
642
643 void OnConnect(SOCKET s) override
644 {
645 QueryNetworkGameSocketHandler::QueryServer(s, this->connection_string);
646 }
647 };
648
653 void NetworkQueryServer(const std::string &connection_string)
654 {
655 if (!_network_available) return;
656
657 /* Mark the entry as refreshing, so the GUI can show the refresh is pending. */
658 NetworkGameList *item = NetworkGameListAddItem(connection_string);
659 item->refreshing = true;
660
661 new TCPQueryConnecter(connection_string);
662 }
663
673 NetworkGameList *NetworkAddServer(const std::string &connection_string, bool manually, bool never_expire)
674 {
675 if (connection_string.empty()) return nullptr;
676
677 /* Ensure the item already exists in the list */
678 NetworkGameList *item = NetworkGameListAddItem(connection_string);
679 if (item->info.server_name.empty()) {
680 ClearGRFConfigList(&item->info.grfconfig);
681 item->info.server_name = connection_string;
682
683 UpdateNetworkGameWindow();
684
685 NetworkQueryServer(connection_string);
686 }
687
688 if (manually) item->manually = true;
689 if (never_expire) item->version = INT32_MAX;
690
691 return item;
692 }
693
699 void GetBindAddresses(NetworkAddressList *addresses, uint16 port)
700 {
701 for (const auto &iter : _network_bind_list) {
702 addresses->emplace_back(iter.c_str(), port);
703 }
704
705 /* No address, so bind to everything. */
706 if (addresses->size() == 0) {
707 addresses->emplace_back("", port);
708 }
709 }
710
711 /* Generates the list of manually added hosts from NetworkGameList and
712 * dumps them into the array _network_host_list. This array is needed
713 * by the function that generates the config file. */
714 void NetworkRebuildHostList()
715 {
716 _network_host_list.clear();
717
718 for (NetworkGameList *item = _network_game_list; item != nullptr; item = item->next) {
719 if (item->manually) _network_host_list.emplace_back(item->connection_string);
720 }
721 }
722
724 class TCPClientConnecter : TCPServerConnecter {
725 private:
726 std::string connection_string;
727
728 public:
729 TCPClientConnecter(const std::string &connection_string) : TCPServerConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
730
731 void OnFailure() override
732 {
733 ShowNetworkError(STR_NETWORK_ERROR_NOCONNECTION);
734 }
735
736 void OnConnect(SOCKET s) override
737 {
738 _networking = true;
739 new ClientNetworkGameSocketHandler(s, this->connection_string);
740 IConsoleCmdExec("exec scripts/on_client.scr 0");
741 NetworkClient_Connected();
742 }
743 };
744
762 bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const std::string &join_server_password, const std::string &join_company_password)
763 {
764 CompanyID join_as = default_company;
765 std::string resolved_connection_string = ServerAddress::Parse(connection_string, NETWORK_DEFAULT_PORT, &join_as).connection_string;
766
767 if (!_network_available) return false;
768 if (!NetworkValidateOurClientName()) return false;
769
770 _network_join.connection_string = resolved_connection_string;
771 _network_join.company = join_as;
772 _network_join.server_password = join_server_password;
773 _network_join.company_password = join_company_password;
774
775 if (_game_mode == GM_MENU) {
776 /* From the menu we can immediately continue with the actual join. */
777 NetworkClientJoinGame();
778 } else {
779 /* When already playing a game, first go back to the main menu. This
780 * disconnects the user from the current game, meaning we can safely
781 * load in the new. After all, there is little point in continueing to
782 * play on a server if we are connecting to another one.
783 */
784 _switch_mode = SM_JOIN_GAME;
785 }
786 return true;
787 }
788
794 void NetworkClientJoinGame()
795 {
796 NetworkDisconnect();
797 NetworkInitialize();
798
799 _settings_client.network.last_joined = _network_join.connection_string;
800 _network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
801 ShowJoinStatusWindow();
802
803 new TCPClientConnecter(_network_join.connection_string);
804 }
805
806 static void NetworkInitGameInfo()
807 {
808 FillStaticNetworkServerGameInfo();
809 /* The server is a client too */
810 _network_game_info.clients_on = _network_dedicated ? 0 : 1;
811
812 /* There should be always space for the server. */
813 assert(NetworkClientInfo::CanAllocateItem());
814 NetworkClientInfo *ci = new NetworkClientInfo(CLIENT_ID_SERVER);
815 ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST;
816
817 ci->client_name = _settings_client.network.client_name;
818 }
819
830 bool NetworkValidateServerName(std::string &server_name)
831 {
832 StrTrimInPlace(server_name);
833 if (!server_name.empty()) return true;
834
835 ShowErrorMessage(STR_NETWORK_ERROR_BAD_SERVER_NAME, INVALID_STRING_ID, WL_ERROR);
836 return false;
837 }
838
845 static void CheckClientAndServerName()
846 {
847 static const std::string fallback_client_name = "Unnamed Client";
848 StrTrimInPlace(_settings_client.network.client_name);
849 if (_settings_client.network.client_name.empty() || _settings_client.network.client_name.compare(fallback_client_name) == 0) {
850 Debug(net, 1, "No \"client_name\" has been set, using \"{}\" instead. Please set this now using the \"name <new name>\" command", fallback_client_name);
851 _settings_client.network.client_name = fallback_client_name;
852 }
853
854 static const std::string fallback_server_name = "Unnamed Server";
855 StrTrimInPlace(_settings_client.network.server_name);
856 if (_settings_client.network.server_name.empty() || _settings_client.network.server_name.compare(fallback_server_name) == 0) {
857 Debug(net, 1, "No \"server_name\" has been set, using \"{}\" instead. Please set this now using the \"server_name <new name>\" command", fallback_server_name);
858 _settings_client.network.server_name = fallback_server_name;
859 }
860 }
861
862 bool NetworkServerStart()
863 {
864 if (!_network_available) return false;
865
866 /* Call the pre-scripts */
867 IConsoleCmdExec("exec scripts/pre_server.scr 0");
868 if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
869
870 /* Check for the client and server names to be set, but only after the scripts had a chance to set them.*/
871 if (_network_dedicated) CheckClientAndServerName();
872
873 NetworkDisconnect(false, false);
874 NetworkInitialize(false);
875 NetworkUDPInitialize();
876 Debug(net, 5, "Starting listeners for clients");
877 if (!ServerNetworkGameSocketHandler::Listen(_settings_client.network.server_port)) return false;
878
879 /* Only listen for admins when the password isn't empty. */
880 if (!_settings_client.network.admin_password.empty()) {
881 Debug(net, 5, "Starting listeners for admins");
882 if (!ServerNetworkAdminSocketHandler::Listen(_settings_client.network.server_admin_port)) return false;
883 }
884
885 /* Try to start UDP-server */
886 Debug(net, 5, "Starting listeners for incoming server queries");
887 NetworkUDPServerListen();
888
889 _network_company_states = new NetworkCompanyState[MAX_COMPANIES];
890 _network_server = true;
891 _networking = true;
892 _frame_counter = 0;
893 _frame_counter_server = 0;
894 _frame_counter_max = 0;
895 _last_sync_frame = 0;
896 _network_own_client_id = CLIENT_ID_SERVER;
897
898 _network_clients_connected = 0;
899 _network_company_passworded = 0;
900
901 NetworkInitGameInfo();
902
903 if (_settings_client.network.server_game_type != SERVER_GAME_TYPE_LOCAL) {
904 _network_coordinator_client.Register();
905 }
906
907 /* execute server initialization script */
908 IConsoleCmdExec("exec scripts/on_server.scr 0");
909 /* if the server is dedicated ... add some other script */
910 if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
911
912 /* welcome possibly still connected admins - this can only happen on a dedicated server. */
913 if (_network_dedicated) ServerNetworkAdminSocketHandler::WelcomeAll();
914
915 return true;
916 }
917
918 /* The server is rebooting...
