Make it possible to stop road vehicles from slowing down in curves so "diagonal"...
[openttd-joker.git] / src / network / network_server.cpp
blob09ead65399d53e6181edd863fdce7403ea207d7f
1 /* $Id: network_server.cpp 26043 2013-11-21 18:35:31Z rubidium $ */
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_server.cpp Server part of the network protocol. */
12 #ifdef ENABLE_NETWORK
14 #include "../stdafx.h"
15 #include "../strings_func.h"
16 #include "../date_func.h"
17 #include "network_admin.h"
18 #include "network_server.h"
19 #include "network_udp.h"
20 #include "network_base.h"
21 #include "../console_func.h"
22 #include "../company_base.h"
23 #include "../command_func.h"
24 #include "../saveload/saveload.h"
25 #include "../saveload/saveload_filter.h"
26 #include "../station_base.h"
27 #include "../genworld.h"
28 #include "../company_func.h"
29 #include "../company_gui.h"
30 #include "../roadveh.h"
31 #include "../order_backup.h"
32 #include "../core/pool_func.hpp"
33 #include "../core/random_func.hpp"
34 #include "../rev.h"
36 #include "../safeguards.h"
39 /* This file handles all the server-commands */
41 DECLARE_POSTFIX_INCREMENT(ClientID)
42 /** The identifier counter for new clients (is never decreased) */
43 static ClientID _network_client_id = CLIENT_ID_FIRST;
45 /** Make very sure the preconditions given in network_type.h are actually followed */
46 assert_compile(MAX_CLIENT_SLOTS > MAX_CLIENTS);
47 /** Yes... */
48 assert_compile(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS);
50 /** The pool with clients. */
51 NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket");
52 INSTANTIATE_POOL_METHODS(NetworkClientSocket)
54 /** Instantiate the listen sockets. */
55 template SocketList TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED>::sockets;
57 /** Writing a savegame directly to a number of packets. */
58 struct PacketWriter : SaveFilter {
59 ServerNetworkGameSocketHandler *cs; ///< Socket we are associated with.
60 Packet *current; ///< The packet we're currently writing to.
61 size_t total_size; ///< Total size of the compressed savegame.
62 Packet *packets; ///< Packet queue of the savegame; send these "slowly" to the client.
63 ThreadMutex *mutex; ///< Mutex for making threaded saving safe.
65 /**
66 * Create the packet writer.
67 * @param cs The socket handler we're making the packets for.
69 PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(nullptr), cs(cs), current(nullptr), total_size(0), packets(nullptr)
71 this->mutex = ThreadMutex::New();
74 /** Make sure everything is cleaned up. */
75 ~PacketWriter()
77 if (this->mutex != nullptr) this->mutex->BeginCritical();
79 if (this->cs != nullptr && this->mutex != nullptr) {
80 this->mutex->WaitForSignal();
83 /* This must all wait until the Destroy function is called. */
85 while (this->packets != nullptr) {
86 Packet *p = this->packets->next;
87 delete this->packets;
88 this->packets = p;
91 delete this->current;
93 if (this->mutex != nullptr) this->mutex->EndCritical();
95 delete this->mutex;
96 this->mutex = nullptr;
99 /**
100 * Begin the destruction of this packet writer. It can happen in two ways:
101 * in the first case the client disconnected while saving the map. In this
102 * case the saving has not finished and killed this PacketWriter. In that
103 * case we simply set cs to nullptr, triggering the appending to fail due to
104 * the connection problem and eventually triggering the destructor. In the
105 * second case the destructor is already called, and it is waiting for our
106 * signal which we will send. Only then the packets will be removed by the
107 * destructor.
109 void Destroy()
111 if (this->mutex != nullptr) this->mutex->BeginCritical();
113 this->cs = nullptr;
115 if (this->mutex != nullptr) this->mutex->SendSignal();
117 if (this->mutex != nullptr) this->mutex->EndCritical();
119 /* Make sure the saving is completely cancelled. Yes,
120 * we need to handle the save finish as well as the
121 * next connection might just be requesting a map. */
122 WaitTillSaved();
123 ProcessAsyncSaveFinish();
127 * Checks whether there are packets.
128 * It's not 100% threading safe, but this is only asked for when checking
129 * whether there still is something to send. Then another call will be made
130 * to actually get the Packet, which will be the only one popping packets
131 * and thus eventually setting this on false.
133 bool HasPackets()
135 return this->packets != nullptr;
139 * Pop a single created packet from the queue with packets.
141 Packet *PopPacket()
143 if (this->mutex != nullptr) this->mutex->BeginCritical();
145 Packet *p = this->packets;
146 this->packets = p->next;
147 p->next = nullptr;
149 if (this->mutex != nullptr) this->mutex->EndCritical();
151 return p;
154 /** Append the current packet to the queue. */
155 void AppendQueue()
157 if (this->current == nullptr) return;
159 Packet **p = &this->packets;
160 while (*p != nullptr) {
161 p = &(*p)->next;
163 *p = this->current;
165 this->current = nullptr;
168 /* virtual */ void Write(byte *buf, size_t size)
170 /* We want to abort the saving when the socket is closed. */
171 if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
173 if (this->current == nullptr) this->current = new Packet(PACKET_SERVER_MAP_DATA);
175 if (this->mutex != nullptr) this->mutex->BeginCritical();
177 byte *bufe = buf + size;
178 while (buf != bufe) {
179 size_t to_write = min(SEND_MTU - this->current->size, bufe - buf);
180 memcpy(this->current->buffer + this->current->size, buf, to_write);
181 this->current->size += (PacketSize)to_write;
182 buf += to_write;
184 if (this->current->size == SEND_MTU) {
185 this->AppendQueue();
186 if (buf != bufe) this->current = new Packet(PACKET_SERVER_MAP_DATA);
190 if (this->mutex != nullptr) this->mutex->EndCritical();
192 this->total_size += size;
195 /* virtual */ void Finish()
197 /* We want to abort the saving when the socket is closed. */
198 if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
200 if (this->mutex != nullptr) this->mutex->BeginCritical();
202 /* Make sure the last packet is flushed. */
203 this->AppendQueue();
205 /* Add a packet stating that this is the end to the queue. */
206 this->current = new Packet(PACKET_SERVER_MAP_DONE);
207 this->AppendQueue();
209 /* Fast-track the size to the client. */
210 Packet *p = new Packet(PACKET_SERVER_MAP_SIZE);
211 p->Send_uint32((uint32)this->total_size);
212 this->cs->NetworkTCPSocketHandler::SendPacket(p);
214 if (this->mutex != nullptr) this->mutex->EndCritical();
220 * Create a new socket for the server side of the game connection.
221 * @param s The socket to connect with.
223 ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s)
225 this->status = STATUS_INACTIVE;
226 this->client_id = _network_client_id++;
227 this->receive_limit = _settings_client.network.bytes_per_frame_burst;
229 /* The Socket and Info pools need to be the same in size. After all,
230 * each Socket will be associated with at most one Info object. As
231 * such if the Socket was allocated the Info object can as well. */
232 assert_compile(NetworkClientSocketPool::MAX_SIZE == NetworkClientInfoPool::MAX_SIZE);
236 * Clear everything related to this client.
238 ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
240 if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID;
241 OrderBackup::ResetUser(this->client_id);
243 if (this->savegame != nullptr) {
244 this->savegame->Destroy();
245 this->savegame = nullptr;
249 Packet *ServerNetworkGameSocketHandler::ReceivePacket()
251 /* Only allow receiving when we have some buffer free; this value
252 * can go negative, but eventually it will become positive again. */
253 if (this->receive_limit <= 0) return nullptr;
255 /* We can receive a packet, so try that and if needed account for
256 * the amount of received data. */
257 Packet *p = this->NetworkTCPSocketHandler::ReceivePacket();
258 if (p != nullptr) this->receive_limit -= p->size;
259 return p;
262 NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
264 assert(status != NETWORK_RECV_STATUS_OKAY);
266 * Sending a message just before leaving the game calls cs->SendPackets.
267 * This might invoke this function, which means that when we close the
268 * connection after cs->SendPackets we will close an already closed
269 * connection. This handles that case gracefully without having to make
270 * that code any more complex or more aware of the validity of the socket.
272 if (this->sock == INVALID_SOCKET) return status;
274 if (status != NETWORK_RECV_STATUS_CONN_LOST && !this->HasClientQuit() && this->status >= STATUS_AUTHORIZED) {
275 /* We did not receive a leave message from this client... */
276 char client_name[NETWORK_CLIENT_NAME_LENGTH];
277 NetworkClientSocket *new_cs;
279 this->GetClientName(client_name, lastof(client_name));
281 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
283 /* Inform other clients of this... strange leaving ;) */
284 FOR_ALL_CLIENT_SOCKETS(new_cs) {
285 if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) {
286 new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
291 NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
292 DEBUG(net, 1, "Closed client connection %d", this->client_id);
294 /* We just lost one client :( */
295 if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
296 extern byte _network_clients_connected;
297 _network_clients_connected--;
299 DeleteWindowById(WC_CLIENT_LIST_POPUP, this->client_id);
300 SetWindowDirty(WC_CLIENT_LIST, 0);
302 this->SendPackets(true);
304 delete this->GetInfo();
305 delete this;
307 return status;
311 * Whether an connection is allowed or not at this moment.
