Codechange: Use CargoArray for linkgraph refresher. (#13165)
[openttd-github.git] / src / network / core / tcp_game.cpp
blobc466ceedeea49405063369e37408c54cbcf81f24
1 /*
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/>.
6 */
8 /**
9 * @file tcp_game.cpp Basic functions to receive and send TCP packets for game purposes.
12 #include "../../stdafx.h"
14 #include "../network.h"
15 #include "../network_internal.h"
16 #include "../../debug.h"
17 #include "../../error.h"
19 #include "table/strings.h"
21 #include "../../safeguards.h"
23 static std::vector<std::unique_ptr<NetworkGameSocketHandler>> _deferred_deletions;
25 /**
26 * Create a new socket for the game connection.
27 * @param s The socket to connect with.
29 NetworkGameSocketHandler::NetworkGameSocketHandler(SOCKET s) : info(nullptr), client_id(INVALID_CLIENT_ID),
30 last_frame(_frame_counter), last_frame_server(_frame_counter)
32 this->sock = s;
33 this->last_packet = std::chrono::steady_clock::now();
36 /**
37 * Functions to help ReceivePacket/SendPacket a bit
38 * A socket can make errors. When that happens this handles what to do.
39 * For clients: close connection and drop back to main-menu
40 * For servers: close connection and that is it
41 * @return the new status
43 NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool)
45 /* Clients drop back to the main menu */
46 if (!_network_server && _networking) {
47 ClientNetworkEmergencySave();
48 _switch_mode = SM_MENU;
49 _networking = false;
50 ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
52 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
55 return this->CloseConnection(NETWORK_RECV_STATUS_CONNECTION_LOST);
59 /**
60 * Handle the given packet, i.e. pass it to the right parser receive command.
61 * @param p the packet to handle
62 * @return #NetworkRecvStatus of handling.
64 NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet &p)
66 PacketGameType type = (PacketGameType)p.Recv_uint8();
68 if (this->HasClientQuit()) {
69 Debug(net, 0, "[tcp/game] Received invalid packet from client {}", this->client_id);
70 this->CloseConnection();
71 return NETWORK_RECV_STATUS_MALFORMED_PACKET;
74 this->last_packet = std::chrono::steady_clock::now();
76 switch (type) {
77 case PACKET_SERVER_FULL: return this->Receive_SERVER_FULL(p);
78 case PACKET_SERVER_BANNED: return this->Receive_SERVER_BANNED(p);
79 case PACKET_CLIENT_JOIN: return this->Receive_CLIENT_JOIN(p);
80 case PACKET_SERVER_ERROR: return this->Receive_SERVER_ERROR(p);
81 case PACKET_CLIENT_GAME_INFO: return this->Receive_CLIENT_GAME_INFO(p);
82 case PACKET_SERVER_GAME_INFO: return this->Receive_SERVER_GAME_INFO(p);
83 case PACKET_SERVER_CLIENT_INFO: return this->Receive_SERVER_CLIENT_INFO(p);
84 case PACKET_CLIENT_IDENTIFY: return this->Receive_CLIENT_IDENTIFY(p);
85 case PACKET_SERVER_AUTH_REQUEST: return this->Receive_SERVER_AUTH_REQUEST(p);
86 case PACKET_CLIENT_AUTH_RESPONSE: return this->Receive_CLIENT_AUTH_RESPONSE(p);
87 case PACKET_SERVER_ENABLE_ENCRYPTION: return this->Receive_SERVER_ENABLE_ENCRYPTION(p);
88 case PACKET_SERVER_WELCOME: return this->Receive_SERVER_WELCOME(p);
89 case PACKET_CLIENT_GETMAP: return this->Receive_CLIENT_GETMAP(p);
90 case PACKET_SERVER_WAIT: return this->Receive_SERVER_WAIT(p);
91 case PACKET_SERVER_MAP_BEGIN: return this->Receive_SERVER_MAP_BEGIN(p);
92 case PACKET_SERVER_MAP_SIZE: return this->Receive_SERVER_MAP_SIZE(p);
93 case PACKET_SERVER_MAP_DATA: return this->Receive_SERVER_MAP_DATA(p);
94 case PACKET_SERVER_MAP_DONE: return this->Receive_SERVER_MAP_DONE(p);
95 case PACKET_CLIENT_MAP_OK: return this->Receive_CLIENT_MAP_OK(p);
96 case PACKET_SERVER_JOIN: return this->Receive_SERVER_JOIN(p);
97 case PACKET_SERVER_FRAME: return this->Receive_SERVER_FRAME(p);
98 case PACKET_SERVER_SYNC: return this->Receive_SERVER_SYNC(p);
99 case PACKET_CLIENT_ACK: return this->Receive_CLIENT_ACK(p);
100 case PACKET_CLIENT_COMMAND: return this->Receive_CLIENT_COMMAND(p);
101 case PACKET_SERVER_COMMAND: return this->Receive_SERVER_COMMAND(p);
102 case PACKET_CLIENT_CHAT: return this->Receive_CLIENT_CHAT(p);
103 case PACKET_SERVER_CHAT: return this->Receive_SERVER_CHAT(p);
104 case PACKET_SERVER_EXTERNAL_CHAT: return this->Receive_SERVER_EXTERNAL_CHAT(p);
105 case PACKET_CLIENT_SET_NAME: return this->Receive_CLIENT_SET_NAME(p);
106 case PACKET_CLIENT_QUIT: return this->Receive_CLIENT_QUIT(p);
107 case PACKET_CLIENT_ERROR: return this->Receive_CLIENT_ERROR(p);
108 case PACKET_SERVER_QUIT: return this->Receive_SERVER_QUIT(p);
109 case PACKET_SERVER_ERROR_QUIT: return this->Receive_SERVER_ERROR_QUIT(p);
110 case PACKET_SERVER_SHUTDOWN: return this->Receive_SERVER_SHUTDOWN(p);
111 case PACKET_SERVER_NEWGAME: return this->Receive_SERVER_NEWGAME(p);
112 case PACKET_SERVER_RCON: return this->Receive_SERVER_RCON(p);
113 case PACKET_CLIENT_RCON: return this->Receive_CLIENT_RCON(p);
114 case PACKET_SERVER_CHECK_NEWGRFS: return this->Receive_SERVER_CHECK_NEWGRFS(p);
115 case PACKET_CLIENT_NEWGRFS_CHECKED: return this->Receive_CLIENT_NEWGRFS_CHECKED(p);
116 case PACKET_SERVER_MOVE: return this->Receive_SERVER_MOVE(p);
117 case PACKET_CLIENT_MOVE: return this->Receive_CLIENT_MOVE(p);
118 case PACKET_SERVER_CONFIG_UPDATE: return this->Receive_SERVER_CONFIG_UPDATE(p);
120 default:
121 Debug(net, 0, "[tcp/game] Received invalid packet type {} from client {}", type, this->client_id);
