OpenTTD/src/network/core/tcp_game.h

569 lines
21 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 tcp_game.h Basic functions to receive and send TCP packets for game purposes.
*/
#ifndef NETWORK_CORE_TCP_GAME_H
#define NETWORK_CORE_TCP_GAME_H
#include "os_abstraction.h"
#include "tcp.h"
#include "../network_type.h"
#include "../../core/pool_type.hpp"
#include <chrono>
/**
* Enum with all types of TCP packets.
* For the exact meaning, look at #NetworkGameSocketHandler.
*/
enum PacketGameType : uint8_t {
/*
* These first four pair of packets (thus eight in
* total) must remain in this order for backward
* and forward compatibility between clients that
* are trying to join directly.
*/
/* Packets sent by socket accepting code without ever constructing a client socket instance. */
PACKET_SERVER_FULL, ///< The server is full and has no place for you.
PACKET_SERVER_BANNED, ///< The server has banned you.
/* Packets used by the client to join and an error message when the revision is wrong. */
PACKET_CLIENT_JOIN, ///< The client telling the server it wants to join.
PACKET_SERVER_ERROR, ///< Server sending an error message to the client.
/* Unused packet types, formerly used for the pre-game lobby. */
PACKET_CLIENT_UNUSED, ///< Unused.
PACKET_SERVER_UNUSED, ///< Unused.
/* Packets used to get the game info. */
PACKET_SERVER_GAME_INFO, ///< Information about the server.
PACKET_CLIENT_GAME_INFO, ///< Request information about the server.
/*
* Packets after here assume that the client
* and server are running the same version. As
* such ordering is unimportant from here on.
*
* The following is the remainder of the packets
* sent as part of authenticating and getting
* the map and other important data.
*/
/* After the join step, the first perform game authentication and enabling encryption. */
PACKET_SERVER_AUTH_REQUEST, ///< The server requests the client to authenticate using a number of methods.
PACKET_CLIENT_AUTH_RESPONSE, ///< The client responds to the authentication request.
PACKET_SERVER_ENABLE_ENCRYPTION, ///< The server tells that authentication has completed and requests to enable encryption with the keys of the last \c PACKET_CLIENT_AUTH_RESPONSE.
/* After the authentication is done, the next step is identification. */
PACKET_CLIENT_IDENTIFY, ///< Client telling the server the client's name and requested company.
/* After the identify step, the next is checking NewGRFs. */
PACKET_SERVER_CHECK_NEWGRFS, ///< Server sends NewGRF IDs and MD5 checksums for the client to check.
PACKET_CLIENT_NEWGRFS_CHECKED, ///< Client acknowledges that it has all required NewGRFs.
/* Checking the company passwords. */
PACKET_SERVER_NEED_COMPANY_PASSWORD, ///< Server requests the (hashed) company password.
PACKET_CLIENT_COMPANY_PASSWORD, ///< Client sends the (hashed) company password.
/* The server welcomes the authenticated client and sends information of other clients. */
PACKET_SERVER_WELCOME, ///< Server welcomes you and gives you your #ClientID.
PACKET_SERVER_CLIENT_INFO, ///< Server sends you information about a client.
/* Getting the savegame/map. */
PACKET_CLIENT_GETMAP, ///< Client requests the actual map.
PACKET_SERVER_WAIT, ///< Server tells the client there are some people waiting for the map as well.
PACKET_SERVER_MAP_BEGIN, ///< Server tells the client that it is beginning to send the map.
PACKET_SERVER_MAP_SIZE, ///< Server tells the client what the (compressed) size of the map is.
PACKET_SERVER_MAP_DATA, ///< Server sends bits of the map to the client.
PACKET_SERVER_MAP_DONE, ///< Server tells it has just sent the last bits of the map to the client.
PACKET_CLIENT_MAP_OK, ///< Client tells the server that it received the whole map.
