Make it possible to stop road vehicles from slowing down in curves so "diagonal"...
[openttd-joker.git] / src / network / network_client.cpp
blob13d6bdf1864a2fa46cab66e9d1ff8bef0d079ea0
1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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 */
10 /** @file network_client.cpp Client part of the network protocol. */
12 #ifdef ENABLE_NETWORK
14 #include "../stdafx.h"
15 #include "network_gui.h"
16 #include "../saveload/saveload.h"
17 #include "../saveload/saveload_filter.h"
18 #include "../command_func.h"
19 #include "../console_func.h"
20 #include "../strings_func.h"
21 #include "../window_func.h"
22 #include "../company_func.h"
23 #include "../company_base.h"
24 #include "../company_gui.h"
25 #include "../core/random_func.hpp"
26 #include "../date_func.h"
27 #include "../gfx_func.h"
28 #include "../error.h"
29 #include "../rev.h"
30 #include "network.h"
31 #include "network_base.h"
32 #include "network_client.h"
33 #include "../core/backup_type.hpp"
35 #include "table/strings.h"
37 #include "../safeguards.h"
39 /* This file handles all the client-commands */
42 /** Read some packets, and when do use that data as initial load filter. */
43 struct PacketReader : LoadFilter {
44 static const size_t CHUNK = 32 * 1024; ///< 32 KiB chunks of memory.
46 AutoFreeSmallVector<byte *, 16> blocks; ///< Buffer with blocks of allocated memory.
47 byte *buf; ///< Buffer we're going to write to/read from.
48 byte *bufe; ///< End of the buffer we write to/read from.
49 byte **block; ///< The block we're reading from/writing to.
50 size_t written_bytes; ///< The total number of bytes we've written.
51 size_t read_bytes; ///< The total number of read bytes.
53 /** Initialise everything. */
54 PacketReader() : LoadFilter(nullptr), buf(nullptr), bufe(nullptr), block(nullptr), written_bytes(0), read_bytes(0)
58 /**
59 * Add a packet to this buffer.
60 * @param p The packet to add.
62 void AddPacket(const Packet *p)
64 assert(this->read_bytes == 0);
66 size_t in_packet = p->size - p->pos;
67 size_t to_write = min((size_t)(this->bufe - this->buf), in_packet);
68 const byte *pbuf = p->buffer + p->pos;
70 this->written_bytes += in_packet;
71 if (to_write != 0) {
72 memcpy(this->buf, pbuf, to_write);
73 this->buf += to_write;
76 /* Did everything fit in the current chunk, then we're done. */
77 if (to_write == in_packet) return;
79 /* Allocate a new chunk and add the remaining data. */
80 pbuf += to_write;
81 to_write = in_packet - to_write;
82 this->buf = *this->blocks.Append() = CallocT<byte>(CHUNK);
83 this->bufe = this->buf + CHUNK;
85 memcpy(this->buf, pbuf, to_write);
86 this->buf += to_write;
89 /* virtual */ size_t Read(byte *rbuf, size_t size)
91 /* Limit the amount to read to whatever we still have. */
92 size_t ret_size = size = min(this->written_bytes - this->read_bytes, size);
93 this->read_bytes += ret_size;
94 const byte *rbufe = rbuf + ret_size;
96 while (rbuf != rbufe) {
97 if (this->buf == this->bufe) {
98 this->buf = *this->block++;
99 this->bufe = this->buf + CHUNK;
102 size_t to_write = min(this->bufe - this->buf, rbufe - rbuf);
103 memcpy(rbuf, this->buf, to_write);
104 rbuf += to_write;
105 this->buf += to_write;
108 return ret_size;
111 /* virtual */ void Reset()
113 this->read_bytes = 0;
115 this->block = this->blocks.Begin();
116 this->buf = *this->block++;
117 this->bufe = this->buf + CHUNK;
123 * Create a new socket for the client side of the game connection.
124 * @param s The socket to connect with.
126 ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s)
127 : NetworkGameSocketHandler(s),
128 savegame(nullptr), token(0), status(STATUS_INACTIVE)
130 assert(ClientNetworkGameSocketHandler::my_client == nullptr);
131 ClientNetworkGameSocketHandler::my_client = this;
134 /** Clear whatever we assigned. */
135 ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler()
137 assert(ClientNetworkGameSocketHandler::my_client == this);
138 ClientNetworkGameSocketHandler::my_client = nullptr;
140 delete this->savegame;
143 NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
145 assert(status != NETWORK_RECV_STATUS_OKAY);
147 * Sending a message just before leaving the game calls cs->SendPackets.
148 * This might invoke this function, which means that when we close the
149 * connection after cs->SendPackets we will close an already closed
150 * connection. This handles that case gracefully without having to make
151 * that code any more complex or more aware of the validity of the socket.
153 if (this->sock == INVALID_SOCKET) return status;
155 DEBUG(net, 1, "Closed client connection %d", this->client_id);
157 this->SendPackets(true);
159 /* Wait a number of ticks so our leave message can reach the server.
