Commit Graph

2593 Commits

Author SHA1 Message Date
Rubidium
a2051bad50 Codechange: move logic whether there is enough space in a packet to write data into the Packet 2021-04-24 20:42:01 +02:00
Rubidium
c545cc9d70 Codechange: move more logic about packet size validity and reading into Packet 2021-04-24 20:42:01 +02:00
rubidium42
2999d301ad Add: [Network] Validate the client name when receiving one from the server
This so names from other clients are known valid in the client as well, instead allowing some compromised/bad server to potentially crash clients upon certain expectations.
2021-04-24 08:02:54 +02:00
rubidium42
e1cebe0ea0 Add: [Network] Validate the client name server side, so no clients with invalid names can actually join 2021-04-24 08:02:54 +02:00
rubidium42
2e0f3799a8 Change: [Network] Prevent invalid client names being sent to the server when changing it using the console/settings 2021-04-24 08:02:54 +02:00
rubidium42
bfb0ab3e2f Feature: [Network] Ensure players fill in a name instead of defaulting to "Player" 2021-04-24 08:02:54 +02:00
rubidium42
b14f412117 Codechange: [Network] Introduce function to validate the client name 2021-04-24 08:02:54 +02:00
Jonathan G Rennison
0d262e4d9a Send network client desync log messages to server 2021-04-24 01:15:05 +01:00
Peter Nelson
9aa64b7885 Codechange: Use new widget features on chat message box. 2021-04-22 16:42:04 +01:00
Rubidium
bf4fe19a66 Codechange: merge duplicated logic to scroll in lists by key into a single function 2021-04-21 21:12:08 +02:00
Patric Stout
ce6a744278 Doc: server name doesn't need to be advertised to be valid
Strictly seen the comment is true, as it says 'e.g.', but it is
misleading. The server name is just that: the name of the server
as configured. No need to mention advertising.
2021-04-20 17:34:04 +02:00
Patric Stout
cd757d53ca Codechange: remove always-empty "address" from NetworkContentSocketHandler
When ever you saw this debug lines (which you never should), they
showed an empty address. It is also not very useful to have, as it
always points to a known server anyway.
2021-04-20 17:34:04 +02:00
Patric Stout
31897eaa7d Codechange: split ParseConnectionString into two functions
One also looks for a company, the other doesn't. There were more
uses of the latter than the first, leaving very weird code all
over the place.
2021-04-20 17:34:04 +02:00
Patric Stout
05612d60ae Remove: "language" field from server/client
The original idea was that people could find a server they could
talk in their native language on. This isn't really used in that
way. There are several reasons for removing this:

- the client also sends his "language" to the server, but nothing
  is doing anything with this.
- flags are a bad way to represent languages, and over the years
  we had several (rightfully) complaints about this.
- most servers have their language set to "All", and prefix the
  servername with the language it is about. This is a much more
  efficient way to do the same.

All in all, this feature should go back to the drawing board.
Maybe it could work in another form, but this form is not it.
2021-04-20 17:24:38 +02:00
Patric Stout
f4bd3fff5e Remove: "map_name" from server announcements / listing
The idea back in the days was nice, but it never resulted in
anything useful. Most servers either read "(loaded game)" or
"Random Map", neither being useful. It was meant for heightmaps,
so you could find a server that was using a specific one .. but
there are many things wrong with that idea. Mostly, servers tend
to save and load savegames from time to time, after which the
original heightmap used was lost.

