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

OpenTTD Source 13.1

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 "../misc_cmd.h"
39 #include <charconv>
40 #include <sstream>
41 #include <iomanip>
42
43 #include "../safeguards.h"
44
45 #ifdef DEBUG_DUMP_COMMANDS
46 #include "../fileio_func.h"
48 bool _ddc_fastforward = true;
49 #endif /* DEBUG_DUMP_COMMANDS */
50
52 static_assert(NetworkClientInfoPool::MAX_SIZE == NetworkClientSocketPool::MAX_SIZE);
53
55 NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo");
56 INSTANTIATE_POOL_METHODS(NetworkClientInfo)
57
58 bool _networking;
59 bool _network_server;
60 bool _network_available;
61 bool _network_dedicated;
62 bool _is_network_server;
63 NetworkCompanyState *_network_company_states = nullptr;
64 ClientID _network_own_client_id;
65 ClientID _redirect_console_to_client;
66 uint8 _network_reconnect;
67 StringList _network_bind_list;
68 StringList _network_host_list;
69 StringList _network_ban_list;
70 uint32 _frame_counter_server;
71 uint32 _frame_counter_max;
72 uint32 _frame_counter;
73 uint32 _last_sync_frame;
74 NetworkAddressList _broadcast_list;
75 uint32 _sync_seed_1;
76 #ifdef NETWORK_SEND_DOUBLE_SEED
77 uint32 _sync_seed_2;
78 #endif
79 uint32 _sync_frame;
80 bool _network_first_time;
81 CompanyMask _network_company_passworded;
82
83 static_assert((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH);
84
86 byte _network_clients_connected = 0;
87
88 /* Some externs / forwards */
89 extern void StateGameLoop();
90
95 bool HasClients()
96 {
97 return !NetworkClientSocket::Iterate().empty();
98 }
99
103 NetworkClientInfo::~NetworkClientInfo()
104 {
105 /* Delete the chat window, if you were chatting with this client. */
106 InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_CLIENT, this->client_id);
107 }
108
114 /* static */ NetworkClientInfo *NetworkClientInfo::GetByClientID(ClientID client_id)
115 {
116 for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
117 if (ci->client_id == client_id) return ci;
118 }
119
120 return nullptr;
121 }
122
128 /* static */ ServerNetworkGameSocketHandler *ServerNetworkGameSocketHandler::GetByClientID(ClientID client_id)
129 {
130 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
131 if (cs->client_id == client_id) return cs;
132 }
133
134 return nullptr;
135 }
136
137 byte NetworkSpectatorCount()
138 {
139 byte count = 0;
140
141 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
142 if (ci->client_playas == COMPANY_SPECTATOR) count++;
143 }
144
145 /* Don't count a dedicated server as spectator */
146 if (_network_dedicated) count--;
147
148 return count;
149 }
150
157 std::string NetworkChangeCompanyPassword(CompanyID company_id, std::string password)
158 {
159 if (password.compare("*") == 0) password = "";
160
161 if (_network_server) {
162 NetworkServerSetCompanyPassword(company_id, password, false);
163 } else {
164 NetworkClientSetCompanyPassword(password);
165 }
166
167 return password;
168 }
169
177 std::string GenerateCompanyPasswordHash(const std::string &password, const std::string &password_server_id, uint32 password_game_seed)
178 {
179 if (password.empty()) return password;
180
181 size_t password_length = password.size();
182 size_t password_server_id_length = password_server_id.size();
183
184 std::ostringstream salted_password;
185 /* Add the password with the server's ID and game seed as the salt. */
186 for (uint i = 0; i < NETWORK_SERVER_ID_LENGTH - 1; i++) {
187 char password_char = (i < password_length ? password[i] : 0);
188 char server_id_char = (i < password_server_id_length ? password_server_id[i] : 0);
189 char seed_char = password_game_seed >> (i % 32);
190 salted_password << (char)(password_char ^ server_id_char ^ seed_char); // Cast needed, otherwise interpreted as integer to format
191 }
192
193 Md5 checksum;
194 uint8 digest[16];
195
196 /* Generate the MD5 hash */
197 std::string salted_password_string = salted_password.str();
198 checksum.Append(salted_password_string.data(), salted_password_string.size());
199 checksum.Finish(digest);
200
201 std::ostringstream hashed_password;
202 hashed_password << std::hex << std::setfill('0');
203 for (int di = 0; di < 16; di++) hashed_password << std::setw(2) << (int)digest[di]; // Cast needed, otherwise interpreted as character to add
204
205 return hashed_password.str();
206 }
207
213 bool NetworkCompanyIsPassworded(CompanyID company_id)
214 {
215 return HasBit(_network_company_passworded, company_id);
216 }
217
218 /* This puts a text-message to the console, or in the future, the chat-box,
219 * (to keep it all a bit more general)
220 * If 'self_send' is true, this is the client who is sending the message */
221 void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const std::string &name, const std::string &str, int64 data, const std::string &data_str)
222 {
223 StringID strid;
224 switch (action) {
225 case NETWORK_ACTION_SERVER_MESSAGE:
226 /* Ignore invalid messages */
227 strid = STR_NETWORK_SERVER_MESSAGE;
228 colour = CC_DEFAULT;
229 break;
230 case NETWORK_ACTION_COMPANY_SPECTATOR:
231 colour = CC_DEFAULT;
232 strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE;
233 break;
234 case NETWORK_ACTION_COMPANY_JOIN:
235 colour = CC_DEFAULT;
236 strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN;
237 break;
238 case NETWORK_ACTION_COMPANY_NEW:
239 colour = CC_DEFAULT;
240 strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW;
241 break;
242 case NETWORK_ACTION_JOIN:
243 /* Show the Client ID for the server but not for the client. */
244 strid = _network_server ? STR_NETWORK_MESSAGE_CLIENT_JOINED_ID : STR_NETWORK_MESSAGE_CLIENT_JOINED;
245 break;
246 case NETWORK_ACTION_LEAVE: strid = STR_NETWORK_MESSAGE_CLIENT_LEFT; break;
247 case NETWORK_ACTION_NAME_CHANGE: strid = STR_NETWORK_MESSAGE_NAME_CHANGE; break;
248 case NETWORK_ACTION_GIVE_MONEY: strid = STR_NETWORK_MESSAGE_GIVE_MONEY; break;
249 case NETWORK_ACTION_CHAT_COMPANY: strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY; break;
250 case NETWORK_ACTION_CHAT_CLIENT: strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT; break;
251 case NETWORK_ACTION_KICKED: strid = STR_NETWORK_MESSAGE_KICKED; break;
252 case NETWORK_ACTION_EXTERNAL_CHAT: strid = STR_NETWORK_CHAT_EXTERNAL; break;
