OpenTTD
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 "../date_func.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 "../roadveh.h"
27 #include "../order_backup.h"
28 #include "../core/pool_func.hpp"
29 #include "../core/random_func.hpp"
30 #include "../rev.h"
31 #include <mutex>
32 #include <condition_variable>
33 
34 #include "../safeguards.h"
35 
36 
37 /* This file handles all the server-commands */
38 
42 
47 
50 INSTANTIATE_POOL_METHODS(NetworkClientSocket)
51 
54 
57  ServerNetworkGameSocketHandler *cs;
59  size_t total_size;
61  std::mutex mutex;
62  std::condition_variable exit_sig;
63 
68  PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(nullptr), cs(cs), current(nullptr), total_size(0), packets(nullptr)
69  {
70  }
71 
74  {
75  std::unique_lock<std::mutex> lock(this->mutex);
76 
77  if (this->cs != nullptr) this->exit_sig.wait(lock);
78 
79  /* This must all wait until the Destroy function is called. */
80 
81  while (this->packets != nullptr) {
82  Packet *p = this->packets->next;
83  delete this->packets;
84  this->packets = p;
85  }
86 
87  delete this->current;
88  }
89 
100  void Destroy()
101  {
102  std::unique_lock<std::mutex> lock(this->mutex);
103 
104  this->cs = nullptr;
105 
106  this->exit_sig.notify_all();
107  lock.unlock();
108 
109  /* Make sure the saving is completely cancelled. Yes,
110  * we need to handle the save finish as well as the
111  * next connection might just be requesting a map. */
112  WaitTillSaved();
114  }
115 
123  bool HasPackets()
124  {
125  return this->packets != nullptr;
126  }
127 
132  {
133  std::lock_guard<std::mutex> lock(this->mutex);
134 
135  Packet *p = this->packets;
136  this->packets = p->next;
137  p->next = nullptr;
138 
139  return p;
140  }
141 
143  void AppendQueue()
144  {
145  if (this->current == nullptr) return;
146 
147  Packet **p = &this->packets;
148  while (*p != nullptr) {
149  p = &(*p)->next;
150  }
151  *p = this->current;
152 
153  this->current = nullptr;
154  }
155 
156  void Write(byte *buf, size_t size) override
157  {
158  /* We want to abort the saving when the socket is closed. */
159  if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
160 
161  if (this->current == nullptr) this->current = new Packet(PACKET_SERVER_MAP_DATA);
162 
163  std::lock_guard<std::mutex> lock(this->mutex);
164 
165  byte *bufe = buf + size;
166  while (buf != bufe) {
167  size_t to_write = min(SEND_MTU - this->current->size, bufe - buf);
168  memcpy(this->current->buffer + this->current->size, buf, to_write);
169  this->current->size += (PacketSize)to_write;
170  buf += to_write;
171 
172  if (this->current->size == SEND_MTU) {
173  this->AppendQueue();
174  if (buf != bufe) this->current = new Packet(PACKET_SERVER_MAP_DATA);
175  }
176  }
177 
178  this->total_size += size;
179  }
180 
181  void Finish() override
182  {
183  /* We want to abort the saving when the socket is closed. */
184  if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
185 
186  std::lock_guard<std::mutex> lock(this->mutex);
187 
188  /* Make sure the last packet is flushed. */
189  this->AppendQueue();
190 
191  /* Add a packet stating that this is the end to the queue. */
192  this->current = new Packet(PACKET_SERVER_MAP_DONE);
193  this->AppendQueue();
194 
195  /* Fast-track the size to the client. */
197  p->Send_uint32((uint32)this->total_size);
198  this->cs->NetworkTCPSocketHandler::SendPacket(p);
199  }
200 };
201 
202 
208 {
209  this->status = STATUS_INACTIVE;
210  this->client_id = _network_client_id++;
212 
213  /* The Socket and Info pools need to be the same in size. After all,
214  * each Socket will be associated with at most one Info object. As
215  * such if the Socket was allocated the Info object can as well. */
217 }
218 
223 {
226 
227  if (this->savegame != nullptr) {
228  this->savegame->Destroy();
229  this->savegame = nullptr;
230  }
231 }
232 
234 {
235  /* Only allow receiving when we have some buffer free; this value
236  * can go negative, but eventually it will become positive again. */
237  if (this->receive_limit <= 0) return nullptr;
238 
239  /* We can receive a packet, so try that and if needed account for
240  * the amount of received data. */
242  if (p != nullptr) this->receive_limit -= p->size;
243  return p;
244 }
245 
247 {
248  assert(status != NETWORK_RECV_STATUS_OKAY);
249  /*
250  * Sending a message just before leaving the game calls cs->SendPackets.
251  * This might invoke this function, which means that when we close the
252  * connection after cs->SendPackets we will close an already closed
253  * connection. This handles that case gracefully without having to make
254  * that code any more complex or more aware of the validity of the socket.
255  */
256  if (this->sock == INVALID_SOCKET) return status;
257 
258  if (status != NETWORK_RECV_STATUS_CONN_LOST && !this->HasClientQuit() && this->status >= STATUS_AUTHORIZED) {
259  /* We did not receive a leave message from this client... */
260  char client_name[NETWORK_CLIENT_NAME_LENGTH];
261 
262  this->GetClientName(client_name, lastof(client_name));
263 
264  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
265 
266  /* Inform other clients of this... strange leaving ;) */
267  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
268  if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) {
269  new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
270  }
271  }
272  }
273 
274  NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
275  DEBUG(net, 1, "Closed client connection %d", this->client_id);
276 
277  /* We just lost one client :( */
278  if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
279  extern byte _network_clients_connected;
280  _network_clients_connected--;
281 
284 
285  this->SendPackets(true);
286 
287  delete this->GetInfo();
288  delete this;
289 
290  return status;
291 }
292 
298 {
299  extern byte _network_clients_connected;
300  bool accept = _network_clients_connected < MAX_CLIENTS && _network_game_info.clients_on < _settings_client.network.max_clients;
301 
302  /* We can't go over the MAX_CLIENTS limit here. However, the
303  * pool must have place for all clients and ourself. */
306  return accept;
307 }
308 
311 {
312  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
313  if (cs->writable) {
314  if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
315  /* This client is in the middle of a map-send, call the function for that */
316  cs->SendMap();
317  }
318  }
319  }
320 }
321 
322 static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
323 
324 /***********
325  * Sending functions
326  * DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs
327  ************/
328 
334 {
335  if (ci->client_id != INVALID_CLIENT_ID) {
337  p->Send_uint32(ci->client_id);
338  p->Send_uint8 (ci->client_playas);
339  p->Send_string(ci->client_name);
340 
341  this->SendPacket(p);
342  }
344 }
345 
348 {
349  /* Fetch the latest version of the stats */
350  NetworkCompanyStats company_stats[MAX_COMPANIES];
351  NetworkPopulateCompanyStats(company_stats);
352 
353  /* Make a list of all clients per company */
354  char clients[MAX_COMPANIES][NETWORK_CLIENTS_LENGTH];
355  memset(clients, 0, sizeof(clients));
356 
357  /* Add the local player (if not dedicated) */
359  if (ci != nullptr && Company::IsValidID(ci->client_playas)) {
360  strecpy(clients[ci->client_playas], ci->client_name, lastof(clients[ci->client_playas]));
361  }
362 
363  for (NetworkClientSocket *csi : NetworkClientSocket::Iterate()) {
364  char client_name[NETWORK_CLIENT_NAME_LENGTH];
365 
366  ((ServerNetworkGameSocketHandler*)csi)->GetClientName(client_name, lastof(client_name));
367 
368  ci = csi->GetInfo();
369  if (ci != nullptr && Company::IsValidID(ci->client_playas)) {
370  if (!StrEmpty(clients[ci->client_playas])) {
371  strecat(clients[ci->client_playas], ", ", lastof(clients[ci->client_playas]));
372  }
373 
374  strecat(clients[ci->client_playas], client_name, lastof(clients[ci->client_playas]));
375  }
376  }
377 
378  /* Now send the data */
379 
380  Packet *p;
381 
382  for (const Company *company : Company::Iterate()) {
384 
386  p->Send_bool (true);
387  this->SendCompanyInformation(p, company, &company_stats[company->index]);
388 
389  if (StrEmpty(clients[company->index])) {
390  p->Send_string("<none>");
391  } else {
392  p->Send_string(clients[company->index]);
393  }
394 
395  this->SendPacket(p);
396  }
397 
399 
401  p->Send_bool (false);
402 
403  this->SendPacket(p);
405 }
406 
412 {
413  char str[100];
415 
416  p->Send_uint8(error);
417  this->SendPacket(p);
418 
419  StringID strid = GetNetworkErrorMsg(error);
420  GetString(str, strid, lastof(str));
421 
422  /* Only send when the current client was in game */
423  if (this->status > STATUS_AUTHORIZED) {
424  char client_name[NETWORK_CLIENT_NAME_LENGTH];
425 
426  this->GetClientName(client_name, lastof(client_name));
427 
428  DEBUG(net, 1, "'%s' made an error and has been disconnected. Reason: '%s'", client_name, str);
429 
430  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
431 
432  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
433  if (new_cs->status > STATUS_AUTHORIZED && new_cs != this) {
434  /* Some errors we filter to a more general error. Clients don't have to know the real
435  * reason a joining failed. */
436  if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
437  error = NETWORK_ERROR_ILLEGAL_PACKET;
438  }
439  new_cs->SendErrorQuit(this->client_id, error);
440  }
441  }
442 
443  NetworkAdminClientError(this->client_id, error);
444  } else {
445  DEBUG(net, 1, "Client %d made an error and has been disconnected. Reason: '%s'", this->client_id, str);
446  }
447 
448  /* The client made a mistake, so drop his connection now! */
450 }
451 
454 {
456  const GRFConfig *c;
457  uint grf_count = 0;
458 
459  for (c = _grfconfig; c != nullptr; c = c->next) {
460  if (!HasBit(c->flags, GCF_STATIC)) grf_count++;
461  }
462 
463  p->Send_uint8 (grf_count);
464  for (c = _grfconfig; c != nullptr; c = c->next) {
