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 "core/network_game_info.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 "../company_cmd.h"
27 #include "../roadveh.h"
28 #include "../order_backup.h"
29 #include "../core/pool_func.hpp"
30 #include "../core/random_func.hpp"
31 #include "../company_cmd.h"
33 #include "../timer/timer.h"
34 #include "../timer/timer_game_calendar.h"
35 #include "../timer/timer_game_economy.h"
36 #include "../timer/timer_game_realtime.h"
38 #include <condition_variable>
40 #include "../safeguards.h"
43 /* This file handles all the server-commands */
45 DECLARE_POSTFIX_INCREMENT(ClientID
)
46 /** The identifier counter for new clients (is never decreased) */
47 static ClientID _network_client_id
= CLIENT_ID_FIRST
;
49 /** Make very sure the preconditions given in network_type.h are actually followed */
50 static_assert(MAX_CLIENT_SLOTS
> MAX_CLIENTS
);
52 static_assert(NetworkClientSocketPool::MAX_SIZE
== MAX_CLIENT_SLOTS
);
54 /** The pool with clients. */
55 NetworkClientSocketPool
_networkclientsocket_pool("NetworkClientSocket");
56 INSTANTIATE_POOL_METHODS(NetworkClientSocket
)
58 /** Instantiate the listen sockets. */
59 template SocketList TCPListenHandler
<ServerNetworkGameSocketHandler
, PACKET_SERVER_FULL
, PACKET_SERVER_BANNED
>::sockets
;
61 static NetworkAuthenticationDefaultPasswordProvider
_password_provider(_settings_client
.network
.server_password
); ///< Provides the password validation for the game's password.
62 static NetworkAuthenticationDefaultAuthorizedKeyHandler
_authorized_key_handler(_settings_client
.network
.server_authorized_keys
); ///< Provides the authorized key handling for the game authentication.
63 static NetworkAuthenticationDefaultAuthorizedKeyHandler
_rcon_authorized_key_handler(_settings_client
.network
.rcon_authorized_keys
); ///< Provides the authorized key validation for rcon.
66 /** Writing a savegame directly to a number of packets. */
67 struct PacketWriter
: SaveFilter
{
68 ServerNetworkGameSocketHandler
*cs
; ///< Socket we are associated with.
69 std::unique_ptr
<Packet
> current
; ///< The packet we're currently writing to.
70 size_t total_size
; ///< Total size of the compressed savegame.
71 std::deque
<std::unique_ptr
<Packet
>> packets
; ///< Packet queue of the savegame; send these "slowly" to the client. Cannot be a std::queue as we want to push the map size packet in front of the data packets.
72 std::mutex mutex
; ///< Mutex for making threaded saving safe.
73 std::condition_variable exit_sig
; ///< Signal for threaded destruction of this packet writer.
76 * Create the packet writer.
77 * @param cs The socket handler we're making the packets for.
79 PacketWriter(ServerNetworkGameSocketHandler
*cs
) : SaveFilter(nullptr), cs(cs
), total_size(0)
83 /** Make sure everything is cleaned up. */
86 std::unique_lock
<std::mutex
> lock(this->mutex
);
88 if (this->cs
!= nullptr) this->exit_sig
.wait(lock
);
90 /* This must all wait until the Destroy function is called. */
92 this->packets
.clear();
93 this->current
= nullptr;
97 * Begin the destruction of this packet writer. It can happen in two ways:
98 * in the first case the client disconnected while saving the map. In this
99 * case the saving has not finished and killed this PacketWriter. In that
100 * case we simply set cs to nullptr, triggering the appending to fail due to
101 * the connection problem and eventually triggering the destructor. In the
102 * second case the destructor is already called, and it is waiting for our
103 * signal which we will send. Only then the packets will be removed by the
108 std::unique_lock
<std::mutex
> lock(this->mutex
);
112 this->exit_sig
.notify_all();
115 /* Make sure the saving is completely cancelled. Yes,
116 * we need to handle the save finish as well as the
117 * next connection might just be requesting a map. */
122 * Transfer all packets from here to the network's queue while holding
123 * the lock on our mutex.
124 * @return True iff the last packet of the map has been sent.
126 bool TransferToNetworkQueue()
128 /* Unsafe check for the queue being empty or not. */
129 if (this->packets
.empty()) return false;
131 std::lock_guard
<std::mutex
> lock(this->mutex
);
133 while (!this->packets
.empty()) {
134 bool last_packet
= this->packets
.front()->GetPacketType() == PACKET_SERVER_MAP_DONE
;
135 this->cs
->SendPacket(std::move(this->packets
.front()));
136 this->packets
.pop_front();
138 if (last_packet
) return true;
144 void Write(uint8_t *buf
, size_t size
) override
146 std::lock_guard
<std::mutex
> lock(this->mutex
);
148 /* We want to abort the saving when the socket is closed. */
149 if (this->cs
== nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION
);
151 if (this->current
== nullptr) this->current
= std::make_unique
<Packet
>(this->cs
, PACKET_SERVER_MAP_DATA
, TCP_MTU
);
153 std::span
<const uint8_t> to_write(buf
, size
);
154 while (!to_write
.empty()) {
155 to_write
= this->current
->Send_bytes(to_write
);
157 if (!this->current
->CanWriteToPacket(1)) {
158 this->packets
.push_back(std::move(this->current
));
159 if (!to_write
.empty()) this->current
= std::make_unique
<Packet
>(this->cs
, PACKET_SERVER_MAP_DATA
, TCP_MTU
);
163 this->total_size
+= size
;
166 void Finish() override
168 std::lock_guard
<std::mutex
> lock(this->mutex
);
170 /* We want to abort the saving when the socket is closed. */
171 if (this->cs
== nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION
);
173 /* Make sure the last packet is flushed. */
174 if (this->current
!= nullptr) this->packets
.push_back(std::move(this->current
));
176 /* Add a packet stating that this is the end to the queue. */
177 this->packets
.push_back(std::make_unique
<Packet
>(this->cs
, PACKET_SERVER_MAP_DONE
));
179 /* Fast-track the size to the client. */
180 auto p
= std::make_unique
<Packet
>(this->cs
, PACKET_SERVER_MAP_SIZE
);
181 p
->Send_uint32((uint32_t)this->total_size
);
182 this->packets
.push_front(std::move(p
));
188 * Create a new socket for the server side of the game connection.
189 * @param s The socket to connect with.
191 ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s
) : NetworkGameSocketHandler(s
)
193 this->status
= STATUS_INACTIVE
;
194 this->client_id
= _network_client_id
++;
195 this->receive_limit
= _settings_client
.network
.bytes_per_frame_burst
;
197 Debug(net
, 9, "client[{}] status = INACTIVE", this->client_id
);
199 /* The Socket and Info pools need to be the same in size. After all,
200 * each Socket will be associated with at most one Info object. As
201 * such if the Socket was allocated the Info object can as well. */
202 static_assert(NetworkClientSocketPool::MAX_SIZE
== NetworkClientInfoPool::MAX_SIZE
);
206 * Clear everything related to this client.
208 ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
210 delete this->GetInfo();
212 if (_redirect_console_to_client
== this->client_id
) _redirect_console_to_client
= INVALID_CLIENT_ID
;
213 OrderBackup::ResetUser(this->client_id
);
215 if (this->savegame
!= nullptr) {
216 this->savegame
->Destroy();
217 this->savegame
= nullptr;
220 InvalidateWindowData(WC_CLIENT_LIST
, 0);
223 std::unique_ptr
<Packet
> ServerNetworkGameSocketHandler::ReceivePacket()
225 /* Only allow receiving when we have some buffer free; this value
226 * can go negative, but eventually it will become positive again. */
227 if (this->receive_limit
<= 0) return nullptr;
229 /* We can receive a packet, so try that and if needed account for
230 * the amount of received data. */
231 std::unique_ptr
<Packet
> p
= this->NetworkTCPSocketHandler::ReceivePacket();
232 if (p
!= nullptr) this->receive_limit
-= p
->Size();
236 NetworkRecvStatus
ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status
)
238 assert(status
!= NETWORK_RECV_STATUS_OKAY
);
240 * Sending a message just before leaving the game calls cs->SendPackets.
241 * This might invoke this function, which means that when we close the
242 * connection after cs->SendPackets we will close an already closed
243 * connection. This handles that case gracefully without having to make
244 * that code any more complex or more aware of the validity of the socket.
246 if (this->IsPendingDeletion() || this->sock
== INVALID_SOCKET
) return status
;
248 if (status
!= NETWORK_RECV_STATUS_CLIENT_QUIT
&& status
!= NETWORK_RECV_STATUS_SERVER_ERROR
&& !this->HasClientQuit() && this->status
>= STATUS_AUTHORIZED
) {
249 /* We did not receive a leave message from this client... */
250 std::string client_name
= this->GetClientName();
252 NetworkTextMessage(NETWORK_ACTION_LEAVE
, CC_DEFAULT
, false, client_name
, "", STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST
);
254 /* Inform other clients of this... strange leaving ;) */
255 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
256 if (new_cs
->status
>= STATUS_AUTHORIZED
&& this != new_cs
) {
257 new_cs
->SendErrorQuit(this->client_id
, NETWORK_ERROR_CONNECTION_LOST
);
262 /* If we were transfering a map to this client, stop the savegame creation
263 * process and queue the next client to receive the map. */
264 if (this->status
== STATUS_MAP
) {
265 /* Ensure the saving of the game is stopped too. */
266 this->savegame
->Destroy();
267 this->savegame
= nullptr;
269 this->CheckNextClientToSendMap(this);
272 NetworkAdminClientError(this->client_id
, NETWORK_ERROR_CONNECTION_LOST
);
273 Debug(net
, 3, "[{}] Client #{} closed connection", ServerNetworkGameSocketHandler::GetName(), this->client_id
);
275 /* We just lost one client :( */
276 if (this->status
>= STATUS_AUTHORIZED
) _network_game_info
.clients_on
--;
277 extern uint8_t _network_clients_connected
;
278 _network_clients_connected
--;
280 this->SendPackets(true);
282 this->DeferDeletion();
288 * Whether an connection is allowed or not at this moment.
289 * @return true if the connection is allowed.
