OpenTTD Source  1.11.0-beta1
network_server.cpp
Go to the documentation of this file.
1 /*
2  * This file is part of OpenTTD.
3  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6  */
7 
10 #include "../stdafx.h"
11 #include "../strings_func.h"
12 #include "../date_func.h"
13 #include "network_admin.h"
14 #include "network_server.h"
15 #include "network_udp.h"
16 #include "network_base.h"
17 #include "../console_func.h"
18 #include "../company_base.h"
19 #include "../command_func.h"
20 #include "../saveload/saveload.h"
21 #include "../saveload/saveload_filter.h"
22 #include "../station_base.h"
23 #include "../genworld.h"
24 #include "../company_func.h"
25 #include "../company_gui.h"
26 #include "../roadveh.h"
27 #include "../order_backup.h"
28 #include "../core/pool_func.hpp"
29 #include "../core/random_func.hpp"
30 #include "../rev.h"
31 #include <mutex>
32 #include <condition_variable>
33 
34 #include "../safeguards.h"
35 
36 
37 /* This file handles all the server-commands */
38 
42 
44 static_assert(MAX_CLIENT_SLOTS > MAX_CLIENTS);
46 static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS);
47 
50 INSTANTIATE_POOL_METHODS(NetworkClientSocket)
51 
54 
59  size_t total_size;
61  std::mutex mutex;
62  std::condition_variable exit_sig;
63 
68  PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(nullptr), cs(cs), current(nullptr), total_size(0), packets(nullptr)
69  {
70  }
71 
74  {
75  std::unique_lock<std::mutex> lock(this->mutex);
76 
77  if (this->cs != nullptr) this->exit_sig.wait(lock);
78 
79  /* This must all wait until the Destroy function is called. */
80 
81  while (this->packets != nullptr) {
82  Packet *p = this->packets->next;
83  delete this->packets;
84  this->packets = p;
85  }
86 
87  delete this->current;
88  }
89 
100  void Destroy()
101  {
102  std::unique_lock<std::mutex> lock(this->mutex);
103 
104  this->cs = nullptr;
105 
106  this->exit_sig.notify_all();
107  lock.unlock();
108 
109  /* Make sure the saving is completely cancelled. Yes,
110  * we need to handle the save finish as well as the
111  * next connection might just be requesting a map. */
112  WaitTillSaved();
114  }
115 
123  bool HasPackets()
124  {
125  return this->packets != nullptr;
126  }
127 
132  {
133  std::lock_guard<std::mutex> lock(this->mutex);
134 
135  Packet *p = this->packets;
136  this->packets = p->next;
137  p->next = nullptr;
138 
139  return p;
140  }
141 
143  void AppendQueue()
144  {
145  if (this->current == nullptr) return;
146 
147  Packet **p = &this->packets;
148  while (*p != nullptr) {
149  p = &(*p)->next;
150  }
151  *p = this->current;
152 
153  this->current = nullptr;
154  }
155 
158  {
159  if (this->current == nullptr) return;
160 
161  this->current->next = this->packets;
162  this->packets = this->current;
163  this->current = nullptr;
164  }
165 
166  void Write(byte *buf, size_t size) override
167  {
168  /* We want to abort the saving when the socket is closed. */
169  if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
170 
171  if (this->current == nullptr) this->current = new Packet(PACKET_SERVER_MAP_DATA);
172 
173  std::lock_guard<std::mutex> lock(this->mutex);
174 
175  byte *bufe = buf + size;
176  while (buf != bufe) {
177  size_t to_write = std::min<size_t>(SEND_MTU - this->current->size, bufe - buf);
178  memcpy(this->current->buffer + this->current->size, buf, to_write);
179  this->current->size += (PacketSize)to_write;
180  buf += to_write;
181 
182  if (this->current->size == SEND_MTU) {
183  this->AppendQueue();
184  if (buf != bufe) this->current = new Packet(PACKET_SERVER_MAP_DATA);
185  }
186  }
187 
188  this->total_size += size;
189  }
190 
191  void Finish() override
192  {
193  /* We want to abort the saving when the socket is closed. */
194  if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
195 
196  std::lock_guard<std::mutex> lock(this->mutex);
197 
198  /* Make sure the last packet is flushed. */
199  this->AppendQueue();
200 
201  /* Add a packet stating that this is the end to the queue. */
202  this->current = new Packet(PACKET_SERVER_MAP_DONE);
203  this->AppendQueue();
204 
205  /* Fast-track the size to the client. */
206  this->current = new Packet(PACKET_SERVER_MAP_SIZE);
207  this->current->Send_uint32((uint32)this->total_size);
208  this->PrependQueue();
209  }
210 };
211 
212 
218 {
219  this->status = STATUS_INACTIVE;
220  this->client_id = _network_client_id++;
222 
223  /* The Socket and Info pools need to be the same in size. After all,
224  * each Socket will be associated with at most one Info object. As
225  * such if the Socket was allocated the Info object can as well. */
227 }
228 
233 {
236 
237  if (this->savegame != nullptr) {
238  this->savegame->Destroy();
239  this->savegame = nullptr;
240  }
241 }
242 
244 {
245  /* Only allow receiving when we have some buffer free; this value
246  * can go negative, but eventually it will become positive again. */
247  if (this->receive_limit <= 0) return nullptr;
248 
249  /* We can receive a packet, so try that and if needed account for
250  * the amount of received data. */
252  if (p != nullptr) this->receive_limit -= p->size;
253  return p;
254 }
255 
257 {
258  assert(status != NETWORK_RECV_STATUS_OKAY);
259  /*
260  * Sending a message just before leaving the game calls cs->SendPackets.
261  * This might invoke this function, which means that when we close the
262  * connection after cs->SendPackets we will close an already closed
263  * connection. This handles that case gracefully without having to make
264  * that code any more complex or more aware of the validity of the socket.
265  */
266  if (this->sock == INVALID_SOCKET) return status;
267 
268  if (status != NETWORK_RECV_STATUS_CONN_LOST && !this->HasClientQuit() && this->status >= STATUS_AUTHORIZED) {
269  /* We did not receive a leave message from this client... */
270  char client_name[NETWORK_CLIENT_NAME_LENGTH];
271 
272  this->GetClientName(client_name, lastof(client_name));
273 
274  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
275 
276  /* Inform other clients of this... strange leaving ;) */
277  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
278  if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) {
279  new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
280  }
281  }
282  }
283 
284  NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
285  DEBUG(net, 1, "Closed client connection %d", this->client_id);
286 
287  /* We just lost one client :( */
288  if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
289  extern byte _network_clients_connected;
291 
294 
295  this->SendPackets(true);
296 
297  delete this->GetInfo();
298  delete this;
299 
300  return status;
301 }
302 
308 {
309  extern byte _network_clients_connected;
311 
312  /* We can't go over the MAX_CLIENTS limit here. However, the
313  * pool must have place for all clients and ourself. */
314  static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENTS + 1);
316  return accept;
317 }
318 
321 {
322  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
323  if (cs->writable) {
324  if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
325  /* This client is in the middle of a map-send, call the function for that */
326  cs->SendMap();
327  }
328  }
329  }
330 }
331 
332 static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
333 
334 /***********
335  * Sending functions
336  * DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs
337  ************/
338 
344 {
345  if (ci->client_id != INVALID_CLIENT_ID) {
347  p->Send_uint32(ci->client_id);
348  p->Send_uint8 (ci->client_playas);
349  p->Send_string(ci->client_name);
350 
351  this->SendPacket(p);
352  }
354 }
355 
358 {
359  /* Fetch the latest version of the stats */
360  NetworkCompanyStats company_stats[MAX_COMPANIES];
361  NetworkPopulateCompanyStats(company_stats);
362 
363  /* Make a list of all clients per company */
364  char clients[MAX_COMPANIES][NETWORK_CLIENTS_LENGTH];
365  memset(clients, 0, sizeof(clients));
366 
367  /* Add the local player (if not dedicated) */
369  if (ci != nullptr && Company::IsValidID(ci->client_playas)) {
370  strecpy(clients[ci->client_playas], ci->client_name, lastof(clients[ci->client_playas]));
371  }
372 
373  for (NetworkClientSocket *csi : NetworkClientSocket::Iterate()) {
374  char client_name[NETWORK_CLIENT_NAME_LENGTH];
375 
376  ((ServerNetworkGameSocketHandler*)csi)->GetClientName(client_name, lastof(client_name));
377 
378  ci = csi->GetInfo();
379  if (ci != nullptr && Company::IsValidID(ci->client_playas)) {
380  if (!StrEmpty(clients[ci->client_playas])) {
381  strecat(clients[ci->client_playas], ", ", lastof(clients[ci->client_playas]));
382  }
383 
384  strecat(clients[ci->client_playas], client_name, lastof(clients[ci->client_playas]));
385  }
386  }
387 
388  /* Now send the data */
389 
390  Packet *p;
391 
392  for (const Company *company : Company::Iterate()) {
394 
396  p->Send_bool (true);
397  this->SendCompanyInformation(p, company, &company_stats[company->index]);
398 
399  if (StrEmpty(clients[company->index])) {
400  p->Send_string("<none>");
401  } else {
402  p->Send_string(clients[company->index]);
403  }
404 
405  this->SendPacket(p);
406  }
407 
409 
411  p->Send_bool (false);
412 
413  this->SendPacket(p);
415 }
416 
423 {
424  char str[100];
426 
427  p->Send_uint8(error);
428  if (reason != nullptr) p->Send_string(reason);
429  this->SendPacket(p);
430 
432  GetString(str, strid, lastof(str));
433 
434  /* Only send when the current client was in game */
435  if (this->status > STATUS_AUTHORIZED) {
436  char client_name[NETWORK_CLIENT_NAME_LENGTH];
437 
438  this->GetClientName(client_name, lastof(client_name));
439 
440  DEBUG(net, 1, "'%s' made an error and has been disconnected. Reason: '%s'", client_name, str);
441 
442  if (error == NETWORK_ERROR_KICKED && reason != nullptr) {
443  NetworkTextMessage(NETWORK_ACTION_KICKED, CC_DEFAULT, false, client_name, reason, strid);
444  } else {
445  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
446  }
447 
448  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
449  if (new_cs->status > STATUS_AUTHORIZED && new_cs != this) {
450  /* Some errors we filter to a more general error. Clients don't have to know the real
451  * reason a joining failed. */
452  if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
453  error = NETWORK_ERROR_ILLEGAL_PACKET;
454  }
455  new_cs->SendErrorQuit(this->client_id, error);
456  }
457  }
458 
459  NetworkAdminClientError(this->client_id, error);
460  } else {
461  DEBUG(net, 1, "Client %d made an error and has been disconnected. Reason: '%s'", this->client_id, str);
462  }
463 
464  /* The client made a mistake, so drop his connection now! */
466 }
467 
470 {
472  const GRFConfig *c;
473  uint grf_count = 0;
474 
475  for (c = _grfconfig; c != nullptr; c = c->next) {
476  if (!HasBit(c->flags, GCF_STATIC)) grf_count++;
477  }
478 
479  p->Send_uint8 (grf_count);
480  for (c = _grfconfig; c != nullptr; c = c->next) {
481  if (!HasBit(c->flags, GCF_STATIC)) this->SendGRFIdentifier(p, &c->ident);
482  }
483 
484  this->SendPacket(p);
486 }
487 
490 {
491  /* Invalid packet when status is STATUS_AUTH_GAME or higher */
493 
494  this->status = STATUS_AUTH_GAME;
495  /* Reset 'lag' counters */
497 
499  this->SendPacket(p);
501 }
502 
505 {
506  /* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
508 
509  this->status = STATUS_AUTH_COMPANY;
510  /* Reset 'lag' counters */
512 
516  this->SendPacket(p);
518 }
519 
522 {
523  Packet *p;
524 
525  /* Invalid packet when status is AUTH or higher */
527 
528  this->status = STATUS_AUTHORIZED;
529  /* Reset 'lag' counters */
531 
533 
534  p = new Packet(PACKET_SERVER_WELCOME);
535  p->Send_uint32(this->client_id);
538  this->SendPacket(p);
539 
540  /* Transmit info about all the active clients */
541  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
