OpenTTD Source  14.0-beta3
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 
64  std::unique_ptr<Packet> current;
65  size_t total_size;
66  std::deque<std::unique_ptr<Packet>> packets;
67  std::mutex mutex;
68  std::condition_variable exit_sig;
69 
74  PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(nullptr), cs(cs), total_size(0)
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  Debug(net, 0, "Destruct!");
88  this->packets.clear();
89  this->current = nullptr;
90  }
91 
102  void Destroy()
103  {
104  std::unique_lock<std::mutex> lock(this->mutex);
105 
106  this->cs = nullptr;
107 
108  this->exit_sig.notify_all();
109  lock.unlock();
110 
111  /* Make sure the saving is completely cancelled. Yes,
112  * we need to handle the save finish as well as the
113  * next connection might just be requesting a map. */
114  WaitTillSaved();
115  }
116 
124  {
125  /* Unsafe check for the queue being empty or not. */
126  if (this->packets.empty()) return false;
127 
128  std::lock_guard<std::mutex> lock(this->mutex);
129 
130  while (!this->packets.empty()) {
131  bool last_packet = this->packets.front()->GetPacketType() == PACKET_SERVER_MAP_DONE;
132  socket->SendPacket(std::move(this->packets.front()));
133  this->packets.pop_front();
134 
135  if (last_packet) return true;
136  }
137 
138  return false;
139  }
140 
141  void Write(byte *buf, size_t size) override
142  {
143  /* We want to abort the saving when the socket is closed. */
144  if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
145 
146  if (this->current == nullptr) this->current = std::make_unique<Packet>(PACKET_SERVER_MAP_DATA, TCP_MTU);
147 
148  std::lock_guard<std::mutex> lock(this->mutex);
149 
150  byte *bufe = buf + size;
151  while (buf != bufe) {
152  size_t written = this->current->Send_bytes(buf, bufe);
153  buf += written;
154 
155  if (!this->current->CanWriteToPacket(1)) {
156  this->packets.push_back(std::move(this->current));
157  if (buf != bufe) this->current = std::make_unique<Packet>(PACKET_SERVER_MAP_DATA, TCP_MTU);
158  }
159  }
160 
161  this->total_size += size;
162  }
163 
164  void Finish() override
165  {
166  /* We want to abort the saving when the socket is closed. */
167  if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
168 
169  std::lock_guard<std::mutex> lock(this->mutex);
170 
171  /* Make sure the last packet is flushed. */
172  if (this->current != nullptr) this->packets.push_back(std::move(this->current));
173 
174  /* Add a packet stating that this is the end to the queue. */
175  this->packets.push_back(std::make_unique<Packet>(PACKET_SERVER_MAP_DONE));
176 
177  /* Fast-track the size to the client. */
178  auto p = std::make_unique<Packet>(PACKET_SERVER_MAP_SIZE);
179  p->Send_uint32((uint32_t)this->total_size);
180  this->packets.push_front(std::move(p));
181  }
182 };
183 
184 
190 {
191  this->status = STATUS_INACTIVE;
192  this->client_id = _network_client_id++;
194 
195  Debug(net, 9, "client[{}] status = INACTIVE", this->client_id);
196 
197  /* The Socket and Info pools need to be the same in size. After all,
198  * each Socket will be associated with at most one Info object. As
199  * such if the Socket was allocated the Info object can as well. */
201 }
202 
207 {
208  delete this->GetInfo();
209 
212 
213  if (this->savegame != nullptr) {
214  this->savegame->Destroy();
215  this->savegame = nullptr;
216  }
217 }
218 
220 {
221  /* Only allow receiving when we have some buffer free; this value
222  * can go negative, but eventually it will become positive again. */
223  if (this->receive_limit <= 0) return nullptr;
224 
225  /* We can receive a packet, so try that and if needed account for
226  * the amount of received data. */
227  std::unique_ptr<Packet> p = this->NetworkTCPSocketHandler::ReceivePacket();
228  if (p != nullptr) this->receive_limit -= p->Size();
229  return p;
230 }
231 
233 {
234  assert(status != NETWORK_RECV_STATUS_OKAY);
235  /*
236  * Sending a message just before leaving the game calls cs->SendPackets.
237  * This might invoke this function, which means that when we close the
238  * connection after cs->SendPackets we will close an already closed
239  * connection. This handles that case gracefully without having to make
240  * that code any more complex or more aware of the validity of the socket.
241  */
242  if (this->IsPendingDeletion() || this->sock == INVALID_SOCKET) return status;
243 
245  /* We did not receive a leave message from this client... */
246  std::string client_name = this->GetClientName();
247 
248  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
249 
250  /* Inform other clients of this... strange leaving ;) */
251  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
252  if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) {
253  new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
254  }
255  }
256  }
257 
258  /* If we were transfering a map to this client, stop the savegame creation
259  * process and queue the next client to receive the map. */
260  if (this->status == STATUS_MAP) {
261  /* Ensure the saving of the game is stopped too. */
262  this->savegame->Destroy();
263  this->savegame = nullptr;
264 
265  this->CheckNextClientToSendMap(this);
266  }
267 
268  NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
269  Debug(net, 3, "[{}] Client #{} closed connection", ServerNetworkGameSocketHandler::GetName(), this->client_id);
270 
271  /* We just lost one client :( */
272  if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
273  extern byte _network_clients_connected;
275 
276  this->SendPackets(true);
277 
278  this->DeferDeletion();
279 
281 
282  return status;
283 }
284 
290 {
291  extern byte _network_clients_connected;
292  bool accept = _network_clients_connected < MAX_CLIENTS;
293 
294  /* We can't go over the MAX_CLIENTS limit here. However, the
295  * pool must have place for all clients and ourself. */
296  static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENTS + 1);
298  return accept;
299 }
300 
303 {
304  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
305  if (cs->writable) {
306  if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
307  /* This client is in the middle of a map-send, call the function for that */
308  cs->SendMap();
309  }
310  }
311  }
312 }
313 
314 static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
315 
316 /***********
317  * Sending functions
318  ************/
319 
325 {
326  Debug(net, 9, "client[{}] SendClientInfo(): client_id={}", this->client_id, ci->client_id);
327 
328  if (ci->client_id != INVALID_CLIENT_ID) {
329  auto p = std::make_unique<Packet>(PACKET_SERVER_CLIENT_INFO);
330  p->Send_uint32(ci->client_id);
331  p->Send_uint8 (ci->client_playas);
332  p->Send_string(ci->client_name);
333 
334  this->SendPacket(std::move(p));
335  }
337 }
338 
341 {
342  Debug(net, 9, "client[{}] SendGameInfo()", this->client_id);
343 
344  auto p = std::make_unique<Packet>(PACKET_SERVER_GAME_INFO, TCP_MTU);
345  SerializeNetworkGameInfo(*p, GetCurrentNetworkServerGameInfo());
346 
347  this->SendPacket(std::move(p));
348 
350 }
351 
358 {
359  Debug(net, 9, "client[{}] SendError(): error={}", this->client_id, error);
360 
361  auto p = std::make_unique<Packet>(PACKET_SERVER_ERROR);
362 
363  p->Send_uint8(error);
364  if (!reason.empty()) p->Send_string(reason);
365  this->SendPacket(std::move(p));
366 
367  StringID strid = GetNetworkErrorMsg(error);
368 
369  /* Only send when the current client was in game */
370  if (this->status > STATUS_AUTHORIZED) {
371  std::string client_name = this->GetClientName();
372 
373  Debug(net, 1, "'{}' made an error and has been disconnected: {}", client_name, GetString(strid));
374 
375  if (error == NETWORK_ERROR_KICKED && !reason.empty()) {
376  NetworkTextMessage(NETWORK_ACTION_KICKED, CC_DEFAULT, false, client_name, reason, strid);
377  } else {
378  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
379  }
380 
381  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
382  if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
383  /* Some errors we filter to a more general error. Clients don't have to know the real
384  * reason a joining failed. */
385  if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
386  error = NETWORK_ERROR_ILLEGAL_PACKET;
387  }
388  new_cs->SendErrorQuit(this->client_id, error);
389  }
390  }
391 
392  NetworkAdminClientError(this->client_id, error);
393  } else {
394  Debug(net, 1, "Client {} made an error and has been disconnected: {}", this->client_id, GetString(strid));
395  }
396 
397  /* The client made a mistake, so drop the connection now! */
399 }
400 
403 {
