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OpenTTD Source
14.0-beta3
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Go to the documentation of this file.
10 #include "../stdafx.h"
12 #include "../strings_func.h"
13 #include "../command_func.h"
14 #include "../timer/timer_game_tick.h"
15 #include "../timer/timer_game_economy.h"
28 #include "../console_func.h"
29 #include "../3rdparty/md5/md5.h"
30 #include "../core/random_func.hpp"
31 #include "../window_func.h"
32 #include "../company_func.h"
33 #include "../company_base.h"
34 #include "../landscape_type.h"
36 #include "../core/pool_func.hpp"
37 #include "../gfx_func.h"
39 #include "../misc_cmd.h"
44 #include "../safeguards.h"
46 #ifdef DEBUG_DUMP_COMMANDS
47 #include "../fileio_func.h"
77 #ifdef NETWORK_SEND_DOUBLE_SEED
78 uint32_t _sync_seed_2;
89 extern std::string
GenerateUid(std::string_view subject);
97 return !NetworkClientSocket::Iterate().empty();
117 if (ci->client_id ==
client_id)
return ci;
130 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
131 if (cs->client_id ==
client_id)
return cs;
137 byte NetworkSpectatorCount()
159 if (password.compare(
"*") == 0) password =
"";
179 if (password.empty())
return password;
181 size_t password_length = password.size();
182 size_t password_server_id_length = password_server_id.size();
184 std::ostringstream salted_password;
187 char password_char = (i < password_length ? password[i] : 0);
188 char server_id_char = (i < password_server_id_length ? password_server_id[i] : 0);
189 char seed_char = password_game_seed >> (i % 32);
190 salted_password << (char)(password_char ^ server_id_char ^ seed_char);
197 std::string salted_password_string = salted_password.str();
198 checksum.Append(salted_password_string.data(), salted_password_string.size());
199 checksum.Finish(digest);
217 void NetworkTextMessage(
NetworkAction action,
TextColour colour,
bool self_send,
const std::string &name,
const std::string &str, int64_t data,
const std::string &data_str)
221 case NETWORK_ACTION_SERVER_MESSAGE:
223 strid = STR_NETWORK_SERVER_MESSAGE;
226 case NETWORK_ACTION_COMPANY_SPECTATOR:
228 strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE;
230 case NETWORK_ACTION_COMPANY_JOIN:
232 strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN;
234 case NETWORK_ACTION_COMPANY_NEW:
236 strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW;
238 case NETWORK_ACTION_JOIN:
240 strid =
_network_server ? STR_NETWORK_MESSAGE_CLIENT_JOINED_ID : STR_NETWORK_MESSAGE_CLIENT_JOINED;
242 case NETWORK_ACTION_LEAVE: strid = STR_NETWORK_MESSAGE_CLIENT_LEFT;
break;
243 case NETWORK_ACTION_NAME_CHANGE: strid = STR_NETWORK_MESSAGE_NAME_CHANGE;
break;
244 case NETWORK_ACTION_GIVE_MONEY: strid = STR_NETWORK_MESSAGE_GIVE_MONEY;
break;
245 case NETWORK_ACTION_CHAT_COMPANY: strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY;
break;
246 case NETWORK_ACTION_CHAT_CLIENT: strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT;
break;
247 case NETWORK_ACTION_KICKED: strid = STR_NETWORK_MESSAGE_KICKED;
break;
248 case NETWORK_ACTION_EXTERNAL_CHAT: strid = STR_NETWORK_CHAT_EXTERNAL;
break;
249 default: strid = STR_NETWORK_CHAT_ALL;
break;
261 std::ostringstream stream;
262 std::ostreambuf_iterator<char> iterator(stream);
264 std::string message = stream.str() +
GetString(strid);
272 uint NetworkCalculateLag(
const NetworkClientSocket *cs)
274 int lag = cs->last_frame_server - cs->last_frame;
287 void ShowNetworkError(
StringID error_string)
302 static const StringID network_error_strings[] = {
303 STR_NETWORK_ERROR_CLIENT_GENERAL,
304 STR_NETWORK_ERROR_CLIENT_DESYNC,
305 STR_NETWORK_ERROR_CLIENT_SAVEGAME,
306 STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST,
307 STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR,
308 STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH,
309 STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED,
310 STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED,
311 STR_NETWORK_ERROR_CLIENT_WRONG_REVISION,
312 STR_NETWORK_ERROR_CLIENT_NAME_IN_USE,
