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.cpp Base functions for networking support. */
10 #include "../stdafx.h"
12 #include "../strings_func.h"
13 #include "../command_func.h"
14 #include "../date_func.h"
15 #include "network_admin.h"
16 #include "network_client.h"
17 #include "network_server.h"
18 #include "network_content.h"
19 #include "network_udp.h"
20 #include "network_gamelist.h"
21 #include "network_base.h"
23 #include "core/host.h"
24 #include "network_gui.h"
25 #include "../console_func.h"
26 #include "../3rdparty/md5/md5.h"
27 #include "../core/random_func.hpp"
28 #include "../window_func.h"
29 #include "../company_func.h"
30 #include "../company_base.h"
31 #include "../landscape_type.h"
33 #include "../core/pool_func.hpp"
34 #include "../gfx_func.h"
37 #include "../safeguards.h"
39 #ifdef DEBUG_DUMP_COMMANDS
40 #include "../fileio_func.h"
41 /** When running the server till the wait point, run as fast as we can! */
42 bool _ddc_fastforward
= true;
43 #endif /* DEBUG_DUMP_COMMANDS */
45 /** Make sure both pools have the same size. */
46 static_assert(NetworkClientInfoPool::MAX_SIZE
== NetworkClientSocketPool::MAX_SIZE
);
48 /** The pool with client information. */
49 NetworkClientInfoPool
_networkclientinfo_pool("NetworkClientInfo");
50 INSTANTIATE_POOL_METHODS(NetworkClientInfo
)
52 bool _networking
; ///< are we in networking mode?
53 bool _network_server
; ///< network-server is active
54 bool _network_available
; ///< is network mode available?
55 bool _network_dedicated
; ///< are we a dedicated server?
56 bool _is_network_server
; ///< Does this client wants to be a network-server?
57 NetworkServerGameInfo _network_game_info
; ///< Information about our game.
58 NetworkCompanyState
*_network_company_states
= nullptr; ///< Statistics about some companies.
59 ClientID _network_own_client_id
; ///< Our client identifier.
60 ClientID _redirect_console_to_client
; ///< If not invalid, redirect the console output to a client.
61 bool _network_need_advertise
; ///< Whether we need to advertise.
62 uint8 _network_reconnect
; ///< Reconnect timeout
63 StringList _network_bind_list
; ///< The addresses to bind on.
64 StringList _network_host_list
; ///< The servers we know.
65 StringList _network_ban_list
; ///< The banned clients.
66 uint32 _frame_counter_server
; ///< The frame_counter of the server, if in network-mode
67 uint32 _frame_counter_max
; ///< To where we may go with our clients
68 uint32 _frame_counter
; ///< The current frame.
69 uint32 _last_sync_frame
; ///< Used in the server to store the last time a sync packet was sent to clients.
70 NetworkAddressList _broadcast_list
; ///< List of broadcast addresses.
71 uint32 _sync_seed_1
; ///< Seed to compare during sync checks.
72 #ifdef NETWORK_SEND_DOUBLE_SEED
73 uint32 _sync_seed_2
; ///< Second part of the seed.
75 uint32 _sync_frame
; ///< The frame to perform the sync check.
76 bool _network_first_time
; ///< Whether we have finished joining or not.
77 bool _network_udp_server
; ///< Is the UDP server started?
78 uint16 _network_udp_broadcast
; ///< Timeout for the UDP broadcasts.
79 uint8 _network_advertise_retries
; ///< The number of advertisement retries we did.
80 CompanyMask _network_company_passworded
; ///< Bitmask of the password status of all companies.
82 /* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
83 static_assert((int)NETWORK_NUM_LANDSCAPES
== (int)NUM_LANDSCAPE
);
84 static_assert((int)NETWORK_COMPANY_NAME_LENGTH
== MAX_LENGTH_COMPANY_NAME_CHARS
* MAX_CHAR_LENGTH
);
86 extern NetworkUDPSocketHandler
*_udp_client_socket
; ///< udp client socket
87 extern NetworkUDPSocketHandler
*_udp_server_socket
; ///< udp server socket
88 extern NetworkUDPSocketHandler
*_udp_master_socket
; ///< udp master socket
90 /** The amount of clients connected */
91 byte _network_clients_connected
= 0;
93 /* Some externs / forwards */
94 extern void StateGameLoop();
97 * Return whether there is any client connected or trying to connect at all.
98 * @return whether we have any client activity
102 return !NetworkClientSocket::Iterate().empty();
106 * Basically a client is leaving us right now.
108 NetworkClientInfo::~NetworkClientInfo()
110 /* Delete the chat window, if you were chatting with this client. */
111 InvalidateWindowData(WC_SEND_NETWORK_MSG
, DESTTYPE_CLIENT
, this->client_id
);
115 * Return the CI given it's client-identifier
116 * @param client_id the ClientID to search for
117 * @return return a pointer to the corresponding NetworkClientInfo struct or nullptr when not found
119 /* static */ NetworkClientInfo
*NetworkClientInfo::GetByClientID(ClientID client_id
)
121 for (NetworkClientInfo
*ci
: NetworkClientInfo::Iterate()) {
122 if (ci
->client_id
== client_id
) return ci
;
129 * Return the client state given it's client-identifier
130 * @param client_id the ClientID to search for
131 * @return return a pointer to the corresponding NetworkClientSocket struct or nullptr when not found
133 /* static */ ServerNetworkGameSocketHandler
*ServerNetworkGameSocketHandler::GetByClientID(ClientID client_id
)
135 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
136 if (cs
->client_id
== client_id
) return cs
;
142 byte
NetworkSpectatorCount()
146 for (const NetworkClientInfo
*ci
: NetworkClientInfo::Iterate()) {
147 if (ci
->client_playas
== COMPANY_SPECTATOR
) count
++;
150 /* Don't count a dedicated server as spectator */
151 if (_network_dedicated
) count
--;
157 * Change the company password of a given company.
