Commit Graph

378 Commits

Author SHA1 Message Date
Michael Lutz 549caca39c Codechange: Move command arguments to the back of the networked command function calls. 2021-12-16 22:28:32 +01:00
dP 31cf9e888b
Add: [Network] external chat messages for remote admins (#9563) 2021-09-19 23:09:06 +02:00
Patric Stout d9f8ed7bdf
Add: [Network] On join, log the ClientID + IP + Name clearly (#9558)
Additionally, reword the disconnect to match connect / join messages.

Co-authored-by: Berbe <4251220+Berbe@users.noreply.github.com>
2021-09-19 21:52:46 +01:00
Patric Stout e31b5d3870
Fix #9490: [Network] a full server couldn't be queried either (#9508)
You can now still query a full server, as long as the maximum
amount of allowed connections isn't reached. This means that as
long as there are not 255 clients connected to a server, you can
always connect to query.
2021-08-23 19:38:02 +02:00
Michael Lutz fff09a4af2 Fix d9c1d18f2: Wrong format string for console disconnect message. 2021-08-19 19:56:00 +02:00
dP 2e6a77a78a
Fix: connecting with the same name thrice hangs the server (#9485) 2021-08-16 11:09:54 +02:00
Patric Stout 1ef4d3cf19
Remove: COMPANY_INFO packets and related code (#9475) 2021-08-14 23:24:02 +02:00
Patric Stout 508e465b59
Add: synchronize server name to clients and display in Online Players GUI (#9472) 2021-08-14 10:19:40 +02:00
Patric Stout 4c1ea4020d
Change: remove the ability to control "max spectators" (#9466)
Soon we will make "join game" join the game as spectator first,
so limiting the amount of spectators makes no sense anymore in
that context. Not sure it ever did make sense.
2021-08-10 20:03:13 +02:00
Patric Stout f4dd2d88c7 Feature: raise the maximum NewGRF limit to 255 2021-07-11 12:16:07 +02:00
Patric Stout 61fdef8457 Remove: old server announcement to Master Server
As we now use the Game Coordinator for announcements, there is no
longer a need to use the Master Server for this.
2021-07-10 20:17:07 +02:00
rubidium42 981cd0197a Codechange: [Network] Use std::string for the client name in the network server 2021-06-15 06:13:00 +02:00
rubidium42 a8b3afb236 Codechange: [Network] Use string_view for network compatability check 2021-06-15 06:13:00 +02:00
rubidium42 667301e3ec Codechange: [Network] Make hostname/client IP return strings instead of a C-string 2021-06-15 06:13:00 +02:00
rubidium42 d9c1d18f2b Change: improve some of the console messages related to networking (make them more uniform) and convert to fmt 2021-06-13 15:25:31 +02:00
rubidium42 55a11710a6 Codechange: convert printf DEBUG statements to fmt Debug statements 2021-06-13 12:45:45 +02:00
rubidium42 bb8fd00760 Cleanup: [Network] Remove C-string Recv_string and its last use 2021-06-10 21:53:19 +02:00
Patric Stout 5e44da3010
Fix ef991b17: server was trying to free() a packet created with "new CommandPacket()" (#9334) 2021-06-03 22:07:44 +02:00
rubidium42 e3c9ed4d15 Codechange: [Network] Use std::string to determine an unique name for clients 2021-05-30 00:01:49 +02:00
rubidium42 fd95736bac Codechange: [Network] Use std::string for server side logic of kicking and banning clients 2021-05-30 00:01:49 +02:00
rubidium42 f0e1cd0129 Codechange: [Network] Let server rcon result use std::string 2021-05-30 00:01:49 +02:00
rubidium42 8b9f1147df Codechange: [Network] Let server changing a client name use std::string 2021-05-30 00:01:49 +02:00
rubidium42 ef991b1772 Codechange: [Network] Use std::string in CommandPacket 2021-05-29 19:02:18 +02:00
rubidium42 4d246cda73 Codechange: [Network] Let NetworkClientInfo use std::string 2021-05-16 10:07:51 +02:00
rubidium42 83679c0e57 Codechange: [Network] Use std::string to populate the client list for company stats 2021-05-16 10:07:51 +02:00
rubidium42 fab120ee83 Codechange: [Network] Let chat communication use std::string 2021-05-15 10:20:50 +02:00
rubidium42 ae85af98eb Codechange: Use std::string GetString where convenient 2021-05-15 10:20:50 +02:00
rubidium42 e6703eac68 Codechange: [Network] Let NetworkTextMessage use std::string 2021-05-15 10:20:50 +02:00
rubidium42 44ca7d9377 Change: Use gender-neutral pronouns 2021-05-15 10:16:48 +02:00
rubidium42 ebe32ad912 Codechange: [Network] Use std::string for the internal handling of admin/rcon passwords 2021-05-14 23:22:04 +02:00
rubidium42 6db52d52d0 Codechange: [Network] Use std::string for the internal handling of server passwords 2021-05-14 23:22:04 +02:00
rubidium42 1de5cdeab8 Codechange: [Network] Use std::string for the internal handling of company passwords 2021-05-14 23:22:04 +02:00
rubidium42 98283116fa Codechange: [Network] Make company state password std::string 2021-05-14 23:22:04 +02:00
rubidium42 02fdb5b210 Codechange: move server name/id in settings to std::string 2021-05-13 23:13:17 +02:00
rubidium42 c73d64adf9 Codechange: move passwords in settings to std::string 2021-05-13 23:13:17 +02:00
Patric Stout b136e65cf9
Change: reworked the debug levels for network facility (#9251)
It now follows very simple rules:
0 - Fatal, user should know about this
1 - Error, but we are recovering
2 - Warning, wrong but okay if you don't know
3 - Info, information you might care about
4 -
5 - Debug #1 - High level debug messages
6 - Debug #2 - Low level debug messages
7 - Trace information
2021-05-12 16:34:02 +02:00
Patric Stout 36e22f3a7b
Fix: [Network] clients leaving because of broken connections was not broadcasted (#9238)
The code mixed up "client has quit but we already told everyone"
with "client lost connection, handle this".

