1300 lines
		
	
	
		
			42 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1300 lines
		
	
	
		
			42 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* $Id$ */
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/*
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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_client.cpp Client part of the network protocol. */
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#ifdef ENABLE_NETWORK
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#include "../stdafx.h"
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#include "network_gui.h"
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#include "../saveload/saveload.h"
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#include "../saveload/saveload_filter.h"
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#include "../command_func.h"
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#include "../console_func.h"
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#include "../strings_func.h"
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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 "../company_gui.h"
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#include "../core/random_func.hpp"
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#include "../date_func.h"
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#include "../gfx_func.h"
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#include "../error.h"
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#include "../rev.h"
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#include "network.h"
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#include "network_base.h"
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#include "network_client.h"
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#include "../core/backup_type.hpp"
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#include "table/strings.h"
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/* This file handles all the client-commands */
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/** Read some packets, and when do use that data as initial load filter. */
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struct PacketReader : LoadFilter {
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	static const size_t CHUNK = 32 * 1024;  ///< 32 KiB chunks of memory.
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	AutoFreeSmallVector<byte *, 16> blocks; ///< Buffer with blocks of allocated memory.
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	byte *buf;                              ///< Buffer we're going to write to/read from.
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	byte *bufe;                             ///< End of the buffer we write to/read from.
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	byte **block;                           ///< The block we're reading from/writing to.
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	size_t written_bytes;                   ///< The total number of bytes we've written.
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	size_t read_bytes;                      ///< The total number of read bytes.
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	/** Initialise everything. */
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	PacketReader() : LoadFilter(NULL), buf(NULL), bufe(NULL), block(NULL), written_bytes(0), read_bytes(0)
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	{
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	}
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	/**
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	 * Add a packet to this buffer.
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	 * @param p The packet to add.
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	 */
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	void AddPacket(const Packet *p)
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	{
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		assert(this->read_bytes == 0);
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		size_t in_packet = p->size - p->pos;
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		size_t to_write  = min((size_t)(this->bufe - this->buf), in_packet);
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		const byte *pbuf = p->buffer + p->pos;
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		this->written_bytes += in_packet;
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		if (to_write != 0) {
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			memcpy(this->buf, pbuf, to_write);
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			this->buf += to_write;
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		}
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		/* Did everything fit in the current chunk, then we're done. */
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		if (to_write == in_packet) return;
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		/* Allocate a new chunk and add the remaining data. */
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		pbuf += to_write;
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		to_write   = in_packet - to_write;
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		this->buf  = *this->blocks.Append() = CallocT<byte>(CHUNK);
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		this->bufe = this->buf + CHUNK;
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		memcpy(this->buf, pbuf, to_write);
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		this->buf += to_write;
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	}
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	/* virtual */ size_t Read(byte *rbuf, size_t size)
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	{
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		/* Limit the amount to read to whatever we still have. */
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		size_t ret_size = size = min(this->written_bytes - this->read_bytes, size);
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		this->read_bytes += ret_size;
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		const byte *rbufe = rbuf + ret_size;
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		while (rbuf != rbufe) {
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			if (this->buf == this->bufe) {
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				this->buf = *this->block++;
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				this->bufe = this->buf + CHUNK;
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			}
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			size_t to_write = min(this->bufe - this->buf, rbufe - rbuf);
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			memcpy(rbuf, this->buf, to_write);
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			rbuf += to_write;
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			this->buf += to_write;
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		}
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		return ret_size;
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	}
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	/* virtual */ void Reset()
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	{
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		this->read_bytes = 0;
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		this->block = this->blocks.Begin();
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		this->buf   = *this->block++;
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		this->bufe  = this->buf + CHUNK;
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	}
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};
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/**
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 * Create a new socket for the client side of the game connection.
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 * @param s The socket to connect with.
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 */
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ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s), savegame(NULL), status(STATUS_INACTIVE)
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{
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	assert(ClientNetworkGameSocketHandler::my_client == NULL);
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	ClientNetworkGameSocketHandler::my_client = this;
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}
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/** Clear whatever we assigned. */
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ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler()
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{
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	assert(ClientNetworkGameSocketHandler::my_client == this);
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	ClientNetworkGameSocketHandler::my_client = NULL;
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	delete this->savegame;
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}
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NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
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{
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	assert(status != NETWORK_RECV_STATUS_OKAY);
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	/*
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	 * Sending a message just before leaving the game calls cs->SendPackets.
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	 * 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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	 */
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	if (this->sock == INVALID_SOCKET) return status;
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	DEBUG(net, 1, "Closed client connection %d", this->client_id);
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	this->SendPackets(true);
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	/* Wait a number of ticks so our leave message can reach the server.
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	 * This is especially needed for Windows servers as they seem to get
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	 * the "socket is closed" message before receiving our leave message,
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	 * which would trigger the server to close the connection as well. */
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	CSleep(3 * MILLISECONDS_PER_TICK);
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	delete this->GetInfo();
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	delete this;
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	return status;
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}
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/**
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 * Handle an error coming from the client side.
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 * @param res The "error" that happened.
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 */
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void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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{
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	/* First, send a CLIENT_ERROR to the server, so he knows we are
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	 *  disconnection (and why!) */
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	NetworkErrorCode errorno;
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	/* We just want to close the connection.. */
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	if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
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		this->NetworkSocketHandler::CloseConnection();
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		this->CloseConnection(res);
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		_networking = false;
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		DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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		return;
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	}
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	switch (res) {
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		case NETWORK_RECV_STATUS_DESYNC:          errorno = NETWORK_ERROR_DESYNC; break;
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		case NETWORK_RECV_STATUS_SAVEGAME:        errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
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		case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
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		default:                                  errorno = NETWORK_ERROR_GENERAL; break;
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	}
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	/* This means we fucked up and the server closed the connection */
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	if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
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			res != NETWORK_RECV_STATUS_SERVER_BANNED) {
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		SendError(errorno);
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	}
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	_switch_mode = SM_MENU;
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	this->CloseConnection(res);
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	_networking = false;
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}
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/**
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 * Check whether we received/can send some data from/to the server and
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 * when that's the case handle it appropriately.