160 * This is especially needed for Windows servers as they seem to get
161 * the "socket is closed" message before receiving our leave message,
162 * which would trigger the server to close the connection as well. */
163 CSleep(3 * MILLISECONDS_PER_TICK);
165 delete this->GetInfo();
166 delete this;
168 return status;
172 * Handle an error coming from the client side.
173 * @param res The "error" that happened.
175 void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
177 /* First, send a CLIENT_ERROR to the server, so he knows we are
178 * disconnection (and why!) */
179 NetworkErrorCode errorno;
181 /* We just want to close the connection.. */
182 if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
183 this->NetworkSocketHandler::CloseConnection();
184 this->CloseConnection(res);
185 _networking = false;
187 DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
188 return;
191 switch (res) {
192 case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
193 case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
194 case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
195 default: errorno = NETWORK_ERROR_GENERAL; break;
198 /* This means we fucked up and the server closed the connection */
199 if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
200 res != NETWORK_RECV_STATUS_SERVER_BANNED) {
201 SendError(errorno);
204 _switch_mode = SM_MENU;
205 this->CloseConnection(res);
206 _networking = false;
211 * Check whether we received/can send some data from/to the server and
212 * when that's the case handle it appropriately.
213 * @return true when everything went okay.
215 /* static */ bool ClientNetworkGameSocketHandler::Receive()
217 if (my_client->CanSendReceive()) {
218 NetworkRecvStatus res = my_client->ReceivePackets();
219 if (res != NETWORK_RECV_STATUS_OKAY) {
220 /* The client made an error of which we can not recover.
221 * Close the connection and drop back to the main menu. */
222 my_client->ClientError(res);
223 return false;
226 return _networking;
229 /** Send the packets of this socket handler. */
230 /* static */ void ClientNetworkGameSocketHandler::Send()
232 my_client->SendPackets();
233 my_client->CheckConnection();
237 * Actual game loop for the client.
238 * @return Whether everything went okay, or not.
240 /* static */ bool ClientNetworkGameSocketHandler::GameLoop()
242 _frame_counter++;
244 NetworkExecuteLocalCommandQueue();
246 extern void StateGameLoop();
247 StateGameLoop();
249 /* Check if we are in sync! */
250 if (_sync_frame != 0) {
251 if (_sync_frame == _frame_counter) {
252 #ifdef NETWORK_SEND_DOUBLE_SEED
253 if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
254 #else
255 if (_sync_seed_1 != _random.state[0]) {
256 #endif
257 NetworkError(STR_NETWORK_ERROR_DESYNC);
258 DEBUG(desync, 1, "sync_err: %08x; %02x", _date, _date_fract);
259 DEBUG(net, 0, "Sync error detected!");
260 my_client->ClientError(NETWORK_RECV_STATUS_DESYNC);
262 extern void CheckCaches(bool force_check);
263 CheckCaches(true);
264 return false;
267 /* If this is the first time we have a sync-frame, we
268 * need to let the server know that we are ready and at the same
269 * frame as he is.. so we can start playing! */
270 if (_network_first_time) {
271 _network_first_time = false;
272 SendAck();
275 _sync_frame = 0;
276 } else if (_sync_frame < _frame_counter) {
277 DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
278 _sync_frame = 0;
282 return true;
286 /** Our client's connection. */
287 ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = nullptr;
289 /** Last frame we performed an ack. */
290 static uint32 last_ack_frame;
292 /** One bit of 'entropy' used to generate a salt for the company passwords. */
293 static uint32 _password_game_seed;
294 /** The other bit of 'entropy' used to generate a salt for the company passwords. */
295 static char _password_server_id[NETWORK_SERVER_ID_LENGTH];
297 /** Maximum number of companies of the currently joined server. */
298 static uint8 _network_server_max_companies;
299 /** Maximum number of spectators of the currently joined server. */
300 static uint8 _network_server_max_spectators;
302 /** Who would we like to join as. */
303 CompanyID _network_join_as;
305 /** Login password from -p argument */
306 const char *_network_join_server_password = nullptr;
307 /** Company password from -P argument */
308 const char *_network_join_company_password = nullptr;
310 /** Make sure the server ID length is the same as a md5 hash. */
311 assert_compile(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
313 /***********
314 * Sending functions
315 * DEF_CLIENT_SEND_COMMAND has no parameters
316 ************/
318 /** Query the server for company information. */
319 NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
321 my_client->status = STATUS_COMPANY_INFO;
322 _network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
323 SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
325 Packet *p = new Packet(PACKET_CLIENT_COMPANY_INFO);
326 my_client->SendPacket(p);
327 return NETWORK_RECV_STATUS_OKAY;
330 /** Tell the server we would like to join. */
331 NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
333 my_client->status = STATUS_JOIN;
334 _network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
335 SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
337 Packet *p = new Packet(PACKET_CLIENT_JOIN);
338 p->Send_string(_openttd_revision);
339 p->Send_uint32(_openttd_newgrf_version);
340 p->Send_string(_settings_client.network.client_name); // Client name
341 p->Send_uint8 (_network_join_as); // PlayAs
342 p->Send_uint8 (NETLANG_ANY); // Language
343 my_client->SendPacket(p);
344 return NETWORK_RECV_STATUS_OKAY;
347 /** Tell the server we got all the NewGRFs. */
348 NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
350 Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
351 my_client->SendPacket(p);
352 return NETWORK_RECV_STATUS_OKAY;
356 * Set the game password as requested.
