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OpenTTD Source
1.11.0-beta1
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Go to the documentation of this file.
10 #include "../stdafx.h"
11 #include "../strings_func.h"
12 #include "../date_func.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"
32 #include <condition_variable>
34 #include "../safeguards.h"
75 std::unique_lock<std::mutex>
lock(this->mutex);
77 if (this->cs !=
nullptr) this->exit_sig.wait(
lock);
81 while (this->packets !=
nullptr) {
102 std::unique_lock<std::mutex>
lock(this->mutex);
106 this->exit_sig.notify_all();
125 return this->packets !=
nullptr;
133 std::lock_guard<std::mutex>
lock(this->mutex);
135 Packet *p = this->packets;
136 this->packets = p->
next;
145 if (this->current ==
nullptr)
return;
147 Packet **p = &this->packets;
148 while (*p !=
nullptr) {
153 this->current =
nullptr;
159 if (this->current ==
nullptr)
return;
161 this->current->
next = this->packets;
162 this->packets = this->current;
163 this->current =
nullptr;
166 void Write(
byte *buf,
size_t size)
override
169 if (this->cs ==
nullptr)
SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
173 std::lock_guard<std::mutex>
lock(this->mutex);
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);
188 this->total_size += size;
194 if (this->cs ==
nullptr)
SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
196 std::lock_guard<std::mutex>
lock(this->mutex);
207 this->current->
Send_uint32((uint32)this->total_size);
208 this->PrependQueue();
266 if (this->
sock == INVALID_SOCKET)
return status;
274 NetworkTextMessage(NETWORK_ACTION_LEAVE,
CC_DEFAULT,
false, client_name,
nullptr, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
277 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
279 new_cs->SendErrorQuit(this->
client_id, NETWORK_ERROR_CONNECTION_LOST);
322 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
365 memset(clients, 0,
sizeof(clients));
373 for (NetworkClientSocket *csi : NetworkClientSocket::Iterate()) {
399 if (
StrEmpty(clients[company->index])) {
432 GetString(str, strid,
lastof(str));
440 DEBUG(net, 1,
"'%s' made an error and has been disconnected. Reason: '%s'", client_name, str);
442 if (
error == NETWORK_ERROR_KICKED && reason !=
nullptr) {
443 NetworkTextMessage(NETWORK_ACTION_KICKED,
CC_DEFAULT,
false, client_name, reason, strid);
445 NetworkTextMessage(NETWORK_ACTION_LEAVE,
CC_DEFAULT,
false, client_name,
nullptr, strid);
448 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
452 if (
error == NETWORK_ERROR_NOT_AUTHORIZED ||
error == NETWORK_ERROR_NOT_EXPECTED ||
error == NETWORK_ERROR_WRONG_REVISION) {
453 error = NETWORK_ERROR_ILLEGAL_PACKET;
455 new_cs->SendErrorQuit(this->
client_id, error);
461 DEBUG(net, 1,
"Client %d made an error and has been disconnected. Reason: '%s'", this->
client_id, str);
541 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
557 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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++;
571 static uint sent_packets;
575 return this->
SendError(NETWORK_ERROR_NOT_AUTHORIZED);
600 bool has_packets =
false;
602 for (uint i = 0; (has_packets = this->
savegame->
HasPackets()) && i < sent_packets; i++) {
624 NetworkClientSocket *best =
nullptr;
625 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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)) {
634 if (best !=
nullptr) {
640 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
652 if (has_packets) sent_packets *= 2;
661 if (sent_packets > 1) sent_packets /= 2;
688 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
690 #ifdef NETWORK_SEND_DOUBLE_SEED
697 this->
last_token = InteractiveRandomRange(UINT8_MAX - 1) + 1;
712 #ifdef NETWORK_SEND_DOUBLE_SEED
870 return this->
SendError(NETWORK_ERROR_NOT_EXPECTED);
891 return this->
SendError(NETWORK_ERROR_NOT_EXPECTED);
899 p->
Recv_string(client_revision,
sizeof(client_revision));
905 return this->
SendError(NETWORK_ERROR_WRONG_REVISION);
918 return this->
SendError(NETWORK_ERROR_FULL);
923 return this->
SendError(NETWORK_ERROR_FULL);
928 return this->
SendError(NETWORK_ERROR_COMPANY_MISMATCH);
938 return this->
SendError(NETWORK_ERROR_NAME_IN_USE);
966 return this->
SendError(NETWORK_ERROR_NOT_EXPECTED);
976 return this->
SendError(NETWORK_ERROR_WRONG_PASSWORD);
991 return this->
SendError(NETWORK_ERROR_NOT_EXPECTED);
1004 return this->
SendError(NETWORK_ERROR_WRONG_PASSWORD);
1014 if (this->status < STATUS_AUTHORIZED || this->
HasClientQuit()) {
1015 return this->
SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1019 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1039 NetworkTextMessage(NETWORK_ACTION_JOIN,
CC_DEFAULT,
false, client_name,
nullptr, this->
