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.cpp Base functions for networking support. */
12 #include "../stdafx.h"
16 #include "../strings_func.h"
17 #include "../command_func.h"
18 #include "../date_func.h"
19 #include "network_admin.h"
20 #include "network_client.h"
21 #include "network_server.h"
22 #include "network_content.h"
23 #include "network_udp.h"
24 #include "network_gamelist.h"
25 #include "network_base.h"
27 #include "core/host.h"
28 #include "network_gui.h"
29 #include "../console_func.h"
30 #include "../3rdparty/md5/md5.h"
31 #include "../core/random_func.hpp"
32 #include "../window_func.h"
33 #include "../company_func.h"
34 #include "../company_base.h"
35 #include "../landscape_type.h"
37 #include "../core/pool_func.hpp"
38 #include "../gfx_func.h"
41 #include "../safeguards.h"
43 #ifdef DEBUG_DUMP_COMMANDS
44 #include "../fileio_func.h"
45 /** When running the server till the wait point, run as fast as we can! */
46 bool _ddc_fastforward
= true;
47 #endif /* DEBUG_DUMP_COMMANDS */
49 /** Make sure both pools have the same size. */
50 assert_compile(NetworkClientInfoPool::MAX_SIZE
== NetworkClientSocketPool::MAX_SIZE
);
52 /** The pool with client information. */
53 NetworkClientInfoPool
_networkclientinfo_pool("NetworkClientInfo");
54 INSTANTIATE_POOL_METHODS(NetworkClientInfo
)
56 bool _networking
; ///< are we in networking mode?
57 bool _network_server
; ///< network-server is active
58 bool _network_available
; ///< is network mode available?
59 bool _network_dedicated
; ///< are we a dedicated server?
60 bool _is_network_server
; ///< Does this client wants to be a network-server?
61 NetworkServerGameInfo _network_game_info
; ///< Information about our game.
62 NetworkCompanyState
*_network_company_states
= NULL
; ///< Statistics about some companies.
63 ClientID _network_own_client_id
; ///< Our client identifier.
64 ClientID _redirect_console_to_client
; ///< If not invalid, redirect the console output to a client.
65 bool _network_need_advertise
; ///< Whether we need to advertise.
66 uint8 _network_reconnect
; ///< Reconnect timeout
67 StringList _network_bind_list
; ///< The addresses to bind on.
68 StringList _network_host_list
; ///< The servers we know.
69 StringList _network_ban_list
; ///< The banned clients.
70 uint32 _frame_counter_server
; ///< The frame_counter of the server, if in network-mode
71 uint32 _frame_counter_max
; ///< To where we may go with our clients
72 uint32 _frame_counter
; ///< The current frame.
73 uint32 _last_sync_frame
; ///< Used in the server to store the last time a sync packet was sent to clients.
74 NetworkAddressList _broadcast_list
; ///< List of broadcast addresses.
75 uint32 _sync_seed_1
; ///< Seed to compare during sync checks.
76 #ifdef NETWORK_SEND_DOUBLE_SEED
77 uint32 _sync_seed_2
; ///< Second part of the seed.
79 uint32 _sync_frame
; ///< The frame to perform the sync check.
80 bool _network_first_time
; ///< Whether we have finished joining or not.
81 bool _network_udp_server
; ///< Is the UDP server started?
82 uint16 _network_udp_broadcast
; ///< Timeout for the UDP broadcasts.
83 uint8 _network_advertise_retries
; ///< The number of advertisement retries we did.
84 CompanyMask _network_company_passworded
; ///< Bitmask of the password status of all companies.
86 /* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
87 assert_compile((int)NETWORK_NUM_LANDSCAPES
== (int)NUM_LANDSCAPE
);
88 assert_compile((int)NETWORK_COMPANY_NAME_LENGTH
== MAX_LENGTH_COMPANY_NAME_CHARS
* MAX_CHAR_LENGTH
);
90 extern NetworkUDPSocketHandler
*_udp_client_socket
; ///< udp client socket
91 extern NetworkUDPSocketHandler
*_udp_server_socket
; ///< udp server socket
92 extern NetworkUDPSocketHandler
*_udp_master_socket
; ///< udp master socket
94 /** The amount of clients connected */
95 byte _network_clients_connected
= 0;
97 /* Some externs / forwards */
98 extern void StateGameLoop();
101 * Return whether there is any client connected or trying to connect at all.
102 * @return whether we have any client activity
106 NetworkClientSocket
*cs
;
107 FOR_ALL_CLIENT_SOCKETS(cs
) return true;
113 * Basically a client is leaving us right now.
