1368 lines
		
	
	
		
			47 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1368 lines
		
	
	
		
			47 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * This file is part of OpenTTD.
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 * 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.
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 * 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.
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 * 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/>.
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 */
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/** @file network.cpp Base functions for networking support. */
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#include "../stdafx.h"
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#include "../strings_func.h"
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#include "../command_func.h"
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#include "../date_func.h"
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#include "network_admin.h"
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#include "network_client.h"
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#include "network_query.h"
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#include "network_server.h"
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#include "network_content.h"
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#include "network_udp.h"
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#include "network_gamelist.h"
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#include "network_base.h"
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#include "network_coordinator.h"
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#include "core/udp.h"
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#include "core/host.h"
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#include "network_gui.h"
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#include "../console_func.h"
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#include "../3rdparty/md5/md5.h"
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#include "../core/random_func.hpp"
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#include "../window_func.h"
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#include "../company_func.h"
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#include "../company_base.h"
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#include "../landscape_type.h"
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#include "../rev.h"
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#include "../core/pool_func.hpp"
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#include "../gfx_func.h"
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#include "../error.h"
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#include "../core/checksum_func.hpp"
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#include "../string_func_extra.h"
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#include "../3rdparty/randombytes/randombytes.h"
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#include "../settings_internal.h"
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#include <sstream>
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#include <iomanip>
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#include "../safeguards.h"
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#ifdef DEBUG_DUMP_COMMANDS
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#include "../fileio_func.h"
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/** When running the server till the wait point, run as fast as we can! */
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bool _ddc_fastforward = true;
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#endif /* DEBUG_DUMP_COMMANDS */
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/** Make sure both pools have the same size. */
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static_assert(NetworkClientInfoPool::MAX_SIZE == NetworkClientSocketPool::MAX_SIZE);
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/** The pool with client information. */
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NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo");
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INSTANTIATE_POOL_METHODS(NetworkClientInfo)
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bool _networking;         ///< are we in networking mode?
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bool _network_server;     ///< network-server is active
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bool _network_available;  ///< is network mode available?
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bool _network_dedicated;  ///< are we a dedicated server?
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bool _is_network_server;  ///< Does this client wants to be a network-server?
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bool _network_settings_access; ///< Can this client change server settings?
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NetworkCompanyState *_network_company_states = nullptr; ///< Statistics about some companies.
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std::string _network_company_server_id; ///< Server ID string used for company passwords
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uint8 _network_company_password_storage_token[16]; ///< Non-secret token for storage of company passwords in savegames
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uint8 _network_company_password_storage_key[32]; ///< Key for storage of company passwords in savegames
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ClientID _network_own_client_id;      ///< Our client identifier.
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ClientID _redirect_console_to_client; ///< If not invalid, redirect the console output to a client.
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uint8 _network_reconnect;             ///< Reconnect timeout
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StringList _network_bind_list;        ///< The addresses to bind on.
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StringList _network_host_list;        ///< The servers we know.
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StringList _network_ban_list;         ///< The banned clients.
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uint32 _frame_counter_server;         ///< The frame_counter of the server, if in network-mode
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uint32 _frame_counter_max;            ///< To where we may go with our clients
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uint32 _frame_counter;                ///< The current frame.
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uint32 _last_sync_frame;              ///< Used in the server to store the last time a sync packet was sent to clients.
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NetworkAddressList _broadcast_list;   ///< List of broadcast addresses.
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uint32 _sync_seed_1;                  ///< Seed to compare during sync checks.
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#ifdef NETWORK_SEND_DOUBLE_SEED
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uint32 _sync_seed_2;                  ///< Second part of the seed.
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#endif
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uint64 _sync_state_checksum;          ///< State checksum to compare during sync checks.
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uint32 _sync_frame;                   ///< The frame to perform the sync check.
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Date   _last_sync_date;               ///< The game date of the last successfully received sync frame
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DateFract _last_sync_date_fract;      ///< "
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uint8  _last_sync_tick_skip_counter;  ///< "
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bool _network_first_time;             ///< Whether we have finished joining or not.
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CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.
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static_assert((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH);
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/** The amount of clients connected */
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byte _network_clients_connected = 0;
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/* Some externs / forwards */
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extern void StateGameLoop();
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/**
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 * Return whether there is any client connected or trying to connect at all.
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 * @return whether we have any client activity
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 */
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bool HasClients()
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{
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	return !NetworkClientSocket::Iterate().empty();
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}
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/**
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 * Basically a client is leaving us right now.
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 */
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NetworkClientInfo::~NetworkClientInfo()
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{
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	/* Delete the chat window, if you were chatting with this client. */
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	InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_CLIENT, this->client_id);
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}
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/**
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 * Return the CI given it's client-identifier
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 * @param client_id the ClientID to search for
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 * @return return a pointer to the corresponding NetworkClientInfo struct or nullptr when not found
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 */
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/* static */ NetworkClientInfo *NetworkClientInfo::GetByClientID(ClientID client_id)
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{
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	for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
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		if (ci->client_id == client_id) return ci;
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	}
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	return nullptr;
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}
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/**
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 * Return the client state given it's client-identifier
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 * @param client_id the ClientID to search for
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 * @return return a pointer to the corresponding NetworkClientSocket struct or nullptr when not found
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 */
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/* static */ ServerNetworkGameSocketHandler *ServerNetworkGameSocketHandler::GetByClientID(ClientID client_id)
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{
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	for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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		if (cs->client_id == client_id) return cs;
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	}
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	return nullptr;
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}
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byte NetworkSpectatorCount()
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{
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	byte count = 0;
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	for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
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		if (ci->client_playas == COMPANY_SPECTATOR) count++;
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	}
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	/* Don't count a dedicated server as spectator */
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	if (_network_dedicated) count--;
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	return count;
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}
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uint NetworkClientCount() {
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	return (uint)NetworkClientInfo::GetNumItems();
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}
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/**
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 * Change the company password of a given company.
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 * @param company_id ID of the company the password should be changed for.
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 * @param password The unhashed password we like to set ('*' or '' resets the password)
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 * @return The password.
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 */
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std::string NetworkChangeCompanyPassword(CompanyID company_id, std::string password)
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{
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	if (password.compare("*") == 0) password = "";
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	if (_network_server) {
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		NetworkServerSetCompanyPassword(company_id, password, false);
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	} else {
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		NetworkClientSetCompanyPassword(password);
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	}
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	return password;
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}
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/**
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 * Hash the given password using server ID and game seed.
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 * @param password Password to hash.
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 * @param password_server_id Server ID.
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 * @param password_game_seed Game seed.
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 * @return The hashed password.
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 */
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std::string GenerateCompanyPasswordHash(const std::string &password, const std::string &password_server_id, uint32 password_game_seed)
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{
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	if (password.empty()) return password;
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	size_t password_length = password.size();
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	size_t password_server_id_length = password_server_id.size();
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	std::ostringstream salted_password;
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	/* Add the password with the server's ID and game seed as the salt. */
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	for (uint i = 0; i < NETWORK_SERVER_ID_LENGTH - 1; i++) {
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		char password_char = (i < password_length ? password[i] : 0);
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		char server_id_char = (i < password_server_id_length ? password_server_id[i] : 0);
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		char seed_char = password_game_seed >> (i % 32);
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		salted_password << (char)(password_char ^ server_id_char ^ seed_char); // Cast needed, otherwise interpreted as integer to format
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	}
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	Md5 checksum;
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	uint8 digest[16];
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	/* Generate the MD5 hash */
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	std::string salted_password_string = salted_password.str();
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	checksum.Append(salted_password_string.data(), salted_password_string.size());
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	checksum.Finish(digest);
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	std::ostringstream hashed_password;
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	hashed_password << std::hex << std::setfill('0');
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	for (int di = 0; di < 16; di++) hashed_password << std::setw(2) << (int)digest[di]; // Cast needed, otherwise interpreted as character to add
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	return hashed_password.str();
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}
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/**
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 * Check if the company we want to join requires a password.
