/* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file network_command.cpp Command handling over network connections. */ #include "../stdafx.h" #include "network_admin.h" #include "network_client.h" #include "network_server.h" #include "../command_func.h" #include "../company_func.h" #include "../settings_type.h" #include "../airport_cmd.h" #include "../aircraft_cmd.h" #include "../autoreplace_cmd.h" #include "../company_cmd.h" #include "../depot_cmd.h" #include "../dock_cmd.h" #include "../economy_cmd.h" #include "../engine_cmd.h" #include "../goal_cmd.h" #include "../group_cmd.h" #include "../industry_cmd.h" #include "../landscape_cmd.h" #include "../league_cmd.h" #include "../misc_cmd.h" #include "../news_cmd.h" #include "../object_cmd.h" #include "../order_cmd.h" #include "../rail_cmd.h" #include "../road_cmd.h" #include "../roadveh_cmd.h" #include "../settings_cmd.h" #include "../signs_cmd.h" #include "../station_cmd.h" #include "../story_cmd.h" #include "../subsidy_cmd.h" #include "../terraform_cmd.h" #include "../timetable_cmd.h" #include "../town_cmd.h" #include "../train_cmd.h" #include "../tree_cmd.h" #include "../tunnelbridge_cmd.h" #include "../vehicle_cmd.h" #include "../viewport_cmd.h" #include "../water_cmd.h" #include "../waypoint_cmd.h" #include "../script/script_cmd.h" #include #include "../safeguards.h" /** Typed list of all possible callbacks. */ static constexpr auto _callback_tuple = std::make_tuple( (CommandCallback *)nullptr, // Make sure this is actually a pointer-to-function. &CcBuildPrimaryVehicle, &CcBuildAirport, &CcBuildBridge, &CcPlaySound_CONSTRUCTION_WATER, &CcBuildDocks, &CcFoundTown, &CcBuildRoadTunnel, &CcBuildRailTunnel, &CcBuildWagon, &CcRoadDepot, &CcRailDepot, &CcPlaceSign, &CcPlaySound_EXPLOSION, &CcPlaySound_CONSTRUCTION_OTHER, &CcPlaySound_CONSTRUCTION_RAIL, &CcStation, &CcTerraform, &CcAI, &CcCloneVehicle, &CcCreateGroup, &CcFoundRandomTown, &CcRoadStop, &CcBuildIndustry, &CcStartStopVehicle, &CcGame, &CcAddVehicleNewGroup ); #ifdef SILENCE_GCC_FUNCTION_POINTER_CAST /* * We cast specialized function pointers to a generic one, but don't use the * converted value to call the function, which is safe, except that GCC * helpfully thinks it is not. * * "Any pointer to function can be converted to a pointer to a different function type. * Calling the function through a pointer to a different function type is undefined, * but converting such pointer back to pointer to the original function type yields * the pointer to the original function." */ # pragma GCC diagnostic push # pragma GCC diagnostic ignored "-Wcast-function-type" #endif /* Helpers to generate the callback table from the callback list. */ inline constexpr size_t _callback_tuple_size = std::tuple_size_v; template inline auto MakeCallbackTable(std::index_sequence) noexcept { return std::array{{ reinterpret_cast(reinterpret_cast(std::get(_callback_tuple)))... }}; // MingW64 fails linking when casting a pointer to its own type. To work around, cast it to some other type first. } /** Type-erased table of callbacks. */ static auto _callback_table = MakeCallbackTable(std::make_index_sequence<_callback_tuple_size>{}); template struct CallbackArgsHelper; template struct CallbackArgsHelper { using Args = std::tuple...>; }; /* Helpers to generate the command dispatch table from the command traits. */ template static CommandDataBuffer SanitizeCmdStrings(const CommandDataBuffer &data); template static void UnpackNetworkCommand(const CommandPacket *cp); template static void NetworkReplaceCommandClientId(CommandPacket &cp, ClientID client_id); using UnpackNetworkCommandProc = void (*)(const CommandPacket *); using UnpackDispatchT = std::array; struct CommandDispatch { CommandDataBuffer(*Sanitize)(const CommandDataBuffer &); void (*ReplaceClientId)(CommandPacket &, ClientID); UnpackDispatchT Unpack; }; template constexpr UnpackNetworkCommandProc MakeUnpackNetworkCommandCallback() noexcept { /* Check if the callback matches with the command arguments. If not, don't generate an Unpack proc. */ using Tcallback = std::tuple_element_t; if constexpr (std::is_same_v || // Callback type is CommandCallback. std::is_same_v || // Callback type is CommandCallbackData. std::is_same_v::CbArgs, typename CallbackArgsHelper::Args> || // Callback proc takes all command return values and parameters. (!std::is_void_v::RetTypes> && std::is_same_v::RetCallbackProc const>::Args, typename CallbackArgsHelper::Args>)) { // Callback return is more than CommandCost and the proc takes all return values. return &UnpackNetworkCommand; } else { return nullptr; } } template constexpr UnpackDispatchT MakeUnpackNetworkCommand(std::index_sequence) noexcept { return UnpackDispatchT{{ MakeUnpackNetworkCommandCallback()...