312 * @return true if the connection is allowed.
314 /* static */ bool ServerNetworkGameSocketHandler::AllowConnection()
316 extern byte _network_clients_connected;
317 bool accept = _network_clients_connected < MAX_CLIENTS && _network_game_info.clients_on < _settings_client.network.max_clients;
319 /* We can't go over the MAX_CLIENTS limit here. However, the
320 * pool must have place for all clients and ourself. */
321 assert_compile(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENTS + 1);
322 assert(!accept || ServerNetworkGameSocketHandler::CanAllocateItem());
323 return accept;
326 /** Send the packets for the server sockets. */
327 /* static */ void ServerNetworkGameSocketHandler::Send()
329 NetworkClientSocket *cs;
330 FOR_ALL_CLIENT_SOCKETS(cs) {
331 if (cs->writable) {
332 if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
333 /* This client is in the middle of a map-send, call the function for that */
334 cs->SendMap();
340 static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
342 /***********
343 * Sending functions
344 * DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs
345 ************/
348 * Send the client information about a client.
349 * @param ci The client to send information about.
351 NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientInfo *ci)
353 if (ci->client_id != INVALID_CLIENT_ID) {
354 Packet *p = new Packet(PACKET_SERVER_CLIENT_INFO);
355 p->Send_uint32(ci->client_id);
356 p->Send_uint8 (ci->client_playas);
357 p->Send_string(ci->client_name);
359 this->SendPacket(p);
361 return NETWORK_RECV_STATUS_OKAY;
364 /** Send the client information about the companies. */
365 NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
367 /* Fetch the latest version of the stats */
368 NetworkCompanyStats company_stats[MAX_COMPANIES];
369 NetworkPopulateCompanyStats(company_stats);
371 /* Make a list of all clients per company */
372 char clients[MAX_COMPANIES][NETWORK_CLIENTS_LENGTH];
373 NetworkClientSocket *csi;
374 memset(clients, 0, sizeof(clients));
376 /* Add the local player (if not dedicated) */
377 const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
378 if (ci != nullptr && Company::IsValidID(ci->client_playas)) {
379 strecpy(clients[ci->client_playas], ci->client_name, lastof(clients[ci->client_playas]));
382 FOR_ALL_CLIENT_SOCKETS(csi) {
383 char client_name[NETWORK_CLIENT_NAME_LENGTH];
385 ((ServerNetworkGameSocketHandler*)csi)->GetClientName(client_name, lastof(client_name));
387 ci = csi->GetInfo();
388 if (ci != nullptr && Company::IsValidID(ci->client_playas)) {
389 if (!StrEmpty(clients[ci->client_playas])) {
390 strecat(clients[ci->client_playas], ", ", lastof(clients[ci->client_playas]));
393 strecat(clients[ci->client_playas], client_name, lastof(clients[ci->client_playas]));
397 /* Now send the data */
399 Company *company;
400 Packet *p;
402 FOR_ALL_COMPANIES(company) {
403 p = new Packet(PACKET_SERVER_COMPANY_INFO);
405 p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
406 p->Send_bool (true);
407 this->SendCompanyInformation(p, company, &company_stats[company->index]);
409 if (StrEmpty(clients[company->index])) {
410 p->Send_string("<none>");
411 } else {
412 p->Send_string(clients[company->index]);
415 this->SendPacket(p);
418 p = new Packet(PACKET_SERVER_COMPANY_INFO);
420 p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
421 p->Send_bool (false);
423 this->SendPacket(p);
424 return NETWORK_RECV_STATUS_OKAY;
428 * Send an error to the client, and close its connection.
429 * @param error The error to disconnect for.
431 NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error)
433 char str[100];
434 Packet *p = new Packet(PACKET_SERVER_ERROR);
436 p->Send_uint8(error);
437 this->SendPacket(p);
439 StringID strid = GetNetworkErrorMsg(error);
440 GetString(str, strid, lastof(str));
442 /* Only send when the current client was in game */
443 if (this->status > STATUS_AUTHORIZED) {
444 NetworkClientSocket *new_cs;
445 char client_name[NETWORK_CLIENT_NAME_LENGTH];
447 this->GetClientName(client_name, lastof(client_name));
449 DEBUG(net, 1, "'%s' made an error and has been disconnected. Reason: '%s'", client_name, str);
451 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
453 FOR_ALL_CLIENT_SOCKETS(new_cs) {
454 if (new_cs->status > STATUS_AUTHORIZED && new_cs != this) {
455 /* Some errors we filter to a more general error. Clients don't have to know the real
456 * reason a joining failed. */
457 if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
458 error = NETWORK_ERROR_ILLEGAL_PACKET;
460 new_cs->SendErrorQuit(this->client_id, error);
464 NetworkAdminClientError(this->client_id, error);
465 } else {
466 DEBUG(net, 1, "Client %d made an error and has been disconnected. Reason: '%s'", this->client_id, str);
469 /* The client made a mistake, so drop his connection now! */
470 return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
473 /** Send the check for the NewGRFs. */
474 NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
476 std::vector<std::list<GRFIdentifier>> grf_identifier_lists;
477 uint grf_count = 0;
479 // Collect all the identifiers and split them up, so we can send them with multiple packets.
480 for (auto config = _grfconfig; config != nullptr; config = config->next) {
481 if (HasBit(config->flags, GCF_STATIC)) continue;
483 if ((grf_count % NETWORK_MAX_GRF_COUNT) == 0) {
484 grf_identifier_lists.push_back(std::list<GRFIdentifier>());
487 grf_identifier_lists.back().push_back(config->ident);
489 grf_count++;
492 // Send all the packets.
493 for (size_t i = 0; i < grf_identifier_lists.size(); ++i) {
494 Packet *p = new Packet(PACKET_SERVER_CHECK_NEWGRFS);
495 auto grf_ident_list = grf_identifier_lists[i];
497 // The number of newGRF identifiers in the packet.
498 p->Send_uint8((uint8)grf_ident_list.size());
499 // Whether this is the final packet.
500 bool is_last_packet = (i == (grf_identifier_lists.size() - 1));
501 p->Send_bool(is_last_packet);
503 // The actual identifier list.
504 for (auto ident : grf_ident_list) {
505 this->SendGRFIdentifier(p, &ident);
508 this->SendPacket(p);
511 return NETWORK_RECV_STATUS_OKAY;
514 /** Request the game password. */
515 NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
517 /* Invalid packet when status is STATUS_AUTH_GAME or higher */
518 if (this->status >= STATUS_AUTH_GAME) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
520 this->status = STATUS_AUTH_GAME;
521 /* Reset 'lag' counters */
522 this->last_frame = this->last_frame_server = _frame_counter;
524 Packet *p = new Packet(PACKET_SERVER_NEED_GAME_PASSWORD);
525 this->SendPacket(p);
526 return NETWORK_RECV_STATUS_OKAY;
529 /** Request the company password. */
530 NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
532 /* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
533 if (this->status >= STATUS_AUTH_COMPANY) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
535 this->status = STATUS_AUTH_COMPANY;
536 /* Reset 'lag' counters */
537 this->last_frame = this->last_frame_server = _frame_counter;
539 Packet *p = new Packet(PACKET_SERVER_NEED_COMPANY_PASSWORD);
540 p->Send_uint32(_settings_game.game_creation.generation_seed);
541 p->Send_string(_settings_client.network.network_id);
542 this->SendPacket(p);
543 return NETWORK_RECV_STATUS_OKAY;
546 /** Send the client a welcome message with some basic information. */
547 NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
549 Packet *p;
550 NetworkClientSocket *new_cs;
552 /* Invalid packet when status is AUTH or higher */
553 if (this->status >= STATUS_AUTHORIZED) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
555 this->status = STATUS_AUTHORIZED;
556 /* Reset 'lag' counters */
557 this->last_frame = this->last_frame_server = _frame_counter;
559 _network_game_info.clients_on++;
561 p = new Packet(PACKET_SERVER_WELCOME);
562 p->Send_uint32(this->client_id);