PACKET_SERVER_JOIN, ///< Tells clients that a new client has joined.
/*
* At this moment the client has the map and
* the client is fully authenticated. Now the
* normal communication starts.
*/
/* Game progress monitoring. */
PACKET_SERVER_FRAME, ///< Server tells the client what frame it is in, and thus to where the client may progress.
PACKET_CLIENT_ACK, ///< The client tells the server which frame it has executed.
PACKET_SERVER_SYNC, ///< Server tells the client what the random state should be.
/* Sending commands around. */
PACKET_CLIENT_COMMAND, ///< Client executed a command and sends it to the server.
PACKET_SERVER_COMMAND, ///< Server distributes a command to (all) the clients.
/* Human communication! */
PACKET_CLIENT_CHAT, ///< Client said something that should be distributed.
PACKET_SERVER_CHAT, ///< Server distributing the message of a client (or itself).
PACKET_SERVER_EXTERNAL_CHAT, ///< Server distributing the message from external source.
/* Remote console. */
PACKET_CLIENT_RCON, ///< Client asks the server to execute some command.
PACKET_SERVER_RCON, ///< Response of the executed command on the server.
/* Moving a client.*/
PACKET_CLIENT_MOVE, ///< A client would like to be moved to another company.
PACKET_SERVER_MOVE, ///< Server tells everyone that someone is moved to another company.
/* Configuration updates. */
PACKET_CLIENT_SET_PASSWORD, ///< A client (re)sets its company's password.
PACKET_CLIENT_SET_NAME, ///< A client changes its name.
PACKET_SERVER_COMPANY_UPDATE, ///< Information (password) of a company changed.
PACKET_SERVER_CONFIG_UPDATE, ///< Some network configuration important to the client changed.
/* A server quitting this game. */
PACKET_SERVER_NEWGAME, ///< The server is preparing to start a new game.
PACKET_SERVER_SHUTDOWN, ///< The server is shutting down.
/* A client quitting. */
PACKET_CLIENT_QUIT, ///< A client tells the server it is going to quit.
PACKET_SERVER_QUIT, ///< A server tells that a client has quit.
PACKET_CLIENT_ERROR, ///< A client reports an error to the server.
PACKET_SERVER_ERROR_QUIT, ///< A server tells that a client has hit an error and did quit.
PACKET_END, ///< Must ALWAYS be on the end of this list!! (period)
};
/** Packet that wraps a command */
struct CommandPacket;
/**
* A "queue" of CommandPackets.
* Not a std::queue because, when paused, some commands remain on the queue.
* In other words, you do not always pop the first element from this queue.
*/
using CommandQueue = std::vector<CommandPacket>;
/** Base socket handler for all TCP sockets */
class NetworkGameSocketHandler : public NetworkTCPSocketHandler {
/* TODO: rewrite into a proper class */
private:
NetworkClientInfo *info; ///< Client info related to this socket
bool is_pending_deletion = false; ///< Whether this socket is pending deletion
protected:
NetworkRecvStatus ReceiveInvalidPacket(PacketGameType type);
/**
* Notification that the server is full.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_FULL(Packet &p);
/**
* Notification that the client trying to join is banned.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet &p);
/**
* Try to join the server:
* string OpenTTD revision (norev0000 if no revision).
* uint32_t NewGRF version (added in 1.2).
* string Name of the client (max NETWORK_NAME_LENGTH) (removed in 15).
* uint8_t ID of the company to play as (1..MAX_COMPANIES) (removed in 15).
* uint8_t ID of the clients Language (removed in 15).
* string Client's unique identifier (removed in 1.0).
*
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet &p);
/**
* The client made an error:
* uint8_t Error code caused (see NetworkErrorCode).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet &p);
/**
* Request game information.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet &p);
/**
* Sends information about the game.
* Serialized NetworkGameInfo. See game_info.h for details.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet &p);
/**
* Send information about a client:
* uint32_t ID of the client (always unique on a server. 1 = server, 0 is invalid).
