2297 lines
		
	
	
		
			78 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			2297 lines
		
	
	
		
			78 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
 | |
|  * This file is part of OpenTTD.
 | |
|  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 | |
|  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 | |
|  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 | |
|  */
 | |
| 
 | |
| /** @file network_server.cpp Server part of the network protocol. */
 | |
| 
 | |
| #include "../stdafx.h"
 | |
| #include "../strings_func.h"
 | |
| #include "../date_func.h"
 | |
| #include "network_admin.h"
 | |
| #include "network_server.h"
 | |
| #include "network_udp.h"
 | |
| #include "network_base.h"
 | |
| #include "../console_func.h"
 | |
| #include "../company_base.h"
 | |
| #include "../command_func.h"
 | |
| #include "../saveload/saveload.h"
 | |
| #include "../saveload/saveload_filter.h"
 | |
| #include "../station_base.h"
 | |
| #include "../genworld.h"
 | |
| #include "../company_func.h"
 | |
| #include "../company_gui.h"
 | |
| #include "../roadveh.h"
 | |
| #include "../order_backup.h"
 | |
| #include "../core/pool_func.hpp"
 | |
| #include "../core/random_func.hpp"
 | |
| #include "../rev.h"
 | |
| #include "../crashlog.h"
 | |
| #include <mutex>
 | |
| #include <condition_variable>
 | |
| #if defined(__MINGW32__)
 | |
| #include "../3rdparty/mingw-std-threads/mingw.mutex.h"
 | |
| #include "../3rdparty/mingw-std-threads/mingw.condition_variable.h"
 | |
| #endif
 | |
| 
 | |
| #include "../safeguards.h"
 | |
| 
 | |
| 
 | |
| /* This file handles all the server-commands */
 | |
| 
 | |
| DECLARE_POSTFIX_INCREMENT(ClientID)
 | |
| /** The identifier counter for new clients (is never decreased) */
 | |
| static ClientID _network_client_id = CLIENT_ID_FIRST;
 | |
| 
 | |
| /** Make very sure the preconditions given in network_type.h are actually followed */
 | |
| assert_compile(MAX_CLIENT_SLOTS > MAX_CLIENTS);
 | |
| /** Yes... */
 | |
| assert_compile(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS);
 | |
| 
 | |
| /** The pool with clients. */
 | |
| NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket");
 | |
| INSTANTIATE_POOL_METHODS(NetworkClientSocket)
 | |
| 
 | |
| /** Instantiate the listen sockets. */
 | |
| template SocketList TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED>::sockets;
 | |
| 
 | |
| /** Writing a savegame directly to a number of packets. */
 | |
| struct PacketWriter : SaveFilter {
 | |
| 	ServerNetworkGameSocketHandler *cs; ///< Socket we are associated with.
 | |
| 	std::unique_ptr<Packet> current;    ///< The packet we're currently writing to.
 | |
| 	size_t total_size;                  ///< Total size of the compressed savegame.
 | |
| 	std::deque<std::unique_ptr<Packet>> packets; ///< Packet queue of the savegame; send these "slowly" to the client.
 | |
| 	std::mutex mutex;                   ///< Mutex for making threaded saving safe.
 | |
| 	std::condition_variable exit_sig;   ///< Signal for threaded destruction of this packet writer.
 | |
| 
 | |
| 	/**
 | |
| 	 * Create the packet writer.
 | |
| 	 * @param cs The socket handler we're making the packets for.
 | |
| 	 */
 | |
| 	PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(nullptr), cs(cs), total_size(0)
 | |
| 	{
 | |
| 	}
 | |
| 
 | |
| 	/** Make sure everything is cleaned up. */
 | |
| 	~PacketWriter()
 | |
| 	{
 | |
| 		std::unique_lock<std::mutex> lock(this->mutex);
 | |
| 
 | |
| 		if (this->cs != nullptr) this->exit_sig.wait(lock);
 | |
| 
 | |
| 		/* This must all wait until the Destroy function is called. */
 | |
| 
 | |
| 		this->packets.clear();
 | |
| 		this->current.reset();
 | |
| 	}
 | |
| 
 | |
| 	/**
 | |
| 	 * Begin the destruction of this packet writer. It can happen in two ways:
 | |
| 	 * in the first case the client disconnected while saving the map. In this
 | |
| 	 * case the saving has not finished and killed this PacketWriter. In that
 | |
| 	 * case we simply set cs to nullptr, triggering the appending to fail due to
 | |
| 	 * the connection problem and eventually triggering the destructor. In the
 | |
| 	 * second case the destructor is already called, and it is waiting for our
 | |
| 	 * signal which we will send. Only then the packets will be removed by the
 | |
| 	 * destructor.
 | |
| 	 */
 | |
| 	void Destroy()
 | |
| 	{
 | |
| 		std::unique_lock<std::mutex> lock(this->mutex);
 | |
| 
 | |
| 		this->cs = nullptr;
 | |
| 
 | |
| 		this->exit_sig.notify_all();
 | |
| 		lock.unlock();
 | |
| 
 | |
| 		/* Make sure the saving is completely cancelled. Yes,
 | |
| 		 * we need to handle the save finish as well as the
 | |
| 		 * next connection might just be requesting a map. */
 | |
| 		WaitTillSaved();
 | |
| 		ProcessAsyncSaveFinish();
 | |
| 	}
 | |
| 
 | |
| 	/**
 | |
| 	 * Checks whether there are packets.
 | |
| 	 * It's not 100% threading safe, but this is only asked for when checking
 | |
| 	 * whether there still is something to send. Then another call will be made
 | |
| 	 * to actually get the Packet, which will be the only one popping packets
 | |
| 	 * and thus eventually setting this on false.
 | |
| 	 */
 | |
| 	bool HasPackets()
 | |
| 	{
 | |
| 		std::lock_guard<std::mutex> lock(this->mutex);
 | |
| 
 | |
| 		return !this->packets.empty();
 | |
| 	}
 | |
| 
 | |
| 	/**
 | |
| 	 * Pop a single created packet from the queue with packets.
 | |
| 	 */
 | |
| 	std::unique_ptr<Packet> PopPacket()
 | |
| 	{
 | |
| 		std::lock_guard<std::mutex> lock(this->mutex);
 | |
| 
 | |
| 		if (this->packets.empty()) return nullptr;
 | |
| 		std::unique_ptr<Packet> p = std::move(this->packets.front());
 | |
| 		this->packets.pop_front();
 | |
| 		return p;
 | |
| 	}
 | |
| 
 | |
| 	/** Append the current packet to the queue. */
 | |
| 	void AppendQueue()
 | |
| 	{
 | |
| 		if (this->current == nullptr) return;
 | |
| 
 | |
| 		this->packets.push_back(std::move(this->current));
 | |
| 	}
 | |
| 
 | |
| 	/** Prepend the current packet to the queue. */
 | |
| 	void PrependQueue()
 | |
| 	{
 | |
| 		if (this->current == nullptr) return;
 | |
| 
 | |
| 		this->packets.push_front(std::move(this->current));
 | |
| 	}
 | |
| 
 | |
| 	void Write(byte *buf, size_t size) override
 | |
| 	{
 | |
| 		/* We want to abort the saving when the socket is closed. */
 | |
| 		if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
 | |
| 
 | |
| 		if (this->current == nullptr) this->current.reset(new Packet(PACKET_SERVER_MAP_DATA));
 | |
| 
 | |
| 		std::lock_guard<std::mutex> lock(this->mutex);
 | |
| 
 | |
| 		byte *bufe = buf + size;
 | |
| 		while (buf != bufe) {
 | |
| 			size_t to_write = min(SHRT_MAX - this->current->size, bufe - buf);
 | |
| 			memcpy(this->current->buffer + this->current->size, buf, to_write);
 | |
| 			this->current->size += (PacketSize)to_write;
 | |
| 			buf += to_write;
 | |
| 
 | |
| 			if (this->current->size == SHRT_MAX) {
 | |
| 				this->AppendQueue();
 | |
| 				if (buf != bufe) this->current.reset(new Packet(PACKET_SERVER_MAP_DATA));
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		this->total_size += size;
 | |
| 	}
 | |
| 
 | |
| 	void Finish() override
 | |
| 	{
 | |
| 		/* We want to abort the saving when the socket is closed. */
 | |
| 		if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
 | |
| 
 | |
| 		std::lock_guard<std::mutex> lock(this->mutex);
 | |
| 
 | |
| 		/* Make sure the last packet is flushed. */
 | |
| 		this->AppendQueue();
 | |
| 
 | |
| 		/* Add a packet stating that this is the end to the queue. */
 | |
| 		this->current.reset(new Packet(PACKET_SERVER_MAP_DONE));
 | |
| 		this->AppendQueue();
 | |
| 
 | |
| 		/* Fast-track the size to the client. */
 | |
| 		this->current.reset(new Packet(PACKET_SERVER_MAP_SIZE));
 | |
| 		this->current->Send_uint32((uint32)this->total_size);
 | |
| 		this->PrependQueue();
 | |
| 	}
 | |
| };
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Create a new socket for the server side of the game connection.
 | |
|  * @param s The socket to connect with.
 | |
|  */
 | |
| ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s)
 | |
| {
 | |
| 	this->status = STATUS_INACTIVE;
 | |
| 	this->client_id = _network_client_id++;
 | |
| 	this->receive_limit = _settings_client.network.bytes_per_frame_burst;
 | |
| 	this->server_hash_bits = InteractiveRandom();
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| 	this->rcon_hash_bits = InteractiveRandom();
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| 	this->settings_hash_bits = InteractiveRandom();
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| 
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| 	/* The Socket and Info pools need to be the same in size. After all,
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| 	 * each Socket will be associated with at most one Info object. As
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| 	 * such if the Socket was allocated the Info object can as well. */
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| 	assert_compile(NetworkClientSocketPool::MAX_SIZE == NetworkClientInfoPool::MAX_SIZE);
 | |
| }
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| 
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| /**
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|  * Clear everything related to this client.
 | |
|  */
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| ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
 | |
| {
 | |
| 	if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID;
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| 	OrderBackup::ResetUser(this->client_id);
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| 
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| 	extern void RemoveVirtualTrainsOfUser(uint32 user);
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| 	RemoveVirtualTrainsOfUser(this->client_id);
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| 
 | |
| 	if (this->savegame != nullptr) {
 | |
| 		this->savegame->Destroy();
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| 		this->savegame = nullptr;
 | |
| 	}
 | |
| }
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| 
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| std::unique_ptr<Packet> ServerNetworkGameSocketHandler::ReceivePacket()
 | |
| {
 | |
| 	/* Only allow receiving when we have some buffer free; this value
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| 	 * can go negative, but eventually it will become positive again. */
 | |
| 	if (this->receive_limit <= 0) return nullptr;
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| 
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| 	/* We can receive a packet, so try that and if needed account for
 | |
| 	 * the amount of received data. */
 | |
| 	std::unique_ptr<Packet> p = this->NetworkTCPSocketHandler::ReceivePacket();
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| 	if (p != nullptr) this->receive_limit -= p->size;
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| 	return p;
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| }
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| 
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| NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
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| {
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| 	assert(status != NETWORK_RECV_STATUS_OKAY);
 | |
| 	/*
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| 	 * Sending a message just before leaving the game calls cs->SendPackets.
 | |
| 	 * This might invoke this function, which means that when we close the
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| 	 * connection after cs->SendPackets we will close an already closed
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| 	 * connection. This handles that case gracefully without having to make
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| 	 * that code any more complex or more aware of the validity of the socket.