Split up those two signals:
- CLIENT_QUIT means we told everyone and the connection is now dead
- CONNECTION_LIST means we should tell everyone we lost a client
2021-05-11 12:26:16 +02:00
William Davis 881e1da51d
Change: Use gender-neutral pronouns in console command messages (and comments) (#9203) 2021-05-08 11:02:30 +01:00
rubidium42 e7581fd42d Change: [Network] Update server's NetworkServerGameInfo only when needed
Split the updating in a "static" version that only needs to be called when a new map is loaded or some settings are changed, and a "dynamic" version that updates everything that changes regularly such as the current game date or the number of spectators.
2021-05-05 21:01:23 +02:00
rubidium42 72bd62fd70 Codechange: [Network] Use a single NetworkServerGameInfo object at server side and serialize that for the clients 2021-05-05 21:01:23 +02:00
Patric Stout b3003dd163 Add: ability to retrieve game info from server over TCP 2021-04-27 20:18:53 +02:00
Patric Stout cb2ef1ea4b Codechange: move all NetworkGameInfo related functions to a single file
It currently was a bit scattered over the place. Part of
NetworkGameInfo is also the GRF Identifiers that goes with it.
2021-04-27 20:18:53 +02:00
rubidium42 5afb090082 Change: [Network] Remove now defunct savegame transfer packet limiter 2021-04-25 21:29:23 +02:00
Rubidium 21f58ab437 Change: use 32 KiB packets to transfer the savegame 2021-04-25 21:27:54 +02:00
rubidium42 65818db1f4 Fix: [Network] Prevent stalling save game transfer when compression is slow 2021-04-25 19:54:21 +02:00
Patric Stout ff708c2c65 Add: admin menu for companies in multiplayer games
You can now easily do:
- a password reset (unlock)
- remove an empty company (reset company)
2021-04-24 21:43:58 +02:00
Patric Stout 5266359424 Feature: rework in-game Online Players GUI
The GUI now more clearly shows some basic information about the
server you joined, your client name (and the ability to change it),
and what players are in which company.