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 * @param company_id id of the company we want to check the 'passworded' flag for.
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 * @return true if the company requires a password.
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 */
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bool NetworkCompanyIsPassworded(CompanyID company_id)
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{
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	return HasBit(_network_company_passworded, company_id);
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}
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/* This puts a text-message to the console, or in the future, the chat-box,
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 *  (to keep it all a bit more general)
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 * If 'self_send' is true, this is the client who is sending the message */
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void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const std::string &name, const std::string &str, NetworkTextMessageData data, const char *data_str)
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{
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	SetDParamStr(0, name);
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	char message_src[256];
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	StringID strid;
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	switch (action) {
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		case NETWORK_ACTION_SERVER_MESSAGE:
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			/* Ignore invalid messages */
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			strid = STR_NETWORK_SERVER_MESSAGE;
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			colour = CC_DEFAULT;
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			break;
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		case NETWORK_ACTION_COMPANY_SPECTATOR:
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			colour = CC_DEFAULT;
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			strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE;
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			break;
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		case NETWORK_ACTION_COMPANY_JOIN:
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			colour = CC_DEFAULT;
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			strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN;
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			break;
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		case NETWORK_ACTION_COMPANY_NEW:
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			colour = CC_DEFAULT;
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			strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW;
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			break;
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		case NETWORK_ACTION_JOIN:
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			/* Show the Client ID for the server but not for the client. */
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			strid = _network_server ? STR_NETWORK_MESSAGE_CLIENT_JOINED_ID :  STR_NETWORK_MESSAGE_CLIENT_JOINED;
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			break;
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		case NETWORK_ACTION_LEAVE:          strid = STR_NETWORK_MESSAGE_CLIENT_LEFT; break;
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		case NETWORK_ACTION_NAME_CHANGE:    strid = STR_NETWORK_MESSAGE_NAME_CHANGE; break;
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		case NETWORK_ACTION_GIVE_MONEY: {
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			SetDParam(1, data.auxdata >> 16);
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			GetString(message_src, STR_NETWORK_MESSAGE_MONEY_GIVE_SRC_DESCRIPTION, lastof(message_src));
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			SetDParamStr(0, message_src);
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			extern byte GetCurrentGrfLangID();
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			byte lang_id = GetCurrentGrfLangID();
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			bool use_specific_string = lang_id <= 2 || lang_id == 0x15 || lang_id == 0x3A || lang_id == 0x3D; // English, German, Korean, Czech
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			if (use_specific_string && self_send) {
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				strid = STR_NETWORK_MESSAGE_GAVE_MONEY_AWAY;
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			} else if (use_specific_string && (CompanyID) (data.auxdata & 0xFFFF) == _local_company) {
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				strid = STR_NETWORK_MESSAGE_GIVE_MONEY_RECEIVE;
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			} else {
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				strid = STR_NETWORK_MESSAGE_GIVE_MONEY;
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			}
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			break;
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		}
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		case NETWORK_ACTION_CHAT_COMPANY:   strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY; break;
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		case NETWORK_ACTION_CHAT_CLIENT:    strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT  : STR_NETWORK_CHAT_CLIENT;  break;
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		case NETWORK_ACTION_KICKED:         strid = STR_NETWORK_MESSAGE_KICKED; break;
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		case NETWORK_ACTION_EXTERNAL_CHAT:  strid = STR_NETWORK_CHAT_EXTERNAL; break;
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		default:                            strid = STR_NETWORK_CHAT_ALL; break;
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	}
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	char message[1024];
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	SetDParamStr(1, str);
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	SetDParam(2, data.data);
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	SetDParamStr(3, data_str);
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	/* All of these strings start with "***". These characters are interpreted as both left-to-right and
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	 * right-to-left characters depending on the context. As the next text might be an user's name, the
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	 * user name's characters will influence the direction of the "***" instead of the language setting
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	 * of the game. Manually set the direction of the "***" by inserting a text-direction marker. */
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	char *msg_ptr = message + Utf8Encode(message, _current_text_dir == TD_LTR ? CHAR_TD_LRM : CHAR_TD_RLM);
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	GetString(msg_ptr, strid, lastof(message));
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	DEBUG(desync, 1, "msg: date{%08x; %02x; %02x}; %s", _date, _date_fract, _tick_skip_counter, message);
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	IConsolePrintF(colour, "%s", message);
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	NetworkAddChatMessage(colour, _settings_client.gui.network_chat_timeout, message);
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}
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/* Calculate the frame-lag of a client */
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uint NetworkCalculateLag(const NetworkClientSocket *cs)
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{
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	int lag = cs->last_frame_server - cs->last_frame;
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	/* This client has missed their ACK packet after 1 DAY_TICKS..
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	 *  so we increase their lag for every frame that passes!
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	 * The packet can be out by a max of _net_frame_freq */
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	if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter) {
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		lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq);
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	}
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	return lag;
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}
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/* There was a non-recoverable error, drop back to the main menu with a nice
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 *  error */
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void ShowNetworkError(StringID error_string)
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{
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	_switch_mode = SM_MENU;
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	ShowErrorMessage(error_string, INVALID_STRING_ID, WL_CRITICAL);
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}
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/**
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 * Retrieve the string id of an internal error number
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 * @param err NetworkErrorCode
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 * @return the StringID
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 */
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StringID GetNetworkErrorMsg(NetworkErrorCode err)
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{
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	/* List of possible network errors, used by
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	 * PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
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	static const StringID network_error_strings[] = {
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		STR_NETWORK_ERROR_CLIENT_GENERAL,
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		STR_NETWORK_ERROR_CLIENT_DESYNC,
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		STR_NETWORK_ERROR_CLIENT_SAVEGAME,
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		STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST,
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		STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR,
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		STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH,
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		STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED,
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		STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED,
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		STR_NETWORK_ERROR_CLIENT_WRONG_REVISION,
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		STR_NETWORK_ERROR_CLIENT_NAME_IN_USE,
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		STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD,
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		STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH,
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		STR_NETWORK_ERROR_CLIENT_KICKED,
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		STR_NETWORK_ERROR_CLIENT_CHEATER,
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		STR_NETWORK_ERROR_CLIENT_SERVER_FULL,
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		STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS,
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		STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD,
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		STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER,
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		STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP,
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		STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN,
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		STR_NETWORK_ERROR_CLIENT_INVALID_CLIENT_NAME,
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	};
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	static_assert(lengthof(network_error_strings) == NETWORK_ERROR_END);
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 | 
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	if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
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	return network_error_strings[err];
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}
 | 
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 | 
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/**
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 * Handle the pause mode change so we send the right messages to the chat.
 | 
						|
 * @param prev_mode The previous pause mode.
 | 
						|
 * @param changed_mode The pause mode that got changed.