115 NetworkClientInfo::~NetworkClientInfo()
117 /* Delete the chat window, if you were chatting with this client. */
118 InvalidateWindowData(WC_SEND_NETWORK_MSG
, DESTTYPE_CLIENT
, this->client_id
);
122 * Return the CI given it's client-identifier
123 * @param client_id the ClientID to search for
124 * @return return a pointer to the corresponding NetworkClientInfo struct or NULL when not found
126 /* static */ NetworkClientInfo
*NetworkClientInfo::GetByClientID(ClientID client_id
)
128 NetworkClientInfo
*ci
;
130 FOR_ALL_CLIENT_INFOS(ci
) {
131 if (ci
->client_id
== client_id
) return ci
;
138 * Return the client state given it's client-identifier
139 * @param client_id the ClientID to search for
140 * @return return a pointer to the corresponding NetworkClientSocket struct or NULL when not found
142 /* static */ ServerNetworkGameSocketHandler
*ServerNetworkGameSocketHandler::GetByClientID(ClientID client_id
)
144 NetworkClientSocket
*cs
;
146 FOR_ALL_CLIENT_SOCKETS(cs
) {
147 if (cs
->client_id
== client_id
) return cs
;
153 byte
NetworkSpectatorCount()
155 const NetworkClientInfo
*ci
;
158 FOR_ALL_CLIENT_INFOS(ci
) {
159 if (ci
->client_playas
== COMPANY_SPECTATOR
) count
++;
162 /* Don't count a dedicated server as spectator */
163 if (_network_dedicated
) count
--;
169 * Change the company password of a given company.
170 * @param company_id ID of the company the password should be changed for.
171 * @param password The unhashed password we like to set ('*' or '' resets the password)
172 * @return The password.
174 const char *NetworkChangeCompanyPassword(CompanyID company_id
, const char *password
)
176 if (strcmp(password
, "*") == 0) password
= "";
178 if (_network_server
) {
179 NetworkServerSetCompanyPassword(company_id
, password
, false);
181 NetworkClientSetCompanyPassword(password
);
188 * Hash the given password using server ID and game seed.
189 * @param password Password to hash.
190 * @param password_server_id Server ID.
191 * @param password_game_seed Game seed.
192 * @return The hashed password.
194 const char *GenerateCompanyPasswordHash(const char *password
, const char *password_server_id
, uint32 password_game_seed
)
196 if (StrEmpty(password
)) return password
;
198 char salted_password
[NETWORK_SERVER_ID_LENGTH
];
200 memset(salted_password
, 0, sizeof(salted_password
));
201 seprintf(salted_password
, lastof(salted_password
), "%s", password
);
202 /* Add the game seed and the server's ID as the salt. */
203 for (uint i
= 0; i
< NETWORK_SERVER_ID_LENGTH
- 1; i
++) {
204 salted_password
[i
] ^= password_server_id
[i
] ^ (password_game_seed
>> (i
% 32));
209 static char hashed_password
[NETWORK_SERVER_ID_LENGTH
];
211 /* Generate the MD5 hash */
212 checksum
.Append(salted_password
, sizeof(salted_password
) - 1);
213 checksum
.Finish(digest
);
215 for (int di
= 0; di
< 16; di
++) seprintf(hashed_password
+ di
* 2, lastof(hashed_password
), "%02x", digest
[di
]);
217 return hashed_password
;
221 * Check if the company we want to join requires a password.
222 * @param company_id id of the company we want to check the 'passworded' flag for.
223 * @return true if the company requires a password.
225 bool NetworkCompanyIsPassworded(CompanyID company_id
)
227 return HasBit(_network_company_passworded
, company_id
);
230 /* This puts a text-message to the console, or in the future, the chat-box,
231 * (to keep it all a bit more general)
232 * If 'self_send' is true, this is the client who is sending the message */
233 void NetworkTextMessage(NetworkAction action
, TextColour colour
, bool self_send
, const char *name
, const char *str
, int64 data
)
237 case NETWORK_ACTION_SERVER_MESSAGE
:
238 /* Ignore invalid messages */
239 strid
= STR_NETWORK_SERVER_MESSAGE
;
242 case NETWORK_ACTION_COMPANY_SPECTATOR
:
244 strid
= STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE
;
246 case NETWORK_ACTION_COMPANY_JOIN
:
248 strid
= STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN
;
250 case NETWORK_ACTION_COMPANY_NEW
:
252 strid
= STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW
;
254 case NETWORK_ACTION_JOIN
:
255 /* Show the Client ID for the server but not for the client. */