542  if (new_cs != this && new_cs->status > STATUS_AUTHORIZED) {
543  this->SendClientInfo(new_cs->GetInfo());
544  }
545  }
546  /* Also send the info of the server */
548 }
549 
552 {
553  int waiting = 0;
554  Packet *p;
555 
556  /* Count how many clients are waiting in the queue, in front of you! */
557  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
558  if (new_cs->status != STATUS_MAP_WAIT) continue;
559  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++;
560  }
561 
562  p = new Packet(PACKET_SERVER_WAIT);
563  p->Send_uint8(waiting);
564  this->SendPacket(p);
566 }
567 
570 {
571  static uint sent_packets; // How many packets we did send successfully last time
572 
573  if (this->status < STATUS_AUTHORIZED) {
574  /* Illegal call, return error and ignore the packet */
575  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
576  }
577 
578  if (this->status == STATUS_AUTHORIZED) {
579  this->savegame = new PacketWriter(this);
580 
581  /* Now send the _frame_counter and how many packets are coming */
584  this->SendPacket(p);
585 
587  this->status = STATUS_MAP;
588  /* Mark the start of download */
589  this->last_frame = _frame_counter;
591 
592  sent_packets = 4; // We start with trying 4 packets
593 
594  /* Make a dump of the current game */
595  if (SaveWithFilter(this->savegame, true) != SL_OK) usererror("network savedump failed");
596  }
597 
598  if (this->status == STATUS_MAP) {
599  bool last_packet = false;
600  bool has_packets = false;
601 
602  for (uint i = 0; (has_packets = this->savegame->HasPackets()) && i < sent_packets; i++) {
603  Packet *p = this->savegame->PopPacket();
604  last_packet = p->buffer[2] == PACKET_SERVER_MAP_DONE;
605 
606  this->SendPacket(p);
607 
608  if (last_packet) {
609  /* There is no more data, so break the for */
610  break;
611  }
612  }
613 
614  if (last_packet) {
615  /* Done reading, make sure saving is done as well */
616  this->savegame->Destroy();
617  this->savegame = nullptr;
618 
619  /* Set the status to DONE_MAP, no we will wait for the client
620  * to send it is ready (maybe that happens like never ;)) */
621  this->status = STATUS_DONE_MAP;
622 
623  /* Find the best candidate for joining, i.e. the first joiner. */
624  NetworkClientSocket *best = nullptr;
625  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
626  if (new_cs->status == STATUS_MAP_WAIT) {
627  if (best == nullptr || best->GetInfo()->join_date > new_cs->GetInfo()->join_date || (best->GetInfo()->join_date == new_cs->GetInfo()->join_date && best->client_id > new_cs->client_id)) {
628  best = new_cs;
629  }
630  }
631  }
632 
633  /* Is there someone else to join? */
634  if (best != nullptr) {
635  /* Let the first start joining. */
636  best->status = STATUS_AUTHORIZED;
637  best->SendMap();
638 
639  /* And update the rest. */
640  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
641  if (new_cs->status == STATUS_MAP_WAIT) new_cs->SendWait();
642  }
643  }
644  }
645 
646  switch (this->SendPackets()) {
647  case SPS_CLOSED:
649 
650  case SPS_ALL_SENT:
651  /* All are sent, increase the sent_packets */
652  if (has_packets) sent_packets *= 2;
653  break;
654 
655  case SPS_PARTLY_SENT:
656  /* Only a part is sent; leave the transmission state. */
657  break;
658 
659  case SPS_NONE_SENT:
660  /* Not everything is sent, decrease the sent_packets */
661  if (sent_packets > 1) sent_packets /= 2;
662  break;
663  }
664  }
666 }
667 
673 {
674  Packet *p = new Packet(PACKET_SERVER_JOIN);
675 
677 
678  this->SendPacket(p);
680 }
681 
684 {
688 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
690 #ifdef NETWORK_SEND_DOUBLE_SEED
691  p->Send_uint32(_sync_seed_2);
692 #endif
693 #endif
694 
695  /* If token equals 0, we need to make a new token and send that. */
696  if (this->last_token == 0) {
697  this->last_token = InteractiveRandomRange(UINT8_MAX - 1) + 1;
698  p->Send_uint8(this->last_token);
699  }
700 
701  this->SendPacket(p);
703 }
704 
707 {
708  Packet *p = new Packet(PACKET_SERVER_SYNC);
711 
712 #ifdef NETWORK_SEND_DOUBLE_SEED
713  p->Send_uint32(_sync_seed_2);
714 #endif
715  this->SendPacket(p);
717 }
718 
724 {
726 
728  p->Send_uint32(cp->frame);
729  p->Send_bool (cp->my_cmd);
730 
731  this->SendPacket(p);
733 }
734 
743 NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data)
744 {
746 
747  Packet *p = new Packet(PACKET_SERVER_CHAT);
748 
749  p->Send_uint8 (action);
751  p->Send_bool (self_send);
752  p->Send_string(msg);
753  p->Send_uint64(data);
754 
755  this->SendPacket(p);
757 }
758 
765 {
767 
769  p->Send_uint8 (errorno);
770 
771  this->SendPacket(p);
773 }
774 
780 {
781  Packet *p = new Packet(PACKET_SERVER_QUIT);
782 
784 
785  this->SendPacket(p);
787 }
788 
791 {
793  this->SendPacket(p);
795 }
796 
799 {
801  this->SendPacket(p);
803 }
804 
811 {
812  Packet *p = new Packet(PACKET_SERVER_RCON);
813 
814  p->Send_uint16(colour);
815  p->Send_string(command);
816  this->SendPacket(p);
818 }
819 
826 {
827  Packet *p = new Packet(PACKET_SERVER_MOVE);
828 
830  p->Send_uint8(company_id);
831  this->SendPacket(p);
833 }
834 
837 {
839 
841  this->SendPacket(p);
843 }
844 
847 {
849 
852  this->SendPacket(p);
854 }
855 
856 /***********
857  * Receiving functions
858  * DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
859  ************/
860 
862 {
863  return this->SendCompanyInfo();
864 }
865 
867 {
868  if (this->status != STATUS_NEWGRFS_CHECK) {
869  /* Illegal call, return error and ignore the packet */
870  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
871  }
872 
873  NetworkClientInfo *ci = this->GetInfo();
874 
875  /* We now want a password from the client else we do not allow him in! */
877  return this->SendNeedGamePassword();
878  }
879 
881  return this->SendNeedCompanyPassword();
882  }
883 
884  return this->SendWelcome();
885 }
886 
888 {
889  if (this->status != STATUS_INACTIVE) {
890  /* Illegal call, return error and ignore the packet */
891  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
892  }
893 
894  char name[NETWORK_CLIENT_NAME_LENGTH];
895  CompanyID playas;
896  NetworkLanguage client_lang;
897  char client_revision[NETWORK_REVISION_LENGTH];
898 
899  p->Recv_string(client_revision, sizeof(client_revision));
900  uint32 newgrf_version = p->Recv_uint32();
901 
902  /* Check if the client has revision control enabled */
903  if (!IsNetworkCompatibleVersion(client_revision) || _openttd_newgrf_version != newgrf_version) {
904  /* Different revisions!! */
905  return this->SendError(NETWORK_ERROR_WRONG_REVISION);
906  }
907 
908  p->Recv_string(name, sizeof(name));
909  playas = (Owner)p->Recv_uint8();
910  client_lang = (NetworkLanguage)p->Recv_uint8();
911 
912  if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
913 
914  /* join another company does not affect these values */
915  switch (playas) {
916  case COMPANY_NEW_COMPANY: // New company
918  return this->SendError(NETWORK_ERROR_FULL);
919  }
920  break;
921  case COMPANY_SPECTATOR: // Spectator
922  if (NetworkSpectatorCount() >= _settings_client.network.max_spectators) {
923  return this->SendError(NETWORK_ERROR_FULL);
924  }
925  break;
926  default: // Join another company (companies 1-8 (index 0-7))
927  if (!Company::IsValidHumanID(playas)) {
928  return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
929  }
930  break;
931  }
932 
933  /* We need a valid name.. make it Player */
934  if (StrEmpty(name)) strecpy(name, "Player", lastof(name));
935 
936  if (!NetworkFindName(name, lastof(name))) { // Change name if duplicate
937  /* We could not create a name for this client */
938  return this->SendError(NETWORK_ERROR_NAME_IN_USE);
939  }
940 
943  this->SetInfo(ci);
944  ci->join_date = _date;
945  strecpy(ci->client_name, name, lastof(ci->client_name));
946  ci->client_playas = playas;
947  ci->client_lang = client_lang;
948  DEBUG(desync, 1, "client: %08x; %02x; %02x; %02x", _date, _date_fract, (int)ci->client_playas, (int)ci->index);
949 
950  /* Make sure companies to which people try to join are not autocleaned */
952 
954 
955  if (_grfconfig == nullptr) {
956  /* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
957  return this->Receive_CLIENT_NEWGRFS_CHECKED(nullptr);
958  }
959 
960  return this->SendNewGRFCheck();
961 }
962 
964 {
965  if (this->status != STATUS_AUTH_GAME) {
966  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
967  }
968 
969  char password[NETWORK_PASSWORD_LENGTH];
970  p->Recv_string(password, sizeof(password));
971 
972  /* Check game password. Allow joining if we cleared the password meanwhile */
974  strcmp(password, _settings_client.network.server_password) != 0) {
975  /* Password is invalid */
976  return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
977  }
978 
979  const NetworkClientInfo *ci = this->GetInfo();
981  return this->SendNeedCompanyPassword();
982  }
983 
984  /* Valid password, allow user */
985  return this->SendWelcome();
986 }
987 
989 {
990  if (this->status != STATUS_AUTH_COMPANY) {
991  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
992  }
993 
994  char password[NETWORK_PASSWORD_LENGTH];
995  p->Recv_string(password, sizeof(password));
996 
997  /* Check company password. Allow joining if we cleared the password meanwhile.
998  * Also, check the company is still valid - client could be moved to spectators
999  * in the middle of the authorization process */
1000  CompanyID playas = this->GetInfo()->client_playas;
1001  if (Company::IsValidID(playas) && !StrEmpty(_network_company_states[playas].password) &&
1002  strcmp(password, _network_company_states[playas].password) != 0) {
1003  /* Password is invalid */
1004  return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
1005  }
1006 
1007  return this->SendWelcome();
1008 }
1009 
1011 {
1012  /* The client was never joined.. so this is impossible, right?
1013  * Ignore the packet, give the client a warning, and close his connection */
1014  if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
1015  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1016  }
1017 
1018  /* Check if someone else is receiving the map */
1019  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1020  if (new_cs->status == STATUS_MAP) {
1021  /* Tell the new client to wait */
1022  this->status = STATUS_MAP_WAIT;
1023  return this->SendWait();
1024  }
1025  }
1026 
1027  /* We receive a request to upload the map.. give it to the client! */
1028  return this->SendMap();
1029 }
1030 
1032 {
1033  /* Client has the map, now start syncing */
1034  if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
1035  char client_name[NETWORK_CLIENT_NAME_LENGTH];
1036 
1037  this->GetClientName(client_name, lastof(client_name));
1038 
1039  NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, nullptr, this->client_id);
1040 
1041  /* Mark the client as pre-active, and wait for an ACK
1042  * so we know he is done loading and in sync with us */
1043  this->status = STATUS_PRE_ACTIVE;
1045  this->SendFrame();
1046  this->SendSync();
1047 
1048  /* This is the frame the client receives
1049  * we need it later on to make sure the client is not too slow */
1050  this->last_frame = _frame_counter;
1052 
1053  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1054  if (new_cs->status > STATUS_AUTHORIZED) {
1055  new_cs->SendClientInfo(this->GetInfo());
1056  new_cs->SendJoin(this->client_id);
1057  }
1058  }
1059 
1060  NetworkAdminClientInfo(this, true);
1061 
1062  /* also update the new client with our max values */
1063  this->SendConfigUpdate();
1064 
1065  /* quickly update the syncing client with company details */
1066  return this->SendCompanyUpdate();
1067  }
1068 
1069  /* Wrong status for this packet, give a warning to client, and close connection */
1070  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1071 }
1072 
1078 {
1079  /* The client was never joined.. so this is impossible, right?