253 default: strid = STR_NETWORK_CHAT_ALL; break;
254 }
255
256 char message[1024];
257 SetDParamStr(0, name);
258 SetDParamStr(1, str);
259 SetDParam(2, data);
260 SetDParamStr(3, data_str);
261
262 /* All of these strings start with "***". These characters are interpreted as both left-to-right and
263 * right-to-left characters depending on the context. As the next text might be an user's name, the
264 * user name's characters will influence the direction of the "***" instead of the language setting
265 * of the game. Manually set the direction of the "***" by inserting a text-direction marker. */
266 char *msg_ptr = message + Utf8Encode(message, _current_text_dir == TD_LTR ? CHAR_TD_LRM : CHAR_TD_RLM);
267 GetString(msg_ptr, strid, lastof(message));
268
269 Debug(desync, 1, "msg: {:08x}; {:02x}; {}", _date, _date_fract, message);
270 IConsolePrint(colour, message);
271 NetworkAddChatMessage(colour, _settings_client.gui.network_chat_timeout, message);
272 }
273
274 /* Calculate the frame-lag of a client */
275 uint NetworkCalculateLag(const NetworkClientSocket *cs)
276 {
277 int lag = cs->last_frame_server - cs->last_frame;
278 /* This client has missed their ACK packet after 1 DAY_TICKS..
279 * so we increase their lag for every frame that passes!
280 * The packet can be out by a max of _net_frame_freq */
281 if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter) {
282 lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq);
283 }
284 return lag;
285 }
286
287
288 /* There was a non-recoverable error, drop back to the main menu with a nice
289 * error */
290 void ShowNetworkError(StringID error_string)
291 {
292 _switch_mode = SM_MENU;
293 ShowErrorMessage(error_string, INVALID_STRING_ID, WL_CRITICAL);
294 }
295
301 StringID GetNetworkErrorMsg(NetworkErrorCode err)
302 {
303 /* List of possible network errors, used by
304 * PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
305 static const StringID network_error_strings[] = {
306 STR_NETWORK_ERROR_CLIENT_GENERAL,
307 STR_NETWORK_ERROR_CLIENT_DESYNC,
308 STR_NETWORK_ERROR_CLIENT_SAVEGAME,
309 STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST,
310 STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR,
311 STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH,
312 STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED,
313 STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED,
314 STR_NETWORK_ERROR_CLIENT_WRONG_REVISION,
315 STR_NETWORK_ERROR_CLIENT_NAME_IN_USE,
316 STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD,
317 STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH,
318 STR_NETWORK_ERROR_CLIENT_KICKED,
319 STR_NETWORK_ERROR_CLIENT_CHEATER,
320 STR_NETWORK_ERROR_CLIENT_SERVER_FULL,
321 STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS,
322 STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD,
323 STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER,
324 STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP,
325 STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN,
326 STR_NETWORK_ERROR_CLIENT_INVALID_CLIENT_NAME,
327 };
328 static_assert(lengthof(network_error_strings) == NETWORK_ERROR_END);
329
330 if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
331
332 return network_error_strings[err];
333 }
334
340 void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
341 {
342 if (!_networking) return;
343
344 switch (changed_mode) {
345 case PM_PAUSED_NORMAL:
346 case PM_PAUSED_JOIN:
347 case PM_PAUSED_GAME_SCRIPT:
348 case PM_PAUSED_ACTIVE_CLIENTS:
349 case PM_PAUSED_LINK_GRAPH: {
350 bool changed = ((_pause_mode == PM_UNPAUSED) != (prev_mode == PM_UNPAUSED));
351 bool paused = (_pause_mode != PM_UNPAUSED);
352 if (!paused && !changed) return;
353
354 StringID str;
355 if (!changed) {
356 int i = -1;
357
358 if ((_pause_mode & PM_PAUSED_NORMAL) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL);
359 if ((_pause_mode & PM_PAUSED_JOIN) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS);
360 if ((_pause_mode & PM_PAUSED_GAME_SCRIPT) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT);
361 if ((_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS);
362 if ((_pause_mode & PM_PAUSED_LINK_GRAPH) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH);
363 str = STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 + i;
364 } else {
365 switch (changed_mode) {
366 case PM_PAUSED_NORMAL: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL); break;
367 case PM_PAUSED_JOIN: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS); break;
368 case PM_PAUSED_GAME_SCRIPT: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT); break;
369 case PM_PAUSED_ACTIVE_CLIENTS: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS); break;
370 case PM_PAUSED_LINK_GRAPH: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH); break;
371 default: NOT_REACHED();
372 }
373 str = paused ? STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED : STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED;
374 }
375
376 NetworkTextMessage(NETWORK_ACTION_SERVER_MESSAGE, CC_DEFAULT, false, "", GetString(str));
377 break;
378 }
379
380 default:
381 return;
382 }
383 }
384
385
394 static void CheckPauseHelper(bool pause, PauseMode pm)
395 {
396 if (pause == ((_pause_mode & pm) != PM_UNPAUSED)) return;
397
398 Command<CMD_PAUSE>::Post(pm, pause);
399 }
400
406 static uint NetworkCountActiveClients()
407 {
408 uint count = 0;
409
410 for (const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
411 if (cs->status != NetworkClientSocket::STATUS_ACTIVE) continue;
412 if (!Company::IsValidID(cs->GetInfo()->client_playas)) continue;
413 count++;
414 }
415
416 return count;
417 }
418
422 static void CheckMinActiveClients()
423 {
424 if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
425 !_network_dedicated ||
426 (_settings_client.network.min_active_clients == 0 && (_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) == PM_UNPAUSED)) {
427 return;
428 }
429 CheckPauseHelper(NetworkCountActiveClients() < _settings_client.network.min_active_clients, PM_PAUSED_ACTIVE_CLIENTS);
430 }
431
436 static bool NetworkHasJoiningClient()
437 {
438 for (const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
439 if (cs->status >= NetworkClientSocket::STATUS_AUTHORIZED && cs->status < NetworkClientSocket::STATUS_ACTIVE) return true;
