#include "stdafx.h" #include "debug.h" #include "string.h" #include "strings.h" #include "network_data.h" #ifdef ENABLE_NETWORK #include "table/strings.h" #include "network_client.h" #include "network_gamelist.h" #include "command.h" #include "gfx.h" #include "window.h" #include "settings.h" #include "console.h" // This file handles all the client-commands extern const char _openttd_revision[]; // So we don't make too much typos ;) #define MY_CLIENT DEREF_CLIENT(0) static uint32 last_ack_frame; void NetworkRecvPatchSettings(NetworkClientState *cs, Packet *p); // ********** // Sending functions // DEF_CLIENT_SEND_COMMAND has no parameters // ********** DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO) { // // Packet: CLIENT_COMPANY_INFO // Function: Request company-info (in detail) // Data: // // Packet *p; _network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO; InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0); p = NetworkSend_Init(PACKET_CLIENT_COMPANY_INFO); NetworkSend_Packet(p, MY_CLIENT); } DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN) { // // Packet: CLIENT_JOIN // Function: Try to join the server // Data: // String: OpenTTD Revision (norev000 if no revision) // String: Player Name (max NETWORK_NAME_LENGTH) // uint8: Play as Player id (1..MAX_PLAYERS) // uint8: Language ID // String: Unique id to find the player back in server-listing // Packet *p; _network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING; InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0); p = NetworkSend_Init(PACKET_CLIENT_JOIN); NetworkSend_string(p, _openttd_revision); NetworkSend_string(p, _network_player_name); // Player name NetworkSend_uint8(p, _network_playas); // PlayAs NetworkSend_uint8(p, NETLANG_ANY); // Language NetworkSend_string(p, _network_unique_id); NetworkSend_Packet(p, MY_CLIENT); } DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_PASSWORD)(NetworkPasswordType type, const char *password) { // // Packet: CLIENT_PASSWORD // Function: Send a password to the server to authorize // Data: // uint8: NetworkPasswordType // String: Password // Packet *p = NetworkSend_Init(PACKET_CLIENT_PASSWORD); NetworkSend_uint8(p, type); NetworkSend_string(p, password); NetworkSend_Packet(p, MY_CLIENT); } DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GETMAP) { // // Packet: CLIENT_GETMAP // Function: Request the map from the server // Data: // // Packet *p = NetworkSend_Init(PACKET_CLIENT_GETMAP); NetworkSend_Packet(p, MY_CLIENT); } DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_MAP_OK) { // // Packet: CLIENT_MAP_OK // Function: Tell the server that we are done receiving/loading the map // Data: // // Packet *p = NetworkSend_Init(PACKET_CLIENT_MAP_OK); NetworkSend_Packet(p, MY_CLIENT); } DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK) { // // Packet: CLIENT_ACK // Function: Tell the server we are done with this frame // Data: // uint32: current FrameCounter of the client // Packet *p = NetworkSend_Init(PACKET_CLIENT_ACK); NetworkSend_uint32(p, _frame_counter); NetworkSend_Packet(p, MY_CLIENT); } // Send a command packet to the server DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(CommandPacket *cp) { // // Packet: CLIENT_COMMAND // Function: Send a DoCommand to the Server // 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) // Packet *p = NetworkSend_Init(PACKET_CLIENT_COMMAND); NetworkSend_uint8(p, cp->player); NetworkSend_uint32(p, cp->cmd); NetworkSend_uint32(p, cp->p1); NetworkSend_uint32(p, cp->p2); NetworkSend_uint32(p, (uint32)cp->tile); NetworkSend_string(p, cp->text); NetworkSend_uint8(p, cp->callback); NetworkSend_Packet(p, MY_CLIENT); } // Send a chat-packet over the network DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType desttype, int dest, const char *msg) { // // Packet: CLIENT_CHAT // Function: Send a chat-packet to the serve // Data: // uint8: ActionID (see network_data.h, NetworkAction) // uint8: Destination Type (see network_data.h, DestType); // uint8: Destination Player (1..MAX_PLAYERS) // String: Message (max MAX_TEXT_MSG_LEN) // Packet *p = NetworkSend_Init(PACKET_CLIENT_CHAT); NetworkSend_uint8(p, action); NetworkSend_uint8(p, desttype); NetworkSend_uint8(p, dest); NetworkSend_string(p, msg); NetworkSend_Packet(p, MY_CLIENT); } // Send an error-packet over the network DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno) { // // Packet: CLIENT_ERROR // Function: The client made an error and is quiting the game // Data: // uint8: ErrorID (see network_data.h, NetworkErrorCode) // Packet *p = NetworkSend_Init(PACKET_CLIENT_ERROR); NetworkSend_uint8(p, errorno); NetworkSend_Packet(p, MY_CLIENT); } DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password) { // // Packet: PACKET_CLIENT_SET_PASSWORD // Function: Set the password for the clients current company // Data: // String: Password // Packet *p = NetworkSend_Init(PACKET_CLIENT_SET_PASSWORD); NetworkSend_string(p, password); NetworkSend_Packet(p, MY_CLIENT); } DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name) { // // Packet: PACKET_CLIENT_SET_NAME // Function: Gives the player a new name // Data: // String: Name // Packet *p = NetworkSend_Init(PACKET_CLIENT_SET_NAME); NetworkSend_string(p, name); NetworkSend_Packet(p, MY_CLIENT); } // Send an quit-packet over the network DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)(const char *leavemsg) { // // Packet: CLIENT_QUIT // Function: The client is quiting the game // Data: // String: leave-message // Packet *p = NetworkSend_Init(PACKET_CLIENT_QUIT); NetworkSend_string(p, leavemsg); NetworkSend_Packet(p, MY_CLIENT); } DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command) { Packet *p = NetworkSend_Init(PACKET_CLIENT_RCON); NetworkSend_string(p, pass); NetworkSend_string(p, command); NetworkSend_Packet(p, MY_CLIENT); } // ********** // Receiving functions // DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p // ********** extern bool SafeSaveOrLoad(const char *filename, int mode, int newgm); DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FULL) { // We try to join a server which is full _switch_mode_errorstr = STR_NETWORK_ERR_SERVER_FULL; DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); return NETWORK_RECV_STATUS_SERVER_FULL; } DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_BANNED) { // We try to join a server where we are banned _switch_mode_errorstr = STR_NETWORK_ERR_SERVER_BANNED; DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); return NETWORK_RECV_STATUS_SERVER_BANNED; } DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO) { byte company_info_version; int i; company_info_version = NetworkRecv_uint8(MY_CLIENT, p); if (!MY_CLIENT->quited && company_info_version == NETWORK_COMPANY_INFO_VERSION) { byte total; byte current; total = NetworkRecv_uint8(MY_CLIENT, p); // There is no data at all.. if (total == 0) return NETWORK_RECV_STATUS_CLOSE_QUERY; current = NetworkRecv_uint8(MY_CLIENT, p); if (current >= MAX_PLAYERS) return NETWORK_RECV_STATUS_CLOSE_QUERY; _network_lobby_company_count++; NetworkRecv_string(MY_CLIENT, p, _network_player_info[current].company_name, sizeof(_network_player_info[current].company_name)); _network_player_info[current].inaugurated_year = NetworkRecv_uint8(MY_CLIENT, p); _network_player_info[current].company_value = NetworkRecv_uint64(MY_CLIENT, p); _network_player_info[current].money = NetworkRecv_uint64(MY_CLIENT, p); _network_player_info[current].income = NetworkRecv_uint64(MY_CLIENT, p); _network_player_info[current].performance = NetworkRecv_uint16(MY_CLIENT, p); _network_player_info[current].use_password = NetworkRecv_uint8(MY_CLIENT, p); for (i = 0; i < NETWORK_VEHICLE_TYPES; i++) _network_player_info[current].num_vehicle[i] = NetworkRecv_uint16(MY_CLIENT, p); for (i = 0; i < NETWORK_STATION_TYPES; i++) _network_player_info[current].num_station[i] = NetworkRecv_uint16(MY_CLIENT, p); NetworkRecv_string(MY_CLIENT, p, _network_player_info[current].players, sizeof(_network_player_info[current].players)); InvalidateWindow(WC_NETWORK_WINDOW, 0); return NETWORK_RECV_STATUS_OKAY; } return NETWORK_RECV_STATUS_CLOSE_QUERY; } // This packet contains info about the client (playas and name) // as client we save this in NetworkClientInfo, linked via 'index' // which is always an unique number on a server. DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO) { NetworkClientInfo *ci; uint16 index = NetworkRecv_uint16(MY_CLIENT, p); byte playas = NetworkRecv_uint8(MY_CLIENT, p); char name[NETWORK_NAME_LENGTH]; char unique_id[NETWORK_NAME_LENGTH]; NetworkRecv_string(MY_CLIENT, p, name, sizeof(name)); NetworkRecv_string(MY_CLIENT, p, unique_id, sizeof(unique_id)); if (MY_CLIENT->quited) return NETWORK_RECV_STATUS_CONN_LOST; /* Do we receive a change of data? Most likely we changed playas */ if (index == _network_own_client_index) _network_playas = playas; ci = NetworkFindClientInfoFromIndex(index); if (ci != NULL) { if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) { // Client name changed, display the change NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, 1, false, ci->client_name, name); } else if (playas != ci->client_playas) { // The player changed from client-player.. // Do not display that for now } ci->client_playas = playas; ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name)); InvalidateWindow(WC_CLIENT_LIST, 0); return NETWORK_RECV_STATUS_OKAY; } // We don't have this index yet, find an empty index, and put the data there ci = NetworkFindClientInfoFromIndex(NETWORK_EMPTY_INDEX); if (ci != NULL) { ci->client_index = index; ci->client_playas = playas; ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name)); ttd_strlcpy(ci->unique_id, unique_id, sizeof(ci->unique_id)); InvalidateWindow(WC_CLIENT_LIST, 0); return NETWORK_RECV_STATUS_OKAY; } // Here the program should never ever come..... return NETWORK_RECV_STATUS_MALFORMED_PACKET; } DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR) { NetworkErrorCode error = NetworkRecv_uint8(MY_CLIENT, p); if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_PLAYER_MISMATCH) { // We made an error in the protocol, and our connection is closed.... :( _switch_mode_errorstr = STR_NETWORK_ERR_SERVER_ERROR; } else if (error == NETWORK_ERROR_WRONG_REVISION) { // Wrong revision :( _switch_mode_errorstr = STR_NETWORK_ERR_WRONG_REVISION; } else if (error == NETWORK_ERROR_WRONG_PASSWORD) { // Wrong password _switch_mode_errorstr = STR_NETWORK_ERR_WRONG_PASSWORD; } else if (error == NETWORK_ERROR_KICKED) { _switch_mode_errorstr = STR_NETWORK_ERR_KICKED; } else if (error == NETWORK_ERROR_CHEATER) { _switch_mode_errorstr = STR_NETWORK_ERR_CHEATER; } DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); return NETWORK_RECV_STATUS_SERVER_ERROR; } DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEED_PASSWORD) { NetworkPasswordType type; type = NetworkRecv_uint8(MY_CLIENT, p); if (type == NETWORK_GAME_PASSWORD) { ShowNetworkNeedGamePassword(); return NETWORK_RECV_STATUS_OKAY; } else if (type == NETWORK_COMPANY_PASSWORD) { ShowNetworkNeedCompanyPassword(); return NETWORK_RECV_STATUS_OKAY; } return NETWORK_RECV_STATUS_MALFORMED_PACKET; } DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WELCOME) { _network_own_client_index = NetworkRecv_uint16(MY_CLIENT, p); // Start receiving the map SEND_COMMAND(PACKET_CLIENT_GETMAP)(); return NETWORK_RECV_STATUS_OKAY; } DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WAIT) { _network_join_status = NETWORK_JOIN_STATUS_WAITING; _network_join_waiting = NetworkRecv_uint8(MY_CLIENT, p); InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0); // We are put on hold for receiving the map.. we need GUI for this ;) DEBUG(net, 1)("[NET] The server is currently busy sending the map to someone else.. please hold..." ); DEBUG(net, 