* uint8_t ID of the company the client is playing as (255 for spectators).
* string Name of the client.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet &p);
/**
* The client tells the server about the identity of the client:
* string Name of the client (max NETWORK_NAME_LENGTH).
* uint8_t ID of the company to play as (1..MAX_COMPANIES, or COMPANY_SPECTATOR).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_IDENTIFY(Packet &p);
/**
* Indication to the client that it needs to authenticate:
* uint8_t The \c NetworkAuthenticationMethod to use.
* 32 * uint8_t Public key of the server.
* 24 * uint8_t Nonce for the key exchange.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_AUTH_REQUEST(Packet &p);
/**
* Indication to the client that the server needs a company password:
* uint32_t Generation seed.
* string Network ID of the server.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet &p);
/**
* Send the response to the authentication request:
* 32 * uint8_t Public key of the client.
* 16 * uint8_t Message authentication code.
* 8 * uint8_t Random message that got encoded and signed.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_AUTH_RESPONSE(Packet &p);
/**
* Indication to the client that authentication is complete and encryption has to be used from here on forward.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_ENABLE_ENCRYPTION(Packet &p);
/**
* Send a password to the server to authorize
* uint8_t Password type (see NetworkPasswordType).
* string The password.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet &p);
/**
* The client is joined and ready to receive their map:
* uint32_t Own client ID.
* uint32_t Generation seed.
* string Network ID of the server.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet &p);
/**
* Request the map from the server.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet &p);
/**
* Notification that another client is currently receiving the map:
* uint8_t Number of clients waiting in front of you.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet &p);
/**
* Sends that the server will begin with sending the map to the client:
* uint32_t Current frame.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet &p);
/**
* Sends the size of the map to the client.
* uint32_t Size of the (compressed) map (in bytes).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet &p);
/**
* Sends the data of the map to the client:
* Contains a part of the map (until max size of packet).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet &p);
/**
* Sends that all data of the map are sent to the client:
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet &p);
/**
* Tell the server that we are done receiving/loading the map.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet &p);
/**
* A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO:
* uint32_t ID of the client that just joined the game.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet &p);
/**
* Sends the current frame counter to the client:
* uint32_t Frame counter
* uint32_t Frame counter max (how far may the client walk before the server?)
* uint32_t General seed 1 (dependent on compile settings, not default).
* uint32_t General seed 2 (dependent on compile settings, not default).
* uint8_t Random token to validate the client is actually listening (only occasionally present).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet &p);
/**
* Sends a sync-check to the client:
* uint32_t Frame counter.
* uint32_t General seed 1.
* uint32_t General seed 2 (dependent on compile settings, not default).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet &p);
/**
* Tell the server we are done with this frame:
* uint32_t Current frame counter of the client.
* uint8_t The random token that the server sent in the PACKET_SERVER_FRAME packet.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet &p);
/**
* Send a DoCommand to the Server:
* uint8_t ID of the company (0..MAX_COMPANIES-1).
* uint32_t ID of the command (see command.h).
* <var> Command specific buffer with encoded parameters of variable length.
* The content differs per command and can change without notification.
* uint8_t ID of the callback.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet &p);
/**
* Sends a DoCommand to the client:
* uint8_t ID of the company (0..MAX_COMPANIES-1).
* uint32_t ID of the command (see command.h).
* <var> Command specific buffer with encoded parameters of variable length.
* The content differs per command and can change without notification.
* uint8_t ID of the callback.
* uint32_t Frame of execution.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet &p);
/**
* Sends a chat-packet to the server:
* uint8_t ID of the action (see NetworkAction).
* uint8_t ID of the destination type (see DestType).
* uint32_t ID of the client or company (destination of the chat).
* string Message (max NETWORK_CHAT_LENGTH).
