OpenRCT2/src/openrct2/network/NetworkBase.cpp

4266 lines
126 KiB
C++

/*****************************************************************************
* Copyright (c) 2014-2023 OpenRCT2 developers
*
* For a complete list of all authors, please refer to contributors.md
* Interested in contributing? Visit https://github.com/OpenRCT2/OpenRCT2
*
* OpenRCT2 is licensed under the GNU General Public License version 3.
*****************************************************************************/
#include "NetworkBase.h"
#include "../Context.h"
#include "../Game.h"
#include "../GameStateSnapshots.h"
#include "../OpenRCT2.h"
#include "../PlatformEnvironment.h"
#include "../actions/LoadOrQuitAction.h"
#include "../actions/NetworkModifyGroupAction.h"
#include "../actions/PeepPickupAction.h"
#include "../core/File.h"
#include "../core/Guard.hpp"
#include "../core/Json.hpp"
#include "../entity/EntityList.h"
#include "../entity/EntityRegistry.h"
#include "../entity/EntityTweener.h"
#include "../localisation/Formatter.h"
#include "../localisation/Formatting.h"
#include "../park/ParkFile.h"
#include "../platform/Platform.h"
#include "../scenario/Scenario.h"
#include "../scripting/ScriptEngine.h"
#include "../ui/UiContext.h"
#include "../ui/WindowManager.h"
#include "../util/SawyerCoding.h"
#include "../world/Location.hpp"
#include "network.h"
#include <algorithm>
#include <iterator>
#include <stdexcept>
// This string specifies which version of network stream current build uses.
// It is used for making sure only compatible builds get connected, even within
// single OpenRCT2 version.
#define NETWORK_STREAM_VERSION "15"
#define NETWORK_STREAM_ID OPENRCT2_VERSION "-" NETWORK_STREAM_VERSION
static Peep* _pickup_peep = nullptr;
static int32_t _pickup_peep_old_x = LOCATION_NULL;
#ifndef DISABLE_NETWORK
// General chunk size is 63 KiB, this can not be any larger because the packet size is encoded
// with uint16_t and needs some spare room for other data in the packet.
static constexpr uint32_t CHUNK_SIZE = 1024 * 63;
// If data is sent fast enough it would halt the entire server, process only a maximum amount.
// This limit is per connection, the current value was determined by tests with fuzzing.
static constexpr uint32_t MaxPacketsPerUpdate = 100;
# include "../Cheats.h"
# include "../ParkImporter.h"
# include "../Version.h"
# include "../actions/GameAction.h"
# include "../config/Config.h"
# include "../core/Console.hpp"
# include "../core/FileStream.h"
# include "../core/MemoryStream.h"
# include "../core/Path.hpp"
# include "../core/String.hpp"
# include "../interface/Chat.h"
# include "../interface/Window.h"
# include "../localisation/Date.h"
# include "../localisation/Localisation.h"
# include "../object/ObjectManager.h"
# include "../object/ObjectRepository.h"
# include "../scenario/Scenario.h"
# include "../util/Util.h"
# include "../world/Park.h"
# include "NetworkAction.h"
# include "NetworkConnection.h"
# include "NetworkGroup.h"
# include "NetworkKey.h"
# include "NetworkPacket.h"
# include "NetworkPlayer.h"
# include "NetworkServerAdvertiser.h"
# include "NetworkUser.h"
# include "Socket.h"
# include <algorithm>
# include <array>
# include <cerrno>
# include <cmath>
# include <fstream>
# include <functional>
# include <list>
# include <map>
# include <memory>
# include <set>
# include <string>
# include <vector>
using namespace OpenRCT2;
static void NetworkChatShowConnectedMessage();
static void NetworkChatShowServerGreeting();
static u8string NetworkGetKeysDirectory();
static u8string NetworkGetPrivateKeyPath(u8string_view playerName);
static u8string NetworkGetPublicKeyPath(u8string_view playerName, u8string_view hash);
NetworkBase::NetworkBase(OpenRCT2::IContext& context)
: OpenRCT2::System(context)
{
mode = NETWORK_MODE_NONE;
status = NETWORK_STATUS_NONE;
last_ping_sent_time = 0;
_actionId = 0;
client_command_handlers[NetworkCommand::Auth] = &NetworkBase::Client_Handle_AUTH;
client_command_handlers[NetworkCommand::Map] = &NetworkBase::Client_Handle_MAP;
client_command_handlers[NetworkCommand::Chat] = &NetworkBase::Client_Handle_CHAT;
client_command_handlers[NetworkCommand::GameAction] = &NetworkBase::Client_Handle_GAME_ACTION;
client_command_handlers[NetworkCommand::Tick] = &NetworkBase::Client_Handle_TICK;
client_command_handlers[NetworkCommand::PlayerList] = &NetworkBase::Client_Handle_PLAYERLIST;
client_command_handlers[NetworkCommand::PlayerInfo] = &NetworkBase::Client_Handle_PLAYERINFO;
client_command_handlers[NetworkCommand::Ping] = &NetworkBase::Client_Handle_PING;
client_command_handlers[NetworkCommand::PingList] = &NetworkBase::Client_Handle_PINGLIST;
client_command_handlers[NetworkCommand::DisconnectMessage] = &NetworkBase::Client_Handle_SETDISCONNECTMSG;
client_command_handlers[NetworkCommand::ShowError] = &NetworkBase::Client_Handle_SHOWERROR;
client_command_handlers[NetworkCommand::GroupList] = &NetworkBase::Client_Handle_GROUPLIST;
client_command_handlers[NetworkCommand::Event] = &NetworkBase::Client_Handle_EVENT;
client_command_handlers[NetworkCommand::GameInfo] = &NetworkBase::Client_Handle_GAMEINFO;
client_command_handlers[NetworkCommand::Token] = &NetworkBase::Client_Handle_TOKEN;
client_command_handlers[NetworkCommand::ObjectsList] = &NetworkBase::Client_Handle_OBJECTS_LIST;
client_command_handlers[NetworkCommand::ScriptsHeader] = &NetworkBase::Client_Handle_SCRIPTS_HEADER;
client_command_handlers[NetworkCommand::ScriptsData] = &NetworkBase::Client_Handle_SCRIPTS_DATA;
client_command_handlers[NetworkCommand::GameState] = &NetworkBase::Client_Handle_GAMESTATE;
server_command_handlers[NetworkCommand::Auth] = &NetworkBase::ServerHandleAuth;
server_command_handlers[NetworkCommand::Chat] = &NetworkBase::ServerHandleChat;
server_command_handlers[NetworkCommand::GameAction] = &NetworkBase::ServerHandleGameAction;
server_command_handlers[NetworkCommand::Ping] = &NetworkBase::ServerHandlePing;
server_command_handlers[NetworkCommand::GameInfo] = &NetworkBase::ServerHandleGameInfo;
server_command_handlers[NetworkCommand::Token] = &NetworkBase::ServerHandleToken;
server_command_handlers[NetworkCommand::MapRequest] = &NetworkBase::ServerHandleMapRequest;
server_command_handlers[NetworkCommand::RequestGameState] = &NetworkBase::ServerHandleRequestGamestate;
server_command_handlers[NetworkCommand::Heartbeat] = &NetworkBase::ServerHandleHeartbeat;
_chat_log_fs << std::unitbuf;
_server_log_fs << std::unitbuf;
}
bool NetworkBase::Init()
{
status = NETWORK_STATUS_READY;
ServerName.clear();
ServerDescription.clear();
ServerGreeting.clear();
ServerProviderName.clear();
ServerProviderEmail.clear();
ServerProviderWebsite.clear();
return true;
}
void NetworkBase::Reconnect()
{
if (status != NETWORK_STATUS_NONE)
{
Close();
}
if (_requireClose)
{
_requireReconnect = true;
return;
}
BeginClient(_host, _port);
}
void NetworkBase::Close()
{
if (status != NETWORK_STATUS_NONE)
{
// HACK Because Close() is closed all over the place, it sometimes gets called inside an Update
// call. This then causes disposed data to be accessed. Therefore, save closing until the
// end of the update loop.
if (_closeLock)
{
_requireClose = true;
return;
}
CloseChatLog();
CloseServerLog();
CloseConnection();
client_connection_list.clear();
GameActions::ClearQueue();
GameActions::ResumeQueue();
player_list.clear();
group_list.clear();
_serverTickData.clear();
_pendingPlayerLists.clear();
_pendingPlayerInfo.clear();
# ifdef ENABLE_SCRIPTING
auto& scriptEngine = GetContext().GetScriptEngine();
scriptEngine.RemoveNetworkPlugins();
# endif
GfxInvalidateScreen();
_requireClose = false;
}
}
void NetworkBase::DecayCooldown(NetworkPlayer* player)
{
if (player == nullptr)
return; // No valid connection yet.
for (auto it = std::begin(player->CooldownTime); it != std::end(player->CooldownTime);)
{
it->second -= _currentDeltaTime;
if (it->second <= 0)
it = player->CooldownTime.erase(it);
else
it++;
}
}
void NetworkBase::CloseConnection()
{
if (mode == NETWORK_MODE_CLIENT)
{
_serverConnection.reset();
}
else if (mode == NETWORK_MODE_SERVER)
{
_listenSocket.reset();
_advertiser.reset();
}
mode = NETWORK_MODE_NONE;
status = NETWORK_STATUS_NONE;
_lastConnectStatus = SocketStatus::Closed;
}
bool NetworkBase::BeginClient(const std::string& host, uint16_t port)
{
if (GetMode() != NETWORK_MODE_NONE)
{
return false;
}
Close();
if (!Init())
return false;
mode = NETWORK_MODE_CLIENT;
LOG_INFO("Connecting to %s:%u", host.c_str(), port);
_host = host;
_port = port;
_serverConnection = std::make_unique<NetworkConnection>();
_serverConnection->Socket = CreateTcpSocket();
_serverConnection->Socket->ConnectAsync(host, port);
_serverState.gamestateSnapshotsEnabled = false;
status = NETWORK_STATUS_CONNECTING;
_lastConnectStatus = SocketStatus::Closed;
_clientMapLoaded = false;
_serverTickData.clear();
BeginChatLog();
BeginServerLog();
// We need to wait for the map load before we execute any actions.
// If the client has the title screen running then there's a potential
// risk of tick collision with the server map and title screen map.
GameActions::SuspendQueue();
auto keyPath = NetworkGetPrivateKeyPath(gConfigNetwork.PlayerName);
if (!File::Exists(keyPath))
{
Console::WriteLine("Generating key... This may take a while");
Console::WriteLine("Need to collect enough entropy from the system");
_key.Generate();
Console::WriteLine("Key generated, saving private bits as %s", keyPath.c_str());
const auto keysDirectory = NetworkGetKeysDirectory();
if (!Platform::EnsureDirectoryExists(keysDirectory.c_str()))
{
LOG_ERROR("Unable to create directory %s.", keysDirectory.c_str());
return false;
}
try
{
auto fs = FileStream(keyPath, FILE_MODE_WRITE);
_key.SavePrivate(&fs);
}
catch (const std::exception&)
{
LOG_ERROR("Unable to save private key at %s.", keyPath.c_str());
return false;
}
const std::string hash = _key.PublicKeyHash();
const utf8* publicKeyHash = hash.c_str();
keyPath = NetworkGetPublicKeyPath(gConfigNetwork.PlayerName, publicKeyHash);
Console::WriteLine("Key generated, saving public bits as %s", keyPath.c_str());
try
{
auto fs = FileStream(keyPath, FILE_MODE_WRITE);
_key.SavePublic(&fs);
}
catch (const std::exception&)
{
LOG_ERROR("Unable to save public key at %s.", keyPath.c_str());
return false;
}
}
else
{
// LoadPrivate returns validity of loaded key
bool ok = false;
try
{
LOG_VERBOSE("Loading key from %s", keyPath.c_str());
auto fs = FileStream(keyPath, FILE_MODE_OPEN);
ok = _key.LoadPrivate(&fs);
}
catch (const std::exception&)
{
LOG_ERROR("Unable to read private key from %s.", keyPath.c_str());
return false;
}
// Don't store private key in memory when it's not in use.
_key.Unload();
return ok;
}
return true;
}
bool NetworkBase::BeginServer(uint16_t port, const std::string& address)
{
Close();
if (!Init())
return false;
mode = NETWORK_MODE_SERVER;
_userManager.Load();
LOG_VERBOSE("Begin listening for clients");
_listenSocket = CreateTcpSocket();
try
{
_listenSocket->Listen(address, port);
}
catch (const std::exception& ex)
{
Console::Error::WriteLine(ex.what());
Close();
return false;
}
ServerName = gConfigNetwork.ServerName;
ServerDescription = gConfigNetwork.ServerDescription;
ServerGreeting = gConfigNetwork.ServerGreeting;
ServerProviderName = gConfigNetwork.ProviderName;
ServerProviderEmail = gConfigNetwork.ProviderEmail;
ServerProviderWebsite = gConfigNetwork.ProviderWebsite;
IsServerPlayerInvisible = gOpenRCT2Headless;
CheatsReset();
LoadGroups();
BeginChatLog();
BeginServerLog();
NetworkPlayer* player = AddPlayer(gConfigNetwork.PlayerName, "");
player->Flags |= NETWORK_PLAYER_FLAG_ISSERVER;
player->Group = 0;
player_id = player->Id;
if (NetworkGetMode() == NETWORK_MODE_SERVER)
{
// Add SERVER to users.json and save.