440 }
441
442 return false;
443 }
444
448 static void CheckPauseOnJoin()
449 {
450 if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
451 (!_settings_client.network.pause_on_join && (_pause_mode & PM_PAUSED_JOIN) == PM_UNPAUSED)) {
452 return;
453 }
454 CheckPauseHelper(NetworkHasJoiningClient(), PM_PAUSED_JOIN);
455 }
456
463 std::string_view ParseCompanyFromConnectionString(const std::string &connection_string, CompanyID *company_id)
464 {
465 std::string_view ip = connection_string;
466 if (company_id == nullptr) return ip;
467
468 size_t offset = ip.find_last_of('#');
469 if (offset != std::string::npos) {
470 std::string_view company_string = ip.substr(offset + 1);
471 ip = ip.substr(0, offset);
472
473 uint8 company_value;
474 auto [_, err] = std::from_chars(company_string.data(), company_string.data() + company_string.size(), company_value);
475 if (err == std::errc()) {
476 if (company_value != COMPANY_NEW_COMPANY && company_value != COMPANY_SPECTATOR) {
477 if (company_value > MAX_COMPANIES || company_value == 0) {
478 *company_id = COMPANY_SPECTATOR;
479 } else {
480 /* "#1" means the first company, which has index 0. */
481 *company_id = (CompanyID)(company_value - 1);
482 }
483 } else {
484 *company_id = (CompanyID)company_value;
485 }
486 }
487 }
488
489 return ip;
490 }
491
507 std::string_view ParseFullConnectionString(const std::string &connection_string, uint16 &port, CompanyID *company_id)
508 {
509 std::string_view ip = ParseCompanyFromConnectionString(connection_string, company_id);
510
511 size_t port_offset = ip.find_last_of(':');
512 size_t ipv6_close = ip.find_last_of(']');
513 if (port_offset != std::string::npos && (ipv6_close == std::string::npos || ipv6_close < port_offset)) {
514 std::string_view port_string = ip.substr(port_offset + 1);
515 ip = ip.substr(0, port_offset);
516 std::from_chars(port_string.data(), port_string.data() + port_string.size(), port);
517 }
518 return ip;
519 }
520
527 std::string NormalizeConnectionString(const std::string &connection_string, uint16 default_port)
528 {
529 uint16 port = default_port;
530 std::string_view ip = ParseFullConnectionString(connection_string, port);
531 return std::string(ip) + ":" + std::to_string(port);
532 }
533
542 NetworkAddress ParseConnectionString(const std::string &connection_string, uint16 default_port)
543 {
544 uint16 port = default_port;
545 std::string_view ip = ParseFullConnectionString(connection_string, port);
546 return NetworkAddress(ip, port);
547 }
548
554 /* static */ void ServerNetworkGameSocketHandler::AcceptConnection(SOCKET s, const NetworkAddress &address)
555 {
556 /* Register the login */
557 _network_clients_connected++;
558
559 ServerNetworkGameSocketHandler *cs = new ServerNetworkGameSocketHandler(s);
560 cs->client_address = address; // Save the IP of the client
561
562 InvalidateWindowData(WC_CLIENT_LIST, 0);
563 }
564
569 static void InitializeNetworkPools(bool close_admins = true)
570 {
571 PoolBase::Clean(PT_NCLIENT | (close_admins ? PT_NADMIN : PT_NONE));
572 }
573
578 void NetworkClose(bool close_admins)
579 {
580 if (_network_server) {
581 if (close_admins) {
582 for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::Iterate()) {
583 as->CloseConnection(true);
584 }
585 }
586
587 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
588 cs->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
589 }
590 ServerNetworkGameSocketHandler::CloseListeners();
591 ServerNetworkAdminSocketHandler::CloseListeners();
592
593 _network_coordinator_client.CloseConnection();
594 } else {
595 if (MyClient::my_client != nullptr) {
596 MyClient::SendQuit();
597 MyClient::my_client->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
598 }
599
600 _network_coordinator_client.CloseAllConnections();
601 }
602
603 TCPConnecter::KillAll();
604
605 _networking = false;
606 _network_server = false;
607
608 NetworkFreeLocalCommandQueue();
609
610 delete[] _network_company_states;
611 _network_company_states = nullptr;
612 _network_company_passworded = 0;
613
614 InitializeNetworkPools(close_admins);
615 }
616
617 /* Initializes the network (cleans sockets and stuff) */
618 static void NetworkInitialize(bool close_admins = true)
619 {
620 InitializeNetworkPools(close_admins);
621
622 _sync_frame = 0;
623 _network_first_time = true;
624
625 _network_reconnect = 0;
626 }
627
629 class TCPQueryConnecter : TCPServerConnecter {
630 private:
631 std::string connection_string;
632
633 public:
634 TCPQueryConnecter(const std::string &connection_string) : TCPServerConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
635
636 void OnFailure() override
637 {
638 NetworkGameList *item = NetworkGameListAddItem(connection_string);
639 item->status = NGLS_OFFLINE;
640 item->refreshing = false;
641
642 UpdateNetworkGameWindow();
643 }
644
645 void OnConnect(SOCKET s) override
646 {
647 QueryNetworkGameSocketHandler::QueryServer(s, this->connection_string);
648 }
649 };
650
655 void NetworkQueryServer(const std::string &connection_string)
656 {
657 if (!_network_available) return;
658
659 /* Mark the entry as refreshing, so the GUI can show the refresh is pending. */
660 NetworkGameList *item = NetworkGameListAddItem(connection_string);
661 item->refreshing = true;
662
663 new TCPQueryConnecter(connection_string);
664 }
665
675 NetworkGameList *NetworkAddServer(const std::string &connection_string, bool manually, bool never_expire)
676 {
677 if (connection_string.empty()) return nullptr;
678
679 /* Ensure the item already exists in the list */
680 NetworkGameList *item = NetworkGameListAddItem(connection_string);
681 if (item->info.server_name.empty()) {
682 ClearGRFConfigList(&item->info.grfconfig);
683 item->info.server_name = connection_string;
684
685 UpdateNetworkGameWindow();
686
687 NetworkQueryServer(connection_string);
688 }
689
690 if (manually) item->manually = true;
691 if (never_expire) item->version = INT32_MAX;
692
693 return item;
694 }
695
701 void GetBindAddresses(NetworkAddressList *addresses, uint16 port)
702 {
703 for (const auto &iter : _network_bind_list) {
704 addresses->emplace_back(iter.c_str(), port);
705 }
706
707 /* No address, so bind to everything. */
708 if (addresses->size() == 0) {
709 addresses->emplace_back("", port);
710 }
711 }
712