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 * @return true when everything went okay.
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 */
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/*static */ bool ClientNetworkGameSocketHandler::Receive()
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{
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	if (my_client->CanSendReceive()) {
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		NetworkRecvStatus res = my_client->ReceivePackets();
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		if (res != NETWORK_RECV_STATUS_OKAY) {
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			/* The client made an error of which we can not recover.
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			 * Close the connection and drop back to the main menu. */
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			my_client->ClientError(res);
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			return false;
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		}
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	}
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	return _networking;
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}
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/** Send the packets of this socket handler. */
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/*static */ void ClientNetworkGameSocketHandler::Send()
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{
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	my_client->SendPackets();
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	my_client->CheckConnection();
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}
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/**
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 * Actual game loop for the client.
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 * @return Whether everything went okay, or not.
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 */
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/* static */ bool ClientNetworkGameSocketHandler::GameLoop()
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{
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	_frame_counter++;
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	NetworkExecuteLocalCommandQueue();
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	extern void StateGameLoop();
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	StateGameLoop();
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	/* Check if we are in sync! */
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	if (_sync_frame != 0) {
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		if (_sync_frame == _frame_counter) {
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#ifdef NETWORK_SEND_DOUBLE_SEED
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			if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
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#else
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			if (_sync_seed_1 != _random.state[0]) {
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#endif
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				NetworkError(STR_NETWORK_ERROR_DESYNC);
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				DEBUG(desync, 1, "sync_err: %08x; %02x", _date, _date_fract);
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				DEBUG(net, 0, "Sync error detected!");
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				my_client->ClientError(NETWORK_RECV_STATUS_DESYNC);
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				return false;
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			}
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			/* If this is the first time we have a sync-frame, we
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			 *   need to let the server know that we are ready and at the same
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			 *   frame as he is.. so we can start playing! */
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			if (_network_first_time) {
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				_network_first_time = false;
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				SendAck();
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			}
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			_sync_frame = 0;
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		} else if (_sync_frame < _frame_counter) {
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			DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
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			_sync_frame = 0;
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		}
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	}
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	return true;
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}
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/** Our client's connection. */
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ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = NULL;
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/** Last frame we performed an ack. */
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static uint32 last_ack_frame;
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/** One bit of 'entropy' used to generate a salt for the company passwords. */
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static uint32 _password_game_seed;
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/** The other bit of 'entropy' used to generate a salt for the company passwords. */
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static char _password_server_id[NETWORK_SERVER_ID_LENGTH];
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/** Maximum number of companies of the currently joined server. */
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static uint8 _network_server_max_companies;
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/** Maximum number of spectators of the currently joined server. */
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static uint8 _network_server_max_spectators;
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/** Who would we like to join as. */
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CompanyID _network_join_as;
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/** Login password from -p argument */
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const char *_network_join_server_password = NULL;
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/** Company password from -P argument */
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const char *_network_join_company_password = NULL;
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/** Make sure the server ID length is the same as a md5 hash. */
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assert_compile(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
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/***********
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 * Sending functions
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 *   DEF_CLIENT_SEND_COMMAND has no parameters
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 ************/
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/** Query the server for company information. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
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{
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	my_client->status = STATUS_COMPANY_INFO;
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	_network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
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	SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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	Packet *p = new Packet(PACKET_CLIENT_COMPANY_INFO);
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	my_client->SendPacket(p);
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	return NETWORK_RECV_STATUS_OKAY;
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}
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/** Tell the server we would like to join. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
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{
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	my_client->status = STATUS_JOIN;
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	_network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
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	SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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	Packet *p = new Packet(PACKET_CLIENT_JOIN);
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	p->Send_string(_openttd_revision);
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	p->Send_uint32(_openttd_newgrf_version);
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	p->Send_string(_settings_client.network.client_name); // Client name
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	p->Send_uint8 (_network_join_as);     // PlayAs
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	p->Send_uint8 (NETLANG_ANY);          // Language
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	my_client->SendPacket(p);
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	return NETWORK_RECV_STATUS_OKAY;
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}
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/** Tell the server we got all the NewGRFs. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
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{
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	Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
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	my_client->SendPacket(p);
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	return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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 * Set the game password as requested.
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 * @param password The game password.
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 */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password)
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{
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	Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
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	p->Send_string(password);
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	my_client->SendPacket(p);
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	return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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 * Set the company password as requested.
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 * @param password The company password.
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 */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password)
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{
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	Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
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	p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
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	my_client->SendPacket(p);
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	return NETWORK_RECV_STATUS_OKAY;
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}
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/** Request the map from the server. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
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{
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	my_client->status = STATUS_MAP_WAIT;
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	Packet *p = new Packet(PACKET_CLIENT_GETMAP);
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	my_client->SendPacket(p);
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	return NETWORK_RECV_STATUS_OKAY;
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}
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/** Tell the server we received the complete map. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
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{
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	my_client->status = STATUS_ACTIVE;
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	Packet *p = new Packet(PACKET_CLIENT_MAP_OK);
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	my_client->SendPacket(p);
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	return NETWORK_RECV_STATUS_OKAY;
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}
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/** Send an acknowledgement from the server's ticks. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
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{
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	Packet *p = new Packet(PACKET_CLIENT_ACK);
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	p->Send_uint32(_frame_counter);
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	p->Send_uint8 (my_client->token);
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	my_client->SendPacket(p);
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	return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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 * Send a command to the server.
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 * @param cp The command to send.