919 * The only difference with NetworkDisconnect, is the packets that is sent */
920 void NetworkReboot()
921 {
922 if (_network_server) {
923 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
924 cs->SendNewGame();
925 cs->SendPackets();
926 }
927
928 for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::IterateActive()) {
929 as->SendNewGame();
930 as->SendPackets();
931 }
932 }
933
934 /* For non-dedicated servers we have to kick the admins as we are not
935 * certain that we will end up in a new network game. */
936 NetworkClose(!_network_dedicated);
937 }
938
944 void NetworkDisconnect(bool blocking, bool close_admins)
945 {
946 if (_network_server) {
947 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
948 cs->SendShutdown();
949 cs->SendPackets();
950 }
951
952 if (close_admins) {
953 for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::IterateActive()) {
954 as->SendShutdown();
955 as->SendPackets();
956 }
957 }
958 }
959
960 CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
961
962 NetworkClose(close_admins);
963
964 /* Reinitialize the UDP stack, i.e. close all existing connections. */
965 NetworkUDPInitialize();
966 }
967
972 void NetworkUpdateServerGameType()
973 {
974 if (!_networking) return;
975
976 switch (_settings_client.network.server_game_type) {
977 case SERVER_GAME_TYPE_LOCAL:
978 _network_coordinator_client.CloseConnection();
979 break;
980
981 case SERVER_GAME_TYPE_INVITE_ONLY:
982 case SERVER_GAME_TYPE_PUBLIC:
983 _network_coordinator_client.Register();
984 break;
985
986 default:
987 NOT_REACHED();
988 }
989 }
990
995 static bool NetworkReceive()
996 {
997 if (_network_server) {
998 ServerNetworkAdminSocketHandler::Receive();
999 return ServerNetworkGameSocketHandler::Receive();
1000 } else {
1001 return ClientNetworkGameSocketHandler::Receive();
1002 }
1003 }
1004
1005 /* This sends all buffered commands (if possible) */
1006 static void NetworkSend()
1007 {
1008 if (_network_server) {
1009 ServerNetworkAdminSocketHandler::Send();
1010 ServerNetworkGameSocketHandler::Send();
1011 } else {
1012 ClientNetworkGameSocketHandler::Send();
1013 }
1014 }
1015
1021 void NetworkBackgroundLoop()
1022 {
1023 _network_content_client.SendReceive();
1024 _network_coordinator_client.SendReceive();
1025 TCPConnecter::CheckCallbacks();
1026 NetworkHTTPSocketHandler::HTTPReceive();
1027 QueryNetworkGameSocketHandler::SendReceive();
1028
1029 NetworkBackgroundUDPLoop();
1030 }
1031
1032 /* The main loop called from ttd.c
1033 * Here we also have to do StateGameLoop if needed! */
1034 void NetworkGameLoop()
1035 {
1036 if (!_networking) return;
1037
1038 if (!NetworkReceive()) return;
1039
1040 if (_network_server) {
1041 /* Log the sync state to check for in-syncedness of replays. */
1042 if (_date_fract == 0) {
1043 /* We don't want to log multiple times if paused. */
1044 static Date last_log;
1045 if (last_log != _date) {
1046 Debug(desync, 1, "sync: {:08x}; {:02x}; {:08x}; {:08x}", _date, _date_fract, _random.state[0], _random.state[1]);
1047 last_log = _date;
1048 }
1049 }
1050
1051 #ifdef DEBUG_DUMP_COMMANDS
1052 /* Loading of the debug commands from -ddesync>=1 */
1053 static FILE *f = FioFOpenFile("commands.log", "rb", SAVE_DIR);
1054 static Date next_date = 0;
1055 static uint32 next_date_fract;
1056 static CommandPacket *cp = nullptr;
1057 static bool check_sync_state = false;
1058 static uint32 sync_state[2];
1059 if (f == nullptr && next_date == 0) {
1060 Debug(desync, 0, "Cannot open commands.log");
1061 next_date = 1;
1062 }
1063
1064 while (f != nullptr && !feof(f)) {
1065 if (_date == next_date && _date_fract == next_date_fract) {
1066 if (cp != nullptr) {
1067 NetworkSendCommand(cp->tile, cp->p1, cp->p2, cp->cmd & ~CMD_FLAGS_MASK, nullptr, cp->text, cp->company);
1068 Debug(desync, 0, "Injecting: {:08x}; {:02x}; {:02x}; {:06x}; {:08x}; {:08x}; {:08x}; \"{}\" ({})", _date, _date_fract, (int)_current_company, cp->tile, cp->p1, cp->p2, cp->cmd, cp->text, GetCommandName(cp->cmd));
1069 delete cp;
1070 cp = nullptr;
1071 }
1072 if (check_sync_state) {
1073 if (sync_state[0] == _random.state[0] && sync_state[1] == _random.state[1]) {
1074 Debug(desync, 0, "Sync check: {:08x}; {:02x}; match", _date, _date_fract);
1075 } else {
1076 Debug(desync, 0, "Sync check: {:08x}; {:02x}; mismatch expected {{{:08x}, {:08x}}}, got {{{:08x}, {:08x}}}",
1077 _date, _date_fract, sync_state[0], sync_state[1], _random.state[0], _random.state[1]);
1078 NOT_REACHED();
1079 }
1080 check_sync_state = false;
1081 }
1082 }
1083
1084 if (cp != nullptr || check_sync_state) break;
1085
1086 char buff[4096];
1087 if (fgets(buff, lengthof(buff), f) == nullptr) break;
1088
1089 char *p = buff;
1090 /* Ignore the "[date time] " part of the message */
1091 if (*p == '[') {
1092 p = strchr(p, ']');
1093 if (p == nullptr) break;
1094 p += 2;
1095 }
1096
1097 if (strncmp(p, "cmd: ", 5) == 0
1098 #ifdef DEBUG_FAILED_DUMP_COMMANDS
1099 || strncmp(p, "cmdf: ", 6) == 0
1100 #endif
1101 ) {
1102 p += 5;
1103 if (*p == ' ') p++;
1104 cp = new CommandPacket();
1105 int company;
1106 char buffer[128];
1107 int ret = sscanf(p, "%x; %x; %x; %x; %x; %x; %x; \"%127[^\"]\"", &next_date, &next_date_fract, &company, &cp->tile, &cp->p1, &cp->p2, &cp->cmd, buffer);
1108 cp->text = buffer;
1109 /* There are 8 pieces of data to read, however the last is a
1110 * string that might or might not exist. Ignore it if that
1111 * string misses because in 99% of the time it's not used. */
1112 assert(ret == 8 || ret == 7);
1113 cp->company = (CompanyID)company;
1114 } else if (strncmp(p, "join: ", 6) == 0) {