713 /* Generates the list of manually added hosts from NetworkGameList and
714 * dumps them into the array _network_host_list. This array is needed
715 * by the function that generates the config file. */
716 void NetworkRebuildHostList()
717 {
718 _network_host_list.clear();
719
720 for (NetworkGameList *item = _network_game_list; item != nullptr; item = item->next) {
721 if (item->manually) _network_host_list.emplace_back(item->connection_string);
722 }
723 }
724
726 class TCPClientConnecter : TCPServerConnecter {
727 private:
728 std::string connection_string;
729
730 public:
731 TCPClientConnecter(const std::string &connection_string) : TCPServerConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
732
733 void OnFailure() override
734 {
735 ShowNetworkError(STR_NETWORK_ERROR_NOCONNECTION);
736 }
737
738 void OnConnect(SOCKET s) override
739 {
740 _networking = true;
741 new ClientNetworkGameSocketHandler(s, this->connection_string);
742 IConsoleCmdExec("exec scripts/on_client.scr 0");
743 NetworkClient_Connected();
744 }
745 };
746
764 bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const std::string &join_server_password, const std::string &join_company_password)
765 {
766 CompanyID join_as = default_company;
767 std::string resolved_connection_string = ServerAddress::Parse(connection_string, NETWORK_DEFAULT_PORT, &join_as).connection_string;
768
769 if (!_network_available) return false;
770 if (!NetworkValidateOurClientName()) return false;
771
772 _network_join.connection_string = resolved_connection_string;
773 _network_join.company = join_as;
774 _network_join.server_password = join_server_password;
775 _network_join.company_password = join_company_password;
776
777 if (_game_mode == GM_MENU) {
778 /* From the menu we can immediately continue with the actual join. */
779 NetworkClientJoinGame();
780 } else {
781 /* When already playing a game, first go back to the main menu. This
782 * disconnects the user from the current game, meaning we can safely
783 * load in the new. After all, there is little point in continueing to
784 * play on a server if we are connecting to another one.
785 */
786 _switch_mode = SM_JOIN_GAME;
787 }
788 return true;
789 }
790
796 void NetworkClientJoinGame()
797 {
798 NetworkDisconnect();
799 NetworkInitialize();
800
801 _settings_client.network.last_joined = _network_join.connection_string;
802 _network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
803 ShowJoinStatusWindow();
804
805 new TCPClientConnecter(_network_join.connection_string);
806 }
807
808 static void NetworkInitGameInfo()
809 {
810 FillStaticNetworkServerGameInfo();
811 /* The server is a client too */
812 _network_game_info.clients_on = _network_dedicated ? 0 : 1;
813
814 /* There should be always space for the server. */
815 assert(NetworkClientInfo::CanAllocateItem());
816 NetworkClientInfo *ci = new NetworkClientInfo(CLIENT_ID_SERVER);
817 ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST;
818
819 ci->client_name = _settings_client.network.client_name;
820 }
821
832 bool NetworkValidateServerName(std::string &server_name)
833 {
834 StrTrimInPlace(server_name);
835 if (!server_name.empty()) return true;
836
837 ShowErrorMessage(STR_NETWORK_ERROR_BAD_SERVER_NAME, INVALID_STRING_ID, WL_ERROR);
838 return false;
839 }
840
847 static void CheckClientAndServerName()
848 {
849 static const std::string fallback_client_name = "Unnamed Client";
850 StrTrimInPlace(_settings_client.network.client_name);
851 if (_settings_client.network.client_name.empty() || _settings_client.network.client_name.compare(fallback_client_name) == 0) {
852 Debug(net, 1, "No \"client_name\" has been set, using \"{}\" instead. Please set this now using the \"name <new name>\" command", fallback_client_name);
853 _settings_client.network.client_name = fallback_client_name;
854 }
855
856 static const std::string fallback_server_name = "Unnamed Server";
857 StrTrimInPlace(_settings_client.network.server_name);
858 if (_settings_client.network.server_name.empty() || _settings_client.network.server_name.compare(fallback_server_name) == 0) {
859 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);
860 _settings_client.network.server_name = fallback_server_name;
861 }
862 }
863
864 bool NetworkServerStart()
865 {
866 if (!_network_available) return false;
867
868 /* Call the pre-scripts */
869 IConsoleCmdExec("exec scripts/pre_server.scr 0");
870 if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
871
872 /* Check for the client and server names to be set, but only after the scripts had a chance to set them.*/
873 if (_network_dedicated) CheckClientAndServerName();
874
875 NetworkDisconnect(false, false);
876 NetworkInitialize(false);
877 NetworkUDPInitialize();
878 Debug(net, 5, "Starting listeners for clients");
879 if (!ServerNetworkGameSocketHandler::Listen(_settings_client.network.server_port)) return false;
880
881 /* Only listen for admins when the password isn't empty. */
882 if (!_settings_client.network.admin_password.empty()) {
883 Debug(net, 5, "Starting listeners for admins");
884 if (!ServerNetworkAdminSocketHandler::Listen(_settings_client.network.server_admin_port)) return false;
885 }
886
887 /* Try to start UDP-server */
888 Debug(net, 5, "Starting listeners for incoming server queries");
889 NetworkUDPServerListen();
890
891 _network_company_states = new NetworkCompanyState[MAX_COMPANIES];
892 _network_server = true;
893 _networking = true;
894 _frame_counter = 0;
895 _frame_counter_server = 0;
896 _frame_counter_max = 0;
897 _last_sync_frame = 0;
898 _network_own_client_id = CLIENT_ID_SERVER;
899
900 _network_clients_connected = 0;
901 _network_company_passworded = 0;
902
903 NetworkInitGameInfo();
904
905 if (_settings_client.network.server_game_type != SERVER_GAME_TYPE_LOCAL) {
906 _network_coordinator_client.Register();
907 }
908
909 /* execute server initialization script */
910 IConsoleCmdExec("exec scripts/on_server.scr 0");
911 /* if the server is dedicated ... add some other script */
912 if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
913
914 /* welcome possibly still connected admins - this can only happen on a dedicated server. */
915 if (_network_dedicated) ServerNetworkAdminSocketHandler::WelcomeAll();
916
917 return true;
918 }
919
920 /* The server is rebooting...