158 * @param company_id ID of the company the password should be changed for.
159 * @param password The unhashed password we like to set ('*' or '' resets the password)
160 * @return The password.
162 const char *NetworkChangeCompanyPassword(CompanyID company_id
, const char *password
)
164 if (strcmp(password
, "*") == 0) password
= "";
166 if (_network_server
) {
167 NetworkServerSetCompanyPassword(company_id
, password
, false);
169 NetworkClientSetCompanyPassword(password
);
176 * Hash the given password using server ID and game seed.
177 * @param password Password to hash.
178 * @param password_server_id Server ID.
179 * @param password_game_seed Game seed.
180 * @return The hashed password.
182 const char *GenerateCompanyPasswordHash(const char *password
, const char *password_server_id
, uint32 password_game_seed
)
184 if (StrEmpty(password
)) return password
;
186 char salted_password
[NETWORK_SERVER_ID_LENGTH
];
188 memset(salted_password
, 0, sizeof(salted_password
));
189 seprintf(salted_password
, lastof(salted_password
), "%s", password
);
190 /* Add the game seed and the server's ID as the salt. */
191 for (uint i
= 0; i
< NETWORK_SERVER_ID_LENGTH
- 1; i
++) {
192 salted_password
[i
] ^= password_server_id
[i
] ^ (password_game_seed
>> (i
% 32));
197 static char hashed_password
[NETWORK_SERVER_ID_LENGTH
];
199 /* Generate the MD5 hash */
200 checksum
.Append(salted_password
, sizeof(salted_password
) - 1);
201 checksum
.Finish(digest
);
203 for (int di
= 0; di
< 16; di
++) seprintf(hashed_password
+ di
* 2, lastof(hashed_password
), "%02x", digest
[di
]);
205 return hashed_password
;
209 * Check if the company we want to join requires a password.
210 * @param company_id id of the company we want to check the 'passworded' flag for.
211 * @return true if the company requires a password.
213 bool NetworkCompanyIsPassworded(CompanyID company_id
)
215 return HasBit(_network_company_passworded
, company_id
);
218 /* This puts a text-message to the console, or in the future, the chat-box,
219 * (to keep it all a bit more general)
220 * If 'self_send' is true, this is the client who is sending the message */
221 void NetworkTextMessage(NetworkAction action
, TextColour colour
, bool self_send
, const char *name
, const char *str
, int64 data
)
225 case NETWORK_ACTION_SERVER_MESSAGE
:
226 /* Ignore invalid messages */
227 strid
= STR_NETWORK_SERVER_MESSAGE
;
230 case NETWORK_ACTION_COMPANY_SPECTATOR
:
232 strid
= STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE
;
234 case NETWORK_ACTION_COMPANY_JOIN
:
236 strid
= STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN
;
238 case NETWORK_ACTION_COMPANY_NEW
:
240 strid
= STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW
;
242 case NETWORK_ACTION_JOIN
:
243 /* Show the Client ID for the server but not for the client. */
244 strid
= _network_server
? STR_NETWORK_MESSAGE_CLIENT_JOINED_ID
: STR_NETWORK_MESSAGE_CLIENT_JOINED
;
246 case NETWORK_ACTION_LEAVE
: strid
= STR_NETWORK_MESSAGE_CLIENT_LEFT
; break;
247 case NETWORK_ACTION_NAME_CHANGE
: strid
= STR_NETWORK_MESSAGE_NAME_CHANGE
; break;
248 case NETWORK_ACTION_GIVE_MONEY
: strid
= STR_NETWORK_MESSAGE_GIVE_MONEY
; break;
249 case NETWORK_ACTION_CHAT_COMPANY
: strid
= self_send
? STR_NETWORK_CHAT_TO_COMPANY
: STR_NETWORK_CHAT_COMPANY
; break;
250 case NETWORK_ACTION_CHAT_CLIENT
: strid
= self_send
? STR_NETWORK_CHAT_TO_CLIENT
: STR_NETWORK_CHAT_CLIENT
; break;
251 case NETWORK_ACTION_KICKED
: strid
= STR_NETWORK_MESSAGE_KICKED
; break;
252 default: strid
= STR_NETWORK_CHAT_ALL
; break;
256 SetDParamStr(0, name
);
257 SetDParamStr(1, str
);
260 /* All of these strings start with "***". These characters are interpreted as both left-to-right and
261 * right-to-left characters depending on the context. As the next text might be an user's name, the
262 * user name's characters will influence the direction of the "***" instead of the language setting
263 * of the game. Manually set the direction of the "***" by inserting a text-direction marker. */
264 char *msg_ptr
= message
+ Utf8Encode(message
, _current_text_dir
== TD_LTR
? CHAR_TD_LRM
: CHAR_TD_RLM
);
265 GetString(msg_ptr
, strid
, lastof(message
));
267 DEBUG(desync
, 1, "msg: %08x; %02x; %s", _date
, _date_fract
, message
);
268 IConsolePrintF(colour
, "%s", message
);
269 NetworkAddChatMessage((TextColour
)colour
, _settings_client
.gui
.network_chat_timeout
, "%s", message
);
272 /* Calculate the frame-lag of a client */
273 uint
NetworkCalculateLag(const NetworkClientSocket
*cs
)
275 int lag
= cs
->last_frame_server
- cs
->last_frame
;
276 /* This client has missed his ACK packet after 1 DAY_TICKS..
