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

OpenTTD Source 13.1

network_client.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 #include "network_gui.h"
12 #include "../saveload/saveload.h"
13 #include "../saveload/saveload_filter.h"
14 #include "../command_func.h"
15 #include "../console_func.h"
16 #include "../strings_func.h"
17 #include "../window_func.h"
18 #include "../company_func.h"
19 #include "../company_base.h"
20 #include "../company_gui.h"
21 #include "../company_cmd.h"
22 #include "../core/random_func.hpp"
23 #include "../date_func.h"
24 #include "../gfx_func.h"
25 #include "../error.h"
26 #include "../rev.h"
27 #include "network.h"
28 #include "network_base.h"
29 #include "network_client.h"
30 #include "network_gamelist.h"
31 #include "../core/backup_type.hpp"
32 #include "../thread.h"
33
34 #include "table/strings.h"
35
36 #include "../safeguards.h"
37
38 /* This file handles all the client-commands */
39
41 struct PacketReader : LoadFilter {
42 static const size_t CHUNK = 32 * 1024;
43
44 std::vector<byte *> blocks;
45 byte *buf;
46 byte *bufe;
47 byte **block;
48 size_t written_bytes;
49 size_t read_bytes;
50
52 PacketReader() : LoadFilter(nullptr), buf(nullptr), bufe(nullptr), block(nullptr), written_bytes(0), read_bytes(0)
53 {
54 }
55
56 ~PacketReader() override
57 {
58 for (auto p : this->blocks) {
59 free(p);
60 }
61 }
62
70 static inline ssize_t TransferOutMemCopy(PacketReader *destination, const char *source, size_t amount)
71 {
72 memcpy(destination->buf, source, amount);
73 destination->buf += amount;
74 destination->written_bytes += amount;
75 return amount;
76 }
77
82 void AddPacket(Packet *p)
83 {
84 assert(this->read_bytes == 0);
85 p->TransferOutWithLimit(TransferOutMemCopy, this->bufe - this->buf, this);
86
87 /* Did everything fit in the current chunk, then we're done. */
88 if (p->RemainingBytesToTransfer() == 0) return;
89
90 /* Allocate a new chunk and add the remaining data. */
91 this->blocks.push_back(this->buf = CallocT<byte>(CHUNK));
92 this->bufe = this->buf + CHUNK;
93
94 p->TransferOutWithLimit(TransferOutMemCopy, this->bufe - this->buf, this);
95 }
96
97 size_t Read(byte *rbuf, size_t size) override
98 {
99 /* Limit the amount to read to whatever we still have. */
100 size_t ret_size = size = std::min(this->written_bytes - this->read_bytes, size);
101 this->read_bytes += ret_size;
102 const byte *rbufe = rbuf + ret_size;
103
104 while (rbuf != rbufe) {
105 if (this->buf == this->bufe) {
106 this->buf = *this->block++;
107 this->bufe = this->buf + CHUNK;
108 }
109
110 size_t to_write = std::min(this->bufe - this->buf, rbufe - rbuf);
111 memcpy(rbuf, this->buf, to_write);
112 rbuf += to_write;
113 this->buf += to_write;
114 }
115
116 return ret_size;
117 }
118
119 void Reset() override
120 {
121 this->read_bytes = 0;
122
123 this->block = this->blocks.data();
124 this->buf = *this->block++;
125 this->bufe = this->buf + CHUNK;
126 }
127 };
128
129
133 void ClientNetworkEmergencySave()
134 {
135 static FiosNumberedSaveName _netsave_ctr("netsave");
136 DoAutoOrNetsave(_netsave_ctr);
137 }
138
139
144 ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s, const std::string &connection_string) : NetworkGameSocketHandler(s), connection_string(connection_string), savegame(nullptr), status(STATUS_INACTIVE)
145 {
146 assert(ClientNetworkGameSocketHandler::my_client == nullptr);
147 ClientNetworkGameSocketHandler::my_client = this;
148 }
149
151 ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler()
152 {
153 assert(ClientNetworkGameSocketHandler::my_client == this);
154 ClientNetworkGameSocketHandler::my_client = nullptr;
155
156 delete this->savegame;
157 delete this->GetInfo();
158 }
159
160 NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
161 {
162 assert(status != NETWORK_RECV_STATUS_OKAY);
163 assert(this->sock != INVALID_SOCKET);
164
165 if (!this->HasClientQuit()) {
166 Debug(net, 3, "Closed client connection {}", this->client_id);
167
168 this->SendPackets(true);
169
170 /* Wait a number of ticks so our leave message can reach the server.
171 * This is especially needed for Windows servers as they seem to get
172 * the "socket is closed" message before receiving our leave message,
173 * which would trigger the server to close the connection as well. */
174 CSleep(3 * MILLISECONDS_PER_TICK);
175 }
176
177 delete this;
178
179 return status;
180 }
181
186 void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
187 {
188 /* First, send a CLIENT_ERROR to the server, so it knows we are
189 * disconnected (and why!) */
190 NetworkErrorCode errorno;
191
192 /* We just want to close the connection.. */
193 if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
194 this->NetworkSocketHandler::MarkClosed();
195 this->CloseConnection(res);
196 _networking = false;
197
198 CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
199 return;
200 }
201
202 switch (res) {
203 case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
204 case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
205 case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
206 default: errorno = NETWORK_ERROR_GENERAL; break;
207 }
208
209 if (res == NETWORK_RECV_STATUS_SERVER_ERROR || res == NETWORK_RECV_STATUS_SERVER_FULL ||
210 res == NETWORK_RECV_STATUS_SERVER_BANNED) {
211 /* This means the server closed the connection. Emergency save is
212 * already created if this was appropriate during handling of the
213 * disconnect. */
214 this->CloseConnection(res);
215 } else {
216 /* This means we as client made a boo-boo. */
217 SendError(errorno);
218
219 /* Close connection before we make an emergency save, as the save can
220 * take a bit of time; better that the server doesn't stall while we
221 * are doing the save, and already disconnects us. */
222 this->CloseConnection(res);
223 ClientNetworkEmergencySave();
224 }
225
226 CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
227
228 if (_game_mode != GM_MENU) _switch_mode = SM_MENU;
229 _networking = false;
230 }
231
232
238 /* static */ bool ClientNetworkGameSocketHandler::Receive()
239 {
240 if (my_client->CanSendReceive()) {
241 NetworkRecvStatus res = my_client->ReceivePackets();
242 if (res != NETWORK_RECV_STATUS_OKAY) {
243 /* The client made an error of which we can not recover.