921 * The only difference with NetworkDisconnect, is the packets that is sent */
922 void NetworkReboot()
923 {
924 if (_network_server) {
925 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
926 cs->SendNewGame();
927 cs->SendPackets();
928 }
929
930 for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::IterateActive()) {
931 as->SendNewGame();
932 as->SendPackets();
933 }
934 }
935
936 /* For non-dedicated servers we have to kick the admins as we are not
937 * certain that we will end up in a new network game. */
938 NetworkClose(!_network_dedicated);
939 }
940
946 void NetworkDisconnect(bool blocking, bool close_admins)
947 {
948 if (_network_server) {
949 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
950 cs->SendShutdown();
951 cs->SendPackets();
952 }
953
954 if (close_admins) {
955 for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::IterateActive()) {
956 as->SendShutdown();
957 as->SendPackets();
958 }
959 }
960 }
961
962 CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
963
964 NetworkClose(close_admins);
965
966 /* Reinitialize the UDP stack, i.e. close all existing connections. */
967 NetworkUDPInitialize();
968 }
969
974 void NetworkUpdateServerGameType()
975 {
976 if (!_networking) return;
977
978 switch (_settings_client.network.server_game_type) {
979 case SERVER_GAME_TYPE_LOCAL:
980 _network_coordinator_client.CloseConnection();
981 break;
982
983 case SERVER_GAME_TYPE_INVITE_ONLY:
984 case SERVER_GAME_TYPE_PUBLIC:
985 _network_coordinator_client.Register();
986 break;
987
988 default:
989 NOT_REACHED();
990 }
991 }
992
997 static bool NetworkReceive()
998 {
999 if (_network_server) {
1000 ServerNetworkAdminSocketHandler::Receive();
1001 return ServerNetworkGameSocketHandler::Receive();
1002 } else {
1003 return ClientNetworkGameSocketHandler::Receive();
1004 }
1005 }
1006
1007 /* This sends all buffered commands (if possible) */
1008 static void NetworkSend()
1009 {
1010 if (_network_server) {
1011 ServerNetworkAdminSocketHandler::Send();
1012 ServerNetworkGameSocketHandler::Send();
1013 } else {
1014 ClientNetworkGameSocketHandler::Send();
1015 }
1016 }
1017
1023 void NetworkBackgroundLoop()
1024 {
1025 _network_content_client.SendReceive();
1026 _network_coordinator_client.SendReceive();
1027 TCPConnecter::CheckCallbacks();
1028 NetworkHTTPSocketHandler::HTTPReceive();
1029 QueryNetworkGameSocketHandler::SendReceive();
1030
1031 NetworkBackgroundUDPLoop();
1032 }
1033
1034 /* The main loop called from ttd.c
1035 * Here we also have to do StateGameLoop if needed! */
1036 void NetworkGameLoop()
1037 {
1038 if (!_networking) return;
1039
1040 if (!NetworkReceive()) return;
1041
1042 if (_network_server) {
1043 /* Log the sync state to check for in-syncedness of replays. */
1044 if (_date_fract == 0) {
1045 /* We don't want to log multiple times if paused. */
1046 static Date last_log;
1047 if (last_log != _date) {
1048 Debug(desync, 1, "sync: {:08x}; {:02x}; {:08x}; {:08x}", _date, _date_fract, _random.state[0], _random.state[1]);
1049 last_log = _date;
1050 }
1051 }
1052
1053 #ifdef DEBUG_DUMP_COMMANDS
1054 /* Loading of the debug commands from -ddesync>=1 */
1055 static FILE *f = FioFOpenFile("commands.log", "rb", SAVE_DIR);
1056 static Date next_date = 0;
1057 static uint32 next_date_fract;
1058 static CommandPacket *cp = nullptr;
1059 static bool check_sync_state = false;
1060 static uint32 sync_state[2];
1061 if (f == nullptr && next_date == 0) {
1062 Debug(desync, 0, "Cannot open commands.log");
1063 next_date = 1;
1064 }
1065
1066 while (f != nullptr && !feof(f)) {
1067 if (_date == next_date && _date_fract == next_date_fract) {
1068 if (cp != nullptr) {
1069 NetworkSendCommand(cp->cmd, cp->err_msg, nullptr, cp->company, cp->data);
1070 Debug(desync, 0, "Injecting: {:08x}; {:02x}; {:02x}; {:08x}; {:06x}; {} ({})", _date, _date_fract, (int)_current_company, cp->cmd, cp->tile, FormatArrayAsHex(cp->data), GetCommandName(cp->cmd));
1071 delete cp;
1072 cp = nullptr;
1073 }
1074 if (check_sync_state) {
1075 if (sync_state[0] == _random.state[0] && sync_state[1] == _random.state[1]) {
1076 Debug(desync, 0, "Sync check: {:08x}; {:02x}; match", _date, _date_fract);
1077 } else {
1078 Debug(desync, 0, "Sync check: {:08x}; {:02x}; mismatch expected {{{:08x}, {:08x}}}, got {{{:08x}, {:08x}}}",
1079 _date, _date_fract, sync_state[0], sync_state[1], _random.state[0], _random.state[1]);
1080 NOT_REACHED();
1081 }
1082 check_sync_state = false;
1083 }
1084 }
1085
1086 if (cp != nullptr || check_sync_state) break;
1087
1088 char buff[4096];
1089 if (fgets(buff, lengthof(buff), f) == nullptr) break;
1090
1091 char *p = buff;
1092 /* Ignore the "[date time] " part of the message */
1093 if (*p == '[') {
1094 p = strchr(p, ']');
1095 if (p == nullptr) break;
1096 p += 2;
1097 }
1098
1099 if (strncmp(p, "cmd: ", 5) == 0
1100 #ifdef DEBUG_FAILED_DUMP_COMMANDS
1101 || strncmp(p, "cmdf: ", 6) == 0
1102 #endif
1103 ) {
1104 p += 5;
1105 if (*p == ' ') p++;
1106 cp = new CommandPacket();
1107 int company;
1108 uint cmd;
1109 char buffer[256];
1110 int ret = sscanf(p, "%x; %x; %x; %x; %x; %x; %255s", &next_date, &next_date_fract, &company, &cmd, &cp->err_msg, &cp->tile, buffer);
1111 assert(ret == 6);
1112 cp->company = (CompanyID)company;
1113 cp->cmd = (Commands)cmd;
1114
1115 /* Parse command data. */
1116 std::vector<byte> args;
1117 size_t arg_len = strlen(buffer);
1118 for (size_t i = 0; i + 1 < arg_len; i += 2) {
1119 byte e = 0;
1120 std::from_chars(buffer + i, buffer + i + 1, e, 16);