277 * so we increase his lag for every frame that passes!
278 * The packet can be out by a max of _net_frame_freq */
279 if (cs
->last_frame_server
+ DAY_TICKS
+ _settings_client
.network
.frame_freq
< _frame_counter
) {
280 lag
+= _frame_counter
- (cs
->last_frame_server
+ DAY_TICKS
+ _settings_client
.network
.frame_freq
);
286 /* There was a non-recoverable error, drop back to the main menu with a nice
288 void NetworkError(StringID error_string
)
290 _switch_mode
= SM_MENU
;
291 ShowErrorMessage(error_string
, INVALID_STRING_ID
, WL_CRITICAL
);
295 * Retrieve the string id of an internal error number
296 * @param err NetworkErrorCode
297 * @return the StringID
299 StringID
GetNetworkErrorMsg(NetworkErrorCode err
)
301 /* List of possible network errors, used by
302 * PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
303 static const StringID network_error_strings
[] = {
304 STR_NETWORK_ERROR_CLIENT_GENERAL
,
305 STR_NETWORK_ERROR_CLIENT_DESYNC
,
306 STR_NETWORK_ERROR_CLIENT_SAVEGAME
,
307 STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST
,
308 STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR
,
309 STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH
,
310 STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED
,
311 STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED
,
312 STR_NETWORK_ERROR_CLIENT_WRONG_REVISION
,
313 STR_NETWORK_ERROR_CLIENT_NAME_IN_USE
,
314 STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD
,
315 STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH
,
316 STR_NETWORK_ERROR_CLIENT_KICKED
,
317 STR_NETWORK_ERROR_CLIENT_CHEATER
,
318 STR_NETWORK_ERROR_CLIENT_SERVER_FULL
,
319 STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS
,
320 STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD
,
321 STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER
,
322 STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP
,
323 STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN
,
325 static_assert(lengthof(network_error_strings
) == NETWORK_ERROR_END
);
327 if (err
>= (ptrdiff_t)lengthof(network_error_strings
)) err
= NETWORK_ERROR_GENERAL
;
329 return network_error_strings
[err
];
333 * Handle the pause mode change so we send the right messages to the chat.
334 * @param prev_mode The previous pause mode.
335 * @param changed_mode The pause mode that got changed.
337 void NetworkHandlePauseChange(PauseMode prev_mode
, PauseMode changed_mode
)
339 if (!_networking
) return;
341 switch (changed_mode
) {
342 case PM_PAUSED_NORMAL
:
344 case PM_PAUSED_GAME_SCRIPT
:
345 case PM_PAUSED_ACTIVE_CLIENTS
:
346 case PM_PAUSED_LINK_GRAPH
: {
347 bool changed
= ((_pause_mode
== PM_UNPAUSED
) != (prev_mode
== PM_UNPAUSED
));
348 bool paused
= (_pause_mode
!= PM_UNPAUSED
);
349 if (!paused
&& !changed
) return;
355 if ((_pause_mode
& PM_PAUSED_NORMAL
) != PM_UNPAUSED
) SetDParam(++i
, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL
);
356 if ((_pause_mode
& PM_PAUSED_JOIN
) != PM_UNPAUSED
) SetDParam(++i
, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS
);
357 if ((_pause_mode
& PM_PAUSED_GAME_SCRIPT
) != PM_UNPAUSED
) SetDParam(++i
, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT
);
358 if ((_pause_mode
& PM_PAUSED_ACTIVE_CLIENTS
) != PM_UNPAUSED
) SetDParam(++i
, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS
);
359 if ((_pause_mode
& PM_PAUSED_LINK_GRAPH
) != PM_UNPAUSED
) SetDParam(++i
, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH
);
360 str
= STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1
+ i
;
362 switch (changed_mode
) {
363 case PM_PAUSED_NORMAL
: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL
); break;
364 case PM_PAUSED_JOIN
: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS
); break;
365 case PM_PAUSED_GAME_SCRIPT
: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT
); break;
366 case PM_PAUSED_ACTIVE_CLIENTS
: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS
); break;
367 case PM_PAUSED_LINK_GRAPH
: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH
); break;
368 default: NOT_REACHED();
370 str
= paused
? STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED
: STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED
;
373 char buffer
[DRAW_STRING_BUFFER
];
374 GetString(buffer
, str
, lastof(buffer
));
375 NetworkTextMessage(NETWORK_ACTION_SERVER_MESSAGE
, CC_DEFAULT
, false, nullptr, buffer
);
386 * Helper function for the pause checkers. If pause is true and the
387 * current pause mode isn't set the game will be paused, if it it false
388 * and the pause mode is set the game will be unpaused. In the other
389 * cases nothing happens to the pause state.
