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 "network_admin.h"
14 #include "network_server.h"
15 #include "network_udp.h"
16 #include "network_base.h"
17 #include "../console_func.h"
18 #include "../company_base.h"
19 #include "../command_func.h"
20 #include "../saveload/saveload.h"
21 #include "../saveload/saveload_filter.h"
22 #include "../station_base.h"
23 #include "../genworld.h"
24 #include "../company_func.h"
25 #include "../company_gui.h"
26 #include "../roadveh.h"
27 #include "../order_backup.h"
28 #include "../core/pool_func.hpp"
29 #include "../core/random_func.hpp"
32 #include <condition_variable>
34 #include "../safeguards.h"
37 /* This file handles all the server-commands */
39 DECLARE_POSTFIX_INCREMENT(ClientID
)
40 /** The identifier counter for new clients (is never decreased) */
41 static ClientID _network_client_id
= CLIENT_ID_FIRST
;
43 /** Make very sure the preconditions given in network_type.h are actually followed */
44 static_assert(MAX_CLIENT_SLOTS
> MAX_CLIENTS
);
46 static_assert(NetworkClientSocketPool::MAX_SIZE
== MAX_CLIENT_SLOTS
);
48 /** The pool with clients. */
49 NetworkClientSocketPool
_networkclientsocket_pool("NetworkClientSocket");
50 INSTANTIATE_POOL_METHODS(NetworkClientSocket
)
52 /** Instantiate the listen sockets. */
53 template SocketList TCPListenHandler
<ServerNetworkGameSocketHandler
, PACKET_SERVER_FULL
, PACKET_SERVER_BANNED
>::sockets
;
55 /** Writing a savegame directly to a number of packets. */
56 struct PacketWriter
: SaveFilter
{
57 ServerNetworkGameSocketHandler
*cs
; ///< Socket we are associated with.
58 Packet
*current
; ///< The packet we're currently writing to.
59 size_t total_size
; ///< Total size of the compressed savegame.
60 Packet
*packets
; ///< Packet queue of the savegame; send these "slowly" to the client.
61 std::mutex mutex
; ///< Mutex for making threaded saving safe.
62 std::condition_variable exit_sig
; ///< Signal for threaded destruction of this packet writer.
65 * Create the packet writer.
66 * @param cs The socket handler we're making the packets for.
68 PacketWriter(ServerNetworkGameSocketHandler
*cs
) : SaveFilter(nullptr), cs(cs
), current(nullptr), total_size(0), packets(nullptr)
72 /** Make sure everything is cleaned up. */
75 std::unique_lock
<std::mutex
> lock(this->mutex
);
77 if (this->cs
!= nullptr) this->exit_sig
.wait(lock
);
79 /* This must all wait until the Destroy function is called. */
81 while (this->packets
!= nullptr) {
82 Packet
*p
= this->packets
->next
;
91 * Begin the destruction of this packet writer. It can happen in two ways:
92 * in the first case the client disconnected while saving the map. In this
93 * case the saving has not finished and killed this PacketWriter. In that
94 * case we simply set cs to nullptr, triggering the appending to fail due to
95 * the connection problem and eventually triggering the destructor. In the
96 * second case the destructor is already called, and it is waiting for our
97 * signal which we will send. Only then the packets will be removed by the
102 std::unique_lock
<std::mutex
> lock(this->mutex
);
106 this->exit_sig
.notify_all();
109 /* Make sure the saving is completely cancelled. Yes,
110 * we need to handle the save finish as well as the
111 * next connection might just be requesting a map. */
113 ProcessAsyncSaveFinish();
117 * Checks whether there are packets.
118 * It's not 100% threading safe, but this is only asked for when checking
119 * whether there still is something to send. Then another call will be made
120 * to actually get the Packet, which will be the only one popping packets
121 * and thus eventually setting this on false.
125 return this->packets
!= nullptr;
129 * Pop a single created packet from the queue with packets.
133 std::lock_guard
<std::mutex
> lock(this->mutex
);
135 Packet
*p
= this->packets
;
136 this->packets
= p
->next
;
142 /** Append the current packet to the queue. */
145 if (this->current
== nullptr) return;
147 Packet
**p
= &this->packets
;
148 while (*p
!= nullptr) {
153 this->current
= nullptr;
156 /** Prepend the current packet to the queue. */
159 if (this->current
== nullptr) return;
161 this->current
->next
= this->packets
;
162 this->packets
= this->current
;
163 this->current
= nullptr;
166 void Write(byte
*buf
, size_t size
) override
168 /* We want to abort the saving when the socket is closed. */
169 if (this->cs
== nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION
);
171 if (this->current
== nullptr) this->current
= new Packet(PACKET_SERVER_MAP_DATA
);
173 std::lock_guard
<std::mutex
> lock(this->mutex
);
175 byte
*bufe
= buf
+ size
;
176 while (buf
!= bufe
) {
177 size_t to_write
= std::min
<size_t>(SEND_MTU
- this->current
->size
, bufe
- buf
);
178 memcpy(this->current
->buffer
+ this->current
->size
, buf
, to_write
);
179 this->current
->size
+= (PacketSize
)to_write
;
182 if (this->current
->size
== SEND_MTU
) {
184 if (buf
!= bufe
) this->current
= new Packet(PACKET_SERVER_MAP_DATA
);
188 this->total_size
+= size
;
191 void Finish() override
193 /* We want to abort the saving when the socket is closed. */
194 if (this->cs
== nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION
);
196 std::lock_guard
<std::mutex
> lock(this->mutex
);
198 /* Make sure the last packet is flushed. */
201 /* Add a packet stating that this is the end to the queue. */
202 this->current
= new Packet(PACKET_SERVER_MAP_DONE
);
205 /* Fast-track the size to the client. */
206 this->current
= new Packet(PACKET_SERVER_MAP_SIZE
);
207 this->current
->Send_uint32((uint32
)this->total_size
);
208 this->PrependQueue();
214 * Create a new socket for the server side of the game connection.
215 * @param s The socket to connect with.
217 ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s
) : NetworkGameSocketHandler(s
)
219 this->status
= STATUS_INACTIVE
;
220 this->client_id
= _network_client_id
++;
221 this->receive_limit
= _settings_client
.network
.bytes_per_frame_burst
;
223 /* The Socket and Info pools need to be the same in size. After all,
224 * each Socket will be associated with at most one Info object. As
225 * such if the Socket was allocated the Info object can as well. */
226 static_assert(NetworkClientSocketPool::MAX_SIZE
== NetworkClientInfoPool::MAX_SIZE
);
230 * Clear everything related to this client.
232 ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
234 if (_redirect_console_to_client
== this->client_id
) _redirect_console_to_client
= INVALID_CLIENT_ID
;
235 OrderBackup::ResetUser(this->client_id
);
237 if (this->savegame
!= nullptr) {
238 this->savegame
->Destroy();
239 this->savegame
= nullptr;
243 Packet
*ServerNetworkGameSocketHandler::ReceivePacket()
245 /* Only allow receiving when we have some buffer free; this value
246 * can go negative, but eventually it will become positive again. */
247 if (this->receive_limit
<= 0) return nullptr;
249 /* We can receive a packet, so try that and if needed account for
250 * the amount of received data. */
251 Packet
*p
= this->NetworkTCPSocketHandler::ReceivePacket();
252 if (p
!= nullptr) this->receive_limit
-= p
->size
;
256 NetworkRecvStatus
ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status
)
258 assert(status
!= NETWORK_RECV_STATUS_OKAY
);
260 * Sending a message just before leaving the game calls cs->SendPackets.
261 * This might invoke this function, which means that when we close the
262 * connection after cs->SendPackets we will close an already closed
263 * connection. This handles that case gracefully without having to make
264 * that code any more complex or more aware of the validity of the socket.
266 if (this->sock
== INVALID_SOCKET
) return status
;
268 if (status
!= NETWORK_RECV_STATUS_CONN_LOST
&& status
!= NETWORK_RECV_STATUS_SERVER_ERROR
&& !this->HasClientQuit() && this->status
>= STATUS_AUTHORIZED
) {
269 /* We did not receive a leave message from this client... */
270 char client_name
[NETWORK_CLIENT_NAME_LENGTH
];
272 this->GetClientName(client_name
, lastof(client_name
));
274 NetworkTextMessage(NETWORK_ACTION_LEAVE
, CC_DEFAULT
, false, client_name
, nullptr, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST
);
276 /* Inform other clients of this... strange leaving ;) */
277 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
278 if (new_cs
->status
> STATUS_AUTHORIZED
&& this != new_cs
) {
279 new_cs
->SendErrorQuit(this->client_id
, NETWORK_ERROR_CONNECTION_LOST
);
284 /* If we were transfering a map to this client, stop the savegame creation
285 * process and queue the next client to receive the map. */
286 if (this->status
== STATUS_MAP
) {
287 /* Ensure the saving of the game is stopped too. */
288 this->savegame
->Destroy();
289 this->savegame
= nullptr;
291 this->CheckNextClientToSendMap(this);
294 NetworkAdminClientError(this->client_id
, NETWORK_ERROR_CONNECTION_LOST
);
295 DEBUG(net
, 1, "Closed client connection %d", this->client_id
);
297 /* We just lost one client :( */
298 if (this->status
>= STATUS_AUTHORIZED
) _network_game_info
.clients_on
--;
299 extern byte _network_clients_connected
;
300 _network_clients_connected
--;
302 DeleteWindowById(WC_CLIENT_LIST_POPUP
, this->client_id
);
303 SetWindowDirty(WC_CLIENT_LIST
, 0);
305 this->SendPackets(true);
307 delete this->GetInfo();
314 * Whether an connection is allowed or not at this moment.
315 * @return true if the connection is allowed.