It also contains useful buttons to press to join companies, chat
with other people, and for admins to kick/ban people.

Additionally, renamed "advertised" to "visibility"; this has to
do with future additions, but also because it is more clear in
wording.
2021-04-24 21:43:58 +02:00
Rubidium 450178d780 Codechange: add accessor for the packet type to Packet and make the internal state of Packet private 2021-04-24 20:42:01 +02:00
Rubidium 3abefdf561 Codechange: remove public access to the next pointer in Packet 2021-04-24 20:42:01 +02:00
Rubidium f71fb0f54a Codechange: encapsulate reading the size of a Packet 2021-04-24 20:42:01 +02:00
Rubidium 6f161f6559 Codechange: encapsulate the logic about how many bytes can be sent from a buffer in to a Packet 2021-04-24 20:42:01 +02:00
rubidium42 e1cebe0ea0 Add: [Network] Validate the client name server side, so no clients with invalid names can actually join 2021-04-24 08:02:54 +02:00
rubidium42 b14f412117 Codechange: [Network] Introduce function to validate the client name 2021-04-24 08:02:54 +02:00
Patric Stout 05612d60ae Remove: "language" field from server/client
The original idea was that people could find a server they could
talk in their native language on. This isn't really used in that
way. There are several reasons for removing this:

- the client also sends his "language" to the server, but nothing
  is doing anything with this.
- flags are a bad way to represent languages, and over the years
  we had several (rightfully) complaints about this.
- most servers have their language set to "All", and prefix the
  servername with the language it is about. This is a much more
  efficient way to do the same.

All in all, this feature should go back to the drawing board.
Maybe it could work in another form, but this form is not it.
2021-04-20 17:24:38 +02:00
Jonathan G Rennison 825867f2c5
Fix: [Network] State conditions for sending client info/quit packets (#8959)
Use status >= STATUS_AUTHORIZED as the state criteria for all cases
where updates about other clients are sent.
This avoids the case where a client is informed that another client
has joined but not informed when it later quits, resulting in
stale entries in the client list window.
2021-04-06 19:31:52 +01:00
Patric Stout 13889b6554 Fix: [Network] don't show "server doesn't respond" while in queue
Send all clients in the queue every game-day a packet that they
are still in the queue.
2021-02-28 12:27:04 +01:00
Patric Stout 8d199b1bbc Fix: [Network] send map to next client if current client disconnects
Also terminate creating of the savegame, as the client is gone,
there really is no need for that anymore.
2021-02-28 12:27:04 +01:00
Patric Stout 3677418225 Fix: [Network] also count the person downloading the map in the queue
Strictly seen, there are "N" people -waiting- in front of you
in the queue, but it is nicer to show "N + 1" for the person that
is currently downloading the map. Avoids it showing:
"0 clients in front of you". That just feels a bit off.
2021-02-28 12:27:04 +01:00
Pavel Stupnikov 4fd2eecb8b
Change: Improve console warnings on invalid network commands (#8753) 2021-02-27 20:26:51 +01:00
Patric Stout 53c28a8ec9 Codechange: [Network] replace _realtime_tick with std::chrono 2021-02-27 00:36:14 +01:00
Patric Stout d068d61f3c
Fix bddfcaef: don't tell twice that a client left because of a timeout etc (#8746)
SendError() notifies all clients of the disconnect. This calls
CloseConnection() at the end, which also notified the clients
of the disconnect. Really no need to do it twice.

The status NETWORK_RECV_STATUS_SERVER_ERROR is only set by
SendError(), so in case that is the status, don't let
ClientConnection() send another notification.
2021-02-27 00:32:51 +01:00
Charles Pigott 9b800a96ed
Codechange: Remove min/max functions in favour of STL variants (#8502) 2021-01-08 11:16:18 +01:00
Patric Stout 62cdadb582 Change: move "give money" from client-list to company window
This is a much better location for this button, as you send
money from one company to another company, not from player
to player.

This is based on work done by JGRPP in:
f820543391
and surrounding commits, which took the work from estys:
https://www.tt-forums.net/viewtopic.php?p=1183311#p1183311

We did modify it to fix several bugs and clean up the code while
here anyway.