563 p->Send_uint32(_settings_game.game_creation.generation_seed);
564 p->Send_string(_settings_client.network.network_id);
565 this->SendPacket(p);
567 /* Transmit info about all the active clients */
568 FOR_ALL_CLIENT_SOCKETS(new_cs) {
569 if (new_cs != this && new_cs->status > STATUS_AUTHORIZED) {
570 this->SendClientInfo(new_cs->GetInfo());
573 /* Also send the info of the server */
574 return this->SendClientInfo(NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER));
577 /** Tell the client that its put in a waiting queue. */
578 NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
580 int waiting = 0;
581 NetworkClientSocket *new_cs;
582 Packet *p;
584 /* Count how many clients are waiting in the queue, in front of you! */
585 FOR_ALL_CLIENT_SOCKETS(new_cs) {
586 if (new_cs->status != STATUS_MAP_WAIT) continue;
587 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++;
590 p = new Packet(PACKET_SERVER_WAIT);
591 p->Send_uint8(waiting);
592 this->SendPacket(p);
593 return NETWORK_RECV_STATUS_OKAY;
596 /** This sends the map to the client */
597 NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
599 static uint sent_packets; // How many packets we did send successfully last time
601 if (this->status < STATUS_AUTHORIZED) {
602 /* Illegal call, return error and ignore the packet */
603 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
606 if (this->status == STATUS_AUTHORIZED) {
607 this->savegame = new PacketWriter(this);
609 /* Now send the _frame_counter and how many packets are coming */
610 Packet *p = new Packet(PACKET_SERVER_MAP_BEGIN);
611 p->Send_uint32(_frame_counter);
612 this->SendPacket(p);
614 NetworkSyncCommandQueue(this);
615 this->status = STATUS_MAP;
616 /* Mark the start of download */
617 this->last_frame = _frame_counter;
618 this->last_frame_server = _frame_counter;
620 sent_packets = 4; // We start with trying 4 packets
622 /* Make a dump of the current game */
623 if (SaveWithFilter(this->savegame, true) != SL_OK) usererror("network savedump failed");
626 if (this->status == STATUS_MAP) {
627 bool last_packet = false;
628 bool has_packets = false;
630 for (uint i = 0; (has_packets = this->savegame->HasPackets()) && i < sent_packets; i++) {
631 Packet *p = this->savegame->PopPacket();
632 last_packet = p->buffer[2] == PACKET_SERVER_MAP_DONE;
634 this->SendPacket(p);
636 if (last_packet) {
637 /* There is no more data, so break the for */
638 break;
642 if (last_packet) {
643 /* Done reading, make sure saving is done as well */
644 this->savegame->Destroy();
645 this->savegame = nullptr;
647 /* Set the status to DONE_MAP, no we will wait for the client
648 * to send it is ready (maybe that happens like never ;)) */
649 this->status = STATUS_DONE_MAP;
651 /* Find the best candidate for joining, i.e. the first joiner. */
652 NetworkClientSocket *new_cs;
653 NetworkClientSocket *best = nullptr;
654 FOR_ALL_CLIENT_SOCKETS(new_cs) {
655 if (new_cs->status == STATUS_MAP_WAIT) {
656 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)) {
657 best = new_cs;
662 /* Is there someone else to join? */
663 if (best != nullptr) {
664 /* Let the first start joining. */
665 best->status = STATUS_AUTHORIZED;
666 best->SendMap();
668 /* And update the rest. */
669 FOR_ALL_CLIENT_SOCKETS(new_cs) {
670 if (new_cs->status == STATUS_MAP_WAIT) new_cs->SendWait();
675 switch (this->SendPackets()) {
676 case SPS_CLOSED:
677 return NETWORK_RECV_STATUS_CONN_LOST;
679 case SPS_ALL_SENT:
680 /* All are sent, increase the sent_packets */
681 if (has_packets) sent_packets *= 2;
682 break;
684 case SPS_PARTLY_SENT:
685 /* Only a part is sent; leave the transmission state. */
686 break;
688 case SPS_NONE_SENT:
689 /* Not everything is sent, decrease the sent_packets */
690 if (sent_packets > 1) sent_packets /= 2;
691 break;
694 return NETWORK_RECV_STATUS_OKAY;
698 * Tell that a client joined.
699 * @param client_id The client that joined.
701 NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
703 Packet *p = new Packet(PACKET_SERVER_JOIN);
705 p->Send_uint32(client_id);
707 this->SendPacket(p);
708 return NETWORK_RECV_STATUS_OKAY;
711 /** Tell the client that they may run to a particular frame. */
712 NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
714 Packet *p = new Packet(PACKET_SERVER_FRAME);
715 p->Send_uint32(_frame_counter);
716 p->Send_uint32(_frame_counter_max);
717 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
718 p->Send_uint32(_sync_seed_1);
719 #ifdef NETWORK_SEND_DOUBLE_SEED
720 p->Send_uint32(_sync_seed_2);
721 #endif
722 #endif
724 /* If token equals 0, we need to make a new token and send that. */
725 if (this->last_token == 0) {
726 this->last_token = InteractiveRandomRange(UINT8_MAX - 1) + 1;
727 p->Send_uint8(this->last_token);
730 this->SendPacket(p);
731 return NETWORK_RECV_STATUS_OKAY;
734 /** Request the client to sync. */
735 NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
737 Packet *p = new Packet(PACKET_SERVER_SYNC);
738 p->Send_uint32(_frame_counter);
739 p->Send_uint32(_sync_seed_1);
741 #ifdef NETWORK_SEND_DOUBLE_SEED
742 p->Send_uint32(_sync_seed_2);
743 #endif
744 this->SendPacket(p);
745 return NETWORK_RECV_STATUS_OKAY;
749 * Send a command to the client to execute.
750 * @param cp The command to send.
752 NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
754 Packet *p = new Packet(PACKET_SERVER_COMMAND);
756 this->NetworkGameSocketHandler::SendCommand(p, cp);
757 p->Send_uint32(cp->frame);
758 p->Send_bool (cp->my_cmd);
760 this->SendPacket(p);
761 return NETWORK_RECV_STATUS_OKAY;
765 * Send a chat message.
766 * @param action The action associated with the message.
767 * @param client_id The origin of the chat message.
768 * @param self_send Whether we did send the message.
769 * @param msg The actual message.
770 * @param data Arbitrary extra data.
772 NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, NetworkTextMessageData data)
774 if (this->status < STATUS_PRE_ACTIVE) return NETWORK_RECV_STATUS_OKAY;
776 Packet *p = new Packet(PACKET_SERVER_CHAT);
778 p->Send_uint8 (action);
779 p->Send_uint32(client_id);
780 p->Send_bool (self_send);
781 p->Send_string(msg);
782 data.send(p);
784 this->SendPacket(p);
785 return NETWORK_RECV_STATUS_OKAY;
789 * Tell the client another client quit with an error.
790 * @param client_id The client that quit.
791 * @param errorno The reason the client quit.
793 NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
795 Packet *p = new Packet(PACKET_SERVER_ERROR_QUIT);
797 p->Send_uint32(client_id);
798 p->Send_uint8 (errorno);
800 this->SendPacket(p);
801 return NETWORK_RECV_STATUS_OKAY;
805 * Tell the client another client quit.
806 * @param client_id The client that quit.
808 NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
810 Packet *p = new Packet(PACKET_SERVER_QUIT);
812 p->Send_uint32(client_id);
814 this->SendPacket(p);
815 return NETWORK_RECV_STATUS_OKAY;
818 /** Tell the client we're shutting down. */
819 NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
821 Packet *p = new Packet(PACKET_SERVER_SHUTDOWN);
822 this->SendPacket(p);
823 return NETWORK_RECV_STATUS_OKAY;
826 /** Tell the client we're starting a new game. */
827 NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
829 Packet *p = new Packet(PACKET_SERVER_NEWGAME);
830 this->SendPacket(p);
831 return NETWORK_RECV_STATUS_OKAY;
835 * Send the result of a console action.
836 * @param colour The colour of the result.
837 * @param command The command that was executed.
839 NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16 colour, const char *command)
841 Packet *p = new Packet(PACKET_SERVER_RCON);
843 p->Send_uint16(colour);
844 p->Send_string(command);
845 this->SendPacket(p);
846 return NETWORK_RECV_STATUS_OKAY;
850 * Tell that a client moved to another company.
851 * @param client_id The client that moved.
852 * @param company_id The company the client moved to.