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 */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
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{
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	Packet *p = new Packet(PACKET_CLIENT_COMMAND);
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	my_client->NetworkGameSocketHandler::SendCommand(p, cp);
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	my_client->SendPacket(p);
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	return NETWORK_RECV_STATUS_OKAY;
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}
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/** Send a chat-packet over the network */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
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{
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	Packet *p = new Packet(PACKET_CLIENT_CHAT);
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	p->Send_uint8 (action);
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	p->Send_uint8 (type);
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	p->Send_uint32(dest);
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	p->Send_string(msg);
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	p->Send_uint64(data);
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	my_client->SendPacket(p);
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	return NETWORK_RECV_STATUS_OKAY;
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}
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/** Send an error-packet over the network */
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno)
 | 
						|
{
 | 
						|
	Packet *p = new Packet(PACKET_CLIENT_ERROR);
 | 
						|
 | 
						|
	p->Send_uint8(errorno);
 | 
						|
	my_client->SendPacket(p);
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Tell the server that we like to change the password of the company.
 | 
						|
 * @param password The new password.
 | 
						|
 */
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password)
 | 
						|
{
 | 
						|
	Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
 | 
						|
 | 
						|
	p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
 | 
						|
	my_client->SendPacket(p);
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Tell the server that we like to change the name of the client.
 | 
						|
 * @param name The new name.
 | 
						|
 */
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
 | 
						|
{
 | 
						|
	Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
 | 
						|
 | 
						|
	p->Send_string(name);
 | 
						|
	my_client->SendPacket(p);
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Tell the server we would like to quit.
 | 
						|
 */
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
 | 
						|
{
 | 
						|
	Packet *p = new Packet(PACKET_CLIENT_QUIT);
 | 
						|
 | 
						|
	my_client->SendPacket(p);
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Send a console command.
 | 
						|
 * @param pass The password for the remote command.
 | 
						|
 * @param command The actual command.
 | 
						|
 */
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, const char *command)
 | 
						|
{
 | 
						|
	Packet *p = new Packet(PACKET_CLIENT_RCON);
 | 
						|
	p->Send_string(pass);
 | 
						|
	p->Send_string(command);
 | 
						|
	my_client->SendPacket(p);
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Ask the server to move us.
 | 
						|
 * @param company The company to move to.
 | 
						|
 * @param password The password of the company to move to.
 | 
						|
 */
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *password)
 | 
						|
{
 | 
						|
	Packet *p = new Packet(PACKET_CLIENT_MOVE);
 | 
						|
	p->Send_uint8(company);
 | 
						|
	p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
 | 
						|
	my_client->SendPacket(p);
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Check whether the client is actually connected (and in the game).
 | 
						|
 * @return True when the client is connected.
 | 
						|
 */
 | 
						|
bool ClientNetworkGameSocketHandler::IsConnected()
 | 
						|
{
 | 
						|
	return my_client != NULL && my_client->status == STATUS_ACTIVE;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/***********
 | 
						|
 * Receiving functions
 | 
						|
 *   DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
 | 
						|
 ************/
 | 
						|
 | 
						|
extern bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
 | 
						|
{
 | 
						|
	/* We try to join a server which is full */
 | 
						|
	ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
 | 
						|
	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
 | 
						|
 | 
						|
	return NETWORK_RECV_STATUS_SERVER_FULL;
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p)
 | 
						|
{
 | 
						|
	/* We try to join a server where we are banned */
 | 
						|
	ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
 | 
						|
	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
 | 
						|
 | 
						|
	return NETWORK_RECV_STATUS_SERVER_BANNED;
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *p)
 | 
						|
{
 | 
						|
	if (this->status != STATUS_COMPANY_INFO) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
 | 
						|
	byte company_info_version = p->Recv_uint8();
 | 
						|
 | 
						|
	if (!this->HasClientQuit() && company_info_version == NETWORK_COMPANY_INFO_VERSION) {
 | 
						|
		/* We have received all data... (there are no more packets coming) */
 | 
						|
		if (!p->Recv_bool()) return NETWORK_RECV_STATUS_CLOSE_QUERY;
 | 
						|
 | 
						|
		CompanyID current = (Owner)p->Recv_uint8();
 | 
						|
		if (current >= MAX_COMPANIES) return NETWORK_RECV_STATUS_CLOSE_QUERY;
 | 
						|
 | 
						|
		NetworkCompanyInfo *company_info = GetLobbyCompanyInfo(current);
 | 
						|
		if (company_info == NULL) return NETWORK_RECV_STATUS_CLOSE_QUERY;
 | 
						|
 | 
						|
		p->Recv_string(company_info->company_name, sizeof(company_info->company_name));
 | 
						|
		company_info->inaugurated_year = p->Recv_uint32();
 | 
						|
		company_info->company_value    = p->Recv_uint64();
 | 
						|
		company_info->money            = p->Recv_uint64();
 | 
						|
		company_info->income           = p->Recv_uint64();
 | 
						|
		company_info->performance      = p->Recv_uint16();
 | 
						|
		company_info->use_password     = p->Recv_bool();
 | 
						|
		for (uint i = 0; i < NETWORK_VEH_END; i++) {
 | 
						|
			company_info->num_vehicle[i] = p->Recv_uint16();
 | 
						|
		}
 | 
						|
		for (uint i = 0; i < NETWORK_VEH_END; i++) {
 | 
						|
			company_info->num_station[i] = p->Recv_uint16();
 | 
						|
		}
 | 
						|
		company_info->ai               = p->Recv_bool();
 | 
						|
 | 
						|
		p->Recv_string(company_info->clients, sizeof(company_info->clients));
 | 
						|
 | 
						|
		SetWindowDirty(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_LOBBY);
 | 
						|
 | 
						|
		return NETWORK_RECV_STATUS_OKAY;
 | 
						|
	}
 | 
						|
 | 
						|
	return NETWORK_RECV_STATUS_CLOSE_QUERY;
 | 
						|
}
 | 
						|
 | 
						|
/* This packet contains info about the client (playas and name)
 | 
						|
 *  as client we save this in NetworkClientInfo, linked via 'client_id'
 | 
						|
 *  which is always an unique number on a server. */
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *p)
 | 
						|
{
 | 
						|
	NetworkClientInfo *ci;
 | 
						|
	ClientID client_id = (ClientID)p->Recv_uint32();
 | 
						|
	CompanyID playas = (CompanyID)p->Recv_uint8();
 | 
						|
	char name[NETWORK_NAME_LENGTH];
 | 
						|
 | 
						|
	p->Recv_string(name, sizeof(name));
 | 
						|
 | 
						|
	if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
	if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
 | 
						|
 | 
						|
	ci = NetworkClientInfo::GetByClientID(client_id);
 | 
						|
	if (ci != NULL) {
 | 
						|
		if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) {
 | 
						|
			/* Client name changed, display the change */
 | 
						|
			NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, name);
 | 
						|
		} else if (playas != ci->client_playas) {
 | 
						|
			/* The client changed from client-player..