1)("[NET] There are %d clients in front of you", _network_join_waiting); return NETWORK_RECV_STATUS_OKAY; } DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP) { static char filename[256]; static FILE *file_pointer; byte maptype; maptype = NetworkRecv_uint8(MY_CLIENT, p); if (MY_CLIENT->quited) return NETWORK_RECV_STATUS_CONN_LOST; // First packet, init some stuff if (maptype == MAP_PACKET_START) { // The name for the temp-map sprintf(filename, "%s%snetwork_client.tmp", _path.autosave_dir, PATHSEP); file_pointer = fopen(filename, "wb"); if (file_pointer == NULL) { _switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR; return NETWORK_RECV_STATUS_SAVEGAME; } _frame_counter = _frame_counter_server = _frame_counter_max = NetworkRecv_uint32(MY_CLIENT, p); _network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING; _network_join_kbytes = 0; _network_join_kbytes_total = NetworkRecv_uint32(MY_CLIENT, p) / 1024; InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0); // The first packet does not contain any more data return NETWORK_RECV_STATUS_OKAY; } if (maptype == MAP_PACKET_NORMAL) { // We are still receiving data, put it to the file fwrite(p->buffer + p->pos, 1, p->size - p->pos, file_pointer); _network_join_kbytes = ftell(file_pointer) / 1024; InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0); } if (maptype == MAP_PACKET_PATCH) { NetworkRecvPatchSettings(MY_CLIENT, p); } // Check if this was the last packet if (maptype == MAP_PACKET_END) { // We also get, very nice, the player_seeds in this packet int i; for (i = 0; i < MAX_PLAYERS; i++) { _player_seeds[i][0] = NetworkRecv_uint32(MY_CLIENT, p); _player_seeds[i][1] = NetworkRecv_uint32(MY_CLIENT, p); } fclose(file_pointer); _network_join_status = NETWORK_JOIN_STATUS_PROCESSING; InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0); // The map is done downloading, load it // Load the map if (!SafeSaveOrLoad(filename, SL_LOAD, GM_NORMAL)) { DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); _switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR; return NETWORK_RECV_STATUS_SAVEGAME; } _opt_ptr = &_opt; // during a network game you are always in-game // Say we received the map and loaded it correctly! SEND_COMMAND(PACKET_CLIENT_MAP_OK)(); if (_network_playas == 0 || _network_playas > MAX_PLAYERS || !DEREF_PLAYER(_network_playas - 1)->is_active) { if (_network_playas == OWNER_SPECTATOR) { // The client wants to be a spectator.. _local_player = OWNER_SPECTATOR; DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); } else { /* We have arrived and ready to start playing; send a command to make a new player; * the server will give us a client-id and let us in */ _local_player = 0; NetworkSend_Command(0, 0, 0, CMD_PLAYER_CTRL, NULL); _local_player = OWNER_SPECTATOR; } } else { // take control over an existing company _local_player = _network_playas - 1; DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); } } return NETWORK_RECV_STATUS_OKAY; } DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FRAME) { _frame_counter_server = NetworkRecv_uint32(MY_CLIENT, p); _frame_counter_max = NetworkRecv_uint32(MY_CLIENT, p); #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME // Test if the server supports this option // and if we are at the frame the server is if (p->pos < p->size) { _sync_frame = _frame_counter_server; _sync_seed_1 = NetworkRecv_uint32(MY_CLIENT, p); #ifdef NETWORK_SEND_DOUBLE_SEED _sync_seed_2 = NetworkRecv_uint32(MY_CLIENT, p); #endif } #endif DEBUG(net, 7)("[NET] Received FRAME %d",_frame_counter_server); // Let the server know that we received this frame correctly // We do this only once per day, to save some bandwidth ;) if (!