390 * @param pause whether we'd like to pause
391 * @param pm the mode which we would like to pause with
393 static void CheckPauseHelper(bool pause
, PauseMode pm
)
395 if (pause
== ((_pause_mode
& pm
) != PM_UNPAUSED
)) return;
397 DoCommandP(0, pm
, pause
? 1 : 0, CMD_PAUSE
);
401 * Counts the number of active clients connected.
402 * It has to be in STATUS_ACTIVE and not a spectator
403 * @return number of active clients
405 static uint
NetworkCountActiveClients()
409 for (const NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
410 if (cs
->status
!= NetworkClientSocket::STATUS_ACTIVE
) continue;
411 if (!Company::IsValidID(cs
->GetInfo()->client_playas
)) continue;
419 * Check if the minimum number of active clients has been reached and pause or unpause the game as appropriate
421 static void CheckMinActiveClients()
423 if ((_pause_mode
& PM_PAUSED_ERROR
) != PM_UNPAUSED
||
424 !_network_dedicated
||
425 (_settings_client
.network
.min_active_clients
== 0 && (_pause_mode
& PM_PAUSED_ACTIVE_CLIENTS
) == PM_UNPAUSED
)) {
428 CheckPauseHelper(NetworkCountActiveClients() < _settings_client
.network
.min_active_clients
, PM_PAUSED_ACTIVE_CLIENTS
);
432 * Checks whether there is a joining client
433 * @return true iff one client is joining (but not authorizing)
435 static bool NetworkHasJoiningClient()
437 for (const NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
438 if (cs
->status
>= NetworkClientSocket::STATUS_AUTHORIZED
&& cs
->status
< NetworkClientSocket::STATUS_ACTIVE
) return true;
445 * Check whether we should pause on join
447 static void CheckPauseOnJoin()
449 if ((_pause_mode
& PM_PAUSED_ERROR
) != PM_UNPAUSED
||
450 (!_settings_client
.network
.pause_on_join
&& (_pause_mode
& PM_PAUSED_JOIN
) == PM_UNPAUSED
)) {
453 CheckPauseHelper(NetworkHasJoiningClient(), PM_PAUSED_JOIN
);
457 * Converts a string to ip/port/company
458 * Format: IP:port#company
460 * connection_string will be re-terminated to separate out the hostname, and company and port will
461 * be set to the company and port strings given by the user, inside the memory area originally
462 * occupied by connection_string.
464 void ParseConnectionString(const char **company
, const char **port
, char *connection_string
)
466 bool ipv6
= (strchr(connection_string
, ':') != strrchr(connection_string
, ':'));
468 for (p
= connection_string
; *p
!= '\0'; p
++) {
493 * Handle the accepting of a connection to the server.
494 * @param s The socket of the new connection.
495 * @param address The address of the peer.
497 /* static */ void ServerNetworkGameSocketHandler::AcceptConnection(SOCKET s
, const NetworkAddress
&address
)
499 /* Register the login */
500 _network_clients_connected
++;
502 SetWindowDirty(WC_CLIENT_LIST
, 0);
503 ServerNetworkGameSocketHandler
*cs
= new ServerNetworkGameSocketHandler(s
);
504 cs
->client_address
= address
; // Save the IP of the client
508 * Resets the pools used for network clients, and the admin pool if needed.
509 * @param close_admins Whether the admin pool has to be cleared as well.
511 static void InitializeNetworkPools(bool close_admins
= true)
513 PoolBase::Clean(PT_NCLIENT
| (close_admins
? PT_NADMIN
: PT_NONE
));
517 * Close current connections.
518 * @param close_admins Whether the admin connections have to be closed as well.
520 void NetworkClose(bool close_admins
)
522 if (_network_server
) {
524 for (ServerNetworkAdminSocketHandler
*as
: ServerNetworkAdminSocketHandler::Iterate()) {
525 as
->CloseConnection(true);
529 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
530 cs
->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST
);
532 ServerNetworkGameSocketHandler::CloseListeners();
533 ServerNetworkAdminSocketHandler::CloseListeners();
534 } else if (MyClient::my_client
!= nullptr) {
535 MyClient::SendQuit();
536 MyClient::my_client
->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST
);
539 TCPConnecter::KillAll();
542 _network_server
= false;
544 NetworkFreeLocalCommandQueue();
546 free(_network_company_states
);
547 _network_company_states
= nullptr;
549 InitializeNetworkPools(close_admins
);
552 /* Initializes the network (cleans sockets and stuff) */
553 static void NetworkInitialize(bool close_admins
= true)
555 InitializeNetworkPools(close_admins
);
556 NetworkUDPInitialize();
559 _network_first_time
= true;
561 _network_reconnect
= 0;
564 /** Non blocking connection create to query servers */
565 class TCPQueryConnecter
: TCPConnecter
{
567 TCPQueryConnecter(const NetworkAddress
&address
) : TCPConnecter(address
) {}
569 void OnFailure() override
574 void OnConnect(SOCKET s
) override
577 new ClientNetworkGameSocketHandler(s
);
578 MyClient::SendCompanyInformationQuery();
582 /* Query a server to fetch his game-info
583 * If game_info is true, only the gameinfo is fetched,
584 * else only the client_info is fetched */
585 void NetworkTCPQueryServer(NetworkAddress address
)
587 if (!_network_available
) return;
592 new TCPQueryConnecter(address
);
595 /* Validates an address entered as a string and adds the server to
596 * the list. If you use this function, the games will be marked
597 * as manually added. */
598 void NetworkAddServer(const char *b
)
601 const char *port
= nullptr;
602 const char *company
= nullptr;
603 char host
[NETWORK_HOSTNAME_LENGTH
];
606 strecpy(host
, b
, lastof(host
));
608 strecpy(_settings_client
.network
.connect_to_ip
, b
, lastof(_settings_client
.network
.connect_to_ip
));
609 rport
= NETWORK_DEFAULT_PORT
;
611 ParseConnectionString(&company
, &port
, host
);
612 if (port
!= nullptr) rport
= atoi(port
);
614 NetworkUDPQueryServer(NetworkAddress(host
, rport
), true);
619 * Get the addresses to bind to.