291 /* static */ bool ServerNetworkGameSocketHandler::AllowConnection()
293 extern uint8_t _network_clients_connected
;
294 bool accept
= _network_clients_connected
< MAX_CLIENTS
;
296 /* We can't go over the MAX_CLIENTS limit here. However, the
297 * pool must have place for all clients and ourself. */
298 static_assert(NetworkClientSocketPool::MAX_SIZE
== MAX_CLIENTS
+ 1);
299 assert(!accept
|| ServerNetworkGameSocketHandler::CanAllocateItem());
303 /** Send the packets for the server sockets. */
304 /* static */ void ServerNetworkGameSocketHandler::Send()
306 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
308 if (cs
->SendPackets() != SPS_CLOSED
&& cs
->status
== STATUS_MAP
) {
309 /* This client is in the middle of a map-send, call the function for that */
316 static void NetworkHandleCommandQueue(NetworkClientSocket
*cs
);
323 * Send the client information about a client.
324 * @param ci The client to send information about.
326 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientInfo
*ci
)
328 Debug(net
, 9, "client[{}] SendClientInfo(): client_id={}", this->client_id
, ci
->client_id
);
330 if (ci
->client_id
!= INVALID_CLIENT_ID
) {
331 auto p
= std::make_unique
<Packet
>(this, PACKET_SERVER_CLIENT_INFO
);
332 p
->Send_uint32(ci
->client_id
);
333 p
->Send_uint8 (ci
->client_playas
);
334 p
->Send_string(ci
->client_name
);
335 p
->Send_string(ci
->public_key
);
337 this->SendPacket(std::move(p
));
339 return NETWORK_RECV_STATUS_OKAY
;
342 /** Send the client information about the server. */
343 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendGameInfo()
345 Debug(net
, 9, "client[{}] SendGameInfo()", this->client_id
);
347 auto p
= std::make_unique
<Packet
>(this, PACKET_SERVER_GAME_INFO
, TCP_MTU
);
348 SerializeNetworkGameInfo(*p
, GetCurrentNetworkServerGameInfo());
350 this->SendPacket(std::move(p
));
352 return NETWORK_RECV_STATUS_OKAY
;
356 * Send an error to the client, and close its connection.
357 * @param error The error to disconnect for.
358 * @param reason In case of kicking a client, specifies the reason for kicking the client.
360 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error
, const std::string
&reason
)
362 Debug(net
, 9, "client[{}] SendError(): error={}", this->client_id
, error
);
364 auto p
= std::make_unique
<Packet
>(this, PACKET_SERVER_ERROR
);
366 p
->Send_uint8(error
);
367 if (!reason
.empty()) p
->Send_string(reason
);
368 this->SendPacket(std::move(p
));
370 StringID strid
= GetNetworkErrorMsg(error
);
372 /* Only send when the current client was in game */
373 if (this->status
>= STATUS_AUTHORIZED
) {
374 std::string client_name
= this->GetClientName();
376 Debug(net
, 1, "'{}' made an error and has been disconnected: {}", client_name
, GetString(strid
));
378 if (error
== NETWORK_ERROR_KICKED
&& !reason
.empty()) {
379 NetworkTextMessage(NETWORK_ACTION_KICKED
, CC_DEFAULT
, false, client_name
, reason
, strid
);
381 NetworkTextMessage(NETWORK_ACTION_LEAVE
, CC_DEFAULT
, false, client_name
, "", strid
);
384 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
385 if (new_cs
->status
>= STATUS_AUTHORIZED
&& new_cs
!= this) {
386 /* Some errors we filter to a more general error. Clients don't have to know the real
387 * reason a joining failed. */
388 if (error
== NETWORK_ERROR_NOT_AUTHORIZED
|| error
== NETWORK_ERROR_NOT_EXPECTED
|| error
== NETWORK_ERROR_WRONG_REVISION
) {
389 error
= NETWORK_ERROR_ILLEGAL_PACKET
;
391 new_cs
->SendErrorQuit(this->client_id
, error
);
395 NetworkAdminClientError(this->client_id
, error
);
397 Debug(net
, 1, "Client {} made an error and has been disconnected: {}", this->client_id
, GetString(strid
));
400 /* The client made a mistake, so drop the connection now! */
401 return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR
);
404 /** Send the check for the NewGRFs. */
405 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendNewGRFCheck()
407 Debug(net
, 9, "client[{}] SendNewGRFCheck()", this->client_id
);
409 /* Invalid packet when status is anything but STATUS_IDENTIFY. */
410 if (this->status
!= STATUS_IDENTIFY
) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET
);
412 Debug(net
, 9, "client[{}] status = NEWGRFS_CHECK", this->client_id
);
413 this->status
= STATUS_NEWGRFS_CHECK
;
415 if (_grfconfig
== nullptr) {
416 /* There are no NewGRFs, so they're welcome. */
417 return this->SendWelcome();
420 auto p
= std::make_unique
<Packet
>(this, PACKET_SERVER_CHECK_NEWGRFS
, TCP_MTU
);
424 for (c
= _grfconfig
; c
!= nullptr; c
= c
->next
) {
425 if (!HasBit(c
->flags
, GCF_STATIC
)) grf_count
++;
428 p
->Send_uint8 (grf_count
);
429 for (c
= _grfconfig
; c
!= nullptr; c
= c
->next
) {
430 if (!HasBit(c
->flags
, GCF_STATIC
)) SerializeGRFIdentifier(*p
, c
->ident
);
433 this->SendPacket(std::move(p
));
434 return NETWORK_RECV_STATUS_OKAY
;
437 /** Request the game password. */
438 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendAuthRequest()
440 Debug(net
, 9, "client[{}] SendAuthRequest()", this->client_id
);
442 /* Invalid packet when status is anything but STATUS_INACTIVE or STATUS_AUTH_GAME. */
443 if (this->status
!= STATUS_INACTIVE
&& status
!= STATUS_AUTH_GAME
) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET
);
445 Debug(net
, 9, "client[{}] status = AUTH_GAME", this->client_id
);
446 this->status
= STATUS_AUTH_GAME
;
448 /* Reset 'lag' counters */
449 this->last_frame
= this->last_frame_server
= _frame_counter
;
451 if (this->authentication_handler
== nullptr) {
452 this->authentication_handler
= NetworkAuthenticationServerHandler::Create(&_password_provider
, &_authorized_key_handler
);
455 auto p
= std::make_unique
<Packet
>(this, PACKET_SERVER_AUTH_REQUEST
);
456 this->authentication_handler
->SendRequest(*p
);
458 this->SendPacket(std::move(p
));
459 return NETWORK_RECV_STATUS_OKAY
;
462 /** Notify the client that the authentication has completed and tell that for the remainder of this socket encryption is enabled. */
463 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendEnableEncryption()
465 Debug(net
, 9, "client[{}] SendEnableEncryption()", this->client_id
);
467 /* Invalid packet when status is anything but STATUS_AUTH_GAME. */
468 if (this->status
!= STATUS_AUTH_GAME
) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET
);
470 auto p
= std::make_unique
<Packet
>(this, PACKET_SERVER_ENABLE_ENCRYPTION
);
471 this->authentication_handler
->SendEnableEncryption(*p
);
472 this->SendPacket(std::move(p
));
473 return NETWORK_RECV_STATUS_OKAY
;
476 /** Send the client a welcome message with some basic information. */
477 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendWelcome()
479 Debug(net
, 9, "client[{}] SendWelcome()", this->client_id
);
481 /* Invalid packet when status is anything but STATUS_NEWGRFS_CHECK. */
482 if (this->status
!= STATUS_NEWGRFS_CHECK
) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET
);
484 Debug(net
, 9, "client[{}] status = AUTHORIZED", this->client_id
);
485 this->status
= STATUS_AUTHORIZED
;
487 /* Reset 'lag' counters */
488 this->last_frame
= this->last_frame_server
= _frame_counter
;
490 _network_game_info
.clients_on
++;
492 auto p
= std::make_unique
<Packet
>(this, PACKET_SERVER_WELCOME
);
493 p
->Send_uint32(this->client_id
);
494 this->SendPacket(std::move(p
));
496 /* Transmit info about all the active clients */
497 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
498 if (new_cs
!= this && new_cs
->status
>= STATUS_AUTHORIZED
) {
499 this->SendClientInfo(new_cs
->GetInfo());
502 /* Also send the info of the server */
503 return this->SendClientInfo(NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER
));
506 /** Tell the client that its put in a waiting queue. */
507 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendWait()
509 Debug(net
, 9, "client[{}] SendWait()", this->client_id
);
511 int waiting
= 1; // current player getting the map counts as 1
513 /* Count how many clients are waiting in the queue, in front of you! */
514 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
515 if (new_cs
->status
!= STATUS_MAP_WAIT
) continue;
516 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
++;
519 auto p
= std::make_unique
<Packet
>(this, PACKET_SERVER_WAIT
);
520 p
->Send_uint8(waiting
);
521 this->SendPacket(std::move(p
));
522 return NETWORK_RECV_STATUS_OKAY
;
525 void ServerNetworkGameSocketHandler::CheckNextClientToSendMap(NetworkClientSocket
*ignore_cs
)
527 Debug(net
, 9, "client[{}] CheckNextClientToSendMap()", this->client_id
);
529 /* Find the best candidate for joining, i.e. the first joiner. */
530 NetworkClientSocket
*best
= nullptr;
531 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
532 if (ignore_cs
== new_cs
) continue;
534 if (new_cs
->status
== STATUS_MAP_WAIT
) {
535 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
)) {
541 /* Is there someone else to join? */
542 if (best
!= nullptr) {
543 /* Let the first start joining. */
544 best
->status
= STATUS_AUTHORIZED
;
547 /* And update the rest. */
548 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
549 if (new_cs
->status
== STATUS_MAP_WAIT
) new_cs
->SendWait();
554 /** This sends the map to the client */
555 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendMap()
557 if (this->status
< STATUS_AUTHORIZED
) {
558 /* Illegal call, return error and ignore the packet */
559 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED
);
562 if (this->status
== STATUS_AUTHORIZED
) {
563 Debug(net
, 9, "client[{}] SendMap(): first_packet", this->client_id
);
566 this->savegame
= std::make_shared
<PacketWriter
>(this);
568 /* Now send the _frame_counter and how many packets are coming */
569 auto p
= std::make_unique
<Packet
>(this, PACKET_SERVER_MAP_BEGIN
);
570 p
->Send_uint32(_frame_counter
);
571 this->SendPacket(std::move(p
));
573 NetworkSyncCommandQueue(this);
574 Debug(net
, 9, "client[{}] status = MAP", this->client_id
);
575 this->status
= STATUS_MAP
;
576 /* Mark the start of download */
577 this->last_frame
= _frame_counter
;
578 this->last_frame_server
= _frame_counter
;
580 /* Make a dump of the current game */
581 if (SaveWithFilter(this->savegame
, true) != SL_OK
) UserError("network savedump failed");
584 if (this->status
== STATUS_MAP
) {
585 bool last_packet
= this->savegame
->TransferToNetworkQueue();
587 Debug(net
, 9, "client[{}] SendMap(): last_packet", this->client_id
);
589 /* Done reading, make sure saving is done as well */
590 this->savegame
->Destroy();
591 this->savegame
= nullptr;
593 /* Set the status to DONE_MAP, no we will wait for the client
594 * to send it is ready (maybe that happens like never ;)) */
595 Debug(net
, 9, "client[{}] status = DONE_MAP", this->client_id
);
596 this->status
= STATUS_DONE_MAP
;
598 this->CheckNextClientToSendMap();
601 return NETWORK_RECV_STATUS_OKAY
;
605 * Tell that a client joined.