1115 /* Manually insert a pause when joining; this way the client can join at the exact right time. */
1116 int ret = sscanf(p + 6, "%x; %x", &next_date, &next_date_fract);
1117 assert(ret == 2);
1118 Debug(desync, 0, "Injecting pause for join at {:08x}:{:02x}; please join when paused", next_date, next_date_fract);
1119 cp = new CommandPacket();
1120 cp->company = COMPANY_SPECTATOR;
1121 cp->cmd = CMD_PAUSE;
1122 cp->p1 = PM_PAUSED_NORMAL;
1123 cp->p2 = 1;
1124 _ddc_fastforward = false;
1125 } else if (strncmp(p, "sync: ", 6) == 0) {
1126 int ret = sscanf(p + 6, "%x; %x; %x; %x", &next_date, &next_date_fract, &sync_state[0], &sync_state[1]);
1127 assert(ret == 4);
1128 check_sync_state = true;
1129 } else if (strncmp(p, "msg: ", 5) == 0 || strncmp(p, "client: ", 8) == 0 ||
1130 strncmp(p, "load: ", 6) == 0 || strncmp(p, "save: ", 6) == 0) {
1131 /* A message that is not very important to the log playback, but part of the log. */
1132 #ifndef DEBUG_FAILED_DUMP_COMMANDS
1133 } else if (strncmp(p, "cmdf: ", 6) == 0) {
1134 Debug(desync, 0, "Skipping replay of failed command: {}", p + 6);
1135 #endif
1136 } else {
1137 /* Can't parse a line; what's wrong here? */
1138 Debug(desync, 0, "Trying to parse: {}", p);
1139 NOT_REACHED();
1140 }
1141 }
1142 if (f != nullptr && feof(f)) {
1143 Debug(desync, 0, "End of commands.log");
1144 fclose(f);
1145 f = nullptr;
1146 }
1147 #endif /* DEBUG_DUMP_COMMANDS */
1148 if (_frame_counter >= _frame_counter_max) {
1149 /* Only check for active clients just before we're going to send out
1150 * the commands so we don't send multiple pause/unpause commands when
1151 * the frame_freq is more than 1 tick. Same with distributing commands. */
1152 CheckPauseOnJoin();
1153 CheckMinActiveClients();
1154 NetworkDistributeCommands();
1155 }
1156
1157 bool send_frame = false;
1158
1159 /* We first increase the _frame_counter */
1160 _frame_counter++;
1161 /* Update max-frame-counter */
1162 if (_frame_counter > _frame_counter_max) {
1163 _frame_counter_max = _frame_counter + _settings_client.network.frame_freq;
1164 send_frame = true;
1165 }
1166
1167 NetworkExecuteLocalCommandQueue();
1168
1169 /* Then we make the frame */
1170 StateGameLoop();
1171
1172 _sync_seed_1 = _random.state[0];
1173 #ifdef NETWORK_SEND_DOUBLE_SEED
1174 _sync_seed_2 = _random.state[1];
1175 #endif
1176
1177 NetworkServer_Tick(send_frame);
1178 } else {
1179 /* Client */
1180
1181 /* Make sure we are at the frame were the server is (quick-frames) */
1182 if (_frame_counter_server > _frame_counter) {
1183 /* Run a number of frames; when things go bad, get out. */
1184 while (_frame_counter_server > _frame_counter) {
1185 if (!ClientNetworkGameSocketHandler::GameLoop()) return;
1186 }
1187 } else {
1188 /* Else, keep on going till _frame_counter_max */
1189 if (_frame_counter_max > _frame_counter) {
1190 /* Run one frame; if things went bad, get out. */
1191 if (!ClientNetworkGameSocketHandler::GameLoop()) return;
1192 }
1193 }
1194 }
1195
1196 NetworkSend();
1197 }
1198
1199 static void NetworkGenerateServerId()
1200 {
1201 Md5 checksum;
1202 uint8 digest[16];
1203 char hex_output[16 * 2 + 1];
1204 char coding_string[NETWORK_NAME_LENGTH];
1205 int di;
1206
1207 seprintf(coding_string, lastof(coding_string), "%d%s", (uint)Random(), "OpenTTD Server ID");
1208
1209 /* Generate the MD5 hash */
1210 checksum.Append((const uint8*)coding_string, strlen(coding_string));
1211 checksum.Finish(digest);
1212
1213 for (di = 0; di < 16; ++di) {
1214 seprintf(hex_output + di * 2, lastof(hex_output), "%02x", digest[di]);
1215 }
1216
1217 /* _settings_client.network.network_id is our id */
1218 _settings_client.network.network_id = hex_output;
1219 }
1220
1221 class TCPNetworkDebugConnecter : TCPConnecter {
1222 private:
1223 std::string connection_string;
1224
1225 public:
1226 TCPNetworkDebugConnecter(const std::string &connection_string) : TCPConnecter(connection_string, NETWORK_DEFAULT_DEBUGLOG_PORT), connection_string(connection_string) {}
1227
1228 void OnFailure() override
1229 {
1230 Debug(net, 0, "Failed to open connection to {} for redirecting Debug()", this->connection_string);
1231 }
1232
1233 void OnConnect(SOCKET s) override
1234 {
1235 Debug(net, 3, "Redirecting Debug() to {}", this->connection_string);
1236
1237 extern SOCKET _debug_socket;
1238 _debug_socket = s;
1239 }
1240 };
1241
1242 void NetworkStartDebugLog(const std::string &connection_string)
1243 {
1244 new TCPNetworkDebugConnecter(connection_string);
1245 }
1246
1248 void NetworkStartUp()
1249 {
1250 Debug(net, 3, "Starting network");
1251
1252 /* Network is available */
1253 _network_available = NetworkCoreInitialize();
1254 _network_dedicated = false;
1255
1256 /* Generate an server id when there is none yet */
1257 if (_settings_client.network.network_id.empty()) NetworkGenerateServerId();
1258
1259 _network_game_info = {};
1260
1261 NetworkInitialize();
1262 NetworkUDPInitialize();
1263 Debug(net, 3, "Network online, multiplayer available");
1264 NetworkFindBroadcastIPs(&_broadcast_list);
1265 }
1266
1268 void NetworkShutDown()
1269 {
1270 NetworkDisconnect(true);
1271 NetworkUDPClose();
1272
1273 Debug(net, 3, "Shutting down network");
1274
1275 _network_available = false;
1276
1277 NetworkCoreShutdown();
1278 }
1279
1280 #ifdef __EMSCRIPTEN__
1281 extern "C" {
1282
1283 void CDECL em_openttd_add_server(const char *connection_string)
1284 {
1285 NetworkAddServer(connection_string, false, true);
1286 }
1287
1288 }
1289 #endif
network_content.h
TCPConnecter::CheckCallbacks
static void CheckCallbacks()
Check whether we need to call the callback, i.e.