465  if (!HasBit(c->flags, GCF_STATIC)) this->SendGRFIdentifier(p, &c->ident);
466  }
467 
468  this->SendPacket(p);
470 }
471 
474 {
475  /* Invalid packet when status is STATUS_AUTH_GAME or higher */
477 
478  this->status = STATUS_AUTH_GAME;
479  /* Reset 'lag' counters */
481 
483  this->SendPacket(p);
485 }
486 
489 {
490  /* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
492 
493  this->status = STATUS_AUTH_COMPANY;
494  /* Reset 'lag' counters */
496 
500  this->SendPacket(p);
502 }
503 
506 {
507  Packet *p;
508 
509  /* Invalid packet when status is AUTH or higher */
511 
512  this->status = STATUS_AUTHORIZED;
513  /* Reset 'lag' counters */
515 
517 
518  p = new Packet(PACKET_SERVER_WELCOME);
519  p->Send_uint32(this->client_id);
522  this->SendPacket(p);
523 
524  /* Transmit info about all the active clients */
525  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
526  if (new_cs != this && new_cs->status > STATUS_AUTHORIZED) {
527  this->SendClientInfo(new_cs->GetInfo());
528  }
529  }
530  /* Also send the info of the server */
532 }
533 
536 {
537  int waiting = 0;
538  Packet *p;
539 
540  /* Count how many clients are waiting in the queue, in front of you! */
541  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
542  if (new_cs->status != STATUS_MAP_WAIT) continue;
543  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++;
544  }
545 
546  p = new Packet(PACKET_SERVER_WAIT);
547  p->Send_uint8(waiting);
548  this->SendPacket(p);
550 }
551 
554 {
555  static uint sent_packets; // How many packets we did send successfully last time
556 
557  if (this->status < STATUS_AUTHORIZED) {
558  /* Illegal call, return error and ignore the packet */
559  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
560  }
561 
562  if (this->status == STATUS_AUTHORIZED) {
563  this->savegame = new PacketWriter(this);
564 
565  /* Now send the _frame_counter and how many packets are coming */
568  this->SendPacket(p);
569 
571  this->status = STATUS_MAP;
572  /* Mark the start of download */
573  this->last_frame = _frame_counter;
575 
576  sent_packets = 4; // We start with trying 4 packets
577 
578  /* Make a dump of the current game */
579  if (SaveWithFilter(this->savegame, true) != SL_OK) usererror("network savedump failed");
580  }
581 
582  if (this->status == STATUS_MAP) {
583  bool last_packet = false;
584  bool has_packets = false;
585 
586  for (uint i = 0; (has_packets = this->savegame->HasPackets()) && i < sent_packets; i++) {
587  Packet *p = this->savegame->PopPacket();
588  last_packet = p->buffer[2] == PACKET_SERVER_MAP_DONE;
589 
590  this->SendPacket(p);
591 
592  if (last_packet) {
593  /* There is no more data, so break the for */
594  break;
595  }
596  }
597 
598  if (last_packet) {
599  /* Done reading, make sure saving is done as well */
600  this->savegame->Destroy();
601  this->savegame = nullptr;
602 
603  /* Set the status to DONE_MAP, no we will wait for the client
604  * to send it is ready (maybe that happens like never ;)) */
605  this->status = STATUS_DONE_MAP;
606 
607  /* Find the best candidate for joining, i.e. the first joiner. */
608  NetworkClientSocket *best = nullptr;
609  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
610  if (new_cs->status == STATUS_MAP_WAIT) {
611  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)) {
612  best = new_cs;
613  }
614  }
615  }
616 
617  /* Is there someone else to join? */
618  if (best != nullptr) {
619  /* Let the first start joining. */
620  best->status = STATUS_AUTHORIZED;
621  best->SendMap();
622 
623  /* And update the rest. */
624  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
625  if (new_cs->status == STATUS_MAP_WAIT) new_cs->SendWait();
626  }
627  }
628  }
629 
630  switch (this->SendPackets()) {
631  case SPS_CLOSED:
633 
634  case SPS_ALL_SENT:
635  /* All are sent, increase the sent_packets */
636  if (has_packets) sent_packets *= 2;
637  break;
638 
639  case SPS_PARTLY_SENT:
640  /* Only a part is sent; leave the transmission state. */
641  break;
642 
643  case SPS_NONE_SENT:
644  /* Not everything is sent, decrease the sent_packets */
645  if (sent_packets > 1) sent_packets /= 2;
646  break;
647  }
648  }
650 }
651 
657 {
658  Packet *p = new Packet(PACKET_SERVER_JOIN);
659 
660  p->Send_uint32(client_id);
661 
662  this->SendPacket(p);
664 }
665 
668 {
672 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
674 #ifdef NETWORK_SEND_DOUBLE_SEED
675  p->Send_uint32(_sync_seed_2);
676 #endif
677 #endif
678 
679  /* If token equals 0, we need to make a new token and send that. */
680  if (this->last_token == 0) {
681  this->last_token = InteractiveRandomRange(UINT8_MAX - 1) + 1;
682  p->Send_uint8(this->last_token);
683  }
684 
685  this->SendPacket(p);
687 }
688 
691 {
692  Packet *p = new Packet(PACKET_SERVER_SYNC);
695 
696 #ifdef NETWORK_SEND_DOUBLE_SEED
697  p->Send_uint32(_sync_seed_2);
698 #endif
699  this->SendPacket(p);
701 }
702 
708 {
710 
712  p->Send_uint32(cp->frame);
713  p->Send_bool (cp->my_cmd);
714 
715  this->SendPacket(p);
717 }
718 
728 {
730 
731  Packet *p = new Packet(PACKET_SERVER_CHAT);
732 
733  p->Send_uint8 (action);
734  p->Send_uint32(client_id);
735  p->Send_bool (self_send);
736  p->Send_string(msg);
737  p->Send_uint64(data);
738 
739  this->SendPacket(p);
741 }
742 
749 {
751 
752  p->Send_uint32(client_id);
753  p->Send_uint8 (errorno);
754 
755  this->SendPacket(p);
757 }
758 
764 {
765  Packet *p = new Packet(PACKET_SERVER_QUIT);
766 
767  p->Send_uint32(client_id);
768 
769  this->SendPacket(p);
771 }
772 
775 {
777  this->SendPacket(p);
779 }
780 
783 {
785  this->SendPacket(p);
787 }
788 
795 {
796  Packet *p = new Packet(PACKET_SERVER_RCON);
797 
798  p->Send_uint16(colour);
799  p->Send_string(command);
800  this->SendPacket(p);
802 }
803 
810 {
811  Packet *p = new Packet(PACKET_SERVER_MOVE);
812 
813  p->Send_uint32(client_id);
814  p->Send_uint8(company_id);
815  this->SendPacket(p);
817 }
818 
821 {
823 
825  this->SendPacket(p);
827 }
828 
831 {
833 
836  this->SendPacket(p);
838 }
839 
840 /***********
841  * Receiving functions
842  * DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
843  ************/
844 
846 {
847  return this->SendCompanyInfo();
848 }
849 
851 {
852  if (this->status != STATUS_NEWGRFS_CHECK) {
853  /* Illegal call, return error and ignore the packet */
854  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
855  }
856 
857  NetworkClientInfo *ci = this->GetInfo();
858 
859  /* We now want a password from the client else we do not allow him in! */
861  return this->SendNeedGamePassword();
862  }
863 
865  return this->SendNeedCompanyPassword();
866  }
867 
868  return this->SendWelcome();
869 }
870 
872 {
873  if (this->status != STATUS_INACTIVE) {
874  /* Illegal call, return error and ignore the packet */
875  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
876  }
877 
878  char name[NETWORK_CLIENT_NAME_LENGTH];
879  CompanyID playas;
880  NetworkLanguage client_lang;
881  char client_revision[NETWORK_REVISION_LENGTH];
882 
883  p->Recv_string(client_revision, sizeof(client_revision));
884  uint32 newgrf_version = p->Recv_uint32();
885 
886  /* Check if the client has revision control enabled */
887  if (!IsNetworkCompatibleVersion(client_revision) || _openttd_newgrf_version != newgrf_version) {
888  /* Different revisions!! */
889  return this->SendError(NETWORK_ERROR_WRONG_REVISION);
890  }
891 
892  p->Recv_string(name, sizeof(name));
893  playas = (Owner)p->Recv_uint8();
894  client_lang = (NetworkLanguage)p->Recv_uint8();
895 
896  if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
897 
898  /* join another company does not affect these values */
899  switch (playas) {
900  case COMPANY_NEW_COMPANY: // New company
902  return this->SendError(NETWORK_ERROR_FULL);
903  }
904  break;
905  case COMPANY_SPECTATOR: // Spectator
906  if (NetworkSpectatorCount() >= _settings_client.network.max_spectators) {
907  return this->SendError(NETWORK_ERROR_FULL);
908  }
909  break;
910  default: // Join another company (companies 1-8 (index 0-7))
911  if (!Company::IsValidHumanID(playas)) {
912  return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
913  }
914  break;
915  }
916 
917  /* We need a valid name.. make it Player */
918  if (StrEmpty(name)) strecpy(name, "Player", lastof(name));
919 
920  if (!NetworkFindName(name, lastof(name))) { // Change name if duplicate
921  /* We could not create a name for this client */
922  return this->SendError(NETWORK_ERROR_NAME_IN_USE);
923  }
924 
927  this->SetInfo(ci);
928  ci->join_date = _date;
929  strecpy(ci->client_name, name, lastof(ci->client_name));
930  ci->client_playas = playas;
931  ci->client_lang = client_lang;
932  DEBUG(desync, 1, "client: %08x; %02x; %02x; %02x", _date, _date_fract, (int)ci->client_playas, (int)ci->index);
933 
934  /* Make sure companies to which people try to join are not autocleaned */
936 
938 
939  if (_grfconfig == nullptr) {
940  /* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
941  return this->Receive_CLIENT_NEWGRFS_CHECKED(nullptr);
942  }
943 
944  return this->SendNewGRFCheck();
945 }
946 
948 {
949  if (this->status != STATUS_AUTH_GAME) {
950  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
951  }
952 
953  char password[NETWORK_PASSWORD_LENGTH];
954  p->Recv_string(password, sizeof(password));
955 
956  /* Check game password. Allow joining if we cleared the password meanwhile */
958  strcmp(password, _settings_client.network.server_password) != 0) {
959  /* Password is invalid */
960  return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
961  }
962 
963  const NetworkClientInfo *ci = this->GetInfo();
965  return this->SendNeedCompanyPassword();
966  }
967 
968  /* Valid password, allow user */
969  return this->SendWelcome();
970 }
971 
973 {
974  if (this->status != STATUS_AUTH_COMPANY) {
975  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
976  }
977 
978  char password[NETWORK_PASSWORD_LENGTH];
979  p->Recv_string(password, sizeof(password));
980 
981  /* Check company password. Allow joining if we cleared the password meanwhile.