* uint64_t data (used e.g. for 'give money' actions).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet &p);
/**
* Sends a chat-packet to the client:
* uint8_t ID of the action (see NetworkAction).
* uint32_t ID of the client (origin of the chat).
* string Message (max NETWORK_CHAT_LENGTH).
* uint64_t data (used e.g. for 'give money' actions).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet &p);
/**
* Sends a chat-packet for external source to the client:
* string Name of the source this message came from.
* uint16_t TextColour to use for the message.
* string Name of the user who sent the messsage.
* string Message (max NETWORK_CHAT_LENGTH).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_EXTERNAL_CHAT(Packet &p);
/**
* Set the password for the clients current company:
* string The password.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet &p);
/**
* Gives the client a new name:
* string New name of the client.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet &p);
/**
* The client is quitting the game.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet &p);
/**
* The client made an error and is quitting the game.
* uint8_t Error of the code caused (see NetworkErrorCode).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet &p);
/**
* Notification that a client left the game:
* uint32_t ID of the client.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet &p);
/**
* Inform all clients that one client made an error and thus has quit/been disconnected:
* uint32_t ID of the client that caused the error.
* uint8_t Code of the error caused (see NetworkErrorCode).
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet &p);
/**
* Let the clients know that the server is closing.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet &p);
/**
* Let the clients know that the server is loading a new map.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet &p);
/**
* Send the result of an issues RCon command back to the client:
* uint16_t Colour code.
* string Output of the RCon command
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_RCON(Packet &p);
/**
* Send an RCon command to the server:
* string RCon password.
* string Command to be executed.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet &p);
/**
* Sends information about all used GRFs to the client:
* uint8_t Amount of GRFs (the following data is repeated this many times, i.e. per GRF data).
* uint32_t GRF ID
* 16 * uint8_t MD5 checksum of the GRF
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet &p);
/**
* Tell the server that we have the required GRFs
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet &p);
/**
* Move a client from one company into another:
* uint32_t ID of the client.
* uint8_t ID of the new company.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet &p);
/**
* Request the server to move this client into another company:
* uint8_t ID of the company the client wants to join.
* string Password, if the company is password protected.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet &p);
/**
* Update the clients knowledge of which company is password protected:
* uint16_t Bitwise representation of each company
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet &p);
/**
* Update the clients knowledge of the max settings:
* uint8_t Maximum number of companies allowed.
* uint8_t Maximum number of spectators allowed.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet &p);
NetworkRecvStatus HandlePacket(Packet &p);
NetworkGameSocketHandler(SOCKET s);
public:
ClientID client_id; ///< Client identifier
uint32_t last_frame; ///< Last frame we have executed
uint32_t last_frame_server; ///< Last frame the server has executed
CommandQueue incoming_queue; ///< The command-queue awaiting handling
std::chrono::steady_clock::time_point last_packet; ///< Time we received the last frame.
NetworkRecvStatus CloseConnection(bool error = true) override;
/**
* Close the network connection due to the given status.
* @param status The reason the connection got closed.
*/
virtual NetworkRecvStatus CloseConnection(NetworkRecvStatus status) = 0;
virtual ~NetworkGameSocketHandler() = default;
/**
* Sets the client info for this socket handler.
* @param info The new client info.
*/
inline void SetInfo(NetworkClientInfo *info)
{
assert(info != nullptr && this->info == nullptr);
this->info = info;
}
/**
* Gets the client info of this socket handler.
* @return The client info.
*/
inline NetworkClientInfo *GetInfo() const
{
return this->info;
}
NetworkRecvStatus ReceivePackets();
const char *ReceiveCommand(Packet &p, CommandPacket &cp);
void SendCommand(Packet &p, const CommandPacket &cp);
bool IsPendingDeletion() const { return this->is_pending_deletion; }
void DeferDeletion();
static void ProcessDeferredDeletions();
};
#endif /* NETWORK_CORE_TCP_GAME_H */