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OpenTTD Source
14.0-beta1
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Go to the documentation of this file.
10 #include "../stdafx.h"
11 #include "../strings_func.h"
12 #include "core/network_game_info.h"
17 #include "../console_func.h"
18 #include "../company_base.h"
19 #include "../command_func.h"
20 #include "../saveload/saveload.h"
21 #include "../saveload/saveload_filter.h"
22 #include "../station_base.h"
23 #include "../genworld.h"
24 #include "../company_func.h"
25 #include "../company_gui.h"
26 #include "../company_cmd.h"
27 #include "../roadveh.h"
28 #include "../order_backup.h"
29 #include "../core/pool_func.hpp"
30 #include "../core/random_func.hpp"
31 #include "../company_cmd.h"
33 #include "../timer/timer.h"
34 #include "../timer/timer_game_calendar.h"
35 #include "../timer/timer_game_economy.h"
36 #include "../timer/timer_game_realtime.h"
38 #include <condition_variable>
40 #include "../safeguards.h"
81 std::unique_lock<std::mutex>
lock(this->mutex);
83 if (this->cs !=
nullptr) this->exit_sig.wait(
lock);
87 while (this->packets !=
nullptr) {
106 std::unique_lock<std::mutex>
lock(this->mutex);
110 this->exit_sig.notify_all();
128 if (this->packets ==
nullptr)
return false;
130 std::lock_guard<std::mutex>
lock(this->mutex);
132 while (this->packets !=
nullptr) {
137 if (last_packet)
return true;
146 if (this->current ==
nullptr)
return;
149 this->current =
nullptr;
155 if (this->current ==
nullptr)
return;
159 this->packets = this->current;
160 this->current =
nullptr;
163 void Write(
byte *buf,
size_t size)
override
166 if (this->cs ==
nullptr)
SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
170 std::lock_guard<std::mutex>
lock(this->mutex);
172 byte *bufe = buf + size;
173 while (buf != bufe) {
174 size_t written = this->current->
Send_bytes(buf, bufe);
183 this->total_size += size;
189 if (this->cs ==
nullptr)
SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
191 std::lock_guard<std::mutex>
lock(this->mutex);
202 this->current->
Send_uint32((uint32_t)this->total_size);
203 this->PrependQueue();
265 if (this->IsPendingDeletion() || this->
sock == INVALID_SOCKET)
return status;
271 NetworkTextMessage(NETWORK_ACTION_LEAVE,
CC_DEFAULT,
false, client_name,
"", STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
274 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
276 new_cs->SendErrorQuit(this->
client_id, NETWORK_ERROR_CONNECTION_LOST);
288 this->CheckNextClientToSendMap(
this);
301 this->DeferDeletion();
327 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
369 SerializeNetworkGameInfo(p, GetCurrentNetworkServerGameInfo());
383 Debug(net, 9,
"client[{}] SendError(): error={}", this->
client_id, error);
397 Debug(net, 1,
"'{}' made an error and has been disconnected: {}", client_name,
GetString(strid));
399 if (error == NETWORK_ERROR_KICKED && !reason.empty()) {
400 NetworkTextMessage(NETWORK_ACTION_KICKED,
CC_DEFAULT,
false, client_name, reason, strid);
402 NetworkTextMessage(NETWORK_ACTION_LEAVE,
CC_DEFAULT,
false, client_name,
"", strid);
405 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
409 if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
410 error = NETWORK_ERROR_ILLEGAL_PACKET;
412 new_cs->SendErrorQuit(this->
client_id, error);
450 Debug(net, 9,
"client[{}] SendNeedGamePassword()", this->
client_id);
468 Debug(net, 9,
"client[{}] SendNeedCompanyPassword()", this->
client_id);
473 Debug(net, 9,
"client[{}] status = AUTH_COMPANY", this->
client_id);
509 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
527 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
529 if (new_cs->GetInfo()->join_date < this->GetInfo()->join_date || (new_cs->GetInfo()->join_date == this->GetInfo()->join_date && new_cs->client_id < this->client_id)) waiting++;
538 void ServerNetworkGameSocketHandler::CheckNextClientToSendMap(NetworkClientSocket *ignore_cs)
540 Debug(net, 9,
"client[{}] CheckNextClientToSendMap()", this->
client_id);
543 NetworkClientSocket *best =
nullptr;
544 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
545 if (ignore_cs == new_cs)
continue;
548 if (best ==
nullptr || best->GetInfo()->join_date > new_cs->GetInfo()->join_date || (best->GetInfo()->join_date == new_cs->GetInfo()->join_date && best->client_id > new_cs->client_id)) {
555 if (best !=
nullptr) {
561 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
572 return this->
SendError(NETWORK_ERROR_NOT_AUTHORIZED);
576 Debug(net, 9,
"client[{}] SendMap(): first_packet", this->
client_id);
600 Debug(net, 9,
"client[{}] SendMap(): last_packet", this->
client_id);
611 this->CheckNextClientToSendMap();
623 Debug(net, 9,
"client[{}] SendJoin(): client_id={}", this->client_id,
client_id);
639 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
641 #ifdef NETWORK_SEND_DOUBLE_SEED
648 this->
last_token = InteractiveRandomRange(UINT8_MAX - 1) + 1;
665 #ifdef NETWORK_SEND_DOUBLE_SEED
700 Debug(net, 9,
"client[{}] SendChat(): action={}, client_id={}, self_send={}", this->client_id, action,
client_id, self_send);
725 Debug(net, 9,
"client[{}] SendExternalChat(): source={}", this->
client_id, source);
747 Debug(net, 9,
"client[{}] SendErrorQuit(): client_id={}, errorno={}", this->client_id,
client_id, errorno);
764 Debug(net, 9,
"client[{}] SendQuit(): client_id={}", this->client_id,
client_id);
818 Debug(net, 9,
"client[{}] SendMove(): client_id={}", this->client_id,