244 * Close the connection and drop back to the main menu. */
245 my_client->ClientError(res);
246 return false;
247 }
248 }
249 return _networking;
250 }
251
253 /* static */ void ClientNetworkGameSocketHandler::Send()
254 {
255 my_client->SendPackets();
256 if (my_client != nullptr) my_client->CheckConnection();
257 }
258
263 /* static */ bool ClientNetworkGameSocketHandler::GameLoop()
264 {
265 _frame_counter++;
266
267 NetworkExecuteLocalCommandQueue();
268
269 extern void StateGameLoop();
270 StateGameLoop();
271
272 /* Check if we are in sync! */
273 if (_sync_frame != 0) {
274 if (_sync_frame == _frame_counter) {
275 #ifdef NETWORK_SEND_DOUBLE_SEED
276 if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
277 #else
278 if (_sync_seed_1 != _random.state[0]) {
279 #endif
280 ShowNetworkError(STR_NETWORK_ERROR_DESYNC);
281 Debug(desync, 1, "sync_err: {:08x}; {:02x}", _date, _date_fract);
282 Debug(net, 0, "Sync error detected");
283 my_client->ClientError(NETWORK_RECV_STATUS_DESYNC);
284 return false;
285 }
286
287 /* If this is the first time we have a sync-frame, we
288 * need to let the server know that we are ready and at the same
289 * frame as it is.. so we can start playing! */
290 if (_network_first_time) {
291 _network_first_time = false;
292 SendAck();
293 }
294
295 _sync_frame = 0;
296 } else if (_sync_frame < _frame_counter) {
297 Debug(net, 1, "Missed frame for sync-test: {} / {}", _sync_frame, _frame_counter);
298 _sync_frame = 0;
299 }
300 }
301
302 return true;
303 }
304
305
307 ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = nullptr;
308
310 static uint32 last_ack_frame;
311
313 static uint32 _password_game_seed;
315 static std::string _password_server_id;
316
318 static uint8 _network_server_max_companies;
320 std::string _network_server_name;
321
323 NetworkJoinInfo _network_join;
324
326 static_assert(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
327
328 /***********
329 * Sending functions
330 * DEF_CLIENT_SEND_COMMAND has no parameters
331 ************/
332
334 NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
335 {
336 my_client->status = STATUS_JOIN;
337 _network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
338 SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
339
340 Packet *p = new Packet(PACKET_CLIENT_JOIN);
341 p->Send_string(GetNetworkRevisionString());
342 p->Send_uint32(_openttd_newgrf_version);
343 p->Send_string(_settings_client.network.client_name); // Client name
344 p->Send_uint8 (_network_join.company); // PlayAs
345 p->Send_uint8 (0); // Used to be language
346 my_client->SendPacket(p);
347 return NETWORK_RECV_STATUS_OKAY;
348 }
349
351 NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
352 {
353 Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
354 my_client->SendPacket(p);
355 return NETWORK_RECV_STATUS_OKAY;
356 }
357
362 NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const std::string &password)
363 {
364 Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
365 p->Send_string(password);
366 my_client->SendPacket(p);
367 return NETWORK_RECV_STATUS_OKAY;
368 }
369
374 NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const std::string &password)
375 {
376 Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
377 p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
378 my_client->SendPacket(p);
379 return NETWORK_RECV_STATUS_OKAY;
380 }
381
383 NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
384 {
385 my_client->status = STATUS_MAP_WAIT;
386
387 Packet *p = new Packet(PACKET_CLIENT_GETMAP);
388 my_client->SendPacket(p);
389 return NETWORK_RECV_STATUS_OKAY;
390 }
391
393 NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
394 {
395 my_client->status = STATUS_ACTIVE;
396
397 Packet *p = new Packet(PACKET_CLIENT_MAP_OK);
398 my_client->SendPacket(p);
399 return NETWORK_RECV_STATUS_OKAY;
400 }
401
403 NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
404 {
405 Packet *p = new Packet(PACKET_CLIENT_ACK);
406
407 p->Send_uint32(_frame_counter);
408 p->Send_uint8 (my_client->token);
409 my_client->SendPacket(p);
410 return NETWORK_RECV_STATUS_OKAY;
411 }
412
417 NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
418 {
419 Packet *p = new Packet(PACKET_CLIENT_COMMAND);
420 my_client->NetworkGameSocketHandler::SendCommand(p, cp);
421
422 my_client->SendPacket(p);
423 return NETWORK_RECV_STATUS_OKAY;
424 }
425
427 NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64 data)
428 {
429 Packet *p = new Packet(PACKET_CLIENT_CHAT);
430
431 p->Send_uint8 (action);
432 p->Send_uint8 (type);
433 p->Send_uint32(dest);
434 p->Send_string(msg);
435 p->Send_uint64(data);
436
437 my_client->SendPacket(p);
438 return NETWORK_RECV_STATUS_OKAY;
439 }
440
442 NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno)
443 {
444 Packet *p = new Packet(PACKET_CLIENT_ERROR);
445
446 p->Send_uint8(errorno);
447 my_client->SendPacket(p);
448 return NETWORK_RECV_STATUS_OKAY;
449 }
450
455 NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const std::string &password)
456 {
457 Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
458
459 p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
460 my_client->SendPacket(p);
461 return NETWORK_RECV_STATUS_OKAY;
462 }
463
468 NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const std::string &name)
469 {
470 Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
471
472 p->Send_string(name);
473 my_client->SendPacket(p);
474 return NETWORK_RECV_STATUS_OKAY;
475 }
476
480 NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
481 {
482 Packet *p = new Packet(PACKET_CLIENT_QUIT);
483
484 my_client->SendPacket(p);
485 return NETWORK_RECV_STATUS_OKAY;
486 }
487
493 NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const std::string &pass, const std::string &command)
494 {
495 Packet *p = new Packet(PACKET_CLIENT_RCON);
496 p->Send_string(pass);
497 p->Send_string(command);
498 my_client->SendPacket(p);
499 return NETWORK_RECV_STATUS_OKAY;
500 }
501
507 NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const std::string &password)
508 {
509 Packet *p = new Packet(PACKET_CLIENT_MOVE);
510 p->Send_uint8(company);
511 p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
512 my_client->SendPacket(p);
513 return NETWORK_RECV_STATUS_OKAY;
514 }
515
520 bool ClientNetworkGameSocketHandler::IsConnected()
521 {
522 return my_client != nullptr && my_client->status == STATUS_ACTIVE;
523 }
524
525
526 /***********
527 * Receiving functions
528 * DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
529 ************/
530
531 extern bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = nullptr);
532
533 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
534 {
535 /* We try to join a server which is full */
536 ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
537
538 return NETWORK_RECV_STATUS_SERVER_FULL;
539 }
540
541 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p)
542 {
543 /* We try to join a server where we are banned */
544 ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
545
546 return NETWORK_RECV_STATUS_SERVER_BANNED;
547 }
548
549 /* This packet contains info about the client (playas and name)
550 * as client we save this in NetworkClientInfo, linked via 'client_id'
551 * which is always an unique number on a server. */
552 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *p)
553 {
554 NetworkClientInfo *ci;
555 ClientID client_id = (ClientID)p->Recv_uint32();
556 CompanyID playas = (CompanyID)p->Recv_uint8();
557
558 std::string name = p->Recv_string(NETWORK_NAME_LENGTH);
559
560 if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
561 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
562 /* The server validates the name when receiving it from clients, so when it is wrong
563 * here something went really wrong. In the best case the packet got malformed on its
564 * way too us, in the worst case the server is broken or compromised. */
565 if (!NetworkIsValidClientName(name)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
566
567 ci = NetworkClientInfo::GetByClientID(client_id);
568 if (ci != nullptr) {
569 if (playas == ci->client_playas && name.compare(ci->client_name) != 0) {
570 /* Client name changed, display the change */
571 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, name);
572 } else if (playas != ci->client_playas) {
573 /* The client changed from client-player..
574 * Do not display that for now */
575 }
576
577 /* Make sure we're in the company the server tells us to be in,
578 * for the rare case that we get moved while joining. */
579 if (client_id == _network_own_client_id) SetLocalCompany(!Company::IsValidID(playas) ? COMPANY_SPECTATOR : playas);
580
581 ci->client_playas = playas;
582 ci->client_name = name;
583
584 InvalidateWindowData(WC_CLIENT_LIST, 0);
585
586 return NETWORK_RECV_STATUS_OKAY;
587 }
588
589 /* There are at most as many ClientInfo as ClientSocket objects in a
590 * server. Having more info than a server can have means something
591 * has gone wrong somewhere, i.e. the server has more info than it
592 * has actual clients. That means the server is feeding us an invalid
593 * state. So, bail out! This server is broken. */
594 if (!NetworkClientInfo::CanAllocateItem()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
595
596 /* We don't have this client_id yet, find an empty client_id, and put the data there */
597 ci = new NetworkClientInfo(client_id);
598 ci->client_playas = playas;
599 if (client_id == _network_own_client_id) this->SetInfo(ci);
600
601 ci->client_name = name;
602
603 InvalidateWindowData(WC_CLIENT_LIST, 0);
604
605 return NETWORK_RECV_STATUS_OKAY;
606 }
607
608 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p)
609 {
610 static const StringID network_error_strings[] = {
611 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_GENERAL
612 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_DESYNC
613 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_SAVEGAME_FAILED
614 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_CONNECTION_LOST
615 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_ILLEGAL_PACKET
616 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NEWGRF_MISMATCH
617 STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_AUTHORIZED
618 STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_EXPECTED
619 STR_NETWORK_ERROR_WRONG_REVISION, // NETWORK_ERROR_WRONG_REVISION
620 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NAME_IN_USE
621 STR_NETWORK_ERROR_WRONG_PASSWORD, // NETWORK_ERROR_WRONG_PASSWORD
622 STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_COMPANY_MISMATCH
623 STR_NETWORK_ERROR_KICKED, // NETWORK_ERROR_KICKED
624 STR_NETWORK_ERROR_CHEATER, // NETWORK_ERROR_CHEATER
625 STR_NETWORK_ERROR_SERVER_FULL, // NETWORK_ERROR_FULL
626 STR_NETWORK_ERROR_TOO_MANY_COMMANDS, // NETWORK_ERROR_TOO_MANY_COMMANDS
627 STR_NETWORK_ERROR_TIMEOUT_PASSWORD, // NETWORK_ERROR_TIMEOUT_PASSWORD