313 STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD,
314 STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH,
315 STR_NETWORK_ERROR_CLIENT_KICKED,
316 STR_NETWORK_ERROR_CLIENT_CHEATER,
317 STR_NETWORK_ERROR_CLIENT_SERVER_FULL,
318 STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS,
319 STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD,
320 STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER,
321 STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP,
322 STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN,
323 STR_NETWORK_ERROR_CLIENT_INVALID_CLIENT_NAME,
325 static_assert(
lengthof(network_error_strings) == NETWORK_ERROR_END);
327 if (err >= (ptrdiff_t)
lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
329 return network_error_strings[err];
341 switch (changed_mode) {
349 if (!paused && !changed)
return;
360 str = STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 + i;
362 switch (changed_mode) {
368 default: NOT_REACHED();
370 str = paused ? STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED : STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED;
407 for (
const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
408 if (cs->status != NetworkClientSocket::STATUS_ACTIVE)
continue;
435 for (
const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
436 if (cs->status >= NetworkClientSocket::STATUS_AUTHORIZED && cs->status < NetworkClientSocket::STATUS_ACTIVE)
return true;
462 std::string_view ip = connection_string;
463 if (company_id ==
nullptr)
return ip;
465 size_t offset = ip.find_last_of(
'#');
466 if (offset != std::string::npos) {
467 std::string_view company_string = ip.substr(offset + 1);
468 ip = ip.substr(0, offset);
470 uint8_t company_value;
471 auto [_, err] = std::from_chars(company_string.data(), company_string.data() + company_string.size(), company_value);
472 if (err == std::errc()) {
478 *company_id = (
CompanyID)(company_value - 1);
508 size_t port_offset = ip.find_last_of(
':');
509 size_t ipv6_close = ip.find_last_of(
']');
510 if (port_offset != std::string::npos && (ipv6_close == std::string::npos || ipv6_close < port_offset)) {
511 std::string_view port_string = ip.substr(port_offset + 1);
512 ip = ip.substr(0, port_offset);
513 std::from_chars(port_string.data(), port_string.data() + port_string.size(), port);
526 uint16_t port = default_port;
528 return std::string(ip) +
":" + std::to_string(port);
541 uint16_t port = default_port;
580 as->CloseConnection(
true);
584 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
599 NetworkGameSocketHandler::ProcessDeferredDeletions();
616 static void NetworkInitialize(
bool close_admins =
true)
629 std::string connection_string;
636 Debug(net, 9,
"Query::OnFailure(): connection_string={}", this->connection_string);
645 void OnConnect(SOCKET s)
override
647 Debug(net, 9,
"Query::OnConnect(): connection_string={}", this->connection_string);
661 Debug(net, 9,
"NetworkQueryServer(): connection_string={}", connection_string);
667 TCPConnecter::Create<TCPQueryConnecter>(connection_string);
681 if (connection_string.empty())
return nullptr;
694 if (manually) item->
manually =
true;
695 if (never_expire) item->
version = INT32_MAX;
708 addresses->emplace_back(iter.c_str(), port);
712 if (addresses->empty()) {
713 addresses->emplace_back(
"", port);
720 void NetworkRebuildHostList()
732 std::string connection_string;
739 Debug(net, 9,
"Client::OnFailure(): connection_string={}", this->connection_string);
741 ShowNetworkError(STR_NETWORK_ERROR_NOCONNECTION);
744 void OnConnect(SOCKET s)
override
746 Debug(net, 9,
"Client::OnConnect(): connection_string={}", this->connection_string);
772 bool NetworkClientConnectGame(
const std::string &connection_string,
CompanyID default_company,
const std::string &join_server_password,
const std::string &join_company_password)
774 Debug(net, 9,
"NetworkClientConnectGame(): connection_string={}", connection_string);
787 if (_game_mode == GM_MENU) {
812 Debug(net, 9,
"status = CONNECTING");
814 ShowJoinStatusWindow();
819 static void NetworkInitGameInfo()
821 FillStaticNetworkServerGameInfo();
