/* $Id$ */ #include "stdafx.h" #include "debug.h" #include "string.h" #include "strings.h" #include "network_data.h" #include "train.h" #ifdef ENABLE_NETWORK #include "table/strings.h" #include "functions.h" #include "network_server.h" #include "network_udp.h" #include "console.h" #include "command.h" #include "gfx.h" #include "saveload.h" #include "vehicle.h" #include "station.h" #include "settings.h" #include "variables.h" // This file handles all the server-commands static void NetworkHandleCommandQueue(NetworkClientState* cs); static void NetworkSendPatchSettings(NetworkClientState* cs); void NetworkPopulateCompanyInfo(void); // ********** // Sending functions // DEF_SERVER_SEND_COMMAND has parameter: NetworkClientState *cs // ********** DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(NetworkClientState *cs, NetworkClientInfo *ci) { // // Packet: SERVER_CLIENT_INFO // Function: Sends info about a client // Data: // uint16: The index of the client (always unique on a server. 1 = server) // uint8: As which player the client is playing // String: The name of the client // String: The unique id of the client // Packet *p; if (ci->client_index != NETWORK_EMPTY_INDEX) { p = NetworkSend_Init(PACKET_SERVER_CLIENT_INFO); NetworkSend_uint16(p, ci->client_index); NetworkSend_uint8 (p, ci->client_playas); NetworkSend_string(p, ci->client_name); NetworkSend_string(p, ci->unique_id); NetworkSend_Packet(p, cs); } } DEF_SERVER_SEND_COMMAND(PACKET_SERVER_COMPANY_INFO) { // // Packet: SERVER_COMPANY_INFO // Function: Sends info about the companies // Data: // int i; Player *player; Packet *p; byte active = ActivePlayerCount(); if (active == 0) { Packet *p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO); NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION); NetworkSend_uint8 (p, active); NetworkSend_Packet(p, cs); return; } NetworkPopulateCompanyInfo(); FOR_ALL_PLAYERS(player) { if (!player->is_active) continue; p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO); NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION); NetworkSend_uint8 (p, active); NetworkSend_uint8 (p, player->index); NetworkSend_string(p, _network_player_info[player->index].company_name); NetworkSend_uint8 (p, _network_player_info[player->index].inaugurated_year); NetworkSend_uint64(p, _network_player_info[player->index].company_value); NetworkSend_uint64(p, _network_player_info[player->index].money); NetworkSend_uint64(p, _network_player_info[player->index].income); NetworkSend_uint16(p, _network_player_info[player->index].performance); /* Send 1 if there is a passord for the company else send 0 */ if (_network_player_info[player->index].password[0] != '\0') { NetworkSend_uint8 (p, 1); } else { NetworkSend_uint8 (p, 0); } for (i = 0; i < NETWORK_VEHICLE_TYPES; i++) NetworkSend_uint16(p, _network_player_info[player->index].num_vehicle[i]); for (i = 0; i < NETWORK_STATION_TYPES; i++) NetworkSend_uint16(p, _network_player_info[player->index].num_station[i]); if (_network_player_info[player->index].players[0] == '\0') NetworkSend_string(p, ""); else NetworkSend_string(p, _network_player_info[player->index].players); NetworkSend_Packet(p, cs); } p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO); NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION); NetworkSend_uint8 (p, 0); NetworkSend_Packet(p, cs); } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientState *cs, NetworkErrorCode error) { // // Packet: SERVER_ERROR // Function: The client made an error // Data: // uint8: ErrorID (see network_data.h, NetworkErrorCode) // NetworkClientState *new_cs; char str[100]; char client_name[NETWORK_CLIENT_NAME_LENGTH]; Packet *p = NetworkSend_Init(PACKET_SERVER_ERROR); NetworkSend_uint8(p, error); NetworkSend_Packet(p, cs); GetNetworkErrorMsg(str, error); // Only send when the current client was in game if (cs->status > STATUS_AUTH) { NetworkGetClientName(client_name, sizeof(client_name), cs); DEBUG(net, 2) ("[NET] '%s' made an error and has been disconnected. Reason: %s", client_name, str); NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str); FOR_ALL_CLIENTS(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->index, error); } } } else { DEBUG(net, 2) ("[NET] Client %d made an error and has been disconnected. Reason: %s", cs->index, str); } cs->quited = true; // Make sure the data get's there before we close the connection