628 STR_NETWORK_ERROR_TIMEOUT_COMPUTER, // NETWORK_ERROR_TIMEOUT_COMPUTER
629 STR_NETWORK_ERROR_TIMEOUT_MAP, // NETWORK_ERROR_TIMEOUT_MAP
630 STR_NETWORK_ERROR_TIMEOUT_JOIN, // NETWORK_ERROR_TIMEOUT_JOIN
631 STR_NETWORK_ERROR_INVALID_CLIENT_NAME, // NETWORK_ERROR_INVALID_CLIENT_NAME
632 };
633 static_assert(lengthof(network_error_strings) == NETWORK_ERROR_END);
634
635 NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
636
637 StringID err = STR_NETWORK_ERROR_LOSTCONNECTION;
638 if (error < (ptrdiff_t)lengthof(network_error_strings)) err = network_error_strings[error];
639 /* In case of kicking a client, we assume there is a kick message in the packet if we can read one byte */
640 if (error == NETWORK_ERROR_KICKED && p->CanReadFromPacket(1)) {
641 std::string kick_msg = p->Recv_string(NETWORK_CHAT_LENGTH);
642 SetDParamStr(0, kick_msg);
643 ShowErrorMessage(err, STR_NETWORK_ERROR_KICK_MESSAGE, WL_CRITICAL);
644 } else {
645 ShowErrorMessage(err, INVALID_STRING_ID, WL_CRITICAL);
646 }
647
648 /* Perform an emergency save if we had already entered the game */
649 if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
650
651 return NETWORK_RECV_STATUS_SERVER_ERROR;
652 }
653
654 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet *p)
655 {
656 if (this->status != STATUS_JOIN) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
657
658 uint grf_count = p->Recv_uint8();
659 NetworkRecvStatus ret = NETWORK_RECV_STATUS_OKAY;
660
661 /* Check all GRFs */
662 for (; grf_count > 0; grf_count--) {
663 GRFIdentifier c;
664 DeserializeGRFIdentifier(p, &c);
665
666 /* Check whether we know this GRF */
667 const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, c.md5sum);
668 if (f == nullptr) {
669 /* We do not know this GRF, bail out of initialization */
670 char buf[sizeof(c.md5sum) * 2 + 1];
671 md5sumToString(buf, lastof(buf), c.md5sum);
672 Debug(grf, 0, "NewGRF {:08X} not found; checksum {}", BSWAP32(c.grfid), buf);
673 ret = NETWORK_RECV_STATUS_NEWGRF_MISMATCH;
674 }
675 }
676
677 if (ret == NETWORK_RECV_STATUS_OKAY) {
678 /* Start receiving the map */
679 return SendNewGRFsOk();
680 }
681
682 /* NewGRF mismatch, bail out */
683 ShowErrorMessage(STR_NETWORK_ERROR_NEWGRF_MISMATCH, INVALID_STRING_ID, WL_CRITICAL);
684 return ret;
685 }
686
687 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *p)
688 {
689 if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
690 this->status = STATUS_AUTH_GAME;
691
692 if (!_network_join.server_password.empty()) {
693 return SendGamePassword(_network_join.server_password);
694 }
695
696 ShowNetworkNeedPassword(NETWORK_GAME_PASSWORD);
697
698 return NETWORK_RECV_STATUS_OKAY;
699 }
700
701 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p)
702 {
703 if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_COMPANY) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
704 this->status = STATUS_AUTH_COMPANY;
705
706 _password_game_seed = p->Recv_uint32();
707 _password_server_id = p->Recv_string(NETWORK_SERVER_ID_LENGTH);
708 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
709
710 if (!_network_join.company_password.empty()) {
711 return SendCompanyPassword(_network_join.company_password);
712 }
713
714 ShowNetworkNeedPassword(NETWORK_COMPANY_PASSWORD);
715
716 return NETWORK_RECV_STATUS_OKAY;
717 }
718
719 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *p)
720 {
721 if (this->status < STATUS_JOIN || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
722 this->status = STATUS_AUTHORIZED;
723
724 _network_own_client_id = (ClientID)p->Recv_uint32();
725
726 /* Initialize the password hash salting variables, even if they were previously. */
727 _password_game_seed = p->Recv_uint32();
728 _password_server_id = p->Recv_string(NETWORK_SERVER_ID_LENGTH);
729
730 /* Start receiving the map */
731 return SendGetMap();
732 }
733
734 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p)
735 {
736 /* We set the internal wait state when requesting the map. */
737 if (this->status != STATUS_MAP_WAIT) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
738
739 /* But... only now we set the join status to waiting, instead of requesting. */
740 _network_join_status = NETWORK_JOIN_STATUS_WAITING;
741 _network_join_waiting = p->Recv_uint8();
742 SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
743
744 return NETWORK_RECV_STATUS_OKAY;
745 }
746
747 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet *p)
748 {
749 if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
750 this->status = STATUS_MAP;
751
752 if (this->savegame != nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
753
754 this->savegame = new PacketReader();
755
756 _frame_counter = _frame_counter_server = _frame_counter_max = p->Recv_uint32();
757
758 _network_join_bytes = 0;
759 _network_join_bytes_total = 0;
760
761 _network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
762 SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
763
764 return NETWORK_RECV_STATUS_OKAY;
765 }
766
767 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet *p)
768 {
769 if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
770 if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
771
772 _network_join_bytes_total = p->Recv_uint32();
773 SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
774
775 return NETWORK_RECV_STATUS_OKAY;
776 }
777
778 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet *p)
779 {
780 if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
781 if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
782
783 /* We are still receiving data, put it to the file */
784 this->savegame->AddPacket(p);
785
786 _network_join_bytes = (uint32)this->savegame->written_bytes;
787 SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
788
789 return NETWORK_RECV_STATUS_OKAY;
790 }
791
792 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *p)
793 {
794 if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
795 if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
796
797 _network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
798 SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
799
800 /*
801 * Make sure everything is set for reading.
802 *
803 * We need the local copy and reset this->savegame because when
804 * loading fails the network gets reset upon loading the intro
805 * game, which would cause us to free this->savegame twice.
806 */
807 LoadFilter *lf = this->savegame;
808 this->savegame = nullptr;
809 lf->Reset();
810
811 /* The map is done downloading, load it */
812 ClearErrorMessages();
813 bool load_success = SafeLoad({}, SLO_LOAD, DFT_GAME_FILE, GM_NORMAL, NO_DIRECTORY, lf);
814
815 /* Long savegame loads shouldn't affect the lag calculation! */
816 this->last_packet = std::chrono::steady_clock::now();
817
818 if (!load_success) {
819 ShowErrorMessage(STR_NETWORK_ERROR_SAVEGAMEERROR, INVALID_STRING_ID, WL_CRITICAL);
820 return NETWORK_RECV_STATUS_SAVEGAME;
821 }
822 /* If the savegame has successfully loaded, ALL windows have been removed,
823 * only toolbar/statusbar and gamefield are visible */
824
825 /* Say we received the map and loaded it correctly! */
826 SendMapOk();
827
828 ShowClientList();
829
830 /* New company/spectator (invalid company) or company we want to join is not active
831 * Switch local company to spectator and await the server's judgement */
832 if (_network_join.company == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_join.company)) {
833 SetLocalCompany(COMPANY_SPECTATOR);
834
835 if (_network_join.company != COMPANY_SPECTATOR) {
836 /* We have arrived and ready to start playing; send a command to make a new company;
837 * the server will give us a client-id and let us in */
838 _network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
839 ShowJoinStatusWindow();
840 Command<CMD_COMPANY_CTRL>::SendNet(STR_NULL, _local_company, CCA_NEW, INVALID_COMPANY, CRR_NONE, INVALID_CLIENT_ID);
841 }
842 } else {
843 /* take control over an existing company */
844 SetLocalCompany(_network_join.company);
845 }
846
847 return NETWORK_RECV_STATUS_OKAY;
848 }
849
850 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p)
851 {
852 if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
853
854 _frame_counter_server = p->Recv_uint32();
855 _frame_counter_max = p->Recv_uint32();
856 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
857 /* Test if the server supports this option
858 * and if we are at the frame the server is */
859 #ifdef NETWORK_SEND_DOUBLE_SEED
860 if (p->CanReadFromPacket(sizeof(uint32) + sizeof(uint32))) {
861 #else
862 if (p->CanReadFromPacket(sizeof(uint32))) {
863 #endif
864 _sync_frame = _frame_counter_server;
865 _sync_seed_1 = p->Recv_uint32();
866 #ifdef NETWORK_SEND_DOUBLE_SEED
867 _sync_seed_2 = p->Recv_uint32();
868 #endif
869 }
870 #endif
871 /* Receive the token. */
872 if (p->CanReadFromPacket(sizeof(uint8))) this->token = p->Recv_uint8();
873
874 Debug(net, 7, "Received FRAME {}", _frame_counter_server);
875
876 /* Let the server know that we received this frame correctly
877 * We do this only once per day, to save some bandwidth ;) */
878 if (!_network_first_time && last_ack_frame < _frame_counter) {
879 last_ack_frame = _frame_counter + DAY_TICKS;
880 Debug(net, 7, "Sent ACK at {}", _frame_counter);
881 SendAck();
882 }
883
884 return NETWORK_RECV_STATUS_OKAY;
885 }
886
887 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p)
888 {
889 if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
890
891 _sync_frame = p->Recv_uint32();
892 _sync_seed_1 = p->Recv_uint32();
893 #ifdef NETWORK_SEND_DOUBLE_SEED
894 _sync_seed_2 = p->Recv_uint32();
895 #endif
896
897 return NETWORK_RECV_STATUS_OKAY;
898 }
899
900 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet *p)
901 {
902 if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
903
904 CommandPacket cp;
905 const char *err = this->ReceiveCommand(p, &cp);
906 cp.frame = p->Recv_uint32();
907 cp.my_cmd = p->Recv_bool();
908
909 if (err != nullptr) {
910 IConsolePrint(CC_WARNING, "Dropping server connection due to {}.", err);
911 return NETWORK_RECV_STATUS_MALFORMED_PACKET;
912 }
913
914 this->incoming_queue.Append(&cp);
915
916 return NETWORK_RECV_STATUS_OKAY;
917 }
918
919 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
920 {
921 if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
922
923 std::string name;
924 const NetworkClientInfo *ci = nullptr, *ci_to;
925
926 NetworkAction action = (NetworkAction)p->Recv_uint8();
927 ClientID client_id = (ClientID)p->Recv_uint32();
928 bool self_send = p->Recv_bool();
929 std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
930 int64 data = p->Recv_uint64();
931
932 ci_to = NetworkClientInfo::GetByClientID(client_id);
933 if (ci_to == nullptr) return NETWORK_RECV_STATUS_OKAY;
934
935 /* Did we initiate the action locally? */
936 if (self_send) {
937 switch (action) {
938 case NETWORK_ACTION_CHAT_CLIENT:
939 /* For speaking to client we need the client-name */
940 name = ci_to->client_name;
