Fix #10490: Allow ships to exit depots if another is not moving at the exit point...
[openttd-github.git] / src / network / network.cpp
blob21938556617973d8aea0037054919c14d149c941
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 /** @file network.cpp Base functions for networking support. */
10 #include "../stdafx.h"
12 #include "../strings_func.h"
13 #include "../command_func.h"
14 #include "../timer/timer_game_tick.h"
15 #include "../timer/timer_game_economy.h"
16 #include "network_admin.h"
17 #include "network_client.h"
18 #include "network_query.h"
19 #include "network_server.h"
20 #include "network_content.h"
21 #include "network_udp.h"
22 #include "network_gamelist.h"
23 #include "network_base.h"
24 #include "network_coordinator.h"
25 #include "core/udp.h"
26 #include "core/host.h"
27 #include "network_gui.h"
28 #include "../console_func.h"
29 #include "../3rdparty/md5/md5.h"
30 #include "../core/random_func.hpp"
31 #include "../window_func.h"
32 #include "../company_func.h"
33 #include "../company_base.h"
34 #include "../landscape_type.h"
35 #include "../rev.h"
36 #include "../core/pool_func.hpp"
37 #include "../gfx_func.h"
38 #include "../error.h"
39 #include "../misc_cmd.h"
40 #include <charconv>
41 #include <sstream>
42 #include <iomanip>
44 #include "../safeguards.h"
46 #ifdef DEBUG_DUMP_COMMANDS
47 #include "../fileio_func.h"
48 /** When running the server till the wait point, run as fast as we can! */
49 bool _ddc_fastforward = true;
50 #endif /* DEBUG_DUMP_COMMANDS */
52 /** Make sure both pools have the same size. */
53 static_assert(NetworkClientInfoPool::MAX_SIZE == NetworkClientSocketPool::MAX_SIZE);
55 /** The pool with client information. */
56 NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo");
57 INSTANTIATE_POOL_METHODS(NetworkClientInfo)
59 bool _networking; ///< are we in networking mode?
60 bool _network_server; ///< network-server is active
61 bool _network_available; ///< is network mode available?
62 bool _network_dedicated; ///< are we a dedicated server?
63 bool _is_network_server; ///< Does this client wants to be a network-server?
64 NetworkCompanyState *_network_company_states = nullptr; ///< Statistics about some companies.
65 ClientID _network_own_client_id; ///< Our client identifier.
66 ClientID _redirect_console_to_client; ///< If not invalid, redirect the console output to a client.
67 uint8_t _network_reconnect; ///< Reconnect timeout
68 StringList _network_bind_list; ///< The addresses to bind on.
69 StringList _network_host_list; ///< The servers we know.
70 StringList _network_ban_list; ///< The banned clients.
71 uint32_t _frame_counter_server; ///< The frame_counter of the server, if in network-mode
72 uint32_t _frame_counter_max; ///< To where we may go with our clients
73 uint32_t _frame_counter; ///< The current frame.
74 uint32_t _last_sync_frame; ///< Used in the server to store the last time a sync packet was sent to clients.
75 NetworkAddressList _broadcast_list; ///< List of broadcast addresses.
76 uint32_t _sync_seed_1; ///< Seed to compare during sync checks.
77 #ifdef NETWORK_SEND_DOUBLE_SEED
78 uint32_t _sync_seed_2; ///< Second part of the seed.
79 #endif
80 uint32_t _sync_frame; ///< The frame to perform the sync check.
81 bool _network_first_time; ///< Whether we have finished joining or not.
82 CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.
84 static_assert((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH);
86 /** The amount of clients connected */
87 byte _network_clients_connected = 0;
89 extern std::string GenerateUid(std::string_view subject);
91 /**
92 * Return whether there is any client connected or trying to connect at all.
93 * @return whether we have any client activity
95 bool HasClients()
97 return !NetworkClientSocket::Iterate().empty();
101 * Basically a client is leaving us right now.
103 NetworkClientInfo::~NetworkClientInfo()
105 /* Delete the chat window, if you were chatting with this client. */
106 InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_CLIENT, this->client_id);
110 * Return the CI given it's client-identifier
111 * @param client_id the ClientID to search for
112 * @return return a pointer to the corresponding NetworkClientInfo struct or nullptr when not found
114 /* static */ NetworkClientInfo *NetworkClientInfo::GetByClientID(ClientID client_id)
116 for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
117 if (ci->client_id == client_id) return ci;
120 return nullptr;
124 * Return the client state given it's client-identifier
125 * @param client_id the ClientID to search for
126 * @return return a pointer to the corresponding NetworkClientSocket struct or nullptr when not found
128 /* static */ ServerNetworkGameSocketHandler *ServerNetworkGameSocketHandler::GetByClientID(ClientID client_id)
130 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
131 if (cs->client_id == client_id) return cs;
134 return nullptr;
137 byte NetworkSpectatorCount()
139 byte count = 0;
141 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
142 if (ci->client_playas == COMPANY_SPECTATOR) count++;
145 /* Don't count a dedicated server as spectator */
146 if (_network_dedicated) count--;
148 return count;
152 * Change the company password of a given company.
153 * @param company_id ID of the company the password should be changed for.
154 * @param password The unhashed password we like to set ('*' or '' resets the password)
155 * @return The password.
157 std::string NetworkChangeCompanyPassword(CompanyID company_id, std::string password)
159 if (password.compare("*") == 0) password = "";
161 if (_network_server) {
162 NetworkServerSetCompanyPassword(company_id, password, false);
163 } else {
164 NetworkClientSetCompanyPassword(password);
167 return password;
171 * Hash the given password using server ID and game seed.
172 * @param password Password to hash.
