OpenTTD/src/network/network_server.cpp

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/* $Id$ */
/** @file network_server.cpp Server part of the network protocol. */
#ifdef ENABLE_NETWORK
#include "../stdafx.h"
#include "../debug.h"
#include "../strings_func.h"
#include "network_internal.h"
#include "../vehicle_base.h"
#include "../date_func.h"
#include "network_server.h"
#include "network_udp.h"
#include "../console_func.h"
#include "../command_func.h"
#include "../saveload/saveload.h"
#include "../station_base.h"
#include "../genworld.h"
#include "../fileio_func.h"
#include "../string_func.h"
#include "../company_func.h"
#include "../company_gui.h"
#include "../settings_type.h"
#include "../window_func.h"
#include "../openttd.h"
#include "table/strings.h"
/* This file handles all the server-commands */
static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
/***********
* Sending functions
* DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs
************/
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(NetworkClientSocket *cs, NetworkClientInfo *ci)
{
/*
* Packet: SERVER_CLIENT_INFO
* Function: Sends info about a client
* Data:
* uint32: The identifier of the client (always unique on a server. 1 = server, 0 is invalid)
* uint8: As which company the client is playing
* String: The name of the client
*/
if (ci->client_id != INVALID_CLIENT_ID) {
Packet *p = NetworkSend_Init(PACKET_SERVER_CLIENT_INFO);
p->Send_uint32(ci->client_id);
p->Send_uint8 (ci->client_playas);
p->Send_string(ci->client_name);
cs->Send_Packet(p);
}
}
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)
{
/*
* Packet: SERVER_COMPANY_INFO
* Function: Sends info about the companies
* Data:
*/
/* Fetch the latest version of the stats */
NetworkCompanyStats company_stats[MAX_COMPANIES];
NetworkPopulateCompanyStats(company_stats);
/* Make a list of all clients per company */
char clients[MAX_COMPANIES][NETWORK_CLIENTS_LENGTH];
NetworkClientSocket *csi;
memset(clients, 0, sizeof(clients));
/* Add the local player (if not dedicated) */
const NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(CLIENT_ID_SERVER);
if (ci != NULL && Company::IsValidID(ci->client_playas)) {
strecpy(clients[ci->client_playas], ci->client_name, lastof(clients[ci->client_playas]));
}
FOR_ALL_CLIENT_SOCKETS(csi) {
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkGetClientName(client_name, sizeof(client_name), csi);
ci = csi->GetInfo();
if (ci != NULL && Company::IsValidID(ci->client_playas)) {
if (!StrEmpty(clients[ci->client_playas])) {
strecat(clients[ci->client_playas], ", ", lastof(clients[ci->client_playas]));
}
strecat(clients[ci->client_playas], client_name, lastof(clients[ci->client_playas]));
}
}
/* Now send the data */
Company *company;
Packet *p;
FOR_ALL_COMPANIES(company) {
p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO);
p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
p->Send_bool (true);
cs->Send_CompanyInformation(p, company, &company_stats[company->index]);
if (StrEmpty(clients[company->index])) {
p->Send_string("<none>");
} else {
p->Send_string(clients[company->index]);
}
cs->Send_Packet(p);
}
p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO);
p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
p->Send_bool (false);
cs->Send_Packet(p);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientSocket *cs, NetworkErrorCode error)
{
/*
* Packet: SERVER_ERROR
* Function: The client made an error
* Data:
* uint8: ErrorID (see network_data.h, NetworkErrorCode)
*/
char str[100];
Packet *p = NetworkSend_Init(PACKET_SERVER_ERROR);
p->Send_uint8(error);
cs->Send_Packet(p);
StringID strid = GetNetworkErrorMsg(error);
GetString(str, strid, lastof(str));
/* Only send when the current client was in game */
if (cs->status > STATUS_AUTH) {
NetworkClientSocket *new_cs;
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkGetClientName(client_name, sizeof(client_name), cs);
DEBUG(net, 1, "'%s' made an error and has been disconnected. Reason: '%s'", client_name, str);
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, strid);
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTH && new_cs != cs) {
/* Some errors we filter to a more general error. Clients don't have to know the real
* reason a joining failed. */
if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION)
error = NETWORK_ERROR_ILLEGAL_PACKET;
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, error);
}
}
} else {
DEBUG(net, 1, "Client %d made an error and has been disconnected. Reason: '%s'", cs->client_id, str);
}
cs->CloseConnection();
/* Make sure the data get's there before we close the connection */
cs->Send_Packets();
/* The client made a mistake, so drop his connection now! */
NetworkCloseClient(cs);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHECK_NEWGRFS)(NetworkClientSocket *cs)
{
/*
* Packet: PACKET_SERVER_CHECK_NEWGRFS
* Function: Sends info about the used GRFs to the client
* Data:
* uint8: Amount of GRFs
* And then for each GRF:
* uint32: GRF ID
* 16 * uint8: MD5 checksum of the GRF
*/
Packet *p = NetworkSend_Init(PACKET_SERVER_CHECK_NEWGRFS);
const GRFConfig *c;
uint grf_count = 0;
for (c = _grfconfig; c != NULL; c = c->next) {
if (!HasBit(c->flags, GCF_STATIC)) grf_count++;
}
p->Send_uint8 (grf_count);
for (c = _grfconfig; c != NULL; c = c->next) {
if (!HasBit(c->flags, GCF_STATIC)) cs->Send_GRFIdentifier(p, c);
}
cs->Send_Packet(p);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(NetworkClientSocket *cs, NetworkPasswordType type)
{
/*
* Packet: SERVER_NEED_PASSWORD
* Function: Indication to the client that the server needs a password
* Data:
* uint8: Type of password
*/
/* Invalid packet when status is AUTH or higher */
if (cs->status >= STATUS_AUTH) return;
cs->status = STATUS_AUTHORIZING;
Packet *p = NetworkSend_Init(PACKET_SERVER_NEED_PASSWORD);
p->Send_uint8(type);
p->Send_uint32(_settings_game.game_creation.generation_seed);
p->Send_string(_settings_client.network.network_id);
cs->Send_Packet(p);
}
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME)
{
/*
* Packet: SERVER_WELCOME
* Function: The client is joined and ready to receive his map
* Data:
* uint32: Own Client identifier
*/
Packet *p;
NetworkClientSocket *new_cs;
/* Invalid packet when status is AUTH or higher */
if (cs->status >= STATUS_AUTH) return;
cs->status = STATUS_AUTH;
_network_game_info.clients_on++;
p = NetworkSend_Init(PACKET_SERVER_WELCOME);
p->Send_uint32(cs->client_id);
p->Send_uint32(_settings_game.game_creation.generation_seed);
p->Send_string(_settings_client.network.network_id);
cs->Send_Packet(p);
/* Transmit info about all the active clients */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs != cs && new_cs->status > STATUS_AUTH)
SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, new_cs->GetInfo());
}
/* Also send the info of the server */
SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, NetworkFindClientInfoFromClientID(CLIENT_ID_SERVER));
}
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WAIT)
{
/*
* Packet: PACKET_SERVER_WAIT
* Function: The client can not receive the map at the moment because
* someone else is already receiving the map
* Data:
