2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
8 /** @file network_server.cpp Server part of the network protocol. */
10 #include "../stdafx.h"
11 #include "../strings_func.h"
12 #include "../date_func.h"
13 #include "core/game_info.h"
14 #include "network_admin.h"
15 #include "network_server.h"
16 #include "network_udp.h"
17 #include "network_base.h"
18 #include "../console_func.h"
19 #include "../company_base.h"
20 #include "../command_func.h"
21 #include "../saveload/saveload.h"
22 #include "../saveload/saveload_filter.h"
23 #include "../station_base.h"
24 #include "../genworld.h"
25 #include "../company_func.h"
26 #include "../company_gui.h"
27 #include "../roadveh.h"
28 #include "../order_backup.h"
29 #include "../core/pool_func.hpp"
30 #include "../core/random_func.hpp"
33 #include <condition_variable>
35 #include "../safeguards.h"
38 /* This file handles all the server-commands */
40 DECLARE_POSTFIX_INCREMENT(ClientID
)
41 /** The identifier counter for new clients (is never decreased) */
42 static ClientID _network_client_id
= CLIENT_ID_FIRST
;
44 /** Make very sure the preconditions given in network_type.h are actually followed */
45 static_assert(MAX_CLIENT_SLOTS
> MAX_CLIENTS
);
47 static_assert(NetworkClientSocketPool::MAX_SIZE
== MAX_CLIENT_SLOTS
);
49 /** The pool with clients. */
50 NetworkClientSocketPool
_networkclientsocket_pool("NetworkClientSocket");
51 INSTANTIATE_POOL_METHODS(NetworkClientSocket
)
53 /** Instantiate the listen sockets. */
54 template SocketList TCPListenHandler
<ServerNetworkGameSocketHandler
, PACKET_SERVER_FULL
, PACKET_SERVER_BANNED
>::sockets
;
56 /** Writing a savegame directly to a number of packets. */
57 struct PacketWriter
: SaveFilter
{
58 ServerNetworkGameSocketHandler
*cs
; ///< Socket we are associated with.
59 Packet
*current
; ///< The packet we're currently writing to.
60 size_t total_size
; ///< Total size of the compressed savegame.
61 Packet
*packets
; ///< Packet queue of the savegame; send these "slowly" to the client.
62 std::mutex mutex
; ///< Mutex for making threaded saving safe.
63 std::condition_variable exit_sig
; ///< Signal for threaded destruction of this packet writer.
66 * Create the packet writer.
67 * @param cs The socket handler we're making the packets for.
69 PacketWriter(ServerNetworkGameSocketHandler
*cs
) : SaveFilter(nullptr), cs(cs
), current(nullptr), total_size(0), packets(nullptr)
73 /** Make sure everything is cleaned up. */
76 std::unique_lock
<std::mutex
> lock(this->mutex
);
78 if (this->cs
!= nullptr) this->exit_sig
.wait(lock
);
80 /* This must all wait until the Destroy function is called. */
82 while (this->packets
!= nullptr) {
83 delete Packet::PopFromQueue(&this->packets
);
90 * Begin the destruction of this packet writer. It can happen in two ways:
91 * in the first case the client disconnected while saving the map. In this
92 * case the saving has not finished and killed this PacketWriter. In that
93 * case we simply set cs to nullptr, triggering the appending to fail due to
94 * the connection problem and eventually triggering the destructor. In the
95 * second case the destructor is already called, and it is waiting for our
96 * signal which we will send. Only then the packets will be removed by the
101 std::unique_lock
<std::mutex
> lock(this->mutex
);
105 this->exit_sig
.notify_all();
108 /* Make sure the saving is completely cancelled. Yes,
109 * we need to handle the save finish as well as the
110 * next connection might just be requesting a map. */
112 ProcessAsyncSaveFinish();
116 * Transfer all packets from here to the network's queue while holding
117 * the lock on our mutex.
118 * @param socket The network socket to write to.
119 * @return True iff the last packet of the map has been sent.
121 bool TransferToNetworkQueue(ServerNetworkGameSocketHandler
*socket
)
123 /* Unsafe check for the queue being empty or not. */
124 if (this->packets
== nullptr) return false;
126 std::lock_guard
<std::mutex
> lock(this->mutex
);
128 while (this->packets
!= nullptr) {
129 Packet
*p
= Packet::PopFromQueue(&this->packets
);
130 bool last_packet
= p
->GetPacketType() == PACKET_SERVER_MAP_DONE
;
131 socket
->SendPacket(p
);
133 if (last_packet
) return true;
139 /** Append the current packet to the queue. */
142 if (this->current
== nullptr) return;
144 Packet::AddToQueue(&this->packets
, this->current
);
145 this->current
= nullptr;
148 /** Prepend the current packet to the queue. */
151 if (this->current
== nullptr) return;
153 /* Reversed from AppendQueue so the queue gets added to the current one. */
154 Packet::AddToQueue(&this->current
, this->packets
);
155 this->packets
= this->current
;
156 this->current
= nullptr;
159 void Write(byte
*buf
, size_t size
) override
161 /* We want to abort the saving when the socket is closed. */
162 if (this->cs
== nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION
);
164 if (this->current
== nullptr) this->current
= new Packet(PACKET_SERVER_MAP_DATA
, TCP_MTU
);
166 std::lock_guard
<std::mutex
> lock(this->mutex
);
168 byte
*bufe
= buf
+ size
;
169 while (buf
!= bufe
) {
170 size_t written
= this->current
->Send_bytes(buf
, bufe
);
173 if (!this->current
->CanWriteToPacket(1)) {
175 if (buf
!= bufe
) this->current
= new Packet(PACKET_SERVER_MAP_DATA
, TCP_MTU
);
179 this->total_size
+= size
;
182 void Finish() override
184 /* We want to abort the saving when the socket is closed. */
185 if (this->cs
== nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION
);
187 std::lock_guard
<std::mutex
> lock(this->mutex
);
189 /* Make sure the last packet is flushed. */
192 /* Add a packet stating that this is the end to the queue. */
193 this->current
= new Packet(PACKET_SERVER_MAP_DONE
);
196 /* Fast-track the size to the client. */
197 this->current
= new Packet(PACKET_SERVER_MAP_SIZE
);
198 this->current
->Send_uint32((uint32
)this->total_size
);
199 this->PrependQueue();
205 * Create a new socket for the server side of the game connection.
206 * @param s The socket to connect with.
208 ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s
) : NetworkGameSocketHandler(s
)
210 this->status
= STATUS_INACTIVE
;
211 this->client_id
= _network_client_id
++;
212 this->receive_limit
= _settings_client
.network
.bytes_per_frame_burst
;
214 /* The Socket and Info pools need to be the same in size. After all,
215 * each Socket will be associated with at most one Info object. As
216 * such if the Socket was allocated the Info object can as well. */
217 static_assert(NetworkClientSocketPool::MAX_SIZE
== NetworkClientInfoPool::MAX_SIZE
);
221 * Clear everything related to this client.
223 ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
225 if (_redirect_console_to_client
== this->client_id
) _redirect_console_to_client
= INVALID_CLIENT_ID
;
226 OrderBackup::ResetUser(this->client_id
);
228 if (this->savegame
!= nullptr) {
229 this->savegame
->Destroy();
230 this->savegame
= nullptr;
234 Packet
*ServerNetworkGameSocketHandler::ReceivePacket()
236 /* Only allow receiving when we have some buffer free; this value
237 * can go negative, but eventually it will become positive again. */
238 if (this->receive_limit
<= 0) return nullptr;
240 /* We can receive a packet, so try that and if needed account for
241 * the amount of received data. */
242 Packet
*p
= this->NetworkTCPSocketHandler::ReceivePacket();
243 if (p
!= nullptr) this->receive_limit
-= p
->Size();
247 NetworkRecvStatus
ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status
)
249 assert(status
!= NETWORK_RECV_STATUS_OKAY
);
251 * Sending a message just before leaving the game calls cs->SendPackets.
252 * This might invoke this function, which means that when we close the
253 * connection after cs->SendPackets we will close an already closed
254 * connection. This handles that case gracefully without having to make
255 * that code any more complex or more aware of the validity of the socket.
257 if (this->sock
== INVALID_SOCKET
) return status
;
259 if (status
!= NETWORK_RECV_STATUS_CLIENT_QUIT
&& status
!= NETWORK_RECV_STATUS_SERVER_ERROR
&& !this->HasClientQuit() && this->status
>= STATUS_AUTHORIZED
) {
260 /* We did not receive a leave message from this client... */
261 std::string client_name
= this->GetClientName();
263 NetworkTextMessage(NETWORK_ACTION_LEAVE
, CC_DEFAULT
, false, client_name
, "", STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST
);
265 /* Inform other clients of this... strange leaving ;) */
266 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
267 if (new_cs
->status
> STATUS_AUTHORIZED
&& this != new_cs
) {
268 new_cs
->SendErrorQuit(this->client_id
, NETWORK_ERROR_CONNECTION_LOST
);
273 /* If we were transfering a map to this client, stop the savegame creation
274 * process and queue the next client to receive the map. */
275 if (this->status
== STATUS_MAP
) {
276 /* Ensure the saving of the game is stopped too. */
277 this->savegame
->Destroy();
278 this->savegame
= nullptr;
280 this->CheckNextClientToSendMap(this);
283 NetworkAdminClientError(this->client_id
, NETWORK_ERROR_CONNECTION_LOST
);
284 Debug(net
, 3, "Closed client connection {}", this->client_id
);
286 /* We just lost one client :( */
287 if (this->status
>= STATUS_AUTHORIZED
) _network_game_info
.clients_on
--;
288 extern byte _network_clients_connected
;
289 _network_clients_connected
--;
291 this->SendPackets(true);
293 delete this->GetInfo();
296 InvalidateWindowData(WC_CLIENT_LIST
, 0);
302 * Whether an connection is allowed or not at this moment.