All in all, removing map_name all together is just better.
2021-04-20 17:24:38 +02:00
Jonathan G Rennison
8d8076040a Avoid std::scoped_lock for MacOS 10.12 compatibility 2021-04-18 20:33:17 +01:00
Peter Nelson
3248a6c12b Fix #9042: Make multiplayer server list height auto-fill window.
#9042 did not fix all combinations of scaling options. This additional
change makes the server list automatically fill available height.
2021-04-17 22:23:43 +02:00
Peter Nelson
cb9f56df0c Feature: Show previous chat history when the chat message box is open 2021-04-16 20:25:46 +02:00
Peter Nelson
fbef63822c Codechange: Use std::deque for chat history instead of fixed array 2021-04-16 20:25:46 +02:00
Peter Nelson
837994034d Fix: Sizing of Multiplayer server list incorrect when GUI zoom doesn't match Font zoom.
The server information panel was scaled by GUI scale, which could result in a panel that is longer than the server list. This height difference is then maintained when the window is resized to fill the screen.
Instead, specify the minimum size by number of text lines and (summed total) padding.
2021-04-16 20:24:08 +02:00
Jonathan G Rennison
253d54ce05 Merge branch 'master' into jgrpp
# Conflicts:
#	src/lang/french.txt
#	src/network/network_udp.cpp
2021-04-12 22:59:30 +01:00
Rubidium
d2fe8c2842 Change: warn the user about the resolving of an address being extra very slow 2021-04-12 21:10:21 +02:00
Rubidium
7597740bff Fix: split the UDP blocking of sockets to only the socket involved, and when another thread is busy do not attempt to process the packets of that socket 2021-04-12 21:10:21 +02:00
Rubidium
ca6b9ad8b0 Change: move some things only relevant to UDP from network.cpp to network_udp.cpp 2021-04-12 21:10:21 +02:00
Jonathan G Rennison
227041008f Merge branch 'master' into jgrpp
# Conflicts:
#	src/debug.cpp
#	src/lang/russian.txt
#	src/misc_gui.cpp
#	src/os/windows/crashlog_win.cpp
#	src/os/windows/font_win32.cpp
#	src/os/windows/win32.cpp
#	src/rail_cmd.cpp
#	src/window_gui.h
2021-04-11 03:05:08 +01:00
Niels Martin Hansen
e0561dbded Fix #8713: Change OTTD2FS and FS2OTTD to return string objects instead of static buffers 2021-04-07 09:31:47 +02:00
Jonathan G Rennison
825867f2c5 Fix: [Network] State conditions for sending client info/quit packets (#8959)
Use status >= STATUS_AUTHORIZED as the state criteria for all cases
where updates about other clients are sent.
This avoids the case where a client is informed that another client
has joined but not informed when it later quits, resulting in
stale entries in the client list window.
2021-04-06 19:31:52 +01:00
Jonathan G Rennison
d452517c66 Fix data race warning in NetworkGameListHandleDelayedInsert
Avoid thread-sanitizer warning on ins_item->next
2021-04-06 18:43:50 +01:00
Jonathan G Rennison
76624e6f58 Server: Fix client state conditions for sending client info/quit packets 2021-04-06 02:21:32 +01:00
Jonathan G Rennison
5e14b54a0c Merge branch 'master' into jgrpp 2021-04-05 17:51:45 +01:00
Jonathan G Rennison
425b725eab Include last sync frame in desync crash log 2021-04-01 01:59:48 +01:00
Jonathan G Rennison
4361a6dbf4 Avoid undefined behaviour const_casting std::string c_str()
Use non-const data() instead

See: #224
2021-03-11 01:33:06 +00:00
Patric Stout
970fedd78c Add: make modal windows update more smooth
Basically, modal windows had their own thread-locking for what
drawing was possible. This is a bit nonsense now we have a
game-thread. And it makes much more sense to do things like
NewGRFScan and GenerateWorld in the game-thread, and not in a
thread next to the game-thread.

This commit changes that: it removes the threads for NewGRFScan
and GenerateWorld, and just runs the code in the game-thread.
On regular intervals it allows the draw-thread to do a tick,
which gives a much smoother look and feel.

It does slow down NewGRFScan and GenerateWorld ever so slightly
as it spends more time on drawing. But the slowdown is not
measureable on my machines (with 700+ NewGRFs / 4kx4k map and
a Debug build).

Running without a game-thread means NewGRFScan and GenerateWorld
are now blocking.
2021-03-10 13:41:18 +01:00
Jonathan G Rennison
5a364d3e8c Merge branch 'master' into jgrpp
# Conflicts:
#	src/blitter/32bpp_optimized.cpp
#	src/lang/serbian.txt
2021-03-04 00:17:10 +00:00
Patric Stout
0243ae4654 Fix #8799: NGameAllowedSorter() is not imposing strict weak ordering relation (#8801)
In other words, it should only (!) return true if A comes for B.
This promise was broken for the situation where two values are
identical. It would return true in these cases too. This is of
course not possible: if two values are identical, neither come
before the other. As such, the sorter was not imposing strict
weak ordering relations.