* uint8: Clients awaiting map
*/
int waiting = 0;
NetworkClientSocket *new_cs;
Packet *p;
/* Count how many clients are waiting in the queue */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status == STATUS_MAP_WAIT) waiting++;
}
p = NetworkSend_Init(PACKET_SERVER_WAIT);
p->Send_uint8(waiting);
cs->Send_Packet(p);
}
/* This sends the map to the client */
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
{
/*
* Packet: SERVER_MAP
* Function: Sends the map to the client, or a part of it (it is splitted in
* a lot of multiple packets)
* Data:
* uint8: packet-type (MAP_PACKET_START, MAP_PACKET_NORMAL and MAP_PACKET_END)
* if MAP_PACKET_START:
* uint32: The current FrameCounter
* if MAP_PACKET_NORMAL:
* piece of the map (till max-size of packet)
* if MAP_PACKET_END:
* nothing
*/
static FILE *file_pointer;
static uint sent_packets; // How many packets we did send succecfully last time
if (cs->status < STATUS_AUTH) {
/* Illegal call, return error and ignore the packet */
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
return;
}
if (cs->status == STATUS_AUTH) {
const char *filename = "network_server.tmp";
Packet *p;
/* Make a dump of the current game */
if (SaveOrLoad(filename, SL_SAVE, AUTOSAVE_DIR) != SL_OK) usererror("network savedump failed");
file_pointer = FioFOpenFile(filename, "rb", AUTOSAVE_DIR);
fseek(file_pointer, 0, SEEK_END);
if (ftell(file_pointer) == 0) usererror("network savedump failed - zero sized savegame?");
/* Now send the _frame_counter and how many packets are coming */
p = NetworkSend_Init(PACKET_SERVER_MAP);
p->Send_uint8 (MAP_PACKET_START);
p->Send_uint32(_frame_counter);
p->Send_uint32(ftell(file_pointer));
cs->Send_Packet(p);
fseek(file_pointer, 0, SEEK_SET);
sent_packets = 4; // We start with trying 4 packets
cs->status = STATUS_MAP;
/* Mark the start of download */
cs->last_frame = _frame_counter;
cs->last_frame_server = _frame_counter;
}
if (cs->status == STATUS_MAP) {
uint i;
int res;
for (i = 0; i < sent_packets; i++) {
Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
p->Send_uint8(MAP_PACKET_NORMAL);
res = (int)fread(p->buffer + p->size, 1, SEND_MTU - p->size, file_pointer);
if (ferror(file_pointer)) usererror("Error reading temporary network savegame!");
p->size += res;
cs->Send_Packet(p);
if (feof(file_pointer)) {
/* Done reading! */
(svn r3726) - [6/6] Finalize conversion, finally save the patches struct. - Remove the temporary synchronisation in during the map-transfer as this is no longer needed - The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences. - The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions. - The savegame version has been increased to 22. - The last 6 orso patches close the following reports: [ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console. [ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values. [ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer. [ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
2006-03-02 03:22:15 +01:00
Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
p->Send_uint8(MAP_PACKET_END);
cs->Send_Packet(p);
/* Set the status to DONE_MAP, no we will wait for the client
* to send it is ready (maybe that happens like never ;)) */
cs->status = STATUS_DONE_MAP;
fclose(file_pointer);
{
NetworkClientSocket *new_cs;
bool new_map_client = false;
/* Check if there is a client waiting for receiving the map
* and start sending him the map */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status == STATUS_MAP_WAIT) {
/* Check if we already have a new client to send the map to */
if (!new_map_client) {
/* If not, this client will get the map */
new_cs->status = STATUS_AUTH;
new_map_client = true;
SEND_COMMAND(PACKET_SERVER_MAP)(new_cs);
} else {
/* Else, send the other clients how many clients are in front of them */
SEND_COMMAND(PACKET_SERVER_WAIT)(new_cs);
}
}
}
}
/* There is no more data, so break the for */
break;
}
}
/* Send all packets (forced) and check if we have send it all */
cs->Send_Packets();
if (cs->IsPacketQueueEmpty()) {
/* All are sent, increase the sent_packets */
sent_packets *= 2;
} else {
/* Not everything is sent, decrease the sent_packets */
if (sent_packets > 1) sent_packets /= 2;
}
}
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_JOIN)(NetworkClientSocket *cs, ClientID client_id)
{
/*
* Packet: SERVER_JOIN
* Function: A client is joined (all active clients receive this after a
* PACKET_CLIENT_MAP_OK) Mostly what directly follows is a
* PACKET_SERVER_CLIENT_INFO
* Data:
* uint32: Client-identifier
*/
Packet *p = NetworkSend_Init(PACKET_SERVER_JOIN);
p->Send_uint32(client_id);
cs->Send_Packet(p);
}
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_FRAME)
{
/*
* Packet: SERVER_FRAME
* Function: Sends the current frame-counter to the client
* Data:
* uint32: Frame Counter
* uint32: Frame Counter Max (how far may the client walk before the server?)
* [uint32: general-seed-1]
* [uint32: general-seed-2]
* (last two depends on compile-settings, and are not default settings)
*/
Packet *p = NetworkSend_Init(PACKET_SERVER_FRAME);
p->Send_uint32(_frame_counter);
p->Send_uint32(_frame_counter_max);
#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
p->Send_uint32(_sync_seed_1);
#ifdef NETWORK_SEND_DOUBLE_SEED
p->Send_uint32(_sync_seed_2);
#endif
#endif
cs->Send_Packet(p);
}
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SYNC)
{
/*
* Packet: SERVER_SYNC
* Function: Sends a sync-check to the client
* Data:
* uint32: Frame Counter
* uint32: General-seed-1
* [uint32: general-seed-2]
* (last one depends on compile-settings, and are not default settings)
*/
Packet *p = NetworkSend_Init(PACKET_SERVER_SYNC);
p->Send_uint32(_frame_counter);
p->Send_uint32(_sync_seed_1);
#ifdef NETWORK_SEND_DOUBLE_SEED
p->Send_uint32(_sync_seed_2);
#endif
cs->Send_Packet(p);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(NetworkClientSocket *cs, const CommandPacket *cp)
{
/*
* Packet: SERVER_COMMAND
* Function: Sends a DoCommand to the client
* Data:
* uint8: CompanyID (0..MAX_COMPANIES-1)
* uint32: CommandID (see command.h)
* uint32: P1 (free variables used in DoCommand)
* uint32: P2
* uint32: Tile
* string: text
* uint8: CallBackID (see callback_table.c)
* uint32: Frame of execution
*/
Packet *p = NetworkSend_Init(PACKET_SERVER_COMMAND);
cs->Send_Command(p, cp);
p->Send_uint32(cp->frame);
p->Send_bool (cp->my_cmd);
cs->Send_Packet(p);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(NetworkClientSocket *cs, NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data)
{
/*
* Packet: SERVER_CHAT
* Function: Sends a chat-packet to the client
* Data:
* uint8: ActionID (see network_data.h, NetworkAction)
* uint32: Client-identifier
* String: Message (max NETWORK_CHAT_LENGTH)
* uint64: Arbitrary data
*/
Packet *p = NetworkSend_Init(PACKET_SERVER_CHAT);
p->Send_uint8 (action);
p->Send_uint32(client_id);
p->Send_bool (self_send);
p->Send_string(msg);
p->Send_uint64(data);
cs->Send_Packet(p);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientSocket *cs, ClientID client_id, NetworkErrorCode errorno)
{
/*
* Packet: SERVER_ERROR_QUIT
* Function: One of the clients made an error and is quiting the game
* This packet informs the other clients of that.