The callback was removed, as it meant a modified client could
prevent anyone from seeing money was transfered. The message
is now generated in the command itself, making that impossible.
2021-01-05 21:56:24 +01:00
Charles Pigott 860c270c73 Codechange: Replace assert_compile macro with static_assert 2020-12-27 10:55:42 +00:00
Jonathan G Rennison 053d4f3bff Fix: Thread unsafe use of SendPacket for PACKET_SERVER_MAP_SIZE
NetworkTCPSocketHandler::SendPacket is not thread safe and may not
be used concurrently from multiple threads without suitable locking
2020-07-09 16:08:01 +01:00
glx 2b1a7ceb4e Fix #7976: Don't kick the client doing the rcon 2020-02-08 09:03:14 +01:00
Bjarni Thor 5880f1479f Feature #7756: Allow server to supply a reason to kicked/banned clients
This commit adds the missing feature of allowing the server owner to
    provide a reason for kicking/banning a client, which the client sees in
    a pop-up window after being kicked. The implementation extends the
    network protocol by adding a new network action called
    NETWORK_ACTION_KICKED that is capable of having an error string, unlike
    the other network error packages.  Additionally, the kick function
    broadcasts a message to all clients about the kicked client and the
    reason for the kick.
2020-02-04 22:17:39 +00:00
Berbe 2fc2058b3b Feature: Auto-restart loads the original resources again
If the game was started loading a savegame or scenario, auto-restart will load a new random map.
This is inconsistent with the case in which a heightmap was loaded, as in that case the heightmap is kept as a basis for a new game.
This proposal solves this heterogeneity be considering the originally loaded resource shall be kept, hence savegames & scenarios shall be reloaded
2020-01-12 23:47:19 +01:00
glx d8a1be48cd Codechange: Replace vehicle related FOR_ALL with range-based for loops 2019-12-21 20:13:03 +01:00
glx 41232f18c1 Codechange: Replace network related FOR_ALL with range-based for loops 2019-12-21 20:13:03 +01:00
glx ddabfed1cd Codechange: Replace station related FOR_ALL with range-based for loops 2019-12-21 20:13:03 +01:00
glx 3a14cea068 Codechange: Replace FOR_ALL_COMPANIES with range-based for loops 2019-12-21 20:13:03 +01:00
S. D. Cloudt 13cc8a0cee Cleanup: Removed SVN headers 2019-11-10 17:59:20 +00:00
JMcKiern 04f659e768 Fix: Some typos found using codespell 2019-09-29 21:27:32 +01:00
Henry Wilson 7c8e7c6b6e Codechange: Use null pointer literal instead of the NULL macro 2019-04-10 23:22:20 +02:00
Michael Lutz e804173595 Codechange: If something is a vector of strings, use a vector of strings instead of an AutoFreeSmallVector. 2019-04-09 22:45:15 +02:00
Michael Lutz 05f4e73608 Codechange: Replace custom mutex code with C++11 mutex'es.
A conforming compiler with a valid <mutex>-header is expected.
Most parts of the code assume that locking a mutex will never fail unexpectedly,
which is generally true on all common platforms that don't just pretend to
be C++11. The use of condition variables in driver code is checked.
2019-04-06 11:27:39 +02:00
glx22 a1e492d0d8
Fix #7439: don't overwrite CompanyRemoveReason with ClientID (#7465) 2019-04-05 15:11:52 +02:00
Henry Wilson ab711e6942 Codechange: Replaced SmallVector::[Begin|End]() with std alternatives 2019-03-26 20:15:57 +00:00
Henry Wilson a0f36a50e6 Codechange: Replaced SmallVector::Append() with std::vector::[push|emplace]_back() 2019-03-26 20:15:57 +00:00
Henry Wilson af7d9020a1 Codechange: Use override specifer for overriding member declarations
This is a C++11 feature that allows the compiler to check that a virtual
member declaration overrides a base-class member with the same signature.