317 /* static */ bool ServerNetworkGameSocketHandler::AllowConnection()
319 extern byte _network_clients_connected
;
320 bool accept
= _network_clients_connected
< MAX_CLIENTS
&& _network_game_info
.clients_on
< _settings_client
.network
.max_clients
;
322 /* We can't go over the MAX_CLIENTS limit here. However, the
323 * pool must have place for all clients and ourself. */
324 static_assert(NetworkClientSocketPool::MAX_SIZE
== MAX_CLIENTS
+ 1);
325 assert(!accept
|| ServerNetworkGameSocketHandler::CanAllocateItem());
329 /** Send the packets for the server sockets. */
330 /* static */ void ServerNetworkGameSocketHandler::Send()
332 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
334 if (cs
->SendPackets() != SPS_CLOSED
&& cs
->status
== STATUS_MAP
) {
335 /* This client is in the middle of a map-send, call the function for that */
342 static void NetworkHandleCommandQueue(NetworkClientSocket
*cs
);
346 * DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs
350 * Send the client information about a client.
351 * @param ci The client to send information about.
353 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientInfo
*ci
)
355 if (ci
->client_id
!= INVALID_CLIENT_ID
) {
356 Packet
*p
= new Packet(PACKET_SERVER_CLIENT_INFO
);
357 p
->Send_uint32(ci
->client_id
);
358 p
->Send_uint8 (ci
->client_playas
);
359 p
->Send_string(ci
->client_name
);
363 return NETWORK_RECV_STATUS_OKAY
;
366 /** Send the client information about the companies. */
367 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendCompanyInfo()
369 /* Fetch the latest version of the stats */
370 NetworkCompanyStats company_stats
[MAX_COMPANIES
];
371 NetworkPopulateCompanyStats(company_stats
);
373 /* Make a list of all clients per company */
374 char clients
[MAX_COMPANIES
][NETWORK_CLIENTS_LENGTH
];
375 memset(clients
, 0, sizeof(clients
));
377 /* Add the local player (if not dedicated) */
378 const NetworkClientInfo
*ci
= NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER
);
379 if (ci
!= nullptr && Company::IsValidID(ci
->client_playas
)) {
380 strecpy(clients
[ci
->client_playas
], ci
->client_name
, lastof(clients
[ci
->client_playas
]));
383 for (NetworkClientSocket
*csi
: NetworkClientSocket::Iterate()) {
384 char client_name
[NETWORK_CLIENT_NAME_LENGTH
];
386 ((ServerNetworkGameSocketHandler
*)csi
)->GetClientName(client_name
, lastof(client_name
));
389 if (ci
!= nullptr && Company::IsValidID(ci
->client_playas
)) {
390 if (!StrEmpty(clients
[ci
->client_playas
])) {
391 strecat(clients
[ci
->client_playas
], ", ", lastof(clients
[ci
->client_playas
]));
394 strecat(clients
[ci
->client_playas
], client_name
, lastof(clients
[ci
->client_playas
]));
398 /* Now send the data */
402 for (const Company
*company
: Company::Iterate()) {
403 p
= new Packet(PACKET_SERVER_COMPANY_INFO
);
405 p
->Send_uint8 (NETWORK_COMPANY_INFO_VERSION
);
407 this->SendCompanyInformation(p
, company
, &company_stats
[company
->index
]);
409 if (StrEmpty(clients
[company
->index
])) {
410 p
->Send_string("<none>");
412 p
->Send_string(clients
[company
->index
]);
418 p
= new Packet(PACKET_SERVER_COMPANY_INFO
);
420 p
->Send_uint8 (NETWORK_COMPANY_INFO_VERSION
);
421 p
->Send_bool (false);
424 return NETWORK_RECV_STATUS_OKAY
;
428 * Send an error to the client, and close its connection.
429 * @param error The error to disconnect for.
430 * @param reason In case of kicking a client, specifies the reason for kicking the client.
432 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error
, const char *reason
)
435 Packet
*p
= new Packet(PACKET_SERVER_ERROR
);
437 p
->Send_uint8(error
);
438 if (reason
!= nullptr) p
->Send_string(reason
);
441 StringID strid
= GetNetworkErrorMsg(error
);
442 GetString(str
, strid
, lastof(str
));
444 /* Only send when the current client was in game */
445 if (this->status
> STATUS_AUTHORIZED
) {
446 char client_name
[NETWORK_CLIENT_NAME_LENGTH
];
448 this->GetClientName(client_name
, lastof(client_name
));
450 DEBUG(net
, 1, "'%s' made an error and has been disconnected. Reason: '%s'", client_name
, str
);
452 if (error
== NETWORK_ERROR_KICKED
&& reason
!= nullptr) {
453 NetworkTextMessage(NETWORK_ACTION_KICKED
, CC_DEFAULT
, false, client_name
, reason
, strid
);
455 NetworkTextMessage(NETWORK_ACTION_LEAVE
, CC_DEFAULT
, false, client_name
, nullptr, strid
);
458 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
459 if (new_cs
->status
>= STATUS_AUTHORIZED
&& new_cs
!= this) {
460 /* Some errors we filter to a more general error. Clients don't have to know the real
461 * reason a joining failed. */
462 if (error
== NETWORK_ERROR_NOT_AUTHORIZED
|| error
== NETWORK_ERROR_NOT_EXPECTED
|| error
== NETWORK_ERROR_WRONG_REVISION
) {
463 error
= NETWORK_ERROR_ILLEGAL_PACKET
;
465 new_cs
->SendErrorQuit(this->client_id
, error
);
469 NetworkAdminClientError(this->client_id
, error
);
471 DEBUG(net
, 1, "Client %d made an error and has been disconnected. Reason: '%s'", this->client_id
, str
);
474 /* The client made a mistake, so drop his connection now! */
475 return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR
);
478 /** Send the check for the NewGRFs. */
479 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendNewGRFCheck()
481 Packet
*p
= new Packet(PACKET_SERVER_CHECK_NEWGRFS
);
485 for (c
= _grfconfig
; c
!= nullptr; c
= c
->next
) {
486 if (!HasBit(c
->flags
, GCF_STATIC
)) grf_count
++;
489 p
->Send_uint8 (grf_count
);
490 for (c
= _grfconfig
; c
!= nullptr; c
= c
->next
) {
491 if (!HasBit(c
->flags
, GCF_STATIC
)) this->SendGRFIdentifier(p
, &c
->ident
);
495 return NETWORK_RECV_STATUS_OKAY
;
498 /** Request the game password. */
499 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendNeedGamePassword()
501 /* Invalid packet when status is STATUS_AUTH_GAME or higher */
502 if (this->status
>= STATUS_AUTH_GAME
) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET
);
504 this->status
= STATUS_AUTH_GAME
;
505 /* Reset 'lag' counters */
506 this->last_frame
= this->last_frame_server
= _frame_counter
;
508 Packet
*p
= new Packet(PACKET_SERVER_NEED_GAME_PASSWORD
);
510 return NETWORK_RECV_STATUS_OKAY
;
513 /** Request the company password. */
514 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
516 /* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
517 if (this->status
>= STATUS_AUTH_COMPANY
) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET
);
519 this->status
= STATUS_AUTH_COMPANY
;
520 /* Reset 'lag' counters */
521 this->last_frame
= this->last_frame_server
= _frame_counter
;
523 Packet
*p
= new Packet(PACKET_SERVER_NEED_COMPANY_PASSWORD
);
524 p
->Send_uint32(_settings_game
.game_creation
.generation_seed
);
525 p
->Send_string(_settings_client
.network
.network_id
);
527 return NETWORK_RECV_STATUS_OKAY
;
530 /** Send the client a welcome message with some basic information. */
531 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendWelcome()
535 /* Invalid packet when status is AUTH or higher */
536 if (this->status
>= STATUS_AUTHORIZED
) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET
);
538 this->status
= STATUS_AUTHORIZED
;
539 /* Reset 'lag' counters */
540 this->last_frame
= this->last_frame_server
= _frame_counter
;
542 _network_game_info
.clients_on
++;
544 p
= new Packet(PACKET_SERVER_WELCOME
);
545 p
->Send_uint32(this->client_id
);
546 p
->Send_uint32(_settings_game
.game_creation
.generation_seed
);
547 p
->Send_string(_settings_client
.network
.network_id
);
550 /* Transmit info about all the active clients */
551 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
552 if (new_cs
!= this && new_cs
->status
>= STATUS_AUTHORIZED
) {
553 this->SendClientInfo(new_cs
->GetInfo());
556 /* Also send the info of the server */
557 return this->SendClientInfo(NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER
));
560 /** Tell the client that its put in a waiting queue. */
561 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendWait()
563 int waiting
= 1; // current player getting the map counts as 1
566 /* Count how many clients are waiting in the queue, in front of you! */
567 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
568 if (new_cs
->status
!= STATUS_MAP_WAIT
) continue;
569 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
++;
572 p
= new Packet(PACKET_SERVER_WAIT
);
573 p
->Send_uint8(waiting
);
575 return NETWORK_RECV_STATUS_OKAY
;
578 void ServerNetworkGameSocketHandler::CheckNextClientToSendMap(NetworkClientSocket
*ignore_cs
)
580 /* Find the best candidate for joining, i.e. the first joiner. */
581 NetworkClientSocket
*best
= nullptr;
582 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
583 if (ignore_cs
== new_cs
) continue;
585 if (new_cs
->status
== STATUS_MAP_WAIT
) {
586 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
)) {
592 /* Is there someone else to join? */
593 if (best
!= nullptr) {
594 /* Let the first start joining. */
595 best
->status
= STATUS_AUTHORIZED
;
598 /* And update the rest. */
599 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
600 if (new_cs
->status
== STATUS_MAP_WAIT
) new_cs
->SendWait();
605 /** This sends the map to the client */
606 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendMap()
608 static uint sent_packets
; // How many packets we did send successfully last time
610 if (this->status
< STATUS_AUTHORIZED
) {
611 /* Illegal call, return error and ignore the packet */
612 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED
);
615 if (this->status
== STATUS_AUTHORIZED
) {
616 this->savegame
= new PacketWriter(this);
618 /* Now send the _frame_counter and how many packets are coming */
619 Packet
*p
= new Packet(PACKET_SERVER_MAP_BEGIN
);
620 p
->Send_uint32(_frame_counter
);
623 NetworkSyncCommandQueue(this);
624 this->status
= STATUS_MAP
;
625 /* Mark the start of download */
626 this->last_frame
= _frame_counter
;
627 this->last_frame_server
= _frame_counter
;
629 sent_packets
= 4; // We start with trying 4 packets
631 /* Make a dump of the current game */
632 if (SaveWithFilter(this->savegame
, true) != SL_OK
) usererror("network savedump failed");
635 if (this->status
== STATUS_MAP
) {
636 bool last_packet
= false;
637 bool has_packets
= false;
639 for (uint i
= 0; (has_packets
= this->savegame
->HasPackets()) && i
< sent_packets
; i
++) {
640 Packet
*p
= this->savegame
->PopPacket();
641 last_packet
= p
->buffer
[2] == PACKET_SERVER_MAP_DONE
;
646 /* There is no more data, so break the for */
652 /* Done reading, make sure saving is done as well */
653 this->savegame
->Destroy();
654 this->savegame
= nullptr;
656 /* Set the status to DONE_MAP, no we will wait for the client
657 * to send it is ready (maybe that happens like never ;)) */
658 this->status
= STATUS_DONE_MAP
;
660 this->CheckNextClientToSendMap();
663 switch (this->SendPackets()) {
665 return NETWORK_RECV_STATUS_CONN_LOST
;
668 /* All are sent, increase the sent_packets */
669 if (has_packets
) sent_packets
*= 2;
672 case SPS_PARTLY_SENT
:
673 /* Only a part is sent; leave the transmission state. */
677 /* Not everything is sent, decrease the sent_packets */
678 if (sent_packets
> 1) sent_packets
/= 2;
682 return NETWORK_RECV_STATUS_OKAY
;
686 * Tell that a client joined.