* Data:
* uint32: Client-identifier
* uint8: ErrorID (see network_data.h, NetworkErrorCode)
*/
Packet *p = NetworkSend_Init(PACKET_SERVER_ERROR_QUIT);
p->Send_uint32(client_id);
p->Send_uint8 (errorno);
cs->Send_Packet(p);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(NetworkClientSocket *cs, ClientID client_id)
{
/*
* Packet: SERVER_ERROR_QUIT
* Function: A client left the game, and this packets informs the other clients
* of that.
* Data:
* uint32: Client-identifier
*/
Packet *p = NetworkSend_Init(PACKET_SERVER_QUIT);
p->Send_uint32(client_id);
cs->Send_Packet(p);
}
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN)
{
/*
* Packet: SERVER_SHUTDOWN
* Function: Let the clients know that the server is closing
* Data:
* <none>
*/
Packet *p = NetworkSend_Init(PACKET_SERVER_SHUTDOWN);
cs->Send_Packet(p);
}
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME)
{
/*
* Packet: PACKET_SERVER_NEWGAME
* Function: Let the clients know that the server is loading a new map
* Data:
* <none>
*/
Packet *p = NetworkSend_Init(PACKET_SERVER_NEWGAME);
cs->Send_Packet(p);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkClientSocket *cs, uint16 colour, const char *command)
{
Packet *p = NetworkSend_Init(PACKET_SERVER_RCON);
p->Send_uint16(colour);
p->Send_string(command);
cs->Send_Packet(p);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_MOVE)(NetworkClientSocket *cs, ClientID client_id, CompanyID company_id)
{
Packet *p = NetworkSend_Init(PACKET_SERVER_MOVE);
p->Send_uint32(client_id);
p->Send_uint8(company_id);
cs->Send_Packet(p);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMPANY_UPDATE)(NetworkClientSocket *cs)
{
Packet *p = NetworkSend_Init(PACKET_SERVER_COMPANY_UPDATE);
p->Send_uint16(_network_company_passworded);
cs->Send_Packet(p);
}
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
{
Packet *p = NetworkSend_Init(PACKET_SERVER_CONFIG_UPDATE);
p->Send_uint8(_settings_client.network.max_companies);
p->Send_uint8(_settings_client.network.max_spectators);
cs->Send_Packet(p);
}
/***********
* Receiving functions
* DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
************/
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO)
{
SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)(cs);
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)
{
if (cs->status != STATUS_INACTIVE) {
/* Illegal call, return error and ignore the packet */
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
return;
}
NetworkClientInfo *ci = cs->GetInfo();
/* We now want a password from the client else we do not allow him in! */
if (!StrEmpty(_settings_client.network.server_password)) {
SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_GAME_PASSWORD);
} else {
if (Company::IsValidID(ci->client_playas) && !StrEmpty(_network_company_states[ci->client_playas].password)) {
SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_COMPANY_PASSWORD);
} else {
SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
}
}
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
{
if (cs->status != STATUS_INACTIVE) {
/* Illegal call, return error and ignore the packet */
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
return;
}
char name[NETWORK_CLIENT_NAME_LENGTH];
char unique_id[NETWORK_UNIQUE_ID_LENGTH];
NetworkClientInfo *ci;
CompanyID playas;
NetworkLanguage client_lang;
char client_revision[NETWORK_REVISION_LENGTH];
p->Recv_string(client_revision, sizeof(client_revision));
/* Check if the client has revision control enabled */
if (!IsNetworkCompatibleVersion(client_revision)) {
/* Different revisions!! */
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_REVISION);
return;
}
p->Recv_string(name, sizeof(name));
playas = (Owner)p->Recv_uint8();
client_lang = (NetworkLanguage)p->Recv_uint8();
p->Recv_string(unique_id, sizeof(unique_id));
if (cs->HasClientQuit()) return;
/* join another company does not affect these values */
switch (playas) {
case COMPANY_NEW_COMPANY: // New company
if (Company::GetNumItems() >= _settings_client.network.max_companies) {
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_FULL);
return;
}
break;
case COMPANY_SPECTATOR: // Spectator
if (NetworkSpectatorCount() >= _settings_client.network.max_spectators) {
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_FULL);
return;
}
break;
default: // Join another company (companies 1-8 (index 0-7))
if (!Company::IsValidID(playas) || !IsHumanCompany(playas)) {
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_COMPANY_MISMATCH);
return;
}
break;
}
/* We need a valid name.. make it Player */
if (StrEmpty(name)) strecpy(name, "Player", lastof(name));
if (!NetworkFindName(name)) { // Change name if duplicate
/* We could not create a name for this client */
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NAME_IN_USE);
return;
}
ci = cs->GetInfo();
strecpy(ci->client_name, name, lastof(ci->client_name));
strecpy(ci->unique_id, unique_id, lastof(ci->unique_id));
ci->client_playas = playas;
ci->client_lang = client_lang;
/* Make sure companies to which people try to join are not autocleaned */
if (Company::IsValidID(playas)) _network_company_states[playas].months_empty = 0;
if (_grfconfig == NULL) {
RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)(cs, NULL);
} else {
SEND_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)(cs);
}
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD)
{
NetworkPasswordType type;
char password[NETWORK_PASSWORD_LENGTH];
const NetworkClientInfo *ci;
type = (NetworkPasswordType)p->Recv_uint8();
p->Recv_string(password, sizeof(password));
if (cs->status == STATUS_AUTHORIZING && type == NETWORK_GAME_PASSWORD) {
/* Check game-password */
if (strcmp(password, _settings_client.network.server_password) != 0) {
/* Password is invalid */
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
return;
}
ci = cs->GetInfo();
if (Company::IsValidID(ci->client_playas) && !StrEmpty(_network_company_states[ci->client_playas].password)) {
SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_COMPANY_PASSWORD);
return;
}
/* Valid password, allow user */
SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
return;
} else if (cs->status == STATUS_AUTHORIZING && type == NETWORK_COMPANY_PASSWORD) {
ci = cs->GetInfo();
if (strcmp(password, _network_company_states[ci->client_playas].password) != 0) {
/* Password is invalid */
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
return;
}
SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
return;
}
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
return;
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
{
NetworkClientSocket *new_cs;
/* The client was never joined.. so this is impossible, right?