854 NetworkRecvStatus ServerNetworkGameSocketHandler::SendMove(ClientID client_id, CompanyID company_id)
856 Packet *p = new Packet(PACKET_SERVER_MOVE);
858 p->Send_uint32(client_id);
859 p->Send_uint8(company_id);
860 this->SendPacket(p);
861 return NETWORK_RECV_STATUS_OKAY;
864 /** Send an update about the company password states. */
865 NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate()
867 Packet *p = new Packet(PACKET_SERVER_COMPANY_UPDATE);
869 p->Send_uint16(_network_company_passworded);
870 this->SendPacket(p);
871 return NETWORK_RECV_STATUS_OKAY;
874 /** Send an update about the max company/spectator counts. */
875 NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
877 Packet *p = new Packet(PACKET_SERVER_CONFIG_UPDATE);
879 p->Send_uint8(_settings_client.network.max_companies);
880 p->Send_uint8(_settings_client.network.max_spectators);
881 this->SendPacket(p);
882 return NETWORK_RECV_STATUS_OKAY;
885 /***********
886 * Receiving functions
887 * DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
888 ************/
890 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO(Packet *p)
892 return this->SendCompanyInfo();
895 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *p)
897 if (this->status != STATUS_NEWGRFS_CHECK) {
898 /* Illegal call, return error and ignore the packet */
899 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
902 NetworkClientInfo *ci = this->GetInfo();
904 /* We now want a password from the client else we do not allow him in! */
905 if (!StrEmpty(_settings_client.network.server_password)) {
906 return this->SendNeedGamePassword();
909 if (Company::IsValidID(ci->client_playas) && !StrEmpty(_network_company_states[ci->client_playas].password)) {
910 return this->SendNeedCompanyPassword();
913 return this->SendWelcome();
916 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
918 if (this->status != STATUS_INACTIVE) {
919 /* Illegal call, return error and ignore the packet */
920 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
923 char name[NETWORK_CLIENT_NAME_LENGTH];
924 CompanyID playas;
925 NetworkLanguage client_lang;
926 char client_revision[NETWORK_REVISION_LENGTH];
928 p->Recv_string(client_revision, sizeof(client_revision));
929 uint32 newgrf_version = p->Recv_uint32();
931 /* Check if the client has revision control enabled */
932 if (!IsNetworkCompatibleVersion(client_revision) || _openttd_newgrf_version != newgrf_version) {
933 /* Different revisions!! */
934 return this->SendError(NETWORK_ERROR_WRONG_REVISION);
937 p->Recv_string(name, sizeof(name));
938 playas = (Owner)p->Recv_uint8();
939 client_lang = (NetworkLanguage)p->Recv_uint8();
941 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
943 /* join another company does not affect these values */
944 switch (playas) {
945 case COMPANY_NEW_COMPANY: // New company
946 if (Company::GetNumItems() >= _settings_client.network.max_companies) {
947 return this->SendError(NETWORK_ERROR_FULL);
949 break;
950 case COMPANY_SPECTATOR: // Spectator
951 if (NetworkSpectatorCount() >= _settings_client.network.max_spectators) {
952 return this->SendError(NETWORK_ERROR_FULL);
954 break;
955 default: // Join another company (companies 1-8 (index 0-7))
956 if (!Company::IsValidHumanID(playas)) {
957 return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
959 break;
962 /* We need a valid name.. make it Player */
963 if (StrEmpty(name)) strecpy(name, "Player", lastof(name));
965 if (!NetworkFindName(name, lastof(name))) { // Change name if duplicate
966 /* We could not create a name for this client */
967 return this->SendError(NETWORK_ERROR_NAME_IN_USE);
970 assert(NetworkClientInfo::CanAllocateItem());
971 NetworkClientInfo *ci = new NetworkClientInfo(this->client_id);
972 this->SetInfo(ci);
973 ci->join_date = _date;
974 strecpy(ci->client_name, name, lastof(ci->client_name));
975 ci->client_playas = playas;
976 ci->client_lang = client_lang;
977 DEBUG(desync, 1, "client: %08x; %02x; %02x; %02x", _date, _date_fract, (int)ci->client_playas, (int)ci->index);
979 /* Make sure companies to which people try to join are not autocleaned */
980 if (Company::IsValidID(playas)) _network_company_states[playas].months_empty = 0;
982 this->status = STATUS_NEWGRFS_CHECK;
984 if (_grfconfig == nullptr) {
985 /* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
986 return this->Receive_CLIENT_NEWGRFS_CHECKED(nullptr);
989 return this->SendNewGRFCheck();
992 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *p)
994 if (this->status != STATUS_AUTH_GAME) {
995 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
998 char password[NETWORK_PASSWORD_LENGTH];
999 p->Recv_string(password, sizeof(password));
1001 /* Check game password. Allow joining if we cleared the password meanwhile */
1002 if (!StrEmpty(_settings_client.network.server_password) &&
1003 strcmp(password, _settings_client.network.server_password) != 0) {
1004 /* Password is invalid */
1005 return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
1008 const NetworkClientInfo *ci = this->GetInfo();
1009 if (Company::IsValidID(ci->client_playas) && !StrEmpty(_network_company_states[ci->client_playas].password)) {
1010 return this->SendNeedCompanyPassword();
1013 /* Valid password, allow user */
1014 return this->SendWelcome();
1017 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p)
1019 if (this->status != STATUS_AUTH_COMPANY) {
1020 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1023 char password[NETWORK_PASSWORD_LENGTH];
1024 p->Recv_string(password, sizeof(password));
1026 /* Check company password. Allow joining if we cleared the password meanwhile.
1027 * Also, check the company is still valid - client could be moved to spectators
1028 * in the middle of the authorization process */
1029 CompanyID playas = this->GetInfo()->client_playas;
1030 if (Company::IsValidID(playas) && !StrEmpty(_network_company_states[playas].password) &&
1031 strcmp(password, _network_company_states[playas].password) != 0) {
1032 /* Password is invalid */
1033 return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
1036 return this->SendWelcome();
1039 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p)
1041 NetworkClientSocket *new_cs;
1042 /* The client was never joined.. so this is impossible, right?
1043 * Ignore the packet, give the client a warning, and close his connection */
1044 if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
1045 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1048 /* Check if someone else is receiving the map */
1049 FOR_ALL_CLIENT_SOCKETS(new_cs) {
1050 if (new_cs->status == STATUS_MAP) {
1051 /* Tell the new client to wait */
1052 this->status = STATUS_MAP_WAIT;
1053 return this->SendWait();
1057 /* We receive a request to upload the map.. give it to the client! */
1058 return this->SendMap();
1061 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *p)
1063 /* Client has the map, now start syncing */
1064 if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
1065 char client_name[NETWORK_CLIENT_NAME_LENGTH];
1066 NetworkClientSocket *new_cs;
1068 this->GetClientName(client_name, lastof(client_name));
1070 NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, nullptr, this->client_id);
1072 /* Mark the client as pre-active, and wait for an ACK
1073 * so we know he is done loading and in sync with us */
1074 this->status = STATUS_PRE_ACTIVE;
1075 NetworkHandleCommandQueue(this);
1076 this->SendFrame();
1077 this->SendSync();
1079 /* This is the frame the client receives
1080 * we need it later on to make sure the client is not too slow */
1081 this->last_frame = _frame_counter;
1082 this->last_frame_server = _frame_counter;
1084 FOR_ALL_CLIENT_SOCKETS(new_cs) {
1085 if (new_cs->status > STATUS_AUTHORIZED) {
1086 new_cs->SendClientInfo(this->GetInfo());
1087 new_cs->SendJoin(this->client_id);
1091 NetworkAdminClientInfo(this, true);
1093 /* also update the new client with our max values */
1094 this->SendConfigUpdate();
1096 /* quickly update the syncing client with company details */
1097 return this->SendCompanyUpdate();
1100 /* Wrong status for this packet, give a warning to client, and close connection */
1101 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1105 * The client has done a command and wants us to handle it
1106 * @param p the packet in which the command was sent
1108 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p)
1110 /* The client was never joined.. so this is impossible, right?