173 * @param password_server_id Server ID.
174 * @param password_game_seed Game seed.
175 * @return The hashed password.
177 std::string GenerateCompanyPasswordHash(const std::string &password, const std::string &password_server_id, uint32_t password_game_seed)
179 if (password.empty()) return password;
181 size_t password_length = password.size();
182 size_t password_server_id_length = password_server_id.size();
184 std::ostringstream salted_password;
185 /* Add the password with the server's ID and game seed as the salt. */
186 for (uint i = 0; i < NETWORK_SERVER_ID_LENGTH - 1; i++) {
187 char password_char = (i < password_length ? password[i] : 0);
188 char server_id_char = (i < password_server_id_length ? password_server_id[i] : 0);
189 char seed_char = password_game_seed >> (i % 32);
190 salted_password << (char)(password_char ^ server_id_char ^ seed_char); // Cast needed, otherwise interpreted as integer to format
193 Md5 checksum;
194 MD5Hash digest;
196 /* Generate the MD5 hash */
197 std::string salted_password_string = salted_password.str();
198 checksum.Append(salted_password_string.data(), salted_password_string.size());
199 checksum.Finish(digest);
201 return FormatArrayAsHex(digest);
205 * Check if the company we want to join requires a password.
206 * @param company_id id of the company we want to check the 'passworded' flag for.
207 * @return true if the company requires a password.
209 bool NetworkCompanyIsPassworded(CompanyID company_id)
211 return HasBit(_network_company_passworded, company_id);
214 /* This puts a text-message to the console, or in the future, the chat-box,
215 * (to keep it all a bit more general)
216 * If 'self_send' is true, this is the client who is sending the message */
217 void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const std::string &name, const std::string &str, int64_t data, const std::string &data_str)
219 StringID strid;
220 switch (action) {
221 case NETWORK_ACTION_SERVER_MESSAGE:
222 /* Ignore invalid messages */
223 strid = STR_NETWORK_SERVER_MESSAGE;
224 colour = CC_DEFAULT;
225 break;
226 case NETWORK_ACTION_COMPANY_SPECTATOR:
227 colour = CC_DEFAULT;
228 strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE;
229 break;
230 case NETWORK_ACTION_COMPANY_JOIN:
231 colour = CC_DEFAULT;
232 strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN;
233 break;
234 case NETWORK_ACTION_COMPANY_NEW:
235 colour = CC_DEFAULT;
236 strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW;
237 break;
238 case NETWORK_ACTION_JOIN:
239 /* Show the Client ID for the server but not for the client. */
240 strid = _network_server ? STR_NETWORK_MESSAGE_CLIENT_JOINED_ID : STR_NETWORK_MESSAGE_CLIENT_JOINED;
241 break;
242 case NETWORK_ACTION_LEAVE: strid = STR_NETWORK_MESSAGE_CLIENT_LEFT; break;
243 case NETWORK_ACTION_NAME_CHANGE: strid = STR_NETWORK_MESSAGE_NAME_CHANGE; break;
244 case NETWORK_ACTION_GIVE_MONEY: strid = STR_NETWORK_MESSAGE_GIVE_MONEY; break;
245 case NETWORK_ACTION_CHAT_COMPANY: strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY; break;
246 case NETWORK_ACTION_CHAT_CLIENT: strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT; break;
247 case NETWORK_ACTION_KICKED: strid = STR_NETWORK_MESSAGE_KICKED; break;
248 case NETWORK_ACTION_EXTERNAL_CHAT: strid = STR_NETWORK_CHAT_EXTERNAL; break;
249 default: strid = STR_NETWORK_CHAT_ALL; break;
252 SetDParamStr(0, name);
253 SetDParamStr(1, str);
254 SetDParam(2, data);
255 SetDParamStr(3, data_str);
257 /* All of these strings start with "***". These characters are interpreted as both left-to-right and
258 * right-to-left characters depending on the context. As the next text might be an user's name, the
259 * user name's characters will influence the direction of the "***" instead of the language setting
260 * of the game. Manually set the direction of the "***" by inserting a text-direction marker. */
261 std::ostringstream stream;
262 std::ostreambuf_iterator<char> iterator(stream);
263 Utf8Encode(iterator, _current_text_dir == TD_LTR ? CHAR_TD_LRM : CHAR_TD_RLM);
264 std::string message = stream.str() + GetString(strid);
266 Debug(desync, 1, "msg: {:08x}; {:02x}; {}", TimerGameEconomy::date, TimerGameEconomy::date_fract, message);
267 IConsolePrint(colour, message);
268 NetworkAddChatMessage(colour, _settings_client.gui.network_chat_timeout, message);
271 /* Calculate the frame-lag of a client */
272 uint NetworkCalculateLag(const NetworkClientSocket *cs)
274 int lag = cs->last_frame_server - cs->last_frame;
275 /* This client has missed their ACK packet after 1 DAY_TICKS..
276 * so we increase their lag for every frame that passes!