libstdc++ handled this scenario just fine, but libc++ crashes
badly on this, as it allowed comparing of [begin, end] instead
of [begin, end).
libc++ considered this not a bug (and by specs, they are correct;
just this way of crashing is of course a bit harsh):
https://bugs.llvm.org/show_bug.cgi?id=47903
2021-03-03 12:12:29 +00:00
Jonathan G Rennison
f4e29071be Merge tag '1.11.0-beta2' into jgrpp
# Conflicts:
#	.github/workflows/ci-build.yml
#	.github/workflows/release.yml
#	CMakeLists.txt
#	src/blitter/32bpp_optimized.cpp
#	src/debug.cpp
#	src/gfx.cpp
#	src/gfx_func.h
#	src/lang/czech.txt
#	src/lang/english.txt
#	src/lang/italian.txt
#	src/lang/swedish.txt
#	src/lang/ukrainian.txt
#	src/network/network_server.cpp
#	src/os/windows/crashlog_win.cpp
#	src/os/windows/win32.cpp
#	src/pathfinder/follow_track.hpp
#	src/screenshot.cpp
#	src/settings_type.h
#	src/spritecache.cpp
#	src/vehicle_gui.cpp
#	src/video/sdl2_v.cpp
#	src/video/video_driver.cpp
#	src/video/video_driver.hpp
#	src/video/win32_v.cpp
2021-03-02 11:59:03 +00:00
Jonathan G Rennison
edeced8fce Zstd: Enable zstd for autosaves
See also: https://github.com/OpenTTD/OpenTTD/pull/8773
2021-03-01 18:59:03 +00:00
Jonathan G Rennison
c2ae7580e0 Zstd: Use zstd for network joins if supported at both ends
See also: https://github.com/OpenTTD/OpenTTD/pull/8773
2021-03-01 18:59:03 +00:00
Patric Stout
d4f208d9c1 Codechange: [Network] replace _realtime_tick with std::chrono
(cherry picked from commit 53c28a8ec9)
2021-03-01 17:54:15 +00:00
Patric Stout
c13c201f72 Fix: [Network] don't show "server doesn't respond" while in queue
Send all clients in the queue every game-day a packet that they
are still in the queue.

(cherry picked from commit 13889b6554)

# Conflicts:
#	src/network/network_server.cpp
2021-03-01 17:54:15 +00:00
Patric Stout
7da90af2f4 Fix: [Network] send map to next client if current client disconnects
Also terminate creating of the savegame, as the client is gone,
there really is no need for that anymore.

(cherry picked from commit 8d199b1bbc)
2021-03-01 17:49:03 +00:00
Patric Stout
cfa1612766 Fix: [Network] also count the person downloading the map in the queue
Strictly seen, there are "N" people -waiting- in front of you
in the queue, but it is nicer to show "N + 1" for the person that
is currently downloading the map. Avoids it showing:
"0 clients in front of you". That just feels a bit off.

(cherry picked from commit 3677418225)
2021-03-01 17:49:03 +00:00
dP
73fd634209 Fix #6266: Ugly lists in network lobby windows on double/quad interface sizes with custom fonts 2021-02-28 17:43:30 +00:00
Patric Stout
13889b6554 Fix: [Network] don't show "server doesn't respond" while in queue
Send all clients in the queue every game-day a packet that they
are still in the queue.
2021-02-28 12:27:04 +01:00
Patric Stout
8d199b1bbc Fix: [Network] send map to next client if current client disconnects
Also terminate creating of the savegame, as the client is gone,
there really is no need for that anymore.
2021-02-28 12:27:04 +01:00
Patric Stout
3677418225 Fix: [Network] also count the person downloading the map in the queue
Strictly seen, there are "N" people -waiting- in front of you
in the queue, but it is nicer to show "N + 1" for the person that
is currently downloading the map. Avoids it showing:
"0 clients in front of you". That just feels a bit off.
2021-02-28 12:27:04 +01:00
Pavel Stupnikov
4fd2eecb8b Change: Improve console warnings on invalid network commands (#8753) 2021-02-27 20:26:51 +01:00
Patric Stout
53c28a8ec9 Codechange: [Network] replace _realtime_tick with std::chrono 2021-02-27 00:36:14 +01:00
Patric Stout
d068d61f3c Fix bddfcaef: don't tell twice that a client left because of a timeout etc (#8746)
SendError() notifies all clients of the disconnect. This calls
CloseConnection() at the end, which also notified the clients
of the disconnect. Really no need to do it twice.

The status NETWORK_RECV_STATUS_SERVER_ERROR is only set by
SendError(), so in case that is the status, don't let
ClientConnection() send another notification.
2021-02-27 00:32:51 +01:00
Jonathan G Rennison
dfecdf3afb Merge branch 'master' into jgrpp
# Conflicts:
#	src/dock_gui.cpp
#	src/rail_gui.cpp
#	src/road_gui.cpp
#	src/terraform_gui.cpp
#	src/vehicle.cpp
#	src/video/allegro_v.cpp
#	src/video/cocoa/cocoa_v.mm
#	src/video/dedicated_v.cpp
#	src/video/sdl2_v.cpp
#	src/video/sdl_v.cpp
#	src/video/win32_v.cpp
2021-02-21 11:54:24 +00:00