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| 	 */
 | |
| 	if (this->sock == INVALID_SOCKET) return status;
 | |
| 
 | |
| 	if (status != NETWORK_RECV_STATUS_CONN_LOST && !this->HasClientQuit() && this->status >= STATUS_AUTHORIZED) {
 | |
| 		/* We did not receive a leave message from this client... */
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| 		char client_name[NETWORK_CLIENT_NAME_LENGTH];
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| 
 | |
| 		this->GetClientName(client_name, lastof(client_name));
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| 
 | |
| 		NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
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| 
 | |
| 		/* Inform other clients of this... strange leaving ;) */
 | |
| 		for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
 | |
| 			if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) {
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| 				new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
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| 			}
 | |
| 		}
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| 	}
 | |
| 
 | |
| 	NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
 | |
| 	DEBUG(net, 1, "Closed client connection %d", this->client_id);
 | |
| 
 | |
| 	/* We just lost one client :( */
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| 	if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
 | |
| 	extern byte _network_clients_connected;
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| 	_network_clients_connected--;
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| 
 | |
| 	DeleteWindowById(WC_CLIENT_LIST_POPUP, this->client_id);
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| 	SetWindowDirty(WC_CLIENT_LIST, 0);
 | |
| 
 | |
| 	this->SendPackets(true);
 | |
| 
 | |
| 	delete this->GetInfo();
 | |
| 	delete this;
 | |
| 
 | |
| 	return status;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Whether an connection is allowed or not at this moment.
 | |
|  * @return true if the connection is allowed.
 | |
|  */
 | |
| /* static */ bool ServerNetworkGameSocketHandler::AllowConnection()
 | |
| {
 | |
| 	extern byte _network_clients_connected;
 | |
| 	bool accept = _network_clients_connected < MAX_CLIENTS && _network_game_info.clients_on < _settings_client.network.max_clients;
 | |
| 
 | |
| 	/* We can't go over the MAX_CLIENTS limit here. However, the
 | |
| 	 * pool must have place for all clients and ourself. */
 | |
| 	assert_compile(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENTS + 1);
 | |
| 	assert(!accept || ServerNetworkGameSocketHandler::CanAllocateItem());
 | |
| 	return accept;
 | |
| }
 | |
| 
 | |
| /** Send the packets for the server sockets. */
 | |
| /* static */ void ServerNetworkGameSocketHandler::Send()
 | |
| {
 | |
| 	for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
 | |
| 		if (cs->writable) {
 | |
| 			if (cs->status == STATUS_CLOSE_PENDING) {
 | |
| 				SendPacketsState send_state = cs->SendPackets(true);
 | |
| 				if (send_state == SPS_CLOSED) {
 | |
| 					cs->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
 | |
| 				} else if (send_state != SPS_PARTLY_SENT && send_state != SPS_NONE_SENT) {
 | |
| 					ShutdownSocket(cs->sock, true, false, 2);
 | |
| 				}
 | |
| 			} else if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
 | |
| 				/* This client is in the middle of a map-send, call the function for that */
 | |
| 				cs->SendMap();
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
 | |
| 
 | |
| /***********
 | |
|  * Sending functions
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|  *   DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs
 | |
|  ************/
 | |
| 
 | |
| /**
 | |
|  * Send the client information about a client.
 | |
|  * @param ci The client to send information about.
 | |
|  */
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientInfo *ci)
 | |
| {
 | |
| 	if (ci->client_id != INVALID_CLIENT_ID) {
 | |
| 		Packet *p = new Packet(PACKET_SERVER_CLIENT_INFO);
 | |
| 		p->Send_uint32(ci->client_id);
 | |
| 		p->Send_uint8 (ci->client_playas);
 | |
| 		p->Send_string(ci->client_name);
 | |
| 
 | |
| 		this->SendPacket(p);
 | |
| 	}
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| /** Send the client information about the companies. */
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
 | |
| {
 | |
| 	/* Fetch the latest version of the stats */
 | |
| 	NetworkCompanyStats company_stats[MAX_COMPANIES];
 | |
| 	NetworkPopulateCompanyStats(company_stats);
 | |
| 
 | |
| 	/* Make a list of all clients per company */
 | |
| 	char clients[MAX_COMPANIES][NETWORK_CLIENTS_LENGTH];
 | |
| 	memset(clients, 0, sizeof(clients));
 | |
| 
 | |
| 	/* Add the local player (if not dedicated) */
 | |
| 	const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
 | |
| 	if (ci != nullptr && Company::IsValidID(ci->client_playas)) {
 | |
| 		strecpy(clients[ci->client_playas], ci->client_name, lastof(clients[ci->client_playas]));
 | |
| 	}
 | |
| 
 | |
| 	for (NetworkClientSocket *csi : NetworkClientSocket::Iterate()) {
 | |
| 		char client_name[NETWORK_CLIENT_NAME_LENGTH];
 | |
| 
 | |
| 		((ServerNetworkGameSocketHandler*)csi)->GetClientName(client_name, lastof(client_name));
 | |
| 
 | |
| 		ci = csi->GetInfo();
 | |
| 		if (ci != nullptr && Company::IsValidID(ci->client_playas)) {
 | |
| 			if (!StrEmpty(clients[ci->client_playas])) {
 | |
| 				strecat(clients[ci->client_playas], ", ", lastof(clients[ci->client_playas]));
 | |
| 			}
 | |
| 
 | |
| 			strecat(clients[ci->client_playas], client_name, lastof(clients[ci->client_playas]));
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* Now send the data */
 | |
| 
 | |
| 	Packet *p;
 | |
| 
 | |
| 	for (const Company *company : Company::Iterate()) {
 | |
| 		p = new Packet(PACKET_SERVER_COMPANY_INFO);
 | |
| 
 | |
| 		p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
 | |
| 		p->Send_bool  (true);
 | |
| 		this->SendCompanyInformation(p, company, &company_stats[company->index]);
 | |
| 
 | |
| 		if (StrEmpty(clients[company->index])) {
 | |
| 			p->Send_string("<none>");
 | |
| 		} else {
 | |
| 			p->Send_string(clients[company->index]);
 | |
| 		}
 | |
| 
 | |
| 		this->SendPacket(p);
 | |
| 	}
 | |
| 
 | |
| 	p = new Packet(PACKET_SERVER_COMPANY_INFO);
 | |
| 
 | |
| 	p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
 | |
| 	p->Send_bool  (false);
 | |
| 
 | |
| 	this->SendPacket(p);
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Send an error to the client, and close its connection.
 | |
|  * @param error The error to disconnect for.
 | |
|  * @param reason In case of kicking a client, specifies the reason for kicking the client.
 | |
|  */
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error, const char *reason)
 | |
| {
 | |
| 	char str[100];
 | |
| 	Packet *p = new Packet(PACKET_SERVER_ERROR);
 | |
| 
 | |
| 	p->Send_uint8(error);
 | |
| 	if (reason != nullptr) p->Send_string(reason);
 | |
| 	this->SendPacket(p);
 | |
| 
 | |
| 	StringID strid = GetNetworkErrorMsg(error);
 | |
| 	GetString(str, strid, lastof(str));
 | |
| 
 | |
| 	/* Only send when the current client was in game */
 | |
| 	if (this->status > STATUS_AUTHORIZED) {
 | |
| 		char client_name[NETWORK_CLIENT_NAME_LENGTH];
 | |
| 
 | |
| 		this->GetClientName(client_name, lastof(client_name));
 | |
| 
 | |
| 		DEBUG(net, 1, "'%s' made an error and has been disconnected. Reason: '%s'", client_name, str);
 | |
| 
 | |
| 		if (error == NETWORK_ERROR_KICKED && reason != nullptr) {
 | |
| 			NetworkTextMessage(NETWORK_ACTION_KICKED, CC_DEFAULT, false, client_name, reason, strid);
 | |
| 		} else {
 | |
| 			NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
 | |
| 		}
 | |
| 
 | |
| 		for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
 | |
| 			if (new_cs->status > STATUS_AUTHORIZED && new_cs != this) {
 | |
| 				/* Some errors we filter to a more general error. Clients don't have to know the real
 | |
| 				 *  reason a joining failed. */
 | |
| 				if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
 | |
| 					error = NETWORK_ERROR_ILLEGAL_PACKET;
 | |
| 				}
 | |
| 				new_cs->SendErrorQuit(this->client_id, error);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		NetworkAdminClientError(this->client_id, error);
 | |
| 	} else {
 | |
| 		DEBUG(net, 1, "Client %d made an error and has been disconnected. Reason: '%s'", this->client_id, str);
 | |
| 	}
 | |
| 
 | |
| 	/* The client made a mistake, so drop his connection now! */
 | |
| 	return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
 | |
| }
 | |
| 
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::SendDesyncLog(const std::string &log)
 | |
| {
 | |
| 	for (size_t offset = 0; offset < log.size();) {
 | |
| 		Packet *p = new Packet(PACKET_SERVER_DESYNC_LOG);
 | |
| 		size_t size = min<size_t>(log.size() - offset, SHRT_MAX - 2 - p->size);
 | |
| 		p->Send_uint16(size);
 | |
| 		p->Send_binary(log.data() + offset, size);
 | |
| 		this->SendPacket(p);
 | |
| 
 | |
| 		offset += size;
 | |
| 	}
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| /** Send the check for the NewGRFs. */
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
 | |
| {
 | |
| 	Packet *p = new Packet(PACKET_SERVER_CHECK_NEWGRFS);
 | |
| 	const GRFConfig *c;
 | |
| 	uint grf_count = 0;
 | |
| 
 | |
| 	for (c = _grfconfig; c != nullptr; c = c->next) {
 | |
| 		if (!HasBit(c->flags, GCF_STATIC)) grf_count++;
 | |
| 	}
 | |
| 
 | |
| 	p->Send_uint32 (grf_count);
 | |
| 	for (c = _grfconfig; c != nullptr; c = c->next) {
 | |
| 		if (!HasBit(c->flags, GCF_STATIC)) this->SendGRFIdentifier(p, &c->ident);
 | |
| 	}
 | |
| 
 | |
| 	this->SendPacket(p);
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| /** Request the game password. */
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
 | |
| {
 | |
| 	/* Invalid packet when status is STATUS_AUTH_GAME or higher */
 | |
| 	if (this->status >= STATUS_AUTH_GAME) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
 | |
| 
 | |
| 	this->status = STATUS_AUTH_GAME;
 | |
| 	/* Reset 'lag' counters */
 | |
| 	this->last_frame = this->last_frame_server = _frame_counter;
 | |
| 
 | |
| 	Packet *p = new Packet(PACKET_SERVER_NEED_GAME_PASSWORD);
 | |
| 	p->Send_uint32(_settings_game.game_creation.generation_seed ^ this->server_hash_bits);
 | |
| 	p->Send_string(_settings_client.network.network_id);
 | |
| 	this->SendPacket(p);
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| /** Request the company password. */
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
 | |
| {
 | |
| 	/* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
 | |
| 	if (this->status >= STATUS_AUTH_COMPANY) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
 | |
| 
 | |
| 	this->status = STATUS_AUTH_COMPANY;
 | |