303 * @return true if the connection is allowed.
305 /* static */ bool ServerNetworkGameSocketHandler::AllowConnection()
307 extern byte _network_clients_connected
;
308 bool accept
= _network_clients_connected
< MAX_CLIENTS
&& _network_game_info
.clients_on
< _settings_client
.network
.max_clients
;
310 /* We can't go over the MAX_CLIENTS limit here. However, the
311 * pool must have place for all clients and ourself. */
312 static_assert(NetworkClientSocketPool::MAX_SIZE
== MAX_CLIENTS
+ 1);
313 assert(!accept
|| ServerNetworkGameSocketHandler::CanAllocateItem());
317 /** Send the packets for the server sockets. */
318 /* static */ void ServerNetworkGameSocketHandler::Send()
320 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
322 if (cs
->SendPackets() != SPS_CLOSED
&& cs
->status
== STATUS_MAP
) {
323 /* This client is in the middle of a map-send, call the function for that */
330 static void NetworkHandleCommandQueue(NetworkClientSocket
*cs
);
334 * DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs
338 * Send the client information about a client.
339 * @param ci The client to send information about.
341 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientInfo
*ci
)
343 if (ci
->client_id
!= INVALID_CLIENT_ID
) {
344 Packet
*p
= new Packet(PACKET_SERVER_CLIENT_INFO
);
345 p
->Send_uint32(ci
->client_id
);
346 p
->Send_uint8 (ci
->client_playas
);
347 p
->Send_string(ci
->client_name
);
351 return NETWORK_RECV_STATUS_OKAY
;
354 /** Send the client information about the server. */
355 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendGameInfo()
357 Packet
*p
= new Packet(PACKET_SERVER_GAME_INFO
, TCP_MTU
);
358 SerializeNetworkGameInfo(p
, GetCurrentNetworkServerGameInfo());
362 return NETWORK_RECV_STATUS_OKAY
;
365 /** Send the client information about the companies. */
366 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendCompanyInfo()
368 /* Fetch the latest version of the stats */
369 NetworkCompanyStats company_stats
[MAX_COMPANIES
];
370 NetworkPopulateCompanyStats(company_stats
);
372 /* Make a list of all clients per company */
373 std::string clients
[MAX_COMPANIES
];
375 /* Add the local player (if not dedicated) */
376 const NetworkClientInfo
*ci
= NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER
);
377 if (ci
!= nullptr && Company::IsValidID(ci
->client_playas
)) {
378 clients
[ci
->client_playas
] = ci
->client_name
;
381 for (NetworkClientSocket
*csi
: NetworkClientSocket::Iterate()) {
382 std::string client_name
= static_cast<ServerNetworkGameSocketHandler
*>(csi
)->GetClientName();
385 if (ci
!= nullptr && Company::IsValidID(ci
->client_playas
)) {
386 if (!clients
[ci
->client_playas
].empty()) {
387 clients
[ci
->client_playas
] += ", ";
390 clients
[ci
->client_playas
] += client_name
;
394 /* Now send the data */
398 for (const Company
*company
: Company::Iterate()) {
399 p
= new Packet(PACKET_SERVER_COMPANY_INFO
);
401 p
->Send_uint8 (NETWORK_COMPANY_INFO_VERSION
);
403 this->SendCompanyInformation(p
, company
, &company_stats
[company
->index
]);
405 if (clients
[company
->index
].empty()) {
406 p
->Send_string("<none>");
408 p
->Send_string(clients
[company
->index
]);
414 p
= new Packet(PACKET_SERVER_COMPANY_INFO
);
416 p
->Send_uint8 (NETWORK_COMPANY_INFO_VERSION
);
417 p
->Send_bool (false);
420 return NETWORK_RECV_STATUS_OKAY
;
424 * Send an error to the client, and close its connection.
425 * @param error The error to disconnect for.
426 * @param reason In case of kicking a client, specifies the reason for kicking the client.
428 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error
, const std::string
&reason
)
430 Packet
*p
= new Packet(PACKET_SERVER_ERROR
);
432 p
->Send_uint8(error
);
433 if (!reason
.empty()) p
->Send_string(reason
);
436 StringID strid
= GetNetworkErrorMsg(error
);
438 /* Only send when the current client was in game */
439 if (this->status
> STATUS_AUTHORIZED
) {
440 std::string client_name
= this->GetClientName();
442 Debug(net
, 1, "'{}' made an error and has been disconnected: {}", client_name
, GetString(strid
));
444 if (error
== NETWORK_ERROR_KICKED
&& !reason
.empty()) {
445 NetworkTextMessage(NETWORK_ACTION_KICKED
, CC_DEFAULT
, false, client_name
, reason
, strid
);
447 NetworkTextMessage(NETWORK_ACTION_LEAVE
, CC_DEFAULT
, false, client_name
, "", strid
);
450 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
451 if (new_cs
->status
>= STATUS_AUTHORIZED
&& new_cs
!= this) {
452 /* Some errors we filter to a more general error. Clients don't have to know the real
453 * reason a joining failed. */
454 if (error
== NETWORK_ERROR_NOT_AUTHORIZED
|| error
== NETWORK_ERROR_NOT_EXPECTED
|| error
== NETWORK_ERROR_WRONG_REVISION
) {
455 error
= NETWORK_ERROR_ILLEGAL_PACKET
;
457 new_cs
->SendErrorQuit(this->client_id
, error
);
461 NetworkAdminClientError(this->client_id
, error
);
463 Debug(net
, 1, "Client {} made an error and has been disconnected: {}", this->client_id
, GetString(strid
));
466 /* The client made a mistake, so drop the connection now! */
467 return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR
);
470 /** Send the check for the NewGRFs. */
471 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendNewGRFCheck()
473 Packet
*p
= new Packet(PACKET_SERVER_CHECK_NEWGRFS
, TCP_MTU
);
477 for (c
= _grfconfig
; c
!= nullptr; c
= c
->next
) {
478 if (!HasBit(c
->flags
, GCF_STATIC
)) grf_count
++;
481 p
->Send_uint8 (grf_count
);
482 for (c
= _grfconfig
; c
!= nullptr; c
= c
->next
) {
483 if (!HasBit(c
->flags
, GCF_STATIC
)) SerializeGRFIdentifier(p
, &c
->ident
);
487 return NETWORK_RECV_STATUS_OKAY
;
490 /** Request the game password. */
491 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendNeedGamePassword()
493 /* Invalid packet when status is STATUS_AUTH_GAME or higher */
494 if (this->status
>= STATUS_AUTH_GAME
) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET
);
496 this->status
= STATUS_AUTH_GAME
;
497 /* Reset 'lag' counters */
498 this->last_frame
= this->last_frame_server
= _frame_counter
;
500 Packet
*p
= new Packet(PACKET_SERVER_NEED_GAME_PASSWORD
);
502 return NETWORK_RECV_STATUS_OKAY
;
505 /** Request the company password. */
506 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
508 /* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
509 if (this->status
>= STATUS_AUTH_COMPANY
) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET
);
511 this->status
= STATUS_AUTH_COMPANY
;
512 /* Reset 'lag' counters */
513 this->last_frame
= this->last_frame_server
= _frame_counter
;
515 Packet
*p
= new Packet(PACKET_SERVER_NEED_COMPANY_PASSWORD
);
516 p
->Send_uint32(_settings_game
.game_creation
.generation_seed
);
517 p
->Send_string(_settings_client
.network
.network_id
);
519 return NETWORK_RECV_STATUS_OKAY
;
522 /** Send the client a welcome message with some basic information. */
523 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendWelcome()
527 /* Invalid packet when status is AUTH or higher */
528 if (this->status
>= STATUS_AUTHORIZED
) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET
);
530 this->status
= STATUS_AUTHORIZED
;
531 /* Reset 'lag' counters */
532 this->last_frame
= this->last_frame_server
= _frame_counter
;
534 _network_game_info
.clients_on
++;
536 p
= new Packet(PACKET_SERVER_WELCOME
);
537 p
->Send_uint32(this->client_id
);
538 p
->Send_uint32(_settings_game
.game_creation
.generation_seed
);
539 p
->Send_string(_settings_client
.network
.network_id
);
542 /* Transmit info about all the active clients */
543 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
544 if (new_cs
!= this && new_cs
->status
>= STATUS_AUTHORIZED
) {
545 this->SendClientInfo(new_cs
->GetInfo());
548 /* Also send the info of the server */
549 return this->SendClientInfo(NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER
));
552 /** Tell the client that its put in a waiting queue. */
553 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendWait()
555 int waiting
= 1; // current player getting the map counts as 1
558 /* Count how many clients are waiting in the queue, in front of you! */
559 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
560 if (new_cs
->status
!= STATUS_MAP_WAIT
) continue;
561 if (new_cs
->GetInfo()->join_date
< this->GetInfo()->join_date
|| (new_cs
->GetInfo()->join_date
== this->GetInfo()->join_date
&& new_cs
->client_id
< this->client_id
)) waiting
++;
564 p
= new Packet(PACKET_SERVER_WAIT
);
565 p
->Send_uint8(waiting
);
567 return NETWORK_RECV_STATUS_OKAY
;
570 void ServerNetworkGameSocketHandler::CheckNextClientToSendMap(NetworkClientSocket
*ignore_cs
)
572 /* Find the best candidate for joining, i.e. the first joiner. */
573 NetworkClientSocket
*best
= nullptr;
574 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
575 if (ignore_cs
== new_cs
) continue;
577 if (new_cs
->status
== STATUS_MAP_WAIT
) {
578 if (best
== nullptr || best
->GetInfo()->join_date
> new_cs
->GetInfo()->join_date
|| (best
->GetInfo()->join_date
== new_cs
->GetInfo()->join_date
&& best
->client_id
> new_cs
->client_id
)) {
584 /* Is there someone else to join? */
585 if (best
!= nullptr) {
586 /* Let the first start joining. */
587 best
->status
= STATUS_AUTHORIZED
;
590 /* And update the rest. */
591 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
592 if (new_cs
->status
== STATUS_MAP_WAIT
) new_cs
->SendWait();
597 /** This sends the map to the client */
598 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendMap()
600 if (this->status
< STATUS_AUTHORIZED
) {
601 /* Illegal call, return error and ignore the packet */
602 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED
);
605 if (this->status
== STATUS_AUTHORIZED
) {
606 this->savegame
= new PacketWriter(this);
608 /* Now send the _frame_counter and how many packets are coming */
609 Packet
*p
= new Packet(PACKET_SERVER_MAP_BEGIN
);
610 p
->Send_uint32(_frame_counter
);
613 NetworkSyncCommandQueue(this);
614 this->status
= STATUS_MAP
;
615 /* Mark the start of download */
616 this->last_frame
= _frame_counter
;
617 this->last_frame_server
= _frame_counter
;
619 /* Make a dump of the current game */
620 if (SaveWithFilter(this->savegame
, true) != SL_OK
) usererror("network savedump failed");
623 if (this->status
== STATUS_MAP
) {
624 bool last_packet
= this->savegame
->TransferToNetworkQueue(this);
626 /* Done reading, make sure saving is done as well */
627 this->savegame
->Destroy();
628 this->savegame
= nullptr;
630 /* Set the status to DONE_MAP, no we will wait for the client
631 * to send it is ready (maybe that happens like never ;)) */
632 this->status
= STATUS_DONE_MAP
;
634 this->CheckNextClientToSendMap();
637 return NETWORK_RECV_STATUS_OKAY
;
641 * Tell that a client joined.