687 * @param client_id The client that joined.
689 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendJoin(ClientID client_id
)
691 Packet
*p
= new Packet(PACKET_SERVER_JOIN
);
693 p
->Send_uint32(client_id
);
696 return NETWORK_RECV_STATUS_OKAY
;
699 /** Tell the client that they may run to a particular frame. */
700 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendFrame()
702 Packet
*p
= new Packet(PACKET_SERVER_FRAME
);
703 p
->Send_uint32(_frame_counter
);
704 p
->Send_uint32(_frame_counter_max
);
705 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
706 p
->Send_uint32(_sync_seed_1
);
707 #ifdef NETWORK_SEND_DOUBLE_SEED
708 p
->Send_uint32(_sync_seed_2
);
712 /* If token equals 0, we need to make a new token and send that. */
713 if (this->last_token
== 0) {
714 this->last_token
= InteractiveRandomRange(UINT8_MAX
- 1) + 1;
715 p
->Send_uint8(this->last_token
);
719 return NETWORK_RECV_STATUS_OKAY
;
722 /** Request the client to sync. */
723 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendSync()
725 Packet
*p
= new Packet(PACKET_SERVER_SYNC
);
726 p
->Send_uint32(_frame_counter
);
727 p
->Send_uint32(_sync_seed_1
);
729 #ifdef NETWORK_SEND_DOUBLE_SEED
730 p
->Send_uint32(_sync_seed_2
);
733 return NETWORK_RECV_STATUS_OKAY
;
737 * Send a command to the client to execute.
738 * @param cp The command to send.
740 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendCommand(const CommandPacket
*cp
)
742 Packet
*p
= new Packet(PACKET_SERVER_COMMAND
);
744 this->NetworkGameSocketHandler::SendCommand(p
, cp
);
745 p
->Send_uint32(cp
->frame
);
746 p
->Send_bool (cp
->my_cmd
);
749 return NETWORK_RECV_STATUS_OKAY
;
753 * Send a chat message.
754 * @param action The action associated with the message.
755 * @param client_id The origin of the chat message.
756 * @param self_send Whether we did send the message.
757 * @param msg The actual message.
758 * @param data Arbitrary extra data.
760 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendChat(NetworkAction action
, ClientID client_id
, bool self_send
, const char *msg
, int64 data
)
762 if (this->status
< STATUS_PRE_ACTIVE
) return NETWORK_RECV_STATUS_OKAY
;
764 Packet
*p
= new Packet(PACKET_SERVER_CHAT
);
766 p
->Send_uint8 (action
);
767 p
->Send_uint32(client_id
);
768 p
->Send_bool (self_send
);
770 p
->Send_uint64(data
);
773 return NETWORK_RECV_STATUS_OKAY
;
777 * Tell the client another client quit with an error.
778 * @param client_id The client that quit.
779 * @param errorno The reason the client quit.
781 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_id
, NetworkErrorCode errorno
)
783 Packet
*p
= new Packet(PACKET_SERVER_ERROR_QUIT
);
785 p
->Send_uint32(client_id
);
786 p
->Send_uint8 (errorno
);
789 return NETWORK_RECV_STATUS_OKAY
;
793 * Tell the client another client quit.
794 * @param client_id The client that quit.
796 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendQuit(ClientID client_id
)
798 Packet
*p
= new Packet(PACKET_SERVER_QUIT
);
800 p
->Send_uint32(client_id
);
803 return NETWORK_RECV_STATUS_OKAY
;
806 /** Tell the client we're shutting down. */
807 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendShutdown()
809 Packet
*p
= new Packet(PACKET_SERVER_SHUTDOWN
);
811 return NETWORK_RECV_STATUS_OKAY
;
814 /** Tell the client we're starting a new game. */
815 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendNewGame()
817 Packet
*p
= new Packet(PACKET_SERVER_NEWGAME
);
819 return NETWORK_RECV_STATUS_OKAY
;
823 * Send the result of a console action.
824 * @param colour The colour of the result.
825 * @param command The command that was executed.
827 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendRConResult(uint16 colour
, const char *command
)
829 Packet
*p
= new Packet(PACKET_SERVER_RCON
);
831 p
->Send_uint16(colour
);
832 p
->Send_string(command
);
834 return NETWORK_RECV_STATUS_OKAY
;
838 * Tell that a client moved to another company.
839 * @param client_id The client that moved.
840 * @param company_id The company the client moved to.
842 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendMove(ClientID client_id
, CompanyID company_id
)
844 Packet
*p
= new Packet(PACKET_SERVER_MOVE
);
846 p
->Send_uint32(client_id
);
847 p
->Send_uint8(company_id
);
849 return NETWORK_RECV_STATUS_OKAY
;
852 /** Send an update about the company password states. */
853 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendCompanyUpdate()
855 Packet
*p
= new Packet(PACKET_SERVER_COMPANY_UPDATE
);
857 p
->Send_uint16(_network_company_passworded
);
859 return NETWORK_RECV_STATUS_OKAY
;
862 /** Send an update about the max company/spectator counts. */
863 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendConfigUpdate()
865 Packet
*p
= new Packet(PACKET_SERVER_CONFIG_UPDATE
);
867 p
->Send_uint8(_settings_client
.network
.max_companies
);
868 p
->Send_uint8(_settings_client
.network
.max_spectators
);
870 return NETWORK_RECV_STATUS_OKAY
;
874 * Receiving functions
875 * DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
878 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO(Packet
*p
)
880 return this->SendCompanyInfo();
883 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet
*p
)
885 if (this->status
!= STATUS_NEWGRFS_CHECK
) {
886 /* Illegal call, return error and ignore the packet */
887 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
890 NetworkClientInfo
*ci
= this->GetInfo();
892 /* We now want a password from the client else we do not allow him in! */
893 if (!StrEmpty(_settings_client
.network
.server_password
)) {
894 return this->SendNeedGamePassword();
897 if (Company::IsValidID(ci
->client_playas
) && !StrEmpty(_network_company_states
[ci
->client_playas
].password
)) {
898 return this->SendNeedCompanyPassword();
901 return this->SendWelcome();
904 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet
*p
)
906 if (this->status
!= STATUS_INACTIVE
) {
907 /* Illegal call, return error and ignore the packet */
908 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
911 char name
[NETWORK_CLIENT_NAME_LENGTH
];
913 NetworkLanguage client_lang
;
914 char client_revision
[NETWORK_REVISION_LENGTH
];
916 p
->Recv_string(client_revision
, sizeof(client_revision
));
917 uint32 newgrf_version
= p
->Recv_uint32();
919 /* Check if the client has revision control enabled */
920 if (!IsNetworkCompatibleVersion(client_revision
) || _openttd_newgrf_version
!= newgrf_version
) {
921 /* Different revisions!! */
922 return this->SendError(NETWORK_ERROR_WRONG_REVISION
);
925 p
->Recv_string(name
, sizeof(name
));
926 playas
= (Owner
)p
->Recv_uint8();
927 client_lang
= (NetworkLanguage
)p
->Recv_uint8();
929 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST
;
931 /* join another company does not affect these values */
933 case COMPANY_NEW_COMPANY
: // New company
934 if (Company::GetNumItems() >= _settings_client
.network
.max_companies
) {
935 return this->SendError(NETWORK_ERROR_FULL
);
938 case COMPANY_SPECTATOR
: // Spectator
939 if (NetworkSpectatorCount() >= _settings_client
.network
.max_spectators
) {
940 return this->SendError(NETWORK_ERROR_FULL
);
943 default: // Join another company (companies 1-8 (index 0-7))
944 if (!Company::IsValidHumanID(playas
)) {
945 return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH
);
950 /* We need a valid name.. make it Player */
951 if (StrEmpty(name
)) strecpy(name
, "Player", lastof(name
));
953 if (!NetworkFindName(name
, lastof(name
))) { // Change name if duplicate
954 /* We could not create a name for this client */
955 return this->SendError(NETWORK_ERROR_NAME_IN_USE
);
958 assert(NetworkClientInfo::CanAllocateItem());
959 NetworkClientInfo
*ci
= new NetworkClientInfo(this->client_id
);
961 ci
->join_date
= _date
;
962 strecpy(ci
->client_name
, name
, lastof(ci
->client_name
));
963 ci
->client_playas
= playas
;
964 ci
->client_lang
= client_lang
;
965 DEBUG(desync
, 1, "client: %08x; %02x; %02x; %02x", _date
, _date_fract
, (int)ci
->client_playas
, (int)ci
->index
);
967 /* Make sure companies to which people try to join are not autocleaned */
968 if (Company::IsValidID(playas
)) _network_company_states
[playas
].months_empty
= 0;
970 this->status
= STATUS_NEWGRFS_CHECK
;
972 if (_grfconfig
== nullptr) {
973 /* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
974 return this->Receive_CLIENT_NEWGRFS_CHECKED(nullptr);
977 return this->SendNewGRFCheck();
980 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet
*p
)
982 if (this->status
!= STATUS_AUTH_GAME
) {
983 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
986 char password
[NETWORK_PASSWORD_LENGTH
];
987 p
->Recv_string(password
, sizeof(password
));
989 /* Check game password. Allow joining if we cleared the password meanwhile */
990 if (!StrEmpty(_settings_client
.network
.server_password
) &&
991 strcmp(password
, _settings_client
.network
.server_password
) != 0) {
992 /* Password is invalid */
993 return this->SendError(NETWORK_ERROR_WRONG_PASSWORD
);
996 const NetworkClientInfo
*ci
= this->GetInfo();
997 if (Company::IsValidID(ci
->client_playas
) && !StrEmpty(_network_company_states
[ci
->client_playas
].password
)) {
998 return this->SendNeedCompanyPassword();
1001 /* Valid password, allow user */
1002 return this->SendWelcome();
1005 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet
*p
)
1007 if (this->status
!= STATUS_AUTH_COMPANY
) {
1008 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1011 char password
[NETWORK_PASSWORD_LENGTH
];
1012 p
->Recv_string(password
, sizeof(password
));
1014 /* Check company password. Allow joining if we cleared the password meanwhile.