357 * @param password The game password.
359 NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password)
361 Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
362 p->Send_string(password);
363 my_client->SendPacket(p);
364 return NETWORK_RECV_STATUS_OKAY;
368 * Set the company password as requested.
369 * @param password The company password.
371 NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password)
373 Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
374 p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
375 my_client->SendPacket(p);
376 return NETWORK_RECV_STATUS_OKAY;
379 /** Request the map from the server. */
380 NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
382 my_client->status = STATUS_MAP_WAIT;
384 Packet *p = new Packet(PACKET_CLIENT_GETMAP);
385 my_client->SendPacket(p);
386 return NETWORK_RECV_STATUS_OKAY;
389 /** Tell the server we received the complete map. */
390 NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
392 my_client->status = STATUS_ACTIVE;
394 Packet *p = new Packet(PACKET_CLIENT_MAP_OK);
395 my_client->SendPacket(p);
396 return NETWORK_RECV_STATUS_OKAY;
399 /** Send an acknowledgement from the server's ticks. */
400 NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
402 Packet *p = new Packet(PACKET_CLIENT_ACK);
404 p->Send_uint32(_frame_counter);
405 p->Send_uint8 (my_client->token);
406 my_client->SendPacket(p);
407 return NETWORK_RECV_STATUS_OKAY;
411 * Send a command to the server.
412 * @param cp The command to send.
414 NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
416 Packet *p = new Packet(PACKET_CLIENT_COMMAND);
417 my_client->NetworkGameSocketHandler::SendCommand(p, cp);
419 my_client->SendPacket(p);
420 return NETWORK_RECV_STATUS_OKAY;
423 /** Send a chat-packet over the network */
424 NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, NetworkTextMessageData data)
426 Packet *p = new Packet(PACKET_CLIENT_CHAT);
428 p->Send_uint8 (action);
429 p->Send_uint8 (type);
430 p->Send_uint32(dest);
431 p->Send_string(msg);
432 data.send(p);
434 my_client->SendPacket(p);
435 return NETWORK_RECV_STATUS_OKAY;
438 /** Send an error-packet over the network */
439 NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno)
441 Packet *p = new Packet(PACKET_CLIENT_ERROR);
443 p->Send_uint8(errorno);
444 my_client->SendPacket(p);
445 return NETWORK_RECV_STATUS_OKAY;
449 * Tell the server that we like to change the password of the company.
450 * @param password The new password.
452 NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password)
454 Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
456 p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
457 my_client->SendPacket(p);
458 return NETWORK_RECV_STATUS_OKAY;
462 * Tell the server that we like to change the name of the client.
463 * @param name The new name.
465 NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
467 Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
469 p->Send_string(name);
470 my_client->SendPacket(p);
471 return NETWORK_RECV_STATUS_OKAY;
475 * Tell the server we would like to quit.
477 NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
479 Packet *p = new Packet(PACKET_CLIENT_QUIT);
481 my_client->SendPacket(p);
482 return NETWORK_RECV_STATUS_OKAY;
486 * Send a console command.
487 * @param pass The password for the remote command.
488 * @param command The actual command.
490 NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, const char *command)
492 Packet *p = new Packet(PACKET_CLIENT_RCON);
493 p->Send_string(pass);
494 p->Send_string(command);
495 my_client->SendPacket(p);
496 return NETWORK_RECV_STATUS_OKAY;
500 * Ask the server to move us.
501 * @param company The company to move to.
502 * @param password The password of the company to move to.
504 NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *password)
506 Packet *p = new Packet(PACKET_CLIENT_MOVE);
507 p->Send_uint8(company);
508 p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
509 my_client->SendPacket(p);
510 return NETWORK_RECV_STATUS_OKAY;
514 * Check whether the client is actually connected (and in the game).
515 * @return True when the client is connected.