620 * @param addresses the list to write to.
621 * @param port the port to bind to.
623 void GetBindAddresses(NetworkAddressList
*addresses
, uint16 port
)
625 for (const auto &iter
: _network_bind_list
) {
626 addresses
->emplace_back(iter
.c_str(), port
);
629 /* No address, so bind to everything. */
630 if (addresses
->size() == 0) {
631 addresses
->emplace_back("", port
);
635 /* Generates the list of manually added hosts from NetworkGameList and
636 * dumps them into the array _network_host_list. This array is needed
637 * by the function that generates the config file. */
638 void NetworkRebuildHostList()
640 _network_host_list
.clear();
642 for (NetworkGameList
*item
= _network_game_list
; item
!= nullptr; item
= item
->next
) {
643 if (item
->manually
) _network_host_list
.emplace_back(item
->address
.GetAddressAsString(false));
647 /** Non blocking connection create to actually connect to servers */
648 class TCPClientConnecter
: TCPConnecter
{
650 TCPClientConnecter(const NetworkAddress
&address
) : TCPConnecter(address
) {}
652 void OnFailure() override
654 NetworkError(STR_NETWORK_ERROR_NOCONNECTION
);
657 void OnConnect(SOCKET s
) override
660 new ClientNetworkGameSocketHandler(s
);
661 IConsoleCmdExec("exec scripts/on_client.scr 0");
662 NetworkClient_Connected();
667 /* Used by clients, to connect to a server */
668 void NetworkClientConnectGame(NetworkAddress address
, CompanyID join_as
, const char *join_server_password
, const char *join_company_password
)
670 if (!_network_available
) return;
672 if (address
.GetPort() == 0) return;
674 strecpy(_settings_client
.network
.last_host
, address
.GetHostname(), lastof(_settings_client
.network
.last_host
));
675 _settings_client
.network
.last_port
= address
.GetPort();
676 _network_join_as
= join_as
;
677 _network_join_server_password
= join_server_password
;
678 _network_join_company_password
= join_company_password
;
683 _network_join_status
= NETWORK_JOIN_STATUS_CONNECTING
;
684 ShowJoinStatusWindow();
686 new TCPClientConnecter(address
);
689 static void NetworkInitGameInfo()
691 if (StrEmpty(_settings_client
.network
.server_name
)) {
692 seprintf(_settings_client
.network
.server_name
, lastof(_settings_client
.network
.server_name
), "Unnamed Server");
695 /* The server is a client too */
696 _network_game_info
.clients_on
= _network_dedicated
? 0 : 1;
698 /* There should be always space for the server. */
699 assert(NetworkClientInfo::CanAllocateItem());
700 NetworkClientInfo
*ci
= new NetworkClientInfo(CLIENT_ID_SERVER
);
701 ci
->client_playas
= _network_dedicated
? COMPANY_SPECTATOR
: COMPANY_FIRST
;
703 strecpy(ci
->client_name
, _settings_client
.network
.client_name
, lastof(ci
->client_name
));
706 bool NetworkServerStart()
708 if (!_network_available
) return false;
710 /* Call the pre-scripts */
711 IConsoleCmdExec("exec scripts/pre_server.scr 0");
712 if (_network_dedicated
) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
714 NetworkDisconnect(false, false);
715 NetworkInitialize(false);
716 DEBUG(net
, 1, "starting listeners for clients");
717 if (!ServerNetworkGameSocketHandler::Listen(_settings_client
.network
.server_port
)) return false;
719 /* Only listen for admins when the password isn't empty. */
720 if (!StrEmpty(_settings_client
.network
.admin_password
)) {
721 DEBUG(net
, 1, "starting listeners for admins");
722 if (!ServerNetworkAdminSocketHandler::Listen(_settings_client
.network
.server_admin_port
)) return false;
725 /* Try to start UDP-server */
726 DEBUG(net
, 1, "starting listeners for incoming server queries");
727 _network_udp_server
= _udp_server_socket
->Listen();
729 _network_company_states
= CallocT
<NetworkCompanyState
>(MAX_COMPANIES
);
730 _network_server
= true;
733 _frame_counter_server
= 0;
734 _frame_counter_max
= 0;
735 _last_sync_frame
= 0;
736 _network_own_client_id
= CLIENT_ID_SERVER
;
738 _network_clients_connected
= 0;
739 _network_company_passworded
= 0;
741 NetworkInitGameInfo();
743 /* execute server initialization script */
744 IConsoleCmdExec("exec scripts/on_server.scr 0");
745 /* if the server is dedicated ... add some other script */
746 if (_network_dedicated
) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
748 /* Try to register us to the master server */
749 _network_need_advertise
= true;
750 NetworkUDPAdvertise();
752 /* welcome possibly still connected admins - this can only happen on a dedicated server. */
753 if (_network_dedicated
) ServerNetworkAdminSocketHandler::WelcomeAll();
758 /* The server is rebooting...