277 * The packet can be out by a max of _net_frame_freq */
278 if (cs->last_frame_server + Ticks::DAY_TICKS + _settings_client.network.frame_freq < _frame_counter) {
279 lag += _frame_counter - (cs->last_frame_server + Ticks::DAY_TICKS + _settings_client.network.frame_freq);
281 return lag;
285 /* There was a non-recoverable error, drop back to the main menu with a nice
286 * error */
287 void ShowNetworkError(StringID error_string)
289 _switch_mode = SM_MENU;
290 ShowErrorMessage(error_string, INVALID_STRING_ID, WL_CRITICAL);
294 * Retrieve the string id of an internal error number
295 * @param err NetworkErrorCode
296 * @return the StringID
298 StringID GetNetworkErrorMsg(NetworkErrorCode err)
300 /* List of possible network errors, used by
301 * PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
302 static const StringID network_error_strings[] = {
303 STR_NETWORK_ERROR_CLIENT_GENERAL,
304 STR_NETWORK_ERROR_CLIENT_DESYNC,
305 STR_NETWORK_ERROR_CLIENT_SAVEGAME,
306 STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST,
307 STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR,
308 STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH,
309 STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED,
310 STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED,
311 STR_NETWORK_ERROR_CLIENT_WRONG_REVISION,
312 STR_NETWORK_ERROR_CLIENT_NAME_IN_USE,
313 STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD,
314 STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH,
315 STR_NETWORK_ERROR_CLIENT_KICKED,
316 STR_NETWORK_ERROR_CLIENT_CHEATER,
317 STR_NETWORK_ERROR_CLIENT_SERVER_FULL,
318 STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS,
319 STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD,
320 STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER,
321 STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP,
322 STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN,
323 STR_NETWORK_ERROR_CLIENT_INVALID_CLIENT_NAME,
325 static_assert(lengthof(network_error_strings) == NETWORK_ERROR_END);
327 if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
329 return network_error_strings[err];
333 * Handle the pause mode change so we send the right messages to the chat.
334 * @param prev_mode The previous pause mode.
335 * @param changed_mode The pause mode that got changed.
337 void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
339 if (!_networking) return;
341 switch (changed_mode) {
342 case PM_PAUSED_NORMAL:
343 case PM_PAUSED_JOIN:
344 case PM_PAUSED_GAME_SCRIPT:
345 case PM_PAUSED_ACTIVE_CLIENTS:
346 case PM_PAUSED_LINK_GRAPH: {
347 bool changed = ((_pause_mode == PM_UNPAUSED) != (prev_mode == PM_UNPAUSED));
348 bool paused = (_pause_mode != PM_UNPAUSED);
349 if (!paused && !changed) return;
351 StringID str;
352 if (!changed) {
353 int i = -1;
355 if ((_pause_mode & PM_PAUSED_NORMAL) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL);
356 if ((_pause_mode & PM_PAUSED_JOIN) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS);
357 if ((_pause_mode & PM_PAUSED_GAME_SCRIPT) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT);
358 if ((_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS);
359 if ((_pause_mode & PM_PAUSED_LINK_GRAPH) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH);
360 str = STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 + i;
361 } else {
362 switch (changed_mode) {
363 case PM_PAUSED_NORMAL: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL); break;
364 case PM_PAUSED_JOIN: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS); break;
365 case PM_PAUSED_GAME_SCRIPT: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT); break;
366 case PM_PAUSED_ACTIVE_CLIENTS: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS); break;
367 case PM_PAUSED_LINK_GRAPH: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH); break;
368 default: NOT_REACHED();
370 str = paused ? STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED : STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED;
373 NetworkTextMessage(NETWORK_ACTION_SERVER_MESSAGE, CC_DEFAULT, false, "", GetString(str));
374 break;
377 default:
378 return;
384 * Helper function for the pause checkers. If pause is true and the
385 * current pause mode isn't set the game will be paused, if it it false
386 * and the pause mode is set the game will be unpaused. In the other
387 * cases nothing happens to the pause state.
388 * @param pause whether we'd like to pause
389 * @param pm the mode which we would like to pause with
391 static void CheckPauseHelper(bool pause, PauseMode pm)
393 if (pause == ((_pause_mode & pm) != PM_UNPAUSED)) return;
395 Command<CMD_PAUSE>::Post(pm, pause);
399 * Counts the number of active clients connected.
400 * It has to be in STATUS_ACTIVE and not a spectator
401 * @return number of active clients
403 static uint NetworkCountActiveClients()
405 uint count = 0;
407 for (const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
408 if (cs->status != NetworkClientSocket::STATUS_ACTIVE) continue;
409 if (!Company::IsValidID(cs->GetInfo()->client_playas)) continue;
410 count++;
413 return count;
417 * Check if the minimum number of active clients has been reached and pause or unpause the game as appropriate
419 static void CheckMinActiveClients()
421 if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
422 !_network_dedicated ||
423 (_settings_client.network.min_active_clients == 0 && (_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) == PM_UNPAUSED)) {
424 return;
426 CheckPauseHelper(NetworkCountActiveClients() < _settings_client.network.min_active_clients, PM_PAUSED_ACTIVE_CLIENTS);
430 * Checks whether there is a joining client
431 * @return true iff one client is joining (but not authorizing)
433 static bool NetworkHasJoiningClient()
435 for (const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
436 if (cs->status >= NetworkClientSocket::STATUS_AUTHORIZED && cs->status < NetworkClientSocket::STATUS_ACTIVE) return true;
439 return false;
443 * Check whether we should pause on join
445 static void CheckPauseOnJoin()
447 if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
448 (!_settings_client.network.pause_on_join && (_pause_mode & PM_PAUSED_JOIN) == PM_UNPAUSED)) {
449 return;
451 CheckPauseHelper(NetworkHasJoiningClient(), PM_PAUSED_JOIN);
455 * Parse the company part ("#company" postfix) of a connecting string.
456 * @param connection_string The string with the connection data.
457 * @param company_id The company ID to set, if available.
458 * @return A std::string_view into the connection string without the company part.