846 if (!server_name.empty())
return true;
860 static const std::string fallback_client_name =
"Unnamed Client";
863 Debug(net, 1,
"No \"client_name\" has been set, using \"{}\" instead. Please set this now using the \"name <new name>\" command", fallback_client_name);
867 static const std::string fallback_server_name =
"Unnamed Server";
870 Debug(net, 1,
"No \"server_name\" has been set, using \"{}\" instead. Please set this now using the \"server_name <new name>\" command", fallback_server_name);
875 bool NetworkServerStart()
887 NetworkInitialize(
false);
889 Debug(net, 5,
"Starting listeners for clients");
894 Debug(net, 5,
"Starting listeners for admins");
899 Debug(net, 5,
"Starting listeners for incoming server queries");
914 NetworkInitGameInfo();
936 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
959 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
989 case SERVER_GAME_TYPE_LOCAL:
993 case SERVER_GAME_TYPE_INVITE_ONLY:
994 case SERVER_GAME_TYPE_PUBLIC:
1016 NetworkGameSocketHandler::ProcessDeferredDeletions();
1021 static void NetworkSend()
1029 NetworkGameSocketHandler::ProcessDeferredDeletions();
1044 NetworkGameSocketHandler::ProcessDeferredDeletions();
1051 void NetworkGameLoop()
1061 static TimerGameEconomy::Date last_log;
1068 #ifdef DEBUG_DUMP_COMMANDS
1071 static TimerGameEconomy::Date next_date(0);
1072 static uint32_t next_date_fract;
1074 static bool check_sync_state =
false;
1075 static uint32_t sync_state[2];
1076 if (f ==
nullptr && next_date == 0) {
1077 Debug(desync, 0,
"Cannot open commands.log");
1078 next_date = TimerGameEconomy::Date(1);
1081 while (f !=
nullptr && !feof(f)) {
1083 if (cp !=
nullptr) {
1089 if (check_sync_state) {
1093 Debug(desync, 0,
"Sync check: {:08x}; {:02x}; mismatch expected {{{:08x}, {:08x}}}, got {{{:08x}, {:08x}}}",
1097 check_sync_state =
false;
1101 if (cp !=
nullptr || check_sync_state)
break;
1104 if (fgets(buff,
lengthof(buff), f) ==
nullptr)
break;
1110 if (p ==
nullptr)
break;
1114 if (strncmp(p,
"cmd: ", 5) == 0
1115 #ifdef DEBUG_FAILED_DUMP_COMMANDS
1116 || strncmp(p,
"cmdf: ", 6) == 0
1125 uint32_t next_date_raw;
1126 int ret = sscanf(p,
"%x; %x; %x; %x; %x; %255s", &next_date_raw, &next_date_fract, &company, &cmd, &cp->
err_msg, buffer);
1128 next_date = TimerGameEconomy::Date((int32_t)next_date_raw);
1133 std::vector<byte> args;
1134 size_t arg_len = strlen(buffer);
1135 for (
size_t i = 0; i + 1 < arg_len; i += 2) {
1137 std::from_chars(buffer + i, buffer + i + 2, e, 16);
1138 args.emplace_back(e);
1141 }
else if (strncmp(p,
"join: ", 6) == 0) {
1143 uint32_t next_date_raw;
1144 int ret = sscanf(p + 6,
"%x; %x", &next_date_raw, &next_date_fract);
1145 next_date = TimerGameEconomy::Date((int32_t)next_date_raw);
1147 Debug(desync, 0,
"Injecting pause for join at {:08x}:{:02x}; please join when paused", next_date, next_date_fract);
1153 }
else if (strncmp(p,
"sync: ", 6) == 0) {
1154 uint32_t next_date_raw;
1155 int ret = sscanf(p + 6,
"%x; %x; %x; %x", &next_date_raw, &next_date_fract, &sync_state[0], &sync_state[1]);
1156 next_date = TimerGameEconomy::Date((int32_t)next_date_raw);
1158 check_sync_state =
true;
1159 }
else if (strncmp(p,
"msg: ", 5) == 0 || strncmp(p,
"client: ", 8) == 0 ||
1160 strncmp(p,
"load: ", 6) == 0 || strncmp(p,
"save: ", 6) == 0) {
1162 #ifndef DEBUG_FAILED_DUMP_COMMANDS
1163 }
else if (strncmp(p,
"cmdf: ", 6) == 0) {
1164 Debug(desync, 0,
"Skipping replay of failed command: {}", p + 6);
1168 Debug(desync, 0,
"Trying to parse: {}", p);
1172 if (f !=
nullptr && feof(f)) {
1173 Debug(desync, 0,
"End of commands.log");
1187 bool send_frame =
false;
1203 #ifdef NETWORK_SEND_DOUBLE_SEED
1229 static void NetworkGenerateServerId()
1237 Debug(net, 3,
"Starting network");
1246 _network_game_info = {};
1248 NetworkInitialize();
1250 Debug(net, 3,
"Network online, multiplayer available");
1262 Debug(net, 3,
"Shutting down network");
1269 #ifdef __EMSCRIPTEN__
1272 void CDECL em_openttd_add_server(
const char *connection_string)
static void CheckCallbacks()
Check whether we need to call the callback, i.e.