 | 
						|
			 * Do not display that for now */
 | 
						|
		}
 | 
						|
 | 
						|
		/* Make sure we're in the company the server tells us to be in,
 | 
						|
		 * for the rare case that we get moved while joining. */
 | 
						|
		if (client_id == _network_own_client_id) SetLocalCompany(!Company::IsValidID(playas) ? COMPANY_SPECTATOR : playas);
 | 
						|
 | 
						|
		ci->client_playas = playas;
 | 
						|
		strecpy(ci->client_name, name, lastof(ci->client_name));
 | 
						|
 | 
						|
		SetWindowDirty(WC_CLIENT_LIST, 0);
 | 
						|
 | 
						|
		return NETWORK_RECV_STATUS_OKAY;
 | 
						|
	}
 | 
						|
 | 
						|
	/* There are at most as many ClientInfo as ClientSocket objects in a
 | 
						|
	 * server. Having more info than a server can have means something
 | 
						|
	 * has gone wrong somewhere, i.e. the server has more info than it
 | 
						|
	 * has actual clients. That means the server is feeding us an invalid
 | 
						|
	 * state. So, bail out! This server is broken. */
 | 
						|
	if (!NetworkClientInfo::CanAllocateItem()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
 | 
						|
	/* We don't have this client_id yet, find an empty client_id, and put the data there */
 | 
						|
	ci = new NetworkClientInfo(client_id);
 | 
						|
	ci->client_playas = playas;
 | 
						|
	if (client_id == _network_own_client_id) this->SetInfo(ci);
 | 
						|
 | 
						|
	strecpy(ci->client_name, name, lastof(ci->client_name));
 | 
						|
 | 
						|
	SetWindowDirty(WC_CLIENT_LIST, 0);
 | 
						|
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p)
 | 
						|
{
 | 
						|
	static const StringID network_error_strings[] = {
 | 
						|
		STR_NETWORK_ERROR_LOSTCONNECTION,    // NETWORK_ERROR_GENERAL
 | 
						|
		STR_NETWORK_ERROR_LOSTCONNECTION,    // NETWORK_ERROR_DESYNC
 | 
						|
		STR_NETWORK_ERROR_LOSTCONNECTION,    // NETWORK_ERROR_SAVEGAME_FAILED
 | 
						|
		STR_NETWORK_ERROR_LOSTCONNECTION,    // NETWORK_ERROR_CONNECTION_LOST
 | 
						|
		STR_NETWORK_ERROR_LOSTCONNECTION,    // NETWORK_ERROR_ILLEGAL_PACKET
 | 
						|
		STR_NETWORK_ERROR_LOSTCONNECTION,    // NETWORK_ERROR_NEWGRF_MISMATCH
 | 
						|
		STR_NETWORK_ERROR_SERVER_ERROR,      // NETWORK_ERROR_NOT_AUTHORIZED
 | 
						|
		STR_NETWORK_ERROR_SERVER_ERROR,      // NETWORK_ERROR_NOT_EXPECTED
 | 
						|
		STR_NETWORK_ERROR_WRONG_REVISION,    // NETWORK_ERROR_WRONG_REVISION
 | 
						|
		STR_NETWORK_ERROR_LOSTCONNECTION,    // NETWORK_ERROR_NAME_IN_USE
 | 
						|
		STR_NETWORK_ERROR_WRONG_PASSWORD,    // NETWORK_ERROR_WRONG_PASSWORD
 | 
						|
		STR_NETWORK_ERROR_SERVER_ERROR,      // NETWORK_ERROR_COMPANY_MISMATCH
 | 
						|
		STR_NETWORK_ERROR_KICKED,            // NETWORK_ERROR_KICKED
 | 
						|
		STR_NETWORK_ERROR_CHEATER,           // NETWORK_ERROR_CHEATER
 | 
						|
		STR_NETWORK_ERROR_SERVER_FULL,       // NETWORK_ERROR_FULL
 | 
						|
		STR_NETWORK_ERROR_TOO_MANY_COMMANDS, // NETWORK_ERROR_TOO_MANY_COMMANDS
 | 
						|
		STR_NETWORK_ERROR_TIMEOUT_PASSWORD,  // NETWORK_ERROR_TIMEOUT_PASSWORD
 | 
						|
		STR_NETWORK_ERROR_TIMEOUT_COMPUTER,  // NETWORK_ERROR_TIMEOUT_COMPUTER
 | 
						|
		STR_NETWORK_ERROR_TIMEOUT_MAP,       // NETWORK_ERROR_TIMEOUT_MAP
 | 
						|
		STR_NETWORK_ERROR_TIMEOUT_JOIN,      // NETWORK_ERROR_TIMEOUT_JOIN
 | 
						|
	};
 | 
						|
	assert_compile(lengthof(network_error_strings) == NETWORK_ERROR_END);
 | 
						|
 | 
						|
	NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
 | 
						|
 | 
						|
	StringID err = STR_NETWORK_ERROR_LOSTCONNECTION;
 | 
						|
	if (error < (ptrdiff_t)lengthof(network_error_strings)) err = network_error_strings[error];
 | 
						|
 | 
						|
	ShowErrorMessage(err, INVALID_STRING_ID, WL_CRITICAL);
 | 
						|
 | 
						|
	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
 | 
						|
 | 
						|
	return NETWORK_RECV_STATUS_SERVER_ERROR;
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet *p)
 | 
						|
{
 | 
						|
	if (this->status != STATUS_JOIN) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
 | 
						|
	uint grf_count = p->Recv_uint8();
 | 
						|
	NetworkRecvStatus ret = NETWORK_RECV_STATUS_OKAY;
 | 
						|
 | 
						|
	/* Check all GRFs */
 | 
						|
	for (; grf_count > 0; grf_count--) {
 | 
						|
		GRFIdentifier c;
 | 
						|
		this->ReceiveGRFIdentifier(p, &c);
 | 
						|
 | 
						|
		/* Check whether we know this GRF */
 | 
						|
		const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, c.md5sum);
 | 
						|
		if (f == NULL) {
 | 
						|
			/* We do not know this GRF, bail out of initialization */
 | 
						|
			char buf[sizeof(c.md5sum) * 2 + 1];
 | 
						|
			md5sumToString(buf, lastof(buf), c.md5sum);
 | 
						|
			DEBUG(grf, 0, "NewGRF %08X not found; checksum %s", BSWAP32(c.grfid), buf);
 | 
						|