982  * Also, check the company is still valid - client could be moved to spectators
983  * in the middle of the authorization process */
984  CompanyID playas = this->GetInfo()->client_playas;
985  if (Company::IsValidID(playas) && !StrEmpty(_network_company_states[playas].password) &&
986  strcmp(password, _network_company_states[playas].password) != 0) {
987  /* Password is invalid */
988  return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
989  }
990 
991  return this->SendWelcome();
992 }
993 
995 {
996  /* The client was never joined.. so this is impossible, right?
997  * Ignore the packet, give the client a warning, and close his connection */
998  if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
999  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1000  }
1001 
1002  /* Check if someone else is receiving the map */
1003  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1004  if (new_cs->status == STATUS_MAP) {
1005  /* Tell the new client to wait */
1006  this->status = STATUS_MAP_WAIT;
1007  return this->SendWait();
1008  }
1009  }
1010 
1011  /* We receive a request to upload the map.. give it to the client! */
1012  return this->SendMap();
1013 }
1014 
1016 {
1017  /* Client has the map, now start syncing */
1018  if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
1019  char client_name[NETWORK_CLIENT_NAME_LENGTH];
1020 
1021  this->GetClientName(client_name, lastof(client_name));
1022 
1023  NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, nullptr, this->client_id);
1024 
1025  /* Mark the client as pre-active, and wait for an ACK
1026  * so we know he is done loading and in sync with us */
1027  this->status = STATUS_PRE_ACTIVE;
1029  this->SendFrame();
1030  this->SendSync();
1031 
1032  /* This is the frame the client receives
1033  * we need it later on to make sure the client is not too slow */
1034  this->last_frame = _frame_counter;
1036 
1037  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1038  if (new_cs->status > STATUS_AUTHORIZED) {
1039  new_cs->SendClientInfo(this->GetInfo());
1040  new_cs->SendJoin(this->client_id);
1041  }
1042  }
1043 
1044  NetworkAdminClientInfo(this, true);
1045 
1046  /* also update the new client with our max values */
1047  this->SendConfigUpdate();
1048 
1049  /* quickly update the syncing client with company details */
1050  return this->SendCompanyUpdate();
1051  }
1052 
1053  /* Wrong status for this packet, give a warning to client, and close connection */
1054  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1055 }
1056 
1062 {
1063  /* The client was never joined.. so this is impossible, right?
1064  * Ignore the packet, give the client a warning, and close his connection */
1065  if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1066  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1067  }
1068 
1070  return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
1071  }
1072 
1073  CommandPacket cp;
1074  const char *err = this->ReceiveCommand(p, &cp);
1075 
1076  if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
1077 
1078  NetworkClientInfo *ci = this->GetInfo();
1079 
1080  if (err != nullptr) {
1081  IConsolePrintF(CC_ERROR, "WARNING: %s from client %d (IP: %s).", err, ci->client_id, this->GetClientIP());
1082  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1083  }
1084 
1085 
1086  if ((GetCommandFlags(cp.cmd) & CMD_SERVER) && ci->client_id != CLIENT_ID_SERVER) {
1087  IConsolePrintF(CC_ERROR, "WARNING: server only command from: client %d (IP: %s), kicking...", ci->client_id, this->GetClientIP());
1088  return this->SendError(NETWORK_ERROR_KICKED);
1089  }
1090 
1092  IConsolePrintF(CC_ERROR, "WARNING: spectator issuing command from client %d (IP: %s), kicking...", ci->client_id, this->GetClientIP());
1093  return this->SendError(NETWORK_ERROR_KICKED);
1094  }
1095 
1101  if (!(cp.cmd == CMD_COMPANY_CTRL && cp.p1 == 0 && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
1102  IConsolePrintF(CC_ERROR, "WARNING: client %d (IP: %s) tried to execute a command as company %d, kicking...",
1103  ci->client_playas + 1, this->GetClientIP(), cp.company + 1);
1104  return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
1105  }
1106 
1107  if (cp.cmd == CMD_COMPANY_CTRL) {
1108  if (cp.p1 != 0 || cp.company != COMPANY_SPECTATOR) {
1109  return this->SendError(NETWORK_ERROR_CHEATER);
1110  }
1111 
1112  /* 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! */
1114  NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_CLIENT, ci->client_id, "cannot create new company, server full", CLIENT_ID_SERVER);
1115  return NETWORK_RECV_STATUS_OKAY;
1116  }
1117  }
1118 
1119  if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) cp.p2 = this->client_id;
1120 
1121  this->incoming_queue.Append(&cp);
1122  return NETWORK_RECV_STATUS_OKAY;
1123 }
1124 
1126 {
1127  /* This packets means a client noticed an error and is reporting this
1128  * to us. Display the error and report it to the other clients */
1129  char str[100];
1130  char client_name[NETWORK_CLIENT_NAME_LENGTH];
1132 
1133  /* The client was never joined.. thank the client for the packet, but ignore it */
1134  if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1136  }
1137 
1138  this->GetClientName(client_name, lastof(client_name));
1139 
1140  StringID strid = GetNetworkErrorMsg(errorno);
1141  GetString(str, strid, lastof(str));
1142 
1143  DEBUG(net, 2, "'%s' reported an error and is closing its connection (%s)", client_name, str);
1144 
1145  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
1146 
1147  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1148  if (new_cs->status > STATUS_AUTHORIZED) {
1149  new_cs->SendErrorQuit(this->client_id, errorno);
1150  }
1151  }
1152 
1153  NetworkAdminClientError(this->client_id, errorno);
1154 
1156 }
1157 
1159 {
1160  /* The client wants to leave. Display this and report it to the other
1161  * clients. */
1162  char client_name[NETWORK_CLIENT_NAME_LENGTH];
1163 
1164  /* The client was never joined.. thank the client for the packet, but ignore it */
1165  if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1167  }
1168 
1169  this->GetClientName(client_name, lastof(client_name));
1170 
1171  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1172 
1173  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1174  if (new_cs->status > STATUS_AUTHORIZED && new_cs != this) {
1175  new_cs->SendQuit(this->client_id);
1176  }
1177  }
1178 
1180 
1182 }
1183 
1185 {
1186  if (this->status < STATUS_AUTHORIZED) {
1187  /* Illegal call, return error and ignore the packet */
1188  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1189  }
1190 
1191  uint32 frame = p->Recv_uint32();
1192 
1193  /* The client is trying to catch up with the server */
1194  if (this->status == STATUS_PRE_ACTIVE) {
1195  /* The client is not yet caught up? */
1196  if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
1197 
1198  /* Now he is! Unpause the game */
1199  this->status = STATUS_ACTIVE;
1201 
1202  /* Execute script for, e.g. MOTD */
1203  IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
1204  }
1205 
1206  /* Get, and validate the token. */
1207  uint8 token = p->Recv_uint8();
1208  if (token == this->last_token) {
1209  /* We differentiate between last_token_frame and last_frame so the lag
1210  * test uses the actual lag of the client instead of the lag for getting
1211  * the token back and forth; after all, the token is only sent every
1212  * time we receive a PACKET_CLIENT_ACK, after which we will send a new
1213  * token to the client. If the lag would be one day, then we would not
1214  * be sending the new token soon enough for the new daily scheduled
1215  * PACKET_CLIENT_ACK. This would then register the lag of the client as
1216  * two days, even when it's only a single day. */
1218  /* Request a new token. */
1219  this->last_token = 0;
1220  }
1221 
1222  /* The client received the frame, make note of it */
1223  this->last_frame = frame;
1224  /* With those 2 values we can calculate the lag realtime */
1226  return NETWORK_RECV_STATUS_OKAY;
1227 }
1228 
1229 
1240 void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const char *msg, ClientID from_id, int64 data, bool from_admin)
1241 {
1242  const NetworkClientInfo *ci, *ci_own, *ci_to;
1243 
1244  switch (desttype) {
1245  case DESTTYPE_CLIENT:
1246  /* Are we sending to the server? */
1247  if ((ClientID)dest == CLIENT_ID_SERVER) {
1248  ci = NetworkClientInfo::GetByClientID(from_id);
1249  /* Display the text locally, and that is it */
1250  if (ci != nullptr) {
1251  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1252 
1254  NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1255  }
1256  }
1257  } else {
1258  /* Else find the client to send the message to */
1259  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1260  if (cs->client_id == (ClientID)dest) {
1261  cs->SendChat(action, from_id, false, msg, data);
1262  break;
1263  }
1264  }
1265  }
1266 
1267  /* Display the message locally (so you know you have sent it) */
1268  if (from_id != (ClientID)dest) {
1269  if (from_id == CLIENT_ID_SERVER) {
1270  ci = NetworkClientInfo::GetByClientID(from_id);
1272  if (ci != nullptr && ci_to != nullptr) {
1273  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data);
1274  }
1275  } else {
1276  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1277  if (cs->client_id == from_id) {
1278  cs->SendChat(action, (ClientID)dest, true, msg, data);
1279  break;
1280  }
1281  }
1282  }
1283  }
1284  break;
1285  case DESTTYPE_TEAM: {
1286  /* If this is false, the message is already displayed on the client who sent it. */
1287  bool show_local = true;
1288  /* Find all clients that belong to this company */
1289  ci_to = nullptr;
1290  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1291  ci = cs->GetInfo();
1292  if (ci != nullptr && ci->client_playas == (CompanyID)dest) {
1293  cs->SendChat(action, from_id, false, msg, data);
1294  if (cs->client_id == from_id) show_local = false;
1295  ci_to = ci; // Remember a client that is in the company for company-name
1296  }
1297  }
1298 
1299  /* if the server can read it, let the admin network read it, too. */
1301  NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1302  }
1303 
1304  ci = NetworkClientInfo::GetByClientID(from_id);
1306  if (ci != nullptr && ci_own != nullptr && ci_own->client_playas == dest) {
1307  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1308  if (from_id == CLIENT_ID_SERVER) show_local = false;
1309  ci_to = ci_own;
1310  }
1311 
1312  /* There is no such client */
1313  if (ci_to == nullptr) break;
1314 
1315  /* Display the message locally (so you know you have sent it) */
1316  if (ci != nullptr && show_local) {
1317  if (from_id == CLIENT_ID_SERVER) {
1318  char name[NETWORK_NAME_LENGTH];
1319  StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
1320  SetDParam(0, ci_to->client_playas);
1321  GetString(name, str, lastof(name));
1322  NetworkTextMessage(action, GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data);
1323  } else {
1324  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1325  if (cs->client_id == from_id) {
1326  cs->SendChat(action, ci_to->client_id, true, msg, data);
1327  }
1328  }
1329  }
1330  }
1331  break;
1332  }
1333  default:
1334  DEBUG(net, 0, "[server] received unknown chat destination type %d. Doing broadcast instead", desttype);
1335  FALLTHROUGH;
1336 
1337  case DESTTYPE_BROADCAST:
1338  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1339  cs->SendChat(action, from_id, false, msg, data);
1340  }
1341 
1342  NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1343 
1344  ci = NetworkClientInfo::GetByClientID(from_id);
1345  if (ci != nullptr) {
1346  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1347  }
1348  break;
1349  }
1350 }
1351 
1353 {