client_id);
861 Debug(net, 9,
"client[{}] Receive_CLIENT_GAME_INFO()", this->
client_id);
870 return this->
SendError(NETWORK_ERROR_NOT_EXPECTED);
873 Debug(net, 9,
"client[{}] Receive_CLIENT_NEWGRFS_CHECKED()", this->
client_id);
893 return this->
SendError(NETWORK_ERROR_NOT_EXPECTED);
898 return this->
SendError(NETWORK_ERROR_FULL);
904 Debug(net, 9,
"client[{}] Receive_CLIENT_JOIN(): client_revision={}, newgrf_version={}", this->
client_id, client_revision, newgrf_version);
907 if (!IsNetworkCompatibleVersion(client_revision) || _openttd_newgrf_version != newgrf_version) {
909 return this->
SendError(NETWORK_ERROR_WRONG_REVISION);
921 return this->
SendError(NETWORK_ERROR_FULL);
928 return this->
SendError(NETWORK_ERROR_COMPANY_MISMATCH);
937 return this->
SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
942 return this->
SendError(NETWORK_ERROR_NAME_IN_USE);
956 Debug(net, 9,
"client[{}] status = NEWGRFS_CHECK", this->
client_id);
970 return this->
SendError(NETWORK_ERROR_NOT_EXPECTED);
973 Debug(net, 9,
"client[{}] Receive_CLIENT_GAME_PASSWORD()", this->
client_id);
981 return this->
SendError(NETWORK_ERROR_WRONG_PASSWORD);
996 return this->
SendError(NETWORK_ERROR_NOT_EXPECTED);
999 Debug(net, 9,
"client[{}] Receive_CLIENT_COMPANY_PASSWORD()", this->
client_id);
1010 return this->
SendError(NETWORK_ERROR_WRONG_PASSWORD);
1020 if (this->status < STATUS_AUTHORIZED || this->
HasClientQuit()) {
1021 return this->
SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1024 Debug(net, 9,
"client[{}] Receive_CLIENT_GETMAP()", this->
client_id);
1027 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1044 Debug(net, 9,
"client[{}] Receive_CLIENT_MAP_OK()", this->
client_id);
1048 NetworkTextMessage(NETWORK_ACTION_JOIN,
CC_DEFAULT,
false, client_name,
"", this->
client_id);
1055 Debug(net, 9,
"client[{}] status = PRE_ACTIVE", this->
client_id);
1066 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1068 new_cs->SendClientInfo(this->
GetInfo());
1083 return this->
SendError(NETWORK_ERROR_NOT_EXPECTED);
1094 if (this->status < STATUS_DONE_MAP || this->
HasClientQuit()) {
1095 return this->
SendError(NETWORK_ERROR_NOT_EXPECTED);
1099 return this->
SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
1102 Debug(net, 9,
"client[{}] Receive_CLIENT_COMMAND()", this->
client_id);
1111 if (err !=
nullptr) {
1113 return this->
SendError(NETWORK_ERROR_NOT_EXPECTED);
1119 return this->
SendError(NETWORK_ERROR_KICKED);
1124 return this->
SendError(NETWORK_ERROR_KICKED);
1136 return this->
SendError(NETWORK_ERROR_COMPANY_MISMATCH);
1141 return this->
SendError(NETWORK_ERROR_CHEATER);
1163 Debug(net, 9,
"client[{}] Receive_CLIENT_ERROR(): errorno={}", this->
client_id, errorno);
1166 if (this->status < STATUS_DONE_MAP || this->
HasClientQuit()) {
1173 Debug(net, 1,
"'{}' reported an error and is closing its connection: {}", client_name,
GetString(strid));
1175 NetworkTextMessage(NETWORK_ACTION_LEAVE,
CC_DEFAULT,
false, client_name,
"", strid);
1177 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1179 new_cs->SendErrorQuit(this->
client_id, errorno);
1191 if (this->status < STATUS_DONE_MAP || this->
HasClientQuit()) {
1195 Debug(net, 9,
"client[{}] Receive_CLIENT_QUIT()", this->
client_id);
1199 NetworkTextMessage(NETWORK_ACTION_LEAVE,
CC_DEFAULT,
false, client_name,
"", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1201 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1216 return this->
SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1221 Debug(net, 9,
"client[{}] Receive_CLIENT_ACK(): frame={}", this->
client_id, frame);
1281 if (ci !=
nullptr) {
1290 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1291 if (cs->client_id == (
ClientID)dest) {
1292 cs->SendChat(action, from_id,
false, msg, data);
1303 if (ci !=
nullptr && ci_to !=
nullptr) {
1307 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1308 if (cs->client_id == from_id) {
1309 cs->SendChat(action, (
ClientID)dest,
true, msg, data);
1318 bool show_local =
true;
1321 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1324 cs->SendChat(action, from_id,
false, msg, data);
1325 if (cs->client_id == from_id) show_local =
false;
1337 if (ci !=
nullptr && ci_own !=
nullptr && ci_own->
client_playas == dest) {
1344 if (ci_to ==
nullptr)
break;
1347 if (ci !=
nullptr && show_local) {
1354 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1355 if (cs->client_id == from_id) {
1356 cs->SendChat(action, ci_to->
client_id,
true, msg, data);
1364 Debug(net, 1,
"Received unknown chat destination type {}; doing broadcast instead", desttype);
1368 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1369 cs->SendChat(action, from_id,
false, msg, data);
1375 if (ci !=
nullptr) {
1391 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1392 cs->SendExternalChat(source, colour, user, msg);
1394 NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT, colour,
false, user, msg, 0, source);
1401 return this->
SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1408 Debug(net, 9,
"client[{}] Receive_CLIENT_CHAT(): action={}, desttype={}, dest={}", this->
client_id, action, desttype, dest);
1415 case NETWORK_ACTION_CHAT:
1416 case NETWORK_ACTION_CHAT_CLIENT:
1417 case NETWORK_ACTION_CHAT_COMPANY:
1422 return this->
SendError(NETWORK_ERROR_NOT_EXPECTED);
1431 return this->
SendError(NETWORK_ERROR_NOT_EXPECTED);
1434 Debug(net, 9,
"client[{}] Receive_CLIENT_SET_PASSWORD()", this->