606 * @param client_id The client that joined.
608 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendJoin(ClientID client_id
)
610 Debug(net
, 9, "client[{}] SendJoin(): client_id={}", this->client_id
, client_id
);
612 auto p
= std::make_unique
<Packet
>(this, PACKET_SERVER_JOIN
);
614 p
->Send_uint32(client_id
);
616 this->SendPacket(std::move(p
));
617 return NETWORK_RECV_STATUS_OKAY
;
620 /** Tell the client that they may run to a particular frame. */
621 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendFrame()
623 auto p
= std::make_unique
<Packet
>(this, PACKET_SERVER_FRAME
);
624 p
->Send_uint32(_frame_counter
);
625 p
->Send_uint32(_frame_counter_max
);
626 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
627 p
->Send_uint32(_sync_seed_1
);
628 #ifdef NETWORK_SEND_DOUBLE_SEED
629 p
->Send_uint32(_sync_seed_2
);
633 /* If token equals 0, we need to make a new token and send that. */
634 if (this->last_token
== 0) {
635 this->last_token
= InteractiveRandomRange(UINT8_MAX
- 1) + 1;
636 p
->Send_uint8(this->last_token
);
639 this->SendPacket(std::move(p
));
640 return NETWORK_RECV_STATUS_OKAY
;
643 /** Request the client to sync. */
644 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendSync()
646 Debug(net
, 9, "client[{}] SendSync(), frame_counter={}, sync_seed_1={}", this->client_id
, _frame_counter
, _sync_seed_1
);
648 auto p
= std::make_unique
<Packet
>(this, PACKET_SERVER_SYNC
);
649 p
->Send_uint32(_frame_counter
);
650 p
->Send_uint32(_sync_seed_1
);
652 #ifdef NETWORK_SEND_DOUBLE_SEED
653 p
->Send_uint32(_sync_seed_2
);
655 this->SendPacket(std::move(p
));
656 return NETWORK_RECV_STATUS_OKAY
;
660 * Send a command to the client to execute.
661 * @param cp The command to send.
663 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendCommand(const CommandPacket
&cp
)
665 Debug(net
, 9, "client[{}] SendCommand(): cmd={}", this->client_id
, cp
.cmd
);
667 auto p
= std::make_unique
<Packet
>(this, PACKET_SERVER_COMMAND
);
669 this->NetworkGameSocketHandler::SendCommand(*p
, cp
);
670 p
->Send_uint32(cp
.frame
);
671 p
->Send_bool (cp
.my_cmd
);
673 this->SendPacket(std::move(p
));
674 return NETWORK_RECV_STATUS_OKAY
;
678 * Send a chat message.
679 * @param action The action associated with the message.
680 * @param client_id The origin of the chat message.
681 * @param self_send Whether we did send the message.
682 * @param msg The actual message.
683 * @param data Arbitrary extra data.
685 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendChat(NetworkAction action
, ClientID client_id
, bool self_send
, const std::string
&msg
, int64_t data
)
687 Debug(net
, 9, "client[{}] SendChat(): action={}, client_id={}, self_send={}", this->client_id
, action
, client_id
, self_send
);
689 if (this->status
< STATUS_PRE_ACTIVE
) return NETWORK_RECV_STATUS_OKAY
;
691 auto p
= std::make_unique
<Packet
>(this, PACKET_SERVER_CHAT
);
693 p
->Send_uint8 (action
);
694 p
->Send_uint32(client_id
);
695 p
->Send_bool (self_send
);
697 p
->Send_uint64(data
);
699 this->SendPacket(std::move(p
));
700 return NETWORK_RECV_STATUS_OKAY
;
704 * Send a chat message from external source.
705 * @param source Name of the source this message came from.
706 * @param colour TextColour to use for the message.
707 * @param user Name of the user who sent the messsage.
708 * @param msg The actual message.
710 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendExternalChat(const std::string
&source
, TextColour colour
, const std::string
&user
, const std::string
&msg
)
712 Debug(net
, 9, "client[{}] SendExternalChat(): source={}", this->client_id
, source
);
714 if (this->status
< STATUS_PRE_ACTIVE
) return NETWORK_RECV_STATUS_OKAY
;
716 auto p
= std::make_unique
<Packet
>(this, PACKET_SERVER_EXTERNAL_CHAT
);
718 p
->Send_string(source
);
719 p
->Send_uint16(colour
);
720 p
->Send_string(user
);
723 this->SendPacket(std::move(p
));
724 return NETWORK_RECV_STATUS_OKAY
;
728 * Tell the client another client quit with an error.
729 * @param client_id The client that quit.
730 * @param errorno The reason the client quit.
732 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_id
, NetworkErrorCode errorno
)
734 Debug(net
, 9, "client[{}] SendErrorQuit(): client_id={}, errorno={}", this->client_id
, client_id
, errorno
);
736 auto p
= std::make_unique
<Packet
>(this, PACKET_SERVER_ERROR_QUIT
);
738 p
->Send_uint32(client_id
);
739 p
->Send_uint8 (errorno
);
741 this->SendPacket(std::move(p
));
742 return NETWORK_RECV_STATUS_OKAY
;
746 * Tell the client another client quit.
747 * @param client_id The client that quit.
749 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendQuit(ClientID client_id
)
751 Debug(net
, 9, "client[{}] SendQuit(): client_id={}", this->client_id
, client_id
);
753 auto p
= std::make_unique
<Packet
>(this, PACKET_SERVER_QUIT
);
755 p
->Send_uint32(client_id
);
757 this->SendPacket(std::move(p
));
758 return NETWORK_RECV_STATUS_OKAY
;
761 /** Tell the client we're shutting down. */
762 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendShutdown()
764 Debug(net
, 9, "client[{}] SendShutdown()", this->client_id
);
766 auto p
= std::make_unique
<Packet
>(this, PACKET_SERVER_SHUTDOWN
);
767 this->SendPacket(std::move(p
));
768 return NETWORK_RECV_STATUS_OKAY
;
771 /** Tell the client we're starting a new game. */
772 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendNewGame()
774 Debug(net
, 9, "client[{}] SendNewGame()", this->client_id
);
776 auto p
= std::make_unique
<Packet
>(this, PACKET_SERVER_NEWGAME
);
777 this->SendPacket(std::move(p
));
778 return NETWORK_RECV_STATUS_OKAY
;
782 * Send the result of a console action.
783 * @param colour The colour of the result.
784 * @param command The command that was executed.
786 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendRConResult(uint16_t colour
, const std::string
&command
)
788 Debug(net
, 9, "client[{}] SendRConResult()", this->client_id
);
790 auto p
= std::make_unique
<Packet
>(this, PACKET_SERVER_RCON
);
792 p
->Send_uint16(colour
);
793 p
->Send_string(command
);
794 this->SendPacket(std::move(p
));
795 return NETWORK_RECV_STATUS_OKAY
;
799 * Tell that a client moved to another company.
800 * @param client_id The client that moved.
801 * @param company_id The company the client moved to.