1080  * Ignore the packet, give the client a warning, and close his connection */
1081  if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1082  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1083  }
1084 
1086  return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
1087  }
1088 
1089  CommandPacket cp;
1090  const char *err = this->ReceiveCommand(p, &cp);
1091 
1092  if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
1093 
1094  NetworkClientInfo *ci = this->GetInfo();
1095 
1096  if (err != nullptr) {
1097  IConsolePrintF(CC_ERROR, "WARNING: %s from client %d (IP: %s).", err, ci->client_id, this->GetClientIP());
1098  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1099  }
1100 
1101 
1102  if ((GetCommandFlags(cp.cmd) & CMD_SERVER) && ci->client_id != CLIENT_ID_SERVER) {
1103  IConsolePrintF(CC_ERROR, "WARNING: server only command from: client %d (IP: %s), kicking...", ci->client_id, this->GetClientIP());
1104  return this->SendError(NETWORK_ERROR_KICKED);
1105  }
1106 
1108  IConsolePrintF(CC_ERROR, "WARNING: spectator issuing command from client %d (IP: %s), kicking...", ci->client_id, this->GetClientIP());
1109  return this->SendError(NETWORK_ERROR_KICKED);
1110  }
1111 
1117  if (!(cp.cmd == CMD_COMPANY_CTRL && cp.p1 == 0 && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
1118  IConsolePrintF(CC_ERROR, "WARNING: client %d (IP: %s) tried to execute a command as company %d, kicking...",
1119  ci->client_playas + 1, this->GetClientIP(), cp.company + 1);
1120  return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
1121  }
1122 
1123  if (cp.cmd == CMD_COMPANY_CTRL) {
1124  if (cp.p1 != 0 || cp.company != COMPANY_SPECTATOR) {
1125  return this->SendError(NETWORK_ERROR_CHEATER);
1126  }
1127 
1128  /* 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! */
1130  NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_CLIENT, ci->client_id, "cannot create new company, server full", CLIENT_ID_SERVER);
1131  return NETWORK_RECV_STATUS_OKAY;
1132  }
1133  }
1134 
1135  if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) cp.p2 = this->client_id;
1136 
1137  this->incoming_queue.Append(&cp);
1138  return NETWORK_RECV_STATUS_OKAY;
1139 }
1140 
1142 {
1143  /* This packets means a client noticed an error and is reporting this
1144  * to us. Display the error and report it to the other clients */
1145  char str[100];
1146  char client_name[NETWORK_CLIENT_NAME_LENGTH];
1148 
1149  /* The client was never joined.. thank the client for the packet, but ignore it */
1150  if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1152  }
1153 
1154  this->GetClientName(client_name, lastof(client_name));
1155 
1156  StringID strid = GetNetworkErrorMsg(errorno);
1157  GetString(str, strid, lastof(str));
1158 
1159  DEBUG(net, 2, "'%s' reported an error and is closing its connection (%s)", client_name, str);
1160 
1161  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
1162 
1163  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1164  if (new_cs->status > STATUS_AUTHORIZED) {
1165  new_cs->SendErrorQuit(this->client_id, errorno);
1166  }
1167  }
1168 
1169  NetworkAdminClientError(this->client_id, errorno);
1170 
1172 }
1173 
1175 {
1176  /* The client wants to leave. Display this and report it to the other
1177  * clients. */
1178  char client_name[NETWORK_CLIENT_NAME_LENGTH];
1179 
1180  /* The client was never joined.. thank the client for the packet, but ignore it */
1181  if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1183  }
1184 
1185  this->GetClientName(client_name, lastof(client_name));
1186 
1187  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1188 
1189  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1190  if (new_cs->status > STATUS_AUTHORIZED && new_cs != this) {
1191  new_cs->SendQuit(this->client_id);
1192  }
1193  }
1194 
1196 
1198 }
1199 
1201 {
1202  if (this->status < STATUS_AUTHORIZED) {
1203  /* Illegal call, return error and ignore the packet */
1204  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1205  }
1206 
1207  uint32 frame = p->Recv_uint32();
1208 
1209  /* The client is trying to catch up with the server */
1210  if (this->status == STATUS_PRE_ACTIVE) {
1211  /* The client is not yet caught up? */
1212  if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
1213 
1214  /* Now he is! Unpause the game */
1215  this->status = STATUS_ACTIVE;
1217 
1218  /* Execute script for, e.g. MOTD */
1219  IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
1220  }
1221 
1222  /* Get, and validate the token. */
1223  uint8 token = p->Recv_uint8();
1224  if (token == this->last_token) {
1225  /* We differentiate between last_token_frame and last_frame so the lag
1226  * test uses the actual lag of the client instead of the lag for getting
1227  * the token back and forth; after all, the token is only sent every
1228  * time we receive a PACKET_CLIENT_ACK, after which we will send a new
1229  * token to the client. If the lag would be one day, then we would not
1230  * be sending the new token soon enough for the new daily scheduled
1231  * PACKET_CLIENT_ACK. This would then register the lag of the client as
1232  * two days, even when it's only a single day. */
1234  /* Request a new token. */
1235  this->last_token = 0;
1236  }
1237 
1238  /* The client received the frame, make note of it */
1239  this->last_frame = frame;
1240  /* With those 2 values we can calculate the lag realtime */
1242  return NETWORK_RECV_STATUS_OKAY;
1243 }
1244 
1245 
1256 void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const char *msg, ClientID from_id, int64 data, bool from_admin)
1257 {
1258  const NetworkClientInfo *ci, *ci_own, *ci_to;
1259 
1260  switch (desttype) {
1261  case DESTTYPE_CLIENT:
1262  /* Are we sending to the server? */
1263  if ((ClientID)dest == CLIENT_ID_SERVER) {
1264  ci = NetworkClientInfo::GetByClientID(from_id);
1265  /* Display the text locally, and that is it */
1266  if (ci != nullptr) {
1267  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1268 
1270  NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1271  }
1272  }
1273  } else {
1274  /* Else find the client to send the message to */
1275  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1276  if (cs->client_id == (ClientID)dest) {
1277  cs->SendChat(action, from_id, false, msg, data);
1278  break;
1279  }
1280  }
1281  }
1282 
1283  /* Display the message locally (so you know you have sent it) */
1284  if (from_id != (ClientID)dest) {
1285  if (from_id == CLIENT_ID_SERVER) {
1286  ci = NetworkClientInfo::GetByClientID(from_id);
1288  if (ci != nullptr && ci_to != nullptr) {
1289  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data);
1290  }
1291  } else {
1292  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1293  if (cs->client_id == from_id) {
1294  cs->SendChat(action, (ClientID)dest, true, msg, data);
1295  break;
1296  }
1297  }
1298  }
1299  }
1300  break;
1301  case DESTTYPE_TEAM: {
1302  /* If this is false, the message is already displayed on the client who sent it. */
1303  bool show_local = true;
1304  /* Find all clients that belong to this company */
1305  ci_to = nullptr;
1306  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1307  ci = cs->GetInfo();
1308  if (ci != nullptr && ci->client_playas == (CompanyID)dest) {
1309  cs->SendChat(action, from_id, false, msg, data);
1310  if (cs->client_id == from_id) show_local = false;
1311  ci_to = ci; // Remember a client that is in the company for company-name
1312  }
1313  }
1314 
1315  /* if the server can read it, let the admin network read it, too. */
1317  NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1318  }
1319 
1320  ci = NetworkClientInfo::GetByClientID(from_id);
1322  if (ci != nullptr && ci_own != nullptr && ci_own->client_playas == dest) {
1323  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1324  if (from_id == CLIENT_ID_SERVER) show_local = false;
1325  ci_to = ci_own;
1326  }
1327 
1328  /* There is no such client */
1329  if (ci_to == nullptr) break;
1330 
1331  /* Display the message locally (so you know you have sent it) */
1332  if (ci != nullptr && show_local) {
1333  if (from_id == CLIENT_ID_SERVER) {
1334  char name[NETWORK_NAME_LENGTH];
1335  StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
1336  SetDParam(0, ci_to->client_playas);
1337  GetString(name, str, lastof(name));
1338  NetworkTextMessage(action, GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data);
1339  } else {
1340  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1341  if (cs->client_id == from_id) {
1342  cs->SendChat(action, ci_to->client_id, true, msg, data);
1343  }
1344  }
1345  }
1346  }
1347  break;
1348  }
1349  default:
1350  DEBUG(net, 0, "[server] received unknown chat destination type %d. Doing broadcast instead", desttype);
1351  FALLTHROUGH;
1352 
1353  case DESTTYPE_BROADCAST:
1354  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1355  cs->SendChat(action, from_id, false, msg, data);
1356  }
1357 
1358  NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1359 
1360  ci = NetworkClientInfo::GetByClientID(from_id);
1361  if (ci != nullptr) {
1362  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1363  }
1364  break;
1365  }
1366 }
1367 
1369 {
1370  if (this->status < STATUS_PRE_ACTIVE) {
1371  /* Illegal call, return error and ignore the packet */
1372  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1373  }
1374 
1375  NetworkAction action = (NetworkAction)p->Recv_uint8();
1376  DestType desttype = (DestType)p->Recv_uint8();
1377  int dest = p->Recv_uint32();
1378  char msg[NETWORK_CHAT_LENGTH];
1379 
1381  int64 data = p->Recv_uint64();
1382 
1383  NetworkClientInfo *ci = this->GetInfo();
1384  switch (action) {
1385  case NETWORK_ACTION_CHAT:
1386  case NETWORK_ACTION_CHAT_CLIENT:
1387  case NETWORK_ACTION_CHAT_COMPANY:
1388  NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data);
1389  break;
1390  default:
1391  IConsolePrintF(CC_ERROR, "WARNING: invalid chat action from client %d (IP: %s).", ci->client_id, this->GetClientIP());
1392  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1393  }
1394  return NETWORK_RECV_STATUS_OKAY;
1395 }
1396 
1398 {
1399  if (this->status != STATUS_ACTIVE) {
1400  /* Illegal call, return error and ignore the packet */
1401  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1402  }
1403 
1404  char password[NETWORK_PASSWORD_LENGTH];
1405  const NetworkClientInfo *ci;
1406 
1407  p->Recv_string(password, sizeof(password));
1408  ci = this->GetInfo();
1409 
1411  return NETWORK_RECV_STATUS_OKAY;
1412 }
1413 
1415 {
1416  if (this->status != STATUS_ACTIVE) {
1417  /* Illegal call, return error and ignore the packet */
1418  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1419  }
1420 
1421  char client_name[NETWORK_CLIENT_NAME_LENGTH];
1422  NetworkClientInfo *ci;
1423 
1424  p->Recv_string(client_name, sizeof(client_name));
1425  ci = this->GetInfo();
1426 
1427  if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
1428 
1429  if (ci != nullptr) {
1430  /* Display change */
1431  if (NetworkFindName(client_name, lastof(client_name))) {
1432  NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);
1433  strecpy(ci->client_name, client_name, lastof(ci->client_name));
1435  }
1436  }
1437  return NETWORK_RECV_STATUS_OKAY;
1438 }
1439 
1441 {
1442  if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1443 
1444  char pass[NETWORK_PASSWORD_LENGTH];
1445  char command[NETWORK_RCONCOMMAND_LENGTH];
1446 
1448 
1449  p->Recv_string(pass, sizeof(pass));
1450  p->Recv_string(command, sizeof(command));
1451 
1452  if (strcmp(pass, _settings_client.network.rcon_password) != 0) {
1453  DEBUG(net, 0, "[rcon] wrong password from client-id %d", this->client_id);
1454  return NETWORK_RECV_STATUS_OKAY;
1455  }
1456 
1457  DEBUG(net, 0, "[rcon] client-id %d executed: '%s'", this->client_id, command);
1458 
1460  IConsoleCmdExec(command);
1462  return NETWORK_RECV_STATUS_OKAY;
1463 }
1464 
1466 {
1467  if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1468 
1469  CompanyID company_id = (Owner)p->Recv_uint8();
1470 
1471  /* Check if the company is valid, we don't allow moving to AI companies */
1472  if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY;
1473 
1474  /* Check if we require a password for this company */
1475  if (company_id != COMPANY_SPECTATOR && !StrEmpty(_network_company_states[company_id].password)) {
1476  /* we need a password from the client - should be in this packet */
1477  char password[NETWORK_PASSWORD_LENGTH];
1478  p->Recv_string(password, sizeof(password));
1479 
1480  /* Incorrect password sent, return! */
1481  if (strcmp(password, _network_company_states[company_id].password) != 0) {
1482  DEBUG(net, 2, "[move] wrong password from client-id #%d for company #%d", this->client_id, company_id + 1);
1483  return NETWORK_RECV_STATUS_OKAY;
1484  }
1485  }
1486 
1487  /* if we get here we can move the client */
1488  NetworkServerDoMove(this->client_id, company_id);
1489  return NETWORK_RECV_STATUS_OKAY;
1490 }
1491 
1500 {
1501  /* Grab the company name */
1502  char company_name[NETWORK_COMPANY_NAME_LENGTH];
1503  SetDParam(0, c->index);
1504 
1505  assert(max_len <= lengthof(company_name));
1506  GetString(company_name, STR_COMPANY_NAME, company_name + max_len - 1);
1507 
1508  /* Get the income */
1509  Money income = 0;
1510  if (_cur_year - 1 == c->inaugurated_year) {
1511  /* The company is here just 1 year, so display [2], else display[1] */
1512  for (uint i = 0; i < lengthof(c->yearly_expenses[2]); i++) {
1513  income -= c->yearly_expenses[2][i];
1514  }
1515  } else {
1516  for (uint i = 0; i < lengthof(c->yearly_expenses[1]); i++) {
1517  income -= c->yearly_expenses[1][i];
1518  }
1519  }
1520 
1521  /* Send the information */
1522  p->Send_uint8 (c->index);
1523  p->Send_string(company_name);
1526  p->Send_uint64(c->money);
1527  p->Send_uint64(income);
1529 
1530  /* Send 1 if there is a password for the company else send 0 */
1532 
1533  for (uint i = 0; i < NETWORK_VEH_END; i++) {
1534  p->Send_uint16(stats->num_vehicle[i]);
1535  }
1536 
1537  for (uint i = 0; i < NETWORK_VEH_END; i++) {
1538  p->Send_uint16(stats->num_station[i]);
1539  }
1540 
1541  p->Send_bool(c->is_ai);
1542 }
1543 
1549 {
1550  memset(stats, 0, sizeof(*stats) * MAX_COMPANIES);
1551 
1552  /* Go through all vehicles and count the type of vehicles */
1553  for (const Vehicle *v : Vehicle::Iterate()) {
1554  if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
1555  byte type = 0;
1556  switch (v->type) {
1557  case VEH_TRAIN: type = NETWORK_VEH_TRAIN; break;
1558  case VEH_ROAD: type = RoadVehicle::From(v)->IsBus() ? NETWORK_VEH_BUS : NETWORK_VEH_LORRY; break;
1559  case VEH_AIRCRAFT: type = NETWORK_VEH_PLANE; break;
1560  case VEH_SHIP: type = NETWORK_VEH_SHIP; break;
1561  default: continue;
1562  }
1563  stats[v->owner].num_vehicle[type]++;
1564  }
1565 
1566  /* Go through all stations and count the types of stations */
1567  for (const Station *s : Station::Iterate()) {
1568  if (Company::IsValidID(s->owner)) {
1569  NetworkCompanyStats *npi = &stats[s->owner];
1570 
1571  if (s->facilities & FACIL_TRAIN) npi->num_station[NETWORK_VEH_TRAIN]++;
1572  if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[NETWORK_VEH_LORRY]++;
1573  if (s->facilities & FACIL_BUS_STOP) npi->num_station[NETWORK_VEH_BUS]++;
1574  if (s->facilities & FACIL_AIRPORT) npi->num_station[NETWORK_VEH_PLANE]++;
1575  if (s->facilities & FACIL_DOCK) npi->num_station[NETWORK_VEH_SHIP]++;