client_id);
1447 return this->
SendError(NETWORK_ERROR_NOT_EXPECTED);
1450 Debug(net, 9,
"client[{}] Receive_CLIENT_SET_NAME()", this->
client_id);
1459 if (ci !=
nullptr) {
1464 return this->
SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
1483 Debug(net, 9,
"client[{}] Receive_CLIENT_RCON()", this->
client_id);
1489 Debug(net, 1,
"[rcon] Wrong password from client-id {}", this->
client_id);
1493 Debug(net, 3,
"[rcon] Client-id {} executed: {}", this->
client_id, command);
1507 Debug(net, 9,
"client[{}] Receive_CLIENT_MOVE(): company_id={}", this->
client_id, company_id);
1519 Debug(net, 2,
"Wrong password from client-id #{} for company #{}", this->
client_id, company_id + 1);
1542 case VEH_TRAIN: type = NETWORK_VEH_TRAIN;
break;
1545 case VEH_SHIP: type = NETWORK_VEH_SHIP;
break;
1573 if (ci ==
nullptr)
return;
1577 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1579 cs->SendClientInfo(ci);
1594 CompanyMask has_clients = 0;
1595 CompanyMask has_vehicles = 0;
1606 assert(ci !=
nullptr);
1612 if (std::any_of(std::begin(c->group_all), std::end(c->group_all), [](
const GroupStatistics &gs) { return gs.num_vehicle != 0; }))
SetBit(has_vehicles, c->index);
1619 if (c->is_ai)
continue;
1621 if (!
HasBit(has_clients, c->index)) {
1659 bool is_name_unique =
false;
1660 std::string original_name = name;
1662 for (uint number = 1; !is_name_unique && number <=
MAX_CLIENTS; number++) {
1663 is_name_unique =
true;
1665 if (ci->client_name == name) {
1667 is_name_unique =
false;
1673 if (ci !=
nullptr) {
1674 if (ci->
client_name == name) is_name_unique =
false;
1677 if (!is_name_unique) {
1679 name = original_name +
" #" + std::to_string(number);
1687 return is_name_unique;
1700 if (ci->client_name.compare(new_name) == 0)
return false;
1704 if (ci ==
nullptr)
return false;
1724 if (already_hashed) {
1740 while ((cp = cs->outgoing_queue.Pop()) !=
nullptr) {
1741 cs->SendCommand(cp);
1752 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1753 bool send_sync =
false;
1756 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1765 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1772 uint lag = NetworkCalculateLag(cs);
1773 switch (cs->status) {
1774 case NetworkClientSocket::STATUS_ACTIVE:
1778 if (cs->last_packet + std::chrono::milliseconds(lag *
MILLISECONDS_PER_TICK) > std::chrono::steady_clock::now()) {
1780 IConsolePrint(
CC_WARNING,
"Client #{} (IP: {}) is dropped because the client's game state is more than {} ticks behind.", cs->client_id, cs->GetClientIP(), lag);
1783 IConsolePrint(
CC_WARNING,
"Client #{} (IP: {}) is dropped because the client did not respond for more than {} ticks.", cs->client_id, cs->GetClientIP(), lag);
1785 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1794 if (lag > (uint)
Ticks::DAY_TICKS && cs->lag_test == 0 && cs->last_packet + std::chrono::seconds(2) > std::chrono::steady_clock::now()) {
1801 IConsolePrint(
CC_WARNING,
"Client #{} (IP: {}) is dropped because it fails to send valid acks.", cs->client_id, cs->GetClientIP());
1802 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1807 case NetworkClientSocket::STATUS_INACTIVE:
1808 case NetworkClientSocket::STATUS_NEWGRFS_CHECK:
1809 case NetworkClientSocket::STATUS_AUTHORIZED:
1814 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1819 case NetworkClientSocket::STATUS_MAP_WAIT:
1823 if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
1830 cs->last_packet = std::chrono::steady_clock::now();
1834 case NetworkClientSocket::STATUS_MAP:
1838 cs->SendError(NETWORK_ERROR_TIMEOUT_MAP);
1843 case NetworkClientSocket::STATUS_DONE_MAP:
1844 case NetworkClientSocket::STATUS_PRE_ACTIVE:
1848 cs->SendError(NETWORK_ERROR_TIMEOUT_JOIN);
1853 case NetworkClientSocket::STATUS_AUTH_GAME:
1854 case NetworkClientSocket::STATUS_AUTH_COMPANY:
1858 cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD);
1863 case NetworkClientSocket::STATUS_END:
1868 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {
1873 if (send_frame) cs->SendFrame();
1875 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1877 if (send_sync) cs->SendSync();
1998 static const char *
const stat_str[] = {
2001 "authorizing (server password)",
2002 "authorizing (company password)",
2010 static_assert(
lengthof(stat_str) == NetworkClientSocket::STATUS_END);
2012 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2014 if (ci ==
nullptr)
continue;
2015 uint lag = NetworkCalculateLag(cs);
2018 status = (cs->status < (ptrdiff_t)
lengthof(stat_str) ? stat_str[cs->status] :
"unknown");
2031 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2032 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendConfigUpdate();
2054 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2055 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendCompanyUpdate();
2073 assert(ci !=
nullptr);
2083 NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id);
2085 if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED)
return;
2086 cs->SendMove(client_id, company_id);
2106 NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code,
string);
2117 NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED, reason);
2141 bool contains =
false;
2158 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2161 if (cs->client_address.IsInNetmask(ip)) {
2178 if (ci->client_playas == company)
return true;
2194 return fmt::format(
"Client #{}", this->
client_id);
2208 ci->client_id ==
CLIENT_ID_SERVER ?