 | 
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 */
 | 
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void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
 | 
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{
 | 
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	if (!_networking) return;
 | 
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 | 
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	switch (changed_mode) {
 | 
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		case PM_PAUSED_NORMAL:
 | 
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		case PM_PAUSED_JOIN:
 | 
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		case PM_PAUSED_GAME_SCRIPT:
 | 
						|
		case PM_PAUSED_ACTIVE_CLIENTS:
 | 
						|
		case PM_PAUSED_LINK_GRAPH: {
 | 
						|
			bool changed = ((_pause_mode == PM_UNPAUSED) != (prev_mode == PM_UNPAUSED));
 | 
						|
			bool paused = (_pause_mode != PM_UNPAUSED);
 | 
						|
			if (!paused && !changed) return;
 | 
						|
 | 
						|
			StringID str;
 | 
						|
			if (!changed) {
 | 
						|
				int i = -1;
 | 
						|
 | 
						|
				if ((_pause_mode & PM_PAUSED_NORMAL) != PM_UNPAUSED)         SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL);
 | 
						|
				if ((_pause_mode & PM_PAUSED_JOIN) != PM_UNPAUSED)           SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS);
 | 
						|
				if ((_pause_mode & PM_PAUSED_GAME_SCRIPT) != PM_UNPAUSED)    SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT);
 | 
						|
				if ((_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS);
 | 
						|
				if ((_pause_mode & PM_PAUSED_LINK_GRAPH) != PM_UNPAUSED)     SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH);
 | 
						|
				str = STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 + i;
 | 
						|
			} else {
 | 
						|
				switch (changed_mode) {
 | 
						|
					case PM_PAUSED_NORMAL:         SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL); break;
 | 
						|
					case PM_PAUSED_JOIN:           SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS); break;
 | 
						|
					case PM_PAUSED_GAME_SCRIPT:    SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT); break;
 | 
						|
					case PM_PAUSED_ACTIVE_CLIENTS: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS); break;
 | 
						|
					case PM_PAUSED_LINK_GRAPH:     SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH); break;
 | 
						|
					default: NOT_REACHED();
 | 
						|
				}
 | 
						|
				str = paused ? STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED : STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED;
 | 
						|
			}
 | 
						|
 | 
						|
			NetworkTextMessage(NETWORK_ACTION_SERVER_MESSAGE, CC_DEFAULT, false, "", GetString(str));
 | 
						|
			break;
 | 
						|
		}
 | 
						|
 | 
						|
		default:
 | 
						|
			return;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Helper function for the pause checkers. If pause is true and the
 | 
						|
 * current pause mode isn't set the game will be paused, if it it false
 | 
						|
 * and the pause mode is set the game will be unpaused. In the other
 | 
						|
 * cases nothing happens to the pause state.
 | 
						|
 * @param pause whether we'd like to pause
 | 
						|
 * @param pm the mode which we would like to pause with
 | 
						|
 */
 | 
						|
static void CheckPauseHelper(bool pause, PauseMode pm)
 | 
						|
{
 | 
						|
	if (pause == ((_pause_mode & pm) != PM_UNPAUSED)) return;
 | 
						|
 | 
						|
	DoCommandP(0, pm, pause ? 1 : 0, CMD_PAUSE);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Counts the number of active clients connected.
 | 
						|
 * It has to be in STATUS_ACTIVE and not a spectator
 | 
						|
 * @return number of active clients
 | 
						|
 */
 | 
						|
static uint NetworkCountActiveClients()
 | 
						|
{
 | 
						|
	uint count = 0;
 | 
						|
 | 
						|
	for (const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
 | 
						|
		if (cs->status != NetworkClientSocket::STATUS_ACTIVE) continue;
 | 
						|
		if (!Company::IsValidID(cs->GetInfo()->client_playas)) continue;
 | 
						|
		count++;
 | 
						|
	}
 | 
						|
 | 
						|
	return count;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Check if the minimum number of active clients has been reached and pause or unpause the game as appropriate
 | 
						|
 */
 | 
						|
static void CheckMinActiveClients()
 | 
						|
{
 | 
						|
	if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
 | 
						|
			!_network_dedicated ||
 | 
						|
			(_settings_client.network.min_active_clients == 0 && (_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) == PM_UNPAUSED)) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
	CheckPauseHelper(NetworkCountActiveClients() < _settings_client.network.min_active_clients, PM_PAUSED_ACTIVE_CLIENTS);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Checks whether there is a joining client
 | 
						|
 * @return true iff one client is joining (but not authorizing)
 | 
						|
 */
 | 
						|
static bool NetworkHasJoiningClient()
 | 
						|
{
 | 
						|
	for (const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
 | 
						|
		if (cs->status >= NetworkClientSocket::STATUS_AUTHORIZED && cs->status < NetworkClientSocket::STATUS_ACTIVE) return true;
 | 
						|
	}
 | 
						|
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Check whether we should pause on join
 | 
						|
 */
 | 
						|
static void CheckPauseOnJoin()
 | 
						|
{
 | 
						|
	if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
 | 
						|
			(!_settings_client.network.pause_on_join && (_pause_mode & PM_PAUSED_JOIN) == PM_UNPAUSED)) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
	CheckPauseHelper(NetworkHasJoiningClient(), PM_PAUSED_JOIN);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Parse the company part ("#company" postfix) of a connecting string.
 | 
						|
 * @param connection_string The string with the connection data.
 | 
						|
 * @param company_id        The company ID to set, if available.
 | 
						|
 * @return A std::string_view into the connection string without the company part.
 | 
						|
 */
 | 
						|
std::string_view ParseCompanyFromConnectionString(const std::string &connection_string, CompanyID *company_id)
 | 
						|
{
 | 
						|
	std::string_view ip = connection_string;
 | 
						|
	if (company_id == nullptr) return ip;
 | 
						|
 | 
						|
	size_t offset = ip.find_last_of('#');
 | 
						|
	if (offset != std::string::npos) {
 | 
						|
		std::string_view company_string = ip.substr(offset + 1);
 | 
						|
		ip = ip.substr(0, offset);
 | 
						|
 | 
						|
		uint8 company_value;
 | 
						|
		bool success = IntFromChars(company_string.data(), company_string.data() + company_string.size(), company_value);
 | 
						|
		if (success) {
 | 
						|
			if (company_value != COMPANY_NEW_COMPANY && company_value != COMPANY_SPECTATOR) {
 | 
						|
				if (company_value > MAX_COMPANIES || company_value == 0) {
 | 
						|
					*company_id = COMPANY_SPECTATOR;
 | 
						|
				} else {
 | 
						|
					/* "#1" means the first company, which has index 0. */
 | 
						|
					*company_id = (CompanyID)(company_value - 1);
 | 
						|
				}
 | 
						|
			} else {
 | 
						|
				*company_id = (CompanyID)company_value;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	return ip;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Converts a string to ip/port/company
 | 
						|
 *  Format: IP:port#company
 | 
						|
 *
 | 
						|
 * Returns the IP part as a string view into the passed string. This view is
 | 
						|
 * valid as long the passed connection string is valid. If there is no port
 | 
						|
 * present in the connection string, the port reference will not be touched.
 | 
						|
 * When there is no company ID present in the connection string or company_id
 | 
						|
 * is nullptr, then company ID will not be touched.
 | 
						|
 *
 | 
						|
 * @param connection_string The string with the connection data.
 | 
						|
 * @param port              The port reference to set.
 | 
						|
 * @param company_id        The company ID to set, if available.
 | 
						|
 * @return A std::string_view into the connection string with the (IP) address part.
 | 
						|
 */
 | 
						|
std::string_view ParseFullConnectionString(const std::string &connection_string, uint16 &port, CompanyID *company_id)
 | 
						|
{
 | 
						|
	std::string_view ip = ParseCompanyFromConnectionString(connection_string, company_id);
 | 
						|
 | 
						|
	size_t port_offset = ip.find_last_of(':');
 | 
						|
	size_t ipv6_close = ip.find_last_of(']');
 | 
						|
	if (port_offset != std::string::npos && (ipv6_close == std::string::npos || ipv6_close < port_offset)) {
 | 
						|
		std::string_view port_string = ip.substr(port_offset + 1);
 | 
						|
		ip = ip.substr(0, port_offset);
 | 
						|
		IntFromChars(port_string.data(), port_string.data() + port_string.size(), port);
 | 
						|
	}
 | 
						|
	return ip;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Normalize a connection string. That is, ensure there is a port in the string.
 | 
						|
 * @param connection_string The connection string to normalize.
 | 
						|
 * @param default_port The port to use if none is given.
 | 
						|
 * @return The normalized connection string.