| 	/* Reset 'lag' counters */
 | |
| 	this->last_frame = this->last_frame_server = _frame_counter;
 | |
| 
 | |
| 	Packet *p = new Packet(PACKET_SERVER_NEED_COMPANY_PASSWORD);
 | |
| 	p->Send_uint32(_settings_game.game_creation.generation_seed);
 | |
| 	p->Send_string(_settings_client.network.network_id);
 | |
| 	this->SendPacket(p);
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| /** Send the client a welcome message with some basic information. */
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
 | |
| {
 | |
| 	Packet *p;
 | |
| 
 | |
| 	/* Invalid packet when status is AUTH or higher */
 | |
| 	if (this->status >= STATUS_AUTHORIZED) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
 | |
| 
 | |
| 	this->status = STATUS_AUTHORIZED;
 | |
| 	/* Reset 'lag' counters */
 | |
| 	this->last_frame = this->last_frame_server = _frame_counter;
 | |
| 
 | |
| 	_network_game_info.clients_on++;
 | |
| 
 | |
| 	p = new Packet(PACKET_SERVER_WELCOME);
 | |
| 	p->Send_uint32(this->client_id);
 | |
| 	p->Send_uint32(_settings_game.game_creation.generation_seed);
 | |
| 	p->Send_uint32(_settings_game.game_creation.generation_seed ^ this->server_hash_bits);
 | |
| 	p->Send_uint32(_settings_game.game_creation.generation_seed ^ this->rcon_hash_bits);
 | |
| 	p->Send_uint32(_settings_game.game_creation.generation_seed ^ this->settings_hash_bits);
 | |
| 	p->Send_string(_settings_client.network.network_id);
 | |
| 	this->SendPacket(p);
 | |
| 
 | |
| 	/* Transmit info about all the active clients */
 | |
| 	for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
 | |
| 		if (new_cs != this && new_cs->status > STATUS_AUTHORIZED) {
 | |
| 			this->SendClientInfo(new_cs->GetInfo());
 | |
| 		}
 | |
| 	}
 | |
| 	/* Also send the info of the server */
 | |
| 	return this->SendClientInfo(NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER));
 | |
| }
 | |
| 
 | |
| /** Tell the client that its put in a waiting queue. */
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
 | |
| {
 | |
| 	int waiting = 0;
 | |
| 	Packet *p;
 | |
| 
 | |
| 	/* Count how many clients are waiting in the queue, in front of you! */
 | |
| 	for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
 | |
| 		if (new_cs->status != STATUS_MAP_WAIT) continue;
 | |
| 		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++;
 | |
| 	}
 | |
| 
 | |
| 	p = new Packet(PACKET_SERVER_WAIT);
 | |
| 	p->Send_uint8(waiting);
 | |
| 	this->SendPacket(p);
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| /** This sends the map to the client */
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
 | |
| {
 | |
| 	static uint sent_packets; // How many packets we did send successfully last time
 | |
| 
 | |
| 	if (this->status < STATUS_AUTHORIZED) {
 | |
| 		/* Illegal call, return error and ignore the packet */
 | |
| 		return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
 | |
| 	}
 | |
| 
 | |
| 	if (this->status == STATUS_AUTHORIZED) {
 | |
| 		this->savegame = new PacketWriter(this);
 | |
| 
 | |
| 		/* Now send the _frame_counter and how many packets are coming */
 | |
| 		Packet *p = new Packet(PACKET_SERVER_MAP_BEGIN);
 | |
| 		p->Send_uint32(_frame_counter);
 | |
| 		this->SendPacket(p);
 | |
| 
 | |
| 		NetworkSyncCommandQueue(this);
 | |
| 		this->status = STATUS_MAP;
 | |
| 		/* Mark the start of download */
 | |
| 		this->last_frame = _frame_counter;
 | |
| 		this->last_frame_server = _frame_counter;
 | |
| 
 | |
| 		sent_packets = 4; // We start with trying 4 packets
 | |
| 
 | |
| 		/* Make a dump of the current game */
 | |
| 		if (SaveWithFilter(this->savegame, true, true) != SL_OK) usererror("network savedump failed");
 | |
| 	}
 | |
| 
 | |
| 	if (this->status == STATUS_MAP) {
 | |
| 		bool last_packet = false;
 | |
| 		bool has_packets = true;
 | |
| 
 | |
| 		for (uint i = 0; i < sent_packets; i++) {
 | |
| 			std::unique_ptr<Packet> p = this->savegame->PopPacket();
 | |
| 			if (p == nullptr) {
 | |
| 				has_packets = false;
 | |
| 				break;
 | |
| 			}
 | |
| 			last_packet = p->buffer[2] == PACKET_SERVER_MAP_DONE;
 | |
| 
 | |
| 			this->SendPacket(std::move(p));
 | |
| 
 | |
| 			if (last_packet) {
 | |
| 				/* There is no more data, so break the for */
 | |
| 				break;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		if (last_packet) {
 | |
| 			/* Done reading, make sure saving is done as well */
 | |
| 			this->savegame->Destroy();
 | |
| 			this->savegame = nullptr;
 | |
| 
 | |
| 			/* Set the status to DONE_MAP, no we will wait for the client
 | |
| 			 *  to send it is ready (maybe that happens like never ;)) */
 | |
| 			this->status = STATUS_DONE_MAP;
 | |
| 
 | |
| 			/* Find the best candidate for joining, i.e. the first joiner. */
 | |
| 			NetworkClientSocket *best = nullptr;
 | |
| 			for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
 | |
| 				if (new_cs->status == STATUS_MAP_WAIT) {
 | |
| 					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)) {
 | |
| 						best = new_cs;
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			/* Is there someone else to join? */
 | |
| 			if (best != nullptr) {
 | |
| 				/* Let the first start joining. */
 | |
| 				best->status = STATUS_AUTHORIZED;
 | |
| 				best->SendMap();
 | |
| 
 | |
| 				/* And update the rest. */
 | |
| 				for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
 | |
| 					if (new_cs->status == STATUS_MAP_WAIT) new_cs->SendWait();
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		switch (this->SendPackets()) {
 | |
| 			case SPS_CLOSED:
 | |
| 				return NETWORK_RECV_STATUS_CONN_LOST;
 | |
| 
 | |
| 			case SPS_ALL_SENT:
 | |
| 				/* All are sent, increase the sent_packets */
 | |
| 				if (has_packets) sent_packets *= 2;
 | |
| 				break;
 | |
| 
 | |
| 			case SPS_PARTLY_SENT:
 | |
| 				/* Only a part is sent; leave the transmission state. */
 | |
| 				break;
 | |
| 
 | |
| 			case SPS_NONE_SENT:
 | |
| 				/* Not everything is sent, decrease the sent_packets */
 | |
| 				if (sent_packets > 1) sent_packets /= 2;
 | |
| 				break;
 | |
| 		}
 | |
| 	}
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Tell that a client joined.
 | |
|  * @param client_id The client that joined.
 | |
|  */
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
 | |
| {
 | |
| 	Packet *p = new Packet(PACKET_SERVER_JOIN);
 | |
| 
 | |
| 	p->Send_uint32(client_id);
 | |
| 
 | |
| 	this->SendPacket(p);
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| /** Tell the client that they may run to a particular frame. */
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
 | |
| {
 | |
| 	Packet *p = new Packet(PACKET_SERVER_FRAME);
 | |
| 	p->Send_uint32(_frame_counter);
 | |
| 	p->Send_uint32(_frame_counter_max);
 | |
| #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
 | |
| 	p->Send_uint32(_sync_seed_1);
 | |
| #ifdef NETWORK_SEND_DOUBLE_SEED
 | |
| 	p->Send_uint32(_sync_seed_2);
 | |
| #endif
 | |
| 	p->Send_uint64(_sync_state_checksum);
 | |
| #endif
 | |
| 
 | |
| 	/* If token equals 0, we need to make a new token and send that. */
 | |
| 	if (this->last_token == 0) {
 | |
| 		this->last_token = InteractiveRandomRange(UINT8_MAX - 1) + 1;
 | |
| 		p->Send_uint8(this->last_token);
 | |
| 	}
 | |
| 
 | |
| 	this->SendPacket(p);
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| /** Request the client to sync. */
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
 | |
| {
 | |
| 	Packet *p = new Packet(PACKET_SERVER_SYNC);
 | |
| 	p->Send_uint32(_frame_counter);
 | |
| 	p->Send_uint32(_sync_seed_1);
 | |
| 
 | |
| #ifdef NETWORK_SEND_DOUBLE_SEED
 | |
| 	p->Send_uint32(_sync_seed_2);
 | |
| #endif
 | |
| 	p->Send_uint64(_sync_state_checksum);
 | |
| 	this->SendPacket(p);
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Send a command to the client to execute.
 | |
|  * @param cp The command to send.
 | |
|  */
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
 | |
| {
 | |
| 	Packet *p = new Packet(PACKET_SERVER_COMMAND);
 | |
| 
 | |
| 	this->NetworkGameSocketHandler::SendCommand(p, cp);
 | |
| 	p->Send_uint32(cp->frame);
 | |
| 	p->Send_bool  (cp->my_cmd);
 | |
| 
 | |
| 	this->SendPacket(p);
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Send a chat message.
 | |
|  * @param action The action associated with the message.
 | |
|  * @param client_id The origin of the chat message.
 | |
|  * @param self_send Whether we did send the message.
 | |
|  * @param msg The actual message.
 | |
|  * @param data Arbitrary extra data.
 | |
|  */
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, NetworkTextMessageData data)
 | |
| {
 | |
| 	if (this->status < STATUS_PRE_ACTIVE) return NETWORK_RECV_STATUS_OKAY;
 | |
| 
 | |
| 	Packet *p = new Packet(PACKET_SERVER_CHAT);
 | |
| 
 | |
| 	p->Send_uint8 (action);
 | |
| 	p->Send_uint32(client_id);
 | |
| 	p->Send_bool  (self_send);
 | |
| 	p->Send_string(msg);
 | |
| 	data.send(p);
 | |
| 
 | |
| 	this->SendPacket(p);
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Tell the client another client quit with an error.
 | |
|  * @param client_id The client that quit.
 | |
|  * @param errorno The reason the client quit.
 | |
|  */
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
 | |
| {
 | |
| 	Packet *p = new Packet(PACKET_SERVER_ERROR_QUIT);
 | |
| 
 | |
| 	p->Send_uint32(client_id);
 | |
| 	p->Send_uint8 (errorno);
 | |
| 
 | |
| 	this->SendPacket(p);
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Tell the client another client quit.
 | |
|  * @param client_id The client that quit.
 | |
|  */
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
 | |
| {
 | |
| 	Packet *p = new Packet(PACKET_SERVER_QUIT);
 | |
| 
 | |
| 	p->Send_uint32(client_id);
 | |
| 
 | |
| 	this->SendPacket(p);
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| /** Tell the client we're shutting down. */
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
 | |
| {
 | |
| 	Packet *p = new Packet(PACKET_SERVER_SHUTDOWN);
 | |
| 	this->SendPacket(p);
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| /** Tell the client we're starting a new game. */
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
 | |
| {
 | |
| 	Packet *p = new Packet(PACKET_SERVER_NEWGAME);
 | |
| 	this->SendPacket(p);
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Send the result of a console action.
 | |
|  * @param colour The colour of the result.
 | |
|  * @param command The command that was executed.
 | |
|  */
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16 colour, const char *command)
 | |
| {
 | |
| 	Packet *p = new Packet(PACKET_SERVER_RCON);
 | |
| 
 | |
| 	p->Send_uint16(colour);
 | |
| 	p->Send_string(command);
 | |
| 	this->SendPacket(p);
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Tell that a client moved to another company.
 | |
|  * @param client_id The client that moved.
 | |
|  * @param company_id The company the client moved to.