"server" : NetworkClientSocket::GetByClientID(ci->client_id)->GetClientIP());
2225 assert(c !=
nullptr);
2233 if (ci !=
nullptr) {
2243 if (ci !=
nullptr) {
NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p) override
The client is quitting the game.
@ VEH_AIRCRAFT
Aircraft vehicle type.
uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const std::string &reason)
Ban, or kick, everyone joined from the given client's IP.
uint64_t Recv_uint64()
Read a 64 bits integer from the packet.
uint16_t num_station[NETWORK_VEH_END]
How many stations are there of this type?
Simple calculated statistics of a company.
@ PACKET_SERVER_GAME_INFO
Information about the server.
static const TextColour CC_INFO
Colour for information lines.
static IntervalTimer< TimerGameEconomy > _network_quarterly({TimerGameEconomy::QUARTER, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAutoCleanCompanies();NetworkAdminUpdate(ADMIN_FREQUENCY_QUARTERLY);})
Quarterly "callback".
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-...
@ NETWORK_RECV_STATUS_CLIENT_QUIT
The connection is lost gracefully. Other clients are already informed of this leaving client.
void Send_uint64(uint64_t data)
Package a 64 bits integer in the packet.
constexpr T SetBit(T &x, const uint8_t y)
Set a bit in a variable.
@ FT_SCENARIO
old or new scenario
@ PACKET_SERVER_ERROR
Server sending an error message to the client.
size_t Size() const
Get the number of bytes in the packet.
void NetworkServerSendConfigUpdate()
Send Config Update.
void NetworkAdminUpdate(AdminUpdateFrequency freq)
Send (push) updates to the admin network as they have registered for these updates.
@ SM_START_HEIGHTMAP
Load a heightmap and start a new game from it.
uint16_t max_commands_in_queue
how many commands may there be in the incoming queue before dropping the connection?
@ SM_LOAD_GAME
Load game, Play Scenario.
void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, const std::string &msg, int64_t data, bool from_admin)
Send chat to the admin network (if they did opt in for the respective update).
TimerGameCalendar::Year restart_game_year
year the server restarts
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
@ UNPAUSED
Only run when not paused.
void NetworkServerShowStatusToConsole()
Show the status message of all clients on the console.
std::string client_name
Name of the client.
ServerNetworkGameSocketHandler * cs
Socket we are associated with.
uint16_t months_empty
How many months the company is empty.
NetworkRecvStatus SendGameInfo()
Send the client information about the server.
uint32_t frame
the frame in which this packet is executed
std::mutex lock
synchronization for playback status fields
CompanyID client_playas
As which company is this client playing (CompanyID)
uint16_t max_password_time
maximum amount of time, in game ticks, a client may take to enter the password
@ FACIL_TRUCK_STOP
Station with truck stops.
@ STATUS_PRE_ACTIVE
The client is catching up the delayed frames.
size_t Send_bytes(const byte *begin, const byte *end)
Send as many of the bytes as possible in the packet.
uint Count() const
Get the number of items in the queue.
CommandFlags GetCommandFlags(Commands cmd)
This function mask the parameter with CMD_ID_MASK and returns the flags which belongs to the given co...
@ PACKET_SERVER_CONFIG_UPDATE
Some network configuration important to the client changed.
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
uint16_t sync_freq
how often do we check whether we are still in-sync
bool _network_server
network-server is active
CompanyMask _network_company_passworded
Bitmask of the password status of all companies.
NetworkAction
Actions that can be used for NetworkTextMessage.
@ CMD_COMPANY_CTRL
used in multiplayer to create a new companies etc.
@ SPS_CLOSED
The connection got closed.
std::chrono::steady_clock::time_point last_packet
Time we received the last frame.
@ WC_CLIENT_LIST
Client list; Window numbers:
An interval timer will fire every interval, and will continue to fire until it is deleted.
Tindex index
Index of this pool item.
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p) override
Set the password for the clients current company: string The password.
static const uint NETWORK_CHAT_LENGTH
The maximum length of a chat message, in bytes including '\0'.
void ChangeNetworkRestartTime(bool reset)
Reset the automatic network restart time interval.
static void NetworkAutoCleanCompanies()
Check if the server has autoclean_companies activated Two things happen: 1) If a company is not prote...
@ ADMIN_FREQUENCY_DAILY
The admin gets information about this on a daily basis.
@ PACKET_SERVER_NEWGAME
The server is preparing to start a new game.
void NetworkPrintClients()
Print all the clients to the console.
static void NetworkCheckRestartMapYear()
Check if we want to restart the map based on the year.
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...
SOCKET sock
The socket currently connected to.
size_t receive_limit
Amount of bytes that we can receive at this moment.
void Write(byte *buf, size_t size) override
Write a given number of bytes into the savegame.
static const uint MAX_CLIENTS
How many clients can we have.
static const char * GetName()
Get the name used by the listener.
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
Packet * ReceivePacket() override
Receives a packet for the given client.
static DateFract date_fract
Fractional part of the day.