1576  }
1577  }
1578 }
1579 
1585 {
1587 
1588  if (ci == nullptr) return;
1589 
1590  DEBUG(desync, 1, "client: %08x; %02x; %02x; %04x", _date, _date_fract, (int)ci->client_playas, client_id);
1591 
1592  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1593  cs->SendClientInfo(ci);
1594  }
1595 
1597 }
1598 
1601 {
1603  DEBUG(net, 0, "Auto-restarting map. Year %d reached", _cur_year);
1604 
1607  case FT_SAVEGAME:
1608  case FT_SCENARIO:
1610  break;
1611 
1612  case FT_HEIGHTMAP:
1614  break;
1615 
1616  default:
1618  }
1619  }
1620 }
1621 
1629 {
1630  bool clients_in_company[MAX_COMPANIES];
1631  int vehicles_in_company[MAX_COMPANIES];
1632 
1634 
1635  memset(clients_in_company, 0, sizeof(clients_in_company));
1636 
1637  /* Detect the active companies */
1638  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1639  if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
1640  }
1641 
1642  if (!_network_dedicated) {
1644  if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
1645  }
1646 
1648  memset(vehicles_in_company, 0, sizeof(vehicles_in_company));
1649 
1650  for (const Vehicle *v : Vehicle::Iterate()) {
1651  if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
1652  vehicles_in_company[v->owner]++;
1653  }
1654  }
1655 
1656  /* Go through all the companies */
1657  for (const Company *c : Company::Iterate()) {
1658  /* Skip the non-active once */
1659  if (c->is_ai) continue;
1660 
1661  if (!clients_in_company[c->index]) {
1662  /* The company is empty for one month more */
1664 
1665  /* Is the company empty for autoclean_unprotected-months, and is there no protection? */
1667  /* Shut the company down */
1668  DoCommandP(0, CCA_DELETE | c->index << 16 | CRR_AUTOCLEAN << 24, 0, CMD_COMPANY_CTRL);
1669  IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d with no password", c->index + 1);
1670  }
1671  /* Is the company empty for autoclean_protected-months, and there is a protection? */
1673  /* Unprotect the company */
1674  _network_company_states[c->index].password[0] = '\0';
1675  IConsolePrintF(CC_DEFAULT, "Auto-removed protection from company #%d", c->index + 1);
1676  _network_company_states[c->index].months_empty = 0;
1677  NetworkServerUpdateCompanyPassworded(c->index, false);
1678  }
1679  /* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
1681  /* Shut the company down */
1682  DoCommandP(0, CCA_DELETE | c->index << 16 | CRR_AUTOCLEAN << 24, 0, CMD_COMPANY_CTRL);
1683  IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d with no vehicles", c->index + 1);
1684  }
1685  } else {
1686  /* It is not empty, reset the date */
1687  _network_company_states[c->index].months_empty = 0;
1688  }
1689  }
1690 }
1691 
1698 bool NetworkFindName(char *new_name, const char *last)
1699 {
1700  bool found_name = false;
1701  uint number = 0;
1702  char original_name[NETWORK_CLIENT_NAME_LENGTH];
1703 
1704  strecpy(original_name, new_name, lastof(original_name));
1705 
1706  while (!found_name) {
1707  found_name = true;
1708  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1709  if (strcmp(ci->client_name, new_name) == 0) {
1710  /* Name already in use */
1711  found_name = false;
1712  break;
1713  }
1714  }
1715  /* Check if it is the same as the server-name */
1717  if (ci != nullptr) {
1718  if (strcmp(ci->client_name, new_name) == 0) found_name = false; // name already in use
1719  }
1720 
1721  if (!found_name) {
1722  /* Try a new name (<name> #1, <name> #2, and so on) */
1723 
1724  /* Something's really wrong when there're more names than clients */
1725  if (number++ > MAX_CLIENTS) break;
1726  seprintf(new_name, last, "%s #%d", original_name, number);
1727  }
1728  }
1729 
1730  return found_name;
1731 }
1732 
1739 bool NetworkServerChangeClientName(ClientID client_id, const char *new_name)
1740 {
1741  /* Check if the name's already in use */
1743  if (strcmp(ci->client_name, new_name) == 0) return false;
1744  }
1745 
1747  if (ci == nullptr) return false;
1748 
1749  NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name);
1750 
1751  strecpy(ci->client_name, new_name, lastof(ci->client_name));
1752 
1753  NetworkUpdateClientInfo(client_id);
1754  return true;
1755 }
1756 
1763 void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed)
1764 {
1765  if (!Company::IsValidHumanID(company_id)) return;
1766 
1767  if (!already_hashed) {
1769  }
1770 
1771  strecpy(_network_company_states[company_id].password, password, lastof(_network_company_states[company_id].password));
1772  NetworkServerUpdateCompanyPassworded(company_id, !StrEmpty(_network_company_states[company_id].password));
1773 }
1774 
1779 static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
1780 {
1781  CommandPacket *cp;
1782  while ((cp = cs->outgoing_queue.Pop()) != nullptr) {
1783  cs->SendCommand(cp);
1784  free(cp);
1785  }
1786 }
1787 
1792 void NetworkServer_Tick(bool send_frame)
1793 {
1794 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1795  bool send_sync = false;
1796 #endif
1797 
1798 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1801  send_sync = true;
1802  }
1803 #endif
1804 
1805  /* Now we are done with the frame, inform the clients that they can
1806  * do their frame! */
1807  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1808  /* We allow a number of bytes per frame, but only to the burst amount
1809  * to be available for packet receiving at any particular time. */
1810  cs->receive_limit = std::min<int>(cs->receive_limit + _settings_client.network.bytes_per_frame,
1812 
1813  /* Check if the speed of the client is what we can expect from a client */
1814  uint lag = NetworkCalculateLag(cs);
1815  switch (cs->status) {
1816  case NetworkClientSocket::STATUS_ACTIVE:
1818  /* Client did still not report in within the specified limit. */
1819  IConsolePrintF(CC_ERROR, cs->last_packet + lag * MILLISECONDS_PER_TICK > _realtime_tick ?
1820  /* A packet was received in the last three game days, so the client is likely lagging behind. */
1821  "Client #%d is dropped because the client's game state is more than %d ticks behind" :
1822  /* No packet was received in the last three game days; sounds like a lost connection. */
1823  "Client #%d is dropped because the client did not respond for more than %d ticks",
1824  cs->client_id, lag);
1825  cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1826  continue;
1827  }
1828 
1829  /* Report once per time we detect the lag, and only when we
1830  * received a packet in the last 2000 milliseconds. If we
1831  * did not receive a packet, then the client is not just
1832  * slow, but the connection is likely severed. Mentioning
1833  * frame_freq is not useful in this case. */
1834  if (lag > (uint)DAY_TICKS && cs->lag_test == 0 && cs->last_packet + 2000 > _realtime_tick) {
1835  IConsolePrintF(CC_WARNING, "[%d] Client #%d is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
1836  cs->lag_test = 1;
1837  }
1838 
1839  if (cs->last_frame_server - cs->last_token_frame >= _settings_client.network.max_lag_time) {
1840  /* This is a bad client! It didn't send the right token back within time. */
1841  IConsolePrintF(CC_ERROR, "Client #%d is dropped because it fails to send valid acks", cs->client_id);
1842  cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1843  continue;
1844  }
1845  break;
1846 
1847  case NetworkClientSocket::STATUS_INACTIVE:
1848  case NetworkClientSocket::STATUS_NEWGRFS_CHECK:
1849  case NetworkClientSocket::STATUS_AUTHORIZED:
1850  /* NewGRF check and authorized states should be handled almost instantly.
1851  * So give them some lee-way, likewise for the query with inactive. */
1853  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);
1854  cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1855  continue;
1856  }
1857  break;
1858 
1859  case NetworkClientSocket::STATUS_MAP:
1860  /* Downloading the map... this is the amount of time since starting the saving. */
1862  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);
1863  cs->SendError(NETWORK_ERROR_TIMEOUT_MAP);
1864  continue;
1865  }
1866  break;
1867 
1868  case NetworkClientSocket::STATUS_DONE_MAP:
1869  case NetworkClientSocket::STATUS_PRE_ACTIVE:
1870  /* The map has been sent, so this is for loading the map and syncing up. */
1872  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);
1873  cs->SendError(NETWORK_ERROR_TIMEOUT_JOIN);
1874  continue;
1875  }
1876  break;
1877 
1878  case NetworkClientSocket::STATUS_AUTH_GAME:
1879  case NetworkClientSocket::STATUS_AUTH_COMPANY:
1880  /* These don't block? */
1882  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);
1883  cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD);
1884  continue;
1885  }
1886  break;
1887 
1888  case NetworkClientSocket::STATUS_MAP_WAIT:
1889  /* This is an internal state where we do not wait
1890  * on the client to move to a different state. */
1891  break;
1892 
1893  case NetworkClientSocket::STATUS_END:
1894  /* Bad server/code. */
1895  NOT_REACHED();
1896  }
1897 
1898  if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {
1899  /* Check if we can send command, and if we have anything in the queue */
1901 
1902  /* Send an updated _frame_counter_max to the client */
1903  if (send_frame) cs->SendFrame();
1904 
1905 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1906  /* Send a sync-check packet */
1907  if (send_sync) cs->SendSync();
1908 #endif
1909  }
1910  }
1911 
1912  /* See if we need to advertise */
1914 }
1915 
1918 {
1921 }
1922 
1925 {
1929 }
1930 
1933 {
1936 }
1937 
1943 {
1944  return this->client_address.GetHostname();
1945 }
1946 
1949 {
1950  static const char * const stat_str[] = {
1951  "inactive",
1952  "checking NewGRFs",
1953  "authorizing (server password)",
1954  "authorizing (company password)",
1955  "authorized",
1956  "waiting",
1957  "loading map",
1958  "map done",
1959  "ready",
1960  "active"
1961  };
1962  static_assert(lengthof(stat_str) == NetworkClientSocket::STATUS_END);
1963 
1964  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1965  NetworkClientInfo *ci = cs->GetInfo();
1966  if (ci == nullptr) continue;
1967  uint lag = NetworkCalculateLag(cs);
1968  const char *status;
1969 
1970  status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
1971  IConsolePrintF(CC_INFO, "Client #%1d name: '%s' status: '%s' frame-lag: %3d company: %1d IP: %s",
1972  cs->client_id, ci->client_name, status, lag,
1973  ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
1974  cs->GetClientIP());
1975  }
1976 }
1977 
1982 {
1983  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1984  if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendConfigUpdate();
1985  }
1986 }
1987 
1993 void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
1994 {
1995  if (NetworkCompanyIsPassworded(company_id) == passworded) return;
1996 
1997  SB(_network_company_passworded, company_id, 1, !!passworded);
1999 
2000  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2001  if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendCompanyUpdate();
2002  }
2003 
2005 }
2006 
2013 void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
2014 {
2015  /* Only allow non-dedicated servers and normal clients to be moved */
2016  if (client_id == CLIENT_ID_SERVER && _network_dedicated) return;
2017 
2019 
2020  /* No need to waste network resources if the client is in the company already! */
2021  if (ci->client_playas == company_id) return;
2022 
2023  ci->client_playas = company_id;
2024 
2025  if (client_id == CLIENT_ID_SERVER) {
2026  SetLocalCompany(company_id);
2027  } else {
2028  NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id);
2029  /* When the company isn't authorized we can't move them yet. */
2030  if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return;
2031  cs->SendMove(client_id, company_id);
2032  }
2033 
2034  /* announce the client's move */
2035  NetworkUpdateClientInfo(client_id);
2036 
2037  NetworkAction action = (company_id == COMPANY_SPECTATOR) ? NETWORK_ACTION_COMPANY_SPECTATOR : NETWORK_ACTION_COMPANY_JOIN;
2038  NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1);
2039 }
2040 
2047 void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const char *string)
2048 {
2049  NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code, string);
2050 }
2051 
2057 void NetworkServerKickClient(ClientID client_id, const char *reason)
2058 {
2059  if (client_id == CLIENT_ID_SERVER) return;
2060  NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED, reason);
2061 }
2062 
2069 uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const char *reason)
2070 {
2071  return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban, reason);
2072 }
2073 
2080 uint NetworkServerKickOrBanIP(const char *ip, bool ban, const char *reason)
2081 {
2082  /* Add address to ban-list */
2083  if (ban) {
2084  bool contains = false;
2085  for (const auto &iter : _network_ban_list) {
2086  if (iter == ip) {
2087  contains = true;
2088  break;
2089  }
2090  }
2091  if (!contains) _network_ban_list.emplace_back(ip);
2092  }
2093 
2094  uint n = 0;
2095 
2096  /* There can be multiple clients with the same IP, kick them all but don't kill the server,
2097  * or the client doing the rcon. The latter can't be kicked because kicking frees closes
2098  * and subsequently free the connection related instances, which we would be reading from
2099  * and writing to after returning. So we would read or write data from freed memory up till
2100  * the segfault triggers. */
2101  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2102  if (cs->client_id == CLIENT_ID_SERVER) continue;
2103  if (cs->client_id == _redirect_console_to_client) continue;
2104  if (cs->client_address.IsInNetmask(ip)) {
2105  NetworkServerKickClient(cs->client_id, reason);
2106  n++;
2107  }
2108  }
2109 
2110  return n;
2111 }
2112 
2119 {
2120  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
2121  if (ci->client_playas == company) return true;
2122  }
2123  return false;
2124 }
2125 
2126 
2132 void ServerNetworkGameSocketHandler::GetClientName(char *client_name, const char *last) const
2133 {
2134  const NetworkClientInfo *ci = this->GetInfo();
2135 
2136  if (ci == nullptr || StrEmpty(ci->client_name)) {
2137  seprintf(client_name, last, "Client #%4d", this->client_id);
2138  } else {
2139  strecpy(client_name, ci->client_name, last);
2140  }
2141 }
2142 
2147 {
2149  if (_network_server) {
2150  IConsolePrintF(CC_INFO, "Client #%1d name: '%s' company: %1d IP: %s",
2151  ci->client_id,
2152  ci->client_name,
2153  ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
2154  ci->client_id == CLIENT_ID_SERVER ? "server" : NetworkClientSocket::GetByClientID(ci->client_id)->GetClientIP());
2155  } else {
2156  IConsolePrintF(CC_INFO, "Client #%1d name: '%s' company: %1d",
2157  ci->client_id,
2158  ci->client_name,
2159  ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0));
2160  }
2161  }
2162 }
2163 
2170 {
2171  assert(c != nullptr);
2172 
2173  if (!_network_server) return;
2174 
2176  _network_company_states[c->index].password[0] = '\0';
2178 
2179  if (ci != nullptr) {
2180  /* ci is nullptr when replaying, or for AIs. In neither case there is a client. */
2181  ci->client_playas = c->index;
2183  NetworkSendCommand(0, 0, 0, CMD_RENAME_PRESIDENT, nullptr, ci->client_name, c->index);
2184  }
2185 
2186  /* Announce new company on network. */
2187  NetworkAdminCompanyInfo(c, true);
2188 
2189  if (ci != nullptr) {
2190  /* ci is nullptr when replaying, or for AIs. In neither case there is a client.