			ret = NETWORK_RECV_STATUS_NEWGRF_MISMATCH;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (ret == NETWORK_RECV_STATUS_OKAY) {
 | 
						|
		/* Start receiving the map */
 | 
						|
		return SendNewGRFsOk();
 | 
						|
	}
 | 
						|
 | 
						|
	/* NewGRF mismatch, bail out */
 | 
						|
	ShowErrorMessage(STR_NETWORK_ERROR_NEWGRF_MISMATCH, INVALID_STRING_ID, WL_CRITICAL);
 | 
						|
	return ret;
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *p)
 | 
						|
{
 | 
						|
	if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
	this->status = STATUS_AUTH_GAME;
 | 
						|
 | 
						|
	const char *password = _network_join_server_password;
 | 
						|
	if (!StrEmpty(password)) {
 | 
						|
		return SendGamePassword(password);
 | 
						|
	}
 | 
						|
 | 
						|
	ShowNetworkNeedPassword(NETWORK_GAME_PASSWORD);
 | 
						|
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p)
 | 
						|
{
 | 
						|
	if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_COMPANY) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
	this->status = STATUS_AUTH_COMPANY;
 | 
						|
 | 
						|
	_password_game_seed = p->Recv_uint32();
 | 
						|
	p->Recv_string(_password_server_id, sizeof(_password_server_id));
 | 
						|
	if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
 | 
						|
	const char *password = _network_join_company_password;
 | 
						|
	if (!StrEmpty(password)) {
 | 
						|
		return SendCompanyPassword(password);
 | 
						|
	}
 | 
						|
 | 
						|
	ShowNetworkNeedPassword(NETWORK_COMPANY_PASSWORD);
 | 
						|
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *p)
 | 
						|
{
 | 
						|
	if (this->status < STATUS_JOIN || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
	this->status = STATUS_AUTHORIZED;
 | 
						|
 | 
						|
	_network_own_client_id = (ClientID)p->Recv_uint32();
 | 
						|
 | 
						|
	/* Initialize the password hash salting variables, even if they were previously. */
 | 
						|
	_password_game_seed = p->Recv_uint32();
 | 
						|
	p->Recv_string(_password_server_id, sizeof(_password_server_id));
 | 
						|
 | 
						|
	/* Start receiving the map */
 | 
						|
	return SendGetMap();
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p)
 | 
						|
{
 | 
						|
	/* We set the internal wait state when requesting the map. */
 | 
						|
	if (this->status != STATUS_MAP_WAIT) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
 | 
						|
	/* But... only now we set the join status to waiting, instead of requesting. */
 | 
						|
	_network_join_status = NETWORK_JOIN_STATUS_WAITING;
 | 
						|
	_network_join_waiting = p->Recv_uint8();
 | 
						|
	SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
 | 
						|
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet *p)
 | 
						|
{
 | 
						|
	if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
	this->status = STATUS_MAP;
 | 
						|
 | 
						|
	if (this->savegame != NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
 | 
						|
	this->savegame = new PacketReader();
 | 
						|
 | 
						|
	_frame_counter = _frame_counter_server = _frame_counter_max = p->Recv_uint32();
 | 
						|
 | 
						|
	_network_join_bytes = 0;
 | 
						|
	_network_join_bytes_total = 0;
 | 
						|
 | 
						|
	_network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
 | 
						|
	SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
 | 
						|
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet *p)
 | 
						|
{
 | 
						|
	if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
	if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
 | 
						|
	_network_join_bytes_total = p->Recv_uint32();
 | 
						|
	SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
 | 
						|
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet *p)
 | 
						|
{
 | 
						|
	if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
	if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
 | 
						|
	/* We are still receiving data, put it to the file */
 | 
						|
	this->savegame->AddPacket(p);
 | 
						|
 | 
						|
	_network_join_bytes = (uint32)this->savegame->written_bytes;
 | 
						|
	SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
 | 
						|
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *p)
 | 
						|
{
 | 
						|
	if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
	if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
 | 
						|
	_network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
 | 
						|
	SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
 | 
						|
 | 
						|
	/*
 | 
						|
	 * Make sure everything is set for reading.
 | 
						|
	 *
 | 
						|
	 * We need the local copy and reset this->savegame because when
 | 
						|
	 * loading fails the network gets reset upon loading the intro
 | 
						|
	 * game, which would cause us to free this->savegame twice.
