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/>.
10 /** @file network_server.cpp Server part of the network protocol. */
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"
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
);
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.
66 * Create the packet writer.
67 * @param cs The socket handler we're making the packets for.
69 PacketWriter(ServerNetworkGameSocketHandler
*cs
) : SaveFilter(NULL
), cs(cs
), current(NULL
), total_size(0), packets(NULL
)
71 this->mutex
= ThreadMutex::New();
74 /** Make sure everything is cleaned up. */
77 if (this->mutex
!= NULL
) this->mutex
->BeginCritical();
79 if (this->cs
!= NULL
&& this->mutex
!= NULL
) {
80 this->mutex
->WaitForSignal();
83 /* This must all wait until the Destroy function is called. */
85 while (this->packets
!= NULL
) {
86 Packet
*p
= this->packets
->next
;
93 if (this->mutex
!= NULL
) this->mutex
->EndCritical();
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 NULL, 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
111 if (this->mutex
!= NULL
) this->mutex
->BeginCritical();
115 if (this->mutex
!= NULL
) this->mutex
->SendSignal();
117 if (this->mutex
!= NULL
) 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. */
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.
135 return this->packets
!= NULL
;
139 * Pop a single created packet from the queue with packets.
143 if (this->mutex
!= NULL
) this->mutex
->BeginCritical();
145 Packet
*p
= this->packets
;
146 this->packets
= p
->next
;
149 if (this->mutex
!= NULL
) this->mutex
->EndCritical();
154 /** Append the current packet to the queue. */
157 if (this->current
== NULL
) return;
159 Packet
**p
= &this->packets
;
165 this->current
= NULL
;
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
== NULL
) SlError(STR_NETWORK_ERROR_LOSTCONNECTION
);
173 if (this->current
== NULL
) this->current
= new Packet(PACKET_SERVER_MAP_DATA
);
175 if (this->mutex
!= NULL
) 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
;
184 if (this->current
->size
== SEND_MTU
) {
186 if (buf
!= bufe
) this->current
= new Packet(PACKET_SERVER_MAP_DATA
);
190 if (this->mutex
!= NULL
) 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
== NULL
) SlError(STR_NETWORK_ERROR_LOSTCONNECTION
);
200 if (this->mutex
!= NULL
) this->mutex
->BeginCritical();
202 /* Make sure the last packet is flushed. */
205 /* Add a packet stating that this is the end to the queue. */
206 this->current
= new Packet(PACKET_SERVER_MAP_DONE
);
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
!= NULL
) 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
!= NULL
) {
244 this->savegame
->Destroy();
245 this->savegame
= NULL
;
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 NULL
;
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
!= NULL
) this->receive_limit
-= p
->size
;
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
, NULL
, 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();
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());
326 /** Send the packets for the server sockets. */
327 /* static */ void ServerNetworkGameSocketHandler::Send()
329 NetworkClientSocket
*cs
;
330 FOR_ALL_CLIENT_SOCKETS(cs
) {
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 */
340 static void NetworkHandleCommandQueue(NetworkClientSocket
*cs
);
344 * DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs
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
);
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
!= NULL
&& 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
));
388 if (ci
!= NULL
&& 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 */
402 FOR_ALL_COMPANIES(company
) {
403 p
= new Packet(PACKET_SERVER_COMPANY_INFO
);
405 p
->Send_uint8 (NETWORK_COMPANY_INFO_VERSION
);
407 this->SendCompanyInformation(p
, company
, &company_stats
[company
->index
]);
409 if (StrEmpty(clients
[company
->index
])) {
410 p
->Send_string("<none>");
412 p
->Send_string(clients
[company
->index
]);
418 p
= new Packet(PACKET_SERVER_COMPANY_INFO
);
420 p
->Send_uint8 (NETWORK_COMPANY_INFO_VERSION
);
421 p
->Send_bool (false);
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
)
434 Packet
*p
= new Packet(PACKET_SERVER_ERROR
);
436 p
->Send_uint8(error
);
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
, NULL
, 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
);
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 Packet
*p
= new Packet(PACKET_SERVER_CHECK_NEWGRFS
);
480 for (c
= _grfconfig
; c
!= NULL
; c
= c
->next
) {
481 if (!HasBit(c
->flags
, GCF_STATIC
)) grf_count
++;
484 p
->Send_uint8 (grf_count
);
485 for (c
= _grfconfig
; c
!= NULL
; c
= c
->next
) {
486 if (!HasBit(c
->flags
, GCF_STATIC
)) this->SendGRFIdentifier(p
, &c
->ident
);
490 return NETWORK_RECV_STATUS_OKAY
;
493 /** Request the game password. */
494 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendNeedGamePassword()
496 /* Invalid packet when status is STATUS_AUTH_GAME or higher */
497 if (this->status
>= STATUS_AUTH_GAME
) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET
);
499 this->status
= STATUS_AUTH_GAME
;
500 /* Reset 'lag' counters */
501 this->last_frame
= this->last_frame_server
= _frame_counter
;
503 Packet
*p
= new Packet(PACKET_SERVER_NEED_GAME_PASSWORD
);
505 return NETWORK_RECV_STATUS_OKAY
;
508 /** Request the company password. */
509 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
511 /* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
512 if (this->status
>= STATUS_AUTH_COMPANY
) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET
);
514 this->status
= STATUS_AUTH_COMPANY
;
515 /* Reset 'lag' counters */
516 this->last_frame
= this->last_frame_server
= _frame_counter
;
518 Packet
*p
= new Packet(PACKET_SERVER_NEED_COMPANY_PASSWORD
);
519 p
->Send_uint32(_settings_game
.game_creation
.generation_seed
);
520 p
->Send_string(_settings_client
.network
.network_id
);
522 return NETWORK_RECV_STATUS_OKAY
;
525 /** Send the client a welcome message with some basic information. */
526 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendWelcome()
529 NetworkClientSocket
*new_cs
;
531 /* Invalid packet when status is AUTH or higher */
532 if (this->status
>= STATUS_AUTHORIZED
) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET
);
534 this->status
= STATUS_AUTHORIZED
;
535 /* Reset 'lag' counters */
536 this->last_frame
= this->last_frame_server
= _frame_counter
;
538 _network_game_info
.clients_on
++;
540 p
= new Packet(PACKET_SERVER_WELCOME
);
541 p
->Send_uint32(this->client_id
);
542 p
->Send_uint32(_settings_game
.game_creation
.generation_seed
);
543 p
->Send_string(_settings_client
.network
.network_id
);
546 /* Transmit info about all the active clients */
547 FOR_ALL_CLIENT_SOCKETS(new_cs
) {
548 if (new_cs
!= this && new_cs
->status
> STATUS_AUTHORIZED
) {
549 this->SendClientInfo(new_cs
->GetInfo());
552 /* Also send the info of the server */
553 return this->SendClientInfo(NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER
));
556 /** Tell the client that its put in a waiting queue. */
557 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendWait()
560 NetworkClientSocket
*new_cs
;
563 /* Count how many clients are waiting in the queue, in front of you! */
564 FOR_ALL_CLIENT_SOCKETS(new_cs
) {
565 if (new_cs
->status
!= STATUS_MAP_WAIT
) continue;
566 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
++;
569 p
= new Packet(PACKET_SERVER_WAIT
);
570 p
->Send_uint8(waiting
);
572 return NETWORK_RECV_STATUS_OKAY
;
575 /** This sends the map to the client */
576 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendMap()
578 static uint sent_packets
; // How many packets we did send successfully last time
580 if (this->status
< STATUS_AUTHORIZED
) {
581 /* Illegal call, return error and ignore the packet */
582 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED
);
585 if (this->status
== STATUS_AUTHORIZED
) {
586 this->savegame
= new PacketWriter(this);
588 /* Now send the _frame_counter and how many packets are coming */
589 Packet
*p
= new Packet(PACKET_SERVER_MAP_BEGIN
);
590 p
->Send_uint32(_frame_counter
);
593 NetworkSyncCommandQueue(this);
594 this->status
= STATUS_MAP
;
595 /* Mark the start of download */
596 this->last_frame
= _frame_counter
;
597 this->last_frame_server
= _frame_counter
;
599 sent_packets
= 4; // We start with trying 4 packets
601 /* Make a dump of the current game */
602 if (SaveWithFilter(this->savegame
, true) != SL_OK
) usererror("network savedump failed");
605 if (this->status
== STATUS_MAP
) {
606 bool last_packet
= false;
607 bool has_packets
= false;
609 for (uint i
= 0; (has_packets
= this->savegame
->HasPackets()) && i
< sent_packets
; i
++) {
610 Packet
*p
= this->savegame
->PopPacket();
611 last_packet
= p
->buffer
[2] == PACKET_SERVER_MAP_DONE
;
616 /* There is no more data, so break the for */
622 /* Done reading, make sure saving is done as well */
623 this->savegame
->Destroy();
624 this->savegame
= NULL
;
626 /* Set the status to DONE_MAP, no we will wait for the client
627 * to send it is ready (maybe that happens like never ;)) */
628 this->status
= STATUS_DONE_MAP
;
630 /* Find the best candidate for joining, i.e. the first joiner. */
631 NetworkClientSocket
*new_cs
;
632 NetworkClientSocket
*best
= NULL
;
633 FOR_ALL_CLIENT_SOCKETS(new_cs
) {
634 if (new_cs
->status
== STATUS_MAP_WAIT
) {
635 if (best
== NULL
|| 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
)) {
641 /* Is there someone else to join? */
643 /* Let the first start joining. */
644 best
->status
= STATUS_AUTHORIZED
;
647 /* And update the rest. */
648 FOR_ALL_CLIENT_SOCKETS(new_cs
) {
649 if (new_cs
->status
== STATUS_MAP_WAIT
) new_cs
->SendWait();
654 switch (this->SendPackets()) {
656 return NETWORK_RECV_STATUS_CONN_LOST
;
659 /* All are sent, increase the sent_packets */
660 if (has_packets
) sent_packets
*= 2;
663 case SPS_PARTLY_SENT
:
664 /* Only a part is sent; leave the transmission state. */
668 /* Not everything is sent, decrease the sent_packets */
669 if (sent_packets
> 1) sent_packets
/= 2;
673 return NETWORK_RECV_STATUS_OKAY
;
677 * Tell that a client joined.
