OpenTTD Source  14.0-beta1
network_server.cpp
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1 /*
2  * This file is part of OpenTTD.
3  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6  */
7 
10 #include "../stdafx.h"
11 #include "../strings_func.h"
12 #include "core/network_game_info.h"
13 #include "network_admin.h"
14 #include "network_server.h"
15 #include "network_udp.h"
16 #include "network_base.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"
32 #include "../rev.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"
37 #include <mutex>
38 #include <condition_variable>
39 
40 #include "../safeguards.h"
41 
42 
43 /* This file handles all the server-commands */
44 
48 
50 static_assert(MAX_CLIENT_SLOTS > MAX_CLIENTS);
52 static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS);
53 
56 INSTANTIATE_POOL_METHODS(NetworkClientSocket)
57 
60 
65  size_t total_size;
67  std::mutex mutex;
68  std::condition_variable exit_sig;
69 
74  PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(nullptr), cs(cs), current(nullptr), total_size(0), packets(nullptr)
75  {
76  }
77 
80  {
81  std::unique_lock<std::mutex> lock(this->mutex);
82 
83  if (this->cs != nullptr) this->exit_sig.wait(lock);
84 
85  /* This must all wait until the Destroy function is called. */
86 
87  while (this->packets != nullptr) {
88  delete Packet::PopFromQueue(&this->packets);
89  }
90 
91  delete this->current;
92  }
93 
104  void Destroy()
105  {
106  std::unique_lock<std::mutex> lock(this->mutex);
107 
108  this->cs = nullptr;
109 
110  this->exit_sig.notify_all();
111  lock.unlock();
112 
113  /* Make sure the saving is completely cancelled. Yes,
114  * we need to handle the save finish as well as the
115  * next connection might just be requesting a map. */
116  WaitTillSaved();
117  }
118 
126  {
127  /* Unsafe check for the queue being empty or not. */
128  if (this->packets == nullptr) return false;
129 
130  std::lock_guard<std::mutex> lock(this->mutex);
131 
132  while (this->packets != nullptr) {
133  Packet *p = Packet::PopFromQueue(&this->packets);
134  bool last_packet = p->GetPacketType() == PACKET_SERVER_MAP_DONE;
135  socket->SendPacket(p);
136 
137  if (last_packet) return true;
138  }
139 
140  return false;
141  }
142 
144  void AppendQueue()
145  {
146  if (this->current == nullptr) return;
147 
148  Packet::AddToQueue(&this->packets, this->current);
149  this->current = nullptr;
150  }
151 
154  {
155  if (this->current == nullptr) return;
156 
157  /* Reversed from AppendQueue so the queue gets added to the current one. */
158  Packet::AddToQueue(&this->current, this->packets);
159  this->packets = this->current;
160  this->current = nullptr;
161  }
162 
163  void Write(byte *buf, size_t size) override
164  {
165  /* We want to abort the saving when the socket is closed. */
166  if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
167 
168  if (this->current == nullptr) this->current = new Packet(PACKET_SERVER_MAP_DATA, TCP_MTU);
169 
170  std::lock_guard<std::mutex> lock(this->mutex);
171 
172  byte *bufe = buf + size;
173  while (buf != bufe) {
174  size_t written = this->current->Send_bytes(buf, bufe);
175  buf += written;
176 
177  if (!this->current->CanWriteToPacket(1)) {
178  this->AppendQueue();
179  if (buf != bufe) this->current = new Packet(PACKET_SERVER_MAP_DATA, TCP_MTU);
180  }
181  }
182 
183  this->total_size += size;
184  }
185 
186  void Finish() override
187  {
188  /* We want to abort the saving when the socket is closed. */
189  if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
190 
191  std::lock_guard<std::mutex> lock(this->mutex);
192 
193  /* Make sure the last packet is flushed. */
194  this->AppendQueue();
195 
196  /* Add a packet stating that this is the end to the queue. */
197  this->current = new Packet(PACKET_SERVER_MAP_DONE);
198  this->AppendQueue();
199 
200  /* Fast-track the size to the client. */
201  this->current = new Packet(PACKET_SERVER_MAP_SIZE);
202  this->current->Send_uint32((uint32_t)this->total_size);
203  this->PrependQueue();
204  }
205 };
206 
207 
213 {
214  this->status = STATUS_INACTIVE;
215  this->client_id = _network_client_id++;
217 
218  Debug(net, 9, "client[{}] status = INACTIVE", this->client_id);
219 
220  /* The Socket and Info pools need to be the same in size. After all,
221  * each Socket will be associated with at most one Info object. As
222  * such if the Socket was allocated the Info object can as well. */
224 }
225 
230 {
231  delete this->GetInfo();
232 
235 
236  if (this->savegame != nullptr) {
237  this->savegame->Destroy();
238  this->savegame = nullptr;
239  }
240 }
241 
243 {
244  /* Only allow receiving when we have some buffer free; this value
245  * can go negative, but eventually it will become positive again. */
246  if (this->receive_limit <= 0) return nullptr;
247 
248  /* We can receive a packet, so try that and if needed account for
249  * the amount of received data. */
251  if (p != nullptr) this->receive_limit -= p->Size();
252  return p;
253 }
254 
256 {
257  assert(status != NETWORK_RECV_STATUS_OKAY);
258  /*
259  * Sending a message just before leaving the game calls cs->SendPackets.
260  * This might invoke this function, which means that when we close the
261  * connection after cs->SendPackets we will close an already closed
262  * connection. This handles that case gracefully without having to make
263  * that code any more complex or more aware of the validity of the socket.
264  */
265  if (this->IsPendingDeletion() || this->sock == INVALID_SOCKET) return status;
266 
268  /* We did not receive a leave message from this client... */
269  std::string client_name = this->GetClientName();
270 
271  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
272 
273  /* Inform other clients of this... strange leaving ;) */
274  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
275  if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) {
276  new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
277  }
278  }
279  }
280 
281  /* If we were transfering a map to this client, stop the savegame creation
282  * process and queue the next client to receive the map. */
283  if (this->status == STATUS_MAP) {
284  /* Ensure the saving of the game is stopped too. */
285  this->savegame->Destroy();
286  this->savegame = nullptr;
287 
288  this->CheckNextClientToSendMap(this);
289  }
290 
291  NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
292  Debug(net, 3, "[{}] Client #{} closed connection", ServerNetworkGameSocketHandler::GetName(), this->client_id);
293 
294  /* We just lost one client :( */
295  if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
296  extern byte _network_clients_connected;
298 
299  this->SendPackets(true);
300 
301  this->DeferDeletion();
302 
304 
305  return status;
306 }
307 
313 {
314  extern byte _network_clients_connected;
315  bool accept = _network_clients_connected < MAX_CLIENTS;
316 
317  /* We can't go over the MAX_CLIENTS limit here. However, the
318  * pool must have place for all clients and ourself. */
319  static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENTS + 1);
321  return accept;
322 }
323 
326 {
327  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
328  if (cs->writable) {
329  if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
330  /* This client is in the middle of a map-send, call the function for that */
331  cs->SendMap();
332  }
333  }
334  }
335 }
336 
337 static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
338 
339 /***********
340  * Sending functions
341  * DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs
342  ************/
343 
349 {
350  Debug(net, 9, "client[{}] SendClientInfo(): client_id={}", this->client_id, ci->client_id);
351 
352  if (ci->client_id != INVALID_CLIENT_ID) {
354  p->Send_uint32(ci->client_id);
355  p->Send_uint8 (ci->client_playas);
356  p->Send_string(ci->client_name);
357 
358  this->SendPacket(p);
359  }
361 }
362 
365 {
366  Debug(net, 9, "client[{}] SendGameInfo()", this->client_id);
367 
369  SerializeNetworkGameInfo(p, GetCurrentNetworkServerGameInfo());
370 
371  this->SendPacket(p);
372 
374 }
375 
382 {
383  Debug(net, 9, "client[{}] SendError(): error={}", this->client_id, error);
384 
386 
387  p->Send_uint8(error);
388  if (!reason.empty()) p->Send_string(reason);
389  this->SendPacket(p);
390 
391  StringID strid = GetNetworkErrorMsg(error);
392 
393  /* Only send when the current client was in game */
394  if (this->status > STATUS_AUTHORIZED) {
395  std::string client_name = this->GetClientName();
396 
397  Debug(net, 1, "'{}' made an error and has been disconnected: {}", client_name, GetString(strid));
398 
399  if (error == NETWORK_ERROR_KICKED && !reason.empty()) {
400  NetworkTextMessage(NETWORK_ACTION_KICKED, CC_DEFAULT, false, client_name, reason, strid);
401  } else {
402  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
403  }
404 
405  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
406  if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
407  /* Some errors we filter to a more general error. Clients don't have to know the real
408  * reason a joining failed. */
409  if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
410  error = NETWORK_ERROR_ILLEGAL_PACKET;
411  }
412  new_cs->SendErrorQuit(this->client_id, error);
413  }
414  }
415 
416  NetworkAdminClientError(this->client_id, error);
417  } else {
418  Debug(net, 1, "Client {} made an error and has been disconnected: {}", this->client_id, GetString(strid));
419  }
420 
421  /* The client made a mistake, so drop the connection now! */
423 }
424 
427 {
428  Debug(net, 9, "client[{}] SendNewGRFCheck()", this->client_id);
429 
431  const GRFConfig *c;
432  uint grf_count = 0;
433 
434  for (c = _grfconfig; c != nullptr; c = c->next) {
435  if (!HasBit(c->flags, GCF_STATIC)) grf_count++;
436  }
437 
438  p->Send_uint8 (grf_count);
439  for (c = _grfconfig; c != nullptr; c = c->next) {
440  if (!HasBit(c->flags, GCF_STATIC)) SerializeGRFIdentifier(p, &c->ident);
441  }
442 
443  this->SendPacket(p);
445 }
446 
449 {
450  Debug(net, 9, "client[{}] SendNeedGamePassword()", this->client_id);
451 
452  /* Invalid packet when status is STATUS_AUTH_GAME or higher */
454 
455  Debug(net, 9, "client[{}] status = AUTH_GAME", this->client_id);
456  this->status = STATUS_AUTH_GAME;
457  /* Reset 'lag' counters */
459 
461  this->SendPacket(p);
463 }
464 
467 {
468  Debug(net, 9, "client[{}] SendNeedCompanyPassword()", this->client_id);
469 
470  /* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
472 
473  Debug(net, 9, "client[{}] status = AUTH_COMPANY", this->client_id);
474  this->status = STATUS_AUTH_COMPANY;
475  /* Reset 'lag' counters */
477 
481  this->SendPacket(p);
483 }
484 
487 {
488  Debug(net, 9, "client[{}] SendWelcome()", this->client_id);
489 
490  Packet *p;
491 
492  /* Invalid packet when status is AUTH or higher */
494 
495  Debug(net, 9, "client[{}] status = AUTHORIZED", this->client_id);
496  this->status = STATUS_AUTHORIZED;
497  /* Reset 'lag' counters */
499 
500  _network_game_info.clients_on++;
501 
502  p = new Packet(PACKET_SERVER_WELCOME);
503  p->Send_uint32(this->client_id);
506  this->SendPacket(p);
507 
508  /* Transmit info about all the active clients */
509  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
510  if (new_cs != this && new_cs->status >= STATUS_AUTHORIZED) {
511  this->SendClientInfo(new_cs->GetInfo());
512  }
513  }
514  /* Also send the info of the server */
516 }
517 
520 {
521  Debug(net, 9, "client[{}] SendWait()", this->client_id);
522 
523  int waiting = 1; // current player getting the map counts as 1
524  Packet *p;
525 
526  /* Count how many clients are waiting in the queue, in front of you! */
527  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
528  if (new_cs->status != STATUS_MAP_WAIT) continue;
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++;
530  }
531 
532  p = new Packet(PACKET_SERVER_WAIT);
533  p->Send_uint8(waiting);
534  this->SendPacket(p);
536 }
537 
538 void ServerNetworkGameSocketHandler::CheckNextClientToSendMap(NetworkClientSocket *ignore_cs)
539 {
540  Debug(net, 9, "client[{}] CheckNextClientToSendMap()", this->client_id);
541 
542  /* Find the best candidate for joining, i.e. the first joiner. */
543  NetworkClientSocket *best = nullptr;
544  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
545  if (ignore_cs == new_cs) continue;
546 
547  if (new_cs->status == STATUS_MAP_WAIT) {
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)) {
549  best = new_cs;
550  }
551  }
552  }
553 
554  /* Is there someone else to join? */
555  if (best != nullptr) {
556  /* Let the first start joining. */
557  best->status = STATUS_AUTHORIZED;