client_id);
1053 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1055 new_cs->SendClientInfo(this->
GetInfo());
1070 return this->
SendError(NETWORK_ERROR_NOT_EXPECTED);
1081 if (this->status < STATUS_DONE_MAP || this->
HasClientQuit()) {
1082 return this->
SendError(NETWORK_ERROR_NOT_EXPECTED);
1086 return this->
SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
1096 if (err !=
nullptr) {
1098 return this->
SendError(NETWORK_ERROR_NOT_EXPECTED);
1104 return this->
SendError(NETWORK_ERROR_KICKED);
1109 return this->
SendError(NETWORK_ERROR_KICKED);
1118 IConsolePrintF(
CC_ERROR,
"WARNING: client %d (IP: %s) tried to execute a command as company %d, kicking...",
1120 return this->
SendError(NETWORK_ERROR_COMPANY_MISMATCH);
1125 return this->
SendError(NETWORK_ERROR_CHEATER);
1150 if (this->status < STATUS_DONE_MAP || this->
HasClientQuit()) {
1157 GetString(str, strid,
lastof(str));
1159 DEBUG(net, 2,
"'%s' reported an error and is closing its connection (%s)", client_name, str);
1161 NetworkTextMessage(NETWORK_ACTION_LEAVE,
CC_DEFAULT,
false, client_name,
nullptr, strid);
1163 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1165 new_cs->SendErrorQuit(this->
client_id, errorno);
1181 if (this->status < STATUS_DONE_MAP || this->
HasClientQuit()) {
1187 NetworkTextMessage(NETWORK_ACTION_LEAVE,
CC_DEFAULT,
false, client_name,
nullptr, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1189 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1204 return this->
SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1266 if (ci !=
nullptr) {
1275 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1276 if (cs->client_id == (
ClientID)dest) {
1277 cs->SendChat(action, from_id,
false, msg, data);
1288 if (ci !=
nullptr && ci_to !=
nullptr) {
1292 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1293 if (cs->client_id == from_id) {
1294 cs->SendChat(action, (
ClientID)dest,
true, msg, data);
1303 bool show_local =
true;
1306 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1309 cs->SendChat(action, from_id,
false, msg, data);
1310 if (cs->client_id == from_id) show_local =
false;
1322 if (ci !=
nullptr && ci_own !=
nullptr && ci_own->
client_playas == dest) {
1329 if (ci_to ==
nullptr)
break;
1332 if (ci !=
nullptr && show_local) {
1337 GetString(name, str,
lastof(name));
1340 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1341 if (cs->client_id == from_id) {
1342 cs->SendChat(action, ci_to->
client_id,
true, msg, data);
1350 DEBUG(net, 0,
"[server] received unknown chat destination type %d. Doing broadcast instead", desttype);
1354 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1355 cs->SendChat(action, from_id,
false, msg, data);
1361 if (ci !=
nullptr) {
1372 return this->
SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1385 case NETWORK_ACTION_CHAT:
1386 case NETWORK_ACTION_CHAT_CLIENT:
1387 case NETWORK_ACTION_CHAT_COMPANY:
1392 return this->
SendError(NETWORK_ERROR_NOT_EXPECTED);
1401 return this->
SendError(NETWORK_ERROR_NOT_EXPECTED);
1418 return this->
SendError(NETWORK_ERROR_NOT_EXPECTED);
1429 if (ci !=
nullptr) {
1453 DEBUG(net, 0,
"[rcon] wrong password from client-id %d", this->
client_id);
1457 DEBUG(net, 0,
"[rcon] client-id %d executed: '%s'", this->
client_id, command);
1482 DEBUG(net, 2,
"[move] wrong password from client-id #%d for company #%d", this->
client_id, company_id + 1);
1505 assert(max_len <=
lengthof(company_name));
1506 GetString(company_name, STR_COMPANY_NAME, company_name + max_len - 1);
1533 for (uint i = 0; i < NETWORK_VEH_END; i++) {
1537 for (uint i = 0; i < NETWORK_VEH_END; i++) {
1557 case VEH_TRAIN: type = NETWORK_VEH_TRAIN;
break;
1560 case VEH_SHIP: type = NETWORK_VEH_SHIP;
break;
1588 if (ci ==
nullptr)
return;
1592 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1593 cs->SendClientInfo(ci);
1603 DEBUG(net, 0,
"Auto-restarting map. Year %d reached",
_cur_year);
1635 memset(clients_in_company, 0,
sizeof(clients_in_company));
1639 if (
Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] =
true;
1648 memset(vehicles_in_company, 0,
sizeof(vehicles_in_company));
1652 vehicles_in_company[v->owner]++;
1659 if (c->is_ai)
continue;
1661 if (!clients_in_company[c->index]) {
1700 bool found_name =
false;
1706 while (!found_name) {
1709 if (strcmp(ci->client_name, new_name) == 0) {
1717 if (ci !=
nullptr) {
1718 if (strcmp(ci->
client_name, new_name) == 0) found_name =
false;
1726 seprintf(new_name, last,
"%s #%d", original_name, number);
1743 if (strcmp(ci->client_name, new_name) == 0)
return false;
1747 if (ci ==
nullptr)
return false;
1767 if (!already_hashed) {
1782 while ((cp = cs->outgoing_queue.Pop()) !=
nullptr) {
1783 cs->SendCommand(cp);