941 ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
942 break;
943
944 /* For speaking to company, we need the company-name */
945 case NETWORK_ACTION_CHAT_COMPANY: {
946 StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
947 SetDParam(0, ci_to->client_playas);
948
949 name = GetString(str);
950 ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
951 break;
952 }
953
954 default: return NETWORK_RECV_STATUS_MALFORMED_PACKET;
955 }
956 } else {
957 /* Display message from somebody else */
958 name = ci_to->client_name;
959 ci = ci_to;
960 }
961
962 if (ci != nullptr) {
963 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), self_send, name, msg, data);
964 }
965 return NETWORK_RECV_STATUS_OKAY;
966 }
967
968 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_EXTERNAL_CHAT(Packet *p)
969 {
970 if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
971
972 std::string source = p->Recv_string(NETWORK_CHAT_LENGTH);
973 TextColour colour = (TextColour)p->Recv_uint16();
974 std::string user = p->Recv_string(NETWORK_CHAT_LENGTH);
975 std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
976
977 if (!IsValidConsoleColour(colour)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
978
979 NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT, colour, false, user, msg, 0, source);
980
981 return NETWORK_RECV_STATUS_OKAY;
982 }
983
984 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *p)
985 {
986 if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
987
988 ClientID client_id = (ClientID)p->Recv_uint32();
989
990 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
991 if (ci != nullptr) {
992 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", GetNetworkErrorMsg((NetworkErrorCode)p->Recv_uint8()));
993 delete ci;
994 }
995
996 InvalidateWindowData(WC_CLIENT_LIST, 0);
997
998 return NETWORK_RECV_STATUS_OKAY;
999 }
1000
1001 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p)
1002 {
1003 if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1004
1005 ClientID client_id = (ClientID)p->Recv_uint32();
1006
1007 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
1008 if (ci != nullptr) {
1009 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1010 delete ci;
1011 } else {
1012 Debug(net, 1, "Unknown client ({}) is leaving the game", client_id);
1013 }
1014
1015 InvalidateWindowData(WC_CLIENT_LIST, 0);
1016
1017 /* If we come here it means we could not locate the client.. strange :s */
1018 return NETWORK_RECV_STATUS_OKAY;
1019 }
1020
1021 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p)
1022 {
1023 if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1024
1025 ClientID client_id = (ClientID)p->Recv_uint32();
1026
1027 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
1028 if (ci != nullptr) {
1029 NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name);
1030 }
1031
1032 InvalidateWindowData(WC_CLIENT_LIST, 0);
1033
1034 return NETWORK_RECV_STATUS_OKAY;
1035 }
1036
1037 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *p)
1038 {
1039 /* Only when we're trying to join we really
1040 * care about the server shutting down. */
1041 if (this->status >= STATUS_JOIN) {
1042 ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN, INVALID_STRING_ID, WL_CRITICAL);
1043 }
1044
1045 if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
1046
1047 return NETWORK_RECV_STATUS_SERVER_ERROR;
1048 }
1049
1050 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *p)
1051 {
1052 /* Only when we're trying to join we really
1053 * care about the server shutting down. */
1054 if (this->status >= STATUS_JOIN) {
1055 /* To throttle the reconnects a bit, every clients waits its
1056 * Client ID modulo 16 + 1 (value 0 means no reconnect).
1057 * This way reconnects should be spread out a bit. */
1058 _network_reconnect = _network_own_client_id % 16 + 1;
1059 ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_REBOOT, INVALID_STRING_ID, WL_CRITICAL);
1060 }
1061
1062 if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
1063
1064 return NETWORK_RECV_STATUS_SERVER_ERROR;
1065 }
1066
1067 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_RCON(Packet *p)
1068 {
1069 if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1070
1071 TextColour colour_code = (TextColour)p->Recv_uint16();
1072 if (!IsValidConsoleColour(colour_code)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1073
1074 std::string rcon_out = p->Recv_string(NETWORK_RCONCOMMAND_LENGTH);
1075
1076 IConsolePrint(colour_code, rcon_out);
1077
1078 return NETWORK_RECV_STATUS_OKAY;
1079 }
1080
1081 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p)
1082 {
1083 if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1084
1085 /* Nothing more in this packet... */
1086 ClientID client_id = (ClientID)p->Recv_uint32();
1087 CompanyID company_id = (CompanyID)p->Recv_uint8();
1088
1089 if (client_id == 0) {
1090 /* definitely an invalid client id, debug message and do nothing. */
1091 Debug(net, 1, "Received invalid client index = 0");
1092 return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1093 }
1094
1095 const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
1096 /* Just make sure we do not try to use a client_index that does not exist */
1097 if (ci == nullptr) return NETWORK_RECV_STATUS_OKAY;
1098
1099 /* if not valid player, force spectator, else check player exists */
1100 if (!Company::IsValidID(company_id)) company_id = COMPANY_SPECTATOR;
1101
1102 if (client_id == _network_own_client_id) {
1103 SetLocalCompany(company_id);
1104 }
1105
1106 return NETWORK_RECV_STATUS_OKAY;
1107 }
1108
1109 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *p)
1110 {
1111 if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1112
1113 _network_server_max_companies = p->Recv_uint8();
1114 _network_server_name = p->Recv_string(NETWORK_NAME_LENGTH);
1115
1116 return NETWORK_RECV_STATUS_OKAY;
1117 }
1118
1119 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p)
1120 {
1121 if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1122
1123 _network_company_passworded = p->Recv_uint16();
1124 SetWindowClassesDirty(WC_COMPANY);
1125
1126 return NETWORK_RECV_STATUS_OKAY;
1127 }
1128
1132 void ClientNetworkGameSocketHandler::CheckConnection()
1133 {
1134 /* Only once we're authorized we can expect a steady stream of packets. */
1135 if (this->status < STATUS_AUTHORIZED) return;
1136
1137 /* 5 seconds are roughly twice the server's "you're slow" threshold (1 game day). */
1138 std::chrono::steady_clock::duration lag = std::chrono::steady_clock::now() - this->last_packet;
1139 if (lag < std::chrono::seconds(5)) return;
1140
1141 /* 20 seconds are (way) more than 4 game days after which
1142 * the server will forcefully disconnect you. */
1143 if (lag > std::chrono::seconds(20)) {
1144 this->NetworkGameSocketHandler::CloseConnection();
1145 return;
1146 }
1147
1148 /* Prevent showing the lag message every tick; just update it when needed. */
1149 static std::chrono::steady_clock::duration last_lag = {};
1150 if (std::chrono::duration_cast<std::chrono::seconds>(last_lag) == std::chrono::duration_cast<std::chrono::seconds>(lag)) return;
1151
1152 last_lag = lag;
1153 SetDParam(0, std::chrono::duration_cast<std::chrono::seconds>(lag).count());
1154 ShowErrorMessage(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION, STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION, WL_INFO);
1155 }
1156
1157
1159 void NetworkClient_Connected()
1160 {
1161 /* Set the frame-counter to 0 so nothing happens till we are ready */
1162 _frame_counter = 0;
1163 _frame_counter_server = 0;
1164 last_ack_frame = 0;
1165 /* Request the game-info */
1166 MyClient::SendJoin();
1167 }
1168
1174 void NetworkClientSendRcon(const std::string &password, const std::string &command)
1175 {
1176 MyClient::SendRCon(password, command);
1177 }
1178
1185 void NetworkClientRequestMove(CompanyID company_id, const std::string &pass)
1186 {
1187 MyClient::SendMove(company_id, pass);
1188 }
1189
1194 void NetworkClientsToSpectators(CompanyID cid)
1195 {
1196 Backup<CompanyID> cur_company(_current_company, FILE_LINE);
1197 /* If our company is changing owner, go to spectators */
1198 if (cid == _local_company) SetLocalCompany(COMPANY_SPECTATOR);
1199
1200 for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1201 if (ci->client_playas != cid) continue;
1202 NetworkTextMessage(NETWORK_ACTION_COMPANY_SPECTATOR, CC_DEFAULT, false, ci->client_name);
1203 ci->client_playas = COMPANY_SPECTATOR;
1204 }
1205
1206 cur_company.Restore();
1207 }
1208
1216 bool NetworkIsValidClientName(const std::string_view client_name)
1217 {
1218 if (client_name.empty()) return false;
1219 if (client_name[0] == ' ') return false;
1220 return true;
1221 }
1222
1238 bool NetworkValidateClientName(std::string &client_name)
1239 {
1240 StrTrimInPlace(client_name);
1241 if (NetworkIsValidClientName(client_name)) return true;
1242
1243 ShowErrorMessage(STR_NETWORK_ERROR_BAD_PLAYER_NAME, INVALID_STRING_ID, WL_ERROR);
1244 return false;
1245 }
1246
1254 bool NetworkValidateOurClientName()
1255 {
1256 return NetworkValidateClientName(_settings_client.network.client_name);
1257 }
1258
1263 void NetworkUpdateClientName(const std::string &client_name)
1264 {
1265 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
1266 if (ci == nullptr) return;
1267
1268 /* Don't change the name if it is the same as the old name */
1269 if (client_name.compare(ci->client_name) != 0) {
1270 if (!_network_server) {
1271 MyClient::SendSetName(client_name);
1272 } else {
1273 /* Copy to a temporary buffer so no #n gets added after our name in the settings when there are duplicate names. */
1274 std::string temporary_name = client_name;
1275 if (NetworkMakeClientNameUnique(temporary_name)) {
1276 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, temporary_name);
1277 ci->client_name = temporary_name;
1278 NetworkUpdateClientInfo(CLIENT_ID_SERVER);
1279 }
1280 }
1281 }
1282 }
1283
1292 void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64 data)
1293 {
1294 MyClient::SendChat(action, type, dest, msg, data);
1295 }
1296
1301 void NetworkClientSetCompanyPassword(const std::string &password)
1302 {
1303 MyClient::SendSetPassword(password);
1304 }
1305
1311 bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio)
1312 {
1313 /* Only companies actually playing can speak to team. Eg spectators cannot */
1314 if (!_settings_client.gui.prefer_teamchat || !Company::IsValidID(cio->client_playas)) return false;
1315
1316 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1317 if (ci->client_playas == cio->client_playas && ci != cio) return true;
1318 }
1319
1320 return false;
1321 }
1322
1327 bool NetworkMaxCompaniesReached()
1328 {
1329 return Company::GetNumItems() >= (_network_server ? _settings_client.network.max_companies : _network_server_max_companies);
1330 }
NetworkClientSendRcon
void NetworkClientSendRcon(const std::string &password, const std::string &command)
Send a remote console command.
