OpenRCT2/src/openrct2/network/network.h

374 lines
15 KiB
C++

#pragma region Copyright (c) 2014-2017 OpenRCT2 Developers
/*****************************************************************************
* OpenRCT2, an open source clone of Roller Coaster Tycoon 2.
*
* OpenRCT2 is the work of many authors, a full list can be found in contributors.md
* For more information, visit https://github.com/OpenRCT2/OpenRCT2
*
* OpenRCT2 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, either version 3 of the License, or
* (at your option) any later version.
*
* A full copy of the GNU General Public License can be found in licence.txt
*****************************************************************************/
#pragma endregion
#pragma once
#include <memory>
#include <string>
enum {
NETWORK_MODE_NONE,
NETWORK_MODE_CLIENT,
NETWORK_MODE_SERVER
};
enum {
NETWORK_PLAYER_FLAG_ISSERVER = 1 << 0,
};
enum {
NETWORK_STATUS_NONE,
NETWORK_STATUS_READY,
NETWORK_STATUS_CONNECTING,
NETWORK_STATUS_CONNECTED
};
#define NETWORK_DEFAULT_PORT 11753
#define MAX_SERVER_DESCRIPTION_LENGTH 256
#include "../common.h"
#include "../Game.h"
#include "../localisation/StringIds.h"
#include "../Version.h"
#include "NetworkTypes.h"
struct GameAction;
struct rct_peep;
struct LocationXYZ16;
namespace OpenRCT2
{
interface IPlatformEnvironment;
}
#ifndef DISABLE_NETWORK
#include <array>
#include <list>
#include <set>
#include <vector>
#include <functional>
#include <fstream>
#include <map>
#include <openssl/evp.h>
#include "../actions/GameAction.h"
#include "../core/Json.hpp"
#include "../core/Nullable.hpp"
#include "../core/MemoryStream.h"
#include "NetworkConnection.h"
#include "NetworkGroup.h"
#include "NetworkKey.h"
#include "NetworkPacket.h"
#include "NetworkPlayer.h"
#include "NetworkServerAdvertiser.h"
#include "NetworkUser.h"
#include "TcpSocket.h"
enum {
NETWORK_TICK_FLAG_CHECKSUMS = 1 << 0,
};
struct ObjectRepositoryItem;
class Network
{
public:
Network();
~Network();
void SetEnvironment(const std::shared_ptr<OpenRCT2::IPlatformEnvironment>& env);
bool Init();
void Close();
bool BeginClient(const char* host, uint16 port);
bool BeginServer(uint16 port, const char* address);
sint32 GetMode();
sint32 GetStatus();
sint32 GetAuthStatus();
uint32 GetServerTick();
uint8 GetPlayerID();
void Update();
void Flush();
void ProcessGameCommandQueue();
void EnqueueGameAction(const GameAction *action);
std::vector<std::unique_ptr<NetworkPlayer>>::iterator GetPlayerIteratorByID(uint8 id);
NetworkPlayer* GetPlayerByID(uint8 id);
std::vector<std::unique_ptr<NetworkGroup>>::iterator GetGroupIteratorByID(uint8 id);
NetworkGroup* GetGroupByID(uint8 id);
static const char* FormatChat(NetworkPlayer* fromplayer, const char* text);
void SendPacketToClients(NetworkPacket& packet, bool front = false, bool gameCmd = false);
bool CheckSRAND(uint32 tick, uint32 srand0);
void CheckDesynchronizaton();
void KickPlayer(sint32 playerId);
void SetPassword(const char* password);
void ShutdownClient();
NetworkGroup* AddGroup();
void RemoveGroup(uint8 id);
uint8 GetDefaultGroup();
uint8 GetGroupIDByHash(const std::string &keyhash);
void SetDefaultGroup(uint8 id);
void SaveGroups();
void LoadGroups();
std::string BeginLog(const std::string &directory, const std::string &midName, const std::string &filenameFormat);
void AppendLog(std::ostream &fs, const std::string &s);
void BeginChatLog();
void AppendChatLog(const std::string &s);
void CloseChatLog();
void BeginServerLog();
void AppendServerLog(const std::string &s);
void CloseServerLog();
void Client_Send_TOKEN();
void Client_Send_AUTH(const char* name, const char* password, const char *pubkey, const char *sig, size_t sigsize);
void Server_Send_AUTH(NetworkConnection& connection);
void Server_Send_TOKEN(NetworkConnection& connection);
void Server_Send_MAP(NetworkConnection* connection = nullptr);
void Client_Send_CHAT(const char* text);
void Server_Send_CHAT(const char* text);
void Client_Send_GAMECMD(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 callback);
void Server_Send_GAMECMD(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 playerid, uint8 callback);
void Client_Send_GAME_ACTION(const GameAction *action);
void Server_Send_GAME_ACTION(const GameAction *action);
void Server_Send_TICK();
void Server_Send_PLAYERLIST();
void Client_Send_PING();
void Server_Send_PING();
void Server_Send_PINGLIST();
void Server_Send_SETDISCONNECTMSG(NetworkConnection& connection, const char* msg);
void Server_Send_GAMEINFO(NetworkConnection& connection);