1794 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1795 bool send_sync =
false;
1798 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1807 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1814 uint lag = NetworkCalculateLag(cs);
1815 switch (cs->status) {
1816 case NetworkClientSocket::STATUS_ACTIVE:
1821 "Client #%d is dropped because the client's game state is more than %d ticks behind" :
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);
1842 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1847 case NetworkClientSocket::STATUS_INACTIVE:
1848 case NetworkClientSocket::STATUS_NEWGRFS_CHECK:
1849 case NetworkClientSocket::STATUS_AUTHORIZED:
1854 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1859 case NetworkClientSocket::STATUS_MAP:
1863 cs->SendError(NETWORK_ERROR_TIMEOUT_MAP);
1868 case NetworkClientSocket::STATUS_DONE_MAP:
1869 case NetworkClientSocket::STATUS_PRE_ACTIVE:
1873 cs->SendError(NETWORK_ERROR_TIMEOUT_JOIN);
1878 case NetworkClientSocket::STATUS_AUTH_GAME:
1879 case NetworkClientSocket::STATUS_AUTH_COMPANY:
1883 cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD);
1888 case NetworkClientSocket::STATUS_MAP_WAIT:
1893 case NetworkClientSocket::STATUS_END:
1898 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {
1903 if (send_frame) cs->SendFrame();
1905 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1907 if (send_sync) cs->SendSync();
1950 static const char *
const stat_str[] = {
1953 "authorizing (server password)",
1954 "authorizing (company password)",
1962 static_assert(
lengthof(stat_str) == NetworkClientSocket::STATUS_END);
1964 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1966 if (ci ==
nullptr)
continue;
1967 uint lag = NetworkCalculateLag(cs);
1970 status = (cs->status < (ptrdiff_t)
lengthof(stat_str) ? stat_str[cs->status] :
"unknown");
1983 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1984 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendConfigUpdate();
2000 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2001 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendCompanyUpdate();
2028 NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id);
2030 if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED)
return;
2031 cs->SendMove(client_id, company_id);
2049 NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code,
string);
2060 NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED, reason);
2084 bool contains =
false;
2101 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2104 if (cs->client_address.IsInNetmask(ip)) {
2121 if (ci->client_playas == company)
return true;
2154 ci->client_id ==
CLIENT_ID_SERVER ?
"server" : NetworkClientSocket::GetByClientID(ci->client_id)->GetClientIP());
2171 assert(c !=
nullptr);
2179 if (ci !=
nullptr) {
2189 if (ci !=
nullptr) {
NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p) override
The client is quitting the game.
@ VEH_AIRCRAFT
Aircraft vehicle type.
char rcon_password[NETWORK_PASSWORD_LENGTH]
password for rconsole (server side)
uint16 num_station[NETWORK_VEH_END]
How many stations are there of this type?
bool is_ai
If true, the company is (also) controlled by the computer (a NoAI program).
Simple calculated statistics of a company.
uint32 cmd
command being executed.
DestType
Destination of our chat messages.
static const TextColour CC_INFO
Colour for information lines.
uint16 max_password_time
maximum amount of time, in game ticks, a client may take to enter the password
uint32 _frame_counter
The current frame.
uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const char *reason)
Ban, or kick, everyone joined from the given client's IP.
uint32 generation_seed
noise seed for world generation
Money company_value
The value of the company.
@ FT_SCENARIO
old or new scenario
@ PACKET_SERVER_ERROR
Server sending an error message to the client.
void NetworkServerSendConfigUpdate()
Send Config Update.
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
void NetworkAdminUpdate(AdminUpdateFrequency freq)
Send (push) updates to the admin network as they have registered for these updates.
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.
@ INVALID_CLIENT_ID
Client is not part of anything.
uint8 max_spectators
maximum amount of spectators
@ SM_START_HEIGHTMAP
Load a heightmap and start a new game from it.
void CDECL usererror(const char *s,...)
Error handling for fatal user errors.
bool NetworkFindName(char *new_name, const char *last)
Check whether a name is unique, and otherwise try to make it unique.
void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed)
Set/Reset a company password on the server end.
@ SM_LOAD_GAME
Load game, Play Scenario.
NetworkServerGameInfo _network_game_info
Information about our game.