bool NetworkValidateServerName(std::string &server_name)
Trim the given server name in place, i.e.
uint8_t frame_freq
how often do we send commands to the clients
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope)
Mark window data of the window of a given class and specific window number as invalid (in need of re-...
@ NETWORK_RECV_STATUS_CLIENT_QUIT
The connection is lost gracefully. Other clients are already informed of this leaving client.
std::string FormatArrayAsHex(std::span< const byte > data)
Format a byte array into a continuous hex string.
@ SAVE_DIR
Base directory for all savegames.
void SendReceive()
Check whether we received/can send some data from/to the content server and when that's the case hand...
bool NetworkValidateOurClientName()
Convenience method for NetworkValidateClientName on _settings_client.network.client_name.
NetworkGameList * NetworkAddServer(const std::string &connection_string, bool manually, bool never_expire)
Validates an address entered as a string and adds the server to the list.
void ShowErrorMessage(StringID summary_msg, int x, int y, CommandCost cc)
Display an error message in a window.
std::string NormalizeConnectionString(const std::string &connection_string, uint16_t default_port)
Normalize a connection string.
std::string client_name
Name of the client.
void ClearGRFConfigList(GRFConfig **config)
Clear a GRF Config list, freeing all nodes.
void NetworkUDPServerListen()
Start the listening of the UDP server component.
std::string company_password
The password of the company to join.
CompanyID client_playas
As which company is this client playing (CompanyID)
@ TD_LTR
Text is written left-to-right by default.
void GetBindAddresses(NetworkAddressList *addresses, uint16_t port)
Get the addresses to bind to.
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
Some state information of a company, especially for servers.
bool _network_server
network-server is active
CompanyMask _network_company_passworded
Bitmask of the password status of all companies.
void CloseWindowById(WindowClass cls, WindowNumber number, bool force, int data)
Close a window by its class and window number (if it is open).
NetworkAction
Actions that can be used for NetworkTextMessage.
@ WC_CLIENT_LIST
Client list; Window numbers:
static void WelcomeAll()
Send a Welcome packet to all connected admins.
std::string server_password
The password of the server to join.
static bool GameLoop()
Actual game loop for the client.
void OnFailure() override
Callback for when the connection attempt failed.
static bool Listen(uint16_t port)
Listen on a particular port.
static bool NetworkHasJoiningClient()
Checks whether there is a joining client.
StringID err_msg
string ID of error message to use.
std::string connection_string
The address of the server to join.
NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo")
Make sure both pools have the same size.
bool pause_on_join
pause the game when people join
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
Handle the pause mode change so we send the right messages to the chat.
static Pool::IterateWrapperFiltered< ServerNetworkAdminSocketHandler, ServerNetworkAdminSocketHandlerFilter > IterateActive(size_t from=0)
Returns an iterable ensemble of all active admin sockets.
Randomizer _random
Random used in the game state calculations.
static ServerAddress Parse(const std::string &connection_string, uint16_t default_port, CompanyID *company_id=nullptr)
Convert a string containing either "hostname", "hostname:port" or invite code to a ServerAddress,...
static DateFract date_fract
Fractional part of the day.
ClientSettings _settings_client
The current settings for this game.
StringList _network_bind_list
The addresses to bind on.
void UpdateNetworkGameWindow()
Update the network new window because a new server is found on the network.
NetworkGameList * NetworkGameListAddItem(const std::string &connection_string)
Add a new item to the linked gamelist.
void NetworkBackgroundLoop()
We have to do some (simple) background stuff that runs normally, even when we are not in multiplayer.
NetworkJoinStatus _network_join_status
The status of joining.
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
static ClientNetworkGameSocketHandler * my_client
This is us!
ClientID _redirect_console_to_client
If not invalid, redirect the console output to a client.
Owner
Enum for all companies/owners.