517 bool ClientNetworkGameSocketHandler::IsConnected()
519 return my_client != nullptr && my_client->status == STATUS_ACTIVE;
523 /***********
524 * Receiving functions
525 * DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
526 ************/
528 extern bool SafeLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = nullptr);
530 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
532 /* We try to join a server which is full */
533 ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
534 DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
536 return NETWORK_RECV_STATUS_SERVER_FULL;
539 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p)
541 /* We try to join a server where we are banned */
542 ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
543 DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
545 return NETWORK_RECV_STATUS_SERVER_BANNED;
548 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *p)
550 if (this->status != STATUS_COMPANY_INFO) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
552 byte company_info_version = p->Recv_uint8();
554 if (!this->HasClientQuit() && company_info_version == NETWORK_COMPANY_INFO_VERSION) {
555 /* We have received all data... (there are no more packets coming) */
556 if (!p->Recv_bool()) return NETWORK_RECV_STATUS_CLOSE_QUERY;
558 CompanyID current = (Owner)p->Recv_uint8();
559 if (current >= MAX_COMPANIES) return NETWORK_RECV_STATUS_CLOSE_QUERY;
561 NetworkCompanyInfo *company_info = GetLobbyCompanyInfo(current);
562 if (company_info == nullptr) return NETWORK_RECV_STATUS_CLOSE_QUERY;
564 p->Recv_string(company_info->company_name, sizeof(company_info->company_name));
565 company_info->inaugurated_year = p->Recv_uint32();
566 company_info->company_value = p->Recv_uint64();
567 company_info->money = p->Recv_uint64();
568 company_info->income = p->Recv_uint64();
569 company_info->performance = p->Recv_uint16();
570 company_info->use_password = p->Recv_bool();
571 for (uint i = 0; i < NETWORK_VEH_END; i++) {
572 company_info->num_vehicle[i] = p->Recv_uint16();
574 for (uint i = 0; i < NETWORK_VEH_END; i++) {
575 company_info->num_station[i] = p->Recv_uint16();
577 company_info->ai = p->Recv_bool();
579 p->Recv_string(company_info->clients, sizeof(company_info->clients));
581 SetWindowDirty(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_LOBBY);
583 return NETWORK_RECV_STATUS_OKAY;
586 return NETWORK_RECV_STATUS_CLOSE_QUERY;
589 /* This packet contains info about the client (playas and name)
590 * as client we save this in NetworkClientInfo, linked via 'client_id'
591 * which is always an unique number on a server. */
592 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *p)
594 NetworkClientInfo *ci;
595 ClientID client_id = (ClientID)p->Recv_uint32();
596 CompanyID playas = (CompanyID)p->Recv_uint8();
597 char name[NETWORK_NAME_LENGTH];
599 p->Recv_string(name, sizeof(name));
601 if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
602 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
604 ci = NetworkClientInfo::GetByClientID(client_id);
605 if (ci != nullptr) {
606 if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) {
607 /* Client name changed, display the change */
608 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, name);
609 } else if (playas != ci->client_playas) {
610 /* The client changed from client-player..
611 * Do not display that for now */
614 /* Make sure we're in the company the server tells us to be in,
615 * for the rare case that we get moved while joining. */
616 if (client_id == _network_own_client_id) SetLocalCompany(!Company::IsValidID(playas) ? COMPANY_SPECTATOR : playas);
618 ci->client_playas = playas;
619 strecpy(ci->client_name, name, lastof(ci->client_name));
621 SetWindowDirty(WC_CLIENT_LIST, 0);
623 return NETWORK_RECV_STATUS_OKAY;
626 /* There are at most as many ClientInfo as ClientSocket objects in a
627 * server. Having more info than a server can have means something
628 * has gone wrong somewhere, i.e. the server has more info than it
629 * has actual clients. That means the server is feeding us an invalid
630 * state. So, bail out! This server is broken. */
631 if (!NetworkClientInfo::CanAllocateItem()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
633 /* We don't have this client_id yet, find an empty client_id, and put the data there */
634 ci = new NetworkClientInfo(client_id);
635 ci->client_playas = playas;
636 if (client_id == _network_own_client_id) this->SetInfo(ci);
638 strecpy(ci->client_name, name, lastof(ci->client_name));
640 SetWindowDirty(WC_CLIENT_LIST, 0);
642 return NETWORK_RECV_STATUS_OKAY;
645 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p)
647 static const StringID network_error_strings[] = {
648 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_GENERAL
649 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_DESYNC
650 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_SAVEGAME_FAILED
651 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_CONNECTION_LOST
652 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_ILLEGAL_PACKET
653 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NEWGRF_MISMATCH
654 STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_AUTHORIZED
655 STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_EXPECTED
656 STR_NETWORK_ERROR_WRONG_REVISION, // NETWORK_ERROR_WRONG_REVISION
657 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NAME_IN_USE
658 STR_NETWORK_ERROR_WRONG_PASSWORD, // NETWORK_ERROR_WRONG_PASSWORD
659 STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_COMPANY_MISMATCH
660 STR_NETWORK_ERROR_KICKED, // NETWORK_ERROR_KICKED
661 STR_NETWORK_ERROR_CHEATER, // NETWORK_ERROR_CHEATER