803 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendMove(ClientID client_id
, CompanyID company_id
)
805 Debug(net
, 9, "client[{}] SendMove(): client_id={}", this->client_id
, client_id
);
807 auto p
= std::make_unique
<Packet
>(this, PACKET_SERVER_MOVE
);
809 p
->Send_uint32(client_id
);
810 p
->Send_uint8(company_id
);
811 this->SendPacket(std::move(p
));
812 return NETWORK_RECV_STATUS_OKAY
;
815 /** Send an update about the max company/spectator counts. */
816 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendConfigUpdate()
818 Debug(net
, 9, "client[{}] SendConfigUpdate()", this->client_id
);
820 auto p
= std::make_unique
<Packet
>(this, PACKET_SERVER_CONFIG_UPDATE
);
822 p
->Send_uint8(_settings_client
.network
.max_companies
);
823 p
->Send_string(_settings_client
.network
.server_name
);
824 this->SendPacket(std::move(p
));
825 return NETWORK_RECV_STATUS_OKAY
;
829 * Receiving functions
832 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet
&)
834 Debug(net
, 9, "client[{}] Receive_CLIENT_GAME_INFO()", this->client_id
);
836 return this->SendGameInfo();
839 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet
&)
841 if (this->status
!= STATUS_NEWGRFS_CHECK
) {
842 /* Illegal call, return error and ignore the packet */
843 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
846 Debug(net
, 9, "client[{}] Receive_CLIENT_NEWGRFS_CHECKED()", this->client_id
);
848 return this->SendWelcome();
851 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet
&p
)
853 if (this->status
!= STATUS_INACTIVE
) {
854 /* Illegal call, return error and ignore the packet */
855 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
858 if (_network_game_info
.clients_on
>= _settings_client
.network
.max_clients
) {
859 /* Turns out we are full. Inform the user about this. */
860 return this->SendError(NETWORK_ERROR_FULL
);
863 std::string client_revision
= p
.Recv_string(NETWORK_REVISION_LENGTH
);
864 uint32_t newgrf_version
= p
.Recv_uint32();
866 Debug(net
, 9, "client[{}] Receive_CLIENT_JOIN(): client_revision={}, newgrf_version={}", this->client_id
, client_revision
, newgrf_version
);
868 /* Check if the client has revision control enabled */
869 if (!IsNetworkCompatibleVersion(client_revision
) || _openttd_newgrf_version
!= newgrf_version
) {
870 /* Different revisions!! */
871 return this->SendError(NETWORK_ERROR_WRONG_REVISION
);
874 return this->SendAuthRequest();
877 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_IDENTIFY(Packet
&p
)
879 if (this->status
!= STATUS_IDENTIFY
) return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
881 Debug(net
, 9, "client[{}] Receive_CLIENT_IDENTIFY()", this->client_id
);
883 std::string client_name
= p
.Recv_string(NETWORK_CLIENT_NAME_LENGTH
);
884 CompanyID playas
= (Owner
)p
.Recv_uint8();
886 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT
;
888 /* join another company does not affect these values */
890 case COMPANY_NEW_COMPANY
: // New company
891 if (Company::GetNumItems() >= _settings_client
.network
.max_companies
) {
892 return this->SendError(NETWORK_ERROR_FULL
);
895 case COMPANY_SPECTATOR
: // Spectator
897 default: // Join another company (companies 1..MAX_COMPANIES (index 0..(MAX_COMPANIES-1)))
898 if (!Company::IsValidHumanID(playas
)) {
899 return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH
);
902 if (!Company::Get(playas
)->allow_list
.Contains(this->peer_public_key
)) {
903 /* When we're not authorized, just bump us to a spectator. */
904 playas
= COMPANY_SPECTATOR
;
909 if (!NetworkIsValidClientName(client_name
)) {
910 /* An invalid client name was given. However, the client ensures the name
911 * is valid before it is sent over the network, so something went horribly
912 * wrong. This is probably someone trying to troll us. */
913 return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME
);
916 if (!NetworkMakeClientNameUnique(client_name
)) { // Change name if duplicate
917 /* We could not create a name for this client */
918 return this->SendError(NETWORK_ERROR_NAME_IN_USE
);
921 assert(NetworkClientInfo::CanAllocateItem());
922 NetworkClientInfo
*ci
= new NetworkClientInfo(this->client_id
);
924 ci
->join_date
= TimerGameEconomy::date
;
925 ci
->client_name
= client_name
;
926 ci
->client_playas
= playas
;
927 ci
->public_key
= this->peer_public_key
;
928 Debug(desync
, 1, "client: {:08x}; {:02x}; {:02x}; {:02x}", TimerGameEconomy::date
, TimerGameEconomy::date_fract
, (int)ci
->client_playas
, (int)ci
->index
);
930 /* Make sure companies to which people try to join are not autocleaned */
931 Company
*c
= Company::GetIfValid(playas
);
932 if (c
!= nullptr) c
->months_empty
= 0;
934 return this->SendNewGRFCheck();
937 static NetworkErrorCode
GetErrorForAuthenticationMethod(NetworkAuthenticationMethod method
)
940 case NETWORK_AUTH_METHOD_X25519_PAKE
:
941 return NETWORK_ERROR_WRONG_PASSWORD
;
942 case NETWORK_AUTH_METHOD_X25519_AUTHORIZED_KEY
:
943 return NETWORK_ERROR_NOT_ON_ALLOW_LIST
;
950 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_AUTH_RESPONSE(Packet
&p
)
952 if (this->status
!= STATUS_AUTH_GAME
) {
953 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
956 Debug(net
, 9, "client[{}] Receive_CLIENT_AUTH_RESPONSE()", this->client_id
);
958 auto authentication_method
= this->authentication_handler
->GetAuthenticationMethod();
959 switch (this->authentication_handler
->ReceiveResponse(p
)) {
960 case NetworkAuthenticationServerHandler::AUTHENTICATED
:
963 case NetworkAuthenticationServerHandler::RETRY_NEXT_METHOD
:
964 return this->SendAuthRequest();
966 case NetworkAuthenticationServerHandler::NOT_AUTHENTICATED
:
968 return this->SendError(GetErrorForAuthenticationMethod(authentication_method
));
971 NetworkRecvStatus status
= this->SendEnableEncryption();
972 if (status
!= NETWORK_RECV_STATUS_OKAY
) return status
;
974 this->peer_public_key
= this->authentication_handler
->GetPeerPublicKey();
975 this->receive_encryption_handler
= this->authentication_handler
->CreateClientToServerEncryptionHandler();
976 this->send_encryption_handler
= this->authentication_handler
->CreateServerToClientEncryptionHandler();
977 this->authentication_handler
= nullptr;
979 Debug(net
, 9, "client[{}] status = IDENTIFY", this->client_id
);
980 this->status
= STATUS_IDENTIFY
;
982 /* Reset 'lag' counters */
983 this->last_frame
= this->last_frame_server
= _frame_counter
;
985 return NETWORK_RECV_STATUS_OKAY
;
988 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet
&)
990 /* The client was never joined.. so this is impossible, right?
991 * Ignore the packet, give the client a warning, and close the connection */
992 if (this->status
< STATUS_AUTHORIZED
|| this->HasClientQuit()) {
993 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED
);
996 Debug(net
, 9, "client[{}] Receive_CLIENT_GETMAP()", this->client_id
);
998 /* Check if someone else is receiving the map */
999 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
1000 if (new_cs
->status
== STATUS_MAP
) {
1001 /* Tell the new client to wait */
1002 Debug(net
, 9, "client[{}] status = MAP_WAIT", this->client_id
);
1003 this->status
= STATUS_MAP_WAIT
;
1004 return this->SendWait();
1008 /* We receive a request to upload the map.. give it to the client! */
1009 return this->SendMap();
1012 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet
&)
1014 /* Client has the map, now start syncing */
1015 if (this->status
== STATUS_DONE_MAP
&& !this->HasClientQuit()) {
1016 Debug(net
, 9, "client[{}] Receive_CLIENT_MAP_OK()", this->client_id
);
1018 std::string client_name
= this->GetClientName();
1020 NetworkTextMessage(NETWORK_ACTION_JOIN
, CC_DEFAULT
, false, client_name
, "", this->client_id
);
1021 InvalidateWindowData(WC_CLIENT_LIST
, 0);
1023 Debug(net
, 3, "[{}] Client #{} ({}) joined as {}", ServerNetworkGameSocketHandler::GetName(), this->client_id
, this->GetClientIP(), client_name
);
1025 /* Mark the client as pre-active, and wait for an ACK
1026 * so we know it is done loading and in sync with us */
1027 Debug(net
, 9, "client[{}] status = PRE_ACTIVE", this->client_id
);
1028 this->status
= STATUS_PRE_ACTIVE
;
1029 NetworkHandleCommandQueue(this);
1033 /* This is the frame the client receives
1034 * we need it later on to make sure the client is not too slow */
1035 this->last_frame
= _frame_counter
;
1036 this->last_frame_server
= _frame_counter
;
1038 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
1039 if (new_cs
->status
>= STATUS_AUTHORIZED
) {
1040 new_cs
->SendClientInfo(this->GetInfo());
1041 new_cs
->SendJoin(this->client_id
);
1045 NetworkAdminClientInfo(this, true);
1047 /* also update the new client with our max values */
1048 return this->SendConfigUpdate();
1051 /* Wrong status for this packet, give a warning to client, and close connection */
1052 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1056 * The client has done a command and wants us to handle it
1057 * @param p the packet in which the command was sent
1059 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet
&p
)
1061 /* The client was never joined.. so this is impossible, right?
1062 * Ignore the packet, give the client a warning, and close the connection */
1063 if (this->status
< STATUS_DONE_MAP
|| this->HasClientQuit()) {
1064 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1067 if (this->incoming_queue
.size() >= _settings_client
.network
.max_commands_in_queue
) {
1068 return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS
);
1071 Debug(net
, 9, "client[{}] Receive_CLIENT_COMMAND()", this->client_id
);
1074 const char *err
= this->ReceiveCommand(p
, cp
);
1076 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT
;
1078 NetworkClientInfo
*ci
= this->GetInfo();
1080 if (err
!= nullptr) {
1081 IConsolePrint(CC_WARNING
, "Dropping client #{} (IP: {}) due to {}.", ci
->client_id
, this->GetClientIP(), err
);
1082 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1086 if ((GetCommandFlags(cp
.cmd
) & CMD_SERVER
) && ci
->client_id
!= CLIENT_ID_SERVER
) {
1087 IConsolePrint(CC_WARNING
, "Kicking client #{} (IP: {}) due to calling a server only command {}.", ci
->client_id
, this->GetClientIP(), cp
.cmd
);
1088 return this->SendError(NETWORK_ERROR_KICKED
);
1091 if ((GetCommandFlags(cp
.cmd
) & CMD_SPECTATOR
) == 0 && !Company::IsValidID(cp
.company
) && ci
->client_id
!= CLIENT_ID_SERVER
) {
1092 IConsolePrint(CC_WARNING
, "Kicking client #{} (IP: {}) due to calling a non-spectator command {}.", ci
->client_id
, this->GetClientIP(), cp
.cmd
);
1093 return this->SendError(NETWORK_ERROR_KICKED
);
1097 * Only CMD_COMPANY_CTRL is always allowed, for the rest, playas needs
1098 * to match the company in the packet. If it doesn't, the client has done
1099 * something pretty naughty (or a bug), and will be kicked
1101 CompanyCtrlAction cca
= cp
.cmd
== CMD_COMPANY_CTRL
? std::get
<0>(EndianBufferReader::ToValue