404  Debug(net, 9, "client[{}] SendNewGRFCheck()", this->client_id);
405 
406  auto p = std::make_unique<Packet>(PACKET_SERVER_CHECK_NEWGRFS, TCP_MTU);
407  const GRFConfig *c;
408  uint grf_count = 0;
409 
410  for (c = _grfconfig; c != nullptr; c = c->next) {
411  if (!HasBit(c->flags, GCF_STATIC)) grf_count++;
412  }
413 
414  p->Send_uint8 (grf_count);
415  for (c = _grfconfig; c != nullptr; c = c->next) {
416  if (!HasBit(c->flags, GCF_STATIC)) SerializeGRFIdentifier(*p, c->ident);
417  }
418 
419  this->SendPacket(std::move(p));
421 }
422 
425 {
427  /* Do not actually need a game password, continue with the company password. */
428  return this->SendNeedCompanyPassword();
429  }
430 
431  Debug(net, 9, "client[{}] SendNeedGamePassword()", this->client_id);
432 
433  /* Invalid packet when status is STATUS_AUTH_GAME or higher */
435 
436  Debug(net, 9, "client[{}] status = AUTH_GAME", this->client_id);
437  this->status = STATUS_AUTH_GAME;
438  /* Reset 'lag' counters */
440 
441  auto p = std::make_unique<Packet>(PACKET_SERVER_NEED_GAME_PASSWORD);
442  this->SendPacket(std::move(p));
444 }
445 
448 {
449  NetworkClientInfo *ci = this->GetInfo();
451  return this->SendWelcome();
452  }
453 
454  Debug(net, 9, "client[{}] SendNeedCompanyPassword()", this->client_id);
455 
456  /* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
458 
459  Debug(net, 9, "client[{}] status = AUTH_COMPANY", this->client_id);
460  this->status = STATUS_AUTH_COMPANY;
461  /* Reset 'lag' counters */
463 
464  auto p = std::make_unique<Packet>(PACKET_SERVER_NEED_COMPANY_PASSWORD);
466  p->Send_string(_settings_client.network.network_id);
467  this->SendPacket(std::move(p));
469 }
470 
473 {
474  Debug(net, 9, "client[{}] SendWelcome()", this->client_id);
475 
476  /* Invalid packet when status is AUTH or higher */
478 
479  Debug(net, 9, "client[{}] status = AUTHORIZED", this->client_id);
480  this->status = STATUS_AUTHORIZED;
481  /* Reset 'lag' counters */
483 
484  _network_game_info.clients_on++;
485 
486  auto p = std::make_unique<Packet>(PACKET_SERVER_WELCOME);
487  p->Send_uint32(this->client_id);
489  p->Send_string(_settings_client.network.network_id);
490  this->SendPacket(std::move(p));
491 
492  /* Transmit info about all the active clients */
493  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
494  if (new_cs != this && new_cs->status >= STATUS_AUTHORIZED) {
495  this->SendClientInfo(new_cs->GetInfo());
496  }
497  }
498  /* Also send the info of the server */
500 }
501 
504 {
505  Debug(net, 9, "client[{}] SendWait()", this->client_id);
506 
507  int waiting = 1; // current player getting the map counts as 1
508 
509  /* Count how many clients are waiting in the queue, in front of you! */
510  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
511  if (new_cs->status != STATUS_MAP_WAIT) continue;
512  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++;
513  }
514 
515  auto p = std::make_unique<Packet>(PACKET_SERVER_WAIT);
516  p->Send_uint8(waiting);
517  this->SendPacket(std::move(p));
519 }
520 
521 void ServerNetworkGameSocketHandler::CheckNextClientToSendMap(NetworkClientSocket *ignore_cs)
522 {
523  Debug(net, 9, "client[{}] CheckNextClientToSendMap()", this->client_id);
524 
525  /* Find the best candidate for joining, i.e. the first joiner. */
526  NetworkClientSocket *best = nullptr;
527  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
528  if (ignore_cs == new_cs) continue;
529 
530  if (new_cs->status == STATUS_MAP_WAIT) {
531  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)) {
532  best = new_cs;
533  }
534  }
535  }
536 
537  /* Is there someone else to join? */
538  if (best != nullptr) {
539  /* Let the first start joining. */
540  best->status = STATUS_AUTHORIZED;
541  best->SendMap();
542 
543  /* And update the rest. */
544  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
545  if (new_cs->status == STATUS_MAP_WAIT) new_cs->SendWait();
546  }
547  }
548 }
549 
552 {
553  if (this->status < STATUS_AUTHORIZED) {
554  /* Illegal call, return error and ignore the packet */
555  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
556  }
557 
558  if (this->status == STATUS_AUTHORIZED) {
559  Debug(net, 9, "client[{}] SendMap(): first_packet", this->client_id);
560 
561  WaitTillSaved();
562  this->savegame = std::make_shared<PacketWriter>(this);
563 
564  /* Now send the _frame_counter and how many packets are coming */
565  auto p = std::make_unique<Packet>(PACKET_SERVER_MAP_BEGIN);
566  p->Send_uint32(_frame_counter);
567  this->SendPacket(std::move(p));
568 
570  Debug(net, 9, "client[{}] status = MAP", this->client_id);
571  this->status = STATUS_MAP;
572  /* Mark the start of download */
573  this->last_frame = _frame_counter;
575 
576  /* Make a dump of the current game */
577  if (SaveWithFilter(this->savegame, true) != SL_OK) UserError("network savedump failed");
578  }
579 
580  if (this->status == STATUS_MAP) {
581  bool last_packet = this->savegame->TransferToNetworkQueue(this);
582  if (last_packet) {
583  Debug(net, 9, "client[{}] SendMap(): last_packet", this->client_id);
584 
585  /* Done reading, make sure saving is done as well */
586  this->savegame->Destroy();
587  this->savegame = nullptr;
588 
589  /* Set the status to DONE_MAP, no we will wait for the client
590  * to send it is ready (maybe that happens like never ;)) */
591  Debug(net, 9, "client[{}] status = DONE_MAP", this->client_id);
592  this->status = STATUS_DONE_MAP;
593 
594  this->CheckNextClientToSendMap();
595  }
596  }
598 }
599 
605 {
606  Debug(net, 9, "client[{}] SendJoin(): client_id={}", this->client_id, client_id);
607 
608  auto p = std::make_unique<Packet>(PACKET_SERVER_JOIN);
609 
610  p->Send_uint32(client_id);
611 
612  this->SendPacket(std::move(p));
614 }
615 
618 {
619  auto p = std::make_unique<Packet>(PACKET_SERVER_FRAME);
620  p->Send_uint32(_frame_counter);
621  p->Send_uint32(_frame_counter_max);
622 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
623  p->Send_uint32(_sync_seed_1);
624 #ifdef NETWORK_SEND_DOUBLE_SEED
625  p->Send_uint32(_sync_seed_2);
626 #endif
627 #endif
628 
629  /* If token equals 0, we need to make a new token and send that. */
630  if (this->last_token == 0) {
631  this->last_token = InteractiveRandomRange(UINT8_MAX - 1) + 1;
632  p->Send_uint8(this->last_token);
633  }
634 
635  this->SendPacket(std::move(p));
637 }
638 
641 {
642  Debug(net, 9, "client[{}] SendSync(), frame_counter={}, sync_seed_1={}", this->client_id, _frame_counter, _sync_seed_1);
643 
644  auto p = std::make_unique<Packet>(PACKET_SERVER_SYNC);
645  p->Send_uint32(_frame_counter);
646  p->Send_uint32(_sync_seed_1);
647 
648 #ifdef NETWORK_SEND_DOUBLE_SEED
649  p->Send_uint32(_sync_seed_2);
650 #endif
651  this->SendPacket(std::move(p));
653 }
654 
660 {
661  Debug(net, 9, "client[{}] SendCommand(): cmd={}", this->client_id, cp.cmd);
662 
663  auto p = std::make_unique<Packet>(PACKET_SERVER_COMMAND);
664 
666  p->Send_uint32(cp.frame);
667  p->Send_bool (cp.my_cmd);
668 
669  this->SendPacket(std::move(p));
671 }
672 
681 NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64_t data)
682 {
683  Debug(net, 9, "client[{}] SendChat(): action={}, client_id={}, self_send={}", this->client_id, action, client_id, self_send);
684 
686 
687  auto p = std::make_unique<Packet>(PACKET_SERVER_CHAT);
688 
689  p->Send_uint8 (action);
690  p->Send_uint32(client_id);
691  p->Send_bool (self_send);
692  p->Send_string(msg);
693  p->Send_uint64(data);
694 
695  this->SendPacket(std::move(p));
697 }
698 
706 NetworkRecvStatus ServerNetworkGameSocketHandler::SendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
707 {
708  Debug(net, 9, "client[{}] SendExternalChat(): source={}", this->client_id, source);
709 
711 
712  auto p = std::make_unique<Packet>(PACKET_SERVER_EXTERNAL_CHAT);
713 
714  p->Send_string(source);
715  p->Send_uint16(colour);
716  p->Send_string(user);
717  p->Send_string(msg);
718 
719  this->SendPacket(std::move(p));
721 }
722 
729 {
730  Debug(net, 9, "client[{}] SendErrorQuit(): client_id={}, errorno={}", this->client_id, client_id, errorno);
731 
732  auto p = std::make_unique<Packet>(PACKET_SERVER_ERROR_QUIT);
733 
734  p->Send_uint32(client_id);
735  p->Send_uint8 (errorno);
736 
737  this->SendPacket(std::move(p));
739 }
740 
746 {
747  Debug(net, 9, "client[{}] SendQuit(): client_id={}", this->client_id, client_id);
748 
749  auto p = std::make_unique<Packet>(PACKET_SERVER_QUIT);
750 
751  p->Send_uint32(client_id);
752 
753  this->SendPacket(std::move(p));
755 }
756 
759 {
760  Debug(net, 9, "client[{}] SendShutdown()", this->client_id);
761 
762  auto p = std::make_unique<Packet>(PACKET_SERVER_SHUTDOWN);