558  best->SendMap();
559 
560  /* And update the rest. */
561  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
562  if (new_cs->status == STATUS_MAP_WAIT) new_cs->SendWait();
563  }
564  }
565 }
566 
569 {
570  if (this->status < STATUS_AUTHORIZED) {
571  /* Illegal call, return error and ignore the packet */
572  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
573  }
574 
575  if (this->status == STATUS_AUTHORIZED) {
576  Debug(net, 9, "client[{}] SendMap(): first_packet", this->client_id);
577 
578  WaitTillSaved();
579  this->savegame = new PacketWriter(this);
580 
581  /* Now send the _frame_counter and how many packets are coming */
584  this->SendPacket(p);
585 
587  Debug(net, 9, "client[{}] status = MAP", this->client_id);
588  this->status = STATUS_MAP;
589  /* Mark the start of download */
590  this->last_frame = _frame_counter;
592 
593  /* Make a dump of the current game */
594  if (SaveWithFilter(this->savegame, true) != SL_OK) UserError("network savedump failed");
595  }
596 
597  if (this->status == STATUS_MAP) {
598  bool last_packet = this->savegame->TransferToNetworkQueue(this);
599  if (last_packet) {
600  Debug(net, 9, "client[{}] SendMap(): last_packet", this->client_id);
601 
602  /* Done reading, make sure saving is done as well */
603  this->savegame->Destroy();
604  this->savegame = nullptr;
605 
606  /* Set the status to DONE_MAP, no we will wait for the client
607  * to send it is ready (maybe that happens like never ;)) */
608  Debug(net, 9, "client[{}] status = DONE_MAP", this->client_id);
609  this->status = STATUS_DONE_MAP;
610 
611  this->CheckNextClientToSendMap();
612  }
613  }
615 }
616 
622 {
623  Debug(net, 9, "client[{}] SendJoin(): client_id={}", this->client_id, client_id);
624 
625  Packet *p = new Packet(PACKET_SERVER_JOIN);
626 
628 
629  this->SendPacket(p);
631 }
632 
635 {
639 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
641 #ifdef NETWORK_SEND_DOUBLE_SEED
642  p->Send_uint32(_sync_seed_2);
643 #endif
644 #endif
645 
646  /* If token equals 0, we need to make a new token and send that. */
647  if (this->last_token == 0) {
648  this->last_token = InteractiveRandomRange(UINT8_MAX - 1) + 1;
649  p->Send_uint8(this->last_token);
650  }
651 
652  this->SendPacket(p);
654 }
655 
658 {
659  Debug(net, 9, "client[{}] SendSync(), frame_counter={}, sync_seed_1={}", this->client_id, _frame_counter, _sync_seed_1);
660 
661  Packet *p = new Packet(PACKET_SERVER_SYNC);
664 
665 #ifdef NETWORK_SEND_DOUBLE_SEED
666  p->Send_uint32(_sync_seed_2);
667 #endif
668  this->SendPacket(p);
670 }
671 
677 {
678  Debug(net, 9, "client[{}] SendCommand(): cmd={}", this->client_id, cp->cmd);
679 
681 
683  p->Send_uint32(cp->frame);
684  p->Send_bool (cp->my_cmd);
685 
686  this->SendPacket(p);
688 }
689 
698 NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64_t data)
699 {
700  Debug(net, 9, "client[{}] SendChat(): action={}, client_id={}, self_send={}", this->client_id, action, client_id, self_send);
701 
703 
704  Packet *p = new Packet(PACKET_SERVER_CHAT);
705 
706  p->Send_uint8 (action);
708  p->Send_bool (self_send);
709  p->Send_string(msg);
710  p->Send_uint64(data);
711 
712  this->SendPacket(p);
714 }
715 
723 NetworkRecvStatus ServerNetworkGameSocketHandler::SendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
724 {
725  Debug(net, 9, "client[{}] SendExternalChat(): source={}", this->client_id, source);
726 
728 
730 
731  p->Send_string(source);
732  p->Send_uint16(colour);
733  p->Send_string(user);
734  p->Send_string(msg);
735 
736  this->SendPacket(p);
738 }
739 
746 {
747  Debug(net, 9, "client[{}] SendErrorQuit(): client_id={}, errorno={}", this->client_id, client_id, errorno);
748 
750 
752  p->Send_uint8 (errorno);
753 
754  this->SendPacket(p);
756 }
757 
763 {
764  Debug(net, 9, "client[{}] SendQuit(): client_id={}", this->client_id, client_id);
765 
766  Packet *p = new Packet(PACKET_SERVER_QUIT);
767 
769 
770  this->SendPacket(p);
772 }
773 
776 {
777  Debug(net, 9, "client[{}] SendShutdown()", this->client_id);
778 
780  this->SendPacket(p);
782 }
783 
786 {
787  Debug(net, 9, "client[{}] SendNewGame()", this->client_id);
788 
790  this->SendPacket(p);
792 }
793 
799 NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16_t colour, const std::string &command)
800 {
801  Debug(net, 9, "client[{}] SendRConResult()", this->client_id);
802 
803  Packet *p = new Packet(PACKET_SERVER_RCON);
804 
805  p->Send_uint16(colour);
806  p->Send_string(command);
807  this->SendPacket(p);
809 }
810 
817 {
818  Debug(net, 9, "client[{}] SendMove(): client_id={}", this->client_id, client_id);
819 
820  Packet *p = new Packet(PACKET_SERVER_MOVE);
821 
823  p->Send_uint8(company_id);
824  this->SendPacket(p);
826 }
827 
830 {
831  Debug(net, 9, "client[{}] SendCompanyUpdate()", this->client_id);
832 
834 
835  static_assert(sizeof(_network_company_passworded) <= sizeof(uint16_t));
837  this->SendPacket(p);
839 }
840 
843 {
844  Debug(net, 9, "client[{}] SendConfigUpdate()", this->client_id);
845 
847 
850  this->SendPacket(p);
852 }
853 
854 /***********
855  * Receiving functions
856  * DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
857  ************/
858 
860 {
861  Debug(net, 9, "client[{}] Receive_CLIENT_GAME_INFO()", this->client_id);
862 
863  return this->SendGameInfo();
864 }
865 
867 {
868  if (this->status != STATUS_NEWGRFS_CHECK) {
869  /* Illegal call, return error and ignore the packet */
870  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
871  }
872 
873  Debug(net, 9, "client[{}] Receive_CLIENT_NEWGRFS_CHECKED()", this->client_id);
874 
875  NetworkClientInfo *ci = this->GetInfo();
876 
877  /* We now want a password from the client else we do not allow them in! */
879  return this->SendNeedGamePassword();
880  }
881 
883  return this->SendNeedCompanyPassword();
884  }
885 
886  return this->SendWelcome();
887 }
888 
890 {
891  if (this->status != STATUS_INACTIVE) {
892  /* Illegal call, return error and ignore the packet */
893  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
894  }
895 
896  if (_network_game_info.clients_on >= _settings_client.network.max_clients) {
897  /* Turns out we are full. Inform the user about this. */
898  return this->SendError(NETWORK_ERROR_FULL);
899  }
900 
901  std::string client_revision = p->Recv_string(NETWORK_REVISION_LENGTH);
902  uint32_t newgrf_version = p->Recv_uint32();
903 
904  Debug(net, 9, "client[{}] Receive_CLIENT_JOIN(): client_revision={}, newgrf_version={}", this->client_id, client_revision, newgrf_version);
905 
906  /* Check if the client has revision control enabled */
907  if (!IsNetworkCompatibleVersion(client_revision) || _openttd_newgrf_version != newgrf_version) {
908  /* Different revisions!! */
909  return this->SendError(NETWORK_ERROR_WRONG_REVISION);
910  }
911 
912  std::string client_name = p->Recv_string(NETWORK_CLIENT_NAME_LENGTH);
913  CompanyID playas = (Owner)p->Recv_uint8();
914 
916 
917  /* join another company does not affect these values */
918  switch (playas) {
919  case COMPANY_NEW_COMPANY: // New company
921  return this->SendError(NETWORK_ERROR_FULL);
922  }
923  break;
924  case COMPANY_SPECTATOR: // Spectator
925  break;
926  default: // Join another company (companies 1-8 (index 0-7))
927  if (!Company::IsValidHumanID(playas)) {
928  return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
929  }
930  break;
931  }
932 
933  if (!NetworkIsValidClientName(client_name)) {
934  /* An invalid client name was given. However, the client ensures the name
935  * is valid before it is sent over the network, so something went horribly
936  * wrong. This is probably someone trying to troll us. */
937  return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
938  }
939 
940  if (!NetworkMakeClientNameUnique(client_name)) { // Change name if duplicate
941  /* We could not create a name for this client */
942  return this->SendError(NETWORK_ERROR_NAME_IN_USE);
943  }
944 
947  this->SetInfo(ci);
949  ci->client_name = client_name;
950  ci->client_playas = playas;
951  Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:02x}", TimerGameEconomy::date, TimerGameEconomy::date_fract, (int)ci->client_playas, (int)ci->index);
952 
953  /* Make sure companies to which people try to join are not autocleaned */
955 
956  Debug(net, 9, "client[{}] status = NEWGRFS_CHECK", this->client_id);
958 
959  if (_grfconfig == nullptr) {
960  /* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
961  return this->Receive_CLIENT_NEWGRFS_CHECKED(nullptr);
962  }
963 
964  return this->SendNewGRFCheck();
965 }
966 
968 {
969  if (this->status != STATUS_AUTH_GAME) {
970  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
971  }
972 
973  Debug(net, 9, "client[{}] Receive_CLIENT_GAME_PASSWORD()", this->client_id);
974 
975  std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
976 
977  /* Check game password. Allow joining if we cleared the password meanwhile */
979  _settings_client.network.server_password.compare(password) != 0) {
980  /* Password is invalid */
981  return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
982  }
983 
984  const NetworkClientInfo *ci = this->GetInfo();
986  return this->SendNeedCompanyPassword();
987  }
988 
989  /* Valid password, allow user */
990  return this->SendWelcome();
991 }
992 
994 {
995  if (this->status != STATUS_AUTH_COMPANY) {
996  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
997  }
998 
999  Debug(net, 9, "client[{}] Receive_CLIENT_COMPANY_PASSWORD()", this->client_id);
1000 
1001  std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
1002 
1003  /* Check company password. Allow joining if we cleared the password meanwhile.
1004  * Also, check the company is still valid - client could be moved to spectators
1005  * in the middle of the authorization process */
1006  CompanyID playas = this->GetInfo()->client_playas;
1007  if (Company::IsValidID(playas) && !_network_company_states[playas].password.empty() &&
1008  _network_company_states[playas].password.compare(password) != 0) {
1009  /* Password is invalid */
1010  return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
1011  }
1012 
1013  return this->SendWelcome();
1014 }
1015 
1017 {
1018  /* The client was never joined.. so this is impossible, right?
1019  * Ignore the packet, give the client a warning, and close the connection */
1020  if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
1021  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1022  }
1023 
1024  Debug(net, 9, "client[{}] Receive_CLIENT_GETMAP()", this->client_id);
1025 
1026  /* Check if someone else is receiving the map */
1027  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1028  if (new_cs->status == STATUS_MAP) {
1029  /* Tell the new client to wait */
1030  Debug(net, 9, "client[{}] status = MAP_WAIT", this->client_id);
1031  this->status = STATUS_MAP_WAIT;
1032  return this->SendWait();
1033  }
1034  }
1035 
1036  /* We receive a request to upload the map.. give it to the client! */
1037  return this->SendMap();
1038 }
1039 
1041 {
1042  /* Client has the map, now start syncing */
1043  if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
1044  Debug(net, 9, "client[{}] Receive_CLIENT_MAP_OK()", this->client_id);
1045 
1046  std::string client_name = this->GetClientName();
1047 
1048  NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, "", this->client_id);
1050 
1051  Debug(net, 3, "[{}] Client #{} ({}) joined as {}", ServerNetworkGameSocketHandler::GetName(), this->client_id, this->GetClientIP(), client_name);
1052 
1053  /* Mark the client as pre-active, and wait for an ACK
1054  * so we know it is done loading and in sync with us */
1055  Debug(net, 9, "client[{}] status = PRE_ACTIVE", this->client_id);
1056  this->status = STATUS_PRE_ACTIVE;
1058  this->SendFrame();
1059  this->SendSync();
1060 
1061  /* This is the frame the client receives
1062  * we need it later on to make sure the client is not too slow */
1063  this->last_frame = _frame_counter;
1065 
1066  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1067  if (new_cs->status >= STATUS_AUTHORIZED) {
1068  new_cs->SendClientInfo(this->GetInfo());
1069  new_cs->SendJoin(this->client_id);
1070  }
1071  }
1072 
1073  NetworkAdminClientInfo(this, true);
1074 
1075  /* also update the new client with our max values */
1076  this->SendConfigUpdate();
1077 
1078  /* quickly update the syncing client with company details */
1079  return this->SendCompanyUpdate();
1080  }
1081 
1082  /* Wrong status for this packet, give a warning to client, and close connection */
1083  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1084 }
1085 
1091 {
1092  /* The client was never joined.. so this is impossible, right?