642 * @param client_id The client that joined.
644 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendJoin(ClientID client_id
)
646 Packet
*p
= new Packet(PACKET_SERVER_JOIN
);
648 p
->Send_uint32(client_id
);
651 return NETWORK_RECV_STATUS_OKAY
;
654 /** Tell the client that they may run to a particular frame. */
655 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendFrame()
657 Packet
*p
= new Packet(PACKET_SERVER_FRAME
);
658 p
->Send_uint32(_frame_counter
);
659 p
->Send_uint32(_frame_counter_max
);
660 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
661 p
->Send_uint32(_sync_seed_1
);
662 #ifdef NETWORK_SEND_DOUBLE_SEED
663 p
->Send_uint32(_sync_seed_2
);
667 /* If token equals 0, we need to make a new token and send that. */
668 if (this->last_token
== 0) {
669 this->last_token
= InteractiveRandomRange(UINT8_MAX
- 1) + 1;
670 p
->Send_uint8(this->last_token
);
674 return NETWORK_RECV_STATUS_OKAY
;
677 /** Request the client to sync. */
678 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendSync()
680 Packet
*p
= new Packet(PACKET_SERVER_SYNC
);
681 p
->Send_uint32(_frame_counter
);
682 p
->Send_uint32(_sync_seed_1
);
684 #ifdef NETWORK_SEND_DOUBLE_SEED
685 p
->Send_uint32(_sync_seed_2
);
688 return NETWORK_RECV_STATUS_OKAY
;
692 * Send a command to the client to execute.
693 * @param cp The command to send.
695 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendCommand(const CommandPacket
*cp
)
697 Packet
*p
= new Packet(PACKET_SERVER_COMMAND
);
699 this->NetworkGameSocketHandler::SendCommand(p
, cp
);
700 p
->Send_uint32(cp
->frame
);
701 p
->Send_bool (cp
->my_cmd
);
704 return NETWORK_RECV_STATUS_OKAY
;
708 * Send a chat message.
709 * @param action The action associated with the message.
710 * @param client_id The origin of the chat message.
711 * @param self_send Whether we did send the message.
712 * @param msg The actual message.
713 * @param data Arbitrary extra data.
715 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendChat(NetworkAction action
, ClientID client_id
, bool self_send
, const std::string
&msg
, int64 data
)
717 if (this->status
< STATUS_PRE_ACTIVE
) return NETWORK_RECV_STATUS_OKAY
;
719 Packet
*p
= new Packet(PACKET_SERVER_CHAT
);
721 p
->Send_uint8 (action
);
722 p
->Send_uint32(client_id
);
723 p
->Send_bool (self_send
);
725 p
->Send_uint64(data
);
728 return NETWORK_RECV_STATUS_OKAY
;
732 * Tell the client another client quit with an error.
733 * @param client_id The client that quit.
734 * @param errorno The reason the client quit.
736 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_id
, NetworkErrorCode errorno
)
738 Packet
*p
= new Packet(PACKET_SERVER_ERROR_QUIT
);
740 p
->Send_uint32(client_id
);
741 p
->Send_uint8 (errorno
);
744 return NETWORK_RECV_STATUS_OKAY
;
748 * Tell the client another client quit.
749 * @param client_id The client that quit.
751 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendQuit(ClientID client_id
)
753 Packet
*p
= new Packet(PACKET_SERVER_QUIT
);
755 p
->Send_uint32(client_id
);
758 return NETWORK_RECV_STATUS_OKAY
;
761 /** Tell the client we're shutting down. */
762 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendShutdown()
764 Packet
*p
= new Packet(PACKET_SERVER_SHUTDOWN
);
766 return NETWORK_RECV_STATUS_OKAY
;
769 /** Tell the client we're starting a new game. */
770 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendNewGame()
772 Packet
*p
= new Packet(PACKET_SERVER_NEWGAME
);
774 return NETWORK_RECV_STATUS_OKAY
;
778 * Send the result of a console action.
779 * @param colour The colour of the result.
780 * @param command The command that was executed.
782 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendRConResult(uint16 colour
, const std::string
&command
)
784 Packet
*p
= new Packet(PACKET_SERVER_RCON
);
786 p
->Send_uint16(colour
);
787 p
->Send_string(command
);
789 return NETWORK_RECV_STATUS_OKAY
;
793 * Tell that a client moved to another company.
794 * @param client_id The client that moved.
795 * @param company_id The company the client moved to.
797 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendMove(ClientID client_id
, CompanyID company_id
)
799 Packet
*p
= new Packet(PACKET_SERVER_MOVE
);
801 p
->Send_uint32(client_id
);
802 p
->Send_uint8(company_id
);
804 return NETWORK_RECV_STATUS_OKAY
;
807 /** Send an update about the company password states. */
808 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendCompanyUpdate()
810 Packet
*p
= new Packet(PACKET_SERVER_COMPANY_UPDATE
);
812 p
->Send_uint16(_network_company_passworded
);
814 return NETWORK_RECV_STATUS_OKAY
;
817 /** Send an update about the max company/spectator counts. */
818 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendConfigUpdate()
820 Packet
*p
= new Packet(PACKET_SERVER_CONFIG_UPDATE
);
822 p
->Send_uint8(_settings_client
.network
.max_companies
);
824 return NETWORK_RECV_STATUS_OKAY
;
828 * Receiving functions
829 * DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
832 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet
*p
)
834 return this->SendGameInfo();
837 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO(Packet
*p
)
839 return this->SendCompanyInfo();
842 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet
*p
)
844 if (this->status
!= STATUS_NEWGRFS_CHECK
) {
845 /* Illegal call, return error and ignore the packet */
846 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
849 NetworkClientInfo
*ci
= this->GetInfo();
851 /* We now want a password from the client else we do not allow them in! */
852 if (!_settings_client
.network
.server_password
.empty()) {
853 return this->SendNeedGamePassword();
856 if (Company::IsValidID(ci
->client_playas
) && !_network_company_states
[ci
->client_playas
].password
.empty()) {
857 return this->SendNeedCompanyPassword();
860 return this->SendWelcome();
863 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet
*p
)
865 if (this->status
!= STATUS_INACTIVE
) {
866 /* Illegal call, return error and ignore the packet */
867 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
870 std::string client_revision
= p
->Recv_string(NETWORK_REVISION_LENGTH
);
871 uint32 newgrf_version
= p
->Recv_uint32();
873 /* Check if the client has revision control enabled */
874 if (!IsNetworkCompatibleVersion(client_revision
) || _openttd_newgrf_version
!= newgrf_version
) {
875 /* Different revisions!! */
876 return this->SendError(NETWORK_ERROR_WRONG_REVISION
);
879 std::string client_name
= p
->Recv_string(NETWORK_CLIENT_NAME_LENGTH
);
880 CompanyID playas
= (Owner
)p
->Recv_uint8();
882 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT
;
884 /* join another company does not affect these values */
886 case COMPANY_NEW_COMPANY
: // New company
887 if (Company::GetNumItems() >= _settings_client
.network
.max_companies
) {
888 return this->SendError(NETWORK_ERROR_FULL
);
891 case COMPANY_SPECTATOR
: // Spectator
893 default: // Join another company (companies 1-8 (index 0-7))
894 if (!Company::IsValidHumanID(playas
)) {
895 return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH
);
900 if (!NetworkIsValidClientName(client_name
)) {
901 /* An invalid client name was given. However, the client ensures the name
902 * is valid before it is sent over the network, so something went horribly
903 * wrong. This is probably someone trying to troll us. */
904 return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME
);
907 if (!NetworkMakeClientNameUnique(client_name
)) { // Change name if duplicate
908 /* We could not create a name for this client */
909 return this->SendError(NETWORK_ERROR_NAME_IN_USE
);
912 assert(NetworkClientInfo::CanAllocateItem());
913 NetworkClientInfo
*ci
= new NetworkClientInfo(this->client_id
);
915 ci
->join_date
= _date
;
916 ci
->client_name
= client_name
;
917 ci
->client_playas
= playas
;
918 Debug(desync
, 1, "client: {:08x}; {:02x}; {:02x}; {:02x}", _date
, _date_fract
, (int)ci
->client_playas
, (int)ci
->index
);
920 /* Make sure companies to which people try to join are not autocleaned */
921 if (Company::IsValidID(playas
)) _network_company_states
[playas
].months_empty
= 0;
923 this->status
= STATUS_NEWGRFS_CHECK
;
925 if (_grfconfig
== nullptr) {
926 /* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
927 return this->Receive_CLIENT_NEWGRFS_CHECKED(nullptr);
930 return this->SendNewGRFCheck();
933 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet
*p
)
935 if (this->status
!= STATUS_AUTH_GAME
) {
936 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
939 std::string password
= p
->Recv_string(NETWORK_PASSWORD_LENGTH
);
941 /* Check game password. Allow joining if we cleared the password meanwhile */
942 if (!_settings_client
.network
.server_password
.empty() &&
943 _settings_client
.network
.server_password
.compare(password
) != 0) {
944 /* Password is invalid */
945 return this->SendError(NETWORK_ERROR_WRONG_PASSWORD
);
948 const NetworkClientInfo
*ci
= this->GetInfo();
949 if (Company::IsValidID(ci
->client_playas
) && !_network_company_states
[ci
->client_playas
].password
.empty()) {
950 return this->SendNeedCompanyPassword();
953 /* Valid password, allow user */
954 return this->SendWelcome();
957 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet
*p
)
959 if (this->status
!= STATUS_AUTH_COMPANY
) {
960 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
963 std::string password
= p
->Recv_string(NETWORK_PASSWORD_LENGTH
);
965 /* Check company password. Allow joining if we cleared the password meanwhile.