 | 
						|
 */
 | 
						|
std::string NormalizeConnectionString(const std::string &connection_string, uint16 default_port)
 | 
						|
{
 | 
						|
	uint16 port = default_port;
 | 
						|
	std::string_view ip = ParseFullConnectionString(connection_string, port);
 | 
						|
	return std::string(ip) + ":" + std::to_string(port);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Convert a string containing either "hostname" or "hostname:ip" to a
 | 
						|
 * NetworkAddress.
 | 
						|
 *
 | 
						|
 * @param connection_string The string to parse.
 | 
						|
 * @param default_port The default port to set port to if not in connection_string.
 | 
						|
 * @return A valid NetworkAddress of the parsed information.
 | 
						|
 */
 | 
						|
NetworkAddress ParseConnectionString(const std::string &connection_string, uint16 default_port)
 | 
						|
{
 | 
						|
	uint16 port = default_port;
 | 
						|
	std::string_view ip = ParseFullConnectionString(connection_string, port);
 | 
						|
	return NetworkAddress(ip, port);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Handle the accepting of a connection to the server.
 | 
						|
 * @param s The socket of the new connection.
 | 
						|
 * @param address The address of the peer.
 | 
						|
 */
 | 
						|
/* static */ void ServerNetworkGameSocketHandler::AcceptConnection(SOCKET s, const NetworkAddress &address)
 | 
						|
{
 | 
						|
	/* Register the login */
 | 
						|
	_network_clients_connected++;
 | 
						|
 | 
						|
	ServerNetworkGameSocketHandler *cs = new ServerNetworkGameSocketHandler(s);
 | 
						|
	cs->client_address = address; // Save the IP of the client
 | 
						|
 | 
						|
	InvalidateWindowData(WC_CLIENT_LIST, 0);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Resets the pools used for network clients, and the admin pool if needed.
 | 
						|
 * @param close_admins Whether the admin pool has to be cleared as well.
 | 
						|
 */
 | 
						|
static void InitializeNetworkPools(bool close_admins = true)
 | 
						|
{
 | 
						|
	PoolBase::Clean(PT_NCLIENT | (close_admins ? PT_NADMIN : PT_NONE));
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Close current connections.
 | 
						|
 * @param close_admins Whether the admin connections have to be closed as well.
 | 
						|
 */
 | 
						|
void NetworkClose(bool close_admins)
 | 
						|
{
 | 
						|
	if (_network_server) {
 | 
						|
		if (close_admins) {
 | 
						|
			for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::Iterate()) {
 | 
						|
				as->CloseConnection(true);
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
 | 
						|
			cs->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
 | 
						|
		}
 | 
						|
		ServerNetworkGameSocketHandler::CloseListeners();
 | 
						|
		ServerNetworkAdminSocketHandler::CloseListeners();
 | 
						|
 | 
						|
		_network_coordinator_client.CloseConnection();
 | 
						|
	} else {
 | 
						|
		if (MyClient::my_client != nullptr) {
 | 
						|
			MyClient::SendQuit();
 | 
						|
			MyClient::my_client->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
 | 
						|
		}
 | 
						|
 | 
						|
		_network_coordinator_client.CloseAllConnections();
 | 
						|
	}
 | 
						|
 | 
						|
	TCPConnecter::KillAll();
 | 
						|
 | 
						|
	_networking = false;
 | 
						|
	_network_server = false;
 | 
						|
 | 
						|
	NetworkFreeLocalCommandQueue();
 | 
						|
 | 
						|
	delete[] _network_company_states;
 | 
						|
	_network_company_states = nullptr;
 | 
						|
	_network_company_server_id.clear();
 | 
						|
 | 
						|
	InitializeNetworkPools(close_admins);
 | 
						|
}
 | 
						|
 | 
						|
/* Initializes the network (cleans sockets and stuff) */
 | 
						|
static void NetworkInitialize(bool close_admins = true)
 | 
						|
{
 | 
						|
	InitializeNetworkPools(close_admins);
 | 
						|
 | 
						|
	_sync_frame = 0;
 | 
						|
	_network_first_time = true;
 | 
						|
 | 
						|
	_network_reconnect = 0;
 | 
						|
 | 
						|
	_last_sync_date = 0;
 | 
						|
	_last_sync_date_fract = 0;
 | 
						|
	_last_sync_tick_skip_counter = 0;
 | 
						|
}
 | 
						|
 | 
						|
/** Non blocking connection to query servers for their game info. */
 | 
						|
class TCPQueryConnecter : TCPServerConnecter {
 | 
						|
private:
 | 
						|
	std::string connection_string;
 | 
						|
 | 
						|
public:
 | 
						|
	TCPQueryConnecter(const std::string &connection_string) : TCPServerConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
 | 
						|
 | 
						|
	void OnFailure() override
 | 
						|
	{
 | 
						|
		NetworkGameList *item = NetworkGameListAddItem(connection_string);
 | 
						|
		item->status = NGLS_OFFLINE;
 | 
						|
		item->refreshing = false;
 | 
						|
 | 
						|
		UpdateNetworkGameWindow();
 | 
						|
	}
 | 
						|
 | 
						|
	void OnConnect(SOCKET s) override
 | 
						|
	{
 | 
						|
		QueryNetworkGameSocketHandler::QueryServer(s, this->connection_string);
 | 
						|
	}
 | 
						|
};
 | 
						|
 | 
						|
/**
 | 
						|
 * Query a server to fetch the game-info.
 | 
						|
 * @param connection_string the address to query.
 | 
						|
 */
 | 
						|
void NetworkQueryServer(const std::string &connection_string)
 | 
						|
{
 | 
						|
	if (!_network_available) return;
 | 
						|
 | 
						|
	/* Mark the entry as refreshing, so the GUI can show the refresh is pending. */
 | 
						|
	NetworkGameList *item = NetworkGameListAddItem(connection_string);
 | 
						|
	item->refreshing = true;
 | 
						|
 | 
						|
	new TCPQueryConnecter(connection_string);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Validates an address entered as a string and adds the server to
 | 
						|
 * the list. If you use this function, the games will be marked
 | 
						|
 * as manually added.
 | 
						|
 * @param connection_string The IP:port of the server to add.
 | 
						|
 * @param manually Whether the enter should be marked as manual added.
 | 
						|
 * @param never_expire Whether the entry can expire (removed when no longer found in the public listing).
 | 
						|
 * @return The entry on the game list.
 | 
						|
 */
 | 
						|
NetworkGameList *NetworkAddServer(const std::string &connection_string, bool manually, bool never_expire)
 | 
						|
{
 | 
						|
	if (connection_string.empty()) return nullptr;
 | 
						|
 | 
						|
	/* Ensure the item already exists in the list */
 | 
						|
	NetworkGameList *item = NetworkGameListAddItem(connection_string);
 | 
						|
	if (item->info.server_name.empty()) {
 | 
						|
		ClearGRFConfigList(&item->info.grfconfig);
 | 
						|
		item->info.server_name = connection_string;
 | 
						|
 | 
						|
		UpdateNetworkGameWindow();
 | 
						|
 | 
						|
		NetworkQueryServer(connection_string);
 | 
						|
	}
 | 
						|
 | 
						|
	if (manually) item->manually = true;
 | 
						|
	if (never_expire) item->version = INT32_MAX;
 | 
						|
 | 
						|
	return item;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the addresses to bind to.
 | 
						|
 * @param addresses the list to write to.
 | 
						|
 * @param port the port to bind to.