763  this->SendPacket(std::move(p));
765 }
766 
769 {
770  Debug(net, 9, "client[{}] SendNewGame()", this->client_id);
771 
772  auto p = std::make_unique<Packet>(PACKET_SERVER_NEWGAME);
773  this->SendPacket(std::move(p));
775 }
776 
782 NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16_t colour, const std::string &command)
783 {
784  Debug(net, 9, "client[{}] SendRConResult()", this->client_id);
785 
786  auto p = std::make_unique<Packet>(PACKET_SERVER_RCON);
787 
788  p->Send_uint16(colour);
789  p->Send_string(command);
790  this->SendPacket(std::move(p));
792 }
793 
800 {
801  Debug(net, 9, "client[{}] SendMove(): client_id={}", this->client_id, client_id);
802 
803  auto p = std::make_unique<Packet>(PACKET_SERVER_MOVE);
804 
805  p->Send_uint32(client_id);
806  p->Send_uint8(company_id);
807  this->SendPacket(std::move(p));
809 }
810 
813 {
814  Debug(net, 9, "client[{}] SendCompanyUpdate()", this->client_id);
815 
816  auto p = std::make_unique<Packet>(PACKET_SERVER_COMPANY_UPDATE);
817 
818  static_assert(sizeof(_network_company_passworded) <= sizeof(uint16_t));
819  p->Send_uint16(_network_company_passworded);
820  this->SendPacket(std::move(p));
822 }
823 
826 {
827  Debug(net, 9, "client[{}] SendConfigUpdate()", this->client_id);
828 
829  auto p = std::make_unique<Packet>(PACKET_SERVER_CONFIG_UPDATE);
830 
831  p->Send_uint8(_settings_client.network.max_companies);
832  p->Send_string(_settings_client.network.server_name);
833  this->SendPacket(std::move(p));
835 }
836 
837 /***********
838  * Receiving functions
839  ************/
840 
842 {
843  Debug(net, 9, "client[{}] Receive_CLIENT_GAME_INFO()", this->client_id);
844 
845  return this->SendGameInfo();
846 }
847 
849 {
850  if (this->status != STATUS_NEWGRFS_CHECK) {
851  /* Illegal call, return error and ignore the packet */
852  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
853  }
854 
855  Debug(net, 9, "client[{}] Receive_CLIENT_NEWGRFS_CHECKED()", this->client_id);
856 
857  return this->SendNeedGamePassword();
858 }
859 
861 {
862  if (this->status != STATUS_INACTIVE) {
863  /* Illegal call, return error and ignore the packet */
864  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
865  }
866 
867  if (_network_game_info.clients_on >= _settings_client.network.max_clients) {
868  /* Turns out we are full. Inform the user about this. */
869  return this->SendError(NETWORK_ERROR_FULL);
870  }
871 
872  std::string client_revision = p.Recv_string(NETWORK_REVISION_LENGTH);
873  uint32_t newgrf_version = p.Recv_uint32();
874 
875  Debug(net, 9, "client[{}] Receive_CLIENT_JOIN(): client_revision={}, newgrf_version={}", this->client_id, client_revision, newgrf_version);
876 
877  /* Check if the client has revision control enabled */
878  if (!IsNetworkCompatibleVersion(client_revision) || _openttd_newgrf_version != newgrf_version) {
879  /* Different revisions!! */
880  return this->SendError(NETWORK_ERROR_WRONG_REVISION);
881  }
882 
883  std::string client_name = p.Recv_string(NETWORK_CLIENT_NAME_LENGTH);
884  CompanyID playas = (Owner)p.Recv_uint8();
885 
887 
888  /* join another company does not affect these values */
889  switch (playas) {
890  case COMPANY_NEW_COMPANY: // New company
892  return this->SendError(NETWORK_ERROR_FULL);
893  }
894  break;
895  case COMPANY_SPECTATOR: // Spectator
896  break;
897  default: // Join another company (companies 1-8 (index 0-7))
898  if (!Company::IsValidHumanID(playas)) {
899  return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
900  }
901  break;
902  }
903 
904  if (!NetworkIsValidClientName(client_name)) {
905  /* An invalid client name was given. However, the client ensures the name
906  * is valid before it is sent over the network, so something went horribly
907  * wrong. This is probably someone trying to troll us. */
908  return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
909  }
910 
911  if (!NetworkMakeClientNameUnique(client_name)) { // Change name if duplicate
912  /* We could not create a name for this client */
913  return this->SendError(NETWORK_ERROR_NAME_IN_USE);
914  }
915 
918  this->SetInfo(ci);
920  ci->client_name = client_name;
921  ci->client_playas = playas;
922  Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:02x}", TimerGameEconomy::date, TimerGameEconomy::date_fract, (int)ci->client_playas, (int)ci->index);
923 
924  /* Make sure companies to which people try to join are not autocleaned */
926 
927  Debug(net, 9, "client[{}] status = NEWGRFS_CHECK", this->client_id);
929 
930  if (_grfconfig == nullptr) {
931  /* Continue asking for the game password. */
932  return this->SendNeedGamePassword();
933  }
934 
935  return this->SendNewGRFCheck();
936 }
937 
939 {
940  if (this->status != STATUS_AUTH_GAME) {
941  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
942  }
943 
944  Debug(net, 9, "client[{}] Receive_CLIENT_GAME_PASSWORD()", this->client_id);
945 
946  std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
947 
948  /* Check game password. Allow joining if we cleared the password meanwhile */
950  _settings_client.network.server_password.compare(password) != 0) {
951  /* Password is invalid */
952  return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
953  }
954 
955  return this->SendNeedCompanyPassword();
956 }
957 
959 {
960  if (this->status != STATUS_AUTH_COMPANY) {
961  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
962  }
963 
964  Debug(net, 9, "client[{}] Receive_CLIENT_COMPANY_PASSWORD()", this->client_id);
965 
966  std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
967 
968  /* Check company password. Allow joining if we cleared the password meanwhile.
969  * Also, check the company is still valid - client could be moved to spectators
970  * in the middle of the authorization process */
971  CompanyID playas = this->GetInfo()->client_playas;
972  if (Company::IsValidID(playas) && !_network_company_states[playas].password.empty() &&
973  _network_company_states[playas].password.compare(password) != 0) {
974  /* Password is invalid */
975  return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
976  }
977 
978  return this->SendWelcome();
979 }
980 
982 {
983  /* The client was never joined.. so this is impossible, right?
984  * Ignore the packet, give the client a warning, and close the connection */
985  if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
986  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
987  }
988 
989  Debug(net, 9, "client[{}] Receive_CLIENT_GETMAP()", this->client_id);
990 
991  /* Check if someone else is receiving the map */
992  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
993  if (new_cs->status == STATUS_MAP) {
994  /* Tell the new client to wait */
995  Debug(net, 9, "client[{}] status = MAP_WAIT", this->client_id);
996  this->status = STATUS_MAP_WAIT;
997  return this->SendWait();
998  }
999  }
1000 
1001  /* We receive a request to upload the map.. give it to the client! */
1002  return this->SendMap();
1003 }
1004 
1006 {
1007  /* Client has the map, now start syncing */
1008  if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
1009  Debug(net, 9, "client[{}] Receive_CLIENT_MAP_OK()", this->client_id);
1010 
1011  std::string client_name = this->GetClientName();
1012 
1013  NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, "", this->client_id);
1015 
1016  Debug(net, 3, "[{}] Client #{} ({}) joined as {}", ServerNetworkGameSocketHandler::GetName(), this->client_id, this->GetClientIP(), client_name);
1017 
1018  /* Mark the client as pre-active, and wait for an ACK
1019  * so we know it is done loading and in sync with us */
1020  Debug(net, 9, "client[{}] status = PRE_ACTIVE", this->client_id);
1021  this->status = STATUS_PRE_ACTIVE;
1023  this->SendFrame();
1024  this->SendSync();
1025 
1026  /* This is the frame the client receives
1027  * we need it later on to make sure the client is not too slow */
1028  this->last_frame = _frame_counter;
1030 
1031  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1032  if (new_cs->status >= STATUS_AUTHORIZED) {
1033  new_cs->SendClientInfo(this->GetInfo());
1034  new_cs->SendJoin(this->client_id);
1035  }
1036  }
1037 
1038  NetworkAdminClientInfo(this, true);
1039 
1040  /* also update the new client with our max values */
1041  this->SendConfigUpdate();
1042 
1043  /* quickly update the syncing client with company details */
1044  return this->SendCompanyUpdate();
1045  }
1046 
1047  /* Wrong status for this packet, give a warning to client, and close connection */
1048  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1049 }
1050 
1056 {
1057  /* The client was never joined.. so this is impossible, right?