 | |
|  */
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::SendMove(ClientID client_id, CompanyID company_id)
 | |
| {
 | |
| 	Packet *p = new Packet(PACKET_SERVER_MOVE);
 | |
| 
 | |
| 	p->Send_uint32(client_id);
 | |
| 	p->Send_uint8(company_id);
 | |
| 	this->SendPacket(p);
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| /** Send an update about the company password states. */
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate()
 | |
| {
 | |
| 	Packet *p = new Packet(PACKET_SERVER_COMPANY_UPDATE);
 | |
| 
 | |
| 	p->Send_uint16(_network_company_passworded);
 | |
| 	this->SendPacket(p);
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| /** Send an update about the max company/spectator counts. */
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
 | |
| {
 | |
| 	Packet *p = new Packet(PACKET_SERVER_CONFIG_UPDATE);
 | |
| 
 | |
| 	p->Send_uint8(_settings_client.network.max_companies);
 | |
| 	p->Send_uint8(_settings_client.network.max_spectators);
 | |
| 	this->SendPacket(p);
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::SendSettingsAccessUpdate(bool ok)
 | |
| {
 | |
| 	Packet *p = new Packet(PACKET_SERVER_SETTINGS_ACCESS);
 | |
| 	p->Send_bool(ok);
 | |
| 	this->SendPacket(p);
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| 
 | |
| /***********
 | |
|  * Receiving functions
 | |
|  *   DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
 | |
|  ************/
 | |
| 
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO(Packet *p)
 | |
| {
 | |
| 	return this->SendCompanyInfo();
 | |
| }
 | |
| 
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *p)
 | |
| {
 | |
| 	if (this->status != STATUS_NEWGRFS_CHECK) {
 | |
| 		/* Illegal call, return error and ignore the packet */
 | |
| 		return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
 | |
| 	}
 | |
| 
 | |
| 	NetworkClientInfo *ci = this->GetInfo();
 | |
| 
 | |
| 	/* We now want a password from the client else we do not allow him in! */
 | |
| 	if (!StrEmpty(_settings_client.network.server_password)) {
 | |
| 		return this->SendNeedGamePassword();
 | |
| 	}
 | |
| 
 | |
| 	if (Company::IsValidID(ci->client_playas) && !StrEmpty(_network_company_states[ci->client_playas].password)) {
 | |
| 		return this->SendNeedCompanyPassword();
 | |
| 	}
 | |
| 
 | |
| 	return this->SendWelcome();
 | |
| }
 | |
| 
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
 | |
| {
 | |
| 	if (this->status != STATUS_INACTIVE) {
 | |
| 		/* Illegal call, return error and ignore the packet */
 | |
| 		return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
 | |
| 	}
 | |
| 
 | |
| 	char name[NETWORK_CLIENT_NAME_LENGTH];
 | |
| 	CompanyID playas;
 | |
| 	NetworkLanguage client_lang;
 | |
| 	char client_revision[NETWORK_REVISION_LENGTH];
 | |
| 
 | |
| 	p->Recv_string(client_revision, sizeof(client_revision));
 | |
| 	uint32 newgrf_version = p->Recv_uint32();
 | |
| 
 | |
| 	/* Check if the client has revision control enabled */
 | |
| 	if (!IsNetworkCompatibleVersion(client_revision) || _openttd_newgrf_version != newgrf_version) {
 | |
| 		/* Different revisions!! */
 | |
| 		return this->SendError(NETWORK_ERROR_WRONG_REVISION);
 | |
| 	}
 | |
| 
 | |
| 	p->Recv_string(name, sizeof(name));
 | |
| 	playas = (Owner)p->Recv_uint8();
 | |
| 	client_lang = (NetworkLanguage)p->Recv_uint8();
 | |
| 
 | |
| 	if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
 | |
| 
 | |
| 	/* join another company does not affect these values */
 | |
| 	switch (playas) {
 | |
| 		case COMPANY_NEW_COMPANY: // New company
 | |
| 			if (Company::GetNumItems() >= _settings_client.network.max_companies) {
 | |
| 				return this->SendError(NETWORK_ERROR_FULL);
 | |
| 			}
 | |
| 			break;
 | |
| 		case COMPANY_SPECTATOR: // Spectator
 | |
| 			if (NetworkSpectatorCount() >= _settings_client.network.max_spectators) {
 | |
| 				return this->SendError(NETWORK_ERROR_FULL);
 | |
| 			}
 | |
| 			break;
 | |
| 		default: // Join another company (companies 1-8 (index 0-7))
 | |
| 			if (!Company::IsValidHumanID(playas)) {
 | |
| 				return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
 | |
| 			}
 | |
| 			break;
 | |
| 	}
 | |
| 
 | |
| 	/* We need a valid name.. make it Player */
 | |
| 	if (StrEmpty(name)) strecpy(name, "Player", lastof(name));
 | |
| 
 | |
| 	if (!NetworkFindName(name, lastof(name))) { // Change name if duplicate
 | |
| 		/* We could not create a name for this client */
 | |
| 		return this->SendError(NETWORK_ERROR_NAME_IN_USE);
 | |
| 	}
 | |
| 
 | |
| 	assert(NetworkClientInfo::CanAllocateItem());
 | |
| 	NetworkClientInfo *ci = new NetworkClientInfo(this->client_id);
 | |
| 	this->SetInfo(ci);
 | |
| 	ci->join_date = _date;
 | |
| 	strecpy(ci->client_name, name, lastof(ci->client_name));
 | |
| 	ci->client_playas = playas;
 | |
| 	ci->client_lang = client_lang;
 | |
| 	DEBUG(desync, 1, "client: date{%08x; %02x; %02x}; client: %02x; company: %02x", _date, _date_fract, _tick_skip_counter, (int)ci->index, (int)ci->client_playas);
 | |
| 
 | |
| 	/* Make sure companies to which people try to join are not autocleaned */
 | |
| 	if (Company::IsValidID(playas)) _network_company_states[playas].months_empty = 0;
 | |
| 
 | |
| 	this->status = STATUS_NEWGRFS_CHECK;
 | |
| 
 | |
| 	if (_grfconfig == nullptr) {
 | |
| 		/* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
 | |
| 		return this->Receive_CLIENT_NEWGRFS_CHECKED(nullptr);
 | |
| 	}
 | |
| 
 | |
| 	return this->SendNewGRFCheck();
 | |
| }
 | |
| 
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *p)
 | |
| {
 | |
| 	if (this->status != STATUS_AUTH_GAME) {
 | |
| 		return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
 | |
| 	}
 | |
| 
 | |
| 	char password[NETWORK_PASSWORD_LENGTH];
 | |
| 	p->Recv_string(password, sizeof(password));
 | |
| 
 | |
| 	/* Check game password. Allow joining if we cleared the password meanwhile */
 | |
| 	if (!StrEmpty(_settings_client.network.server_password) &&
 | |
| 			strcmp(password, GenerateCompanyPasswordHash(_settings_client.network.server_password, _settings_client.network.network_id, _settings_game.game_creation.generation_seed ^ this->server_hash_bits)) != 0) {
 | |
| 		/* Password is invalid */
 | |
| 		return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
 | |
| 	}
 | |
| 
 | |
| 	const NetworkClientInfo *ci = this->GetInfo();
 | |
| 	if (Company::IsValidID(ci->client_playas) && !StrEmpty(_network_company_states[ci->client_playas].password)) {
 | |
| 		return this->SendNeedCompanyPassword();
 | |
| 	}
 | |
| 
 | |
| 	/* Valid password, allow user */
 | |
| 	return this->SendWelcome();
 | |
| }
 | |
| 
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p)
 | |
| {
 | |
| 	if (this->status != STATUS_AUTH_COMPANY) {
 | |
| 		return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
 | |
| 	}
 | |
| 
 | |
| 	char password[NETWORK_PASSWORD_LENGTH];
 | |
| 	p->Recv_string(password, sizeof(password));
 | |
| 
 | |
| 	/* Check company password. Allow joining if we cleared the password meanwhile.
 | |
| 	 * Also, check the company is still valid - client could be moved to spectators
 | |
| 	 * in the middle of the authorization process */
 | |
| 	CompanyID playas = this->GetInfo()->client_playas;
 | |
| 	if (Company::IsValidID(playas) && !StrEmpty(_network_company_states[playas].password) &&
 | |
| 			strcmp(password, _network_company_states[playas].password) != 0) {
 | |
| 		/* Password is invalid */
 | |
| 		return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
 | |
| 	}
 | |
| 
 | |
| 	return this->SendWelcome();
 | |
| }
 | |
| 
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SETTINGS_PASSWORD(Packet *p)
 | |
| {
 | |
| 	if (this->status != STATUS_ACTIVE) {
 | |
| 		/* Illegal call, return error and ignore the packet */
 | |
| 		return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
 | |
| 	}
 | |
| 
 | |
| 	char password[NETWORK_PASSWORD_LENGTH];
 | |
| 	p->Recv_string(password, sizeof(password));
 | |
| 
 | |
| 	/* Check settings password. Deny if no password is set */
 | |
| 	if (StrEmpty(password)) {
 | |
| 		if (this->settings_authed) DEBUG(net, 0, "[settings-ctrl] client-id %d deauthed", this->client_id);
 | |
| 		this->settings_authed = false;
 | |
| 	} else if (StrEmpty(_settings_client.network.settings_password) ||
 | |
| 			strcmp(password, GenerateCompanyPasswordHash(_settings_client.network.settings_password, _settings_client.network.network_id, _settings_game.game_creation.generation_seed ^ this->settings_hash_bits)) != 0) {
 | |
| 		DEBUG(net, 0, "[settings-ctrl] wrong password from client-id %d", this->client_id);
 | |
| 		this->settings_authed = false;
 | |
| 	} else {
 | |
| 		DEBUG(net, 0, "[settings-ctrl] client-id %d", this->client_id);
 | |
| 		this->settings_authed = true;
 | |
| 	}
 | |
| 
 | |
| 	return this->SendSettingsAccessUpdate(this->settings_authed);
 | |
| }
 | |
| 
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p)
 | |
| {
 | |
| 	/* The client was never joined.. so this is impossible, right?
 | |
| 	 *  Ignore the packet, give the client a warning, and close his connection */
 | |
| 	if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
 | |
| 		return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
 | |
| 	}
 | |
| 
 | |
| 	/* Check if someone else is receiving the map */
 | |
| 	for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
 | |
| 		if (new_cs->status == STATUS_MAP) {
 | |
| 			/* Tell the new client to wait */
 | |
| 			this->status = STATUS_MAP_WAIT;
 | |
| 			return this->SendWait();
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* We receive a request to upload the map.. give it to the client! */
 | |
| 	return this->SendMap();
 | |
| }
 | |
| 
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *p)
 | |
| {
 | |
| 	/* Client has the map, now start syncing */
 | |
| 	if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
 | |
| 		char client_name[NETWORK_CLIENT_NAME_LENGTH];
 | |
| 
 | |
| 		this->GetClientName(client_name, lastof(client_name));
 | |
| 
 | |
| 		NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, nullptr, this->client_id);
 | |
| 
 | |
| 		/* Mark the client as pre-active, and wait for an ACK
 | |
| 		 *  so we know he is done loading and in sync with us */
 | |
| 		this->status = STATUS_PRE_ACTIVE;
 | |
| 		NetworkHandleCommandQueue(this);
 | |
| 		this->SendFrame();
 | |
| 		this->SendSync();
 | |
| 
 | |
| 		/* This is the frame the client receives
 | |
| 		 *  we need it later on to make sure the client is not too slow */
 | |
| 		this->last_frame = _frame_counter;
 | |
| 		this->last_frame_server = _frame_counter;
 | |
| 
 | |
| 		for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
 | |
| 			if (new_cs->status > STATUS_AUTHORIZED) {
 | |
| 				new_cs->SendClientInfo(this->GetInfo());
 | |
| 				new_cs->SendJoin(this->client_id);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		NetworkAdminClientInfo(this, true);
 | |
| 
 | |
| 		/* also update the new client with our max values */
 | |
| 		this->SendConfigUpdate();
 | |
| 
 | |
| 		/* quickly update the syncing client with company details */
 | |
| 		return this->SendCompanyUpdate();
 | |
| 	}
 | |
| 
 | |
| 	/* Wrong status for this packet, give a warning to client, and close connection */
 | |
| 	return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * The client has done a command and wants us to handle it
 | |
|  * @param p the packet in which the command was sent
 | |
|  */
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p)
 | |
| {
 | |
| 	/* The client was never joined.. so this is impossible, right?