void Server_Send_SHOWERROR(NetworkConnection& connection, rct_string_id title, rct_string_id message);
void Server_Send_GROUPLIST(NetworkConnection& connection);
void Server_Send_EVENT_PLAYER_JOINED(const char *playerName);
void Server_Send_EVENT_PLAYER_DISCONNECTED(const char *playerName, const char *reason);
void Client_Send_GAMEINFO();
void Client_Send_OBJECTS(const std::vector<std::string> &objects);
void Server_Send_OBJECTS(NetworkConnection& connection, const std::vector<const ObjectRepositoryItem *> &objects) const;
std::vector<std::unique_ptr<NetworkPlayer>> player_list;
std::vector<std::unique_ptr<NetworkGroup>> group_list;
NetworkKey _key;
std::vector<uint8> _challenge;
std::map<uint32, GameAction::Callback_t> _gameActionCallbacks;
NetworkUserManager _userManager;
std::string ServerName;
std::string ServerDescription;
std::string ServerGreeting;
std::string ServerProviderName;
std::string ServerProviderEmail;
std::string ServerProviderWebsite;
private:
void CloseConnection();
bool ProcessConnection(NetworkConnection& connection);
void ProcessPacket(NetworkConnection& connection, NetworkPacket& packet);
void AddClient(ITcpSocket * socket);
void RemoveClient(std::unique_ptr<NetworkConnection>& connection);
NetworkPlayer* AddPlayer(const utf8 *name, const std::string &keyhash);
std::string MakePlayerNameUnique(const std::string &name);
const char* GetMasterServerUrl();
std::string GenerateAdvertiseKey();
void SetupDefaultGroups();
bool LoadMap(IStream * stream);
bool SaveMap(IStream * stream, const std::vector<const ObjectRepositoryItem *> &objects) const;
struct GameCommand
{
GameCommand(uint32 t, uint32* args, uint8 p, uint8 cb, uint32 id) {
tick = t; eax = args[0]; ebx = args[1]; ecx = args[2]; edx = args[3];
esi = args[4]; edi = args[5]; ebp = args[6]; playerid = p; callback = cb;
action = nullptr;
commandIndex = id;
}
GameCommand(uint32 t, std::unique_ptr<GameAction>&& ga, uint32 id)
{
tick = t;
action = std::move(ga);
commandIndex = id;
}
~GameCommand()
{
}
uint32 tick = 0;
uint32 eax = 0, ebx = 0, ecx = 0, edx = 0, esi = 0, edi = 0, ebp = 0;
GameAction::Ptr action;
uint8 playerid = 0;
uint8 callback = 0;
uint32 commandIndex = 0;
bool operator<(const GameCommand& comp) const {
// First sort by tick
if (tick < comp.tick)
return true;
if (tick > comp.tick)
return false;
// If the ticks are equal sort by commandIndex
return commandIndex < comp.commandIndex;
}
};
sint32 mode = NETWORK_MODE_NONE;
sint32 status = NETWORK_STATUS_NONE;
bool _closeLock = false;
bool _requireClose = false;
bool wsa_initialized = false;
ITcpSocket * listening_socket = nullptr;
uint16 listening_port = 0;
NetworkConnection * server_connection = nullptr;
SOCKET_STATUS _lastConnectStatus = SOCKET_STATUS_CLOSED;
uint32 last_tick_sent_time = 0;
uint32 last_ping_sent_time = 0;
uint32 server_tick = 0;
uint32 server_srand0 = 0;
uint32 server_srand0_tick = 0;
char server_sprite_hash[EVP_MAX_MD_SIZE + 1];
uint8 player_id = 0;
std::list<std::unique_ptr<NetworkConnection>> client_connection_list;
std::multiset<GameCommand> game_command_queue;
std::vector<uint8> chunk_buffer;
std::string _password;
bool _desynchronised = false;
INetworkServerAdvertiser * _advertiser = nullptr;
uint32 server_connect_time = 0;
uint8 default_group = 0;
uint32 game_commands_processed_this_tick = 0;
uint32 _commandId;
uint32 _actionId;
std::string _chatLogPath;
std::string _chatLogFilenameFormat = "%Y%m%d-%H%M%S.txt";
std::string _serverLogPath;
std::string _serverLogFilenameFormat = "%Y%m%d-%H%M%S.txt";
std::shared_ptr<OpenRCT2::IPlatformEnvironment> _env;
void UpdateServer();
void UpdateClient();
private:
std::vector<void (Network::*)(NetworkConnection& connection, NetworkPacket& packet)> client_command_handlers;
std::vector<void (Network::*)(NetworkConnection& connection, NetworkPacket& packet)> server_command_handlers;
void Client_Handle_AUTH(NetworkConnection& connection, NetworkPacket& packet);
void Server_Handle_AUTH(NetworkConnection& connection, NetworkPacket& packet);
void Server_Client_Joined(const char* name, const std::string &keyhash, NetworkConnection& connection);
void Client_Handle_MAP(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_CHAT(NetworkConnection& connection, NetworkPacket& packet);
void Server_Handle_CHAT(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_GAMECMD(NetworkConnection& connection, NetworkPacket& packet);
void Server_Handle_GAMECMD(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_GAME_ACTION(NetworkConnection& connection, NetworkPacket& packet);