1093  * Ignore the packet, give the client a warning, and close the connection */
1094  if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1095  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1096  }
1097 
1099  return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
1100  }
1101 
1102  Debug(net, 9, "client[{}] Receive_CLIENT_COMMAND()", this->client_id);
1103 
1104  CommandPacket cp;
1105  const char *err = this->ReceiveCommand(p, &cp);
1106 
1107  if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
1108 
1109  NetworkClientInfo *ci = this->GetInfo();
1110 
1111  if (err != nullptr) {
1112  IConsolePrint(CC_WARNING, "Dropping client #{} (IP: {}) due to {}.", ci->client_id, this->GetClientIP(), err);
1113  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1114  }
1115 
1116 
1117  if ((GetCommandFlags(cp.cmd) & CMD_SERVER) && ci->client_id != CLIENT_ID_SERVER) {
1118  IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a server only command {}.", ci->client_id, this->GetClientIP(), cp.cmd);
1119  return this->SendError(NETWORK_ERROR_KICKED);
1120  }
1121 
1123  IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a non-spectator command {}.", ci->client_id, this->GetClientIP(), cp.cmd);
1124  return this->SendError(NETWORK_ERROR_KICKED);
1125  }
1126 
1132  CompanyCtrlAction cca = cp.cmd == CMD_COMPANY_CTRL ? std::get<0>(EndianBufferReader::ToValue<CommandTraits<CMD_COMPANY_CTRL>::Args>(cp.data)) : CCA_NEW;
1133  if (!(cp.cmd == CMD_COMPANY_CTRL && cca == CCA_NEW && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
1134  IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a command as another company {}.",
1135  ci->client_playas + 1, this->GetClientIP(), cp.company + 1);
1136  return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
1137  }
1138 
1139  if (cp.cmd == CMD_COMPANY_CTRL) {
1140  if (cca != CCA_NEW || cp.company != COMPANY_SPECTATOR) {
1141  return this->SendError(NETWORK_ERROR_CHEATER);
1142  }
1143 
1144  /* Check if we are full - else it's possible for spectators to send a CMD_COMPANY_CTRL and the company is created regardless of max_companies! */
1146  NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_CLIENT, ci->client_id, "cannot create new company, server full", CLIENT_ID_SERVER);
1147  return NETWORK_RECV_STATUS_OKAY;
1148  }
1149  }
1150 
1152 
1153  this->incoming_queue.Append(&cp);
1154  return NETWORK_RECV_STATUS_OKAY;
1155 }
1156 
1158 {
1159  /* This packets means a client noticed an error and is reporting this
1160  * to us. Display the error and report it to the other clients */
1162 
1163  Debug(net, 9, "client[{}] Receive_CLIENT_ERROR(): errorno={}", this->client_id, errorno);
1164 
1165  /* The client was never joined.. thank the client for the packet, but ignore it */
1166  if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1168  }
1169 
1170  std::string client_name = this->GetClientName();
1171  StringID strid = GetNetworkErrorMsg(errorno);
1172 
1173  Debug(net, 1, "'{}' reported an error and is closing its connection: {}", client_name, GetString(strid));
1174 
1175  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
1176 
1177  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1178  if (new_cs->status >= STATUS_AUTHORIZED) {
1179  new_cs->SendErrorQuit(this->client_id, errorno);
1180  }
1181  }
1182 
1183  NetworkAdminClientError(this->client_id, errorno);
1184 
1186 }
1187 
1189 {
1190  /* The client was never joined.. thank the client for the packet, but ignore it */
1191  if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1193  }
1194 
1195  Debug(net, 9, "client[{}] Receive_CLIENT_QUIT()", this->client_id);
1196 
1197  /* The client wants to leave. Display this and report it to the other clients. */
1198  std::string client_name = this->GetClientName();
1199  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1200 
1201  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1202  if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
1203  new_cs->SendQuit(this->client_id);
1204  }
1205  }
1206 
1208 
1210 }
1211 
1213 {
1214  if (this->status < STATUS_AUTHORIZED) {
1215  /* Illegal call, return error and ignore the packet */
1216  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1217  }
1218 
1219  uint32_t frame = p->Recv_uint32();
1220 
1221  Debug(net, 9, "client[{}] Receive_CLIENT_ACK(): frame={}", this->client_id, frame);
1222 
1223  /* The client is trying to catch up with the server */
1224  if (this->status == STATUS_PRE_ACTIVE) {
1225  /* The client is not yet caught up? */
1227 
1228  /* Now it is! Unpause the game */
1229  Debug(net, 9, "client[{}] status = ACTIVE", this->client_id);
1230  this->status = STATUS_ACTIVE;
1232 
1233  /* Execute script for, e.g. MOTD */
1234  IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
1235  }
1236 
1237  /* Get, and validate the token. */
1238  uint8_t token = p->Recv_uint8();
1239  if (token == this->last_token) {
1240  /* We differentiate between last_token_frame and last_frame so the lag
1241  * test uses the actual lag of the client instead of the lag for getting
1242  * the token back and forth; after all, the token is only sent every
1243  * time we receive a PACKET_CLIENT_ACK, after which we will send a new
1244  * token to the client. If the lag would be one day, then we would not
1245  * be sending the new token soon enough for the new daily scheduled
1246  * PACKET_CLIENT_ACK. This would then register the lag of the client as
1247  * two days, even when it's only a single day. */
1249  /* Request a new token. */
1250  this->last_token = 0;
1251  }
1252 
1253  /* The client received the frame, make note of it */
1254  this->last_frame = frame;
1255  /* With those 2 values we can calculate the lag realtime */
1257  return NETWORK_RECV_STATUS_OKAY;
1258 }
1259 
1260 
1271 void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const std::string &msg, ClientID from_id, int64_t data, bool from_admin)
1272 {
1273  const NetworkClientInfo *ci, *ci_own, *ci_to;
1274 
1275  switch (desttype) {
1276  case DESTTYPE_CLIENT:
1277  /* Are we sending to the server? */
1278  if ((ClientID)dest == CLIENT_ID_SERVER) {
1279  ci = NetworkClientInfo::GetByClientID(from_id);
1280  /* Display the text locally, and that is it */
1281  if (ci != nullptr) {
1282  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1283 
1285  NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1286  }
1287  }
1288  } else {
1289  /* Else find the client to send the message to */
1290  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1291  if (cs->client_id == (ClientID)dest) {
1292  cs->SendChat(action, from_id, false, msg, data);
1293  break;
1294  }
1295  }
1296  }
1297 
1298  /* Display the message locally (so you know you have sent it) */
1299  if (from_id != (ClientID)dest) {
1300  if (from_id == CLIENT_ID_SERVER) {
1301  ci = NetworkClientInfo::GetByClientID(from_id);
1303  if (ci != nullptr && ci_to != nullptr) {
1304  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data);
1305  }
1306  } else {
1307  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1308  if (cs->client_id == from_id) {
1309  cs->SendChat(action, (ClientID)dest, true, msg, data);
1310  break;
1311  }
1312  }
1313  }
1314  }
1315  break;
1316  case DESTTYPE_TEAM: {
1317  /* If this is false, the message is already displayed on the client who sent it. */
1318  bool show_local = true;
1319  /* Find all clients that belong to this company */
1320  ci_to = nullptr;
1321  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1322  ci = cs->GetInfo();
1323  if (ci != nullptr && ci->client_playas == (CompanyID)dest) {
1324  cs->SendChat(action, from_id, false, msg, data);
1325  if (cs->client_id == from_id) show_local = false;
1326  ci_to = ci; // Remember a client that is in the company for company-name
1327  }
1328  }
1329 
1330  /* if the server can read it, let the admin network read it, too. */
1332  NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1333  }
1334 
1335  ci = NetworkClientInfo::GetByClientID(from_id);
1337  if (ci != nullptr && ci_own != nullptr && ci_own->client_playas == dest) {
1338  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1339  if (from_id == CLIENT_ID_SERVER) show_local = false;
1340  ci_to = ci_own;
1341  }
1342 
1343  /* There is no such client */
1344  if (ci_to == nullptr) break;
1345 
1346  /* Display the message locally (so you know you have sent it) */
1347  if (ci != nullptr && show_local) {
1348  if (from_id == CLIENT_ID_SERVER) {
1349  StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
1350  SetDParam(0, ci_to->client_playas);
1351  std::string name = GetString(str);
1352  NetworkTextMessage(action, GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data);
1353  } else {
1354  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1355  if (cs->client_id == from_id) {
1356  cs->SendChat(action, ci_to->client_id, true, msg, data);
1357  }
1358  }
1359  }
1360  }
1361  break;
1362  }
1363  default:
1364  Debug(net, 1, "Received unknown chat destination type {}; doing broadcast instead", desttype);
1365  [[fallthrough]];
1366 
1367  case DESTTYPE_BROADCAST:
1368  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1369  cs->SendChat(action, from_id, false, msg, data);
1370  }
1371 
1372  NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1373 
1374  ci = NetworkClientInfo::GetByClientID(from_id);
1375  if (ci != nullptr) {
1376  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data, "");
1377  }
1378  break;
1379  }
1380 }
1381 
1389 void NetworkServerSendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
1390 {
1391  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1392  cs->SendExternalChat(source, colour, user, msg);
1393  }
1394  NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT, colour, false, user, msg, 0, source);
1395 }
1396 
1398 {
1399  if (this->status < STATUS_PRE_ACTIVE) {
1400  /* Illegal call, return error and ignore the packet */
1401  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1402  }
1403 
1404  NetworkAction action = (NetworkAction)p->Recv_uint8();
1405  DestType desttype = (DestType)p->Recv_uint8();
1406  int dest = p->Recv_uint32();
1407 
1408  Debug(net, 9, "client[{}] Receive_CLIENT_CHAT(): action={}, desttype={}, dest={}", this->client_id, action, desttype, dest);
1409 
1410  std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
1411  int64_t data = p->Recv_uint64();
1412 
1413  NetworkClientInfo *ci = this->GetInfo();
1414  switch (action) {
1415  case NETWORK_ACTION_CHAT:
1416  case NETWORK_ACTION_CHAT_CLIENT:
1417  case NETWORK_ACTION_CHAT_COMPANY:
1418  NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data);
1419  break;
1420  default:
1421  IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to unknown chact action.", ci->client_id, this->GetClientIP());
1422  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1423  }
1424  return NETWORK_RECV_STATUS_OKAY;
1425 }
1426 
1428 {
1429  if (this->status != STATUS_ACTIVE) {
1430  /* Illegal call, return error and ignore the packet */
1431  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1432  }
1433 
1434  Debug(net, 9, "client[{}] Receive_CLIENT_SET_PASSWORD()", this->client_id);
1435 
1436  std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
1437  const NetworkClientInfo *ci = this->GetInfo();
1438 
1440  return NETWORK_RECV_STATUS_OKAY;
1441 }
1442 
1444 {
1445  if (this->status != STATUS_ACTIVE) {
1446  /* Illegal call, return error and ignore the packet */
1447  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1448  }
1449 
1450  Debug(net, 9, "client[{}] Receive_CLIENT_SET_NAME()", this->client_id);
1451 
1452  NetworkClientInfo *ci;
1453 
1454  std::string client_name = p->Recv_string(NETWORK_CLIENT_NAME_LENGTH);
1455  ci = this->GetInfo();
1456 
1457  if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
1458 
1459  if (ci != nullptr) {
1460  if (!NetworkIsValidClientName(client_name)) {
1461  /* An invalid client name was given. However, the client ensures the name
1462  * is valid before it is sent over the network, so something went horribly
1463  * wrong. This is probably someone trying to troll us. */
1464  return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
1465  }
1466 
1467  /* Display change */
1468  if (NetworkMakeClientNameUnique(client_name)) {
1469  NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);
1470  ci->client_name = client_name;
1472  }
1473  }
1474  return NETWORK_RECV_STATUS_OKAY;
1475 }
1476 
1478 {
1479  if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1480 
1482 
1483  Debug(net, 9, "client[{}] Receive_CLIENT_RCON()", this->client_id);
1484 
1485  std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
1486  std::string command = p->Recv_string(NETWORK_RCONCOMMAND_LENGTH);
1487 
1488  if (_settings_client.network.rcon_password.compare(password) != 0) {
1489  Debug(net, 1, "[rcon] Wrong password from client-id {}", this->client_id);
1490  return NETWORK_RECV_STATUS_OKAY;
1491  }
1492 
1493  Debug(net, 3, "[rcon] Client-id {} executed: {}", this->client_id, command);
1494 
1496  IConsoleCmdExec(command);
1498  return NETWORK_RECV_STATUS_OKAY;
1499 }
1500 
1502 {
1503  if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1504 
1505  CompanyID company_id = (Owner)p->Recv_uint8();
1506 
1507  Debug(net, 9, "client[{}] Receive_CLIENT_MOVE(): company_id={}", this->client_id, company_id);
1508 
1509  /* Check if the company is valid, we don't allow moving to AI companies */
1510  if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY;
1511 
1512  /* Check if we require a password for this company */
1513  if (company_id != COMPANY_SPECTATOR && !_network_company_states[company_id].password.empty()) {
1514  /* we need a password from the client - should be in this packet */
1515  std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
1516 
1517  /* Incorrect password sent, return! */
1518  if (_network_company_states[company_id].password.compare(password) != 0) {
1519  Debug(net, 2, "Wrong password from client-id #{} for company #{}", this->client_id, company_id + 1);
1520  return NETWORK_RECV_STATUS_OKAY;
1521  }
1522  }
1523 
1524  /* if we get here we can move the client */
1525  NetworkServerDoMove(this->client_id, company_id);
1526  return NETWORK_RECV_STATUS_OKAY;
1527 }
1528 
1534 {
1535  memset(stats, 0, sizeof(*stats) * MAX_COMPANIES);
1536 
1537  /* Go through all vehicles and count the type of vehicles */
1538  for (const Vehicle *v : Vehicle::Iterate()) {
1539  if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
1540  byte type = 0;
1541  switch (v->type) {
1542  case VEH_TRAIN: type = NETWORK_VEH_TRAIN; break;
1543  case VEH_ROAD: type = RoadVehicle::From(v)->IsBus() ? NETWORK_VEH_BUS : NETWORK_VEH_LORRY; break;
1544  case VEH_AIRCRAFT: type = NETWORK_VEH_PLANE; break;
1545  case VEH_SHIP: type = NETWORK_VEH_SHIP; break;
1546  default: continue;
1547  }
1548  stats[v->owner].num_vehicle[type]++;
1549  }
1550 
1551  /* Go through all stations and count the types of stations */
1552  for (const Station *s : Station::Iterate()) {
1553  if (Company::IsValidID(s->owner)) {
1554  NetworkCompanyStats *npi = &stats[s->owner];
1555 
1556  if (s->facilities & FACIL_TRAIN) npi->num_station[NETWORK_VEH_TRAIN]++;
1557  if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[NETWORK_VEH_LORRY]++;
1558  if (s->facilities & FACIL_BUS_STOP) npi->num_station[NETWORK_VEH_BUS]++;
1559  if (s->facilities & FACIL_AIRPORT) npi->num_station[NETWORK_VEH_PLANE]++;
1560  if (s->facilities & FACIL_DOCK) npi->num_station[NETWORK_VEH_SHIP]++;
1561  }
1562  }
1563 }
1564 
1570 {
1572 
1573  if (ci == nullptr) return;
1574 
1575  Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:04x}", TimerGameEconomy::date, TimerGameEconomy::date_fract, (int)ci->client_playas, client_id);
1576 
1577  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1579  cs->SendClientInfo(ci);
1580  }
1581  }
1582 
1584 }
1585 
1593 {
1594  CompanyMask has_clients = 0;
1595  CompanyMask has_vehicles = 0;
1596 
1598 
1599  /* Detect the active companies */
1600  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1601  if (Company::IsValidID(ci->client_playas)) SetBit(has_clients, ci->client_playas);
1602  }
1603 
1604  if (!_network_dedicated) {
1606  assert(ci != nullptr);
1607  if (Company::IsValidID(ci->client_playas)) SetBit(has_clients, ci->client_playas);
1608  }
1609 
1611  for (const Company *c : Company::Iterate()) {
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);
1613  }
1614  }
1615 
1616  /* Go through all the companies */