}}; } template inline constexpr auto MakeDispatchTable(std::integer_sequence, std::index_sequence) noexcept { return std::array{{ { &SanitizeCmdStrings(i)>, &NetworkReplaceCommandClientId(i)>, MakeUnpackNetworkCommand(i)>(std::make_index_sequence<_callback_tuple_size>{}) }... }}; } /** Command dispatch table. */ static constexpr auto _cmd_dispatch = MakeDispatchTable(std::make_integer_sequence, CMD_END>{}, std::make_index_sequence<_callback_tuple_size>{}); #ifdef SILENCE_GCC_FUNCTION_POINTER_CAST # pragma GCC diagnostic pop #endif /** * Append a CommandPacket at the end of the queue. * @param p The packet to append to the queue. * @note A new instance of the CommandPacket will be made. */ void CommandQueue::Append(CommandPacket *p) { CommandPacket *add = new CommandPacket(); *add = *p; add->next = nullptr; if (this->first == nullptr) { this->first = add; } else { this->last->next = add; } this->last = add; this->count++; } /** * Return the first item in the queue and remove it from the queue. * @param ignore_paused Whether to ignore commands that may not be executed while paused. * @return the first item in the queue. */ CommandPacket *CommandQueue::Pop(bool ignore_paused) { CommandPacket **prev = &this->first; CommandPacket *ret = this->first; CommandPacket *prev_item = nullptr; if (ignore_paused && _pause_mode != PM_UNPAUSED) { while (ret != nullptr && !IsCommandAllowedWhilePaused(ret->cmd)) { prev_item = ret; prev = &ret->next; ret = ret->next; } } if (ret != nullptr) { if (ret == this->last) this->last = prev_item; *prev = ret->next; this->count--; } return ret; } /** * Return the first item in the queue, but don't remove it. * @param ignore_paused Whether to ignore commands that may not be executed while paused. * @return the first item in the queue. */ CommandPacket *CommandQueue::Peek(bool ignore_paused) { if (!ignore_paused || _pause_mode == PM_UNPAUSED) return this->first; for (CommandPacket *p = this->first; p != nullptr; p = p->next) { if (IsCommandAllowedWhilePaused(p->cmd)) return p; } return nullptr; } /** Free everything that is in the queue. */ void CommandQueue::Free() { CommandPacket *cp; while ((cp = this->Pop()) != nullptr) { delete cp; } assert(this->count == 0); } /** Local queue of packets waiting for handling. */ static CommandQueue _local_wait_queue; /** Local queue of packets waiting for execution. */ static CommandQueue _local_execution_queue; /** * Find the callback index of a callback pointer. * @param callback Address of callback to search for. * @return Callback index or std::numeric_limits::max() if the function wasn't found in the callback list. */ static size_t FindCallbackIndex(CommandCallback *callback) { if (auto it = std::find(std::cbegin(_callback_table), std::cend(_callback_table), callback); it != std::cend(_callback_table)) { return static_cast(std::distance(std::cbegin(_callback_table), it)); } return std::numeric_limits::max(); } /** * Prepare a DoCommand to be send over the network * @param cmd The command to execute (a CMD_* value) * @param err_message Message prefix to show on error * @param callback A callback function to call after the command is finished * @param company The company that wants to send the command * @param location Location of the command (e.g. for error message position) * @param cmd_data The command proc arguments. */ void NetworkSendCommand(Commands cmd, StringID err_message, CommandCallback *callback, CompanyID company, TileIndex location, const CommandDataBuffer &cmd_data) { CommandPacket c; c.company = company; c.cmd = cmd; c.err_msg = err_message; c.callback = callback; c.tile = location; c.data = cmd_data; if (_network_server) { /* If we are the server, we queue the command in our 'special' queue. * In theory, we could execute the command right away, but then the * client on the server can do everything 1 tick faster than others. * So to keep the game fair, we delay the command with 1 tick * which gives about the same speed as most clients. */ c.frame = _frame_counter_max + 1; c.my_cmd = true; _local_wait_queue.Append(&c); return; } c.frame = 0; // The client can't tell which frame, so just make it 0 /* Clients send their command to the server and forget all about the packet */ MyClient::SendCommand(&c); } /** * Sync our local command queue to the command queue of the given * socket. This is needed for the case where we receive a command * before saving the game for a joining client, but without the * execution of those commands. Not syncing those commands means * that the client will never get them and as such will be in a * desynced state from the time it started with joining. * @param cs The client to sync the queue to. */ void NetworkSyncCommandQueue(NetworkClientSocket *cs) { for (CommandPacket *p = _local_execution_queue.Peek(); p != nullptr; p = p->next) { CommandPacket c = *p; c.callback = nullptr; cs->outgoing_queue.Append(&c); } } /** * Execute all commands on the local command queue that ought to be executed this frame. */ void NetworkExecuteLocalCommandQueue() { assert(IsLocalCompany()); CommandQueue &queue = (_network_server ? _local_execution_queue : ClientNetworkGameSocketHandler::my_client->incoming_queue); CommandPacket *cp; while ((cp = queue.Peek()) != nullptr) { /* The queue is always in order, which means * that the first element will be executed first. */ if (_frame_counter < cp->frame) break; if (_frame_counter > cp->frame) { /* If we reach here, it means for whatever reason, we've already executed * past the command we need to execute. */ error("[net] Trying to execute a packet in the past!"); } /* We can execute this command */ _current_company = cp->company; size_t cb_index = FindCallbackIndex(cp->callback); assert(cb_index < _callback_tuple_size); assert(_cmd_dispatch[cp->cmd].Unpack[cb_index] != nullptr); _cmd_dispatch[cp->cmd].Unpack[cb_index](cp); queue.Pop(); delete cp; } /* Local company may have changed, so we should not restore the old value */ _current_company = _local_company; } /** * Free the local command queues. */ void NetworkFreeLocalCommandQueue() { _local_wait_queue.Free(); _local_execution_queue.Free(); } /** * "Send" a particular CommandPacket to all clients. * @param cp The command that has to be distributed. * @param owner The client that owns the command, */ static void DistributeCommandPacket(CommandPacket &cp, const NetworkClientSocket *owner) { CommandCallback *callback = cp.callback; cp.frame = _frame_counter_max + 1; for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { if (cs->status >= NetworkClientSocket::STATUS_MAP) { /* Callbacks are only send back to the client who sent them in the * first place. This filters that out. */ cp.callback = (cs != owner) ? nullptr : callback; cp.my_cmd = (cs == owner); cs->outgoing_queue.Append(&cp); } } cp.callback = (nullptr != owner) ? nullptr : callback; cp.my_cmd = (nullptr == owner); _local_execution_queue.Append(&cp); } /** * "Send" a particular CommandQueue to all clients. * @param queue The queue of commands that has to be distributed. * @param owner The client that owns the commands, */ static void DistributeQueue(CommandQueue *queue, const NetworkClientSocket *owner) { #ifdef DEBUG_DUMP_COMMANDS /* When replaying we do not want this limitation. */ int to_go = UINT16_MAX; #else int to_go = _settings_client.network.commands_per_frame; #endif CommandPacket *cp; while (--to_go >= 0 && (cp = queue->Pop(true)) != nullptr) { DistributeCommandPacket(*cp, owner); NetworkAdminCmdLogging(owner, cp); delete cp; } } /** Distribute the commands of ourself and the clients. */ void NetworkDistributeCommands() { /* First send the server's commands. */ DistributeQueue(&_local_wait_queue, nullptr); /* Then send the