NetworkSend_Packets(cs); // The client made a mistake, so drop his connection now! NetworkCloseClient(cs); } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(NetworkClientState *cs, NetworkPasswordType type) { // // Packet: SERVER_NEED_PASSWORD // Function: Indication to the client that the server needs a password // Data: // uint8: Type of password // Packet *p = NetworkSend_Init(PACKET_SERVER_NEED_PASSWORD); NetworkSend_uint8(p, type); NetworkSend_Packet(p, cs); } DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME) { // // Packet: SERVER_WELCOME // Function: The client is joined and ready to receive his map // Data: // uint16: Own ClientID // Packet *p; const NetworkClientState *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); NetworkSend_uint16(p, cs->index); NetworkSend_Packet(p, cs); // Transmit info about all the active clients FOR_ALL_CLIENTS(new_cs) { if (new_cs != cs && new_cs->status > STATUS_AUTH) SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, DEREF_CLIENT_INFO(new_cs)); } // Also send the info of the server SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX)); } 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; NetworkClientState *new_cs; Packet *p; // Count how many players are waiting in the queue FOR_ALL_CLIENTS(new_cs) { if (new_cs->status == STATUS_MAP_WAIT) waiting++; } p = NetworkSend_Init(PACKET_SERVER_WAIT); NetworkSend_uint8(p, waiting); NetworkSend_Packet(p, cs); } // 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: // uint32: seed0 of player // uint32: seed1 of player // last 2 are repeated MAX_PLAYERS time // char filename[256]; 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) { Packet *p; // Make a dump of the current game sprintf(filename, "%s%snetwork_server.tmp", _path.autosave_dir, PATHSEP); if (SaveOrLoad(filename, SL_SAVE) != SL_OK) error("network savedump failed"); file_pointer = fopen(filename, "rb"); fseek(file_pointer, 0, SEEK_END); // Now send the _frame_counter and how many packets are coming p = NetworkSend_Init(PACKET_SERVER_MAP); NetworkSend_uint8(p, MAP_PACKET_START); NetworkSend_uint32(p, _frame_counter); NetworkSend_uint32(p, ftell(file_pointer)); NetworkSend_Packet(p, cs); 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); NetworkSend_uint8(p, MAP_PACKET_NORMAL); res = fread(p->buffer + p->size, 1, SEND_MTU - p->size, file_pointer); if (ferror(file_pointer)) { error("Error reading temporary network savegame!"); } p->size += res; NetworkSend_Packet(p, cs); if (feof(file_pointer)) { // Done reading! Packet *p; // XXX - Delete this when patch-settings are saved in-game NetworkSendPatchSettings(cs); p = NetworkSend_Init(PACKET_SERVER_MAP); NetworkSend_uint8(p, MAP_PACKET_END); NetworkSend_Packet(p, cs); // 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); { NetworkClientState *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_CLIENTS(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 NetworkSend_Packets(cs); if (cs->packet_queue == NULL) { // 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)(NetworkClientState *cs, uint16 client_index) { // // 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: // uint16: Client-Index // Packet *p = NetworkSend_Init(PACKET_SERVER_JOIN); NetworkSend_uint16(p, client_index); NetworkSend_Packet(p, cs); } 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); NetworkSend_uint32(p, _frame_counter); NetworkSend_uint32(p, _frame_counter_max); #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME NetworkSend_uint32(p, _sync_seed_1); #ifdef NETWORK_SEND_DOUBLE_SEED NetworkSend_uint32(p, _sync_seed_2); #endif #endif NetworkSend_Packet(p, cs); } 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); NetworkSend_uint32(p, _frame_counter); NetworkSend_uint32(p, _sync_seed_1); #ifdef NETWORK_SEND_DOUBLE_SEED NetworkSend_uint32(p, _sync_seed_2); #endif NetworkSend_Packet(p, cs); } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(NetworkClientState *cs, CommandPacket *cp) { // // Packet: SERVER_COMMAND // Function: Sends a DoCommand to the client // Data: // uint8: PlayerID (0..MAX_PLAYERS-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); NetworkSend_uint8(p, cp->player); NetworkSend_uint32(p, cp->cmd); NetworkSend_uint32(p, cp->p1); NetworkSend_uint32(p, cp->p2); NetworkSend_uint32(p, cp->tile); NetworkSend_string(p, cp->text); NetworkSend_uint8(p, cp->callback); NetworkSend_uint32(p, cp->frame); NetworkSend_Packet(p, cs); } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(NetworkClientState *cs, NetworkAction action, uint16 client_index, bool self_send, const char *msg) { // // Packet: SERVER_CHAT // Function: Sends a chat-packet to the client // Data: // uint8: ActionID (see network_data.h, NetworkAction) // uint16: Client-index // String: Message (max MAX_TEXT_MSG_LEN) // Packet *p = NetworkSend_Init(PACKET_SERVER_CHAT); NetworkSend_uint8(p, action); NetworkSend_uint16(p, client_index); NetworkSend_uint8(p, self_send); NetworkSend_string(p, msg); NetworkSend_Packet(p, cs); } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientState *cs, uint16 client_index, 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: // uint16: Client-index // uint8: ErrorID (see network_data.h, NetworkErrorCode) // Packet *p = NetworkSend_Init(PACKET_SERVER_ERROR_QUIT); NetworkSend_uint16(p, client_index); NetworkSend_uint8(p, errorno); NetworkSend_Packet(p, cs); } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(NetworkClientState *cs, uint16 client_index, const char *leavemsg) { // // Packet: SERVER_ERROR_QUIT // Function: A client left the game, and this packets informs the other clients // of that. // Data: // uint16: Client-index // String: leave-message // Packet *p = NetworkSend_Init(PACKET_SERVER_QUIT); NetworkSend_uint16(p, client_index); NetworkSend_string(p, leavemsg); NetworkSend_Packet(p, cs); } DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN) { // // Packet: SERVER_SHUTDOWN // Function: Let the clients know that the server is closing // Data: // // Packet *p = NetworkSend_Init(PACKET_SERVER_SHUTDOWN); NetworkSend_Packet(p, cs); } 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: // // Packet *p = NetworkSend_Init(PACKET_SERVER_NEWGAME); NetworkSend_Packet(p, cs); } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkClientState *cs, uint16 color, const char *command) { Packet *p = NetworkSend_Init(PACKET_SERVER_RCON); NetworkSend_uint16(p, color); NetworkSend_string(p, command); NetworkSend_Packet(p, cs); } // ********** // Receiving functions // DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientState *cs, Packet *p // ********** DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO) { SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)(cs); } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN) { char name[NETWORK_CLIENT_NAME_LENGTH]; char unique_id[NETWORK_NAME_LENGTH]; NetworkClientInfo *ci; byte playas; NetworkLanguage client_lang; char client_revision[NETWORK_REVISION_LENGTH]; NetworkRecv_string(cs, p, client_revision, sizeof(client_revision)); #if defined(WITH_REV) || defined(WITH_REV_HACK) // Check if the client has revision control enabled if (strncmp(NOREV_STRING, client_revision, sizeof(client_revision)) != 0) { if (strncmp(_network_game_info.server_revision, client_revision, sizeof(_network_game_info.server_revision) - 1) != 0) { // Different revisions!! SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_REVISION); return; } } #endif NetworkRecv_string(cs, p, name, sizeof(name)); playas = NetworkRecv_uint8(cs, p); client_lang = NetworkRecv_uint8(cs, p); NetworkRecv_string(cs, p, unique_id, sizeof(unique_id)); if (cs->quited) return; // join another company does not affect these values switch (playas) { case 0: /* New company */ if (ActivePlayerCount() >= _network_game_info.companies_max) { SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_FULL); return; } break; case OWNER_SPECTATOR: /* Spectator */ if (NetworkSpectatorCount() >= _network_game_info.spectators_max) { SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_FULL); return; } break; } // We need a valid name.. make it Player if (*name == '\0') ttd_strlcpy(name, "Player", sizeof(name)); if (!NetworkFindName(name)) { // Change name if duplicate // We could not create a name for this player SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NAME_IN_USE); return; } ci = DEREF_CLIENT_INFO(cs); ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name)); ttd_strlcpy(ci->unique_id, unique_id, sizeof(ci->unique_id)); ci->client_playas = playas; ci->client_lang = client_lang; // We now want a password from the client // else we do not allow him in! if (_network_game_info.use_password) SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_GAME_PASSWORD); else { if (ci->client_playas > 0 && ci->client_playas <= MAX_PLAYERS && _network_player_info[ci->client_playas - 1].password[0] != '\0') { SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_COMPANY_PASSWORD); } else { SEND_COMMAND(PACKET_SERVER_WELCOME)(cs); } } /* Make sure companies to who people try to join are not autocleaned */ if (playas >= 1 && playas <= MAX_PLAYERS) _network_player_info[playas-1].months_empty = 0; } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD) { NetworkPasswordType type; char password[NETWORK_PASSWORD_LENGTH]; NetworkClientInfo *ci; type = NetworkRecv_uint8(cs, p); NetworkRecv_string(cs, p, password, sizeof(password)); if (cs->status == STATUS_INACTIVE && type == NETWORK_GAME_PASSWORD) { // Check game-password if (strncmp(password, _network_game_info.server_password, sizeof(password)) != 0) { // Password is invalid SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD); return; } ci = DEREF_CLIENT_INFO(cs); if (ci->client_playas <= MAX_PLAYERS && _network_player_info[ci->client_playas - 1].password[0] != '\0') { 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_INACTIVE && type == NETWORK_COMPANY_PASSWORD) { ci = DEREF_CLIENT_INFO(cs); if (strncmp(password, _network_player_info[ci->client_playas - 1].password, sizeof(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) { NetworkClientState *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->quited) { SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED); return; } // Check if someone else is receiving the map FOR_ALL_CLIENTS(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->quited) { char client_name[NETWORK_CLIENT_NAME_LENGTH]; NetworkClientState *new_cs; NetworkGetClientName(client_name, sizeof(client_name), cs); NetworkTextMessage(NETWORK_ACTION_JOIN, 1, 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_CLIENTS(new_cs) { if (new_cs->status > STATUS_AUTH) { SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(new_cs, DEREF_CLIENT_INFO(cs)); SEND_COMMAND(PACKET_SERVER_JOIN)(new_cs, cs->index); } } if (_network_pause_on_join) { /* Now pause the game till the client is in sync */ DoCommandP(0, 1, 0, NULL, CMD_PAUSE); NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game paused (incoming client)", NETWORK_SERVER_INDEX); } } else { // Wrong status for this packet, give a warning to client, and close connection SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED); } } /** Enforce the command flags. * Eg a server-only command can only be executed by a server, etc. * @param *cp the commandpacket that is going to be checked * @param *ci client information for debugging output to console */ static bool CheckCommandFlags(const CommandPacket *cp, const NetworkClientInfo *ci) { byte flags = GetCommandFlags(cp->cmd); if (flags & CMD_SERVER && ci->client_index != NETWORK_SERVER_INDEX) { IConsolePrintF(_icolour_err, "WARNING: server only command from player %d (IP: %s), kicking...", ci->client_playas, GetPlayerIP(ci)); return false; } if (flags & CMD_OFFLINE) { IConsolePrintF(_icolour_err, "WARNING: offline only command from player %d (IP: %s), kicking...", ci->client_playas, GetPlayerIP(ci)); return false; } return true; } /** 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) { NetworkClientState *new_cs; const NetworkClientInfo *ci; byte callback; CommandPacket *cp = malloc(sizeof(CommandPacket)); // 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->quited) { SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED); return; } cp->player = NetworkRecv_uint8(cs, p); cp->cmd = NetworkRecv_uint32(cs, p); cp->p1 = NetworkRecv_uint32(cs, p); cp->p2 = NetworkRecv_uint32(cs, p); cp->tile = NetworkRecv_uint32(cs, p); NetworkRecv_string(cs, p, cp->text, lengthof(cp->text)); callback = NetworkRecv_uint8(cs, p); if (cs->quited) return; ci = DEREF_CLIENT_INFO(cs); /* Check if cp->cmd is valid */ if (!IsValidCommand(cp->cmd)) { IConsolePrintF(_icolour_err, "WARNING: invalid command from player %d (IP: %s).", ci->client_playas, GetPlayerIP(ci)); SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED); return; } if (!CheckCommandFlags(cp, ci)) { SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_KICKED); return; } /** Only CMD_PLAYER_CTRL is always allowed, for the rest, playas needs * to match the player 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_PLAYER_CTRL && cp->p1 == 0) && ci->client_playas - 1 != cp->player) { IConsolePrintF(_icolour_err, "WARNING: player %d (IP: %s) tried to execute a command as player %d, kicking...", ci->client_playas - 1, GetPlayerIP(ci), cp->player); SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_PLAYER_MISMATCH); return; } /** @todo CMD_PLAYER_CTRL with p1 = 0 announces a new player to the server. To give the * player 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 CmdPlayerCtrl() players.c:655 */ if (cp->cmd == CMD_PLAYER_CTRL) { if (cp->p1 != 0) { SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_CHEATER); return; } // XXX - UGLY! p2 is mis-used to get the client-id in CmdPlayerCtrl cp->p2 = cs - _clients; } // 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; // Queue the command for the clients (are send at the end of the frame // if they can handle it ;)) FOR_ALL_CLIENTS(new_cs) { if (new_cs->status > STATUS_AUTH) { // Callbacks are only send back to the client who sent them in the // first place. This filters that out. cp->callback = (new_cs != cs) ? 0 : callback; NetworkAddCommandQueue(new_cs, cp); } } cp->callback = 0; // Queue the command on the server if (_local_command_queue == NULL) { _local_command_queue = cp; } else { // Find last packet CommandPacket *c = _local_command_queue; while (c->next != NULL) c = c->next; c->next = 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 NetworkClientState *new_cs; char str[100]; NetworkErrorCode errorno = NetworkRecv_uint8(cs, p); 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->quited) { cs->quited = true; return; } NetworkGetClientName(client_name, sizeof(client_name), cs); GetNetworkErrorMsg(str, errorno); DEBUG(net, 2)("[NET] %s reported an error and is closing his connection (%s)", client_name, str); NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str); FOR_ALL_CLIENTS(new_cs) { if (new_cs->status > STATUS_AUTH) { SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno); } } cs->quited = true; } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT) { // The client wants to leave. Display this and report it to the other // clients. NetworkClientState *new_cs; char str[100]; 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->quited) { cs->quited = true; return; } NetworkRecv_string(cs, p, str, lengthof(str)); NetworkGetClientName(client_name, sizeof(client_name), cs); NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str); FOR_ALL_CLIENTS(new_cs) { if (new_cs->status > STATUS_AUTH) { SEND_COMMAND(PACKET_SERVER_QUIT)(new_cs, cs->index, str); } } cs->quited = true; } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK) { uint32 frame = NetworkRecv_uint32(cs, p); /* 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 (_network_pause_on_join) { DoCommandP(0, 0, 0, NULL, CMD_PAUSE); NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game unpaused (client connected)", NETWORK_SERVER_INDEX); } } // 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 NetworkServer_HandleChat(NetworkAction action, DestType desttype, int dest, const char *msg, uint16 from_index) { NetworkClientState *cs; NetworkClientInfo *ci, *ci_own, *ci_to; switch (desttype) { case DESTTYPE_CLIENT: /* Are we sending to the server? */ if (dest == NETWORK_SERVER_INDEX) { ci = NetworkFindClientInfoFromIndex(from_index); /* Display the text locally, and that is it */ if (ci != NULL) NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas-1), false, ci->client_name, "%s", msg); } else { /* Else find the client to send the message to */ FOR_ALL_CLIENTS(cs) { if (cs->index == dest) { SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, false, msg); break; } } } // Display the message locally (so you know you have sent it) if (from_index != dest) { if (from_index == NETWORK_SERVER_INDEX) { ci = NetworkFindClientInfoFromIndex(from_index); ci_to = NetworkFindClientInfoFromIndex(dest); if (ci != NULL && ci_to != NULL) NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas-1), true, ci_to->client_name, "%s", msg); } else { FOR_ALL_CLIENTS(cs) { if (cs->index == from_index) { SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, dest, true, msg); break; } } } } break; case DESTTYPE_PLAYER: { 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 player */ ci_to = NULL; FOR_ALL_CLIENTS(cs) { ci = DEREF_CLIENT_INFO(cs); if (ci->client_playas == dest) { SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, false, msg); if (cs->index == from_index) { show_local = false; } ci_to = ci; // Remember a client that is in the company for company-name } } ci = NetworkFindClientInfoFromIndex(from_index); ci_own = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX); if (ci != NULL && ci_own != NULL && ci_own->client_playas == dest) { NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas-1), false, ci->client_name, "%s", msg); if (from_index == NETWORK_SERVER_INDEX) show_local = false; ci_to = ci_own; } /* There is no such player */ if (ci_to == NULL) break; // Display the message locally (so you know you have sent it) if (ci != NULL && show_local) { if (from_index == NETWORK_SERVER_INDEX) { char name[NETWORK_NAME_LENGTH]; GetString(name, GetPlayer(ci_to->client_playas-1)->name_1); NetworkTextMessage(action, GetDrawStringPlayerColor(ci_own->client_playas-1), true, name, "%s", msg); } else { FOR_ALL_CLIENTS(cs) { if (cs->index == from_index) { SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, ci_to->client_index, true, msg); } } } } } break; default: DEBUG(net, 0)("[NET][Server] Received unknown destination type %d. Doing broadcast instead."); /* fall-through to next case */ case DESTTYPE_BROADCAST: FOR_ALL_CLIENTS(cs) { SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, false, msg); } ci = NetworkFindClientInfoFromIndex(from_index); if (ci != NULL) NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas-1), false, ci->client_name, "%s", msg); break; } } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_CHAT) { NetworkAction action = NetworkRecv_uint8(cs, p); DestType desttype = NetworkRecv_uint8(cs, p); int dest = NetworkRecv_uint8(cs, p); char msg[MAX_TEXT_MSG_LEN]; NetworkRecv_string(cs, p, msg, MAX_TEXT_MSG_LEN); NetworkServer_HandleChat(action, desttype, dest, msg, cs->index); } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD) { char password[NETWORK_PASSWORD_LENGTH]; NetworkClientInfo *ci; NetworkRecv_string(cs, p, password, sizeof(password)); ci = DEREF_CLIENT_INFO(cs); if (ci->client_playas <= MAX_PLAYERS) { ttd_strlcpy(_network_player_info[ci->client_playas - 1].password, password, sizeof(_network_player_info[ci->client_playas - 1].password)); } } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME) { char client_name[NETWORK_CLIENT_NAME_LENGTH]; NetworkClientInfo *ci; NetworkRecv_string(cs, p, client_name, sizeof(client_name)); ci = DEREF_CLIENT_INFO(cs); if (cs->quited) return; if (ci != NULL) { // Display change if (NetworkFindName(client_name)) { NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, 1, false, ci->client_name, "%s", client_name); ttd_strlcpy(ci->client_name, client_name, sizeof(ci->client_name)); NetworkUpdateClientInfo(ci->client_index); } } } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_RCON) { char pass[NETWORK_PASSWORD_LENGTH]; char command[NETWORK_RCONCOMMAND_LENGTH]; if (_network_game_info.rcon_password[0] == '\0') return; NetworkRecv_string(cs, p, pass, sizeof(pass)); NetworkRecv_string(cs, p, command, sizeof(command)); if (strncmp(pass, _network_game_info.rcon_password, sizeof(pass)) != 0) { DEBUG(net, 0)("[RCon] Wrong password from client-id %d", cs->index); return; } DEBUG(net, 0)("[RCon] Client-id %d executed: %s", cs->index, command); _redirect_console_to_client = cs->index; IConsoleCmdExec(command); _redirect_console_to_client = 0; return; } // The layout for the receive-functions by the server typedef void NetworkServerPacket(NetworkClientState *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), }; // If this fails, check the array above with network_data.h assert_compile(lengthof(_network_server_packet) == PACKET_END); extern const SettingDesc patch_settings[]; // This is a TEMPORARY solution to get the patch-settings // to the client. When the patch-settings are saved in the savegame // this should be removed!! static void NetworkSendPatchSettings(NetworkClientState* cs) { const SettingDesc *item; Packet *p = NetworkSend_Init(PACKET_SERVER_MAP); NetworkSend_uint8(p, MAP_PACKET_PATCH); // Now send all the patch-settings in a pretty order.. item = patch_settings; while (item->name != NULL) { switch (item->flags) { case SDT_BOOL: case SDT_INT8: case SDT_UINT8: NetworkSend_uint8(p, *(uint8 *)item->ptr); break; case SDT_INT16: case SDT_UINT16: NetworkSend_uint16(p, *(uint16 *)item->ptr); break; case SDT_INT32: case SDT_UINT32: NetworkSend_uint32(p, *(uint32 *)item->ptr); break; } item++; } NetworkSend_Packet(p, cs); } // This