1617  for (const Company *c : Company::Iterate()) {
1618  /* Skip the non-active once */
1619  if (c->is_ai) continue;
1620 
1621  if (!HasBit(has_clients, c->index)) {
1622  /* The company is empty for one month more */
1624 
1625  /* Is the company empty for autoclean_unprotected-months, and is there no protection? */
1627  /* Shut the company down */
1629  IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no password.", c->index + 1);
1630  }
1631  /* Is the company empty for autoclean_protected-months, and there is a protection? */
1633  /* Unprotect the company */
1634  _network_company_states[c->index].password.clear();
1635  IConsolePrint(CC_INFO, "Auto-removed protection from company #{}.", c->index + 1);
1636  _network_company_states[c->index].months_empty = 0;
1637  NetworkServerUpdateCompanyPassworded(c->index, false);
1638  }
1639  /* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
1641  /* Shut the company down */
1643  IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no vehicles.", c->index + 1);
1644  }
1645  } else {
1646  /* It is not empty, reset the date */
1647  _network_company_states[c->index].months_empty = 0;
1648  }
1649  }
1650 }
1651 
1657 bool NetworkMakeClientNameUnique(std::string &name)
1658 {
1659  bool is_name_unique = false;
1660  std::string original_name = name;
1661 
1662  for (uint number = 1; !is_name_unique && number <= MAX_CLIENTS; number++) { // Something's really wrong when there're more names than clients
1663  is_name_unique = true;
1664  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1665  if (ci->client_name == name) {
1666  /* Name already in use */
1667  is_name_unique = false;
1668  break;
1669  }
1670  }
1671  /* Check if it is the same as the server-name */
1673  if (ci != nullptr) {
1674  if (ci->client_name == name) is_name_unique = false; // name already in use
1675  }
1676 
1677  if (!is_name_unique) {
1678  /* Try a new name (<name> #1, <name> #2, and so on) */
1679  name = original_name + " #" + std::to_string(number);
1680 
1681  /* The constructed client name is larger than the limit,
1682  * so... bail out as no valid name can be created. */
1683  if (name.size() >= NETWORK_CLIENT_NAME_LENGTH) return false;
1684  }
1685  }
1686 
1687  return is_name_unique;
1688 }
1689 
1696 bool NetworkServerChangeClientName(ClientID client_id, const std::string &new_name)
1697 {
1698  /* Check if the name's already in use */
1700  if (ci->client_name.compare(new_name) == 0) return false;
1701  }
1702 
1704  if (ci == nullptr) return false;
1705 
1706  NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name);
1707 
1708  ci->client_name = new_name;
1709 
1710  NetworkUpdateClientInfo(client_id);
1711  return true;
1712 }
1713 
1720 void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &password, bool already_hashed)
1721 {
1722  if (!Company::IsValidHumanID(company_id)) return;
1723 
1724  if (already_hashed) {
1725  _network_company_states[company_id].password = password;
1726  } else {
1728  }
1729 
1730  NetworkServerUpdateCompanyPassworded(company_id, !_network_company_states[company_id].password.empty());
1731 }
1732 
1737 static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
1738 {
1739  CommandPacket *cp;
1740  while ((cp = cs->outgoing_queue.Pop()) != nullptr) {
1741  cs->SendCommand(cp);
1742  delete cp;
1743  }
1744 }
1745 
1750 void NetworkServer_Tick(bool send_frame)
1751 {
1752 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1753  bool send_sync = false;
1754 #endif
1755 
1756 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1759  send_sync = true;
1760  }
1761 #endif
1762 
1763  /* Now we are done with the frame, inform the clients that they can
1764  * do their frame! */
1765  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1766  /* We allow a number of bytes per frame, but only to the burst amount
1767  * to be available for packet receiving at any particular time. */
1768  cs->receive_limit = std::min<size_t>(cs->receive_limit + _settings_client.network.bytes_per_frame,
1770 
1771  /* Check if the speed of the client is what we can expect from a client */
1772  uint lag = NetworkCalculateLag(cs);
1773  switch (cs->status) {
1774  case NetworkClientSocket::STATUS_ACTIVE:
1776  /* Client did still not report in within the specified limit. */
1777 
1778  if (cs->last_packet + std::chrono::milliseconds(lag * MILLISECONDS_PER_TICK) > std::chrono::steady_clock::now()) {
1779  /* A packet was received in the last three game days, so the client is likely lagging behind. */
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);
1781  } else {
1782  /* No packet was received in the last three game days; sounds like a lost connection. */
1783  IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because the client did not respond for more than {} ticks.", cs->client_id, cs->GetClientIP(), lag);
1784  }
1785  cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1786  continue;
1787  }
1788 
1789  /* Report once per time we detect the lag, and only when we
1790  * received a packet in the last 2 seconds. If we
1791  * did not receive a packet, then the client is not just
1792  * slow, but the connection is likely severed. Mentioning
1793  * frame_freq is not useful in this case. */
1794  if (lag > (uint)Ticks::DAY_TICKS && cs->lag_test == 0 && cs->last_packet + std::chrono::seconds(2) > std::chrono::steady_clock::now()) {
1795  IConsolePrint(CC_WARNING, "[{}] Client #{} is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
1796  cs->lag_test = 1;
1797  }
1798 
1799  if (cs->last_frame_server - cs->last_token_frame >= _settings_client.network.max_lag_time) {
1800  /* This is a bad client! It didn't send the right token back within time. */
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);
1803  continue;
1804  }
1805  break;
1806 
1807  case NetworkClientSocket::STATUS_INACTIVE:
1808  case NetworkClientSocket::STATUS_NEWGRFS_CHECK:
1809  case NetworkClientSocket::STATUS_AUTHORIZED:
1810  /* NewGRF check and authorized states should be handled almost instantly.
1811  * So give them some lee-way, likewise for the query with inactive. */
1813  IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to start the joining process.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_init_time);
1814  cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1815  continue;
1816  }
1817  break;
1818 
1819  case NetworkClientSocket::STATUS_MAP_WAIT:
1820  /* Send every two seconds a packet to the client, to make sure
1821  * it knows the server is still there; just someone else is
1822  * still receiving the map. */
1823  if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
1824  cs->SendWait();
1825  /* We need to reset the timer, as otherwise we will be
1826  * spamming the client. Strictly speaking this variable
1827  * tracks when we last received a packet from the client,
1828  * but as it is waiting, it will not send us any till we
1829  * start sending them data. */
1830  cs->last_packet = std::chrono::steady_clock::now();
1831  }
1832  break;
1833 
1834  case NetworkClientSocket::STATUS_MAP:
1835  /* Downloading the map... this is the amount of time since starting the saving. */
1837  IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to download the map.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_download_time);
1838  cs->SendError(NETWORK_ERROR_TIMEOUT_MAP);
1839  continue;
1840  }
1841  break;
1842 
1843  case NetworkClientSocket::STATUS_DONE_MAP:
1844  case NetworkClientSocket::STATUS_PRE_ACTIVE:
1845  /* The map has been sent, so this is for loading the map and syncing up. */
1847  IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to join.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_join_time);
1848  cs->SendError(NETWORK_ERROR_TIMEOUT_JOIN);
1849  continue;
1850  }
1851  break;
1852 
1853  case NetworkClientSocket::STATUS_AUTH_GAME:
1854  case NetworkClientSocket::STATUS_AUTH_COMPANY:
1855  /* These don't block? */
1857  IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to enter the password.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_password_time);
1858  cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD);
1859  continue;
1860  }
1861  break;
1862 
1863  case NetworkClientSocket::STATUS_END:
1864  /* Bad server/code. */
1865  NOT_REACHED();
1866  }
1867 
1868  if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {
1869  /* Check if we can send command, and if we have anything in the queue */
1871 
1872  /* Send an updated _frame_counter_max to the client */
1873  if (send_frame) cs->SendFrame();
1874 
1875 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1876  /* Send a sync-check packet */
1877  if (send_sync) cs->SendSync();
1878 #endif
1879  }
1880  }
1881 }
1882 
1884 static void NetworkRestartMap()
1885 {
1888  case FT_SAVEGAME:
1889  case FT_SCENARIO:
1891  break;
1892 
1893  case FT_HEIGHTMAP:
1895  break;
1896 
1897  default:
1899  }
1900 }
1901 
1904 {
1905  if (!_network_server) return;
1906 
1907  /* If setting is 0, this feature is disabled. */
1908  if (_settings_client.network.restart_hours == 0) return;
1909 
1910  Debug(net, 3, "Auto-restarting map: {} hours played", _settings_client.network.restart_hours);
1912 });
1913 
1919 {
1920  if (!_network_server) return;
1921 
1923 }
1924 
1927 {
1928  /* If setting is 0, this feature is disabled. */
1929  if (_settings_client.network.restart_game_year == 0) return;
1930 
1932  Debug(net, 3, "Auto-restarting map: year {} reached", TimerGameCalendar::year);
1934  }
1935 }
1936 
1938 static IntervalTimer<TimerGameCalendar> _calendar_network_yearly({ TimerGameCalendar::YEAR, TimerGameCalendar::Priority::NONE }, [](auto) {
1939  if (!_network_server) return;
1940 
1942 });
1943 
1945 static IntervalTimer<TimerGameEconomy> _economy_network_yearly({TimerGameEconomy::YEAR, TimerGameEconomy::Priority::NONE}, [](auto)
1946 {
1947  if (!_network_server) return;
1948 
1950 });
1951 
1953 static IntervalTimer<TimerGameEconomy> _network_quarterly({TimerGameEconomy::QUARTER, TimerGameEconomy::Priority::NONE}, [](auto)
1954 {
1955  if (!_network_server) return;
1956 
1959 });
1960 
1962 static IntervalTimer<TimerGameEconomy> _network_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::NONE}, [](auto)
1963 {
1964  if (!_network_server) return;
1965 
1968 });
1969 
1971 static IntervalTimer<TimerGameEconomy> _network_weekly({TimerGameEconomy::WEEK, TimerGameEconomy::Priority::NONE}, [](auto)
1972 {
1973  if (!_network_server) return;
1974 
1976 });
1977 
1979 static IntervalTimer<TimerGameEconomy> _economy_network_daily({TimerGameEconomy::DAY, TimerGameEconomy::Priority::NONE}, [](auto)
1980 {
1981  if (!_network_server) return;
1982 
1984 });
1985 
1991 {
1992  return this->client_address.GetHostname();
1993 }
1994 
1997 {
1998  static const char * const stat_str[] = {
1999  "inactive",
2000  "checking NewGRFs",
2001  "authorizing (server password)",
2002  "authorizing (company password)",
2003  "authorized",
2004  "waiting",
2005  "loading map",
2006  "map done",
2007  "ready",
2008  "active"
2009  };
2010  static_assert(lengthof(stat_str) == NetworkClientSocket::STATUS_END);
2011 
2012  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2013  NetworkClientInfo *ci = cs->GetInfo();
2014  if (ci == nullptr) continue;
2015  uint lag = NetworkCalculateLag(cs);
2016  const char *status;
2017 
2018  status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
2019  IConsolePrint(CC_INFO, "Client #{} name: '{}' status: '{}' frame-lag: {} company: {} IP: {}",
2020  cs->client_id, ci->client_name, status, lag,
2021  ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
2022  cs->GetClientIP());
2023  }
2024 }
2025 
2030 {
2031  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2032  if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendConfigUpdate();
2033  }
2034 }
2035 
2038 {
2039  if (_network_server) FillStaticNetworkServerGameInfo();
2040 }
2041 
2047 void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
2048 {
2049  if (NetworkCompanyIsPassworded(company_id) == passworded) return;
2050 
2051  SB(_network_company_passworded, company_id, 1, !!passworded);
2053 
2054  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2055  if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendCompanyUpdate();
2056  }
2057 
2059 }
2060 
2067 void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
2068 {
2069  /* Only allow non-dedicated servers and normal clients to be moved */
2070  if (client_id == CLIENT_ID_SERVER && _network_dedicated) return;
2071 
2073  assert(ci != nullptr);
2074 
2075  /* No need to waste network resources if the client is in the company already! */
2076  if (ci->client_playas == company_id) return;
2077 
2078  ci->client_playas = company_id;
2079 
2080  if (client_id == CLIENT_ID_SERVER) {
2081  SetLocalCompany(company_id);
2082  } else {
2083  NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id);
2084  /* When the company isn't authorized we can't move them yet. */
2085  if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return;
2086  cs->SendMove(client_id, company_id);
2087  }
2088 
2089  /* announce the client's move */
2090  NetworkUpdateClientInfo(client_id);
2091 
2092  NetworkAction action = (company_id == COMPANY_SPECTATOR) ? NETWORK_ACTION_COMPANY_SPECTATOR : NETWORK_ACTION_COMPANY_JOIN;
2093  NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1);
2094 
2096 }
2097 
2104 void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const std::string &string)
2105 {
2106  NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code, string);
2107 }
2108 
2114 void NetworkServerKickClient(ClientID client_id, const std::string &reason)
2115 {
2116  if (client_id == CLIENT_ID_SERVER) return;
2117  NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED, reason);
2118 }
2119 
2126 uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const std::string &reason)
2127 {
2128  return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban, reason);
2129 }
2130 
2137 uint NetworkServerKickOrBanIP(const std::string &ip, bool ban, const std::string &reason)
2138 {
2139  /* Add address to ban-list */
2140  if (ban) {
2141  bool contains = false;
2142  for (const auto &iter : _network_ban_list) {
2143  if (iter == ip) {
2144  contains = true;
2145  break;
2146  }
2147  }
2148  if (!contains) _network_ban_list.emplace_back(ip);
2149  }
2150 
2151  uint n = 0;
2152 
2153  /* There can be multiple clients with the same IP, kick them all but don't kill the server,
2154  * or the client doing the rcon. The latter can't be kicked because kicking frees closes
2155  * and subsequently free the connection related instances, which we would be reading from
2156  * and writing to after returning. So we would read or write data from freed memory up till
2157  * the segfault triggers. */
2158  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2159  if (cs->client_id == CLIENT_ID_SERVER) continue;
2160  if (cs->client_id == _redirect_console_to_client) continue;
2161  if (cs->client_address.IsInNetmask(ip)) {
2162  NetworkServerKickClient(cs->client_id, reason);
2163  n++;
2164  }
2165  }
2166 
2167  return n;
2168 }
2169 
2176 {
2177  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
2178  if (ci->client_playas == company) return true;
2179  }
2180  return false;
2181 }
2182 
2183 
2190 {
2191  const NetworkClientInfo *ci = this->GetInfo();
2192  if (ci != nullptr && !ci->client_name.empty()) return ci->client_name;
2193 
2194  return fmt::format("Client #{}", this->client_id);
2195 }
2196 
2201 {
2203  if (_network_server) {
2204  IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {} IP: {}",
2205  ci->client_id,
2206  ci->client_name,
2207  ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
2208  ci->client_id == CLIENT_ID_SERVER ? "server" : NetworkClientSocket::GetByClientID(ci->client_id)->GetClientIP());
2209  } else {
2210  IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {}",
2211  ci->client_id,
2212  ci->client_name,
2213  ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0));
2214  }
2215  }
2216 }
2217 
2224 {
2225  assert(c != nullptr);
2226 
2227  if (!_network_server) return;
2228 
2232 
2233  if (ci != nullptr) {
2234  /* ci is nullptr when replaying, or for AIs. In neither case there is a client. */
2235  ci->client_playas = c->index;
2238  }
2239 
2240  /* Announce new company on network. */
2241  NetworkAdminCompanyInfo(c, true);
2242 
2243  if (ci != nullptr) {
2244  /* ci is nullptr when replaying, or for AIs. In neither case there is a client.