662 STR_NETWORK_ERROR_SERVER_FULL, // NETWORK_ERROR_FULL
663 STR_NETWORK_ERROR_TOO_MANY_COMMANDS, // NETWORK_ERROR_TOO_MANY_COMMANDS
664 STR_NETWORK_ERROR_TIMEOUT_PASSWORD, // NETWORK_ERROR_TIMEOUT_PASSWORD
665 STR_NETWORK_ERROR_TIMEOUT_COMPUTER, // NETWORK_ERROR_TIMEOUT_COMPUTER
666 STR_NETWORK_ERROR_TIMEOUT_MAP, // NETWORK_ERROR_TIMEOUT_MAP
667 STR_NETWORK_ERROR_TIMEOUT_JOIN, // NETWORK_ERROR_TIMEOUT_JOIN
669 assert_compile(lengthof(network_error_strings) == NETWORK_ERROR_END);
671 NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
673 StringID err = STR_NETWORK_ERROR_LOSTCONNECTION;
674 if (error < (ptrdiff_t)lengthof(network_error_strings)) err = network_error_strings[error];
676 ShowErrorMessage(err, INVALID_STRING_ID, WL_CRITICAL);
678 DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
680 return NETWORK_RECV_STATUS_SERVER_ERROR;
683 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet *p)
685 if (this->status != STATUS_JOIN) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
687 uint grf_count = p->Recv_uint8();
688 bool is_last_packet = p->Recv_bool();
690 NetworkRecvStatus ret = NETWORK_RECV_STATUS_OKAY;
692 /* Check all GRFs */
693 for (; grf_count > 0; grf_count--) {
694 GRFIdentifier c;
695 this->ReceiveGRFIdentifier(p, &c);
697 /* Check whether we know this GRF */
698 const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, c.md5sum);
699 if (f == nullptr) {
700 /* We do not know this GRF, bail out of initialization */
701 char buf[sizeof(c.md5sum) * 2 + 1];
702 md5sumToString(buf, lastof(buf), c.md5sum);
703 DEBUG(grf, 0, "NewGRF %08X not found; checksum %s", BSWAP32(c.grfid), buf);
704 ret = NETWORK_RECV_STATUS_NEWGRF_MISMATCH;
708 if (ret == NETWORK_RECV_STATUS_OKAY && is_last_packet) {
709 /* Start receiving the map */
710 return SendNewGRFsOk();
713 if (ret != NETWORK_RECV_STATUS_OKAY) {
714 /* NewGRF mismatch, bail out */
715 ShowErrorMessage(STR_NETWORK_ERROR_NEWGRF_MISMATCH, INVALID_STRING_ID, WL_CRITICAL);
718 return ret;
721 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *p)
723 if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
724 this->status = STATUS_AUTH_GAME;
726 const char *password = _network_join_server_password;
727 if (!StrEmpty(password)) {
728 return SendGamePassword(password);
731 ShowNetworkNeedPassword(NETWORK_GAME_PASSWORD);
733 return NETWORK_RECV_STATUS_OKAY;
736 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p)
738 if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_COMPANY) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
739 this->status = STATUS_AUTH_COMPANY;
741 _password_game_seed = p->Recv_uint32();
742 p->Recv_string(_password_server_id, sizeof(_password_server_id));
743 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
745 const char *password = _network_join_company_password;
746 if (!StrEmpty(password)) {
747 return SendCompanyPassword(password);
750 ShowNetworkNeedPassword(NETWORK_COMPANY_PASSWORD);
752 return NETWORK_RECV_STATUS_OKAY;
755 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *p)
757 if (this->status < STATUS_JOIN || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
758 this->status = STATUS_AUTHORIZED;
760 _network_own_client_id = (ClientID)p->Recv_uint32();
762 /* Initialize the password hash salting variables, even if they were previously. */
763 _password_game_seed = p->Recv_uint32();
764 p->Recv_string(_password_server_id, sizeof(_password_server_id));
766 /* Start receiving the map */
767 return SendGetMap();
770 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p)
772 /* We set the internal wait state when requesting the map. */
773 if (this->status != STATUS_MAP_WAIT) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
775 /* But... only now we set the join status to waiting, instead of requesting. */
776 _network_join_status = NETWORK_JOIN_STATUS_WAITING;
777 _network_join_waiting = p->Recv_uint8();
778 SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
780 return NETWORK_RECV_STATUS_OKAY;
783 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet *p)
785 if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
786 this->status = STATUS_MAP;
788 if (this->savegame != nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
790 this->savegame = new PacketReader();
792 _frame_counter = _frame_counter_server = _frame_counter_max = p->Recv_uint32();
794 _network_join_bytes = 0;
795 _network_join_bytes_total = 0;
797 _network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
798 SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
800 return NETWORK_RECV_STATUS_OKAY;
803 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet *p)
805 if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
806 if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
808 _network_join_bytes_total = p->Recv_uint32();
809 SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
811 return NETWORK_RECV_STATUS_OKAY;
814 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet *p)
816 if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
817 if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
819 /* We are still receiving data, put it to the file */
820 this->savegame->AddPacket(p);
822 _network_join_bytes = (uint32)this->savegame->written_bytes;
823 SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
825 return NETWORK_RECV_STATUS_OKAY;
828 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *p)
830 if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
831 if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
833 _network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
834 SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
837 * Make sure everything is set for reading.