NetworkUser* networkUser = _userManager.GetOrAddUser(player->KeyHash);
networkUser->GroupId = player->Group;
networkUser->Name = player->Name;
_userManager.Save();
}
auto* szAddress = address.empty() ? "*" : address.c_str();
Console::WriteLine("Listening for clients on %s:%hu", szAddress, port);
NetworkChatShowConnectedMessage();
NetworkChatShowServerGreeting();
status = NETWORK_STATUS_CONNECTED;
listening_port = port;
_serverState.gamestateSnapshotsEnabled = gConfigNetwork.DesyncDebugging;
_advertiser = CreateServerAdvertiser(listening_port);
GameLoadScripts();
GameNotifyMapChanged();
return true;
}
int32_t NetworkBase::GetMode() const noexcept
{
return mode;
}
int32_t NetworkBase::GetStatus() const noexcept
{
return status;
}
NetworkAuth NetworkBase::GetAuthStatus()
{
if (GetMode() == NETWORK_MODE_CLIENT)
{
return _serverConnection->AuthStatus;
}
if (GetMode() == NETWORK_MODE_SERVER)
{
return NetworkAuth::Ok;
}
return NetworkAuth::None;
}
uint32_t NetworkBase::GetServerTick() const noexcept
{
return _serverState.tick;
}
uint8_t NetworkBase::GetPlayerID() const noexcept
{
return player_id;
}
NetworkConnection* NetworkBase::GetPlayerConnection(uint8_t id) const
{
auto player = GetPlayerByID(id);
if (player != nullptr)
{
auto clientIt = std::find_if(
client_connection_list.begin(), client_connection_list.end(),
[player](const auto& conn) -> bool { return conn->Player == player; });
return clientIt != client_connection_list.end() ? clientIt->get() : nullptr;
}
return nullptr;
}
void NetworkBase::Update()
{
_closeLock = true;
// Update is not necessarily called per game tick, maintain our own delta time
uint32_t ticks = Platform::GetTicks();
_currentDeltaTime = std::max<uint32_t>(ticks - _lastUpdateTime, 1);
_lastUpdateTime = ticks;
switch (GetMode())
{
case NETWORK_MODE_SERVER:
UpdateServer();
break;
case NETWORK_MODE_CLIENT:
UpdateClient();
break;
}
// If the Close() was called during the update, close it for real
_closeLock = false;
if (_requireClose)
{
Close();
if (_requireReconnect)
{
Reconnect();
}
}
}
void NetworkBase::Flush()
{
if (GetMode() == NETWORK_MODE_CLIENT)
{
_serverConnection->SendQueuedPackets();
}
else
{
for (auto& it : client_connection_list)
{
it->SendQueuedPackets();
}
}
}
void NetworkBase::UpdateServer()
{
for (auto& connection : client_connection_list)
{
// This can be called multiple times before the connection is removed.
if (!connection->IsValid())
continue;
if (!ProcessConnection(*connection))
{
connection->Disconnect();
}
else
{
DecayCooldown(connection->Player);
}
}
uint32_t ticks = Platform::GetTicks();
if (ticks > last_ping_sent_time + 3000)
{
ServerSendPing();
ServerSendPingList();
}
if (_advertiser != nullptr)
{
_advertiser->Update();
}
std::unique_ptr<ITcpSocket> tcpSocket = _listenSocket->Accept();
if (tcpSocket != nullptr)
{
AddClient(std::move(tcpSocket));
}
}
void NetworkBase::UpdateClient()
{
assert(_serverConnection != nullptr);
switch (status)
{
case NETWORK_STATUS_CONNECTING:
{
switch (_serverConnection->Socket->GetStatus())
{
case SocketStatus::Resolving:
{
if (_lastConnectStatus != SocketStatus::Resolving)
{
_lastConnectStatus = SocketStatus::Resolving;
char str_resolving[256];
FormatStringLegacy(str_resolving, 256, STR_MULTIPLAYER_RESOLVING, nullptr);
auto intent = Intent(WindowClass::NetworkStatus);
intent.PutExtra(INTENT_EXTRA_MESSAGE, std::string{ str_resolving });
intent.PutExtra(INTENT_EXTRA_CALLBACK, []() -> void { ::GetContext()->GetNetwork().Close(); });
ContextOpenIntent(&intent);
}
break;
}
case SocketStatus::Connecting:
{
if (_lastConnectStatus != SocketStatus::Connecting)
{
_lastConnectStatus = SocketStatus::Connecting;
char str_connecting[256];
FormatStringLegacy(str_connecting, 256, STR_MULTIPLAYER_CONNECTING, nullptr);
auto intent = Intent(WindowClass::NetworkStatus);
intent.PutExtra(INTENT_EXTRA_MESSAGE, std::string{ str_connecting });
intent.PutExtra(INTENT_EXTRA_CALLBACK, []() -> void { ::GetContext()->GetNetwork().Close(); });
ContextOpenIntent(&intent);
server_connect_time = Platform::GetTicks();
}
break;
}
case SocketStatus::Connected:
{
status = NETWORK_STATUS_CONNECTED;
_serverConnection->ResetLastPacketTime();
Client_Send_TOKEN();
char str_authenticating[256];
FormatStringLegacy(str_authenticating, 256, STR_MULTIPLAYER_AUTHENTICATING, nullptr);
auto intent = Intent(WindowClass::NetworkStatus);
intent.PutExtra(INTENT_EXTRA_MESSAGE, std::string{ str_authenticating });
intent.PutExtra(INTENT_EXTRA_CALLBACK, []() -> void { ::GetContext()->GetNetwork().Close(); });
ContextOpenIntent(&intent);
break;
}
default:
{
const char* error = _serverConnection->Socket->GetError();
if (error != nullptr)
{
Console::Error::WriteLine(error);
}
Close();
ContextForceCloseWindowByClass(WindowClass::NetworkStatus);
ContextShowError(STR_UNABLE_TO_CONNECT_TO_SERVER, STR_NONE, {});
break;
}
}
break;
}
case NETWORK_STATUS_CONNECTED:
{
if (!ProcessConnection(*_serverConnection))
{
// Do not show disconnect message window when password window closed/canceled
if (_serverConnection->AuthStatus == NetworkAuth::RequirePassword)
{
ContextForceCloseWindowByClass(WindowClass::NetworkStatus);
}
else
{
char str_disconnected[256];
if (_serverConnection->GetLastDisconnectReason())
{
const char* disconnect_reason = _serverConnection->GetLastDisconnectReason();
FormatStringLegacy(str_disconnected, 256, STR_MULTIPLAYER_DISCONNECTED_WITH_REASON, &disconnect_reason);
}
else
{
FormatStringLegacy(str_disconnected, 256, STR_MULTIPLAYER_DISCONNECTED_NO_REASON, nullptr);
}
auto intent = Intent(WindowClass::NetworkStatus);
intent.PutExtra(INTENT_EXTRA_MESSAGE, std::string{ str_disconnected });
ContextOpenIntent(&intent);
}
WindowCloseByClass(WindowClass::Multiplayer);
Close();
}
else
{
uint32_t ticks = Platform::GetTicks();
if (ticks - _lastSentHeartbeat >= 3000)
{
Client_Send_HEARTBEAT(*_serverConnection);
_lastSentHeartbeat = ticks;
}
}
break;
}
}
}
auto NetworkBase::GetPlayerIteratorByID(uint8_t id) const
{
return std::find_if(player_list.begin(), player_list.end(), [id](std::unique_ptr<NetworkPlayer> const& player) {
return player->Id == id;
});
}
NetworkPlayer* NetworkBase::GetPlayerByID(uint8_t id) const
{
auto it = GetPlayerIteratorByID(id);
if (it != player_list.end())
{
return it->get();
}
return nullptr;
}
auto NetworkBase::GetGroupIteratorByID(uint8_t id) const
{
return std::find_if(
group_list.begin(), group_list.end(), [id](std::unique_ptr<NetworkGroup> const& group) { return group->Id == id; });
}
NetworkGroup* NetworkBase::GetGroupByID(uint8_t id) const
{
auto it = GetGroupIteratorByID(id);
if (it != group_list.end())
{
return it->get();
}
return nullptr;
}
int32_t NetworkBase::GetTotalNumPlayers() const noexcept
{
return static_cast<int32_t>(player_list.size());
}
int32_t NetworkBase::GetNumVisiblePlayers() const noexcept
{
if (IsServerPlayerInvisible)
return static_cast<int32_t>(player_list.size() - 1);
return static_cast<int32_t>(player_list.size());
}
const char* NetworkBase::FormatChat(NetworkPlayer* fromplayer, const char* text)
{
static std::string formatted;
formatted.clear();
formatted += "{OUTLINE}";
if (fromplayer != nullptr)
{
formatted += "{BABYBLUE}";
formatted += fromplayer->Name;
formatted += ": ";
}
formatted += "{WHITE}";
formatted += text;
return formatted.c_str();
}
void NetworkBase::SendPacketToClients(const NetworkPacket& packet, bool front, bool gameCmd) const
{
for (auto& client_connection : client_connection_list)
{
if (gameCmd)
{
// If marked as game command we can not send the packet to connections that are not fully connected.
// Sending the packet would cause the client to store a command that is behind the tick where he starts,
// which would be essentially never executed. The clients do not require commands before the server has not sent the
// map data.
if (client_connection->Player == nullptr)
{
continue;
}
}
client_connection->QueuePacket(packet, front);
}
}
bool NetworkBase::CheckSRAND(uint32_t tick, uint32_t srand0)
{
// We have to wait for the map to be loaded first, ticks may match current loaded map.
if (!_clientMapLoaded)
return true;
auto itTickData = _serverTickData.find(tick);
if (itTickData == std::end(_serverTickData))
return true;
const ServerTickData storedTick = itTickData->second;
_serverTickData.erase(itTickData);
if (storedTick.srand0 != srand0)
{
LOG_INFO("Srand0 mismatch, client = %08X, server = %08X", srand0, storedTick.srand0);
return false;
}
if (!storedTick.spriteHash.empty())
{
EntitiesChecksum checksum = GetAllEntitiesChecksum();
std::string clientSpriteHash = checksum.ToString();
if (clientSpriteHash != storedTick.spriteHash)
{
LOG_INFO("Sprite hash mismatch, client = %s, server = %s", clientSpriteHash.c_str(), storedTick.spriteHash.c_str());
return false;
}
}
return true;
}
bool NetworkBase::IsDesynchronised() const noexcept
{
return _serverState.state == NetworkServerStatus::Desynced;
}
bool NetworkBase::CheckDesynchronizaton()
{
// Check synchronisation
if (GetMode() == NETWORK_MODE_CLIENT && _serverState.state != NetworkServerStatus::Desynced
&& !CheckSRAND(gCurrentTicks, ScenarioRandState().s0))
{
_serverState.state = NetworkServerStatus::Desynced;
_serverState.desyncTick = gCurrentTicks;
char str_desync[256];
FormatStringLegacy(str_desync, 256, STR_MULTIPLAYER_DESYNC, nullptr);
auto intent = Intent(WindowClass::NetworkStatus);
intent.PutExtra(INTENT_EXTRA_MESSAGE, std::string{ str_desync });
ContextOpenIntent(&intent);
if (!gConfigNetwork.StayConnected)
{
Close();
}
return true;
}
return false;
}
void NetworkBase::RequestStateSnapshot()
{
LOG_INFO("Requesting game state for tick %u", _serverState.desyncTick);
Client_Send_RequestGameState(_serverState.desyncTick);
}
NetworkServerState NetworkBase::GetServerState() const noexcept
{
return _serverState;
}
void NetworkBase::KickPlayer(int32_t playerId)
{
for (auto& client_connection : client_connection_list)
{
if (client_connection->Player->Id == playerId)
{
// Disconnect the client gracefully
client_connection->SetLastDisconnectReason(STR_MULTIPLAYER_KICKED);
char str_disconnect_msg[256];
FormatStringLegacy(str_disconnect_msg, 256, STR_MULTIPLAYER_KICKED_REASON, nullptr);
ServerSendSetDisconnectMsg(*client_connection, str_disconnect_msg);
client_connection->Disconnect();
break;
}
}
}
void NetworkBase::SetPassword(u8string_view password)
{
_password = password;
}
void NetworkBase::ServerClientDisconnected()
{
if (GetMode() == NETWORK_MODE_CLIENT)
{
_serverConnection->Disconnect();
}
}
std::string NetworkBase::GenerateAdvertiseKey()
{
// Generate a string of 16 random hex characters (64-integer key as a hex formatted string)
static char hexChars[] = {
'0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 'a', 'b', 'c', 'd', 'e', 'f',
};
char key[17];
for (int32_t i = 0; i < 16; i++)
{
int32_t hexCharIndex = UtilRand() % std::size(hexChars);
key[i] = hexChars[hexCharIndex];
}
key[std::size(key) - 1] = 0;
return key;
}
std::string NetworkBase::GetMasterServerUrl()
{
if (gConfigNetwork.MasterServerUrl.empty())
{
return OPENRCT2_MASTER_SERVER_URL;
}
return gConfigNetwork.MasterServerUrl;
}
NetworkGroup* NetworkBase::AddGroup()
{
NetworkGroup* addedgroup = nullptr;
int32_t newid = -1;
// Find first unused group id
for (int32_t id = 0; id < 255; id++)
{
if (std::find_if(
group_list.begin(), group_list.end(),
[&id](std::unique_ptr<NetworkGroup> const& group) { return group->Id == id; })
== group_list.end())
{
newid = id;
break;
}
}
if (newid != -1)
{
auto group = std::make_unique<NetworkGroup>();
group->Id = newid;
group->SetName("Group #" + std::to_string(newid));
addedgroup = group.get();
group_list.push_back(std::move(group));
}
return addedgroup;
}
void NetworkBase::RemoveGroup(uint8_t id)
{
auto group = GetGroupIteratorByID(id);
if (group != group_list.end())
{
group_list.erase(group);
}
if (GetMode() == NETWORK_MODE_SERVER)
{
_userManager.UnsetUsersOfGroup(id);
_userManager.Save();
}
}
uint8_t NetworkBase::GetGroupIDByHash(const std::string& keyhash)
{
const NetworkUser* networkUser = _userManager.GetUserByHash(keyhash);
uint8_t groupId = GetDefaultGroup();
if (networkUser != nullptr && networkUser->GroupId.has_value())
{
const uint8_t assignedGroup = *networkUser->GroupId;
if (GetGroupByID(assignedGroup) != nullptr)
{
groupId = assignedGroup;
}
else
{
LOG_WARNING(
"User %s is assigned to non-existent group %u. Assigning to default group (%u)", keyhash.c_str(), assignedGroup,
groupId);
}
}
return groupId;
}
uint8_t NetworkBase::GetDefaultGroup() const noexcept
{
return default_group;
}
void NetworkBase::SetDefaultGroup(uint8_t id)
{
if (GetGroupByID(id) != nullptr)
{
default_group = id;
}
}
void NetworkBase::SaveGroups()
{
if (GetMode() == NETWORK_MODE_SERVER)
{
auto env = GetContext().GetPlatformEnvironment();
auto path = Path::Combine(env->GetDirectoryPath(DIRBASE::USER), u8"groups.json");
json_t jsonGroups = json_t::array();
for (auto& group : group_list)
{
jsonGroups.push_back(group->ToJson());
}
json_t jsonGroupsCfg = {
{ "default_group", default_group },
{ "groups", jsonGroups },
};
try
{
Json::WriteToFile(path, jsonGroupsCfg);
}
catch (const std::exception& ex)
{
LOG_ERROR("Unable to save %s: %s", path.c_str(), ex.what());
}
}
}
void NetworkBase::SetupDefaultGroups()
{
// Admin group
auto admin = std::make_unique<NetworkGroup>();
admin->SetName("Admin");
admin->ActionsAllowed.fill(0xFF);
admin->Id = 0;
group_list.push_back(std::move(admin));
// Spectator group
auto spectator = std::make_unique<NetworkGroup>();
spectator->SetName("Spectator");
spectator->ToggleActionPermission(NetworkPermission::Chat);
spectator->Id = 1;
group_list.push_back(std::move(spectator));
// User group
auto user = std::make_unique<NetworkGroup>();
user->SetName("User");
user->ActionsAllowed.fill(0xFF);
user->ToggleActionPermission(NetworkPermission::KickPlayer);
user->ToggleActionPermission(NetworkPermission::ModifyGroups);
user->ToggleActionPermission(NetworkPermission::SetPlayerGroup);
user->ToggleActionPermission(NetworkPermission::Cheat);
user->ToggleActionPermission(NetworkPermission::PasswordlessLogin);
user->ToggleActionPermission(NetworkPermission::ModifyTile);
user->ToggleActionPermission(NetworkPermission::EditScenarioOptions);
user->Id = 2;
group_list.push_back(std::move(user));
SetDefaultGroup(1);
}
void NetworkBase::LoadGroups()
{
group_list.clear();
auto env = GetContext().GetPlatformEnvironment();
auto path = Path::Combine(env->GetDirectoryPath(DIRBASE::USER), u8"groups.json");
json_t jsonGroupConfig;
if (File::Exists(path))
{
try
{
jsonGroupConfig = Json::ReadFromFile(path);
}
catch (const std::exception& e)
{
LOG_ERROR("Failed to read %s as JSON. Setting default groups. %s", path.c_str(), e.what());
}
}
if (!jsonGroupConfig.is_object())
{
SetupDefaultGroups();
}
else
{
json_t jsonGroups = jsonGroupConfig["groups"];
if (jsonGroups.is_array())
{
for (auto& jsonGroup : jsonGroups)
{
group_list.emplace_back(std::make_unique<NetworkGroup>(NetworkGroup::FromJson(jsonGroup)));
}
}
default_group = Json::GetNumber<uint8_t>(jsonGroupConfig["default_group"]);
if (GetGroupByID(default_group) == nullptr)
{
default_group = 0;
}
}
// Host group should always contain all permissions.