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const char *msg, ClientID from_id, int64 data, bool from_admin)
Send an actual chat message.
uint8 autoclean_unprotected
remove passwordless companies after this many months
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
void NetworkServerShowStatusToConsole()
Show the status message of all clients on the console.
static void NetworkCheckRestartMap()
Check if we want to restart the map.
byte * buffer
The buffer of this packet, of basically variable length up to SEND_MTU.
ServerNetworkGameSocketHandler * cs
Socket we are associated with.
uint8 max_clients
maximum amount of clients
bool HasPackets()
Checks whether there are packets.
Year _cur_year
Current year, starting at 0.
static const uint NETWORK_NAME_LENGTH
The maximum length of the server name and map name, in bytes including '\0'.
std::mutex lock
synchronization for playback status fields
CompanyID client_playas
As which company is this client playing (CompanyID)
@ FACIL_TRUCK_STOP
Station with truck stops.
@ STATUS_PRE_ACTIVE
The client is catching up the delayed frames.
Year inaugurated_year
Year of starting the company.
uint Count() const
Get the number of items in the queue.
DateFract _date_fract
Fractional part of the day.
@ PACKET_SERVER_CONFIG_UPDATE
Some network configuration important to the client changed.
bool _network_server
network-server is active
CompanyMask _network_company_passworded
Bitmask of the password status of all companies.
@ CRR_AUTOCLEAN
The company is removed due to autoclean.
NetworkAction
Actions that can be used for NetworkTextMessage.
char client_name[NETWORK_CLIENT_NAME_LENGTH]
Name of the client.
uint32 frame
the frame in which this packet is executed
@ SPS_CLOSED
The connection got closed.
@ WC_CLIENT_LIST
Client list; Window numbers:
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).
Tindex index
Index of this pool item.
NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p) override
Request company information (in detail).
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
char network_id[NETWORK_SERVER_ID_LENGTH]
network ID for servers
NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p) override
Set the password for the clients current company: string The password.
static const uint NETWORK_CHAT_LENGTH
The maximum length of a chat message, in bytes including '\0'.
@ WC_CLIENT_LIST_POPUP
Popup for the client list; Window numbers:
static bool HasBit(const T x, const uint8 y)
Checks if a bit in a value is set.
Date join_date
Gamedate the client has joined.
static void NetworkAutoCleanCompanies()
Check if the server has autoclean_companies activated Two things happen: 1) If a company is not prote...
@ ADMIN_FREQUENCY_DAILY
The admin gets information about this on a daily basis.
@ PACKET_SERVER_NEWGAME
The server is preparing to start a new game.
char password[NETWORK_PASSWORD_LENGTH]
The password for the company.
void NetworkPrintClients()
Print all the clients to the console.
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...
SOCKET sock
The socket currently connected to.
void Write(byte *buf, size_t size) override
Write a given number of bytes into the savegame.
uint32 last_token_frame
The last frame we received the right token.
static const uint MAX_CLIENTS
How many clients can we have.
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
virtual Packet * ReceivePacket() override
Receives a packet for the given client.
uint32 last_frame_server
Last frame the server has executed.
@ DESTTYPE_TEAM
Send message/notice to everyone playing the same company (Team)
GRFIdentifier ident
grfid and md5sum to uniquely identify newgrfs
ClientSettings _settings_client
The current settings for this game.
void NetworkUDPAdvertise()
Register us to the master server This function checks if it needs to send an advertise.
@ PACKET_SERVER_WAIT
Server tells the client there are some people waiting for the map as well.
@ STATUS_MAP
The client is downloading the map.
@ PACKET_SERVER_JOIN
Tells clients that a new client has joined.
static bool IsValidHumanID(size_t index)
Is this company a valid company, not controlled by a NoAI program?
void NetworkSyncCommandQueue(NetworkClientSocket *cs)
Sync our local command queue to the command queue of the given socket.
@ ADMIN_FREQUENCY_MONTHLY
The admin gets information about this on a monthly basis.
@ STATUS_MAP_WAIT
The client is waiting as someone else is downloading the map.
void NetworkServerMonthlyLoop()
Monthly "callback".
uint8 autoclean_protected
remove the password from passworded companies after this many months
int receive_limit
Amount of bytes that we can receive at this moment.
@ WC_COMPANY
Company view; Window numbers:
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
@ VEH_ROAD
Road vehicle type.
uint16 months_empty
How many months the company is empty.
ClientID _redirect_console_to_client
If not invalid, redirect the console output to a client.
static const uint NETWORK_CLIENT_NAME_LENGTH
The maximum length of a client's name, in bytes including '\0'.
Owner
Enum for all companies/owners.
Base socket handler for all TCP sockets.
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.
void Send_uint8(uint8 data)
Package a 8 bits integer in the packet.
NetworkLanguage
Language ids for server_lang and client_lang.
static void SetDParam(uint n, uint64 v)
Set a string parameter v at index n in the global string parameter array.
@ SPS_ALL_SENT
All packets in the queue are sent.
static const uint32 GENERATE_NEW_SEED
Create a new random seed.
NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p) override
Tell the server that we are done receiving/loading the map.
void NetworkAdminClientQuit(ClientID client_id)
Notify the admin network that a client quit (if they have opt in for the respective update).
static const TextColour CC_DEFAULT
Default colour of the console.
uint32 _frame_counter_max
To where we may go with our clients.
@ STATUS_ACTIVE
The client is active within in the game.
void NetworkServer_Tick(bool send_frame)
This is called every tick if this is a _network_server.
NetworkRecvStatus SendCommand(const CommandPacket *cp)
Send a command to the client to execute.
@ PACKET_SERVER_MAP_SIZE
Server tells the client what the (compressed) size of the map is.
NetworkRecvStatus SendRConResult(uint16 colour, const char *command)
Send the result of a console action.
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).
GameCreationSettings game_creation
settings used during the creation of a game (map)
void Finish() override
Prepare everything to finish writing the savegame.
void Send_uint32(uint32 data)
Package a 32 bits integer in the packet.
@ PACKET_SERVER_MAP_DONE
Server tells it has just sent the last bits of the map to the client.
static Pool::IterateWrapper< Station > Iterate(size_t from=0)
Returns an iterable ensemble of all valid stations of type T.
virtual Packet * ReceivePacket()
Receives a packet for the given client.
uint16 max_download_time
maximum amount of time, in game ticks, a client may take to download the map
void Append(CommandPacket *p)
Append a CommandPacket at the end of the queue.
#define DECLARE_POSTFIX_INCREMENT(enum_type)
Some enums need to have allowed incrementing (i.e.
static NetworkClientInfo * GetByClientID(ClientID client_id)
Return the CI given it's client-identifier.
@ ADMIN_FREQUENCY_QUARTERLY
The admin gets information about this on a quarterly basis.
NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p) override
Send a password to the server to authorize uint8 Password type (see NetworkPasswordType).
void PrependQueue()
Prepend the current packet to the queue.
CompanyID company
company that is executing the command
AbstractFileType abstract_ftype
Abstract type of file (scenario, heightmap, etc).
byte client_lang
The language of the client.
@ FACIL_BUS_STOP
Station with bus stops.
NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) override
Tell the server that we have the required GRFs.
Template for TCP listeners.
~ServerNetworkGameSocketHandler()
Clear everything related to this client.
@ COMPANY_NEW_COMPANY
The client wants a new company.
bool server_admin_chat
allow private chat for the server to be distributed to the admin network
@ STATUS_INACTIVE
The client is not connected nor active.
static void Send()
Send the packets for the server sockets.
uint16 num_vehicle[NETWORK_VEH_END]
How many vehicles are there of this type?
uint32 Recv_uint32()
Read a 32 bits integer from the packet.
char server_password[NETWORK_PASSWORD_LENGTH]
password for joining this server
@ NETWORK_RECV_STATUS_CONN_LOST
The connection is 'just' lost.
@ PACKET_SERVER_NEED_GAME_PASSWORD
Server requests the (hashed) game password.
static const uint NETWORK_CLIENTS_LENGTH
The maximum length for the list of clients that controls a company, in bytes including '\0'.
Writing a savegame directly to a number of packets.
void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
Tell that a particular company is (not) passworded.
int32 performance_history
Company score (scale 0-1000)
Everything we need to know about a command to be able to execute it.
Date _date
Current date in days (day counter)
NetworkRecvStatus SendSync()
Request the client to sync.
Information about GRF, used in the game and (part of it) in savegames.
@ PACKET_SERVER_SHUTDOWN
The server is shutting down.
bool DoCommandP(const CommandContainer *container, bool my_cmd)
Shortcut for the long DoCommandP when having a container with the data.
@ PACKET_SERVER_NEED_COMPANY_PASSWORD
Server requests the (hashed) company password.
NetworkRecvStatus SendConfigUpdate()
Send an update about the max company/spectator counts.
@ SM_NEWGAME
New Game --> 'Random game'.
static const size_t MAX_SIZE
Make template parameter accessible from outside.
#define DEBUG(name, level,...)
Output a line of debugging information.
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
Handle the command-queue of a socket.
uint16 bytes_per_frame
how many bytes may, over a long period, be received per frame?
void Send_string(const char *data)
Sends a string over the network.
const char * GetHostname()
Get the hostname; in case it wasn't given the IPv4 dotted representation is given.
@ NETWORK_RECV_STATUS_SERVER_ERROR
The server told us we made an error.
@ PACKET_SERVER_COMPANY_UPDATE
Information (password) of a company changed.
uint8 flags
NOSAVE: GCF_Flags, bitset.
Year restart_game_year
year the server restarts
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.
ClientID
'Unique' identifier to be given to clients
Money money
Money owned by the company.
void SendGRFIdentifier(Packet *p, const GRFIdentifier *grf)
Serializes the GRFIdentifier (GRF ID and MD5 checksum) to the packet.
PacketSize size
The size of the whole packet for received packets.