2191  We need to send Admin port update here so that they first know about the new company
2192  and then learn about a possibly joining client (see FS#6025) */
2193  NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, c->index + 1);
2194  }
2195 }
ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT
NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p) override
The client is quitting the game.
Definition: network_server.cpp:1174
VEH_AIRCRAFT
@ VEH_AIRCRAFT
Aircraft vehicle type.
Definition: vehicle_type.h:27
NetworkSettings::rcon_password
char rcon_password[NETWORK_PASSWORD_LENGTH]
password for rconsole (server side)
Definition: settings_type.h:255
NetworkCompanyStats::num_station
uint16 num_station[NETWORK_VEH_END]
How many stations are there of this type?
Definition: network_type.h:59
CompanyProperties::is_ai
bool is_ai
If true, the company is (also) controlled by the computer (a NoAI program).
Definition: company_base.h:94
NetworkCompanyStats
Simple calculated statistics of a company.
Definition: network_type.h:57
CommandContainer::cmd
uint32 cmd
command being executed.
Definition: command_type.h:483
DestType
DestType
Destination of our chat messages.
Definition: network_type.h:81
CC_INFO
static const TextColour CC_INFO
Colour for information lines.
Definition: console_type.h:26
NetworkSettings::max_password_time
uint16 max_password_time
maximum amount of time, in game ticks, a client may take to enter the password
Definition: settings_type.h:247
_frame_counter
uint32 _frame_counter
The current frame.
Definition: network.cpp:68
NetworkServerKickOrBanIP
uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const char *reason)
Ban, or kick, everyone joined from the given client's IP.
Definition: network_server.cpp:2069
GameCreationSettings::generation_seed
uint32 generation_seed
noise seed for world generation
Definition: settings_type.h:280
CompanyEconomyEntry::company_value
Money company_value
The value of the company.
Definition: company_base.h:27
FT_SCENARIO
@ FT_SCENARIO
old or new scenario
Definition: fileio_type.h:19
PACKET_SERVER_ERROR
@ PACKET_SERVER_ERROR
Server sending an error message to the client.
Definition: tcp_game.h:38
NetworkServerSendConfigUpdate
void NetworkServerSendConfigUpdate()
Send Config Update.
Definition: network_server.cpp:1981
SetWindowDirty
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition: window.cpp:3218
NetworkAdminUpdate
void NetworkAdminUpdate(AdminUpdateFrequency freq)
Send (push) updates to the admin network as they have registered for these updates.
Definition: network_admin.cpp:1000
Packet::Recv_string
void Recv_string(char *buffer, size_t size, StringValidationSettings settings=SVS_REPLACE_WITH_QUESTION_MARK)
Reads a string till it finds a '\0' in the stream.
Definition: packet.cpp:286
INVALID_CLIENT_ID
@ INVALID_CLIENT_ID
Client is not part of anything.
Definition: network_type.h:40
NetworkSettings::max_spectators
uint8 max_spectators
maximum amount of spectators
Definition: settings_type.h:268
SM_START_HEIGHTMAP
@ SM_START_HEIGHTMAP
Load a heightmap and start a new game from it.
Definition: openttd.h:36
usererror
void CDECL usererror(const char *s,...)
Error handling for fatal user errors.
Definition: openttd.cpp:100
NetworkFindName
bool NetworkFindName(char *new_name, const char *last)
Check whether a name is unique, and otherwise try to make it unique.
Definition: network_server.cpp:1698
NetworkServerSetCompanyPassword
void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed)
Set/Reset a company password on the server end.
Definition: network_server.cpp:1763
SM_LOAD_GAME
@ SM_LOAD_GAME
Load game, Play Scenario.
Definition: openttd.h:30
_network_game_info
NetworkServerGameInfo _network_game_info
Information about our game.
Definition: network.cpp:57
NetworkServerSendChat
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const char *msg, ClientID from_id, int64 data, bool from_admin)
Send an actual chat message.
Definition: network_server.cpp:1256
NetworkSettings::autoclean_unprotected
uint8 autoclean_unprotected
remove passwordless companies after this many months
Definition: settings_type.h:263
Pool::PoolItem<&_company_pool >::GetIfValid
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:340
NetworkServerShowStatusToConsole
void NetworkServerShowStatusToConsole()
Show the status message of all clients on the console.
Definition: network_server.cpp:1948
NetworkCheckRestartMap
static void NetworkCheckRestartMap()
Check if we want to restart the map.
Definition: network_server.cpp:1600
Packet::buffer
byte * buffer
The buffer of this packet, of basically variable length up to SEND_MTU.
Definition: packet.h:52
PacketWriter::cs
ServerNetworkGameSocketHandler * cs
Socket we are associated with.
Definition: network_server.cpp:57
NetworkSettings::max_clients
uint8 max_clients
maximum amount of clients
Definition: settings_type.h:267
PacketWriter::HasPackets
bool HasPackets()
Checks whether there are packets.
Definition: network_server.cpp:123
_cur_year
Year _cur_year
Current year, starting at 0.
Definition: date.cpp:25
NETWORK_NAME_LENGTH
static const uint NETWORK_NAME_LENGTH
The maximum length of the server name and map name, in bytes including '\0'.
Definition: config.h:40
lock
std::mutex lock
synchronization for playback status fields
Definition: win32_m.cpp:34
NetworkClientInfo::client_playas
CompanyID client_playas
As which company is this client playing (CompanyID)
Definition: network_base.h:27
FACIL_TRUCK_STOP
@ FACIL_TRUCK_STOP
Station with truck stops.
Definition: station_type.h:53
ServerNetworkGameSocketHandler::STATUS_PRE_ACTIVE
@ STATUS_PRE_ACTIVE
The client is catching up the delayed frames.
Definition: network_server.h:61
CompanyProperties::inaugurated_year
Year inaugurated_year
Year of starting the company.
Definition: company_base.h:79
Station
Station data structure.
Definition: station_base.h:450
CommandQueue::Count
uint Count() const
Get the number of items in the queue.
Definition: tcp_game.h:144
_date_fract
DateFract _date_fract
Fractional part of the day.
Definition: date.cpp:28
PACKET_SERVER_CONFIG_UPDATE
@ PACKET_SERVER_CONFIG_UPDATE
Some network configuration important to the client changed.
Definition: tcp_game.h:110
_network_server
bool _network_server
network-server is active
Definition: network.cpp:53
_network_company_passworded
CompanyMask _network_company_passworded
Bitmask of the password status of all companies.
Definition: network.cpp:80
CRR_AUTOCLEAN
@ CRR_AUTOCLEAN
The company is removed due to autoclean.
Definition: company_type.h:57
NetworkAction
NetworkAction
Actions that can be used for NetworkTextMessage.
Definition: network_type.h:91
NetworkClientInfo::client_name
char client_name[NETWORK_CLIENT_NAME_LENGTH]
Name of the client.
Definition: network_base.h:25
CommandPacket::frame
uint32 frame
the frame in which this packet is executed
Definition: network_internal.h:154
SPS_CLOSED
@ SPS_CLOSED
The connection got closed.
Definition: tcp.h:22
WC_CLIENT_LIST
@ WC_CLIENT_LIST
Client list; Window numbers:
Definition: window_type.h:472
NetworkAdminChat
void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, const char *msg, int64 data, bool from_admin)
Send chat to the admin network (if they did opt in for the respective update).
Definition: network_admin.cpp:921
Pool::PoolItem::index
Tindex index
Index of this pool item.
Definition: pool_type.hpp:227
ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO
NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p) override
Request company information (in detail).
Definition: network_server.cpp:861
NetworkGameSocketHandler::SetInfo
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
Definition: tcp_game.h:536
NetworkSettings::network_id
char network_id[NETWORK_SERVER_ID_LENGTH]
network ID for servers
Definition: settings_type.h:261
ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD
NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p) override
Set the password for the clients current company: string The password.
Definition: network_server.cpp:1397
NETWORK_CHAT_LENGTH
static const uint NETWORK_CHAT_LENGTH
The maximum length of a chat message, in bytes including '\0'.
Definition: config.h:50
WC_CLIENT_LIST_POPUP
@ WC_CLIENT_LIST_POPUP
Popup for the client list; Window numbers:
Definition: window_type.h:478
HasBit
static bool HasBit(const T x, const uint8 y)
Checks if a bit in a value is set.
Definition: bitmath_func.hpp:103
NetworkClientInfo::join_date
Date join_date
Gamedate the client has joined.
Definition: network_base.h:28
NetworkAutoCleanCompanies
static void NetworkAutoCleanCompanies()
Check if the server has autoclean_companies activated Two things happen: 1) If a company is not prote...
Definition: network_server.cpp:1628
ADMIN_FREQUENCY_DAILY
@ ADMIN_FREQUENCY_DAILY
The admin gets information about this on a daily basis.
Definition: tcp_admin.h:91
PACKET_SERVER_NEWGAME
@ PACKET_SERVER_NEWGAME
The server is preparing to start a new game.
Definition: tcp_game.h:113
NetworkCompanyState::password
char password[NETWORK_PASSWORD_LENGTH]
The password for the company.
Definition: network_type.h:65
NetworkPrintClients
void NetworkPrintClients()
Print all the clients to the console.
Definition: network_server.cpp:2146
SetLocalCompany
void SetLocalCompany(CompanyID new_company)
Sets the local company and updates the settings that are set on a per-company basis to reflect the co...
Definition: company_cmd.cpp:101
NetworkTCPSocketHandler::sock
SOCKET sock
The socket currently connected to.
Definition: tcp.h:34
PacketWriter::Write
void Write(byte *buf, size_t size) override
Write a given number of bytes into the savegame.
Definition: network_server.cpp:166
ServerNetworkGameSocketHandler::last_token_frame
uint32 last_token_frame
The last frame we received the right token.
Definition: network_server.h:68
MAX_CLIENTS
static const uint MAX_CLIENTS
How many clients can we have.
Definition: network_type.h:16
TextColour
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
Definition: gfx_type.h:250
CommandContainer::p2
uint32 p2
parameter p2.
Definition: command_type.h:482
ServerNetworkGameSocketHandler::ReceivePacket
virtual Packet * ReceivePacket() override
Receives a packet for the given client.
Definition: network_server.cpp:243
NetworkGameSocketHandler::last_frame_server
uint32 last_frame_server
Last frame the server has executed.
Definition: tcp_game.h:519
DESTTYPE_TEAM
@ DESTTYPE_TEAM
Send message/notice to everyone playing the same company (Team)
Definition: network_type.h:83
GRFConfig::ident
GRFIdentifier ident
grfid and md5sum to uniquely identify newgrfs
Definition: newgrf_config.h:157
_settings_client
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:79
NetworkUDPAdvertise
void NetworkUDPAdvertise()
Register us to the master server This function checks if it needs to send an advertise.
Definition: network_udp.cpp:571
PACKET_SERVER_WAIT
@ PACKET_SERVER_WAIT
Server tells the client there are some people waiting for the map as well.
Definition: tcp_game.h:70
ServerNetworkGameSocketHandler::STATUS_MAP
@ STATUS_MAP
The client is downloading the map.
Definition: network_server.h:59
PACKET_SERVER_JOIN
@ PACKET_SERVER_JOIN
Tells clients that a new client has joined.
Definition: tcp_game.h:77
Company::IsValidHumanID
static bool IsValidHumanID(size_t index)
Is this company a valid company, not controlled by a NoAI program?
Definition: company_base.h:145
NetworkSyncCommandQueue
void NetworkSyncCommandQueue(NetworkClientSocket *cs)
Sync our local command queue to the command queue of the given socket.
Definition: network_command.cpp:179
ADMIN_FREQUENCY_MONTHLY
@ ADMIN_FREQUENCY_MONTHLY
The admin gets information about this on a monthly basis.
Definition: tcp_admin.h:93
ServerNetworkGameSocketHandler::STATUS_MAP_WAIT
@ STATUS_MAP_WAIT
The client is waiting as someone else is downloading the map.
Definition: network_server.h:58
NetworkServerMonthlyLoop
void NetworkServerMonthlyLoop()
Monthly "callback".
Definition: network_server.cpp:1924
NetworkSettings::autoclean_protected
uint8 autoclean_protected
remove the password from passworded companies after this many months
Definition: settings_type.h:264
ServerNetworkGameSocketHandler::receive_limit
int receive_limit
Amount of bytes that we can receive at this moment.