1354  if (this->status < STATUS_PRE_ACTIVE) {
1355  /* Illegal call, return error and ignore the packet */
1356  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1357  }
1358 
1359  NetworkAction action = (NetworkAction)p->Recv_uint8();
1360  DestType desttype = (DestType)p->Recv_uint8();
1361  int dest = p->Recv_uint32();
1362  char msg[NETWORK_CHAT_LENGTH];
1363 
1365  int64 data = p->Recv_uint64();
1366 
1367  NetworkClientInfo *ci = this->GetInfo();
1368  switch (action) {
1369  case NETWORK_ACTION_GIVE_MONEY:
1370  if (!Company::IsValidID(ci->client_playas)) break;
1371  FALLTHROUGH;
1372  case NETWORK_ACTION_CHAT:
1373  case NETWORK_ACTION_CHAT_CLIENT:
1374  case NETWORK_ACTION_CHAT_COMPANY:
1375  NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data);
1376  break;
1377  default:
1378  IConsolePrintF(CC_ERROR, "WARNING: invalid chat action from client %d (IP: %s).", ci->client_id, this->GetClientIP());
1379  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1380  }
1381  return NETWORK_RECV_STATUS_OKAY;
1382 }
1383 
1385 {
1386  if (this->status != STATUS_ACTIVE) {
1387  /* Illegal call, return error and ignore the packet */
1388  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1389  }
1390 
1391  char password[NETWORK_PASSWORD_LENGTH];
1392  const NetworkClientInfo *ci;
1393 
1394  p->Recv_string(password, sizeof(password));
1395  ci = this->GetInfo();
1396 
1398  return NETWORK_RECV_STATUS_OKAY;
1399 }
1400 
1402 {
1403  if (this->status != STATUS_ACTIVE) {
1404  /* Illegal call, return error and ignore the packet */
1405  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1406  }
1407 
1408  char client_name[NETWORK_CLIENT_NAME_LENGTH];
1409  NetworkClientInfo *ci;
1410 
1411  p->Recv_string(client_name, sizeof(client_name));
1412  ci = this->GetInfo();
1413 
1414  if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
1415 
1416  if (ci != nullptr) {
1417  /* Display change */
1418  if (NetworkFindName(client_name, lastof(client_name))) {
1419  NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);
1420  strecpy(ci->client_name, client_name, lastof(ci->client_name));
1422  }
1423  }
1424  return NETWORK_RECV_STATUS_OKAY;
1425 }
1426 
1428 {
1429  if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1430 
1431  char pass[NETWORK_PASSWORD_LENGTH];
1432  char command[NETWORK_RCONCOMMAND_LENGTH];
1433 
1435 
1436  p->Recv_string(pass, sizeof(pass));
1437  p->Recv_string(command, sizeof(command));
1438 
1439  if (strcmp(pass, _settings_client.network.rcon_password) != 0) {
1440  DEBUG(net, 0, "[rcon] wrong password from client-id %d", this->client_id);
1441  return NETWORK_RECV_STATUS_OKAY;
1442  }
1443 
1444  DEBUG(net, 0, "[rcon] client-id %d executed: '%s'", this->client_id, command);
1445 
1447  IConsoleCmdExec(command);
1449  return NETWORK_RECV_STATUS_OKAY;
1450 }
1451 
1453 {
1454  if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1455 
1456  CompanyID company_id = (Owner)p->Recv_uint8();
1457 
1458  /* Check if the company is valid, we don't allow moving to AI companies */
1459  if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY;
1460 
1461  /* Check if we require a password for this company */
1462  if (company_id != COMPANY_SPECTATOR && !StrEmpty(_network_company_states[company_id].password)) {
1463  /* we need a password from the client - should be in this packet */
1464  char password[NETWORK_PASSWORD_LENGTH];
1465  p->Recv_string(password, sizeof(password));
1466 
1467  /* Incorrect password sent, return! */
1468  if (strcmp(password, _network_company_states[company_id].password) != 0) {
1469  DEBUG(net, 2, "[move] wrong password from client-id #%d for company #%d", this->client_id, company_id + 1);
1470  return NETWORK_RECV_STATUS_OKAY;
1471  }
1472  }
1473 
1474  /* if we get here we can move the client */
1475  NetworkServerDoMove(this->client_id, company_id);
1476  return NETWORK_RECV_STATUS_OKAY;
1477 }
1478 
1487 {
1488  /* Grab the company name */
1489  char company_name[NETWORK_COMPANY_NAME_LENGTH];
1490  SetDParam(0, c->index);
1491 
1492  assert(max_len <= lengthof(company_name));
1493  GetString(company_name, STR_COMPANY_NAME, company_name + max_len - 1);
1494 
1495  /* Get the income */
1496  Money income = 0;
1497  if (_cur_year - 1 == c->inaugurated_year) {
1498  /* The company is here just 1 year, so display [2], else display[1] */
1499  for (uint i = 0; i < lengthof(c->yearly_expenses[2]); i++) {
1500  income -= c->yearly_expenses[2][i];
1501  }
1502  } else {
1503  for (uint i = 0; i < lengthof(c->yearly_expenses[1]); i++) {
1504  income -= c->yearly_expenses[1][i];
1505  }
1506  }
1507 
1508  /* Send the information */
1509  p->Send_uint8 (c->index);
1510  p->Send_string(company_name);
1513  p->Send_uint64(c->money);
1514  p->Send_uint64(income);
1516 
1517  /* Send 1 if there is a password for the company else send 0 */
1519 
1520  for (uint i = 0; i < NETWORK_VEH_END; i++) {
1521  p->Send_uint16(stats->num_vehicle[i]);
1522  }
1523 
1524  for (uint i = 0; i < NETWORK_VEH_END; i++) {
1525  p->Send_uint16(stats->num_station[i]);
1526  }
1527 
1528  p->Send_bool(c->is_ai);
1529 }
1530 
1536 {
1537  memset(stats, 0, sizeof(*stats) * MAX_COMPANIES);
1538 
1539  /* Go through all vehicles and count the type of vehicles */
1540  for (const Vehicle *v : Vehicle::Iterate()) {
1541  if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
1542  byte type = 0;
1543  switch (v->type) {
1544  case VEH_TRAIN: type = NETWORK_VEH_TRAIN; break;
1545  case VEH_ROAD: type = RoadVehicle::From(v)->IsBus() ? NETWORK_VEH_BUS : NETWORK_VEH_LORRY; break;
1546  case VEH_AIRCRAFT: type = NETWORK_VEH_PLANE; break;
1547  case VEH_SHIP: type = NETWORK_VEH_SHIP; break;
1548  default: continue;
1549  }
1550  stats[v->owner].num_vehicle[type]++;
1551  }
1552 
1553  /* Go through all stations and count the types of stations */
1554  for (const Station *s : Station::Iterate()) {
1555  if (Company::IsValidID(s->owner)) {
1556  NetworkCompanyStats *npi = &stats[s->owner];
1557 
1558  if (s->facilities & FACIL_TRAIN) npi->num_station[NETWORK_VEH_TRAIN]++;
1559  if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[NETWORK_VEH_LORRY]++;
1560  if (s->facilities & FACIL_BUS_STOP) npi->num_station[NETWORK_VEH_BUS]++;
1561  if (s->facilities & FACIL_AIRPORT) npi->num_station[NETWORK_VEH_PLANE]++;
1562  if (s->facilities & FACIL_DOCK) npi->num_station[NETWORK_VEH_SHIP]++;
1563  }
1564  }
1565 }
1566 
1572 {
1574 
1575  if (ci == nullptr) return;
1576 
1577  DEBUG(desync, 1, "client: %08x; %02x; %02x; %04x", _date, _date_fract, (int)ci->client_playas, client_id);
1578 
1579  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1580  cs->SendClientInfo(ci);
1581  }
1582 
1584 }
1585 
1588 {
1590  DEBUG(net, 0, "Auto-restarting map. Year %d reached", _cur_year);
1591 
1593  }
1594 }
1595 
1603 {
1604  bool clients_in_company[MAX_COMPANIES];
1605  int vehicles_in_company[MAX_COMPANIES];
1606 
1608 
1609  memset(clients_in_company, 0, sizeof(clients_in_company));
1610 
1611  /* Detect the active companies */
1612  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1613  if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
1614  }
1615 
1616  if (!_network_dedicated) {
1618  if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
1619  }
1620 
1622  memset(vehicles_in_company, 0, sizeof(vehicles_in_company));
1623 
1624  for (const Vehicle *v : Vehicle::Iterate()) {
1625  if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
1626  vehicles_in_company[v->owner]++;
1627  }
1628  }
1629 
1630  /* Go through all the companies */
1631  for (const Company *c : Company::Iterate()) {
1632  /* Skip the non-active once */
1633  if (c->is_ai) continue;
1634 
1635  if (!clients_in_company[c->index]) {
1636  /* The company is empty for one month more */
1638 
1639  /* Is the company empty for autoclean_unprotected-months, and is there no protection? */
1641  /* Shut the company down */
1642  DoCommandP(0, CCA_DELETE | c->index << 16 | CRR_AUTOCLEAN << 24, 0, CMD_COMPANY_CTRL);
1643  IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d with no password", c->index + 1);
1644  }
1645  /* Is the company empty for autoclean_protected-months, and there is a protection? */
1647  /* Unprotect the company */
1648  _network_company_states[c->index].password[0] = '\0';
1649  IConsolePrintF(CC_DEFAULT, "Auto-removed protection from company #%d", c->index + 1);
1650  _network_company_states[c->index].months_empty = 0;
1651  NetworkServerUpdateCompanyPassworded(c->index, false);
1652  }
1653  /* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
1655  /* Shut the company down */
1656  DoCommandP(0, CCA_DELETE | c->index << 16 | CRR_AUTOCLEAN << 24, 0, CMD_COMPANY_CTRL);
1657  IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d with no vehicles", c->index + 1);
1658  }
1659  } else {
1660  /* It is not empty, reset the date */
1661  _network_company_states[c->index].months_empty = 0;
1662  }
1663  }
1664 }
1665 
1672 bool NetworkFindName(char *new_name, const char *last)
1673 {
1674  bool found_name = false;
1675  uint number = 0;
1676  char original_name[NETWORK_CLIENT_NAME_LENGTH];
1677 
1678  strecpy(original_name, new_name, lastof(original_name));
1679 
1680  while (!found_name) {
1681  found_name = true;
1682  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1683  if (strcmp(ci->client_name, new_name) == 0) {
1684  /* Name already in use */
1685  found_name = false;
1686  break;
1687  }
1688  }
1689  /* Check if it is the same as the server-name */
1691  if (ci != nullptr) {
1692  if (strcmp(ci->client_name, new_name) == 0) found_name = false; // name already in use
1693  }
1694 
1695  if (!found_name) {
1696  /* Try a new name (<name> #1, <name> #2, and so on) */
1697 
1698  /* Something's really wrong when there're more names than clients */
1699  if (number++ > MAX_CLIENTS) break;
1700  seprintf(new_name, last, "%s #%d", original_name, number);
1701  }
1702  }
1703 
1704  return found_name;
1705 }
1706 
1714 {
1715  /* Check if the name's already in use */
1717  if (strcmp(ci->client_name, new_name) == 0) return false;
1718  }
1719 
1721  if (ci == nullptr) return false;
1722 
1723  NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name);
1724 
1725  strecpy(ci->client_name, new_name, lastof(ci->client_name));
1726 
1727  NetworkUpdateClientInfo(client_id);
1728  return true;
1729 }
1730 
1737 void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed)
1738 {
1739  if (!Company::IsValidHumanID(company_id)) return;
1740 
1741  if (!already_hashed) {
1743  }
1744 
1745  strecpy(_network_company_states[company_id].password, password, lastof(_network_company_states[company_id].password));
1746  NetworkServerUpdateCompanyPassworded(company_id, !StrEmpty(_network_company_states[company_id].password));
1747 }
1748 
1753 static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
1754 {
1755  CommandPacket *cp;
1756  while ((cp = cs->outgoing_queue.Pop()) != nullptr) {
1757  cs->SendCommand(cp);
1758  free(cp);
1759  }
1760 }
1761 
1766 void NetworkServer_Tick(bool send_frame)
1767 {
1768 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1769  bool send_sync = false;
1770 #endif
1771 
1772 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1775  send_sync = true;
1776  }
1777 #endif
1778 
1779  /* Now we are done with the frame, inform the clients that they can
1780  * do their frame! */
1781  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1782  /* We allow a number of bytes per frame, but only to the burst amount
1783  * to be available for packet receiving at any particular time. */
1784  cs->receive_limit = min(cs->receive_limit + _settings_client.network.bytes_per_frame,
1786 
1787  /* Check if the speed of the client is what we can expect from a client */
1788  uint lag = NetworkCalculateLag(cs);
1789  switch (cs->status) {
1790  case NetworkClientSocket::STATUS_ACTIVE:
1792  /* Client did still not report in within the specified limit. */
1793  IConsolePrintF(CC_ERROR, cs->last_packet + lag * MILLISECONDS_PER_TICK > _realtime_tick ?
1794  /* A packet was received in the last three game days, so the client is likely lagging behind. */
1795  "Client #%d is dropped because the client's game state is more than %d ticks behind" :
1796  /* No packet was received in the last three game days; sounds like a lost connection. */
1797  "Client #%d is dropped because the client did not respond for more than %d ticks",
1798  cs->client_id, lag);
1799  cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1800  continue;
1801  }
1802 
1803  /* Report once per time we detect the lag, and only when we
1804  * received a packet in the last 2000 milliseconds. If we
1805  * did not receive a packet, then the client is not just
1806  * slow, but the connection is likely severed. Mentioning
1807  * frame_freq is not useful in this case. */
1808  if (lag > (uint)DAY_TICKS && cs->lag_test == 0 && cs->last_packet + 2000 > _realtime_tick) {
1809  IConsolePrintF(CC_WARNING, "[%d] Client #%d is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
1810  cs->lag_test = 1;
1811  }
1812 
1813  if (cs->last_frame_server - cs->last_token_frame >= _settings_client.network.max_lag_time) {
1814  /* This is a bad client! It didn't send the right token back within time. */
1815  IConsolePrintF(CC_ERROR, "Client #%d is dropped because it fails to send valid acks", cs->client_id);
1816  cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1817  continue;
1818  }
1819  break;
1820 
1821  case NetworkClientSocket::STATUS_INACTIVE:
1822  case NetworkClientSocket::STATUS_NEWGRFS_CHECK:
1823  case NetworkClientSocket::STATUS_AUTHORIZED:
1824  /* NewGRF check and authorized states should be handled almost instantly.
1825  * So give them some lee-way, likewise for the query with inactive. */
1827  IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to start the joining process", cs->client_id, _settings_client.network.max_init_time);
1828  cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1829  continue;
1830  }
1831  break;
1832 
1833  case NetworkClientSocket::STATUS_MAP:
1834  /* Downloading the map... this is the amount of time since starting the saving. */
1836  IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to download the map", cs->client_id, _settings_client.network.max_download_time);
1837  cs->SendError(NETWORK_ERROR_TIMEOUT_MAP);
1838  continue;
1839  }
1840  break;
1841 
1842  case NetworkClientSocket::STATUS_DONE_MAP:
1843  case NetworkClientSocket::STATUS_PRE_ACTIVE:
1844  /* The map has been sent, so this is for loading the map and syncing up. */
1846  IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to join", cs->client_id, _settings_client.network.max_join_time);
1847  cs->SendError(NETWORK_ERROR_TIMEOUT_JOIN);
1848  continue;
1849  }
1850  break;
1851 
1852  case NetworkClientSocket::STATUS_AUTH_GAME:
1853  case NetworkClientSocket::STATUS_AUTH_COMPANY:
1854  /* These don't block? */
1856  IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to enter the password", cs->client_id, _settings_client.network.max_password_time);
1857  cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD);
1858  continue;
1859  }
1860  break;
1861 
1862  case NetworkClientSocket::STATUS_MAP_WAIT:
1863  /* This is an internal state where we do not wait
1864  * on the client to move to a different state. */
1865  break;
1866 
1867  case NetworkClientSocket::STATUS_END:
1868  /* Bad server/code. */
1869  NOT_REACHED();
1870  }
1871 
1872  if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {
1873  /* Check if we can send command, and if we have anything in the queue */
1875 
1876  /* Send an updated _frame_counter_max to the client */
1877  if (send_frame) cs->SendFrame();
1878 
1879 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1880  /* Send a sync-check packet */
1881  if (send_sync) cs->SendSync();
1882 #endif
1883  }
1884  }
1885 
1886  /* See if we need to advertise */
1888 }
1889 
1892 {
1895 }
1896 
1899 {
1903 }
1904 
1907 {
1910 }
1911 
1917 {
1918  return this->client_address.GetHostname();
1919 }
1920 
1923 {
1924  static const char * const stat_str[] = {
1925  "inactive",
1926  "checking NewGRFs",
1927  "authorizing (server password)",
1928  "authorizing (company password)",
1929  "authorized",
1930  "waiting",
1931  "loading map",
1932  "map done",
1933  "ready",
1934  "active"
1935  };
1936  assert_compile(lengthof(stat_str) == NetworkClientSocket::STATUS_END);
1937 
1938  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1939  NetworkClientInfo *ci = cs->GetInfo();
1940  if (ci == nullptr) continue;
1941  uint lag = NetworkCalculateLag(cs);
1942  const char *status;
1943 
1944  status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
1945  IConsolePrintF(CC_INFO, "Client #%1d name: '%s' status: '%s' frame-lag: %3d company: %1d IP: %s",
1946  cs->client_id, ci->client_name, status, lag,
1947  ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
1948  cs->GetClientIP());
1949  }
1950 }
1951 
1956 {
1957  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1958  if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendConfigUpdate();
1959  }
1960 }
1961 
1967 void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
1968 {
1969  if (NetworkCompanyIsPassworded(company_id) == passworded) return;
1970 
1971  SB(_network_company_passworded, company_id, 1, !!passworded);
1973 
1974  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1975  if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendCompanyUpdate();
1976  }
1977 
1979 }
1980 
1988 {
1989  /* Only allow non-dedicated servers and normal clients to be moved */
1990  if (client_id == CLIENT_ID_SERVER && _network_dedicated) return;
1991 
1993 
1994  /* No need to waste network resources if the client is in the company already! */
1995  if (ci->client_playas == company_id) return;
1996 
1997  ci->client_playas = company_id;
1998 
1999  if (client_id == CLIENT_ID_SERVER) {
2000  SetLocalCompany(company_id);
2001  } else {
2002  NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id);
2003  /* When the company isn't authorized we can't move them yet. */
2004  if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return;
2005  cs->SendMove(client_id, company_id);
2006  }
2007 
2008  /* announce the client's move */
2009  NetworkUpdateClientInfo(client_id);
2010 
2011  NetworkAction action = (company_id == COMPANY_SPECTATOR) ? NETWORK_ACTION_COMPANY_SPECTATOR : NETWORK_ACTION_COMPANY_JOIN;
2012  NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1);
2013 }
2014 
2021 void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const char *string)
2022 {
2023  NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code, string);
2024 }
2025 
2031 {
2032  if (client_id == CLIENT_ID_SERVER) return;
2033  NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED);
2034 }
2035 
2042 {
2043  return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban);
2044 }
2045 
2051 uint NetworkServerKickOrBanIP(const char *ip, bool ban)
2052 {
2053  /* Add address to ban-list */
2054  if (ban) {
2055  bool contains = false;
2056  for (const auto &iter : _network_ban_list) {
2057  if (iter == ip) {
2058  contains = true;
2059  break;
2060  }
2061  }
2062  if (!contains) _network_ban_list.emplace_back(ip);
2063  }
2064 
2065  uint n = 0;
2066 
2067  /* There can be multiple clients with the same IP, kick them all */
2068  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2069  if (cs->client_id == CLIENT_ID_SERVER) continue;
2070  if (cs->client_address.IsInNetmask(ip)) {
2071  NetworkServerKickClient(cs->client_id);
2072  n++;
2073  }
2074  }
2075 
2076  return n;
2077 }
2078 
2085 {
2086  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
2087  if (ci->client_playas == company) return true;
2088  }
2089  return false;
2090 }
2091 
2092 
2098 void ServerNetworkGameSocketHandler::GetClientName(char *client_name, const char *last) const
2099 {
2100  const NetworkClientInfo *ci = this->GetInfo();
2101 
2102  if (ci == nullptr || StrEmpty(ci->client_name)) {
2103  seprintf(client_name, last, "Client #%4d", this->client_id);
2104  } else {
2105  strecpy(client_name, ci->client_name, last);
2106  }
2107 }
2108 
2113 {
2115  if (_network_server) {
2116  IConsolePrintF(CC_INFO, "Client #%1d name: '%s' company: %1d IP: %s",
2117  ci->client_id,
2118  ci->client_name,
2119  ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
2120  ci->client_id == CLIENT_ID_SERVER ? "server" : NetworkClientSocket::GetByClientID(ci->client_id)->GetClientIP());
2121  } else {
2122  IConsolePrintF(CC_INFO, "Client #%1d name: '%s' company: %1d",
2123  ci->client_id,
2124  ci->client_name,
2125  ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0));
2126  }
2127  }
2128 }
2129 
2136 {
2137  assert(c != nullptr);
2138 
2139  if (!_network_server) return;
2140 
2142  _network_company_states[c->index].password[0] = '\0';
2144 
2145  if (ci != nullptr) {
2146  /* ci is nullptr when replaying, or for AIs. In neither case there is a client. */
2147  ci->client_playas = c->index;
2149  NetworkSendCommand(0, 0, 0, CMD_RENAME_PRESIDENT, nullptr, ci->client_name, c->index);
2150  }
2151 
2152  /* Announce new company on network. */
2153  NetworkAdminCompanyInfo(c, true);
2154 
2155  if (ci != nullptr) {
2156  /* ci is nullptr when replaying, or for AIs. In neither case there is a client.