@ PACKET_SERVER_BANNED
The server has banned you.
static const uint16 SEND_MTU
Number of bytes we can pack in a single packet.
NetworkRecvStatus SendMove(ClientID client_id, CompanyID company_id)
Tell that a client moved to another company.
NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p) override
Try to join the server: string OpenTTD revision (norev000 if no revision).
NetworkRecvStatus SendJoin(ClientID client_id)
Tell that a client joined.
bool IsNetworkCompatibleVersion(const char *other)
Checks whether the given version string is compatible with our version.
GameSettings _settings_game
Game settings of a running game or the scenario editor.
uint32 _sync_seed_1
Seed to compare during sync checks.
NetworkRecvStatus SendFrame()
Tell the client that they may run to a particular frame.
@ MAX_COMPANIES
Maximum number of companies.
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
Packet * PopPacket()
Pop a single created packet from the queue with packets.
void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const char *string)
Send an rcon reply to the client.
@ CMD_CLIENT_ID
set p2 with the ClientID of the sending client.
size_t total_size
Total size of the compressed savegame.
void Send_uint16(uint16 data)
Package a 16 bits integer in the packet.
virtual void SendPacket(Packet *packet)
This function puts the packet in the send-queue and it is send as soon as possible.
@ CLIENT_ID_SERVER
Servers always have this ID.
NetworkCompanyState * _network_company_states
Statistics about some companies.
static bool StrEmpty(const char *s)
Check if a string buffer is empty.
NetworkRecvStatus SendCompanyUpdate()
Send an update about the company password states.
NetworkRecvStatus SendWelcome()
Send the client a welcome message with some basic information.
static ClientID _network_client_id
The identifier counter for new clients (is never decreased)
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...
Packet * next
The next packet.
bool my_cmd
did the command originate from "me"
Money yearly_expenses[3][EXPENSES_END]
Expenses of the company for the last three years, in every ExpensesType category.
ClientStatus status
Status of this client.
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
Populate the company stats.
@ FACIL_DOCK
Station with a dock.
bool _network_dedicated
are we a dedicated server?
struct PacketWriter * savegame
Writer used to write the savegame.
Internal entity of a packet.
uint16 max_join_time
maximum amount of time, in game ticks, a client may take to sync up during joining
static const byte NETWORK_COMPANY_INFO_VERSION
What version of company info is this?
@ FT_SAVEGAME
old or new savegame
NetworkRecvStatus SendClientInfo(NetworkClientInfo *ci)
Send the client information about a client.
const char * ReceiveCommand(Packet *p, CommandPacket *cp)
Receives a command from the network.
CommandFlags GetCommandFlags(uint32 cmd)
@ ADMIN_FREQUENCY_ANUALLY
The admin gets information about this on a yearly basis.
static const uint NETWORK_REVISION_LENGTH
The maximum length of the revision, in bytes including '\0'.
@ PACKET_SERVER_COMPANY_INFO
Information about a single company.
@ STATUS_DONE_MAP
The client has downloaded the map.
const char * GetClientIP()
Get the IP address/hostname of the connected client.
bool NetworkCompanyIsPassworded(CompanyID company_id)
Check if the company we want to join requires a password.
NetworkRecvStatus SendQuit(ClientID client_id)
Tell the client another client quit.
ClientID client_id
Client identifier (same as ClientState->client_id)
@ PACKET_SERVER_MOVE
Server tells everyone that someone is moved to another company.
void NetworkServerDailyLoop()
Daily "callback".
static const uint NETWORK_PASSWORD_LENGTH
The maximum length of the password, in bytes including '\0' (must be >= NETWORK_SERVER_ID_LENGTH)
@ PACKET_SERVER_FULL
The server is full and has no place for you.
bool NetworkServerChangeClientName(ClientID client_id, const char *new_name)
Change the client name of the given client.
void Send_bool(bool data)
Package a boolean in the packet.
void NORETURN SlError(StringID string, const char *extra_msg)
Error handler.
void NetworkAdminCompanyUpdate(const Company *company)
Notify the admin network of company updates.
@ SPS_NONE_SENT
The buffer is still full, so no (parts of) packets could be sent.
NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
Tell the client another client quit with an error.
void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
Perform all the server specific administration of a new company.
Class for handling the server side of the game connection.
NetworkClientInfo * GetInfo() const
Gets the client info of this socket handler.
SwitchMode _switch_mode
The next mainloop command.
uint32 StringID
Numeric value that represents a string, independent of the selected language.
void AppendQueue()
Append the current packet to the queue.
bool HasClientQuit() const
Whether the current client connected to the socket has quit.
NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p) override
The client has done a command and wants us to handle it.
SendPacketsState SendPackets(bool closing_down=false)
Sends all the buffered packets out for this client.
static const uint NETWORK_RCONCOMMAND_LENGTH
The maximum length of a rconsole command, in bytes including '\0'.
void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
Handle the tid-bits of moving a client from one company to another.
