Merge branch 'master' into jgrpp
# Conflicts: # src/network/network_server.h # src/pathfinder/yapf/yapf_road.cpp # src/viewport.cpp
This commit is contained in:
@@ -267,6 +267,7 @@ void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send,
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case NETWORK_ACTION_CHAT_COMPANY: strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY; break;
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case NETWORK_ACTION_CHAT_CLIENT: strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT; break;
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case NETWORK_ACTION_KICKED: strid = STR_NETWORK_MESSAGE_KICKED; break;
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default: strid = STR_NETWORK_CHAT_ALL; break;
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}
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@@ -776,8 +776,15 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p
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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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ShowErrorMessage(err, INVALID_STRING_ID, WL_CRITICAL);
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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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if (error == NETWORK_ERROR_KICKED && p->CanReadFromPacket(1)) {
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char kick_msg[255];
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p->Recv_string(kick_msg, sizeof(kick_msg));
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SetDParamStr(0, kick_msg);
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ShowErrorMessage(err, STR_NETWORK_ERROR_KICK_MESSAGE, WL_CRITICAL);
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} else {
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ShowErrorMessage(err, INVALID_STRING_ID, WL_CRITICAL);
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}
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/* Perform an emergency save if we had already entered the game */
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if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
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@@ -76,9 +76,9 @@ void NetworkServerDoMove(ClientID client_id, CompanyID company_id);
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void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const char *string);
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void NetworkServerSendChat(NetworkAction action, DestType type, int dest, const char *msg, ClientID from_id, NetworkTextMessageData data = NetworkTextMessageData(), bool from_admin = false);
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void NetworkServerKickClient(ClientID client_id);
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uint NetworkServerKickOrBanIP(ClientID client_id, bool ban);
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uint NetworkServerKickOrBanIP(const char *ip, bool ban);
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void NetworkServerKickClient(ClientID client_id, const char *reason);
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uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const char *reason);
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uint NetworkServerKickOrBanIP(const char *ip, bool ban, const char *reason);
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void NetworkInitChatMessage();
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void CDECL NetworkAddChatMessage(TextColour colour, uint duration, const char *message, ...) WARN_FORMAT(3, 4);
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@@ -1688,12 +1688,12 @@ static WindowDesc _client_list_popup_desc(
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/* Here we start to define the options out of the menu */
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static void ClientList_Kick(const NetworkClientInfo *ci)
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{
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NetworkServerKickClient(ci->client_id);
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NetworkServerKickClient(ci->client_id, nullptr);
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}
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static void ClientList_Ban(const NetworkClientInfo *ci)
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{
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NetworkServerKickOrBanIP(ci->client_id, true);
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NetworkServerKickOrBanIP(ci->client_id, true, nullptr);
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}
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static void ClientList_SpeakToClient(const NetworkClientInfo *ci)
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@@ -422,13 +422,15 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
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/**
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* Send an error to the client, and close its connection.
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* @param error The error to disconnect for.
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* @param reason In case of kicking a client, specifies the reason for kicking the client.
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*/
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error)
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error, const char *reason)
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{
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char str[100];
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Packet *p = new Packet(PACKET_SERVER_ERROR);
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p->Send_uint8(error);
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if (reason != nullptr) p->Send_string(reason);
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this->SendPacket(p);
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StringID strid = GetNetworkErrorMsg(error);
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@@ -442,7 +444,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
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DEBUG(net, 1, "'%s' made an error and has been disconnected. Reason: '%s'", client_name, str);
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
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if (error == NETWORK_ERROR_KICKED && reason != nullptr) {
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NetworkTextMessage(NETWORK_ACTION_KICKED, CC_DEFAULT, false, client_name, reason, strid);
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} else {
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
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}
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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if (new_cs->status > STATUS_AUTHORIZED && new_cs != this) {
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@@ -2139,29 +2145,32 @@ void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const cha
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/**
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* Kick a single client.
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* @param client_id The client to kick.
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* @param reason In case of kicking a client, specifies the reason for kicking the client.
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*/
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void NetworkServerKickClient(ClientID client_id)
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void NetworkServerKickClient(ClientID client_id, const char *reason)
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{
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if (client_id == CLIENT_ID_SERVER) return;
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NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED);
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NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED, reason);
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}
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/**
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* Ban, or kick, everyone joined from the given client's IP.
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* @param client_id The client to check for.
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* @param ban Whether to ban or kick.
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* @param reason In case of kicking a client, specifies the reason for kicking the client.
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*/
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uint NetworkServerKickOrBanIP(ClientID client_id, bool ban)
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uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const char *reason)
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{
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return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban);
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return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban, reason);
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}
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/**
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* Kick or ban someone based on an IP address.
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* @param ip The IP address/range to ban/kick.
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* @param ban Whether to ban or just kick.
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* @param reason In case of kicking a client, specifies the reason for kicking the client.
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*/
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uint NetworkServerKickOrBanIP(const char *ip, bool ban)
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uint NetworkServerKickOrBanIP(const char *ip, bool ban, const char *reason)
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{
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/* Add address to ban-list */
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if (ban) {
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@@ -2177,11 +2186,16 @@ uint NetworkServerKickOrBanIP(const char *ip, bool ban)
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uint n = 0;
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/* There can be multiple clients with the same IP, kick them all */
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/* There can be multiple clients with the same IP, kick them all but don't kill the server,
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* or the client doing the rcon. The latter can't be kicked because kicking frees closes
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* and subsequently free the connection related instances, which we would be reading from
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* and writing to after returning. So we would read or write data from freed memory up till
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* the segfault triggers. */
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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if (cs->client_id == CLIENT_ID_SERVER) continue;
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if (cs->client_id == _redirect_console_to_client) continue;
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if (cs->client_address.IsInNetmask(ip)) {
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NetworkServerKickClient(cs->client_id);
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NetworkServerKickClient(cs->client_id, reason);
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n++;
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}
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}
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@@ -98,7 +98,7 @@ public:
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NetworkRecvStatus SendMove(ClientID client_id, CompanyID company_id);
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NetworkRecvStatus SendClientInfo(NetworkClientInfo *ci);
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NetworkRecvStatus SendError(NetworkErrorCode error);
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NetworkRecvStatus SendError(NetworkErrorCode error, const char *reason = nullptr);
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NetworkRecvStatus SendDesyncLog(const std::string &log);
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NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, NetworkTextMessageData data);
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NetworkRecvStatus SendJoin(ClientID client_id);
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@@ -86,6 +86,7 @@ enum DestType {
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enum NetworkAction {
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NETWORK_ACTION_JOIN,
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NETWORK_ACTION_LEAVE,
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NETWORK_ACTION_KICKED,
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NETWORK_ACTION_SERVER_MESSAGE,
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NETWORK_ACTION_CHAT,
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NETWORK_ACTION_CHAT_COMPANY,
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