Also src/blitter/32bpp_anim_sse4.hpp +38 is no longer erroneously marked
as virtual despite being a template.
2019-03-24 16:10:04 +01:00
Patric Stout e3c639a09f Remove: ENABLE_NETWORK switch
This switch has been a pain for years. Often disabling broke
compilation, as no developer compiles OpenTTD without, neither do
any of our official binaries.

Additionaly, it has grown so hugely in our codebase, that it
clearly shows that the current solution was a poor one. 350+
instances of "#ifdef ENABLE_NETWORK" were in the code, of which
only ~30 in the networking code itself. The rest were all around
the code to do the right thing, from GUI to NewGRF.

A more proper solution would be to stub all the functions, and
make sure the rest of the code can simply assume network is
available. This was also partially done, and most variables were
correct if networking was disabled. Despite that, often the #ifdefs
were still used.

With the recent removal of DOS, there is also no platform anymore
which we support where networking isn't working out-of-the-box.

All in all, it is time to remove the ENABLE_NETWORK switch. No
replacement is planned, but if you feel we really need this option,
we welcome any Pull Request which implements this in a way that
doesn't crawl through the code like this diff shows we used to.
2019-03-20 19:24:55 +01:00
glx 8e7fe3973f Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions 2019-02-04 21:08:36 +01:00
Charles Pigott f5b1115039 Doc: Lots and lots of doxymentation fixes 2018-10-31 12:35:54 +01:00
Matthijs Kooijman fa87212a76 Fix: Some spelling errors in printed messages 2018-04-30 13:38:58 +02:00
frosch b4b98e5165 (svn r27893) -Codechange: Use fallthrough attribute. (LordAro) 2017-08-13 18:38:42 +00:00
rubidium f28ff446e9 (svn r26975) -Fix: reading too many bits when determining the client index for desync debug message 2014-10-07 17:32:29 +00:00
planetmaker 105306609f (svn r26616) -Fix (r26576) [FS#6025]: First send packages about new company, then clients joining it to admin port (Taede) 2014-05-25 19:01:30 +00:00
rubidium 4a52300838 (svn r26576) -Fix [FS#6003]: [Network] AIs would not reset certain network state information upon creation of their company 2014-05-11 12:52:21 +00:00
rubidium 9ed12b0f07 (svn r26509) -Codechange: replace strdup with stredup (the latter ensures the return is not NULL) 2014-04-25 15:40:32 +00:00
rubidium 160ad31028 (svn r26488) -Codechange: perform the appropriate length checks when getting a client name 2014-04-23 21:19:54 +00:00
frosch ef4c2ce031 (svn r26485) -Codechange: Replace ttd_strlcpy and ttd_strlcat with strecpy and strecat. 2014-04-23 20:44:42 +00:00
rubidium 0463dbdc9e (svn r26482) -Codechange: add an include that allows us to undefine/redefine "unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values 2014-04-23 20:13:33 +00:00
rubidium 1a043202d1 (svn r26043) -Fix [FS#5811]: occasional hanging when client joins 2013-11-21 18:35:31 +00:00
rubidium 18a3a569fb (svn r26005) -Fix [FS#5478]: crash when transferring savegame from server to client 2013-11-15 22:22:01 +00:00
planetmaker c24374f99c (svn r24900) -Fix [FS#5389]: Comments with typos (most fixes supplied by Eagle_rainbow) 2013-01-08 22:46:42 +00:00
frosch de770d7563 (svn r24580) -Fix [FS#5308]: Do not add duplicates to the ban list. (alechz) 2012-10-09 20:36:31 +00:00
rubidium a961276b6f (svn r24221) -Fix [FS#5166]: Lag counters were not properly reset when switching states making it possible to get disconnected for lagging when you weren't lagging 2012-05-09 19:14:36 +00:00
rubidium ea2f19d4f2 (svn r23958) -Fix: don't allow chat messages from pre-active clients. As they haven't got the savegame yet, they won't have the interface to send them either (dihedral) 2012-02-16 20:45:03 +00:00
rubidium c5f7a0f69d (svn r23957) -Fix [FS#4990]: allow sending chat to pre-active clients as the clients start accepting once they send 'map ok' to the server, which is the same moment we change their status to pre-active 2012-02-16 20:44:03 +00:00