* Ignore the packet, give the client a warning, and close his connection */
if (cs->status < STATUS_AUTH || cs->HasClientQuit()) {
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
return;
}
/* Check if someone else is receiving the map */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status == STATUS_MAP) {
/* Tell the new client to wait */
cs->status = STATUS_MAP_WAIT;
SEND_COMMAND(PACKET_SERVER_WAIT)(cs);
return;
}
}
/* We receive a request to upload the map.. give it to the client! */
SEND_COMMAND(PACKET_SERVER_MAP)(cs);
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
{
/* Client has the map, now start syncing */
if (cs->status == STATUS_DONE_MAP && !cs->HasClientQuit()) {
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkClientSocket *new_cs;
NetworkGetClientName(client_name, sizeof(client_name), cs);
NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name);
/* Mark the client as pre-active, and wait for an ACK
* so we know he is done loading and in sync with us */
cs->status = STATUS_PRE_ACTIVE;
NetworkHandleCommandQueue(cs);
SEND_COMMAND(PACKET_SERVER_FRAME)(cs);
SEND_COMMAND(PACKET_SERVER_SYNC)(cs);
/* This is the frame the client receives
* we need it later on to make sure the client is not too slow */
cs->last_frame = _frame_counter;
cs->last_frame_server = _frame_counter;
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTH) {
SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(new_cs, cs->GetInfo());
SEND_COMMAND(PACKET_SERVER_JOIN)(new_cs, cs->client_id);
}
}
if (_settings_client.network.pause_on_join) {
/* Now pause the game till the client is in sync */
DoCommandP(0, PM_PAUSED_JOIN, 1, CMD_PAUSE);
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "", CLIENT_ID_SERVER, NETWORK_SERVER_MESSAGE_GAME_PAUSED_CONNECT);
}
/* also update the new client with our max values */
SEND_COMMAND(PACKET_SERVER_CONFIG_UPDATE)(cs);
/* quickly update the syncing client with company details */
SEND_COMMAND(PACKET_SERVER_COMPANY_UPDATE)(cs);
} else {
/* Wrong status for this packet, give a warning to client, and close connection */
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
}
}
/** The client has done a command and wants us to handle it
* @param *cs the connected client that has sent the command
* @param *p the packet in which the command was sent
*/
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
{
NetworkClientSocket *new_cs;
/* The client was never joined.. so this is impossible, right?
* Ignore the packet, give the client a warning, and close his connection */
if (cs->status < STATUS_DONE_MAP || cs->HasClientQuit()) {
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
return;
}
CommandPacket cp;
const char *err = cs->Recv_Command(p, &cp);
if (cs->HasClientQuit()) return;
NetworkClientInfo *ci = cs->GetInfo();
if (err != NULL) {
IConsolePrintF(CC_ERROR, "WARNING: %s from client %d (IP: %s).", err, ci->client_id, GetClientIP(ci));
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
return;
}
if (GetCommandFlags(cp.cmd) & CMD_SERVER && ci->client_id != CLIENT_ID_SERVER) {
IConsolePrintF(CC_ERROR, "WARNING: server only command from client %d (IP: %s), kicking...", ci->client_id, GetClientIP(ci));
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_KICKED);
return;
}
if ((GetCommandFlags(cp.cmd) & CMD_SPECTATOR) == 0 && !Company::IsValidID(cp.company) && ci->client_id != CLIENT_ID_SERVER) {
IConsolePrintF(CC_ERROR, "WARNING: spectator issueing command from client %d (IP: %s), kicking...", ci->client_id, GetClientIP(ci));
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_KICKED);
return;
}
/** Only CMD_COMPANY_CTRL is always allowed, for the rest, playas needs
* to match the company in the packet. If it doesn't, the client has done
* something pretty naughty (or a bug), and will be kicked
*/
if (!(cp.cmd == CMD_COMPANY_CTRL && cp.p1 == 0 && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
IConsolePrintF(CC_ERROR, "WARNING: client %d (IP: %s) tried to execute a command as company %d, kicking...",
ci->client_playas + 1, GetClientIP(ci), cp.company + 1);
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_COMPANY_MISMATCH);
return;
}
/** @todo CMD_COMPANY_CTRL with p1 = 0 announces a new company to the server. To give the
* company the correct ID, the server injects p2 and executes the command. Any other p1
* is prohibited. Pretty ugly and should be redone together with its function.