966 * Also, check the company is still valid - client could be moved to spectators
967 * in the middle of the authorization process */
968 CompanyID playas
= this->GetInfo()->client_playas
;
969 if (Company::IsValidID(playas
) && !_network_company_states
[playas
].password
.empty() &&
970 _network_company_states
[playas
].password
.compare(password
) != 0) {
971 /* Password is invalid */
972 return this->SendError(NETWORK_ERROR_WRONG_PASSWORD
);
975 return this->SendWelcome();
978 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet
*p
)
980 /* The client was never joined.. so this is impossible, right?
981 * Ignore the packet, give the client a warning, and close the connection */
982 if (this->status
< STATUS_AUTHORIZED
|| this->HasClientQuit()) {
983 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED
);
986 /* Check if someone else is receiving the map */
987 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
988 if (new_cs
->status
== STATUS_MAP
) {
989 /* Tell the new client to wait */
990 this->status
= STATUS_MAP_WAIT
;
991 return this->SendWait();
995 /* We receive a request to upload the map.. give it to the client! */
996 return this->SendMap();
999 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet
*p
)
1001 /* Client has the map, now start syncing */
1002 if (this->status
== STATUS_DONE_MAP
&& !this->HasClientQuit()) {
1003 std::string client_name
= this->GetClientName();
1005 NetworkTextMessage(NETWORK_ACTION_JOIN
, CC_DEFAULT
, false, client_name
, "", this->client_id
);
1006 InvalidateWindowData(WC_CLIENT_LIST
, 0);
1008 /* Mark the client as pre-active, and wait for an ACK
1009 * so we know it is done loading and in sync with us */
1010 this->status
= STATUS_PRE_ACTIVE
;
1011 NetworkHandleCommandQueue(this);
1015 /* This is the frame the client receives
1016 * we need it later on to make sure the client is not too slow */
1017 this->last_frame
= _frame_counter
;
1018 this->last_frame_server
= _frame_counter
;
1020 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
1021 if (new_cs
->status
>= STATUS_AUTHORIZED
) {
1022 new_cs
->SendClientInfo(this->GetInfo());
1023 new_cs
->SendJoin(this->client_id
);
1027 NetworkAdminClientInfo(this, true);
1029 /* also update the new client with our max values */
1030 this->SendConfigUpdate();
1032 /* quickly update the syncing client with company details */
1033 return this->SendCompanyUpdate();
1036 /* Wrong status for this packet, give a warning to client, and close connection */
1037 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1041 * The client has done a command and wants us to handle it
1042 * @param p the packet in which the command was sent
1044 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet
*p
)
1046 /* The client was never joined.. so this is impossible, right?
1047 * Ignore the packet, give the client a warning, and close the connection */
1048 if (this->status
< STATUS_DONE_MAP
|| this->HasClientQuit()) {
1049 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1052 if (this->incoming_queue
.Count() >= _settings_client
.network
.max_commands_in_queue
) {
1053 return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS
);
1057 const char *err
= this->ReceiveCommand(p
, &cp
);
1059 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT
;
1061 NetworkClientInfo
*ci
= this->GetInfo();
1063 if (err
!= nullptr) {
1064 IConsolePrint(CC_WARNING
, "Dropping client #{} (IP: {}) due to {}.", ci
->client_id
, this->GetClientIP(), err
);
1065 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1069 if ((GetCommandFlags(cp
.cmd
) & CMD_SERVER
) && ci
->client_id
!= CLIENT_ID_SERVER
) {
1070 IConsolePrint(CC_WARNING
, "Kicking client #{} (IP: {}) due to calling a server only command {}.", ci
->client_id
, this->GetClientIP(), cp
.cmd
& CMD_ID_MASK
);
1071 return this->SendError(NETWORK_ERROR_KICKED
);
1074 if ((GetCommandFlags(cp
.cmd
) & CMD_SPECTATOR
) == 0 && !Company::IsValidID(cp
.company
) && ci
->client_id
!= CLIENT_ID_SERVER
) {
1075 IConsolePrint(CC_WARNING
, "Kicking client #{} (IP: {}) due to calling a non-spectator command {}.", ci
->client_id
, this->GetClientIP(), cp
.cmd
& CMD_ID_MASK
);
1076 return this->SendError(NETWORK_ERROR_KICKED
);
1080 * Only CMD_COMPANY_CTRL is always allowed, for the rest, playas needs
1081 * to match the company in the packet. If it doesn't, the client has done
1082 * something pretty naughty (or a bug), and will be kicked
1084 if (!(cp
.cmd
== CMD_COMPANY_CTRL
&& cp
.p1
== 0 && ci
->client_playas
== COMPANY_NEW_COMPANY
) && ci
->client_playas
!= cp
.company
) {
1085 IConsolePrint(CC_WARNING
, "Kicking client #{} (IP: {}) due to calling a command as another company {}.",
1086 ci
->client_playas
+ 1, this->GetClientIP(), cp
.company
+ 1);
1087 return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH
);
1090 if (cp
.cmd
== CMD_COMPANY_CTRL
) {
1091 if (cp
.p1
!= 0 || cp
.company
!= COMPANY_SPECTATOR
) {
1092 return this->SendError(NETWORK_ERROR_CHEATER
);
1095 /* Check if we are full - else it's possible for spectators to send a CMD_COMPANY_CTRL and the company is created regardless of max_companies! */
1096 if (Company::GetNumItems() >= _settings_client
.network
.max_companies
) {
1097 NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE
, DESTTYPE_CLIENT
, ci
->client_id
, "cannot create new company, server full", CLIENT_ID_SERVER
);
1098 return NETWORK_RECV_STATUS_OKAY
;
1102 if (GetCommandFlags(cp
.cmd
) & CMD_CLIENT_ID
) cp
.p2
= this->client_id
;
1104 this->incoming_queue
.Append(&cp
);
1105 return NETWORK_RECV_STATUS_OKAY
;
1108 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet
*p
)
1110 /* This packets means a client noticed an error and is reporting this
1111 * to us. Display the error and report it to the other clients */
1112 NetworkErrorCode errorno
= (NetworkErrorCode
)p
->Recv_uint8();
1114 /* The client was never joined.. thank the client for the packet, but ignore it */
1115 if (this->status
< STATUS_DONE_MAP
|| this->HasClientQuit()) {
1116 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT
);
1119 std::string client_name
= this->GetClientName();
1120 StringID strid
= GetNetworkErrorMsg(errorno
);
1122 Debug(net
, 1, "'{}' reported an error and is closing its connection: {}", client_name
, GetString(strid
));
1124 NetworkTextMessage(NETWORK_ACTION_LEAVE
, CC_DEFAULT
, false, client_name
, "", strid
);
1126 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
1127 if (new_cs
->status
>= STATUS_AUTHORIZED
) {
1128 new_cs
->SendErrorQuit(this->client_id
, errorno
);
1132 NetworkAdminClientError(this->client_id
, errorno
);
1134 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT
);
1137 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet
*p
)
1139 /* The client was never joined.. thank the client for the packet, but ignore it */
1140 if (this->status
< STATUS_DONE_MAP
|| this->HasClientQuit()) {
1141 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT
);
1144 /* The client wants to leave. Display this and report it to the other clients. */
1145 std::string client_name
= this->GetClientName();
1146 NetworkTextMessage(NETWORK_ACTION_LEAVE
, CC_DEFAULT
, false, client_name
, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING
);
1148 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
1149 if (new_cs
->status
>= STATUS_AUTHORIZED
&& new_cs
!= this) {
1150 new_cs
->SendQuit(this->client_id
);
1154 NetworkAdminClientQuit(this->client_id
);
1156 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT
);
1159 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet
*p
)
1161 if (this->status
< STATUS_AUTHORIZED
) {
1162 /* Illegal call, return error and ignore the packet */
1163 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED
);
1166 uint32 frame
= p
->Recv_uint32();
1168 /* The client is trying to catch up with the server */
1169 if (this->status
== STATUS_PRE_ACTIVE
) {
1170 /* The client is not yet caught up? */
1171 if (frame
+ DAY_TICKS
< _frame_counter
) return NETWORK_RECV_STATUS_OKAY
;
1173 /* Now it is! Unpause the game */
1174 this->status
= STATUS_ACTIVE
;
1175 this->last_token_frame
= _frame_counter
;
1177 /* Execute script for, e.g. MOTD */
1178 IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
1181 /* Get, and validate the token. */
1182 uint8 token
= p
->Recv_uint8();
1183 if (token
== this->last_token
) {
1184 /* We differentiate between last_token_frame and last_frame so the lag
1185 * test uses the actual lag of the client instead of the lag for getting
1186 * the token back and forth; after all, the token is only sent every
1187 * time we receive a PACKET_CLIENT_ACK, after which we will send a new
1188 * token to the client. If the lag would be one day, then we would not
1189 * be sending the new token soon enough for the new daily scheduled
1190 * PACKET_CLIENT_ACK. This would then register the lag of the client as
1191 * two days, even when it's only a single day. */
1192 this->last_token_frame
= _frame_counter
;
1193 /* Request a new token. */
1194 this->last_token
= 0;
1197 /* The client received the frame, make note of it */
1198 this->last_frame
= frame
;
1199 /* With those 2 values we can calculate the lag realtime */
1200 this->last_frame_server
= _frame_counter
;
1201 return NETWORK_RECV_STATUS_OKAY
;
1206 * Send an actual chat message.