 | |
| 	 *  Ignore the packet, give the client a warning, and close his connection */
 | |
| 	if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
 | |
| 		return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
 | |
| 	}
 | |
| 
 | |
| 	if (this->incoming_queue.Count() >= _settings_client.network.max_commands_in_queue) {
 | |
| 		return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
 | |
| 	}
 | |
| 
 | |
| 	CommandPacket cp;
 | |
| 	const char *err = this->ReceiveCommand(p, &cp);
 | |
| 
 | |
| 	if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
 | |
| 
 | |
| 	NetworkClientInfo *ci = this->GetInfo();
 | |
| 
 | |
| 	if (err != nullptr) {
 | |
| 		IConsolePrintF(CC_ERROR, "WARNING: %s from client %d (IP: %s).", err, ci->client_id, this->GetClientIP());
 | |
| 		return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
 | |
| 	}
 | |
| 
 | |
| 
 | |
| 	if ((GetCommandFlags(cp.cmd) & (CMD_SERVER | CMD_SERVER_NS)) && ci->client_id != CLIENT_ID_SERVER && !this->settings_authed) {
 | |
| 		IConsolePrintF(CC_ERROR, "WARNING: server only command from: client %d (IP: %s), kicking...", ci->client_id, this->GetClientIP());
 | |
| 		return this->SendError(NETWORK_ERROR_KICKED);
 | |
| 	}
 | |
| 
 | |
| 	if ((GetCommandFlags(cp.cmd) & CMD_SPECTATOR) == 0 && !Company::IsValidID(cp.company) && ci->client_id != CLIENT_ID_SERVER && !this->settings_authed) {
 | |
| 		IConsolePrintF(CC_ERROR, "WARNING: spectator issuing command from client %d (IP: %s), kicking...", ci->client_id, this->GetClientIP());
 | |
| 		return this->SendError(NETWORK_ERROR_KICKED);
 | |
| 	}
 | |
| 
 | |
| 	/**
 | |
| 	 * Only CMD_COMPANY_CTRL is always allowed, for the rest, playas needs
 | |
| 	 * to match the company in the packet. If it doesn't, the client has done
 | |
| 	 * something pretty naughty (or a bug), and will be kicked
 | |
| 	 */
 | |
| 	if (!(cp.cmd == CMD_COMPANY_CTRL && cp.p1 == 0 && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company &&
 | |
| 			!((GetCommandFlags(cp.cmd) & (CMD_SERVER | CMD_SERVER_NS)) && this->settings_authed)) {
 | |
| 		IConsolePrintF(CC_ERROR, "WARNING: client %d (IP: %s) tried to execute a command as company %d, kicking...",
 | |
| 		               ci->client_playas + 1, this->GetClientIP(), cp.company + 1);
 | |
| 		return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
 | |
| 	}
 | |
| 
 | |
| 	if (cp.cmd == CMD_COMPANY_CTRL) {
 | |
| 		if (cp.p1 != 0 || cp.company != COMPANY_SPECTATOR) {
 | |
| 			return this->SendError(NETWORK_ERROR_CHEATER);
 | |
| 		}
 | |
| 
 | |
| 		/* Check if we are full - else it's possible for spectators to send a CMD_COMPANY_CTRL and the company is created regardless of max_companies! */
 | |
| 		if (Company::GetNumItems() >= _settings_client.network.max_companies) {
 | |
| 			NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_CLIENT, ci->client_id, "cannot create new company, server full", CLIENT_ID_SERVER);
 | |
| 			return NETWORK_RECV_STATUS_OKAY;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) cp.p2 = this->client_id;
 | |
| 
 | |
| 	this->incoming_queue.Append(std::move(cp));
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p)
 | |
| {
 | |
| 	/* This packets means a client noticed an error and is reporting this
 | |
| 	 *  to us. Display the error and report it to the other clients */
 | |
| 	char str[100];
 | |
| 	char client_name[NETWORK_CLIENT_NAME_LENGTH];
 | |
| 	NetworkErrorCode errorno = (NetworkErrorCode)p->Recv_uint8();
 | |
| 
 | |
| 	/* The client was never joined.. thank the client for the packet, but ignore it */
 | |
| 	if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
 | |
| 		return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
 | |
| 	}
 | |
| 
 | |
| 	this->GetClientName(client_name, lastof(client_name));
 | |
| 
 | |
| 	StringID strid = GetNetworkErrorMsg(errorno);
 | |
| 	GetString(str, strid, lastof(str));
 | |
| 
 | |
| 	DEBUG(net, 2, "'%s' reported an error and is closing its connection (%s)", client_name, str);
 | |
| 
 | |
| 	NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
 | |
| 
 | |
| 	for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
 | |
| 		if (new_cs->status > STATUS_AUTHORIZED) {
 | |
| 			new_cs->SendErrorQuit(this->client_id, errorno);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	NetworkAdminClientError(this->client_id, errorno);
 | |
| 
 | |
| 	if (errorno == NETWORK_ERROR_DESYNC) {
 | |
| 		std::string server_desync_log;
 | |
| 		CrashLog::DesyncCrashLog(&(this->desync_log), &server_desync_log, DesyncExtraInfo{});
 | |
| 		this->SendDesyncLog(server_desync_log);
 | |
| 
 | |
| 		// decrease the sync frequency for this point onwards
 | |
| 		_settings_client.network.sync_freq = min<uint16>(_settings_client.network.sync_freq, 16);
 | |
| 
 | |
| 		// have the server and all clients run some sanity checks
 | |
| 		NetworkSendCommand(0, 0, 0, 0, CMD_DESYNC_CHECK, nullptr, nullptr, _local_company, 0);
 | |
| 
 | |
| 		SendPacketsState send_state = this->SendPackets(true);
 | |
| 		if (send_state != SPS_CLOSED) {
 | |
| 			this->status = STATUS_CLOSE_PENDING;
 | |
| 			return NETWORK_RECV_STATUS_OKAY;
 | |
| 		}
 | |
| 	}
 | |
| 	return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
 | |
| }
 | |
| 
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_DESYNC_LOG(Packet *p)
 | |
| {
 | |
| 	uint size = p->Recv_uint16();
 | |
| 	this->desync_log.resize(this->desync_log.size() + size);
 | |
| 	p->Recv_binary(const_cast<char *>(this->desync_log.data() + this->desync_log.size() - size), size);
 | |
| 	DEBUG(net, 2, "Received %u bytes of client desync log", size);
 | |
| 	this->receive_limit += p->size;
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
 | |
| {
 | |
| 	/* The client wants to leave. Display this and report it to the other
 | |
| 	 *  clients. */
 | |
| 	char client_name[NETWORK_CLIENT_NAME_LENGTH];
 | |
| 
 | |
| 	/* The client was never joined.. thank the client for the packet, but ignore it */
 | |
| 	if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
 | |
| 		return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
 | |
| 	}
 | |
| 
 | |
| 	this->GetClientName(client_name, lastof(client_name));
 | |
| 
 | |
| 	NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
 | |
| 
 | |
| 	for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
 | |
| 		if (new_cs->status > STATUS_AUTHORIZED && new_cs != this) {
 | |
| 			new_cs->SendQuit(this->client_id);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	NetworkAdminClientQuit(this->client_id);
 | |
| 
 | |
| 	return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
 | |
| }
 | |
| 
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
 | |
| {
 | |
| 	if (this->status < STATUS_AUTHORIZED) {
 | |
| 		/* Illegal call, return error and ignore the packet */
 | |
| 		return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
 | |
| 	}
 | |
| 
 | |
| 	uint32 frame = p->Recv_uint32();
 | |
| 
 | |
| 	/* The client is trying to catch up with the server */
 | |
| 	if (this->status == STATUS_PRE_ACTIVE) {
 | |
| 		/* The client is not yet caught up? */
 | |
| 		if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
 | |
| 
 | |
| 		/* Now he is! Unpause the game */
 | |
| 		this->status = STATUS_ACTIVE;
 | |
| 		this->last_token_frame = _frame_counter;
 | |
| 
 | |
| 		/* Execute script for, e.g. MOTD */
 | |
| 		IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
 | |
| 	}
 | |
| 
 | |
| 	/* Get, and validate the token. */
 | |
| 	uint8 token = p->Recv_uint8();
 | |
| 	if (token == this->last_token) {
 | |
| 		/* We differentiate between last_token_frame and last_frame so the lag
 | |
| 		 * test uses the actual lag of the client instead of the lag for getting
 | |
| 		 * the token back and forth; after all, the token is only sent every
 | |
| 		 * time we receive a PACKET_CLIENT_ACK, after which we will send a new
 | |
| 		 * token to the client. If the lag would be one day, then we would not
 | |
| 		 * be sending the new token soon enough for the new daily scheduled
 | |
| 		 * PACKET_CLIENT_ACK. This would then register the lag of the client as
 | |
| 		 * two days, even when it's only a single day. */
 | |
| 		this->last_token_frame = _frame_counter;
 | |
| 		/* Request a new token. */
 | |
| 		this->last_token = 0;
 | |
| 	}
 | |
| 
 | |
| 	/* The client received the frame, make note of it */
 | |
| 	this->last_frame = frame;
 | |
| 	/* With those 2 values we can calculate the lag realtime */
 | |
| 	this->last_frame_server = _frame_counter;
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Send an actual chat message.
 | |
|  * @param action The action that's performed.
 | |
|  * @param desttype The type of destination.
 | |
|  * @param dest The actual destination index.
 | |
|  * @param msg The actual message.
 | |
|  * @param from_id The origin of the message.
 | |
|  * @param data Arbitrary data.
 | |
|  * @param from_admin Whether the origin is an admin or not.
 | |
|  */
 | |
| void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const char *msg, ClientID from_id, NetworkTextMessageData data, bool from_admin)
 | |
| {
 | |
| 	const NetworkClientInfo *ci, *ci_own, *ci_to;
 | |
| 
 | |
| 	switch (desttype) {
 | |
| 		case DESTTYPE_CLIENT:
 | |
| 			/* Are we sending to the server? */
 | |
| 			if ((ClientID)dest == CLIENT_ID_SERVER) {
 | |
| 				ci = NetworkClientInfo::GetByClientID(from_id);
 | |
| 				/* Display the text locally, and that is it */
 | |
| 				if (ci != nullptr) {
 | |
| 					NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
 | |
| 
 | |
| 					if (_settings_client.network.server_admin_chat) {
 | |
| 						NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
 | |
| 					}
 | |
| 				}
 | |
| 			} else {
 | |
| 				/* Else find the client to send the message to */
 | |
| 				for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
 | |
| 					if (cs->client_id == (ClientID)dest) {
 | |
| 						cs->SendChat(action, from_id, false, msg, data);
 | |
| 						break;
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			/* Display the message locally (so you know you have sent it) */
 | |
| 			if (from_id != (ClientID)dest) {
 | |
| 				if (from_id == CLIENT_ID_SERVER) {
 | |
| 					ci = NetworkClientInfo::GetByClientID(from_id);
 | |
| 					ci_to = NetworkClientInfo::GetByClientID((ClientID)dest);
 | |
| 					if (ci != nullptr && ci_to != nullptr) {
 | |
| 						NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data);
 | |
| 					}
 | |
| 				} else {
 | |
| 					for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
 | |
| 						if (cs->client_id == from_id) {
 | |
| 							cs->SendChat(action, (ClientID)dest, true, msg, data);
 | |
| 							break;
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 			break;
 | |
| 		case DESTTYPE_TEAM: {
 | |
| 			/* If this is false, the message is already displayed on the client who sent it. */
 | |
| 			bool show_local = true;
 | |
| 			/* Find all clients that belong to this company */
 | |
| 			ci_to = nullptr;
 | |
| 			for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
 | |
| 				ci = cs->GetInfo();
 | |
| 				if (ci != nullptr && ci->client_playas == (CompanyID)dest) {
 | |