* @see CmdCompanyCtrl()
*/
if (cp.cmd == CMD_COMPANY_CTRL) {
if (cp.p1 != 0 || cp.company != COMPANY_SPECTATOR) {
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_CHEATER);
return;
}
/* Check if we are full - else it's possible for spectators to send a CMD_COMPANY_CTRL and the company is created regardless of max_companies! */
if (Company::GetNumItems() >= _settings_client.network.max_companies) {
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_CLIENT, ci->client_id, "cannot create new company, server full", CLIENT_ID_SERVER);
return;
}
cp.p2 = cs->client_id;
}
/* The frame can be executed in the same frame as the next frame-packet
* That frame just before that frame is saved in _frame_counter_max */
cp.frame = _frame_counter_max + 1;
cp.next = NULL;
CommandCallback *callback = cp.callback;
/* Queue the command for the clients (are send at the end of the frame
* if they can handle it ;)) */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status >= STATUS_MAP) {
/* Callbacks are only send back to the client who sent them in the
* first place. This filters that out. */
cp.callback = (new_cs != cs) ? NULL : callback;
cp.my_cmd = (new_cs == cs);
NetworkAddCommandQueue(cp, new_cs);
}
}
cp.callback = NULL;
cp.my_cmd = false;
NetworkAddCommandQueue(cp);
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
{
/* This packets means a client noticed an error and is reporting this
* to us. Display the error and report it to the other clients */
NetworkClientSocket *new_cs;
char str[100];
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkErrorCode errorno = (NetworkErrorCode)p->Recv_uint8();
/* The client was never joined.. thank the client for the packet, but ignore it */
if (cs->status < STATUS_DONE_MAP || cs->HasClientQuit()) {
cs->CloseConnection();
return;
}
NetworkGetClientName(client_name, sizeof(client_name), cs);
StringID strid = GetNetworkErrorMsg(errorno);
GetString(str, strid, lastof(str));
DEBUG(net, 2, "'%s' reported an error and is closing its connection (%s)", client_name, str);
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, strid);
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTH) {
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, errorno);
}
}
cs->CloseConnection();
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
{
/* The client wants to leave. Display this and report it to the other
* clients. */
NetworkClientSocket *new_cs;
char client_name[NETWORK_CLIENT_NAME_LENGTH];
/* The client was never joined.. thank the client for the packet, but ignore it */
if (cs->status < STATUS_DONE_MAP || cs->HasClientQuit()) {
cs->CloseConnection();
return;
}
NetworkGetClientName(client_name, sizeof(client_name), cs);
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_CLIENT_LEAVING);
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTH) {
SEND_COMMAND(PACKET_SERVER_QUIT)(new_cs, cs->client_id);
}
}
cs->CloseConnection();
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
{
if (cs->status < STATUS_AUTH) {
/* Illegal call, return error and ignore the packet */
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
return;
}
uint32 frame = p->Recv_uint32();
/* The client is trying to catch up with the server */
if (cs->status == STATUS_PRE_ACTIVE) {
/* The client is not yet catched up? */
if (frame + DAY_TICKS < _frame_counter) return;
/* Now he is! Unpause the game */
cs->status = STATUS_ACTIVE;
if (_pause_mode & PM_PAUSED_JOIN) {
DoCommandP(0, PM_PAUSED_JOIN, 0, CMD_PAUSE);
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "", CLIENT_ID_SERVER, NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_CONNECT);
}
/* Execute script for, e.g. MOTD */
IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
}
/* The client received the frame, make note of it */
cs->last_frame = frame;
/* With those 2 values we can calculate the lag realtime */
cs->last_frame_server = _frame_counter;
}
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const char *msg, ClientID from_id, int64 data)
{
NetworkClientSocket *cs;
const NetworkClientInfo *ci, *ci_own, *ci_to;
switch (desttype) {
case DESTTYPE_CLIENT:
/* Are we sending to the server? */
if ((ClientID)dest == CLIENT_ID_SERVER) {
ci = NetworkFindClientInfoFromClientID(from_id);
/* Display the text locally, and that is it */
if (ci != NULL)
NetworkTextMessage(action, (ConsoleColour)GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
} else {
/* Else find the client to send the message to */
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->client_id == (ClientID)dest) {
SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_id, false, msg, data);
break;
}
}
}
/* Display the message locally (so you know you have sent it) */
if (from_id != (ClientID)dest) {
if (from_id == CLIENT_ID_SERVER) {
ci = NetworkFindClientInfoFromClientID(from_id);
ci_to = NetworkFindClientInfoFromClientID((ClientID)dest);
if (ci != NULL && ci_to != NULL)
NetworkTextMessage(action, (ConsoleColour)GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data);
} else {
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->client_id == from_id) {
SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, (ClientID)dest, true, msg, data);
break;
}
}
}
}
break;
case DESTTYPE_TEAM: {
bool show_local = true; // If this is false, the message is already displayed
/* on the client who did sent it.
* Find all clients that belong to this company */
ci_to = NULL;
FOR_ALL_CLIENT_SOCKETS(cs) {
ci = cs->GetInfo();
if (ci->client_playas == (CompanyID)dest) {
SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_id, false, msg, data);
if (cs->client_id == from_id) show_local = false;
ci_to = ci; // Remember a client that is in the company for company-name
}
}
ci = NetworkFindClientInfoFromClientID(from_id);
ci_own = NetworkFindClientInfoFromClientID(CLIENT_ID_SERVER);
if (ci != NULL && ci_own != NULL && ci_own->client_playas == dest) {
NetworkTextMessage(action, (ConsoleColour)GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
if (from_id == CLIENT_ID_SERVER) show_local = false;
ci_to = ci_own;
}
/* There is no such client */
if (ci_to == NULL) break;
/* Display the message locally (so you know you have sent it) */
if (ci != NULL && show_local) {
if (from_id == CLIENT_ID_SERVER) {
char name[NETWORK_NAME_LENGTH];
StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
SetDParam(0, ci_to->client_playas);
GetString(name, str, lastof(name));
NetworkTextMessage(action, (ConsoleColour)GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data);
} else {
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->client_id == from_id) {
SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, ci_to->client_id, true, msg, data);
}
}
}
}
}
break;
default:
DEBUG(net, 0, "[server] received unknown chat destination type %d. Doing broadcast instead", desttype);
/* fall-through to next case */
case DESTTYPE_BROADCAST:
FOR_ALL_CLIENT_SOCKETS(cs) {
SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_id, false, msg, data);
}
ci = NetworkFindClientInfoFromClientID(from_id);
if (ci != NULL)
NetworkTextMessage(action, (ConsoleColour)GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