1111 * Ignore the packet, give the client a warning, and close his connection */
1112 if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1113 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1116 if (this->incoming_queue.Count() >= _settings_client.network.max_commands_in_queue) {
1117 return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
1120 CommandPacket cp;
1121 const char *err = this->ReceiveCommand(p, &cp);
1123 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
1125 NetworkClientInfo *ci = this->GetInfo();
1127 if (err != nullptr) {
1128 IConsolePrintF(CC_ERROR, "WARNING: %s from client %d (IP: %s).", err, ci->client_id, this->GetClientIP());
1129 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1133 if ((GetCommandFlags(cp.cmd) & CMD_SERVER) && ci->client_id != CLIENT_ID_SERVER) {
1134 IConsolePrintF(CC_ERROR, "WARNING: server only command from: client %d (IP: %s), kicking...", ci->client_id, this->GetClientIP());
1135 return this->SendError(NETWORK_ERROR_KICKED);
1138 if ((GetCommandFlags(cp.cmd) & CMD_SPECTATOR) == 0 && !Company::IsValidID(cp.company) && ci->client_id != CLIENT_ID_SERVER) {
1139 IConsolePrintF(CC_ERROR, "WARNING: spectator issueing command from client %d (IP: %s), kicking...", ci->client_id, this->GetClientIP());
1140 return this->SendError(NETWORK_ERROR_KICKED);
1144 * Only CMD_COMPANY_CTRL is always allowed, for the rest, playas needs
1145 * to match the company in the packet. If it doesn't, the client has done
1146 * something pretty naughty (or a bug), and will be kicked
1148 if (!(cp.cmd == CMD_COMPANY_CTRL && cp.p1 == 0 && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
1149 IConsolePrintF(CC_ERROR, "WARNING: client %d (IP: %s) tried to execute a command as company %d, kicking...",
1150 ci->client_playas + 1, this->GetClientIP(), cp.company + 1);
1151 return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
1154 if (cp.cmd == CMD_COMPANY_CTRL) {
1155 if (cp.p1 != 0 || cp.company != COMPANY_SPECTATOR) {
1156 return this->SendError(NETWORK_ERROR_CHEATER);
1159 /* 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! */
1160 if (Company::GetNumItems() >= _settings_client.network.max_companies) {
1161 NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_CLIENT, ci->client_id, "cannot create new company, server full", CLIENT_ID_SERVER);
1162 return NETWORK_RECV_STATUS_OKAY;
1166 if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) cp.p2 = this->client_id;
1168 this->incoming_queue.Append(&cp);
1169 return NETWORK_RECV_STATUS_OKAY;
1172 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p)
1174 /* This packets means a client noticed an error and is reporting this
1175 * to us. Display the error and report it to the other clients */
1176 NetworkClientSocket *new_cs;
1177 char str[100];
1178 char client_name[NETWORK_CLIENT_NAME_LENGTH];
1179 NetworkErrorCode errorno = (NetworkErrorCode)p->Recv_uint8();
1181 /* The client was never joined.. thank the client for the packet, but ignore it */
1182 if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1183 return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
1186 this->GetClientName(client_name, lastof(client_name));
1188 StringID strid = GetNetworkErrorMsg(errorno);
1189 GetString(str, strid, lastof(str));
1191 DEBUG(net, 2, "'%s' reported an error and is closing its connection (%s)", client_name, str);
1193 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
1195 FOR_ALL_CLIENT_SOCKETS(new_cs) {
1196 if (new_cs->status > STATUS_AUTHORIZED) {
1197 new_cs->SendErrorQuit(this->client_id, errorno);
1201 NetworkAdminClientError(this->client_id, errorno);
1203 if (errorno == NETWORK_ERROR_DESYNC) {
1204 // have the server and all clients run some sanity checks
1205 NetworkSendCommand(0, 0, 0, CMD_DESYNC_CHECK, nullptr, nullptr, _local_company, 0);
1208 return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
1211 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
1213 /* The client wants to leave. Display this and report it to the other
1214 * clients. */
1215 NetworkClientSocket *new_cs;
1216 char client_name[NETWORK_CLIENT_NAME_LENGTH];
1218 /* The client was never joined.. thank the client for the packet, but ignore it */
1219 if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1220 return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
1223 this->GetClientName(client_name, lastof(client_name));
1225 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1227 FOR_ALL_CLIENT_SOCKETS(new_cs) {
1228 if (new_cs->status > STATUS_AUTHORIZED && new_cs != this) {
1229 new_cs->SendQuit(this->client_id);
1233 NetworkAdminClientQuit(this->client_id);
1235 return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
1238 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
1240 if (this->status < STATUS_AUTHORIZED) {
1241 /* Illegal call, return error and ignore the packet */
1242 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1245 uint32 frame = p->Recv_uint32();
1247 /* The client is trying to catch up with the server */
1248 if (this->status == STATUS_PRE_ACTIVE) {
1249 /* The client is not yet catched up? */
1250 if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
1252 /* Now he is! Unpause the game */
1253 this->status = STATUS_ACTIVE;
1254 this->last_token_frame = _frame_counter;
1256 /* Execute script for, e.g. MOTD */
1257 IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
1260 /* Get, and validate the token. */
1261 uint8 token = p->Recv_uint8();
1262 if (token == this->last_token) {
1263 /* We differentiate between last_token_frame and last_frame so the lag
1264 * test uses the actual lag of the client instead of the lag for getting
1265 * the token back and forth; after all, the token is only sent every
1266 * time we receive a PACKET_CLIENT_ACK, after which we will send a new
1267 * token to the client. If the lag would be one day, then we would not
1268 * be sending the new token soon enough for the new daily scheduled
1269 * PACKET_CLIENT_ACK. This would then register the lag of the client as
1270 * two days, even when it's only a single day. */
1271 this->last_token_frame = _frame_counter;
1272 /* Request a new token. */
1273 this->last_token = 0;
1276 /* The client received the frame, make note of it */
1277 this->last_frame = frame;
1278 /* With those 2 values we can calculate the lag realtime */
1279 this->last_frame_server = _frame_counter;
1280 return NETWORK_RECV_STATUS_OKAY;
1285 * Send an actual chat message.
1286 * @param action The action that's performed.
1287 * @param desttype The type of destination.
1288 * @param dest The actual destination index.
1289 * @param msg The actual message.
1290 * @param from_id The origin of the message.
1291 * @param data Arbitrary data.
1292 * @param from_admin Whether the origin is an admin or not.
1294 void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const char *msg, ClientID from_id, NetworkTextMessageData data, bool from_admin)
1296 NetworkClientSocket *cs;
1297 const NetworkClientInfo *ci, *ci_own, *ci_to;
1299 switch (desttype) {
1300 case DESTTYPE_CLIENT:
1301 /* Are we sending to the server? */
1302 if ((ClientID)dest == CLIENT_ID_SERVER) {
1303 ci = NetworkClientInfo::GetByClientID(from_id);
1304 /* Display the text locally, and that is it */
1305 if (ci != nullptr) {
1306 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1308 if (_settings_client.network.server_admin_chat) {
1309 NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1312 } else {
1313 /* Else find the client to send the message to */
1314 FOR_ALL_CLIENT_SOCKETS(cs) {
1315 if (cs->client_id == (ClientID)dest) {
1316 cs->SendChat(action, from_id, false, msg, data);
1317 break;
1322 /* Display the message locally (so you know you have sent it) */
1323 if (from_id != (ClientID)dest) {
1324 if (from_id == CLIENT_ID_SERVER) {
1325 ci = NetworkClientInfo::GetByClientID(from_id);
1326 ci_to = NetworkClientInfo::GetByClientID((ClientID)dest);
1327 if (ci != nullptr && ci_to != nullptr) {
1328 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data);
1330 } else {
1331 FOR_ALL_CLIENT_SOCKETS(cs) {
1332 if (cs->client_id == from_id) {
1333 cs->SendChat(action, (ClientID)dest, true, msg, data);
1334 break;
1339 break;
1340 case DESTTYPE_TEAM: {
1341 /* If this is false, the message is already displayed on the client who sent it. */
1342 bool show_local = true;
1343 /* Find all clients that belong to this company */
1344 ci_to = nullptr;
1345 FOR_ALL_CLIENT_SOCKETS(cs) {
1346 ci = cs->GetInfo();
1347 if (ci != nullptr && ci->client_playas == (CompanyID)dest) {
1348 cs->SendChat(action, from_id, false, msg, data);
1349 if (cs->client_id == from_id) show_local = false;
1350 ci_to = ci; // Remember a client that is in the company for company-name
1354 /* if the server can read it, let the admin network read it, too. */
1355 if (_local_company == (CompanyID)dest && _settings_client.network.server_admin_chat) {
1356 NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1359 ci = NetworkClientInfo::GetByClientID(from_id);
1360 ci_own = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
1361 if (ci != nullptr && ci_own != nullptr && ci_own->client_playas == dest) {
1362 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1363 if (from_id == CLIENT_ID_SERVER) show_local = false;
1364 ci_to = ci_own;
1367 /* There is no such client */
1368 if (ci_to == nullptr) break;
1370 /* Display the message locally (so you know you have sent it) */
1371 if (ci != nullptr && show_local) {
1372 if (from_id == CLIENT_ID_SERVER) {
1373 char name[NETWORK_NAME_LENGTH];
1374 StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
1375 SetDParam(0, ci_to->client_playas);
1376 GetString(name, str, lastof(name));
1377 NetworkTextMessage(action, GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data);
1378 } else {
1379 FOR_ALL_CLIENT_SOCKETS(cs) {
1380 if (cs->client_id == from_id) {
1381 cs->SendChat(action, ci_to->client_id, true, msg, data);
1386 break;
1388 default:
1389 DEBUG(net, 0, "[server] received unknown chat destination type %d. Doing broadcast instead", desttype);
1390 FALLTHROUGH;
1392 case DESTTYPE_BROADCAST:
1393 case DESTTYPE_BROADCAST_SS:
1394 FOR_ALL_CLIENT_SOCKETS(cs) {
1395 cs->SendChat(action, from_id, (desttype == DESTTYPE_BROADCAST_SS && from_id == cs->client_id), msg, data);
1398 NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1400 ci = NetworkClientInfo::GetByClientID(from_id);
1401 if (ci != nullptr) {
1402 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas),
1403 (desttype == DESTTYPE_BROADCAST_SS && from_id == CLIENT_ID_SERVER), ci->client_name, msg, data);
1405 break;
1409 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
1411 if (this->status < STATUS_PRE_ACTIVE) {
1412 /* Illegal call, return error and ignore the packet */
1413 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1416 NetworkAction action = (NetworkAction)p->Recv_uint8();
1417 DestType desttype = (DestType)p->Recv_uint8();