<CommandTraits
<CMD_COMPANY_CTRL
>::Args
>(cp
.data
)) : CCA_NEW
;
1102 if (!(cp
.cmd
== CMD_COMPANY_CTRL
&& cca
== CCA_NEW
&& ci
->client_playas
== COMPANY_NEW_COMPANY
) && ci
->client_playas
!= cp
.company
) {
1103 IConsolePrint(CC_WARNING
, "Kicking client #{} (IP: {}) due to calling a command as another company {}.",
1104 ci
->client_playas
+ 1, this->GetClientIP(), cp
.company
+ 1);
1105 return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH
);
1108 if (cp
.cmd
== CMD_COMPANY_CTRL
) {
1109 if (cca
!= CCA_NEW
|| cp
.company
!= COMPANY_SPECTATOR
) {
1110 return this->SendError(NETWORK_ERROR_CHEATER
);
1113 /* 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! */
1114 if (Company::GetNumItems() >= _settings_client
.network
.max_companies
) {
1115 NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE
, DESTTYPE_CLIENT
, ci
->client_id
, "cannot create new company, server full", CLIENT_ID_SERVER
);
1116 return NETWORK_RECV_STATUS_OKAY
;
1120 if (cp
.cmd
== CMD_COMPANY_ALLOW_LIST_CTRL
) {
1121 /* Maybe the client just got moved before allowing? */
1122 if (ci
->client_id
!= CLIENT_ID_SERVER
&& ci
->client_playas
!= cp
.company
) return NETWORK_RECV_STATUS_OKAY
;
1124 /* Only allow clients to add/remove currently joined clients. The server owner does not go via this method, so is allowed to do more. */
1125 std::string public_key
= std::get
<1>(EndianBufferReader::ToValue
<CommandTraits
<CMD_COMPANY_ALLOW_LIST_CTRL
>::Args
>(cp
.data
));
1127 for (const NetworkClientInfo
*info
: NetworkClientInfo::Iterate()) {
1128 if (info
->public_key
== public_key
) {
1134 /* Maybe the client just left? */
1135 if (!found
) return NETWORK_RECV_STATUS_OKAY
;
1138 if (GetCommandFlags(cp
.cmd
) & CMD_CLIENT_ID
) NetworkReplaceCommandClientId(cp
, this->client_id
);
1140 this->incoming_queue
.push_back(cp
);
1141 return NETWORK_RECV_STATUS_OKAY
;
1144 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet
&p
)
1146 /* This packets means a client noticed an error and is reporting this
1147 * to us. Display the error and report it to the other clients */
1148 NetworkErrorCode errorno
= (NetworkErrorCode
)p
.Recv_uint8();
1150 Debug(net
, 9, "client[{}] Receive_CLIENT_ERROR(): errorno={}", this->client_id
, errorno
);
1152 /* The client was never joined.. thank the client for the packet, but ignore it */
1153 if (this->status
< STATUS_DONE_MAP
|| this->HasClientQuit()) {
1154 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT
);
1157 std::string client_name
= this->GetClientName();
1158 StringID strid
= GetNetworkErrorMsg(errorno
);
1160 Debug(net
, 1, "'{}' reported an error and is closing its connection: {}", client_name
, GetString(strid
));
1162 NetworkTextMessage(NETWORK_ACTION_LEAVE
, CC_DEFAULT
, false, client_name
, "", strid
);
1164 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
1165 if (new_cs
->status
>= STATUS_AUTHORIZED
) {
1166 new_cs
->SendErrorQuit(this->client_id
, errorno
);
1170 NetworkAdminClientError(this->client_id
, errorno
);
1172 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT
);
1175 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet
&)
1177 /* The client was never joined.. thank the client for the packet, but ignore it */
1178 if (this->status
< STATUS_DONE_MAP
|| this->HasClientQuit()) {
1179 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT
);
1182 Debug(net
, 9, "client[{}] Receive_CLIENT_QUIT()", this->client_id
);
1184 /* The client wants to leave. Display this and report it to the other clients. */
1185 std::string client_name
= this->GetClientName();
1186 NetworkTextMessage(NETWORK_ACTION_LEAVE
, CC_DEFAULT
, false, client_name
, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING
);
1188 for (NetworkClientSocket
*new_cs
: NetworkClientSocket::Iterate()) {
1189 if (new_cs
->status
>= STATUS_AUTHORIZED
&& new_cs
!= this) {
1190 new_cs
->SendQuit(this->client_id
);
1194 NetworkAdminClientQuit(this->client_id
);
1196 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT
);
1199 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet
&p
)
1201 if (this->status
< STATUS_AUTHORIZED
) {
1202 /* Illegal call, return error and ignore the packet */
1203 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED
);
1206 uint32_t frame
= p
.Recv_uint32();
1208 Debug(net
, 9, "client[{}] Receive_CLIENT_ACK(): frame={}", this->client_id
, frame
);
1210 /* The client is trying to catch up with the server */
1211 if (this->status
== STATUS_PRE_ACTIVE
) {
1212 /* The client is not yet caught up? */
1213 if (frame
+ Ticks::DAY_TICKS
< _frame_counter
) return NETWORK_RECV_STATUS_OKAY
;
1215 /* Now it is! Unpause the game */
1216 Debug(net
, 9, "client[{}] status = ACTIVE", this->client_id
);
1217 this->status
= STATUS_ACTIVE
;
1218 this->last_token_frame
= _frame_counter
;
1220 /* Execute script for, e.g. MOTD */
1221 IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
1224 /* Get, and validate the token. */
1225 uint8_t token
= p
.Recv_uint8();
1226 if (token
== this->last_token
) {
1227 /* We differentiate between last_token_frame and last_frame so the lag
1228 * test uses the actual lag of the client instead of the lag for getting
1229 * the token back and forth; after all, the token is only sent every
1230 * time we receive a PACKET_CLIENT_ACK, after which we will send a new
1231 * token to the client. If the lag would be one day, then we would not
1232 * be sending the new token soon enough for the new daily scheduled
1233 * PACKET_CLIENT_ACK. This would then register the lag of the client as
1234 * two days, even when it's only a single day. */
1235 this->last_token_frame
= _frame_counter
;
1236 /* Request a new token. */
1237 this->last_token
= 0;
1240 /* The client received the frame, make note of it */
1241 this->last_frame
= frame
;
1242 /* With those 2 values we can calculate the lag realtime */
1243 this->last_frame_server
= _frame_counter
;
1244 return NETWORK_RECV_STATUS_OKAY
;
1249 * Send an actual chat message.
1250 * @param action The action that's performed.
1251 * @param desttype The type of destination.
1252 * @param dest The actual destination index.
1253 * @param msg The actual message.
1254 * @param from_id The origin of the message.
1255 * @param data Arbitrary data.
1256 * @param from_admin Whether the origin is an admin or not.
1258 void NetworkServerSendChat(NetworkAction action
, DestType desttype
, int dest
, const std::string
&msg
, ClientID from_id
, int64_t data
, bool from_admin
)
1260 const NetworkClientInfo
*ci
, *ci_own
, *ci_to
;
1263 case DESTTYPE_CLIENT
:
1264 /* Are we sending to the server? */
1265 if ((ClientID
)dest
== CLIENT_ID_SERVER
) {
1266 ci
= NetworkClientInfo::GetByClientID(from_id
);
1267 /* Display the text locally, and that is it */
1268 if (ci
!= nullptr) {
1269 NetworkTextMessage(action
, GetDrawStringCompanyColour(ci
->client_playas
), false, ci
->client_name
, msg
, data
);
1271 if (_settings_client
.network
.server_admin_chat
) {
1272 NetworkAdminChat(action
, desttype
, from_id
, msg
, data
, from_admin
);
1276 /* Else find the client to send the message to */
1277 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1278 if (cs
->client_id
== (ClientID
)dest
&& cs
->status
>= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED
) {
1279 cs
->SendChat(action
, from_id
, false, msg
, data
);
1285 /* Display the message locally (so you know you have sent it) */
1286 if (from_id
!= (ClientID
)dest
) {
1287 if (from_id
== CLIENT_ID_SERVER
) {
1288 ci
= NetworkClientInfo::GetByClientID(from_id
);
1289 ci_to
= NetworkClientInfo::GetByClientID((ClientID
)dest
);
1290 if (ci
!= nullptr && ci_to
!= nullptr) {
1291 NetworkTextMessage(action
, GetDrawStringCompanyColour(ci
->client_playas
), true, ci_to
->client_name
, msg
, data
);
1294 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1295 if (cs
->client_id
== from_id
&& cs
->status
>= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED
) {
1296 cs
->SendChat(action
, (ClientID
)dest
, true, msg
, data
);
1303 case DESTTYPE_TEAM
: {
1304 /* If this is false, the message is already displayed on the client who sent it. */
1305 bool show_local
= true;
1306 /* Find all clients that belong to this company */
1308 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1310 if (ci
!= nullptr && ci
->client_playas
== (CompanyID
)dest
&& cs
->status
>= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED
) {
1311 cs
->SendChat(action
, from_id
, false, msg
, data
);
1312 if (cs
->client_id
== from_id
) show_local
= false;
1313 ci_to
= ci
; // Remember a client that is in the company for company-name
1317 /* if the server can read it, let the admin network read it, too. */
1318 if (_local_company
== (CompanyID
)dest
&& _settings_client
.network
.server_admin_chat
) {
1319 NetworkAdminChat(action
, desttype
, from_id
, msg
, data
, from_admin
);
1322 ci
= NetworkClientInfo::GetByClientID(from_id
);
1323 ci_own
= NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER
);
1324 if (ci
!= nullptr && ci_own
!= nullptr && ci_own
->client_playas
== dest
) {
1325 NetworkTextMessage(action
, GetDrawStringCompanyColour(ci
->client_playas
), false, ci
->client_name
, msg
, data
);
1326 if (from_id
== CLIENT_ID_SERVER
) show_local
= false;
1330 /* There is no such client */
1331 if (ci_to
== nullptr) break;
1333 /* Display the message locally (so you know you have sent it) */
1334 if (ci
!= nullptr && show_local
) {
1335 if (from_id
== CLIENT_ID_SERVER
) {
1336 StringID str
= Company::IsValidID(ci_to
->client_playas
) ? STR_COMPANY_NAME
: STR_NETWORK_SPECTATORS
;
1337 SetDParam(0, ci_to
->client_playas
);
1338 std::string name
= GetString(str
);
1339 NetworkTextMessage(action
, GetDrawStringCompanyColour(ci_own
->client_playas
), true, name
, msg
, data
);
1341 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1342 if (cs
->client_id
== from_id
&& cs
->status
>= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED
) {
1343 cs
->SendChat(action
, ci_to
->client_id
, true, msg
, data
);
1351 Debug(net
, 1, "Received unknown chat destination type {}; doing broadcast instead", desttype
);
1354 case DESTTYPE_BROADCAST
:
1355 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1356 if (cs
->status
>= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED
) cs
->SendChat(action
, from_id
, false, msg
, data
);
1359 NetworkAdminChat(action
, desttype
, from_id
, msg
, data
, from_admin
);
1361 ci
= NetworkClientInfo::GetByClientID(from_id
);
1362 if (ci
!= nullptr) {
1363 NetworkTextMessage(action
, GetDrawStringCompanyColour(ci
->client_playas
), false, ci
->client_name
, msg
, data
, "");
1370 * Send a chat message from external source.
1371 * @param source Name of the source this message came from.
1372 * @param colour TextColour to use for the message.
1373 * @param user Name of the user who sent the messsage.
1374 * @param msg The actual message.