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
Base class for all pools.
void DeleteWindowById(WindowClass cls, WindowNumber number, bool force)
Delete a window by its class and window number (if it is open).
NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p) override
Gives the client a new name: string New name of the client.
@ PACKET_SERVER_ERROR_QUIT
A server tells that a client has hit an error and did quit.
static size_t GetNumItems()
Returns number of valid items in the pool.
NetworkRecvStatus SendNewGame()
Tell the client we're starting a new game.
@ FACIL_TRAIN
Station with train station.
~PacketWriter()
Make sure everything is cleaned up.
uint16 PacketSize
Size of the whole packet.
static RoadVehicle * From(Vehicle *v)
Converts a Vehicle to SpecializedVehicle with type checking.
void Send_uint64(uint64 data)
Package a 64 bits integer in the packet.
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.
Interface for filtering a savegame till it is written.
TextColour GetDrawStringCompanyColour(CompanyID company)
Get the colour for DrawString-subroutines which matches the colour of the company.
uint16 bytes_per_frame_burst
how many bytes may, over a short period, be received?
@ COMPANY_SPECTATOR
The client is spectating.
uint last_packet
Time we received the last frame.
NetworkRecvStatus
Status of a network client; reasons why a client has quit.
byte _network_clients_connected
The amount of clients connected.
FileToSaveLoad _file_to_saveload
File to save or load in the openttd loop.
struct GRFConfig * next
NOSAVE: Next item in the linked list.
NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data)
Send a chat message.
@ STATUS_NEWGRFS_CHECK
The client is checking NewGRFs.
SaveOrLoadResult SaveWithFilter(SaveFilter *writer, bool threaded)
Save the game using a (writer) filter.
static bool AllowConnection()
Whether an connection is allowed or not at this moment.
NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p) override
Request the map from the server.
uint16 max_init_time
maximum amount of time, in game ticks, a client may take to initiate joining
@ PACKET_SERVER_SYNC
Server tells the client what the random state should be.
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
NetworkRecvStatus SendMap()
This sends the map to the client.
int CDECL seprintf(char *str, const char *last, const char *format,...)
Safer implementation of snprintf; same as snprintf except:
@ FT_HEIGHTMAP
heightmap file
@ PACKET_SERVER_MAP_BEGIN
Server tells the client that it is beginning to send the map.
uint8 Recv_uint8()
Read a 8 bits integer from the packet.
NetworkRecvStatus SendNewGRFCheck()
Send the check for the NewGRFs.
static const TextColour CC_ERROR
Colour for error lines.
@ STATUS_AUTH_COMPANY
The client is authorizing with company password.
@ CMD_COMPANY_CTRL
used in multiplayer to create a new companies etc.
@ PACKET_SERVER_CHAT
Server distributing the message of a client (or itself).
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
@ PACKET_SERVER_RCON
Response of the executed command on the server.
@ PACKET_SERVER_QUIT
A server tells that a client has quit.
NetworkRecvStatus SendNeedGamePassword()
Request the game password.
CommandQueue incoming_queue
The command-queue awaiting handling.
void CDECL error(const char *s,...)
Error handling for fatal non-user errors.
ClientID client_id
Client identifier.
GRFConfig * _grfconfig
First item in list of current GRF set up.
PacketWriter(ServerNetworkGameSocketHandler *cs)
Create the packet writer.
static const uint MILLISECONDS_PER_TICK
The number of milliseconds per game tick.
@ PACKET_SERVER_COMMAND
Server distributes a command to (all) the clients.
NetworkRecvStatus Receive_CLIENT_ACK(Packet *p) override
Tell the server we are done with this frame: uint32 Current frame counter of the client.
void NetworkAdminClientUpdate(const NetworkClientInfo *ci)
Notify the admin network of a client update (if they did opt in for the respective update).
@ PACKET_SERVER_FRAME
Server tells the client what frame it is in, and thus to where the client may progress.
#define lengthof(x)
Return the length of an fixed size array.
StringList _network_ban_list
The banned clients.
NetworkSettings network
settings related to the network
@ SPS_PARTLY_SENT
The packets are partly sent; there are more packets to be sent in the queue.
uint64 Recv_uint64()
Read a 64 bits integer from the packet.
static void ResetUser(uint32 user)
Reset an user's OrderBackup if needed.
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.
uint8 autoclean_novehicles
remove companies with no vehicles after this many months
@ DESTTYPE_BROADCAST
Send message/notice to all clients (All)
std::mutex mutex
Mutex for making threaded saving safe.
ServerNetworkGameSocketHandler(SOCKET s)
Create a new socket for the server side of the game connection.
NetworkRecvStatus Receive_CLIENT_RCON(Packet *p) override
Send an RCon command to the server: string RCon password.
bool IsBus() const
Check whether a roadvehicle is a bus.