1207 * @param action The action that's performed.
1208 * @param desttype The type of destination.
1209 * @param dest The actual destination index.
1210 * @param msg The actual message.
1211 * @param from_id The origin of the message.
1212 * @param data Arbitrary data.
1213 * @param from_admin Whether the origin is an admin or not.
1215 void NetworkServerSendChat(NetworkAction action
, DestType desttype
, int dest
, const std::string
&msg
, ClientID from_id
, int64 data
, bool from_admin
)
1217 const NetworkClientInfo
*ci
, *ci_own
, *ci_to
;
1220 case DESTTYPE_CLIENT
:
1221 /* Are we sending to the server? */
1222 if ((ClientID
)dest
== CLIENT_ID_SERVER
) {
1223 ci
= NetworkClientInfo::GetByClientID(from_id
);
1224 /* Display the text locally, and that is it */
1225 if (ci
!= nullptr) {
1226 NetworkTextMessage(action
, GetDrawStringCompanyColour(ci
->client_playas
), false, ci
->client_name
, msg
, data
);
1228 if (_settings_client
.network
.server_admin_chat
) {
1229 NetworkAdminChat(action
, desttype
, from_id
, msg
, data
, from_admin
);
1233 /* Else find the client to send the message to */
1234 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1235 if (cs
->client_id
== (ClientID
)dest
) {
1236 cs
->SendChat(action
, from_id
, false, msg
, data
);
1242 /* Display the message locally (so you know you have sent it) */
1243 if (from_id
!= (ClientID
)dest
) {
1244 if (from_id
== CLIENT_ID_SERVER
) {
1245 ci
= NetworkClientInfo::GetByClientID(from_id
);
1246 ci_to
= NetworkClientInfo::GetByClientID((ClientID
)dest
);
1247 if (ci
!= nullptr && ci_to
!= nullptr) {
1248 NetworkTextMessage(action
, GetDrawStringCompanyColour(ci
->client_playas
), true, ci_to
->client_name
, msg
, data
);
1251 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1252 if (cs
->client_id
== from_id
) {
1253 cs
->SendChat(action
, (ClientID
)dest
, true, msg
, data
);
1260 case DESTTYPE_TEAM
: {
1261 /* If this is false, the message is already displayed on the client who sent it. */
1262 bool show_local
= true;
1263 /* Find all clients that belong to this company */
1265 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1267 if (ci
!= nullptr && ci
->client_playas
== (CompanyID
)dest
) {
1268 cs
->SendChat(action
, from_id
, false, msg
, data
);
1269 if (cs
->client_id
== from_id
) show_local
= false;
1270 ci_to
= ci
; // Remember a client that is in the company for company-name
1274 /* if the server can read it, let the admin network read it, too. */
1275 if (_local_company
== (CompanyID
)dest
&& _settings_client
.network
.server_admin_chat
) {
1276 NetworkAdminChat(action
, desttype
, from_id
, msg
, data
, from_admin
);
1279 ci
= NetworkClientInfo::GetByClientID(from_id
);
1280 ci_own
= NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER
);
1281 if (ci
!= nullptr && ci_own
!= nullptr && ci_own
->client_playas
== dest
) {
1282 NetworkTextMessage(action
, GetDrawStringCompanyColour(ci
->client_playas
), false, ci
->client_name
, msg
, data
);
1283 if (from_id
== CLIENT_ID_SERVER
) show_local
= false;
1287 /* There is no such client */
1288 if (ci_to
== nullptr) break;
1290 /* Display the message locally (so you know you have sent it) */
1291 if (ci
!= nullptr && show_local
) {
1292 if (from_id
== CLIENT_ID_SERVER
) {
1293 StringID str
= Company::IsValidID(ci_to
->client_playas
) ? STR_COMPANY_NAME
: STR_NETWORK_SPECTATORS
;
1294 SetDParam(0, ci_to
->client_playas
);
1295 std::string name
= GetString(str
);
1296 NetworkTextMessage(action
, GetDrawStringCompanyColour(ci_own
->client_playas
), true, name
, msg
, data
);
1298 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1299 if (cs
->client_id
== from_id
) {
1300 cs
->SendChat(action
, ci_to
->client_id
, true, msg
, data
);
1308 Debug(net
, 1, "Received unknown chat destination type {}; doing broadcast instead", desttype
);
1311 case DESTTYPE_BROADCAST
:
1312 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1313 cs
->SendChat(action
, from_id
, false, msg
, data
);
1316 NetworkAdminChat(action
, desttype
, from_id
, msg
, data
, from_admin
);
1318 ci
= NetworkClientInfo::GetByClientID(from_id
);
1319 if (ci
!= nullptr) {
1320 NetworkTextMessage(action
, GetDrawStringCompanyColour(ci
->client_playas
), false, ci
->client_name
, msg
, data
);
1326 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet
*p
)
1328 if (this->status
< STATUS_PRE_ACTIVE
) {
1329 /* Illegal call, return error and ignore the packet */
1330 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED
);
1333 NetworkAction action
= (NetworkAction
)p
->Recv_uint8();
1334 DestType desttype
= (DestType
)p
->Recv_uint8();
1335 int dest
= p
->Recv_uint32();
1337 std::string msg
= p
->Recv_string(NETWORK_CHAT_LENGTH
);
1338 int64 data
= p
->Recv_uint64();
1340 NetworkClientInfo
*ci
= this->GetInfo();
1342 case NETWORK_ACTION_CHAT
:
1343 case NETWORK_ACTION_CHAT_CLIENT
:
1344 case NETWORK_ACTION_CHAT_COMPANY
:
1345 NetworkServerSendChat(action
, desttype
, dest
, msg
, this->client_id
, data
);
1348 IConsolePrint(CC_WARNING
, "Kicking client #{} (IP: {}) due to unknown chact action.", ci
->client_id
, this->GetClientIP());
1349 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1351 return NETWORK_RECV_STATUS_OKAY
;
1354 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet
*p
)
1356 if (this->status
!= STATUS_ACTIVE
) {
1357 /* Illegal call, return error and ignore the packet */
1358 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1361 std::string password
= p
->Recv_string(NETWORK_PASSWORD_LENGTH
);
1362 const NetworkClientInfo
*ci
= this->GetInfo();
1364 NetworkServerSetCompanyPassword(ci
->client_playas
, password
);
1365 return NETWORK_RECV_STATUS_OKAY
;
1368 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet
*p
)
1370 if (this->status
!= STATUS_ACTIVE
) {
1371 /* Illegal call, return error and ignore the packet */
1372 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1375 NetworkClientInfo
*ci
;
1377 std::string client_name
= p
->Recv_string(NETWORK_CLIENT_NAME_LENGTH
);
1378 ci
= this->GetInfo();
1380 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT
;
1382 if (ci
!= nullptr) {
1383 if (!NetworkIsValidClientName(client_name
)) {
1384 /* An invalid client name was given. However, the client ensures the name
1385 * is valid before it is sent over the network, so something went horribly
1386 * wrong. This is probably someone trying to troll us. */
1387 return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME
);
1390 /* Display change */
1391 if (NetworkMakeClientNameUnique(client_name
)) {
1392 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE
, CC_DEFAULT
, false, ci
->client_name
, client_name
);
1393 ci
->client_name
= client_name
;
1394 NetworkUpdateClientInfo(ci
->client_id
);
1397 return NETWORK_RECV_STATUS_OKAY
;
1400 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet
*p
)
1402 if (this->status
!= STATUS_ACTIVE
) return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1404 if (_settings_client
.network
.rcon_password
.empty()) return NETWORK_RECV_STATUS_OKAY
;
1406 std::string password
= p
->Recv_string(NETWORK_PASSWORD_LENGTH
);
1407 std::string command
= p
->Recv_string(NETWORK_RCONCOMMAND_LENGTH
);
1409 if (_settings_client
.network
.rcon_password
.compare(password
) != 0) {
1410 Debug(net
, 1, "[rcon] Wrong password from client-id {}", this->client_id
);
1411 return NETWORK_RECV_STATUS_OKAY
;
1414 Debug(net
, 3, "[rcon] Client-id {} executed: {}", this->client_id
, command
);
1416 _redirect_console_to_client
= this->client_id
;
1417 IConsoleCmdExec(command
.c_str());
1418 _redirect_console_to_client
= INVALID_CLIENT_ID
;
1419 return NETWORK_RECV_STATUS_OKAY
;
1422 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet
*p
)
1424 if (this->status
!= STATUS_ACTIVE
) return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1426 CompanyID company_id
= (Owner
)p
->Recv_uint8();
1428 /* Check if the company is valid, we don't allow moving to AI companies */
1429 if (company_id
!= COMPANY_SPECTATOR
&& !Company::IsValidHumanID(company_id
)) return NETWORK_RECV_STATUS_OKAY
;
1431 /* Check if we require a password for this company */
1432 if (company_id
!= COMPANY_SPECTATOR
&& !_network_company_states
[company_id
].password
.empty()) {
1433 /* we need a password from the client - should be in this packet */
1434 std::string password
= p
->Recv_string(NETWORK_PASSWORD_LENGTH
);
1436 /* Incorrect password sent, return! */
1437 if (_network_company_states
[company_id
].password
.compare(password
) != 0) {
1438 Debug(net
, 2, "Wrong password from client-id #{} for company #{}", this->client_id
, company_id
+ 1);
1439 return NETWORK_RECV_STATUS_OKAY
;
1443 /* if we get here we can move the client */
1444 NetworkServerDoMove(this->client_id
, company_id
);
1445 return NETWORK_RECV_STATUS_OKAY
;
1449 * Package some generic company information into a packet.