2245  We need to send Admin port update here so that they first know about the new company
2246  and then learn about a possibly joining client (see FS#6025) */
2247  NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, c->index + 1);
2248  }
2249 }
ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT
NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p) override
The client is quitting the game.
Definition: network_server.cpp:1188
VEH_AIRCRAFT
@ VEH_AIRCRAFT
Aircraft vehicle type.
Definition: vehicle_type.h:27
NetworkServerKickOrBanIP
uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const std::string &reason)
Ban, or kick, everyone joined from the given client's IP.
Definition: network_server.cpp:2126
Packet::Recv_uint64
uint64_t Recv_uint64()
Read a 64 bits integer from the packet.
Definition: packet.cpp:363
NetworkCompanyStats::num_station
uint16_t num_station[NETWORK_VEH_END]
How many stations are there of this type?
Definition: network_type.h:69
NetworkCompanyStats
Simple calculated statistics of a company.
Definition: network_type.h:67
PACKET_SERVER_GAME_INFO
@ PACKET_SERVER_GAME_INFO
Information about the server.
Definition: tcp_game.h:46
CC_INFO
static const TextColour CC_INFO
Colour for information lines.
Definition: console_type.h:27
_network_quarterly
static IntervalTimer< TimerGameEconomy > _network_quarterly({TimerGameEconomy::QUARTER, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAutoCleanCompanies();NetworkAdminUpdate(ADMIN_FREQUENCY_QUARTERLY);})
Quarterly "callback".
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:3200
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
Packet::Send_uint64
void Send_uint64(uint64_t data)
Package a 64 bits integer in the packet.
Definition: packet.cpp:163
SetBit
constexpr T SetBit(T &x, const uint8_t y)
Set a bit in a variable.
Definition: bitmath_func.hpp:121
FT_SCENARIO
@ FT_SCENARIO
old or new scenario
Definition: fileio_type.h:19
PACKET_SERVER_ERROR
@ PACKET_SERVER_ERROR
Server sending an error message to the client.
Definition: tcp_game.h:39
Packet::Size
size_t Size() const
Get the number of bytes in the packet.
Definition: packet.cpp:260
NetworkServerSendConfigUpdate
void NetworkServerSendConfigUpdate()
Send Config Update.
Definition: network_server.cpp:2029
NetworkAdminUpdate
void NetworkAdminUpdate(AdminUpdateFrequency freq)
Send (push) updates to the admin network as they have registered for these updates.
Definition: network_admin.cpp:987
SM_START_HEIGHTMAP
@ SM_START_HEIGHTMAP
Load a heightmap and start a new game from it.
Definition: openttd.h:38
NetworkSettings::max_commands_in_queue
uint16_t max_commands_in_queue
how many commands may there be in the incoming queue before dropping the connection?
Definition: settings_type.h:299
SM_LOAD_GAME
@ SM_LOAD_GAME
Load game, Play Scenario.
Definition: openttd.h:32
NetworkAdminChat
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).
Definition: network_admin.cpp:908
NetworkSettings::restart_game_year
TimerGameCalendar::Year restart_game_year
year the server restarts
Definition: settings_type.h:328
Pool::PoolItem<&_company_pool >::GetIfValid
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:346
TimerGameRealtime::UNPAUSED
@ UNPAUSED
Only run when not paused.
Definition: timer_game_realtime.h:32
NetworkServerShowStatusToConsole
void NetworkServerShowStatusToConsole()
Show the status message of all clients on the console.
Definition: network_server.cpp:1996
NetworkClientInfo::client_name
std::string client_name
Name of the client.
Definition: network_base.h:26
PacketWriter::cs
ServerNetworkGameSocketHandler * cs
Socket we are associated with.
Definition: network_server.cpp:63
NetworkCompanyState::months_empty
uint16_t months_empty
How many months the company is empty.
Definition: network_type.h:76
ServerNetworkGameSocketHandler::SendGameInfo
NetworkRecvStatus SendGameInfo()
Send the client information about the server.
Definition: network_server.cpp:364
CommandPacket::frame
uint32_t frame
the frame in which this packet is executed
Definition: network_internal.h:114
lock
std::mutex lock
synchronization for playback status fields
Definition: win32_m.cpp:35
NetworkClientInfo::client_playas
CompanyID client_playas
As which company is this client playing (CompanyID)
Definition: network_base.h:27
NetworkSettings::max_password_time
uint16_t max_password_time
maximum amount of time, in game ticks, a client may take to enter the password
Definition: settings_type.h:305
FACIL_TRUCK_STOP
@ FACIL_TRUCK_STOP
Station with truck stops.
Definition: station_type.h:53
ServerNetworkGameSocketHandler::STATUS_PRE_ACTIVE
@ STATUS_PRE_ACTIVE
The client is catching up the delayed frames.
Definition: network_server.h:60
Station
Station data structure.
Definition: station_base.h:442
Packet::Send_bytes
size_t Send_bytes(const byte *begin, const byte *end)
Send as many of the bytes as possible in the packet.
Definition: packet.cpp:207
CommandQueue::Count
uint Count() const
Get the number of items in the queue.
Definition: tcp_game.h:150
GetCommandFlags
CommandFlags GetCommandFlags(Commands cmd)
This function mask the parameter with CMD_ID_MASK and returns the flags which belongs to the given co...
Definition: command.cpp:118
PACKET_SERVER_CONFIG_UPDATE
@ PACKET_SERVER_CONFIG_UPDATE
Some network configuration important to the client changed.
Definition: tcp_game.h:116
StringID
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
Definition: strings_type.h:16
NetworkSettings::sync_freq
uint16_t sync_freq
how often do we check whether we are still in-sync
Definition: settings_type.h:295
_network_server
bool _network_server
network-server is active
Definition: network.cpp:60
_network_company_passworded
CompanyMask _network_company_passworded
Bitmask of the password status of all companies.
Definition: network.cpp:82
NetworkAction
NetworkAction
Actions that can be used for NetworkTextMessage.
Definition: network_type.h:102
CMD_COMPANY_CTRL
@ CMD_COMPANY_CTRL
used in multiplayer to create a new companies etc.
Definition: command_type.h:296
SPS_CLOSED
@ SPS_CLOSED
The connection got closed.
Definition: tcp.h:24
NetworkGameSocketHandler::last_packet
std::chrono::steady_clock::time_point last_packet
Time we received the last frame.
Definition: tcp_game.h:513
WC_CLIENT_LIST
@ WC_CLIENT_LIST
Client list; Window numbers:
Definition: window_type.h:478
IntervalTimer
An interval timer will fire every interval, and will continue to fire until it is deleted.
Definition: timer.h:76
Pool::PoolItem::index
Tindex index
Index of this pool item.
Definition: pool_type.hpp:234
NetworkGameSocketHandler::SetInfo
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
Definition: tcp_game.h:528
ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD
NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p) override
Set the password for the clients current company: string The password.
Definition: network_server.cpp:1427
NETWORK_CHAT_LENGTH
static const uint NETWORK_CHAT_LENGTH
The maximum length of a chat message, in bytes including '\0'.
Definition: config.h:63
ChangeNetworkRestartTime
void ChangeNetworkRestartTime(bool reset)
Reset the automatic network restart time interval.
Definition: network_server.cpp:1918
NetworkAutoCleanCompanies
static void NetworkAutoCleanCompanies()
Check if the server has autoclean_companies activated Two things happen: 1) If a company is not prote...
Definition: network_server.cpp:1592
ADMIN_FREQUENCY_DAILY
@ ADMIN_FREQUENCY_DAILY
The admin gets information about this on a daily basis.
Definition: tcp_admin.h:93
PACKET_SERVER_NEWGAME
@ PACKET_SERVER_NEWGAME
The server is preparing to start a new game.
Definition: tcp_game.h:119
NetworkPrintClients
void NetworkPrintClients()
Print all the clients to the console.
Definition: network_server.cpp:2200
NetworkCheckRestartMapYear
static void NetworkCheckRestartMapYear()
Check if we want to restart the map based on the year.
Definition: network_server.cpp:1926
SetLocalCompany
void SetLocalCompany(CompanyID new_company)
Sets the local company and updates the settings that are set on a per-company basis to reflect the co...
Definition: company_cmd.cpp:114
NetworkTCPSocketHandler::sock
SOCKET sock
The socket currently connected to.
Definition: tcp.h:38
ServerNetworkGameSocketHandler::receive_limit
size_t receive_limit
Amount of bytes that we can receive at this moment.
Definition: network_server.h:70
PacketWriter::Write
void Write(byte *buf, size_t size) override
Write a given number of bytes into the savegame.
Definition: network_server.cpp:163
MAX_CLIENTS
static const uint MAX_CLIENTS
How many clients can we have.
Definition: network_type.h:16
ServerNetworkGameSocketHandler::GetName
static const char * GetName()
Get the name used by the listener.
Definition: network_server.h:112
TextColour
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
Definition: gfx_type.h:253
ServerNetworkGameSocketHandler::ReceivePacket
Packet * ReceivePacket() override
Receives a packet for the given client.
Definition: network_server.cpp:242
TimerGameEconomy::date_fract
static DateFract date_fract
Fractional part of the day.
Definition: timer_game_economy.h:38
GRFConfig::ident
GRFIdentifier ident
grfid and md5sum to uniquely identify newgrfs
Definition: newgrf_config.h:154
NetworkSettings::autoclean_protected
uint8_t autoclean_protected
remove the password from passworded companies after this many months
Definition: settings_type.h:324
_settings_client
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:54
PACKET_SERVER_WAIT
@ PACKET_SERVER_WAIT
Server tells the client there are some people waiting for the map as well.
Definition: tcp_game.h:75
ServerNetworkGameSocketHandler::STATUS_MAP
@ STATUS_MAP
The client is downloading the map.