2157  We need to send Admin port update here so that they first know about the new company
2158  and then learn about a possibly joining client (see FS#6025) */
2159  NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, c->index + 1);
2160  }
2161 }
Everything is okay.
Definition: core.h:23
Packet * packets
Packet queue of the savegame; send these "slowly" to the client.
static const uint NETWORK_CLIENT_NAME_LENGTH
The maximum length of a client&#39;s name, in bytes including &#39;\0&#39;.
Definition: config.h:47
NetworkRecvStatus SendMap()
This sends the map to the client.
static const uint NETWORK_CLIENTS_LENGTH
The maximum length for the list of clients that controls a company, in bytes including &#39;\0&#39;...
Definition: config.h:46
Owner
Enum for all companies/owners.
Definition: company_type.h:18
void NetworkServer_Tick(bool send_frame)
This is called every tick if this is a _network_server.
Send message/notice to all clients (All)
Definition: network_type.h:79
bool server_admin_chat
allow private chat for the server to be distributed to the admin network
void NetworkAdminCompanyUpdate(const Company *company)
Notify the admin network of company updates.
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition: settings.cpp:79
used in multiplayer to create a new companies etc.
Definition: command_type.h:278
The client is catching up the delayed frames.
static bool AllowConnection()
Whether an connection is allowed or not at this moment.
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:302
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const char *msg, ClientID from_id, int64 data, bool from_admin)
Send an actual chat message.
Information about a single company.
Definition: tcp_game.h:42
Server tells everyone that someone is moved to another company.
Definition: tcp_game.h:104
NetworkRecvStatus SendNeedCompanyPassword()
Request the company password.
static void NetworkAutoCleanCompanies()
Check if the server has autoclean_companies activated Two things happen: 1) If a company is not prote...
NetworkRecvStatus SendCompanyUpdate()
Send an update about the company password states.
void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company)
Prepare a DoCommand to be send over the network.
bool IsNetworkCompatibleVersion(const char *other)
Checks whether the given version string is compatible with our version.
Definition: network.cpp:1142
bool HasClientQuit() const
Whether the current client connected to the socket has quit.
Definition: core.h:67
Container for all information known about a client.
Definition: network_base.h:23
The client has downloaded the map.
SOCKET sock
The socket currently connected to.
Definition: tcp.h:32
NetworkRecvStatus SendJoin(ClientID client_id)
Tell that a client joined.
uint32 _sync_seed_1
Seed to compare during sync checks.
Definition: network.cpp:71
uint32 _realtime_tick
The real time in the game.
Definition: debug.cpp:48
Internal entity of a packet.
Definition: packet.h:40
ServerNetworkGameSocketHandler * cs
Socket we are associated with.
The connection got closed.
Definition: tcp.h:20
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition: window.cpp:3215
GRFConfig * _grfconfig
First item in list of current GRF set up.
TextColour GetDrawStringCompanyColour(CompanyID company)
Get the colour for DrawString-subroutines which matches the colour of the company.
static char * strecat(char *dst, const char *src, const char *last)
Appends characters from one string to another.
Definition: depend.cpp:97
uint32 Recv_uint32()
Read a 32 bits integer from the packet.
Definition: packet.cpp:246
NetworkRecvStatus SendError(NetworkErrorCode error)
Send an error to the client, and close its connection.
Client list; Window numbers:
Definition: window_type.h:472
void NetworkServerMonthlyLoop()
Monthly "callback".
uint16 max_init_time
maximum amount of time, in game ticks, a client may take to initiate joining
byte last_token
The last random token we did send to verify the client is listening.
Train vehicle type.
Definition: vehicle_type.h:24
set p2 with the ClientID of the sending client.
Definition: command_type.h:394
A server tells that a client has hit an error and did quit.
Definition: tcp_game.h:120
int32 performance_history
Company score (scale 0-1000)
Definition: company_base.h:25
NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p) override
Sends a chat-packet to the server: uint8 ID of the action (see NetworkAction).
ServerNetworkGameSocketHandler(SOCKET s)
Create a new socket for the server side of the game connection.
void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const char *string)
Send an rcon reply to the client.
int CDECL seprintf(char *str, const char *last, const char *format,...)
Safer implementation of snprintf; same as snprintf except:
Definition: string.cpp:407
int receive_limit
Amount of bytes that we can receive at this moment.
static void ResetUser(uint32 user)
Reset an user&#39;s OrderBackup if needed.
void Send_string(const char *data)
Sends a string over the network.
Definition: packet.cpp:148
Year inaugurated_year
Year of starting the company.
Definition: company_base.h:78
The server is full and has no place for you.
Definition: tcp_game.h:33
static ClientID _network_client_id
The identifier counter for new clients (is never decreased)
NetworkErrorCode
The error codes we send around in the protocols.
Definition: network_type.h:100
Ship vehicle type.
Definition: vehicle_type.h:26
NetworkRecvStatus SendCommand(const CommandPacket *cp)
Send a command to the client to execute.
ClientID client_id
Client identifier (same as ClientState->client_id)
Definition: network_base.h:24
NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p) override
The client made an error and is quitting the game.
void NORETURN SlError(StringID string, const char *extra_msg)
Error handler.
Definition: saveload.cpp:326
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
Populate the company stats.
The client is downloading the map.
Popup for the client list; Window numbers:
Definition: window_type.h:478
void Write(byte *buf, size_t size) override
Write a given number of bytes into the savegame.
uint8 autoclean_novehicles
remove companies with no vehicles after this many months
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
ClientStatus status
Status of this client.
The client wants a new company.
Definition: company_type.h:34
void Send_uint8(uint8 data)
Package a 8 bits integer in the packet.
Definition: packet.cpp:96
NetworkRecvStatus SendClientInfo(NetworkClientInfo *ci)
Send the client information about a client.
uint32 p2
parameter p2.
Definition: command_type.h:478
NetworkRecvStatus SendWait()
Tell the client that its put in a waiting queue.
Template for TCP listeners.
Definition: tcp_listen.h:28
The client is authorizing with company password.
Vehicle data structure.
Definition: vehicle_base.h:210
static const uint MAX_CLIENTS
How many clients can we have.
Definition: network_type.h:16
Sending and receiving UDP messages.
GRF file is used statically (can be used in any MP game)
Definition: newgrf_config.h:24
The client is active within in the game.
NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data)
Send a chat message.
ClientID _redirect_console_to_client
If not invalid, redirect the console output to a client.
Definition: network.cpp:60
SaveOrLoadResult SaveWithFilter(SaveFilter *writer, bool threaded)
Save the game using a (writer) filter.
Definition: saveload.cpp:2542
Tindex index
Index of this pool item.
Definition: pool_type.hpp:189
NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p) override
Request the server to move this client into another company: uint8 ID of the company the client wants...
static const int DAY_TICKS
1 day is 74 ticks; _date_fract used to be uint16 and incremented by 885.
Definition: date_type.h:28
bool NetworkServerChangeClientName(ClientID client_id, const char *new_name)
Change the client name of the given client.
Send message/notice to only a certain client (Private)
Definition: network_type.h:81
void Send_uint32(uint32 data)
Package a 32 bits integer in the packet.
Definition: packet.cpp:117
Server distributing the message of a client (or itself).
Definition: tcp_game.h:96
#define lastof(x)
Get the last element of an fixed size array.
Definition: depend.cpp:48
static const TextColour CC_DEFAULT
Default colour of the console.
Definition: console_type.h:23
bool NetworkCompanyIsPassworded(CompanyID company_id)
Check if the company we want to join requires a password.
Definition: network.cpp:213
void NetworkPrintClients()
Print all the clients to the console.
static Pool::IterateWrapper< Station > Iterate(size_t from=0)
Returns an iterable ensemble of all valid stations of type T.
Base core network types and some helper functions to access them.
uint16 bytes_per_frame_burst
how many bytes may, over a short period, be received?
bool HasPackets()
Checks whether there are packets.
void Append(CommandPacket *p)
Append a CommandPacket at the end of the queue.
Server tells the client what frame it is in, and thus to where the client may progress.
Definition: tcp_game.h:86
NetworkRecvStatus SendRConResult(uint16 colour, const char *command)
Send the result of a console action.
GRFIdentifier ident
grfid and md5sum to uniquely identify newgrfs
ClientID
&#39;Unique&#39; identifier to be given to clients
Definition: network_type.h:39
The admin gets information about this on a daily basis.
Definition: tcp_admin.h:91
CommandFlags GetCommandFlags(uint32 cmd)
Definition: command.cpp:384
The first client ID.
Definition: network_type.h:42
The server told us we made an error.
Definition: core.h:29
Year _cur_year
Current year, starting at 0.
Definition: date.cpp:24
NetworkRecvStatus SendNewGRFCheck()
Send the check for the NewGRFs.
virtual Packet * ReceivePacket()
Receives a packet for the given client.
Definition: tcp.cpp:145
static RoadVehicle * From(Vehicle *v)
Converts a Vehicle to SpecializedVehicle with type checking.
SendPacketsState SendPackets(bool closing_down=false)
Sends all the buffered packets out for this client.
Definition: tcp.cpp:95
Server tells the client what the random state should be.