group_list.at(0)->ActionsAllowed.fill(0xFF);
}
std::string NetworkBase::BeginLog(const std::string& directory, const std::string& midName, const std::string& filenameFormat)
{
utf8 filename[256];
time_t timer;
time(&timer);
auto tmInfo = localtime(&timer);
if (strftime(filename, sizeof(filename), filenameFormat.c_str(), tmInfo) == 0)
{
throw std::runtime_error("strftime failed");
}
Platform::EnsureDirectoryExists(Path::Combine(directory, midName).c_str());
return Path::Combine(directory, midName, filename);
}
void NetworkBase::AppendLog(std::ostream& fs, std::string_view s)
{
if (fs.fail())
{
LOG_ERROR("bad ostream failed to append log");
return;
}
try
{
utf8 buffer[1024];
time_t timer;
time(&timer);
auto tmInfo = localtime(&timer);
if (strftime(buffer, sizeof(buffer), "[%Y/%m/%d %H:%M:%S] ", tmInfo) != 0)
{
String::Append(buffer, sizeof(buffer), std::string(s).c_str());
String::Append(buffer, sizeof(buffer), PLATFORM_NEWLINE);
fs.write(buffer, strlen(buffer));
}
}
catch (const std::exception& ex)
{
LOG_ERROR("%s", ex.what());
}
}
void NetworkBase::BeginChatLog()
{
auto env = GetContext().GetPlatformEnvironment();
auto directory = env->GetDirectoryPath(DIRBASE::USER, DIRID::LOG_CHAT);
_chatLogPath = BeginLog(directory, "", _chatLogFilenameFormat);
_chat_log_fs.open(fs::u8path(_chatLogPath), std::ios::out | std::ios::app);
}
void NetworkBase::AppendChatLog(std::string_view s)
{
if (gConfigNetwork.LogChat && _chat_log_fs.is_open())
{
AppendLog(_chat_log_fs, s);
}
}
void NetworkBase::CloseChatLog()
{
_chat_log_fs.close();
}
void NetworkBase::BeginServerLog()
{
auto env = GetContext().GetPlatformEnvironment();
auto directory = env->GetDirectoryPath(DIRBASE::USER, DIRID::LOG_SERVER);
_serverLogPath = BeginLog(directory, ServerName, _serverLogFilenameFormat);
_server_log_fs.open(fs::u8path(_serverLogPath), std::ios::out | std::ios::app | std::ios::binary);
// Log server start event
utf8 logMessage[256];
if (GetMode() == NETWORK_MODE_CLIENT)
{
FormatStringLegacy(logMessage, sizeof(logMessage), STR_LOG_CLIENT_STARTED, nullptr);
}
else if (GetMode() == NETWORK_MODE_SERVER)
{
FormatStringLegacy(logMessage, sizeof(logMessage), STR_LOG_SERVER_STARTED, nullptr);
}
else
{
logMessage[0] = '\0';
Guard::Assert(false, "Unknown network mode!");
}
AppendServerLog(logMessage);
}
void NetworkBase::AppendServerLog(const std::string& s)
{
if (gConfigNetwork.LogServerActions && _server_log_fs.is_open())
{
AppendLog(_server_log_fs, s);
}
}
void NetworkBase::CloseServerLog()
{
// Log server stopped event
char logMessage[256];
if (GetMode() == NETWORK_MODE_CLIENT)
{
FormatStringLegacy(logMessage, sizeof(logMessage), STR_LOG_CLIENT_STOPPED, nullptr);
}
else if (GetMode() == NETWORK_MODE_SERVER)
{
FormatStringLegacy(logMessage, sizeof(logMessage), STR_LOG_SERVER_STOPPED, nullptr);
}
else
{
logMessage[0] = '\0';
Guard::Assert(false, "Unknown network mode!");
}
AppendServerLog(logMessage);
_server_log_fs.close();
}
void NetworkBase::Client_Send_RequestGameState(uint32_t tick)
{
if (_serverState.gamestateSnapshotsEnabled == false)
{
LOG_VERBOSE("Server does not store a gamestate history");
return;
}
LOG_VERBOSE("Requesting gamestate from server for tick %u", tick);
NetworkPacket packet(NetworkCommand::RequestGameState);
packet << tick;
_serverConnection->QueuePacket(std::move(packet));
}
void NetworkBase::Client_Send_TOKEN()
{
LOG_VERBOSE("requesting token");
NetworkPacket packet(NetworkCommand::Token);
_serverConnection->AuthStatus = NetworkAuth::Requested;
_serverConnection->QueuePacket(std::move(packet));
}
void NetworkBase::Client_Send_AUTH(
const std::string& name, const std::string& password, const std::string& pubkey, const std::vector<uint8_t>& signature)
{
NetworkPacket packet(NetworkCommand::Auth);
packet.WriteString(NetworkGetVersion());
packet.WriteString(name);
packet.WriteString(password);
packet.WriteString(pubkey);
assert(signature.size() <= static_cast<size_t>(UINT32_MAX));
packet << static_cast<uint32_t>(signature.size());
packet.Write(signature.data(), signature.size());
_serverConnection->AuthStatus = NetworkAuth::Requested;
_serverConnection->QueuePacket(std::move(packet));
}
void NetworkBase::Client_Send_MAPREQUEST(const std::vector<ObjectEntryDescriptor>& objects)
{
LOG_VERBOSE("client requests %u objects", uint32_t(objects.size()));
NetworkPacket packet(NetworkCommand::MapRequest);
packet << static_cast<uint32_t>(objects.size());
for (const auto& object : objects)
{
std::string name(object.GetName());
LOG_VERBOSE("client requests object %s", name.c_str());
if (object.Generation == ObjectGeneration::DAT)
{
packet << static_cast<uint8_t>(0);
packet.Write(&object.Entry, sizeof(RCTObjectEntry));
}
else
{
packet << static_cast<uint8_t>(1);
packet.WriteString(name);
}
}
_serverConnection->QueuePacket(std::move(packet));
}
void NetworkBase::ServerSendToken(NetworkConnection& connection)
{
NetworkPacket packet(NetworkCommand::Token);
packet << static_cast<uint32_t>(connection.Challenge.size());
packet.Write(connection.Challenge.data(), connection.Challenge.size());
connection.QueuePacket(std::move(packet));
}
void NetworkBase::ServerSendObjectsList(
NetworkConnection& connection, const std::vector<const ObjectRepositoryItem*>& objects) const
{
LOG_VERBOSE("Server sends objects list with %u items", objects.size());
if (objects.empty())
{
NetworkPacket packet(NetworkCommand::ObjectsList);
packet << static_cast<uint32_t>(0) << static_cast<uint32_t>(objects.size());
connection.QueuePacket(std::move(packet));
}
else
{
for (size_t i = 0; i < objects.size(); ++i)
{
const auto* object = objects[i];
NetworkPacket packet(NetworkCommand::ObjectsList);
packet << static_cast<uint32_t>(i) << static_cast<uint32_t>(objects.size());
if (object->Identifier.empty())
{
// DAT
LOG_VERBOSE("Object %.8s (checksum %x)", object->ObjectEntry.name, object->ObjectEntry.checksum);
packet << static_cast<uint8_t>(0);
packet.Write(&object->ObjectEntry, sizeof(RCTObjectEntry));
}
else
{
// JSON
LOG_VERBOSE("Object %s", object->Identifier.c_str());
packet << static_cast<uint8_t>(1);
packet.WriteString(object->Identifier);
}
connection.QueuePacket(std::move(packet));
}
}
}
void NetworkBase::ServerSendScripts(NetworkConnection& connection)
{
# ifdef ENABLE_SCRIPTING
using namespace OpenRCT2::Scripting;
auto& scriptEngine = GetContext().GetScriptEngine();
// Get remote plugin list.
const auto remotePlugins = scriptEngine.GetRemotePlugins();
LOG_VERBOSE("Server sends %zu scripts", remotePlugins.size());
// Build the data contents for each plugin.
MemoryStream pluginData;
for (auto& plugin : remotePlugins)
{
const auto& code = plugin->GetCode();
const auto codeSize = static_cast<uint32_t>(code.size());
pluginData.WriteValue(codeSize);
pluginData.WriteArray(code.c_str(), code.size());
}
// Send the header packet.
NetworkPacket packetScriptHeader(NetworkCommand::ScriptsHeader);
packetScriptHeader << static_cast<uint32_t>(remotePlugins.size());
packetScriptHeader << static_cast<uint32_t>(pluginData.GetLength());
connection.QueuePacket(std::move(packetScriptHeader));
// Segment the plugin data into chunks and send them.
const uint8_t* pluginDataBuffer = static_cast<const uint8_t*>(pluginData.GetData());
uint32_t dataOffset = 0;
while (dataOffset < pluginData.GetLength())
{
const uint32_t chunkSize = std::min<uint32_t>(pluginData.GetLength() - dataOffset, CHUNK_SIZE);
NetworkPacket packet(NetworkCommand::ScriptsData);
packet << chunkSize;
packet.Write(pluginDataBuffer + dataOffset, chunkSize);
connection.QueuePacket(std::move(packet));
dataOffset += chunkSize;
}
Guard::Assert(dataOffset == pluginData.GetLength());
# else
NetworkPacket packetScriptHeader(NetworkCommand::ScriptsHeader);
packetScriptHeader << static_cast<uint32_t>(0U);
packetScriptHeader << static_cast<uint32_t>(0U);
# endif
}
void NetworkBase::Client_Send_HEARTBEAT(NetworkConnection& connection) const
{
LOG_VERBOSE("Sending heartbeat");
NetworkPacket packet(NetworkCommand::Heartbeat);
connection.QueuePacket(std::move(packet));
}
NetworkStats NetworkBase::GetStats() const
{
NetworkStats stats = {};
if (mode == NETWORK_MODE_CLIENT)
{
stats = _serverConnection->Stats;
}
else
{
for (auto& connection : client_connection_list)
{
for (size_t n = 0; n < EnumValue(NetworkStatisticsGroup::Max); n++)
{
stats.bytesReceived[n] += connection->Stats.bytesReceived[n];
stats.bytesSent[n] += connection->Stats.bytesSent[n];
}
}
}
return stats;
}
void NetworkBase::ServerSendAuth(NetworkConnection& connection)
{
uint8_t new_playerid = 0;
if (connection.Player != nullptr)
{
new_playerid = connection.Player->Id;
}
NetworkPacket packet(NetworkCommand::Auth);
packet << static_cast<uint32_t>(connection.AuthStatus) << new_playerid;
if (connection.AuthStatus == NetworkAuth::BadVersion)
{
packet.WriteString(NetworkGetVersion());
}
connection.QueuePacket(std::move(packet));
if (connection.AuthStatus != NetworkAuth::Ok && connection.AuthStatus != NetworkAuth::RequirePassword)
{
connection.Disconnect();
}
}
void NetworkBase::ServerSendMap(NetworkConnection* connection)
{
std::vector<const ObjectRepositoryItem*> objects;
if (connection != nullptr)
{
objects = connection->RequestedObjects;
}
else
{
// This will send all custom objects to connected clients
// TODO: fix it so custom objects negotiation is performed even in this case.
auto& context = GetContext();
auto& objManager = context.GetObjectManager();
objects = objManager.GetPackableObjects();
}
auto header = SaveForNetwork(objects);
if (header.empty())
{
if (connection != nullptr)
{
connection->SetLastDisconnectReason(STR_MULTIPLAYER_CONNECTION_CLOSED);
connection->Disconnect();
}
return;
}
size_t chunksize = CHUNK_SIZE;
for (size_t i = 0; i < header.size(); i += chunksize)
{
size_t datasize = std::min(chunksize, header.size() - i);
NetworkPacket packet(NetworkCommand::Map);
packet << static_cast<uint32_t>(header.size()) << static_cast<uint32_t>(i);
packet.Write(&header[i], datasize);
if (connection != nullptr)
{
connection->QueuePacket(std::move(packet));
}
else
{
SendPacketToClients(packet);
}
}
}
std::vector<uint8_t> NetworkBase::SaveForNetwork(const std::vector<const ObjectRepositoryItem*>& objects) const
{
std::vector<uint8_t> result;
auto ms = OpenRCT2::MemoryStream();
if (SaveMap(&ms, objects))
{
result.resize(ms.GetLength());
std::memcpy(result.data(), ms.GetData(), result.size());
}
else
{
LOG_WARNING("Failed to export map.");
}
return result;
}
void NetworkBase::Client_Send_CHAT(const char* text)
{
NetworkPacket packet(NetworkCommand::Chat);
packet.WriteString(text);
_serverConnection->QueuePacket(std::move(packet));
}
void NetworkBase::ServerSendChat(const char* text, const std::vector<uint8_t>& playerIds)
{
NetworkPacket packet(NetworkCommand::Chat);
packet.WriteString(text);
if (playerIds.empty())
{
// Empty players / default value means send to all players
SendPacketToClients(packet);
}
else
{
for (auto playerId : playerIds)
{
auto conn = GetPlayerConnection(playerId);
if (conn != nullptr)
{
conn->QueuePacket(packet);
}
}
}
}
void NetworkBase::Client_Send_GAME_ACTION(const GameAction* action)
{
NetworkPacket packet(NetworkCommand::GameAction);
uint32_t networkId = 0;
networkId = ++_actionId;
// I know its ugly, want basic functionality for now.
const_cast<GameAction*>(action)->SetNetworkId(networkId);
if (action->GetCallback())
{
_gameActionCallbacks.insert(std::make_pair(networkId, action->GetCallback()));
}
DataSerialiser stream(true);
action->Serialise(stream);
packet << gCurrentTicks << action->GetType() << stream;
_serverConnection->QueuePacket(std::move(packet));
}
void NetworkBase::ServerSendGameAction(const GameAction* action)
{
NetworkPacket packet(NetworkCommand::GameAction);
DataSerialiser stream(true);
action->Serialise(stream);
packet << gCurrentTicks << action->GetType() << stream;
SendPacketToClients(packet);
}
void NetworkBase::ServerSendTick()
{
NetworkPacket packet(NetworkCommand::Tick);
packet << gCurrentTicks << ScenarioRandState().s0;
uint32_t flags = 0;
// Simple counter which limits how often a sprite checksum gets sent.