1376 void NetworkServerSendExternalChat(const std::string
&source
, TextColour colour
, const std::string
&user
, const std::string
&msg
)
1378 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1379 if (cs
->status
>= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED
) cs
->SendExternalChat(source
, colour
, user
, msg
);
1381 NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT
, colour
, false, user
, msg
, 0, source
);
1384 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet
&p
)
1386 if (this->status
< STATUS_PRE_ACTIVE
) {
1387 /* Illegal call, return error and ignore the packet */
1388 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED
);
1391 NetworkAction action
= (NetworkAction
)p
.Recv_uint8();
1392 DestType desttype
= (DestType
)p
.Recv_uint8();
1393 int dest
= p
.Recv_uint32();
1395 Debug(net
, 9, "client[{}] Receive_CLIENT_CHAT(): action={}, desttype={}, dest={}", this->client_id
, action
, desttype
, dest
);
1397 std::string msg
= p
.Recv_string(NETWORK_CHAT_LENGTH
);
1398 int64_t 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 IConsolePrint(CC_WARNING
, "Kicking client #{} (IP: {}) due to unknown chact action.", 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_NAME(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 Debug(net
, 9, "client[{}] Receive_CLIENT_SET_NAME()", this->client_id
);
1423 NetworkClientInfo
*ci
;
1425 std::string client_name
= p
.Recv_string(NETWORK_CLIENT_NAME_LENGTH
);
1426 ci
= this->GetInfo();
1428 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT
;
1430 if (ci
!= nullptr) {
1431 if (!NetworkIsValidClientName(client_name
)) {
1432 /* An invalid client name was given. However, the client ensures the name
1433 * is valid before it is sent over the network, so something went horribly
1434 * wrong. This is probably someone trying to troll us. */
1435 return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME
);
1438 /* Display change */
1439 if (NetworkMakeClientNameUnique(client_name
)) {
1440 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE
, CC_DEFAULT
, false, ci
->client_name
, client_name
);
1441 ci
->client_name
= client_name
;
1442 NetworkUpdateClientInfo(ci
->client_id
);
1445 return NETWORK_RECV_STATUS_OKAY
;
1448 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet
&p
)
1450 if (this->status
!= STATUS_ACTIVE
) return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1452 Debug(net
, 9, "client[{}] Receive_CLIENT_RCON()", this->client_id
);
1454 std::string password
= p
.Recv_string(NETWORK_PASSWORD_LENGTH
);
1455 std::string command
= p
.Recv_string(NETWORK_RCONCOMMAND_LENGTH
);
1457 if (_rcon_authorized_key_handler
.IsAllowed(this->peer_public_key
)) {
1458 /* We are allowed, nothing more to validate. */
1459 } else if (_settings_client
.network
.rcon_password
.empty()) {
1460 return NETWORK_RECV_STATUS_OKAY
;
1461 } else if (_settings_client
.network
.rcon_password
.compare(password
) != 0) {
1462 Debug(net
, 1, "[rcon] Wrong password from client-id {}", this->client_id
);
1463 return NETWORK_RECV_STATUS_OKAY
;
1466 Debug(net
, 3, "[rcon] Client-id {} executed: {}", this->client_id
, command
);
1468 _redirect_console_to_client
= this->client_id
;
1469 IConsoleCmdExec(command
);
1470 _redirect_console_to_client
= INVALID_CLIENT_ID
;
1471 return NETWORK_RECV_STATUS_OKAY
;
1474 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet
&p
)
1476 if (this->status
!= STATUS_ACTIVE
) return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1478 CompanyID company_id
= (Owner
)p
.Recv_uint8();
1480 Debug(net
, 9, "client[{}] Receive_CLIENT_MOVE(): company_id={}", this->client_id
, company_id
);
1482 /* Check if the company is valid, we don't allow moving to AI companies */
1483 if (company_id
!= COMPANY_SPECTATOR
&& !Company::IsValidHumanID(company_id
)) return NETWORK_RECV_STATUS_OKAY
;
1485 if (company_id
!= COMPANY_SPECTATOR
&& !Company::Get(company_id
)->allow_list
.Contains(this->peer_public_key
)) {
1486 Debug(net
, 2, "Wrong public key from client-id #{} for company #{}", this->client_id
, company_id
+ 1);
1487 return NETWORK_RECV_STATUS_OKAY
;
1490 /* if we get here we can move the client */
1491 NetworkServerDoMove(this->client_id
, company_id
);
1492 return NETWORK_RECV_STATUS_OKAY
;
1496 * Populate the company stats.
1497 * @param stats the stats to update
1499 void NetworkPopulateCompanyStats(NetworkCompanyStats
*stats
)
1501 memset(stats
, 0, sizeof(*stats
) * MAX_COMPANIES
);
1503 /* Go through all vehicles and count the type of vehicles */
1504 for (const Vehicle
*v
: Vehicle::Iterate()) {
1505 if (!Company::IsValidID(v
->owner
) || !v
->IsPrimaryVehicle()) continue;
1508 case VEH_TRAIN
: type
= NETWORK_VEH_TRAIN
; break;
1509 case VEH_ROAD
: type
= RoadVehicle::From(v
)->IsBus() ? NETWORK_VEH_BUS
: NETWORK_VEH_LORRY
; break;
1510 case VEH_AIRCRAFT
: type
= NETWORK_VEH_PLANE
; break;
1511 case VEH_SHIP
: type
= NETWORK_VEH_SHIP
; break;
1514 stats
[v
->owner
].num_vehicle
[type
]++;
1517 /* Go through all stations and count the types of stations */
1518 for (const Station
*s
: Station::Iterate()) {
1519 if (Company::IsValidID(s
->owner
)) {
1520 NetworkCompanyStats
*npi
= &stats
[s
->owner
];
1522 if (s
->facilities
& FACIL_TRAIN
) npi
->num_station
[NETWORK_VEH_TRAIN
]++;
1523 if (s
->facilities
& FACIL_TRUCK_STOP
) npi
->num_station
[NETWORK_VEH_LORRY
]++;
1524 if (s
->facilities
& FACIL_BUS_STOP
) npi
->num_station
[NETWORK_VEH_BUS
]++;
1525 if (s
->facilities
& FACIL_AIRPORT
) npi
->num_station
[NETWORK_VEH_PLANE
]++;
1526 if (s
->facilities
& FACIL_DOCK
) npi
->num_station
[NETWORK_VEH_SHIP
]++;
1532 * Send updated client info of a particular client.
1533 * @param client_id The client to send it for.
1535 void NetworkUpdateClientInfo(ClientID client_id
)
1537 NetworkClientInfo
*ci
= NetworkClientInfo::GetByClientID(client_id
);
1539 if (ci
== nullptr) return;
1541 Debug(desync
, 1, "client: {:08x}; {:02x}; {:02x}; {:04x}", TimerGameEconomy::date
, TimerGameEconomy::date_fract
, (int)ci
->client_playas
, client_id
);
1543 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1544 if (cs
->status
>= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED
) {
1545 cs
->SendClientInfo(ci
);
1549 NetworkAdminClientUpdate(ci
);
1553 * Remove companies that have not been used depending on the \c autoclean_companies setting
1554 * and values for \c autoclean_protected, which removes any company, and
1555 * \c autoclean_novehicles, which removes companies without vehicles.
1557 static void NetworkAutoCleanCompanies()
1559 CompanyMask has_clients
= 0;
1560 CompanyMask has_vehicles
= 0;
1562 if (!_settings_client
.network
.autoclean_companies
) return;
1564 /* Detect the active companies */
1565 for (const NetworkClientInfo
*ci
: NetworkClientInfo::Iterate()) {
1566 if (Company::IsValidID(ci
->client_playas
)) SetBit(has_clients
, ci
->client_playas
);
1569 if (!_network_dedicated
) {
1570 const NetworkClientInfo
*ci
= NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER
);
1571 assert(ci
!= nullptr);
1572 if (Company::IsValidID(ci
->client_playas
)) SetBit(has_clients
, ci
->client_playas
);
1575 if (_settings_client
.network
.autoclean_novehicles
!= 0) {
1576 for (const Company
*c
: Company::Iterate()) {
1577 if (std::any_of(std::begin(c
->group_all
), std::end(c
->group_all
), [](const GroupStatistics
&gs
) { return gs
.num_vehicle
!= 0; })) SetBit(has_vehicles
, c
->index
);
1581 /* Go through all the companies */
1582 for (Company
*c
: Company::Iterate()) {
1583 /* Skip the non-active once */
1584 if (c
->is_ai
) continue;
1586 if (!HasBit(has_clients
, c
->index
)) {
1587 /* The company is empty for one month more */
1588 if (c
->months_empty
!= std::numeric_limits
<decltype(c
->months_empty
)>::max()) c
->months_empty
++;
1590 /* Is the company empty for autoclean_protected-months? */
1591 if (_settings_client
.network
.autoclean_protected
!= 0 && c
->months_empty
> _settings_client
.network
.autoclean_protected
) {
1592 /* Shut the company down */
1593 Command
<CMD_COMPANY_CTRL
>::Post(CCA_DELETE
, c
->index
, CRR_AUTOCLEAN
, INVALID_CLIENT_ID
);
1594 IConsolePrint(CC_INFO
, "Auto-cleaned company #{}.", c
->index
+ 1);
1596 /* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
1597 if (_settings_client
.network
.autoclean_novehicles
!= 0 && c
->months_empty
> _settings_client
.network
.autoclean_novehicles
&& !HasBit(has_vehicles
, c
->index
)) {
1598 /* Shut the company down */
1599 Command
<CMD_COMPANY_CTRL
>::Post(CCA_DELETE
, c
->index
, CRR_AUTOCLEAN
, INVALID_CLIENT_ID
);
1600 IConsolePrint(CC_INFO
, "Auto-cleaned company #{} with no vehicles.", c
->index
+ 1);
1603 /* It is not empty, reset the date */
1604 c
->months_empty
= 0;
1610 * Check whether a name is unique, and otherwise try to make it unique.
1611 * @param new_name The name to check/modify.
1612 * @return True if an unique name was achieved.