break;
}
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
{
if (cs->status < STATUS_AUTH) {
/* Illegal call, return error and ignore the packet */
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
return;
}
NetworkAction action = (NetworkAction)p->Recv_uint8();
DestType desttype = (DestType)p->Recv_uint8();
int dest = p->Recv_uint32();
char msg[NETWORK_CHAT_LENGTH];
p->Recv_string(msg, NETWORK_CHAT_LENGTH);
int64 data = p->Recv_uint64();
NetworkClientInfo *ci = cs->GetInfo();
switch (action) {
case NETWORK_ACTION_GIVE_MONEY:
if (!Company::IsValidID(ci->client_playas)) break;
/* Fall-through */
case NETWORK_ACTION_CHAT:
case NETWORK_ACTION_CHAT_CLIENT:
case NETWORK_ACTION_CHAT_COMPANY:
NetworkServerSendChat(action, desttype, dest, msg, cs->client_id, data);
break;
default:
IConsolePrintF(CC_ERROR, "WARNING: invalid chat action from client %d (IP: %s).", ci->client_id, GetClientIP(ci));
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
break;
}
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD)
{
if (cs->status != STATUS_ACTIVE) {
/* Illegal call, return error and ignore the packet */
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
return;
}
char password[NETWORK_PASSWORD_LENGTH];
const NetworkClientInfo *ci;
p->Recv_string(password, sizeof(password));
ci = cs->GetInfo();
if (Company::IsValidID(ci->client_playas)) {
strecpy(_network_company_states[ci->client_playas].password, password, lastof(_network_company_states[ci->client_playas].password));
NetworkServerUpdateCompanyPassworded(ci->client_playas, !StrEmpty(_network_company_states[ci->client_playas].password));
}
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME)
{
if (cs->status != STATUS_ACTIVE) {
/* Illegal call, return error and ignore the packet */
SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
return;
}
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkClientInfo *ci;
p->Recv_string(client_name, sizeof(client_name));
ci = cs->GetInfo();
if (cs->HasClientQuit()) return;
if (ci != NULL) {
/* Display change */
if (NetworkFindName(client_name)) {
NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);
strecpy(ci->client_name, client_name, lastof(ci->client_name));
NetworkUpdateClientInfo(ci->client_id);
}
}
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_RCON)
{
char pass[NETWORK_PASSWORD_LENGTH];
char command[NETWORK_RCONCOMMAND_LENGTH];
if (StrEmpty(_settings_client.network.rcon_password)) return;
p->Recv_string(pass, sizeof(pass));
p->Recv_string(command, sizeof(command));
if (strcmp(pass, _settings_client.network.rcon_password) != 0) {
DEBUG(net, 0, "[rcon] wrong password from client-id %d", cs->client_id);
return;
}
DEBUG(net, 0, "[rcon] client-id %d executed: '%s'", cs->client_id, command);
_redirect_console_to_client = cs->client_id;
IConsoleCmdExec(command);
_redirect_console_to_client = INVALID_CLIENT_ID;
return;
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MOVE)
{
CompanyID company_id = (Owner)p->Recv_uint8();
/* Check if the company is valid */
if (!Company::IsValidID(company_id) && company_id != COMPANY_SPECTATOR) return;
/* We don't allow moving to AI companies */
if (company_id != COMPANY_SPECTATOR && Company::Get(company_id)->is_ai) return;
/* Check if we require a password for this company */
if (company_id != COMPANY_SPECTATOR && !StrEmpty(_network_company_states[company_id].password)) {
/* we need a password from the client - should be in this packet */
char password[NETWORK_PASSWORD_LENGTH];
p->Recv_string(password, sizeof(password));
/* Incorrect password sent, return! */
if (strcmp(password, _network_company_states[company_id].password) != 0) {
DEBUG(net, 2, "[move] wrong password from client-id #%d for company #%d", cs->client_id, company_id + 1);
return;
}
}
/* if we get here we can move the client */
NetworkServerDoMove(cs->client_id, company_id);
}
/* The layout for the receive-functions by the server */
typedef void NetworkServerPacket(NetworkClientSocket *cs, Packet *p);
/* This array matches PacketType. At an incoming
* packet it is matches against this array
* and that way the right function to handle that
* packet is found. */
static NetworkServerPacket * const _network_server_packet[] = {
NULL, // PACKET_SERVER_FULL,
NULL, // PACKET_SERVER_BANNED,
RECEIVE_COMMAND(PACKET_CLIENT_JOIN),
NULL, // PACKET_SERVER_ERROR,
RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO),
NULL, // PACKET_SERVER_COMPANY_INFO,
NULL, // PACKET_SERVER_CLIENT_INFO,
NULL, // PACKET_SERVER_NEED_PASSWORD,
RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD),
NULL, // PACKET_SERVER_WELCOME,
RECEIVE_COMMAND(PACKET_CLIENT_GETMAP),
NULL, // PACKET_SERVER_WAIT,
NULL, // PACKET_SERVER_MAP,
RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK),
NULL, // PACKET_SERVER_JOIN,
NULL, // PACKET_SERVER_FRAME,
NULL, // PACKET_SERVER_SYNC,
RECEIVE_COMMAND(PACKET_CLIENT_ACK),
RECEIVE_COMMAND(PACKET_CLIENT_COMMAND),
NULL, // PACKET_SERVER_COMMAND,
RECEIVE_COMMAND(PACKET_CLIENT_CHAT),
NULL, // PACKET_SERVER_CHAT,
RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD),
RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME),
RECEIVE_COMMAND(PACKET_CLIENT_QUIT),
RECEIVE_COMMAND(PACKET_CLIENT_ERROR),
NULL, // PACKET_SERVER_QUIT,
NULL, // PACKET_SERVER_ERROR_QUIT,
NULL, // PACKET_SERVER_SHUTDOWN,
NULL, // PACKET_SERVER_NEWGAME,
NULL, // PACKET_SERVER_RCON,
RECEIVE_COMMAND(PACKET_CLIENT_RCON),
NULL, // PACKET_CLIENT_CHECK_NEWGRFS,
RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED),
NULL, // PACKET_SERVER_MOVE,
RECEIVE_COMMAND(PACKET_CLIENT_MOVE),
NULL, // PACKET_SERVER_COMPANY_UPDATE,
NULL, // PACKET_SERVER_CONFIG_UPDATE,
};
/* If this fails, check the array above with network_data.h */
assert_compile(lengthof(_network_server_packet) == PACKET_END);
void NetworkSocketHandler::Send_CompanyInformation(Packet *p, const Company *c, const NetworkCompanyStats *stats)
{
/* Grab the company name */
char company_name[NETWORK_COMPANY_NAME_LENGTH];
SetDParam(0, c->index);
GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
/* Get the income */
Money income = 0;
if (_cur_year - 1 == c->inaugurated_year) {
/* The company is here just 1 year, so display [2], else display[1] */
for (uint i = 0; i < lengthof(c->yearly_expenses[2]); i++) {
income -= c->yearly_expenses[2][i];
}
} else {
for (uint i = 0; i < lengthof(c->yearly_expenses[1]); i++) {
income -= c->yearly_expenses[1][i];
}
}
/* Send the information */
p->Send_uint8 (c->index);
p->Send_string(company_name);
p->Send_uint32(c->inaugurated_year);
p->Send_uint64(c->old_economy[0].company_value);
p->Send_uint64(c->money);
p->Send_uint64(income);
p->Send_uint16(c->old_economy[0].performance_history);
/* Send 1 if there is a passord for the company else send 0 */
p->Send_bool (!StrEmpty(_network_company_states[c->index].password));
for (int i = 0; i < NETWORK_VEHICLE_TYPES; i++) {
p->Send_uint16(stats->num_vehicle[i]);
}
for (int i = 0; i < NETWORK_STATION_TYPES; i++) {
p->Send_uint16(stats->num_station[i]);
}
p->Send_bool(c->is_ai);
}
/**
* Populate the company stats.