256 strid
= _network_server
? STR_NETWORK_MESSAGE_CLIENT_JOINED_ID
: STR_NETWORK_MESSAGE_CLIENT_JOINED
;
258 case NETWORK_ACTION_LEAVE
: strid
= STR_NETWORK_MESSAGE_CLIENT_LEFT
; break;
259 case NETWORK_ACTION_NAME_CHANGE
: strid
= STR_NETWORK_MESSAGE_NAME_CHANGE
; break;
260 case NETWORK_ACTION_GIVE_MONEY
: strid
= self_send
? STR_NETWORK_MESSAGE_GAVE_MONEY_AWAY
: STR_NETWORK_MESSAGE_GIVE_MONEY
; break;
261 case NETWORK_ACTION_CHAT_COMPANY
: strid
= self_send
? STR_NETWORK_CHAT_TO_COMPANY
: STR_NETWORK_CHAT_COMPANY
; break;
262 case NETWORK_ACTION_CHAT_CLIENT
: strid
= self_send
? STR_NETWORK_CHAT_TO_CLIENT
: STR_NETWORK_CHAT_CLIENT
; break;
263 default: strid
= STR_NETWORK_CHAT_ALL
; break;
267 SetDParamStr(0, name
);
268 SetDParamStr(1, str
);
271 /* All of these strings start with "***". These characters are interpreted as both left-to-right and
272 * right-to-left characters depending on the context. As the next text might be an user's name, the
273 * user name's characters will influence the direction of the "***" instead of the language setting
274 * of the game. Manually set the direction of the "***" by inserting a text-direction marker. */
275 char *msg_ptr
= message
+ Utf8Encode(message
, _current_text_dir
== TD_LTR
? CHAR_TD_LRM
: CHAR_TD_RLM
);
276 GetString(msg_ptr
, strid
, lastof(message
));
278 DEBUG(desync
, 1, "msg: %08x; %02x; %s", _date
, _date_fract
, message
);
279 IConsolePrintF(colour
, "%s", message
);
280 NetworkAddChatMessage((TextColour
)colour
, _settings_client
.gui
.network_chat_timeout
, "%s", message
);
283 /* Calculate the frame-lag of a client */
284 uint
NetworkCalculateLag(const NetworkClientSocket
*cs
)
286 int lag
= cs
->last_frame_server
- cs
->last_frame
;
287 /* This client has missed his ACK packet after 1 DAY_TICKS..
288 * so we increase his lag for every frame that passes!
289 * The packet can be out by a max of _net_frame_freq */
290 if (cs
->last_frame_server
+ DAY_TICKS
+ _settings_client
.network
.frame_freq
< _frame_counter
) {
291 lag
+= _frame_counter
- (cs
->last_frame_server
+ DAY_TICKS
+ _settings_client
.network
.frame_freq
);
297 /* There was a non-recoverable error, drop back to the main menu with a nice
299 void NetworkError(StringID error_string
)
301 _switch_mode
= SM_MENU
;
302 ShowErrorMessage(error_string
, INVALID_STRING_ID
, WL_CRITICAL
);
306 * Retrieve the string id of an internal error number
307 * @param err NetworkErrorCode
308 * @return the StringID
310 StringID
GetNetworkErrorMsg(NetworkErrorCode err
)
312 /* List of possible network errors, used by
313 * PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
314 static const StringID network_error_strings
[] = {
315 STR_NETWORK_ERROR_CLIENT_GENERAL
,
316 STR_NETWORK_ERROR_CLIENT_DESYNC
,
317 STR_NETWORK_ERROR_CLIENT_SAVEGAME
,
318 STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST
,
319 STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR
,
320 STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH
,
321 STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED
,
322 STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED
,
323 STR_NETWORK_ERROR_CLIENT_WRONG_REVISION
,
324 STR_NETWORK_ERROR_CLIENT_NAME_IN_USE
,
325 STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD
,
326 STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH
,
327 STR_NETWORK_ERROR_CLIENT_KICKED
,
328 STR_NETWORK_ERROR_CLIENT_CHEATER
,
329 STR_NETWORK_ERROR_CLIENT_SERVER_FULL
,
330 STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS
,
331 STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD
,
332 STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER
,
333 STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP
,
334 STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN
,
336 assert_compile(lengthof(network_error_strings
) == NETWORK_ERROR_END
);
338 if (err
>= (ptrdiff_t)lengthof(network_error_strings
)) err
= NETWORK_ERROR_GENERAL
;
340 return network_error_strings
[err
];
344 * Handle the pause mode change so we send the right messages to the chat.
345 * @param prev_mode The previous pause mode.
346 * @param changed_mode The pause mode that got changed.