460 std::string_view ParseCompanyFromConnectionString(const std::string &connection_string, CompanyID *company_id)
462 std::string_view ip = connection_string;
463 if (company_id == nullptr) return ip;
465 size_t offset = ip.find_last_of('#');
466 if (offset != std::string::npos) {
467 std::string_view company_string = ip.substr(offset + 1);
468 ip = ip.substr(0, offset);
470 uint8_t company_value;
471 auto [_, err] = std::from_chars(company_string.data(), company_string.data() + company_string.size(), company_value);
472 if (err == std::errc()) {
473 if (company_value != COMPANY_NEW_COMPANY && company_value != COMPANY_SPECTATOR) {
474 if (company_value > MAX_COMPANIES || company_value == 0) {
475 *company_id = COMPANY_SPECTATOR;
476 } else {
477 /* "#1" means the first company, which has index 0. */
478 *company_id = (CompanyID)(company_value - 1);
480 } else {
481 *company_id = (CompanyID)company_value;
486 return ip;
490 * Converts a string to ip/port/company
491 * Format: IP:port#company
493 * Returns the IP part as a string view into the passed string. This view is
494 * valid as long the passed connection string is valid. If there is no port
495 * present in the connection string, the port reference will not be touched.
496 * When there is no company ID present in the connection string or company_id
497 * is nullptr, then company ID will not be touched.
499 * @param connection_string The string with the connection data.
500 * @param port The port reference to set.
501 * @param company_id The company ID to set, if available.
502 * @return A std::string_view into the connection string with the (IP) address part.
504 std::string_view ParseFullConnectionString(const std::string &connection_string, uint16_t &port, CompanyID *company_id)
506 std::string_view ip = ParseCompanyFromConnectionString(connection_string, company_id);
508 size_t port_offset = ip.find_last_of(':');
509 size_t ipv6_close = ip.find_last_of(']');
510 if (port_offset != std::string::npos && (ipv6_close == std::string::npos || ipv6_close < port_offset)) {
511 std::string_view port_string = ip.substr(port_offset + 1);
512 ip = ip.substr(0, port_offset);
513 std::from_chars(port_string.data(), port_string.data() + port_string.size(), port);
515 return ip;
519 * Normalize a connection string. That is, ensure there is a port in the string.
520 * @param connection_string The connection string to normalize.
521 * @param default_port The port to use if none is given.
522 * @return The normalized connection string.
524 std::string NormalizeConnectionString(const std::string &connection_string, uint16_t default_port)
526 uint16_t port = default_port;
527 std::string_view ip = ParseFullConnectionString(connection_string, port);
528 return std::string(ip) + ":" + std::to_string(port);
532 * Convert a string containing either "hostname" or "hostname:ip" to a
533 * NetworkAddress.
535 * @param connection_string The string to parse.
536 * @param default_port The default port to set port to if not in connection_string.
537 * @return A valid NetworkAddress of the parsed information.
539 NetworkAddress ParseConnectionString(const std::string &connection_string, uint16_t default_port)
541 uint16_t port = default_port;
542 std::string_view ip = ParseFullConnectionString(connection_string, port);
543 return NetworkAddress(ip, port);
547 * Handle the accepting of a connection to the server.
548 * @param s The socket of the new connection.
549 * @param address The address of the peer.
551 /* static */ void ServerNetworkGameSocketHandler::AcceptConnection(SOCKET s, const NetworkAddress &address)
553 /* Register the login */
554 _network_clients_connected++;
556 ServerNetworkGameSocketHandler *cs = new ServerNetworkGameSocketHandler(s);
557 cs->client_address = address; // Save the IP of the client
559 InvalidateWindowData(WC_CLIENT_LIST, 0);
563 * Resets the pools used for network clients, and the admin pool if needed.
564 * @param close_admins Whether the admin pool has to be cleared as well.
566 static void InitializeNetworkPools(bool close_admins = true)
568 PoolBase::Clean(PT_NCLIENT | (close_admins ? PT_NADMIN : PT_NONE));
572 * Close current connections.
573 * @param close_admins Whether the admin connections have to be closed as well.
575 void NetworkClose(bool close_admins)
577 if (_network_server) {
578 if (close_admins) {
579 for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::Iterate()) {
580 as->CloseConnection(true);
584 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
585 cs->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
587 ServerNetworkGameSocketHandler::CloseListeners();
588 ServerNetworkAdminSocketHandler::CloseListeners();
590 _network_coordinator_client.CloseConnection();
591 } else {
592 if (MyClient::my_client != nullptr) {
593 MyClient::SendQuit();
594 MyClient::my_client->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
597 _network_coordinator_client.CloseAllConnections();
599 NetworkGameSocketHandler::ProcessDeferredDeletions();
601 TCPConnecter::KillAll();
603 _networking = false;
604 _network_server = false;
606 NetworkFreeLocalCommandQueue();
608 delete[] _network_company_states;
609 _network_company_states = nullptr;
610 _network_company_passworded = 0;
612 InitializeNetworkPools(close_admins);
615 /* Initializes the network (cleans sockets and stuff) */
616 static void NetworkInitialize(bool close_admins = true)
618 InitializeNetworkPools(close_admins);
620 _sync_frame = 0;
621 _network_first_time = true;
623 _network_reconnect = 0;
626 /** Non blocking connection to query servers for their game info. */
627 class TCPQueryConnecter : public TCPServerConnecter {
628 private:
629 std::string connection_string;
631 public:
632 TCPQueryConnecter(const std::string &connection_string) : TCPServerConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
634 void OnFailure() override
636 Debug(net, 9, "Query::OnFailure(): connection_string={}", this->connection_string);
638 NetworkGameList *item = NetworkGameListAddItem(connection_string);
639 item->status = NGLS_OFFLINE;
640 item->refreshing = false;
642 UpdateNetworkGameWindow();
645 void OnConnect(SOCKET s) override
647 Debug(net, 9, "Query::OnConnect(): connection_string={}", this->connection_string);
649 QueryNetworkGameSocketHandler::QueryServer(s, this->connection_string);
654 * Query a server to fetch the game-info.