759 * The only difference with NetworkDisconnect, is the packets that is sent */
762 if (_network_server
) {
763 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
768 for (ServerNetworkAdminSocketHandler
*as
: ServerNetworkAdminSocketHandler::IterateActive()) {
774 /* For non-dedicated servers we have to kick the admins as we are not
775 * certain that we will end up in a new network game. */
776 NetworkClose(!_network_dedicated
);
780 * We want to disconnect from the host/clients.
781 * @param blocking whether to wait till everything has been closed.
782 * @param close_admins Whether the admin sockets need to be closed as well.
784 void NetworkDisconnect(bool blocking
, bool close_admins
)
786 if (_network_server
) {
787 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
793 for (ServerNetworkAdminSocketHandler
*as
: ServerNetworkAdminSocketHandler::IterateActive()) {
800 if (_settings_client
.network
.server_advertise
) NetworkUDPRemoveAdvertise(blocking
);
802 DeleteWindowById(WC_NETWORK_STATUS_WINDOW
, WN_NETWORK_STATUS_WINDOW_JOIN
);
804 NetworkClose(close_admins
);
806 /* Reinitialize the UDP stack, i.e. close all existing connections. */
807 NetworkUDPInitialize();
811 * Receives something from the network.
812 * @return true if everything went fine, false when the connection got closed.
814 static bool NetworkReceive()
816 if (_network_server
) {
817 ServerNetworkAdminSocketHandler::Receive();
818 return ServerNetworkGameSocketHandler::Receive();
820 return ClientNetworkGameSocketHandler::Receive();
824 /* This sends all buffered commands (if possible) */
825 static void NetworkSend()
827 if (_network_server
) {
828 ServerNetworkAdminSocketHandler::Send();
829 ServerNetworkGameSocketHandler::Send();
831 ClientNetworkGameSocketHandler::Send();
836 * We have to do some (simple) background stuff that runs normally,
837 * even when we are not in multiplayer. For example stuff needed
838 * for finding servers or downloading content.
840 void NetworkBackgroundLoop()
842 _network_content_client
.SendReceive();
843 TCPConnecter::CheckCallbacks();
844 NetworkHTTPSocketHandler::HTTPReceive();
846 NetworkBackgroundUDPLoop();
849 /* The main loop called from ttd.c
850 * Here we also have to do StateGameLoop if needed! */
851 void NetworkGameLoop()
853 if (!_networking
) return;
855 if (!NetworkReceive()) return;
857 if (_network_server
) {
858 /* Log the sync state to check for in-syncedness of replays. */
859 if (_date_fract
== 0) {
860 /* We don't want to log multiple times if paused. */
861 static Date last_log
;
862 if (last_log
!= _date
) {
863 DEBUG(desync
, 1, "sync: %08x; %02x; %08x; %08x", _date
, _date_fract
, _random
.state
[0], _random
.state
[1]);
868 #ifdef DEBUG_DUMP_COMMANDS
869 /* Loading of the debug commands from -ddesync>=1 */
870 static FILE *f
= FioFOpenFile("commands.log", "rb", SAVE_DIR
);
871 static Date next_date
= 0;
872 static uint32 next_date_fract
;
873 static CommandPacket
*cp
= nullptr;
874 static bool check_sync_state
= false;
875 static uint32 sync_state
[2];
876 if (f
== nullptr && next_date
== 0) {
877 DEBUG(net
, 0, "Cannot open commands.log");
881 while (f
!= nullptr && !feof(f
)) {
882 if (_date
== next_date
&& _date_fract
== next_date_fract
) {
884 NetworkSendCommand(cp
->tile
, cp
->p1
, cp
->p2
, cp
->cmd
& ~CMD_FLAGS_MASK
, nullptr, cp
->text
, cp
->company
);
885 DEBUG(net
, 0, "injecting: %08x; %02x; %02x; %06x; %08x; %08x; %08x; \"%s\" (%s)", _date
, _date_fract
, (int)_current_company
, cp
->tile
, cp
->p1
, cp
->p2
, cp
->cmd
, cp
->text
, GetCommandName(cp
->cmd
));
889 if (check_sync_state
) {
890 if (sync_state
[0] == _random
.state
[0] && sync_state
[1] == _random
.state
[1]) {
891 DEBUG(net
, 0, "sync check: %08x; %02x; match", _date
, _date_fract
);
893 DEBUG(net
, 0, "sync check: %08x; %02x; mismatch expected {%08x, %08x}, got {%08x, %08x}",
894 _date
, _date_fract
, sync_state
[0], sync_state
[1], _random
.state
[0], _random
.state
[1]);
897 check_sync_state
= false;
901 if (cp
!= nullptr || check_sync_state
) break;
904 if (fgets(buff
, lengthof(buff
), f
) == nullptr) break;
907 /* Ignore the "[date time] " part of the message */
910 if (p
== nullptr) break;
914 if (strncmp(p
, "cmd: ", 5) == 0
915 #ifdef DEBUG_FAILED_DUMP_COMMANDS
916 || strncmp(p
, "cmdf: ", 6) == 0
921 cp
= CallocT
<CommandPacket
>(1);
923 static_assert(sizeof(cp
->text
) == 128);
924 int ret
= sscanf(p
, "%x; %x; %x; %x; %x; %x; %x; \"%127[^\"]\"", &next_date
, &next_date_fract
, &company
, &cp
->tile
, &cp
->p1
, &cp
->p2
, &cp
->cmd
, cp
->text
);
925 /* There are 8 pieces of data to read, however the last is a
926 * string that might or might not exist. Ignore it if that
927 * string misses because in 99% of the time it's not used. */