1121 args.emplace_back(e);
1122 }
1123 cp->data = args;
1124 } else if (strncmp(p, "join: ", 6) == 0) {
1125 /* Manually insert a pause when joining; this way the client can join at the exact right time. */
1126 int ret = sscanf(p + 6, "%x; %x", &next_date, &next_date_fract);
1127 assert(ret == 2);
1128 Debug(desync, 0, "Injecting pause for join at {:08x}:{:02x}; please join when paused", next_date, next_date_fract);
1129 cp = new CommandPacket();
1130 cp->company = COMPANY_SPECTATOR;
1131 cp->cmd = CMD_PAUSE;
1132 cp->data = EndianBufferWriter<>::FromValue(CommandTraits<CMD_PAUSE>::Args{ PM_PAUSED_NORMAL, true });
1133 _ddc_fastforward = false;
1134 } else if (strncmp(p, "sync: ", 6) == 0) {
1135 int ret = sscanf(p + 6, "%x; %x; %x; %x", &next_date, &next_date_fract, &sync_state[0], &sync_state[1]);
1136 assert(ret == 4);
1137 check_sync_state = true;
1138 } else if (strncmp(p, "msg: ", 5) == 0 || strncmp(p, "client: ", 8) == 0 ||
1139 strncmp(p, "load: ", 6) == 0 || strncmp(p, "save: ", 6) == 0) {
1140 /* A message that is not very important to the log playback, but part of the log. */
1141 #ifndef DEBUG_FAILED_DUMP_COMMANDS
1142 } else if (strncmp(p, "cmdf: ", 6) == 0) {
1143 Debug(desync, 0, "Skipping replay of failed command: {}", p + 6);
1144 #endif
1145 } else {
1146 /* Can't parse a line; what's wrong here? */
1147 Debug(desync, 0, "Trying to parse: {}", p);
1148 NOT_REACHED();
1149 }
1150 }
1151 if (f != nullptr && feof(f)) {
1152 Debug(desync, 0, "End of commands.log");
1153 fclose(f);
1154 f = nullptr;
1155 }
1156 #endif /* DEBUG_DUMP_COMMANDS */
1157 if (_frame_counter >= _frame_counter_max) {
1158 /* Only check for active clients just before we're going to send out
1159 * the commands so we don't send multiple pause/unpause commands when
1160 * the frame_freq is more than 1 tick. Same with distributing commands. */
1161 CheckPauseOnJoin();
1162 CheckMinActiveClients();
1163 NetworkDistributeCommands();
1164 }
1165
1166 bool send_frame = false;
1167
1168 /* We first increase the _frame_counter */
1169 _frame_counter++;
1170 /* Update max-frame-counter */
1171 if (_frame_counter > _frame_counter_max) {
1172 _frame_counter_max = _frame_counter + _settings_client.network.frame_freq;
1173 send_frame = true;
1174 }
1175
1176 NetworkExecuteLocalCommandQueue();
1177
1178 /* Then we make the frame */
1179 StateGameLoop();
1180
1181 _sync_seed_1 = _random.state[0];
1182 #ifdef NETWORK_SEND_DOUBLE_SEED
1183 _sync_seed_2 = _random.state[1];
1184 #endif
1185
1186 NetworkServer_Tick(send_frame);
1187 } else {
1188 /* Client */
1189
1190 /* Make sure we are at the frame were the server is (quick-frames) */
1191 if (_frame_counter_server > _frame_counter) {
1192 /* Run a number of frames; when things go bad, get out. */
1193 while (_frame_counter_server > _frame_counter) {
1194 if (!ClientNetworkGameSocketHandler::GameLoop()) return;
1195 }
1196 } else {
1197 /* Else, keep on going till _frame_counter_max */
1198 if (_frame_counter_max > _frame_counter) {
1199 /* Run one frame; if things went bad, get out. */
1200 if (!ClientNetworkGameSocketHandler::GameLoop()) return;
1201 }
1202 }
1203 }
1204
1205 NetworkSend();
1206 }
1207
1208 static void NetworkGenerateServerId()
1209 {
1210 Md5 checksum;
1211 uint8 digest[16];
1212 char hex_output[16 * 2 + 1];
1213 char coding_string[NETWORK_NAME_LENGTH];
1214 int di;
1215
1216 seprintf(coding_string, lastof(coding_string), "%d%s", (uint)Random(), "OpenTTD Server ID");
1217
1218 /* Generate the MD5 hash */
1219 checksum.Append((const uint8*)coding_string, strlen(coding_string));
1220 checksum.Finish(digest);
1221
1222 for (di = 0; di < 16; ++di) {
1223 seprintf(hex_output + di * 2, lastof(hex_output), "%02x", digest[di]);
1224 }
1225
1226 /* _settings_client.network.network_id is our id */
1227 _settings_client.network.network_id = hex_output;
1228 }
1229
1230 class TCPNetworkDebugConnecter : TCPConnecter {
1231 private:
1232 std::string connection_string;
1233
1234 public:
1235 TCPNetworkDebugConnecter(const std::string &connection_string) : TCPConnecter(connection_string, NETWORK_DEFAULT_DEBUGLOG_PORT), connection_string(connection_string) {}
1236
1237 void OnFailure() override
1238 {
1239 Debug(net, 0, "Failed to open connection to {} for redirecting Debug()", this->connection_string);
1240 }
1241
1242 void OnConnect(SOCKET s) override
1243 {
1244 Debug(net, 3, "Redirecting Debug() to {}", this->connection_string);
1245
1246 extern SOCKET _debug_socket;
1247 _debug_socket = s;
1248 }
1249 };
1250
1251 void NetworkStartDebugLog(const std::string &connection_string)
1252 {
1253 new TCPNetworkDebugConnecter(connection_string);
1254 }
1255
1257 void NetworkStartUp()
1258 {
1259 Debug(net, 3, "Starting network");
1260
1261 /* Network is available */
1262 _network_available = NetworkCoreInitialize();
1263 _network_dedicated = false;
1264
1265 /* Generate an server id when there is none yet */
1266 if (_settings_client.network.network_id.empty()) NetworkGenerateServerId();
1267
1268 _network_game_info = {};
1269
1270 NetworkInitialize();
1271 NetworkUDPInitialize();
1272 Debug(net, 3, "Network online, multiplayer available");
1273 NetworkFindBroadcastIPs(&_broadcast_list);
1274 }
1275
1277 void NetworkShutDown()
1278 {
1279 NetworkDisconnect(true);
1280 NetworkUDPClose();
1281
1282 Debug(net, 3, "Shutting down network");
1283
1284 _network_available = false;
1285
1286 NetworkCoreShutdown();
1287 }
1288
1289 #ifdef __EMSCRIPTEN__
1290 extern "C" {
1291
1292 void CDECL em_openttd_add_server(const char *connection_string)