655 * @param connection_string the address to query.
657 void NetworkQueryServer(const std::string &connection_string)
659 if (!_network_available) return;
661 Debug(net, 9, "NetworkQueryServer(): connection_string={}", connection_string);
663 /* Mark the entry as refreshing, so the GUI can show the refresh is pending. */
664 NetworkGameList *item = NetworkGameListAddItem(connection_string);
665 item->refreshing = true;
667 TCPConnecter::Create<TCPQueryConnecter>(connection_string);
671 * Validates an address entered as a string and adds the server to
672 * the list. If you use this function, the games will be marked
673 * as manually added.
674 * @param connection_string The IP:port of the server to add.
675 * @param manually Whether the enter should be marked as manual added.
676 * @param never_expire Whether the entry can expire (removed when no longer found in the public listing).
677 * @return The entry on the game list.
679 NetworkGameList *NetworkAddServer(const std::string &connection_string, bool manually, bool never_expire)
681 if (connection_string.empty()) return nullptr;
683 /* Ensure the item already exists in the list */
684 NetworkGameList *item = NetworkGameListAddItem(connection_string);
685 if (item->info.server_name.empty()) {
686 ClearGRFConfigList(&item->info.grfconfig);
687 item->info.server_name = connection_string;
689 UpdateNetworkGameWindow();
691 NetworkQueryServer(connection_string);
694 if (manually) item->manually = true;
695 if (never_expire) item->version = INT32_MAX;
697 return item;
701 * Get the addresses to bind to.
702 * @param addresses the list to write to.
703 * @param port the port to bind to.
705 void GetBindAddresses(NetworkAddressList *addresses, uint16_t port)
707 for (const auto &iter : _network_bind_list) {
708 addresses->emplace_back(iter.c_str(), port);
711 /* No address, so bind to everything. */
712 if (addresses->empty()) {
713 addresses->emplace_back("", port);
717 /* Generates the list of manually added hosts from NetworkGameList and
718 * dumps them into the array _network_host_list. This array is needed
719 * by the function that generates the config file. */
720 void NetworkRebuildHostList()
722 _network_host_list.clear();
724 for (NetworkGameList *item = _network_game_list; item != nullptr; item = item->next) {
725 if (item->manually) _network_host_list.emplace_back(item->connection_string);
729 /** Non blocking connection create to actually connect to servers */
730 class TCPClientConnecter : public TCPServerConnecter {
731 private:
732 std::string connection_string;
734 public:
735 TCPClientConnecter(const std::string &connection_string) : TCPServerConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
737 void OnFailure() override
739 Debug(net, 9, "Client::OnFailure(): connection_string={}", this->connection_string);
741 ShowNetworkError(STR_NETWORK_ERROR_NOCONNECTION);
744 void OnConnect(SOCKET s) override
746 Debug(net, 9, "Client::OnConnect(): connection_string={}", this->connection_string);
748 _networking = true;
749 new ClientNetworkGameSocketHandler(s, this->connection_string);
750 IConsoleCmdExec("exec scripts/on_client.scr 0");
751 NetworkClient_Connected();
756 * Join a client to the server at with the given connection string.
757 * The default for the passwords is \c nullptr. When the server or company needs a
758 * password and none is given, the user is asked to enter the password in the GUI.
759 * This function will return false whenever some information required to join is not
760 * correct such as the company number or the client's name, or when there is not
761 * networking avalabile at all. If the function returns false the connection with
762 * the existing server is not disconnected.
763 * It will return true when it starts the actual join process, i.e. when it
764 * actually shows the join status window.
766 * @param connection_string The IP address, port and company number to join as.
767 * @param default_company The company number to join as when none is given.
768 * @param join_server_password The password for the server.
769 * @param join_company_password The password for the company.
770 * @return Whether the join has started.
772 bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const std::string &join_server_password, const std::string &join_company_password)
774 Debug(net, 9, "NetworkClientConnectGame(): connection_string={}", connection_string);
776 CompanyID join_as = default_company;
777 std::string resolved_connection_string = ServerAddress::Parse(connection_string, NETWORK_DEFAULT_PORT, &join_as).connection_string;
779 if (!_network_available) return false;
780 if (!NetworkValidateOurClientName()) return false;
782 _network_join.connection_string = resolved_connection_string;
783 _network_join.company = join_as;
784 _network_join.server_password = join_server_password;
785 _network_join.company_password = join_company_password;
787 if (_game_mode == GM_MENU) {
788 /* From the menu we can immediately continue with the actual join. */
789 NetworkClientJoinGame();
790 } else {
791 /* When already playing a game, first go back to the main menu. This
792 * disconnects the user from the current game, meaning we can safely
793 * load in the new. After all, there is little point in continueing to
794 * play on a server if we are connecting to another one.
796 _switch_mode = SM_JOIN_GAME;
798 return true;
802 * Actually perform the joining to the server. Use #NetworkClientConnectGame
803 * when you want to connect to a specific server/company. This function
804 * assumes _network_join is already fully set up.
806 void NetworkClientJoinGame()
808 NetworkDisconnect();
809 NetworkInitialize();
811 _settings_client.network.last_joined = _network_join.connection_string;
812 Debug(net, 9, "status = CONNECTING");
813 _network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
814 ShowJoinStatusWindow();
816 TCPConnecter::Create<TCPClientConnecter>(_network_join.connection_string);
819 static void NetworkInitGameInfo()
821 FillStaticNetworkServerGameInfo();
822 /* The server is a client too */
823 _network_game_info.clients_on = _network_dedicated ? 0 : 1;
825 /* There should be always space for the server. */
826 assert(NetworkClientInfo::CanAllocateItem());
827 NetworkClientInfo *ci = new NetworkClientInfo(CLIENT_ID_SERVER);
828 ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST;
830 ci->client_name = _settings_client.network.client_name;
834 * Trim the given server name in place, i.e. remove leading and trailing spaces.