678 * @param client_id The client that joined.
680 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendJoin(ClientID client_id
)
682 Packet
*p
= new Packet(PACKET_SERVER_JOIN
);
684 p
->Send_uint32(client_id
);
687 return NETWORK_RECV_STATUS_OKAY
;
690 /** Tell the client that they may run to a particular frame. */
691 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendFrame()
693 Packet
*p
= new Packet(PACKET_SERVER_FRAME
);
694 p
->Send_uint32(_frame_counter
);
695 p
->Send_uint32(_frame_counter_max
);
696 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
697 p
->Send_uint32(_sync_seed_1
);
698 #ifdef NETWORK_SEND_DOUBLE_SEED
699 p
->Send_uint32(_sync_seed_2
);
703 /* If token equals 0, we need to make a new token and send that. */
704 if (this->last_token
== 0) {
705 this->last_token
= InteractiveRandomRange(UINT8_MAX
- 1) + 1;
706 p
->Send_uint8(this->last_token
);
710 return NETWORK_RECV_STATUS_OKAY
;
713 /** Request the client to sync. */
714 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendSync()
716 Packet
*p
= new Packet(PACKET_SERVER_SYNC
);
717 p
->Send_uint32(_frame_counter
);
718 p
->Send_uint32(_sync_seed_1
);
720 #ifdef NETWORK_SEND_DOUBLE_SEED
721 p
->Send_uint32(_sync_seed_2
);
724 return NETWORK_RECV_STATUS_OKAY
;
728 * Send a command to the client to execute.
729 * @param cp The command to send.
731 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendCommand(const CommandPacket
*cp
)
733 Packet
*p
= new Packet(PACKET_SERVER_COMMAND
);
735 this->NetworkGameSocketHandler::SendCommand(p
, cp
);
736 p
->Send_uint32(cp
->frame
);
737 p
->Send_bool (cp
->my_cmd
);
740 return NETWORK_RECV_STATUS_OKAY
;
744 * Send a chat message.
745 * @param action The action associated with the message.
746 * @param client_id The origin of the chat message.
747 * @param self_send Whether we did send the message.
748 * @param msg The actual message.
749 * @param data Arbitrary extra data.
751 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendChat(NetworkAction action
, ClientID client_id
, bool self_send
, const char *msg
, int64 data
)
753 if (this->status
< STATUS_PRE_ACTIVE
) return NETWORK_RECV_STATUS_OKAY
;
755 Packet
*p
= new Packet(PACKET_SERVER_CHAT
);
757 p
->Send_uint8 (action
);
758 p
->Send_uint32(client_id
);
759 p
->Send_bool (self_send
);
761 p
->Send_uint64(data
);
764 return NETWORK_RECV_STATUS_OKAY
;
768 * Tell the client another client quit with an error.
769 * @param client_id The client that quit.
770 * @param errorno The reason the client quit.
772 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_id
, NetworkErrorCode errorno
)
774 Packet
*p
= new Packet(PACKET_SERVER_ERROR_QUIT
);
776 p
->Send_uint32(client_id
);
777 p
->Send_uint8 (errorno
);
780 return NETWORK_RECV_STATUS_OKAY
;
784 * Tell the client another client quit.
785 * @param client_id The client that quit.
787 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendQuit(ClientID client_id
)
789 Packet
*p
= new Packet(PACKET_SERVER_QUIT
);
791 p
->Send_uint32(client_id
);
794 return NETWORK_RECV_STATUS_OKAY
;
797 /** Tell the client we're shutting down. */
798 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendShutdown()
800 Packet
*p
= new Packet(PACKET_SERVER_SHUTDOWN
);
802 return NETWORK_RECV_STATUS_OKAY
;
805 /** Tell the client we're starting a new game. */
806 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendNewGame()
808 Packet
*p
= new Packet(PACKET_SERVER_NEWGAME
);
810 return NETWORK_RECV_STATUS_OKAY
;
814 * Send the result of a console action.
815 * @param colour The colour of the result.
816 * @param command The command that was executed.
818 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendRConResult(uint16 colour
, const char *command
)
820 Packet
*p
= new Packet(PACKET_SERVER_RCON
);
822 p
->Send_uint16(colour
);
823 p
->Send_string(command
);
825 return NETWORK_RECV_STATUS_OKAY
;
829 * Tell that a client moved to another company.
830 * @param client_id The client that moved.
831 * @param company_id The company the client moved to.