queues of the others. */ for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { DistributeQueue(&cs->incoming_queue, cs); } } /** * Receives a command from the network. * @param p the packet to read from. * @param cp the struct to write the data to. * @return an error message. When nullptr there has been no error. */ const char *NetworkGameSocketHandler::ReceiveCommand(Packet *p, CommandPacket *cp) { cp->company = (CompanyID)p->Recv_uint8(); cp->cmd = static_cast(p->Recv_uint16()); if (!IsValidCommand(cp->cmd)) return "invalid command"; if (GetCommandFlags(cp->cmd) & CMD_OFFLINE) return "single-player only command"; cp->err_msg = p->Recv_uint16(); cp->tile = p->Recv_uint32(); cp->data = _cmd_dispatch[cp->cmd].Sanitize(p->Recv_buffer()); byte callback = p->Recv_uint8(); if (callback >= _callback_table.size() || _cmd_dispatch[cp->cmd].Unpack[callback] == nullptr) return "invalid callback"; cp->callback = _callback_table[callback]; return nullptr; } /** * Sends a command over the network. * @param p the packet to send it in. * @param cp the packet to actually send. */ void NetworkGameSocketHandler::SendCommand(Packet *p, const CommandPacket *cp) { p->Send_uint8(cp->company); p->Send_uint16(cp->cmd); p->Send_uint16(cp->err_msg); p->Send_uint32(cp->tile); p->Send_buffer(cp->data); size_t callback = FindCallbackIndex(cp->callback); if (callback > UINT8_MAX || _cmd_dispatch[cp->cmd].Unpack[callback] == nullptr) { Debug(net, 0, "Unknown callback for command; no callback sent (command: {})", cp->cmd); callback = 0; // _callback_table[0] == nullptr } p->Send_uint8 ((uint8)callback); } /** Helper to process a single ClientID argument. */ template static inline void SetClientIdHelper(T &data, [[maybe_unused]] ClientID client_id) { if constexpr (std::is_same_v) { data = client_id; } } /** Set all invalid ClientID's to the proper value. */ template static inline void SetClientIds(Ttuple &values, ClientID client_id, std::index_sequence) { ((SetClientIdHelper(std::get(values), client_id)), ...); } template static void NetworkReplaceCommandClientId(CommandPacket &cp, ClientID client_id) { /* Unpack command parameters. */ auto params = EndianBufferReader::ToValue::Args>(cp.data); /* Insert client id. */ SetClientIds(params, client_id, std::make_index_sequence>{}); /* Repack command parameters. */ cp.data = EndianBufferWriter::FromValue(params); } /** * Insert a client ID into the command data in a command packet. * @param cp Command packet to modify. * @param client_id Client id to insert. */ void NetworkReplaceCommandClientId(CommandPacket &cp, ClientID client_id) { _cmd_dispatch[cp.cmd].ReplaceClientId(cp, client_id); } /** Validate a single string argument coming from network. */ template static inline void SanitizeSingleStringHelper([[maybe_unused]] CommandFlags cmd_flags, T &data) { if constexpr (std::is_same_v) { data = StrMakeValid(data.substr(0, NETWORK_COMPANY_NAME_LENGTH), (!_network_server && cmd_flags & CMD_STR_CTRL) != 0 ? SVS_ALLOW_CONTROL_CODE | SVS_REPLACE_WITH_QUESTION_MARK : SVS_REPLACE_WITH_QUESTION_MARK); } } /** Helper function to perform validation on command data strings. */ template static inline void SanitizeStringsHelper(CommandFlags cmd_flags, Ttuple &values, std::index_sequence) { ((SanitizeSingleStringHelper(cmd_flags, std::get(values))), ...); } /** * Validate and sanitize strings in command data. * @tparam Tcmd Command this data belongs to. * @param data Command data. * @return Sanitized command data. */ template CommandDataBuffer SanitizeCmdStrings(const CommandDataBuffer &data) { auto args = EndianBufferReader::ToValue::Args>(data); SanitizeStringsHelper(CommandTraits::flags, args, std::make_index_sequence::Args>>{}); return EndianBufferWriter::FromValue(args); } /** * Unpack a generic command packet into its actual typed components. * @tparam Tcmd Command type to be unpacked. * @tparam Tcb Index into the callback list. * @param cp Command packet to unpack. */ template void UnpackNetworkCommand(const CommandPacket* cp) { auto args = EndianBufferReader::ToValue::Args>(cp->data); Command::PostFromNet(cp->err_msg, std::get(_callback_tuple), cp->my_cmd, cp->tile, args); }