 | 
						|
 */
 | 
						|
void GetBindAddresses(NetworkAddressList *addresses, uint16 port)
 | 
						|
{
 | 
						|
	for (const auto &iter : _network_bind_list) {
 | 
						|
		addresses->emplace_back(iter.c_str(), port);
 | 
						|
	}
 | 
						|
 | 
						|
	/* No address, so bind to everything. */
 | 
						|
	if (addresses->size() == 0) {
 | 
						|
		addresses->emplace_back("", port);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/* Generates the list of manually added hosts from NetworkGameList and
 | 
						|
 * dumps them into the array _network_host_list. This array is needed
 | 
						|
 * by the function that generates the config file. */
 | 
						|
void NetworkRebuildHostList()
 | 
						|
{
 | 
						|
	_network_host_list.clear();
 | 
						|
 | 
						|
	for (NetworkGameList *item = _network_game_list; item != nullptr; item = item->next) {
 | 
						|
		if (item->manually) _network_host_list.emplace_back(item->connection_string);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/** Non blocking connection create to actually connect to servers */
 | 
						|
class TCPClientConnecter : TCPServerConnecter {
 | 
						|
private:
 | 
						|
	std::string connection_string;
 | 
						|
 | 
						|
public:
 | 
						|
	TCPClientConnecter(const std::string &connection_string) : TCPServerConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
 | 
						|
 | 
						|
	void OnFailure() override
 | 
						|
	{
 | 
						|
		ShowNetworkError(STR_NETWORK_ERROR_NOCONNECTION);
 | 
						|
	}
 | 
						|
 | 
						|
	void OnConnect(SOCKET s) override
 | 
						|
	{
 | 
						|
		_networking = true;
 | 
						|
		new ClientNetworkGameSocketHandler(s, this->connection_string);
 | 
						|
		IConsoleCmdExec("exec scripts/on_client.scr 0");
 | 
						|
		NetworkClient_Connected();
 | 
						|
	}
 | 
						|
};
 | 
						|
 | 
						|
/**
 | 
						|
 * Join a client to the server at with the given connection string.
 | 
						|
 * The default for the passwords is \c nullptr. When the server or company needs a
 | 
						|
 * password and none is given, the user is asked to enter the password in the GUI.
 | 
						|
 * This function will return false whenever some information required to join is not
 | 
						|
 * correct such as the company number or the client's name, or when there is not
 | 
						|
 * networking avalabile at all. If the function returns false the connection with
 | 
						|
 * the existing server is not disconnected.
 | 
						|
 * It will return true when it starts the actual join process, i.e. when it
 | 
						|
 * actually shows the join status window.
 | 
						|
 *
 | 
						|
 * @param connection_string     The IP address, port and company number to join as.
 | 
						|
 * @param default_company       The company number to join as when none is given.
 | 
						|
 * @param join_server_password  The password for the server.
 | 
						|
 * @param join_company_password The password for the company.
 | 
						|
 * @return Whether the join has started.
 | 
						|
 */
 | 
						|
bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const std::string &join_server_password, const std::string &join_company_password)
 | 
						|
{
 | 
						|
	CompanyID join_as = default_company;
 | 
						|
	std::string resolved_connection_string = ServerAddress::Parse(connection_string, NETWORK_DEFAULT_PORT, &join_as).connection_string;
 | 
						|
 | 
						|
	if (!_network_available) return false;
 | 
						|
	if (!NetworkValidateOurClientName()) return false;
 | 
						|
 | 
						|
	_network_join.connection_string = resolved_connection_string;
 | 
						|
	_network_join.company = join_as;
 | 
						|
	_network_join.server_password = join_server_password;
 | 
						|
	_network_join.company_password = join_company_password;
 | 
						|
 | 
						|
	if (_game_mode == GM_MENU) {
 | 
						|
		/* From the menu we can immediately continue with the actual join. */
 | 
						|
		NetworkClientJoinGame();
 | 
						|
	} else {
 | 
						|
		/* When already playing a game, first go back to the main menu. This
 | 
						|
		 * disconnects the user from the current game, meaning we can safely
 | 
						|
		 * load in the new. After all, there is little point in continueing to
 | 
						|
		 * play on a server if we are connecting to another one.
 | 
						|
		 */
 | 
						|
		_switch_mode = SM_JOIN_GAME;
 | 
						|
	}
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Actually perform the joining to the server. Use #NetworkClientConnectGame
 | 
						|
 * when you want to connect to a specific server/company. This function
 | 
						|
 * assumes _network_join is already fully set up.
 | 
						|
 */
 | 
						|
void NetworkClientJoinGame()
 | 
						|
{
 | 
						|
	NetworkDisconnect();
 | 
						|
	NetworkInitialize();
 | 
						|
 | 
						|
	_settings_client.network.last_joined = _network_join.connection_string;
 | 
						|
	_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
 | 
						|
	ShowJoinStatusWindow();
 | 
						|
 | 
						|
	new TCPClientConnecter(_network_join.connection_string);
 | 
						|
}
 | 
						|
 | 
						|
static void NetworkInitGameInfo()
 | 
						|
{
 | 
						|
	FillStaticNetworkServerGameInfo();
 | 
						|
	/* The server is a client too */
 | 
						|
	_network_game_info.clients_on = _network_dedicated ? 0 : 1;
 | 
						|
 | 
						|
	/* There should be always space for the server. */
 | 
						|
	assert(NetworkClientInfo::CanAllocateItem());
 | 
						|
	NetworkClientInfo *ci = new NetworkClientInfo(CLIENT_ID_SERVER);
 | 
						|
	ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : GetDefaultLocalCompany();
 | 
						|
 | 
						|
	ci->client_name = _settings_client.network.client_name;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Trim the given server name in place, i.e. remove leading and trailing spaces.
 | 
						|
 * After the trim check whether the server name is not empty.
 | 
						|
 * When the server name is empty a GUI error message is shown telling the
 | 
						|
 * user to set the servername and this function returns false.
 | 
						|
 *
 | 
						|
 * @param server_name The server name to validate. It will be trimmed of leading
 | 
						|
 *                    and trailing spaces.
 | 
						|
 * @return True iff the server name is valid.
 | 
						|
 */
 | 
						|
bool NetworkValidateServerName(std::string &server_name)
 | 
						|
{
 | 
						|
	StrTrimInPlace(server_name);
 | 
						|
	if (!server_name.empty()) return true;
 | 
						|
 | 
						|
	ShowErrorMessage(STR_NETWORK_ERROR_BAD_SERVER_NAME, INVALID_STRING_ID, WL_ERROR);
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Check whether the client and server name are set, for a dedicated server and if not set them to some default
 | 
						|
 * value and tell the user to change this as soon as possible.
 | 
						|
 * If the saved name is the default value, then the user is told to override  this value too.
 | 
						|
 * This is only meant dedicated servers, as for the other servers the GUI ensures a name has been entered.
