Merge branch 'master' into jgrpp-beta
# Conflicts: # src/engine_base.h # src/gfxinit.cpp # src/graph_gui.cpp # src/lang/brazilian_portuguese.txt # src/lang/dutch.txt # src/lang/french.txt # src/lang/korean.txt # src/lang/norwegian_bokmal.txt # src/lang/portuguese.txt # src/lang/russian.txt # src/lang/spanish.txt # src/lang/spanish_MX.txt # src/network/core/address.cpp # src/network/core/game_info.h # src/network/core/os_abstraction.h # src/network/core/udp.cpp # src/network/network_client.cpp # src/network/network_client.h # src/network/network_internal.h # src/newgrf_engine.cpp # src/settings_gui.cpp # src/station_cmd.cpp # src/string_func.h # src/town_gui.cpp # src/video/video_driver.cpp # src/widget_type.h
This commit is contained in:
@@ -150,9 +150,9 @@ void ClientNetworkEmergencySave()
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* Create a new socket for the client side of the game connection.
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* @param s The socket to connect with.
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*/
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ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler (SOCKET s)
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: NetworkGameSocketHandler (s),
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savegame (nullptr), token (0), status (STATUS_INACTIVE)
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ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler (SOCKET s, NetworkAddress address)
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: NetworkGameSocketHandler(s),
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address(address), savegame(nullptr), token(0), status(STATUS_INACTIVE)
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{
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assert(ClientNetworkGameSocketHandler::my_client == nullptr);
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ClientNetworkGameSocketHandler::my_client = this;
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@@ -324,7 +324,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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#endif
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if (_sync_state_checksum != _state_checksum.state) info.flags |= DesyncExtraInfo::DEIF_STATE;
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NetworkError(STR_NETWORK_ERROR_DESYNC);
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ShowNetworkError(STR_NETWORK_ERROR_DESYNC);
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DEBUG(desync, 1, "sync_err: date{%08x; %02x; %02x} {%x, " OTTD_PRINTFHEX64 "} != {%x, " OTTD_PRINTFHEX64 "}"
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, _date, _date_fract, _tick_skip_counter, _sync_seed_1, _sync_state_checksum, _random.state[0], _state_checksum.state);
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DEBUG(net, 0, "Sync error detected!");
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@@ -389,13 +389,8 @@ static uint8 _network_server_max_companies;
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/** Maximum number of spectators of the currently joined server. */
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static uint8 _network_server_max_spectators;
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/** Who would we like to join as. */
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CompanyID _network_join_as;
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/** Login password from -p argument */
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const char *_network_join_server_password = nullptr;
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/** Company password from -P argument */
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const char *_network_join_company_password = nullptr;
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/** Information about the game to join to. */
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NetworkJoinInfo _network_join;
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/** Make sure the server ID length is the same as a md5 hash. */
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static_assert(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
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@@ -408,11 +403,9 @@ static_assert(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
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/**
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* Query the server for server information.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendInformationQuery()
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendInformationQuery(bool request_company_info)
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{
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my_client->status = STATUS_COMPANY_INFO;
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_network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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my_client->status = STATUS_GAME_INFO;
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Packet *p = new Packet(PACKET_CLIENT_GAME_INFO);
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p->Send_uint32(FIND_SERVER_EXTENDED_TOKEN);
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@@ -421,7 +414,13 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendInformationQuery()
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p->Send_uint16(0); // version
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my_client->SendPacket(p);
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my_client->SendPacket(new Packet(PACKET_CLIENT_COMPANY_INFO));
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if (request_company_info) {
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my_client->status = STATUS_COMPANY_INFO;
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_network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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my_client->SendPacket(new Packet(PACKET_CLIENT_COMPANY_INFO));
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}
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -437,7 +436,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
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p->Send_string(_openttd_revision);
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p->Send_uint32(_openttd_newgrf_version);
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p->Send_string(_settings_client.network.client_name); // Client name
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p->Send_uint8 (_network_join_as); // PlayAs
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p->Send_uint8 (_network_join.company); // PlayAs
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p->Send_uint8 (0); // Used to be language
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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@@ -698,9 +697,13 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet *p)
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{
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if (this->status != STATUS_COMPANY_INFO && this->status != STATUS_INACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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if (this->status != STATUS_COMPANY_INFO && this->status != STATUS_GAME_INFO) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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NetworkGameList *item = GetLobbyGameInfo();
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if (item == nullptr) {
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/* This is not the lobby, so add it to the game list. */
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item = NetworkGameListAddItem(this->address);
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}
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/* Clear any existing GRFConfig chain. */
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ClearGRFConfigList(&item->info.grfconfig);
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@@ -711,6 +714,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packe
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/* Ensure we consider the server online. */
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item->online = true;
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/* It could be either window, but only one is open, so redraw both. */
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SetWindowDirty(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_GAME);
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SetWindowDirty(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_LOBBY);
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/* We will receive company info next, so keep connection open. */
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@@ -870,6 +875,15 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p
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NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
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/* If we query a server that is 1.11.1 or older, we get an
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* NETWORK_ERROR_NOT_EXPECTED on requesting the game info. Show a special
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* error popup in that case.
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*/
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if (error == NETWORK_ERROR_NOT_EXPECTED && (this->status == STATUS_GAME_INFO || this->status == STATUS_COMPANY_INFO)) {
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ShowErrorMessage(STR_NETWORK_ERROR_SERVER_TOO_OLD, INVALID_STRING_ID, WL_CRITICAL);
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return NETWORK_RECV_STATUS_CLOSE_QUERY;
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}
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StringID err = STR_NETWORK_ERROR_LOSTCONNECTION;
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if (error < (ptrdiff_t)lengthof(network_error_strings)) err = network_error_strings[error];
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/* In case of kicking a client, we assume there is a kick message in the packet if we can read one byte */
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@@ -933,7 +947,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSW
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p->Recv_string(_password_server_id, sizeof(_password_server_id));
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if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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const char *password = _network_join_server_password;
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const char *password = _network_join.server_password;
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if (!StrEmpty(password)) {
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return SendGamePassword(password);
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}
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@@ -952,7 +966,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PA
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p->Recv_string(_password_server_id, sizeof(_password_server_id));
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if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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const char *password = _network_join_company_password;
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const char *password = _network_join.company_password;
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if (!StrEmpty(password)) {
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return SendCompanyPassword(password);
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}
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@@ -1077,10 +1091,10 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet
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/* New company/spectator (invalid company) or company we want to join is not active
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* Switch local company to spectator and await the server's judgement */
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if (_network_join_as == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_join_as)) {
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if (_network_join.company == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_join.company)) {
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SetLocalCompany(COMPANY_SPECTATOR);
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if (_network_join_as != COMPANY_SPECTATOR) {
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if (_network_join.company != COMPANY_SPECTATOR) {
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/* We have arrived and ready to start playing; send a command to make a new company;
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* the server will give us a client-id and let us in */
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_network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
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@@ -1089,7 +1103,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet
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}
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} else {
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/* take control over an existing company */
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SetLocalCompany(_network_join_as);
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SetLocalCompany(_network_join.company);
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}
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return NETWORK_RECV_STATUS_OKAY;
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@@ -1420,6 +1434,7 @@ const char *ClientNetworkGameSocketHandler::GetServerStatusName(ServerStatus sta
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{
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static const char* _server_status_names[] {
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"INACTIVE",
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"GAME_INFO",
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"COMPANY_INFO",
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"JOIN",
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"NEWGRFS_CHECK",
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