835 * After the trim check whether the server name is not empty.
836 * When the server name is empty a GUI error message is shown telling the
837 * user to set the servername and this function returns false.
839 * @param server_name The server name to validate. It will be trimmed of leading
840 * and trailing spaces.
841 * @return True iff the server name is valid.
843 bool NetworkValidateServerName(std::string &server_name)
845 StrTrimInPlace(server_name);
846 if (!server_name.empty()) return true;
848 ShowErrorMessage(STR_NETWORK_ERROR_BAD_SERVER_NAME, INVALID_STRING_ID, WL_ERROR);
849 return false;
853 * Check whether the client and server name are set, for a dedicated server and if not set them to some default
854 * value and tell the user to change this as soon as possible.
855 * If the saved name is the default value, then the user is told to override this value too.
856 * This is only meant dedicated servers, as for the other servers the GUI ensures a name has been entered.
858 static void CheckClientAndServerName()
860 static const std::string fallback_client_name = "Unnamed Client";
861 StrTrimInPlace(_settings_client.network.client_name);
862 if (_settings_client.network.client_name.empty() || _settings_client.network.client_name.compare(fallback_client_name) == 0) {
863 Debug(net, 1, "No \"client_name\" has been set, using \"{}\" instead. Please set this now using the \"name <new name>\" command", fallback_client_name);
864 _settings_client.network.client_name = fallback_client_name;
867 static const std::string fallback_server_name = "Unnamed Server";
868 StrTrimInPlace(_settings_client.network.server_name);
869 if (_settings_client.network.server_name.empty() || _settings_client.network.server_name.compare(fallback_server_name) == 0) {
870 Debug(net, 1, "No \"server_name\" has been set, using \"{}\" instead. Please set this now using the \"server_name <new name>\" command", fallback_server_name);
871 _settings_client.network.server_name = fallback_server_name;
875 bool NetworkServerStart()
877 if (!_network_available) return false;
879 /* Call the pre-scripts */
880 IConsoleCmdExec("exec scripts/pre_server.scr 0");
881 if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
883 /* Check for the client and server names to be set, but only after the scripts had a chance to set them.*/
884 if (_network_dedicated) CheckClientAndServerName();
886 NetworkDisconnect(false);
887 NetworkInitialize(false);
888 NetworkUDPInitialize();
889 Debug(net, 5, "Starting listeners for clients");
890 if (!ServerNetworkGameSocketHandler::Listen(_settings_client.network.server_port)) return false;
892 /* Only listen for admins when the password isn't empty. */
893 if (!_settings_client.network.admin_password.empty()) {
894 Debug(net, 5, "Starting listeners for admins");
895 if (!ServerNetworkAdminSocketHandler::Listen(_settings_client.network.server_admin_port)) return false;
898 /* Try to start UDP-server */
899 Debug(net, 5, "Starting listeners for incoming server queries");
900 NetworkUDPServerListen();
902 _network_company_states = new NetworkCompanyState[MAX_COMPANIES];
903 _network_server = true;
904 _networking = true;
905 _frame_counter = 0;
906 _frame_counter_server = 0;
907 _frame_counter_max = 0;
908 _last_sync_frame = 0;
909 _network_own_client_id = CLIENT_ID_SERVER;
911 _network_clients_connected = 0;
912 _network_company_passworded = 0;
914 NetworkInitGameInfo();
916 if (_settings_client.network.server_game_type != SERVER_GAME_TYPE_LOCAL) {
917 _network_coordinator_client.Register();
920 /* execute server initialization script */
921 IConsoleCmdExec("exec scripts/on_server.scr 0");
922 /* if the server is dedicated ... add some other script */
923 if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
925 /* welcome possibly still connected admins - this can only happen on a dedicated server. */
926 if (_network_dedicated) ServerNetworkAdminSocketHandler::WelcomeAll();
928 return true;
931 /* The server is rebooting...
932 * The only difference with NetworkDisconnect, is the packets that is sent */
933 void NetworkReboot()
935 if (_network_server) {
936 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
937 cs->SendNewGame();
938 cs->SendPackets();
941 for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::IterateActive()) {
942 as->SendNewGame();
943 as->SendPackets();
947 /* For non-dedicated servers we have to kick the admins as we are not
948 * certain that we will end up in a new network game. */
949 NetworkClose(!_network_dedicated);
953 * We want to disconnect from the host/clients.
954 * @param close_admins Whether the admin sockets need to be closed as well.
956 void NetworkDisconnect(bool close_admins)
958 if (_network_server) {
959 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
960 cs->SendShutdown();
961 cs->SendPackets();
964 if (close_admins) {
965 for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::IterateActive()) {
966 as->SendShutdown();
967 as->SendPackets();
972 CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
974 NetworkClose(close_admins);
976 /* Reinitialize the UDP stack, i.e. close all existing connections. */
977 NetworkUDPInitialize();
981 * The setting server_game_type was updated; possibly we need to take some
982 * action.
984 void NetworkUpdateServerGameType()
986 if (!_networking) return;
988 switch (_settings_client.network.server_game_type) {
989 case SERVER_GAME_TYPE_LOCAL:
990 _network_coordinator_client.CloseConnection();
991 break;
993 case SERVER_GAME_TYPE_INVITE_ONLY:
994 case SERVER_GAME_TYPE_PUBLIC:
995 _network_coordinator_client.Register();
996 break;
998 default:
999 NOT_REACHED();
1004 * Receives something from the network.