* @param stats the stats to update
*/
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
{
const Vehicle *v;
const Station *s;
memset(stats, 0, sizeof(*stats) * MAX_COMPANIES);
/* Go through all vehicles and count the type of vehicles */
FOR_ALL_VEHICLES(v) {
if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
byte type = 0;
switch (v->type) {
case VEH_TRAIN: type = 0; break;
case VEH_ROAD: type = (v->cargo_type != CT_PASSENGERS) ? 1 : 2; break;
case VEH_AIRCRAFT: type = 3; break;
case VEH_SHIP: type = 4; break;
default: continue;
}
stats[v->owner].num_vehicle[type]++;
}
/* Go through all stations and count the types of stations */
FOR_ALL_STATIONS(s) {
if (Company::IsValidID(s->owner)) {
NetworkCompanyStats *npi = &stats[s->owner];
if (s->facilities & FACIL_TRAIN) npi->num_station[0]++;
if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[1]++;
if (s->facilities & FACIL_BUS_STOP) npi->num_station[2]++;
if (s->facilities & FACIL_AIRPORT) npi->num_station[3]++;
if (s->facilities & FACIL_DOCK) npi->num_station[4]++;
}
}
}
/* Send a packet to all clients with updated info about this client_id */
void NetworkUpdateClientInfo(ClientID client_id)
{
NetworkClientSocket *cs;
NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(client_id);
if (ci == NULL) return;
FOR_ALL_CLIENT_SOCKETS(cs) {
SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, ci);
}
}
/* Check if we want to restart the map */
static void NetworkCheckRestartMap()
{
if (_settings_client.network.restart_game_year != 0 && _cur_year >= _settings_client.network.restart_game_year) {
DEBUG(net, 0, "Auto-restarting map. Year %d reached", _cur_year);
StartNewGameWithoutGUI(GENERATE_NEW_SEED);
}
}
/* Check if the server has autoclean_companies activated
Two things happen:
1) If a company is not protected, it is closed after 1 year (for example)
2) If a company is protected, protection is disabled after 3 years (for example)
(and item 1. happens a year later) */
static void NetworkAutoCleanCompanies()
{
const NetworkClientInfo *ci;
const Company *c;
bool clients_in_company[MAX_COMPANIES];
int vehicles_in_company[MAX_COMPANIES];
if (!_settings_client.network.autoclean_companies) return;
memset(clients_in_company, 0, sizeof(clients_in_company));
/* Detect the active companies */
FOR_ALL_CLIENT_INFOS(ci) {
if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
}
if (!_network_dedicated) {
ci = NetworkFindClientInfoFromClientID(CLIENT_ID_SERVER);
if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
}
if (_settings_client.network.autoclean_novehicles != 0) {
memset(vehicles_in_company, 0, sizeof(vehicles_in_company));
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
vehicles_in_company[v->owner]++;
}
}
/* Go through all the comapnies */
FOR_ALL_COMPANIES(c) {
/* Skip the non-active once */
if (c->is_ai) continue;
if (!clients_in_company[c->index]) {
/* The company is empty for one month more */
_network_company_states[c->index].months_empty++;
/* Is the company empty for autoclean_unprotected-months, and is there no protection? */
if (_settings_client.network.autoclean_unprotected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_unprotected && StrEmpty(_network_company_states[c->index].password)) {
/* Shut the company down */
DoCommandP(0, 2, c->index, CMD_COMPANY_CTRL);
IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d with no password", c->index + 1);
}
/* Is the company empty for autoclean_protected-months, and there is a protection? */
if (_settings_client.network.autoclean_protected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_protected && !StrEmpty(_network_company_states[c->index].password)) {
/* Unprotect the company */
_network_company_states[c->index].password[0] = '\0';
IConsolePrintF(CC_DEFAULT, "Auto-removed protection from company #%d", c->index + 1);
_network_company_states[c->index].months_empty = 0;
NetworkServerUpdateCompanyPassworded(c->index, false);
}
/* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
if (_settings_client.network.autoclean_novehicles != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_novehicles && vehicles_in_company[c->index] == 0) {
/* Shut the company down */
DoCommandP(0, 2, c->index, CMD_COMPANY_CTRL);
IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d with no vehicles", c->index + 1);
}
} else {
/* It is not empty, reset the date */
_network_company_states[c->index].months_empty = 0;
}
}
}
/* This function changes new_name to a name that is unique (by adding #1 ...)
* and it returns true if that succeeded. */
bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH])
{
bool found_name = false;
uint number = 0;
char original_name[NETWORK_CLIENT_NAME_LENGTH];
/* We use NETWORK_CLIENT_NAME_LENGTH in here, because new_name is really a pointer */
ttd_strlcpy(original_name, new_name, NETWORK_CLIENT_NAME_LENGTH);
while (!found_name) {
const NetworkClientInfo *ci;
found_name = true;
FOR_ALL_CLIENT_INFOS(ci) {
if (strcmp(ci->client_name, new_name) == 0) {
/* Name already in use */
found_name = false;
break;
}
}
/* Check if it is the same as the server-name */
ci = NetworkFindClientInfoFromClientID(CLIENT_ID_SERVER);
if (ci != NULL) {
if (strcmp(ci->client_name, new_name) == 0) found_name = false; // name already in use
}
if (!found_name) {
/* Try a new name (<name> #1, <name> #2, and so on) */
/* Something's really wrong when there're more names than clients */
if (number++ > MAX_CLIENTS) break;
snprintf(new_name, NETWORK_CLIENT_NAME_LENGTH, "%s #%d", original_name, number);
}
}
return found_name;
}
/**
* Change the client name of the given client
* @param client_id the client to change the name of
* @param new_name the new name for the client
* @return true iff the name was changed
*/
bool NetworkServerChangeClientName(ClientID client_id, const char *new_name)
{
NetworkClientInfo *ci;
/* Check if the name's already in use */
FOR_ALL_CLIENT_INFOS(ci) {
if (strcmp(ci->client_name, new_name) == 0) return false;
}
ci = NetworkFindClientInfoFromClientID(client_id);
if (ci == NULL) return false;
NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name);
strecpy(ci->client_name, new_name, lastof(ci->client_name));
NetworkUpdateClientInfo(client_id);
return true;
}
/* Reads a packet from the stream */
bool NetworkServer_ReadPackets(NetworkClientSocket *cs)
{
Packet *p;
NetworkRecvStatus res;
while ((p = cs->Recv_Packet(&res)) != NULL) {
byte type = p->Recv_uint8();
if (type < PACKET_END && _network_server_packet[type] != NULL && !cs->HasClientQuit()) {
_network_server_packet[type](cs, p);
} else {
DEBUG(net, 0, "[server] received invalid packet type %d", type);
}
delete p;
}
return true;
}
/* Handle the local command-queue */
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