void Server_Handle_GAME_ACTION(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_TICK(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_PLAYERLIST(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_PING(NetworkConnection& connection, NetworkPacket& packet);
void Server_Handle_PING(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_PINGLIST(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_SETDISCONNECTMSG(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_GAMEINFO(NetworkConnection& connection, NetworkPacket& packet);
void Server_Handle_GAMEINFO(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_SHOWERROR(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_GROUPLIST(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_EVENT(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_TOKEN(NetworkConnection& connection, NetworkPacket& packet);
void Server_Handle_TOKEN(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_OBJECTS(NetworkConnection& connection, NetworkPacket& packet);
void Server_Handle_OBJECTS(NetworkConnection& connection, NetworkPacket& packet);
uint8 * save_for_network(size_t &out_size, const std::vector<const ObjectRepositoryItem *> &objects) const;
std::ofstream _chat_log_fs;
std::ofstream _server_log_fs;
};
#endif /* DISABLE_NETWORK */
void network_set_env(const std::shared_ptr<OpenRCT2::IPlatformEnvironment>& env);
void network_close();
void network_shutdown_client();
sint32 network_begin_client(const char *host, sint32 port);
sint32 network_begin_server(sint32 port, const char* address);
sint32 network_get_mode();
sint32 network_get_status();
void network_check_desynchronization();
void network_send_tick();
void network_update();
void network_process_game_commands();
void network_flush();
sint32 network_get_authstatus();
uint32 network_get_server_tick();
uint8 network_get_current_player_id();
sint32 network_get_num_players();
const char* network_get_player_name(uint32 index);
uint32 network_get_player_flags(uint32 index);
sint32 network_get_player_ping(uint32 index);
sint32 network_get_player_id(uint32 index);
money32 network_get_player_money_spent(uint32 index);
void network_add_player_money_spent(uint32 index, money32 cost);
sint32 network_get_player_last_action(uint32 index, sint32 time);
void network_set_player_last_action(uint32 index, sint32 command);
LocationXYZ16 network_get_player_last_action_coord(uint32 index);
void network_set_player_last_action_coord(uint32 index, LocationXYZ16 coord);
uint32 network_get_player_commands_ran(uint32 index);
sint32 network_get_player_index(uint8 id);
uint8 network_get_player_group(uint32 index);
void network_set_player_group(uint32 index, uint32 groupindex);
sint32 network_get_group_index(uint8 id);
sint32 network_get_current_player_group_index();
uint8 network_get_group_id(uint32 index);
sint32 network_get_num_groups();
const char* network_get_group_name(uint32 index);
void game_command_set_player_group(sint32* eax, sint32* ebx, sint32* ecx, sint32* edx, sint32* esi, sint32* edi, sint32* ebp);
void game_command_modify_groups(sint32 *eax, sint32 *ebx, sint32 *ecx, sint32 *edx, sint32 *esi, sint32 *edi, sint32 *ebp);
void game_command_kick_player(sint32 *eax, sint32 *ebx, sint32 *ecx, sint32 *edx, sint32 *esi, sint32 *edi, sint32 *ebp);
uint8 network_get_default_group();
sint32 network_get_num_actions();
rct_string_id network_get_action_name_string_id(uint32 index);
sint32 network_can_perform_action(uint32 groupindex, uint32 index);
sint32 network_can_perform_command(uint32 groupindex, uint32 index);
void network_set_pickup_peep(uint8 playerid, rct_peep* peep);
rct_peep* network_get_pickup_peep(uint8 playerid);
void network_set_pickup_peep_old_x(uint8 playerid, sint32 x);
sint32 network_get_pickup_peep_old_x(uint8 playerid);
void network_send_map();
void network_send_chat(const char* text);
void network_send_gamecmd(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 callback);
void network_send_game_action(const GameAction *action);
void network_enqueue_game_action(const GameAction *action);
void network_send_password(const char* password);
void network_set_password(const char* password);
void network_print_error();
void network_append_chat_log(const utf8 *text);
void network_append_server_log(const utf8 *text);
const utf8 * network_get_server_name();
const utf8 * network_get_server_description();
const utf8 * network_get_server_greeting();
const utf8 * network_get_server_provider_name();
const utf8 * network_get_server_provider_email();
const utf8 * network_get_server_provider_website();
std::string network_get_version();