_network_first_time && last_ack_frame < _frame_counter) { last_ack_frame = _frame_counter + DAY_TICKS; DEBUG(net,6)("[NET] Sent ACK at %d", _frame_counter); SEND_COMMAND(PACKET_CLIENT_ACK)(); } return NETWORK_RECV_STATUS_OKAY; } DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SYNC) { _sync_frame = NetworkRecv_uint32(MY_CLIENT, p); _sync_seed_1 = NetworkRecv_uint32(MY_CLIENT, p); #ifdef NETWORK_SEND_DOUBLE_SEED _sync_seed_2 = NetworkRecv_uint32(MY_CLIENT, p); #endif return NETWORK_RECV_STATUS_OKAY; } DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMMAND) { CommandPacket *cp = malloc(sizeof(CommandPacket)); cp->player = NetworkRecv_uint8(MY_CLIENT, p); cp->cmd = NetworkRecv_uint32(MY_CLIENT, p); cp->p1 = NetworkRecv_uint32(MY_CLIENT, p); cp->p2 = NetworkRecv_uint32(MY_CLIENT, p); cp->tile = NetworkRecv_uint32(MY_CLIENT, p); NetworkRecv_string(MY_CLIENT, p, cp->text, sizeof(cp->text)); cp->callback = NetworkRecv_uint8(MY_CLIENT, p); cp->frame = NetworkRecv_uint32(MY_CLIENT, p); cp->next = NULL; // The server did send us this command.. // queue it in our own queue, so we can handle it in the upcoming frame! 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; } return NETWORK_RECV_STATUS_OKAY; } DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CHAT) { NetworkAction action = NetworkRecv_uint8(MY_CLIENT, p); char msg[MAX_TEXT_MSG_LEN]; NetworkClientInfo *ci = NULL, *ci_to; uint16 index; char name[NETWORK_NAME_LENGTH]; bool self_send; index = NetworkRecv_uint16(MY_CLIENT, p); self_send = NetworkRecv_uint8(MY_CLIENT, p); NetworkRecv_string(MY_CLIENT, p, msg, MAX_TEXT_MSG_LEN); ci_to = NetworkFindClientInfoFromIndex(index); if (ci_to == NULL) return NETWORK_RECV_STATUS_OKAY; /* Do we display the action locally? */ if (self_send) { switch (action) { case NETWORK_ACTION_CHAT_CLIENT: /* For speak to client we need the client-name */ snprintf(name, sizeof(name), "%s", ci_to->client_name); ci = NetworkFindClientInfoFromIndex(_network_own_client_index); break; case NETWORK_ACTION_CHAT_PLAYER: case NETWORK_ACTION_GIVE_MONEY: /* For speak to player or give money, we need the player-name */ if (ci_to->client_playas > MAX_PLAYERS) return NETWORK_RECV_STATUS_OKAY; // This should never happen GetString(name, DEREF_PLAYER(ci_to->client_playas-1)->name_1); ci = NetworkFindClientInfoFromIndex(_network_own_client_index); break; default: /* This should never happen */ NOT_REACHED(); break; } } else { /* Display message from somebody else */ snprintf(name, sizeof(name), "%s", ci_to->client_name); ci = ci_to; } if (ci != NULL) NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas-1), self_send, name, "%s", msg); return NETWORK_RECV_STATUS_OKAY; } DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT) { int errorno; char str[100]; uint16 index; NetworkClientInfo *ci; index = NetworkRecv_uint16(MY_CLIENT, p); errorno = NetworkRecv_uint8(MY_CLIENT, p); GetString(str, STR_NETWORK_ERR_CLIENT_GENERAL + errorno); ci = NetworkFindClientInfoFromIndex(index); if (ci != NULL) { NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, ci->client_name, str); // The client is gone, give the NetworkClientInfo free ci->client_index = NETWORK_EMPTY_INDEX; } InvalidateWindow(WC_CLIENT_LIST, 0); return NETWORK_RECV_STATUS_OKAY; } DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_QUIT) { char str[100]; uint16 index; NetworkClientInfo *ci; index = NetworkRecv_uint16(MY_CLIENT, p); NetworkRecv_string(MY_CLIENT, p, str, 100); ci = NetworkFindClientInfoFromIndex(index); if (ci != NULL) { NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, ci->client_name, str); // The client is gone, give the NetworkClientInfo free ci->client_index = NETWORK_EMPTY_INDEX; } else { DEBUG(net, 0)("[NET] Error - unknown client (%d) is leaving the game", index); } InvalidateWindow(WC_CLIENT_LIST, 0); // If we come here it means we could not locate the client.. strange :s return NETWORK_RECV_STATUS_OKAY; } DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_JOIN) { uint16 index; NetworkClientInfo *ci; index = NetworkRecv_uint16(MY_CLIENT, p); ci = NetworkFindClientInfoFromIndex(index); if (ci != NULL) NetworkTextMessage(NETWORK_ACTION_JOIN, 