1058  * Ignore the packet, give the client a warning, and close the connection */
1059  if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1060  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1061  }
1062 
1064  return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
1065  }
1066 
1067  Debug(net, 9, "client[{}] Receive_CLIENT_COMMAND()", this->client_id);
1068 
1069  CommandPacket cp;
1070  const char *err = this->ReceiveCommand(p, cp);
1071 
1072  if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
1073 
1074  NetworkClientInfo *ci = this->GetInfo();
1075 
1076  if (err != nullptr) {
1077  IConsolePrint(CC_WARNING, "Dropping client #{} (IP: {}) due to {}.", ci->client_id, this->GetClientIP(), err);
1078  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1079  }
1080 
1081 
1082  if ((GetCommandFlags(cp.cmd) & CMD_SERVER) && ci->client_id != CLIENT_ID_SERVER) {
1083  IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a server only command {}.", ci->client_id, this->GetClientIP(), cp.cmd);
1084  return this->SendError(NETWORK_ERROR_KICKED);
1085  }
1086 
1088  IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a non-spectator command {}.", ci->client_id, this->GetClientIP(), cp.cmd);
1089  return this->SendError(NETWORK_ERROR_KICKED);
1090  }
1091 
1097  CompanyCtrlAction cca = cp.cmd == CMD_COMPANY_CTRL ? std::get<0>(EndianBufferReader::ToValue<CommandTraits<CMD_COMPANY_CTRL>::Args>(cp.data)) : CCA_NEW;
1098  if (!(cp.cmd == CMD_COMPANY_CTRL && cca == CCA_NEW && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
1099  IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a command as another company {}.",
1100  ci->client_playas + 1, this->GetClientIP(), cp.company + 1);
1101  return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
1102  }
1103 
1104  if (cp.cmd == CMD_COMPANY_CTRL) {
1105  if (cca != CCA_NEW || cp.company != COMPANY_SPECTATOR) {
1106  return this->SendError(NETWORK_ERROR_CHEATER);
1107  }
1108 
1109  /* 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! */
1111  NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_CLIENT, ci->client_id, "cannot create new company, server full", CLIENT_ID_SERVER);
1112  return NETWORK_RECV_STATUS_OKAY;
1113  }
1114  }
1115 
1117 
1118  this->incoming_queue.push_back(cp);
1119  return NETWORK_RECV_STATUS_OKAY;
1120 }
1121 
1123 {
1124  /* This packets means a client noticed an error and is reporting this
1125  * to us. Display the error and report it to the other clients */
1127 
1128  Debug(net, 9, "client[{}] Receive_CLIENT_ERROR(): errorno={}", this->client_id, errorno);
1129 
1130  /* The client was never joined.. thank the client for the packet, but ignore it */
1131  if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1133  }
1134 
1135  std::string client_name = this->GetClientName();
1136  StringID strid = GetNetworkErrorMsg(errorno);
1137 
1138  Debug(net, 1, "'{}' reported an error and is closing its connection: {}", client_name, GetString(strid));
1139 
1140  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
1141 
1142  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1143  if (new_cs->status >= STATUS_AUTHORIZED) {
1144  new_cs->SendErrorQuit(this->client_id, errorno);
1145  }
1146  }
1147 
1148  NetworkAdminClientError(this->client_id, errorno);
1149 
1151 }
1152 
1154 {
1155  /* The client was never joined.. thank the client for the packet, but ignore it */
1156  if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1158  }
1159 
1160  Debug(net, 9, "client[{}] Receive_CLIENT_QUIT()", this->client_id);
1161 
1162  /* The client wants to leave. Display this and report it to the other clients. */
1163  std::string client_name = this->GetClientName();
1164  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1165 
1166  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1167  if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
1168  new_cs->SendQuit(this->client_id);
1169  }
1170  }
1171 
1173 
1175 }
1176 
1178 {
1179  if (this->status < STATUS_AUTHORIZED) {
1180  /* Illegal call, return error and ignore the packet */
1181  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1182  }
1183 
1184  uint32_t frame = p.Recv_uint32();
1185 
1186  Debug(net, 9, "client[{}] Receive_CLIENT_ACK(): frame={}", this->client_id, frame);
1187 
1188  /* The client is trying to catch up with the server */
1189  if (this->status == STATUS_PRE_ACTIVE) {
1190  /* The client is not yet caught up? */
1192 
1193  /* Now it is! Unpause the game */
1194  Debug(net, 9, "client[{}] status = ACTIVE", this->client_id);
1195  this->status = STATUS_ACTIVE;
1197 
1198  /* Execute script for, e.g. MOTD */
1199  IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
1200  }
1201 
1202  /* Get, and validate the token. */
1203  uint8_t token = p.Recv_uint8();
1204  if (token == this->last_token) {
1205  /* We differentiate between last_token_frame and last_frame so the lag
1206  * test uses the actual lag of the client instead of the lag for getting
1207  * the token back and forth; after all, the token is only sent every
1208  * time we receive a PACKET_CLIENT_ACK, after which we will send a new
1209  * token to the client. If the lag would be one day, then we would not
1210  * be sending the new token soon enough for the new daily scheduled
1211  * PACKET_CLIENT_ACK. This would then register the lag of the client as
1212  * two days, even when it's only a single day. */
1214  /* Request a new token. */
1215  this->last_token = 0;
1216  }
1217 
1218  /* The client received the frame, make note of it */
1219  this->last_frame = frame;
1220  /* With those 2 values we can calculate the lag realtime */
1222  return NETWORK_RECV_STATUS_OKAY;
1223 }
1224 
1225 
1236 void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const std::string &msg, ClientID from_id, int64_t data, bool from_admin)
1237 {
1238  const NetworkClientInfo *ci, *ci_own, *ci_to;
1239 
1240  switch (desttype) {
1241  case DESTTYPE_CLIENT:
1242  /* Are we sending to the server? */
1243  if ((ClientID)dest == CLIENT_ID_SERVER) {
1244  ci = NetworkClientInfo::GetByClientID(from_id);
1245  /* Display the text locally, and that is it */
1246  if (ci != nullptr) {
1247  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1248 
1250  NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1251  }
1252  }
1253  } else {
1254  /* Else find the client to send the message to */
1255  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1256  if (cs->client_id == (ClientID)dest) {
1257  cs->SendChat(action, from_id, false, msg, data);
1258  break;
1259  }
1260  }
1261  }
1262 
1263  /* Display the message locally (so you know you have sent it) */
1264  if (from_id != (ClientID)dest) {
1265  if (from_id == CLIENT_ID_SERVER) {
1266  ci = NetworkClientInfo::GetByClientID(from_id);
1268  if (ci != nullptr && ci_to != nullptr) {
1269  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data);
1270  }
1271  } else {
1272  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1273  if (cs->client_id == from_id) {
1274  cs->SendChat(action, (ClientID)dest, true, msg, data);
1275  break;
1276  }
1277  }
1278  }
1279  }
1280  break;
1281  case DESTTYPE_TEAM: {
1282  /* If this is false, the message is already displayed on the client who sent it. */
1283  bool show_local = true;
1284  /* Find all clients that belong to this company */
1285  ci_to = nullptr;
1286  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1287  ci = cs->GetInfo();
1288  if (ci != nullptr && ci->client_playas == (CompanyID)dest) {
1289  cs->SendChat(action, from_id, false, msg, data);
1290  if (cs->client_id == from_id) show_local = false;
1291  ci_to = ci; // Remember a client that is in the company for company-name
1292  }
1293  }
1294 
1295  /* if the server can read it, let the admin network read it, too. */
1297  NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1298  }
1299 
1300  ci = NetworkClientInfo::GetByClientID(from_id);
1302  if (ci != nullptr && ci_own != nullptr && ci_own->client_playas == dest) {
1303  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1304  if (from_id == CLIENT_ID_SERVER) show_local = false;
1305  ci_to = ci_own;
1306  }
1307 
1308  /* There is no such client */
1309  if (ci_to == nullptr) break;
1310 
1311  /* Display the message locally (so you know you have sent it) */
1312  if (ci != nullptr && show_local) {
1313  if (from_id == CLIENT_ID_SERVER) {
1314  StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
1315  SetDParam(0, ci_to->client_playas);
1316  std::string name = GetString(str);
1317  NetworkTextMessage(action, GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data);
1318  } else {
1319  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1320  if (cs->client_id == from_id) {
1321  cs->SendChat(action, ci_to->client_id, true, msg, data);
1322  }
1323  }
1324  }
1325  }
1326  break;
1327  }
1328  default:
1329  Debug(net, 1, "Received unknown chat destination type {}; doing broadcast instead", desttype);
1330  [[fallthrough]];
1331 
1332  case DESTTYPE_BROADCAST:
1333  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1334  cs->SendChat(action, from_id, false, msg, data);
1335  }
1336 
1337  NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1338 
1339  ci = NetworkClientInfo::GetByClientID(from_id);
1340  if (ci != nullptr) {
1341  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data, "");
1342  }
1343  break;
1344  }
1345 }
1346 
1354 void NetworkServerSendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
1355 {
1356  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1357  cs->SendExternalChat(source, colour, user, msg);
1358  }
1359  NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT, colour, false, user, msg, 0, source);
1360 }
1361 
1363 {
1364  if (this->status < STATUS_PRE_ACTIVE) {
1365  /* Illegal call, return error and ignore the packet */
1366  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1367  }
1368 
1369  NetworkAction action = (NetworkAction)p.Recv_uint8();
1370  DestType desttype = (DestType)p.Recv_uint8();
1371  int dest = p.Recv_uint32();
1372 