839 * We need the local copy and reset this->savegame because when
840 * loading fails the network gets reset upon loading the intro
841 * game, which would cause us to free this->savegame twice.
843 LoadFilter *lf = this->savegame;
844 this->savegame = nullptr;
845 lf->Reset();
847 /* The map is done downloading, load it */
848 ClearErrorMessages();
849 bool load_success = SafeLoad(nullptr, SLO_LOAD, DFT_GAME_FILE, GM_NORMAL, NO_DIRECTORY, lf);
851 /* Long savegame loads shouldn't affect the lag calculation! */
852 this->last_packet = _realtime_tick;
854 if (!load_success) {
855 DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
856 ShowErrorMessage(STR_NETWORK_ERROR_SAVEGAMEERROR, INVALID_STRING_ID, WL_CRITICAL);
857 return NETWORK_RECV_STATUS_SAVEGAME;
859 /* If the savegame has successfully loaded, ALL windows have been removed,
860 * only toolbar/statusbar and gamefield are visible */
862 /* Say we received the map and loaded it correctly! */
863 SendMapOk();
865 /* New company/spectator (invalid company) or company we want to join is not active
866 * Switch local company to spectator and await the server's judgement */
867 if (_network_join_as == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_join_as)) {
868 SetLocalCompany(COMPANY_SPECTATOR);
870 if (_network_join_as != COMPANY_SPECTATOR) {
871 /* We have arrived and ready to start playing; send a command to make a new company;
872 * the server will give us a client-id and let us in */
873 _network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
874 ShowJoinStatusWindow();
875 NetworkSendCommand(0, 0, 0, CMD_COMPANY_CTRL, nullptr, nullptr, _local_company, 0);
877 } else {
878 /* take control over an existing company */
879 SetLocalCompany(_network_join_as);
882 return NETWORK_RECV_STATUS_OKAY;
885 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p)
887 if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
889 _frame_counter_server = p->Recv_uint32();
890 _frame_counter_max = p->Recv_uint32();
891 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
892 /* Test if the server supports this option
893 * and if we are at the frame the server is */
894 if (p->pos + 1 < p->size) {
895 _sync_frame = _frame_counter_server;
896 _sync_seed_1 = p->Recv_uint32();
897 #ifdef NETWORK_SEND_DOUBLE_SEED
898 _sync_seed_2 = p->Recv_uint32();
899 #endif
901 #endif
902 /* Receive the token. */
903 if (p->pos != p->size) this->token = p->Recv_uint8();
905 DEBUG(net, 5, "Received FRAME %d", _frame_counter_server);
907 /* Let the server know that we received this frame correctly
908 * We do this only once per day, to save some bandwidth ;) */
909 if (!_network_first_time && last_ack_frame < _frame_counter) {
910 last_ack_frame = _frame_counter + DAY_TICKS;
911 DEBUG(net, 4, "Sent ACK at %d", _frame_counter);
912 SendAck();
915 return NETWORK_RECV_STATUS_OKAY;
918 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p)
920 if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
922 _sync_frame = p->Recv_uint32();
923 _sync_seed_1 = p->Recv_uint32();
924 #ifdef NETWORK_SEND_DOUBLE_SEED
925 _sync_seed_2 = p->Recv_uint32();
926 #endif
928 return NETWORK_RECV_STATUS_OKAY;
931 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet *p)
933 if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
935 CommandPacket cp;
936 const char *err = this->ReceiveCommand(p, &cp);
937 cp.frame = p->Recv_uint32();
938 cp.my_cmd = p->Recv_bool();
940 if (err != nullptr) {
941 IConsolePrintF(CC_ERROR, "WARNING: %s from server, dropping...", err);
942 return NETWORK_RECV_STATUS_MALFORMED_PACKET;
945 this->incoming_queue.Append(&cp);
947 return NETWORK_RECV_STATUS_OKAY;
950 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
952 if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
954 char name[NETWORK_NAME_LENGTH], msg[NETWORK_CHAT_LENGTH];
955 const NetworkClientInfo *ci = nullptr, *ci_to;
957 NetworkAction action = (NetworkAction)p->Recv_uint8();
958 ClientID client_id = (ClientID)p->Recv_uint32();
959 bool self_send = p->Recv_bool();
960 p->Recv_string(msg, NETWORK_CHAT_LENGTH);
961 NetworkTextMessageData data;
962 data.recv(p);
964 ci_to = NetworkClientInfo::GetByClientID(client_id);
965 if (ci_to == nullptr) return NETWORK_RECV_STATUS_OKAY;
967 /* Did we initiate the action locally? */
968 if (self_send) {
969 switch (action) {
970 case NETWORK_ACTION_CHAT_CLIENT:
971 /* For speaking to client we need the client-name */
972 seprintf(name, lastof(name), "%s", ci_to->client_name);
973 ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
974 break;
976 /* For speaking to company or giving money, we need the company-name */
977 case NETWORK_ACTION_GIVE_MONEY:
978 if (!Company::IsValidID(ci_to->client_playas)) return NETWORK_RECV_STATUS_OKAY;
979 FALLTHROUGH;
981 case NETWORK_ACTION_CHAT_COMPANY: {
982 StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
983 SetDParam(0, ci_to->client_playas);