Definition: network_server.h:58
PACKET_SERVER_JOIN
@ PACKET_SERVER_JOIN
Tells clients that a new client has joined.
Definition: tcp_game.h:82
Company::IsValidHumanID
static bool IsValidHumanID(size_t index)
Is this company a valid company, not controlled by a NoAI program?
Definition: company_base.h:150
NetworkSyncCommandQueue
void NetworkSyncCommandQueue(NetworkClientSocket *cs)
Sync our local command queue to the command queue of the given socket.
Definition: network_command.cpp:304
ADMIN_FREQUENCY_MONTHLY
@ ADMIN_FREQUENCY_MONTHLY
The admin gets information about this on a monthly basis.
Definition: tcp_admin.h:95
ServerNetworkGameSocketHandler::STATUS_MAP_WAIT
@ STATUS_MAP_WAIT
The client is waiting as someone else is downloading the map.
Definition: network_server.h:57
WC_COMPANY
@ WC_COMPANY
Company view; Window numbers:
Definition: window_type.h:369
SocketList
std::map< SOCKET, NetworkAddress > SocketList
Type for a mapping between address and socket.
Definition: address.h:21
GetNetworkErrorMsg
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
Definition: network.cpp:298
_economy_network_daily
static IntervalTimer< TimerGameEconomy > _economy_network_daily({TimerGameEconomy::DAY, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAdminUpdate(ADMIN_FREQUENCY_DAILY);})
Daily "callback".
VEH_ROAD
@ VEH_ROAD
Road vehicle type.
Definition: vehicle_type.h:25
Vehicle
Vehicle data structure.
Definition: vehicle_base.h:240
_redirect_console_to_client
ClientID _redirect_console_to_client
If not invalid, redirect the console output to a client.
Definition: network.cpp:66
NETWORK_CLIENT_NAME_LENGTH
static const uint NETWORK_CLIENT_NAME_LENGTH
The maximum length of a client's name, in bytes including '\0'.
Definition: config.h:60
Owner
Owner
Enum for all companies/owners.
Definition: company_type.h:18
NetworkGameSocketHandler
Base socket handler for all TCP sockets.
Definition: tcp_game.h:154
ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK
NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p) override
Tell the server that we are done receiving/loading the map.
Definition: network_server.cpp:1040
NetworkAdminClientQuit
void NetworkAdminClientQuit(ClientID client_id)
Notify the admin network that a client quit (if they have opt in for the respective update).
Definition: network_admin.cpp:832
CommandTraits
Defines the traits of a command.
Definition: command_type.h:448
NetworkSettings::max_download_time
uint16_t max_download_time
maximum amount of time, in game ticks, a client may take to download the map
Definition: settings_type.h:304
CC_DEFAULT
static const TextColour CC_DEFAULT
Default colour of the console.
Definition: console_type.h:23
NetworkReplaceCommandClientId
static void NetworkReplaceCommandClientId(CommandPacket &cp, ClientID client_id)
Insert a client ID into the command data in a command packet.
Definition: network_command.cpp:480
NetworkServerSendRcon
void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const std::string &string)
Send an rcon reply to the client.
Definition: network_server.cpp:2104
ServerNetworkGameSocketHandler::STATUS_ACTIVE
@ STATUS_ACTIVE
The client is active within in the game.
Definition: network_server.h:61
NetworkServer_Tick
void NetworkServer_Tick(bool send_frame)
This is called every tick if this is a _network_server.
Definition: network_server.cpp:1750
Debug
#define Debug(category, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
ServerNetworkGameSocketHandler::SendCommand
NetworkRecvStatus SendCommand(const CommandPacket *cp)
Send a command to the client to execute.
Definition: network_server.cpp:676
network_base.h
PACKET_SERVER_MAP_SIZE
@ PACKET_SERVER_MAP_SIZE
Server tells the client what the (compressed) size of the map is.
Definition: tcp_game.h:77
NetworkAdminClientInfo
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).
Definition: network_admin.cpp:803
GameSettings::game_creation
GameCreationSettings game_creation
settings used during the creation of a game (map)
Definition: settings_type.h:619
PacketWriter::Finish
void Finish() override
Prepare everything to finish writing the savegame.
Definition: network_server.cpp:186
Packet::AddToQueue
static void AddToQueue(Packet **queue, Packet *packet)
Add the given Packet to the end of the queue of packets.
Definition: packet.cpp:59
PACKET_SERVER_MAP_DONE
@ PACKET_SERVER_MAP_DONE
Server tells it has just sent the last bits of the map to the client.
Definition: tcp_game.h:79
SpecializedStation< Station, false >::Iterate
static Pool::IterateWrapper< Station > Iterate(size_t from=0)
Returns an iterable ensemble of all valid stations of type T.
Definition: base_station_base.h:310
OrderBackup::ResetUser
static void ResetUser(uint32_t user)
Reset an user's OrderBackup if needed.
Definition: order_backup.cpp:168
Packet::Recv_string
std::string Recv_string(size_t length, StringValidationSettings settings=SVS_REPLACE_WITH_QUESTION_MARK)
Reads characters (bytes) from the packet until it finds a '\0', or reaches a maximum of length charac...
Definition: packet.cpp:408
NetworkTCPSocketHandler::ReceivePacket
virtual Packet * ReceivePacket()
Receives a packet for the given client.
Definition: tcp.cpp:144
CommandQueue::Append
void Append(CommandPacket *p)
Append a CommandPacket at the end of the queue.
Definition: network_command.cpp:174
Packet::PopFromQueue
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...
Definition: packet.cpp:71
NetworkSettings::max_join_time
uint16_t max_join_time
maximum amount of time, in game ticks, a client may take to sync up during joining
Definition: settings_type.h:303
NetworkMakeClientNameUnique
bool NetworkMakeClientNameUnique(std::string &name)
Check whether a name is unique, and otherwise try to make it unique.
Definition: network_server.cpp:1657
_sync_seed_1
uint32_t _sync_seed_1
Seed to compare during sync checks.
Definition: network.cpp:76
Pool::MAX_SIZE
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
Definition: pool_type.hpp:84
DECLARE_POSTFIX_INCREMENT
#define DECLARE_POSTFIX_INCREMENT(enum_type)
Some enums need to have allowed incrementing (i.e.
Definition: enum_type.hpp:14
NetworkClientInfo::GetByClientID
static NetworkClientInfo * GetByClientID(ClientID client_id)
Return the CI given it's client-identifier.
Definition: network.cpp:114
ADMIN_FREQUENCY_QUARTERLY
@ ADMIN_FREQUENCY_QUARTERLY
The admin gets information about this on a quarterly basis.
Definition: tcp_admin.h:96
ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD
NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p) override
Send a password to the server to authorize uint8_t Password type (see NetworkPasswordType).
Definition: network_server.cpp:993
PacketWriter::PrependQueue
void PrependQueue()
Prepend the current packet to the queue.
Definition: network_server.cpp:153
CommandPacket::company
CompanyID company
company that is executing the command
Definition: network_internal.h:113
FileToSaveLoad::abstract_ftype
AbstractFileType abstract_ftype
Abstract type of file (scenario, heightmap, etc).
Definition: saveload.h:393
FACIL_BUS_STOP
@ FACIL_BUS_STOP
Station with bus stops.
Definition: station_type.h:54
GroupStatistics
Statistics and caches on the vehicles in a group.
Definition: group.h:24
_economy_network_yearly
static IntervalTimer< TimerGameEconomy > _economy_network_yearly({TimerGameEconomy::YEAR, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAdminUpdate(ADMIN_FREQUENCY_ANUALLY);})
Economy yearly "callback".
ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED
NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) override
Tell the server that we have the required GRFs.
Definition: network_server.cpp:866
_calendar_network_yearly
static IntervalTimer< TimerGameCalendar > _calendar_network_yearly({ TimerGameCalendar::YEAR, TimerGameCalendar::Priority::NONE }, [](auto) { if(!_network_server) return;NetworkCheckRestartMapYear();})
Calendar yearly "callback".
ServerNetworkGameSocketHandler::GetClientName
std::string GetClientName() const
Get the name of the client, if the user did not send it yet, Client ID is used.
Definition: network_server.cpp:2189
TCPListenHandler
Template for TCP listeners.
Definition: tcp_listen.h:28
ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler
~ServerNetworkGameSocketHandler()
Clear everything related to this client.
Definition: network_server.cpp:229
NetworkServerSendExternalChat
void NetworkServerSendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
Send a chat message from external source.
Definition: network_server.cpp:1389
COMPANY_NEW_COMPANY
@ COMPANY_NEW_COMPANY
The client wants a new company.
Definition: company_type.h:34
NetworkSettings::server_admin_chat
bool server_admin_chat
allow private chat for the server to be distributed to the admin network
Definition: settings_type.h:310
ServerNetworkGameSocketHandler::STATUS_INACTIVE
@ STATUS_INACTIVE
The client is not connected nor active.
Definition: network_server.h:52
Packet::Send_uint32
void Send_uint32(uint32_t data)
Package a 32 bits integer in the packet.
Definition: packet.cpp:150
PacketWriter::TransferToNetworkQueue
bool TransferToNetworkQueue(ServerNetworkGameSocketHandler *socket)
Transfer all packets from here to the network's queue while holding the lock on our mutex.
Definition: network_server.cpp:125
ServerNetworkGameSocketHandler::Send
static void Send()
Send the packets for the server sockets.
Definition: network_server.cpp:325
PACKET_SERVER_NEED_GAME_PASSWORD
@ PACKET_SERVER_NEED_GAME_PASSWORD
Server requests the (hashed) game password.
Definition: tcp_game.h:64
Packet::Send_uint8
void Send_uint8(uint8_t data)
Package a 8 bits integer in the packet.
Definition: packet.cpp:129
CLIENT_ID_FIRST
@ CLIENT_ID_FIRST
The first client ID.
Definition: network_type.h:52
PacketWriter
Writing a savegame directly to a number of packets.
Definition: network_server.cpp:62
NetworkServerUpdateCompanyPassworded
void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
Tell that a particular company is (not) passworded.
Definition: network_server.cpp:2047
CommandPacket
Everything we need to know about a command to be able to execute it.
Definition: network_internal.h:109
ServerNetworkGameSocketHandler::SendSync
NetworkRecvStatus SendSync()
Request the client to sync.
Definition: network_server.cpp:657
GRFConfig
Information about GRF, used in the game and (part of it) in savegames.
Definition: newgrf_config.h:147
PACKET_SERVER_SHUTDOWN
@ PACKET_SERVER_SHUTDOWN
The server is shutting down.
Definition: tcp_game.h:120
ServerNetworkGameSocketHandler::SendChat
NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64_t data)
Send a chat message.
Definition: network_server.cpp:698
PACKET_SERVER_NEED_COMPANY_PASSWORD
@ PACKET_SERVER_NEED_COMPANY_PASSWORD
Server requests the (hashed) company password.
Definition: tcp_game.h:66
ServerNetworkGameSocketHandler::SendConfigUpdate
NetworkRecvStatus SendConfigUpdate()
Send an update about the max company/spectator counts.
Definition: network_server.cpp:842
SM_NEWGAME
@ SM_NEWGAME
New Game --> 'Random game'.
Definition: openttd.h:28
Packet::Recv_uint32
uint32_t Recv_uint32()
Read a 32 bits integer from the packet.
Definition: packet.cpp:346
ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO
NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet *p) override
Request game information.
Definition: network_server.cpp:859
NetworkHandleCommandQueue
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
Handle the command-queue of a socket.
Definition: network_server.cpp:1737
NetworkCompanyStats::num_vehicle
uint16_t num_vehicle[NETWORK_VEH_END]
How many vehicles are there of this type?
Definition: network_type.h:68
NETWORK_RECV_STATUS_SERVER_ERROR
@ NETWORK_RECV_STATUS_SERVER_ERROR
The server told us we made an error.
Definition: core.h:29
IConsoleCmdExec
void IConsoleCmdExec(const std::string &command_string, const uint recurse_count)
Execute a given command passed to us.
Definition: console.cpp:293
PACKET_SERVER_COMPANY_UPDATE
@ PACKET_SERVER_COMPANY_UPDATE
Information (password) of a company changed.
Definition: tcp_game.h:115
PACKET_SERVER_BANNED
@ PACKET_SERVER_BANNED
The server has banned you.
Definition: tcp_game.h:35
_last_sync_frame
uint32_t _last_sync_frame
Used in the server to store the last time a sync packet was sent to clients.
Definition: network.cpp:74
ServerNetworkGameSocketHandler::SendMove
NetworkRecvStatus SendMove(ClientID client_id, CompanyID company_id)
Tell that a client moved to another company.
Definition: network_server.cpp:816
ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN
NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p) override
Try to join the server: string OpenTTD revision (norev000 if no revision).
Definition: network_server.cpp:889
ServerNetworkGameSocketHandler::SendJoin
NetworkRecvStatus SendJoin(ClientID client_id)
Tell that a client joined.
Definition: network_server.cpp:621
_settings_game
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition: settings.cpp:55
ServerNetworkGameSocketHandler::SendFrame
NetworkRecvStatus SendFrame()
Tell the client that they may run to a particular frame.
Definition: network_server.cpp:634
MAX_COMPANIES
@ MAX_COMPANIES
Maximum number of companies.
Definition: company_type.h:23
_local_company
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
Definition: company_cmd.cpp:49
CMD_CLIENT_ID
@ CMD_CLIENT_ID
set p2 with the ClientID of the sending client.
Definition: command_type.h:399
PacketWriter::total_size
size_t total_size
Total size of the compressed savegame.