| 					cs->SendChat(action, from_id, false, msg, data);
 | |
| 					if (cs->client_id == from_id) show_local = false;
 | |
| 					ci_to = ci; // Remember a client that is in the company for company-name
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			/* if the server can read it, let the admin network read it, too. */
 | |
| 			if (_local_company == (CompanyID)dest && _settings_client.network.server_admin_chat) {
 | |
| 				NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
 | |
| 			}
 | |
| 
 | |
| 			ci = NetworkClientInfo::GetByClientID(from_id);
 | |
| 			ci_own = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
 | |
| 			if (ci != nullptr && ci_own != nullptr && ci_own->client_playas == dest) {
 | |
| 				NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
 | |
| 				if (from_id == CLIENT_ID_SERVER) show_local = false;
 | |
| 				ci_to = ci_own;
 | |
| 			}
 | |
| 
 | |
| 			/* There is no such client */
 | |
| 			if (ci_to == nullptr) break;
 | |
| 
 | |
| 			/* Display the message locally (so you know you have sent it) */
 | |
| 			if (ci != nullptr && show_local) {
 | |
| 				if (from_id == CLIENT_ID_SERVER) {
 | |
| 					char name[NETWORK_NAME_LENGTH];
 | |
| 					StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
 | |
| 					SetDParam(0, ci_to->client_playas);
 | |
| 					GetString(name, str, lastof(name));
 | |
| 					NetworkTextMessage(action, GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data);
 | |
| 				} else {
 | |
| 					for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
 | |
| 						if (cs->client_id == from_id) {
 | |
| 							cs->SendChat(action, ci_to->client_id, true, msg, data);
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 			break;
 | |
| 		}
 | |
| 		default:
 | |
| 			DEBUG(net, 0, "[server] received unknown chat destination type %d. Doing broadcast instead", desttype);
 | |
| 			FALLTHROUGH;
 | |
| 
 | |
| 		case DESTTYPE_BROADCAST:
 | |
| 		case DESTTYPE_BROADCAST_SS:
 | |
| 			for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
 | |
| 				cs->SendChat(action, from_id, (desttype == DESTTYPE_BROADCAST_SS && from_id == cs->client_id), msg, data);
 | |
| 			}
 | |
| 
 | |
| 			NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
 | |
| 
 | |
| 			ci = NetworkClientInfo::GetByClientID(from_id);
 | |
| 			if (ci != nullptr) {
 | |
| 				NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas),
 | |
| 						(desttype == DESTTYPE_BROADCAST_SS && from_id == CLIENT_ID_SERVER), ci->client_name, msg, data);
 | |
| 			}
 | |
| 			break;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
 | |
| {
 | |
| 	if (this->status < STATUS_PRE_ACTIVE) {
 | |
| 		/* Illegal call, return error and ignore the packet */
 | |
| 		return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
 | |
| 	}
 | |
| 
 | |
| 	NetworkAction action = (NetworkAction)p->Recv_uint8();
 | |
| 	DestType desttype = (DestType)p->Recv_uint8();
 | |
| 	int dest = p->Recv_uint32();
 | |
| 	char msg[NETWORK_CHAT_LENGTH];
 | |
| 
 | |
| 	p->Recv_string(msg, NETWORK_CHAT_LENGTH);
 | |
| 	NetworkTextMessageData data;
 | |
| 	data.recv(p);
 | |
| 
 | |
| 	NetworkClientInfo *ci = this->GetInfo();
 | |
| 	switch (action) {
 | |
| 		case NETWORK_ACTION_GIVE_MONEY:
 | |
| 			if (!Company::IsValidID(ci->client_playas)) break;
 | |
| 			FALLTHROUGH;
 | |
| 		case NETWORK_ACTION_CHAT:
 | |
| 		case NETWORK_ACTION_CHAT_CLIENT:
 | |
| 		case NETWORK_ACTION_CHAT_COMPANY:
 | |
| 			NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data);
 | |
| 			break;
 | |
| 		default:
 | |
| 			IConsolePrintF(CC_ERROR, "WARNING: invalid chat action from client %d (IP: %s).", ci->client_id, this->GetClientIP());
 | |
| 			return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
 | |
| 	}
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *p)
 | |
| {
 | |
| 	if (this->status != STATUS_ACTIVE) {
 | |
| 		/* Illegal call, return error and ignore the packet */
 | |
| 		return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
 | |
| 	}
 | |
| 
 | |
| 	char password[NETWORK_PASSWORD_LENGTH];
 | |
| 	const NetworkClientInfo *ci;
 | |
| 
 | |
| 	p->Recv_string(password, sizeof(password));
 | |
| 	ci = this->GetInfo();
 | |
| 
 | |
| 	NetworkServerSetCompanyPassword(ci->client_playas, password);
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p)
 | |
| {
 | |
| 	if (this->status != STATUS_ACTIVE) {
 | |
| 		/* Illegal call, return error and ignore the packet */
 | |
| 		return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
 | |
| 	}
 | |
| 
 | |
| 	char client_name[NETWORK_CLIENT_NAME_LENGTH];
 | |
| 	NetworkClientInfo *ci;
 | |
| 
 | |
| 	p->Recv_string(client_name, sizeof(client_name));
 | |
| 	ci = this->GetInfo();
 | |
| 
 | |
| 	if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
 | |
| 
 | |
| 	if (ci != nullptr) {
 | |
| 		/* Display change */
 | |
| 		if (NetworkFindName(client_name, lastof(client_name))) {
 | |
| 			NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);
 | |
| 			strecpy(ci->client_name, client_name, lastof(ci->client_name));
 | |
| 			NetworkUpdateClientInfo(ci->client_id);
 | |
| 		}
 | |
| 	}
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p)
 | |
| {
 | |
| 	if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
 | |
| 
 | |
| 	char pass[NETWORK_PASSWORD_LENGTH];
 | |
| 	char command[NETWORK_RCONCOMMAND_LENGTH];
 | |
| 
 | |
| 	if (StrEmpty(_settings_client.network.rcon_password)) return NETWORK_RECV_STATUS_OKAY;
 | |
| 
 | |
| 	p->Recv_string(pass, sizeof(pass));
 | |
| 	p->Recv_string(command, sizeof(command));
 | |
| 
 | |
| 	if (strcmp(pass, GenerateCompanyPasswordHash(_settings_client.network.rcon_password, _settings_client.network.network_id, _settings_game.game_creation.generation_seed ^ this->rcon_hash_bits)) != 0) {
 | |
| 		DEBUG(net, 0, "[rcon] wrong password from client-id %d", this->client_id);
 | |
| 		return NETWORK_RECV_STATUS_OKAY;
 | |
| 	}
 | |
| 
 | |
| 	DEBUG(net, 0, "[rcon] client-id %d executed: '%s'", this->client_id, command);
 | |
| 
 | |
| 	_redirect_console_to_client = this->client_id;
 | |
| 	IConsoleCmdExec(command);
 | |
| 	_redirect_console_to_client = INVALID_CLIENT_ID;
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
 | |
| {
 | |
| 	if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
 | |
| 
 | |
| 	CompanyID company_id = (Owner)p->Recv_uint8();
 | |
| 
 | |
| 	/* Check if the company is valid, we don't allow moving to AI companies */
 | |
| 	if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY;
 | |
| 
 | |
| 	/* Check if we require a password for this company */
 | |
| 	if (company_id != COMPANY_SPECTATOR && !StrEmpty(_network_company_states[company_id].password)) {
 | |
| 		/* we need a password from the client - should be in this packet */
 | |
| 		char password[NETWORK_PASSWORD_LENGTH];
 | |
| 		p->Recv_string(password, sizeof(password));
 | |
| 
 | |
| 		/* Incorrect password sent, return! */
 | |
| 		if (strcmp(password, _network_company_states[company_id].password) != 0) {
 | |
| 			DEBUG(net, 2, "[move] wrong password from client-id #%d for company #%d", this->client_id, company_id + 1);
 | |
| 			return NETWORK_RECV_STATUS_OKAY;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* if we get here we can move the client */
 | |
| 	NetworkServerDoMove(this->client_id, company_id);
 | |
| 	return NETWORK_RECV_STATUS_OKAY;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Package some generic company information into a packet.
 | |
|  * @param p       The packet that will contain the data.
 | |
|  * @param c       The company to put the of into the packet.
 | |
|  * @param stats   The statistics to put in the packet.
 | |
|  * @param max_len The maximum length of the company name.
 | |
|  */
 | |
| void NetworkSocketHandler::SendCompanyInformation(Packet *p, const Company *c, const NetworkCompanyStats *stats, uint max_len)
 | |
| {
 | |
| 	/* Grab the company name */
 | |
| 	char company_name[NETWORK_COMPANY_NAME_LENGTH];
 | |
| 	SetDParam(0, c->index);
 | |
| 
 | |
| 	assert(max_len <= lengthof(company_name));
 | |
| 	GetString(company_name, STR_COMPANY_NAME, company_name + max_len - 1);
 | |
| 
 | |
| 	/* Get the income */
 | |
| 	Money income = 0;
 | |
| 	if (_cur_year - 1 == c->inaugurated_year) {
 | |
| 		/* The company is here just 1 year, so display [2], else display[1] */
 | |
| 		for (uint i = 0; i < lengthof(c->yearly_expenses[2]); i++) {
 | |
| 			income -= c->yearly_expenses[2][i];
 | |
| 		}
 | |
| 	} else {
 | |
| 		for (uint i = 0; i < lengthof(c->yearly_expenses[1]); i++) {
 | |
| 			income -= c->yearly_expenses[1][i];
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* Send the information */
 | |
| 	p->Send_uint8 (c->index);
 | |
| 	p->Send_string(company_name);
 | |
| 	p->Send_uint32(c->inaugurated_year);
 | |
| 	p->Send_uint64(c->old_economy[0].company_value);
 | |
| 	p->Send_uint64(c->money);
 | |
| 	p->Send_uint64(income);
 | |
| 	p->Send_uint16(c->old_economy[0].performance_history);
 | |
| 
 | |
| 	/* Send 1 if there is a password for the company else send 0 */
 | |
| 	p->Send_bool  (!StrEmpty(_network_company_states[c->index].password));
 | |
| 
 | |
| 	for (uint i = 0; i < NETWORK_VEH_END; i++) {
 | |
| 		p->Send_uint16(stats->num_vehicle[i]);
 | |
| 	}
 | |
| 
 | |
| 	for (uint i = 0; i < NETWORK_VEH_END; i++) {
 | |
| 		p->Send_uint16(stats->num_station[i]);
 | |
| 	}
 | |
| 
 | |
| 	p->Send_bool(c->is_ai);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Populate the company stats.
 | |
|  * @param stats the stats to update
 | |
|  */
 | |
| void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
 | |
| {
 | |
| 	memset(stats, 0, sizeof(*stats) * MAX_COMPANIES);
 | |
| 
 | |
| 	/* Go through all vehicles and count the type of vehicles */
 | |
| 	for (const Vehicle *v : Vehicle::Iterate()) {
 | |
| 		if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle() || HasBit(v->subtype, GVSF_VIRTUAL)) continue;
 | |
| 		byte type = 0;
 | |
| 		switch (v->type) {
 | |
| 			case VEH_TRAIN: type = NETWORK_VEH_TRAIN; break;
 | |
| 			case VEH_ROAD: type = RoadVehicle::From(v)->IsBus() ? NETWORK_VEH_BUS : NETWORK_VEH_LORRY; break;
 | |
| 			case VEH_AIRCRAFT: type = NETWORK_VEH_PLANE; break;
 | |
| 			case VEH_SHIP: type = NETWORK_VEH_SHIP; break;
 | |
| 			default: continue;
 | |
| 		}
 | |
| 		stats[v->owner].num_vehicle[type]++;
 | |
| 	}
 | |
| 
 | |
| 	/* Go through all stations and count the types of stations */
 | |
| 	for (const Station *s : Station::Iterate()) {
 | |
| 		if (Company::IsValidID(s->owner)) {
 | |
| 			NetworkCompanyStats *npi = &stats[s->owner];
 | |
| 
 | |
| 			if (s->facilities & FACIL_TRAIN)      npi->num_station[NETWORK_VEH_TRAIN]++;
 | |
| 			if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[NETWORK_VEH_LORRY]++;
 | |
| 			if (s->facilities & FACIL_BUS_STOP)   npi->num_station[NETWORK_VEH_BUS]++;
 | |
| 			if (s->facilities & FACIL_AIRPORT)    npi->num_station[NETWORK_VEH_PLANE]++;
 | |
| 			if (s->facilities & FACIL_DOCK)       npi->num_station[NETWORK_VEH_SHIP]++;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Send updated client info of a particular client.
 | |
|  * @param client_id The client to send it for.