985 GetString(name, str, lastof(name));
986 ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
987 break;
990 default: return NETWORK_RECV_STATUS_MALFORMED_PACKET;
992 } else {
993 /* Display message from somebody else */
994 seprintf(name, lastof(name), "%s", ci_to->client_name);
995 ci = ci_to;
998 if (ci != nullptr) {
999 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), self_send, name, msg, data);
1001 return NETWORK_RECV_STATUS_OKAY;
1004 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *p)
1006 if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1008 ClientID client_id = (ClientID)p->Recv_uint32();
1010 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
1011 if (ci != nullptr) {
1012 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, nullptr, GetNetworkErrorMsg((NetworkErrorCode)p->Recv_uint8()));
1013 delete ci;
1016 SetWindowDirty(WC_CLIENT_LIST, 0);
1018 return NETWORK_RECV_STATUS_OKAY;
1021 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p)
1023 if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1025 ClientID client_id = (ClientID)p->Recv_uint32();
1027 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
1028 if (ci != nullptr) {
1029 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, nullptr, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1030 delete ci;
1031 } else {
1032 DEBUG(net, 0, "Unknown client (%d) is leaving the game", client_id);
1035 SetWindowDirty(WC_CLIENT_LIST, 0);
1037 /* If we come here it means we could not locate the client.. strange :s */
1038 return NETWORK_RECV_STATUS_OKAY;
1041 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p)
1043 if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1045 ClientID client_id = (ClientID)p->Recv_uint32();
1047 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
1048 if (ci != nullptr) {
1049 NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name);
1052 SetWindowDirty(WC_CLIENT_LIST, 0);
1054 return NETWORK_RECV_STATUS_OKAY;
1057 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *p)
1059 /* Only when we're trying to join we really
1060 * care about the server shutting down. */
1061 if (this->status >= STATUS_JOIN) {
1062 ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN, INVALID_STRING_ID, WL_CRITICAL);
1065 return NETWORK_RECV_STATUS_SERVER_ERROR;
1068 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *p)
1070 /* Only when we're trying to join we really
1071 * care about the server shutting down. */
1072 if (this->status >= STATUS_JOIN) {
1073 /* To throttle the reconnects a bit, every clients waits its
1074 * Client ID modulo 16. This way reconnects should be spread
1075 * out a bit. */
1076 _network_reconnect = _network_own_client_id % 16;
1077 ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_REBOOT, INVALID_STRING_ID, WL_CRITICAL);
1080 return NETWORK_RECV_STATUS_SERVER_ERROR;
1083 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_RCON(Packet *p)
1085 if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1087 TextColour colour_code = (TextColour)p->Recv_uint16();
1088 if (!IsValidConsoleColour(colour_code)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1090 char rcon_out[NETWORK_RCONCOMMAND_LENGTH];
1091 p->Recv_string(rcon_out, sizeof(rcon_out));
1093 IConsolePrint(colour_code, rcon_out);
1095 return NETWORK_RECV_STATUS_OKAY;
1098 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p)
1100 if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1102 /* Nothing more in this packet... */
1103 ClientID client_id = (ClientID)p->Recv_uint32();
1104 CompanyID company_id = (CompanyID)p->Recv_uint8();
1106 if (client_id == 0) {
1107 /* definitely an invalid client id, debug message and do nothing. */
1108 DEBUG(net, 0, "[move] received invalid client index = 0");
1109 return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1112 const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
1113 /* Just make sure we do not try to use a client_index that does not exist */
1114 if (ci == nullptr) return NETWORK_RECV_STATUS_OKAY;
1116 /* if not valid player, force spectator, else check player exists */
1117 if (!Company::IsValidID(company_id)) company_id = COMPANY_SPECTATOR;
1119 if (client_id == _network_own_client_id) {
1120 SetLocalCompany(company_id);
1123 return NETWORK_RECV_STATUS_OKAY;
1126 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *p)
1128 if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1130 _network_server_max_companies = p->Recv_uint8();
1131 _network_server_max_spectators = p->Recv_uint8();
1133 return NETWORK_RECV_STATUS_OKAY;
1136 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p)
1138 if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1140 _network_company_passworded = p->Recv_uint16();
1141 SetWindowClassesDirty(WC_COMPANY);
1143 return NETWORK_RECV_STATUS_OKAY;
1147 * Check the connection's state, i.e. is the connection still up?