1293 {
1294 NetworkAddServer(connection_string, false, true);
1295 }
1296
1297 }
1298 #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:832
host.h
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
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
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:1254
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:675
NetworkClientInfo::client_name
std::string client_name
Name of the client.
Definition: network_base.h:26
Commands
Commands
List of commands.
Definition: command_type.h:176
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:701
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:271
NetworkSettings::server_port
uint16 server_port
port the server listens on
Definition: settings_type.h:282
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:59
_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
WC_CLIENT_LIST
@ WC_CLIENT_LIST
Client list; Window numbers:
Definition: window_type.h:471
TCPNetworkDebugConnecter
Definition: network.cpp:1230
ServerNetworkAdminSocketHandler::WelcomeAll
static void WelcomeAll()
Send a Welcome packet to all connected admins.
Definition: network_admin.cpp:991
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:542
ClientNetworkGameSocketHandler::GameLoop
static bool GameLoop()
Actual game loop for the client.
Definition: network_client.cpp:263
TCPQueryConnecter::OnFailure
void OnFailure() override
Callback for when the connection attempt failed.
Definition: network.cpp:636
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:436
Utf8Encode
size_t Utf8Encode(T buf, WChar c)
Encode a unicode character and place it in the buffer.
Definition: string.cpp:635
CommandPacket::err_msg
StringID err_msg
string ID of error message to use.
Definition: network_internal.h:118
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:281
TextColour
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
Definition: gfx_type.h:257
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:340
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:53
_network_bind_list
StringList _network_bind_list
The addresses to bind on.
Definition: network.cpp:67
UpdateNetworkGameWindow
void UpdateNetworkGameWindow()
Update the network new window because a new server is found on the network.
Definition: network_gui.cpp:67
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:1023
network_gui.h
_network_join_status
NetworkJoinStatus _network_join_status
The status of joining.
Definition: network_gui.cpp:2152
GetNetworkErrorMsg
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
Definition: network.cpp:301
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:65
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
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
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
CommandTraits
Defines the traits of a command.
Definition: command_type.h:434
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
_network_first_time
bool _network_first_time
Whether we have finished joining or not.
Definition: network.cpp:80
NetworkServer_Tick
void NetworkServer_Tick(bool send_frame)
This is called every tick if this is a _network_server.
Definition: network_server.cpp:1681
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:377
TCPNetworkDebugConnecter::OnFailure
void OnFailure() override
Callback for when the connection attempt failed.
Definition: network.cpp:1237
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:103
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:157
NetworkQueryServer
void NetworkQueryServer(const std::string &connection_string)
Query a server to fetch the game-info.
Definition: network.cpp:655
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:95
network_coordinator.h
FormatArrayAsHex
std::string FormatArrayAsHex(span< const byte > data)
Format a byte array into a continuous hex string.
Definition: string.cpp:169
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:114
TCPQueryConnecter::OnConnect
void OnConnect(SOCKET s) override
Callback when the connection succeeded.
Definition: network.cpp:645
_frame_counter_server
uint32 _frame_counter_server
The frame_counter of the server, if in network-mode.
Definition: network.cpp:70
NetworkClientJoinGame
void NetworkClientJoinGame()
Actually perform the joining to the server.
Definition: network.cpp:796
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:113
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:320
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
NetworkSettings::last_joined
std::string last_joined
Last joined server.
Definition: settings_type.h:305
NetworkAddressList
std::vector< NetworkAddress > NetworkAddressList
Type for a list of addresses.
Definition: address.h:21
NormalizeConnectionString
std::string NormalizeConnectionString(const std::string &connection_string, uint16 default_port)
Normalize a connection string.
Definition: network.cpp:527
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:373
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
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:303
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:291
_pause_mode
PauseMode _pause_mode
The current pause mode.
Definition: gfx.cpp:50
NetworkClient_Connected
void NetworkClient_Connected()
Is called after a client is connected to the server.
Definition: network_client.cpp:1159
TCPClientConnecter::OnFailure
void OnFailure() override
Callback for when the connection attempt failed.