Definition: network_client.cpp:1174
ClientNetworkGameSocketHandler::Receive_SERVER_FRAME
NetworkRecvStatus Receive_SERVER_FRAME(Packet *p) override
Sends the current frame counter to the client: uint32 Frame counter uint32 Frame counter max (how far...
Definition: network_client.cpp:850
PacketReader::AddPacket
void AddPacket(Packet *p)
Add a packet to this buffer.
Definition: network_client.cpp:82
_network_join_bytes_total
uint32 _network_join_bytes_total
The total number of bytes to download.
Definition: network_gui.cpp:2155
DestType
DestType
Destination of our chat messages.
Definition: network_type.h:89
ClientNetworkGameSocketHandler::SendNewGRFsOk
static NetworkRecvStatus SendNewGRFsOk()
Tell the server we got all the NewGRFs.
Definition: network_client.cpp:351
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:3252
ClientNetworkGameSocketHandler::Receive_SERVER_CHAT
NetworkRecvStatus Receive_SERVER_CHAT(Packet *p) override
Sends a chat-packet to the client: uint8 ID of the action (see NetworkAction).
Definition: network_client.cpp:919
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:72
PACKET_CLIENT_ERROR
@ PACKET_CLIENT_ERROR
A client reports an error to the server.
Definition: tcp_game.h:125
CRR_NONE
@ CRR_NONE
Dummy reason for actions that don't need one.
Definition: company_type.h:63
SetWindowDirty
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition: window.cpp:3154
NetworkValidateOurClientName
bool NetworkValidateOurClientName()
Convenience method for NetworkValidateClientName on _settings_client.network.client_name.
Definition: network_client.cpp:1254
INVALID_CLIENT_ID
@ INVALID_CLIENT_ID
Client is not part of anything.
Definition: network_type.h:48
FindGRFConfig
const GRFConfig * FindGRFConfig(uint32 grfid, FindGRFConfigMode mode, const uint8 *md5sum, uint32 desired_version)
Find a NewGRF in the scanned list.
Definition: newgrf_config.cpp:745
NetworkGameSocketHandler::ReceivePackets
NetworkRecvStatus ReceivePackets()
Do the actual receiving of packets.
Definition: tcp_game.cpp:134
CSleep
void CSleep(int milliseconds)
Sleep on the current thread for a defined time.
Definition: thread.h:23
NetworkValidateClientName
bool NetworkValidateClientName(std::string &client_name)
Trim the given client name in place, i.e.
Definition: network_client.cpp:1238
NETWORK_RECV_STATUS_DESYNC
@ NETWORK_RECV_STATUS_DESYNC
A desync did occur.
Definition: core.h:24
ClientNetworkGameSocketHandler::STATUS_AUTH_COMPANY
@ STATUS_AUTH_COMPANY
Last action was requesting company password.
Definition: network_client.h:28
NetworkClientInfo::client_name
std::string client_name
Name of the client.
Definition: network_base.h:26
_password_game_seed
static uint32 _password_game_seed
One bit of 'entropy' used to generate a salt for the company passwords.
Definition: network_client.cpp:313
_network_join_waiting
uint8 _network_join_waiting
The number of clients waiting in front of us.
Definition: network_gui.cpp:2153
NetworkJoinInfo::company_password
std::string company_password
The password of the company to join.
Definition: network_client.h:116
Backup
Class to backup a specific variable and restore it later.
Definition: backup_type.hpp:21
ClientNetworkGameSocketHandler::Receive_SERVER_BANNED
NetworkRecvStatus Receive_SERVER_BANNED(Packet *p) override
Notification that the client trying to join is banned.
Definition: network_client.cpp:541
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
ClientNetworkEmergencySave
void ClientNetworkEmergencySave()
Create an emergency savegame when the network connection is lost.
Definition: network_client.cpp:133
_date_fract
DateFract _date_fract
Fractional part of the day.
Definition: date.cpp:29
NetworkClientRequestMove
void NetworkClientRequestMove(CompanyID company_id, const std::string &pass)
Notify the server of this client wanting to be moved to another company.
Definition: network_client.cpp:1185
_network_server
bool _network_server
network-server is active
Definition: network.cpp:59
SaveLoadOperation
SaveLoadOperation
Operation performed on the file.
Definition: fileio_type.h:47
ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler
ClientNetworkGameSocketHandler(SOCKET s, const std::string &connection_string)
Create a new socket for the client side of the game connection.
Definition: network_client.cpp:144
_network_company_passworded
CompanyMask _network_company_passworded
Bitmask of the password status of all companies.
Definition: network.cpp:81
NetworkAction
NetworkAction
Actions that can be used for NetworkTextMessage.
Definition: network_type.h:99
NetworkClientPreferTeamChat
bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio)
Tell whether the client has team members who they can chat to.
Definition: network_client.cpp:1311
CommandPacket::frame
uint32 frame
the frame in which this packet is executed
Definition: network_internal.h:114
NetworkGameSocketHandler::last_packet
std::chrono::steady_clock::time_point last_packet
Time we received the last frame.
Definition: tcp_game.h:516
WC_CLIENT_LIST
@ WC_CLIENT_LIST
Client list; Window numbers:
Definition: window_type.h:471
ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE
NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p) override
Update the clients knowledge of which company is password protected: uint16 Bitwise representation of...
Definition: network_client.cpp:1119
ClientNetworkGameSocketHandler::CheckConnection
void CheckConnection()
Check the connection's state, i.e.
Definition: network_client.cpp:1132
NetworkJoinInfo::server_password
std::string server_password
The password of the server to join.
Definition: network_client.h:115
DeserializeGRFIdentifier
void DeserializeGRFIdentifier(Packet *p, GRFIdentifier *grf)
Deserializes the GRFIdentifier (GRF ID and MD5 checksum) from the packet.
Definition: game_info.cpp:377
NetworkGameSocketHandler::SetInfo
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
Definition: tcp_game.h:531
NetworkUpdateClientInfo
void NetworkUpdateClientInfo(ClientID client_id)
Send updated client info of a particular client.
Definition: network_server.cpp:1473
ClientNetworkGameSocketHandler::GameLoop
static bool GameLoop()
Actual game loop for the client.
Definition: network_client.cpp:263
PacketReader::block
byte ** block
The block we're reading from/writing to.
Definition: network_client.cpp:47
NETWORK_CHAT_LENGTH
static const uint NETWORK_CHAT_LENGTH
The maximum length of a chat message, in bytes including '\0'.
Definition: config.h:66
PACKET_CLIENT_COMMAND
@ PACKET_CLIENT_COMMAND
Client executed a command and sends it to the server.
Definition: tcp_game.h:96
SetLocalCompany
void SetLocalCompany(CompanyID new_company)
Sets the local company and updates the settings that are set on a per-company basis to reflect the co...
Definition: company_cmd.cpp:103
DFT_GAME_FILE
@ DFT_GAME_FILE
Save game or scenario file.
Definition: fileio_type.h:31
NetworkTCPSocketHandler::sock
SOCKET sock
The socket currently connected to.
Definition: tcp.h:39
TextColour
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
Definition: gfx_type.h:257
PacketReader::written_bytes
size_t written_bytes
The total number of bytes we've written.
Definition: network_client.cpp:48
GetNetworkRevisionString
std::string_view GetNetworkRevisionString()
Get the network version string used by this build.
Definition: game_info.cpp:43
_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:53
PACKET_CLIENT_QUIT
@ PACKET_CLIENT_QUIT
A client tells the server it is going to quit.
Definition: tcp_game.h:123
network_gui.h
_network_join_status
NetworkJoinStatus _network_join_status
The status of joining.
Definition: network_gui.cpp:2152
PACKET_CLIENT_GETMAP
@ PACKET_CLIENT_GETMAP
Client requests the actual map.