Definition: network_server.cpp:65
NetworkCompanyState::password
std::string password
The password for the company.
Definition: network_type.h:75
NetworkSettings::max_lag_time
uint16_t max_lag_time
maximum amount of time, in game ticks, a client may be lagging behind the server
Definition: settings_type.h:306
NetworkTCPSocketHandler::SendPacket
virtual void SendPacket(Packet *packet)
This function puts the packet in the send-queue and it is send as soon as possible.
Definition: tcp.cpp:81
_network_company_states
NetworkCompanyState * _network_company_states
Statistics about some companies.
Definition: network.cpp:64
ServerNetworkGameSocketHandler::SendExternalChat
NetworkRecvStatus SendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
Send a chat message from external source.
Definition: network_server.cpp:723
ServerNetworkGameSocketHandler::SendCompanyUpdate
NetworkRecvStatus SendCompanyUpdate()
Send an update about the company password states.
Definition: network_server.cpp:829
ServerNetworkGameSocketHandler::SendWelcome
NetworkRecvStatus SendWelcome()
Send the client a welcome message with some basic information.
Definition: network_server.cpp:486
_network_client_id
static ClientID _network_client_id
The identifier counter for new clients (is never decreased)
Definition: network_server.cpp:47
ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE
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...
Definition: network_server.cpp:1501
NetworkRestartMap
static void NetworkRestartMap()
Helper function to restart the map.
Definition: network_server.cpp:1884
CommandPacket::my_cmd
bool my_cmd
did the command originate from "me"
Definition: network_internal.h:115
ServerNetworkGameSocketHandler::SendError
NetworkRecvStatus SendError(NetworkErrorCode error, const std::string &reason={})
Send an error to the client, and close its connection.
Definition: network_server.cpp:381
ServerNetworkGameSocketHandler::status
ClientStatus status
Status of this client.
Definition: network_server.h:68
NetworkPopulateCompanyStats
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
Populate the company stats.
Definition: network_server.cpp:1533
FACIL_DOCK
@ FACIL_DOCK
Station with a dock.
Definition: station_type.h:56
NetworkSettings::bytes_per_frame_burst
uint16_t bytes_per_frame_burst
how many bytes may, over a short period, be received?
Definition: settings_type.h:301
network_server.h
_network_dedicated
bool _network_dedicated
are we a dedicated server?
Definition: network.cpp:62
ServerNetworkGameSocketHandler::savegame
struct PacketWriter * savegame
Writer used to write the savegame.
Definition: network_server.h:72
Packet
Internal entity of a packet.
Definition: packet.h:42
FT_SAVEGAME
@ FT_SAVEGAME
old or new savegame
Definition: fileio_type.h:18
ServerNetworkGameSocketHandler::SendClientInfo
NetworkRecvStatus SendClientInfo(NetworkClientInfo *ci)
Send the client information about a client.
Definition: network_server.cpp:348
NetworkGameSocketHandler::ReceiveCommand
const char * ReceiveCommand(Packet *p, CommandPacket *cp)
Receives a command from the network.
Definition: network_command.cpp:427
ADMIN_FREQUENCY_ANUALLY
@ ADMIN_FREQUENCY_ANUALLY
The admin gets information about this on a yearly basis.
Definition: tcp_admin.h:97
NETWORK_REVISION_LENGTH
static const uint NETWORK_REVISION_LENGTH
The maximum length of the revision, in bytes including '\0'.
Definition: config.h:58
ServerNetworkGameSocketHandler::STATUS_DONE_MAP
@ STATUS_DONE_MAP
The client has downloaded the map.
Definition: network_server.h:59
NetworkCompanyIsPassworded
bool NetworkCompanyIsPassworded(CompanyID company_id)
Check if the company we want to join requires a password.
Definition: network.cpp:209
ServerNetworkGameSocketHandler::SendQuit
NetworkRecvStatus SendQuit(ClientID client_id)
Tell the client another client quit.
Definition: network_server.cpp:762
NetworkClientInfo::client_id
ClientID client_id
Client identifier (same as ClientState->client_id)
Definition: network_base.h:25
PACKET_SERVER_MOVE
@ PACKET_SERVER_MOVE
Server tells everyone that someone is moved to another company.
Definition: tcp_game.h:110
DESTTYPE_TEAM
@ DESTTYPE_TEAM
Send message/notice to everyone playing the same company (Team)
Definition: network_type.h:93
NETWORK_PASSWORD_LENGTH
static const uint NETWORK_PASSWORD_LENGTH
The maximum length of the password, in bytes including '\0' (must be >= NETWORK_SERVER_ID_LENGTH)
Definition: config.h:59
ServerNetworkGameSocketHandler::last_token_frame
uint32_t last_token_frame
The last frame we received the right token.
Definition: network_server.h:67
PACKET_SERVER_FULL
@ PACKET_SERVER_FULL
The server is full and has no place for you.
Definition: tcp_game.h:34
Packet::Send_bool
void Send_bool(bool data)
Package a boolean in the packet.
Definition: packet.cpp:120
GENERATE_NEW_SEED
static const uint32_t GENERATE_NEW_SEED
Create a new random seed.
Definition: genworld.h:24
NetworkServerSendChat
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.
Definition: network_server.cpp:1271
NetworkAdminCompanyUpdate
void NetworkAdminCompanyUpdate(const Company *company)
Notify the admin network of company updates.
Definition: network_admin.cpp:881
NetworkSettings::server_name
std::string server_name
name of the server
Definition: settings_type.h:314
ServerNetworkGameSocketHandler::SendErrorQuit
NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
Tell the client another client quit with an error.
Definition: network_server.cpp:745
NetworkServerNewCompany
void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
Perform all the server specific administration of a new company.
Definition: network_server.cpp:2223
CCA_NEW
@ CCA_NEW
Create a new company.
Definition: company_type.h:68
ServerNetworkGameSocketHandler
Class for handling the server side of the game connection.
Definition: network_server.h:24
NetworkGameSocketHandler::GetInfo
NetworkClientInfo * GetInfo() const
Gets the client info of this socket handler.
Definition: tcp_game.h:538
NetworkSettings::rcon_password
std::string rcon_password
password for rconsole (server side)
Definition: settings_type.h:316
_switch_mode
SwitchMode _switch_mode
The next mainloop command.
Definition: gfx.cpp:48
PacketWriter::AppendQueue
void AppendQueue()
Append the current packet to the queue.
Definition: network_server.cpp:144
NetworkSocketHandler::HasClientQuit
bool HasClientQuit() const
Whether the current client connected to the socket has quit.
Definition: core.h:68
ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND
NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p) override
The client has done a command and wants us to handle it.
Definition: network_server.cpp:1090
NetworkTCPSocketHandler::SendPackets
SendPacketsState SendPackets(bool closing_down=false)
Sends all the buffered packets out for this client.
Definition: tcp.cpp:99
NETWORK_RCONCOMMAND_LENGTH
static const uint NETWORK_RCONCOMMAND_LENGTH
The maximum length of a rconsole command, in bytes including '\0'.
Definition: config.h:61
NetworkGameSocketHandler::last_frame_server
uint32_t last_frame_server
Last frame the server has executed.
Definition: tcp_game.h:511
NetworkServerDoMove
void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
Handle the tid-bits of moving a client from one company to another.
Definition: network_server.cpp:2067
Pool::PoolItem<&_vehicle_pool >::Iterate
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
Definition: pool_type.hpp:384
ServerNetworkGameSocketHandler::GetClientIP
const std::string & GetClientIP()
Get the IP address/hostname of the connected client.
Definition: network_server.cpp:1990
GRFConfig::flags
uint8_t flags
NOSAVE: GCF_Flags, bitset.
Definition: newgrf_config.h:164
Pool
Base class for all pools.
Definition: pool_type.hpp:80
ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME
NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p) override
Gives the client a new name: string New name of the client.
Definition: network_server.cpp:1443
PACKET_SERVER_ERROR_QUIT
@ PACKET_SERVER_ERROR_QUIT
A server tells that a client has hit an error and did quit.
Definition: tcp_game.h:126
GameCreationSettings::generation_seed
uint32_t generation_seed
noise seed for world generation
Definition: settings_type.h:340
ClientID
ClientID
'Unique' identifier to be given to clients
Definition: network_type.h:49
Pool::PoolItem<&_company_pool >::GetNumItems
static size_t GetNumItems()
Returns number of valid items in the pool.
Definition: pool_type.hpp:365
Packet::GetPacketType
PacketType GetPacketType() const
Get the PacketType from this packet.
Definition: packet.cpp:298
ServerNetworkGameSocketHandler::SendNewGame
NetworkRecvStatus SendNewGame()
Tell the client we're starting a new game.
Definition: network_server.cpp:785
FACIL_TRAIN
@ FACIL_TRAIN
Station with train station.
Definition: station_type.h:52
network_udp.h
PacketWriter::~PacketWriter
~PacketWriter()
Make sure everything is cleaned up.
Definition: network_server.cpp:79
Packet::CanWriteToPacket
bool CanWriteToPacket(size_t bytes_to_write)
Is it safe to write to the packet, i.e.
Definition: packet.cpp:99
SpecializedVehicle< RoadVehicle, Type >::From
static RoadVehicle * From(Vehicle *v)
Converts a Vehicle to SpecializedVehicle with type checking.
Definition: vehicle_base.h:1201
SaveFilter
Interface for filtering a savegame till it is written.
Definition: saveload_filter.h:60
GetDrawStringCompanyColour
TextColour GetDrawStringCompanyColour(CompanyID company)
Get the colour for DrawString-subroutines which matches the colour of the company.
Definition: company_cmd.cpp:146
_frame_counter
uint32_t _frame_counter
The current frame.
Definition: network.cpp:73
DestType
DestType
Destination of our chat messages.
Definition: network_type.h:91
CommandPacket::data
CommandDataBuffer data
command parameters.
Definition: network_internal.h:120
SetDParam
void SetDParam(size_t n, uint64_t v)
Set a string parameter v at index n in the global string parameter array.
Definition: strings.cpp:104
COMPANY_SPECTATOR
@ COMPANY_SPECTATOR
The client is spectating.
Definition: company_type.h:35
NetworkGameSocketHandler::last_frame
uint32_t last_frame
Last frame we have executed.
Definition: tcp_game.h:510
NetworkRecvStatus
NetworkRecvStatus
Status of a network client; reasons why a client has quit.
Definition: core.h:22
_network_clients_connected
byte _network_clients_connected
The amount of clients connected.
Definition: network.cpp:87
_file_to_saveload
FileToSaveLoad _file_to_saveload
File to save or load in the openttd loop.
Definition: saveload.cpp:60
GRFConfig::next
struct GRFConfig * next
NOSAVE: Next item in the linked list.
Definition: newgrf_config.h:174
ServerNetworkGameSocketHandler::STATUS_NEWGRFS_CHECK
@ STATUS_NEWGRFS_CHECK
The client is checking NewGRFs.
Definition: network_server.h:53
SaveWithFilter
SaveOrLoadResult SaveWithFilter(SaveFilter *writer, bool threaded)
Save the game using a (writer) filter.
Definition: saveload.cpp:2874
ServerNetworkGameSocketHandler::AllowConnection
static bool AllowConnection()
Whether an connection is allowed or not at this moment.
Definition: network_server.cpp:312
NetworkSettings::max_clients
uint8_t max_clients
maximum amount of clients
Definition: settings_type.h:327
ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP
NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p) override
Request the map from the server.
Definition: network_server.cpp:1016
GetString
std::string GetString(StringID string)
Resolve the given StringID into a std::string with all the associated DParam lookups and formatting.
Definition: strings.cpp:327
NetworkSettings::server_password
std::string server_password
password for joining this server
Definition: settings_type.h:315
NetworkSettings::max_companies
uint8_t max_companies
maximum amount of companies
Definition: settings_type.h:326
NetworkAddress::GetHostname
const std::string & GetHostname()
Get the hostname; in case it wasn't given the IPv4 dotted representation is given.
Definition: address.cpp:23
PACKET_SERVER_SYNC
@ PACKET_SERVER_SYNC
Server tells the client what the random state should be.
Definition: tcp_game.h:93
Pool::PoolItem<&_networkclientsocket_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:305
NetworkServerKickClient
void NetworkServerKickClient(ClientID client_id, const std::string &reason)
Kick a single client.
Definition: network_server.cpp:2114
ServerNetworkGameSocketHandler::SendMap
NetworkRecvStatus SendMap()
This sends the map to the client.
Definition: network_server.cpp:568
DESTTYPE_CLIENT
@ DESTTYPE_CLIENT
Send message/notice to only a certain client (Private)
Definition: network_type.h:94
FT_HEIGHTMAP
@ FT_HEIGHTMAP
heightmap file
Definition: fileio_type.h:20
CompanyCtrlAction
CompanyCtrlAction
The action to do with CMD_COMPANY_CTRL.
Definition: company_type.h:67
PACKET_SERVER_MAP_BEGIN
@ PACKET_SERVER_MAP_BEGIN
Server tells the client that it is beginning to send the map.
Definition: tcp_game.h:76
INVALID_CLIENT_ID
@ INVALID_CLIENT_ID
Client is not part of anything.
Definition: network_type.h:50
ServerNetworkGameSocketHandler::SendNewGRFCheck
NetworkRecvStatus SendNewGRFCheck()
Send the check for the NewGRFs.
Definition: network_server.cpp:426
ServerNetworkGameSocketHandler::STATUS_AUTH_COMPANY
@ STATUS_AUTH_COMPANY
The client is authorizing with company password.