Definition: tcp_game.h:88
Class for handling the server side of the game connection.
struct GRFConfig * next
NOSAVE: Next item in the linked list.
NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p) override
Request the map from the server.
The client is not connected nor active.
static T SB(T &x, const uint8 s, const uint8 n, const U d)
Set n bits in x starting at bit s to d.
void NetworkUDPAdvertise()
Register us to the master server This function checks if it needs to send an advertise.
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
Definition: network.cpp:298
Server welcomes you and gives you your ClientID.
Definition: tcp_game.h:65
NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p) override
The client has done a command and wants us to handle it.
static const uint32 GENERATE_NEW_SEED
Create a new random seed.
Definition: genworld.h:24
static bool IsValidHumanID(size_t index)
Is this company a valid company, not controlled by a NoAI program?
Definition: company_base.h:150
The admin gets information about this on a monthly basis.
Definition: tcp_admin.h:93
bool _network_dedicated
are we a dedicated server?
Definition: network.cpp:55
Server tells the client that it is beginning to send the map.
Definition: tcp_game.h:71
CommandQueue incoming_queue
The command-queue awaiting handling.
Definition: tcp_game.h:520
assert_compile(MAX_CLIENT_SLOTS > MAX_CLIENTS)
Make very sure the preconditions given in network_type.h are actually followed.
uint16 months_empty
How many months the company is empty.
Definition: network_type.h:66
bool autoclean_companies
automatically remove companies that are not in use
void ProcessAsyncSaveFinish()
Handle async save finishes.
Definition: saveload.cpp:398
Response of the executed command on the server.
Definition: tcp_game.h:100
uint16 num_vehicle[NETWORK_VEH_END]
How many vehicles are there of this type?
Definition: network_type.h:58
static const size_t MAX_SIZE
Make template parameter accessible from outside.
Definition: pool_type.hpp:86
A server tells that a client has quit.
Definition: tcp_game.h:118
void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
Perform all the server specific administration of a new company.
Server distributes a command to (all) the clients.
Definition: tcp_game.h:92
The company is removed due to autoclean.
Definition: company_type.h:57
void NetworkAdminClientQuit(ClientID client_id)
Notify the admin network that a client quit (if they have opt in for the respective update)...
void StartNewGameWithoutGUI(uint32 seed)
Start a normal game without the GUI.
char password[NETWORK_PASSWORD_LENGTH]
The password for the company.
Definition: network_type.h:65
size_t total_size
Total size of the compressed savegame.
Server sends NewGRF IDs and MD5 checksums for the client to check.
Definition: tcp_game.h:55
void NetworkAdminUpdate(AdminUpdateFrequency freq)
Send (push) updates to the admin network as they have registered for these updates.
void GetClientName(char *client_name, const char *last) const
Get the name of the client, if the user did not send it yet, Client ID is used.
NetworkSettings network
settings related to the network
CompanyID client_playas
As which company is this client playing (CompanyID)
Definition: network_base.h:27
void NetworkUpdateClientInfo(ClientID client_id)
Send updated client info of a particular client.
static const uint NETWORK_RCONCOMMAND_LENGTH
The maximum length of a rconsole command, in bytes including &#39;\0&#39;.
Definition: config.h:48
uint32 last_frame
Last frame we have executed.
Definition: tcp_game.h:518
void Send_uint64(uint64 data)
Package a 64 bits integer in the packet.
Definition: packet.cpp:130
void NetworkSyncCommandQueue(NetworkClientSocket *cs)
Sync our local command queue to the command queue of the given socket.
Server sends you information about a client.
Definition: tcp_game.h:66
DateFract _date_fract
Fractional part of the day.
Definition: date.cpp:27
byte * buffer
The buffer of this packet, of basically variable length up to SEND_MTU.
Definition: packet.h:52
NetworkAddress client_address
IP-address of the client (so he can be banned)
uint16 max_lag_time
maximum amount of time, in game ticks, a client may be lagging behind the server
The client is spectating.
Definition: company_type.h:35
Information about GRF, used in the game and (part of it) in savegames.
void SendCompanyInformation(Packet *p, const struct Company *c, const struct NetworkCompanyStats *stats, uint max_len=NETWORK_COMPANY_NAME_LENGTH)
Package some generic company information into a packet.
char client_name[NETWORK_CLIENT_NAME_LENGTH]
Name of the client.
Definition: network_base.h:25
Server part of the network protocol.
uint8 max_spectators
maximum amount of spectators
void Send_uint16(uint16 data)
Package a 16 bits integer in the packet.
Definition: packet.cpp:106
uint32 p1
parameter p1.
Definition: command_type.h:477
Server sends bits of the map to the client.
Definition: tcp_game.h:73
NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p) override
Tell the server that we are done receiving/loading the map.
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)...
void IConsoleCmdExec(const char *cmdstr)
Execute a given command passed to us.
Definition: console.cpp:401
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:78
void Finish() override
Prepare everything to finish writing the savegame.
std::mutex lock
synchronization for playback status fields
Definition: win32_m.cpp:34
void CDECL IConsolePrintF(TextColour colour_code, const char *format,...)
Handle the printing of text entered into the console or redirected there by any other means...
Definition: console.cpp:124
void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed)
Set/Reset a company password on the server end.
The client is waiting as someone else is downloading the map.
The admin gets information about this on a quarterly basis.
Definition: tcp_admin.h:94
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
Handle the command-queue of a socket.
void CDECL usererror(const char *s,...)
Error handling for fatal user errors.
Definition: openttd.cpp:92
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...
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
Definition: gfx_type.h:245
static void NetworkCheckRestartMap()
Check if we want to restart the map.
NetworkRecvStatus SendNeedGamePassword()
Request the game password.
NetworkCompanyState * _network_company_states
Statistics about some companies.
Definition: network.cpp:58
The client is authorizing with game (server) password.
static const uint MILLISECONDS_PER_TICK
The number of milliseconds per game tick.
Definition: gfx_type.h:305
NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p) override
Send a password to the server to authorize uint8 Password type (see NetworkPasswordType).
NetworkRecvStatus Receive_CLIENT_RCON(Packet *p) override
Send an RCon command to the server: string RCon password.
uint8 flags
NOSAVE: GCF_Flags, bitset.
NetworkRecvStatus
Status of a network client; reasons why a client has quit.
Definition: core.h:22
Writing a savegame directly to a number of packets.
const char * GetHostname()
Get the hostname; in case it wasn&#39;t given the IPv4 dotted representation is given.
Definition: address.cpp:22
All packets in the queue are sent.
Definition: tcp.h:23
byte clients_on
Current count of clients on server.
Definition: game.h:26
static const uint NETWORK_CHAT_LENGTH
The maximum length of a chat message, in bytes including &#39;\0&#39;.
Definition: config.h:50
bool is_ai
If true, the company is (also) controlled by the computer (a NoAI program).
Definition: company_base.h:93
Money money
Money owned by the company.
Definition: company_base.h:65
virtual Packet * ReceivePacket() override
Receives a packet for the given client.
uint16 max_commands_in_queue
how many commands may there be in the incoming queue before dropping the connection?
void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, const char *msg, int64 data, bool from_admin)
Send chat to the admin network (if they did opt in for the respective update).
PacketSize size
The size of the whole packet for received packets.
Definition: packet.h:48
NetworkLanguage
Language ids for server_lang and client_lang.
bool DoCommandP(const CommandContainer *container, bool my_cmd)
Shortcut for the long DoCommandP when having a container with the data.
Definition: command.cpp:532
CompanyID company
company that is executing the command
#define lengthof(x)
Return the length of an fixed size array.
Definition: depend.cpp:40
NetworkServerGameInfo _network_game_info
Information about our game.
Definition: network.cpp:57
The buffer is still full, so no (parts of) packets could be sent.
Definition: tcp.h:21
uint last_packet
Time we received the last frame.
Definition: tcp_game.h:521
static T min(const T a, const T b)
Returns the minimum of two values.
Definition: math_func.hpp:40
char rcon_password[NETWORK_PASSWORD_LENGTH]
password for rconsole (server side)
NetworkClientInfo * GetInfo() const
Gets the client info of this socket handler.
Definition: tcp_game.h:546
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).
uint32 frame
the frame in which this packet is executed
the command can only be initiated by the server
Definition: command_type.h:387
uint32 StringID
Numeric value that represents a string, independent of the selected language.
Definition: strings_type.h:16
Delete a company.
Definition: company_type.h:67
Server sending an error message to the client.
Definition: tcp_game.h:38
NetworkRecvStatus SendFrame()
Tell the client that they may run to a particular frame.
uint Count() const
Get the number of items in the queue.
Definition: tcp_game.h:144
NetworkRecvStatus SendNewGame()
Tell the client we&#39;re starting a new game.
Packet * next
The next packet.
Definition: packet.h:42
Date join_date
Gamedate the client has joined.
Definition: network_base.h:28
Packet * PopPacket()
Pop a single created packet from the queue with packets.
Base class for all pools.
Definition: pool_type.hpp:82
uint8 max_companies
maximum amount of companies
uint16 sync_freq
how often do we check whether we are still in-sync
NetworkRecvStatus SendQuit(ClientID client_id)
Tell the client another client quit.
The connection is &#39;just&#39; lost.
Definition: core.h:27
the command may be initiated by a spectator
Definition: command_type.h:388
#define DEBUG(name, level,...)
Output a line of debugging information.
Definition: debug.h:35
uint8 autoclean_unprotected
remove passwordless companies after this many months
ClientID client_id
Client identifier.
Definition: tcp_game.h:517
Month _cur_month
Current month (0..11)
Definition: date.cpp:25
NetworkRecvStatus SendSync()
Request the client to sync.
uint32 last_frame_server
Last frame the server has executed.
Definition: tcp_game.h:519
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don&#39;t get linker errors.
Definition: pool_func.hpp:224
void DeleteWindowById(WindowClass cls, WindowNumber number, bool force)
Delete a window by its class and window number (if it is open).
Definition: window.cpp:1162
Station with an airport.
Definition: station_type.h:55
NetworkRecvStatus SendWelcome()
Send the client a welcome message with some basic information.
uint16 max_password_time
maximum amount of time, in game ticks, a client may take to enter the password
Station with a dock.
Definition: station_type.h:56
byte _network_clients_connected
The amount of clients connected.
Definition: network.cpp:91
bool NetworkCompanyHasClients(CompanyID company)
Check whether a particular company has clients.
bool IsBus() const
Check whether a roadvehicle is a bus.
Definition: roadveh_cmd.cpp:79
uint8 Recv_uint8()
Read a 8 bits integer from the packet.