1015 * Also, check the company is still valid - client could be moved to spectators
1016 * in the middle of the authorization process */
1017 CompanyID playas
= this->GetInfo()->client_playas
;
1018 if (Company::IsValidID(playas
) && !StrEmpty(_network_company_states
[playas
].password
) &&
1019 strcmp(password
, _network_company_states
[playas
].password
) != 0) {
1020 /* Password is invalid */
1021 return this->SendError(NETWORK_ERROR_WRONG_PASSWORD
);
1024 return this->SendWelcome();
1027 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet
*p
)
1029 /* The client was never joined.. so this is impossible, right?
1030 * Ignore the packet, give the client a warning, and close his connection */
1031 if (this->status
< STATUS_AUTHORIZED
|| this->HasClientQuit()) {
1032 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED
);
1035 /* Check if someone else is receiving the map */
1036 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
1037 if (new_cs
->status
== STATUS_MAP
) {
1038 /* Tell the new client to wait */
1039 this->status
= STATUS_MAP_WAIT
;
1040 return this->SendWait();
1044 /* We receive a request to upload the map.. give it to the client! */
1045 return this->SendMap();
1048 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet
*p
)
1050 /* Client has the map, now start syncing */
1051 if (this->status
== STATUS_DONE_MAP
&& !this->HasClientQuit()) {
1052 char client_name
[NETWORK_CLIENT_NAME_LENGTH
];
1054 this->GetClientName(client_name
, lastof(client_name
));
1056 NetworkTextMessage(NETWORK_ACTION_JOIN
, CC_DEFAULT
, false, client_name
, nullptr, this->client_id
);
1058 /* Mark the client as pre-active, and wait for an ACK
1059 * so we know he is done loading and in sync with us */
1060 this->status
= STATUS_PRE_ACTIVE
;
1061 NetworkHandleCommandQueue(this);
1065 /* This is the frame the client receives
1066 * we need it later on to make sure the client is not too slow */
1067 this->last_frame
= _frame_counter
;
1068 this->last_frame_server
= _frame_counter
;
1070 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
1071 if (new_cs
->status
>= STATUS_AUTHORIZED
) {
1072 new_cs
->SendClientInfo(this->GetInfo());
1073 new_cs
->SendJoin(this->client_id
);
1077 NetworkAdminClientInfo(this, true);
1079 /* also update the new client with our max values */
1080 this->SendConfigUpdate();
1082 /* quickly update the syncing client with company details */
1083 return this->SendCompanyUpdate();
1086 /* Wrong status for this packet, give a warning to client, and close connection */
1087 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1091 * The client has done a command and wants us to handle it
1092 * @param p the packet in which the command was sent
1094 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet
*p
)
1096 /* The client was never joined.. so this is impossible, right?
1097 * Ignore the packet, give the client a warning, and close his connection */
1098 if (this->status
< STATUS_DONE_MAP
|| this->HasClientQuit()) {
1099 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1102 if (this->incoming_queue
.Count() >= _settings_client
.network
.max_commands_in_queue
) {
1103 return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS
);
1107 const char *err
= this->ReceiveCommand(p
, &cp
);
1109 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST
;
1111 NetworkClientInfo
*ci
= this->GetInfo();
1113 if (err
!= nullptr) {
1114 IConsolePrintF(CC_ERROR
, "WARNING: %s from client %d (IP: %s).", err
, ci
->client_id
, this->GetClientIP());
1115 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1119 if ((GetCommandFlags(cp
.cmd
) & CMD_SERVER
) && ci
->client_id
!= CLIENT_ID_SERVER
) {
1120 IConsolePrintF(CC_ERROR
, "WARNING: server only command %u from client %u (IP: %s), kicking...", cp
.cmd
& CMD_ID_MASK
, ci
->client_id
, this->GetClientIP());
1121 return this->SendError(NETWORK_ERROR_KICKED
);
1124 if ((GetCommandFlags(cp
.cmd
) & CMD_SPECTATOR
) == 0 && !Company::IsValidID(cp
.company
) && ci
->client_id
!= CLIENT_ID_SERVER
) {
1125 IConsolePrintF(CC_ERROR
, "WARNING: spectator (client: %u, IP: %s) issued non-spectator command %u, kicking...", ci
->client_id
, this->GetClientIP(), cp
.cmd
& CMD_ID_MASK
);
1126 return this->SendError(NETWORK_ERROR_KICKED
);
1130 * Only CMD_COMPANY_CTRL is always allowed, for the rest, playas needs
1131 * to match the company in the packet. If it doesn't, the client has done
1132 * something pretty naughty (or a bug), and will be kicked
1134 if (!(cp
.cmd
== CMD_COMPANY_CTRL
&& cp
.p1
== 0 && ci
->client_playas
== COMPANY_NEW_COMPANY
) && ci
->client_playas
!= cp
.company
) {
1135 IConsolePrintF(CC_ERROR
, "WARNING: client %d (IP: %s) tried to execute a command as company %d, kicking...",
1136 ci
->client_playas
+ 1, this->GetClientIP(), cp
.company
+ 1);
1137 return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH
);
1140 if (cp
.cmd
== CMD_COMPANY_CTRL
) {
1141 if (cp
.p1
!= 0 || cp
.company
!= COMPANY_SPECTATOR
) {
1142 return this->SendError(NETWORK_ERROR_CHEATER
);
1145 /* 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! */
1146 if (Company::GetNumItems() >= _settings_client
.network
.max_companies
) {
1147 NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE
, DESTTYPE_CLIENT
, ci
->client_id
, "cannot create new company, server full", CLIENT_ID_SERVER
);
1148 return NETWORK_RECV_STATUS_OKAY
;
1152 if (GetCommandFlags(cp
.cmd
) & CMD_CLIENT_ID
) cp
.p2
= this->client_id
;
1154 this->incoming_queue
.Append(&cp
);
1155 return NETWORK_RECV_STATUS_OKAY
;
1158 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet
*p
)
1160 /* This packets means a client noticed an error and is reporting this
1161 * to us. Display the error and report it to the other clients */
1163 char client_name
[NETWORK_CLIENT_NAME_LENGTH
];
1164 NetworkErrorCode errorno
= (NetworkErrorCode
)p
->Recv_uint8();
1166 /* The client was never joined.. thank the client for the packet, but ignore it */
1167 if (this->status
< STATUS_DONE_MAP
|| this->HasClientQuit()) {
1168 return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST
);
1171 this->GetClientName(client_name
, lastof(client_name
));
1173 StringID strid
= GetNetworkErrorMsg(errorno
);
1174 GetString(str
, strid
, lastof(str
));
1176 DEBUG(net
, 2, "'%s' reported an error and is closing its connection (%s)", client_name
, str
);
1178 NetworkTextMessage(NETWORK_ACTION_LEAVE
, CC_DEFAULT
, false, client_name
, nullptr, strid
);
1180 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
1181 if (new_cs
->status
>= STATUS_AUTHORIZED
) {
1182 new_cs
->SendErrorQuit(this->client_id
, errorno
);
1186 NetworkAdminClientError(this->client_id
, errorno
);
1188 return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST
);
1191 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet
*p
)
1193 /* The client wants to leave. Display this and report it to the other
1195 char client_name
[NETWORK_CLIENT_NAME_LENGTH
];
1197 /* The client was never joined.. thank the client for the packet, but ignore it */
1198 if (this->status
< STATUS_DONE_MAP
|| this->HasClientQuit()) {
1199 return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST
);
1202 this->GetClientName(client_name
, lastof(client_name
));
1204 NetworkTextMessage(NETWORK_ACTION_LEAVE
, CC_DEFAULT
, false, client_name
, nullptr, STR_NETWORK_MESSAGE_CLIENT_LEAVING
);
1206 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
1207 if (new_cs
->status
>= STATUS_AUTHORIZED
&& new_cs
!= this) {
1208 new_cs
->SendQuit(this->client_id
);
1212 NetworkAdminClientQuit(this->client_id
);
1214 return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST
);
1217 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet
*p
)
1219 if (this->status
< STATUS_AUTHORIZED
) {
1220 /* Illegal call, return error and ignore the packet */
1221 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED
);
1224 uint32 frame
= p
->Recv_uint32();
1226 /* The client is trying to catch up with the server */
1227 if (this->status
== STATUS_PRE_ACTIVE
) {
1228 /* The client is not yet caught up? */
1229 if (frame
+ DAY_TICKS
< _frame_counter
) return NETWORK_RECV_STATUS_OKAY
;
1231 /* Now he is! Unpause the game */
1232 this->status
= STATUS_ACTIVE
;
1233 this->last_token_frame
= _frame_counter
;
1235 /* Execute script for, e.g. MOTD */
1236 IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
1239 /* Get, and validate the token. */
1240 uint8 token
= p
->Recv_uint8();
1241 if (token
== this->last_token
) {
1242 /* We differentiate between last_token_frame and last_frame so the lag
1243 * test uses the actual lag of the client instead of the lag for getting
1244 * the token back and forth; after all, the token is only sent every
1245 * time we receive a PACKET_CLIENT_ACK, after which we will send a new
1246 * token to the client. If the lag would be one day, then we would not
1247 * be sending the new token soon enough for the new daily scheduled
1248 * PACKET_CLIENT_ACK. This would then register the lag of the client as
1249 * two days, even when it's only a single day. */
1250 this->last_token_frame
= _frame_counter
;
1251 /* Request a new token. */
1252 this->last_token
= 0;
1255 /* The client received the frame, make note of it */
1256 this->last_frame
= frame
;
1257 /* With those 2 values we can calculate the lag realtime */
1258 this->last_frame_server
= _frame_counter
;
1259 return NETWORK_RECV_STATUS_OKAY
;
1264 * Send an actual chat message.