Definition: network_server.h:71
WC_COMPANY
@ WC_COMPANY
Company view; Window numbers:
Definition: window_type.h:362
GetNetworkErrorMsg
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
Definition: network.cpp:299
VEH_ROAD
@ VEH_ROAD
Road vehicle type.
Definition: vehicle_type.h:25
Vehicle
Vehicle data structure.
Definition: vehicle_base.h:222
NetworkCompanyState::months_empty
uint16 months_empty
How many months the company is empty.
Definition: network_type.h:66
_redirect_console_to_client
ClientID _redirect_console_to_client
If not invalid, redirect the console output to a client.
Definition: network.cpp:60
NETWORK_CLIENT_NAME_LENGTH
static const uint NETWORK_CLIENT_NAME_LENGTH
The maximum length of a client's name, in bytes including '\0'.
Definition: config.h:47
Owner
Owner
Enum for all companies/owners.
Definition: company_type.h:18
NetworkGameSocketHandler
Base socket handler for all TCP sockets.
Definition: tcp_game.h:148
GenerateCompanyPasswordHash
const char * GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed)
Hash the given password using server ID and game seed.
Definition: network.cpp:182
Packet::Send_uint8
void Send_uint8(uint8 data)
Package a 8 bits integer in the packet.
Definition: packet.cpp:96
NetworkLanguage
NetworkLanguage
Language ids for server_lang and client_lang.
Definition: network_internal.h:66
SetDParam
static void SetDParam(uint n, uint64 v)
Set a string parameter v at index n in the global string parameter array.
Definition: strings_func.h:199
SPS_ALL_SENT
@ SPS_ALL_SENT
All packets in the queue are sent.
Definition: tcp.h:25
GENERATE_NEW_SEED
static const uint32 GENERATE_NEW_SEED
Create a new random seed.
Definition: genworld.h:24
ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK
NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p) override
Tell the server that we are done receiving/loading the map.
Definition: network_server.cpp:1031
NetworkAdminClientQuit
void NetworkAdminClientQuit(ClientID client_id)
Notify the admin network that a client quit (if they have opt in for the respective update).
Definition: network_admin.cpp:845
CC_DEFAULT
static const TextColour CC_DEFAULT
Default colour of the console.
Definition: console_type.h:23
_frame_counter_max
uint32 _frame_counter_max
To where we may go with our clients.
Definition: network.cpp:67
ServerNetworkGameSocketHandler::STATUS_ACTIVE
@ STATUS_ACTIVE
The client is active within in the game.
Definition: network_server.h:62
NetworkServer_Tick
void NetworkServer_Tick(bool send_frame)
This is called every tick if this is a _network_server.
Definition: network_server.cpp:1792
ServerNetworkGameSocketHandler::SendCommand
NetworkRecvStatus SendCommand(const CommandPacket *cp)
Send a command to the client to execute.
Definition: network_server.cpp:723
network_base.h
SmallMap< NetworkAddress, SOCKET >
PACKET_SERVER_MAP_SIZE
@ PACKET_SERVER_MAP_SIZE
Server tells the client what the (compressed) size of the map is.
Definition: tcp_game.h:72
ServerNetworkGameSocketHandler::SendRConResult
NetworkRecvStatus SendRConResult(uint16 colour, const char *command)
Send the result of a console action.
Definition: network_server.cpp:810
NetworkAdminClientInfo
void NetworkAdminClientInfo(const NetworkClientSocket *cs, bool new_client)
Notify the admin network of a new client (if they did opt in for the respective update).
Definition: network_admin.cpp:816
GameSettings::game_creation
GameCreationSettings game_creation
settings used during the creation of a game (map)
Definition: settings_type.h:548
PacketWriter::Finish
void Finish() override
Prepare everything to finish writing the savegame.
Definition: network_server.cpp:191
Packet::Send_uint32
void Send_uint32(uint32 data)
Package a 32 bits integer in the packet.
Definition: packet.cpp:117
PACKET_SERVER_MAP_DONE
@ PACKET_SERVER_MAP_DONE
Server tells it has just sent the last bits of the map to the client.
Definition: tcp_game.h:74
SpecializedStation< Station, false >::Iterate
static Pool::IterateWrapper< Station > Iterate(size_t from=0)
Returns an iterable ensemble of all valid stations of type T.
Definition: base_station_base.h:270
NetworkTCPSocketHandler::ReceivePacket
virtual Packet * ReceivePacket()
Receives a packet for the given client.
Definition: tcp.cpp:145
NetworkSettings::max_download_time
uint16 max_download_time
maximum amount of time, in game ticks, a client may take to download the map
Definition: settings_type.h:246
CommandQueue::Append
void Append(CommandPacket *p)
Append a CommandPacket at the end of the queue.
Definition: network_command.cpp:57
DECLARE_POSTFIX_INCREMENT
#define DECLARE_POSTFIX_INCREMENT(enum_type)
Some enums need to have allowed incrementing (i.e.
Definition: enum_type.hpp:14
NetworkClientInfo::GetByClientID
static NetworkClientInfo * GetByClientID(ClientID client_id)
Return the CI given it's client-identifier.
Definition: network.cpp:119
ADMIN_FREQUENCY_QUARTERLY
@ ADMIN_FREQUENCY_QUARTERLY
The admin gets information about this on a quarterly basis.
Definition: tcp_admin.h:94
ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD
NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p) override
Send a password to the server to authorize uint8 Password type (see NetworkPasswordType).
Definition: network_server.cpp:988
PacketWriter::PrependQueue
void PrependQueue()
Prepend the current packet to the queue.
Definition: network_server.cpp:157
CommandPacket::company
CompanyID company
company that is executing the command
Definition: network_internal.h:153
FileToSaveLoad::abstract_ftype
AbstractFileType abstract_ftype
Abstract type of file (scenario, heightmap, etc).
Definition: saveload.h:342
NetworkClientInfo::client_lang
byte client_lang
The language of the client.
Definition: network_base.h:26
FACIL_BUS_STOP
@ FACIL_BUS_STOP
Station with bus stops.
Definition: station_type.h:54
ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED
NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) override
Tell the server that we have the required GRFs.
Definition: network_server.cpp:866
TCPListenHandler
Template for TCP listeners.
Definition: tcp_listen.h:28
ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler
~ServerNetworkGameSocketHandler()
Clear everything related to this client.
Definition: network_server.cpp:232
CommandContainer::p1
uint32 p1
parameter p1.
Definition: command_type.h:481
COMPANY_NEW_COMPANY
@ COMPANY_NEW_COMPANY
The client wants a new company.
Definition: company_type.h:34
NetworkSettings::server_admin_chat
bool server_admin_chat
allow private chat for the server to be distributed to the admin network
Definition: settings_type.h:252
ServerNetworkGameSocketHandler::STATUS_INACTIVE
@ STATUS_INACTIVE
The client is not connected nor active.
Definition: network_server.h:53
ServerNetworkGameSocketHandler::Send
static void Send()
Send the packets for the server sockets.
Definition: network_server.cpp:320
NetworkCompanyStats::num_vehicle
uint16 num_vehicle[NETWORK_VEH_END]
How many vehicles are there of this type?
Definition: network_type.h:58
Packet::Recv_uint32
uint32 Recv_uint32()
Read a 32 bits integer from the packet.
Definition: packet.cpp:246
NetworkSettings::server_password
char server_password[NETWORK_PASSWORD_LENGTH]
password for joining this server
Definition: settings_type.h:254
NETWORK_RECV_STATUS_CONN_LOST
@ NETWORK_RECV_STATUS_CONN_LOST
The connection is 'just' lost.
Definition: core.h:27
PACKET_SERVER_NEED_GAME_PASSWORD
@ PACKET_SERVER_NEED_GAME_PASSWORD
Server requests the (hashed) game password.
Definition: tcp_game.h:59
NETWORK_CLIENTS_LENGTH
static const uint NETWORK_CLIENTS_LENGTH
The maximum length for the list of clients that controls a company, in bytes including '\0'.
Definition: config.h:46
PacketWriter
Writing a savegame directly to a number of packets.
Definition: network_server.cpp:56
NetworkServerUpdateCompanyPassworded
void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
Tell that a particular company is (not) passworded.
Definition: network_server.cpp:1993
CompanyEconomyEntry::performance_history
int32 performance_history
Company score (scale 0-1000)
Definition: company_base.h:26
CommandPacket
Everything we need to know about a command to be able to execute it.
Definition: network_internal.h:149
_date
Date _date
Current date in days (day counter)
Definition: date.cpp:27
ServerNetworkGameSocketHandler::SendSync
NetworkRecvStatus SendSync()
Request the client to sync.
Definition: network_server.cpp:706
GRFConfig
Information about GRF, used in the game and (part of it) in savegames.
Definition: newgrf_config.h:152
PACKET_SERVER_SHUTDOWN
@ PACKET_SERVER_SHUTDOWN
The server is shutting down.
Definition: tcp_game.h:114
DoCommandP
bool DoCommandP(const CommandContainer *container, bool my_cmd)
Shortcut for the long DoCommandP when having a container with the data.
Definition: command.cpp:541
PACKET_SERVER_NEED_COMPANY_PASSWORD
@ PACKET_SERVER_NEED_COMPANY_PASSWORD
Server requests the (hashed) company password.
Definition: tcp_game.h:61
ServerNetworkGameSocketHandler::SendConfigUpdate
NetworkRecvStatus SendConfigUpdate()
Send an update about the max company/spectator counts.
Definition: network_server.cpp:846
SM_NEWGAME
@ SM_NEWGAME
New Game --> 'Random game'.
Definition: openttd.h:26
Pool::MAX_SIZE
static const size_t MAX_SIZE
Make template parameter accessible from outside.
Definition: pool_type.hpp:85
DEBUG
#define DEBUG(name, level,...)
Output a line of debugging information.
Definition: debug.h:35
NetworkHandleCommandQueue
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
Handle the command-queue of a socket.
Definition: network_server.cpp:1779
NetworkSettings::bytes_per_frame
uint16 bytes_per_frame
how many bytes may, over a long period, be received per frame?
Definition: settings_type.h:242
Packet::Send_string
void Send_string(const char *data)
Sends a string over the network.
Definition: packet.cpp:148
NetworkAddress::GetHostname
const char * GetHostname()
Get the hostname; in case it wasn't given the IPv4 dotted representation is given.
Definition: address.cpp:22
NETWORK_RECV_STATUS_SERVER_ERROR
@ NETWORK_RECV_STATUS_SERVER_ERROR
The server told us we made an error.
Definition: core.h:29
PACKET_SERVER_COMPANY_UPDATE
@ PACKET_SERVER_COMPANY_UPDATE
Information (password) of a company changed.
Definition: tcp_game.h:109
GRFConfig::flags
uint8 flags
NOSAVE: GCF_Flags, bitset.
Definition: newgrf_config.h:167
NetworkSettings::restart_game_year
Year restart_game_year
year the server restarts
Definition: settings_type.h:269
SB
static T SB(T &x, const uint8 s, const uint8 n, const U d)
Set n bits in x starting at bit s to d.
Definition: bitmath_func.hpp:58
ClientID
ClientID
'Unique' identifier to be given to clients
Definition: network_type.h:39
CompanyProperties::money
Money money
Money owned by the company.
Definition: company_base.h:66
NetworkSocketHandler::SendGRFIdentifier
void SendGRFIdentifier(Packet *p, const GRFIdentifier *grf)
Serializes the GRFIdentifier (GRF ID and MD5 checksum) to the packet.
Definition: core.cpp:57
Packet::size
PacketSize size
The size of the whole packet for received packets.
Definition: packet.h:48
PACKET_SERVER_BANNED
@ PACKET_SERVER_BANNED
The server has banned you.
Definition: tcp_game.h:34
SEND_MTU
static const uint16 SEND_MTU
Number of bytes we can pack in a single packet.
Definition: config.h:33
ServerNetworkGameSocketHandler::SendMove
NetworkRecvStatus SendMove(ClientID client_id, CompanyID company_id)
Tell that a client moved to another company.
Definition: network_server.cpp:825
ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN
NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p) override
Try to join the server: string OpenTTD revision (norev000 if no revision).
Definition: network_server.cpp:887
ServerNetworkGameSocketHandler::SendJoin
NetworkRecvStatus SendJoin(ClientID client_id)
Tell that a client joined.
Definition: network_server.cpp:672
IsNetworkCompatibleVersion
bool IsNetworkCompatibleVersion(const char *other)
Checks whether the given version string is compatible with our version.
Definition: network.cpp:1147
_settings_game
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition: settings.cpp:80
_sync_seed_1
uint32 _sync_seed_1
Seed to compare during sync checks.
Definition: network.cpp:71
ServerNetworkGameSocketHandler::SendFrame
NetworkRecvStatus SendFrame()
Tell the client that they may run to a particular frame.
Definition: network_server.cpp:683
MAX_COMPANIES
@ MAX_COMPANIES
Maximum number of companies.
Definition: company_type.h:23
_local_company
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
Definition: company_cmd.cpp:45
PacketWriter::PopPacket
Packet * PopPacket()
Pop a single created packet from the queue with packets.
Definition: network_server.cpp:131
NetworkServerSendRcon
void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const char *string)
Send an rcon reply to the client.
Definition: network_server.cpp:2047
CMD_CLIENT_ID
@ CMD_CLIENT_ID
set p2 with the ClientID of the sending client.
Definition: command_type.h:398
PacketWriter::total_size
size_t total_size
Total size of the compressed savegame.
Definition: network_server.cpp:59
Packet::Send_uint16
void Send_uint16(uint16 data)
Package a 16 bits integer in the packet.