1373  Debug(net, 9, "client[{}] Receive_CLIENT_CHAT(): action={}, desttype={}, dest={}", this->client_id, action, desttype, dest);
1374 
1375  std::string msg = p.Recv_string(NETWORK_CHAT_LENGTH);
1376  int64_t data = p.Recv_uint64();
1377 
1378  NetworkClientInfo *ci = this->GetInfo();
1379  switch (action) {
1380  case NETWORK_ACTION_CHAT:
1381  case NETWORK_ACTION_CHAT_CLIENT:
1382  case NETWORK_ACTION_CHAT_COMPANY:
1383  NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data);
1384  break;
1385  default:
1386  IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to unknown chact action.", ci->client_id, this->GetClientIP());
1387  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1388  }
1389  return NETWORK_RECV_STATUS_OKAY;
1390 }
1391 
1393 {
1394  if (this->status != STATUS_ACTIVE) {
1395  /* Illegal call, return error and ignore the packet */
1396  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1397  }
1398 
1399  Debug(net, 9, "client[{}] Receive_CLIENT_SET_PASSWORD()", this->client_id);
1400 
1401  std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
1402  const NetworkClientInfo *ci = this->GetInfo();
1403 
1405  return NETWORK_RECV_STATUS_OKAY;
1406 }
1407 
1409 {
1410  if (this->status != STATUS_ACTIVE) {
1411  /* Illegal call, return error and ignore the packet */
1412  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1413  }
1414 
1415  Debug(net, 9, "client[{}] Receive_CLIENT_SET_NAME()", this->client_id);
1416 
1417  NetworkClientInfo *ci;
1418 
1419  std::string client_name = p.Recv_string(NETWORK_CLIENT_NAME_LENGTH);
1420  ci = this->GetInfo();
1421 
1422  if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
1423 
1424  if (ci != nullptr) {
1425  if (!NetworkIsValidClientName(client_name)) {
1426  /* An invalid client name was given. However, the client ensures the name
1427  * is valid before it is sent over the network, so something went horribly
1428  * wrong. This is probably someone trying to troll us. */
1429  return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
1430  }
1431 
1432  /* Display change */
1433  if (NetworkMakeClientNameUnique(client_name)) {
1434  NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);
1435  ci->client_name = client_name;
1437  }
1438  }
1439  return NETWORK_RECV_STATUS_OKAY;
1440 }
1441 
1443 {
1444  if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1445 
1447 
1448  Debug(net, 9, "client[{}] Receive_CLIENT_RCON()", this->client_id);
1449 
1450  std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
1451  std::string command = p.Recv_string(NETWORK_RCONCOMMAND_LENGTH);
1452 
1453  if (_settings_client.network.rcon_password.compare(password) != 0) {
1454  Debug(net, 1, "[rcon] Wrong password from client-id {}", this->client_id);
1455  return NETWORK_RECV_STATUS_OKAY;
1456  }
1457 
1458  Debug(net, 3, "[rcon] Client-id {} executed: {}", this->client_id, command);
1459 
1461  IConsoleCmdExec(command);
1463  return NETWORK_RECV_STATUS_OKAY;
1464 }
1465 
1467 {
1468  if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1469 
1470  CompanyID company_id = (Owner)p.Recv_uint8();
1471 
1472  Debug(net, 9, "client[{}] Receive_CLIENT_MOVE(): company_id={}", this->client_id, company_id);
1473 
1474  /* Check if the company is valid, we don't allow moving to AI companies */
1475  if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY;
1476 
1477  /* Check if we require a password for this company */
1478  if (company_id != COMPANY_SPECTATOR && !_network_company_states[company_id].password.empty()) {
1479  /* we need a password from the client - should be in this packet */
1480  std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
1481 
1482  /* Incorrect password sent, return! */
1483  if (_network_company_states[company_id].password.compare(password) != 0) {
1484  Debug(net, 2, "Wrong password from client-id #{} for company #{}", this->client_id, company_id + 1);
1485  return NETWORK_RECV_STATUS_OKAY;
1486  }
1487  }
1488 
1489  /* if we get here we can move the client */
1490  NetworkServerDoMove(this->client_id, company_id);
1491  return NETWORK_RECV_STATUS_OKAY;
1492 }
1493 
1499 {
1500  memset(stats, 0, sizeof(*stats) * MAX_COMPANIES);
1501 
1502  /* Go through all vehicles and count the type of vehicles */
1503  for (const Vehicle *v : Vehicle::Iterate()) {
1504  if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
1505  byte type = 0;
1506  switch (v->type) {
1507  case VEH_TRAIN: type = NETWORK_VEH_TRAIN; break;
1508  case VEH_ROAD: type = RoadVehicle::From(v)->IsBus() ? NETWORK_VEH_BUS : NETWORK_VEH_LORRY; break;
1509  case VEH_AIRCRAFT: type = NETWORK_VEH_PLANE; break;
1510  case VEH_SHIP: type = NETWORK_VEH_SHIP; break;
1511  default: continue;
1512  }
1513  stats[v->owner].num_vehicle[type]++;
1514  }
1515 
1516  /* Go through all stations and count the types of stations */
1517  for (const Station *s : Station::Iterate()) {
1518  if (Company::IsValidID(s->owner)) {
1519  NetworkCompanyStats *npi = &stats[s->owner];
1520 
1521  if (s->facilities & FACIL_TRAIN) npi->num_station[NETWORK_VEH_TRAIN]++;
1522  if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[NETWORK_VEH_LORRY]++;
1523  if (s->facilities & FACIL_BUS_STOP) npi->num_station[NETWORK_VEH_BUS]++;
1524  if (s->facilities & FACIL_AIRPORT) npi->num_station[NETWORK_VEH_PLANE]++;
1525  if (s->facilities & FACIL_DOCK) npi->num_station[NETWORK_VEH_SHIP]++;
1526  }
1527  }
1528 }
1529 
1535 {
1537 
1538  if (ci == nullptr) return;
1539 
1540  Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:04x}", TimerGameEconomy::date, TimerGameEconomy::date_fract, (int)ci->client_playas, client_id);
1541 
1542  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1544  cs->SendClientInfo(ci);
1545  }
1546  }
1547 
1549 }
1550 
1558 {
1559  CompanyMask has_clients = 0;
1560  CompanyMask has_vehicles = 0;
1561 
1563 
1564  /* Detect the active companies */
1565  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1566  if (Company::IsValidID(ci->client_playas)) SetBit(has_clients, ci->client_playas);
1567  }
1568 
1569  if (!_network_dedicated) {
1571  assert(ci != nullptr);
1572  if (Company::IsValidID(ci->client_playas)) SetBit(has_clients, ci->client_playas);
1573  }
1574 
1576  for (const Company *c : Company::Iterate()) {
1577  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);
1578  }
1579  }
1580 
1581  /* Go through all the companies */
1582  for (const Company *c : Company::Iterate()) {
1583  /* Skip the non-active once */
1584  if (c->is_ai) continue;
1585 
1586  if (!HasBit(has_clients, c->index)) {
1587  /* The company is empty for one month more */
1589 
1590  /* Is the company empty for autoclean_unprotected-months, and is there no protection? */
1592  /* Shut the company down */
1594  IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no password.", c->index + 1);
1595  }
1596  /* Is the company empty for autoclean_protected-months, and there is a protection? */
1598  /* Unprotect the company */
1599  _network_company_states[c->index].password.clear();
1600  IConsolePrint(CC_INFO, "Auto-removed protection from company #{}.", c->index + 1);
1601  _network_company_states[c->index].months_empty = 0;
1602  NetworkServerUpdateCompanyPassworded(c->index, false);
1603  }
1604  /* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
1606  /* Shut the company down */
1608  IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no vehicles.", c->index + 1);
1609  }
1610  } else {
1611  /* It is not empty, reset the date */
1612  _network_company_states[c->index].months_empty = 0;
1613  }
1614  }
1615 }
1616 
1622 bool NetworkMakeClientNameUnique(std::string &name)
1623 {
1624  bool is_name_unique = false;
1625  std::string original_name = name;
1626 
1627  for (uint number = 1; !is_name_unique && number <= MAX_CLIENTS; number++) { // Something's really wrong when there're more names than clients
1628  is_name_unique = true;
1629  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1630  if (ci->client_name == name) {
1631  /* Name already in use */
1632  is_name_unique = false;
1633  break;
1634  }
1635  }
1636  /* Check if it is the same as the server-name */
1638  if (ci != nullptr) {
1639  if (ci->client_name == name) is_name_unique = false; // name already in use
1640  }
1641 
1642  if (!is_name_unique) {
1643  /* Try a new name (<name> #1, <name> #2, and so on) */
1644  name = original_name + " #" + std::to_string(number);
1645 
1646  /* The constructed client name is larger than the limit,
1647  * so... bail out as no valid name can be created. */
1648  if (name.size() >= NETWORK_CLIENT_NAME_LENGTH) return false;
1649  }
1650  }
1651 
1652  return is_name_unique;
1653 }
1654 
1661 bool NetworkServerChangeClientName(ClientID client_id, const std::string &new_name)
1662 {
1663  /* Check if the name's already in use */
1665  if (ci->client_name.compare(new_name) == 0) return false;
1666  }
1667 
1669  if (ci == nullptr) return false;
1670 
1671  NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name);
1672 
1673  ci->client_name = new_name;
1674 
1675  NetworkUpdateClientInfo(client_id);
1676  return true;
1677 }
1678 
1685 void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &password, bool already_hashed)
1686 {
1687  if (!Company::IsValidHumanID(company_id)) return;
1688 
1689  if (already_hashed) {
1690  _network_company_states[company_id].password = password;
1691  } else {
1693  }
1694 
1695  NetworkServerUpdateCompanyPassworded(company_id, !_network_company_states[company_id].password.empty());
1696 }
1697 
1702 static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
1703 {
1704  for (auto &cp : cs->outgoing_queue) cs->SendCommand(cp);
1705  cs->outgoing_queue.clear();
1706 }
1707 
1712 void NetworkServer_Tick(bool send_frame)
1713 {
1714 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1715  bool send_sync = false;
1716 #endif
1717 
1718 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1721  send_sync = true;
1722  }
1723 #endif
1724 
1725  /* Now we are done with the frame, inform the clients that they can
1726  * do their frame! */
1727  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1728  /* We allow a number of bytes per frame, but only to the burst amount