1265 * @param action The action that's performed.
1266 * @param desttype The type of destination.
1267 * @param dest The actual destination index.
1268 * @param msg The actual message.
1269 * @param from_id The origin of the message.
1270 * @param data Arbitrary data.
1271 * @param from_admin Whether the origin is an admin or not.
1273 void NetworkServerSendChat(NetworkAction action
, DestType desttype
, int dest
, const char *msg
, ClientID from_id
, int64 data
, bool from_admin
)
1275 const NetworkClientInfo
*ci
, *ci_own
, *ci_to
;
1278 case DESTTYPE_CLIENT
:
1279 /* Are we sending to the server? */
1280 if ((ClientID
)dest
== CLIENT_ID_SERVER
) {
1281 ci
= NetworkClientInfo::GetByClientID(from_id
);
1282 /* Display the text locally, and that is it */
1283 if (ci
!= nullptr) {
1284 NetworkTextMessage(action
, GetDrawStringCompanyColour(ci
->client_playas
), false, ci
->client_name
, msg
, data
);
1286 if (_settings_client
.network
.server_admin_chat
) {
1287 NetworkAdminChat(action
, desttype
, from_id
, msg
, data
, from_admin
);
1291 /* Else find the client to send the message to */
1292 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1293 if (cs
->client_id
== (ClientID
)dest
) {
1294 cs
->SendChat(action
, from_id
, false, msg
, data
);
1300 /* Display the message locally (so you know you have sent it) */
1301 if (from_id
!= (ClientID
)dest
) {
1302 if (from_id
== CLIENT_ID_SERVER
) {
1303 ci
= NetworkClientInfo::GetByClientID(from_id
);
1304 ci_to
= NetworkClientInfo::GetByClientID((ClientID
)dest
);
1305 if (ci
!= nullptr && ci_to
!= nullptr) {
1306 NetworkTextMessage(action
, GetDrawStringCompanyColour(ci
->client_playas
), true, ci_to
->client_name
, msg
, data
);
1309 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1310 if (cs
->client_id
== from_id
) {
1311 cs
->SendChat(action
, (ClientID
)dest
, true, msg
, data
);
1318 case DESTTYPE_TEAM
: {
1319 /* If this is false, the message is already displayed on the client who sent it. */
1320 bool show_local
= true;
1321 /* Find all clients that belong to this company */
1323 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1325 if (ci
!= nullptr && ci
->client_playas
== (CompanyID
)dest
) {
1326 cs
->SendChat(action
, from_id
, false, msg
, data
);
1327 if (cs
->client_id
== from_id
) show_local
= false;
1328 ci_to
= ci
; // Remember a client that is in the company for company-name
1332 /* if the server can read it, let the admin network read it, too. */
1333 if (_local_company
== (CompanyID
)dest
&& _settings_client
.network
.server_admin_chat
) {
1334 NetworkAdminChat(action
, desttype
, from_id
, msg
, data
, from_admin
);
1337 ci
= NetworkClientInfo::GetByClientID(from_id
);
1338 ci_own
= NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER
);
1339 if (ci
!= nullptr && ci_own
!= nullptr && ci_own
->client_playas
== dest
) {
1340 NetworkTextMessage(action
, GetDrawStringCompanyColour(ci
->client_playas
), false, ci
->client_name
, msg
, data
);
1341 if (from_id
== CLIENT_ID_SERVER
) show_local
= false;
1345 /* There is no such client */
1346 if (ci_to
== nullptr) break;
1348 /* Display the message locally (so you know you have sent it) */
1349 if (ci
!= nullptr && show_local
) {
1350 if (from_id
== CLIENT_ID_SERVER
) {
1351 char name
[NETWORK_NAME_LENGTH
];
1352 StringID str
= Company::IsValidID(ci_to
->client_playas
) ? STR_COMPANY_NAME
: STR_NETWORK_SPECTATORS
;
1353 SetDParam(0, ci_to
->client_playas
);
1354 GetString(name
, str
, lastof(name
));
1355 NetworkTextMessage(action
, GetDrawStringCompanyColour(ci_own
->client_playas
), true, name
, msg
, data
);
1357 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1358 if (cs
->client_id
== from_id
) {
1359 cs
->SendChat(action
, ci_to
->client_id
, true, msg
, data
);
1367 DEBUG(net
, 0, "[server] received unknown chat destination type %d. Doing broadcast instead", desttype
);
1370 case DESTTYPE_BROADCAST
:
1371 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1372 cs
->SendChat(action
, from_id
, false, msg
, data
);
1375 NetworkAdminChat(action
, desttype
, from_id
, msg
, data
, from_admin
);
1377 ci
= NetworkClientInfo::GetByClientID(from_id
);
1378 if (ci
!= nullptr) {
1379 NetworkTextMessage(action
, GetDrawStringCompanyColour(ci
->client_playas
), false, ci
->client_name
, msg
, data
);
1385 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet
*p
)
1387 if (this->status
< STATUS_PRE_ACTIVE
) {
1388 /* Illegal call, return error and ignore the packet */
1389 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED
);
1392 NetworkAction action
= (NetworkAction
)p
->Recv_uint8();
1393 DestType desttype
= (DestType
)p
->Recv_uint8();
1394 int dest
= p
->Recv_uint32();
1395 char msg
[NETWORK_CHAT_LENGTH
];
1397 p
->Recv_string(msg
, NETWORK_CHAT_LENGTH
);
1398 int64 data
= p
->Recv_uint64();
1400 NetworkClientInfo
*ci
= this->GetInfo();
1402 case NETWORK_ACTION_CHAT
:
1403 case NETWORK_ACTION_CHAT_CLIENT
:
1404 case NETWORK_ACTION_CHAT_COMPANY
:
1405 NetworkServerSendChat(action
, desttype
, dest
, msg
, this->client_id
, data
);
1408 IConsolePrintF(CC_ERROR
, "WARNING: invalid chat action from client %d (IP: %s).", ci
->client_id
, this->GetClientIP());
1409 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1411 return NETWORK_RECV_STATUS_OKAY
;
1414 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet
*p
)
1416 if (this->status
!= STATUS_ACTIVE
) {
1417 /* Illegal call, return error and ignore the packet */
1418 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1421 char password
[NETWORK_PASSWORD_LENGTH
];
1422 const NetworkClientInfo
*ci
;
1424 p
->Recv_string(password
, sizeof(password
));
1425 ci
= this->GetInfo();
1427 NetworkServerSetCompanyPassword(ci
->client_playas
, password
);
1428 return NETWORK_RECV_STATUS_OKAY
;
1431 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet
*p
)
1433 if (this->status
!= STATUS_ACTIVE
) {
1434 /* Illegal call, return error and ignore the packet */
1435 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1438 char client_name
[NETWORK_CLIENT_NAME_LENGTH
];
1439 NetworkClientInfo
*ci
;
1441 p
->Recv_string(client_name
, sizeof(client_name
));
1442 ci
= this->GetInfo();
1444 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST
;
1446 if (ci
!= nullptr) {
1447 /* Display change */
1448 if (NetworkFindName(client_name
, lastof(client_name
))) {
1449 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE
, CC_DEFAULT
, false, ci
->client_name
, client_name
);
1450 strecpy(ci
->client_name
, client_name
, lastof(ci
->client_name
));
1451 NetworkUpdateClientInfo(ci
->client_id
);
1454 return NETWORK_RECV_STATUS_OKAY
;
1457 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet
*p
)
1459 if (this->status
!= STATUS_ACTIVE
) return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1461 char pass
[NETWORK_PASSWORD_LENGTH
];
1462 char command
[NETWORK_RCONCOMMAND_LENGTH
];
1464 if (StrEmpty(_settings_client
.network
.rcon_password
)) return NETWORK_RECV_STATUS_OKAY
;
1466 p
->Recv_string(pass
, sizeof(pass
));
1467 p
->Recv_string(command
, sizeof(command
));
1469 if (strcmp(pass
, _settings_client
.network
.rcon_password
) != 0) {
1470 DEBUG(net
, 0, "[rcon] wrong password from client-id %d", this->client_id
);
1471 return NETWORK_RECV_STATUS_OKAY
;
1474 DEBUG(net
, 0, "[rcon] client-id %d executed: '%s'", this->client_id
, command
);
1476 _redirect_console_to_client
= this->client_id
;
1477 IConsoleCmdExec(command
);
1478 _redirect_console_to_client
= INVALID_CLIENT_ID
;
1479 return NETWORK_RECV_STATUS_OKAY
;
1482 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet
*p
)
1484 if (this->status
!= STATUS_ACTIVE
) return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1486 CompanyID company_id
= (Owner
)p
->Recv_uint8();
1488 /* Check if the company is valid, we don't allow moving to AI companies */
1489 if (company_id
!= COMPANY_SPECTATOR
&& !Company::IsValidHumanID(company_id
)) return NETWORK_RECV_STATUS_OKAY
;
1491 /* Check if we require a password for this company */
1492 if (company_id
!= COMPANY_SPECTATOR
&& !StrEmpty(_network_company_states
[company_id
].password
)) {
1493 /* we need a password from the client - should be in this packet */
1494 char password
[NETWORK_PASSWORD_LENGTH
];
1495 p
->Recv_string(password
, sizeof(password
));
1497 /* Incorrect password sent, return! */
1498 if (strcmp(password
, _network_company_states
[company_id
].password
) != 0) {
1499 DEBUG(net
, 2, "[move] wrong password from client-id #%d for company #%d", this->client_id
, company_id
+ 1);
1500 return NETWORK_RECV_STATUS_OKAY
;
1504 /* if we get here we can move the client */
1505 NetworkServerDoMove(this->client_id
, company_id
);
1506 return NETWORK_RECV_STATUS_OKAY
;
1510 * Package some generic company information into a packet.