928 assert(ret
== 8 || ret
== 7);
929 cp
->company
= (CompanyID
)company
;
930 } else if (strncmp(p
, "join: ", 6) == 0) {
931 /* Manually insert a pause when joining; this way the client can join at the exact right time. */
932 int ret
= sscanf(p
+ 6, "%x; %x", &next_date
, &next_date_fract
);
934 DEBUG(net
, 0, "injecting pause for join at %08x:%02x; please join when paused", next_date
, next_date_fract
);
935 cp
= CallocT
<CommandPacket
>(1);
936 cp
->company
= COMPANY_SPECTATOR
;
938 cp
->p1
= PM_PAUSED_NORMAL
;
940 _ddc_fastforward
= false;
941 } else if (strncmp(p
, "sync: ", 6) == 0) {
942 int ret
= sscanf(p
+ 6, "%x; %x; %x; %x", &next_date
, &next_date_fract
, &sync_state
[0], &sync_state
[1]);
944 check_sync_state
= true;
945 } else if (strncmp(p
, "msg: ", 5) == 0 || strncmp(p
, "client: ", 8) == 0 ||
946 strncmp(p
, "load: ", 6) == 0 || strncmp(p
, "save: ", 6) == 0) {
947 /* A message that is not very important to the log playback, but part of the log. */
948 #ifndef DEBUG_FAILED_DUMP_COMMANDS
949 } else if (strncmp(p
, "cmdf: ", 6) == 0) {
950 DEBUG(net
, 0, "Skipping replay of failed command: %s", p
+ 6);
953 /* Can't parse a line; what's wrong here? */
954 DEBUG(net
, 0, "trying to parse: %s", p
);
958 if (f
!= nullptr && feof(f
)) {
959 DEBUG(net
, 0, "End of commands.log");
963 #endif /* DEBUG_DUMP_COMMANDS */
964 if (_frame_counter
>= _frame_counter_max
) {
965 /* Only check for active clients just before we're going to send out
966 * the commands so we don't send multiple pause/unpause commands when
967 * the frame_freq is more than 1 tick. Same with distributing commands. */
969 CheckMinActiveClients();
970 NetworkDistributeCommands();
973 bool send_frame
= false;
975 /* We first increase the _frame_counter */
977 /* Update max-frame-counter */
978 if (_frame_counter
> _frame_counter_max
) {
979 _frame_counter_max
= _frame_counter
+ _settings_client
.network
.frame_freq
;
983 NetworkExecuteLocalCommandQueue();
985 /* Then we make the frame */
988 _sync_seed_1
= _random
.state
[0];
989 #ifdef NETWORK_SEND_DOUBLE_SEED
990 _sync_seed_2
= _random
.state
[1];
993 NetworkServer_Tick(send_frame
);
997 /* Make sure we are at the frame were the server is (quick-frames) */
998 if (_frame_counter_server
> _frame_counter
) {
999 /* Run a number of frames; when things go bad, get out. */
1000 while (_frame_counter_server
> _frame_counter
) {
1001 if (!ClientNetworkGameSocketHandler::GameLoop()) return;
1004 /* Else, keep on going till _frame_counter_max */
1005 if (_frame_counter_max
> _frame_counter
) {
1006 /* Run one frame; if things went bad, get out. */
1007 if (!ClientNetworkGameSocketHandler::GameLoop()) return;
1015 static void NetworkGenerateServerId()
1019 char hex_output
[16 * 2 + 1];
1020 char coding_string
[NETWORK_NAME_LENGTH
];
1023 seprintf(coding_string
, lastof(coding_string
), "%d%s", (uint
)Random(), "OpenTTD Server ID");
1025 /* Generate the MD5 hash */
1026 checksum
.Append((const uint8
*)coding_string
, strlen(coding_string
));
1027 checksum
.Finish(digest
);
1029 for (di
= 0; di
< 16; ++di
) {
1030 seprintf(hex_output
+ di
* 2, lastof(hex_output
), "%02x", digest
[di
]);
1033 /* _settings_client.network.network_id is our id */
1034 seprintf(_settings_client
.network
.network_id
, lastof(_settings_client
.network
.network_id
), "%s", hex_output
);
1037 void NetworkStartDebugLog(NetworkAddress address
)
1039 extern SOCKET _debug_socket
; // Comes from debug.c
1041 DEBUG(net
, 0, "Redirecting DEBUG() to %s:%d", address
.GetHostname(), address
.GetPort());
1043 SOCKET s
= address
.Connect();
1044 if (s
== INVALID_SOCKET
) {
1045 DEBUG(net
, 0, "Failed to open socket for redirection DEBUG()");
1051 DEBUG(net
, 0, "DEBUG() is now redirected");
1054 /** This tries to launch the network for a given OS */
1055 void NetworkStartUp()
1057 DEBUG(net
, 3, "[core] starting network...");
1059 /* Network is available */
1060 _network_available
= NetworkCoreInitialize();
1061 _network_dedicated
= false;
1062 _network_need_advertise
= true;
1063 _network_advertise_retries
= 0;
1065 /* Generate an server id when there is none yet */
1066 if (StrEmpty(_settings_client
.network
.network_id
)) NetworkGenerateServerId();
1068 memset(&_network_game_info
, 0, sizeof(_network_game_info
));
1070 NetworkInitialize();
1071 DEBUG(net
, 3, "[core] network online, multiplayer available");
1072 NetworkFindBroadcastIPs(&_broadcast_list
);
1075 /** This shuts the network down */
1076 void NetworkShutDown()
1078 NetworkDisconnect(true);
1081 DEBUG(net
, 3, "[core] shutting down network");
1083 _network_available
= false;
1085 NetworkCoreShutdown();
1089 * How many hex digits of the git hash to include in network revision string.