1418 int dest = p->Recv_uint32();
1419 char msg[NETWORK_CHAT_LENGTH];
1421 p->Recv_string(msg, NETWORK_CHAT_LENGTH);
1422 NetworkTextMessageData data;
1423 data.recv(p);
1425 NetworkClientInfo *ci = this->GetInfo();
1426 switch (action) {
1427 case NETWORK_ACTION_GIVE_MONEY:
1428 if (!Company::IsValidID(ci->client_playas)) break;
1429 FALLTHROUGH;
1430 case NETWORK_ACTION_CHAT:
1431 case NETWORK_ACTION_CHAT_CLIENT:
1432 case NETWORK_ACTION_CHAT_COMPANY:
1433 NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data);
1434 break;
1435 default:
1436 IConsolePrintF(CC_ERROR, "WARNING: invalid chat action from client %d (IP: %s).", ci->client_id, this->GetClientIP());
1437 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1439 return NETWORK_RECV_STATUS_OKAY;
1442 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *p)
1444 if (this->status != STATUS_ACTIVE) {
1445 /* Illegal call, return error and ignore the packet */
1446 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1449 char password[NETWORK_PASSWORD_LENGTH];
1450 const NetworkClientInfo *ci;
1452 p->Recv_string(password, sizeof(password));
1453 ci = this->GetInfo();
1455 NetworkServerSetCompanyPassword(ci->client_playas, password);
1456 return NETWORK_RECV_STATUS_OKAY;
1459 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p)
1461 if (this->status != STATUS_ACTIVE) {
1462 /* Illegal call, return error and ignore the packet */
1463 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1466 char client_name[NETWORK_CLIENT_NAME_LENGTH];
1467 NetworkClientInfo *ci;
1469 p->Recv_string(client_name, sizeof(client_name));
1470 ci = this->GetInfo();
1472 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
1474 if (ci != nullptr) {
1475 /* Display change */
1476 if (NetworkFindName(client_name, lastof(client_name))) {
1477 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);
1478 strecpy(ci->client_name, client_name, lastof(ci->client_name));
1479 NetworkUpdateClientInfo(ci->client_id);
1482 return NETWORK_RECV_STATUS_OKAY;
1485 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p)
1487 if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1489 char pass[NETWORK_PASSWORD_LENGTH];
1490 char command[NETWORK_RCONCOMMAND_LENGTH];
1492 if (StrEmpty(_settings_client.network.rcon_password)) return NETWORK_RECV_STATUS_OKAY;
1494 p->Recv_string(pass, sizeof(pass));
1495 p->Recv_string(command, sizeof(command));
1497 if (strcmp(pass, _settings_client.network.rcon_password) != 0) {
1498 DEBUG(net, 0, "[rcon] wrong password from client-id %d", this->client_id);
1499 return NETWORK_RECV_STATUS_OKAY;
1502 DEBUG(net, 0, "[rcon] client-id %d executed: '%s'", this->client_id, command);
1504 _redirect_console_to_client = this->client_id;
1505 IConsoleCmdExec(command);
1506 _redirect_console_to_client = INVALID_CLIENT_ID;
1507 return NETWORK_RECV_STATUS_OKAY;
1510 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
1512 if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1514 CompanyID company_id = (Owner)p->Recv_uint8();
1516 /* Check if the company is valid, we don't allow moving to AI companies */
1517 if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY;
1519 /* Check if we require a password for this company */
1520 if (company_id != COMPANY_SPECTATOR && !StrEmpty(_network_company_states[company_id].password)) {
1521 /* we need a password from the client - should be in this packet */
1522 char password[NETWORK_PASSWORD_LENGTH];
1523 p->Recv_string(password, sizeof(password));
1525 /* Incorrect password sent, return! */
1526 if (strcmp(password, _network_company_states[company_id].password) != 0) {
1527 DEBUG(net, 2, "[move] wrong password from client-id #%d for company #%d", this->client_id, company_id + 1);
1528 return NETWORK_RECV_STATUS_OKAY;
1532 /* if we get here we can move the client */
1533 NetworkServerDoMove(this->client_id, company_id);
1534 return NETWORK_RECV_STATUS_OKAY;
1538 * Package some generic company information into a packet.
1539 * @param p The packet that will contain the data.
1540 * @param c The company to put the of into the packet.
1541 * @param stats The statistics to put in the packet.
1542 * @param max_len The maximum length of the company name.
1544 void NetworkSocketHandler::SendCompanyInformation(Packet *p, const Company *c, const NetworkCompanyStats *stats, uint max_len)
1546 /* Grab the company name */
1547 char company_name[NETWORK_COMPANY_NAME_LENGTH];
1548 SetDParam(0, c->index);
1550 assert(max_len <= lengthof(company_name));
1551 GetString(company_name, STR_COMPANY_NAME, company_name + max_len - 1);
1553 /* Get the income */
1554 Money income = 0;
1555 if (_cur_year - 1 == c->inaugurated_year) {
1556 /* The company is here just 1 year, so display [2], else display[1] */
1557 for (uint i = 0; i < lengthof(c->yearly_expenses[2]); i++) {
1558 income -= c->yearly_expenses[2][i];
1560 } else {
1561 for (uint i = 0; i < lengthof(c->yearly_expenses[1]); i++) {
1562 income -= c->yearly_expenses[1][i];
1566 /* Send the information */
1567 p->Send_uint8 (c->index);
1568 p->Send_string(company_name);
1569 p->Send_uint32(c->inaugurated_year);
1570 p->Send_uint64(c->old_economy[0].company_value);
1571 p->Send_uint64(c->money);
1572 p->Send_uint64(income);
1573 p->Send_uint16(c->old_economy[0].performance_history);
1575 /* Send 1 if there is a password for the company else send 0 */
1576 p->Send_bool (!StrEmpty(_network_company_states[c->index].password));
1578 for (uint i = 0; i < NETWORK_VEH_END; i++) {
1579 p->Send_uint16(stats->num_vehicle[i]);
1582 for (uint i = 0; i < NETWORK_VEH_END; i++) {
1583 p->Send_uint16(stats->num_station[i]);
1586 p->Send_bool(c->is_ai);
1590 * Populate the company stats.
1591 * @param stats the stats to update
1593 void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
1595 const Vehicle *v;
1596 const Station *s;
1598 memset(stats, 0, sizeof(*stats) * MAX_COMPANIES);
1600 /* Go through all vehicles and count the type of vehicles */
1601 FOR_ALL_VEHICLES(v) {
1602 if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
1603 byte type = 0;
1604 switch (v->type) {
1605 case VEH_TRAIN: type = NETWORK_VEH_TRAIN; break;
1606 case VEH_ROAD: type = RoadVehicle::From(v)->IsBus() ? NETWORK_VEH_BUS : NETWORK_VEH_LORRY; break;
1607 case VEH_AIRCRAFT: type = NETWORK_VEH_PLANE; break;
1608 case VEH_SHIP: type = NETWORK_VEH_SHIP; break;
1609 default: continue;
1611 stats[v->owner].num_vehicle[type]++;
1614 /* Go through all stations and count the types of stations */
1615 FOR_ALL_STATIONS(s) {
1616 if (Company::IsValidID(s->owner)) {
1617 NetworkCompanyStats *npi = &stats[s->owner];
1619 if (s->facilities & FACIL_TRAIN) npi->num_station[NETWORK_VEH_TRAIN]++;
1620 if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[NETWORK_VEH_LORRY]++;
1621 if (s->facilities & FACIL_BUS_STOP) npi->num_station[NETWORK_VEH_BUS]++;
1622 if (s->facilities & FACIL_AIRPORT) npi->num_station[NETWORK_VEH_PLANE]++;
1623 if (s->facilities & FACIL_DOCK) npi->num_station[NETWORK_VEH_SHIP]++;
1629 * Send updated client info of a particular client.
1630 * @param client_id The client to send it for.
1632 void NetworkUpdateClientInfo(ClientID client_id)
1634 NetworkClientSocket *cs;
1635 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
1637 if (ci == nullptr) return;
1639 DEBUG(desync, 1, "client: %08x; %02x; %02x; %04x", _date, _date_fract, (int)ci->client_playas, client_id);
1641 FOR_ALL_CLIENT_SOCKETS(cs) {
1642 cs->SendClientInfo(ci);
1645 NetworkAdminClientUpdate(ci);
1648 /** Check if we want to restart the map */
1649 static void NetworkCheckRestartMap()
1651 if (_settings_client.network.restart_game_year != 0 && _cur_year >= _settings_client.network.restart_game_year) {
1652 DEBUG(net, 0, "Auto-restarting map. Year %d reached", _cur_year);
1654 StartNewGameWithoutGUI(GENERATE_NEW_SEED);
1658 /** Check if the server has autoclean_companies activated
1659 * Two things happen:
1660 * 1) If a company is not protected, it is closed after 1 year (for example)
1661 * 2) If a company is protected, protection is disabled after 3 years (for example)
1662 * (and item 1. happens a year later)
1664 static void NetworkAutoCleanCompanies()
1666 const NetworkClientInfo *ci;
1667 const Company *c;
1668 bool clients_in_company[MAX_COMPANIES];
1669 int vehicles_in_company[MAX_COMPANIES];
1671 if (!_settings_client.network.autoclean_companies) return;
1673 memset(clients_in_company, 0, sizeof(clients_in_company));
1675 /* Detect the active companies */
1676 FOR_ALL_CLIENT_INFOS(ci) {
1677 if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
1680 if (!_network_dedicated) {
1681 ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
1682 if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
1685 if (_settings_client.network.autoclean_novehicles != 0) {
1686 memset(vehicles_in_company, 0, sizeof(vehicles_in_company));
1688 const Vehicle *v;
1689 FOR_ALL_VEHICLES(v) {
1690 if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
1691 vehicles_in_company[v->owner]++;
1695 /* Go through all the companies */
1696 FOR_ALL_COMPANIES(c) {
1697 /* Skip the non-active once */
1698 if (c->is_ai) continue;
1700 if (!clients_in_company[c->index]) {
1701 /* The company is empty for one month more */
1702 _network_company_states[c->index].months_empty++;
1704 /* Is the company empty for autoclean_unprotected-months, and is there no protection? */
1705 if (_settings_client.network.autoclean_unprotected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_unprotected && StrEmpty(_network_company_states[c->index].password)) {
1706 /* Shut the company down */
1707 DoCommandP(0, 2 | c->index << 16, CRR_AUTOCLEAN, CMD_COMPANY_CTRL);
1708 IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d with no password", c->index + 1);
1710 /* Is the company empty for autoclean_protected-months, and there is a protection? */
1711 if (_settings_client.network.autoclean_protected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_protected && !StrEmpty(_network_company_states[c->index].password)) {
1712 /* Unprotect the company */
1713 _network_company_states[c->index].password[0] = '\0';
1714 IConsolePrintF(CC_DEFAULT, "Auto-removed protection from company #%d", c->index + 1);
1715 _network_company_states[c->index].months_empty = 0;
1716 NetworkServerUpdateCompanyPassworded(c->index, false);
1718 /* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
1719 if (_settings_client.network.autoclean_novehicles != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_novehicles && vehicles_in_company[c->index] == 0) {
1720 /* Shut the company down */
1721 DoCommandP(0, 2 | c->index << 16, CRR_AUTOCLEAN, CMD_COMPANY_CTRL);
1722 IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d with no vehicles", c->index + 1);
1724 } else {
1725 /* It is not empty, reset the date */
1726 _network_company_states[c->index].months_empty = 0;
1732 * Check whether a name is unique, and otherwise try to make it unique.