1511 * @param p The packet that will contain the data.
1512 * @param c The company to put the of into the packet.
1513 * @param stats The statistics to put in the packet.
1514 * @param max_len The maximum length of the company name.
1516 void NetworkSocketHandler::SendCompanyInformation(Packet
*p
, const Company
*c
, const NetworkCompanyStats
*stats
, uint max_len
)
1518 /* Grab the company name */
1519 char company_name
[NETWORK_COMPANY_NAME_LENGTH
];
1520 SetDParam(0, c
->index
);
1522 assert(max_len
<= lengthof(company_name
));
1523 GetString(company_name
, STR_COMPANY_NAME
, company_name
+ max_len
- 1);
1525 /* Get the income */
1527 if (_cur_year
- 1 == c
->inaugurated_year
) {
1528 /* The company is here just 1 year, so display [2], else display[1] */
1529 for (uint i
= 0; i
< lengthof(c
->yearly_expenses
[2]); i
++) {
1530 income
-= c
->yearly_expenses
[2][i
];
1533 for (uint i
= 0; i
< lengthof(c
->yearly_expenses
[1]); i
++) {
1534 income
-= c
->yearly_expenses
[1][i
];
1538 /* Send the information */
1539 p
->Send_uint8 (c
->index
);
1540 p
->Send_string(company_name
);
1541 p
->Send_uint32(c
->inaugurated_year
);
1542 p
->Send_uint64(c
->old_economy
[0].company_value
);
1543 p
->Send_uint64(c
->money
);
1544 p
->Send_uint64(income
);
1545 p
->Send_uint16(c
->old_economy
[0].performance_history
);
1547 /* Send 1 if there is a password for the company else send 0 */
1548 p
->Send_bool (!StrEmpty(_network_company_states
[c
->index
].password
));
1550 for (uint i
= 0; i
< NETWORK_VEH_END
; i
++) {
1551 p
->Send_uint16(stats
->num_vehicle
[i
]);
1554 for (uint i
= 0; i
< NETWORK_VEH_END
; i
++) {
1555 p
->Send_uint16(stats
->num_station
[i
]);
1558 p
->Send_bool(c
->is_ai
);
1562 * Populate the company stats.
1563 * @param stats the stats to update
1565 void NetworkPopulateCompanyStats(NetworkCompanyStats
*stats
)
1567 memset(stats
, 0, sizeof(*stats
) * MAX_COMPANIES
);
1569 /* Go through all vehicles and count the type of vehicles */
1570 for (const Vehicle
*v
: Vehicle::Iterate()) {
1571 if (!Company::IsValidID(v
->owner
) || !v
->IsPrimaryVehicle()) continue;
1574 case VEH_TRAIN
: type
= NETWORK_VEH_TRAIN
; break;
1575 case VEH_ROAD
: type
= RoadVehicle::From(v
)->IsBus() ? NETWORK_VEH_BUS
: NETWORK_VEH_LORRY
; break;
1576 case VEH_AIRCRAFT
: type
= NETWORK_VEH_PLANE
; break;
1577 case VEH_SHIP
: type
= NETWORK_VEH_SHIP
; break;
1580 stats
[v
->owner
].num_vehicle
[type
]++;
1583 /* Go through all stations and count the types of stations */
1584 for (const Station
*s
: Station::Iterate()) {
1585 if (Company::IsValidID(s
->owner
)) {
1586 NetworkCompanyStats
*npi
= &stats
[s
->owner
];
1588 if (s
->facilities
& FACIL_TRAIN
) npi
->num_station
[NETWORK_VEH_TRAIN
]++;
1589 if (s
->facilities
& FACIL_TRUCK_STOP
) npi
->num_station
[NETWORK_VEH_LORRY
]++;
1590 if (s
->facilities
& FACIL_BUS_STOP
) npi
->num_station
[NETWORK_VEH_BUS
]++;
1591 if (s
->facilities
& FACIL_AIRPORT
) npi
->num_station
[NETWORK_VEH_PLANE
]++;
1592 if (s
->facilities
& FACIL_DOCK
) npi
->num_station
[NETWORK_VEH_SHIP
]++;
1598 * Send updated client info of a particular client.
1599 * @param client_id The client to send it for.
1601 void NetworkUpdateClientInfo(ClientID client_id
)
1603 NetworkClientInfo
*ci
= NetworkClientInfo::GetByClientID(client_id
);
1605 if (ci
== nullptr) return;
1607 DEBUG(desync
, 1, "client: %08x; %02x; %02x; %04x", _date
, _date_fract
, (int)ci
->client_playas
, client_id
);
1609 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1610 if (cs
->status
>= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED
) {
1611 cs
->SendClientInfo(ci
);
1615 NetworkAdminClientUpdate(ci
);
1618 /** Check if we want to restart the map */
1619 static void NetworkCheckRestartMap()
1621 if (_settings_client
.network
.restart_game_year
!= 0 && _cur_year
>= _settings_client
.network
.restart_game_year
) {
1622 DEBUG(net
, 0, "Auto-restarting map. Year %d reached", _cur_year
);
1624 _settings_newgame
.game_creation
.generation_seed
= GENERATE_NEW_SEED
;
1625 switch(_file_to_saveload
.abstract_ftype
) {
1628 _switch_mode
= SM_LOAD_GAME
;
1632 _switch_mode
= SM_START_HEIGHTMAP
;
1636 _switch_mode
= SM_NEWGAME
;
1641 /** Check if the server has autoclean_companies activated
1642 * Two things happen:
1643 * 1) If a company is not protected, it is closed after 1 year (for example)
1644 * 2) If a company is protected, protection is disabled after 3 years (for example)
1645 * (and item 1. happens a year later)
1647 static void NetworkAutoCleanCompanies()
1649 bool clients_in_company
[MAX_COMPANIES
];
1650 int vehicles_in_company
[MAX_COMPANIES
];
1652 if (!_settings_client
.network
.autoclean_companies
) return;
1654 memset(clients_in_company
, 0, sizeof(clients_in_company
));
1656 /* Detect the active companies */
1657 for (const NetworkClientInfo
*ci
: NetworkClientInfo::Iterate()) {
1658 if (Company::IsValidID(ci
->client_playas
)) clients_in_company
[ci
->client_playas
] = true;
1661 if (!_network_dedicated
) {
1662 const NetworkClientInfo
*ci
= NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER
);
1663 if (Company::IsValidID(ci
->client_playas
)) clients_in_company
[ci
->client_playas
] = true;
1666 if (_settings_client
.network
.autoclean_novehicles
!= 0) {
1667 memset(vehicles_in_company
, 0, sizeof(vehicles_in_company
));
1669 for (const Vehicle
*v
: Vehicle::Iterate()) {
1670 if (!Company::IsValidID(v
->owner
) || !v
->IsPrimaryVehicle()) continue;
1671 vehicles_in_company
[v
->owner
]++;
1675 /* Go through all the companies */
1676 for (const Company
*c
: Company::Iterate()) {
1677 /* Skip the non-active once */
1678 if (c
->is_ai
) continue;
1680 if (!clients_in_company
[c
->index
]) {
1681 /* The company is empty for one month more */
1682 _network_company_states
[c
->index
].months_empty
++;
1684 /* Is the company empty for autoclean_unprotected-months, and is there no protection? */
1685 if (_settings_client
.network
.autoclean_unprotected
!= 0 && _network_company_states
[c
->index
].months_empty
> _settings_client
.network
.autoclean_unprotected
&& StrEmpty(_network_company_states
[c
->index
].password
)) {
1686 /* Shut the company down */
1687 DoCommandP(0, CCA_DELETE
| c
->index
<< 16 | CRR_AUTOCLEAN
<< 24, 0, CMD_COMPANY_CTRL
);
1688 IConsolePrintF(CC_DEFAULT
, "Auto-cleaned company #%d with no password", c
->index
+ 1);
1690 /* Is the company empty for autoclean_protected-months, and there is a protection? */
1691 if (_settings_client
.network
.autoclean_protected
!= 0 && _network_company_states
[c
->index
].months_empty
> _settings_client
.network
.autoclean_protected
&& !StrEmpty(_network_company_states
[c
->index
].password
)) {
1692 /* Unprotect the company */
1693 _network_company_states
[c
->index
].password
[0] = '\0';
1694 IConsolePrintF(CC_DEFAULT
, "Auto-removed protection from company #%d", c
->index
+ 1);
1695 _network_company_states
[c
->index
].months_empty
= 0;
1696 NetworkServerUpdateCompanyPassworded(c
->index
, false);
1698 /* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
1699 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) {
1700 /* Shut the company down */
1701 DoCommandP(0, CCA_DELETE
| c
->index
<< 16 | CRR_AUTOCLEAN
<< 24, 0, CMD_COMPANY_CTRL
);
1702 IConsolePrintF(CC_DEFAULT
, "Auto-cleaned company #%d with no vehicles", c
->index
+ 1);
1705 /* It is not empty, reset the date */
1706 _network_company_states
[c
->index
].months_empty
= 0;
1712 * Check whether a name is unique, and otherwise try to make it unique.