Definition: packet.cpp:106
NetworkTCPSocketHandler::SendPacket
virtual void SendPacket(Packet *packet)
This function puts the packet in the send-queue and it is send as soon as possible.
Definition: tcp.cpp:61
CLIENT_ID_SERVER
@ CLIENT_ID_SERVER
Servers always have this ID.
Definition: network_type.h:41
_network_company_states
NetworkCompanyState * _network_company_states
Statistics about some companies.
Definition: network.cpp:58
StrEmpty
static bool StrEmpty(const char *s)
Check if a string buffer is empty.
Definition: string_func.h:60
ServerNetworkGameSocketHandler::SendCompanyUpdate
NetworkRecvStatus SendCompanyUpdate()
Send an update about the company password states.
Definition: network_server.cpp:836
ServerNetworkGameSocketHandler::SendWelcome
NetworkRecvStatus SendWelcome()
Send the client a welcome message with some basic information.
Definition: network_server.cpp:521
_network_client_id
static ClientID _network_client_id
The identifier counter for new clients (is never decreased)
Definition: network_server.cpp:41
ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE
NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p) override
Request the server to move this client into another company: uint8 ID of the company the client wants...
Definition: network_server.cpp:1465
Packet::next
Packet * next
The next packet.
Definition: packet.h:42
CommandPacket::my_cmd
bool my_cmd
did the command originate from "me"
Definition: network_internal.h:155
CompanyProperties::yearly_expenses
Money yearly_expenses[3][EXPENSES_END]
Expenses of the company for the last three years, in every ExpensesType category.
Definition: company_base.h:96
ServerNetworkGameSocketHandler::status
ClientStatus status
Status of this client.
Definition: network_server.h:69
NetworkPopulateCompanyStats
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
Populate the company stats.
Definition: network_server.cpp:1548
FACIL_DOCK
@ FACIL_DOCK
Station with a dock.
Definition: station_type.h:56
network_server.h
_network_dedicated
bool _network_dedicated
are we a dedicated server?
Definition: network.cpp:55
ServerNetworkGameSocketHandler::savegame
struct PacketWriter * savegame
Writer used to write the savegame.
Definition: network_server.h:73
Packet
Internal entity of a packet.
Definition: packet.h:40
NetworkSettings::max_join_time
uint16 max_join_time
maximum amount of time, in game ticks, a client may take to sync up during joining
Definition: settings_type.h:245
NETWORK_COMPANY_INFO_VERSION
static const byte NETWORK_COMPANY_INFO_VERSION
What version of company info is this?
Definition: config.h:37
FT_SAVEGAME
@ FT_SAVEGAME
old or new savegame
Definition: fileio_type.h:18
ServerNetworkGameSocketHandler::SendClientInfo
NetworkRecvStatus SendClientInfo(NetworkClientInfo *ci)
Send the client information about a client.
Definition: network_server.cpp:343
NetworkGameSocketHandler::ReceiveCommand
const char * ReceiveCommand(Packet *p, CommandPacket *cp)
Receives a command from the network.
Definition: network_command.cpp:296
GetCommandFlags
CommandFlags GetCommandFlags(uint32 cmd)
Definition: command.cpp:393
ADMIN_FREQUENCY_ANUALLY
@ ADMIN_FREQUENCY_ANUALLY
The admin gets information about this on a yearly basis.
Definition: tcp_admin.h:95
NETWORK_REVISION_LENGTH
static const uint NETWORK_REVISION_LENGTH
The maximum length of the revision, in bytes including '\0'.
Definition: config.h:44
PACKET_SERVER_COMPANY_INFO
@ PACKET_SERVER_COMPANY_INFO
Information about a single company.
Definition: tcp_game.h:42
ServerNetworkGameSocketHandler::STATUS_DONE_MAP
@ STATUS_DONE_MAP
The client has downloaded the map.
Definition: network_server.h:60
ServerNetworkGameSocketHandler::GetClientIP
const char * GetClientIP()
Get the IP address/hostname of the connected client.
Definition: network_server.cpp:1942
NetworkCompanyIsPassworded
bool NetworkCompanyIsPassworded(CompanyID company_id)
Check if the company we want to join requires a password.
Definition: network.cpp:213
ServerNetworkGameSocketHandler::SendQuit
NetworkRecvStatus SendQuit(ClientID client_id)
Tell the client another client quit.
Definition: network_server.cpp:779
NetworkClientInfo::client_id
ClientID client_id
Client identifier (same as ClientState->client_id)
Definition: network_base.h:24
PACKET_SERVER_MOVE
@ PACKET_SERVER_MOVE
Server tells everyone that someone is moved to another company.
Definition: tcp_game.h:104
NetworkServerDailyLoop
void NetworkServerDailyLoop()
Daily "callback".
Definition: network_server.cpp:1932
NETWORK_PASSWORD_LENGTH
static const uint NETWORK_PASSWORD_LENGTH
The maximum length of the password, in bytes including '\0' (must be >= NETWORK_SERVER_ID_LENGTH)
Definition: config.h:45
PACKET_SERVER_FULL
@ PACKET_SERVER_FULL
The server is full and has no place for you.
Definition: tcp_game.h:33
NetworkServerChangeClientName
bool NetworkServerChangeClientName(ClientID client_id, const char *new_name)
Change the client name of the given client.
Definition: network_server.cpp:1739
Packet::Send_bool
void Send_bool(bool data)
Package a boolean in the packet.
Definition: packet.cpp:87
SlError
void NORETURN SlError(StringID string, const char *extra_msg)
Error handler.
Definition: saveload.cpp:326
NetworkAdminCompanyUpdate
void NetworkAdminCompanyUpdate(const Company *company)
Notify the admin network of company updates.
Definition: network_admin.cpp:894
SPS_NONE_SENT
@ SPS_NONE_SENT
The buffer is still full, so no (parts of) packets could be sent.
Definition: tcp.h:23
ServerNetworkGameSocketHandler::SendErrorQuit
NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
Tell the client another client quit with an error.
Definition: network_server.cpp:764
NetworkServerNewCompany
void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
Perform all the server specific administration of a new company.
Definition: network_server.cpp:2169
ServerNetworkGameSocketHandler
Class for handling the server side of the game connection.
Definition: network_server.h:24
NetworkGameSocketHandler::GetInfo
NetworkClientInfo * GetInfo() const
Gets the client info of this socket handler.
Definition: tcp_game.h:546
_switch_mode
SwitchMode _switch_mode
The next mainloop command.
Definition: gfx.cpp:46
StringID
uint32 StringID
Numeric value that represents a string, independent of the selected language.
Definition: strings_type.h:16
PacketWriter::AppendQueue
void AppendQueue()
Append the current packet to the queue.
Definition: network_server.cpp:143
NetworkSocketHandler::HasClientQuit
bool HasClientQuit() const
Whether the current client connected to the socket has quit.
Definition: core.h:67
ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND
NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p) override
The client has done a command and wants us to handle it.
Definition: network_server.cpp:1077
NetworkTCPSocketHandler::SendPackets
SendPacketsState SendPackets(bool closing_down=false)
Sends all the buffered packets out for this client.
Definition: tcp.cpp:95
NETWORK_RCONCOMMAND_LENGTH
static const uint NETWORK_RCONCOMMAND_LENGTH
The maximum length of a rconsole command, in bytes including '\0'.
Definition: config.h:48
NetworkServerDoMove
void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
Handle the tid-bits of moving a client from one company to another.
Definition: network_server.cpp:2013
Pool::PoolItem<&_company_pool >::Iterate
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
Definition: pool_type.hpp:378
Pool
Base class for all pools.
Definition: pool_type.hpp:81
DeleteWindowById
void DeleteWindowById(WindowClass cls, WindowNumber number, bool force)
Delete a window by its class and window number (if it is open).
Definition: window.cpp:1165
ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME
NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p) override
Gives the client a new name: string New name of the client.
Definition: network_server.cpp:1414
PACKET_SERVER_ERROR_QUIT
@ PACKET_SERVER_ERROR_QUIT
A server tells that a client has hit an error and did quit.
Definition: tcp_game.h:120
Pool::PoolItem<&_company_pool >::GetNumItems
static size_t GetNumItems()
Returns number of valid items in the pool.
Definition: pool_type.hpp:359
ServerNetworkGameSocketHandler::SendNewGame
NetworkRecvStatus SendNewGame()
Tell the client we're starting a new game.
Definition: network_server.cpp:798
FACIL_TRAIN
@ FACIL_TRAIN
Station with train station.
Definition: station_type.h:52
network_udp.h
PacketWriter::~PacketWriter
~PacketWriter()
Make sure everything is cleaned up.
Definition: network_server.cpp:73
PacketSize
uint16 PacketSize
Size of the whole packet.
Definition: packet.h:19
SpecializedVehicle< RoadVehicle, Type >::From
static RoadVehicle * From(Vehicle *v)
Converts a Vehicle to SpecializedVehicle with type checking.
Definition: vehicle_base.h:1162
Packet::Send_uint64
void Send_uint64(uint64 data)
Package a 64 bits integer in the packet.
Definition: packet.cpp:130
NetworkSendCommand
void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company)
Prepare a DoCommand to be send over the network.
Definition: network_command.cpp:136
SaveFilter
Interface for filtering a savegame till it is written.
Definition: saveload_filter.h:60
GetDrawStringCompanyColour
TextColour GetDrawStringCompanyColour(CompanyID company)
Get the colour for DrawString-subroutines which matches the colour of the company.
Definition: company_cmd.cpp:129
NetworkSettings::bytes_per_frame_burst
uint16 bytes_per_frame_burst
how many bytes may, over a short period, be received?
Definition: settings_type.h:243
COMPANY_SPECTATOR
@ COMPANY_SPECTATOR
The client is spectating.
Definition: company_type.h:35
NetworkGameSocketHandler::last_packet
uint last_packet
Time we received the last frame.
Definition: tcp_game.h:521
NetworkRecvStatus
NetworkRecvStatus
Status of a network client; reasons why a client has quit.
Definition: core.h:22
_network_clients_connected
byte _network_clients_connected
The amount of clients connected.
Definition: network.cpp:91
_file_to_saveload
FileToSaveLoad _file_to_saveload
File to save or load in the openttd loop.
Definition: saveload.cpp:62
GRFConfig::next
struct GRFConfig * next
NOSAVE: Next item in the linked list.
Definition: newgrf_config.h:177
ServerNetworkGameSocketHandler::SendChat
NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data)
Send a chat message.
Definition: network_server.cpp:743
ServerNetworkGameSocketHandler::STATUS_NEWGRFS_CHECK
@ STATUS_NEWGRFS_CHECK
The client is checking NewGRFs.
Definition: network_server.h:54
SaveWithFilter
SaveOrLoadResult SaveWithFilter(SaveFilter *writer, bool threaded)
Save the game using a (writer) filter.
Definition: saveload.cpp:2586
ServerNetworkGameSocketHandler::AllowConnection
static bool AllowConnection()
Whether an connection is allowed or not at this moment.
Definition: network_server.cpp:307
ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP
NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p) override
Request the map from the server.
Definition: network_server.cpp:1010
NetworkSettings::max_init_time
uint16 max_init_time
maximum amount of time, in game ticks, a client may take to initiate joining
Definition: settings_type.h:244
PACKET_SERVER_SYNC
@ PACKET_SERVER_SYNC
Server tells the client what the random state should be.
Definition: tcp_game.h:88
Pool::PoolItem<&_networkclientsocket_pool >::CanAllocateItem
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
Definition: pool_type.hpp:299
ServerNetworkGameSocketHandler::SendMap
NetworkRecvStatus SendMap()
This sends the map to the client.
Definition: network_server.cpp:569
seprintf
int CDECL seprintf(char *str, const char *last, const char *format,...)
Safer implementation of snprintf; same as snprintf except:
Definition: string.cpp:442
FT_HEIGHTMAP
@ FT_HEIGHTMAP
heightmap file
Definition: fileio_type.h:20
PACKET_SERVER_MAP_BEGIN
@ PACKET_SERVER_MAP_BEGIN
Server tells the client that it is beginning to send the map.
Definition: tcp_game.h:71
Packet::Recv_uint8
uint8 Recv_uint8()
Read a 8 bits integer from the packet.
Definition: packet.cpp:217
ServerNetworkGameSocketHandler::SendNewGRFCheck
NetworkRecvStatus SendNewGRFCheck()
Send the check for the NewGRFs.
Definition: network_server.cpp:469
CC_ERROR
static const TextColour CC_ERROR
Colour for error lines.
Definition: console_type.h:24
ServerNetworkGameSocketHandler::STATUS_AUTH_COMPANY
@ STATUS_AUTH_COMPANY
The client is authorizing with company password.
Definition: network_server.h:56
CMD_COMPANY_CTRL
@ CMD_COMPANY_CTRL
used in multiplayer to create a new companies etc.
Definition: command_type.h:281
PACKET_SERVER_CHAT
@ PACKET_SERVER_CHAT
Server distributing the message of a client (or itself).
Definition: tcp_game.h:96
INSTANTIATE_POOL_METHODS
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
Definition: pool_func.hpp:224
PACKET_SERVER_RCON
@ PACKET_SERVER_RCON
Response of the executed command on the server.
Definition: tcp_game.h:100
PACKET_SERVER_QUIT
@ PACKET_SERVER_QUIT
A server tells that a client has quit.
Definition: tcp_game.h:118
ServerNetworkGameSocketHandler::SendNeedGamePassword
NetworkRecvStatus SendNeedGamePassword()
Request the game password.
Definition: network_server.cpp:489
NetworkGameSocketHandler::incoming_queue
CommandQueue incoming_queue
The command-queue awaiting handling.