1090 * Determined as 10 hex digits + 2 characters for -g/-u/-m prefix.
1092 static const uint GITHASH_SUFFIX_LEN
= 12;
1095 * Get the network version string used by this build.
1096 * The returned string is guaranteed to be at most NETWORK_REVISON_LENGTH bytes.
1098 const char * GetNetworkRevisionString()
1100 /* This will be allocated on heap and never free'd, but only once so not a "real" leak. */
1101 static char *network_revision
= nullptr;
1103 if (!network_revision
) {
1104 /* Start by taking a chance on the full revision string. */
1105 network_revision
= stredup(_openttd_revision
);
1106 /* Ensure it's not longer than the packet buffer length. */
1107 if (strlen(network_revision
) >= NETWORK_REVISION_LENGTH
) network_revision
[NETWORK_REVISION_LENGTH
- 1] = '\0';
1109 /* Tag names are not mangled further. */
1110 if (_openttd_revision_tagged
) {
1111 DEBUG(net
, 1, "Network revision name is '%s'", network_revision
);
1112 return network_revision
;
1115 /* Prepare a prefix of the git hash.
1116 * Size is length + 1 for terminator, +2 for -g prefix. */
1117 assert(_openttd_revision_modified
< 3);
1118 char githash_suffix
[GITHASH_SUFFIX_LEN
+ 1] = "-";
1119 githash_suffix
[1] = "gum"[_openttd_revision_modified
];
1120 for (uint i
= 2; i
< GITHASH_SUFFIX_LEN
; i
++) {
1121 githash_suffix
[i
] = _openttd_revision_hash
[i
-2];
1124 /* Where did the hash start in the original string?
1125 * Overwrite from that position, unless that would go past end of packet buffer length. */
1126 ptrdiff_t hashofs
= strrchr(_openttd_revision
, '-') - _openttd_revision
;
1127 if (hashofs
+ strlen(githash_suffix
) + 1 > NETWORK_REVISION_LENGTH
) hashofs
= strlen(network_revision
) - strlen(githash_suffix
);
1128 /* Replace the git hash in revision string. */
1129 strecpy(network_revision
+ hashofs
, githash_suffix
, network_revision
+ NETWORK_REVISION_LENGTH
);
1130 assert(strlen(network_revision
) < NETWORK_REVISION_LENGTH
); // strlen does not include terminator, constant does, hence strictly less than
1131 DEBUG(net
, 1, "Network revision name is '%s'", network_revision
);
1134 return network_revision
;
1137 static const char *ExtractNetworkRevisionHash(const char *revstr
)
1139 return strrchr(revstr
, '-');
1143 * Checks whether the given version string is compatible with our version.
1144 * First tries to match the full string, if that fails, attempts to compare just git hashes.
1145 * @param other the version string to compare to
1147 bool IsNetworkCompatibleVersion(const char *other
)
1149 if (strncmp(GetNetworkRevisionString(), other
, NETWORK_REVISION_LENGTH
- 1) == 0) return true;
1151 /* If this version is tagged, then the revision string must be a complete match,
1152 * since there is no git hash suffix in it.
1153 * This is needed to avoid situations like "1.9.0-beta1" comparing equal to "2.0.0-beta1". */
1154 if (_openttd_revision_tagged
) return false;
1156 const char *hash1
= ExtractNetworkRevisionHash(GetNetworkRevisionString());
1157 const char *hash2
= ExtractNetworkRevisionHash(other
);
1158 return hash1
&& hash2
&& (strncmp(hash1
, hash2
, GITHASH_SUFFIX_LEN
) == 0);
1161 #ifdef __EMSCRIPTEN__
1164 void CDECL
em_openttd_add_server(const char *host
, int port
)
1166 NetworkUDPQueryServer(NetworkAddress(host
, port
), true);