// This can get somewhat expensive, so we don't want to push it every tick in release,
// but debug version can check more often.
static int32_t checksum_counter = 0;
checksum_counter++;
if (checksum_counter >= 100)
{
checksum_counter = 0;
flags |= NETWORK_TICK_FLAG_CHECKSUMS;
}
// Send flags always, so we can understand packet structure on the other end,
// and allow for some expansion.
packet << flags;
if (flags & NETWORK_TICK_FLAG_CHECKSUMS)
{
EntitiesChecksum checksum = GetAllEntitiesChecksum();
packet.WriteString(checksum.ToString());
}
SendPacketToClients(packet);
}
void NetworkBase::ServerSendPlayerInfo(int32_t playerId)
{
NetworkPacket packet(NetworkCommand::PlayerInfo);
packet << gCurrentTicks;
auto* player = GetPlayerByID(playerId);
if (player == nullptr)
return;
player->Write(packet);
SendPacketToClients(packet);
}
void NetworkBase::ServerSendPlayerList()
{
NetworkPacket packet(NetworkCommand::PlayerList);
packet << gCurrentTicks << static_cast<uint8_t>(player_list.size());
for (auto& player : player_list)
{
player->Write(packet);
}
SendPacketToClients(packet);
}
void NetworkBase::Client_Send_PING()
{
NetworkPacket packet(NetworkCommand::Ping);
_serverConnection->QueuePacket(std::move(packet));
}
void NetworkBase::ServerSendPing()
{
last_ping_sent_time = Platform::GetTicks();
NetworkPacket packet(NetworkCommand::Ping);
for (auto& client_connection : client_connection_list)
{
client_connection->PingTime = Platform::GetTicks();
}
SendPacketToClients(packet, true);
}
void NetworkBase::ServerSendPingList()
{
NetworkPacket packet(NetworkCommand::PingList);
packet << static_cast<uint8_t>(player_list.size());
for (auto& player : player_list)
{
packet << player->Id << player->Ping;
}
SendPacketToClients(packet);
}
void NetworkBase::ServerSendSetDisconnectMsg(NetworkConnection& connection, const char* msg)
{
NetworkPacket packet(NetworkCommand::DisconnectMessage);
packet.WriteString(msg);
connection.QueuePacket(std::move(packet));
}
json_t NetworkBase::GetServerInfoAsJson() const
{
json_t jsonObj = {
{ "name", gConfigNetwork.ServerName },
{ "requiresPassword", _password.size() > 0 },
{ "version", NetworkGetVersion() },
{ "players", GetNumVisiblePlayers() },
{ "maxPlayers", gConfigNetwork.Maxplayers },
{ "description", gConfigNetwork.ServerDescription },
{ "greeting", gConfigNetwork.ServerGreeting },
{ "dedicated", gOpenRCT2Headless },
};
return jsonObj;
}
void NetworkBase::ServerSendGameInfo(NetworkConnection& connection)
{
NetworkPacket packet(NetworkCommand::GameInfo);
# ifndef DISABLE_HTTP
json_t jsonObj = GetServerInfoAsJson();
// Provider details
json_t jsonProvider = {
{ "name", gConfigNetwork.ProviderName },
{ "email", gConfigNetwork.ProviderEmail },
{ "website", gConfigNetwork.ProviderWebsite },
};
jsonObj["provider"] = jsonProvider;
packet.WriteString(jsonObj.dump());
packet << _serverState.gamestateSnapshotsEnabled;
packet << IsServerPlayerInvisible;
# endif
connection.QueuePacket(std::move(packet));
}
void NetworkBase::ServerSendShowError(NetworkConnection& connection, StringId title, StringId message)
{
NetworkPacket packet(NetworkCommand::ShowError);
packet << title << message;
connection.QueuePacket(std::move(packet));
}
void NetworkBase::ServerSendGroupList(NetworkConnection& connection)
{
NetworkPacket packet(NetworkCommand::GroupList);
packet << static_cast<uint8_t>(group_list.size()) << default_group;
for (auto& group : group_list)
{
group->Write(packet);
}
connection.QueuePacket(std::move(packet));
}
void NetworkBase::ServerSendEventPlayerJoined(const char* playerName)
{
NetworkPacket packet(NetworkCommand::Event);
packet << static_cast<uint16_t>(SERVER_EVENT_PLAYER_JOINED);
packet.WriteString(playerName);
SendPacketToClients(packet);
}
void NetworkBase::ServerSendEventPlayerDisconnected(const char* playerName, const char* reason)
{
NetworkPacket packet(NetworkCommand::Event);
packet << static_cast<uint16_t>(SERVER_EVENT_PLAYER_DISCONNECTED);
packet.WriteString(playerName);
packet.WriteString(reason);
SendPacketToClients(packet);
}
bool NetworkBase::ProcessConnection(NetworkConnection& connection)
{
NetworkReadPacket packetStatus;
uint32_t countProcessed = 0;
do
{
countProcessed++;
packetStatus = connection.ReadPacket();
switch (packetStatus)
{
case NetworkReadPacket::Disconnected:
// closed connection or network error
if (!connection.GetLastDisconnectReason())
{
connection.SetLastDisconnectReason(STR_MULTIPLAYER_CONNECTION_CLOSED);
}
return false;
case NetworkReadPacket::Success:
// done reading in packet
ProcessPacket(connection, connection.InboundPacket);
if (!connection.IsValid())
{
return false;
}
break;
case NetworkReadPacket::MoreData:
// more data required to be read
break;
case NetworkReadPacket::NoData:
// could not read anything from socket
break;
}
} while (packetStatus == NetworkReadPacket::Success && countProcessed < MaxPacketsPerUpdate);
if (!connection.ReceivedPacketRecently())
{
if (!connection.GetLastDisconnectReason())
{
connection.SetLastDisconnectReason(STR_MULTIPLAYER_NO_DATA);
}
return false;
}
return true;
}
void NetworkBase::ProcessPacket(NetworkConnection& connection, NetworkPacket& packet)
{
const auto& handlerList = GetMode() == NETWORK_MODE_SERVER ? server_command_handlers : client_command_handlers;
auto it = handlerList.find(packet.GetCommand());
if (it != handlerList.end())
{
auto commandHandler = it->second;
if (connection.AuthStatus == NetworkAuth::Ok || !packet.CommandRequiresAuth())
{
try
{
(this->*commandHandler)(connection, packet);
}
catch (const std::exception& ex)
{
LOG_VERBOSE("Exception during packet processing: %s", ex.what());
}
}
}
packet.Clear();
}
// This is called at the end of each game tick, this where things should be processed that affects the game state.
void NetworkBase::ProcessPending()
{
if (GetMode() == NETWORK_MODE_SERVER)
{
ProcessDisconnectedClients();
}
else if (GetMode() == NETWORK_MODE_CLIENT)
{
ProcessPlayerInfo();
}
ProcessPlayerList();
}
static bool ProcessPlayerAuthenticatePluginHooks(
const NetworkConnection& connection, std::string_view name, std::string_view publicKeyHash)
{
# ifdef ENABLE_SCRIPTING
using namespace OpenRCT2::Scripting;
auto& hookEngine = GetContext()->GetScriptEngine().GetHookEngine();
if (hookEngine.HasSubscriptions(OpenRCT2::Scripting::HOOK_TYPE::NETWORK_AUTHENTICATE))
{
auto ctx = GetContext()->GetScriptEngine().GetContext();
// Create event args object
DukObject eObj(ctx);
eObj.Set("name", name);
eObj.Set("publicKeyHash", publicKeyHash);
eObj.Set("ipAddress", connection.Socket->GetIpAddress());
eObj.Set("cancel", false);
auto e = eObj.Take();
// Call the subscriptions
hookEngine.Call(OpenRCT2::Scripting::HOOK_TYPE::NETWORK_AUTHENTICATE, e, false);
// Check if any hook has cancelled the join
if (AsOrDefault(e["cancel"], false))
{
return false;
}
}
# endif
return true;
}
static void ProcessPlayerJoinedPluginHooks(uint8_t playerId)
{
# ifdef ENABLE_SCRIPTING
using namespace OpenRCT2::Scripting;
auto& hookEngine = GetContext()->GetScriptEngine().GetHookEngine();
if (hookEngine.HasSubscriptions(OpenRCT2::Scripting::HOOK_TYPE::NETWORK_JOIN))
{
auto ctx = GetContext()->GetScriptEngine().GetContext();
// Create event args object
DukObject eObj(ctx);
eObj.Set("player", playerId);
auto e = eObj.Take();
// Call the subscriptions
hookEngine.Call(OpenRCT2::Scripting::HOOK_TYPE::NETWORK_JOIN, e, false);
}
# endif
}
static void ProcessPlayerLeftPluginHooks(uint8_t playerId)
{
# ifdef ENABLE_SCRIPTING
using namespace OpenRCT2::Scripting;
auto& hookEngine = GetContext()->GetScriptEngine().GetHookEngine();
if (hookEngine.HasSubscriptions(OpenRCT2::Scripting::HOOK_TYPE::NETWORK_LEAVE))
{
auto ctx = GetContext()->GetScriptEngine().GetContext();
// Create event args object
DukObject eObj(ctx);
eObj.Set("player", playerId);
auto e = eObj.Take();
// Call the subscriptions
hookEngine.Call(OpenRCT2::Scripting::HOOK_TYPE::NETWORK_LEAVE, e, false);
}
# endif
}
void NetworkBase::ProcessPlayerList()
{
if (GetMode() == NETWORK_MODE_SERVER)
{
// Avoid sending multiple times the player list, we mark the list invalidated on modifications
// and then send at the end of the tick the final player list.
if (_playerListInvalidated)
{
_playerListInvalidated = false;
ServerSendPlayerList();
}
}
else
{
// As client we have to keep things in order so the update is tick bound.
// Commands/Actions reference players and so this list needs to be in sync with those.
auto itPending = _pendingPlayerLists.begin();
while (itPending != _pendingPlayerLists.end())
{
if (itPending->first > gCurrentTicks)
break;
// List of active players found in the list.
std::vector<uint8_t> activePlayerIds;
std::vector<uint8_t> newPlayers;
std::vector<uint8_t> removedPlayers;
for (const auto& pendingPlayer : itPending->second.players)
{
activePlayerIds.push_back(pendingPlayer.Id);
auto* player = GetPlayerByID(pendingPlayer.Id);
if (player == nullptr)
{
// Add new player.
player = AddPlayer("", "");
if (player != nullptr)
{
*player = pendingPlayer;
if (player->Flags & NETWORK_PLAYER_FLAG_ISSERVER)
{
_serverConnection->Player = player;
}
newPlayers.push_back(player->Id);
}
}
else
{
// Update.
*player = pendingPlayer;
}
}
// Remove any players that are not in newly received list
for (const auto& player : player_list)
{
if (std::find(activePlayerIds.begin(), activePlayerIds.end(), player->Id) == activePlayerIds.end())
{
removedPlayers.push_back(player->Id);
}
}
// Run player removed hooks (must be before players removed from list)
for (auto playerId : removedPlayers)
{
ProcessPlayerLeftPluginHooks(playerId);
}
// Run player joined hooks (must be after players added to list)
for (auto playerId : newPlayers)
{
ProcessPlayerJoinedPluginHooks(playerId);
}
// Now actually remove removed players from player list
player_list.erase(
std::remove_if(
player_list.begin(), player_list.end(),
[&removedPlayers](const std::unique_ptr<NetworkPlayer>& player) {
return std::find(removedPlayers.begin(), removedPlayers.end(), player->Id) != removedPlayers.end();
}),
player_list.end());
_pendingPlayerLists.erase(itPending);
itPending = _pendingPlayerLists.begin();
}
}
}
void NetworkBase::ProcessPlayerInfo()
{
auto range = _pendingPlayerInfo.equal_range(gCurrentTicks);
for (auto it = range.first; it != range.second; it++)
{
auto* player = GetPlayerByID(it->second.Id);
if (player != nullptr)
{
const NetworkPlayer& networkedInfo = it->second;
player->Flags = networkedInfo.Flags;
player->Group = networkedInfo.Group;
player->LastAction = networkedInfo.LastAction;
player->LastActionCoord = networkedInfo.LastActionCoord;
player->MoneySpent = networkedInfo.MoneySpent;
player->CommandsRan = networkedInfo.CommandsRan;
}
}
_pendingPlayerInfo.erase(gCurrentTicks);
}
void NetworkBase::ProcessDisconnectedClients()
{
for (auto it = client_connection_list.begin(); it != client_connection_list.end();)
{
auto& connection = *it;
if (!connection->ShouldDisconnect)
{
it++;
continue;
}
// Make sure to send all remaining packets out before disconnecting.
connection->SendQueuedPackets();
connection->Socket->Disconnect();
ServerClientDisconnected(connection);
RemovePlayer(connection);
it = client_connection_list.erase(it);
}
}
void NetworkBase::AddClient(std::unique_ptr<ITcpSocket>&& socket)
{
// Log connection info.
char addr[128];
snprintf(addr, sizeof(addr), "Client joined from %s", socket->GetHostName());
AppendServerLog(addr);
// Store connection
auto connection = std::make_unique<NetworkConnection>();
connection->Socket = std::move(socket);
client_connection_list.push_back(std::move(connection));
}
void NetworkBase::ServerClientDisconnected(std::unique_ptr<NetworkConnection>& connection)
{
NetworkPlayer* connection_player = connection->Player;
if (connection_player == nullptr)
return;
char text[256];
const char* has_disconnected_args[2] = {
connection_player->Name.c_str(),
connection->GetLastDisconnectReason(),
};
if (has_disconnected_args[1] != nullptr)
{
FormatStringLegacy(text, 256, STR_MULTIPLAYER_PLAYER_HAS_DISCONNECTED_WITH_REASON, has_disconnected_args);
}
else
{
FormatStringLegacy(text, 256, STR_MULTIPLAYER_PLAYER_HAS_DISCONNECTED_NO_REASON, &(has_disconnected_args[0]));
}
ChatAddHistory(text);
Peep* pickup_peep = NetworkGetPickupPeep(connection_player->Id);
if (pickup_peep != nullptr)
{
PeepPickupAction pickupAction{ PeepPickupType::Cancel,
pickup_peep->Id,
{ NetworkGetPickupPeepOldX(connection_player->Id), 0, 0 },
NetworkGetCurrentPlayerId() };
auto res = GameActions::Execute(&pickupAction);
}
ServerSendEventPlayerDisconnected(
const_cast<char*>(connection_player->Name.c_str()), connection->GetLastDisconnectReason());
// Log player disconnected event
AppendServerLog(text);
ProcessPlayerLeftPluginHooks(connection_player->Id);
}
void NetworkBase::RemovePlayer(std::unique_ptr<NetworkConnection>& connection)
{
NetworkPlayer* connection_player = connection->Player;
if (connection_player == nullptr)
return;
player_list.erase(
std::remove_if(
player_list.begin(), player_list.end(),
[connection_player](std::unique_ptr<NetworkPlayer>& player) { return player.get() == connection_player; }),
player_list.end());
// Send new player list.
_playerListInvalidated = true;
}
NetworkPlayer* NetworkBase::AddPlayer(const std::string& name, const std::string& keyhash)
{
NetworkPlayer* addedplayer = nullptr;
int32_t newid = -1;
if (GetMode() == NETWORK_MODE_SERVER)
{
// Find first unused player id
for (int32_t id = 0; id < 255; id++)
{
if (std::find_if(
player_list.begin(), player_list.end(),
[&id](std::unique_ptr<NetworkPlayer> const& player) { return player->Id == id; })
== player_list.end())
{
newid = id;
break;
}
}
}
else
{
newid = 0;
}
if (newid != -1)
{
std::unique_ptr<NetworkPlayer> player;
if (GetMode() == NETWORK_MODE_SERVER)
{
// Load keys host may have added manually
_userManager.Load();
// Check if the key is registered
const NetworkUser* networkUser = _userManager.GetUserByHash(keyhash);
player = std::make_unique<NetworkPlayer>();
player->Id = newid;
player->KeyHash = keyhash;
if (networkUser == nullptr)
{
player->Group = GetDefaultGroup();
if (!name.empty())
{
player->SetName(MakePlayerNameUnique(String::Trim(name)));
}
}
else
{
player->Group = networkUser->GroupId.has_value() ? *networkUser->GroupId : GetDefaultGroup();
player->SetName(networkUser->Name);
}
// Send new player list.