1729  * to be available for packet receiving at any particular time. */
1730  cs->receive_limit = std::min<size_t>(cs->receive_limit + _settings_client.network.bytes_per_frame,
1732 
1733  /* Check if the speed of the client is what we can expect from a client */
1734  uint lag = NetworkCalculateLag(cs);
1735  switch (cs->status) {
1736  case NetworkClientSocket::STATUS_ACTIVE:
1738  /* Client did still not report in within the specified limit. */
1739 
1740  if (cs->last_packet + std::chrono::milliseconds(lag * MILLISECONDS_PER_TICK) > std::chrono::steady_clock::now()) {
1741  /* A packet was received in the last three game days, so the client is likely lagging behind. */
1742  IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because the client's game state is more than {} ticks behind.", cs->client_id, cs->GetClientIP(), lag);
1743  } else {
1744  /* No packet was received in the last three game days; sounds like a lost connection. */
1745  IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because the client did not respond for more than {} ticks.", cs->client_id, cs->GetClientIP(), lag);
1746  }
1747  cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1748  continue;
1749  }
1750 
1751  /* Report once per time we detect the lag, and only when we
1752  * received a packet in the last 2 seconds. If we
1753  * did not receive a packet, then the client is not just
1754  * slow, but the connection is likely severed. Mentioning
1755  * frame_freq is not useful in this case. */
1756  if (lag > (uint)Ticks::DAY_TICKS && cs->lag_test == 0 && cs->last_packet + std::chrono::seconds(2) > std::chrono::steady_clock::now()) {
1757  IConsolePrint(CC_WARNING, "[{}] Client #{} is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
1758  cs->lag_test = 1;
1759  }
1760 
1761  if (cs->last_frame_server - cs->last_token_frame >= _settings_client.network.max_lag_time) {
1762  /* This is a bad client! It didn't send the right token back within time. */
1763  IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it fails to send valid acks.", cs->client_id, cs->GetClientIP());
1764  cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1765  continue;
1766  }
1767  break;
1768 
1769  case NetworkClientSocket::STATUS_INACTIVE:
1770  case NetworkClientSocket::STATUS_NEWGRFS_CHECK:
1771  case NetworkClientSocket::STATUS_AUTHORIZED:
1772  /* NewGRF check and authorized states should be handled almost instantly.
1773  * So give them some lee-way, likewise for the query with inactive. */
1775  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);
1776  cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1777  continue;
1778  }
1779  break;
1780 
1781  case NetworkClientSocket::STATUS_MAP_WAIT:
1782  /* Send every two seconds a packet to the client, to make sure
1783  * it knows the server is still there; just someone else is
1784  * still receiving the map. */
1785  if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
1786  cs->SendWait();
1787  /* We need to reset the timer, as otherwise we will be
1788  * spamming the client. Strictly speaking this variable
1789  * tracks when we last received a packet from the client,
1790  * but as it is waiting, it will not send us any till we
1791  * start sending them data. */
1792  cs->last_packet = std::chrono::steady_clock::now();
1793  }
1794  break;
1795 
1796  case NetworkClientSocket::STATUS_MAP:
1797  /* Downloading the map... this is the amount of time since starting the saving. */
1799  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);
1800  cs->SendError(NETWORK_ERROR_TIMEOUT_MAP);
1801  continue;
1802  }
1803  break;
1804 
1805  case NetworkClientSocket::STATUS_DONE_MAP:
1806  case NetworkClientSocket::STATUS_PRE_ACTIVE:
1807  /* The map has been sent, so this is for loading the map and syncing up. */
1809  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);
1810  cs->SendError(NETWORK_ERROR_TIMEOUT_JOIN);
1811  continue;
1812  }
1813  break;
1814 
1815  case NetworkClientSocket::STATUS_AUTH_GAME:
1816  case NetworkClientSocket::STATUS_AUTH_COMPANY:
1817  /* These don't block? */
1819  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);
1820  cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD);
1821  continue;
1822  }
1823  break;
1824 
1825  case NetworkClientSocket::STATUS_END:
1826  /* Bad server/code. */
1827  NOT_REACHED();
1828  }
1829 
1830  if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {
1831  /* Check if we can send command, and if we have anything in the queue */
1833 
1834  /* Send an updated _frame_counter_max to the client */
1835  if (send_frame) cs->SendFrame();
1836 
1837 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1838  /* Send a sync-check packet */
1839  if (send_sync) cs->SendSync();
1840 #endif
1841  }
1842  }
1843 }
1844 
1846 static void NetworkRestartMap()
1847 {
1850  case FT_SAVEGAME:
1851  case FT_SCENARIO:
1853  break;
1854 
1855  case FT_HEIGHTMAP:
1857  break;
1858 
1859  default:
1861  }
1862 }
1863 
1866 {
1867  if (!_network_server) return;
1868 
1869  /* If setting is 0, this feature is disabled. */
1870  if (_settings_client.network.restart_hours == 0) return;
1871 
1872  Debug(net, 3, "Auto-restarting map: {} hours played", _settings_client.network.restart_hours);
1874 });
1875 
1881 {
1882  if (!_network_server) return;
1883 
1885 }
1886 
1889 {
1890  /* If setting is 0, this feature is disabled. */
1891  if (_settings_client.network.restart_game_year == 0) return;
1892 
1894  Debug(net, 3, "Auto-restarting map: year {} reached", TimerGameCalendar::year);
1896  }
1897 }
1898 
1900 static IntervalTimer<TimerGameCalendar> _calendar_network_yearly({ TimerGameCalendar::YEAR, TimerGameCalendar::Priority::NONE }, [](auto) {
1901  if (!_network_server) return;
1902 
1904 });
1905 
1907 static IntervalTimer<TimerGameEconomy> _economy_network_yearly({TimerGameEconomy::YEAR, TimerGameEconomy::Priority::NONE}, [](auto)
1908 {
1909  if (!_network_server) return;
1910 
1912 });
1913 
1915 static IntervalTimer<TimerGameEconomy> _network_quarterly({TimerGameEconomy::QUARTER, TimerGameEconomy::Priority::NONE}, [](auto)
1916 {
1917  if (!_network_server) return;
1918 
1921 });
1922 
1924 static IntervalTimer<TimerGameEconomy> _network_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::NONE}, [](auto)
1925 {
1926  if (!_network_server) return;
1927 
1930 });
1931 
1933 static IntervalTimer<TimerGameEconomy> _network_weekly({TimerGameEconomy::WEEK, TimerGameEconomy::Priority::NONE}, [](auto)
1934 {
1935  if (!_network_server) return;
1936 
1938 });
1939 
1941 static IntervalTimer<TimerGameEconomy> _economy_network_daily({TimerGameEconomy::DAY, TimerGameEconomy::Priority::NONE}, [](auto)
1942 {
1943  if (!_network_server) return;
1944 
1946 });
1947 
1953 {
1954  return this->client_address.GetHostname();
1955 }
1956 
1959 {
1960  static const char * const stat_str[] = {
1961  "inactive",
1962  "checking NewGRFs",
1963  "authorizing (server password)",
1964  "authorizing (company password)",
1965  "authorized",
1966  "waiting",
1967  "loading map",
1968  "map done",
1969  "ready",
1970  "active"
1971  };
1972  static_assert(lengthof(stat_str) == NetworkClientSocket::STATUS_END);
1973 
1974  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1975  NetworkClientInfo *ci = cs->GetInfo();
1976  if (ci == nullptr) continue;
1977  uint lag = NetworkCalculateLag(cs);
1978  const char *status;
1979 
1980  status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
1981  IConsolePrint(CC_INFO, "Client #{} name: '{}' status: '{}' frame-lag: {} company: {} IP: {}",
1982  cs->client_id, ci->client_name, status, lag,
1983  ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
1984  cs->GetClientIP());
1985  }
1986 }
1987 
1992 {
1993  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1994  if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendConfigUpdate();
1995  }
1996 }
1997 
2000 {
2001  if (_network_server) FillStaticNetworkServerGameInfo();
2002 }
2003 
2009 void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
2010 {
2011  if (NetworkCompanyIsPassworded(company_id) == passworded) return;
2012 
2013  SB(_network_company_passworded, company_id, 1, !!passworded);
2015 
2016  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2017  if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendCompanyUpdate();
2018  }
2019 
2021 }
2022 
2029 void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
2030 {
2031  /* Only allow non-dedicated servers and normal clients to be moved */
2032  if (client_id == CLIENT_ID_SERVER && _network_dedicated) return;
2033 
2035  assert(ci != nullptr);
2036 
2037  /* No need to waste network resources if the client is in the company already! */
2038  if (ci->client_playas == company_id) return;
2039 
2040  ci->client_playas = company_id;
2041 
2042  if (client_id == CLIENT_ID_SERVER) {
2043  SetLocalCompany(company_id);
2044  } else {
2045  NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id);
2046  /* When the company isn't authorized we can't move them yet. */
2047  if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return;
2048  cs->SendMove(client_id, company_id);
2049  }
2050 
2051  /* announce the client's move */
2052  NetworkUpdateClientInfo(client_id);
2053 
2054  NetworkAction action = (company_id == COMPANY_SPECTATOR) ? NETWORK_ACTION_COMPANY_SPECTATOR : NETWORK_ACTION_COMPANY_JOIN;
2055  NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1);
2056 
2058 }
2059 
2066 void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const std::string &string)
2067 {
2068  NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code, string);
2069 }
2070 
2076 void NetworkServerKickClient(ClientID client_id, const std::string &reason)
2077 {
2078  if (client_id == CLIENT_ID_SERVER) return;
2079  NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED, reason);
2080 }
2081 
2088 uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const std::string &reason)
2089 {
2090  return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban, reason);
2091 }
2092 
2099 uint NetworkServerKickOrBanIP(const std::string &ip, bool ban, const std::string &reason)
2100 {