Definition: tcp_game.h:74
ClientNetworkGameSocketHandler::Receive_SERVER_ERROR
NetworkRecvStatus Receive_SERVER_ERROR(Packet *p) override
The client made an error: uint8 Error code caused (see NetworkErrorCode).
Definition: network_client.cpp:608
WC_COMPANY
@ WC_COMPANY
Company view; Window numbers:
Definition: window_type.h:362
GetNetworkErrorMsg
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
Definition: network.cpp:301
_network_server_name
std::string _network_server_name
The current name of the server you are on.
Definition: network_client.cpp:320
ClientNetworkGameSocketHandler::my_client
static ClientNetworkGameSocketHandler * my_client
This is us!
Definition: network_client.h:41
ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN
NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p) override
Sends that the server will begin with sending the map to the client: uint32 Current frame.
Definition: network_client.cpp:747
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:160
NetworkGameSocketHandler
Base socket handler for all TCP sockets.
Definition: tcp_game.h:154
Packet::Send_uint8
void Send_uint8(uint8 data)
Package a 8 bits integer in the packet.
Definition: packet.cpp:129
LoadFilter::Reset
virtual void Reset()
Reset this filter to read from the beginning of the file.
Definition: saveload_filter.h:43
GRFIdentifier::md5sum
uint8 md5sum[16]
MD5 checksum of file to distinguish files with the same GRF ID (eg. newer version of GRF)
Definition: newgrf_config.h:85
PacketReader::Read
size_t Read(byte *rbuf, size_t size) override
Read a given number of bytes from the savegame.
Definition: network_client.cpp:97
ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO
NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p) override
Send information about a client: uint32 ID of the client (always unique on a server.
Definition: network_client.cpp:552
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
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:71
PacketReader
Read some packets, and when do use that data as initial load filter.
Definition: network_client.cpp:41
GRFIdentifier::grfid
uint32 grfid
GRF ID (defined by Action 0x08)
Definition: newgrf_config.h:84
_network_first_time
bool _network_first_time
Whether we have finished joining or not.
Definition: network.cpp:80
PACKET_CLIENT_CHAT
@ PACKET_CLIENT_CHAT
Client said something that should be distributed.
Definition: tcp_game.h:100
ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME
NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p) override
Let the clients know that the server is loading a new map.
Definition: network_client.cpp:1050
network_base.h
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:377
PacketReader::read_bytes
size_t read_bytes
The total number of read bytes.
Definition: network_client.cpp:49
Packet::Send_uint32
void Send_uint32(uint32 data)
Package a 32 bits integer in the packet.
Definition: packet.cpp:150
PACKET_CLIENT_JOIN
@ PACKET_CLIENT_JOIN
The client telling the server it wants to join.
Definition: tcp_game.h:38
ClientNetworkGameSocketHandler::SendChat
static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64 data)
Send a chat-packet over the network.
Definition: network_client.cpp:427
Packet::CanReadFromPacket
bool CanReadFromPacket(size_t bytes_to_read, bool close_connection=false)
Is it safe to read from the packet, i.e.
Definition: packet.cpp:229
Packet::Recv_string
std::string Recv_string(size_t length, StringValidationSettings settings=SVS_REPLACE_WITH_QUESTION_MARK)
Reads characters (bytes) from the packet until it finds a '\0', or reaches a maximum of length charac...
Definition: packet.cpp:408
ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD
NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) override
Indication to the client that the server needs a company password: uint32 Generation seed.
Definition: network_client.cpp:701
CommandQueue::Append
void Append(CommandPacket *p)
Append a CommandPacket at the end of the queue.
Definition: network_command.cpp:174
ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD
NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) override
Indication to the client that the server needs a game password.
Definition: network_client.cpp:687
ClientNetworkGameSocketHandler::SendJoin
static NetworkRecvStatus SendJoin()
Make sure the server ID length is the same as a md5 hash.
Definition: network_client.cpp:334
last_ack_frame
static uint32 last_ack_frame
Last frame we performed an ack.
Definition: network_client.cpp:310
NetworkClientInfo::GetByClientID
static NetworkClientInfo * GetByClientID(ClientID client_id)
Return the CI given it's client-identifier.
Definition: network.cpp:114
_frame_counter_server
uint32 _frame_counter_server
The frame_counter of the server, if in network-mode.
Definition: network.cpp:70
NetworkJoinInfo::company
CompanyID company
The company to join.
Definition: network_client.h:114
GRFIdentifier
Basic data to distinguish a GRF.
Definition: newgrf_config.h:83
Packet::TransferOutWithLimit
ssize_t TransferOutWithLimit(F transfer_function, size_t limit, D destination, Args &&... args)
Transfer data from the packet to the given function.
Definition: packet.h:113
ClientNetworkGameSocketHandler::SendMove
static NetworkRecvStatus SendMove(CompanyID company, const std::string &password)
Ask the server to move us.
Definition: network_client.cpp:507
ClientNetworkGameSocketHandler::STATUS_MAP
@ STATUS_MAP
The client is downloading the map.
Definition: network_client.h:31
ClientNetworkGameSocketHandler::SendCompanyPassword
static NetworkRecvStatus SendCompanyPassword(const std::string &password)
Set the company password as requested.
Definition: network_client.cpp:374
ClearErrorMessages
void ClearErrorMessages()
Clear all errors from the queue.
Definition: error_gui.cpp:335
ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA
NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p) override
Sends the data of the map to the client: Contains a part of the map (until max size of packet).
Definition: network_client.cpp:778
COMPANY_NEW_COMPANY
@ COMPANY_NEW_COMPANY
The client wants a new company.
Definition: company_type.h:34
SLO_LOAD
@ SLO_LOAD
File is being loaded.
Definition: fileio_type.h:49
ClientNetworkGameSocketHandler::Receive_SERVER_FULL
NetworkRecvStatus Receive_SERVER_FULL(Packet *p) override
Notification that the server is full.
Definition: network_client.cpp:533
PacketReader::CHUNK
static const size_t CHUNK
32 KiB chunks of memory.
Definition: network_client.cpp:42
Packet::Recv_uint32
uint32 Recv_uint32()
Read a 32 bits integer from the packet.
Definition: packet.cpp:346
ClientNetworkGameSocketHandler::SendSetName
static NetworkRecvStatus SendSetName(const std::string &name)
Tell the server that we like to change the name of the client.
Definition: network_client.cpp:468
CommandPacket
Everything we need to know about a command to be able to execute it.
Definition: network_internal.h:109
_date
Date _date
Current date in days (day counter)
Definition: date.cpp:28
ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS
NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p) override
Sends information about all used GRFs to the client: uint8 Amount of GRFs (the following data is repe...
Definition: network_client.cpp:654
GRFConfig
Information about GRF, used in the game and (part of it) in savegames.
Definition: newgrf_config.h:155
PacketReader::blocks
std::vector< byte * > blocks
Buffer with blocks of allocated memory.
Definition: network_client.cpp:44
NETWORK_RECV_STATUS_NEWGRF_MISMATCH
@ NETWORK_RECV_STATUS_NEWGRF_MISMATCH
We did not have the required NewGRFs.
Definition: core.h:25
NetworkMaxCompaniesReached
bool NetworkMaxCompaniesReached()
Check if max_companies has been reached on the server (local check only).
Definition: network_client.cpp:1327
NETWORK_RECV_STATUS_SERVER_FULL
@ NETWORK_RECV_STATUS_SERVER_FULL
The server is full.
Definition: core.h:30
ClientNetworkGameSocketHandler::IsConnected
static bool IsConnected()
Check whether the client is actually connected (and in the game).
Definition: network_client.cpp:520
StrTrimInPlace
void StrTrimInPlace(std::string &str)
Trim the spaces from given string in place, i.e.
Definition: string.cpp:373
NETWORK_RECV_STATUS_SERVER_ERROR
@ NETWORK_RECV_STATUS_SERVER_ERROR
The server told us we made an error.
Definition: core.h:29
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:177
ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME
NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p) override
The client is joined and ready to receive their map: uint32 Own client ID.
Definition: network_client.cpp:719
ClientID
ClientID
'Unique' identifier to be given to clients
Definition: network_type.h:47
ClientNetworkGameSocketHandler::Receive_SERVER_JOIN
NetworkRecvStatus Receive_SERVER_JOIN(Packet *p) override
A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO:...
Definition: network_client.cpp:1021
_password_server_id
static std::string _password_server_id
The other bit of 'entropy' used to generate a salt for the company passwords.
Definition: network_client.cpp:315
NETWORK_RECV_STATUS_SERVER_BANNED
@ NETWORK_RECV_STATUS_SERVER_BANNED
The server has banned us.
Definition: core.h:31
NetworkUpdateClientName
void NetworkUpdateClientName(const std::string &client_name)
Send the server our name as callback from the setting.
Definition: network_client.cpp:1263
NetworkClient_Connected
void NetworkClient_Connected()
Is called after a client is connected to the server.
Definition: network_client.cpp:1159
PACKET_CLIENT_NEWGRFS_CHECKED
@ PACKET_CLIENT_NEWGRFS_CHECKED
Client acknowledges that it has all required NewGRFs.
Definition: tcp_game.h:61
_sync_seed_1
uint32 _sync_seed_1
Seed to compare during sync checks.
Definition: network.cpp:75
PacketReader::Reset
void Reset() override
Reset this filter to read from the beginning of the file.