_playerListInvalidated = true;
}
else
{
player = std::make_unique<NetworkPlayer>();
player->Id = newid;
player->Group = GetDefaultGroup();
player->SetName(String::Trim(std::string(name)));
}
addedplayer = player.get();
player_list.push_back(std::move(player));
}
return addedplayer;
}
std::string NetworkBase::MakePlayerNameUnique(const std::string& name)
{
// Note: Player names are case-insensitive
std::string new_name = name.substr(0, 31);
int32_t counter = 1;
bool unique;
do
{
unique = true;
// Check if there is already a player with this name in the server
for (const auto& player : player_list)
{
if (String::Equals(player->Name.c_str(), new_name.c_str(), true))
{
unique = false;
break;
}
}
if (unique)
{
// Check if there is already a registered player with this name
if (_userManager.GetUserByName(new_name) != nullptr)
{
unique = false;
}
}
if (!unique)
{
// Increment name counter
counter++;
new_name = name.substr(0, 31) + " #" + std::to_string(counter);
}
} while (!unique);
return new_name;
}
void NetworkBase::Client_Handle_TOKEN(NetworkConnection& connection, NetworkPacket& packet)
{
auto keyPath = NetworkGetPrivateKeyPath(gConfigNetwork.PlayerName);
if (!File::Exists(keyPath))
{
LOG_ERROR("Key file (%s) was not found. Restart client to re-generate it.", keyPath.c_str());
return;
}
try
{
auto fs = FileStream(keyPath, FILE_MODE_OPEN);
if (!_key.LoadPrivate(&fs))
{
throw std::runtime_error("Failed to load private key.");
}
}
catch (const std::exception&)
{
LOG_ERROR("Failed to load key %s", keyPath.c_str());
connection.SetLastDisconnectReason(STR_MULTIPLAYER_VERIFICATION_FAILURE);
connection.Disconnect();
return;
}
uint32_t challenge_size;
packet >> challenge_size;
const char* challenge = reinterpret_cast<const char*>(packet.Read(challenge_size));
std::vector<uint8_t> signature;
const std::string pubkey = _key.PublicKeyString();
_challenge.resize(challenge_size);
std::memcpy(_challenge.data(), challenge, challenge_size);
bool ok = _key.Sign(_challenge.data(), _challenge.size(), signature);
if (!ok)
{
LOG_ERROR("Failed to sign server's challenge.");
connection.SetLastDisconnectReason(STR_MULTIPLAYER_VERIFICATION_FAILURE);
connection.Disconnect();
return;
}
// Don't keep private key in memory. There's no need and it may get leaked
// when process dump gets collected at some point in future.
_key.Unload();
Client_Send_AUTH(gConfigNetwork.PlayerName, gCustomPassword, pubkey, signature);
}
void NetworkBase::ServerHandleRequestGamestate(NetworkConnection& connection, NetworkPacket& packet)
{
uint32_t tick;
packet >> tick;
if (_serverState.gamestateSnapshotsEnabled == false)
{
// Ignore this if this is off.
return;
}
IGameStateSnapshots* snapshots = GetContext().GetGameStateSnapshots();
const GameStateSnapshot_t* snapshot = snapshots->GetLinkedSnapshot(tick);
if (snapshot != nullptr)
{
MemoryStream snapshotMemory;
DataSerialiser ds(true, snapshotMemory);
snapshots->SerialiseSnapshot(const_cast<GameStateSnapshot_t&>(*snapshot), ds);
uint32_t bytesSent = 0;
uint32_t length = static_cast<uint32_t>(snapshotMemory.GetLength());
while (bytesSent < length)
{
uint32_t dataSize = CHUNK_SIZE;
if (bytesSent + dataSize > snapshotMemory.GetLength())
{
dataSize = snapshotMemory.GetLength() - bytesSent;
}
NetworkPacket packetGameStateChunk(NetworkCommand::GameState);
packetGameStateChunk << tick << length << bytesSent << dataSize;
packetGameStateChunk.Write(static_cast<const uint8_t*>(snapshotMemory.GetData()) + bytesSent, dataSize);
connection.QueuePacket(std::move(packetGameStateChunk));
bytesSent += dataSize;
}
}
}
void NetworkBase::ServerHandleHeartbeat(NetworkConnection& connection, NetworkPacket& packet)
{
LOG_VERBOSE("Client %s heartbeat", connection.Socket->GetHostName());
connection.ResetLastPacketTime();
}
void NetworkBase::Client_Handle_AUTH(NetworkConnection& connection, NetworkPacket& packet)
{
uint32_t auth_status;
packet >> auth_status >> const_cast<uint8_t&>(player_id);
connection.AuthStatus = static_cast<NetworkAuth>(auth_status);
switch (connection.AuthStatus)
{
case NetworkAuth::Ok:
Client_Send_GAMEINFO();
break;
case NetworkAuth::BadName:
connection.SetLastDisconnectReason(STR_MULTIPLAYER_BAD_PLAYER_NAME);
connection.Disconnect();
break;
case NetworkAuth::BadVersion:
{
auto version = std::string(packet.ReadString());
auto versionp = version.c_str();
connection.SetLastDisconnectReason(STR_MULTIPLAYER_INCORRECT_SOFTWARE_VERSION, &versionp);
connection.Disconnect();
break;
}
case NetworkAuth::BadPassword:
connection.SetLastDisconnectReason(STR_MULTIPLAYER_BAD_PASSWORD);
connection.Disconnect();
break;
case NetworkAuth::VerificationFailure:
connection.SetLastDisconnectReason(STR_MULTIPLAYER_VERIFICATION_FAILURE);
connection.Disconnect();
break;
case NetworkAuth::Full:
connection.SetLastDisconnectReason(STR_MULTIPLAYER_SERVER_FULL);
connection.Disconnect();
break;
case NetworkAuth::RequirePassword:
ContextOpenWindowView(WV_NETWORK_PASSWORD);
break;
case NetworkAuth::UnknownKeyDisallowed:
connection.SetLastDisconnectReason(STR_MULTIPLAYER_UNKNOWN_KEY_DISALLOWED);
connection.Disconnect();
break;
default:
connection.SetLastDisconnectReason(STR_MULTIPLAYER_RECEIVED_INVALID_DATA);
connection.Disconnect();
break;
}
}
void NetworkBase::ServerClientJoined(std::string_view name, const std::string& keyhash, NetworkConnection& connection)
{
auto player = AddPlayer(std::string(name), keyhash);
connection.Player = player;
if (player != nullptr)
{
char text[256];
const char* player_name = static_cast<const char*>(player->Name.c_str());
FormatStringLegacy(text, 256, STR_MULTIPLAYER_PLAYER_HAS_JOINED_THE_GAME, &player_name);
ChatAddHistory(text);
auto& context = GetContext();
auto& objManager = context.GetObjectManager();
auto objects = objManager.GetPackableObjects();
ServerSendObjectsList(connection, objects);
ServerSendScripts(connection);
// Log player joining event
std::string playerNameHash = player->Name + " (" + keyhash + ")";
player_name = static_cast<const char*>(playerNameHash.c_str());
FormatStringLegacy(text, 256, STR_MULTIPLAYER_PLAYER_HAS_JOINED_THE_GAME, &player_name);
AppendServerLog(text);
ProcessPlayerJoinedPluginHooks(player->Id);
}
}
void NetworkBase::ServerHandleToken(NetworkConnection& connection, [[maybe_unused]] NetworkPacket& packet)
{
uint8_t token_size = 10 + (rand() & 0x7f);
connection.Challenge.resize(token_size);
for (int32_t i = 0; i < token_size; i++)
{
connection.Challenge[i] = static_cast<uint8_t>(rand() & 0xff);
}
ServerSendToken(connection);
}
void NetworkBase::Client_Handle_OBJECTS_LIST(NetworkConnection& connection, NetworkPacket& packet)
{
auto& repo = GetContext().GetObjectRepository();
uint32_t index = 0;
uint32_t totalObjects = 0;
packet >> index >> totalObjects;
static constexpr uint32_t OBJECT_START_INDEX = 0;
if (index == OBJECT_START_INDEX)
{
_missingObjects.clear();
}
if (totalObjects > 0)
{
char objectListMsg[256];
const uint32_t args[] = {
index + 1,
totalObjects,
};
FormatStringLegacy(objectListMsg, 256, STR_MULTIPLAYER_RECEIVING_OBJECTS_LIST, &args);
auto intent = Intent(WindowClass::NetworkStatus);
intent.PutExtra(INTENT_EXTRA_MESSAGE, std::string{ objectListMsg });
intent.PutExtra(INTENT_EXTRA_CALLBACK, []() -> void { ::GetContext()->GetNetwork().Close(); });
ContextOpenIntent(&intent);
uint8_t objectType{};
packet >> objectType;
if (objectType == 0)
{
// DAT
auto entry = reinterpret_cast<const RCTObjectEntry*>(packet.Read(sizeof(RCTObjectEntry)));
if (entry != nullptr)
{
const auto* object = repo.FindObject(entry);
if (object == nullptr)
{
auto objectName = std::string(entry->GetName());
LOG_VERBOSE("Requesting object %s with checksum %x from server", objectName.c_str(), entry->checksum);
_missingObjects.push_back(ObjectEntryDescriptor(*entry));
}
else if (object->ObjectEntry.checksum != entry->checksum || object->ObjectEntry.flags != entry->flags)
{
auto objectName = std::string(entry->GetName());
LOG_WARNING(
"Object %s has different checksum/flags (%x/%x) than server (%x/%x).", objectName.c_str(),
object->ObjectEntry.checksum, object->ObjectEntry.flags, entry->checksum, entry->flags);
}
}
}
else
{
// JSON
auto identifier = packet.ReadString();
if (!identifier.empty())
{
const auto* object = repo.FindObject(identifier);
if (object == nullptr)
{
auto objectName = std::string(identifier);
LOG_VERBOSE("Requesting object %s from server", objectName.c_str());
_missingObjects.push_back(ObjectEntryDescriptor(objectName));
}
}
}
}
if (index + 1 >= totalObjects)
{
LOG_VERBOSE("client received object list, it has %u entries", totalObjects);
Client_Send_MAPREQUEST(_missingObjects);
_missingObjects.clear();
}
}
void NetworkBase::Client_Handle_SCRIPTS_HEADER(NetworkConnection& connection, NetworkPacket& packet)
{
uint32_t numScripts{};
uint32_t dataSize{};
packet >> numScripts >> dataSize;
# ifdef ENABLE_SCRIPTING
_serverScriptsData.data.Clear();
_serverScriptsData.pluginCount = numScripts;
_serverScriptsData.dataSize = dataSize;
# else
if (numScripts > 0)
{
connection.SetLastDisconnectReason("The client requires plugin support.");
Close();
}
# endif
}
void NetworkBase::Client_Handle_SCRIPTS_DATA(NetworkConnection& connection, NetworkPacket& packet)
{
# ifdef ENABLE_SCRIPTING
uint32_t dataSize{};
packet >> dataSize;
Guard::Assert(dataSize > 0);
const auto* data = packet.Read(dataSize);
Guard::Assert(data != nullptr);
auto& scriptsData = _serverScriptsData.data;
scriptsData.Write(data, dataSize);
if (scriptsData.GetLength() == _serverScriptsData.dataSize)
{
auto& scriptEngine = GetContext().GetScriptEngine();
scriptsData.SetPosition(0);
for (uint32_t i = 0; i < _serverScriptsData.pluginCount; ++i)
{
const auto codeSize = scriptsData.ReadValue<uint32_t>();
const auto scriptData = scriptsData.ReadArray<char>(codeSize);
auto code = std::string_view(reinterpret_cast<const char*>(scriptData.get()), codeSize);
scriptEngine.AddNetworkPlugin(code);
}
Guard::Assert(scriptsData.GetPosition() == scriptsData.GetLength());
// Empty the current buffer.
_serverScriptsData = {};
}
# else
connection.SetLastDisconnectReason("The client requires plugin support.");
Close();
# endif
}
void NetworkBase::Client_Handle_GAMESTATE(NetworkConnection& connection, NetworkPacket& packet)
{
uint32_t tick;
uint32_t totalSize;
uint32_t offset;
uint32_t dataSize;
packet >> tick >> totalSize >> offset >> dataSize;
if (offset == 0)
{
// Reset
_serverGameState = MemoryStream();
}
_serverGameState.SetPosition(offset);
const uint8_t* data = packet.Read(dataSize);
_serverGameState.Write(data, dataSize);
LOG_VERBOSE(
"Received Game State %.02f%%",
(static_cast<float>(_serverGameState.GetLength()) / static_cast<float>(totalSize)) * 100.0f);
if (_serverGameState.GetLength() == totalSize)
{
_serverGameState.SetPosition(0);
DataSerialiser ds(false, _serverGameState);
IGameStateSnapshots* snapshots = GetContext().GetGameStateSnapshots();
GameStateSnapshot_t& serverSnapshot = snapshots->CreateSnapshot();
snapshots->SerialiseSnapshot(serverSnapshot, ds);
const GameStateSnapshot_t* desyncSnapshot = snapshots->GetLinkedSnapshot(tick);
if (desyncSnapshot != nullptr)
{
GameStateCompareData cmpData = snapshots->Compare(serverSnapshot, *desyncSnapshot);
std::string outputPath = GetContext().GetPlatformEnvironment()->GetDirectoryPath(DIRBASE::USER, DIRID::LOG_DESYNCS);
Platform::EnsureDirectoryExists(outputPath.c_str());
char uniqueFileName[128] = {};
snprintf(
uniqueFileName, sizeof(uniqueFileName), "desync_%llu_%u.txt",
static_cast<long long unsigned>(Platform::GetDatetimeNowUTC()), tick);
std::string outputFile = Path::Combine(outputPath, uniqueFileName);
if (snapshots->LogCompareDataToFile(outputFile, cmpData))
{
LOG_INFO("Wrote desync report to '%s'", outputFile.c_str());
auto ft = Formatter();
ft.Add<char*>(uniqueFileName);
char str_desync[1024];
FormatStringLegacy(str_desync, sizeof(str_desync), STR_DESYNC_REPORT, ft.Data());
auto intent = Intent(WindowClass::NetworkStatus);
intent.PutExtra(INTENT_EXTRA_MESSAGE, std::string{ str_desync });
ContextOpenIntent(&intent);
}
}
}
}
void NetworkBase::ServerHandleMapRequest(NetworkConnection& connection, NetworkPacket& packet)
{
uint32_t size;
packet >> size;
LOG_VERBOSE("Client requested %u objects", size);
auto& repo = GetContext().GetObjectRepository();
for (uint32_t i = 0; i < size; i++)
{
uint8_t generation{};
packet >> generation;
std::string objectName;
const ObjectRepositoryItem* item{};
if (generation == static_cast<uint8_t>(ObjectGeneration::DAT))
{
const auto* entry = reinterpret_cast<const RCTObjectEntry*>(packet.Read(sizeof(RCTObjectEntry)));
objectName = std::string(entry->GetName());
LOG_VERBOSE("Client requested object %s", objectName.c_str());
item = repo.FindObject(entry);
}
else
{
objectName = std::string(packet.ReadString());
LOG_VERBOSE("Client requested object %s", objectName.c_str());
item = repo.FindObject(objectName);
}
if (item == nullptr)
{
LOG_WARNING("Client tried getting non-existent object %s from us.", objectName.c_str());
}
else
{
connection.RequestedObjects.push_back(item);
}
}
auto player_name = connection.Player->Name.c_str();
ServerSendMap(&connection);
ServerSendEventPlayerJoined(player_name);
ServerSendGroupList(connection);
}
void NetworkBase::ServerHandleAuth(NetworkConnection& connection, NetworkPacket& packet)
{
if (connection.AuthStatus != NetworkAuth::Ok)
{
auto* hostName = connection.Socket->GetHostName();
auto gameversion = packet.ReadString();
auto name = packet.ReadString();
auto password = packet.ReadString();
auto pubkey = packet.ReadString();
uint32_t sigsize;
packet >> sigsize;
if (pubkey.empty())
{
connection.AuthStatus = NetworkAuth::VerificationFailure;
}
else
{
try
{
// RSA technically supports keys up to 65536 bits, so this is the
// maximum signature size for now.