Definition: tcp_connect.cpp:471
NetworkValidateServerName
bool NetworkValidateServerName(std::string &server_name)
Trim the given server name in place, i.e.
Definition: network.cpp:830
host.h
CommandContainer::cmd
uint32 cmd
command being executed.
Definition: command_type.h:483
InvalidateWindowData
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope)
Mark window data of the window of a given class and specific window number as invalid (in need of re-...
Definition: window.cpp:3234
NETWORK_RECV_STATUS_CLIENT_QUIT
@ NETWORK_RECV_STATUS_CLIENT_QUIT
The connection is lost gracefully. Other clients are already informed of this leaving client.
Definition: core.h:27
_frame_counter
uint32 _frame_counter
The current frame.
Definition: network.cpp:71
NETWORK_DEFAULT_PORT
static const uint16 NETWORK_DEFAULT_PORT
The default port of the game server (TCP & UDP)
Definition: config.h:28
SAVE_DIR
@ SAVE_DIR
Base directory for all savegames.
Definition: fileio_type.h:110
ClientNetworkContentSocketHandler::SendReceive
void SendReceive()
Check whether we received/can send some data from/to the content server and when that's the case hand...
Definition: network_content.cpp:818
NetworkValidateOurClientName
bool NetworkValidateOurClientName()
Convenience method for NetworkValidateClientName on _settings_client.network.client_name.
Definition: network_client.cpp:1256
NetworkAddServer
NetworkGameList * NetworkAddServer(const std::string &connection_string, bool manually, bool never_expire)
Validates an address entered as a string and adds the server to the list.
Definition: network.cpp:673
NetworkClientInfo::client_name
std::string client_name
Name of the client.
Definition: network_base.h:26
ClearGRFConfigList
void ClearGRFConfigList(GRFConfig **config)
Clear a GRF Config list, freeing all nodes.
Definition: newgrf_config.cpp:400
NetworkUDPServerListen
void NetworkUDPServerListen()
Start the listening of the UDP server component.
Definition: network_udp.cpp:144
GetBindAddresses
void GetBindAddresses(NetworkAddressList *addresses, uint16 port)
Get the addresses to bind to.
Definition: network.cpp:699
NetworkJoinInfo::company_password
std::string company_password
The password of the company to join.
Definition: network_client.h:116
NetworkSettings::frame_freq
uint8 frame_freq
how often do we send commands to the clients
Definition: settings_type.h:264
NetworkSettings::server_port
uint16 server_port
port the server listens on
Definition: settings_type.h:275
TCPConnecter
"Helper" class for creating TCP connections in a non-blocking manner
Definition: tcp.h:71
NETWORK_NAME_LENGTH
static const uint NETWORK_NAME_LENGTH
The maximum length of the server name and map name, in bytes including '\0'.
Definition: config.h:55
NetworkClientInfo::client_playas
CompanyID client_playas
As which company is this client playing (CompanyID)
Definition: network_base.h:27
TD_LTR
@ TD_LTR
Text is written left-to-right by default.
Definition: strings_type.h:23
_date_fract
DateFract _date_fract
Fractional part of the day.
Definition: date.cpp:29
NetworkCompanyState
Some state information of a company, especially for servers.
Definition: network_type.h:72
_network_server
bool _network_server
network-server is active
Definition: network.cpp:58
_network_company_passworded
CompanyMask _network_company_passworded
Bitmask of the password status of all companies.
Definition: network.cpp:80
GetCommandName
const char * GetCommandName(uint32 cmd)
Definition: command.cpp:407
NetworkAction
NetworkAction
Actions that can be used for NetworkTextMessage.
Definition: network_type.h:99
WC_CLIENT_LIST
@ WC_CLIENT_LIST
Client list; Window numbers:
Definition: window_type.h:470
TCPNetworkDebugConnecter
Definition: network.cpp:1221
ServerNetworkAdminSocketHandler::WelcomeAll
static void WelcomeAll()
Send a Welcome packet to all connected admins.
Definition: network_admin.cpp:994
NetworkJoinInfo::server_password
std::string server_password
The password of the server to join.
Definition: network_client.h:115
ParseConnectionString
NetworkAddress ParseConnectionString(const std::string &connection_string, uint16 default_port)
Convert a string containing either "hostname" or "hostname:ip" to a NetworkAddress.
Definition: network.cpp:541
ClientNetworkGameSocketHandler::GameLoop
static bool GameLoop()
Actual game loop for the client.
Definition: network_client.cpp:260
TCPQueryConnecter::OnFailure
void OnFailure() override
Callback for when the connection attempt failed.
Definition: network.cpp:634
HasBit
static bool HasBit(const T x, const uint8 y)
Checks if a bit in a value is set.
Definition: bitmath_func.hpp:103
NetworkHasJoiningClient
static bool NetworkHasJoiningClient()
Checks whether there is a joining client.
Definition: network.cpp:435
Utf8Encode
size_t Utf8Encode(T buf, WChar c)
Encode a unicode character and place it in the buffer.
Definition: string.cpp:616
NetworkJoinInfo::connection_string
std::string connection_string
The address of the server to join.
Definition: network_client.h:113
_networkclientinfo_pool
NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo")
Make sure both pools have the same size.
NetworkSettings::pause_on_join
bool pause_on_join
pause the game when people join
Definition: settings_type.h:274
TextColour
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
Definition: gfx_type.h:250
CommandContainer::p2
uint32 p2
parameter p2.
Definition: command_type.h:482
NetworkHandlePauseChange
void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
Handle the pause mode change so we send the right messages to the chat.
Definition: network.cpp:339
ServerNetworkAdminSocketHandler::IterateActive
static Pool::IterateWrapperFiltered< ServerNetworkAdminSocketHandler, ServerNetworkAdminSocketHandlerFilter > IterateActive(size_t from=0)
Returns an iterable ensemble of all active admin sockets.
Definition: network_admin.h:96
_random
Randomizer _random
Random used in the game state calculations.
Definition: random_func.cpp:25
_settings_client
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:52
_network_bind_list
StringList _network_bind_list
The addresses to bind on.
Definition: network.cpp:66
UpdateNetworkGameWindow
void UpdateNetworkGameWindow()
Update the network new window because a new server is found on the network.