GRFIdentifier ident
grfid and md5sum to uniquely identify newgrfs
uint8_t autoclean_protected
remove the password from passworded companies after this many months
ClientSettings _settings_client
The current settings for this game.
@ PACKET_SERVER_WAIT
Server tells the client there are some people waiting for the map as well.
@ STATUS_MAP
The client is downloading the map.
@ PACKET_SERVER_JOIN
Tells clients that a new client has joined.
static bool IsValidHumanID(size_t index)
Is this company a valid company, not controlled by a NoAI program?
void NetworkSyncCommandQueue(NetworkClientSocket *cs)
Sync our local command queue to the command queue of the given socket.
@ ADMIN_FREQUENCY_MONTHLY
The admin gets information about this on a monthly basis.
@ STATUS_MAP_WAIT
The client is waiting as someone else is downloading the map.
@ WC_COMPANY
Company view; Window numbers:
std::map< SOCKET, NetworkAddress > SocketList
Type for a mapping between address and socket.
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
static IntervalTimer< TimerGameEconomy > _economy_network_daily({TimerGameEconomy::DAY, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAdminUpdate(ADMIN_FREQUENCY_DAILY);})
Daily "callback".
@ VEH_ROAD
Road vehicle type.
ClientID _redirect_console_to_client
If not invalid, redirect the console output to a client.
static const uint NETWORK_CLIENT_NAME_LENGTH
The maximum length of a client's name, in bytes including '\0'.
Owner
Enum for all companies/owners.
Base socket handler for all TCP sockets.
NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p) override
Tell the server that we are done receiving/loading the map.
void NetworkAdminClientQuit(ClientID client_id)
Notify the admin network that a client quit (if they have opt in for the respective update).
Defines the traits of a command.
uint16_t max_download_time
maximum amount of time, in game ticks, a client may take to download the map
static const TextColour CC_DEFAULT
Default colour of the console.
static void NetworkReplaceCommandClientId(CommandPacket &cp, ClientID client_id)
Insert a client ID into the command data in a command packet.
void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const std::string &string)
Send an rcon reply to the client.
@ STATUS_ACTIVE
The client is active within in the game.
void NetworkServer_Tick(bool send_frame)
This is called every tick if this is a _network_server.
#define Debug(category, level, format_string,...)
Ouptut a line of debugging information.
NetworkRecvStatus SendCommand(const CommandPacket *cp)
Send a command to the client to execute.
@ PACKET_SERVER_MAP_SIZE
Server tells the client what the (compressed) size of the map is.
void NetworkAdminClientInfo(const NetworkClientSocket *cs, bool new_client)
Notify the admin network of a new client (if they did opt in for the respective update).
GameCreationSettings game_creation
settings used during the creation of a game (map)
void Finish() override
Prepare everything to finish writing the savegame.
static void AddToQueue(Packet **queue, Packet *packet)
Add the given Packet to the end of the queue of packets.
@ PACKET_SERVER_MAP_DONE
Server tells it has just sent the last bits of the map to the client.
static Pool::IterateWrapper< Station > Iterate(size_t from=0)
Returns an iterable ensemble of all valid stations of type T.
static void ResetUser(uint32_t user)
Reset an user's OrderBackup if needed.
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...
virtual Packet * ReceivePacket()
Receives a packet for the given client.
void Append(CommandPacket *p)
Append a CommandPacket at the end of the queue.
static Packet * PopFromQueue(Packet **queue)
Pop the packet from the begin of the queue and set the begin of the queue to the second element in th...
uint16_t max_join_time
maximum amount of time, in game ticks, a client may take to sync up during joining
bool NetworkMakeClientNameUnique(std::string &name)
Check whether a name is unique, and otherwise try to make it unique.
uint32_t _sync_seed_1
Seed to compare during sync checks.
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
#define DECLARE_POSTFIX_INCREMENT(enum_type)
Some enums need to have allowed incrementing (i.e.
static NetworkClientInfo * GetByClientID(ClientID client_id)
Return the CI given it's client-identifier.
@ ADMIN_FREQUENCY_QUARTERLY
The admin gets information about this on a quarterly basis.
NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p) override
Send a password to the server to authorize uint8_t Password type (see NetworkPasswordType).
void PrependQueue()
Prepend the current packet to the queue.
CompanyID company
company that is executing the command
AbstractFileType abstract_ftype
Abstract type of file (scenario, heightmap, etc).
@ FACIL_BUS_STOP
Station with bus stops.
Statistics and caches on the vehicles in a group.
static IntervalTimer< TimerGameEconomy > _economy_network_yearly({TimerGameEconomy::YEAR, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAdminUpdate(ADMIN_FREQUENCY_ANUALLY);})
Economy yearly "callback".
NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) override
Tell the server that we have the required GRFs.
static IntervalTimer< TimerGameCalendar > _calendar_network_yearly({ TimerGameCalendar::YEAR, TimerGameCalendar::Priority::NONE }, [](auto) { if(!_network_server) return;NetworkCheckRestartMapYear();})
Calendar yearly "callback".
std::string GetClientName() const
Get the name of the client, if the user did not send it yet, Client ID is used.
Template for TCP listeners.
~ServerNetworkGameSocketHandler()
Clear everything related to this client.
void NetworkServerSendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
Send a chat message from external source.
@ COMPANY_NEW_COMPANY
The client wants a new company.
bool server_admin_chat
allow private chat for the server to be distributed to the admin network
@ STATUS_INACTIVE
The client is not connected nor active.
void Send_uint32(uint32_t data)
Package a 32 bits integer in the packet.
bool TransferToNetworkQueue(ServerNetworkGameSocketHandler *socket)
Transfer all packets from here to the network's queue while holding the lock on our mutex.
static void Send()
Send the packets for the server sockets.