Definition: network.cpp:733
_sync_seed_1
uint32 _sync_seed_1
Seed to compare during sync checks.
Definition: network.cpp:75
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:59
TCPClientConnecter
Non blocking connection create to actually connect to servers.
Definition: network.cpp:726
NetworkDisconnect
void NetworkDisconnect(bool blocking, bool close_admins)
We want to disconnect from the host/clients.
Definition: network.cpp:946
NetworkSettings::client_name
std::string client_name
name of the player (as client)
Definition: settings_type.h:292
CHAR_TD_RLM
static const WChar CHAR_TD_RLM
The next character acts like a right-to-left character.
Definition: string_type.h:41
InitializeNetworkPools
static void InitializeNetworkPools(bool close_admins=true)
Resets the pools used for network clients, and the admin pool if needed.
Definition: network.cpp:569
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:1277
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:63
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:507
_networking
bool _networking
are we in networking mode?
Definition: network.cpp:58
CheckPauseHelper
static void CheckPauseHelper(bool pause, PauseMode pm)
Helper function for the pause checkers.
Definition: network.cpp:394
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:847
ServerNetworkGameSocketHandler::GetByClientID
static ServerNetworkGameSocketHandler * GetByClientID(ClientID client_id)
Return the client state given it's client-identifier.
Definition: network.cpp:128
network_client.h
PauseMode
PauseMode
Modes of pausing we've got.
Definition: openttd.h:60
_network_reconnect
uint8 _network_reconnect
Reconnect timeout.
Definition: network.cpp:66
network_server.h
_network_dedicated
bool _network_dedicated
are we a dedicated server?
Definition: network.cpp:61
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
CMD_PAUSE
@ CMD_PAUSE
pause the game
Definition: command_type.h:258
ServerNetworkGameSocketHandler::AcceptConnection
static void AcceptConnection(SOCKET s, const NetworkAddress &address)
Handle the accepting of a connection to the server.
Definition: network.cpp:554
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:463
NetworkCompanyIsPassworded
bool NetworkCompanyIsPassworded(CompanyID company_id)
Check if the company we want to join requires a password.
Definition: network.cpp:213
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:1358
network_query.h
_network_own_client_id
ClientID _network_own_client_id
Our client identifier.
Definition: network.cpp:64
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:1242
NetworkSettings::server_name
std::string server_name
name of the server
Definition: settings_type.h:288
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:238
_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:49
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:285
_ddc_fastforward
#define _ddc_fastforward
Helper variable to make the dedicated server go fast until the (first) join.
Definition: network_internal.h:50
_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
NetworkSendCommand
void NetworkSendCommand(Commands cmd, StringID err_message, CommandCallback *callback, CompanyID company, const CommandDataBuffer &cmd_data)
Prepare a DoCommand to be send over the network.
Definition: network_command.cpp:266
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:91
NetworkClientSetCompanyPassword
void NetworkClientSetCompanyPassword(const std::string &password)
Set/Reset company password on the client side.
Definition: network_client.cpp:1301
CommandPacket::data
CommandDataBuffer data
command parameters.
Definition: network_internal.h:120
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:448
_network_clients_connected
byte _network_clients_connected
The amount of clients connected.
Definition: network.cpp:86
WC_NETWORK_STATUS_WINDOW
@ WC_NETWORK_STATUS_WINDOW
Network status window; Window numbers:
Definition: window_type.h:478
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
GetCommandName
const char * GetCommandName(Commands cmd)
Definition: command.cpp:134
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:406
seprintf
int CDECL seprintf(char *str, const char *last, const char *format,...)
Safer implementation of snprintf; same as snprintf except:
Definition: string.cpp:554
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:79
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:422
NetworkGameSocketHandler::client_id
ClientID client_id
Client identifier.
Definition: tcp_game.h:512
CommandHelper
Definition: command_func.h:94
WC_SEND_NETWORK_MSG
@ WC_SEND_NETWORK_MSG
Chatbox; Window numbers:
Definition: window_type.h:490
CHAR_TD_LRM
static const WChar CHAR_TD_LRM
The next character acts like a left-to-right character.
Definition: string_type.h:40
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:764
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:386
_network_ban_list
StringList _network_ban_list
The banned clients.
Definition: network.cpp:69
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:605
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:578
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
ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler
ServerNetworkGameSocketHandler(SOCKET s)
Create a new socket for the server side of the game connection.
Definition: network_server.cpp:210
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:303
NetworkUpdateServerGameType
void NetworkUpdateServerGameType()
The setting server_game_type was updated; possibly we need to take some action.
Definition: network.cpp:974
EndianBufferWriter
Endian-aware buffer adapter that always writes values in little endian order.
Definition: endian_buffer.hpp:28
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:316
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
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:1257
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:68
network_admin.h
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:60
WN_NETWORK_STATUS_WINDOW_JOIN
@ WN_NETWORK_STATUS_WINDOW_JOIN
Network join status.
Definition: window_type.h:32
NetworkReceive
static bool NetworkReceive()
Receives something from the network.
Definition: network.cpp:997
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:1651
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:352
_network_join
NetworkJoinInfo _network_join
Information about the game to join to.
Definition: network_client.cpp:323
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:188
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:402
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:74
ClientNetworkGameSocketHandler::Send
static void Send()
Send the packets of this socket handler.
Definition: network_client.cpp:253
NetworkSettings::server_admin_port
uint16 server_admin_port
port the server listens on for the admin network
Definition: settings_type.h:283
TCPQueryConnecter
Non blocking connection to query servers for their game info.
Definition: network.cpp:629
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:49
_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:73
_is_network_server
bool _is_network_server
Does this client wants to be a network-server?
Definition: network.cpp:62
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:297
TCPClientConnecter::OnConnect
void OnConnect(SOCKET s) override
Callback when the connection succeeded.
Definition: network.cpp:738
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
NetworkDistributeCommands
void NetworkDistributeCommands()
Distribute the commands of ourself and the clients.
Definition: network_command.cpp:406
NetworkSettings::network_id
std::string network_id
network ID for servers
Definition: settings_type.h:295
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
CommandPacket::cmd
Commands cmd
command being executed.
Definition: network_internal.h:117
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