833 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendMove(ClientID client_id
, CompanyID company_id
)
835 Packet
*p
= new Packet(PACKET_SERVER_MOVE
);
837 p
->Send_uint32(client_id
);
838 p
->Send_uint8(company_id
);
840 return NETWORK_RECV_STATUS_OKAY
;
843 /** Send an update about the company password states. */
844 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendCompanyUpdate()
846 Packet
*p
= new Packet(PACKET_SERVER_COMPANY_UPDATE
);
848 p
->Send_uint16(_network_company_passworded
);
850 return NETWORK_RECV_STATUS_OKAY
;
853 /** Send an update about the max company/spectator counts. */
854 NetworkRecvStatus
ServerNetworkGameSocketHandler::SendConfigUpdate()
856 Packet
*p
= new Packet(PACKET_SERVER_CONFIG_UPDATE
);
858 p
->Send_uint8(_settings_client
.network
.max_companies
);
859 p
->Send_uint8(_settings_client
.network
.max_spectators
);
861 return NETWORK_RECV_STATUS_OKAY
;
865 * Receiving functions
866 * DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
869 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO(Packet
*p
)
871 return this->SendCompanyInfo();
874 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet
*p
)
876 if (this->status
!= STATUS_NEWGRFS_CHECK
) {
877 /* Illegal call, return error and ignore the packet */
878 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
881 NetworkClientInfo
*ci
= this->GetInfo();
883 /* We now want a password from the client else we do not allow him in! */
884 if (!StrEmpty(_settings_client
.network
.server_password
)) {
885 return this->SendNeedGamePassword();
888 if (Company::IsValidID(ci
->client_playas
) && !StrEmpty(_network_company_states
[ci
->client_playas
].password
)) {
889 return this->SendNeedCompanyPassword();
892 return this->SendWelcome();
895 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet
*p
)
897 if (this->status
!= STATUS_INACTIVE
) {
898 /* Illegal call, return error and ignore the packet */
899 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
902 char name
[NETWORK_CLIENT_NAME_LENGTH
];
904 NetworkLanguage client_lang
;
905 char client_revision
[NETWORK_REVISION_LENGTH
];
907 p
->Recv_string(client_revision
, sizeof(client_revision
));
908 uint32 newgrf_version
= p
->Recv_uint32();
910 /* Check if the client has revision control enabled */
911 if (!IsNetworkCompatibleVersion(client_revision
) || _openttd_newgrf_version
!= newgrf_version
) {
912 /* Different revisions!! */
913 return this->SendError(NETWORK_ERROR_WRONG_REVISION
);
916 p
->Recv_string(name
, sizeof(name
));
917 playas
= (Owner
)p
->Recv_uint8();
918 client_lang
= (NetworkLanguage
)p
->Recv_uint8();
920 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST
;
922 /* join another company does not affect these values */
924 case COMPANY_NEW_COMPANY
: // New company
925 if (Company::GetNumItems() >= _settings_client
.network
.max_companies
) {
926 return this->SendError(NETWORK_ERROR_FULL
);
929 case COMPANY_SPECTATOR
: // Spectator
930 if (NetworkSpectatorCount() >= _settings_client
.network
.max_spectators
) {
931 return this->SendError(NETWORK_ERROR_FULL
);
934 default: // Join another company (companies 1-8 (index 0-7))
935 if (!Company::IsValidHumanID(playas
)) {
936 return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH
);
941 /* We need a valid name.. make it Player */
942 if (StrEmpty(name
)) strecpy(name
, "Player", lastof(name
));
944 if (!NetworkFindName(name
, lastof(name
))) { // Change name if duplicate
945 /* We could not create a name for this client */
946 return this->SendError(NETWORK_ERROR_NAME_IN_USE
);
949 assert(NetworkClientInfo::CanAllocateItem());
950 NetworkClientInfo
*ci
= new NetworkClientInfo(this->client_id
);
952 ci
->join_date
= _date
;
953 strecpy(ci
->client_name
, name
, lastof(ci
->client_name
));
954 ci
->client_playas
= playas
;
955 ci
->client_lang
= client_lang
;
956 DEBUG(desync
, 1, "client: %08x; %02x; %02x; %02x", _date
, _date_fract
, (int)ci
->client_playas
, (int)ci
->index
);
958 /* Make sure companies to which people try to join are not autocleaned */
959 if (Company::IsValidID(playas
)) _network_company_states
[playas
].months_empty
= 0;
961 this->status
= STATUS_NEWGRFS_CHECK
;
963 if (_grfconfig
== NULL
) {
964 /* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
965 return this->Receive_CLIENT_NEWGRFS_CHECKED(NULL
);
968 return this->SendNewGRFCheck();
971 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet
*p
)
973 if (this->status
!= STATUS_AUTH_GAME
) {
974 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
977 char password
[NETWORK_PASSWORD_LENGTH
];
978 p
->Recv_string(password
, sizeof(password
));
980 /* Check game password. Allow joining if we cleared the password meanwhile */
981 if (!StrEmpty(_settings_client
.network
.server_password
) &&
982 strcmp(password
, _settings_client
.network
.server_password
) != 0) {
983 /* Password is invalid */
984 return this->SendError(NETWORK_ERROR_WRONG_PASSWORD
);
987 const NetworkClientInfo
*ci
= this->GetInfo();
988 if (Company::IsValidID(ci
->client_playas
) && !StrEmpty(_network_company_states
[ci
->client_playas
].password
)) {
989 return this->SendNeedCompanyPassword();
992 /* Valid password, allow user */
993 return this->SendWelcome();
996 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet
*p
)
998 if (this->status
!= STATUS_AUTH_COMPANY
) {
999 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1002 char password
[NETWORK_PASSWORD_LENGTH
];
1003 p
->Recv_string(password
, sizeof(password
));
1005 /* Check company password. Allow joining if we cleared the password meanwhile.
1006 * Also, check the company is still valid - client could be moved to spectators
1007 * in the middle of the authorization process */
1008 CompanyID playas
= this->GetInfo()->client_playas
;
1009 if (Company::IsValidID(playas
) && !StrEmpty(_network_company_states
[playas
].password
) &&
1010 strcmp(password
, _network_company_states
[playas
].password
) != 0) {
1011 /* Password is invalid */
1012 return this->SendError(NETWORK_ERROR_WRONG_PASSWORD
);
1015 return this->SendWelcome();
1018 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet
*p
)
1020 NetworkClientSocket
*new_cs
;
1021 /* The client was never joined.. so this is impossible, right?
1022 * Ignore the packet, give the client a warning, and close his connection */
1023 if (this->status
< STATUS_AUTHORIZED
|| this->HasClientQuit()) {
1024 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED
);
1027 /* Check if someone else is receiving the map */
1028 FOR_ALL_CLIENT_SOCKETS(new_cs
) {
1029 if (new_cs
->status
== STATUS_MAP
) {
1030 /* Tell the new client to wait */
1031 this->status
= STATUS_MAP_WAIT
;
1032 return this->SendWait();
1036 /* We receive a request to upload the map.. give it to the client! */
1037 return this->SendMap();
1040 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet
*p
)
1042 /* Client has the map, now start syncing */
1043 if (this->status
== STATUS_DONE_MAP
&& !this->HasClientQuit()) {
1044 char client_name
[NETWORK_CLIENT_NAME_LENGTH
];
1045 NetworkClientSocket
*new_cs
;
1047 this->GetClientName(client_name
, lastof(client_name
));
1049 NetworkTextMessage(NETWORK_ACTION_JOIN
, CC_DEFAULT
, false, client_name
, NULL
, this->client_id
);
1051 /* Mark the client as pre-active, and wait for an ACK
1052 * so we know he is done loading and in sync with us */
1053 this->status
= STATUS_PRE_ACTIVE
;
1054 NetworkHandleCommandQueue(this);
1058 /* This is the frame the client receives
1059 * we need it later on to make sure the client is not too slow */
1060 this->last_frame
= _frame_counter
;
1061 this->last_frame_server
= _frame_counter
;
1063 FOR_ALL_CLIENT_SOCKETS(new_cs
) {
1064 if (new_cs
->status
> STATUS_AUTHORIZED
) {
1065 new_cs
->SendClientInfo(this->GetInfo());
1066 new_cs
->SendJoin(this->client_id
);
1070 NetworkAdminClientInfo(this, true);
1072 /* also update the new client with our max values */
1073 this->SendConfigUpdate();
1075 /* quickly update the syncing client with company details */
1076 return this->SendCompanyUpdate();
1079 /* Wrong status for this packet, give a warning to client, and close connection */
1080 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1084 * The client has done a command and wants us to handle it
1085 * @param p the packet in which the command was sent
1087 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet
*p
)
1089 /* The client was never joined.. so this is impossible, right?