@ PACKET_SERVER_NEED_GAME_PASSWORD
Server requests the (hashed) game password.
void Send_uint8(uint8_t data)
Package a 8 bits integer in the packet.
@ CLIENT_ID_FIRST
The first client ID.
Writing a savegame directly to a number of packets.
void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
Tell that a particular company is (not) passworded.
Everything we need to know about a command to be able to execute it.
NetworkRecvStatus SendSync()
Request the client to sync.
Information about GRF, used in the game and (part of it) in savegames.
@ PACKET_SERVER_SHUTDOWN
The server is shutting down.
NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64_t data)
Send a chat message.
@ PACKET_SERVER_NEED_COMPANY_PASSWORD
Server requests the (hashed) company password.
NetworkRecvStatus SendConfigUpdate()
Send an update about the max company/spectator counts.
@ SM_NEWGAME
New Game --> 'Random game'.
uint32_t Recv_uint32()
Read a 32 bits integer from the packet.
NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet *p) override
Request game information.
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
Handle the command-queue of a socket.
uint16_t num_vehicle[NETWORK_VEH_END]
How many vehicles are there of this type?
@ NETWORK_RECV_STATUS_SERVER_ERROR
The server told us we made an error.
void IConsoleCmdExec(const std::string &command_string, const uint recurse_count)
Execute a given command passed to us.
@ PACKET_SERVER_COMPANY_UPDATE
Information (password) of a company changed.
@ PACKET_SERVER_BANNED
The server has banned you.
uint32_t _last_sync_frame
Used in the server to store the last time a sync packet was sent to clients.
NetworkRecvStatus SendMove(ClientID client_id, CompanyID company_id)
Tell that a client moved to another company.
NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p) override
Try to join the server: string OpenTTD revision (norev000 if no revision).
NetworkRecvStatus SendJoin(ClientID client_id)
Tell that a client joined.
GameSettings _settings_game
Game settings of a running game or the scenario editor.
NetworkRecvStatus SendFrame()
Tell the client that they may run to a particular frame.
@ MAX_COMPANIES
Maximum number of companies.
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
@ CMD_CLIENT_ID
set p2 with the ClientID of the sending client.
size_t total_size
Total size of the compressed savegame.
std::string password
The password for the company.
uint16_t max_lag_time
maximum amount of time, in game ticks, a client may be lagging behind the server
virtual void SendPacket(Packet *packet)
This function puts the packet in the send-queue and it is send as soon as possible.
NetworkCompanyState * _network_company_states
Statistics about some companies.
NetworkRecvStatus SendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
Send a chat message from external source.
NetworkRecvStatus SendCompanyUpdate()
Send an update about the company password states.
NetworkRecvStatus SendWelcome()
Send the client a welcome message with some basic information.
static ClientID _network_client_id
The identifier counter for new clients (is never decreased)
NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p) override
Request the server to move this client into another company: uint8_t ID of the company the client wan...
static void NetworkRestartMap()
Helper function to restart the map.
bool my_cmd
did the command originate from "me"
NetworkRecvStatus SendError(NetworkErrorCode error, const std::string &reason={})
Send an error to the client, and close its connection.
ClientStatus status
Status of this client.
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
Populate the company stats.
@ FACIL_DOCK
Station with a dock.
uint16_t bytes_per_frame_burst
how many bytes may, over a short period, be received?
bool _network_dedicated
are we a dedicated server?
struct PacketWriter * savegame
Writer used to write the savegame.
Internal entity of a packet.
@ FT_SAVEGAME
old or new savegame
NetworkRecvStatus SendClientInfo(NetworkClientInfo *ci)
Send the client information about a client.
const char * ReceiveCommand(Packet *p, CommandPacket *cp)
Receives a command from the network.
@ ADMIN_FREQUENCY_ANUALLY
The admin gets information about this on a yearly basis.
static const uint NETWORK_REVISION_LENGTH
The maximum length of the revision, in bytes including '\0'.
@ STATUS_DONE_MAP
The client has downloaded the map.
bool NetworkCompanyIsPassworded(CompanyID company_id)
Check if the company we want to join requires a password.
NetworkRecvStatus SendQuit(ClientID client_id)
Tell the client another client quit.
ClientID client_id
Client identifier (same as ClientState->client_id)
@ PACKET_SERVER_MOVE
Server tells everyone that someone is moved to another company.
@ DESTTYPE_TEAM
Send message/notice to everyone playing the same company (Team)
static const uint NETWORK_PASSWORD_LENGTH
The maximum length of the password, in bytes including '\0' (must be >= NETWORK_SERVER_ID_LENGTH)
uint32_t last_token_frame
The last frame we received the right token.
@ PACKET_SERVER_FULL
The server is full and has no place for you.
void Send_bool(bool data)
Package a boolean in the packet.
static const uint32_t GENERATE_NEW_SEED
Create a new random seed.
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const std::string &msg, ClientID from_id, int64_t data, bool from_admin)
Send an actual chat message.
void NetworkAdminCompanyUpdate(const Company *company)
Notify the admin network of company updates.
std::string server_name
name of the server
NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
Tell the client another client quit with an error.
void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
Perform all the server specific administration of a new company.
@ CCA_NEW
Create a new company.
Class for handling the server side of the game connection.
NetworkClientInfo * GetInfo() const
Gets the client info of this socket handler.
std::string rcon_password
password for rconsole (server side)
SwitchMode _switch_mode
The next mainloop command.
void AppendQueue()
Append the current packet to the queue.
bool HasClientQuit() const
Whether the current client connected to the socket has quit.
NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p) override
The client has done a command and wants us to handle it.