1149 void ClientNetworkGameSocketHandler::CheckConnection()
1151 /* Only once we're authorized we can expect a steady stream of packets. */
1152 if (this->status < STATUS_AUTHORIZED) return;
1154 /* It might... sometimes occur that the realtime ticker overflows. */
1155 if (_realtime_tick < this->last_packet) this->last_packet = _realtime_tick;
1157 /* Lag is in milliseconds; 5 seconds are roughly twice the
1158 * server's "you're slow" threshold (1 game day). */
1159 uint lag = (_realtime_tick - this->last_packet) / 1000;
1160 if (lag < 5) return;
1162 /* 20 seconds are (way) more than 4 game days after which
1163 * the server will forcefully disconnect you. */
1164 if (lag > 20) {
1165 this->NetworkGameSocketHandler::CloseConnection();
1166 ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
1167 return;
1170 /* Prevent showing the lag message every tick; just update it when needed. */
1171 static uint last_lag = 0;
1172 if (last_lag == lag) return;
1174 last_lag = lag;
1175 SetDParam(0, lag);
1176 ShowErrorMessage(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION, STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION, WL_INFO);
1180 /** Is called after a client is connected to the server */
1181 void NetworkClient_Connected()
1183 /* Set the frame-counter to 0 so nothing happens till we are ready */
1184 _frame_counter = 0;
1185 _frame_counter_server = 0;
1186 last_ack_frame = 0;
1187 /* Request the game-info */
1188 MyClient::SendJoin();
1192 * Send a remote console command.
1193 * @param password The password.
1194 * @param command The command to execute.
1196 void NetworkClientSendRcon(const char *password, const char *command)
1198 MyClient::SendRCon(password, command);
1202 * Notify the server of this client wanting to be moved to another company.
1203 * @param company_id id of the company the client wishes to be moved to.
1204 * @param pass the password, is only checked on the server end if a password is needed.
1205 * @return void
1207 void NetworkClientRequestMove(CompanyID company_id, const char *pass)
1209 MyClient::SendMove(company_id, pass);
1213 * Move the clients of a company to the spectators.
1214 * @param cid The company to move the clients of.
1216 void NetworkClientsToSpectators(CompanyID cid)
1218 Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
1219 /* If our company is changing owner, go to spectators */
1220 if (cid == _local_company) SetLocalCompany(COMPANY_SPECTATOR);
1222 NetworkClientInfo *ci;
1223 FOR_ALL_CLIENT_INFOS(ci) {
1224 if (ci->client_playas != cid) continue;
1225 NetworkTextMessage(NETWORK_ACTION_COMPANY_SPECTATOR, CC_DEFAULT, false, ci->client_name);
1226 ci->client_playas = COMPANY_SPECTATOR;
1229 cur_company.Restore();
1233 * Send the server our name.
1235 void NetworkUpdateClientName()
1237 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
1239 if (ci == nullptr) return;
1241 /* Don't change the name if it is the same as the old name */
1242 if (strcmp(ci->client_name, _settings_client.network.client_name) != 0) {
1243 if (!_network_server) {
1244 MyClient::SendSetName(_settings_client.network.client_name);
1245 } else {
1246 if (NetworkFindName(_settings_client.network.client_name, lastof(_settings_client.network.client_name))) {
1247 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, _settings_client.network.client_name);
1248 strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));
1249 NetworkUpdateClientInfo(CLIENT_ID_SERVER);
1256 * Send a chat message.
1257 * @param action The action associated with the message.
1258 * @param type The destination type.
1259 * @param dest The destination index, be it a company index or client id.
1260 * @param msg The actual message.
1261 * @param data Arbitrary extra data.
1263 void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, NetworkTextMessageData data)
1265 MyClient::SendChat(action, type, dest, msg, data);
1269 * Set/Reset company password on the client side.
1270 * @param password Password to be set.
1272 void NetworkClientSetCompanyPassword(const char *password)
1274 MyClient::SendSetPassword(password);
1278 * Tell whether the client has team members where he/she can chat to.
1279 * @param cio client to check members of.
1280 * @return true if there is at least one team member.
1282 bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio)
1284 /* Only companies actually playing can speak to team. Eg spectators cannot */
1285 if (!_settings_client.gui.prefer_teamchat || !Company::IsValidID(cio->client_playas)) return false;
1287 const NetworkClientInfo *ci;
1288 FOR_ALL_CLIENT_INFOS(ci) {
1289 if (ci->client_playas == cio->client_playas && ci != cio) return true;
1292 return false;
1296 * Check if max_companies has been reached on the server (local check only).
1297 * @return true if the max value has been reached or exceeded, false otherwise.
1299 bool NetworkMaxCompaniesReached()
1301 return Company::GetNumItems() >= (_network_server ? _settings_client.network.max_companies : _network_server_max_companies);
1305 * Check if max_spectatos has been reached on the server (local check only).
1306 * @return true if the max value has been reached or exceeded, false otherwise.
1308 bool NetworkMaxSpectatorsReached()
1310 return NetworkSpectatorCount() >= (_network_server ? _settings_client.network.max_spectators : _network_server_max_spectators);
1313 #endif /* ENABLE_NETWORK */