1713 * @param new_name The name to check/modify.
1714 * @param last The last writeable element of the buffer.
1715 * @return True if an unique name was achieved.
1717 bool NetworkFindName(char *new_name
, const char *last
)
1719 bool found_name
= false;
1721 char original_name
[NETWORK_CLIENT_NAME_LENGTH
];
1723 strecpy(original_name
, new_name
, lastof(original_name
));
1725 while (!found_name
) {
1727 for (const NetworkClientInfo
*ci
: NetworkClientInfo::Iterate()) {
1728 if (strcmp(ci
->client_name
, new_name
) == 0) {
1729 /* Name already in use */
1734 /* Check if it is the same as the server-name */
1735 const NetworkClientInfo
*ci
= NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER
);
1736 if (ci
!= nullptr) {
1737 if (strcmp(ci
->client_name
, new_name
) == 0) found_name
= false; // name already in use
1741 /* Try a new name (<name> #1, <name> #2, and so on) */
1743 /* Something's really wrong when there're more names than clients */
1744 if (number
++ > MAX_CLIENTS
) break;
1745 seprintf(new_name
, last
, "%s #%d", original_name
, number
);
1753 * Change the client name of the given client
1754 * @param client_id the client to change the name of
1755 * @param new_name the new name for the client
1756 * @return true iff the name was changed
1758 bool NetworkServerChangeClientName(ClientID client_id
, const char *new_name
)
1760 /* Check if the name's already in use */
1761 for (NetworkClientInfo
*ci
: NetworkClientInfo::Iterate()) {
1762 if (strcmp(ci
->client_name
, new_name
) == 0) return false;
1765 NetworkClientInfo
*ci
= NetworkClientInfo::GetByClientID(client_id
);
1766 if (ci
== nullptr) return false;
1768 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE
, CC_DEFAULT
, true, ci
->client_name
, new_name
);
1770 strecpy(ci
->client_name
, new_name
, lastof(ci
->client_name
));
1772 NetworkUpdateClientInfo(client_id
);
1777 * Set/Reset a company password on the server end.
1778 * @param company_id ID of the company the password should be changed for.
1779 * @param password The new password.
1780 * @param already_hashed Is the given password already hashed?
1782 void NetworkServerSetCompanyPassword(CompanyID company_id
, const char *password
, bool already_hashed
)
1784 if (!Company::IsValidHumanID(company_id
)) return;
1786 if (!already_hashed
) {
1787 password
= GenerateCompanyPasswordHash(password
, _settings_client
.network
.network_id
, _settings_game
.game_creation
.generation_seed
);
1790 strecpy(_network_company_states
[company_id
].password
, password
, lastof(_network_company_states
[company_id
].password
));
1791 NetworkServerUpdateCompanyPassworded(company_id
, !StrEmpty(_network_company_states
[company_id
].password
));
1795 * Handle the command-queue of a socket.
1796 * @param cs The socket to handle the queue for.
1798 static void NetworkHandleCommandQueue(NetworkClientSocket
*cs
)
1801 while ((cp
= cs
->outgoing_queue
.Pop()) != nullptr) {
1802 cs
->SendCommand(cp
);
1808 * This is called every tick if this is a _network_server
1809 * @param send_frame Whether to send the frame to the clients.
1811 void NetworkServer_Tick(bool send_frame
)
1813 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1814 bool send_sync
= false;
1817 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1818 if (_frame_counter
>= _last_sync_frame
+ _settings_client
.network
.sync_freq
) {
1819 _last_sync_frame
= _frame_counter
;
1824 /* Now we are done with the frame, inform the clients that they can
1825 * do their frame! */
1826 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1827 /* We allow a number of bytes per frame, but only to the burst amount
1828 * to be available for packet receiving at any particular time. */
1829 cs
->receive_limit
= std::min
<int>(cs
->receive_limit
+ _settings_client
.network
.bytes_per_frame
,
1830 _settings_client
.network
.bytes_per_frame_burst
);
1832 /* Check if the speed of the client is what we can expect from a client */
1833 uint lag
= NetworkCalculateLag(cs
);
1834 switch (cs
->status
) {
1835 case NetworkClientSocket::STATUS_ACTIVE
:
1836 if (lag
> _settings_client
.network
.max_lag_time
) {
1837 /* Client did still not report in within the specified limit. */
1838 IConsolePrintF(CC_ERROR
, cs
->last_packet
+ std::chrono::milliseconds(lag
* MILLISECONDS_PER_TICK
) > std::chrono::steady_clock::now() ?
1839 /* A packet was received in the last three game days, so the client is likely lagging behind. */
1840 "Client #%d is dropped because the client's game state is more than %d ticks behind" :
1841 /* No packet was received in the last three game days; sounds like a lost connection. */
1842 "Client #%d is dropped because the client did not respond for more than %d ticks",
1843 cs
->client_id
, lag
);
1844 cs
->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER
);
1848 /* Report once per time we detect the lag, and only when we
1849 * received a packet in the last 2 seconds. If we
1850 * did not receive a packet, then the client is not just
1851 * slow, but the connection is likely severed. Mentioning
1852 * frame_freq is not useful in this case. */
1853 if (lag
> (uint
)DAY_TICKS
&& cs
->lag_test
== 0 && cs
->last_packet
+ std::chrono::seconds(2) > std::chrono::steady_clock::now()) {
1854 IConsolePrintF(CC_WARNING
, "[%d] Client #%d is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter
, cs
->client_id
);
1858 if (cs
->last_frame_server
- cs
->last_token_frame
>= _settings_client
.network
.max_lag_time
) {
1859 /* This is a bad client! It didn't send the right token back within time. */
1860 IConsolePrintF(CC_ERROR
, "Client #%d is dropped because it fails to send valid acks", cs
->client_id
);
1861 cs
->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER
);
1866 case NetworkClientSocket::STATUS_INACTIVE
:
1867 case NetworkClientSocket::STATUS_NEWGRFS_CHECK
:
1868 case NetworkClientSocket::STATUS_AUTHORIZED
:
1869 /* NewGRF check and authorized states should be handled almost instantly.
1870 * So give them some lee-way, likewise for the query with inactive. */
1871 if (lag
> _settings_client
.network
.max_init_time
) {
1872 IConsolePrintF(CC_ERROR
, "Client #%d is dropped because it took longer than %d ticks to start the joining process", cs
->client_id
, _settings_client
.network
.max_init_time
);
1873 cs
->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER
);
1878 case NetworkClientSocket::STATUS_MAP_WAIT
:
1879 /* Send every two seconds a packet to the client, to make sure
1880 * he knows the server is still there; just someone else is
1881 * still receiving the map. */
1882 if (std::chrono::steady_clock::now() > cs
->last_packet
+ std::chrono::seconds(2)) {
1884 /* We need to reset the timer, as otherwise we will be
1885 * spamming the client. Strictly speaking this variable
1886 * tracks when we last received a packet from the client,
1887 * but as he is waiting, he will not send us any till we
1888 * start sending him data. */
1889 cs
->last_packet
= std::chrono::steady_clock::now();
1893 case NetworkClientSocket::STATUS_MAP
:
1894 /* Downloading the map... this is the amount of time since starting the saving. */
1895 if (lag
> _settings_client
.network
.max_download_time
) {
1896 IConsolePrintF(CC_ERROR
, "Client #%d is dropped because it took longer than %d ticks to download the map", cs
->client_id
, _settings_client
.network
.max_download_time
);
1897 cs
->SendError(NETWORK_ERROR_TIMEOUT_MAP
);
1902 case NetworkClientSocket::STATUS_DONE_MAP
:
1903 case NetworkClientSocket::STATUS_PRE_ACTIVE
:
1904 /* The map has been sent, so this is for loading the map and syncing up. */
1905 if (lag
> _settings_client
.network
.max_join_time
) {
1906 IConsolePrintF(CC_ERROR
, "Client #%d is dropped because it took longer than %d ticks to join", cs
->client_id
, _settings_client
.network
.max_join_time
);
1907 cs
->SendError(NETWORK_ERROR_TIMEOUT_JOIN
);
1912 case NetworkClientSocket::STATUS_AUTH_GAME
:
1913 case NetworkClientSocket::STATUS_AUTH_COMPANY
:
1914 /* These don't block? */
1915 if (lag
> _settings_client
.network
.max_password_time
) {
1916 IConsolePrintF(CC_ERROR
, "Client #%d is dropped because it took longer than %d ticks to enter the password", cs
->client_id
, _settings_client
.network
.max_password_time
);
1917 cs
->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD
);
1922 case NetworkClientSocket::STATUS_END
:
1923 /* Bad server/code. */
1927 if (cs
->status
>= NetworkClientSocket::STATUS_PRE_ACTIVE
) {
1928 /* Check if we can send command, and if we have anything in the queue */
1929 NetworkHandleCommandQueue(cs
);
1931 /* Send an updated _frame_counter_max to the client */
1932 if (send_frame
) cs
->SendFrame();
1934 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1935 /* Send a sync-check packet */
1936 if (send_sync
) cs
->SendSync();
1941 /* See if we need to advertise */
1942 NetworkUDPAdvertise();
1945 /** Yearly "callback". Called whenever the year changes. */
1946 void NetworkServerYearlyLoop()
1948 NetworkCheckRestartMap();
1949 NetworkAdminUpdate(ADMIN_FREQUENCY_ANUALLY
);
1952 /** Monthly "callback". Called whenever the month changes. */
1953 void NetworkServerMonthlyLoop()
1955 NetworkAutoCleanCompanies();
1956 NetworkAdminUpdate(ADMIN_FREQUENCY_MONTHLY
);
1957 if ((_cur_month
% 3) == 0) NetworkAdminUpdate(ADMIN_FREQUENCY_QUARTERLY
);
1960 /** Daily "callback". Called whenever the date changes. */
1961 void NetworkServerDailyLoop()
1963 NetworkAdminUpdate(ADMIN_FREQUENCY_DAILY
);
1964 if ((_date
% 7) == 3) NetworkAdminUpdate(ADMIN_FREQUENCY_WEEKLY
);
1968 * Get the IP address/hostname of the connected client.