NetworkAddress client_address
IP-address of the client (so he can be banned)
void IConsoleCmdExec(const char *cmdstr, const uint recurse_count)
Execute a given command passed to us.
void ProcessAsyncSaveFinish()
Handle async save finishes.
void Destroy()
Begin the destruction of this packet writer.
uint16 max_lag_time
maximum amount of time, in game ticks, a client may be lagging behind the server
NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p) override
Sends a chat-packet to the server: uint8 ID of the action (see NetworkAction).
@ PACKET_SERVER_CLIENT_INFO
Server sends you information about a client.
@ NETWORK_RECV_STATUS_OKAY
Everything is okay.
void SendCommand(Packet *p, const CommandPacket *cp)
Sends a command over the network.
@ CCA_DELETE
Delete a company.
NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p) override
Send a password to the server to authorize: uint8 Password type (see NetworkPasswordType).
@ ADMIN_FREQUENCY_WEEKLY
The admin gets information about this on a weekly basis.
@ DESTTYPE_CLIENT
Send message/notice to only a certain client (Private)
@ PACKET_SERVER_WELCOME
Server welcomes you and gives you your ClientID.
NetworkRecvStatus SendShutdown()
Tell the client we're shutting down.
@ VEH_TRAIN
Train vehicle type.
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
@ FACIL_AIRPORT
Station with an airport.
@ CMD_SERVER
the command can only be initiated by the server
@ CMD_SPECTATOR
the command may be initiated by a spectator
byte last_token
The last random token we did send to verify the client is listening.
std::condition_variable exit_sig
Signal for threaded destruction of this packet writer.
NetworkRecvStatus SendError(NetworkErrorCode error, const char *reason=nullptr)
Send an error to the client, and close its connection.
byte clients_on
Current count of clients on server.
char * strecpy(char *dst, const char *src, const char *last)
Copies characters from one buffer to another.
uint16 max_commands_in_queue
how many commands may there be in the incoming queue before dropping the connection?
static const TextColour CC_WARNING
Colour for warning lines.
static void free(const void *ptr)
Version of the standard free that accepts const pointers.
NetworkRecvStatus SendCompanyInfo()
Send the client information about the companies.
char * strecat(char *dst, const char *src, const char *last)
Appends characters from one string to another.
void NetworkServerKickClient(ClientID client_id, const char *reason)
Kick a single client.
static const uint MAX_CLIENT_SLOTS
The number of slots; must be at least 1 more than MAX_CLIENTS.
uint32 _realtime_tick
The real time in the game.
@ VEH_SHIP
Ship vehicle type.
Month _cur_month
Current month (0..11)
NetworkRecvStatus SendNeedCompanyPassword()
Request the company password.
@ PACKET_SERVER_CHECK_NEWGRFS
Server sends NewGRF IDs and MD5 checksums for the client to check.
void NetworkServerYearlyLoop()
Yearly "callback".
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
@ CMD_RENAME_PRESIDENT
change the president name
CompanyEconomyEntry old_economy[MAX_HISTORY_QUARTERS]
Economic data of the company of the last MAX_HISTORY_QUARTERS quarters.
#define lastof(x)
Get the last element of an fixed size array.
@ SL_OK
completed successfully
uint32 last_frame
Last frame we have executed.
NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket")
Make very sure the preconditions given in network_type.h are actually followed.
static const int DAY_TICKS
1 day is 74 ticks; _date_fract used to be uint16 and incremented by 885.
Packet * current
The packet we're currently writing to.
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.
uint32 _last_sync_frame
Used in the server to store the last time a sync packet was sent to clients.
void NetworkAdminCompanyInfo(const Company *company, bool new_company)
Notify the admin network of company details.
NetworkErrorCode
The error codes we send around in the protocols.
Container for all information known about a client.
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
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.
@ STATUS_AUTH_GAME
The client is authorizing with game (server) password.
bool NetworkCompanyHasClients(CompanyID company)
Check whether a particular company has clients.
Packet * packets
Packet queue of the savegame; send these "slowly" to the client.
GameSettings _settings_newgame
Game settings for new games (updated from the intro screen).
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).
@ GCF_STATIC
GRF file is used statically (can be used in any MP game)
uint16 sync_freq
how often do we check whether we are still in-sync
NetworkRecvStatus SendWait()
Tell the client that its put in a waiting queue.
bool autoclean_companies
automatically remove companies that are not in use
@ PACKET_SERVER_MAP_DATA
Server sends bits of the map to the client.
uint8 max_companies
maximum amount of companies
@ STATUS_AUTHORIZED
The client is authorized.
@ CLIENT_ID_FIRST
The first client ID.
@ NETWORK_RECV_STATUS_MALFORMED_PACKET
We apparently send a malformed packet.
static const uint NETWORK_COMPANY_NAME_LENGTH
The maximum length of the company name, in bytes including '\0'.
void NetworkUpdateClientInfo(ClientID client_id)
Send updated client info of a particular client.
NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p) override
The client made an error and is quitting the game.