Definition: packet.cpp:217
NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p) override
Try to join the server: string OpenTTD revision (norev000 if no revision).
Tells clients that a new client has joined.
Definition: tcp_game.h:77
uint32 generation_seed
noise seed for world generation
Some network configuration important to the client changed.
Definition: tcp_game.h:110
The admin gets information about this on a yearly basis.
Definition: tcp_admin.h:95
NetworkRecvStatus SendCompanyInfo()
Send the client information about the companies.
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
Definition: pool_type.hpp:340
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
Definition: tcp_game.h:536
uint32 _frame_counter
The current frame.
Definition: network.cpp:68
uint64 Recv_uint64()
Read a 64 bits integer from the packet.
Definition: packet.cpp:263
void Destroy()
Begin the destruction of this packet writer.
static bool StrEmpty(const char *s)
Check if a string buffer is empty.
Definition: string_func.h:57
static size_t GetNumItems()
Returns number of valid items in the pool.
Definition: pool_type.hpp:321
NetworkRecvStatus SendConfigUpdate()
Send an update about the max company/spectator counts.
char network_id[NETWORK_SERVER_ID_LENGTH]
network ID for servers
const char * GetClientIP()
Get the IP address/hostname of the connected client.
The admin gets information about this on a weekly basis.
Definition: tcp_admin.h:92
CompanyMask _network_company_passworded
Bitmask of the password status of all companies.
Definition: network.cpp:80
The server is preparing to start a new game.
Definition: tcp_game.h:113
void NetworkServerDailyLoop()
Daily "callback".
uint8 max_clients
maximum amount of clients
std::condition_variable exit_sig
Signal for threaded destruction of this packet writer.
static const uint NETWORK_COMPANY_NAME_LENGTH
The maximum length of the company name, in bytes including &#39;\0&#39;.
Definition: config.h:41
PacketWriter(ServerNetworkGameSocketHandler *cs)
Create the packet writer.
void CDECL error(const char *s,...)
Error handling for fatal non-user errors.
Definition: openttd.cpp:112
void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
Tell that a particular company is (not) passworded.
Server tells it has just sent the last bits of the map to the client.
Definition: tcp_game.h:74
Server tells the client what the (compressed) size of the map is.
Definition: tcp_game.h:72
change the president name
Definition: command_type.h:245
uint16 num_station[NETWORK_VEH_END]
How many stations are there of this type?
Definition: network_type.h:59
CompanyEconomyEntry old_economy[MAX_HISTORY_QUARTERS]
Economic data of the company of the last MAX_HISTORY_QUARTERS quarters.
Definition: company_base.h:97
Server tells the client there are some people waiting for the map as well.
Definition: tcp_game.h:70
char * strecpy(char *dst, const char *src, const char *last)
Copies characters from one buffer to another.
Definition: depend.cpp:66
void NetworkServerYearlyLoop()
Yearly "callback".
void AppendQueue()
Append the current packet to the queue.
void NetworkAdminCompanyInfo(const Company *company, bool new_company)
Notify the admin network of company details.
Maximum number of companies.
Definition: company_type.h:23
void NetworkServerSendConfigUpdate()
Send Config Update.
StringList _network_ban_list
The banned clients.
Definition: network.cpp:65
std::mutex mutex
Mutex for making threaded saving safe.
const char * GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed)
Hash the given password using server ID and game seed.
Definition: network.cpp:182
const char * ReceiveCommand(Packet *p, CommandPacket *cp)
Receives a command from the network.
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function() ...
Definition: pool_type.hpp:261
NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket")
The pool with clients.
bool NetworkFindName(char *new_name, const char *last)
Check whether a name is unique, and otherwise try to make it unique.
The packets are partly sent; there are more packets to be sent in the queue.
Definition: tcp.h:22
NetworkRecvStatus SendShutdown()
Tell the client we&#39;re shutting down.
static const uint16 SEND_MTU
Number of bytes we can pack in a single packet.
Definition: config.h:33
void NetworkServerKickClient(ClientID client_id)
Kick a single client.
NetworkRecvStatus Receive_CLIENT_ACK(Packet *p) override
Tell the server we are done with this frame: uint32 Current frame counter of the client.
NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p) override
Send a password to the server to authorize: uint8 Password type (see NetworkPasswordType).
uint NetworkServerKickOrBanIP(ClientID client_id, bool ban)
Ban, or kick, everyone joined from the given client&#39;s IP.
bool _network_server
network-server is active
Definition: network.cpp:53
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
Definition: pool_type.hpp:280
~PacketWriter()
Make sure everything is cleaned up.
static const TextColour CC_ERROR
Colour for error lines.
Definition: console_type.h:24
uint32 _last_sync_frame
Used in the server to store the last time a sync packet was sent to clients.
Definition: network.cpp:69
Everything we need to know about a command to be able to execute it.
static const uint MAX_CLIENT_SLOTS
The number of slots; must be at least 1 more than MAX_CLIENTS.
Definition: network_type.h:23
Station with bus stops.
Definition: station_type.h:54
Server requests the (hashed) game password.
Definition: tcp_game.h:59
Client is not part of anything.
Definition: network_type.h:40
NetworkRecvStatus SendMove(ClientID client_id, CompanyID company_id)
Tell that a client moved to another company.
NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
Tell the client another client quit with an error.
uint32 last_token_frame
The last frame we received the right token.
Money yearly_expenses[3][EXPENSES_END]
Expenses of the company for the last three years, in every ExpensesType category. ...
Definition: company_base.h:95
Aircraft vehicle type.
Definition: vehicle_type.h:27
We apparently send a malformed packet.
Definition: core.h:28
static void free(const void *ptr)
Version of the standard free that accepts const pointers.
Definition: depend.cpp:129
NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p) override
The client is quitting the game.
Server requests the (hashed) company password.
Definition: tcp_game.h:61
static const uint NETWORK_NAME_LENGTH
The maximum length of the server name and map name, in bytes including &#39;\0&#39;.
Definition: config.h:40
virtual void SendPacket(Packet *packet)
This function puts the packet in the send-queue and it is send as soon as possible.
Definition: tcp.cpp:61
Simple calculated statistics of a company.
Definition: network_type.h:57
uint16 max_download_time
maximum amount of time, in game ticks, a client may take to download the map
static const uint NETWORK_PASSWORD_LENGTH
The maximum length of the password, in bytes including &#39;\0&#39; (must be >= NETWORK_SERVER_ID_LENGTH) ...
Definition: config.h:45
void NetworkAdminClientUpdate(const NetworkClientInfo *ci)
Notify the admin network of a client update (if they did opt in for the respective update)...
static bool HasBit(const T x, const uint8 y)
Checks if a bit in a value is set.
completed successfully
Definition: saveload.h:310
Station with truck stops.
Definition: station_type.h:53
Servers always have this ID.
Definition: network_type.h:41
#define DECLARE_POSTFIX_INCREMENT(enum_type)
Some enums need to have allowed incrementing (i.e.
Definition: enum_type.hpp:14
uint16 bytes_per_frame
how many bytes may, over a long period, be received per frame?
GameCreationSettings game_creation
settings used during the creation of a game (map)
The server has banned you.
Definition: tcp_game.h:34
NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) override
Tell the server that we have the required GRFs.
uint8 autoclean_protected
remove the password from passworded companies after this many months
Base socket handler for all TCP sockets.
Definition: tcp_game.h:148
void Send_bool(bool data)
Package a boolean in the packet.
Definition: packet.cpp:87
Station with train station.
Definition: station_type.h:52
uint16 max_join_time
maximum amount of time, in game ticks, a client may take to sync up during joining ...
Money company_value
The value of the company.
Definition: company_base.h:26
static NetworkClientInfo * GetByClientID(ClientID client_id)
Return the CI given it&#39;s client-identifier.
Definition: network.cpp:119
static const byte NETWORK_COMPANY_INFO_VERSION
What version of company info is this?
Definition: config.h:37
Interface for filtering a savegame till it is written.
NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p) override
Request company information (in detail).
char server_password[NETWORK_PASSWORD_LENGTH]
password for joining this server
void SendCommand(Packet *p, const CommandPacket *cp)
Sends a command over the network.
static const uint NETWORK_REVISION_LENGTH
The maximum length of the revision, in bytes including &#39;\0&#39;.
Definition: config.h:44
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
Definition: window.cpp:3243
bool my_cmd
did the command originate from "me"
~ServerNetworkGameSocketHandler()
Clear everything related to this client.
void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
Handle the tid-bits of moving a client from one company to another.
Date _date
Current date in days (day counter)
Definition: date.cpp:26
The server is shutting down.
Definition: tcp_game.h:114
Company view; Window numbers:
Definition: window_type.h:362
uint16 PacketSize
Size of the whole packet.
Definition: packet.h:19
void NetworkServerShowStatusToConsole()
Show the status message of all clients on the console.
static const TextColour CC_WARNING
Colour for warning lines.
Definition: console_type.h:25
void SendGRFIdentifier(Packet *p, const GRFIdentifier *grf)
Serializes the GRFIdentifier (GRF ID and MD5 checksum) to the packet.
Definition: core.cpp:57
Send message/notice to everyone playing the same company (Team)
Definition: network_type.h:80
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
Definition: company_cmd.cpp:44
uint32 _frame_counter_max
To where we may go with our clients.
Definition: network.cpp:67
static void Send()
Send the packets for the server sockets.
Station data structure.
Definition: station_base.h:450
uint32 cmd
command being executed.
Definition: command_type.h:479
DestType
Destination of our chat messages.
Definition: network_type.h:78
NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p) override
Gives the client a new name: string New name of the client.
byte client_lang
The language of the client.
Definition: network_base.h:26
Road vehicle type.
Definition: vehicle_type.h:25
NetworkAction
Actions that can be used for NetworkTextMessage.
Definition: network_type.h:85
NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p) override
Set the password for the clients current company: string The password.
Information (password) of a company changed.
Definition: tcp_game.h:109
static const TextColour CC_INFO
Colour for information lines.
Definition: console_type.h:26
Year restart_game_year
year the server restarts
struct PacketWriter * savegame
Writer used to write the savegame.
void Recv_string(char *buffer, size_t size, StringValidationSettings settings=SVS_REPLACE_WITH_QUESTION_MARK)
Reads a string till it finds a &#39;\0&#39; in the stream.
Definition: packet.cpp:286
Server part of the admin network protocol.
Packet * current
The packet we&#39;re currently writing to.
static void SetDParam(uint n, uint64 v)
Set a string parameter v at index n in the global string parameter array.
Definition: strings_func.h:199