Definition: network_gui.cpp:66
NetworkGameListAddItem
NetworkGameList * NetworkGameListAddItem(const std::string &connection_string)
Add a new item to the linked gamelist.
Definition: network_gamelist.cpp:32
NetworkBackgroundLoop
void NetworkBackgroundLoop()
We have to do some (simple) background stuff that runs normally, even when we are not in multiplayer.
Definition: network.cpp:1021
network_gui.h
_network_join_status
NetworkJoinStatus _network_join_status
The status of joining.
Definition: network_gui.cpp:2133
GetNetworkErrorMsg
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
Definition: network.cpp:300
ClientNetworkGameSocketHandler::my_client
static ClientNetworkGameSocketHandler * my_client
This is us!
Definition: network_client.h:41
_network_game_info
NetworkServerGameInfo _network_game_info
Information about our game.
Definition: game_info.cpp:37
_redirect_console_to_client
ClientID _redirect_console_to_client
If not invalid, redirect the console output to a client.
Definition: network.cpp:64
Owner
Owner
Enum for all companies/owners.
Definition: company_type.h:18
ClientNetworkGameSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
Definition: network_client.cpp:159
SetDParam
static void SetDParam(uint n, uint64 v)
Set a string parameter v at index n in the global string parameter array.
Definition: strings_func.h:196
NetworkSendCommand
void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const std::string &text, CompanyID company)
Prepare a DoCommand to be send over the network.
Definition: network_command.cpp:136
ServerAddress::Parse
static ServerAddress Parse(const std::string &connection_string, uint16 default_port, CompanyID *company_id=nullptr)
Convert a string containing either "hostname", "hostname:port" or invite code to a ServerAddress,...
Definition: address.cpp:454
CC_DEFAULT
static const TextColour CC_DEFAULT
Default colour of the console.
Definition: console_type.h:23
_frame_counter_max
uint32 _frame_counter_max
To where we may go with our clients.
Definition: network.cpp:70
_network_first_time
bool _network_first_time
Whether we have finished joining or not.
Definition: network.cpp:79
NetworkServer_Tick
void NetworkServer_Tick(bool send_frame)
This is called every tick if this is a _network_server.
Definition: network_server.cpp:1678
ServerNetworkAdminSocketHandler::Send
static void Send()
Send the packets for the server sockets.
Definition: network_admin.cpp:101
network_base.h
FillStaticNetworkServerGameInfo
void FillStaticNetworkServerGameInfo()
Fill a NetworkServerGameInfo structure with the static content, or things that are so static they can...
Definition: game_info.cpp:123
ShowErrorMessage
void ShowErrorMessage(StringID summary_msg, StringID detailed_msg, WarningLevel wl, int x=0, int y=0, const GRFFile *textref_stack_grffile=nullptr, uint textref_stack_size=0, const uint32 *textref_stack=nullptr)
Display an error message in a window.
Definition: error_gui.cpp:383
TCPNetworkDebugConnecter::OnFailure
void OnFailure() override
Callback for when the connection attempt failed.
Definition: network.cpp:1228
MAX_CHAR_LENGTH
static const int MAX_CHAR_LENGTH
Max. length of UTF-8 encoded unicode character.
Definition: strings_type.h:18
_network_game_list
NetworkGameList * _network_game_list
Game list of this client.
Definition: network_gamelist.cpp:23
MAX_LENGTH_COMPANY_NAME_CHARS
static const uint MAX_LENGTH_COMPANY_NAME_CHARS
The maximum length of a company name in characters including '\0'.
Definition: company_type.h:40
NetworkClientInfo::~NetworkClientInfo
~NetworkClientInfo()
Basically a client is leaving us right now.
Definition: network.cpp:102
ClientNetworkCoordinatorSocketHandler::CloseAllConnections
void CloseAllConnections()
Close all pending connection tokens.
Definition: network_coordinator.cpp:685
NetworkChangeCompanyPassword
std::string NetworkChangeCompanyPassword(CompanyID company_id, std::string password)
Change the company password of a given company.
Definition: network.cpp:156
NetworkQueryServer
void NetworkQueryServer(const std::string &connection_string)
Query a server to fetch the game-info.
Definition: network.cpp:653
PM_UNPAUSED
@ PM_UNPAUSED
A normal unpaused game.
Definition: openttd.h:61
HasClients
bool HasClients()
Return whether there is any client connected or trying to connect at all.
Definition: network.cpp:94
network_coordinator.h
CommandContainer::text
std::string text
possible text sent for name changes etc.
Definition: command_type.h:485
Pool::MAX_SIZE
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
Definition: pool_type.hpp:85
COMPANY_FIRST
@ COMPANY_FIRST
First company, same as owner.
Definition: company_type.h:22
NetworkClientInfo::GetByClientID
static NetworkClientInfo * GetByClientID(ClientID client_id)
Return the CI given it's client-identifier.
Definition: network.cpp:113
TCPQueryConnecter::OnConnect
void OnConnect(SOCKET s) override
Callback when the connection succeeded.
Definition: network.cpp:643
_frame_counter_server
uint32 _frame_counter_server
The frame_counter of the server, if in network-mode.
Definition: network.cpp:69
NetworkClientJoinGame
void NetworkClientJoinGame()
Actually perform the joining to the server.
Definition: network.cpp:794
NetworkJoinInfo::company
CompanyID company
The company to join.
Definition: network_client.h:114
CommandPacket::company
CompanyID company
company that is executing the command
Definition: network_internal.h:111
CommandContainer::p1
uint32 p1
parameter p1.
Definition: command_type.h:481
COMPANY_NEW_COMPANY
@ COMPANY_NEW_COMPANY
The client wants a new company.
Definition: company_type.h:34
ServerNetworkGameSocketHandler::Send
static void Send()
Send the packets for the server sockets.
Definition: network_server.cpp:318
CommandPacket
Everything we need to know about a command to be able to execute it.
Definition: network_internal.h:107
_date
Date _date
Current date in days (day counter)
Definition: date.cpp:28
NetworkSettings::last_joined
std::string last_joined
Last joined server.
Definition: settings_type.h:298
DoCommandP
bool DoCommandP(const CommandContainer *container, bool my_cmd)
Shortcut for the long DoCommandP when having a container with the data.
Definition: command.cpp:541
NetworkAddressList
std::vector< NetworkAddress > NetworkAddressList
Type for a list of addresses.
Definition: address.h:21
CMD_PAUSE
@ CMD_PAUSE
pause the game
Definition: command_type.h:256
NormalizeConnectionString
std::string NormalizeConnectionString(const std::string &connection_string, uint16 default_port)
Normalize a connection string.
Definition: network.cpp:526
TCPListenHandler< ServerNetworkAdminSocketHandler, ADMIN_PACKET_SERVER_FULL, ADMIN_PACKET_SERVER_BANNED >::Receive
static bool Receive()
Handle the receiving of packets.