1005 * @return true if everything went fine, false when the connection got closed.
1007 static bool NetworkReceive()
1009 bool result;
1010 if (_network_server) {
1011 ServerNetworkAdminSocketHandler::Receive();
1012 result = ServerNetworkGameSocketHandler::Receive();
1013 } else {
1014 result = ClientNetworkGameSocketHandler::Receive();
1016 NetworkGameSocketHandler::ProcessDeferredDeletions();
1017 return result;
1020 /* This sends all buffered commands (if possible) */
1021 static void NetworkSend()
1023 if (_network_server) {
1024 ServerNetworkAdminSocketHandler::Send();
1025 ServerNetworkGameSocketHandler::Send();
1026 } else {
1027 ClientNetworkGameSocketHandler::Send();
1029 NetworkGameSocketHandler::ProcessDeferredDeletions();
1033 * We have to do some (simple) background stuff that runs normally,
1034 * even when we are not in multiplayer. For example stuff needed
1035 * for finding servers or downloading content.
1037 void NetworkBackgroundLoop()
1039 _network_content_client.SendReceive();
1040 _network_coordinator_client.SendReceive();
1041 TCPConnecter::CheckCallbacks();
1042 NetworkHTTPSocketHandler::HTTPReceive();
1043 QueryNetworkGameSocketHandler::SendReceive();
1044 NetworkGameSocketHandler::ProcessDeferredDeletions();
1046 NetworkBackgroundUDPLoop();
1049 /* The main loop called from ttd.c
1050 * Here we also have to do StateGameLoop if needed! */
1051 void NetworkGameLoop()
1053 if (!_networking) return;
1055 if (!NetworkReceive()) return;
1057 if (_network_server) {
1058 /* Log the sync state to check for in-syncedness of replays. */
1059 if (TimerGameEconomy::date_fract == 0) {
1060 /* We don't want to log multiple times if paused. */
1061 static TimerGameEconomy::Date last_log;
1062 if (last_log != TimerGameEconomy::date) {
1063 Debug(desync, 1, "sync: {:08x}; {:02x}; {:08x}; {:08x}", TimerGameEconomy::date, TimerGameEconomy::date_fract, _random.state[0], _random.state[1]);
1064 last_log = TimerGameEconomy::date;
1068 #ifdef DEBUG_DUMP_COMMANDS
1069 /* Loading of the debug commands from -ddesync>=1 */
1070 static FILE *f = FioFOpenFile("commands.log", "rb", SAVE_DIR);
1071 static TimerGameEconomy::Date next_date(0);
1072 static uint32_t next_date_fract;
1073 static CommandPacket *cp = nullptr;
1074 static bool check_sync_state = false;
1075 static uint32_t sync_state[2];
1076 if (f == nullptr && next_date == 0) {
1077 Debug(desync, 0, "Cannot open commands.log");
1078 next_date = TimerGameEconomy::Date(1);
1081 while (f != nullptr && !feof(f)) {
1082 if (TimerGameEconomy::date == next_date && TimerGameEconomy::date_fract == next_date_fract) {
1083 if (cp != nullptr) {
1084 NetworkSendCommand(cp->cmd, cp->err_msg, nullptr, cp->company, cp->data);
1085 Debug(desync, 0, "Injecting: {:08x}; {:02x}; {:02x}; {:08x}; {} ({})", TimerGameEconomy::date, TimerGameEconomy::date_fract, (int)_current_company, cp->cmd, FormatArrayAsHex(cp->data), GetCommandName(cp->cmd));
1086 delete cp;
1087 cp = nullptr;
1089 if (check_sync_state) {
1090 if (sync_state[0] == _random.state[0] && sync_state[1] == _random.state[1]) {
1091 Debug(desync, 0, "Sync check: {:08x}; {:02x}; match", TimerGameEconomy::date, TimerGameEconomy::date_fract);
1092 } else {
1093 Debug(desync, 0, "Sync check: {:08x}; {:02x}; mismatch expected {{{:08x}, {:08x}}}, got {{{:08x}, {:08x}}}",
1094 TimerGameEconomy::date, TimerGameEconomy::date_fract, sync_state[0], sync_state[1], _random.state[0], _random.state[1]);
1095 NOT_REACHED();
1097 check_sync_state = false;
1101 if (cp != nullptr || check_sync_state) break;
1103 char buff[4096];
1104 if (fgets(buff, lengthof(buff), f) == nullptr) break;
1106 char *p = buff;
1107 /* Ignore the "[date time] " part of the message */
1108 if (*p == '[') {
1109 p = strchr(p, ']');
1110 if (p == nullptr) break;
1111 p += 2;
1114 if (strncmp(p, "cmd: ", 5) == 0
1115 #ifdef DEBUG_FAILED_DUMP_COMMANDS
1116 || strncmp(p, "cmdf: ", 6) == 0
1117 #endif
1119 p += 5;
1120 if (*p == ' ') p++;
1121 cp = new CommandPacket();
1122 int company;
1123 uint cmd;
1124 char buffer[256];
1125 uint32_t next_date_raw;
1126 int ret = sscanf(p, "%x; %x; %x; %x; %x; %255s", &next_date_raw, &next_date_fract, &company, &cmd, &cp->err_msg, buffer);
1127 assert(ret == 6);
1128 next_date = TimerGameEconomy::Date((int32_t)next_date_raw);
1129 cp->company = (CompanyID)company;
1130 cp->cmd = (Commands)cmd;
1132 /* Parse command data. */
1133 std::vector<byte> args;
1134 size_t arg_len = strlen(buffer);
1135 for (size_t i = 0; i + 1 < arg_len; i += 2) {