update the company_info-stuff void NetworkPopulateCompanyInfo(void) { char password[NETWORK_PASSWORD_LENGTH]; Player *p; Vehicle *v; Station *s; NetworkClientState *cs; NetworkClientInfo *ci; int i; uint16 months_empty; FOR_ALL_PLAYERS(p) { if (!p->is_active) { memset(&_network_player_info[p->index], 0, sizeof(NetworkPlayerInfo)); continue; } // Clean the info but not the password ttd_strlcpy(password, _network_player_info[p->index].password, sizeof(password)); months_empty = _network_player_info[p->index].months_empty; memset(&_network_player_info[p->index], 0, sizeof(NetworkPlayerInfo)); _network_player_info[p->index].months_empty = months_empty; ttd_strlcpy(_network_player_info[p->index].password, password, sizeof(_network_player_info[p->index].password)); // Grap the company name SetDParam(0, p->name_1); SetDParam(1, p->name_2); GetString(_network_player_info[p->index].company_name, STR_JUST_STRING); // Check the income if (_cur_year - 1 == p->inaugurated_year) // The player is here just 1 year, so display [2], else display[1] for (i = 0; i < 13; i++) _network_player_info[p->index].income -= p->yearly_expenses[2][i]; else for (i = 0; i < 13; i++) _network_player_info[p->index].income -= p->yearly_expenses[1][i]; // Set some general stuff _network_player_info[p->index].inaugurated_year = p->inaugurated_year; _network_player_info[p->index].company_value = p->old_economy[0].company_value; _network_player_info[p->index].money = p->money64; _network_player_info[p->index].performance = p->old_economy[0].performance_history; } // Go through all vehicles and count the type of vehicles FOR_ALL_VEHICLES(v) { if (v->owner < MAX_PLAYERS) switch (v->type) { case VEH_Train: if (IsFrontEngine(v)) _network_player_info[v->owner].num_vehicle[0]++; break; case VEH_Road: if (v->cargo_type != CT_PASSENGERS) _network_player_info[v->owner].num_vehicle[1]++; else _network_player_info[v->owner].num_vehicle[2]++; break; case VEH_Aircraft: if (v->subtype <= 2) _network_player_info[v->owner].num_vehicle[3]++; break; case VEH_Ship: _network_player_info[v->owner].num_vehicle[4]++; break; case VEH_Special: case VEH_Disaster: break; } } // Go through all stations and count the types of stations FOR_ALL_STATIONS(s) { if (s->owner < MAX_PLAYERS) { if ((s->facilities & FACIL_TRAIN)) _network_player_info[s->owner].num_station[0]++; if ((s->facilities & FACIL_TRUCK_STOP)) _network_player_info[s->owner].num_station[1]++; if ((s->facilities & FACIL_BUS_STOP)) _network_player_info[s->owner].num_station[2]++; if ((s->facilities & FACIL_AIRPORT)) _network_player_info[s->owner].num_station[3]++; if ((s->facilities & FACIL_DOCK)) _network_player_info[s->owner].num_station[4]++; } } ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX); // Register local player (if not dedicated) if (ci != NULL && ci->client_playas > 0 && ci->client_playas <= MAX_PLAYERS) ttd_strlcpy(_network_player_info[ci->client_playas-1].players, ci->client_name, sizeof(_network_player_info[ci->client_playas-1].players)); FOR_ALL_CLIENTS(cs) { char client_name[NETWORK_CLIENT_NAME_LENGTH]; NetworkGetClientName(client_name, sizeof(client_name), cs); ci = DEREF_CLIENT_INFO(cs); if (ci != NULL && ci->client_playas > 0 && ci->client_playas <= MAX_PLAYERS) { if (strlen(_network_player_info[ci->client_playas-1].players) != 0) ttd_strlcat(_network_player_info[ci->client_playas - 1].players, ", ", lengthof(_network_player_info[ci->client_playas - 1].players)); ttd_strlcat(_network_player_info[ci->client_playas - 1].players, client_name, lengthof(_network_player_info[ci->client_playas - 1].players)); } } } // Send a packet to all clients with updated info about this client_index void NetworkUpdateClientInfo(uint16 client_index) { NetworkClientState *cs; NetworkClientInfo *ci; ci = NetworkFindClientInfoFromIndex(client_index); if (ci == NULL) return; FOR_ALL_CLIENTS(cs) { SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, ci); } } extern void SwitchMode(int new_mode); /* Check if we want to restart the map */ static void NetworkCheckRestartMap(void) { if (_network_restart_game_date != 0 && _cur_year + MAX_YEAR_BEGIN_REAL >= _network_restart_game_date) { DEBUG(net, 0)("Auto-restarting map. Year %d reached.", _cur_year + MAX_YEAR_BEGIN_REAL); _random_seeds[0][0] = Random(); _random_seeds[0][1] = InteractiveRandom(); SwitchMode(SM_NEWGAME); } } /* 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(void) { NetworkClientState *cs; NetworkClientInfo *ci; Player *p; bool clients_in_company[MAX_PLAYERS]; if (!