1090 * Ignore the packet, give the client a warning, and close his connection */
1091 if (this->status
< STATUS_DONE_MAP
|| this->HasClientQuit()) {
1092 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1095 if (this->incoming_queue
.Count() >= _settings_client
.network
.max_commands_in_queue
) {
1096 return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS
);
1100 const char *err
= this->ReceiveCommand(p
, &cp
);
1102 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST
;
1104 NetworkClientInfo
*ci
= this->GetInfo();
1107 IConsolePrintF(CC_ERROR
, "WARNING: %s from client %d (IP: %s).", err
, ci
->client_id
, this->GetClientIP());
1108 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1112 if ((GetCommandFlags(cp
.cmd
) & CMD_SERVER
) && ci
->client_id
!= CLIENT_ID_SERVER
) {
1113 IConsolePrintF(CC_ERROR
, "WARNING: server only command from: client %d (IP: %s), kicking...", ci
->client_id
, this->GetClientIP());
1114 return this->SendError(NETWORK_ERROR_KICKED
);
1117 if ((GetCommandFlags(cp
.cmd
) & CMD_SPECTATOR
) == 0 && !Company::IsValidID(cp
.company
) && ci
->client_id
!= CLIENT_ID_SERVER
) {
1118 IConsolePrintF(CC_ERROR
, "WARNING: spectator issueing command from client %d (IP: %s), kicking...", ci
->client_id
, this->GetClientIP());
1119 return this->SendError(NETWORK_ERROR_KICKED
);
1123 * Only CMD_COMPANY_CTRL is always allowed, for the rest, playas needs
1124 * to match the company in the packet. If it doesn't, the client has done
1125 * something pretty naughty (or a bug), and will be kicked
1127 if (!(cp
.cmd
== CMD_COMPANY_CTRL
&& cp
.p1
== 0 && ci
->client_playas
== COMPANY_NEW_COMPANY
) && ci
->client_playas
!= cp
.company
) {
1128 IConsolePrintF(CC_ERROR
, "WARNING: client %d (IP: %s) tried to execute a command as company %d, kicking...",
1129 ci
->client_playas
+ 1, this->GetClientIP(), cp
.company
+ 1);
1130 return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH
);
1133 if (cp
.cmd
== CMD_COMPANY_CTRL
) {
1134 if (cp
.p1
!= 0 || cp
.company
!= COMPANY_SPECTATOR
) {
1135 return this->SendError(NETWORK_ERROR_CHEATER
);
1138 /* 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! */
1139 if (Company::GetNumItems() >= _settings_client
.network
.max_companies
) {
1140 NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE
, DESTTYPE_CLIENT
, ci
->client_id
, "cannot create new company, server full", CLIENT_ID_SERVER
);
1141 return NETWORK_RECV_STATUS_OKAY
;
1145 if (GetCommandFlags(cp
.cmd
) & CMD_CLIENT_ID
) cp
.p2
= this->client_id
;
1147 this->incoming_queue
.Append(&cp
);
1148 return NETWORK_RECV_STATUS_OKAY
;
1151 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet
*p
)
1153 /* This packets means a client noticed an error and is reporting this
1154 * to us. Display the error and report it to the other clients */
1155 NetworkClientSocket
*new_cs
;
1157 char client_name
[NETWORK_CLIENT_NAME_LENGTH
];
1158 NetworkErrorCode errorno
= (NetworkErrorCode
)p
->Recv_uint8();
1160 /* The client was never joined.. thank the client for the packet, but ignore it */
1161 if (this->status
< STATUS_DONE_MAP
|| this->HasClientQuit()) {
1162 return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST
);
1165 this->GetClientName(client_name
, lastof(client_name
));
1167 StringID strid
= GetNetworkErrorMsg(errorno
);
1168 GetString(str
, strid
, lastof(str
));
1170 DEBUG(net
, 2, "'%s' reported an error and is closing its connection (%s)", client_name
, str
);
1172 NetworkTextMessage(NETWORK_ACTION_LEAVE
, CC_DEFAULT
, false, client_name
, NULL
, strid
);
1174 FOR_ALL_CLIENT_SOCKETS(new_cs
) {
1175 if (new_cs
->status
> STATUS_AUTHORIZED
) {
1176 new_cs
->SendErrorQuit(this->client_id
, errorno
);
1180 NetworkAdminClientError(this->client_id
, errorno
);
1182 return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST
);
1185 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet
*p
)
1187 /* The client wants to leave. Display this and report it to the other
1189 NetworkClientSocket
*new_cs
;
1190 char client_name
[NETWORK_CLIENT_NAME_LENGTH
];
1192 /* The client was never joined.. thank the client for the packet, but ignore it */
1193 if (this->status
< STATUS_DONE_MAP
|| this->HasClientQuit()) {
1194 return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST
);
1197 this->GetClientName(client_name
, lastof(client_name
));
1199 NetworkTextMessage(NETWORK_ACTION_LEAVE
, CC_DEFAULT
, false, client_name
, NULL
, STR_NETWORK_MESSAGE_CLIENT_LEAVING
);
1201 FOR_ALL_CLIENT_SOCKETS(new_cs
) {
1202 if (new_cs
->status
> STATUS_AUTHORIZED
&& new_cs
!= this) {
1203 new_cs
->SendQuit(this->client_id
);
1207 NetworkAdminClientQuit(this->client_id
);
1209 return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST
);
1212 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet
*p
)
1214 if (this->status
< STATUS_AUTHORIZED
) {
1215 /* Illegal call, return error and ignore the packet */
1216 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED
);
1219 uint32 frame
= p
->Recv_uint32();
1221 /* The client is trying to catch up with the server */
1222 if (this->status
== STATUS_PRE_ACTIVE
) {
1223 /* The client is not yet catched up? */
1224 if (frame
+ DAY_TICKS
< _frame_counter
) return NETWORK_RECV_STATUS_OKAY
;
1226 /* Now he is! Unpause the game */
1227 this->status
= STATUS_ACTIVE
;
1228 this->last_token_frame
= _frame_counter
;
1230 /* Execute script for, e.g. MOTD */
1231 IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
1234 /* Get, and validate the token. */
1235 uint8 token
= p
->Recv_uint8();
1236 if (token
== this->last_token
) {
1237 /* We differentiate between last_token_frame and last_frame so the lag
1238 * test uses the actual lag of the client instead of the lag for getting
1239 * the token back and forth; after all, the token is only sent every
1240 * time we receive a PACKET_CLIENT_ACK, after which we will send a new
1241 * token to the client. If the lag would be one day, then we would not
1242 * be sending the new token soon enough for the new daily scheduled
1243 * PACKET_CLIENT_ACK. This would then register the lag of the client as
1244 * two days, even when it's only a single day. */
1245 this->last_token_frame
= _frame_counter
;
1246 /* Request a new token. */
1247 this->last_token
= 0;
1250 /* The client received the frame, make note of it */
1251 this->last_frame
= frame
;
1252 /* With those 2 values we can calculate the lag realtime */
1253 this->last_frame_server
= _frame_counter
;
1254 return NETWORK_RECV_STATUS_OKAY
;
1259 * Send an actual chat message.
1260 * @param action The action that's performed.
1261 * @param desttype The type of destination.
1262 * @param dest The actual destination index.
1263 * @param msg The actual message.
1264 * @param from_id The origin of the message.
1265 * @param data Arbitrary data.
1266 * @param from_admin Whether the origin is an admin or not.
1268 void NetworkServerSendChat(NetworkAction action
, DestType desttype
, int dest
, const char *msg
, ClientID from_id
, int64 data
, bool from_admin
)
1270 NetworkClientSocket
*cs
;
1271 const NetworkClientInfo
*ci
, *ci_own
, *ci_to
;
1274 case DESTTYPE_CLIENT
:
1275 /* Are we sending to the server? */
1276 if ((ClientID
)dest
== CLIENT_ID_SERVER
) {
1277 ci
= NetworkClientInfo::GetByClientID(from_id
);
1278 /* Display the text locally, and that is it */
1280 NetworkTextMessage(action
, GetDrawStringCompanyColour(ci
->client_playas
), false, ci
->client_name
, msg
, data
);
1282 if (_settings_client
.network
.server_admin_chat
) {
1283 NetworkAdminChat(action
, desttype
, from_id
, msg
, data
, from_admin
);
1287 /* Else find the client to send the message to */
1288 FOR_ALL_CLIENT_SOCKETS(cs
) {
1289 if (cs
->client_id
== (ClientID
)dest
) {
1290 cs
