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:
Jonathan G Rennison
2021-09-18 01:28:57 +01:00
50 changed files with 974 additions and 527 deletions

View File

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