2101  /* Add address to ban-list */
2102  if (ban) {
2103  bool contains = false;
2104  for (const auto &iter : _network_ban_list) {
2105  if (iter == ip) {
2106  contains = true;
2107  break;
2108  }
2109  }
2110  if (!contains) _network_ban_list.emplace_back(ip);
2111  }
2112 
2113  uint n = 0;
2114 
2115  /* There can be multiple clients with the same IP, kick them all but don't kill the server,
2116  * or the client doing the rcon. The latter can't be kicked because kicking frees closes
2117  * and subsequently free the connection related instances, which we would be reading from
2118  * and writing to after returning. So we would read or write data from freed memory up till
2119  * the segfault triggers. */
2120  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2121  if (cs->client_id == CLIENT_ID_SERVER) continue;
2122  if (cs->client_id == _redirect_console_to_client) continue;
2123  if (cs->client_address.IsInNetmask(ip)) {
2124  NetworkServerKickClient(cs->client_id, reason);
2125  n++;
2126  }
2127  }
2128 
2129  return n;
2130 }
2131 
2138 {
2139  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
2140  if (ci->client_playas == company) return true;
2141  }
2142  return false;
2143 }
2144 
2145 
2152 {
2153  const NetworkClientInfo *ci = this->GetInfo();
2154  if (ci != nullptr && !ci->client_name.empty()) return ci->client_name;
2155 
2156  return fmt::format("Client #{}", this->client_id);
2157 }
2158 
2163 {
2165  if (_network_server) {
2166  IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {} IP: {}",
2167  ci->client_id,
2168  ci->client_name,
2169  ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
2170  ci->client_id == CLIENT_ID_SERVER ? "server" : NetworkClientSocket::GetByClientID(ci->client_id)->GetClientIP());
2171  } else {
2172  IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {}",
2173  ci->client_id,
2174  ci->client_name,
2175  ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0));
2176  }
2177  }
2178 }
2179 
2186 {
2187  assert(c != nullptr);
2188 
2189  if (!_network_server) return;
2190 
2194 
2195  if (ci != nullptr) {
2196  /* ci is nullptr when replaying, or for AIs. In neither case there is a client. */
2197  ci->client_playas = c->index;
2200  }
2201 
2202  /* Announce new company on network. */
2203  NetworkAdminCompanyInfo(c, true);
2204 
2205  if (ci != nullptr) {
2206  /* ci is nullptr when replaying, or for AIs. In neither case there is a client.
2207  We need to send Admin port update here so that they first know about the new company
2208  and then learn about a possibly joining client (see FS#6025) */
2209  NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, c->index + 1);
2210  }
2211 }
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:2088
Packet::Recv_uint64
uint64_t Recv_uint64()
Read a 64 bits integer from the packet.
Definition: packet.cpp:338
NetworkGameSocketHandler::ReceiveCommand
const char * ReceiveCommand(Packet &p, CommandPacket &cp)
Receives a command from the network.
Definition: network_command.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
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
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
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
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_QUIT
@ PACKET_SERVER_QUIT
A server tells that a client has quit.
Definition: tcp_game.h:124
PACKET_SERVER_RCON
@ PACKET_SERVER_RCON
Response of the executed command on the server.
Definition: tcp_game.h:106
NetworkServerSendConfigUpdate
void NetworkServerSendConfigUpdate()
Send Config Update.
Definition: network_server.cpp:1991
NetworkAdminUpdate
void NetworkAdminUpdate(AdminUpdateFrequency freq)
Send (push) updates to the admin network as they have registered for these updates.
Definition: network_admin.cpp:987
NetworkTCPSocketHandler::SendPacket
virtual void SendPacket(std::unique_ptr< Packet > &&packet)
This function puts the packet in the send-queue and it is send as soon as possible.
Definition: tcp.cpp:68
SM_START_HEIGHTMAP
@ SM_START_HEIGHTMAP
Load a heightmap and start a new game from it.
Definition: openttd.h:38
ServerNetworkGameSocketHandler::SendCommand
NetworkRecvStatus SendCommand(const CommandPacket &cp)
Send a command to the client to execute.
Definition: network_server.cpp:659
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:1958
NetworkClientInfo::client_name
std::string client_name
Name of the client.
Definition: network_base.h:26
PACKET_SERVER_FULL
@ PACKET_SERVER_FULL
The server is full and has no place for you.
Definition: tcp_game.h:34
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:340
CommandPacket::frame
uint32_t frame
the frame in which this packet is executed
Definition: network_internal.h:112
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
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:1408
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
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
PACKET_SERVER_MOVE
@ PACKET_SERVER_MOVE
Server tells everyone that someone is moved to another company.
Definition: tcp_game.h:110
_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:501
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:516
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:1055
NETWORK_CHAT_LENGTH
static const uint NETWORK_CHAT_LENGTH
The maximum length of a chat message, in bytes including '\0'.
Definition: config.h:63
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:938
ChangeNetworkRestartTime
void ChangeNetworkRestartTime(bool reset)
Reset the automatic network restart time interval.
Definition: network_server.cpp:1880
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:958
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:1557
ADMIN_FREQUENCY_DAILY
@ ADMIN_FREQUENCY_DAILY
The admin gets information about this on a daily basis.
Definition: tcp_admin.h:93
NetworkPrintClients
void NetworkPrintClients()
Print all the clients to the console.
Definition: network_server.cpp:2162
NetworkCheckRestartMapYear
static void NetworkCheckRestartMapYear()
Check if we want to restart the map based on the year.
Definition: network_server.cpp:1888
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:141
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
PACKET_SERVER_NEWGAME
@ PACKET_SERVER_NEWGAME
The server is preparing to start a new game.
Definition: tcp_game.h:119
PACKET_SERVER_SHUTDOWN
@ PACKET_SERVER_SHUTDOWN
The server is shutting down.
Definition: tcp_game.h:120
TextColour
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
Definition: gfx_type.h:253
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
ServerNetworkGameSocketHandler::STATUS_MAP
@ STATUS_MAP
The client is downloading the map.
Definition: network_server.h:58
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:234
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
PACKET_SERVER_CLIENT_INFO
@ PACKET_SERVER_CLIENT_INFO
Server sends you information about a client.
Definition: tcp_game.h:71
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
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
_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".
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
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:142
PACKET_SERVER_SYNC
@ PACKET_SERVER_SYNC
Server tells the client what the random state should be.
Definition: tcp_game.h:93
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:416
NetworkServerSendRcon
void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const std::string &string)
Send an rcon reply to the client.
Definition: network_server.cpp:2066
PacketWriter::packets
std::deque< std::unique_ptr< Packet > > packets
Packet queue of the savegame; send these "slowly" to the client. Cannot be a std::queue as we want to...
Definition: network_server.cpp:66
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:1712
Debug
#define Debug(category, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
network_base.h
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
PACKET_SERVER_BANNED
@ PACKET_SERVER_BANNED
The server has banned you.
Definition: tcp_game.h:35
PacketWriter::Finish
void Finish() override
Prepare everything to finish writing the savegame.
Definition: network_server.cpp:164
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:383
ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP
NetworkRecvStatus Receive_CLIENT_GETMAP(Packet &p) override
Request the map from the server.
Definition: network_server.cpp:981
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:1622
_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
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:1392
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_JOIN
NetworkRecvStatus Receive_CLIENT_JOIN(Packet &p) override
Try to join the server: string OpenTTD revision (norev000 if no revision).
Definition: network_server.cpp:860
CommandPacket::company
CompanyID company
company that is executing the command
Definition: network_internal.h:111
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
ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO
NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet &p) override
Request game information.
Definition: network_server.cpp:841
_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".
_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:2151
TCPListenHandler
Template for TCP listeners.
Definition: tcp_listen.h:28
ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler
~ServerNetworkGameSocketHandler()
Clear everything related to this client.
Definition: network_server.cpp:206
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:1354
ServerNetworkGameSocketHandler::ReceivePacket
std::unique_ptr< Packet > ReceivePacket() override
Receives a packet for the given client.
Definition: network_server.cpp:219
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
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:123
ServerNetworkGameSocketHandler::Send
static void Send()
Send the packets for the server sockets.
Definition: network_server.cpp:302
PACKET_SERVER_CHAT
@ PACKET_SERVER_CHAT
Server distributing the message of a client (or itself).