 | 
						|
	 */
 | 
						|
	LoadFilter *lf = this->savegame;
 | 
						|
	this->savegame = NULL;
 | 
						|
	lf->Reset();
 | 
						|
 | 
						|
	/* The map is done downloading, load it */
 | 
						|
	ClearErrorMessages();
 | 
						|
	bool load_success = SafeLoad(NULL, SL_LOAD, GM_NORMAL, NO_DIRECTORY, lf);
 | 
						|
 | 
						|
	/* Long savegame loads shouldn't affect the lag calculation! */
 | 
						|
	this->last_packet = _realtime_tick;
 | 
						|
 | 
						|
	if (!load_success) {
 | 
						|
		DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
 | 
						|
		ShowErrorMessage(STR_NETWORK_ERROR_SAVEGAMEERROR, INVALID_STRING_ID, WL_CRITICAL);
 | 
						|
		return NETWORK_RECV_STATUS_SAVEGAME;
 | 
						|
	}
 | 
						|
	/* If the savegame has successfully loaded, ALL windows have been removed,
 | 
						|
	 * only toolbar/statusbar and gamefield are visible */
 | 
						|
 | 
						|
	/* Say we received the map and loaded it correctly! */
 | 
						|
	SendMapOk();
 | 
						|
 | 
						|
	/* New company/spectator (invalid company) or company we want to join is not active
 | 
						|
	 * Switch local company to spectator and await the server's judgement */
 | 
						|
	if (_network_join_as == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_join_as)) {
 | 
						|
		SetLocalCompany(COMPANY_SPECTATOR);
 | 
						|
 | 
						|
		if (_network_join_as != COMPANY_SPECTATOR) {
 | 
						|
			/* We have arrived and ready to start playing; send a command to make a new company;
 | 
						|
			 * the server will give us a client-id and let us in */
 | 
						|
			_network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
 | 
						|
			ShowJoinStatusWindow();
 | 
						|
			NetworkSendCommand(0, 0, 0, CMD_COMPANY_CTRL, NULL, NULL, _local_company);
 | 
						|
		}
 | 
						|
	} else {
 | 
						|
		/* take control over an existing company */
 | 
						|
		SetLocalCompany(_network_join_as);
 | 
						|
	}
 | 
						|
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p)
 | 
						|
{
 | 
						|
	if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
 | 
						|
	_frame_counter_server = p->Recv_uint32();
 | 
						|
	_frame_counter_max = p->Recv_uint32();
 | 
						|
#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
 | 
						|
	/* Test if the server supports this option
 | 
						|
	 *  and if we are at the frame the server is */
 | 
						|
	if (p->pos + 1 < p->size) {
 | 
						|
		_sync_frame = _frame_counter_server;
 | 
						|
		_sync_seed_1 = p->Recv_uint32();
 | 
						|
#ifdef NETWORK_SEND_DOUBLE_SEED
 | 
						|
		_sync_seed_2 = p->Recv_uint32();
 | 
						|
#endif
 | 
						|
	}
 | 
						|
#endif
 | 
						|
	/* Receive the token. */
 | 
						|
	if (p->pos != p->size) this->token = p->Recv_uint8();
 | 
						|
 | 
						|
	DEBUG(net, 5, "Received FRAME %d", _frame_counter_server);
 | 
						|
 | 
						|
	/* Let the server know that we received this frame correctly
 | 
						|
	 *  We do this only once per day, to save some bandwidth ;) */
 | 
						|
	if (!_network_first_time && last_ack_frame < _frame_counter) {
 | 
						|
		last_ack_frame = _frame_counter + DAY_TICKS;
 | 
						|
		DEBUG(net, 4, "Sent ACK at %d", _frame_counter);
 | 
						|
		SendAck();
 | 
						|
	}
 | 
						|
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p)
 | 
						|
{
 | 
						|
	if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
 | 
						|
	_sync_frame = p->Recv_uint32();
 | 
						|
	_sync_seed_1 = p->Recv_uint32();
 | 
						|
#ifdef NETWORK_SEND_DOUBLE_SEED
 | 
						|
	_sync_seed_2 = p->Recv_uint32();
 | 
						|
#endif
 | 
						|
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet *p)
 | 
						|
{
 | 
						|
	if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
 | 
						|
	CommandPacket cp;
 | 
						|
	const char *err = this->ReceiveCommand(p, &cp);
 | 
						|
	cp.frame    = p->Recv_uint32();
 | 
						|
	cp.my_cmd   = p->Recv_bool();
 | 
						|
 | 
						|
	if (err != NULL) {
 | 
						|
		IConsolePrintF(CC_ERROR, "WARNING: %s from server, dropping...", err);
 | 
						|
		return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
	}
 | 
						|
 | 
						|
	this->incoming_queue.Append(&cp);
 | 
						|
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
 | 
						|
{
 | 
						|
	if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
 | 
						|
	char name[NETWORK_NAME_LENGTH], msg[NETWORK_CHAT_LENGTH];
 | 
						|
	const NetworkClientInfo *ci = NULL, *ci_to;
 | 
						|
 | 
						|
	NetworkAction action = (NetworkAction)p->Recv_uint8();
 | 
						|
	ClientID client_id = (ClientID)p->Recv_uint32();
 | 
						|
	bool self_send = p->Recv_bool();
 | 
						|
	p->Recv_string(msg, NETWORK_CHAT_LENGTH);
 | 
						|
	int64 data = p->Recv_uint64();
 | 
						|
 | 
						|
	ci_to = NetworkClientInfo::GetByClientID(client_id);
 | 
						|
	if (ci_to == NULL) return NETWORK_RECV_STATUS_OKAY;
 | 
						|
 | 
						|
	/* Did we initiate the action locally? */
 | 
						|
	if (self_send) {
 | 
						|
		switch (action) {
 | 
						|
			case NETWORK_ACTION_CHAT_CLIENT:
 | 
						|
				/* For speaking to client we need the client-name */
 | 
						|
				snprintf(name, sizeof(name), "%s", ci_to->client_name);
 | 
						|
				ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
 | 
						|
				break;
 | 
						|
 | 
						|
			/* For speaking to company or giving money, we need the company-name */
 | 
						|
			case NETWORK_ACTION_GIVE_MONEY:
 | 
						|
				if (!Company::IsValidID(ci_to->client_playas)) return NETWORK_RECV_STATUS_OKAY;
 | 
						|
				/* FALL THROUGH */
 | 
						|
			case NETWORK_ACTION_CHAT_COMPANY: {
 | 
						|
				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));
 | 
						|
				ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
 | 
						|
				break;
 | 
						|
			}
 | 
						|
 | 
						|
			default: return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
		}
 | 
						|
	} else {
 | 
						|
		/* Display message from somebody else */
 | 
						|
		snprintf(name, sizeof(name), "%s", ci_to->client_name);
 | 
						|
		ci = ci_to;
 | 
						|
	}
 | 
						|
 | 
						|
	if (ci != NULL) {
 | 
						|
		NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), self_send, name, msg, data);
 | 
						|
	}
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *p)
 | 
						|
{
 | 
						|
	if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
 | 
						|
	ClientID client_id = (ClientID)p->Recv_uint32();
 | 
						|
 | 
						|
	NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
 | 
						|
	if (ci != NULL) {
 | 
						|
		NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, NULL, GetNetworkErrorMsg((NetworkErrorCode)p->Recv_uint8()));
 | 
						|
		delete ci;
 | 
						|
	}
 | 
						|
 | 
						|
	SetWindowDirty(WC_CLIENT_LIST, 0);
 | 
						|
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p)
 | 
						|
{
 | 
						|
	if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
 | 
						|
	ClientID client_id = (ClientID)p->Recv_uint32();
 | 
						|
 | 
						|
	NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
 | 
						|
	if (ci != NULL) {
 | 
						|
		NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, NULL, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
 | 
						|
		delete ci;
 | 
						|
	} else {
 | 
						|
		DEBUG(net, 0, "Unknown client (%d) is leaving the game", client_id);
 | 
						|
	}
 | 
						|
 | 
						|
	SetWindowDirty(WC_CLIENT_LIST, 0);
 | 
						|
 | 
						|
	/* If we come here it means we could not locate the client.. strange :s */
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p)
 | 
						|
{
 | 
						|
	if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
 | 
						|
	ClientID client_id = (ClientID)p->Recv_uint32();
 | 
						|
 | 
						|
	NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
 | 
						|
	if (ci != NULL) {
 | 
						|
		NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name);
 | 
						|
	}
 | 
						|
 | 
						|
	SetWindowDirty(WC_CLIENT_LIST, 0);
 | 
						|
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *p)
 | 
						|
{
 | 
						|
	/* Only when we're trying to join we really
 | 
						|
	 * care about the server shutting down. */
 | 
						|
	if (this->status >= STATUS_JOIN) {
 | 
						|
		ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN, INVALID_STRING_ID, WL_CRITICAL);
 | 
						|
	}
 | 
						|
 | 
						|
	return NETWORK_RECV_STATUS_SERVER_ERROR;
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *p)
 | 
						|
{
 | 
						|
	/* Only when we're trying to join we really
 | 
						|
	 * care about the server shutting down. */
 | 
						|
	if (this->status >= STATUS_JOIN) {
 | 
						|
		/* To throttle the reconnects a bit, every clients waits its
 | 
						|
		 * Client ID modulo 16. This way reconnects should be spread
 | 
						|
		 * out a bit. */
 | 
						|
		_network_reconnect = _network_own_client_id % 16;
 | 
						|
		ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_REBOOT, INVALID_STRING_ID, WL_CRITICAL);
 | 
						|
	}
 | 
						|
 | 
						|
	return NETWORK_RECV_STATUS_SERVER_ERROR;
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_RCON(Packet *p)
 | 
						|
{
 | 
						|
	if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
 | 
						|
	TextColour colour_code = (TextColour)p->Recv_uint16();
 | 
						|
	if (!IsValidConsoleColour(colour_code)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
 | 
						|
	char rcon_out[NETWORK_RCONCOMMAND_LENGTH];
 | 
						|
	p->Recv_string(rcon_out, sizeof(rcon_out));
 | 
						|
 | 
						|
	IConsolePrint(colour_code, rcon_out);
 | 
						|
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p)
 | 
						|
{
 | 
						|
	if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
 | 
						|
	/* Nothing more in this packet... */
 | 
						|
	ClientID client_id   = (ClientID)p->Recv_uint32();
 | 
						|
	CompanyID company_id = (CompanyID)p->Recv_uint8();
 | 
						|
 | 
						|
	if (client_id == 0) {
 | 
						|
		/* definitely an invalid client id, debug message and do nothing. */
 | 
						|
		DEBUG(net, 0, "[move] received invalid client index = 0");
 | 
						|
		return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
	}
 | 
						|
 | 
						|
	const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
 | 
						|
	/* Just make sure we do not try to use a client_index that does not exist */
 | 
						|
	if (ci == NULL) return NETWORK_RECV_STATUS_OKAY;
 | 
						|
 | 
						|
	/* if not valid player, force spectator, else check player exists */
 | 
						|
	if (!Company::IsValidID(company_id)) company_id = COMPANY_SPECTATOR;
 | 
						|
 | 
						|
	if (client_id == _network_own_client_id) {
 | 
						|
		SetLocalCompany(company_id);
 | 
						|
	}
 | 
						|
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *p)
 | 
						|
{
 | 
						|
	if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
 | 
						|
	_network_server_max_companies = p->Recv_uint8();
 | 
						|
	_network_server_max_spectators = p->Recv_uint8();
 | 
						|
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p)
 | 
						|
{
 | 
						|
	if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 | 
						|
 | 
						|
	_network_company_passworded = p->Recv_uint16();
 | 
						|
	SetWindowClassesDirty(WC_COMPANY);
 | 
						|
 | 
						|
	return NETWORK_RECV_STATUS_OKAY;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Check the connection's state, i.e. is the connection still up?