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
uint16_t network_chat_timeout
timeout of chat messages in seconds
Defines the traits of a command.
static const TextColour CC_DEFAULT
Default colour of the console.
bool _network_first_time
Whether we have finished joining or not.
void NetworkServer_Tick(bool send_frame)
This is called every tick if this is a _network_server.
#define Debug(category, level, format_string,...)
Ouptut a line of debugging information.
static void Send()
Send the packets for the server sockets.
static const int MAX_CHAR_LENGTH
Max. length of UTF-8 encoded unicode character.
NetworkGameList * _network_game_list
Game list of this client.
static const uint MAX_LENGTH_COMPANY_NAME_CHARS
The maximum length of a company name in characters including '\0'.
~NetworkClientInfo()
Basically a client is leaving us right now.
void CloseAllConnections()
Close all pending connection tokens.
std::string NetworkChangeCompanyPassword(CompanyID company_id, std::string password)
Change the company password of a given company.
void NetworkQueryServer(const std::string &connection_string)
Query a server to fetch the game-info.
@ PM_UNPAUSED
A normal unpaused game.
bool HasClients()
Return whether there is any client connected or trying to connect at all.
uint32_t _sync_seed_1
Seed to compare during sync checks.
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
@ COMPANY_FIRST
First company, same as owner.
static NetworkClientInfo * GetByClientID(ClientID client_id)
Return the CI given it's client-identifier.
void NetworkClientJoinGame()
Actually perform the joining to the server.
CompanyID company
The company to join.
CompanyID company
company that is executing the command
NetworkAddress ParseConnectionString(const std::string &connection_string, uint16_t default_port)
Convert a string containing either "hostname" or "hostname:ip" to a NetworkAddress.
@ COMPANY_NEW_COMPANY
The client wants a new company.
static void Send()
Send the packets for the server sockets.
Everything we need to know about a command to be able to execute it.
std::string last_joined
Last joined server.
std::vector< NetworkAddress > NetworkAddressList
Type for a list of addresses.
static bool Receive()
Handle the receiving of packets.
FILE * FioFOpenFile(const std::string &filename, const char *mode, Subdirectory subdir, size_t *filesize)
Opens a OpenTTD file somewhere in a personal or global directory.
void StrTrimInPlace(std::string &str)
Trim the spaces from given string in place, i.e.
void IConsoleCmdExec(const std::string &command_string, const uint recurse_count)
Execute a given command passed to us.
uint32_t _last_sync_frame
Used in the server to store the last time a sync packet was sent to clients.
bool manually
True if the server was added manually.
std::string admin_password
password for the admin network
PauseMode _pause_mode
The current pause mode.
void NetworkClient_Connected()
Is called after a client is connected to the server.
void OnFailure() override
Callback for when the connection attempt failed.
NetworkRecvStatus CloseConnection(bool error=true) override
This will put this socket handler in a close state.
@ MAX_COMPANIES
Maximum number of companies.
std::vector< std::string > StringList
Type for a list of strings.
Non blocking connection create to actually connect to servers.
std::string client_name
name of the player (as client)
static void InitializeNetworkPools(bool close_admins=true)
Resets the pools used for network clients, and the admin pool if needed.
static void Clean(PoolType)
Clean all pools of given type.
void NetworkShutDown()
This shuts the network down.
@ PT_NADMIN
Network admin pool.
NetworkCompanyState * _network_company_states
Statistics about some companies.
static const uint NETWORK_SERVER_ID_LENGTH
The maximum length of the network id of the servers, in bytes including '\0'.
int version
Used to see which servers are no longer available on the Game Coordinator and can be removed.
bool _networking
are we in networking mode?
static void CheckPauseHelper(bool pause, PauseMode pm)
Helper function for the pause checkers.
@ PT_NONE
No pool is selected.
static void CheckClientAndServerName()
Check whether the client and server name are set, for a dedicated server and if not set them to some ...
static ServerNetworkGameSocketHandler * GetByClientID(ClientID client_id)
Return the client state given it's client-identifier.
PauseMode
Modes of pausing we've got.
bool _network_dedicated
are we a dedicated server?
@ CMD_PAUSE
pause the game
void Register()
Register our server to receive our invite code.
static void KillAll()
Kill all connection attempts.
static void QueryServer(SOCKET s, const std::string &connection_string)
Start to query a server based on an open socket.
@ PM_PAUSED_GAME_SCRIPT
A game paused by a game script.
static void AcceptConnection(SOCKET s, const NetworkAddress &address)
Handle the accepting of a connection to the server.