348 void NetworkHandlePauseChange(PauseMode prev_mode
, PauseMode changed_mode
)
350 if (!_networking
) return;
352 switch (changed_mode
) {
353 case PM_PAUSED_NORMAL
:
355 case PM_PAUSED_GAME_SCRIPT
:
356 case PM_PAUSED_ACTIVE_CLIENTS
: {
357 bool changed
= ((_pause_mode
== PM_UNPAUSED
) != (prev_mode
== PM_UNPAUSED
));
358 bool paused
= (_pause_mode
!= PM_UNPAUSED
);
359 if (!paused
&& !changed
) return;
365 if ((_pause_mode
& PM_PAUSED_NORMAL
) != PM_UNPAUSED
) SetDParam(++i
, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL
);
366 if ((_pause_mode
& PM_PAUSED_JOIN
) != PM_UNPAUSED
) SetDParam(++i
, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS
);
367 if ((_pause_mode
& PM_PAUSED_GAME_SCRIPT
) != PM_UNPAUSED
) SetDParam(++i
, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT
);
368 if ((_pause_mode
& PM_PAUSED_ACTIVE_CLIENTS
) != PM_UNPAUSED
) SetDParam(++i
, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS
);
369 str
= STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1
+ i
;
371 switch (changed_mode
) {
372 case PM_PAUSED_NORMAL
: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL
); break;
373 case PM_PAUSED_JOIN
: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS
); break;
374 case PM_PAUSED_GAME_SCRIPT
: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT
); break;
375 case PM_PAUSED_ACTIVE_CLIENTS
: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS
); break;
376 default: NOT_REACHED();
378 str
= paused
? STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED
: STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED
;
381 char buffer
[DRAW_STRING_BUFFER
];
382 GetString(buffer
, str
, lastof(buffer
));
383 NetworkTextMessage(NETWORK_ACTION_SERVER_MESSAGE
, CC_DEFAULT
, false, NULL
, buffer
);
394 * Helper function for the pause checkers. If pause is true and the
395 * current pause mode isn't set the game will be paused, if it it false
396 * and the pause mode is set the game will be unpaused. In the other
397 * cases nothing happens to the pause state.
398 * @param pause whether we'd like to pause
399 * @param pm the mode which we would like to pause with
401 static void CheckPauseHelper(bool pause
, PauseMode pm
)
403 if (pause
== ((_pause_mode
& pm
) != PM_UNPAUSED
)) return;
405 DoCommandP(0, pm
, pause
? 1 : 0, CMD_PAUSE
);
409 * Counts the number of active clients connected.
410 * It has to be in STATUS_ACTIVE and not a spectator
411 * @return number of active clients
413 static uint
NetworkCountActiveClients()
415 const NetworkClientSocket
*cs
;
418 FOR_ALL_CLIENT_SOCKETS(cs
) {
419 if (cs
->status
!= NetworkClientSocket::STATUS_ACTIVE
) continue;
420 if (!Company::IsValidID(cs
->GetInfo()->client_playas
)) continue;
428 * Check if the minimum number of active clients has been reached and pause or unpause the game as appropriate
430 static void CheckMinActiveClients()
432 if ((_pause_mode
& PM_PAUSED_ERROR
) != PM_UNPAUSED
||
433 !_network_dedicated
||
434 (_settings_client
.network
.min_active_clients
== 0 && (_pause_mode
& PM_PAUSED_ACTIVE_CLIENTS
) == PM_UNPAUSED
)) {
437 CheckPauseHelper(NetworkCountActiveClients() < _settings_client
.network
.min_active_clients
, PM_PAUSED_ACTIVE_CLIENTS
);
441 * Checks whether there is a joining client
442 * @return true iff one client is joining (but not authorizing)
444 static bool NetworkHasJoiningClient()
446 const NetworkClientSocket
*cs
;
447 FOR_ALL_CLIENT_SOCKETS(cs
) {
448 if (cs
->status
>= NetworkClientSocket::STATUS_AUTHORIZED
&& cs
->status
< NetworkClientSocket::STATUS_ACTIVE
) return true;
455 * Check whether we should pause on join
457 static void CheckPauseOnJoin()
459 if ((_pause_mode
& PM_PAUSED_ERROR
) != PM_UNPAUSED
||
460 (!_settings_client
.network
.pause_on_join
&& (_pause_mode
& PM_PAUSED_JOIN
) == PM_UNPAUSED
)) {
463 CheckPauseHelper(NetworkHasJoiningClient(), PM_PAUSED_JOIN
);
467 * Converts a string to ip/port/company
468 * Format: IP:port#company
470 * connection_string will be re-terminated to separate out the hostname, and company and port will
471 * be set to the company and port strings given by the user, inside the memory area originally
472 * occupied by connection_string.
474 void ParseConnectionString(const char **company
, const char **port
, char *connection_string
)
476 bool ipv6
= (strchr(connection_string
, ':') != strrchr(connection_string
, ':'));
478 for (p
= connection_string
; *p
!= '\0'; p
++) {
503 * Handle the accepting of a connection to the server.
504 * @param s The socket of the new connection.
505 * @param address The address of the peer.
507 /* static */ void ServerNetworkGameSocketHandler::AcceptConnection(SOCKET s
, const NetworkAddress
&address
)
509 /* Register the login */
510 _network_clients_connected
++;
512 SetWindowDirty(WC_CLIENT_LIST
, 0);
513 ServerNetworkGameSocketHandler
*cs
= new ServerNetworkGameSocketHandler(s
);
514 cs
->client_address
= address
; // Save the IP of the client
518 * Resets the pools used for network clients, and the admin pool if needed.
519 * @param close_admins Whether the admin pool has to be cleared as well.
521 static void InitializeNetworkPools(bool close_admins
= true)
523 PoolBase::Clean(PT_NCLIENT
| (close_admins
? PT_NADMIN
: PT_NONE
));
527 * Close current connections.