2006-01-05 13:40:50 +01:00
{
CommandPacket *cp;
while ( (cp = cs->command_queue) != NULL) {
SEND_COMMAND(PACKET_SERVER_COMMAND)(cs, cp);
cs->command_queue = cp->next;
free(cp);
}
}
/* This is called every tick if this is a _network_server */
void NetworkServer_Tick(bool send_frame)
{
NetworkClientSocket *cs;
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
bool send_sync = false;
#endif
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
if (_frame_counter >= _last_sync_frame + _settings_client.network.sync_freq) {
_last_sync_frame = _frame_counter;
send_sync = true;
}
#endif
/* Now we are done with the frame, inform the clients that they can
* do their frame! */
FOR_ALL_CLIENT_SOCKETS(cs) {
/* Check if the speed of the client is what we can expect from a client */
if (cs->status == STATUS_ACTIVE) {
/* 1 lag-point per day */
int lag = NetworkCalculateLag(cs) / DAY_TICKS;
if (lag > 0) {
if (lag > 3) {
/* Client did still not report in after 4 game-day, drop him
* (that is, the 3 of above, + 1 before any lag is counted) */
IConsolePrintF(CC_ERROR,"Client #%d is dropped because the client did not respond for more than 4 game-days", cs->client_id);
NetworkCloseClient(cs);
continue;
}
/* Report once per time we detect the lag */
if (cs->lag_test == 0) {
IConsolePrintF(CC_WARNING,"[%d] Client #%d is slow, try increasing *net_frame_freq to a higher value!", _frame_counter, cs->client_id);
cs->lag_test = 1;
}
} else {
cs->lag_test = 0;
}
} else if (cs->status == STATUS_PRE_ACTIVE) {
int lag = NetworkCalculateLag(cs);
if (lag > _settings_client.network.max_join_time) {
IConsolePrintF(CC_ERROR,"Client #%d is dropped because it took longer than %d ticks for him to join", cs->client_id, _settings_client.network.max_join_time);
NetworkCloseClient(cs);
}
} else if (cs->status == STATUS_INACTIVE) {
int lag = NetworkCalculateLag(cs);
if (lag > 4 * DAY_TICKS) {
IConsolePrintF(CC_ERROR,"Client #%d is dropped because it took longer than %d ticks to start the joining process", cs->client_id, 4 * DAY_TICKS);
NetworkCloseClient(cs);
}
}
if (cs->status >= STATUS_PRE_ACTIVE) {
/* Check if we can send command, and if we have anything in the queue */
NetworkHandleCommandQueue(cs);
/* Send an updated _frame_counter_max to the client */
if (send_frame) SEND_COMMAND(PACKET_SERVER_FRAME)(cs);
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
/* Send a sync-check packet */
if (send_sync) SEND_COMMAND(PACKET_SERVER_SYNC)(cs);
#endif
}
}
/* See if we need to advertise */
NetworkUDPAdvertise();
}
void NetworkServerYearlyLoop()
{
NetworkCheckRestartMap();
}
void NetworkServerMonthlyLoop()
{
NetworkAutoCleanCompanies();
}
void NetworkServerChangeOwner(Owner current_owner, Owner new_owner)
{
/* The server has to handle all administrative issues, for example
* updating and notifying all clients of what has happened */
NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(CLIENT_ID_SERVER);
/* The server has just changed from owner */
if (current_owner == ci->client_playas) {
ci->client_playas = new_owner;
NetworkUpdateClientInfo(CLIENT_ID_SERVER);
}
/* Find all clients that were in control of this company, and mark them as new_owner */
FOR_ALL_CLIENT_INFOS(ci) {
if (current_owner == ci->client_playas) {
ci->client_playas = new_owner;
NetworkUpdateClientInfo(ci->client_id);
}
}
}
const char *GetClientIP(NetworkClientInfo *ci)
{
return ci->client_address.GetHostname();
}
void NetworkServerShowStatusToConsole()
{
static const char * const stat_str[] = {
"inactive",
"authorizing",
"authorized",
"waiting",
"loading map",
"map done",
"ready",
"active"
};
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
int lag = NetworkCalculateLag(cs);
NetworkClientInfo *ci = cs->GetInfo();
const char *status;
status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
IConsolePrintF(CC_INFO, "Client #%1d name: '%s' status: '%s' frame-lag: %3d company: %1d IP: %s unique-id: '%s'",
cs->client_id, ci->client_name, status, lag,
ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
GetClientIP(ci), ci->unique_id);
}
}
/**
* Send Config Update
*/
void NetworkServerSendConfigUpdate()
{
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
SEND_COMMAND(PACKET_SERVER_CONFIG_UPDATE)(cs);
}
}
void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
{
if (NetworkCompanyIsPassworded(company_id) == passworded) return;
SB(_network_company_passworded, company_id, 1, !!passworded);
InvalidateWindowClasses(WC_COMPANY);
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
SEND_COMMAND(PACKET_SERVER_COMPANY_UPDATE)(cs);
}
}
/**
* Handle the tid-bits of moving a client from one company to another.
* @param client_id id of the client we want to move.
* @param company_id id of the company we want to move the client to.
* @return void
**/
void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
{
/* Only allow non-dedicated servers and normal clients to be moved */
if (client_id == CLIENT_ID_SERVER && _network_dedicated) return;
NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(client_id);
/* No need to waste network resources if the client is in the company already! */
if (ci->client_playas == company_id) return;
ci->client_playas = company_id;
if (client_id == CLIENT_ID_SERVER) {
SetLocalCompany(company_id);
} else {
SEND_COMMAND(PACKET_SERVER_MOVE)(NetworkFindClientStateFromClientID(client_id), client_id, company_id);
}
/* announce the client's move */
NetworkUpdateClientInfo(client_id);
NetworkAction action = (company_id == COMPANY_SPECTATOR) ? NETWORK_ACTION_COMPANY_SPECTATOR : NETWORK_ACTION_COMPANY_JOIN;
NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1);
}
void NetworkServerSendRcon(ClientID client_id, ConsoleColour colour_code, const char *string)
{
SEND_COMMAND(PACKET_SERVER_RCON)(NetworkFindClientStateFromClientID(client_id), colour_code, string);
}
void NetworkServerSendError(ClientID client_id, NetworkErrorCode error)
{
SEND_COMMAND(PACKET_SERVER_ERROR)(NetworkFindClientStateFromClientID(client_id), error);
}
void NetworkServerKickClient(ClientID client_id)
{
if (client_id == CLIENT_ID_SERVER) return;
NetworkServerSendError(client_id, NETWORK_ERROR_KICKED);
}
void NetworkServerBanIP(const char *banip)
{
NetworkClientInfo *ci;
/* There can be multiple clients with the same IP, kick them all */
FOR_ALL_CLIENT_INFOS(ci) {
if (ci->client_address.IsInNetmask(const_cast<char *>(banip))) {
NetworkServerKickClient(ci->client_id);
}
}
/* Add user to ban-list */
*_network_ban_list.Append() = strdup(banip);
}
bool NetworkCompanyHasClients(CompanyID company)
{
const NetworkClientInfo *ci;
FOR_ALL_CLIENT_INFOS(ci) {
if (ci->client_playas == company) return true;
}
return false;
}
#endif /* ENABLE_NETWORK */