1614 bool NetworkMakeClientNameUnique(std::string
&name
)
1616 bool is_name_unique
= false;
1617 std::string original_name
= name
;
1619 for (uint number
= 1; !is_name_unique
&& number
<= MAX_CLIENTS
; number
++) { // Something's really wrong when there're more names than clients
1620 is_name_unique
= true;
1621 for (const NetworkClientInfo
*ci
: NetworkClientInfo::Iterate()) {
1622 if (ci
->client_name
== name
) {
1623 /* Name already in use */
1624 is_name_unique
= false;
1628 /* Check if it is the same as the server-name */
1629 const NetworkClientInfo
*ci
= NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER
);
1630 if (ci
!= nullptr) {
1631 if (ci
->client_name
== name
) is_name_unique
= false; // name already in use
1634 if (!is_name_unique
) {
1635 /* Try a new name (<name> #1, <name> #2, and so on) */
1636 name
= original_name
+ " #" + std::to_string(number
);
1638 /* The constructed client name is larger than the limit,
1639 * so... bail out as no valid name can be created. */
1640 if (name
.size() >= NETWORK_CLIENT_NAME_LENGTH
) return false;
1644 return is_name_unique
;
1648 * Change the client name of the given client
1649 * @param client_id the client to change the name of
1650 * @param new_name the new name for the client
1651 * @return true iff the name was changed
1653 bool NetworkServerChangeClientName(ClientID client_id
, const std::string
&new_name
)
1655 /* Check if the name's already in use */
1656 for (NetworkClientInfo
*ci
: NetworkClientInfo::Iterate()) {
1657 if (ci
->client_name
.compare(new_name
) == 0) return false;
1660 NetworkClientInfo
*ci
= NetworkClientInfo::GetByClientID(client_id
);
1661 if (ci
== nullptr) return false;
1663 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE
, CC_DEFAULT
, true, ci
->client_name
, new_name
);
1665 ci
->client_name
= new_name
;
1667 NetworkUpdateClientInfo(client_id
);
1672 * Handle the command-queue of a socket.
1673 * @param cs The socket to handle the queue for.
1675 static void NetworkHandleCommandQueue(NetworkClientSocket
*cs
)
1677 for (auto &cp
: cs
->outgoing_queue
) cs
->SendCommand(cp
);
1678 cs
->outgoing_queue
.clear();
1682 * This is called every tick if this is a _network_server
1683 * @param send_frame Whether to send the frame to the clients.
1685 void NetworkServer_Tick(bool send_frame
)
1687 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1688 bool send_sync
= false;
1691 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1692 if (_frame_counter
>= _last_sync_frame
+ _settings_client
.network
.sync_freq
) {
1693 _last_sync_frame
= _frame_counter
;
1698 /* Now we are done with the frame, inform the clients that they can
1699 * do their frame! */
1700 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1701 /* We allow a number of bytes per frame, but only to the burst amount
1702 * to be available for packet receiving at any particular time. */
1703 cs
->receive_limit
= std::min
<size_t>(cs
->receive_limit
+ _settings_client
.network
.bytes_per_frame
,
1704 _settings_client
.network
.bytes_per_frame_burst
);
1706 /* Check if the speed of the client is what we can expect from a client */
1707 uint lag
= NetworkCalculateLag(cs
);
1708 switch (cs
->status
) {
1709 case NetworkClientSocket::STATUS_ACTIVE
:
1710 if (lag
> _settings_client
.network
.max_lag_time
) {
1711 /* Client did still not report in within the specified limit. */
1713 if (cs
->last_packet
+ std::chrono::milliseconds(lag
* MILLISECONDS_PER_TICK
) > std::chrono::steady_clock::now()) {
1714 /* A packet was received in the last three game days, so the client is likely lagging behind. */
1715 IConsolePrint(CC_WARNING
, "Client #{} (IP: {}) is dropped because the client's game state is more than {} ticks behind.", cs
->client_id
, cs
->GetClientIP(), lag
);
1717 /* No packet was received in the last three game days; sounds like a lost connection. */
1718 IConsolePrint(CC_WARNING
, "Client #{} (IP: {}) is dropped because the client did not respond for more than {} ticks.", cs
->client_id
, cs
->GetClientIP(), lag
);
1720 cs
->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER
);
1724 /* Report once per time we detect the lag, and only when we
1725 * received a packet in the last 2 seconds. If we
1726 * did not receive a packet, then the client is not just
1727 * slow, but the connection is likely severed. Mentioning
1728 * frame_freq is not useful in this case. */
1729 if (lag
> (uint
)Ticks::DAY_TICKS
&& cs
->lag_test
== 0 && cs
->last_packet
+ std::chrono::seconds(2) > std::chrono::steady_clock::now()) {
1730 IConsolePrint(CC_WARNING
, "[{}] Client #{} is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter
, cs
->client_id
);
1734 if (cs
->last_frame_server
- cs
->last_token_frame
>= _settings_client
.network
.max_lag_time
) {
1735 /* This is a bad client! It didn't send the right token back within time. */
1736 IConsolePrint(CC_WARNING
, "Client #{} (IP: {}) is dropped because it fails to send valid acks.", cs
->client_id
, cs
->GetClientIP());
1737 cs
->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER
);
1742 case NetworkClientSocket::STATUS_INACTIVE
:
1743 case NetworkClientSocket::STATUS_IDENTIFY
:
1744 case NetworkClientSocket::STATUS_NEWGRFS_CHECK
:
1745 case NetworkClientSocket::STATUS_AUTHORIZED
:
1746 /* NewGRF check and authorized states should be handled almost instantly.
1747 * So give them some lee-way, likewise for the query with inactive. */
1748 if (lag
> _settings_client
.network
.max_init_time
) {
1749 IConsolePrint(CC_WARNING
, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to start the joining process.", cs
->client_id
, cs
->GetClientIP(), _settings_client
.network
.max_init_time
);
1750 cs
->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER
);
1755 case NetworkClientSocket::STATUS_MAP_WAIT
:
1756 /* Send every two seconds a packet to the client, to make sure
1757 * it knows the server is still there; just someone else is
1758 * still receiving the map. */
1759 if (std::chrono::steady_clock::now() > cs
->last_packet
+ std::chrono::seconds(2)) {
1761 /* We need to reset the timer, as otherwise we will be
1762 * spamming the client. Strictly speaking this variable
1763 * tracks when we last received a packet from the client,
1764 * but as it is waiting, it will not send us any till we
1765 * start sending them data. */
1766 cs
->last_packet
= std::chrono::steady_clock::now();
1770 case NetworkClientSocket::STATUS_MAP
:
1771 /* Downloading the map... this is the amount of time since starting the saving. */
1772 if (lag
> _settings_client
.network
.max_download_time
) {
1773 IConsolePrint(CC_WARNING
, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to download the map.", cs
->client_id
, cs
->GetClientIP(), _settings_client
.network
.max_download_time
);
1774 cs
->SendError(NETWORK_ERROR_TIMEOUT_MAP
);
1779 case NetworkClientSocket::STATUS_DONE_MAP
:
1780 case NetworkClientSocket::STATUS_PRE_ACTIVE
:
1781 /* The map has been sent, so this is for loading the map and syncing up. */
1782 if (lag
> _settings_client
.network
.max_join_time
) {
1783 IConsolePrint(CC_WARNING
, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to join.", cs
->client_id
, cs
->GetClientIP(), _settings_client
.network
.max_join_time
);
1784 cs
->SendError(NETWORK_ERROR_TIMEOUT_JOIN
);
1789 case NetworkClientSocket::STATUS_AUTH_GAME
:
1790 /* These don't block? */
1791 if (lag
> _settings_client
.network
.max_password_time
) {
1792 IConsolePrint(CC_WARNING
, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to enter the password.", cs
->client_id
, cs
->GetClientIP(), _settings_client
.network
.max_password_time
);
1793 cs
->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD
);
1798 case NetworkClientSocket::STATUS_END
:
1799 /* Bad server/code. */
1803 if (cs
->status
>= NetworkClientSocket::STATUS_PRE_ACTIVE
) {
1804 /* Check if we can send command, and if we have anything in the queue */
1805 NetworkHandleCommandQueue(cs
);
1807 /* Send an updated _frame_counter_max to the client */
1808 if (send_frame
) cs
->SendFrame();
1810 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1811 /* Send a sync-check packet */
1812 if (send_sync
) cs
->SendSync();
1818 /** Helper function to restart the map. */
1819 static void NetworkRestartMap()
1821 _settings_newgame
.game_creation
.generation_seed
= GENERATE_NEW_SEED
;
1822 switch (_file_to_saveload
.abstract_ftype
) {
1825 _switch_mode
= SM_LOAD_GAME
;
1829 _switch_mode
= SM_START_HEIGHTMAP
;
1833 _switch_mode
= SM_NEWGAME
;
1837 /** Timer to restart a network server automatically based on real-time hours played. Initialized at zero to disable until settings are loaded. */
1838 static IntervalTimer
<TimerGameRealtime
> _network_restart_map_timer({std::chrono::hours::zero(), TimerGameRealtime::UNPAUSED
}, [](auto)
1840 if (!_network_server
) return;
1842 /* If setting is 0, this feature is disabled. */
1843 if (_settings_client
.network
.restart_hours
== 0) return;
1845 Debug(net
, 3, "Auto-restarting map: {} hours played", _settings_client
.network
.restart_hours
);
1846 NetworkRestartMap();
1850 * Reset the automatic network restart time interval.
1851 * @param reset Whether to reset the timer to zero.