Definition: tcp_listen.h:101
FioFOpenFile
FILE * FioFOpenFile(const std::string &filename, const char *mode, Subdirectory subdir, size_t *filesize)
Opens a OpenTTD file somewhere in a personal or global directory.
Definition: fileio.cpp:245
StrTrimInPlace
void StrTrimInPlace(std::string &str)
Trim the spaces from given string in place, i.e.
Definition: string.cpp:355
GenerateCompanyPasswordHash
std::string GenerateCompanyPasswordHash(const std::string &password, const std::string &password_server_id, uint32 password_game_seed)
Hash the given password using server ID and game seed.
Definition: network.cpp:176
ClientID
ClientID
'Unique' identifier to be given to clients
Definition: network_type.h:47
Date
int32 Date
The type to store our dates in.
Definition: date_type.h:14
NetworkSettings::min_active_clients
uint8 min_active_clients
minimum amount of active clients to unpause the game
Definition: settings_type.h:296
NetworkGameList::manually
bool manually
True if the server was added manually.
Definition: network_gamelist.h:33
NetworkSettings::admin_password
std::string admin_password
password for the admin network
Definition: settings_type.h:284
_pause_mode
PauseMode _pause_mode
The current pause mode.
Definition: gfx.cpp:48
NetworkClient_Connected
void NetworkClient_Connected()
Is called after a client is connected to the server.
Definition: network_client.cpp:1161
TCPClientConnecter::OnFailure
void OnFailure() override
Callback for when the connection attempt failed.
Definition: network.cpp:731
_sync_seed_1
uint32 _sync_seed_1
Seed to compare during sync checks.
Definition: network.cpp:74
ClientNetworkCoordinatorSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(bool error=true) override
This will put this socket handler in a close state.
Definition: network_coordinator.cpp:432
MAX_COMPANIES
@ MAX_COMPANIES
Maximum number of companies.
Definition: company_type.h:23
StringList
std::vector< std::string > StringList
Type for a list of strings.
Definition: string_type.h:58
TCPClientConnecter
Non blocking connection create to actually connect to servers.
Definition: network.cpp:724
NetworkDisconnect
void NetworkDisconnect(bool blocking, bool close_admins)
We want to disconnect from the host/clients.
Definition: network.cpp:944
NetworkSettings::client_name
std::string client_name
name of the player (as client)
Definition: settings_type.h:285
CHAR_TD_RLM
static const WChar CHAR_TD_RLM
The next character acts like a right-to-left character.
Definition: string_type.h:40
InitializeNetworkPools
static void InitializeNetworkPools(bool close_admins=true)
Resets the pools used for network clients, and the admin pool if needed.
Definition: network.cpp:568
PoolBase::Clean
static void Clean(PoolType)
Clean all pools of given type.
Definition: pool_func.cpp:30
NetworkShutDown
void NetworkShutDown()
This shuts the network down.
Definition: network.cpp:1268
CLIENT_ID_SERVER
@ CLIENT_ID_SERVER
Servers always have this ID.
Definition: network_type.h:49
PT_NADMIN
@ PT_NADMIN
Network admin pool.
Definition: pool_type.hpp:21
_network_company_states
NetworkCompanyState * _network_company_states
Statistics about some companies.
Definition: network.cpp:62
NETWORK_SERVER_ID_LENGTH
static const uint NETWORK_SERVER_ID_LENGTH
The maximum length of the network id of the servers, in bytes including '\0'.
Definition: config.h:59
NetworkGameList::version
int version
Used to see which servers are no longer available on the Game Coordinator and can be removed.
Definition: network_gamelist.h:35
ParseFullConnectionString
std::string_view ParseFullConnectionString(const std::string &connection_string, uint16 &port, CompanyID *company_id)
Converts a string to ip/port/company Format: IP:port::company.
Definition: network.cpp:506
_networking
bool _networking
are we in networking mode?
Definition: network.cpp:57
CheckPauseHelper
static void CheckPauseHelper(bool pause, PauseMode pm)
Helper function for the pause checkers.
Definition: network.cpp:393
PT_NONE
@ PT_NONE
No pool is selected.
Definition: pool_type.hpp:18
CheckClientAndServerName
static void CheckClientAndServerName()
Check whether the client and server name are set, for a dedicated server and if not set them to some ...
Definition: network.cpp:845
ServerNetworkGameSocketHandler::GetByClientID
static ServerNetworkGameSocketHandler * GetByClientID(ClientID client_id)
Return the client state given it's client-identifier.
Definition: network.cpp:127
network_client.h
CMD_FLAGS_MASK
@ CMD_FLAGS_MASK
mask for all command flags
Definition: command_type.h:381
PauseMode
PauseMode
Modes of pausing we've got.
Definition: openttd.h:60
_network_reconnect
uint8 _network_reconnect
Reconnect timeout.
Definition: network.cpp:65
network_server.h
_network_dedicated
bool _network_dedicated
are we a dedicated server?
Definition: network.cpp:60
ClientNetworkCoordinatorSocketHandler::Register
void Register()
Register our server to receive our invite code.
Definition: network_coordinator.cpp:452
TCPConnecter::KillAll
static void KillAll()
Kill all connection attempts.
Definition: tcp_connect.cpp:486
QueryNetworkGameSocketHandler::QueryServer
static void QueryServer(SOCKET s, const std::string &connection_string)
Start to query a server based on an open socket.
Definition: network_query.h:46
PM_PAUSED_GAME_SCRIPT
@ PM_PAUSED_GAME_SCRIPT
A game paused by a game script.
Definition: openttd.h:67
Randomizer::state
uint32 state[2]
The state of the randomizer.
Definition: random_func.hpp:23
ServerNetworkGameSocketHandler::AcceptConnection
static void AcceptConnection(SOCKET s, const NetworkAddress &address)
Handle the accepting of a connection to the server.
Definition: network.cpp:553
PT_NCLIENT
@ PT_NCLIENT
Network client pools.
Definition: pool_type.hpp:20
ParseCompanyFromConnectionString
std::string_view ParseCompanyFromConnectionString(const std::string &connection_string, CompanyID *company_id)
Parse the company part ("#company" postfix) of a connecting string.
Definition: network.cpp:462
NetworkCompanyIsPassworded
bool NetworkCompanyIsPassworded(CompanyID company_id)
Check if the company we want to join requires a password.
Definition: network.cpp:212
NetworkClientInfo::client_id
ClientID client_id
Client identifier (same as ClientState->client_id)
Definition: network_base.h:25
StateGameLoop
void StateGameLoop()
State controlling game loop.
Definition: openttd.cpp:1316
network_query.h
_network_own_client_id
ClientID _network_own_client_id
Our client identifier.
Definition: network.cpp:63
NetworkBackgroundUDPLoop
void NetworkBackgroundUDPLoop()
Receive the UDP packets.
Definition: network_udp.cpp:161
TCPNetworkDebugConnecter::OnConnect
void OnConnect(SOCKET s) override
Callback when the connection succeeded.