1733 * @param new_name The name to check/modify.
1734 * @param last The last writeable element of the buffer.
1735 * @return True if an unique name was achieved.
1737 bool NetworkFindName(char *new_name, const char *last)
1739 bool found_name = false;
1740 uint number = 0;
1741 char original_name[NETWORK_CLIENT_NAME_LENGTH];
1743 strecpy(original_name, new_name, lastof(original_name));
1745 while (!found_name) {
1746 const NetworkClientInfo *ci;
1748 found_name = true;
1749 FOR_ALL_CLIENT_INFOS(ci) {
1750 if (strcmp(ci->client_name, new_name) == 0) {
1751 /* Name already in use */
1752 found_name = false;
1753 break;
1756 /* Check if it is the same as the server-name */
1757 ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
1758 if (ci != nullptr) {
1759 if (strcmp(ci->client_name, new_name) == 0) found_name = false; // name already in use
1762 if (!found_name) {
1763 /* Try a new name (<name> #1, <name> #2, and so on) */
1765 /* Something's really wrong when there're more names than clients */
1766 if (number++ > MAX_CLIENTS) break;
1767 seprintf(new_name, last, "%s #%d", original_name, number);
1771 return found_name;
1775 * Change the client name of the given client
1776 * @param client_id the client to change the name of
1777 * @param new_name the new name for the client
1778 * @return true iff the name was changed
1780 bool NetworkServerChangeClientName(ClientID client_id, const char *new_name)
1782 NetworkClientInfo *ci;
1783 /* Check if the name's already in use */
1784 FOR_ALL_CLIENT_INFOS(ci) {
1785 if (strcmp(ci->client_name, new_name) == 0) return false;
1788 ci = NetworkClientInfo::GetByClientID(client_id);
1789 if (ci == nullptr) return false;
1791 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name);
1793 strecpy(ci->client_name, new_name, lastof(ci->client_name));
1795 NetworkUpdateClientInfo(client_id);
1796 return true;
1800 * Set/Reset a company password on the server end.
1801 * @param company_id ID of the company the password should be changed for.
1802 * @param password The new password.
1803 * @param already_hashed Is the given password already hashed?
1805 void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed)
1807 if (!Company::IsValidHumanID(company_id)) return;
1809 if (!already_hashed) {
1810 password = GenerateCompanyPasswordHash(password, _settings_client.network.network_id, _settings_game.game_creation.generation_seed);
1813 strecpy(_network_company_states[company_id].password, password, lastof(_network_company_states[company_id].password));
1814 NetworkServerUpdateCompanyPassworded(company_id, !StrEmpty(_network_company_states[company_id].password));
1818 * Handle the command-queue of a socket.
1819 * @param cs The socket to handle the queue for.
1821 static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
1823 CommandPacket *cp;
1824 while ((cp = cs->outgoing_queue.Pop()) != nullptr) {
1825 cs->SendCommand(cp);
1826 free(cp);
1831 * This is called every tick if this is a _network_server
1832 * @param send_frame Whether to send the frame to the clients.
1834 void NetworkServer_Tick(bool send_frame)
1836 NetworkClientSocket *cs;
1837 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1838 bool send_sync = false;
1839 #endif
1841 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1842 if (_frame_counter >= _last_sync_frame + _settings_client.network.sync_freq) {
1843 _last_sync_frame = _frame_counter;
1844 send_sync = true;
1846 #endif
1848 /* Now we are done with the frame, inform the clients that they can
1849 * do their frame! */
1850 FOR_ALL_CLIENT_SOCKETS(cs) {
1851 /* We allow a number of bytes per frame, but only to the burst amount
1852 * to be available for packet receiving at any particular time. */
1853 cs->receive_limit = min(cs->receive_limit + _settings_client.network.bytes_per_frame,
1854 _settings_client.network.bytes_per_frame_burst);
1856 /* Check if the speed of the client is what we can expect from a client */
1857 uint lag = NetworkCalculateLag(cs);
1858 switch (cs->status) {
1859 case NetworkClientSocket::STATUS_ACTIVE:
1860 if (lag > _settings_client.network.max_lag_time) {
1861 /* Client did still not report in within the specified limit. */
1862 IConsolePrintF(CC_ERROR, cs->last_packet + lag * MILLISECONDS_PER_TICK > _realtime_tick ?
1863 /* A packet was received in the last three game days, so the client is likely lagging behind. */
1864 "Client #%d is dropped because the client's game state is more than %d ticks behind" :
1865 /* No packet was received in the last three game days; sounds like a lost connection. */
1866 "Client #%d is dropped because the client did not respond for more than %d ticks",
1867 cs->client_id, lag);
1868 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1869 continue;
1872 /* Report once per time we detect the lag, and only when we
1873 * received a packet in the last 2000 milliseconds. If we
1874 * did not receive a packet, then the client is not just
1875 * slow, but the connection is likely severed. Mentioning
1876 * frame_freq is not useful in this case. */
1877 if (lag > (uint)DAY_TICKS && cs->lag_test == 0 && cs->last_packet + 2000 > _realtime_tick) {
1878 IConsolePrintF(CC_WARNING, "[%d] Client #%d is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
1879 cs->lag_test = 1;
1882 if (cs->last_frame_server - cs->last_token_frame >= _settings_client.network.max_lag_time) {
1883 /* This is a bad client! It didn't send the right token back within time. */
1884 IConsolePrintF(CC_ERROR, "Client #%d is dropped because it fails to send valid acks", cs->client_id);
1885 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1886 continue;
1888 break;
1890 case NetworkClientSocket::STATUS_INACTIVE:
1891 case NetworkClientSocket::STATUS_NEWGRFS_CHECK:
1892 case NetworkClientSocket::STATUS_AUTHORIZED:
1893 /* NewGRF check and authorized states should be handled almost instantly.
1894 * So give them some lee-way, likewise for the query with inactive. */
1895 if (lag > _settings_client.network.max_init_time) {
1896 IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to start the joining process", cs->client_id, _settings_client.network.max_init_time);
1897 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1898 continue;
1900 break;
1902 case NetworkClientSocket::STATUS_MAP:
1903 /* Downloading the map... this is the amount of time since starting the saving. */
1904 if (lag > _settings_client.network.max_download_time) {
1905 IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to download the map", cs->client_id, _settings_client.network.max_download_time);
1906 cs->SendError(NETWORK_ERROR_TIMEOUT_MAP);
1907 continue;
1909 break;
1911 case NetworkClientSocket::STATUS_DONE_MAP:
1912 case NetworkClientSocket::STATUS_PRE_ACTIVE:
1913 /* The map has been sent, so this is for loading the map and syncing up. */
1914 if (lag > _settings_client.network.max_join_time) {
1915 IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to join", cs->client_id, _settings_client.network.max_join_time);
1916 cs->SendError(NETWORK_ERROR_TIMEOUT_JOIN);
1917 continue;
1919 break;
1921 case NetworkClientSocket::STATUS_AUTH_GAME:
1922 case NetworkClientSocket::STATUS_AUTH_COMPANY:
1923 /* These don't block? */
1924 if (lag > _settings_client.network.max_password_time) {
1925 IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to enter the password", cs->client_id, _settings_client.network.max_password_time);
1926 cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD);
1927 continue;
1929 break;
1931 case NetworkClientSocket::STATUS_MAP_WAIT:
1932 /* This is an internal state where we do not wait
1933 * on the client to move to a different state. */
1934 break;
1936 case NetworkClientSocket::STATUS_END:
1937 /* Bad server/code. */
1938 NOT_REACHED();
1941 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {
1942 /* Check if we can send command, and if we have anything in the queue */
1943 NetworkHandleCommandQueue(cs);
1945 /* Send an updated _frame_counter_max to the client */
1946 if (send_frame) cs->SendFrame();
1948 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1949 /* Send a sync-check packet */
1950 if (send_sync) cs->SendSync();
1951 #endif
1955 /* See if we need to advertise */
1956 NetworkUDPAdvertise();
1959 /** Yearly "callback". Called whenever the year changes. */
1960 void NetworkServerYearlyLoop()
1962 NetworkCheckRestartMap();
1963 NetworkAdminUpdate(ADMIN_FREQUENCY_ANUALLY);
1966 /** Monthly "callback". Called whenever the month changes. */
1967 void NetworkServerMonthlyLoop()
1969 NetworkAutoCleanCompanies();
1970 NetworkAdminUpdate(ADMIN_FREQUENCY_MONTHLY);
1971 if ((_cur_month % 3) == 0) NetworkAdminUpdate(ADMIN_FREQUENCY_QUARTERLY);
1974 /** Daily "callback". Called whenever the date changes. */
1975 void NetworkServerDailyLoop()
1977 NetworkAdminUpdate(ADMIN_FREQUENCY_DAILY);
1978 if ((_date % 7) == 3) NetworkAdminUpdate(ADMIN_FREQUENCY_WEEKLY);
1982 * Get the IP address/hostname of the connected client.