528 * @param close_admins Whether the admin connections have to be closed as well.
530 void NetworkClose(bool close_admins
)
532 if (_network_server
) {
534 ServerNetworkAdminSocketHandler
*as
;
535 FOR_ALL_ADMIN_SOCKETS(as
) {
536 as
->CloseConnection(true);
540 NetworkClientSocket
*cs
;
541 FOR_ALL_CLIENT_SOCKETS(cs
) {
542 cs
->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST
);
544 ServerNetworkGameSocketHandler::CloseListeners();
545 ServerNetworkAdminSocketHandler::CloseListeners();
546 } else if (MyClient::my_client
!= NULL
) {
547 MyClient::SendQuit();
548 MyClient::my_client
->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST
);
551 TCPConnecter::KillAll();
554 _network_server
= false;
556 NetworkFreeLocalCommandQueue();
558 free(_network_company_states
);
559 _network_company_states
= NULL
;
561 InitializeNetworkPools(close_admins
);
564 /* Initializes the network (cleans sockets and stuff) */
565 static void NetworkInitialize(bool close_admins
= true)
567 InitializeNetworkPools(close_admins
);
568 NetworkUDPInitialize();
571 _network_first_time
= true;
573 _network_reconnect
= 0;
576 /** Non blocking connection create to query servers */
577 class TCPQueryConnecter
: TCPConnecter
{
579 TCPQueryConnecter(const NetworkAddress
&address
) : TCPConnecter(address
) {}
581 virtual void OnFailure()
586 virtual void OnConnect(SOCKET s
)
589 new ClientNetworkGameSocketHandler(s
);
590 MyClient::SendCompanyInformationQuery();
594 /* Query a server to fetch his game-info
595 * If game_info is true, only the gameinfo is fetched,
596 * else only the client_info is fetched */
597 void NetworkTCPQueryServer(NetworkAddress address
)
599 if (!_network_available
) return;
604 new TCPQueryConnecter(address
);
607 /* Validates an address entered as a string and adds the server to
608 * the list. If you use this function, the games will be marked
609 * as manually added. */
610 void NetworkAddServer(const char *b
)
613 const char *port
= NULL
;
614 const char *company
= NULL
;
615 char host
[NETWORK_HOSTNAME_LENGTH
];
618 strecpy(host
, b
, lastof(host
));
620 strecpy(_settings_client
.network
.connect_to_ip
, b
, lastof(_settings_client
.network
.connect_to_ip
));
621 rport
= NETWORK_DEFAULT_PORT
;
623 ParseConnectionString(&company
, &port
, host
);
624 if (port
!= NULL
) rport
= atoi(port
);
626 NetworkUDPQueryServer(NetworkAddress(host
, rport
), true);
631 * Get the addresses to bind to.
632 * @param addresses the list to write to.
633 * @param port the port to bind to.
635 void GetBindAddresses(NetworkAddressList
*addresses
, uint16 port
)
637 for (char **iter
= _network_bind_list
.Begin(); iter
!= _network_bind_list
.End(); iter
++) {
638 *addresses
->Append() = NetworkAddress(*iter
, port
);
641 /* No address, so bind to everything. */
642 if (addresses
->Length() == 0) {
643 *addresses
->Append() = NetworkAddress("", port
);
647 /* Generates the list of manually added hosts from NetworkGameList and
648 * dumps them into the array _network_host_list. This array is needed
649 * by the function that generates the config file. */
650 void NetworkRebuildHostList()
652 _network_host_list
.Clear();
654 for (NetworkGameList
*item
= _network_game_list
; item
!= NULL
; item
= item
->next
) {
655 if (item
->manually
) *_network_host_list
.Append() = stredup(item
->address
.GetAddressAsString(false));
659 /** Non blocking connection create to actually connect to servers */
660 class TCPClientConnecter
: TCPConnecter
{
662 TCPClientConnecter(const NetworkAddress
&address
) : TCPConnecter(address
) {}
664 virtual void OnFailure()
666 NetworkError(STR_NETWORK_ERROR_NOCONNECTION
);
669 virtual void OnConnect(SOCKET s
)
672 new ClientNetworkGameSocketHandler(s
);
673 IConsoleCmdExec("exec scripts/on_client.scr 0");
674 NetworkClient_Connected();
679 /* Used by clients, to connect to a server */
680 void NetworkClientConnectGame(NetworkAddress address
, CompanyID join_as
, const char *join_server_password
, const char *join_company_password
)
682 if (!_network_available
) return;
684 if (address
.GetPort() == 0) return;
686 strecpy(_settings_client
.network
.last_host
, address
.GetHostname(), lastof(_settings_client
.network
.last_host
));
687 _settings_client
.network
.last_port
= address
.GetPort();
688 _network_join_as
= join_as
;
689 _network_join_server_password
= join_server_password
;
690 _network_join_company_password
= join_company_password
;
695 _network_join_status
= NETWORK_JOIN_STATUS_CONNECTING
;
696 ShowJoinStatusWindow();