122 this->CloseConnection();
123 return NETWORK_RECV_STATUS_MALFORMED_PACKET;
128 * Do the actual receiving of packets.
129 * As long as HandlePacket returns OKAY packets are handled. Upon
130 * failure, or no more packets to process the last result of
131 * HandlePacket is returned.
132 * @return #NetworkRecvStatus of the last handled packet.
134 NetworkRecvStatus NetworkGameSocketHandler::ReceivePackets()
136 std::unique_ptr<Packet> p;
137 while ((p = this->ReceivePacket()) != nullptr) {
138 NetworkRecvStatus res = HandlePacket(*p);
139 if (res != NETWORK_RECV_STATUS_OKAY) return res;
142 return NETWORK_RECV_STATUS_OKAY;
146 * Helper for logging receiving invalid packets.
147 * @param type The received packet type.
148 * @return The status the network should have, in this case: "malformed packet error".
150 NetworkRecvStatus NetworkGameSocketHandler::ReceiveInvalidPacket(PacketGameType type)
152 Debug(net, 0, "[tcp/game] Received illegal packet type {} from client {}", type, this->client_id);
153 return NETWORK_RECV_STATUS_MALFORMED_PACKET;
156 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FULL(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_FULL); }
157 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_BANNED(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_BANNED); }
158 NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_JOIN); }
159 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR); }
160 NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GAME_INFO); }
161 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_GAME_INFO); }
162 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_CLIENT_INFO); }
163 NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_IDENTIFY(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_IDENTIFY); }
164 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_AUTH_REQUEST(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_AUTH_REQUEST); }
165 NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_AUTH_RESPONSE(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_AUTH_RESPONSE); }
166 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ENABLE_ENCRYPTION(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_ENABLE_ENCRYPTION); }
167 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_WELCOME); }
168 NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GETMAP); }
169 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WAIT(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_WAIT); }
170 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_BEGIN); }
171 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_SIZE); }
172 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_DATA); }
173 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_DONE); }
174 NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MAP_OK); }
175 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_JOIN(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_JOIN); }
176 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FRAME(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_FRAME); }
177 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SYNC(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_SYNC); }
178 NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ACK(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ACK); }
179 NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMMAND); }
180 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMMAND); }
181 NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_CHAT); }
182 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHAT(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHAT); }
183 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_EXTERNAL_CHAT(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_EXTERNAL_CHAT); }
184 NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_NAME); }
185 NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_QUIT); }
186 NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ERROR); }
187 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_QUIT(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_QUIT); }
188 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR_QUIT); }
189 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_SHUTDOWN); }
190 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEWGAME); }
191 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_RCON(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_RCON); }
192 NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_RCON(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_RCON); }
193 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHECK_NEWGRFS); }
194 NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_NEWGRFS_CHECKED); }
195 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MOVE(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_MOVE); }
196 NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MOVE); }
197 NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_CONFIG_UPDATE); }
199 void NetworkGameSocketHandler::DeferDeletion()
201 _deferred_deletions.emplace_back(this);
202 this->is_pending_deletion = true;
205 /* static */ void NetworkGameSocketHandler::ProcessDeferredDeletions()
207 /* Calls deleter on all items */
208 _deferred_deletions.clear();