->SendChat(action
, from_id
, false, msg
, data
);
1296 /* Display the message locally (so you know you have sent it) */
1297 if (from_id
!= (ClientID
)dest
) {
1298 if (from_id
== CLIENT_ID_SERVER
) {
1299 ci
= NetworkClientInfo::GetByClientID(from_id
);
1300 ci_to
= NetworkClientInfo::GetByClientID((ClientID
)dest
);
1301 if (ci
!= NULL
&& ci_to
!= NULL
) {
1302 NetworkTextMessage(action
, GetDrawStringCompanyColour(ci
->client_playas
), true, ci_to
->client_name
, msg
, data
);
1305 FOR_ALL_CLIENT_SOCKETS(cs
) {
1306 if (cs
->client_id
== from_id
) {
1307 cs
->SendChat(action
, (ClientID
)dest
, true, msg
, data
);
1314 case DESTTYPE_TEAM
: {
1315 /* If this is false, the message is already displayed on the client who sent it. */
1316 bool show_local
= true;
1317 /* Find all clients that belong to this company */
1319 FOR_ALL_CLIENT_SOCKETS(cs
) {
1321 if (ci
!= NULL
&& ci
->client_playas
== (CompanyID
)dest
) {
1322 cs
->SendChat(action
, from_id
, false, msg
, data
);
1323 if (cs
->client_id
== from_id
) show_local
= false;
1324 ci_to
= ci
; // Remember a client that is in the company for company-name
1328 /* if the server can read it, let the admin network read it, too. */
1329 if (_local_company
== (CompanyID
)dest
&& _settings_client
.network
.server_admin_chat
) {
1330 NetworkAdminChat(action
, desttype
, from_id
, msg
, data
, from_admin
);
1333 ci
= NetworkClientInfo::GetByClientID(from_id
);
1334 ci_own
= NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER
);
1335 if (ci
!= NULL
&& ci_own
!= NULL
&& ci_own
->client_playas
== dest
) {
1336 NetworkTextMessage(action
, GetDrawStringCompanyColour(ci
->client_playas
), false, ci
->client_name
, msg
, data
);
1337 if (from_id
== CLIENT_ID_SERVER
) show_local
= false;
1341 /* There is no such client */
1342 if (ci_to
== NULL
) break;
1344 /* Display the message locally (so you know you have sent it) */
1345 if (ci
!= NULL
&& show_local
) {
1346 if (from_id
== CLIENT_ID_SERVER
) {
1347 char name
[NETWORK_NAME_LENGTH
];
1348 StringID str
= Company::IsValidID(ci_to
->client_playas
) ? STR_COMPANY_NAME
: STR_NETWORK_SPECTATORS
;
1349 SetDParam(0, ci_to
->client_playas
);
1350 GetString(name
, str
, lastof(name
));
1351 NetworkTextMessage(action
, GetDrawStringCompanyColour(ci_own
->client_playas
), true, name
, msg
, data
);
1353 FOR_ALL_CLIENT_SOCKETS(cs
) {
1354 if (cs
->client_id
== from_id
) {
1355 cs
->SendChat(action
, ci_to
->client_id
, true, msg
, data
);
1363 DEBUG(net
, 0, "[server] received unknown chat destination type %d. Doing broadcast instead", desttype
);
1365 case DESTTYPE_BROADCAST
:
1366 FOR_ALL_CLIENT_SOCKETS(cs
) {
1367 cs
->SendChat(action
, from_id
, false, msg
, data
);
1370 NetworkAdminChat(action
, desttype
, from_id
, msg
, data
, from_admin
);
1372 ci
= NetworkClientInfo::GetByClientID(from_id
);
1374 NetworkTextMessage(action
, GetDrawStringCompanyColour(ci
->client_playas
), false, ci
->client_name
, msg
, data
);
1380 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet
*p
)
1382 if (this->status
< STATUS_PRE_ACTIVE
) {
1383 /* Illegal call, return error and ignore the packet */
1384 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED
);
1387 NetworkAction action
= (NetworkAction
)p
->Recv_uint8();
1388 DestType desttype
= (DestType
)p
->Recv_uint8();
1389 int dest
= p
->Recv_uint32();
1390 char msg
[NETWORK_CHAT_LENGTH
];
1392 p
->Recv_string(msg
, NETWORK_CHAT_LENGTH
);
1393 int64 data
= p
->Recv_uint64();
1395 NetworkClientInfo
*ci
= this->GetInfo();
1397 case NETWORK_ACTION_GIVE_MONEY
:
1398 if (!Company::IsValidID(ci
->client_playas
)) break;
1400 case NETWORK_ACTION_CHAT
:
1401 case NETWORK_ACTION_CHAT_CLIENT
:
1402 case NETWORK_ACTION_CHAT_COMPANY
:
1403 NetworkServerSendChat(action
, desttype
, dest
, msg
, this->client_id
, data
);
1406 IConsolePrintF(CC_ERROR
, "WARNING: invalid chat action from client %d (IP: %s).", ci
->client_id
, this->GetClientIP());
1407 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1409 return NETWORK_RECV_STATUS_OKAY
;
1412 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet
*p
)
1414 if (this->status
!= STATUS_ACTIVE
) {
1415 /* Illegal call, return error and ignore the packet */
1416 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1419 char password
[NETWORK_PASSWORD_LENGTH
];
1420 const NetworkClientInfo
*ci
;
1422 p
->Recv_string(password
, sizeof(password
));
1423 ci
= this->GetInfo();
1425 NetworkServerSetCompanyPassword(ci
->client_playas
, password
);
1426 return NETWORK_RECV_STATUS_OKAY
;
1429 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet
*p
)
1431 if (this->status
!= STATUS_ACTIVE
) {
1432 /* Illegal call, return error and ignore the packet */
1433 return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1436 char client_name
[NETWORK_CLIENT_NAME_LENGTH
];
1437 NetworkClientInfo
*ci
;
1439 p
->Recv_string(client_name
, sizeof(client_name
));
1440 ci
= this->GetInfo();
1442 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST
;
1445 /* Display change */
1446 if (NetworkFindName(client_name
, lastof(client_name
))) {
1447 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE
, CC_DEFAULT
, false, ci
->client_name
, client_name
);
1448 strecpy(ci
->client_name
, client_name
, lastof(ci
->client_name
));
1449 NetworkUpdateClientInfo(ci
->client_id
);
1452 return NETWORK_RECV_STATUS_OKAY
;
1455 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet
*p
)
1457 if (this->status
!= STATUS_ACTIVE
) return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1459 char pass
[NETWORK_PASSWORD_LENGTH
];
1460 char command
[NETWORK_RCONCOMMAND_LENGTH
];
1462 if (StrEmpty(_settings_client
.network
.rcon_password
)) return NETWORK_RECV_STATUS_OKAY
;
1464 p
->Recv_string(pass
, sizeof(pass
));
1465 p
->Recv_string(command
, sizeof(command
));
1467 if (strcmp(pass
, _settings_client
.network
.rcon_password
) != 0) {
1468 DEBUG(net
, 0, "[rcon] wrong password from client-id %d", this->client_id
);
1469 return NETWORK_RECV_STATUS_OKAY
;
1472 DEBUG(net
, 0, "[rcon] client-id %d executed: '%s'", this->client_id
, command
);
1474 _redirect_console_to_client
= this->client_id
;
1475 IConsoleCmdExec(command
);
1476 _redirect_console_to_client
= INVALID_CLIENT_ID
;
1477 return NETWORK_RECV_STATUS_OKAY
;
1480 NetworkRecvStatus
ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet
*p
)
1482 if (this->status
!= STATUS_ACTIVE
) return this->SendError(NETWORK_ERROR_NOT_EXPECTED
);
1484 CompanyID company_id
= (Owner
)p
->Recv_uint8();
1486 /* Check if the company is valid, we don't allow moving to AI companies */
1487 if (company_id
!= COMPANY_SPECTATOR
&& !Company::IsValidHumanID(company_id
)) return NETWORK_RECV_STATUS_OKAY
;
1489 /* Check if we require a password for this company */
1490 if (company_id
!= COMPANY_SPECTATOR
&& !StrEmpty(_network_company_states
[company_id
].password
)) {
1491 /* we need a password from the client - should be in this packet */
1492 char password
[NETWORK_PASSWORD_LENGTH
];
1493 p
->Recv_string(password
, sizeof(password
));
1495 /* Incorrect password sent, return! */
1496 if (strcmp(password
, _network_company_states
[company_id
].password
) != 0) {
1497 DEBUG(net
, 2, "[move] wrong password from client-id #%d for company #%d", this->client_id
, company_id
+ 1);
1498 return NETWORK_RECV_STATUS_OKAY
;
1502 /* if we get here we can move the client */
1503 NetworkServerDoMove(this->client_id
, company_id
);
1504 return NETWORK_RECV_STATUS_OKAY
;
1508 * Package some generic company information into a packet.
1509 * @param p The packet that will contain the data.
1510 * @param c The company to put the of into the packet.
1511 * @param stats The statistics to put in the packet.
1512 * @param max_len The maximum length of the company name.