Definition: network_client.cpp:119
NetworkClientsToSpectators
void NetworkClientsToSpectators(CompanyID cid)
Move the clients of a company to the spectators.
Definition: network_client.cpp:1194
WL_INFO
@ WL_INFO
Used for DoCommand-like (and some non-fatal AI GUI) errors/information.
Definition: error.h:22
_local_company
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
Definition: company_cmd.cpp:46
ClientNetworkGameSocketHandler::STATUS_JOIN
@ STATUS_JOIN
We are trying to join a server.
Definition: network_client.h:25
NetworkSocketHandler::MarkClosed
void MarkClosed()
Mark the connection as closed.
Definition: core.h:60
NETWORK_COMPANY_PASSWORD
@ NETWORK_COMPANY_PASSWORD
The password of the company.
Definition: network_type.h:82
NetworkSettings::client_name
std::string client_name
name of the player (as client)
Definition: settings_type.h:292
IsValidConsoleColour
bool IsValidConsoleColour(TextColour c)
Check whether the given TextColour is valid for console usage.
Definition: console_gui.cpp:510
NETWORK_RECV_STATUS_CLOSE_QUERY
@ NETWORK_RECV_STATUS_CLOSE_QUERY
Done querying the server.
Definition: core.h:32
NetworkTCPSocketHandler::SendPacket
virtual void SendPacket(Packet *packet)
This function puts the packet in the send-queue and it is send as soon as possible.
Definition: tcp.cpp:81
CLIENT_ID_SERVER
@ CLIENT_ID_SERVER
Servers always have this ID.
Definition: network_type.h:49
ClientNetworkGameSocketHandler::SendRCon
static NetworkRecvStatus SendRCon(const std::string &password, const std::string &command)
Send a console command.
Definition: network_client.cpp:493
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
_networking
bool _networking
are we in networking mode?
Definition: network.cpp:58
ClientNetworkGameSocketHandler::STATUS_MAP_WAIT
@ STATUS_MAP_WAIT
The client is waiting as someone else is downloading the map.
Definition: network_client.h:30
network_client.h
CommandPacket::my_cmd
bool my_cmd
did the command originate from "me"
Definition: network_internal.h:115
DoAutoOrNetsave
void DoAutoOrNetsave(FiosNumberedSaveName &counter)
Create an autosave or netsave.
Definition: saveload.cpp:3325
_network_reconnect
uint8 _network_reconnect
Reconnect timeout.
Definition: network.cpp:66
PACKET_CLIENT_MAP_OK
@ PACKET_CLIENT_MAP_OK
Client tells the server that it received the whole map.
Definition: tcp_game.h:80
Packet
Internal entity of a packet.
Definition: packet.h:44
ClientNetworkGameSocketHandler::Receive_SERVER_EXTERNAL_CHAT
NetworkRecvStatus Receive_SERVER_EXTERNAL_CHAT(Packet *p) override
Sends a chat-packet for external source to the client: string Name of the source this message came fr...
Definition: network_client.cpp:968
GameMode
GameMode
Mode which defines the state of the game.
Definition: openttd.h:17
NetworkGameSocketHandler::ReceiveCommand
const char * ReceiveCommand(Packet *p, CommandPacket *cp)
Receives a command from the network.
Definition: network_command.cpp:423
Randomizer::state
uint32 state[2]
The state of the randomizer.
Definition: random_func.hpp:23
PacketReader::buf
byte * buf
Buffer we're going to write to/read from.
Definition: network_client.cpp:45
BSWAP32
static uint32 BSWAP32(uint32 x)
Perform a 32 bits endianness bitswap on x.
Definition: bitmath_func.hpp:390
GUISettings::prefer_teamchat
bool prefer_teamchat
choose the chat message target with <ENTER>, true=all clients, false=your team
Definition: settings_type.h:126
_network_server_max_companies
static uint8 _network_server_max_companies
Maximum number of companies of the currently joined server.
Definition: network_client.cpp:318
StateGameLoop
void StateGameLoop()
State controlling game loop.
Definition: openttd.cpp:1358
_network_own_client_id
ClientID _network_own_client_id
Our client identifier.
Definition: network.cpp:64
NetworkClientSendChat
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64 data)
Send a chat message.
Definition: network_client.cpp:1292
PACKET_CLIENT_SET_NAME
@ PACKET_CLIENT_SET_NAME
A client changes its name.
Definition: tcp_game.h:114
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:238
NetworkGameSocketHandler::GetInfo
NetworkClientInfo * GetInfo() const
Gets the client info of this socket handler.
Definition: tcp_game.h:541
ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE
NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p) override
Update the clients knowledge of the max settings: uint8 Maximum number of companies allowed.
Definition: network_client.cpp:1109
_switch_mode
SwitchMode _switch_mode
The next mainloop command.
Definition: gfx.cpp:49
StringID
uint32 StringID
Numeric value that represents a string, independent of the selected language.
Definition: strings_type.h:16
NetworkSocketHandler::HasClientQuit
bool HasClientQuit() const
Whether the current client connected to the socket has quit.
Definition: core.h:68
NetworkTCPSocketHandler::SendPackets
SendPacketsState SendPackets(bool closing_down=false)
Sends all the buffered packets out for this client.
Definition: tcp.cpp:99
_current_company
CompanyID _current_company
Company currently doing an action.
Definition: company_cmd.cpp:47
NETWORK_RCONCOMMAND_LENGTH
static const uint NETWORK_RCONCOMMAND_LENGTH
The maximum length of a rconsole command, in bytes including '\0'.
Definition: config.h:64
NetworkTCPSocketHandler::CanSendReceive
bool CanSendReceive()
Check whether this socket can send or receive something.
Definition: tcp.cpp:218
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
FiosNumberedSaveName
A savegame name automatically numbered.
Definition: fios.h:131
DetailedFileType
DetailedFileType
Kinds of files in each AbstractFileType.
Definition: fileio_type.h:28
Pool::PoolItem<&_company_pool >::GetNumItems
static size_t GetNumItems()
Returns number of valid items in the pool.
Definition: pool_type.hpp:367
ClientNetworkGameSocketHandler::SendCommand
static NetworkRecvStatus SendCommand(const CommandPacket *cp)
Send a command to the server.
Definition: network_client.cpp:417
PacketReader::TransferOutMemCopy
static ssize_t TransferOutMemCopy(PacketReader *destination, const char *source, size_t amount)
Simple wrapper around fwrite to be able to pass it to Packet's TransferOut.
Definition: network_client.cpp:70
Backup::Restore
void Restore()
Restore the variable.
Definition: backup_type.hpp:112
Packet::Recv_bool
bool Recv_bool()
Read a boolean from the packet.
Definition: packet.cpp:308
Packet::Send_uint64
void Send_uint64(uint64 data)
Package a 64 bits integer in the packet.
Definition: packet.cpp:163
ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT
NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p) override
Inform all clients that one client made an error and thus has quit/been disconnected: uint32 ID of th...
Definition: network_client.cpp:984
GetDrawStringCompanyColour
TextColour GetDrawStringCompanyColour(CompanyID company)
Get the colour for DrawString-subroutines which matches the colour of the company.
Definition: company_cmd.cpp:135
NetworkClientSetCompanyPassword
void NetworkClientSetCompanyPassword(const std::string &password)
Set/Reset company password on the client side.
Definition: network_client.cpp:1301
NO_DIRECTORY
@ NO_DIRECTORY
A path without any base directory.
Definition: fileio_type.h:125
ClientNetworkGameSocketHandler::STATUS_AUTHORIZED
@ STATUS_AUTHORIZED
The client is authorized at the server.
Definition: network_client.h:29
COMPANY_SPECTATOR
@ COMPANY_SPECTATOR
The client is spectating.
Definition: company_type.h:35
PACKET_CLIENT_GAME_PASSWORD
@ PACKET_CLIENT_GAME_PASSWORD
Clients sends the (hashed) game password.
Definition: tcp_game.h:65
NetworkJoinInfo
Information required to join a server.
Definition: network_client.h:111
NetworkRecvStatus
NetworkRecvStatus
Status of a network client; reasons why a client has quit.
Definition: core.h:22
ClientNetworkGameSocketHandler::SendError
static NetworkRecvStatus SendError(NetworkErrorCode errorno)
Send an error-packet over the network.
Definition: network_client.cpp:442
WC_NETWORK_STATUS_WINDOW
@ WC_NETWORK_STATUS_WINDOW
Network status window; Window numbers:
Definition: window_type.h:478
ClientNetworkGameSocketHandler::Receive_SERVER_SYNC
NetworkRecvStatus Receive_SERVER_SYNC(Packet *p) override
Sends a sync-check to the client: uint32 Frame counter.
Definition: network_client.cpp:887
ClientNetworkGameSocketHandler::ClientError
void ClientError(NetworkRecvStatus res)
Handle an error coming from the client side.
Definition: network_client.cpp:186
ClientNetworkGameSocketHandler::token
byte token
The token we need to send back to the server to prove we're the right client.
Definition: network_client.h:20
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
ClientNetworkGameSocketHandler::STATUS_AUTH_GAME
@ STATUS_AUTH_GAME
Last action was requesting game (server) password.
Definition: network_client.h:27
PacketReader::bufe
byte * bufe
End of the buffer we write to/read from.