 | 
						|
 */
 | 
						|
static void CheckClientAndServerName()
 | 
						|
{
 | 
						|
	static const std::string fallback_client_name = "Unnamed Client";
 | 
						|
	StrTrimInPlace(_settings_client.network.client_name);
 | 
						|
	if (_settings_client.network.client_name.empty() || _settings_client.network.client_name.compare(fallback_client_name) == 0) {
 | 
						|
		DEBUG(net, 1, "No \"client_name\" has been set, using \"%s\" instead. Please set this now using the \"name <new name>\" command", fallback_client_name.c_str());
 | 
						|
		_settings_client.network.client_name = fallback_client_name;
 | 
						|
	}
 | 
						|
 | 
						|
	static const std::string fallback_server_name = "Unnamed Server";
 | 
						|
	StrTrimInPlace(_settings_client.network.server_name);
 | 
						|
	if (_settings_client.network.server_name.empty() || _settings_client.network.server_name.compare(fallback_server_name) == 0) {
 | 
						|
		DEBUG(net, 1, "No \"server_name\" has been set, using \"%s\" instead. Please set this now using the \"server_name <new name>\" command", fallback_server_name.c_str());
 | 
						|
		_settings_client.network.server_name = fallback_server_name;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
bool NetworkServerStart()
 | 
						|
{
 | 
						|
	if (!_network_available) return false;
 | 
						|
 | 
						|
	/* Call the pre-scripts */
 | 
						|
	IConsoleCmdExec("exec scripts/pre_server.scr 0");
 | 
						|
	if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
 | 
						|
 | 
						|
	/* Check for the client and server names to be set, but only after the scripts had a chance to set them.*/
 | 
						|
	if (_network_dedicated) CheckClientAndServerName();
 | 
						|
 | 
						|
	NetworkDisconnect(false, false);
 | 
						|
	NetworkInitialize(false);
 | 
						|
	NetworkUDPInitialize();
 | 
						|
	DEBUG(net, 5, "Starting listeners for clients");
 | 
						|
	if (!ServerNetworkGameSocketHandler::Listen(_settings_client.network.server_port)) return false;
 | 
						|
 | 
						|
	/* Only listen for admins when the password isn't empty. */
 | 
						|
	if (!_settings_client.network.admin_password.empty()) {
 | 
						|
		DEBUG(net, 5, "Starting listeners for admins");
 | 
						|
		if (!ServerNetworkAdminSocketHandler::Listen(_settings_client.network.server_admin_port)) return false;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Try to start UDP-server */
 | 
						|
	DEBUG(net, 5, "Starting listeners for incoming server queries");
 | 
						|
	NetworkUDPServerListen();
 | 
						|
 | 
						|
	_network_company_states = new NetworkCompanyState[MAX_COMPANIES];
 | 
						|
	_network_company_server_id = NetworkGenerateRandomKeyString(16);
 | 
						|
	_network_server = true;
 | 
						|
	_networking = true;
 | 
						|
	_frame_counter = 0;
 | 
						|
	_frame_counter_server = 0;
 | 
						|
	_frame_counter_max = 0;
 | 
						|
	_last_sync_frame = 0;
 | 
						|
	_network_own_client_id = CLIENT_ID_SERVER;
 | 
						|
 | 
						|
	_network_clients_connected = 0;
 | 
						|
	_network_company_passworded = 0;
 | 
						|
 | 
						|
	NetworkInitGameInfo();
 | 
						|
 | 
						|
	if (_settings_client.network.server_game_type != SERVER_GAME_TYPE_LOCAL) {
 | 
						|
		_network_coordinator_client.Register();
 | 
						|
	}
 | 
						|
 | 
						|
	/* execute server initialization script */
 | 
						|
	IConsoleCmdExec("exec scripts/on_server.scr 0");
 | 
						|
	/* if the server is dedicated ... add some other script */
 | 
						|
	if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
 | 
						|
 | 
						|
	/* welcome possibly still connected admins - this can only happen on a dedicated server. */
 | 
						|
	if (_network_dedicated) ServerNetworkAdminSocketHandler::WelcomeAll();
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
/* The server is rebooting...
 | 
						|
 * The only difference with NetworkDisconnect, is the packets that is sent */
 | 
						|
void NetworkReboot()
 | 
						|
{
 | 
						|
	if (_network_server) {
 | 
						|
		for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
 | 
						|
			cs->SendNewGame();
 | 
						|
			cs->SendPackets();
 | 
						|
		}
 | 
						|
 | 
						|
		for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::IterateActive()) {
 | 
						|
			as->SendNewGame();
 | 
						|
			as->SendPackets();
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* For non-dedicated servers we have to kick the admins as we are not
 | 
						|
	 * certain that we will end up in a new network game. */
 | 
						|
	NetworkClose(!_network_dedicated);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * We want to disconnect from the host/clients.
 | 
						|
 * @param blocking whether to wait till everything has been closed.
 | 
						|
 * @param close_admins Whether the admin sockets need to be closed as well.
 | 
						|
 */
 | 
						|
void NetworkDisconnect(bool blocking, bool close_admins)
 | 
						|
{
 | 
						|
	if (_network_server) {
 | 
						|
		for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
 | 
						|
			cs->SendShutdown();
 | 
						|
			cs->SendPackets();
 | 
						|
		}
 | 
						|
 | 
						|
		if (close_admins) {
 | 
						|
			for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::IterateActive()) {
 | 
						|
				as->SendShutdown();
 | 
						|
				as->SendPackets();
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
 | 
						|
 | 
						|
	NetworkClose(close_admins);
 | 
						|
 | 
						|
	/* Reinitialize the UDP stack, i.e. close all existing connections. */
 | 
						|
	NetworkUDPInitialize();
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * The setting server_game_type was updated; possibly we need to take some
 | 
						|
 * action.
 | 
						|
 */
 | 
						|
void NetworkUpdateServerGameType()
 | 
						|
{
 | 
						|
	if (!_networking) return;
 | 
						|
 | 
						|
	switch (_settings_client.network.server_game_type) {
 | 
						|
		case SERVER_GAME_TYPE_LOCAL:
 | 
						|
			_network_coordinator_client.CloseConnection();
 | 
						|
			break;
 | 
						|
 | 
						|
		case SERVER_GAME_TYPE_INVITE_ONLY:
 | 
						|
		case SERVER_GAME_TYPE_PUBLIC:
 | 
						|
			_network_coordinator_client.Register();
 | 
						|
			break;
 | 
						|
 | 
						|
		default:
 | 
						|
			NOT_REACHED();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Receives something from the network.
 | 
						|
 * @return true if everything went fine, false when the connection got closed.
 | 
						|
 */
 | 
						|
static bool NetworkReceive()
 | 
						|
{
 | 
						|
	if (_network_server) {
 | 
						|
		ServerNetworkAdminSocketHandler::Receive();
 | 
						|
		return ServerNetworkGameSocketHandler::Receive();
 | 
						|
	} else {
 | 
						|
		return ClientNetworkGameSocketHandler::Receive();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/* This sends all buffered commands (if possible) */
 | 
						|
static void NetworkSend()
 | 
						|
{
 | 
						|
	if (_network_server) {
 | 
						|
		ServerNetworkAdminSocketHandler::Send();
 | 
						|
		ServerNetworkGameSocketHandler::Send();
 | 
						|
	} else {
 | 
						|
		ClientNetworkGameSocketHandler::Send();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * We have to do some (simple) background stuff that runs normally,
 | 
						|
 * even when we are not in multiplayer. For example stuff needed
 | 
						|
 * for finding servers or downloading content.