constexpr auto MaxRSASignatureSizeInBytes = 8192;
if (sigsize == 0 || sigsize > MaxRSASignatureSizeInBytes)
{
throw std::runtime_error("Invalid signature size");
}
std::vector<uint8_t> signature;
signature.resize(sigsize);
const uint8_t* signatureData = packet.Read(sigsize);
if (signatureData == nullptr)
{
throw std::runtime_error("Failed to read packet.");
}
std::memcpy(signature.data(), signatureData, sigsize);
auto ms = MemoryStream(pubkey.data(), pubkey.size());
if (!connection.Key.LoadPublic(&ms))
{
throw std::runtime_error("Failed to load public key.");
}
bool verified = connection.Key.Verify(connection.Challenge.data(), connection.Challenge.size(), signature);
const std::string hash = connection.Key.PublicKeyHash();
if (verified)
{
LOG_VERBOSE("Connection %s: Signature verification ok. Hash %s", hostName, hash.c_str());
if (gConfigNetwork.KnownKeysOnly && _userManager.GetUserByHash(hash) == nullptr)
{
LOG_VERBOSE("Connection %s: Hash %s, not known", hostName, hash.c_str());
connection.AuthStatus = NetworkAuth::UnknownKeyDisallowed;
}
else
{
connection.AuthStatus = NetworkAuth::Verified;
}
}
else
{
connection.AuthStatus = NetworkAuth::VerificationFailure;
LOG_VERBOSE("Connection %s: Signature verification failed!", hostName);
}
}
catch (const std::exception&)
{
connection.AuthStatus = NetworkAuth::VerificationFailure;
LOG_VERBOSE("Connection %s: Signature verification failed, invalid data!", hostName);
}
}
bool passwordless = false;
if (connection.AuthStatus == NetworkAuth::Verified)
{
const NetworkGroup* group = GetGroupByID(GetGroupIDByHash(connection.Key.PublicKeyHash()));
passwordless = group->CanPerformAction(NetworkPermission::PasswordlessLogin);
}
if (gameversion != NetworkGetVersion())
{
connection.AuthStatus = NetworkAuth::BadVersion;
LOG_INFO("Connection %s: Bad version.", hostName);
}
else if (name.empty())
{
connection.AuthStatus = NetworkAuth::BadName;
LOG_INFO("Connection %s: Bad name.", connection.Socket->GetHostName());
}
else if (!passwordless)
{
if (password.empty() && !_password.empty())
{
connection.AuthStatus = NetworkAuth::RequirePassword;
LOG_INFO("Connection %s: Requires password.", hostName);
}
else if (!password.empty() && _password != password)
{
connection.AuthStatus = NetworkAuth::BadPassword;
LOG_INFO("Connection %s: Bad password.", hostName);
}
}
if (GetNumVisiblePlayers() >= gConfigNetwork.Maxplayers)
{
connection.AuthStatus = NetworkAuth::Full;
LOG_INFO("Connection %s: Server is full.", hostName);
}
else if (connection.AuthStatus == NetworkAuth::Verified)
{
const std::string hash = connection.Key.PublicKeyHash();
if (ProcessPlayerAuthenticatePluginHooks(connection, name, hash))
{
connection.AuthStatus = NetworkAuth::Ok;
ServerClientJoined(name, hash, connection);
}
else
{
connection.AuthStatus = NetworkAuth::VerificationFailure;
LOG_INFO("Connection %s: Denied by plugin.", hostName);
}
}
ServerSendAuth(connection);
}
}
void NetworkBase::Client_Handle_MAP([[maybe_unused]] NetworkConnection& connection, NetworkPacket& packet)
{
uint32_t size, offset;
packet >> size >> offset;
int32_t chunksize = static_cast<int32_t>(packet.Header.Size - packet.BytesRead);
if (chunksize <= 0)
{
return;
}
if (offset == 0)
{
// Start of a new map load, clear the queue now as we have to buffer them
// until the map is fully loaded.
GameActions::ClearQueue();
GameActions::SuspendQueue();
_serverTickData.clear();
_clientMapLoaded = false;
}
if (size > chunk_buffer.size())
{
chunk_buffer.resize(size);
}
char str_downloading_map[256];
uint32_t downloading_map_args[2] = {
(offset + chunksize) / 1024,
size / 1024,
};
FormatStringLegacy(str_downloading_map, 256, STR_MULTIPLAYER_DOWNLOADING_MAP, downloading_map_args);
auto intent = Intent(WindowClass::NetworkStatus);
intent.PutExtra(INTENT_EXTRA_MESSAGE, std::string{ str_downloading_map });
intent.PutExtra(INTENT_EXTRA_CALLBACK, []() -> void { ::GetContext()->GetNetwork().Close(); });
ContextOpenIntent(&intent);
std::memcpy(&chunk_buffer[offset], const_cast<void*>(static_cast<const void*>(packet.Read(chunksize))), chunksize);
if (offset + chunksize == size)
{
// Allow queue processing of game actions again.
GameActions::ResumeQueue();
ContextForceCloseWindowByClass(WindowClass::NetworkStatus);
GameUnloadScripts();
GameNotifyMapChange();
bool has_to_free = false;
uint8_t* data = &chunk_buffer[0];
size_t data_size = size;
auto ms = MemoryStream(data, data_size);
if (LoadMap(&ms))
{
GameLoadInit();
GameLoadScripts();
GameNotifyMapChanged();
_serverState.tick = gCurrentTicks;
// WindowNetworkStatusOpen("Loaded new map from network");
_serverState.state = NetworkServerStatus::Ok;
_clientMapLoaded = true;
gFirstTimeSaving = true;
// Notify user he is now online and which shortcut key enables chat
NetworkChatShowConnectedMessage();
// Fix invalid vehicle sprite sizes, thus preventing visual corruption of sprites
FixInvalidVehicleSpriteSizes();
// NOTE: Game actions are normally processed before processing the player list.
// Given that during map load game actions are buffered we have to process the
// player list first to have valid players for the queued game actions.
ProcessPlayerList();
}
else
{
// Something went wrong, game is not loaded. Return to main screen.
auto loadOrQuitAction = LoadOrQuitAction(LoadOrQuitModes::OpenSavePrompt, PromptMode::SaveBeforeQuit);
GameActions::Execute(&loadOrQuitAction);
}
if (has_to_free)
{
free(data);
}
}
}
bool NetworkBase::LoadMap(IStream* stream)
{
bool result = false;
try
{
auto& context = GetContext();
auto& objManager = context.GetObjectManager();
auto importer = ParkImporter::CreateParkFile(context.GetObjectRepository());
auto loadResult = importer->LoadFromStream(stream, false);
objManager.LoadObjects(loadResult.RequiredObjects);
importer->Import();
EntityTweener::Get().Reset();
MapAnimationAutoCreate();
gLastAutoSaveUpdate = AUTOSAVE_PAUSE;
result = true;
}
catch (const std::exception& e)
{
Console::Error::WriteLine("Unable to read map from server: %s", e.what());
}
return result;
}
bool NetworkBase::SaveMap(IStream* stream, const std::vector<const ObjectRepositoryItem*>& objects) const
{
bool result = false;
PrepareMapForSave();
try
{
auto exporter = std::make_unique<ParkFileExporter>();
exporter->ExportObjectsList = objects;
exporter->Export(*stream);
result = true;
}
catch (const std::exception& e)
{
Console::Error::WriteLine("Unable to serialise map: %s", e.what());
}
return result;
}
void NetworkBase::Client_Handle_CHAT([[maybe_unused]] NetworkConnection& connection, NetworkPacket& packet)
{
auto text = packet.ReadString();
if (!text.empty())
{
ChatAddHistory(std::string(text));
}
}
static bool ProcessChatMessagePluginHooks(uint8_t playerId, std::string& text)
{
# ifdef ENABLE_SCRIPTING
auto& hookEngine = GetContext()->GetScriptEngine().GetHookEngine();
if (hookEngine.HasSubscriptions(OpenRCT2::Scripting::HOOK_TYPE::NETWORK_CHAT))
{
auto ctx = GetContext()->GetScriptEngine().GetContext();
// Create event args object
auto objIdx = duk_push_object(ctx);
duk_push_number(ctx, playerId);
duk_put_prop_string(ctx, objIdx, "player");
duk_push_string(ctx, text.c_str());
duk_put_prop_string(ctx, objIdx, "message");
auto e = DukValue::take_from_stack(ctx);
// Call the subscriptions
hookEngine.Call(OpenRCT2::Scripting::HOOK_TYPE::NETWORK_CHAT, e, false);
// Update text from object if subscriptions changed it
if (e["message"].type() != DukValue::Type::STRING)
{
// Subscription set text to non-string, do not relay message
return false;
}
text = e["message"].as_string();
if (text.empty())
{
// Subscription set text to empty string, do not relay message
return false;
}
}
# endif
return true;
}
void NetworkBase::ServerHandleChat(NetworkConnection& connection, NetworkPacket& packet)
{
auto szText = packet.ReadString();
if (szText.empty())
return;
if (connection.Player != nullptr)
{
NetworkGroup* group = GetGroupByID(connection.Player->Group);
if (group == nullptr || !group->CanPerformAction(NetworkPermission::Chat))
{
return;
}
}
std::string text(szText);
if (connection.Player != nullptr)
{
if (!ProcessChatMessagePluginHooks(connection.Player->Id, text))
{
// Message not to be relayed
return;
}
}
const char* formatted = FormatChat(connection.Player, text.c_str());
ChatAddHistory(formatted);
ServerSendChat(formatted);
}
void NetworkBase::Client_Handle_GAME_ACTION([[maybe_unused]] NetworkConnection& connection, NetworkPacket& packet)
{
uint32_t tick;
GameCommand actionType;
packet >> tick >> actionType;
MemoryStream stream;
const size_t size = packet.Header.Size - packet.BytesRead;
stream.WriteArray(packet.Read(size), size);
stream.SetPosition(0);
DataSerialiser ds(false, stream);
GameAction::Ptr action = GameActions::Create(actionType);
if (action == nullptr)
{
LOG_ERROR("Received unregistered game action type: 0x%08X", actionType);
return;
}
action->Serialise(ds);
if (player_id == action->GetPlayer().id)
{
// Only execute callbacks that belong to us,
// clients can have identical network ids assigned.
auto itr = _gameActionCallbacks.find(action->GetNetworkId());
if (itr != _gameActionCallbacks.end())
{
action->SetCallback(itr->second);
_gameActionCallbacks.erase(itr);
}
}
GameActions::Enqueue(std::move(action), tick);
}
void NetworkBase::ServerHandleGameAction(NetworkConnection& connection, NetworkPacket& packet)
{
uint32_t tick;
GameCommand actionType;
NetworkPlayer* player = connection.Player;
if (player == nullptr)
{
return;
}
packet >> tick >> actionType;
// Don't let clients send pause or quit
if (actionType == GameCommand::TogglePause || actionType == GameCommand::LoadOrQuit)
{
return;
}
if (actionType != GameCommand::Custom)
{
// Check if player's group permission allows command to run
NetworkGroup* group = GetGroupByID(connection.Player->Group);
if (group == nullptr || group->CanPerformCommand(actionType) == false)
{
ServerSendShowError(connection, STR_CANT_DO_THIS, STR_PERMISSION_DENIED);
return;
}
}
// Create and enqueue the action.
GameAction::Ptr ga = GameActions::Create(actionType);
if (ga == nullptr)
{
LOG_ERROR(
"Received unregistered game action type: 0x%08X from player: (%d) %s", actionType, connection.Player->Id,
connection.Player->Name.c_str());
return;
}
// Player who is hosting is not affected by cooldowns.
if ((player->Flags & NETWORK_PLAYER_FLAG_ISSERVER) == 0)
{
auto cooldownIt = player->CooldownTime.find(actionType);
if (cooldownIt != std::end(player->CooldownTime))
{
if (cooldownIt->second > 0)
{
ServerSendShowError(connection, STR_CANT_DO_THIS, STR_NETWORK_ACTION_RATE_LIMIT_MESSAGE);
return;
}
}
uint32_t cooldownTime = ga->GetCooldownTime();
if (cooldownTime > 0)
{
player->CooldownTime[actionType] = cooldownTime;
}
}
DataSerialiser stream(false);
const size_t size = packet.Header.Size - packet.BytesRead;
stream.GetStream().WriteArray(packet.Read(size), size);
stream.GetStream().SetPosition(0);
ga->Serialise(stream);
// Set player to sender, should be 0 if sent from client.
ga->SetPlayer(NetworkPlayerId_t{ connection.Player->Id });
GameActions::Enqueue(std::move(ga), tick);
}
void NetworkBase::Client_Handle_TICK([[maybe_unused]] NetworkConnection& connection, NetworkPacket& packet)
{
uint32_t srand0;
uint32_t flags;
uint32_t serverTick;
packet >> serverTick >> srand0 >> flags;
ServerTickData tickData;
tickData.srand0 = srand0;
tickData.tick = serverTick;
if (flags & NETWORK_TICK_FLAG_CHECKSUMS)
{
auto text = packet.ReadString();
if (!text.empty())
{
tickData.spriteHash = text;
}
}
// Don't let the history grow too much.