1514 void NetworkSocketHandler::SendCompanyInformation(Packet
*p
, const Company
*c
, const NetworkCompanyStats
*stats
, uint max_len
)
1516 /* Grab the company name */
1517 char company_name
[NETWORK_COMPANY_NAME_LENGTH
];
1518 SetDParam(0, c
->index
);
1520 assert(max_len
<= lengthof(company_name
));
1521 GetString(company_name
, STR_COMPANY_NAME
, company_name
+ max_len
- 1);
1523 /* Get the income */
1525 if (_cur_year
- 1 == c
->inaugurated_year
) {
1526 /* The company is here just 1 year, so display [2], else display[1] */
1527 for (uint i
= 0; i
< lengthof(c
->yearly_expenses
[2]); i
++) {
1528 income
-= c
->yearly_expenses
[2][i
];
1531 for (uint i
= 0; i
< lengthof(c
->yearly_expenses
[1]); i
++) {
1532 income
-= c
->yearly_expenses
[1][i
];
1536 /* Send the information */
1537 p
->Send_uint8 (c
->index
);
1538 p
->Send_string(company_name
);
1539 p
->Send_uint32(c
->inaugurated_year
);
1540 p
->Send_uint64(c
->old_economy
[0].company_value
);
1541 p
->Send_uint64(c
->money
);
1542 p
->Send_uint64(income
);
1543 p
->Send_uint16(c
->old_economy
[0].performance_history
);
1545 /* Send 1 if there is a password for the company else send 0 */
1546 p
->Send_bool (!StrEmpty(_network_company_states
[c
->index
].password
));
1548 for (uint i
= 0; i
< NETWORK_VEH_END
; i
++) {
1549 p
->Send_uint16(stats
->num_vehicle
[i
]);
1552 for (uint i
= 0; i
< NETWORK_VEH_END
; i
++) {
1553 p
->Send_uint16(stats
->num_station
[i
]);
1556 p
->Send_bool(c
->is_ai
);
1560 * Populate the company stats.
1561 * @param stats the stats to update
1563 void NetworkPopulateCompanyStats(NetworkCompanyStats
*stats
)
1568 memset(stats
, 0, sizeof(*stats
) * MAX_COMPANIES
);
1570 /* Go through all vehicles and count the type of vehicles */
1571 FOR_ALL_VEHICLES(v
) {
1572 if (!Company::IsValidID(v
->owner
) || !v
->IsPrimaryVehicle()) continue;
1575 case VEH_TRAIN
: type
= NETWORK_VEH_TRAIN
; break;
1576 case VEH_ROAD
: type
= RoadVehicle::From(v
)->IsBus() ? NETWORK_VEH_BUS
: NETWORK_VEH_LORRY
; break;
1577 case VEH_AIRCRAFT
: type
= NETWORK_VEH_PLANE
; break;
1578 case VEH_SHIP
: type
= NETWORK_VEH_SHIP
; break;
1581 stats
[v
->owner
].num_vehicle
[type
]++;
1584 /* Go through all stations and count the types of stations */
1585 FOR_ALL_STATIONS(s
) {
1586 if (Company::IsValidID(s
->owner
)) {
1587 NetworkCompanyStats
*npi
= &stats
[s
->owner
];
1589 if (s
->facilities
& FACIL_TRAIN
) npi
->num_station
[NETWORK_VEH_TRAIN
]++;
1590 if (s
->facilities
& FACIL_TRUCK_STOP
) npi
->num_station
[NETWORK_VEH_LORRY
]++;
1591 if (s
->facilities
& FACIL_BUS_STOP
) npi
->num_station
[NETWORK_VEH_BUS
]++;
1592 if (s
->facilities
& FACIL_AIRPORT
) npi
->num_station
[NETWORK_VEH_PLANE
]++;
1593 if (s
->facilities
& FACIL_DOCK
) npi
->num_station
[NETWORK_VEH_SHIP
]++;
1599 * Send updated client info of a particular client.
1600 * @param client_id The client to send it for.
1602 void NetworkUpdateClientInfo(ClientID client_id
)
1604 NetworkClientSocket
*cs
;
1605 NetworkClientInfo
*ci
= NetworkClientInfo::GetByClientID(client_id
);
1607 if (ci
== NULL
) return;
1609 DEBUG(desync
, 1, "client: %08x; %02x; %02x; %04x", _date
, _date_fract
, (int)ci
->client_playas
, client_id
);
1611 FOR_ALL_CLIENT_SOCKETS(cs
) {
1612 cs
->SendClientInfo(ci
);
1615 NetworkAdminClientUpdate(ci
);
1618 /** Check if we want to restart the map */
1619 static void NetworkCheckRestartMap()
1621 if (_settings_client
.network
.restart_game_year
!= 0 && _cur_year
>= _settings_client
.network
.restart_game_year
) {
1622 DEBUG(net
, 0, "Auto-restarting map. Year %d reached", _cur_year
);
1624 StartNewGameWithoutGUI(GENERATE_NEW_SEED
);
1628 /** Check if the server has autoclean_companies activated
1629 * Two things happen:
1630 * 1) If a company is not protected, it is closed after 1 year (for example)
1631 * 2) If a company is protected, protection is disabled after 3 years (for example)
1632 * (and item 1. happens a year later)
1634 static void NetworkAutoCleanCompanies()
1636 const NetworkClientInfo
*ci
;
1638 bool clients_in_company
[MAX_COMPANIES
];
1639 int vehicles_in_company
[MAX_COMPANIES
];
1641 if (!_settings_client
.network
.autoclean_companies
) return;
1643 memset(clients_in_company
, 0, sizeof(clients_in_company
));
1645 /* Detect the active companies */
1646 FOR_ALL_CLIENT_INFOS(ci
) {
1647 if (Company::IsValidID(ci
->client_playas
)) clients_in_company
[ci
->client_playas
] = true;
1650 if (!_network_dedicated
) {
1651 ci
= NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER
);
1652 if (Company::IsValidID(ci
->client_playas
)) clients_in_company
[ci
->client_playas
] = true;
1655 if (_settings_client
.network
.autoclean_novehicles
!= 0) {
1656 memset(vehicles_in_company
, 0, sizeof(vehicles_in_company
));
1659 FOR_ALL_VEHICLES(v
) {
1660 if (!Company::IsValidID(v
->owner
) || !v
->IsPrimaryVehicle()) continue;
1661 vehicles_in_company
[v
->owner
]++;
1665 /* Go through all the companies */
1666 FOR_ALL_COMPANIES(c
) {
1667 /* Skip the non-active once */
1668 if (c
->is_ai
) continue;
1670 if (!clients_in_company
[c
->index
]) {
1671 /* The company is empty for one month more */
1672 _network_company_states
[c
->index
].months_empty
++;
1674 /* Is the company empty for autoclean_unprotected-months, and is there no protection? */
1675 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
)) {
1676 /* Shut the company down */
1677 DoCommandP(0, 2 | c
->index
<< 16, CRR_AUTOCLEAN
, CMD_COMPANY_CTRL
);
1678 IConsolePrintF(CC_DEFAULT
, "Auto-cleaned company #%d with no password", c
->index
+ 1);
1680 /* Is the company empty for autoclean_protected-months, and there is a protection? */
1681 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
)) {
1682 /* Unprotect the company */
1683 _network_company_states
[c
->index
].password
[0] = '\0';
1684 IConsolePrintF(CC_DEFAULT
, "Auto-removed protection from company #%d", c
->index
+ 1);
1685 _network_company_states
[c
->index
].months_empty
= 0;
1686 NetworkServerUpdateCompanyPassworded(c
->index
, false);
1688 /* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
1689 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) {
1690 /* Shut the company down */
1691 DoCommandP(0, 2 | c
->index
<< 16, CRR_AUTOCLEAN
, CMD_COMPANY_CTRL
);
1692 IConsolePrintF(CC_DEFAULT
, "Auto-cleaned company #%d with no vehicles", c
->index
+ 1);
1695 /* It is not empty, reset the date */
1696 _network_company_states
[c
->index
].months_empty
= 0;
1702 * Check whether a name is unique, and otherwise try to make it unique.
1703 * @param new_name The name to check/modify.
1704 * @param last The last writeable element of the buffer.
1705 * @return True if an unique name was achieved.
1707 bool NetworkFindName(char *new_name
, const char *last
)
1709 bool found_name
= false;
1711 char original_name
[NETWORK_CLIENT_NAME_LENGTH
];
1713 strecpy(original_name
, new_name
, lastof(original_name
));
1715 while (!found_name
) {
1716 const NetworkClientInfo
*ci
;
1719 FOR_ALL_CLIENT_INFOS(ci
) {
1720 if (strcmp(ci
->client_name
, new_name
) == 0) {
1721 /* Name already in use */
1726 /* Check if it is the same as the server-name */
1727 ci
= NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER
);
1729 if (strcmp(ci
->client_name
, new_name
) == 0) found_name
= false; // name already in use
1733 /* Try a new name (<name> #1, <name> #2, and so on) */
1735 /* Something's really wrong when there're more names than clients */
1736 if (number
++ > MAX_CLIENTS
) break;
1737 seprintf(new_name
, last
, "%s #%d", original_name
, number
);
1745 * Change the client name of the given client
1746 * @param client_id the client to change the name of
1747 * @param new_name the new name for the client
1748 * @return true iff the name was changed
1750 bool NetworkServerChangeClientName(ClientID client_id
, const char *new_name
)
1752 NetworkClientInfo
*ci
;
1753 /* Check if the name's already in use */
1754 FOR_ALL_CLIENT_INFOS(ci
) {
1755 if (strcmp(ci
->client_name
, new_name
) == 0) return false;
1758 ci
= NetworkClientInfo::GetByClientID(client_id
);
1759 if (ci
== NULL
) return false;
1761 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE
, CC_DEFAULT
, true, ci
->client_name
, new_name
);
1763 strecpy(ci
->client_name
, new_name
, lastof(ci
->client_name
));
1765 NetworkUpdateClientInfo(client_id
);
1770 * Set/Reset a company password on the server end.