Definition: network_server.h:55
PACKET_SERVER_CHAT
@ PACKET_SERVER_CHAT
Server distributing the message of a client (or itself).
Definition: tcp_game.h:101
INSTANTIATE_POOL_METHODS
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
Definition: pool_func.hpp:225
DESTTYPE_BROADCAST
@ DESTTYPE_BROADCAST
Send message/notice to all clients (All)
Definition: network_type.h:92
PACKET_SERVER_RCON
@ PACKET_SERVER_RCON
Response of the executed command on the server.
Definition: tcp_game.h:106
PACKET_SERVER_QUIT
@ PACKET_SERVER_QUIT
A server tells that a client has quit.
Definition: tcp_game.h:124
ServerNetworkGameSocketHandler::SendNeedGamePassword
NetworkRecvStatus SendNeedGamePassword()
Request the game password.
Definition: network_server.cpp:448
NetworkGameSocketHandler::incoming_queue
CommandQueue incoming_queue
The command-queue awaiting handling.
Definition: tcp_game.h:512
NetworkGameSocketHandler::client_id
ClientID client_id
Client identifier.
Definition: tcp_game.h:509
_grfconfig
GRFConfig * _grfconfig
First item in list of current GRF set up.
Definition: newgrf_config.cpp:164
PacketWriter::PacketWriter
PacketWriter(ServerNetworkGameSocketHandler *cs)
Create the packet writer.
Definition: network_server.cpp:74
CRR_AUTOCLEAN
@ CRR_AUTOCLEAN
The company is removed due to autoclean.
Definition: company_type.h:58
CommandHelper
Definition: command_func.h:93
Packet::Send_string
void Send_string(const std::string_view data)
Sends a string over the network.
Definition: packet.cpp:181
MILLISECONDS_PER_TICK
static const uint MILLISECONDS_PER_TICK
The number of milliseconds per game tick.
Definition: gfx_type.h:320
NetworkServerChangeClientName
bool NetworkServerChangeClientName(ClientID client_id, const std::string &new_name)
Change the client name of the given client.
Definition: network_server.cpp:1696
PACKET_SERVER_COMMAND
@ PACKET_SERVER_COMMAND
Server distributes a command to (all) the clients.
Definition: tcp_game.h:97
ServerNetworkGameSocketHandler::Receive_CLIENT_ACK
NetworkRecvStatus Receive_CLIENT_ACK(Packet *p) override
Tell the server we are done with this frame: uint32_t Current frame counter of the client.
Definition: network_server.cpp:1212
NetworkAdminClientUpdate
void NetworkAdminClientUpdate(const NetworkClientInfo *ci)
Notify the admin network of a client update (if they did opt in for the respective update).
Definition: network_admin.cpp:819
NetworkSettings::bytes_per_frame
uint16_t bytes_per_frame
how many bytes may, over a long period, be received per frame?
Definition: settings_type.h:300
PACKET_SERVER_FRAME
@ PACKET_SERVER_FRAME
Server tells the client what frame it is in, and thus to where the client may progress.
Definition: tcp_game.h:91
lengthof
#define lengthof(x)
Return the length of an fixed size array.
Definition: stdafx.h:300
_network_ban_list
StringList _network_ban_list
The banned clients.
Definition: network.cpp:70
ClientSettings::network
NetworkSettings network
settings related to the network
Definition: settings_type.h:637
PacketWriter::mutex
std::mutex mutex
Mutex for making threaded saving safe.
Definition: network_server.cpp:67
NetworkSettings::restart_hours
uint16_t restart_hours
number of hours to run the server before automatic restart
Definition: settings_type.h:329
SlError
void SlError(StringID string, const std::string &extra_msg)
Error handler.
Definition: saveload.cpp:332
ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler
ServerNetworkGameSocketHandler(SOCKET s)
Create a new socket for the server side of the game connection.
Definition: network_server.cpp:212
ServerNetworkGameSocketHandler::Receive_CLIENT_RCON
NetworkRecvStatus Receive_CLIENT_RCON(Packet *p) override
Send an RCon command to the server: string RCon password.
Definition: network_server.cpp:1477
RoadVehicle::IsBus
bool IsBus() const
Check whether a roadvehicle is a bus.
Definition: roadveh_cmd.cpp:83
ServerNetworkGameSocketHandler::client_address
NetworkAddress client_address
IP-address of the client (so they can be banned)
Definition: network_server.h:73
_network_restart_map_timer
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.
NetworkSettings::autoclean_novehicles
uint8_t autoclean_novehicles
remove companies with no vehicles after this many months
Definition: settings_type.h:325
PacketWriter::Destroy
void Destroy()
Begin the destruction of this packet writer.
Definition: network_server.cpp:104
GenerateCompanyPasswordHash
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.
Definition: network.cpp:177
ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT
NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p) override
Sends a chat-packet to the server: uint8_t ID of the action (see NetworkAction).
Definition: network_server.cpp:1397
PACKET_SERVER_CLIENT_INFO
@ PACKET_SERVER_CLIENT_INFO
Server sends you information about a client.
Definition: tcp_game.h:71
NETWORK_RECV_STATUS_OKAY
@ NETWORK_RECV_STATUS_OKAY
Everything is okay.
Definition: core.h:23
NetworkGameSocketHandler::SendCommand
void SendCommand(Packet *p, const CommandPacket *cp)
Sends a command over the network.
Definition: network_command.cpp:448
TCP_MTU
static const uint16_t TCP_MTU
Number of bytes we can pack in a single TCP packet.
Definition: config.h:45
SB
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.
Definition: bitmath_func.hpp:58
ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD
NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p) override
Send a password to the server to authorize: uint8_t Password type (see NetworkPasswordType).
Definition: network_server.cpp:967
ADMIN_FREQUENCY_WEEKLY
@ ADMIN_FREQUENCY_WEEKLY
The admin gets information about this on a weekly basis.
Definition: tcp_admin.h:94
NetworkServerUpdateGameInfo
void NetworkServerUpdateGameInfo()
Update the server's NetworkServerGameInfo due to changes in settings.
Definition: network_server.cpp:2037
PACKET_SERVER_WELCOME
@ PACKET_SERVER_WELCOME
Server welcomes you and gives you your ClientID.
Definition: tcp_game.h:70
Ticks::DAY_TICKS
static constexpr TimerGameTick::Ticks DAY_TICKS
1 day is 74 ticks; TimerGameCalendar::date_fract used to be uint16_t and incremented by 885.
Definition: timer_game_tick.h:48
ServerNetworkGameSocketHandler::SendShutdown
NetworkRecvStatus SendShutdown()
Tell the client we're shutting down.
Definition: network_server.cpp:775
VEH_TRAIN
@ VEH_TRAIN
Train vehicle type.
Definition: vehicle_type.h:24
NetworkSettings::autoclean_unprotected
uint8_t autoclean_unprotected
remove passwordless companies after this many months
Definition: settings_type.h:323
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:324
_network_weekly
static IntervalTimer< TimerGameEconomy > _network_weekly({TimerGameEconomy::WEEK, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAdminUpdate(ADMIN_FREQUENCY_WEEKLY);})
Economy weekly "callback".
ServerNetworkGameSocketHandler::SendRConResult
NetworkRecvStatus SendRConResult(uint16_t colour, const std::string &command)
Send the result of a console action.
Definition: network_server.cpp:799
NetworkSettings::max_init_time
uint16_t max_init_time
maximum amount of time, in game ticks, a client may take to initiate joining
Definition: settings_type.h:302
FACIL_AIRPORT
@ FACIL_AIRPORT
Station with an airport.
Definition: station_type.h:55
CMD_SERVER
@ CMD_SERVER
the command can only be initiated by the server
Definition: command_type.h:392
CMD_SPECTATOR
@ CMD_SPECTATOR
the command may be initiated by a spectator
Definition: command_type.h:393
ServerNetworkGameSocketHandler::last_token
byte last_token
The last random token we did send to verify the client is listening.
Definition: network_server.h:66
PacketWriter::exit_sig
std::condition_variable exit_sig
Signal for threaded destruction of this packet writer.
Definition: network_server.cpp:68
network_admin.h
NetworkServerGameInfo::clients_on
byte clients_on
Current count of clients on server.
Definition: network_game_info.h:107
CC_WARNING
static const TextColour CC_WARNING
Colour for warning lines.
Definition: console_type.h:25
CCA_DELETE
@ CCA_DELETE
Delete a company.
Definition: company_type.h:70
MAX_CLIENT_SLOTS
static const uint MAX_CLIENT_SLOTS
The number of slots; must be at least 1 more than MAX_CLIENTS.
Definition: network_type.h:23
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:1720
VEH_SHIP
@ VEH_SHIP
Ship vehicle type.
Definition: vehicle_type.h:26
Company
Definition: company_base.h:116
PACKET_SERVER_EXTERNAL_CHAT
@ PACKET_SERVER_EXTERNAL_CHAT
Server distributing the message from external source.
Definition: tcp_game.h:102
ServerNetworkGameSocketHandler::SendNeedCompanyPassword
NetworkRecvStatus SendNeedCompanyPassword()
Request the company password.
Definition: network_server.cpp:466
PACKET_SERVER_CHECK_NEWGRFS
@ PACKET_SERVER_CHECK_NEWGRFS
Server sends NewGRF IDs and MD5 checksums for the client to check.
Definition: tcp_game.h:60
SetWindowClassesDirty
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
Definition: window.cpp:3108
SL_OK
@ SL_OK
completed successfully
Definition: saveload.h:384
CLIENT_ID_SERVER
@ CLIENT_ID_SERVER
Servers always have this ID.
Definition: network_type.h:51
_networkclientsocket_pool
NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket")
Make very sure the preconditions given in network_type.h are actually followed.
PacketWriter::current
Packet * current
The packet we're currently writing to.
Definition: network_server.cpp:64
NetworkAdminCompanyInfo
void NetworkAdminCompanyInfo(const Company *company, bool new_company)
Notify the admin network of company details.
Definition: network_admin.cpp:860
NetworkErrorCode
NetworkErrorCode
The error codes we send around in the protocols.
Definition: network_type.h:122
NetworkClientInfo
Container for all information known about a client.
Definition: network_base.h:24
NetworkIsValidClientName
bool NetworkIsValidClientName(const std::string_view client_name)
Check whether the given client name is deemed valid for use in network games.
Definition: network_client.cpp:1315
ServerNetworkGameSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
Definition: network_server.cpp:255
_frame_counter_max
uint32_t _frame_counter_max
To where we may go with our clients.
Definition: network.cpp:72
_network_monthly
static IntervalTimer< TimerGameEconomy > _network_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAutoCleanCompanies();NetworkAdminUpdate(ADMIN_FREQUENCY_MONTHLY);})
Economy monthly "callback".
NetworkClientInfo::join_date
TimerGameEconomy::Date join_date
Gamedate the client has joined.
Definition: network_base.h:28
ServerNetworkGameSocketHandler::STATUS_AUTH_GAME
@ STATUS_AUTH_GAME
The client is authorizing with game (server) password.
Definition: network_server.h:54
NetworkCompanyHasClients
bool NetworkCompanyHasClients(CompanyID company)
Check whether a particular company has clients.
Definition: network_server.cpp:2175
Packet::Send_uint16
void Send_uint16(uint16_t data)
Package a 16 bits integer in the packet.
Definition: packet.cpp:139
Packet::Recv_uint8
uint8_t Recv_uint8()
Read a 8 bits integer from the packet.
Definition: packet.cpp:317
PacketWriter::packets
Packet * packets
Packet queue of the savegame; send these "slowly" to the client.
Definition: network_server.cpp:66
_settings_newgame
GameSettings _settings_newgame
Game settings for new games (updated from the intro screen).
Definition: settings.cpp:56
NetworkAdminClientError
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).
Definition: network_admin.cpp:846
GCF_STATIC
@ GCF_STATIC
GRF file is used statically (can be used in any MP game)
Definition: newgrf_config.h:25
ServerNetworkGameSocketHandler::SendWait
NetworkRecvStatus SendWait()
Tell the client that its put in a waiting queue.
Definition: network_server.cpp:519
NetworkSettings::autoclean_companies
bool autoclean_companies
automatically remove companies that are not in use
Definition: settings_type.h:322
PACKET_SERVER_MAP_DATA
@ PACKET_SERVER_MAP_DATA
Server sends bits of the map to the client.
Definition: tcp_game.h:78
NetworkSettings::network_id
std::string network_id
network ID for servers
Definition: settings_type.h:321
ServerNetworkGameSocketHandler::STATUS_AUTHORIZED
@ STATUS_AUTHORIZED
The client is authorized.
Definition: network_server.h:56
TimerGameCalendar::year
static Year year
Current year, starting at 0.
Definition: timer_game_calendar.h:32
NETWORK_RECV_STATUS_MALFORMED_PACKET
@ NETWORK_RECV_STATUS_MALFORMED_PACKET
We apparently send a malformed packet.
Definition: core.h:28
NetworkUpdateClientInfo
void NetworkUpdateClientInfo(ClientID client_id)
Send updated client info of a particular client.
Definition: network_server.cpp:1569
CommandPacket::cmd
Commands cmd
command being executed.
Definition: network_internal.h:117
ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR
NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p) override
The client made an error and is quitting the game.
Definition: network_server.cpp:1157
TimerGameEconomy::date
static Date date
Current date in days (day counter).
Definition: timer_game_economy.h:37
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:91
HasBit
constexpr debug_inline bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
Definition: bitmath_func.hpp:103