SendPacketsState SendPackets(bool closing_down=false)
Sends all the buffered packets out for this client.
static const uint NETWORK_RCONCOMMAND_LENGTH
The maximum length of a rconsole command, in bytes including '\0'.
uint32_t last_frame_server
Last frame the server has executed.
void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
Handle the tid-bits of moving a client from one company to another.
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
const std::string & GetClientIP()
Get the IP address/hostname of the connected client.
uint8_t flags
NOSAVE: GCF_Flags, bitset.
Base class for all pools.
NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p) override
Gives the client a new name: string New name of the client.
@ PACKET_SERVER_ERROR_QUIT
A server tells that a client has hit an error and did quit.
uint32_t generation_seed
noise seed for world generation
ClientID
'Unique' identifier to be given to clients
static size_t GetNumItems()
Returns number of valid items in the pool.
PacketType GetPacketType() const
Get the PacketType from this packet.
NetworkRecvStatus SendNewGame()
Tell the client we're starting a new game.
@ FACIL_TRAIN
Station with train station.
~PacketWriter()
Make sure everything is cleaned up.
bool CanWriteToPacket(size_t bytes_to_write)
Is it safe to write to the packet, i.e.
static RoadVehicle * From(Vehicle *v)
Converts a Vehicle to SpecializedVehicle with type checking.
Interface for filtering a savegame till it is written.
TextColour GetDrawStringCompanyColour(CompanyID company)
Get the colour for DrawString-subroutines which matches the colour of the company.
uint32_t _frame_counter
The current frame.
DestType
Destination of our chat messages.
CommandDataBuffer data
command parameters.
void SetDParam(size_t n, uint64_t v)
Set a string parameter v at index n in the global string parameter array.
@ COMPANY_SPECTATOR
The client is spectating.
uint32_t last_frame
Last frame we have executed.
NetworkRecvStatus
Status of a network client; reasons why a client has quit.
byte _network_clients_connected
The amount of clients connected.
FileToSaveLoad _file_to_saveload
File to save or load in the openttd loop.
struct GRFConfig * next
NOSAVE: Next item in the linked list.
@ STATUS_NEWGRFS_CHECK
The client is checking NewGRFs.
SaveOrLoadResult SaveWithFilter(SaveFilter *writer, bool threaded)
Save the game using a (writer) filter.
static bool AllowConnection()
Whether an connection is allowed or not at this moment.
uint8_t max_clients
maximum amount of clients
NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p) override
Request the map from the server.
std::string GetString(StringID string)
Resolve the given StringID into a std::string with all the associated DParam lookups and formatting.
std::string server_password
password for joining this server
uint8_t max_companies
maximum amount of companies
const std::string & GetHostname()
Get the hostname; in case it wasn't given the IPv4 dotted representation is given.
@ PACKET_SERVER_SYNC
Server tells the client what the random state should be.
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
void NetworkServerKickClient(ClientID client_id, const std::string &reason)
Kick a single client.
NetworkRecvStatus SendMap()
This sends the map to the client.
@ DESTTYPE_CLIENT
Send message/notice to only a certain client (Private)
@ FT_HEIGHTMAP
heightmap file
CompanyCtrlAction
The action to do with CMD_COMPANY_CTRL.
@ PACKET_SERVER_MAP_BEGIN
Server tells the client that it is beginning to send the map.
@ INVALID_CLIENT_ID
Client is not part of anything.
NetworkRecvStatus SendNewGRFCheck()
Send the check for the NewGRFs.
@ STATUS_AUTH_COMPANY
The client is authorizing with company password.
@ PACKET_SERVER_CHAT
Server distributing the message of a client (or itself).
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
@ DESTTYPE_BROADCAST
Send message/notice to all clients (All)
@ PACKET_SERVER_RCON
Response of the executed command on the server.
@ PACKET_SERVER_QUIT
A server tells that a client has quit.
NetworkRecvStatus SendNeedGamePassword()
Request the game password.
CommandQueue incoming_queue
The command-queue awaiting handling.
ClientID client_id
Client identifier.
GRFConfig * _grfconfig
First item in list of current GRF set up.
PacketWriter(ServerNetworkGameSocketHandler *cs)
Create the packet writer.
@ CRR_AUTOCLEAN
The company is removed due to autoclean.
void Send_string(const std::string_view data)
Sends a string over the network.
static const uint MILLISECONDS_PER_TICK
The number of milliseconds per game tick.
bool NetworkServerChangeClientName(ClientID client_id, const std::string &new_name)
Change the client name of the given client.
@ PACKET_SERVER_COMMAND
Server distributes a command to (all) the clients.
NetworkRecvStatus Receive_CLIENT_ACK(Packet *p) override
Tell the server we are done with this frame: uint32_t Current frame counter of the client.
void NetworkAdminClientUpdate(const NetworkClientInfo *ci)
Notify the admin network of a client update (if they did opt in for the respective update).
uint16_t bytes_per_frame
how many bytes may, over a long period, be received per frame?
@ PACKET_SERVER_FRAME
Server tells the client what frame it is in, and thus to where the client may progress.
#define lengthof(x)
Return the length of an fixed size array.
StringList _network_ban_list
The banned clients.
NetworkSettings network
settings related to the network
std::mutex mutex
Mutex for making threaded saving safe.
uint16_t restart_hours
number of hours to run the server before automatic restart
void SlError(StringID string, const std::string &extra_msg)
Error handler.
ServerNetworkGameSocketHandler(SOCKET s)
Create a new socket for the server side of the game connection.
NetworkRecvStatus Receive_CLIENT_RCON(Packet *p) override
Send an RCon command to the server: string RCon password.
bool IsBus() const
Check whether a roadvehicle is a bus.