Definition: tcp_game.h:520
error
void CDECL error(const char *s,...)
Error handling for fatal non-user errors.
Definition: openttd.cpp:129
NetworkGameSocketHandler::client_id
ClientID client_id
Client identifier.
Definition: tcp_game.h:517
_grfconfig
GRFConfig * _grfconfig
First item in list of current GRF set up.
Definition: newgrf_config.cpp:170
PacketWriter::PacketWriter
PacketWriter(ServerNetworkGameSocketHandler *cs)
Create the packet writer.
Definition: network_server.cpp:68
MILLISECONDS_PER_TICK
static const uint MILLISECONDS_PER_TICK
The number of milliseconds per game tick.
Definition: gfx_type.h:310
PACKET_SERVER_COMMAND
@ PACKET_SERVER_COMMAND
Server distributes a command to (all) the clients.
Definition: tcp_game.h:92
ServerNetworkGameSocketHandler::Receive_CLIENT_ACK
NetworkRecvStatus Receive_CLIENT_ACK(Packet *p) override
Tell the server we are done with this frame: uint32 Current frame counter of the client.
Definition: network_server.cpp:1200
NetworkAdminClientUpdate
void NetworkAdminClientUpdate(const NetworkClientInfo *ci)
Notify the admin network of a client update (if they did opt in for the respective update).
Definition: network_admin.cpp:832
PACKET_SERVER_FRAME
@ PACKET_SERVER_FRAME
Server tells the client what frame it is in, and thus to where the client may progress.
Definition: tcp_game.h:86
lengthof
#define lengthof(x)
Return the length of an fixed size array.
Definition: stdafx.h:377
_network_ban_list
StringList _network_ban_list
The banned clients.
Definition: network.cpp:65
ClientSettings::network
NetworkSettings network
settings related to the network
Definition: settings_type.h:566
SPS_PARTLY_SENT
@ SPS_PARTLY_SENT
The packets are partly sent; there are more packets to be sent in the queue.
Definition: tcp.h:24
Packet::Recv_uint64
uint64 Recv_uint64()
Read a 64 bits integer from the packet.
Definition: packet.cpp:263
OrderBackup::ResetUser
static void ResetUser(uint32 user)
Reset an user's OrderBackup if needed.
Definition: order_backup.cpp:164
NetworkSocketHandler::SendCompanyInformation
void SendCompanyInformation(Packet *p, const struct Company *c, const struct NetworkCompanyStats *stats, uint max_len=NETWORK_COMPANY_NAME_LENGTH)
Package some generic company information into a packet.
Definition: network_server.cpp:1499
NetworkSettings::autoclean_novehicles
uint8 autoclean_novehicles
remove companies with no vehicles after this many months
Definition: settings_type.h:265
OverflowSafeInt< int64, INT64_MAX, INT64_MIN >
DESTTYPE_BROADCAST
@ DESTTYPE_BROADCAST
Send message/notice to all clients (All)
Definition: network_type.h:82
PacketWriter::mutex
std::mutex mutex
Mutex for making threaded saving safe.
Definition: network_server.cpp:61
ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler
ServerNetworkGameSocketHandler(SOCKET s)
Create a new socket for the server side of the game connection.
Definition: network_server.cpp:217
ServerNetworkGameSocketHandler::Receive_CLIENT_RCON
NetworkRecvStatus Receive_CLIENT_RCON(Packet *p) override
Send an RCon command to the server: string RCon password.
Definition: network_server.cpp:1440
RoadVehicle::IsBus
bool IsBus() const
Check whether a roadvehicle is a bus.
Definition: roadveh_cmd.cpp:79
ServerNetworkGameSocketHandler::client_address
NetworkAddress client_address
IP-address of the client (so he can be banned)
Definition: network_server.h:74
IConsoleCmdExec
void IConsoleCmdExec(const char *cmdstr, const uint recurse_count)
Execute a given command passed to us.
Definition: console.cpp:407
ProcessAsyncSaveFinish
void ProcessAsyncSaveFinish()
Handle async save finishes.
Definition: saveload.cpp:402
PacketWriter::Destroy
void Destroy()
Begin the destruction of this packet writer.
Definition: network_server.cpp:100
NetworkSettings::max_lag_time
uint16 max_lag_time
maximum amount of time, in game ticks, a client may be lagging behind the server
Definition: settings_type.h:248
ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT
NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p) override
Sends a chat-packet to the server: uint8 ID of the action (see NetworkAction).
Definition: network_server.cpp:1368
PACKET_SERVER_CLIENT_INFO
@ PACKET_SERVER_CLIENT_INFO
Server sends you information about a client.
Definition: tcp_game.h:66
NETWORK_RECV_STATUS_OKAY
@ NETWORK_RECV_STATUS_OKAY
Everything is okay.
Definition: core.h:23
NetworkGameSocketHandler::SendCommand
void SendCommand(Packet *p, const CommandPacket *cp)
Sends a command over the network.
Definition: network_command.cpp:321
CCA_DELETE
@ CCA_DELETE
Delete a company.
Definition: company_type.h:67
ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD
NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p) override
Send a password to the server to authorize: uint8 Password type (see NetworkPasswordType).
Definition: network_server.cpp:963
ADMIN_FREQUENCY_WEEKLY
@ ADMIN_FREQUENCY_WEEKLY
The admin gets information about this on a weekly basis.
Definition: tcp_admin.h:92
DESTTYPE_CLIENT
@ DESTTYPE_CLIENT
Send message/notice to only a certain client (Private)
Definition: network_type.h:84
PACKET_SERVER_WELCOME
@ PACKET_SERVER_WELCOME
Server welcomes you and gives you your ClientID.
Definition: tcp_game.h:65
ServerNetworkGameSocketHandler::SendShutdown
NetworkRecvStatus SendShutdown()
Tell the client we're shutting down.
Definition: network_server.cpp:790
VEH_TRAIN
@ VEH_TRAIN
Train vehicle type.
Definition: vehicle_type.h:24
Pool::PoolItem<&_company_pool >::IsValidID
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
Definition: pool_type.hpp:318
FACIL_AIRPORT
@ FACIL_AIRPORT
Station with an airport.
Definition: station_type.h:55
CMD_SERVER
@ CMD_SERVER
the command can only be initiated by the server
Definition: command_type.h:391
CMD_SPECTATOR
@ CMD_SPECTATOR
the command may be initiated by a spectator
Definition: command_type.h:392
ServerNetworkGameSocketHandler::last_token
byte last_token
The last random token we did send to verify the client is listening.
Definition: network_server.h:67
PacketWriter::exit_sig
std::condition_variable exit_sig
Signal for threaded destruction of this packet writer.
Definition: network_server.cpp:62
ServerNetworkGameSocketHandler::SendError
NetworkRecvStatus SendError(NetworkErrorCode error, const char *reason=nullptr)
Send an error to the client, and close its connection.
Definition: network_server.cpp:422
network_admin.h
NetworkServerGameInfo::clients_on
byte clients_on
Current count of clients on server.
Definition: game.h:26
strecpy
char * strecpy(char *dst, const char *src, const char *last)
Copies characters from one buffer to another.
Definition: string.cpp:112
NetworkSettings::max_commands_in_queue
uint16 max_commands_in_queue
how many commands may there be in the incoming queue before dropping the connection?
Definition: settings_type.h:241
CC_WARNING
static const TextColour CC_WARNING
Colour for warning lines.
Definition: console_type.h:25
free
static void free(const void *ptr)
Version of the standard free that accepts const pointers.
Definition: stdafx.h:469
ServerNetworkGameSocketHandler::SendCompanyInfo
NetworkRecvStatus SendCompanyInfo()
Send the client information about the companies.
Definition: network_server.cpp:357
strecat
char * strecat(char *dst, const char *src, const char *last)
Appends characters from one string to another.
Definition: string.cpp:84
NetworkServerKickClient
void NetworkServerKickClient(ClientID client_id, const char *reason)
Kick a single client.
Definition: network_server.cpp:2057
MAX_CLIENT_SLOTS
static const uint MAX_CLIENT_SLOTS
The number of slots; must be at least 1 more than MAX_CLIENTS.
Definition: network_type.h:23
_realtime_tick
uint32 _realtime_tick
The real time in the game.
Definition: debug.cpp:48
VEH_SHIP
@ VEH_SHIP
Ship vehicle type.
Definition: vehicle_type.h:26
Company
Definition: company_base.h:110
_cur_month
Month _cur_month
Current month (0..11)
Definition: date.cpp:26
ServerNetworkGameSocketHandler::SendNeedCompanyPassword
NetworkRecvStatus SendNeedCompanyPassword()
Request the company password.
Definition: network_server.cpp:504
PACKET_SERVER_CHECK_NEWGRFS
@ PACKET_SERVER_CHECK_NEWGRFS
Server sends NewGRF IDs and MD5 checksums for the client to check.
Definition: tcp_game.h:55
NetworkServerYearlyLoop
void NetworkServerYearlyLoop()
Yearly "callback".
Definition: network_server.cpp:1917
SetWindowClassesDirty
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
Definition: window.cpp:3246
CMD_RENAME_PRESIDENT
@ CMD_RENAME_PRESIDENT
change the president name
Definition: command_type.h:247
CompanyProperties::old_economy
CompanyEconomyEntry old_economy[MAX_HISTORY_QUARTERS]
Economic data of the company of the last MAX_HISTORY_QUARTERS quarters.
Definition: company_base.h:98
lastof
#define lastof(x)
Get the last element of an fixed size array.
Definition: stdafx.h:393
SL_OK
@ SL_OK
completed successfully
Definition: saveload.h:333
NetworkGameSocketHandler::last_frame
uint32 last_frame
Last frame we have executed.
Definition: tcp_game.h:518
_networkclientsocket_pool
NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket")
Make very sure the preconditions given in network_type.h are actually followed.
DAY_TICKS
static const int DAY_TICKS
1 day is 74 ticks; _date_fract used to be uint16 and incremented by 885.
Definition: date_type.h:28
PacketWriter::current
Packet * current
The packet we're currently writing to.
Definition: network_server.cpp:58
ServerNetworkGameSocketHandler::GetClientName
void GetClientName(char *client_name, const char *last) const
Get the name of the client, if the user did not send it yet, Client ID is used.
Definition: network_server.cpp:2132
_last_sync_frame
uint32 _last_sync_frame
Used in the server to store the last time a sync packet was sent to clients.
Definition: network.cpp:69
NetworkAdminCompanyInfo
void NetworkAdminCompanyInfo(const Company *company, bool new_company)
Notify the admin network of company details.
Definition: network_admin.cpp:873
NetworkErrorCode
NetworkErrorCode
The error codes we send around in the protocols.
Definition: network_type.h:110
NetworkClientInfo
Container for all information known about a client.
Definition: network_base.h:23
ServerNetworkGameSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
Definition: network_server.cpp:256
IConsolePrintF
void CDECL IConsolePrintF(TextColour colour_code, const char *format,...)
Handle the printing of text entered into the console or redirected there by any other means.
Definition: console.cpp:125
ServerNetworkGameSocketHandler::STATUS_AUTH_GAME
@ STATUS_AUTH_GAME
The client is authorizing with game (server) password.
Definition: network_server.h:55
NetworkCompanyHasClients
bool NetworkCompanyHasClients(CompanyID company)
Check whether a particular company has clients.
Definition: network_server.cpp:2118
PacketWriter::packets
Packet * packets
Packet queue of the savegame; send these "slowly" to the client.
Definition: network_server.cpp:60
_settings_newgame
GameSettings _settings_newgame
Game settings for new games (updated from the intro screen).
Definition: settings.cpp:81
NetworkAdminClientError
void NetworkAdminClientError(ClientID client_id, NetworkErrorCode error_code)
Notify the admin network of a client error (if they have opt in for the respective update).
Definition: network_admin.cpp:859
GCF_STATIC
@ GCF_STATIC
GRF file is used statically (can be used in any MP game)
Definition: newgrf_config.h:25
NetworkSettings::sync_freq
uint16 sync_freq
how often do we check whether we are still in-sync
Definition: settings_type.h:238
ServerNetworkGameSocketHandler::SendWait
NetworkRecvStatus SendWait()
Tell the client that its put in a waiting queue.
Definition: network_server.cpp:551
NetworkSettings::autoclean_companies
bool autoclean_companies
automatically remove companies that are not in use
Definition: settings_type.h:262
PACKET_SERVER_MAP_DATA
@ PACKET_SERVER_MAP_DATA
Server sends bits of the map to the client.
Definition: tcp_game.h:73
NetworkSettings::max_companies
uint8 max_companies
maximum amount of companies
Definition: settings_type.h:266
ServerNetworkGameSocketHandler::STATUS_AUTHORIZED
@ STATUS_AUTHORIZED
The client is authorized.
Definition: network_server.h:57
CLIENT_ID_FIRST
@ CLIENT_ID_FIRST
The first client ID.
Definition: network_type.h:42
NETWORK_RECV_STATUS_MALFORMED_PACKET
@ NETWORK_RECV_STATUS_MALFORMED_PACKET
We apparently send a malformed packet.
Definition: core.h:28
NETWORK_COMPANY_NAME_LENGTH
static const uint NETWORK_COMPANY_NAME_LENGTH
The maximum length of the company name, in bytes including '\0'.
Definition: config.h:41
NetworkUpdateClientInfo
void NetworkUpdateClientInfo(ClientID client_id)
Send updated client info of a particular client.
Definition: network_server.cpp:1584
ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR
NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p) override
The client made an error and is quitting the game.
Definition: network_server.cpp:1141