1, false, ci->client_name, ""); InvalidateWindow(WC_CLIENT_LIST, 0); return NETWORK_RECV_STATUS_OKAY; } DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN) { _switch_mode_errorstr = STR_NETWORK_SERVER_SHUTDOWN; return NETWORK_RECV_STATUS_SERVER_ERROR; } DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME) { // To trottle the reconnects a bit, every clients waits // his _local_player value before reconnecting // OWNER_SPECTATOR is currently 255, so to avoid long wait periods // set the max to 10. _network_reconnect = min(_local_player + 1, 10); _switch_mode_errorstr = STR_NETWORK_SERVER_REBOOT; return NETWORK_RECV_STATUS_SERVER_ERROR; } DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_RCON) { char rcon_out[NETWORK_RCONCOMMAND_LENGTH]; uint16 color_code; color_code = NetworkRecv_uint16(MY_CLIENT, p); NetworkRecv_string(MY_CLIENT, p, rcon_out, sizeof(rcon_out)); IConsolePrint(color_code, rcon_out); return NETWORK_RECV_STATUS_OKAY; } // The layout for the receive-functions by the client typedef NetworkRecvStatus NetworkClientPacket(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 NetworkClientPacket* const _network_client_packet[] = { RECEIVE_COMMAND(PACKET_SERVER_FULL), RECEIVE_COMMAND(PACKET_SERVER_BANNED), NULL, /*PACKET_CLIENT_JOIN,*/ RECEIVE_COMMAND(PACKET_SERVER_ERROR), NULL, /*PACKET_CLIENT_COMPANY_INFO,*/ RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO), RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO), RECEIVE_COMMAND(PACKET_SERVER_NEED_PASSWORD), NULL, /*PACKET_CLIENT_PASSWORD,*/ RECEIVE_COMMAND(PACKET_SERVER_WELCOME), NULL, /*PACKET_CLIENT_GETMAP,*/ RECEIVE_COMMAND(PACKET_SERVER_WAIT), RECEIVE_COMMAND(PACKET_SERVER_MAP), NULL, /*PACKET_CLIENT_MAP_OK,*/ RECEIVE_COMMAND(PACKET_SERVER_JOIN), RECEIVE_COMMAND(PACKET_SERVER_FRAME), RECEIVE_COMMAND(PACKET_SERVER_SYNC), NULL, /*PACKET_CLIENT_ACK,*/ NULL, /*PACKET_CLIENT_COMMAND,*/ RECEIVE_COMMAND(PACKET_SERVER_COMMAND), NULL, /*PACKET_CLIENT_CHAT,*/ RECEIVE_COMMAND(PACKET_SERVER_CHAT), NULL, /*PACKET_CLIENT_SET_PASSWORD,*/ NULL, /*PACKET_CLIENT_SET_NAME,*/ NULL, /*PACKET_CLIENT_QUIT,*/ NULL, /*PACKET_CLIENT_ERROR,*/ RECEIVE_COMMAND(PACKET_SERVER_QUIT), RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT), RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN), RECEIVE_COMMAND(PACKET_SERVER_NEWGAME), RECEIVE_COMMAND(PACKET_SERVER_RCON), NULL, /*PACKET_CLIENT_RCON,*/ }; // If this fails, check the array above with network_data.h assert_compile(lengthof(_network_client_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!! void NetworkRecvPatchSettings(NetworkClientState *cs, Packet *p) { const SettingDesc *item; item = patch_settings; while (item->name != NULL) { switch (item->flags) { case SDT_BOOL: case SDT_INT8: case SDT_UINT8: *(uint8 *)(item->ptr) = NetworkRecv_uint8(cs, p); break; case SDT_INT16: case SDT_UINT16: *(uint16 *)(item->ptr) = NetworkRecv_uint16(cs, p); break; case SDT_INT32: case SDT_UINT32: *(uint32 *)(item->ptr) = NetworkRecv_uint32(cs, p); break; } item++; } } // Is called after a client is connected to the server void NetworkClient_Connected(void) { // Set the frame-counter to 0 so nothing happens till we are ready _frame_counter = 0; _frame_counter_server = 0; last_ack_frame = 0; // Request the game-info SEND_COMMAND(PACKET_CLIENT_JOIN)(); } // Reads the packets from the socket-stream, if available NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientState *cs) { Packet *p; NetworkRecvStatus res = NETWORK_RECV_STATUS_OKAY; while (res == NETWORK_RECV_STATUS_OKAY && (p = NetworkRecv_Packet(cs, &res)) != NULL) { byte type = NetworkRecv_uint8(MY_CLIENT, p); if (type < PACKET_END && _network_client_packet[type] != NULL && !MY_CLIENT->quited) { res = _network_client_packet[type](p); } else { res = NETWORK_RECV_STATUS_MALFORMED_PACKET; DEBUG(net, 0)("[NET][client] Received invalid packet type %d", type); } free(p); } return res; } #endif /* ENABLE_NETWORK */