@ PT_NCLIENT
Network client pools.
static const uint16_t NETWORK_DEFAULT_PORT
The default port of the game server (TCP & UDP)
std::string_view ParseCompanyFromConnectionString(const std::string &connection_string, CompanyID *company_id)
Parse the company part ("#company" postfix) of a connecting string.
bool NetworkCompanyIsPassworded(CompanyID company_id)
Check if the company we want to join requires a password.
ClientID client_id
Client identifier (same as ClientState->client_id)
void NetworkDisconnect(bool close_admins)
We want to disconnect from the host/clients.
void NetworkHTTPUninitialize()
Uninitialize the HTTP socket handler.
uint16_t server_port
port the server listens on
ClientID _network_own_client_id
Our client identifier.
void NetworkBackgroundUDPLoop()
Receive the UDP packets.
std::string server_name
name of the server
void NetworkCoreShutdown()
Shuts down the network core (as that is needed for some platforms.
static bool Receive()
Check whether we received/can send some data from/to the server and when that's the case handle it ap...
ClientNetworkContentSocketHandler _network_content_client
The client we use to connect to the server.
Class for handling the server side of the game connection.
@ PM_PAUSED_ACTIVE_CLIENTS
A game paused for 'min_active_clients'.
SwitchMode _switch_mode
The next mainloop command.
ServerGameType server_game_type
Server type: local / public / invite-only.
uint32_t _frame_counter_server
The frame_counter of the server, if in network-mode.
#define _ddc_fastforward
Helper variable to make the dedicated server go fast until the (first) join.
CompanyID _current_company
Company currently doing an action.
Wrapper for (un)resolved network addresses; there's no reason to transform a numeric IP to a string a...
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
Base class for all pools.
ClientID
'Unique' identifier to be given to clients
void SendReceive()
Check whether we received/can send some data from/to the Game Coordinator server and when that's the ...
void NetworkSendCommand(Commands cmd, StringID err_message, CommandCallback *callback, CompanyID company, const CommandDataBuffer &cmd_data)
Prepare a DoCommand to be send over the network.
void CDECL NetworkAddChatMessage(TextColour colour, uint duration, const std::string &message)
Add a text message to the 'chat window' to be shown.
void NetworkClientSetCompanyPassword(const std::string &password)
Set/Reset company password on the client side.
uint32_t _frame_counter
The current frame.
CommandDataBuffer data
command parameters.
void SetDParam(size_t n, uint64_t v)
Set a string parameter v at index n in the global string parameter array.
@ COMPANY_SPECTATOR
The client is spectating.
Class for handling the server side of the game connection.
static void CheckPauseOnJoin()
Check whether we should pause on join.
uint16_t server_admin_port
port the server listens on for the admin network
byte _network_clients_connected
The amount of clients connected.
@ WC_NETWORK_STATUS_WINDOW
Network status window; Window numbers:
void NetworkUDPInitialize()
Initialize the whole UDP bit.
ClientNetworkCoordinatorSocketHandler _network_coordinator_client
The connection to the Game Coordinator.
@ PM_PAUSED_NORMAL
A game normally paused.
static void HTTPReceive()
Do the receiving for all HTTP connections.
std::string GetString(StringID string)
Resolve the given StringID into a std::string with all the associated DParam lookups and formatting.
const char * GetCommandName(Commands cmd)
This function mask the parameter with CMD_ID_MASK and returns the name which belongs to the given com...
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
static uint NetworkCountActiveClients()
Counts the number of active clients connected.
@ DESTTYPE_CLIENT
Send message/notice to only a certain client (Private)
void SetDParamStr(size_t n, const char *str)
This function is used to "bind" a C string to a OpenTTD dparam slot.
@ WL_ERROR
Errors (eg. saving/loading failed)
@ SM_MENU
Switch to game intro menu.
Class for handling the client side of the game connection.
@ PM_PAUSED_LINK_GRAPH
A game paused due to the link graph schedule lagging.
void NetworkFindBroadcastIPs(NetworkAddressList *broadcast)
Find the IPv4 broadcast addresses; IPv6 uses a completely different strategy for broadcasting.
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
@ PM_PAUSED_JOIN
A game paused for 'pause_on_join'.
Structure with information shown in the game list (GUI)
static void CheckMinActiveClients()
Check if the minimum number of active clients has been reached and pause or unpause the game as appro...
ClientID client_id
Client identifier.