1450 * @param p The packet that will contain the data.
1451 * @param c The company to put the of into the packet.
1452 * @param stats The statistics to put in the packet.
1453 * @param max_len The maximum length of the company name.
1455 void NetworkSocketHandler::SendCompanyInformation(Packet
*p
, const Company
*c
, const NetworkCompanyStats
*stats
, uint max_len
)
1457 /* Grab the company name */
1458 char company_name
[NETWORK_COMPANY_NAME_LENGTH
];
1459 SetDParam(0, c
->index
);
1461 assert(max_len
<= lengthof(company_name
));
1462 GetString(company_name
, STR_COMPANY_NAME
, company_name
+ max_len
- 1);
1464 /* Get the income */
1466 if (_cur_year
- 1 == c
->inaugurated_year
) {
1467 /* The company is here just 1 year, so display [2], else display[1] */
1468 for (uint i
= 0; i
< lengthof(c
->yearly_expenses
[2]); i
++) {
1469 income
-= c
->yearly_expenses
[2][i
];
1472 for (uint i
= 0; i
< lengthof(c
->yearly_expenses
[1]); i
++) {
1473 income
-= c
->yearly_expenses
[1][i
];
1477 /* Send the information */
1478 p
->Send_uint8 (c
->index
);
1479 p
->Send_string(company_name
);
1480 p
->Send_uint32(c
->inaugurated_year
);
1481 p
->Send_uint64(c
->old_economy
[0].company_value
);
1482 p
->Send_uint64(c
->money
);
1483 p
->Send_uint64(income
);
1484 p
->Send_uint16(c
->old_economy
[0].performance_history
);
1486 /* Send 1 if there is a password for the company else send 0 */
1487 p
->Send_bool (!_network_company_states
[c
->index
].password
.empty());
1489 for (uint i
= 0; i
< NETWORK_VEH_END
; i
++) {
1490 p
->Send_uint16(stats
->num_vehicle
[i
]);
1493 for (uint i
= 0; i
< NETWORK_VEH_END
; i
++) {
1494 p
->Send_uint16(stats
->num_station
[i
]);
1497 p
->Send_bool(c
->is_ai
);
1501 * Populate the company stats.
1502 * @param stats the stats to update
1504 void NetworkPopulateCompanyStats(NetworkCompanyStats
*stats
)
1506 memset(stats
, 0, sizeof(*stats
) * MAX_COMPANIES
);
1508 /* Go through all vehicles and count the type of vehicles */
1509 for (const Vehicle
*v
: Vehicle::Iterate()) {
1510 if (!Company::IsValidID(v
->owner
) || !v
->IsPrimaryVehicle()) continue;
1513 case VEH_TRAIN
: type
= NETWORK_VEH_TRAIN
; break;
1514 case VEH_ROAD
: type
= RoadVehicle::From(v
)->IsBus() ? NETWORK_VEH_BUS
: NETWORK_VEH_LORRY
; break;
1515 case VEH_AIRCRAFT
: type
= NETWORK_VEH_PLANE
; break;
1516 case VEH_SHIP
: type
= NETWORK_VEH_SHIP
; break;
1519 stats
[v
->owner
].num_vehicle
[type
]++;
1522 /* Go through all stations and count the types of stations */
1523 for (const Station
*s
: Station::Iterate()) {
1524 if (Company::IsValidID(s
->owner
)) {
1525 NetworkCompanyStats
*npi
= &stats
[s
->owner
];
1527 if (s
->facilities
& FACIL_TRAIN
) npi
->num_station
[NETWORK_VEH_TRAIN
]++;
1528 if (s
->facilities
& FACIL_TRUCK_STOP
) npi
->num_station
[NETWORK_VEH_LORRY
]++;
1529 if (s
->facilities
& FACIL_BUS_STOP
) npi
->num_station
[NETWORK_VEH_BUS
]++;
1530 if (s
->facilities
& FACIL_AIRPORT
) npi
->num_station
[NETWORK_VEH_PLANE
]++;
1531 if (s
->facilities
& FACIL_DOCK
) npi
->num_station
[NETWORK_VEH_SHIP
]++;
1537 * Send updated client info of a particular client.
1538 * @param client_id The client to send it for.
1540 void NetworkUpdateClientInfo(ClientID client_id
)
1542 NetworkClientInfo
*ci
= NetworkClientInfo::GetByClientID(client_id
);
1544 if (ci
== nullptr) return;
1546 Debug(desync
, 1, "client: {:08x}; {:02x}; {:02x}; {:04x}", _date
, _date_fract
, (int)ci
->client_playas
, client_id
);
1548 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1549 if (cs
->status
>= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED
) {
1550 cs
->SendClientInfo(ci
);
1554 NetworkAdminClientUpdate(ci
);
1557 /** Check if we want to restart the map */
1558 static void NetworkCheckRestartMap()
1560 if (_settings_client
.network
.restart_game_year
!= 0 && _cur_year
>= _settings_client
.network
.restart_game_year
) {
1561 Debug(net
, 3, "Auto-restarting map: year {} reached", _cur_year
);
1563 _settings_newgame
.game_creation
.generation_seed
= GENERATE_NEW_SEED
;
1564 switch(_file_to_saveload
.abstract_ftype
) {
1567 _switch_mode
= SM_LOAD_GAME
;
1571 _switch_mode
= SM_START_HEIGHTMAP
;
1575 _switch_mode
= SM_NEWGAME
;
1580 /** Check if the server has autoclean_companies activated
1581 * Two things happen:
1582 * 1) If a company is not protected, it is closed after 1 year (for example)
1583 * 2) If a company is protected, protection is disabled after 3 years (for example)
1584 * (and item 1. happens a year later)
1586 static void NetworkAutoCleanCompanies()
1588 bool clients_in_company
[MAX_COMPANIES
];
1589 int vehicles_in_company
[MAX_COMPANIES
];
1591 if (!_settings_client
.network
.autoclean_companies
) return;
1593 memset(clients_in_company
, 0, sizeof(clients_in_company
));
1595 /* Detect the active companies */
1596 for (const NetworkClientInfo
*ci
: NetworkClientInfo::Iterate()) {
1597 if (Company::IsValidID(ci
->client_playas
)) clients_in_company
[ci
->client_playas
] = true;
1600 if (!_network_dedicated
) {
1601 const NetworkClientInfo
*ci
= NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER
);
1602 if (Company::IsValidID(ci
->client_playas
)) clients_in_company
[ci
->client_playas
] = true;
1605 if (_settings_client
.network
.autoclean_novehicles
!= 0) {
1606 memset(vehicles_in_company
, 0, sizeof(vehicles_in_company
));
1608 for (const Vehicle
*v
: Vehicle::Iterate()) {
1609 if (!Company::IsValidID(v
->owner
) || !v
->IsPrimaryVehicle()) continue;
1610 vehicles_in_company
[v
->owner
]++;
1614 /* Go through all the companies */
1615 for (const Company
*c
: Company::Iterate()) {
1616 /* Skip the non-active once */
1617 if (c
->is_ai
) continue;
1619 if (!clients_in_company
[c
->index
]) {
1620 /* The company is empty for one month more */
1621 _network_company_states
[c
->index
].months_empty
++;
1623 /* Is the company empty for autoclean_unprotected-months, and is there no protection? */
1624 if (_settings_client
.network
.autoclean_unprotected
!= 0 && _network_company_states
[c
->index
].months_empty
> _settings_client
.network
.autoclean_unprotected
&& _network_company_states
[c
->index
].password
.empty()) {
1625 /* Shut the company down */
1626 DoCommandP(0, CCA_DELETE
| c
->index
<< 16 | CRR_AUTOCLEAN
<< 24, 0, CMD_COMPANY_CTRL
);
1627 IConsolePrint(CC_INFO
, "Auto-cleaned company #{} with no password.", c
->index
+ 1);
1629 /* Is the company empty for autoclean_protected-months, and there is a protection? */
1630 if (_settings_client
.network
.autoclean_protected
!= 0 && _network_company_states
[c
->index
].months_empty
> _settings_client
.network
.autoclean_protected
&& !_network_company_states
[c
->index
].password
.empty()) {
1631 /* Unprotect the company */
1632 _network_company_states
[c
->index
].password
.clear();
1633 IConsolePrint(CC_INFO
, "Auto-removed protection from company #{}.", c
->index
+ 1);
1634 _network_company_states
[c
->index
].months_empty
= 0;
1635 NetworkServerUpdateCompanyPassworded(c
->index
, false);
1637 /* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
1638 if (_settings_client
.network
.autoclean_novehicles
!= 0 && _network_company_states
[c
->index
].months_empty
> _settings_client
.network
.autoclean_novehicles
&& vehicles_in_company
[c
->index
] == 0) {
1639 /* Shut the company down */
1640 DoCommandP(0, CCA_DELETE
| c
->index
<< 16 | CRR_AUTOCLEAN
<< 24, 0, CMD_COMPANY_CTRL
);
1641 IConsolePrint(CC_INFO
, "Auto-cleaned company #{} with no vehicles.", c
->index
+ 1);
1644 /* It is not empty, reset the date */
1645 _network_company_states
[c
->index
].months_empty
= 0;
1651 * Check whether a name is unique, and otherwise try to make it unique.