NetworkAddress client_address
IP-address of the client (so they can be banned)
static IntervalTimer< TimerGameRealtime > _network_restart_map_timer({std::chrono::hours::zero(), TimerGameRealtime::UNPAUSED}, [](auto) { if(!_network_server) return;if(_settings_client.network.restart_hours==0) return;Debug(net, 3, "Auto-restarting map: {} hours played", _settings_client.network.restart_hours);NetworkRestartMap();})
Timer to restart a network server automatically based on real-time hours played.
uint8_t autoclean_novehicles
remove companies with no vehicles after this many months
void Destroy()
Begin the destruction of this packet writer.
std::string GenerateCompanyPasswordHash(const std::string &password, const std::string &password_server_id, uint32_t password_game_seed)
Hash the given password using server ID and game seed.
NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p) override
Sends a chat-packet to the server: uint8_t ID of the action (see NetworkAction).
@ PACKET_SERVER_CLIENT_INFO
Server sends you information about a client.
@ NETWORK_RECV_STATUS_OKAY
Everything is okay.
void SendCommand(Packet *p, const CommandPacket *cp)
Sends a command over the network.
static const uint16_t TCP_MTU
Number of bytes we can pack in a single TCP packet.
constexpr T SB(T &x, const uint8_t s, const uint8_t n, const U d)
Set n bits in x starting at bit s to d.
NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p) override
Send a password to the server to authorize: uint8_t Password type (see NetworkPasswordType).
@ ADMIN_FREQUENCY_WEEKLY
The admin gets information about this on a weekly basis.
void NetworkServerUpdateGameInfo()
Update the server's NetworkServerGameInfo due to changes in settings.
@ PACKET_SERVER_WELCOME
Server welcomes you and gives you your ClientID.
static constexpr TimerGameTick::Ticks DAY_TICKS
1 day is 74 ticks; TimerGameCalendar::date_fract used to be uint16_t and incremented by 885.
NetworkRecvStatus SendShutdown()
Tell the client we're shutting down.
@ VEH_TRAIN
Train vehicle type.
uint8_t autoclean_unprotected
remove passwordless companies after this many months
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
static IntervalTimer< TimerGameEconomy > _network_weekly({TimerGameEconomy::WEEK, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAdminUpdate(ADMIN_FREQUENCY_WEEKLY);})
Economy weekly "callback".
NetworkRecvStatus SendRConResult(uint16_t colour, const std::string &command)
Send the result of a console action.
uint16_t max_init_time
maximum amount of time, in game ticks, a client may take to initiate joining
@ FACIL_AIRPORT
Station with an airport.
@ CMD_SERVER
the command can only be initiated by the server
@ CMD_SPECTATOR
the command may be initiated by a spectator
byte last_token
The last random token we did send to verify the client is listening.
std::condition_variable exit_sig
Signal for threaded destruction of this packet writer.
byte clients_on
Current count of clients on server.
static const TextColour CC_WARNING
Colour for warning lines.
@ CCA_DELETE
Delete a company.
static const uint MAX_CLIENT_SLOTS
The number of slots; must be at least 1 more than MAX_CLIENTS.
void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &password, bool already_hashed)
Set/Reset a company password on the server end.
@ VEH_SHIP
Ship vehicle type.
@ PACKET_SERVER_EXTERNAL_CHAT
Server distributing the message from external source.
NetworkRecvStatus SendNeedCompanyPassword()
Request the company password.
@ PACKET_SERVER_CHECK_NEWGRFS
Server sends NewGRF IDs and MD5 checksums for the client to check.
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
@ SL_OK
completed successfully
@ CLIENT_ID_SERVER
Servers always have this ID.
NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket")
Make very sure the preconditions given in network_type.h are actually followed.
Packet * current
The packet we're currently writing to.
void NetworkAdminCompanyInfo(const Company *company, bool new_company)
Notify the admin network of company details.
NetworkErrorCode
The error codes we send around in the protocols.
Container for all information known about a client.
bool NetworkIsValidClientName(const std::string_view client_name)
Check whether the given client name is deemed valid for use in network games.
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
uint32_t _frame_counter_max
To where we may go with our clients.
static IntervalTimer< TimerGameEconomy > _network_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAutoCleanCompanies();NetworkAdminUpdate(ADMIN_FREQUENCY_MONTHLY);})
Economy monthly "callback".
TimerGameEconomy::Date join_date
Gamedate the client has joined.
@ STATUS_AUTH_GAME
The client is authorizing with game (server) password.
bool NetworkCompanyHasClients(CompanyID company)
Check whether a particular company has clients.
void Send_uint16(uint16_t data)
Package a 16 bits integer in the packet.
uint8_t Recv_uint8()
Read a 8 bits integer from the packet.
Packet * packets
Packet queue of the savegame; send these "slowly" to the client.
GameSettings _settings_newgame
Game settings for new games (updated from the intro screen).
void NetworkAdminClientError(ClientID client_id, NetworkErrorCode error_code)
Notify the admin network of a client error (if they have opt in for the respective update).
@ GCF_STATIC
GRF file is used statically (can be used in any MP game)
NetworkRecvStatus SendWait()
Tell the client that its put in a waiting queue.
bool autoclean_companies
automatically remove companies that are not in use
@ PACKET_SERVER_MAP_DATA
Server sends bits of the map to the client.
std::string network_id
network ID for servers
@ STATUS_AUTHORIZED
The client is authorized.
static Year year
Current year, starting at 0.
@ NETWORK_RECV_STATUS_MALFORMED_PACKET
We apparently send a malformed packet.
void NetworkUpdateClientInfo(ClientID client_id)
Send updated client info of a particular client.
Commands cmd
command being executed.
NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p) override
The client made an error and is quitting the game.
static Date date
Current date in days (day counter).
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.
constexpr debug_inline bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.