698 new TCPClientConnecter(address
);
701 static void NetworkInitGameInfo()
703 if (StrEmpty(_settings_client
.network
.server_name
)) {
704 seprintf(_settings_client
.network
.server_name
, lastof(_settings_client
.network
.server_name
), "Unnamed Server");
707 /* The server is a client too */
708 _network_game_info
.clients_on
= _network_dedicated
? 0 : 1;
710 /* There should be always space for the server. */
711 assert(NetworkClientInfo::CanAllocateItem());
712 NetworkClientInfo
*ci
= new NetworkClientInfo(CLIENT_ID_SERVER
);
713 ci
->client_playas
= _network_dedicated
? COMPANY_SPECTATOR
: COMPANY_FIRST
;
715 strecpy(ci
->client_name
, _settings_client
.network
.client_name
, lastof(ci
->client_name
));
718 bool NetworkServerStart()
720 if (!_network_available
) return false;
722 /* Call the pre-scripts */
723 IConsoleCmdExec("exec scripts/pre_server.scr 0");
724 if (_network_dedicated
) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
726 NetworkDisconnect(false, false);
727 NetworkInitialize(false);
728 DEBUG(net
, 1, "starting listeners for clients");
729 if (!ServerNetworkGameSocketHandler::Listen(_settings_client
.network
.server_port
)) return false;
731 /* Only listen for admins when the password isn't empty. */
732 if (!StrEmpty(_settings_client
.network
.admin_password
)) {
733 DEBUG(net
, 1, "starting listeners for admins");
734 if (!ServerNetworkAdminSocketHandler::Listen(_settings_client
.network
.server_admin_port
)) return false;
737 /* Try to start UDP-server */
738 DEBUG(net
, 1, "starting listeners for incoming server queries");
739 _network_udp_server
= _udp_server_socket
->Listen();
741 _network_company_states
= CallocT
<NetworkCompanyState
>(MAX_COMPANIES
);
742 _network_server
= true;
745 _frame_counter_server
= 0;
746 _frame_counter_max
= 0;
747 _last_sync_frame
= 0;
748 _network_own_client_id
= CLIENT_ID_SERVER
;
750 _network_clients_connected
= 0;
751 _network_company_passworded
= 0;
753 NetworkInitGameInfo();
755 /* execute server initialization script */
756 IConsoleCmdExec("exec scripts/on_server.scr 0");
757 /* if the server is dedicated ... add some other script */
758 if (_network_dedicated
) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
760 /* Try to register us to the master server */
761 _network_need_advertise
= true;
762 NetworkUDPAdvertise();
764 /* welcome possibly still connected admins - this can only happen on a dedicated server. */
765 if (_network_dedicated
) ServerNetworkAdminSocketHandler::WelcomeAll();
770 /* The server is rebooting...
771 * The only difference with NetworkDisconnect, is the packets that is sent */
774 if (_network_server
) {
775 NetworkClientSocket
*cs
;
776 FOR_ALL_CLIENT_SOCKETS(cs
) {
781 ServerNetworkAdminSocketHandler
*as
;
782 FOR_ALL_ACTIVE_ADMIN_SOCKETS(as
) {
788 /* For non-dedicated servers we have to kick the admins as we are not
789 * certain that we will end up in a new network game. */
790 NetworkClose(!_network_dedicated
);
794 * We want to disconnect from the host/clients.
795 * @param blocking whether to wait till everything has been closed.
796 * @param close_admins Whether the admin sockets need to be closed as well.
798 void NetworkDisconnect(bool blocking
, bool close_admins
)
800 if (_network_server
) {
801 NetworkClientSocket
*cs
;
802 FOR_ALL_CLIENT_SOCKETS(cs
) {
808 ServerNetworkAdminSocketHandler
*as
;
809 FOR_ALL_ACTIVE_ADMIN_SOCKETS(as
) {
816 if (_settings_client
.network
.server_advertise
) NetworkUDPRemoveAdvertise(blocking
);
818 DeleteWindowById(WC_NETWORK_STATUS_WINDOW
, WN_NETWORK_STATUS_WINDOW_JOIN
);
820 NetworkClose(close_admins
);
822 /* Reinitialize the UDP stack, i.e. close all existing connections. */
823 NetworkUDPInitialize();
827 * Receives something from the network.
828 * @return true if everything went fine, false when the connection got closed.
830 static bool NetworkReceive()
832 if (_network_server
) {
833 ServerNetworkAdminSocketHandler::Receive();
834 return ServerNetworkGameSocketHandler::Receive();
836 return ClientNetworkGameSocketHandler::Receive();
840 /* This sends all buffered commands (if possible) */
841 static void NetworkSend()
843 if (_network_server
) {
844 ServerNetworkAdminSocketHandler::Send();
845 ServerNetworkGameSocketHandler::Send();
847 ClientNetworkGameSocketHandler::Send();
852 * We have to do some (simple) background stuff that runs normally,
853 * even when we are not in multiplayer. For example stuff needed
854 * for finding servers or downloading content.