 | 
						|
 */
 | 
						|
void NetworkBackgroundLoop()
 | 
						|
{
 | 
						|
	_network_content_client.SendReceive();
 | 
						|
	_network_coordinator_client.SendReceive();
 | 
						|
	TCPConnecter::CheckCallbacks();
 | 
						|
	NetworkHTTPSocketHandler::HTTPReceive();
 | 
						|
	QueryNetworkGameSocketHandler::SendReceive();
 | 
						|
 | 
						|
	NetworkBackgroundUDPLoop();
 | 
						|
}
 | 
						|
 | 
						|
/* The main loop called from ttd.c
 | 
						|
 *  Here we also have to do StateGameLoop if needed! */
 | 
						|
void NetworkGameLoop()
 | 
						|
{
 | 
						|
	if (!_networking) return;
 | 
						|
 | 
						|
	if (!NetworkReceive()) return;
 | 
						|
 | 
						|
	if (_network_server) {
 | 
						|
		/* Log the sync state to check for in-syncedness of replays. */
 | 
						|
		if (_date_fract == 0 && _tick_skip_counter == 0) {
 | 
						|
			/* We don't want to log multiple times if paused. */
 | 
						|
			static Date last_log;
 | 
						|
			if (last_log != _date) {
 | 
						|
				DEBUG(desync, 2, "sync: date{%08x; %02x; %02x}; %08x; %08x", _date, _date_fract, _tick_skip_counter, _random.state[0], _random.state[1]);
 | 
						|
				last_log = _date;
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
#ifdef DEBUG_DUMP_COMMANDS
 | 
						|
		/* Loading of the debug commands from -ddesync>=1 */
 | 
						|
		static FILE *f = FioFOpenFile("commands.log", "rb", SAVE_DIR);
 | 
						|
		static Date next_date = 0;
 | 
						|
		static uint32 next_date_fract;
 | 
						|
		static uint8 next_tick_skip_counter;
 | 
						|
		static std::unique_ptr<CommandPacket> cp;
 | 
						|
		static bool check_sync_state = false;
 | 
						|
		static uint32 sync_state[2];
 | 
						|
		if (f == nullptr && next_date == 0) {
 | 
						|
			DEBUG(desync, 0, "Cannot open commands.log");
 | 
						|
			next_date = 1;
 | 
						|
		}
 | 
						|
 | 
						|
		while (f != nullptr && !feof(f)) {
 | 
						|
			if (_date == next_date && _date_fract == next_date_fract) {
 | 
						|
				if (cp != nullptr) {
 | 
						|
					NetworkSendCommand(cp->tile, cp->p1, cp->p2, cp->p3, cp->cmd & ~CMD_FLAGS_MASK, nullptr, cp->text.c_str(), cp->company, cp->binary_length);
 | 
						|
					DEBUG(net, 0, "injecting: date{%08x; %02x; %02x}; %02x; %06x; %08x; %08x; " OTTD_PRINTFHEX64PAD " %08x; \"%s\" (%x) (%s)", _date, _date_fract, _tick_skip_counter, (int)_current_company, cp->tile, cp->p1, cp->p2, cp->p3, cp->cmd, cp->text.c_str(), cp->binary_length, GetCommandName(cp->cmd));
 | 
						|
					cp.reset();
 | 
						|
				}
 | 
						|
				if (check_sync_state) {
 | 
						|
					if (sync_state[0] == _random.state[0] && sync_state[1] == _random.state[1]) {
 | 
						|
						DEBUG(net, 0, "sync check: date{%08x; %02x; %02x}; match", _date, _date_fract, _tick_skip_counter);
 | 
						|
					} else {
 | 
						|
						DEBUG(net, 0, "sync check: date{%08x; %02x; %02x}; mismatch expected {%08x, %08x}, got {%08x, %08x}",
 | 
						|
									_date, _date_fract, _tick_skip_counter, sync_state[0], sync_state[1], _random.state[0], _random.state[1]);
 | 
						|
						NOT_REACHED();
 | 
						|
					}
 | 
						|
					check_sync_state = false;
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			if (cp != nullptr || check_sync_state) break;
 | 
						|
 | 
						|
			char buff[4096];
 | 
						|
			if (fgets(buff, lengthof(buff), f) == nullptr) break;
 | 
						|
 | 
						|
			char *p = buff;
 | 
						|
			/* Ignore the "[date time] " part of the message */
 | 
						|
			if (*p == '[') {
 | 
						|
				p = strchr(p, ']');
 | 
						|
				if (p == nullptr) break;
 | 
						|
				p += 2;
 | 
						|
			}
 | 
						|
 | 
						|
			if (strncmp(p, "cmd: ", 5) == 0
 | 
						|
#ifdef DEBUG_FAILED_DUMP_COMMANDS
 | 
						|
				|| strncmp(p, "cmdf: ", 6) == 0
 | 
						|
#endif
 | 
						|
				) {
 | 
						|
				p += 5;
 | 
						|
				if (*p == ' ') p++;
 | 
						|
				cp.reset(new CommandPacket());
 | 
						|
				int company;
 | 
						|
				cp->text.resize(MAX_CMD_TEXT_LENGTH);
 | 
						|
				static_assert(MAX_CMD_TEXT_LENGTH > 8192);
 | 
						|
				int ret = sscanf(p, "date{%x; %x; %x}; company: %x; tile: %x (%*u x %*u); p1: %x; p2: %x; p3: " OTTD_PRINTFHEX64 "; cmd: %x; \"%8192[^\"]\"",
 | 
						|
						&next_date, &next_date_fract, &next_tick_skip_counter, &company, &cp->tile, &cp->p1, &cp->p2, &cp->p3, &cp->cmd, cp->text.data());
 | 
						|
				/* There are 10 pieces of data to read, however the last is a
 | 
						|
				 * string that might or might not exist. Ignore it if that
 | 
						|
				 * string misses because in 99% of the time it's not used. */
 | 
						|
				assert(ret == 10 || ret == 9);
 | 
						|
				cp->company = (CompanyID)company;
 | 
						|
				cp->binary_length = 0;
 | 
						|
			} else if (strncmp(p, "join: ", 6) == 0) {
 | 
						|
				/* Manually insert a pause when joining; this way the client can join at the exact right time. */
 | 
						|
				int ret = sscanf(p + 6, "date{%x; %x; %x}", &next_date, &next_date_fract, &next_tick_skip_counter);
 | 
						|
				assert(ret == 3);
 | 
						|
				DEBUG(net, 0, "injecting pause for join at date{%08x; %02x; %02x}; please join when paused", next_date, next_date_fract, next_tick_skip_counter);
 | 
						|
				cp.reset(new CommandPacket());
 | 
						|
				cp->tile = 0;
 | 
						|
				cp->company = COMPANY_SPECTATOR;
 | 
						|
				cp->cmd = CMD_PAUSE;
 | 
						|
				cp->p1 = PM_PAUSED_NORMAL;
 | 
						|
				cp->p2 = 1;
 | 
						|
				cp->p3 = 0;
 | 
						|
				cp->callback = nullptr;
 | 
						|
				cp->binary_length = 0;
 | 
						|
				_ddc_fastforward = false;
 | 
						|
			} else if (strncmp(p, "sync: ", 6) == 0) {
 | 
						|
				int ret = sscanf(p + 6, "date{%x; %x; %x}; %x; %x", &next_date, &next_date_fract, &next_tick_skip_counter, &sync_state[0], &sync_state[1]);
 | 
						|
				assert(ret == 5);
 | 
						|
				check_sync_state = true;
 | 
						|
			} else if (strncmp(p, "msg: ", 5) == 0 || strncmp(p, "client: ", 8) == 0 ||
 | 
						|
						strncmp(p, "load: ", 6) == 0 || strncmp(p, "save: ", 6) == 0 ||
 | 
						|
						strncmp(p, "new_company: ", 13) == 0 || strncmp(p, "new_company_ai: ", 16) == 0 ||
 | 
						|
						strncmp(p, "buy_company: ", 13) == 0 || strncmp(p, "delete_company: ", 16) == 0) {
 | 
						|
				/* A message that is not very important to the log playback, but part of the log. */
 | 
						|
#ifndef DEBUG_FAILED_DUMP_COMMANDS
 | 
						|
			} else if (strncmp(p, "cmdf: ", 6) == 0) {
 | 
						|
				DEBUG(desync, 0, "Skipping replay of failed command: %s", p + 6);
 | 
						|
#endif
 | 
						|
			} else {
 | 
						|
				/* Can't parse a line; what's wrong here? */
 | 
						|
				DEBUG(desync, 0, "Trying to parse: %s", p);
 | 
						|
				NOT_REACHED();
 | 
						|
			}
 | 
						|
		}
 | 
						|
		if (f != nullptr && feof(f)) {