@ WC_SEND_NETWORK_MSG
Chatbox; Window numbers:
bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const std::string &join_server_password, const std::string &join_company_password)
Join a client to the server at with the given connection string.
@ NGLS_OFFLINE
Server is offline (or cannot be queried).
#define lengthof(x)
Return the length of an fixed size array.
StringList _network_ban_list
The banned clients.
void NetworkUDPClose()
Close all UDP related stuff.
NetworkSettings network
settings related to the network
static void SendReceive()
Check if any query needs to send or receive.
uint32_t state[2]
The state of the randomizer.
void NetworkClose(bool close_admins)
Close current connections.
std::string_view ParseFullConnectionString(const std::string &connection_string, uint16_t &port, CompanyID *company_id)
Converts a string to ip/port/company Format: IP:port::company.
void NetworkHTTPInitialize()
Initialize the HTTP socket handler.
static const char32_t CHAR_TD_RLM
The next character acts like a right-to-left character.
uint32_t _sync_frame
The frame to perform the sync check.
ServerNetworkGameSocketHandler(SOCKET s)
Create a new socket for the server side of the game connection.
NetworkAddress client_address
IP-address of the client (so they can be banned)
bool NetworkCoreInitialize()
Initializes the network core (as that is needed for some platforms.
void NetworkUpdateServerGameType()
The setting server_game_type was updated; possibly we need to take some action.
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.
Endian-aware buffer adapter that always writes values in little endian order.
NetworkGameList * next
Next pointer to make a linked game list.
size_t Utf8Encode(T buf, char32_t c)
Encode a unicode character and place it in the buffer.
void NetworkExecuteLocalCommandQueue()
Execute all commands on the local command queue that ought to be executed this frame.
Commands
List of commands.
static NetworkRecvStatus SendQuit()
Tell the server we would like to quit.
static constexpr TimerGameTick::Ticks DAY_TICKS
1 day is 74 ticks; TimerGameCalendar::date_fract used to be uint16_t and incremented by 885.
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
static void CloseListeners()
Close the sockets we're listening on.
std::string server_name
Server name.
void StateGameLoop()
State controlling game loop.
uint8_t min_active_clients
minimum amount of active clients to unpause the game
void NetworkStartUp()
This tries to launch the network for a given OS.
bool refreshing
Whether this server is being queried.
StringList _network_host_list
The servers we know.
NetworkGameInfo info
The game information of this server.
byte clients_on
Current count of clients on server.
bool _network_available
is network mode available?
@ WN_NETWORK_STATUS_WINDOW_JOIN
Network join status.
static bool NetworkReceive()
Receives something from the network.
void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &password, bool already_hashed)
Set/Reset a company password on the server end.
@ PM_PAUSED_ERROR
A game paused because a (critical) error.
void NetworkFreeLocalCommandQueue()
Free the local command queues.
NetworkJoinInfo _network_join
Information about the game to join to.
@ SM_JOIN_GAME
Join a network game.
std::string connection_string
The connection string for this ServerAddress.
GRFConfig * grfconfig
List of NewGRF files used.
@ CLIENT_ID_SERVER
Servers always have this ID.
NetworkAddressList _broadcast_list
List of broadcast addresses.
static void Send()
Send the packets of this socket handler.
Non blocking connection to query servers for their game info.
TextDirection _current_text_dir
Text direction of the currently selected language.
bool _is_network_server
Does this client wants to be a network-server?
NetworkErrorCode
The error codes we send around in the protocols.
Container for all information known about a client.
std::string GenerateUid(std::string_view subject)
Generate an unique ID.
uint32_t _frame_counter_max
To where we may go with our clients.
uint8_t _network_reconnect
Reconnect timeout.
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames)
GUISettings gui
settings related to the GUI
@ WL_CRITICAL
Critical errors, the MessageBox is shown in all cases.
void NetworkDistributeCommands()
Distribute the commands of ourself and the clients.
std::string network_id
network ID for servers
NetworkGameListStatus status
Stats of the server.
static const uint NETWORK_COMPANY_NAME_LENGTH
The maximum length of the company name, in bytes including '\0'.
Commands cmd
command being executed.
static Date date
Current date in days (day counter).
static const char32_t CHAR_TD_LRM
The next character acts like a left-to-right character.
void IConsolePrint(TextColour colour_code, const std::string &string)
Handle the printing of text entered into the console or redirected there by any other means.
constexpr debug_inline bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.