1771 * @param company_id ID of the company the password should be changed for.
1772 * @param password The new password.
1773 * @param already_hashed Is the given password already hashed?
1775 void NetworkServerSetCompanyPassword(CompanyID company_id
, const char *password
, bool already_hashed
)
1777 if (!Company::IsValidHumanID(company_id
)) return;
1779 if (!already_hashed
) {
1780 password
= GenerateCompanyPasswordHash(password
, _settings_client
.network
.network_id
, _settings_game
.game_creation
.generation_seed
);
1783 strecpy(_network_company_states
[company_id
].password
, password
, lastof(_network_company_states
[company_id
].password
));
1784 NetworkServerUpdateCompanyPassworded(company_id
, !StrEmpty(_network_company_states
[company_id
].password
));
1788 * Handle the command-queue of a socket.
1789 * @param cs The socket to handle the queue for.
1791 static void NetworkHandleCommandQueue(NetworkClientSocket
*cs
)
1794 while ((cp
= cs
->outgoing_queue
.Pop()) != NULL
) {
1795 cs
->SendCommand(cp
);
1801 * This is called every tick if this is a _network_server
1802 * @param send_frame Whether to send the frame to the clients.
1804 void NetworkServer_Tick(bool send_frame
)
1806 NetworkClientSocket
*cs
;
1807 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1808 bool send_sync
= false;
1811 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1812 if (_frame_counter
>= _last_sync_frame
+ _settings_client
.network
.sync_freq
) {
1813 _last_sync_frame
= _frame_counter
;
1818 /* Now we are done with the frame, inform the clients that they can
1819 * do their frame! */
1820 FOR_ALL_CLIENT_SOCKETS(cs
) {
1821 /* We allow a number of bytes per frame, but only to the burst amount
1822 * to be available for packet receiving at any particular time. */
1823 cs
->receive_limit
= min(cs
->receive_limit
+ _settings_client
.network
.bytes_per_frame
,
1824 _settings_client
.network
.bytes_per_frame_burst
);
1826 /* Check if the speed of the client is what we can expect from a client */
1827 uint lag
= NetworkCalculateLag(cs
);
1828 switch (cs
->status
) {
1829 case NetworkClientSocket::STATUS_ACTIVE
:
1830 if (lag
> _settings_client
.network
.max_lag_time
) {
1831 /* Client did still not report in within the specified limit. */
1832 IConsolePrintF(CC_ERROR
, cs
->last_packet
+ lag
* MILLISECONDS_PER_TICK
> _realtime_tick
?
1833 /* A packet was received in the last three game days, so the client is likely lagging behind. */
1834 "Client #%d is dropped because the client's game state is more than %d ticks behind" :
1835 /* No packet was received in the last three game days; sounds like a lost connection. */
1836 "Client #%d is dropped because the client did not respond for more than %d ticks",
1837 cs
->client_id
, lag
);
1838 cs
->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER
);
1842 /* Report once per time we detect the lag, and only when we
1843 * received a packet in the last 2000 milliseconds. If we
1844 * did not receive a packet, then the client is not just
1845 * slow, but the connection is likely severed. Mentioning
1846 * frame_freq is not useful in this case. */
1847 if (lag
> (uint
)DAY_TICKS
&& cs
->lag_test
== 0 && cs
->last_packet
+ 2000 > _realtime_tick
) {
1848 IConsolePrintF(CC_WARNING
, "[%d] Client #%d is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter
, cs
->client_id
);
1852 if (cs
->last_frame_server
- cs
->last_token_frame
>= _settings_client
.network
.max_lag_time
) {
1853 /* This is a bad client! It didn't send the right token back within time. */
1854 IConsolePrintF(CC_ERROR
, "Client #%d is dropped because it fails to send valid acks", cs
->client_id
);
1855 cs
->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER
);
1860 case NetworkClientSocket::STATUS_INACTIVE
:
1861 case NetworkClientSocket::STATUS_NEWGRFS_CHECK
:
1862 case NetworkClientSocket::STATUS_AUTHORIZED
:
1863 /* NewGRF check and authorized states should be handled almost instantly.
1864 * So give them some lee-way, likewise for the query with inactive. */
1865 if (lag
> _settings_client
.network
.max_init_time
) {
1866 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
);
1867 cs
->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER
);
1872 case NetworkClientSocket::STATUS_MAP
:
1873 /* Downloading the map... this is the amount of time since starting the saving. */
1874 if (lag
> _settings_client
.network
.max_download_time
) {
1875 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
);
1876 cs
->SendError(NETWORK_ERROR_TIMEOUT_MAP
);
1881 case NetworkClientSocket::STATUS_DONE_MAP
:
1882 case NetworkClientSocket::STATUS_PRE_ACTIVE
:
1883 /* The map has been sent, so this is for loading the map and syncing up. */
1884 if (lag
> _settings_client
.network
.max_join_time
) {
1885 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
);
1886 cs
->SendError(NETWORK_ERROR_TIMEOUT_JOIN
);
1891 case NetworkClientSocket::STATUS_AUTH_GAME
:
1892 case NetworkClientSocket::STATUS_AUTH_COMPANY
:
1893 /* These don't block? */
1894 if (lag
> _settings_client
.network
.max_password_time
) {
1895 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
);
1896 cs
->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD
);
1901 case NetworkClientSocket::STATUS_MAP_WAIT
:
1902 /* This is an internal state where we do not wait
1903 * on the client to move to a different state. */
1906 case NetworkClientSocket::STATUS_END
:
1907 /* Bad server/code. */
1911 if (cs
->status
>= NetworkClientSocket::STATUS_PRE_ACTIVE
) {
1912 /* Check if we can send command, and if we have anything in the queue */
1913 NetworkHandleCommandQueue(cs
);
1915 /* Send an updated _frame_counter_max to the client */
1916 if (send_frame
) cs
->SendFrame();
1918 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1919 /* Send a sync-check packet */
1920 if (send_sync
) cs
->SendSync();
1925 /* See if we need to advertise */
1926 NetworkUDPAdvertise();
1929 /** Yearly "callback". Called whenever the year changes. */
1930 void NetworkServerYearlyLoop()
1932 NetworkCheckRestartMap();
1933 NetworkAdminUpdate(ADMIN_FREQUENCY_ANUALLY
);
1936 /** Monthly "callback". Called whenever the month changes. */
1937 void NetworkServerMonthlyLoop()
1939 NetworkAutoCleanCompanies();
1940 NetworkAdminUpdate(ADMIN_FREQUENCY_MONTHLY
);
1941 if ((_cur_month
% 3) == 0) NetworkAdminUpdate(ADMIN_FREQUENCY_QUARTERLY
);
1944 /** Daily "callback". Called whenever the date changes. */
1945 void NetworkServerDailyLoop()
1947 NetworkAdminUpdate(ADMIN_FREQUENCY_DAILY
);
1948 if ((_date
% 7) == 3) NetworkAdminUpdate(ADMIN_FREQUENCY_WEEKLY
);
1952 * Get the IP address/hostname of the connected client.
1953 * @return The IP address.