1853 void ChangeNetworkRestartTime(bool reset
)
1855 if (!_network_server
) return;
1857 _network_restart_map_timer
.SetInterval({ std::chrono::hours(_settings_client
.network
.restart_hours
), TimerGameRealtime::UNPAUSED
}, reset
);
1860 /** Check if we want to restart the map based on the year. */
1861 static void NetworkCheckRestartMapYear()
1863 /* If setting is 0, this feature is disabled. */
1864 if (_settings_client
.network
.restart_game_year
== 0) return;
1866 if (TimerGameCalendar::year
>= _settings_client
.network
.restart_game_year
) {
1867 Debug(net
, 3, "Auto-restarting map: year {} reached", TimerGameCalendar::year
);
1868 NetworkRestartMap();
1872 /** Calendar yearly "callback". Called whenever the calendar year changes. */
1873 static IntervalTimer
<TimerGameCalendar
> _calendar_network_yearly({ TimerGameCalendar::YEAR
, TimerGameCalendar::Priority::NONE
}, [](auto) {
1874 if (!_network_server
) return;
1876 NetworkCheckRestartMapYear();
1879 /** Economy yearly "callback". Called whenever the economy year changes. */
1880 static IntervalTimer
<TimerGameEconomy
> _economy_network_yearly({TimerGameEconomy::YEAR
, TimerGameEconomy::Priority::NONE
}, [](auto)
1882 if (!_network_server
) return;
1884 NetworkAdminUpdate(ADMIN_FREQUENCY_ANUALLY
);
1887 /** Quarterly "callback". Called whenever the economy quarter changes. */
1888 static IntervalTimer
<TimerGameEconomy
> _network_quarterly({TimerGameEconomy::QUARTER
, TimerGameEconomy::Priority::NONE
}, [](auto)
1890 if (!_network_server
) return;
1892 NetworkAutoCleanCompanies();
1893 NetworkAdminUpdate(ADMIN_FREQUENCY_QUARTERLY
);
1896 /** Economy monthly "callback". Called whenever the economy month changes. */
1897 static IntervalTimer
<TimerGameEconomy
> _network_monthly({TimerGameEconomy::MONTH
, TimerGameEconomy::Priority::NONE
}, [](auto)
1899 if (!_network_server
) return;
1901 NetworkAutoCleanCompanies();
1902 NetworkAdminUpdate(ADMIN_FREQUENCY_MONTHLY
);
1905 /** Economy weekly "callback". Called whenever the economy week changes. */
1906 static IntervalTimer
<TimerGameEconomy
> _network_weekly({TimerGameEconomy::WEEK
, TimerGameEconomy::Priority::NONE
}, [](auto)
1908 if (!_network_server
) return;
1910 NetworkAdminUpdate(ADMIN_FREQUENCY_WEEKLY
);
1913 /** Daily "callback". Called whenever the economy date changes. */
1914 static IntervalTimer
<TimerGameEconomy
> _economy_network_daily({TimerGameEconomy::DAY
, TimerGameEconomy::Priority::NONE
}, [](auto)
1916 if (!_network_server
) return;
1918 NetworkAdminUpdate(ADMIN_FREQUENCY_DAILY
);
1922 * Get the IP address/hostname of the connected client.
1923 * @return The IP address.
1925 const std::string
&ServerNetworkGameSocketHandler::GetClientIP()
1927 return this->client_address
.GetHostname();
1930 /** Show the status message of all clients on the console. */
1931 void NetworkServerShowStatusToConsole()
1933 static const char * const stat_str
[] = {
1936 "identifing client",
1945 static_assert(lengthof(stat_str
) == NetworkClientSocket::STATUS_END
);
1947 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1948 NetworkClientInfo
*ci
= cs
->GetInfo();
1949 if (ci
== nullptr) continue;
1950 uint lag
= NetworkCalculateLag(cs
);
1953 status
= (cs
->status
< (ptrdiff_t)lengthof(stat_str
) ? stat_str
[cs
->status
] : "unknown");
1954 IConsolePrint(CC_INFO
, "Client #{} name: '{}' status: '{}' frame-lag: {} company: {} IP: {}",
1955 cs
->client_id
, ci
->client_name
, status
, lag
,
1956 ci
->client_playas
+ (Company::IsValidID(ci
->client_playas
) ? 1 : 0),
1962 * Send Config Update
1964 void NetworkServerSendConfigUpdate()
1966 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
1967 if (cs
->status
>= NetworkClientSocket::STATUS_PRE_ACTIVE
) cs
->SendConfigUpdate();
1971 /** Update the server's NetworkServerGameInfo due to changes in settings. */
1972 void NetworkServerUpdateGameInfo()
1974 if (_network_server
) FillStaticNetworkServerGameInfo();
1978 * Handle the tid-bits of moving a client from one company to another.
1979 * @param client_id id of the client we want to move.
1980 * @param company_id id of the company we want to move the client to.
1983 void NetworkServerDoMove(ClientID client_id
, CompanyID company_id
)
1985 /* Only allow non-dedicated servers and normal clients to be moved */
1986 if (client_id
== CLIENT_ID_SERVER
&& _network_dedicated
) return;
1988 NetworkClientInfo
*ci
= NetworkClientInfo::GetByClientID(client_id
);
1989 assert(ci
!= nullptr);
1991 /* No need to waste network resources if the client is in the company already! */
1992 if (ci
->client_playas
== company_id
) return;
1994 ci
->client_playas
= company_id
;
1996 if (client_id
== CLIENT_ID_SERVER
) {
1997 SetLocalCompany(company_id
);
1999 NetworkClientSocket
*cs
= NetworkClientSocket::GetByClientID(client_id
);
2000 /* When the company isn't authorized we can't move them yet. */
2001 if (cs
->status
< NetworkClientSocket::STATUS_AUTHORIZED
) return;
2002 cs
->SendMove(client_id
, company_id
);
2005 /* announce the client's move */
2006 NetworkUpdateClientInfo(client_id
);
2008 NetworkAction action
= (company_id
== COMPANY_SPECTATOR
) ? NETWORK_ACTION_COMPANY_SPECTATOR
: NETWORK_ACTION_COMPANY_JOIN
;
2009 NetworkServerSendChat(action
, DESTTYPE_BROADCAST
, 0, "", client_id
, company_id
+ 1);
2011 InvalidateWindowData(WC_CLIENT_LIST
, 0);
2015 * Send an rcon reply to the client.
2016 * @param client_id The identifier of the client.
2017 * @param colour_code The colour of the text.
2018 * @param string The actual reply.
2020 void NetworkServerSendRcon(ClientID client_id
, TextColour colour_code
, const std::string
&string
)
2022 NetworkClientSocket::GetByClientID(client_id
)->SendRConResult(colour_code
, string
);
2026 * Kick a single client.
2027 * @param client_id The client to kick.
2028 * @param reason In case of kicking a client, specifies the reason for kicking the client.
2030 void NetworkServerKickClient(ClientID client_id
, const std::string
&reason
)
2032 if (client_id
== CLIENT_ID_SERVER
) return;
2033 NetworkClientSocket::GetByClientID(client_id
)->SendError(NETWORK_ERROR_KICKED
, reason
);
2037 * Ban, or kick, everyone joined from the given client's IP.
2038 * @param client_id The client to check for.
2039 * @param ban Whether to ban or kick.
2040 * @param reason In case of kicking a client, specifies the reason for kicking the client.
2042 uint
NetworkServerKickOrBanIP(ClientID client_id
, bool ban
, const std::string
&reason
)
2044 return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id
)->GetClientIP(), ban
, reason
);
2048 * Kick or ban someone based on an IP address.
2049 * @param ip The IP address/range to ban/kick.
2050 * @param ban Whether to ban or just kick.
2051 * @param reason In case of kicking a client, specifies the reason for kicking the client.
2053 uint
NetworkServerKickOrBanIP(const std::string
&ip
, bool ban
, const std::string
&reason
)
2055 /* Add address to ban-list */
2057 bool contains
= false;
2058 for (const auto &iter
: _network_ban_list
) {
2064 if (!contains
) _network_ban_list
.emplace_back(ip
);
2069 /* There can be multiple clients with the same IP, kick them all but don't kill the server,
2070 * or the client doing the rcon. The latter can't be kicked because kicking frees closes
2071 * and subsequently free the connection related instances, which we would be reading from
2072 * and writing to after returning. So we would read or write data from freed memory up till
2073 * the segfault triggers. */
2074 for (NetworkClientSocket
*cs
: NetworkClientSocket::Iterate()) {
2075 if (cs
->client_id
== CLIENT_ID_SERVER
) continue;
2076 if (cs
->client_id
== _redirect_console_to_client
) continue;
2077 if (cs
->client_address
.IsInNetmask(ip
)) {
2078 NetworkServerKickClient(cs
->client_id
, reason
);
2087 * Check whether a particular company has clients.
2088 * @param company The company to check.
2089 * @return True if at least one client is joined to the company.
2091 bool NetworkCompanyHasClients(CompanyID company
)
2093 for (const NetworkClientInfo
*ci
: NetworkClientInfo::Iterate()) {
2094 if (ci
->client_playas
== company
) return true;
2101 * Get the name of the client, if the user did not send it yet, Client ID is used.
2102 * @param client_name The variable to write the name to.
2103 * @param last The pointer to the last element of the destination buffer
2105 std::string
ServerNetworkGameSocketHandler::GetClientName() const
2107 const NetworkClientInfo
*ci
= this->GetInfo();
2108 if (ci
!= nullptr && !ci
->client_name
.empty()) return ci
->client_name
;
2110 return fmt::format("Client #{}", this->client_id
);
2114 * Print all the clients to the console
2116 void NetworkPrintClients()
2118 for (NetworkClientInfo
*ci
: NetworkClientInfo::Iterate()) {
2119 if (_network_server
) {
2120 IConsolePrint(CC_INFO
, "Client #{} name: '{}' company: {} IP: {}",
2123 ci
->client_playas
+ (Company::IsValidID(ci
->client_playas
) ? 1 : 0),
2124 ci
->client_id
== CLIENT_ID_SERVER
? "server" : NetworkClientSocket::GetByClientID(ci
->client_id
)->GetClientIP());
2126 IConsolePrint(CC_INFO
, "Client #{} name: '{}' company: {}",
2129 ci
->client_playas
+ (Company::IsValidID(ci
->client_playas
) ? 1 : 0));
2135 * Get the public key of the client with the given id.
2136 * @param client_id The id of the client.
2137 * @return View of the public key, which is empty when the client does not exist.
2139 std::string_view
NetworkGetPublicKeyOfClient(ClientID client_id
)
2141 auto socket
= NetworkClientSocket::GetByClientID(client_id
);
2142 return socket
== nullptr ? "" : socket
->GetPeerPublicKey();
2147 * Perform all the server specific administration of a new company.
2148 * @param c The newly created company; can't be nullptr.
2149 * @param ci The client information of the client that made the company; can be nullptr.
2151 void NetworkServerNewCompany(const Company
*c
, NetworkClientInfo
*ci
)
2153 assert(c
!= nullptr);
2155 if (!_network_server
) return;
2157 if (ci
!= nullptr) {
2158 /* ci is nullptr when replaying, or for AIs. In neither case there is a client. */
2159 ci
->client_playas
= c
->index
;
2160 NetworkUpdateClientInfo(ci
->client_id
);
2163 * This function is called from a command, but is only called for the server.
2164 * The client information is managed out-of-band from the commands, so to not have a
2165 * different state/president/company name in the different clients, we need to
2166 * circumvent the normal ::Post logic and go directly to sending the command.
2168 Command
<CMD_COMPANY_ALLOW_LIST_CTRL
>::SendNet(STR_NULL
, c
->index
, CALCA_ADD
, ci
->public_key
);
2169 Command
<CMD_RENAME_PRESIDENT
>::SendNet(STR_NULL
, c
->index
, ci
->client_name
);
2171 NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW
, DESTTYPE_BROADCAST
, 0, "", ci
->client_id
, c
->index
+ 1);