 | 
						|
 */
 | 
						|
void ClientNetworkGameSocketHandler::CheckConnection()
 | 
						|
{
 | 
						|
	/* Only once we're authorized we can expect a steady stream of packets. */
 | 
						|
	if (this->status < STATUS_AUTHORIZED) return;
 | 
						|
 | 
						|
	/* It might... sometimes occur that the realtime ticker overflows. */
 | 
						|
	if (_realtime_tick < this->last_packet) this->last_packet = _realtime_tick;
 | 
						|
 | 
						|
	/* Lag is in milliseconds; 5 seconds are roughly twice the
 | 
						|
	 * server's "you're slow" threshold (1 game day). */
 | 
						|
	uint lag = (_realtime_tick - this->last_packet) / 1000;
 | 
						|
	if (lag < 5) return;
 | 
						|
 | 
						|
	/* 20 seconds are (way) more than 4 game days after which
 | 
						|
	 * the server will forcefully disconnect you. */
 | 
						|
	if (lag > 20) {
 | 
						|
		this->NetworkGameSocketHandler::CloseConnection();
 | 
						|
		ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Prevent showing the lag message every tick; just update it when needed. */
 | 
						|
	static uint last_lag = 0;
 | 
						|
	if (last_lag == lag) return;
 | 
						|
 | 
						|
	last_lag = lag;
 | 
						|
	SetDParam(0, lag);
 | 
						|
	ShowErrorMessage(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION, STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION, WL_INFO);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/** Is called after a client is connected to the server */
 | 
						|
void NetworkClient_Connected()
 | 
						|
{
 | 
						|
	/* Set the frame-counter to 0 so nothing happens till we are ready */
 | 
						|
	_frame_counter = 0;
 | 
						|
	_frame_counter_server = 0;
 | 
						|
	last_ack_frame = 0;
 | 
						|
	/* Request the game-info */
 | 
						|
	MyClient::SendJoin();
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Send a remote console command.
 | 
						|
 * @param password The password.
 | 
						|
 * @param command The command to execute.
 | 
						|
 */
 | 
						|
void NetworkClientSendRcon(const char *password, const char *command)
 | 
						|
{
 | 
						|
	MyClient::SendRCon(password, command);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Notify the server of this client wanting to be moved to another company.
 | 
						|
 * @param company_id id of the company the client wishes to be moved to.
 | 
						|
 * @param pass the password, is only checked on the server end if a password is needed.
 | 
						|
 * @return void
 | 
						|
 */
 | 
						|
void NetworkClientRequestMove(CompanyID company_id, const char *pass)
 | 
						|
{
 | 
						|
	MyClient::SendMove(company_id, pass);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Move the clients of a company to the spectators.
 | 
						|
 * @param cid The company to move the clients of.
 | 
						|
 */
 | 
						|
void NetworkClientsToSpectators(CompanyID cid)
 | 
						|
{
 | 
						|
	Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
 | 
						|
	/* If our company is changing owner, go to spectators */
 | 
						|
	if (cid == _local_company) SetLocalCompany(COMPANY_SPECTATOR);
 | 
						|
 | 
						|
	NetworkClientInfo *ci;
 | 
						|
	FOR_ALL_CLIENT_INFOS(ci) {
 | 
						|
		if (ci->client_playas != cid) continue;
 | 
						|
		NetworkTextMessage(NETWORK_ACTION_COMPANY_SPECTATOR, CC_DEFAULT, false, ci->client_name);
 | 
						|
		ci->client_playas = COMPANY_SPECTATOR;
 | 
						|
	}
 | 
						|
 | 
						|
	cur_company.Restore();
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Send the server our name.
 | 
						|
 */
 | 
						|
void NetworkUpdateClientName()
 | 
						|
{
 | 
						|
	NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
 | 
						|
 | 
						|
	if (ci == NULL) return;
 | 
						|
 | 
						|
	/* Don't change the name if it is the same as the old name */
 | 
						|
	if (strcmp(ci->client_name, _settings_client.network.client_name) != 0) {
 | 
						|
		if (!_network_server) {
 | 
						|
			MyClient::SendSetName(_settings_client.network.client_name);
 | 
						|
		} else {
 | 
						|
			if (NetworkFindName(_settings_client.network.client_name)) {
 | 
						|
				NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, _settings_client.network.client_name);
 | 
						|
				strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));
 | 
						|
				NetworkUpdateClientInfo(CLIENT_ID_SERVER);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Send a chat message.
 | 
						|
 * @param action The action associated with the message.
 | 
						|
 * @param type The destination type.
 | 
						|
 * @param dest The destination index, be it a company index or client id.
 | 
						|
 * @param msg The actual message.
 | 
						|
 * @param data Arbitrary extra data.
 | 
						|
 */
 | 
						|
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
 | 
						|
{
 | 
						|
	MyClient::SendChat(action, type, dest, msg, data);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Set/Reset company password on the client side.
 | 
						|
 * @param password Password to be set.
 | 
						|
 */
 | 
						|
void NetworkClientSetCompanyPassword(const char *password)
 | 
						|
{
 | 
						|
	MyClient::SendSetPassword(password);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Tell whether the client has team members where he/she can chat to.
 | 
						|
 * @param cio client to check members of.
 | 
						|
 * @return true if there is at least one team member.
 | 
						|
 */
 | 
						|
bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio)
 | 
						|
{
 | 
						|
	/* Only companies actually playing can speak to team. Eg spectators cannot */
 | 
						|
	if (!_settings_client.gui.prefer_teamchat || !Company::IsValidID(cio->client_playas)) return false;
 | 
						|
 | 
						|
	const NetworkClientInfo *ci;
 | 
						|
	FOR_ALL_CLIENT_INFOS(ci) {
 | 
						|
		if (ci->client_playas == cio->client_playas && ci != cio) return true;
 | 
						|
	}
 | 
						|
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Check if max_companies has been reached on the server (local check only).
 | 
						|
 * @return true if the max value has been reached or exceeded, false otherwise.
 | 
						|
 */
 | 
						|
bool NetworkMaxCompaniesReached()
 | 
						|
{
 | 
						|
	return Company::GetNumItems() >= (_network_server ? _settings_client.network.max_companies : _network_server_max_companies);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Check if max_spectatos has been reached on the server (local check only).
 | 
						|
 * @return true if the max value has been reached or exceeded, false otherwise.
 | 
						|
 */
 | 
						|
bool NetworkMaxSpectatorsReached()
 | 
						|
{
 | 
						|
	return NetworkSpectatorCount() >= (_network_server ? _settings_client.network.max_spectators : _network_server_max_spectators);
 | 
						|
}
 | 
						|
 | 
						|
#endif /* ENABLE_NETWORK */
 |