1652 * @param new_name The name to check/modify.
1653 * @return True if an unique name was achieved.
1655 bool NetworkMakeClientNameUnique(std::string
&name
)
1657 bool is_name_unique
= false;
1659 std::string original_name
= name
;
1661 while (!is_name_unique
) {
1662 is_name_unique
= true;
1663 for (const NetworkClientInfo
*ci
: NetworkClientInfo::Iterate()) {
1664 if (ci
->client_name
.compare(name
) == 0) {
1665 /* Name already in use */
1666 is_name_unique
= false;
1670 /* Check if it is the same as the server-name */
1671 const NetworkClientInfo
*ci
= NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER
);
1672 if (ci
!= nullptr) {
1673 if (ci
->client_name
.compare(name
) == 0) is_name_unique
= false; // name already in use
1676 if (!is_name_unique
) {
1677 /* Try a new name (<name> #1, <name> #2, and so on) */
1678 name
= original_name
+ " #" + std::to_string(number
);
1680 /* The constructed client name is larger than the limit,
1681 * so... bail out as no valid name can be created. */
1682 if (name
.size() >= NETWORK_CLIENT_NAME_LENGTH
) return false;
1686 return is_name_unique
;
1690 * Change the client name of the given client
1691 * @param client_id the client to change the name of
1692 * @param new_name the new name for the client
1693 * @return true iff the name was changed
1695 bool NetworkServerChangeClientName(ClientID client_id
, const std::string
&new_name
)
1697 /* Check if the name's already in use */
1698 for (NetworkClientInfo
*ci
: NetworkClientInfo::Iterate()) {
1699 if (ci
->client_name
.compare(new_name
) == 0) return false;
1702 NetworkClientInfo
*ci
= NetworkClientInfo::GetByClientID(client_id
);
1703 if (ci
== nullptr) return false;
1705 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE
, CC_DEFAULT
, true, ci
->client_name
, new_name
);
1707 ci
->client_name
= new_name
;
1709 NetworkUpdateClientInfo(client_id
);
1714 * Set/Reset a company password on the server end.
1715 * @param company_id ID of the company the password should be changed for.
1716 * @param password The new password.
1717 * @param already_hashed Is the given password already hashed?
1719 void NetworkServerSetCompanyPassword(CompanyID company_id
, const std::string
&password
, bool already_hashed
)
1721 if (!Company::IsValidHumanID(company_id
)) return;
1723 if (already_hashed
) {
1724 _network_company_states
[company_id
].password
= password
;
1726 _network_company_states
[company_id
].password
= GenerateCompanyPasswordHash(password
, _settings_client
.network
.network_id
, _settings_game
.game_creation
.generation_seed
);
1729 NetworkServerUpdateCompanyPassworded(company_id
, !_network_company_states
[company_id
].password
.empty());
1733 * Handle the command-queue of a socket.
1734 * @param cs The socket to handle the queue for.
1736 static void NetworkHandleCommandQueue(NetworkClientSocket
*cs
)
1739 while ((cp
= cs
->outgoing_queue
.Pop()) != nullptr) {
1740 cs
->SendCommand(cp
);
1746 * This is called every tick if this is a _network_server
1747 * @param send_frame Whether to send the frame to the clients.
1749 void NetworkServer_Tick(bool send_frame
)
1751 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1752 bool send_sync
= false;
1755 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1756 if (_frame_counter
>= _last_sync_frame
+ _settings_client
.network
.sync_freq
) {
1757 _last_sync_frame
= _frame_counter
;
1762 /* Now we are done with the frame, inform the clients that they can
1763 * do their frame! */
1764 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1765 /* We allow a number of bytes per frame, but only to the burst amount
1766 * to be available for packet receiving at any particular time. */
1767 cs
->receive_limit
= std::min
<size_t>(cs
->receive_limit
+ _settings_client
.network
.bytes_per_frame
,
1768 _settings_client
.network
.bytes_per_frame_burst
);
1770 /* Check if the speed of the client is what we can expect from a client */
1771 uint lag
= NetworkCalculateLag(cs
);
1772 switch (cs
->status
) {
1773 case NetworkClientSocket::STATUS_ACTIVE
:
1774 if (lag
> _settings_client
.network
.max_lag_time
) {
1775 /* Client did still not report in within the specified limit. */
1776 IConsolePrint(CC_WARNING
, cs
->last_packet
+ std::chrono::milliseconds(lag
* MILLISECONDS_PER_TICK
) > std::chrono::steady_clock::now() ?
1777 /* A packet was received in the last three game days, so the client is likely lagging behind. */
1778 "Client #%u (IP: %s) is dropped because the client's game state is more than %d ticks behind." :
1779 /* No packet was received in the last three game days; sounds like a lost connection. */
1780 "Client #%u (IP: %s) is dropped because the client did not respond for more than %d ticks.",
1781 cs
->client_id
, cs
->GetClientIP(), lag
);
1782 cs
->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER
);
1786 /* Report once per time we detect the lag, and only when we
1787 * received a packet in the last 2 seconds. If we
1788 * did not receive a packet, then the client is not just
1789 * slow, but the connection is likely severed. Mentioning
1790 * frame_freq is not useful in this case. */
1791 if (lag
> (uint
)DAY_TICKS
&& cs
->lag_test
== 0 && cs
->last_packet
+ std::chrono::seconds(2) > std::chrono::steady_clock::now()) {
1792 IConsolePrint(CC_WARNING
, "[{}] Client #{} is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter
, cs
->client_id
);
1796 if (cs
->last_frame_server
- cs
->last_token_frame
>= _settings_client
.network
.max_lag_time
) {
1797 /* This is a bad client! It didn't send the right token back within time. */
1798 IConsolePrint(CC_WARNING
, "Client #{} (IP: {}) is dropped because it fails to send valid acks.", cs
->client_id
, cs
->GetClientIP());
1799 cs
->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER
);
1804 case NetworkClientSocket::STATUS_INACTIVE
:
1805 case NetworkClientSocket::STATUS_NEWGRFS_CHECK
:
1806 case NetworkClientSocket::STATUS_AUTHORIZED
:
1807 /* NewGRF check and authorized states should be handled almost instantly.
1808 * So give them some lee-way, likewise for the query with inactive. */
1809 if (lag
> _settings_client
.network
.max_init_time
) {
1810 IConsolePrint(CC_WARNING
, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to start the joining process.", cs
->client_id
, cs
->GetClientIP(), _settings_client
.network
.max_init_time
);
1811 cs
->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER
);
1816 case NetworkClientSocket::STATUS_MAP_WAIT
:
1817 /* Send every two seconds a packet to the client, to make sure
1818 * it knows the server is still there; just someone else is
1819 * still receiving the map. */
1820 if (std::chrono::steady_clock::now() > cs
->last_packet
+ std::chrono::seconds(2)) {
1822 /* We need to reset the timer, as otherwise we will be
1823 * spamming the client. Strictly speaking this variable
1824 * tracks when we last received a packet from the client,
1825 * but as it is waiting, it will not send us any till we
1826 * start sending them data. */
1827 cs
->last_packet
= std::chrono::steady_clock::now();
1831 case NetworkClientSocket::STATUS_MAP
:
1832 /* Downloading the map... this is the amount of time since starting the saving. */
1833 if (lag
> _settings_client
.network
.max_download_time
) {
1834 IConsolePrint(CC_WARNING
, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to download the map.", cs
->client_id
, cs
->GetClientIP(), _settings_client
.network
.max_download_time
);
1835 cs
->SendError(NETWORK_ERROR_TIMEOUT_MAP
);
1840 case NetworkClientSocket::STATUS_DONE_MAP
:
1841 case NetworkClientSocket::STATUS_PRE_ACTIVE
:
1842 /* The map has been sent, so this is for loading the map and syncing up. */
1843 if (lag
> _settings_client
.network
.max_join_time
) {
1844 IConsolePrint(CC_WARNING
, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to join.", cs
->client_id
, cs
->GetClientIP(), _settings_client
.network
.max_join_time
);
1845 cs
->SendError(NETWORK_ERROR_TIMEOUT_JOIN
);
1850 case NetworkClientSocket::STATUS_AUTH_GAME
:
1851 case NetworkClientSocket::STATUS_AUTH_COMPANY
:
1852 /* These don't block? */
1853 if (lag
> _settings_client
.network
.max_password_time
) {
1854 IConsolePrint(CC_WARNING
, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to enter the password.", cs
->client_id
, cs
->GetClientIP(), _settings_client
.network
.max_password_time
);
1855 cs
->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD
);
1860 case NetworkClientSocket::STATUS_END
:
1861 /* Bad server/code. */
1865 if (cs
->status
>= NetworkClientSocket::STATUS_PRE_ACTIVE
) {
1866 /* Check if we can send command, and if we have anything in the queue */
1867 NetworkHandleCommandQueue(cs
);
1869 /* Send an updated _frame_counter_max to the client */
1870 if (send_frame
) cs
->SendFrame();
1872 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1873 /* Send a sync-check packet */
1874 if (send_sync
) cs
->SendSync();
1880 /** Yearly "callback". Called whenever the year changes. */
1881 void NetworkServerYearlyLoop()
1883 NetworkCheckRestartMap();
1884 NetworkAdminUpdate(ADMIN_FREQUENCY_ANUALLY
);
1887 /** Monthly "callback". Called whenever the month changes. */
1888 void NetworkServerMonthlyLoop()
1890 NetworkAutoCleanCompanies();
1891 NetworkAdminUpdate(ADMIN_FREQUENCY_MONTHLY
);
1892 if ((_cur_month
% 3) == 0) NetworkAdminUpdate(ADMIN_FREQUENCY_QUARTERLY
);
1895 /** Daily "callback". Called whenever the date changes. */
1896 void NetworkServerDailyLoop()
1898 NetworkAdminUpdate(ADMIN_FREQUENCY_DAILY
);
1899 if ((_date
% 7) == 3) NetworkAdminUpdate(ADMIN_FREQUENCY_WEEKLY
);
1903 * Get the IP address/hostname of the connected client.