1136 byte e = 0;
1137 std::from_chars(buffer + i, buffer + i + 2, e, 16);
1138 args.emplace_back(e);
1140 cp->data = args;
1141 } else if (strncmp(p, "join: ", 6) == 0) {
1142 /* Manually insert a pause when joining; this way the client can join at the exact right time. */
1143 uint32_t next_date_raw;
1144 int ret = sscanf(p + 6, "%x; %x", &next_date_raw, &next_date_fract);
1145 next_date = TimerGameEconomy::Date((int32_t)next_date_raw);
1146 assert(ret == 2);
1147 Debug(desync, 0, "Injecting pause for join at {:08x}:{:02x}; please join when paused", next_date, next_date_fract);
1148 cp = new CommandPacket();
1149 cp->company = COMPANY_SPECTATOR;
1150 cp->cmd = CMD_PAUSE;
1151 cp->data = EndianBufferWriter<>::FromValue(CommandTraits<CMD_PAUSE>::Args{ PM_PAUSED_NORMAL, true });
1152 _ddc_fastforward = false;
1153 } else if (strncmp(p, "sync: ", 6) == 0) {
1154 uint32_t next_date_raw;
1155 int ret = sscanf(p + 6, "%x; %x; %x; %x", &next_date_raw, &next_date_fract, &sync_state[0], &sync_state[1]);
1156 next_date = TimerGameEconomy::Date((int32_t)next_date_raw);
1157 assert(ret == 4);
1158 check_sync_state = true;
1159 } else if (strncmp(p, "msg: ", 5) == 0 || strncmp(p, "client: ", 8) == 0 ||
1160 strncmp(p, "load: ", 6) == 0 || strncmp(p, "save: ", 6) == 0) {
1161 /* A message that is not very important to the log playback, but part of the log. */
1162 #ifndef DEBUG_FAILED_DUMP_COMMANDS
1163 } else if (strncmp(p, "cmdf: ", 6) == 0) {
1164 Debug(desync, 0, "Skipping replay of failed command: {}", p + 6);
1165 #endif
1166 } else {
1167 /* Can't parse a line; what's wrong here? */
1168 Debug(desync, 0, "Trying to parse: {}", p);
1169 NOT_REACHED();
1172 if (f != nullptr && feof(f)) {
1173 Debug(desync, 0, "End of commands.log");
1174 fclose(f);
1175 f = nullptr;
1177 #endif /* DEBUG_DUMP_COMMANDS */
1178 if (_frame_counter >= _frame_counter_max) {
1179 /* Only check for active clients just before we're going to send out
1180 * the commands so we don't send multiple pause/unpause commands when
1181 * the frame_freq is more than 1 tick. Same with distributing commands. */
1182 CheckPauseOnJoin();
1183 CheckMinActiveClients();
1184 NetworkDistributeCommands();
1187 bool send_frame = false;
1189 /* We first increase the _frame_counter */
1190 _frame_counter++;
1191 /* Update max-frame-counter */
1192 if (_frame_counter > _frame_counter_max) {
1193 _frame_counter_max = _frame_counter + _settings_client.network.frame_freq;
1194 send_frame = true;
1197 NetworkExecuteLocalCommandQueue();
1199 /* Then we make the frame */
1200 StateGameLoop();
1202 _sync_seed_1 = _random.state[0];
1203 #ifdef NETWORK_SEND_DOUBLE_SEED
1204 _sync_seed_2 = _random.state[1];
1205 #endif
1207 NetworkServer_Tick(send_frame);
1208 } else {
1209 /* Client */
1211 /* Make sure we are at the frame were the server is (quick-frames) */
1212 if (_frame_counter_server > _frame_counter) {
1213 /* Run a number of frames; when things go bad, get out. */
1214 while (_frame_counter_server > _frame_counter) {
1215 if (!ClientNetworkGameSocketHandler::GameLoop()) return;
1217 } else {
1218 /* Else, keep on going till _frame_counter_max */
1219 if (_frame_counter_max > _frame_counter) {
1220 /* Run one frame; if things went bad, get out. */
1221 if (!ClientNetworkGameSocketHandler::GameLoop()) return;
1226 NetworkSend();
1229 static void NetworkGenerateServerId()
1231 _settings_client.network.network_id = GenerateUid("OpenTTD Server ID");
1234 /** This tries to launch the network for a given OS */
1235 void NetworkStartUp()
1237 Debug(net, 3, "Starting network");
1239 /* Network is available */
1240 _network_available = NetworkCoreInitialize();
1241 _network_dedicated = false;
1243 /* Generate an server id when there is none yet */
1244 if (_settings_client.network.network_id.empty()) NetworkGenerateServerId();
1246 _network_game_info = {};
1248 NetworkInitialize();
1249 NetworkUDPInitialize();
1250 Debug(net, 3, "Network online, multiplayer available");
1251 NetworkFindBroadcastIPs(&_broadcast_list);
1252 NetworkHTTPInitialize();
1255 /** This shuts the network down */
1256 void NetworkShutDown()
1258 NetworkDisconnect();
1259 NetworkHTTPUninitialize();
1260 NetworkUDPClose();
1262 Debug(net, 3, "Shutting down network");
1264 _network_available = false;
1266 NetworkCoreShutdown();
1269 #ifdef __EMSCRIPTEN__
1270 extern "C" {
1272 void CDECL em_openttd_add_server(const char *connection_string)
1274 NetworkAddServer(connection_string, false, true);
1278 #endif