856 void NetworkBackgroundLoop()
858 _network_content_client
.SendReceive();
859 TCPConnecter::CheckCallbacks();
860 NetworkHTTPSocketHandler::HTTPReceive();
862 NetworkBackgroundUDPLoop();
865 /* The main loop called from ttd.c
866 * Here we also have to do StateGameLoop if needed! */
867 void NetworkGameLoop()
869 if (!_networking
) return;
871 if (!NetworkReceive()) return;
873 if (_network_server
) {
874 /* Log the sync state to check for in-syncedness of replays. */
875 if (_date_fract
== 0) {
876 /* We don't want to log multiple times if paused. */
877 static Date last_log
;
878 if (last_log
!= _date
) {
879 DEBUG(desync
, 1, "sync: %08x; %02x; %08x; %08x", _date
, _date_fract
, _random
.state
[0], _random
.state
[1]);
884 #ifdef DEBUG_DUMP_COMMANDS
885 /* Loading of the debug commands from -ddesync>=1 */
886 static FILE *f
= FioFOpenFile("commands.log", "rb", SAVE_DIR
);
887 static Date next_date
= 0;
888 static uint32 next_date_fract
;
889 static CommandPacket
*cp
= NULL
;
890 static bool check_sync_state
= false;
891 static uint32 sync_state
[2];
892 if (f
== NULL
&& next_date
== 0) {
893 DEBUG(net
, 0, "Cannot open commands.log");
897 while (f
!= NULL
&& !feof(f
)) {
898 if (_date
== next_date
&& _date_fract
== next_date_fract
) {
900 NetworkSendCommand(cp
->tile
, cp
->p1
, cp
->p2
, cp
->cmd
& ~CMD_FLAGS_MASK
, NULL
, cp
->text
, cp
->company
);
901 DEBUG(net
, 0, "injecting: %08x; %02x; %02x; %06x; %08x; %08x; %08x; \"%s\" (%s)", _date
, _date_fract
, (int)_current_company
, cp
->tile
, cp
->p1
, cp
->p2
, cp
->cmd
, cp
->text
, GetCommandName(cp
->cmd
));
905 if (check_sync_state
) {
906 if (sync_state
[0] == _random
.state
[0] && sync_state
[1] == _random
.state
[1]) {
907 DEBUG(net
, 0, "sync check: %08x; %02x; match", _date
, _date_fract
);
909 DEBUG(net
, 0, "sync check: %08x; %02x; mismatch expected {%08x, %08x}, got {%08x, %08x}",
910 _date
, _date_fract
, sync_state
[0], sync_state
[1], _random
.state
[0], _random
.state
[1]);
913 check_sync_state
= false;
917 if (cp
!= NULL
|| check_sync_state
) break;
920 if (fgets(buff
, lengthof(buff
), f
) == NULL
) break;
923 /* Ignore the "[date time] " part of the message */
926 if (p
== NULL
) break;
930 if (strncmp(p
, "cmd: ", 5) == 0
931 #ifdef DEBUG_FAILED_DUMP_COMMANDS
932 || strncmp(p
, "cmdf: ", 6) == 0
937 cp
= CallocT
<CommandPacket
>(1);
939 int ret
= sscanf(p
, "%x; %x; %x; %x; %x; %x; %x; \"%[^\"]\"", &next_date
, &next_date_fract
, &company
, &cp
->tile
, &cp
->p1
, &cp
->p2
, &cp
->cmd
, cp
->text
);
940 /* There are 8 pieces of data to read, however the last is a
941 * string that might or might not exist. Ignore it if that
942 * string misses because in 99% of the time it's not used. */
943 assert(ret
== 8 || ret
== 7);
944 cp
->company
= (CompanyID
)company
;
945 } else if (strncmp(p
, "join: ", 6) == 0) {
946 /* Manually insert a pause when joining; this way the client can join at the exact right time. */
947 int ret
= sscanf(p
+ 6, "%x; %x", &next_date
, &next_date_fract
);
949 DEBUG(net
, 0, "injecting pause for join at %08x:%02x; please join when paused", next_date
, next_date_fract
);
950 cp
= CallocT
<CommandPacket
>(1);
951 cp
->company
= COMPANY_SPECTATOR
;
953 cp
->p1
= PM_PAUSED_NORMAL
;
955 _ddc_fastforward
= false;
956 } else if (strncmp(p
, "sync: ", 6) == 0) {
957 int ret
= sscanf(p
+ 6, "%x; %x; %x; %x", &next_date
, &next_date_fract
, &sync_state
[0], &sync_state
[1]);
959 check_sync_state
= true;
960 } else if (strncmp(p
, "msg: ", 5) == 0 || strncmp(p
, "client: ", 8) == 0 ||
961 strncmp(p
, "load: ", 6) == 0 || strncmp(p
, "save: ", 6) == 0) {
962 /* A message that is not very important to the log playback, but part of the log. */
963 #ifndef DEBUG_FAILED_DUMP_COMMANDS
964 } else if (strncmp(p
, "cmdf: ", 6) == 0) {
965 DEBUG(net
, 0, "Skipping replay of failed command: %s", p