 | 
						|
			DEBUG(desync, 0, "End of commands.log");
 | 
						|
			fclose(f);
 | 
						|
			f = nullptr;
 | 
						|
		}
 | 
						|
#endif /* DEBUG_DUMP_COMMANDS */
 | 
						|
		if (_frame_counter >= _frame_counter_max) {
 | 
						|
			/* Only check for active clients just before we're going to send out
 | 
						|
			 * the commands so we don't send multiple pause/unpause commands when
 | 
						|
			 * the frame_freq is more than 1 tick. Same with distributing commands. */
 | 
						|
			CheckPauseOnJoin();
 | 
						|
			CheckMinActiveClients();
 | 
						|
			NetworkDistributeCommands();
 | 
						|
		}
 | 
						|
 | 
						|
		bool send_frame = false;
 | 
						|
 | 
						|
		/* We first increase the _frame_counter */
 | 
						|
		_frame_counter++;
 | 
						|
		/* Update max-frame-counter */
 | 
						|
		if (_frame_counter > _frame_counter_max) {
 | 
						|
			_frame_counter_max = _frame_counter + _settings_client.network.frame_freq;
 | 
						|
			send_frame = true;
 | 
						|
		}
 | 
						|
 | 
						|
		NetworkExecuteLocalCommandQueue();
 | 
						|
 | 
						|
		/* Then we make the frame */
 | 
						|
		StateGameLoop();
 | 
						|
 | 
						|
		_sync_seed_1 = _random.state[0];
 | 
						|
#ifdef NETWORK_SEND_DOUBLE_SEED
 | 
						|
		_sync_seed_2 = _random.state[1];
 | 
						|
#endif
 | 
						|
		_sync_state_checksum = _state_checksum.state;
 | 
						|
 | 
						|
		NetworkServer_Tick(send_frame);
 | 
						|
	} else {
 | 
						|
		/* Client */
 | 
						|
 | 
						|
		/* Make sure we are at the frame were the server is (quick-frames) */
 | 
						|
		if (_frame_counter_server > _frame_counter) {
 | 
						|
			/* Run a number of frames; when things go bad, get out. */
 | 
						|
			while (_frame_counter_server > _frame_counter) {
 | 
						|
				if (!ClientNetworkGameSocketHandler::GameLoop()) return;
 | 
						|
			}
 | 
						|
		} else {
 | 
						|
			/* Else, keep on going till _frame_counter_max */
 | 
						|
			if (_frame_counter_max > _frame_counter) {
 | 
						|
				/* Run one frame; if things went bad, get out. */
 | 
						|
				if (!ClientNetworkGameSocketHandler::GameLoop()) return;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	NetworkSend();
 | 
						|
}
 | 
						|
 | 
						|
static void NetworkGenerateServerId()
 | 
						|
{
 | 
						|
	Md5 checksum;
 | 
						|
	uint8 digest[16];
 | 
						|
	char hex_output[16 * 2 + 1];
 | 
						|
	char coding_string[NETWORK_NAME_LENGTH];
 | 
						|
	int di;
 | 
						|
 | 
						|
	seprintf(coding_string, lastof(coding_string), "%d%s", (uint)Random(), "OpenTTD Server ID");
 | 
						|
 | 
						|
	/* Generate the MD5 hash */
 | 
						|
	checksum.Append((const uint8*)coding_string, strlen(coding_string));
 | 
						|
	checksum.Finish(digest);
 | 
						|
 | 
						|
	for (di = 0; di < 16; ++di) {
 | 
						|
		seprintf(hex_output + di * 2, lastof(hex_output), "%02x", digest[di]);
 | 
						|
	}
 | 
						|
 | 
						|
	/* _settings_client.network.network_id is our id */
 | 
						|
	_settings_client.network.network_id = hex_output;
 | 
						|
}
 | 
						|
 | 
						|
std::string NetworkGenerateRandomKeyString(uint bytes)
 | 
						|
{
 | 
						|
	uint8 *key = AllocaM(uint8, bytes);
 | 
						|
	char *hex_output = AllocaM(char, bytes * 2);
 | 
						|
 | 
						|
	if (randombytes(key, bytes) < 0) {
 | 
						|
		/* Fallback poor-quality random */
 | 
						|
		DEBUG(misc, 0, "High quality random source unavailable");
 | 
						|
		for (uint i = 0; i < bytes; i++) {
 | 
						|
			key[i] = (uint8)InteractiveRandom();
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	char txt[3];
 | 
						|
	for (uint i = 0; i < bytes; ++i) {
 | 
						|
		seprintf(txt, lastof(txt), "%02x", key[i]);
 | 
						|
		hex_output[i * 2] = txt[0];
 | 
						|
		hex_output[i * 2 + 1] = txt[1];
 | 
						|
	}
 | 
						|
 | 
						|
	return std::string(hex_output, hex_output + bytes * 2);
 | 
						|
}
 | 
						|
 | 
						|
class TCPNetworkDebugConnecter : TCPConnecter {
 | 
						|
private:
 | 
						|
	std::string connection_string;
 | 
						|
 | 
						|
public:
 | 
						|
	TCPNetworkDebugConnecter(const std::string &connection_string) : TCPConnecter(connection_string, NETWORK_DEFAULT_DEBUGLOG_PORT), connection_string(connection_string) {}
 | 
						|
 | 
						|
	void OnFailure() override
 | 
						|
	{
 | 
						|
		DEBUG(net, 0, "Failed to open connection to %s for redirecting DEBUG()", this->connection_string.c_str());
 | 
						|
	}
 | 
						|
 | 
						|
	void OnConnect(SOCKET s) override
 | 
						|
	{
 | 
						|
		DEBUG(net, 3, "Redirecting DEBUG() to %s", this->connection_string.c_str());
 | 
						|
 | 
						|
		extern SOCKET _debug_socket;
 | 
						|
		_debug_socket = s;
 | 
						|
	}
 | 
						|
};
 | 
						|
 | 
						|
void NetworkStartDebugLog(const std::string &connection_string)
 | 
						|
{
 | 
						|
	new TCPNetworkDebugConnecter(connection_string);
 | 
						|
}
 | 
						|
 | 
						|
/** This tries to launch the network for a given OS */
 | 
						|
void NetworkStartUp()
 | 
						|
{
 | 
						|
	DEBUG(net, 3, "Starting network");
 | 
						|
 | 
						|
	/* Network is available */
 | 
						|
	_network_available = NetworkCoreInitialize();
 | 
						|
	_network_dedicated = false;
 | 
						|
 | 
						|
	/* Generate an server id when there is none yet */
 | 
						|
	if (_settings_client.network.network_id.empty()) NetworkGenerateServerId();
 | 
						|
 | 
						|
	if (_settings_client.network.company_password_storage_token.empty() || _settings_client.network.company_password_storage_secret.empty()) {
 | 
						|
		SetSettingValue(GetSettingFromName("network.company_password_storage_token")->AsStringSetting(), NetworkGenerateRandomKeyString(16));
 | 
						|
		SetSettingValue(GetSettingFromName("network.company_password_storage_secret")->AsStringSetting(), NetworkGenerateRandomKeyString(32));
 | 
						|
	}
 | 
						|
 | 
						|
	_network_game_info = {};
 | 
						|
 | 
						|
	NetworkInitialize();
 | 
						|
	NetworkUDPInitialize();
 | 
						|
	DEBUG(net, 3, "Network online, multiplayer available");
 | 
						|
	NetworkFindBroadcastIPs(&_broadcast_list);
 | 
						|
}
 | 
						|
 | 
						|
/** This shuts the network down */
 | 
						|
void NetworkShutDown()
 | 
						|
{
 | 
						|
	NetworkDisconnect(true);
 | 
						|
	NetworkUDPClose();
 | 
						|
 | 
						|
	DEBUG(net, 3, "Shutting down network");
 | 
						|
 | 
						|
	_network_available = false;
 | 
						|
 | 
						|
	NetworkCoreShutdown();
 | 
						|
}
 | 
						|
 | 
						|
#ifdef __EMSCRIPTEN__
 | 
						|
extern "C" {
 | 
						|
 | 
						|
void CDECL em_openttd_add_server(const char *connection_string)
 | 
						|
{
 | 
						|
	NetworkAddServer(connection_string, false, true);
 | 
						|
}
 | 
						|
 | 
						|
}
 | 
						|
#endif
 |