1983 * @return The IP address.
1985 const char *ServerNetworkGameSocketHandler::GetClientIP()
1987 return this->client_address.GetHostname();
1990 /** Show the status message of all clients on the console. */
1991 void NetworkServerShowStatusToConsole()
1993 static const char * const stat_str[] = {
1994 "inactive",
1995 "checking NewGRFs",
1996 "authorizing (server password)",
1997 "authorizing (company password)",
1998 "authorized",
1999 "waiting",
2000 "loading map",
2001 "map done",
2002 "ready",
2003 "active"
2005 assert_compile(lengthof(stat_str) == NetworkClientSocket::STATUS_END);
2007 NetworkClientSocket *cs;
2008 FOR_ALL_CLIENT_SOCKETS(cs) {
2009 NetworkClientInfo *ci = cs->GetInfo();
2010 if (ci == nullptr) continue;
2011 uint lag = NetworkCalculateLag(cs);
2012 const char *status;
2014 status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
2015 IConsolePrintF(CC_INFO, "Client #%1d name: '%s' status: '%s' frame-lag: %3d company: %1d IP: %s",
2016 cs->client_id, ci->client_name, status, lag,
2017 ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
2018 cs->GetClientIP());
2023 * Send Config Update
2025 void NetworkServerSendConfigUpdate()
2027 NetworkClientSocket *cs;
2029 FOR_ALL_CLIENT_SOCKETS(cs) {
2030 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendConfigUpdate();
2035 * Tell that a particular company is (not) passworded.
2036 * @param company_id The company that got/removed the password.
2037 * @param passworded Whether the password was received or removed.
2039 void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
2041 if (NetworkCompanyIsPassworded(company_id) == passworded) return;
2043 SB(_network_company_passworded, company_id, 1, !!passworded);
2044 SetWindowClassesDirty(WC_COMPANY);
2046 NetworkClientSocket *cs;
2047 FOR_ALL_CLIENT_SOCKETS(cs) {
2048 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendCompanyUpdate();
2051 NetworkAdminCompanyUpdate(Company::GetIfValid(company_id));
2055 * Handle the tid-bits of moving a client from one company to another.
2056 * @param client_id id of the client we want to move.
2057 * @param company_id id of the company we want to move the client to.
2058 * @return void
2060 void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
2062 /* Only allow non-dedicated servers and normal clients to be moved */
2063 if (client_id == CLIENT_ID_SERVER && _network_dedicated) return;
2065 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
2067 /* No need to waste network resources if the client is in the company already! */
2068 if (ci->client_playas == company_id) return;
2070 ci->client_playas = company_id;
2072 if (client_id == CLIENT_ID_SERVER) {
2073 SetLocalCompany(company_id);
2074 } else {
2075 NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id);
2076 /* When the company isn't authorized we can't move them yet. */
2077 if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return;
2078 cs->SendMove(client_id, company_id);
2081 /* announce the client's move */
2082 NetworkUpdateClientInfo(client_id);
2084 NetworkAction action = (company_id == COMPANY_SPECTATOR) ? NETWORK_ACTION_COMPANY_SPECTATOR : NETWORK_ACTION_COMPANY_JOIN;
2085 NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1);
2089 * Send an rcon reply to the client.
2090 * @param client_id The identifier of the client.
2091 * @param colour_code The colour of the text.
2092 * @param string The actual reply.
2094 void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const char *string)
2096 NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code, string);
2100 * Kick a single client.
2101 * @param client_id The client to kick.
2103 void NetworkServerKickClient(ClientID client_id)
2105 if (client_id == CLIENT_ID_SERVER) return;
2106 NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED);
2110 * Ban, or kick, everyone joined from the given client's IP.
2111 * @param client_id The client to check for.
2112 * @param ban Whether to ban or kick.
2114 uint NetworkServerKickOrBanIP(ClientID client_id, bool ban)
2116 return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban);
2120 * Kick or ban someone based on an IP address.
2121 * @param ip The IP address/range to ban/kick.
2122 * @param ban Whether to ban or just kick.
2124 uint NetworkServerKickOrBanIP(const char *ip, bool ban)
2126 /* Add address to ban-list */
2127 if (ban) {
2128 bool contains = false;
2129 for (char **iter = _network_ban_list.Begin(); iter != _network_ban_list.End(); iter++) {
2130 if (strcmp(*iter, ip) == 0) {
2131 contains = true;
2132 break;
2135 if (!contains) *_network_ban_list.Append() = stredup(ip);
2138 uint n = 0;
2140 /* There can be multiple clients with the same IP, kick them all */
2141 NetworkClientSocket *cs;
2142 FOR_ALL_CLIENT_SOCKETS(cs) {
2143 if (cs->client_id == CLIENT_ID_SERVER) continue;
2144 if (cs->client_address.IsInNetmask(const_cast<char *>(ip))) {
2145 NetworkServerKickClient(cs->client_id);
2146 n++;
2150 return n;
2154 * Check whether a particular company has clients.
2155 * @param company The company to check.
2156 * @return True if at least one client is joined to the company.
2158 bool NetworkCompanyHasClients(CompanyID company)
2160 const NetworkClientInfo *ci;
2161 FOR_ALL_CLIENT_INFOS(ci) {
2162 if (ci->client_playas == company) return true;
2164 return false;
2169 * Get the name of the client, if the user did not send it yet, Client #<no> is used.
2170 * @param client_name The variable to write the name to.
2171 * @param last The pointer to the last element of the destination buffer
2173 void ServerNetworkGameSocketHandler::GetClientName(char *client_name, const char *last) const
2175 const NetworkClientInfo *ci = this->GetInfo();
2177 if (ci == nullptr || StrEmpty(ci->client_name)) {
2178 seprintf(client_name, last, "Client #%4d", this->client_id);
2179 } else {
2180 strecpy(client_name, ci->client_name, last);
2185 * Print all the clients to the console
2187 void NetworkPrintClients()
2189 NetworkClientInfo *ci;
2190 FOR_ALL_CLIENT_INFOS(ci) {
2191 if (_network_server) {
2192 IConsolePrintF(CC_INFO, "Client #%1d name: '%s' company: %1d IP: %s",
2193 ci->client_id,
2194 ci->client_name,
2195 ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
2196 ci->client_id == CLIENT_ID_SERVER ? "server" : NetworkClientSocket::GetByClientID(ci->client_id)->GetClientIP());
2197 } else {
2198 IConsolePrintF(CC_INFO, "Client #%1d name: '%s' company: %1d",
2199 ci->client_id,
2200 ci->client_name,
2201 ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0));
2207 * Perform all the server specific administration of a new company.
2208 * @param c The newly created company; can't be nullptr.
2209 * @param ci The client information of the client that made the company; can be nullptr.
2211 void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
2213 assert(c != nullptr);
2215 if (!_network_server) return;
2217 _network_company_states[c->index].months_empty = 0;
2218 _network_company_states[c->index].password[0] = '\0';
2219 NetworkServerUpdateCompanyPassworded(c->index, false);
2221 if (ci != nullptr) {
2222 /* ci is nullptr when replaying, or for AIs. In neither case there is a client. */
2223 ci->client_playas = c->index;
2224 NetworkUpdateClientInfo(ci->client_id);
2225 NetworkSendCommand(0, 0, 0, CMD_RENAME_PRESIDENT, nullptr, ci->client_name, c->index, 0);
2228 /* Announce new company on network. */
2229 NetworkAdminCompanyInfo(c, true);
2231 if (ci != nullptr) {
2232 /* ci is nullptr when replaying, or for AIs. In neither case there is a client.
2233 We need to send Admin port update here so that they first know about the new company
2234 and then learn about a possibly joining client (see FS#6025) */
2235 NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, c->index + 1);
2239 #endif /* ENABLE_NETWORK */