 | |
|  */
 | |
| void NetworkUpdateClientInfo(ClientID client_id)
 | |
| {
 | |
| 	NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
 | |
| 
 | |
| 	if (ci == nullptr) return;
 | |
| 
 | |
| 	DEBUG(desync, 1, "client: date{%08x; %02x; %02x}; client: %02x; company: %02x", _date, _date_fract, _tick_skip_counter, client_id, (int)ci->client_playas);
 | |
| 
 | |
| 	for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
 | |
| 		cs->SendClientInfo(ci);
 | |
| 	}
 | |
| 
 | |
| 	NetworkAdminClientUpdate(ci);
 | |
| }
 | |
| 
 | |
| /** Check if we want to restart the map */
 | |
| static void NetworkCheckRestartMap()
 | |
| {
 | |
| 	if (_settings_client.network.restart_game_year != 0 && _cur_year >= _settings_client.network.restart_game_year) {
 | |
| 		DEBUG(net, 0, "Auto-restarting map. Year %d reached", _cur_year);
 | |
| 
 | |
| 		_settings_newgame.game_creation.generation_seed = GENERATE_NEW_SEED;
 | |
| 		switch(_file_to_saveload.abstract_ftype) {
 | |
| 			case FT_SAVEGAME:
 | |
| 			case FT_SCENARIO:
 | |
| 				_switch_mode = SM_LOAD_GAME;
 | |
| 				break;
 | |
| 
 | |
| 			case FT_HEIGHTMAP:
 | |
| 				_switch_mode = SM_START_HEIGHTMAP;
 | |
| 				break;
 | |
| 
 | |
| 			default:
 | |
| 				_switch_mode = SM_NEWGAME;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /** Check if the server has autoclean_companies activated
 | |
|  * Two things happen:
 | |
|  *     1) If a company is not protected, it is closed after 1 year (for example)
 | |
|  *     2) If a company is protected, protection is disabled after 3 years (for example)
 | |
|  *          (and item 1. happens a year later)
 | |
|  */
 | |
| static void NetworkAutoCleanCompanies()
 | |
| {
 | |
| 	bool clients_in_company[MAX_COMPANIES];
 | |
| 	int vehicles_in_company[MAX_COMPANIES];
 | |
| 
 | |
| 	if (!_settings_client.network.autoclean_companies) return;
 | |
| 
 | |
| 	memset(clients_in_company, 0, sizeof(clients_in_company));
 | |
| 
 | |
| 	/* Detect the active companies */
 | |
| 	for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
 | |
| 		if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
 | |
| 	}
 | |
| 
 | |
| 	if (!_network_dedicated) {
 | |
| 		const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
 | |
| 		if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
 | |
| 	}
 | |
| 
 | |
| 	if (_settings_client.network.autoclean_novehicles != 0) {
 | |
| 		memset(vehicles_in_company, 0, sizeof(vehicles_in_company));
 | |
| 
 | |
| 		for (const Vehicle *v : Vehicle::Iterate()) {
 | |
| 			if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle() || HasBit(v->subtype, GVSF_VIRTUAL)) continue;
 | |
| 			vehicles_in_company[v->owner]++;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* Go through all the companies */
 | |
| 	for (const Company *c : Company::Iterate()) {
 | |
| 		/* Skip the non-active once */
 | |
| 		if (c->is_ai) continue;
 | |
| 
 | |
| 		if (!clients_in_company[c->index]) {
 | |
| 			/* The company is empty for one month more */
 | |
| 			_network_company_states[c->index].months_empty++;
 | |
| 
 | |
| 			/* Is the company empty for autoclean_unprotected-months, and is there no protection? */
 | |
| 			if (_settings_client.network.autoclean_unprotected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_unprotected && StrEmpty(_network_company_states[c->index].password)) {
 | |
| 				/* Shut the company down */
 | |
| 				DoCommandP(0, CCA_DELETE | c->index << 16 | CRR_AUTOCLEAN << 24, 0, CMD_COMPANY_CTRL);
 | |
| 				IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d with no password", c->index + 1);
 | |
| 			}
 | |
| 			/* Is the company empty for autoclean_protected-months, and there is a protection? */
 | |
| 			if (_settings_client.network.autoclean_protected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_protected && !StrEmpty(_network_company_states[c->index].password)) {
 | |
| 				/* Unprotect the company */
 | |
| 				_network_company_states[c->index].password[0] = '\0';
 | |
| 				IConsolePrintF(CC_DEFAULT, "Auto-removed protection from company #%d", c->index + 1);
 | |
| 				_network_company_states[c->index].months_empty = 0;
 | |
| 				NetworkServerUpdateCompanyPassworded(c->index, false);
 | |
| 			}
 | |
| 			/* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
 | |
| 			if (_settings_client.network.autoclean_novehicles != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_novehicles && vehicles_in_company[c->index] == 0) {
 | |
| 				/* Shut the company down */
 | |
| 				DoCommandP(0, CCA_DELETE | c->index << 16 | CRR_AUTOCLEAN << 24, 0, CMD_COMPANY_CTRL);
 | |
| 				IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d with no vehicles", c->index + 1);
 | |
| 			}
 | |
| 		} else {
 | |
| 			/* It is not empty, reset the date */
 | |
| 			_network_company_states[c->index].months_empty = 0;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Check whether a name is unique, and otherwise try to make it unique.
 | |
|  * @param new_name The name to check/modify.
 | |
|  * @param last     The last writeable element of the buffer.
 | |
|  * @return True if an unique name was achieved.
 | |
|  */
 | |
| bool NetworkFindName(char *new_name, const char *last)
 | |
| {
 | |
| 	bool found_name = false;
 | |
| 	uint number = 0;
 | |
| 	char original_name[NETWORK_CLIENT_NAME_LENGTH];
 | |
| 
 | |
| 	strecpy(original_name, new_name, lastof(original_name));
 | |
| 
 | |
| 	while (!found_name) {
 | |
| 		found_name = true;
 | |
| 		for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
 | |
| 			if (strcmp(ci->client_name, new_name) == 0) {
 | |
| 				/* Name already in use */
 | |
| 				found_name = false;
 | |
| 				break;
 | |
| 			}
 | |
| 		}
 | |
| 		/* Check if it is the same as the server-name */
 | |
| 		const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
 | |
| 		if (ci != nullptr) {
 | |
| 			if (strcmp(ci->client_name, new_name) == 0) found_name = false; // name already in use
 | |
| 		}
 | |
| 
 | |
| 		if (!found_name) {
 | |
| 			/* Try a new name (<name> #1, <name> #2, and so on) */
 | |
| 
 | |
| 			/* Something's really wrong when there're more names than clients */
 | |
| 			if (number++ > MAX_CLIENTS) break;
 | |
| 			seprintf(new_name, last, "%s #%d", original_name, number);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return found_name;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Change the client name of the given client
 | |
|  * @param client_id the client to change the name of
 | |
|  * @param new_name the new name for the client
 | |
|  * @return true iff the name was changed
 | |
|  */
 | |
| bool NetworkServerChangeClientName(ClientID client_id, const char *new_name)
 | |
| {
 | |
| 	/* Check if the name's already in use */
 | |
| 	for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
 | |
| 		if (strcmp(ci->client_name, new_name) == 0) return false;
 | |
| 	}
 | |
| 
 | |
| 	NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
 | |
| 	if (ci == nullptr) return false;
 | |
| 
 | |
| 	NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name);
 | |
| 
 | |
| 	strecpy(ci->client_name, new_name, lastof(ci->client_name));
 | |
| 
 | |
| 	NetworkUpdateClientInfo(client_id);
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Set/Reset a company password on the server end.
 | |
|  * @param company_id ID of the company the password should be changed for.
 | |
|  * @param password The new password.
 | |
|  * @param already_hashed Is the given password already hashed?
 | |
|  */
 | |
| void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed)
 | |
| {
 | |
| 	if (!Company::IsValidHumanID(company_id)) return;
 | |
| 
 | |
| 	if (!already_hashed) {
 | |
| 		password = GenerateCompanyPasswordHash(password, _settings_client.network.network_id, _settings_game.game_creation.generation_seed);
 | |
| 	}
 | |
| 
 | |
| 	strecpy(_network_company_states[company_id].password, password, lastof(_network_company_states[company_id].password));
 | |
| 	NetworkServerUpdateCompanyPassworded(company_id, !StrEmpty(_network_company_states[company_id].password));
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Handle the command-queue of a socket.
 | |
|  * @param cs The socket to handle the queue for.
 | |
|  */
 | |
| static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
 | |
| {
 | |
| 	std::unique_ptr<CommandPacket> cp;
 | |
| 	while ((cp = cs->outgoing_queue.Pop()) != nullptr) {
 | |
| 		cs->SendCommand(cp.get());
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * This is called every tick if this is a _network_server
 | |
|  * @param send_frame Whether to send the frame to the clients.
 | |
|  */
 | |
| void NetworkServer_Tick(bool send_frame)
 | |
| {
 | |
| #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
 | |
| 	bool send_sync = false;
 | |
| #endif
 | |
| 
 | |
| #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
 | |
| 	if (_frame_counter >= _last_sync_frame + _settings_client.network.sync_freq) {
 | |
| 		_last_sync_frame = _frame_counter;
 | |
| 		send_sync = true;
 | |
| 	}
 | |
| #endif
 | |
| 
 | |
| 	/* Now we are done with the frame, inform the clients that they can
 | |
| 	 *  do their frame! */
 | |
| 	for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
 | |
| 		/* We allow a number of bytes per frame, but only to the burst amount
 | |
| 		 * to be available for packet receiving at any particular time. */
 | |
| 		cs->receive_limit = min(cs->receive_limit + _settings_client.network.bytes_per_frame,
 | |
| 				_settings_client.network.bytes_per_frame_burst);
 | |
| 
 | |
| 		/* Check if the speed of the client is what we can expect from a client */
 | |
| 		uint lag = NetworkCalculateLag(cs);
 | |
| 		switch (cs->status) {
 | |
| 			case NetworkClientSocket::STATUS_ACTIVE:
 | |
| 				if (lag > _settings_client.network.max_lag_time) {
 | |
| 					/* Client did still not report in within the specified limit. */
 | |
| 					IConsolePrintF(CC_ERROR, cs->last_packet + lag * MILLISECONDS_PER_TICK > _realtime_tick ?
 | |
| 							/* A packet was received in the last three game days, so the client is likely lagging behind. */
 | |
| 								"Client #%d is dropped because the client's game state is more than %d ticks behind" :
 | |
| 							/* No packet was received in the last three game days; sounds like a lost connection. */
 | |
| 								"Client #%d is dropped because the client did not respond for more than %d ticks",
 | |
| 							cs->client_id, lag);
 | |
| 					cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
 | |
| 					continue;
 | |
| 				}
 | |
| 
 | |
| 				/* Report once per time we detect the lag, and only when we
 | |
| 				 * received a packet in the last 2000 milliseconds. If we
 | |
| 				 * did not receive a packet, then the client is not just
 | |
| 				 * slow, but the connection is likely severed. Mentioning
 | |
| 				 * frame_freq is not useful in this case. */
 | |
| 				if (lag > (uint)DAY_TICKS && cs->lag_test == 0 && cs->last_packet + 2000 > _realtime_tick) {
 | |
| 					IConsolePrintF(CC_WARNING, "[%d] Client #%d is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
 | |
| 					cs->lag_test = 1;
 | |
| 				}
 | |
| 
 | |
| 				if (cs->last_frame_server - cs->last_token_frame >= _settings_client.network.max_lag_time) {
 | |
| 					/* This is a bad client! It didn't send the right token back within time. */
 | |
| 					IConsolePrintF(CC_ERROR, "Client #%d is dropped because it fails to send valid acks", cs->client_id);
 | |
| 					cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
 | |
| 					continue;
 | |
| 				}
 | |
| 				break;
 | |
| 
 | |
| 			case NetworkClientSocket::STATUS_INACTIVE:
 | |
| 			case NetworkClientSocket::STATUS_NEWGRFS_CHECK:
 | |
| 			case NetworkClientSocket::STATUS_AUTHORIZED:
 | |
| 				/* NewGRF check and authorized states should be handled almost instantly.