Definition: network.cpp:1233
NetworkSettings::server_name
std::string server_name
name of the server
Definition: settings_type.h:281
NetworkCoreShutdown
void NetworkCoreShutdown()
Shuts down the network core (as that is needed for some platforms.
Definition: core.cpp:44
ClientNetworkGameSocketHandler::Receive
static bool Receive()
Check whether we received/can send some data from/to the server and when that's the case handle it ap...
Definition: network_client.cpp:235
_network_content_client
ClientNetworkContentSocketHandler _network_content_client
The client we use to connect to the server.
Definition: network_content.cpp:35
ServerNetworkGameSocketHandler
Class for handling the server side of the game connection.
Definition: network_server.h:24
PM_PAUSED_ACTIVE_CLIENTS
@ PM_PAUSED_ACTIVE_CLIENTS
A game paused for 'min_active_clients'.
Definition: openttd.h:66
_switch_mode
SwitchMode _switch_mode
The next mainloop command.
Definition: gfx.cpp:47
StringID
uint32 StringID
Numeric value that represents a string, independent of the selected language.
Definition: strings_type.h:16
NetworkSettings::server_game_type
ServerGameType server_game_type
Server type: local / public / invite-only.
Definition: settings_type.h:278
_ddc_fastforward
#define _ddc_fastforward
Helper variable to make the dedicated server go fast until the (first) join.
Definition: network_internal.h:48
_current_company
CompanyID _current_company
Company currently doing an action.
Definition: company_cmd.cpp:47
NetworkAddress
Wrapper for (un)resolved network addresses; there's no reason to transform a numeric IP to a string a...
Definition: address.h:30
Pool::PoolItem<&_networkclientinfo_pool >::Iterate
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
Definition: pool_type.hpp:386
Pool
Base class for all pools.
Definition: pool_type.hpp:81
ClientNetworkCoordinatorSocketHandler::SendReceive
void SendReceive()
Check whether we received/can send some data from/to the Game Coordinator server and when that's the ...
Definition: network_coordinator.cpp:717
network_udp.h
NetworkAddChatMessage
void CDECL NetworkAddChatMessage(TextColour colour, uint duration, const std::string &message)
Add a text message to the 'chat window' to be shown.
Definition: network_chat_gui.cpp:90
NetworkClientSetCompanyPassword
void NetworkClientSetCompanyPassword(const std::string &password)
Set/Reset company password on the client side.
Definition: network_client.cpp:1303
COMPANY_SPECTATOR
@ COMPANY_SPECTATOR
The client is spectating.
Definition: company_type.h:35
ServerNetworkAdminSocketHandler
Class for handling the server side of the game connection.
Definition: network_admin.h:25
CheckPauseOnJoin
static void CheckPauseOnJoin()
Check whether we should pause on join.
Definition: network.cpp:447
_network_clients_connected
byte _network_clients_connected
The amount of clients connected.
Definition: network.cpp:85
WC_NETWORK_STATUS_WINDOW
@ WC_NETWORK_STATUS_WINDOW
Network status window; Window numbers:
Definition: window_type.h:477
NetworkUDPInitialize
void NetworkUDPInitialize()
Initialize the whole UDP bit.
Definition: network_udp.cpp:125
NETWORK_DEFAULT_DEBUGLOG_PORT
static const uint16 NETWORK_DEFAULT_DEBUGLOG_PORT
The default port debug-log is sent to (TCP)
Definition: config.h:30
_network_coordinator_client
ClientNetworkCoordinatorSocketHandler _network_coordinator_client
The connection to the Game Coordinator.
Definition: network_coordinator.cpp:30
PM_PAUSED_NORMAL
@ PM_PAUSED_NORMAL
A game normally paused.
Definition: openttd.h:62
NetworkHTTPSocketHandler::HTTPReceive
static void HTTPReceive()
Do the receiving for all HTTP connections.
Definition: tcp_http.cpp:288
Pool::PoolItem<&_networkclientinfo_pool >::CanAllocateItem
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
Definition: pool_type.hpp:307
NetworkCountActiveClients
static uint NetworkCountActiveClients()
Counts the number of active clients connected.
Definition: network.cpp:405
seprintf
int CDECL seprintf(char *str, const char *last, const char *format,...)
Safer implementation of snprintf; same as snprintf except:
Definition: string.cpp:535
udp.h
WL_ERROR
@ WL_ERROR
Errors (eg. saving/loading failed)
Definition: error.h:24
TCPServerConnecter
Definition: tcp.h:138
SM_MENU
@ SM_MENU
Switch to game intro menu.
Definition: openttd.h:32
ClientNetworkGameSocketHandler
Class for handling the client side of the game connection.
Definition: network_client.h:16
PM_PAUSED_LINK_GRAPH
@ PM_PAUSED_LINK_GRAPH
A game paused due to the link graph schedule lagging.
Definition: openttd.h:68
NetworkFindBroadcastIPs
void NetworkFindBroadcastIPs(NetworkAddressList *broadcast)
Find the IPv4 broadcast addresses; IPv6 uses a completely different strategy for broadcasting.
Definition: host.cpp:129
INSTANTIATE_POOL_METHODS
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
Definition: pool_func.hpp:224
PM_PAUSED_JOIN
@ PM_PAUSED_JOIN
A game paused for 'pause_on_join'.
Definition: openttd.h:64
_sync_frame
uint32 _sync_frame
The frame to perform the sync check.
Definition: network.cpp:78
NetworkGameList
Structure with information shown in the game list (GUI)
Definition: network_gamelist.h:27
CheckMinActiveClients
static void CheckMinActiveClients()
Check if the minimum number of active clients has been reached and pause or unpause the game as appro...
Definition: network.cpp:421
NetworkGameSocketHandler::client_id
ClientID client_id
Client identifier.
Definition: tcp_game.h:512
WC_SEND_NETWORK_MSG
@ WC_SEND_NETWORK_MSG
Chatbox; Window numbers:
Definition: window_type.h:489
CHAR_TD_LRM
static const WChar CHAR_TD_LRM
The next character acts like a left-to-right character.
Definition: string_type.h:39
NetworkClientConnectGame
bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const std::string &join_server_password, const std::string &join_company_password)
Join a client to the server at with the given connection string.
Definition: network.cpp:762
Debug
#define Debug(name, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
NGLS_OFFLINE
@ NGLS_OFFLINE
Server is offline (or cannot be queried).
Definition: network_gamelist.h:19
lengthof
#define lengthof(x)
Return the length of an fixed size array.
Definition: stdafx.h:378
_network_ban_list
StringList _network_ban_list
The banned clients.
Definition: network.cpp:68
NetworkUDPClose
void NetworkUDPClose()
Close all UDP related stuff.
Definition: network_udp.cpp:150
ClientSettings::network
NetworkSettings network
settings related to the network
Definition: settings_type.h:595
QueryNetworkGameSocketHandler::SendReceive
static void SendReceive()
Check if any query needs to send or receive.