_network_autoclean_companies) return; memset(clients_in_company, 0, sizeof(clients_in_company)); /* Detect the active companies */ FOR_ALL_CLIENTS(cs) { ci = DEREF_CLIENT_INFO(cs); if (ci->client_playas >= 1 && ci->client_playas <= MAX_PLAYERS) { clients_in_company[ci->client_playas-1] = true; } } if (!_network_dedicated) { ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX); if (ci->client_playas >= 1 && ci->client_playas <= MAX_PLAYERS) { clients_in_company[ci->client_playas-1] = true; } } /* Go through all the comapnies */ FOR_ALL_PLAYERS(p) { /* Skip the non-active once */ if (!p->is_active || p->is_ai) continue; if (!clients_in_company[p->index]) { /* The company is empty for one month more */ _network_player_info[p->index].months_empty++; /* Is the company empty for autoclean_unprotected-months, and is there no protection? */ if (_network_player_info[p->index].months_empty > _network_autoclean_unprotected && _network_player_info[p->index].password[0] == '\0') { /* Shut the company down */ DoCommandP(0, 2, p->index, NULL, CMD_PLAYER_CTRL); IConsolePrintF(_icolour_def, "Auto-cleaned company #%d", p->index+1); } /* Is the compnay empty for autoclean_protected-months, and there is a protection? */ if (_network_player_info[p->index].months_empty > _network_autoclean_protected && _network_player_info[p->index].password[0] != '\0') { /* Unprotect the company */ _network_player_info[p->index].password[0] = '\0'; IConsolePrintF(_icolour_def, "Auto-removed protection from company #%d", p->index+1); _network_player_info[p->index].months_empty = 0; } } else { /* It is not empty, reset the date */ _network_player_info[p->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]) { NetworkClientState *new_cs; NetworkClientInfo *ci; bool found_name = false; byte 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) { found_name = true; FOR_ALL_CLIENTS(new_cs) { ci = DEREF_CLIENT_INFO(new_cs); if (strncmp(ci->client_name, new_name, NETWORK_CLIENT_NAME_LENGTH) == 0) { // Name already in use found_name = false; break; } } // Check if it is the same as the server-name ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX); if (ci != NULL) { if (strncmp(ci->client_name, new_name, NETWORK_CLIENT_NAME_LENGTH) == 0) { // Name already in use found_name = false; } } if (!found_name) { // Try a new name ( #1, #2, and so on) // Stop if we tried for more than 50 times.. if (number++ > 50) break; snprintf(new_name, NETWORK_CLIENT_NAME_LENGTH, "%s #%d", original_name, number); } } return found_name; } // Reads a packet from the stream bool NetworkServer_ReadPackets(NetworkClientState *cs) { Packet *p; NetworkRecvStatus res; while((p = NetworkRecv_Packet(cs, &res)) != NULL) { byte type = NetworkRecv_uint8(cs, p); if (type < PACKET_END && _network_server_packet[type] != NULL && !cs->quited) _network_server_packet[type](cs, p); else DEBUG(net, 0)("[NET][Server] Received invalid packet type %d", type); free(p); } return true; } // Handle the local command-queue static void NetworkHandleCommandQueue(NetworkClientState* cs) { 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) { NetworkClientState *cs; #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME bool send_sync = false; #endif #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME if (_frame_counter >= _last_sync_frame + _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_CLIENTS(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(_icolour_err,"Client #%d is dropped because the client did not respond for more than 4 game-days", cs->index); NetworkCloseClient(cs); continue; } // Report once per time we detect the lag if (cs->lag_test == 0) { IConsolePrintF(_icolour_warn,"[%d] Client #%d is slow, try increasing *net_frame_freq to a higher value!", _frame_counter, cs->index); cs->lag_test = 1; } } else { cs->lag_test = 0; } } else if (cs->status == STATUS_PRE_ACTIVE) { int lag = NetworkCalculateLag(cs); if (lag > _network_max_join_time) { IConsolePrintF(_icolour_err,"Client #%d is dropped because it took longer than %d ticks for him to join", cs->index, _network_max_join_time); 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(void) { NetworkCheckRestartMap(); } void NetworkServerMonthlyLoop(void) { NetworkAutoCleanCompanies(); } #endif /* ENABLE_NETWORK */