Definition: tcp_game.h:101
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
PACKET_SERVER_GAME_INFO
@ PACKET_SERVER_GAME_INFO
Information about the server.
Definition: tcp_game.h:46
NetworkServerUpdateCompanyPassworded
void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
Tell that a particular company is (not) passworded.
Definition: network_server.cpp:2009
CommandPacket
Everything we need to know about a command to be able to execute it.
Definition: network_internal.h:109
PACKET_SERVER_COMPANY_UPDATE
@ PACKET_SERVER_COMPANY_UPDATE
Information (password) of a company changed.
Definition: tcp_game.h:115
ServerNetworkGameSocketHandler::SendSync
NetworkRecvStatus SendSync()
Request the client to sync.
Definition: network_server.cpp:640
GRFConfig
Information about GRF, used in the game and (part of it) in savegames.
Definition: newgrf_config.h:147
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:681
ServerNetworkGameSocketHandler::SendConfigUpdate
NetworkRecvStatus SendConfigUpdate()
Send an update about the max company/spectator counts.
Definition: network_server.cpp:825
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:321
PACKET_SERVER_ERROR
@ PACKET_SERVER_ERROR
Server sending an error message to the client.
Definition: tcp_game.h:39
NetworkHandleCommandQueue
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
Handle the command-queue of a socket.
Definition: network_server.cpp:1702
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
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:1466
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:1442
_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:799
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:1122
ServerNetworkGameSocketHandler::SendJoin
NetworkRecvStatus SendJoin(ClientID client_id)
Tell that a client joined.
Definition: network_server.cpp:604
_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:617
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
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:1177
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
_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:706
ServerNetworkGameSocketHandler::SendCompanyUpdate
NetworkRecvStatus SendCompanyUpdate()
Send an update about the company password states.
Definition: network_server.cpp:812
ServerNetworkGameSocketHandler::SendWelcome
NetworkRecvStatus SendWelcome()
Send the client a welcome message with some basic information.
Definition: network_server.cpp:472
_network_client_id
static ClientID _network_client_id
The identifier counter for new clients (is never decreased)
Definition: network_server.cpp:47
NetworkRestartMap
static void NetworkRestartMap()
Helper function to restart the map.
Definition: network_server.cpp:1846
CommandPacket::my_cmd
bool my_cmd
did the command originate from "me"
Definition: network_internal.h:113
ServerNetworkGameSocketHandler::SendError
NetworkRecvStatus SendError(NetworkErrorCode error, const std::string &reason={})
Send an error to the client, and close its connection.
Definition: network_server.cpp:357
TCP_MTU
static const size_t TCP_MTU
Number of bytes we can pack in a single TCP packet.
Definition: config.h:45
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:1498
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
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:324
ADMIN_FREQUENCY_ANUALLY
@ ADMIN_FREQUENCY_ANUALLY
The admin gets information about this on a yearly basis.
Definition: tcp_admin.h:97
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
NETWORK_REVISION_LENGTH
static const uint NETWORK_REVISION_LENGTH
The maximum length of the revision, in bytes including '\0'.
Definition: config.h:58
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
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:745
NetworkClientInfo::client_id
ClientID client_id
Client identifier (same as ClientState->client_id)
Definition: network_base.h:25
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_NEED_GAME_PASSWORD
@ PACKET_SERVER_NEED_GAME_PASSWORD
Server requests the (hashed) game password.
Definition: tcp_game.h:64
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:1236
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:728
NetworkServerNewCompany
void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
Perform all the server specific administration of a new company.
Definition: network_server.cpp:2185
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:526
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
NetworkSocketHandler::HasClientQuit
bool HasClientQuit() const
Whether the current client connected to the socket has quit.
Definition: core.h:68
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:848
NetworkTCPSocketHandler::SendPackets
SendPacketsState SendPackets(bool closing_down=false)
Sends all the buffered packets out for this client.
Definition: tcp.cpp:86
PACKET_SERVER_MAP_DATA
@ PACKET_SERVER_MAP_DATA
Server sends bits of the map to the client.
Definition: tcp_game.h:78
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:499
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:2029
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:1952
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
SaveWithFilter
SaveOrLoadResult SaveWithFilter(std::shared_ptr< SaveFilter > writer, bool threaded)
Save the game using a (writer) filter.
Definition: saveload.cpp:2861
PacketWriter::current
std::unique_ptr< Packet > current
The packet we're currently writing to.
Definition: network_server.cpp:64
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
ServerNetworkGameSocketHandler::SendNewGame
NetworkRecvStatus SendNewGame()
Tell the client we're starting a new game.
Definition: network_server.cpp:768
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
SpecializedVehicle< RoadVehicle, Type >::From
static RoadVehicle * From(Vehicle *v)
Converts a Vehicle to SpecializedVehicle with type checking.
Definition: vehicle_base.h:1201
PACKET_SERVER_EXTERNAL_CHAT
@ PACKET_SERVER_EXTERNAL_CHAT
Server distributing the message from external source.
Definition: tcp_game.h:102
SaveFilter
Interface for filtering a savegame till it is written.
Definition: saveload_filter.h:59
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:118
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:498
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:1005
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
ServerNetworkGameSocketHandler::AllowConnection
static bool AllowConnection()
Whether an connection is allowed or not at this moment.
Definition: network_server.cpp:289
PACKET_SERVER_COMMAND
@ PACKET_SERVER_COMMAND
Server distributes a command to (all) the clients.
Definition: tcp_game.h:97
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
NetworkSettings::max_clients
uint8_t max_clients
maximum amount of clients
Definition: settings_type.h:327
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
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:2076
ServerNetworkGameSocketHandler::savegame
std::shared_ptr< struct PacketWriter > savegame
Writer used to write the savegame.
Definition: network_server.h:72
ServerNetworkGameSocketHandler::SendMap
NetworkRecvStatus SendMap()
This sends the map to the client.
Definition: network_server.cpp:551
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
INVALID_CLIENT_ID
@ INVALID_CLIENT_ID
Client is not part of anything.
Definition: network_type.h:50
PACKET_SERVER_CONFIG_UPDATE
@ PACKET_SERVER_CONFIG_UPDATE
Some network configuration important to the client changed.
Definition: tcp_game.h:116
ServerNetworkGameSocketHandler::SendNewGRFCheck
NetworkRecvStatus SendNewGRFCheck()
Send the check for the NewGRFs.
Definition: network_server.cpp:402
NetworkTCPSocketHandler::ReceivePacket
virtual std::unique_ptr< Packet > ReceivePacket()
Receives a packet for the given client.
Definition: tcp.cpp:129
ServerNetworkGameSocketHandler::STATUS_AUTH_COMPANY
@ STATUS_AUTH_COMPANY
The client is authorizing with company password.
Definition: network_server.h:55
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
ServerNetworkGameSocketHandler::SendNeedGamePassword
NetworkRecvStatus SendNeedGamePassword()
Request the game password.
Definition: network_server.cpp:424
NetworkGameSocketHandler::incoming_queue
CommandQueue incoming_queue
The command-queue awaiting handling.
Definition: tcp_game.h:500
NetworkGameSocketHandler::client_id
ClientID client_id
Client identifier.
Definition: tcp_game.h:497
_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
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:1661
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
NetworkGameSocketHandler::SendCommand
void SendCommand(Packet &p, const CommandPacket &cp)
Sends a command over the network.
Definition: network_command.cpp:384
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
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
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:1362
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:189
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
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
_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.
PACKET_SERVER_JOIN
@ PACKET_SERVER_JOIN
Tells clients that a new client has joined.
Definition: tcp_game.h:82
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:102
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
NETWORK_RECV_STATUS_OKAY
@ NETWORK_RECV_STATUS_OKAY
Everything is okay.
Definition: core.h:23
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
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:1999
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:758
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:782
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
ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT
NetworkRecvStatus Receive_CLIENT_QUIT(Packet &p) override
The client is quitting the game.
Definition: network_server.cpp:1153
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:1685
VEH_SHIP
@ VEH_SHIP
Ship vehicle type.
Definition: vehicle_type.h:26
Company
Definition: company_base.h:116
ServerNetworkGameSocketHandler::SendNeedCompanyPassword
NetworkRecvStatus SendNeedCompanyPassword()
Request the company password.
Definition: network_server.cpp:447
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.
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:1304
ServerNetworkGameSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
Definition: network_server.cpp:232
_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:2137
Packet::Recv_uint8
uint8_t Recv_uint8()
Read a 8 bits integer from the packet.
Definition: packet.cpp:292
_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
PACKET_SERVER_NEED_COMPANY_PASSWORD
@ PACKET_SERVER_NEED_COMPANY_PASSWORD
Server requests the (hashed) company password.
Definition: tcp_game.h:66
ServerNetworkGameSocketHandler::SendWait
NetworkRecvStatus SendWait()
Tell the client that its put in a waiting queue.
Definition: network_server.cpp:503
NetworkSettings::autoclean_companies
bool autoclean_companies
automatically remove companies that are not in use
Definition: settings_type.h:322
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
PACKET_SERVER_WELCOME
@ PACKET_SERVER_WELCOME
Server welcomes you and gives you your ClientID.
Definition: tcp_game.h:70
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:1534
CommandPacket::cmd
Commands cmd
command being executed.
Definition: network_internal.h:115
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