+ 6);
968 /* Can't parse a line; what's wrong here? */
969 DEBUG(net
, 0, "trying to parse: %s", p
);
973 if (f
!= NULL
&& feof(f
)) {
974 DEBUG(net
, 0, "End of commands.log");
978 #endif /* DEBUG_DUMP_COMMANDS */
979 if (_frame_counter
>= _frame_counter_max
) {
980 /* Only check for active clients just before we're going to send out
981 * the commands so we don't send multiple pause/unpause commands when
982 * the frame_freq is more than 1 tick. Same with distributing commands. */
984 CheckMinActiveClients();
985 NetworkDistributeCommands();
988 bool send_frame
= false;
990 /* We first increase the _frame_counter */
992 /* Update max-frame-counter */
993 if (_frame_counter
> _frame_counter_max
) {
994 _frame_counter_max
= _frame_counter
+ _settings_client
.network
.frame_freq
;
998 NetworkExecuteLocalCommandQueue();
1000 /* Then we make the frame */
1003 _sync_seed_1
= _random
.state
[0];
1004 #ifdef NETWORK_SEND_DOUBLE_SEED
1005 _sync_seed_2
= _random
.state
[1];
1008 NetworkServer_Tick(send_frame
);
1012 /* Make sure we are at the frame were the server is (quick-frames) */
1013 if (_frame_counter_server
> _frame_counter
) {
1014 /* Run a number of frames; when things go bad, get out. */
1015 while (_frame_counter_server
> _frame_counter
) {
1016 if (!ClientNetworkGameSocketHandler::GameLoop()) return;
1019 /* Else, keep on going till _frame_counter_max */
1020 if (_frame_counter_max
> _frame_counter
) {
1021 /* Run one frame; if things went bad, get out. */
1022 if (!ClientNetworkGameSocketHandler::GameLoop()) return;
1030 static void NetworkGenerateServerId()
1034 char hex_output
[16 * 2 + 1];
1035 char coding_string
[NETWORK_NAME_LENGTH
];
1038 seprintf(coding_string
, lastof(coding_string
), "%d%s", (uint
)Random(), "OpenTTD Server ID");
1040 /* Generate the MD5 hash */
1041 checksum
.Append((const uint8
*)coding_string
, strlen(coding_string
));
1042 checksum
.Finish(digest
);
1044 for (di
= 0; di
< 16; ++di
) {
1045 seprintf(hex_output
+ di
* 2, lastof(hex_output
), "%02x", digest
[di
]);
1048 /* _settings_client.network.network_id is our id */
1049 seprintf(_settings_client
.network
.network_id
, lastof(_settings_client
.network
.network_id
), "%s", hex_output
);
1052 void NetworkStartDebugLog(NetworkAddress address
)
1054 extern SOCKET _debug_socket
; // Comes from debug.c
1056 DEBUG(net
, 0, "Redirecting DEBUG() to %s:%d", address
.GetHostname(), address
.GetPort());
1058 SOCKET s
= address
.Connect();
1059 if (s
== INVALID_SOCKET
) {
1060 DEBUG(net
, 0, "Failed to open socket for redirection DEBUG()");
1066 DEBUG(net
, 0, "DEBUG() is now redirected");
1069 /** This tries to launch the network for a given OS */
1070 void NetworkStartUp()
1072 DEBUG(net
, 3, "[core] starting network...");
1074 /* Network is available */
1075 _network_available
= NetworkCoreInitialize();
1076 _network_dedicated
= false;
1077 _network_need_advertise
= true;
1078 _network_advertise_retries
= 0;
1080 /* Generate an server id when there is none yet */
1081 if (StrEmpty(_settings_client
.network
.network_id
)) NetworkGenerateServerId();
1083 memset(&_network_game_info
, 0, sizeof(_network_game_info
));
1085 NetworkInitialize();
1086 DEBUG(net
, 3, "[core] network online, multiplayer available");
1087 NetworkFindBroadcastIPs(&_broadcast_list
);
1090 /** This shuts the network down */
1091 void NetworkShutDown()
1093 NetworkDisconnect(true);
1096 DEBUG(net
, 3, "[core] shutting down network");
1098 _network_available
= false;
1100 NetworkCoreShutdown();
1104 * Checks whether the given version string is compatible with our version.
1105 * @param other the version string to compare to
1107 bool IsNetworkCompatibleVersion(const char *other
)
1109 return strncmp(_openttd_revision
, other
, NETWORK_REVISION_LENGTH
- 1) == 0;
1112 #endif /* ENABLE_NETWORK */