Definition: network_query.cpp:144
NetworkClose
void NetworkClose(bool close_admins)
Close current connections.
Definition: network.cpp:577
CloseWindowById
void CloseWindowById(WindowClass cls, WindowNumber number, bool force)
Close a window by its class and window number (if it is open).
Definition: window.cpp:1176
ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler
ServerNetworkGameSocketHandler(SOCKET s)
Create a new socket for the server side of the game connection.
Definition: network_server.cpp:208
ServerNetworkGameSocketHandler::client_address
NetworkAddress client_address
IP-address of the client (so they can be banned)
Definition: network_server.h:73
NetworkCoreInitialize
bool NetworkCoreInitialize()
Initializes the network core (as that is needed for some platforms.
Definition: core.cpp:24
IConsoleCmdExec
void IConsoleCmdExec(const char *cmdstr, const uint recurse_count)
Execute a given command passed to us.
Definition: console.cpp:302
NetworkUpdateServerGameType
void NetworkUpdateServerGameType()
The setting server_game_type was updated; possibly we need to take some action.
Definition: network.cpp:972
NetworkGameList::next
NetworkGameList * next
Next pointer to make a linked game list.
Definition: network_gamelist.h:36
network_gamelist.h
DESTTYPE_CLIENT
@ DESTTYPE_CLIENT
Send message/notice to only a certain client (Private)
Definition: network_type.h:92
NetworkExecuteLocalCommandQueue
void NetworkExecuteLocalCommandQueue()
Execute all commands on the local command queue that ought to be executed this frame.
Definition: network_command.cpp:190
ClientNetworkGameSocketHandler::SendQuit
static NetworkRecvStatus SendQuit()
Tell the server we would like to quit.
Definition: network_client.cpp:477
Pool::PoolItem<&_company_pool >::IsValidID
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
Definition: pool_type.hpp:326
TCPListenHandler< ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED >::CloseListeners
static void CloseListeners()
Close the sockets we're listening on.
Definition: tcp_listen.h:164
NetworkServerGameInfo::server_name
std::string server_name
Server name.
Definition: game_info.h:99
NetworkStartUp
void NetworkStartUp()
This tries to launch the network for a given OS.
Definition: network.cpp:1248
NetworkGameList::refreshing
bool refreshing
Whether this server is being queried.
Definition: network_gamelist.h:34
_network_host_list
StringList _network_host_list
The servers we know.
Definition: network.cpp:67
network_admin.h
CommandContainer::tile
TileIndex tile
tile command being executed on.
Definition: command_type.h:480
NetworkGameList::info
NetworkGameInfo info
The game information of this server.
Definition: network_gamelist.h:30
NetworkServerGameInfo::clients_on
byte clients_on
Current count of clients on server.
Definition: game_info.h:103
_network_available
bool _network_available
is network mode available?
Definition: network.cpp:59
WN_NETWORK_STATUS_WINDOW_JOIN
@ WN_NETWORK_STATUS_WINDOW_JOIN
Network join status.
Definition: window_type.h:31
NetworkReceive
static bool NetworkReceive()
Receives something from the network.
Definition: network.cpp:995
NetworkServerSetCompanyPassword
void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &password, bool already_hashed)
Set/Reset a company password on the server end.
Definition: network_server.cpp:1648
PM_PAUSED_ERROR
@ PM_PAUSED_ERROR
A game paused because a (critical) error.
Definition: openttd.h:65
NetworkFreeLocalCommandQueue
void NetworkFreeLocalCommandQueue()
Free the local command queues.
Definition: network_command.cpp:224
_network_join
NetworkJoinInfo _network_join
Information about the game to join to.
Definition: network_client.cpp:320
SM_JOIN_GAME
@ SM_JOIN_GAME
Join a network game.
Definition: openttd.h:40
GUISettings::network_chat_timeout
uint16 network_chat_timeout
timeout of chat messages in seconds
Definition: settings_type.h:184
ServerAddress::connection_string
std::string connection_string
The connection string for this ServerAddress.
Definition: address.h:212
lastof
#define lastof(x)
Get the last element of an fixed size array.
Definition: stdafx.h:394
NetworkServerGameInfo::grfconfig
GRFConfig * grfconfig
List of NewGRF files used.
Definition: game_info.h:94
_broadcast_list
NetworkAddressList _broadcast_list
List of broadcast addresses.
Definition: network.cpp:73
ClientNetworkGameSocketHandler::Send
static void Send()
Send the packets of this socket handler.
Definition: network_client.cpp:250
NetworkSettings::server_admin_port
uint16 server_admin_port
port the server listens on for the admin network
Definition: settings_type.h:276
TCPQueryConnecter
Non blocking connection to query servers for their game info.
Definition: network.cpp:627
DAY_TICKS
static const int DAY_TICKS
1 day is 74 ticks; _date_fract used to be uint16 and incremented by 885.
Definition: date_type.h:28
_current_text_dir
TextDirection _current_text_dir
Text direction of the currently selected language.
Definition: strings.cpp:48
_last_sync_frame
uint32 _last_sync_frame
Used in the server to store the last time a sync packet was sent to clients.
Definition: network.cpp:72
_is_network_server
bool _is_network_server
Does this client wants to be a network-server?
Definition: network.cpp:61
NetworkErrorCode
NetworkErrorCode
The error codes we send around in the protocols.
Definition: network_type.h:119
NetworkClientInfo
Container for all information known about a client.
Definition: network_base.h:24
TCPListenHandler< ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED >::Listen
static bool Listen(uint16 port)
Listen on a particular port.
Definition: tcp_listen.h:143
SetDParamStr
void SetDParamStr(uint n, const char *str)
This function is used to "bind" a C string to a OpenTTD dparam slot.
Definition: strings.cpp:296
TCPClientConnecter::OnConnect
void OnConnect(SOCKET s) override
Callback when the connection succeeded.
Definition: network.cpp:736
INVALID_STRING_ID
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames)
Definition: strings_type.h:17
ClientSettings::gui
GUISettings gui
settings related to the GUI
Definition: settings_type.h:594
WL_CRITICAL
@ WL_CRITICAL
Critical errors, the MessageBox is shown in all cases.
Definition: error.h:25
NetworkDistributeCommands
void NetworkDistributeCommands()
Distribute the commands of ourself and the clients.
Definition: network_command.cpp:278
NetworkSettings::network_id
std::string network_id
network ID for servers
Definition: settings_type.h:288
NetworkGameList::status
NetworkGameListStatus status
Stats of the server.
Definition: network_gamelist.h:32
NETWORK_COMPANY_NAME_LENGTH
static const uint NETWORK_COMPANY_NAME_LENGTH
The maximum length of the company name, in bytes including '\0'.
Definition: config.h:56
IConsolePrint
void IConsolePrint(TextColour colour_code, const std::string &string)
Handle the printing of text entered into the console or redirected there by any other means.
Definition: console.cpp:94