while (_serverTickData.size() >= 100)
{
_serverTickData.erase(_serverTickData.begin());
}
_serverState.tick = serverTick;
_serverTickData.emplace(serverTick, tickData);
}
void NetworkBase::Client_Handle_PLAYERINFO([[maybe_unused]] NetworkConnection& connection, NetworkPacket& packet)
{
uint32_t tick;
packet >> tick;
NetworkPlayer playerInfo;
playerInfo.Read(packet);
_pendingPlayerInfo.emplace(tick, playerInfo);
}
void NetworkBase::Client_Handle_PLAYERLIST([[maybe_unused]] NetworkConnection& connection, NetworkPacket& packet)
{
uint32_t tick;
uint8_t size;
packet >> tick >> size;
auto& pending = _pendingPlayerLists[tick];
pending.players.clear();
for (uint32_t i = 0; i < size; i++)
{
NetworkPlayer tempplayer;
tempplayer.Read(packet);
pending.players.push_back(std::move(tempplayer));
}
}
void NetworkBase::Client_Handle_PING([[maybe_unused]] NetworkConnection& connection, [[maybe_unused]] NetworkPacket& packet)
{
Client_Send_PING();
}
void NetworkBase::ServerHandlePing(NetworkConnection& connection, [[maybe_unused]] NetworkPacket& packet)
{
int32_t ping = Platform::GetTicks() - connection.PingTime;
if (ping < 0)
{
ping = 0;
}
if (connection.Player != nullptr)
{
connection.Player->Ping = ping;
WindowInvalidateByNumber(WindowClass::Player, connection.Player->Id);
}
}
void NetworkBase::Client_Handle_PINGLIST([[maybe_unused]] NetworkConnection& connection, NetworkPacket& packet)
{
uint8_t size;
packet >> size;
for (uint32_t i = 0; i < size; i++)
{
uint8_t id;
uint16_t ping;
packet >> id >> ping;
NetworkPlayer* player = GetPlayerByID(id);
if (player != nullptr)
{
player->Ping = ping;
}
}
WindowInvalidateByClass(WindowClass::Player);
}
void NetworkBase::Client_Handle_SETDISCONNECTMSG(NetworkConnection& connection, NetworkPacket& packet)
{
auto disconnectmsg = packet.ReadString();
if (!disconnectmsg.empty())
{
connection.SetLastDisconnectReason(disconnectmsg);
}
}
void NetworkBase::ServerHandleGameInfo(NetworkConnection& connection, [[maybe_unused]] NetworkPacket& packet)
{
ServerSendGameInfo(connection);
}
void NetworkBase::Client_Handle_SHOWERROR([[maybe_unused]] NetworkConnection& connection, NetworkPacket& packet)
{
StringId title, message;
packet >> title >> message;
ContextShowError(title, message, {});
}
void NetworkBase::Client_Handle_GROUPLIST([[maybe_unused]] NetworkConnection& connection, NetworkPacket& packet)
{
group_list.clear();
uint8_t size;
packet >> size >> default_group;
for (uint32_t i = 0; i < size; i++)
{
NetworkGroup group;
group.Read(packet);
auto newgroup = std::make_unique<NetworkGroup>(group);
group_list.push_back(std::move(newgroup));
}
}
void NetworkBase::Client_Handle_EVENT([[maybe_unused]] NetworkConnection& connection, NetworkPacket& packet)
{
uint16_t eventType;
packet >> eventType;
switch (eventType)
{
case SERVER_EVENT_PLAYER_JOINED:
{
auto playerName = packet.ReadString();
auto message = FormatStringID(STR_MULTIPLAYER_PLAYER_HAS_JOINED_THE_GAME, playerName);
ChatAddHistory(message);
break;
}
case SERVER_EVENT_PLAYER_DISCONNECTED:
{
auto playerName = packet.ReadString();
auto reason = packet.ReadString();
std::string message;
if (reason.empty())
{
message = FormatStringID(STR_MULTIPLAYER_PLAYER_HAS_DISCONNECTED_NO_REASON, playerName);
}
else
{
message = FormatStringID(STR_MULTIPLAYER_PLAYER_HAS_DISCONNECTED_WITH_REASON, playerName, reason);
}
ChatAddHistory(message);
break;
}
}
}
void NetworkBase::Client_Send_GAMEINFO()
{
LOG_VERBOSE("requesting gameinfo");
NetworkPacket packet(NetworkCommand::GameInfo);
_serverConnection->QueuePacket(std::move(packet));
}
void NetworkBase::Client_Handle_GAMEINFO([[maybe_unused]] NetworkConnection& connection, NetworkPacket& packet)
{
auto jsonString = packet.ReadString();
packet >> _serverState.gamestateSnapshotsEnabled;
packet >> IsServerPlayerInvisible;
json_t jsonData = Json::FromString(jsonString);
if (jsonData.is_object())
{
ServerName = Json::GetString(jsonData["name"]);
ServerDescription = Json::GetString(jsonData["description"]);
ServerGreeting = Json::GetString(jsonData["greeting"]);
json_t jsonProvider = jsonData["provider"];
if (jsonProvider.is_object())
{
ServerProviderName = Json::GetString(jsonProvider["name"]);
ServerProviderEmail = Json::GetString(jsonProvider["email"]);
ServerProviderWebsite = Json::GetString(jsonProvider["website"]);
}
}
NetworkChatShowServerGreeting();
}
void NetworkReconnect()
{
OpenRCT2::GetContext()->GetNetwork().Reconnect();
}
void NetworkShutdownClient()
{
OpenRCT2::GetContext()->GetNetwork().ServerClientDisconnected();
}
int32_t NetworkBeginClient(const std::string& host, int32_t port)
{
return OpenRCT2::GetContext()->GetNetwork().BeginClient(host, port);
}
int32_t NetworkBeginServer(int32_t port, const std::string& address)
{
return OpenRCT2::GetContext()->GetNetwork().BeginServer(port, address);
}
void NetworkUpdate()
{
OpenRCT2::GetContext()->GetNetwork().Update();
}
void NetworkProcessPending()
{
OpenRCT2::GetContext()->GetNetwork().ProcessPending();
}
void NetworkFlush()
{
OpenRCT2::GetContext()->GetNetwork().Flush();
}
int32_t NetworkGetMode()
{
return OpenRCT2::GetContext()->GetNetwork().GetMode();
}
int32_t NetworkGetStatus()
{
return OpenRCT2::GetContext()->GetNetwork().GetStatus();
}
bool NetworkIsDesynchronised()
{
return OpenRCT2::GetContext()->GetNetwork().IsDesynchronised();
}
bool NetworkCheckDesynchronisation()
{
return OpenRCT2::GetContext()->GetNetwork().CheckDesynchronizaton();
}
void NetworkRequestGamestateSnapshot()
{
return OpenRCT2::GetContext()->GetNetwork().RequestStateSnapshot();
}
void NetworkSendTick()
{
OpenRCT2::GetContext()->GetNetwork().ServerSendTick();
}
NetworkAuth NetworkGetAuthstatus()
{
return OpenRCT2::GetContext()->GetNetwork().GetAuthStatus();
}
uint32_t NetworkGetServerTick()
{
return OpenRCT2::GetContext()->GetNetwork().GetServerTick();
}
uint8_t NetworkGetCurrentPlayerId()
{
return OpenRCT2::GetContext()->GetNetwork().GetPlayerID();
}
int32_t NetworkGetNumPlayers()
{
return OpenRCT2::GetContext()->GetNetwork().GetTotalNumPlayers();
}
int32_t NetworkGetNumVisiblePlayers()
{
return OpenRCT2::GetContext()->GetNetwork().GetNumVisiblePlayers();
}
const char* NetworkGetPlayerName(uint32_t index)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
Guard::IndexInRange(index, network.player_list);
return static_cast<const char*>(network.player_list[index]->Name.c_str());
}
uint32_t NetworkGetPlayerFlags(uint32_t index)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
Guard::IndexInRange(index, network.player_list);
return network.player_list[index]->Flags;
}
int32_t NetworkGetPlayerPing(uint32_t index)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
Guard::IndexInRange(index, network.player_list);
return network.player_list[index]->Ping;
}
int32_t NetworkGetPlayerID(uint32_t index)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
Guard::IndexInRange(index, network.player_list);
return network.player_list[index]->Id;
}
money64 NetworkGetPlayerMoneySpent(uint32_t index)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
Guard::IndexInRange(index, network.player_list);
return network.player_list[index]->MoneySpent;
}
std::string NetworkGetPlayerIPAddress(uint32_t id)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
auto conn = network.GetPlayerConnection(id);
if (conn != nullptr && conn->Socket != nullptr)
{
return conn->Socket->GetIpAddress();
}
return {};
}
std::string NetworkGetPlayerPublicKeyHash(uint32_t id)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
auto player = network.GetPlayerByID(id);
if (player != nullptr)
{
return player->KeyHash;
}
return {};
}
void NetworkAddPlayerMoneySpent(uint32_t index, money64 cost)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
Guard::IndexInRange(index, network.player_list);
network.player_list[index]->AddMoneySpent(cost);
}
int32_t NetworkGetPlayerLastAction(uint32_t index, int32_t time)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
Guard::IndexInRange(index, network.player_list);
if (time && Platform::GetTicks() > network.player_list[index]->LastActionTime + time)
{
return -999;
}
return network.player_list[index]->LastAction;
}
void NetworkSetPlayerLastAction(uint32_t index, GameCommand command)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
Guard::IndexInRange(index, network.player_list);
network.player_list[index]->LastAction = static_cast<int32_t>(NetworkActions::FindCommand(command));
network.player_list[index]->LastActionTime = Platform::GetTicks();
}
CoordsXYZ NetworkGetPlayerLastActionCoord(uint32_t index)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
Guard::IndexInRange(index, OpenRCT2::GetContext()->GetNetwork().player_list);
return network.player_list[index]->LastActionCoord;
}
void NetworkSetPlayerLastActionCoord(uint32_t index, const CoordsXYZ& coord)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
Guard::IndexInRange(index, network.player_list);
if (index < network.player_list.size())
{
network.player_list[index]->LastActionCoord = coord;
}
}
uint32_t NetworkGetPlayerCommandsRan(uint32_t index)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
Guard::IndexInRange(index, OpenRCT2::GetContext()->GetNetwork().player_list);
return network.player_list[index]->CommandsRan;
}
int32_t NetworkGetPlayerIndex(uint32_t id)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
auto it = network.GetPlayerIteratorByID(id);
if (it == network.player_list.end())
{
return -1;
}
return static_cast<int32_t>(network.GetPlayerIteratorByID(id) - network.player_list.begin());
}
uint8_t NetworkGetPlayerGroup(uint32_t index)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
Guard::IndexInRange(index, network.player_list);
return network.player_list[index]->Group;
}
void NetworkSetPlayerGroup(uint32_t index, uint32_t groupindex)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
Guard::IndexInRange(index, network.player_list);
Guard::IndexInRange(groupindex, network.group_list);
network.player_list[index]->Group = network.group_list[groupindex]->Id;
}
int32_t NetworkGetGroupIndex(uint8_t id)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
auto it = network.GetGroupIteratorByID(id);
if (it == network.group_list.end())
{
return -1;
}
return static_cast<int32_t>(network.GetGroupIteratorByID(id) - network.group_list.begin());
}
uint8_t NetworkGetGroupID(uint32_t index)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
Guard::IndexInRange(index, network.group_list);
return network.group_list[index]->Id;
}
int32_t NetworkGetNumGroups()
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
return static_cast<int32_t>(network.group_list.size());
}
const char* NetworkGetGroupName(uint32_t index)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
return network.group_list[index]->GetName().c_str();
}
void NetworkChatShowConnectedMessage()
{
auto windowManager = GetContext()->GetUiContext()->GetWindowManager();
std::string s = windowManager->GetKeyboardShortcutString("interface.misc.multiplayer_chat");
const char* sptr = s.c_str();
utf8 buffer[256];
FormatStringLegacy(buffer, sizeof(buffer), STR_MULTIPLAYER_CONNECTED_CHAT_HINT, &sptr);
NetworkPlayer server;
server.Name = "Server";
const char* formatted = NetworkBase::FormatChat(&server, buffer);
ChatAddHistory(formatted);
}
// Display server greeting if one exists
void NetworkChatShowServerGreeting()
{
const auto& greeting = NetworkGetServerGreeting();
if (!greeting.empty())
{
thread_local std::string greeting_formatted;
greeting_formatted.assign("{OUTLINE}{GREEN}");
greeting_formatted += greeting;
ChatAddHistory(greeting_formatted);
}
}
GameActions::Result NetworkSetPlayerGroup(
NetworkPlayerId_t actionPlayerId, NetworkPlayerId_t playerId, uint8_t groupId, bool isExecuting)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
NetworkPlayer* player = network.GetPlayerByID(playerId);
NetworkGroup* fromgroup = network.GetGroupByID(actionPlayerId);
if (player == nullptr)
{
return GameActions::Result(GameActions::Status::InvalidParameters, STR_CANT_DO_THIS, STR_NONE);
}
if (network.GetGroupByID(groupId) == nullptr)
{
return GameActions::Result(GameActions::Status::InvalidParameters, STR_CANT_DO_THIS, STR_NONE);
}
if (player->Flags & NETWORK_PLAYER_FLAG_ISSERVER)
{
return GameActions::Result(
GameActions::Status::InvalidParameters, STR_CANT_CHANGE_GROUP_THAT_THE_HOST_BELONGS_TO, STR_NONE);
}
if (groupId == 0 && fromgroup != nullptr && fromgroup->Id != 0)
{
return GameActions::Result(GameActions::Status::InvalidParameters, STR_CANT_SET_TO_THIS_GROUP, STR_NONE);
}
if (isExecuting)
{
player->Group = groupId;
if (NetworkGetMode() == NETWORK_MODE_SERVER)
{
// Add or update saved user
NetworkUserManager& userManager = network._userManager;
NetworkUser* networkUser = userManager.GetOrAddUser(player->KeyHash);
networkUser->GroupId = groupId;
networkUser->Name = player->Name;
userManager.Save();
}
WindowInvalidateByNumber(WindowClass::Player, playerId);
// Log set player group event
NetworkPlayer* game_command_player = network.GetPlayerByID(actionPlayerId);
NetworkGroup* new_player_group = network.GetGroupByID(groupId);
char log_msg[256];
const char* args[3] = {
player->Name.c_str(),
new_player_group->GetName().c_str(),
game_command_player->Name.c_str(),
};
FormatStringLegacy(log_msg, 256, STR_LOG_SET_PLAYER_GROUP, args);
NetworkAppendServerLog(log_msg);
}
return GameActions::Result();
}
GameActions::Result NetworkModifyGroups(
NetworkPlayerId_t actionPlayerId, ModifyGroupType type, uint8_t groupId, const std::string& name, uint32_t permissionIndex,
PermissionState permissionState, bool isExecuting)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
switch (type)
{
case ModifyGroupType::AddGroup:
{
if (isExecuting)
{
NetworkGroup* newgroup = network.AddGroup();
if (newgroup == nullptr)
{
return GameActions::Result(GameActions::Status::Unknown, STR_CANT_DO_THIS, STR_NONE);
}
}
}
break;
case ModifyGroupType::RemoveGroup:
{
if (groupId == 0)
{
return GameActions::Result(GameActions::Status::Disallowed, STR_THIS_GROUP_CANNOT_BE_MODIFIED, STR_NONE);
}
for (const auto& it : network.player_list)
{
if ((it.get())->Group == groupId)
{
return GameActions::Result(
GameActions::Status::Disallowed, STR_CANT_REMOVE_GROUP_THAT_PLAYERS_BELONG_TO, STR_NONE);
}
}
if (isExecuting)
{
network.RemoveGroup(groupId);
}
}
break;
case ModifyGroupType::SetPermissions:
{
if (groupId == 0)
{ // can't change admin group permissions
return GameActions::Result(GameActions::Status::Disallowed, STR_THIS_GROUP_CANNOT_BE_MODIFIED, STR_NONE);
}
NetworkGroup* mygroup = nullptr;
NetworkPlayer* player = network.GetPlayerByID(actionPlayerId);
auto networkPermission = static_cast<NetworkPermission>(permissionIndex);
if (player != nullptr && permissionState == PermissionState::Toggle)
{
mygroup = network.GetGroupByID(player->Group);
if (mygroup == nullptr || !mygroup->CanPerformAction(networkPermission))
{
return GameActions::Result(
GameActions::Status::Disallowed, STR_CANT_MODIFY_PERMISSION_THAT_YOU_DO_NOT_HAVE_YOURSELF, STR_NONE);
}
}
if (isExecuting)
{
NetworkGroup* group = network.GetGroupByID(groupId);
if (group != nullptr)
{
if (permissionState != PermissionState::Toggle)
{
if (mygroup != nullptr)
{
if (permissionState == PermissionState::SetAll)
{
group->ActionsAllowed = mygroup->ActionsAllowed;
}
else
{
group->ActionsAllowed.fill(0x00);
}
}
}
else
{
group->ToggleActionPermission(networkPermission);
}
}
}
}
break;
case ModifyGroupType::SetName:
{
NetworkGroup* group = network.GetGroupByID(groupId);
const char* oldName = group->GetName().c_str();
if (strcmp(oldName, name.c_str()) == 0)
{
return GameActions::Result();
}
if (name.empty())
{
return GameActions::Result(
GameActions::Status::InvalidParameters, STR_CANT_RENAME_GROUP, STR_INVALID_GROUP_NAME);
}
if (isExecuting)
{
if (group != nullptr)
{
group->SetName(name);
}
}
}
break;
case ModifyGroupType::SetDefault:
{
if (groupId == 0)
{
return GameActions::Result(GameActions::Status::Disallowed, STR_CANT_SET_TO_THIS_GROUP, STR_NONE);
}
if (isExecuting)
{
network.SetDefaultGroup(groupId);
}
}
break;
default:
LOG_ERROR("Invalid Modify Group Type: %u", static_cast<uint8_t>(type));
return GameActions::Result(GameActions::Status::InvalidParameters, STR_NONE, STR_NONE);
}
network.SaveGroups();
return GameActions::Result();
}
GameActions::Result NetworkKickPlayer(NetworkPlayerId_t playerId, bool isExecuting)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
NetworkPlayer* player = network.GetPlayerByID(playerId);
if (player == nullptr)
{
// Player might be already removed by the PLAYERLIST command, need to refactor non-game commands executing too
// early.