 | |
| 				 * So give them some lee-way, likewise for the query with inactive. */
 | |
| 				if (lag > _settings_client.network.max_init_time) {
 | |
| 					IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to start the joining process", cs->client_id, _settings_client.network.max_init_time);
 | |
| 					cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
 | |
| 					continue;
 | |
| 				}
 | |
| 				break;
 | |
| 
 | |
| 			case NetworkClientSocket::STATUS_MAP:
 | |
| 				/* Downloading the map... this is the amount of time since starting the saving. */
 | |
| 				if (lag > _settings_client.network.max_download_time) {
 | |
| 					IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to download the map", cs->client_id, _settings_client.network.max_download_time);
 | |
| 					cs->SendError(NETWORK_ERROR_TIMEOUT_MAP);
 | |
| 					continue;
 | |
| 				}
 | |
| 				break;
 | |
| 
 | |
| 			case NetworkClientSocket::STATUS_DONE_MAP:
 | |
| 			case NetworkClientSocket::STATUS_PRE_ACTIVE:
 | |
| 				/* The map has been sent, so this is for loading the map and syncing up. */
 | |
| 				if (lag > _settings_client.network.max_join_time) {
 | |
| 					IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to join", cs->client_id, _settings_client.network.max_join_time);
 | |
| 					cs->SendError(NETWORK_ERROR_TIMEOUT_JOIN);
 | |
| 					continue;
 | |
| 				}
 | |
| 				break;
 | |
| 
 | |
| 			case NetworkClientSocket::STATUS_AUTH_GAME:
 | |
| 			case NetworkClientSocket::STATUS_AUTH_COMPANY:
 | |
| 				/* These don't block? */
 | |
| 				if (lag > _settings_client.network.max_password_time) {
 | |
| 					IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to enter the password", cs->client_id, _settings_client.network.max_password_time);
 | |
| 					cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD);
 | |
| 					continue;
 | |
| 				}
 | |
| 				break;
 | |
| 
 | |
| 			case NetworkClientSocket::STATUS_MAP_WAIT:
 | |
| 			case NetworkClientSocket::STATUS_CLOSE_PENDING:
 | |
| 				/* This is an internal state where we do not wait
 | |
| 				 * on the client to move to a different state. */
 | |
| 				break;
 | |
| 
 | |
| 			case NetworkClientSocket::STATUS_END:
 | |
| 				/* Bad server/code. */
 | |
| 				NOT_REACHED();
 | |
| 		}
 | |
| 
 | |
| 		if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE && cs->status != NetworkClientSocket::STATUS_CLOSE_PENDING) {
 | |
| 			/* Check if we can send command, and if we have anything in the queue */
 | |
| 			NetworkHandleCommandQueue(cs);
 | |
| 
 | |
| 			/* Send an updated _frame_counter_max to the client */
 | |
| 			if (send_frame) cs->SendFrame();
 | |
| 
 | |
| #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
 | |
| 			/* Send a sync-check packet */
 | |
| 			if (send_sync) cs->SendSync();
 | |
| #endif
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* See if we need to advertise */
 | |
| 	NetworkUDPAdvertise();
 | |
| }
 | |
| 
 | |
| /** Yearly "callback". Called whenever the year changes. */
 | |
| void NetworkServerYearlyLoop()
 | |
| {
 | |
| 	NetworkCheckRestartMap();
 | |
| 	NetworkAdminUpdate(ADMIN_FREQUENCY_ANUALLY);
 | |
| }
 | |
| 
 | |
| /** Monthly "callback". Called whenever the month changes. */
 | |
| void NetworkServerMonthlyLoop()
 | |
| {
 | |
| 	NetworkAutoCleanCompanies();
 | |
| 	NetworkAdminUpdate(ADMIN_FREQUENCY_MONTHLY);
 | |
| 	if ((_cur_date_ymd.month % 3) == 0) NetworkAdminUpdate(ADMIN_FREQUENCY_QUARTERLY);
 | |
| }
 | |
| 
 | |
| /** Daily "callback". Called whenever the date changes. */
 | |
| void NetworkServerDailyLoop()
 | |
| {
 | |
| 	NetworkAdminUpdate(ADMIN_FREQUENCY_DAILY);
 | |
| 	if ((_date % 7) == 3) NetworkAdminUpdate(ADMIN_FREQUENCY_WEEKLY);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Get the IP address/hostname of the connected client.
 | |
|  * @return The IP address.
 | |
|  */
 | |
| const char *ServerNetworkGameSocketHandler::GetClientIP()
 | |
| {
 | |
| 	return this->client_address.GetHostname();
 | |
| }
 | |
| 
 | |
| /** Show the status message of all clients on the console. */
 | |
| void NetworkServerShowStatusToConsole()
 | |
| {
 | |
| 	static const char * const stat_str[] = {
 | |
| 		"inactive",
 | |
| 		"checking NewGRFs",
 | |
| 		"authorizing (server password)",
 | |
| 		"authorizing (company password)",
 | |
| 		"authorized",
 | |
| 		"waiting",
 | |
| 		"loading map",
 | |
| 		"map done",
 | |
| 		"ready",
 | |
| 		"active",
 | |
| 		"close pending"
 | |
| 	};
 | |
| 	assert_compile(lengthof(stat_str) == NetworkClientSocket::STATUS_END);
 | |
| 
 | |
| 	for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
 | |
| 		NetworkClientInfo *ci = cs->GetInfo();
 | |
| 		if (ci == nullptr) continue;
 | |
| 		uint lag = NetworkCalculateLag(cs);
 | |
| 		const char *status;
 | |
| 
 | |
| 		status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
 | |
| 		IConsolePrintF(CC_INFO, "Client #%1d  name: '%s'  status: '%s'  frame-lag: %3d  company: %1d  IP: %s",
 | |
| 			cs->client_id, ci->client_name, status, lag,
 | |
| 			ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
 | |
| 			cs->GetClientIP());
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Send Config Update
 | |
|  */
 | |
| void NetworkServerSendConfigUpdate()
 | |
| {
 | |
| 	for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
 | |
| 		if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendConfigUpdate();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Tell that a particular company is (not) passworded.
 | |
|  * @param company_id The company that got/removed the password.
 | |
|  * @param passworded Whether the password was received or removed.
 | |
|  */
 | |
| void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
 | |
| {
 | |
| 	if (NetworkCompanyIsPassworded(company_id) == passworded) return;
 | |
| 
 | |
| 	SB(_network_company_passworded, company_id, 1, !!passworded);
 | |
| 	SetWindowClassesDirty(WC_COMPANY);
 | |
| 
 | |
| 	for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
 | |
| 		if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendCompanyUpdate();
 | |
| 	}
 | |
| 
 | |
| 	NetworkAdminCompanyUpdate(Company::GetIfValid(company_id));
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Handle the tid-bits of moving a client from one company to another.
 | |
|  * @param client_id id of the client we want to move.
 | |
|  * @param company_id id of the company we want to move the client to.
 | |
|  * @return void
 | |
|  */
 | |
| void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
 | |
| {
 | |
| 	/* Only allow non-dedicated servers and normal clients to be moved */
 | |
| 	if (client_id == CLIENT_ID_SERVER && _network_dedicated) return;
 | |
| 
 | |
| 	NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
 | |
| 
 | |
| 	/* No need to waste network resources if the client is in the company already! */
 | |
| 	if (ci->client_playas == company_id) return;
 | |
| 
 | |
| 	ci->client_playas = company_id;
 | |
| 
 | |
| 	if (client_id == CLIENT_ID_SERVER) {
 | |
| 		SetLocalCompany(company_id);
 | |
| 	} else {
 | |
| 		NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id);
 | |
| 		/* When the company isn't authorized we can't move them yet. */
 | |
| 		if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return;
 | |
| 		cs->SendMove(client_id, company_id);
 | |
| 	}
 | |
| 
 | |
| 	/* announce the client's move */
 | |
| 	NetworkUpdateClientInfo(client_id);
 | |
| 
 | |
| 	NetworkAction action = (company_id == COMPANY_SPECTATOR) ? NETWORK_ACTION_COMPANY_SPECTATOR : NETWORK_ACTION_COMPANY_JOIN;
 | |
| 	NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Send an rcon reply to the client.
 | |
|  * @param client_id The identifier of the client.
 | |
|  * @param colour_code The colour of the text.
 | |
|  * @param string The actual reply.
 | |
|  */
 | |
| void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const char *string)
 | |
| {
 | |
| 	NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code, string);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Kick a single client.
 | |
|  * @param client_id The client to kick.
 | |
|  * @param reason In case of kicking a client, specifies the reason for kicking the client.
 | |
|  */
 | |
| void NetworkServerKickClient(ClientID client_id, const char *reason)
 | |
| {
 | |
| 	if (client_id == CLIENT_ID_SERVER) return;
 | |
| 	NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED, reason);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Ban, or kick, everyone joined from the given client's IP.
 | |
|  * @param client_id The client to check for.
 | |
|  * @param ban Whether to ban or kick.
 | |
|  * @param reason In case of kicking a client, specifies the reason for kicking the client.
 | |
|  */
 | |
| uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const char *reason)
 | |
| {
 | |
| 	return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban, reason);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Kick or ban someone based on an IP address.
 | |
|  * @param ip The IP address/range to ban/kick.
 | |
|  * @param ban Whether to ban or just kick.
 | |
|  * @param reason In case of kicking a client, specifies the reason for kicking the client.
 | |
|  */
 | |
| uint NetworkServerKickOrBanIP(const char *ip, bool ban, const char *reason)
 | |
| {
 | |
| 	/* Add address to ban-list */
 | |
| 	if (ban) {
 | |
| 		bool contains = false;
 | |
| 		for (const auto &iter : _network_ban_list) {
 | |
| 			if (iter == ip) {
 | |
| 				contains = true;
 | |
| 				break;
 | |
| 			}
 | |
| 		}
 | |
| 		if (!contains) _network_ban_list.emplace_back(ip);
 | |
| 	}
 | |
| 
 | |
| 	uint n = 0;
 | |
| 
 | |
| 	/* There can be multiple clients with the same IP, kick them all but don't kill the server,
 | |
| 	 * or the client doing the rcon. The latter can't be kicked because kicking frees closes
 | |
| 	 * and subsequently free the connection related instances, which we would be reading from
 | |
| 	 * and writing to after returning. So we would read or write data from freed memory up till
 | |
| 	 * the segfault triggers. */
 | |
| 	for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
 | |
| 		if (cs->client_id == CLIENT_ID_SERVER) continue;
 | |
| 		if (cs->client_id == _redirect_console_to_client) continue;
 | |
| 		if (cs->client_address.IsInNetmask(ip)) {
 | |
| 			NetworkServerKickClient(cs->client_id, reason);
 | |
| 			n++;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return n;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Check whether a particular company has clients.
 | |
|  * @param company The company to check.
 | |
|  * @return True if at least one client is joined to the company.
 | |
|  */
 | |
| bool NetworkCompanyHasClients(CompanyID company)
 | |
| {
 | |
| 	for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
 | |
| 		if (ci->client_playas == company) return true;
 | |
| 	}
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Get the name of the client, if the user did not send it yet, Client ID is used.
 | |
|  * @param client_name The variable to write the name to.
 | |
|  * @param last        The pointer to the last element of the destination buffer
 | |
|  */
 | |
| void ServerNetworkGameSocketHandler::GetClientName(char *client_name, const char *last) const
 | |
| {
 | |
| 	const NetworkClientInfo *ci = this->GetInfo();
 | |
| 
 | |
| 	if (ci == nullptr || StrEmpty(ci->client_name)) {
 | |
| 		seprintf(client_name, last, "Client #%4d", this->client_id);
 | |
| 	} else {
 | |
| 		strecpy(client_name, ci->client_name, last);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Print all the clients to the console
 | |
|  */
 | |
| void NetworkPrintClients()
 | |
| {
 | |
| 	for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
 | |
| 		if (_network_server) {
 | |
| 			IConsolePrintF(CC_INFO, "Client #%1d  name: '%s'  company: %1d  IP: %s",
 | |
| 					ci->client_id,
 | |
| 					ci->client_name,
 | |
| 					ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
 | |
| 					ci->client_id == CLIENT_ID_SERVER ? "server" : NetworkClientSocket::GetByClientID(ci->client_id)->GetClientIP());
 | |
| 		} else {
 | |
| 			IConsolePrintF(CC_INFO, "Client #%1d  name: '%s'  company: %1d",
 | |
| 					ci->client_id,
 | |
| 					ci->client_name,
 | |
| 					ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0));
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Perform all the server specific administration of a new company.
 | |
|  * @param c  The newly created company; can't be nullptr.
 | |
|  * @param ci The client information of the client that made the company; can be nullptr.
 | |
|  */
 | |
| void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
 | |
| {
 | |
| 	assert(c != nullptr);
 | |
| 
 | |
| 	if (!_network_server) return;
 | |
| 
 | |
| 	_network_company_states[c->index].months_empty = 0;
 | |
| 	_network_company_states[c->index].password[0] = '\0';
 | |
| 	NetworkServerUpdateCompanyPassworded(c->index, false);
 | |
| 
 | |
| 	if (ci != nullptr) {
 | |
| 		/* ci is nullptr when replaying, or for AIs. In neither case there is a client. */
 | |
| 		ci->client_playas = c->index;
 | |
| 		NetworkUpdateClientInfo(ci->client_id);
 | |
| 		NetworkSendCommand(0, 0, 0, 0, CMD_RENAME_PRESIDENT, nullptr, ci->client_name, c->index, 0);
 | |
| 	}
 | |
| 
 | |
| 	/* Announce new company on network. */
 | |
| 	NetworkAdminCompanyInfo(c, true);
 | |
| 
 | |
| 	if (ci != nullptr) {
 | |
| 		/* ci is nullptr when replaying, or for AIs. In neither case there is a client.
 | |
| 		   We need to send Admin port update here so that they first know about the new company
 | |
| 		   and then learn about a possibly joining client (see FS#6025) */
 | |
| 		NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, c->index + 1);
 | |
| 	}
 | |
| }
 | 