Definition: network_client.cpp:46
Subdirectory
Subdirectory
The different kinds of subdirectories OpenTTD uses.
Definition: fileio_type.h:108
ClientNetworkGameSocketHandler::NetworkExecuteLocalCommandQueue
friend void NetworkExecuteLocalCommandQueue()
Execute all commands on the local command queue that ought to be executed this frame.
Definition: network_command.cpp:316
PACKET_CLIENT_RCON
@ PACKET_CLIENT_RCON
Client asks the server to execute some command.
Definition: tcp_game.h:105
Packet::Recv_uint8
uint8 Recv_uint8()
Read a 8 bits integer from the packet.
Definition: packet.cpp:317
ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler
~ClientNetworkGameSocketHandler()
Clear whatever we assigned.
Definition: network_client.cpp:151
WL_ERROR
@ WL_ERROR
Errors (eg. saving/loading failed)
Definition: error.h:24
ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND
NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p) override
Sends a DoCommand to the client: uint8 ID of the company (0..MAX_COMPANIES-1).
Definition: network_client.cpp:900
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
ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN
NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p) override
Let the clients know that the server is closing.
Definition: network_client.cpp:1037
NetworkGameSocketHandler::incoming_queue
CommandQueue incoming_queue
The command-queue awaiting handling.
Definition: tcp_game.h:515
_sync_frame
uint32 _sync_frame
The frame to perform the sync check.
Definition: network.cpp:79
error
void CDECL error(const char *s,...)
Error handling for fatal non-user errors.
Definition: openttd.cpp:134
network.h
NetworkGameSocketHandler::client_id
ClientID client_id
Client identifier.
Definition: tcp_game.h:512
CommandHelper
Definition: command_func.h:94
Packet::Send_string
void Send_string(const std::string_view data)
Sends a string over the network.
Definition: packet.cpp:181
MILLISECONDS_PER_TICK
static const uint MILLISECONDS_PER_TICK
The number of milliseconds per game tick.
Definition: gfx_type.h:317
Debug
#define Debug(name, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
ClientNetworkGameSocketHandler::SendGetMap
static NetworkRecvStatus SendGetMap()
Request the map from the server.
Definition: network_client.cpp:383
LoadFilter
Interface for filtering a savegame till it is loaded.
Definition: saveload_filter.h:14
lengthof
#define lengthof(x)
Return the length of an fixed size array.
Definition: stdafx.h:386
ClientNetworkGameSocketHandler::Receive_SERVER_RCON
NetworkRecvStatus Receive_SERVER_RCON(Packet *p) override
Send the result of an issues RCon command back to the client: uint16 Colour code.
Definition: network_client.cpp:1067
ClientSettings::network
NetworkSettings network
settings related to the network
Definition: settings_type.h:605
Packet::Recv_uint64
uint64 Recv_uint64()
Read a 64 bits integer from the packet.
Definition: packet.cpp:363
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:1187
ClientNetworkGameSocketHandler::SendMapOk
static NetworkRecvStatus SendMapOk()
Tell the server we received the complete map.
Definition: network_client.cpp:393
NetworkGameSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(bool error=true) override
Functions to help ReceivePacket/SendPacket a bit A socket can make errors.
Definition: tcp_game.cpp:41
PACKET_CLIENT_ACK
@ PACKET_CLIENT_ACK
The client tells the server which frame it has executed.
Definition: tcp_game.h:92
PACKET_CLIENT_MOVE
@ PACKET_CLIENT_MOVE
A client would like to be moved to another company.
Definition: tcp_game.h:109
INVALID_COMPANY
@ INVALID_COMPANY
An invalid company.
Definition: company_type.h:30
ClientNetworkGameSocketHandler::savegame
struct PacketReader * savegame
Packet reader for reading the savegame.
Definition: network_client.h:19
ClientNetworkGameSocketHandler::SendAck
static NetworkRecvStatus SendAck()
Send an acknowledgement from the server's ticks.
Definition: network_client.cpp:403
NETWORK_RECV_STATUS_OKAY
@ NETWORK_RECV_STATUS_OKAY
Everything is okay.
Definition: core.h:23
network_gamelist.h
SafeLoad
bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf=nullptr)
Load the specified savegame but on error do different things.
Definition: openttd.cpp:962
ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE
NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p) override
Sends that all data of the map are sent to the client:
Definition: network_client.cpp:792
PacketReader::PacketReader
PacketReader()
Initialise everything.
Definition: network_client.cpp:52
md5sumToString
char * md5sumToString(char *buf, const char *last, const uint8 md5sum[16])
Convert the md5sum to a hexadecimal string representation.
Definition: string.cpp:572
ClientNetworkGameSocketHandler::SendQuit
static NetworkRecvStatus SendQuit()
Tell the server we would like to quit.
Definition: network_client.cpp:480
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
ClientNetworkGameSocketHandler::STATUS_ACTIVE
@ STATUS_ACTIVE
The client is active within in the game.
Definition: network_client.h:32
ClientNetworkGameSocketHandler::status
ServerStatus status
Status of the connection with the server.
Definition: network_client.h:36
FGCM_EXACT
@ FGCM_EXACT
Only find Grfs matching md5sum.
Definition: newgrf_config.h:199
NETWORK_RECV_STATUS_SAVEGAME
@ NETWORK_RECV_STATUS_SAVEGAME
Something went wrong (down)loading the savegame.
Definition: core.h:26
CCA_NEW
@ CCA_NEW
Create a new company.
Definition: company_type.h:68
ClientNetworkGameSocketHandler::SendGamePassword
static NetworkRecvStatus SendGamePassword(const std::string &password)
Set the game password as requested.
Definition: network_client.cpp:362
ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE
NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p) override
Sends the size of the map to the client.
Definition: network_client.cpp:767
WN_NETWORK_STATUS_WINDOW_JOIN
@ WN_NETWORK_STATUS_WINDOW_JOIN
Network join status.
Definition: window_type.h:32
CC_WARNING
static const TextColour CC_WARNING
Colour for warning lines.
Definition: console_type.h:25
free
static void free(const void *ptr)
Version of the standard free that accepts const pointers.
Definition: stdafx.h:470
NetworkMakeClientNameUnique
bool NetworkMakeClientNameUnique(std::string &new_name)
Check whether a name is unique, and otherwise try to make it unique.
Definition: network_server.cpp:1588
ClientNetworkGameSocketHandler::Receive_SERVER_QUIT
NetworkRecvStatus Receive_SERVER_QUIT(Packet *p) override
Notification that a client left the game: uint32 ID of the client.
Definition: network_client.cpp:1001
Packet::RemainingBytesToTransfer
size_t RemainingBytesToTransfer() const
Get the amount of bytes that are still available for the Transfer functions.
Definition: packet.cpp:430
_network_join
NetworkJoinInfo _network_join
Information about the game to join to.
Definition: network_client.cpp:323
SetWindowClassesDirty
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
Definition: window.cpp:3180
lastof
#define lastof(x)
Get the last element of an fixed size array.
Definition: stdafx.h:402
ClientNetworkGameSocketHandler::Receive_SERVER_MOVE
NetworkRecvStatus Receive_SERVER_MOVE(Packet *p) override
Move a client from one company into another: uint32 ID of the client.
Definition: network_client.cpp:1081
ClientNetworkGameSocketHandler::SendSetPassword
static NetworkRecvStatus SendSetPassword(const std::string &password)
Tell the server that we like to change the password of the company.
Definition: network_client.cpp:455
ClientNetworkGameSocketHandler::Send
static void Send()
Send the packets of this socket handler.
Definition: network_client.cpp:253
_network_join_bytes
uint32 _network_join_bytes
The number of bytes we already downloaded.
Definition: network_gui.cpp:2154
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
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
NetworkIsValidClientName
bool NetworkIsValidClientName(const std::string_view client_name)
Check whether the given client name is deemed valid for use in network games.
Definition: network_client.cpp:1216
PACKET_CLIENT_SET_PASSWORD
@ PACKET_CLIENT_SET_PASSWORD
A client (re)sets its company's password.
Definition: tcp_game.h:113
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:297
PACKET_CLIENT_COMPANY_PASSWORD
@ PACKET_CLIENT_COMPANY_PASSWORD
Client sends the (hashed) company password.
Definition: tcp_game.h:67
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:604
WL_CRITICAL
@ WL_CRITICAL
Critical errors, the MessageBox is shown in all cases.
Definition: error.h:25
NETWORK_GAME_PASSWORD
@ NETWORK_GAME_PASSWORD
The password of the game.
Definition: network_type.h:81
Packet::Recv_uint16
uint16 Recv_uint16()
Read a 16 bits integer from the packet.
Definition: packet.cpp:331
NetworkSettings::max_companies
uint8 max_companies
maximum amount of companies
Definition: settings_type.h:300
ClientNetworkGameSocketHandler::Receive_SERVER_WAIT
NetworkRecvStatus Receive_SERVER_WAIT(Packet *p) override
Notification that another client is currently receiving the map: uint8 Number of clients waiting in f...
Definition: network_client.cpp:734
NETWORK_RECV_STATUS_MALFORMED_PACKET
@ NETWORK_RECV_STATUS_MALFORMED_PACKET
We apparently send a malformed packet.
Definition: core.h:28
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