1904 * @return The IP address.
1906 const std::string
&ServerNetworkGameSocketHandler::GetClientIP()
1908 return this->client_address
.GetHostname();
1911 /** Show the status message of all clients on the console. */
1912 void NetworkServerShowStatusToConsole()
1914 static const char * const stat_str
[] = {
1917 "authorizing (server password)",
1918 "authorizing (company password)",
1926 static_assert(lengthof(stat_str
) == NetworkClientSocket::STATUS_END
);
1928 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1929 NetworkClientInfo
*ci
= cs
->GetInfo();
1930 if (ci
== nullptr) continue;
1931 uint lag
= NetworkCalculateLag(cs
);
1934 status
= (cs
->status
< (ptrdiff_t)lengthof(stat_str
) ? stat_str
[cs
->status
] : "unknown");
1935 IConsolePrint(CC_INFO
, "Client #{} name: '{}' status: '{}' frame-lag: {} company: {} IP: {}",
1936 cs
->client_id
, ci
->client_name
.c_str(), status
, lag
,
1937 ci
->client_playas
+ (Company::IsValidID(ci
->client_playas
) ? 1 : 0),
1943 * Send Config Update
1945 void NetworkServerSendConfigUpdate()
1947 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1948 if (cs
->status
>= NetworkClientSocket::STATUS_PRE_ACTIVE
) cs
->SendConfigUpdate();
1952 /** Update the server's NetworkServerGameInfo due to changes in settings. */
1953 void NetworkServerUpdateGameInfo()
1955 if (_network_server
) FillStaticNetworkServerGameInfo();
1959 * Tell that a particular company is (not) passworded.
1960 * @param company_id The company that got/removed the password.
1961 * @param passworded Whether the password was received or removed.
1963 void NetworkServerUpdateCompanyPassworded(CompanyID company_id
, bool passworded
)
1965 if (NetworkCompanyIsPassworded(company_id
) == passworded
) return;
1967 SB(_network_company_passworded
, company_id
, 1, !!passworded
);
1968 SetWindowClassesDirty(WC_COMPANY
);
1970 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1971 if (cs
->status
>= NetworkClientSocket::STATUS_PRE_ACTIVE
) cs
->SendCompanyUpdate();
1974 NetworkAdminCompanyUpdate(Company::GetIfValid(company_id
));
1978 * Handle the tid-bits of moving a client from one company to another.
1979 * @param client_id id of the client we want to move.
1980 * @param company_id id of the company we want to move the client to.
1983 void NetworkServerDoMove(ClientID client_id
, CompanyID company_id
)
1985 /* Only allow non-dedicated servers and normal clients to be moved */
1986 if (client_id
== CLIENT_ID_SERVER
&& _network_dedicated
) return;
1988 NetworkClientInfo
*ci
= NetworkClientInfo::GetByClientID(client_id
);
1990 /* No need to waste network resources if the client is in the company already! */
1991 if (ci
->client_playas
== company_id
) return;
1993 ci
->client_playas
= company_id
;
1995 if (client_id
== CLIENT_ID_SERVER
) {
1996 SetLocalCompany(company_id
);
1998 NetworkClientSocket
*cs
= NetworkClientSocket::GetByClientID(client_id
);
1999 /* When the company isn't authorized we can't move them yet. */
2000 if (cs
->status
< NetworkClientSocket::STATUS_AUTHORIZED
) return;
2001 cs
->SendMove(client_id
, company_id
);
2004 /* announce the client's move */
2005 NetworkUpdateClientInfo(client_id
);
2007 NetworkAction action
= (company_id
== COMPANY_SPECTATOR
) ? NETWORK_ACTION_COMPANY_SPECTATOR
: NETWORK_ACTION_COMPANY_JOIN
;
2008 NetworkServerSendChat(action
, DESTTYPE_BROADCAST
, 0, "", client_id
, company_id
+ 1);
2010 InvalidateWindowData(WC_CLIENT_LIST
, 0);
2014 * Send an rcon reply to the client.
2015 * @param client_id The identifier of the client.
2016 * @param colour_code The colour of the text.
2017 * @param string The actual reply.
2019 void NetworkServerSendRcon(ClientID client_id
, TextColour colour_code
, const std::string
&string
)
2021 NetworkClientSocket::GetByClientID(client_id
)->SendRConResult(colour_code
, string
);
2025 * Kick a single client.
2026 * @param client_id The client to kick.
2027 * @param reason In case of kicking a client, specifies the reason for kicking the client.
2029 void NetworkServerKickClient(ClientID client_id
, const std::string
&reason
)
2031 if (client_id
== CLIENT_ID_SERVER
) return;
2032 NetworkClientSocket::GetByClientID(client_id
)->SendError(NETWORK_ERROR_KICKED
, reason
);
2036 * Ban, or kick, everyone joined from the given client's IP.
2037 * @param client_id The client to check for.
2038 * @param ban Whether to ban or kick.
2039 * @param reason In case of kicking a client, specifies the reason for kicking the client.
2041 uint
NetworkServerKickOrBanIP(ClientID client_id
, bool ban
, const std::string
&reason
)
2043 return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id
)->GetClientIP(), ban
, reason
);
2047 * Kick or ban someone based on an IP address.
2048 * @param ip The IP address/range to ban/kick.
2049 * @param ban Whether to ban or just kick.
2050 * @param reason In case of kicking a client, specifies the reason for kicking the client.
2052 uint
NetworkServerKickOrBanIP(const std::string
&ip
, bool ban
, const std::string
&reason
)
2054 /* Add address to ban-list */
2056 bool contains
= false;
2057 for (const auto &iter
: _network_ban_list
) {
2063 if (!contains
) _network_ban_list
.emplace_back(ip
);
2068 /* There can be multiple clients with the same IP, kick them all but don't kill the server,
2069 * or the client doing the rcon. The latter can't be kicked because kicking frees closes
2070 * and subsequently free the connection related instances, which we would be reading from
2071 * and writing to after returning. So we would read or write data from freed memory up till
2072 * the segfault triggers. */
2073 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
2074 if (cs
->client_id
== CLIENT_ID_SERVER
) continue;
2075 if (cs
->client_id
== _redirect_console_to_client
) continue;
2076 if (cs
->client_address
.IsInNetmask(ip
)) {
2077 NetworkServerKickClient(cs
->client_id
, reason
);
2086 * Check whether a particular company has clients.
2087 * @param company The company to check.
2088 * @return True if at least one client is joined to the company.
2090 bool NetworkCompanyHasClients(CompanyID company
)
2092 for (const NetworkClientInfo
*ci
: NetworkClientInfo::Iterate()) {
2093 if (ci
->client_playas
== company
) return true;
2100 * Get the name of the client, if the user did not send it yet, Client ID is used.
2101 * @param client_name The variable to write the name to.
2102 * @param last The pointer to the last element of the destination buffer
2104 std::string
ServerNetworkGameSocketHandler::GetClientName() const
2106 const NetworkClientInfo
*ci
= this->GetInfo();
2107 if (ci
!= nullptr && !ci
->client_name
.empty()) return ci
->client_name
;
2109 return fmt::format("Client #{}", this->client_id
);
2113 * Print all the clients to the console
2115 void NetworkPrintClients()
2117 for (NetworkClientInfo
*ci
: NetworkClientInfo::Iterate()) {
2118 if (_network_server
) {
2119 IConsolePrint(CC_INFO
, "Client #{} name: '{}' company: {} IP: {}",
2122 ci
->client_playas
+ (Company::IsValidID(ci
->client_playas
) ? 1 : 0),
2123 ci
->client_id
== CLIENT_ID_SERVER
? "server" : NetworkClientSocket::GetByClientID(ci
->client_id
)->GetClientIP());
2125 IConsolePrint(CC_INFO
, "Client #{} name: '{}' company: {}",
2128 ci
->client_playas
+ (Company::IsValidID(ci
->client_playas
) ? 1 : 0));
2134 * Perform all the server specific administration of a new company.
2135 * @param c The newly created company; can't be nullptr.
2136 * @param ci The client information of the client that made the company; can be nullptr.
2138 void NetworkServerNewCompany(const Company
*c
, NetworkClientInfo
*ci
)
2140 assert(c
!= nullptr);
2142 if (!_network_server
) return;
2144 _network_company_states
[c
->index
].months_empty
= 0;
2145 _network_company_states
[c
->index
].password
.clear();
2146 NetworkServerUpdateCompanyPassworded(c
->index
, false);
2148 if (ci
!= nullptr) {
2149 /* ci is nullptr when replaying, or for AIs. In neither case there is a client. */
2150 ci
->client_playas
= c
->index
;
2151 NetworkUpdateClientInfo(ci
->client_id
);
2152 NetworkSendCommand(0, 0, 0, CMD_RENAME_PRESIDENT
, nullptr, ci
->client_name
, c
->index
);
2155 /* Announce new company on network. */
2156 NetworkAdminCompanyInfo(c
, true);
2158 if (ci
!= nullptr) {
2159 /* ci is nullptr when replaying, or for AIs. In neither case there is a client.
2160 We need to send Admin port update here so that they first know about the new company
2161 and then learn about a possibly joining client (see FS#6025) */
2162 NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW
, DESTTYPE_BROADCAST
, 0, "", ci
->client_id
, c
->index
+ 1);