OpenTTD/src/network/network_server.h

135 lines
6.6 KiB
C++

/*
* 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 <http://www.gnu.org/licenses/>.
*/
/** @file network_server.h Server part of the network protocol. */
#ifndef NETWORK_SERVER_H
#define NETWORK_SERVER_H
#include "network_internal.h"
#include "core/tcp_listen.h"
class ServerNetworkGameSocketHandler;
/** Make the code look slightly nicer/simpler. */
typedef ServerNetworkGameSocketHandler NetworkClientSocket;
/** Pool with all client sockets. */
typedef Pool<NetworkClientSocket, ClientIndex, 8, MAX_CLIENT_SLOTS, PT_NCLIENT> NetworkClientSocketPool;
extern NetworkClientSocketPool _networkclientsocket_pool;
/** Class for handling the server side of the game connection. */
class ServerNetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkGameSocketHandler, public TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED> {
protected:
std::unique_ptr<class NetworkAuthenticationServerHandler> authentication_handler; ///< The handler for the authentication.
std::string peer_public_key; ///< The public key of our client.
NetworkRecvStatus Receive_CLIENT_JOIN(Packet &p) override;
NetworkRecvStatus Receive_CLIENT_IDENTIFY(Packet &p) override;
NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet &p) override;
NetworkRecvStatus Receive_CLIENT_AUTH_RESPONSE(Packet &p) override;
NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet &p) override;
NetworkRecvStatus Receive_CLIENT_GETMAP(Packet &p) override;
NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet &p) override;
NetworkRecvStatus Receive_CLIENT_ACK(Packet &p) override;
NetworkRecvStatus Receive_CLIENT_COMMAND(Packet &p) override;
NetworkRecvStatus Receive_CLIENT_CHAT(Packet &p) override;
NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet &p) override;
NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet &p) override;
NetworkRecvStatus Receive_CLIENT_QUIT(Packet &p) override;
NetworkRecvStatus Receive_CLIENT_ERROR(Packet &p) override;
NetworkRecvStatus Receive_CLIENT_RCON(Packet &p) override;
NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet &p) override;
NetworkRecvStatus Receive_CLIENT_MOVE(Packet &p) override;
NetworkRecvStatus SendGameInfo();
NetworkRecvStatus SendNewGRFCheck();
NetworkRecvStatus SendWelcome();
NetworkRecvStatus SendAuthRequest();
NetworkRecvStatus SendEnableEncryption();
NetworkRecvStatus SendNeedCompanyPassword();
public:
/** Status of a client */
enum ClientStatus {
STATUS_INACTIVE, ///< The client is not connected nor active.
STATUS_AUTH_GAME, ///< The client is authorizing with game (server) password.
STATUS_IDENTIFY, ///< The client is identifying itself.
STATUS_NEWGRFS_CHECK, ///< The client is checking NewGRFs.
STATUS_AUTH_COMPANY, ///< The client is authorizing with company password.
STATUS_AUTHORIZED, ///< The client is authorized.
STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map.
STATUS_MAP, ///< The client is downloading the map.
STATUS_DONE_MAP, ///< The client has downloaded the map.
STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames.
STATUS_ACTIVE, ///< The client is active within in the game.
STATUS_END, ///< Must ALWAYS be on the end of this list!! (period).
};
uint8_t lag_test; ///< Byte used for lag-testing the client
uint8_t last_token; ///< The last random token we did send to verify the client is listening
uint32_t last_token_frame; ///< The last frame we received the right token
ClientStatus status; ///< Status of this client
CommandQueue outgoing_queue; ///< The command-queue awaiting delivery; conceptually more a bucket to gather commands in, after which the whole bucket is sent to the client.
size_t receive_limit; ///< Amount of bytes that we can receive at this moment
std::shared_ptr<struct PacketWriter> savegame; ///< Writer used to write the savegame.
NetworkAddress client_address; ///< IP-address of the client (so they can be banned)
ServerNetworkGameSocketHandler(SOCKET s);
~ServerNetworkGameSocketHandler();
std::unique_ptr<Packet> ReceivePacket() override;
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
std::string GetClientName() const;
void CheckNextClientToSendMap(NetworkClientSocket *ignore_cs = nullptr);
NetworkRecvStatus SendWait();
NetworkRecvStatus SendMap();
NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno);
NetworkRecvStatus SendQuit(ClientID client_id);
NetworkRecvStatus SendShutdown();
NetworkRecvStatus SendNewGame();
NetworkRecvStatus SendRConResult(uint16_t colour, const std::string &command);
NetworkRecvStatus SendMove(ClientID client_id, CompanyID company_id);
NetworkRecvStatus SendClientInfo(NetworkClientInfo *ci);
NetworkRecvStatus SendError(NetworkErrorCode error, const std::string &reason = {});
NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64_t data);
NetworkRecvStatus SendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg);
NetworkRecvStatus SendJoin(ClientID client_id);
NetworkRecvStatus SendFrame();
NetworkRecvStatus SendSync();
NetworkRecvStatus SendCommand(const CommandPacket &cp);
NetworkRecvStatus SendCompanyUpdate();
NetworkRecvStatus SendConfigUpdate();
static void Send();
static void AcceptConnection(SOCKET s, const NetworkAddress &address);
static bool AllowConnection();
/**
* Get the name used by the listener.
* @return the name to show in debug logs and the like.
*/
static const char *GetName()
{
return "server";
}
const std::string &GetClientIP();
std::string_view GetPeerPublicKey() const { return this->peer_public_key; }
static ServerNetworkGameSocketHandler *GetByClientID(ClientID client_id);
};
void NetworkServer_Tick(bool send_frame);
void ChangeNetworkRestartTime(bool reset);
void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &password, bool already_hashed = true);
void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded);
#endif /* NETWORK_SERVER_H */