1955 const char *ServerNetworkGameSocketHandler::GetClientIP()
1957 return this->client_address
.GetHostname();
1960 /** Show the status message of all clients on the console. */
1961 void NetworkServerShowStatusToConsole()
1963 static const char * const stat_str
[] = {
1966 "authorizing (server password)",
1967 "authorizing (company password)",
1975 assert_compile(lengthof(stat_str
) == NetworkClientSocket::STATUS_END
);
1977 NetworkClientSocket
*cs
;
1978 FOR_ALL_CLIENT_SOCKETS(cs
) {
1979 NetworkClientInfo
*ci
= cs
->GetInfo();
1980 if (ci
== NULL
) continue;
1981 uint lag
= NetworkCalculateLag(cs
);
1984 status
= (cs
->status
< (ptrdiff_t)lengthof(stat_str
) ? stat_str
[cs
->status
] : "unknown");
1985 IConsolePrintF(CC_INFO
, "Client #%1d name: '%s' status: '%s' frame-lag: %3d company: %1d IP: %s",
1986 cs
->client_id
, ci
->client_name
, status
, lag
,
1987 ci
->client_playas
+ (Company::IsValidID(ci
->client_playas
) ? 1 : 0),
1993 * Send Config Update
1995 void NetworkServerSendConfigUpdate()
1997 NetworkClientSocket
*cs
;
1999 FOR_ALL_CLIENT_SOCKETS(cs
) {
2000 if (cs
->status
>= NetworkClientSocket::STATUS_PRE_ACTIVE
) cs
->SendConfigUpdate();
2005 * Tell that a particular company is (not) passworded.
2006 * @param company_id The company that got/removed the password.
2007 * @param passworded Whether the password was received or removed.
2009 void NetworkServerUpdateCompanyPassworded(CompanyID company_id
, bool passworded
)
2011 if (NetworkCompanyIsPassworded(company_id
) == passworded
) return;
2013 SB(_network_company_passworded
, company_id
, 1, !!passworded
);
2014 SetWindowClassesDirty(WC_COMPANY
);
2016 NetworkClientSocket
*cs
;
2017 FOR_ALL_CLIENT_SOCKETS(cs
) {
2018 if (cs
->status
>= NetworkClientSocket::STATUS_PRE_ACTIVE
) cs
->SendCompanyUpdate();
2021 NetworkAdminCompanyUpdate(Company::GetIfValid(company_id
));
2025 * Handle the tid-bits of moving a client from one company to another.
2026 * @param client_id id of the client we want to move.
2027 * @param company_id id of the company we want to move the client to.
2030 void NetworkServerDoMove(ClientID client_id
, CompanyID company_id
)
2032 /* Only allow non-dedicated servers and normal clients to be moved */
2033 if (client_id
== CLIENT_ID_SERVER
&& _network_dedicated
) return;
2035 NetworkClientInfo
*ci
= NetworkClientInfo::GetByClientID(client_id
);
2037 /* No need to waste network resources if the client is in the company already! */
2038 if (ci
->client_playas
== company_id
) return;
2040 ci
->client_playas
= company_id
;
2042 if (client_id
== CLIENT_ID_SERVER
) {
2043 SetLocalCompany(company_id
);
2045 NetworkClientSocket
*cs
= NetworkClientSocket::GetByClientID(client_id
);
2046 /* When the company isn't authorized we can't move them yet. */
2047 if (cs
->status
< NetworkClientSocket::STATUS_AUTHORIZED
) return;
2048 cs
->SendMove(client_id
, company_id
);
2051 /* announce the client's move */
2052 NetworkUpdateClientInfo(client_id
);
2054 NetworkAction action
= (company_id
== COMPANY_SPECTATOR
) ? NETWORK_ACTION_COMPANY_SPECTATOR
: NETWORK_ACTION_COMPANY_JOIN
;
2055 NetworkServerSendChat(action
, DESTTYPE_BROADCAST
, 0, "", client_id
, company_id
+ 1);
2059 * Send an rcon reply to the client.
2060 * @param client_id The identifier of the client.
2061 * @param colour_code The colour of the text.
2062 * @param string The actual reply.
2064 void NetworkServerSendRcon(ClientID client_id
, TextColour colour_code
, const char *string
)
2066 NetworkClientSocket::GetByClientID(client_id
)->SendRConResult(colour_code
, string
);
2070 * Kick a single client.
2071 * @param client_id The client to kick.
2073 void NetworkServerKickClient(ClientID client_id
)
2075 if (client_id
== CLIENT_ID_SERVER
) return;
2076 NetworkClientSocket::GetByClientID(client_id
)->SendError(NETWORK_ERROR_KICKED
);
2080 * Ban, or kick, everyone joined from the given client's IP.
2081 * @param client_id The client to check for.
2082 * @param ban Whether to ban or kick.
2084 uint
NetworkServerKickOrBanIP(ClientID client_id
, bool ban
)
2086 return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id
)->GetClientIP(), ban
);
2090 * Kick or ban someone based on an IP address.
2091 * @param ip The IP address/range to ban/kick.
2092 * @param ban Whether to ban or just kick.
2094 uint
NetworkServerKickOrBanIP(const char *ip
, bool ban
)
2096 /* Add address to ban-list */
2098 bool contains
= false;
2099 for (char **iter
= _network_ban_list
.Begin(); iter
!= _network_ban_list
.End(); iter
++) {
2100 if (strcmp(*iter
, ip
) == 0) {
2105 if (!contains
) *_network_ban_list
.Append() = stredup(ip
);
2110 /* There can be multiple clients with the same IP, kick them all */
2111 NetworkClientSocket
*cs
;
2112 FOR_ALL_CLIENT_SOCKETS(cs
) {
2113 if (cs
->client_id
== CLIENT_ID_SERVER
) continue;
2114 if (cs
->client_address
.IsInNetmask(const_cast<char *>(ip
))) {
2115 NetworkServerKickClient(cs
->client_id
);
2124 * Check whether a particular company has clients.
2125 * @param company The company to check.
2126 * @return True if at least one client is joined to the company.
2128 bool NetworkCompanyHasClients(CompanyID company
)
2130 const NetworkClientInfo
*ci
;
2131 FOR_ALL_CLIENT_INFOS(ci
) {
2132 if (ci
->client_playas
== company
) return true;
2139 * Get the name of the client, if the user did not send it yet, Client #<no> is used.
2140 * @param client_name The variable to write the name to.
2141 * @param last The pointer to the last element of the destination buffer
2143 void ServerNetworkGameSocketHandler::GetClientName(char *client_name
, const char *last
) const
2145 const NetworkClientInfo
*ci
= this->GetInfo();
2147 if (ci
== NULL
|| StrEmpty(ci
->client_name
)) {
2148 seprintf(client_name
, last
, "Client #%4d", this->client_id
);
2150 strecpy(client_name
, ci
->client_name
, last
);
2155 * Print all the clients to the console
2157 void NetworkPrintClients()
2159 NetworkClientInfo
*ci
;
2160 FOR_ALL_CLIENT_INFOS(ci
) {
2161 if (_network_server
) {
2162 IConsolePrintF(CC_INFO
, "Client #%1d name: '%s' company: %1d IP: %s",
2165 ci
->client_playas
+ (Company::IsValidID(ci
->client_playas
) ? 1 : 0),
2166 ci
->client_id
== CLIENT_ID_SERVER
? "server" : NetworkClientSocket::GetByClientID(ci
->client_id
)->GetClientIP());
2168 IConsolePrintF(CC_INFO
, "Client #%1d name: '%s' company: %1d",
2171 ci
->client_playas
+ (Company::IsValidID(ci
->client_playas
) ? 1 : 0));
2177 * Perform all the server specific administration of a new company.
2178 * @param c The newly created company; can't be NULL.
2179 * @param ci The client information of the client that made the company; can be NULL.
2181 void NetworkServerNewCompany(const Company
*c
, NetworkClientInfo
*ci
)
2185 if (!_network_server
) return;
2187 _network_company_states
[c
->index
].months_empty
= 0;
2188 _network_company_states
[c
->index
].password
[0] = '\0';
2189 NetworkServerUpdateCompanyPassworded(c
->index
, false);
2192 /* ci is NULL when replaying, or for AIs. In neither case there is a client. */
2193 ci
->client_playas
= c
->index
;
2194 NetworkUpdateClientInfo(ci
->client_id
);
2195 NetworkSendCommand(0, 0, 0, CMD_RENAME_PRESIDENT
, NULL
, ci
->client_name
, c
->index
);
2198 /* Announce new company on network. */
2199 NetworkAdminCompanyInfo(c
, true);
2202 /* ci is NULL when replaying, or for AIs. In neither case there is a client.
2203 We need to send Admin port update here so that they first know about the new company
2204 and then learn about a possibly joining client (see FS#6025) */
2205 NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW
, DESTTYPE_BROADCAST
, 0, "", ci
->client_id
, c
->index
+ 1);
2209 #endif /* ENABLE_NETWORK */