return GameActions::Result(GameActions::Status::Unknown, STR_NONE, STR_NONE);
}
if (player->Flags & NETWORK_PLAYER_FLAG_ISSERVER)
{
return GameActions::Result(GameActions::Status::Disallowed, STR_CANT_KICK_THE_HOST, STR_NONE);
}
if (isExecuting)
{
if (network.GetMode() == NETWORK_MODE_SERVER)
{
network.KickPlayer(playerId);
NetworkUserManager& networkUserManager = network._userManager;
networkUserManager.Load();
networkUserManager.RemoveUser(player->KeyHash);
networkUserManager.Save();
}
}
return GameActions::Result();
}
uint8_t NetworkGetDefaultGroup()
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
return network.GetDefaultGroup();
}
int32_t NetworkGetNumActions()
{
return static_cast<int32_t>(NetworkActions::Actions.size());
}
StringId NetworkGetActionNameStringID(uint32_t index)
{
if (index < NetworkActions::Actions.size())
{
return NetworkActions::Actions[index].Name;
}
return STR_NONE;
}
int32_t NetworkCanPerformAction(uint32_t groupindex, NetworkPermission index)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
Guard::IndexInRange(groupindex, network.group_list);
return network.group_list[groupindex]->CanPerformAction(index);
}
int32_t NetworkCanPerformCommand(uint32_t groupindex, int32_t index)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
Guard::IndexInRange(groupindex, network.group_list);
return network.group_list[groupindex]->CanPerformCommand(static_cast<GameCommand>(index)); // TODO
}
void NetworkSetPickupPeep(uint8_t playerid, Peep* peep)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
if (network.GetMode() == NETWORK_MODE_NONE)
{
_pickup_peep = peep;
}
else
{
NetworkPlayer* player = network.GetPlayerByID(playerid);
if (player != nullptr)
{
player->PickupPeep = peep;
}
}
}
Peep* NetworkGetPickupPeep(uint8_t playerid)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
if (network.GetMode() == NETWORK_MODE_NONE)
{
return _pickup_peep;
}
NetworkPlayer* player = network.GetPlayerByID(playerid);
if (player != nullptr)
{
return player->PickupPeep;
}
return nullptr;
}
void NetworkSetPickupPeepOldX(uint8_t playerid, int32_t x)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
if (network.GetMode() == NETWORK_MODE_NONE)
{
_pickup_peep_old_x = x;
}
else
{
NetworkPlayer* player = network.GetPlayerByID(playerid);
if (player != nullptr)
{
player->PickupPeepOldX = x;
}
}
}
int32_t NetworkGetPickupPeepOldX(uint8_t playerid)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
if (network.GetMode() == NETWORK_MODE_NONE)
{
return _pickup_peep_old_x;
}
NetworkPlayer* player = network.GetPlayerByID(playerid);
if (player != nullptr)
{
return player->PickupPeepOldX;
}
return -1;
}
bool NetworkIsServerPlayerInvisible()
{
return OpenRCT2::GetContext()->GetNetwork().IsServerPlayerInvisible;
}
int32_t NetworkGetCurrentPlayerGroupIndex()
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
NetworkPlayer* player = network.GetPlayerByID(network.GetPlayerID());
if (player != nullptr)
{
return NetworkGetGroupIndex(player->Group);
}
return -1;
}
void NetworkSendChat(const char* text, const std::vector<uint8_t>& playerIds)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
if (network.GetMode() == NETWORK_MODE_CLIENT)
{
network.Client_Send_CHAT(text);
}
else if (network.GetMode() == NETWORK_MODE_SERVER)
{
std::string message = text;
if (ProcessChatMessagePluginHooks(network.GetPlayerID(), message))
{
auto player = network.GetPlayerByID(network.GetPlayerID());
if (player != nullptr)
{
auto formatted = network.FormatChat(player, message.c_str());
if (playerIds.empty()
|| std::find(playerIds.begin(), playerIds.end(), network.GetPlayerID()) != playerIds.end())
{
// Server is one of the recipients
ChatAddHistory(formatted);
}
network.ServerSendChat(formatted, playerIds);
}
}
}
}
void NetworkSendGameAction(const GameAction* action)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
switch (network.GetMode())
{
case NETWORK_MODE_SERVER:
network.ServerSendGameAction(action);
break;
case NETWORK_MODE_CLIENT:
network.Client_Send_GAME_ACTION(action);
break;
}
}
void NetworkSendPassword(const std::string& password)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
const auto keyPath = NetworkGetPrivateKeyPath(gConfigNetwork.PlayerName);
if (!File::Exists(keyPath))
{
LOG_ERROR("Private key %s missing! Restart the game to generate it.", keyPath.c_str());
return;
}
try
{
auto fs = FileStream(keyPath, FILE_MODE_OPEN);
network._key.LoadPrivate(&fs);
}
catch (const std::exception&)
{
LOG_ERROR("Error reading private key from %s.", keyPath.c_str());
return;
}
const std::string pubkey = network._key.PublicKeyString();
std::vector<uint8_t> signature;
network._key.Sign(network._challenge.data(), network._challenge.size(), signature);
// Don't keep private key in memory. There's no need and it may get leaked
// when process dump gets collected at some point in future.
network._key.Unload();
network.Client_Send_AUTH(gConfigNetwork.PlayerName, password, pubkey, signature);
}
void NetworkSetPassword(const char* password)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
network.SetPassword(password);
}
void NetworkAppendChatLog(std::string_view text)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
network.AppendChatLog(text);
}
void NetworkAppendServerLog(const utf8* text)
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
network.AppendServerLog(text);
}
static u8string NetworkGetKeysDirectory()
{
auto env = GetContext()->GetPlatformEnvironment();
return Path::Combine(env->GetDirectoryPath(DIRBASE::USER), u8"keys");
}
static u8string NetworkGetPrivateKeyPath(u8string_view playerName)
{
return Path::Combine(NetworkGetKeysDirectory(), u8string(playerName) + u8".privkey");
}
static u8string NetworkGetPublicKeyPath(u8string_view playerName, u8string_view hash)
{
const auto filename = u8string(playerName) + u8"-" + u8string(hash) + u8".pubkey";
return Path::Combine(NetworkGetKeysDirectory(), filename);
}
u8string NetworkGetServerName()
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
return network.ServerName;
}
u8string NetworkGetServerDescription()
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
return network.ServerDescription;
}
u8string NetworkGetServerGreeting()
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
return network.ServerGreeting;
}
u8string NetworkGetServerProviderName()
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
return network.ServerProviderName;
}
u8string NetworkGetServerProviderEmail()
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
return network.ServerProviderEmail;
}
u8string NetworkGetServerProviderWebsite()
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
return network.ServerProviderWebsite;
}
std::string NetworkGetVersion()
{
return NETWORK_STREAM_ID;
}
NetworkStats NetworkGetStats()
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
return network.GetStats();
}
NetworkServerState NetworkGetServerState()
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
return network.GetServerState();
}
bool NetworkGamestateSnapshotsEnabled()
{
return NetworkGetServerState().gamestateSnapshotsEnabled;
}
json_t NetworkGetServerInfoAsJson()
{
auto& network = OpenRCT2::GetContext()->GetNetwork();
return network.GetServerInfoAsJson();
}
#else
int32_t NetworkGetMode()
{
return NETWORK_MODE_NONE;
}
int32_t NetworkGetStatus()
{
return NETWORK_STATUS_NONE;
}
NetworkAuth NetworkGetAuthstatus()
{
return NetworkAuth::None;
}
uint32_t NetworkGetServerTick()
{
return gCurrentTicks;
}
void NetworkFlush()
{
}
void NetworkSendTick()
{
}
bool NetworkIsDesynchronised()
{
return false;
}
bool NetworkGamestateSnapshotsEnabled()
{
return false;
}
bool NetworkCheckDesynchronisation()
{
return false;
}
void NetworkRequestGamestateSnapshot()
{
}
void NetworkSendGameAction(const GameAction* action)
{
}
void NetworkUpdate()
{
}
void NetworkProcessPending()
{
}
int32_t NetworkBeginClient(const std::string& host, int32_t port)
{
return 1;
}
int32_t NetworkBeginServer(int32_t port, const std::string& address)
{
return 1;
}
int32_t NetworkGetNumPlayers()
{
return 1;
}
int32_t NetworkGetNumVisiblePlayers()
{
return 1;
}
const char* NetworkGetPlayerName(uint32_t index)
{
return "local (OpenRCT2 compiled without MP)";
}
uint32_t NetworkGetPlayerFlags(uint32_t index)
{
return 0;
}
int32_t NetworkGetPlayerPing(uint32_t index)
{
return 0;
}
int32_t NetworkGetPlayerID(uint32_t index)
{
return 0;
}
money64 NetworkGetPlayerMoneySpent(uint32_t index)
{
return 0.00_GBP;
}
std::string NetworkGetPlayerIPAddress(uint32_t id)
{
return {};
}
std::string NetworkGetPlayerPublicKeyHash(uint32_t id)
{
return {};
}
void NetworkAddPlayerMoneySpent(uint32_t index, money64 cost)
{
}
int32_t NetworkGetPlayerLastAction(uint32_t index, int32_t time)
{
return -999;
}
void NetworkSetPlayerLastAction(uint32_t index, GameCommand command)
{
}
CoordsXYZ NetworkGetPlayerLastActionCoord(uint32_t index)
{
return { 0, 0, 0 };
}
void NetworkSetPlayerLastActionCoord(uint32_t index, const CoordsXYZ& coord)
{
}
uint32_t NetworkGetPlayerCommandsRan(uint32_t index)
{
return 0;
}
int32_t NetworkGetPlayerIndex(uint32_t id)
{
return -1;
}
uint8_t NetworkGetPlayerGroup(uint32_t index)
{
return 0;
}
void NetworkSetPlayerGroup(uint32_t index, uint32_t groupindex)
{
}
int32_t NetworkGetGroupIndex(uint8_t id)
{
return -1;
}
uint8_t NetworkGetGroupID(uint32_t index)
{
return 0;
}
int32_t NetworkGetNumGroups()
{
return 0;
}
const char* NetworkGetGroupName(uint32_t index)
{
return "";
};
GameActions::Result NetworkSetPlayerGroup(
NetworkPlayerId_t actionPlayerId, NetworkPlayerId_t playerId, uint8_t groupId, bool isExecuting)
{
return GameActions::Result();
}
GameActions::Result NetworkModifyGroups(
NetworkPlayerId_t actionPlayerId, ModifyGroupType type, uint8_t groupId, const std::string& name, uint32_t permissionIndex,
PermissionState permissionState, bool isExecuting)
{
return GameActions::Result();
}
GameActions::Result NetworkKickPlayer(NetworkPlayerId_t playerId, bool isExecuting)
{
return GameActions::Result();
}
uint8_t NetworkGetDefaultGroup()
{
return 0;
}
int32_t NetworkGetNumActions()
{
return 0;
}
StringId NetworkGetActionNameStringID(uint32_t index)
{
return -1;
}
int32_t NetworkCanPerformAction(uint32_t groupindex, NetworkPermission index)
{
return 0;
}
int32_t NetworkCanPerformCommand(uint32_t groupindex, int32_t index)
{
return 0;
}
void NetworkSetPickupPeep(uint8_t playerid, Peep* peep)
{
_pickup_peep = peep;
}
Peep* NetworkGetPickupPeep(uint8_t playerid)
{
return _pickup_peep;
}
void NetworkSetPickupPeepOldX(uint8_t playerid, int32_t x)
{
_pickup_peep_old_x = x;
}
int32_t NetworkGetPickupPeepOldX(uint8_t playerid)
{
return _pickup_peep_old_x;
}
void NetworkSendChat(const char* text, const std::vector<uint8_t>& playerIds)
{
}
void NetworkSendPassword(const std::string& password)
{
}
void NetworkReconnect()
{
}
void NetworkShutdownClient()
{
}
void NetworkSetPassword(const char* password)
{
}
uint8_t NetworkGetCurrentPlayerId()
{
return 0;
}
int32_t NetworkGetCurrentPlayerGroupIndex()
{
return 0;
}
bool NetworkIsServerPlayerInvisible()
{
return false;
}
void NetworkAppendChatLog(std::string_view)
{
}
void NetworkAppendServerLog(const utf8* text)
{
}
u8string NetworkGetServerName()
{
return u8string();
}
u8string NetworkGetServerDescription()
{
return u8string();
}
u8string NetworkGetServerGreeting()
{
return u8string();
}
u8string NetworkGetServerProviderName()
{
return u8string();
}
u8string NetworkGetServerProviderEmail()
{
return u8string();
}
u8string NetworkGetServerProviderWebsite()
{
return u8string();
}
std::string NetworkGetVersion()
{
return "Multiplayer disabled";
}
NetworkStats NetworkGetStats()
{
return NetworkStats{};
}
NetworkServerState NetworkGetServerState()
{
return NetworkServerState{};
}
json_t NetworkGetServerInfoAsJson()
{
return {};
}
#endif /* DISABLE_NETWORK */