1969 * @return The IP address.
1971 const char *ServerNetworkGameSocketHandler::GetClientIP()
1973 return this->client_address
.GetHostname();
1976 /** Show the status message of all clients on the console. */
1977 void NetworkServerShowStatusToConsole()
1979 static const char * const stat_str
[] = {
1982 "authorizing (server password)",
1983 "authorizing (company password)",
1991 static_assert(lengthof(stat_str
) == NetworkClientSocket::STATUS_END
);
1993 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1994 NetworkClientInfo
*ci
= cs
->GetInfo();
1995 if (ci
== nullptr) continue;
1996 uint lag
= NetworkCalculateLag(cs
);
1999 status
= (cs
->status
< (ptrdiff_t)lengthof(stat_str
) ? stat_str
[cs
->status
] : "unknown");
2000 IConsolePrintF(CC_INFO
, "Client #%1d name: '%s' status: '%s' frame-lag: %3d company: %1d IP: %s",
2001 cs
->client_id
, ci
->client_name
, status
, lag
,
2002 ci
->client_playas
+ (Company::IsValidID(ci
->client_playas
) ? 1 : 0),
2008 * Send Config Update
2010 void NetworkServerSendConfigUpdate()
2012 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
2013 if (cs
->status
>= NetworkClientSocket::STATUS_PRE_ACTIVE
) cs
->SendConfigUpdate();
2018 * Tell that a particular company is (not) passworded.
2019 * @param company_id The company that got/removed the password.
2020 * @param passworded Whether the password was received or removed.
2022 void NetworkServerUpdateCompanyPassworded(CompanyID company_id
, bool passworded
)
2024 if (NetworkCompanyIsPassworded(company_id
) == passworded
) return;
2026 SB(_network_company_passworded
, company_id
, 1, !!passworded
);
2027 SetWindowClassesDirty(WC_COMPANY
);
2029 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
2030 if (cs
->status
>= NetworkClientSocket::STATUS_PRE_ACTIVE
) cs
->SendCompanyUpdate();
2033 NetworkAdminCompanyUpdate(Company::GetIfValid(company_id
));
2037 * Handle the tid-bits of moving a client from one company to another.
2038 * @param client_id id of the client we want to move.
2039 * @param company_id id of the company we want to move the client to.
2042 void NetworkServerDoMove(ClientID client_id
, CompanyID company_id
)
2044 /* Only allow non-dedicated servers and normal clients to be moved */
2045 if (client_id
== CLIENT_ID_SERVER
&& _network_dedicated
) return;
2047 NetworkClientInfo
*ci
= NetworkClientInfo::GetByClientID(client_id
);
2049 /* No need to waste network resources if the client is in the company already! */
2050 if (ci
->client_playas
== company_id
) return;
2052 ci
->client_playas
= company_id
;
2054 if (client_id
== CLIENT_ID_SERVER
) {
2055 SetLocalCompany(company_id
);
2057 NetworkClientSocket
*cs
= NetworkClientSocket::GetByClientID(client_id
);
2058 /* When the company isn't authorized we can't move them yet. */
2059 if (cs
->status
< NetworkClientSocket::STATUS_AUTHORIZED
) return;
2060 cs
->SendMove(client_id
, company_id
);
2063 /* announce the client's move */
2064 NetworkUpdateClientInfo(client_id
);
2066 NetworkAction action
= (company_id
== COMPANY_SPECTATOR
) ? NETWORK_ACTION_COMPANY_SPECTATOR
: NETWORK_ACTION_COMPANY_JOIN
;
2067 NetworkServerSendChat(action
, DESTTYPE_BROADCAST
, 0, "", client_id
, company_id
+ 1);
2071 * Send an rcon reply to the client.
2072 * @param client_id The identifier of the client.
2073 * @param colour_code The colour of the text.
2074 * @param string The actual reply.
2076 void NetworkServerSendRcon(ClientID client_id
, TextColour colour_code
, const char *string
)
2078 NetworkClientSocket::GetByClientID(client_id
)->SendRConResult(colour_code
, string
);
2082 * Kick a single client.
2083 * @param client_id The client to kick.
2084 * @param reason In case of kicking a client, specifies the reason for kicking the client.
2086 void NetworkServerKickClient(ClientID client_id
, const char *reason
)
2088 if (client_id
== CLIENT_ID_SERVER
) return;
2089 NetworkClientSocket::GetByClientID(client_id
)->SendError(NETWORK_ERROR_KICKED
, reason
);
2093 * Ban, or kick, everyone joined from the given client's IP.
2094 * @param client_id The client to check for.
2095 * @param ban Whether to ban or kick.
2096 * @param reason In case of kicking a client, specifies the reason for kicking the client.
2098 uint
NetworkServerKickOrBanIP(ClientID client_id
, bool ban
, const char *reason
)
2100 return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id
)->GetClientIP(), ban
, reason
);
2104 * Kick or ban someone based on an IP address.
2105 * @param ip The IP address/range to ban/kick.
2106 * @param ban Whether to ban or just kick.
2107 * @param reason In case of kicking a client, specifies the reason for kicking the client.
2109 uint
NetworkServerKickOrBanIP(const char *ip
, bool ban
, const char *reason
)
2111 /* Add address to ban-list */
2113 bool contains
= false;
2114 for (const auto &iter
: _network_ban_list
) {
2120 if (!contains
) _network_ban_list
.emplace_back(ip
);
2125 /* There can be multiple clients with the same IP, kick them all but don't kill the server,
2126 * or the client doing the rcon. The latter can't be kicked because kicking frees closes
2127 * and subsequently free the connection related instances, which we would be reading from
2128 * and writing to after returning. So we would read or write data from freed memory up till
2129 * the segfault triggers. */
2130 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
2131 if (cs
->client_id
== CLIENT_ID_SERVER
) continue;
2132 if (cs
->client_id
== _redirect_console_to_client
) continue;
2133 if (cs
->client_address
.IsInNetmask(ip
)) {
2134 NetworkServerKickClient(cs
->client_id
, reason
);
2143 * Check whether a particular company has clients.
2144 * @param company The company to check.
2145 * @return True if at least one client is joined to the company.
2147 bool NetworkCompanyHasClients(CompanyID company
)
2149 for (const NetworkClientInfo
*ci
: NetworkClientInfo::Iterate()) {
2150 if (ci
->client_playas
== company
) return true;
2157 * Get the name of the client, if the user did not send it yet, Client ID is used.
2158 * @param client_name The variable to write the name to.
2159 * @param last The pointer to the last element of the destination buffer
2161 void ServerNetworkGameSocketHandler::GetClientName(char *client_name
, const char *last
) const
2163 const NetworkClientInfo
*ci
= this->GetInfo();
2165 if (ci
== nullptr || StrEmpty(ci
->client_name
)) {
2166 seprintf(client_name
, last
, "Client #%4d", this->client_id
);
2168 strecpy(client_name
, ci
->client_name
, last
);
2173 * Print all the clients to the console
2175 void NetworkPrintClients()
2177 for (NetworkClientInfo
*ci
: NetworkClientInfo::Iterate()) {
2178 if (_network_server
) {
2179 IConsolePrintF(CC_INFO
, "Client #%1d name: '%s' company: %1d IP: %s",
2182 ci
->client_playas
+ (Company::IsValidID(ci
->client_playas
) ? 1 : 0),
2183 ci
->client_id
== CLIENT_ID_SERVER
? "server" : NetworkClientSocket::GetByClientID(ci
->client_id
)->GetClientIP());
2185 IConsolePrintF(CC_INFO
, "Client #%1d name: '%s' company: %1d",
2188 ci
->client_playas
+ (Company::IsValidID(ci
->client_playas
) ? 1 : 0));
2194 * Perform all the server specific administration of a new company.
2195 * @param c The newly created company; can't be nullptr.
2196 * @param ci The client information of the client that made the company; can be nullptr.
2198 void NetworkServerNewCompany(const Company
*c
, NetworkClientInfo
*ci
)
2200 assert(c
!= nullptr);
2202 if (!_network_server
) return;
2204 _network_company_states
[c
->index
].months_empty
= 0;
2205 _network_company_states
[c
->index
].password
[0] = '\0';
2206 NetworkServerUpdateCompanyPassworded(c
->index
, false);
2208 if (ci
!= nullptr) {
2209 /* ci is nullptr when replaying, or for AIs. In neither case there is a client. */
2210 ci
->client_playas
= c
->index
;
2211 NetworkUpdateClientInfo(ci
->client_id
);
2212 NetworkSendCommand(0, 0, 0, CMD_RENAME_PRESIDENT
, nullptr, ci
->client_name
, c
->index
);
2215 /* Announce new company on network. */
2216 NetworkAdminCompanyInfo(c
, true);
2218 if (ci
!= nullptr) {
2219 /* ci is nullptr when replaying, or for AIs. In neither case there is a client.
2220 We need to send Admin port update here so that they first know about the new company
2221 and then learn about a possibly joining client (see FS#6025) */
2222 NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW
, DESTTYPE_BROADCAST
, 0, "", ci
->client_id
, c
->index
+ 1);