Files
openttd/src/network/network_server.cpp
Michael Lutz a05fd7aa50 Change: [Network] Transfer command data as serialized byte stream without fixed structure.
The data will be transmitted as the length followed by the serialized data. This allows the command
data to be different for every command type in the future.
2021-12-16 22:28:32 +01:00

2096 lines
72 KiB
C++

/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file network_server.cpp Server part of the network protocol. */
#include "../stdafx.h"
#include "../strings_func.h"
#include "../date_func.h"
#include "core/game_info.h"
#include "network_admin.h"
#include "network_server.h"
#include "network_udp.h"
#include "network_base.h"
#include "../console_func.h"
#include "../company_base.h"
#include "../command_func.h"
#include "../saveload/saveload.h"
#include "../saveload/saveload_filter.h"
#include "../station_base.h"
#include "../genworld.h"
#include "../company_func.h"
#include "../company_gui.h"
#include "../company_cmd.h"
#include "../roadveh.h"
#include "../order_backup.h"
#include "../core/pool_func.hpp"
#include "../core/random_func.hpp"
#include "../rev.h"
#include <mutex>
#include <condition_variable>
#include "../safeguards.h"
/* This file handles all the server-commands */
DECLARE_POSTFIX_INCREMENT(ClientID)
/** The identifier counter for new clients (is never decreased) */
static ClientID _network_client_id = CLIENT_ID_FIRST;
/** Make very sure the preconditions given in network_type.h are actually followed */
static_assert(MAX_CLIENT_SLOTS > MAX_CLIENTS);
/** Yes... */
static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS);
/** The pool with clients. */
NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket");
INSTANTIATE_POOL_METHODS(NetworkClientSocket)
/** Instantiate the listen sockets. */
template SocketList TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED>::sockets;
/** Writing a savegame directly to a number of packets. */
struct PacketWriter : SaveFilter {
ServerNetworkGameSocketHandler *cs; ///< Socket we are associated with.
Packet *current; ///< The packet we're currently writing to.
size_t total_size; ///< Total size of the compressed savegame.
Packet *packets; ///< Packet queue of the savegame; send these "slowly" to the client.
std::mutex mutex; ///< Mutex for making threaded saving safe.
std::condition_variable exit_sig; ///< Signal for threaded destruction of this packet writer.
/**
* Create the packet writer.
* @param cs The socket handler we're making the packets for.
*/
PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(nullptr), cs(cs), current(nullptr), total_size(0), packets(nullptr)
{
}
/** Make sure everything is cleaned up. */
~PacketWriter()
{
std::unique_lock<std::mutex> lock(this->mutex);
if (this->cs != nullptr) this->exit_sig.wait(lock);
/* This must all wait until the Destroy function is called. */
while (this->packets != nullptr) {
delete Packet::PopFromQueue(&this->packets);
}
delete this->current;
}
/**
* Begin the destruction of this packet writer. It can happen in two ways:
* in the first case the client disconnected while saving the map. In this
* case the saving has not finished and killed this PacketWriter. In that
* case we simply set cs to nullptr, triggering the appending to fail due to
* the connection problem and eventually triggering the destructor. In the
* second case the destructor is already called, and it is waiting for our
* signal which we will send. Only then the packets will be removed by the
* destructor.
*/
void Destroy()
{
std::unique_lock<std::mutex> lock(this->mutex);
this->cs = nullptr;
this->exit_sig.notify_all();
lock.unlock();
/* Make sure the saving is completely cancelled. Yes,
* we need to handle the save finish as well as the
* next connection might just be requesting a map. */
WaitTillSaved();
ProcessAsyncSaveFinish();
}
/**
* Transfer all packets from here to the network's queue while holding
* the lock on our mutex.
* @param socket The network socket to write to.
* @return True iff the last packet of the map has been sent.
*/
bool TransferToNetworkQueue(ServerNetworkGameSocketHandler *socket)
{
/* Unsafe check for the queue being empty or not. */
if (this->packets == nullptr) return false;
std::lock_guard<std::mutex> lock(this->mutex);
while (this->packets != nullptr) {
Packet *p = Packet::PopFromQueue(&this->packets);
bool last_packet = p->GetPacketType() == PACKET_SERVER_MAP_DONE;
socket->SendPacket(p);
if (last_packet) return true;
}
return false;
}
/** Append the current packet to the queue. */
void AppendQueue()
{
if (this->current == nullptr) return;
Packet::AddToQueue(&this->packets, this->current);
this->current = nullptr;
}
/** Prepend the current packet to the queue. */
void PrependQueue()
{
if (this->current == nullptr) return;
/* Reversed from AppendQueue so the queue gets added to the current one. */
Packet::AddToQueue(&this->current, this->packets);
this->packets = this->current;
this->current = nullptr;
}
void Write(byte *buf, size_t size) override
{
/* We want to abort the saving when the socket is closed. */
if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
if (this->current == nullptr) this->current = new Packet(PACKET_SERVER_MAP_DATA, TCP_MTU);
std::lock_guard<std::mutex> lock(this->mutex);
byte *bufe = buf + size;
while (buf != bufe) {
size_t written = this->current->Send_bytes(buf, bufe);
buf += written;
if (!this->current->CanWriteToPacket(1)) {
this->AppendQueue();
if (buf != bufe) this->current = new Packet(PACKET_SERVER_MAP_DATA, TCP_MTU);
}
}
this->total_size += size;
}
void Finish() override
{
/* We want to abort the saving when the socket is closed. */
if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
std::lock_guard<std::mutex> lock(this->mutex);
/* Make sure the last packet is flushed. */
this->AppendQueue();
/* Add a packet stating that this is the end to the queue. */
this->current = new Packet(PACKET_SERVER_MAP_DONE);
this->AppendQueue();
/* Fast-track the size to the client. */
this->current = new Packet(PACKET_SERVER_MAP_SIZE);
this->current->Send_uint32((uint32)this->total_size);
this->PrependQueue();
}
};
/**
* Create a new socket for the server side of the game connection.
* @param s The socket to connect with.
*/
ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s)
{
this->status = STATUS_INACTIVE;
this->client_id = _network_client_id++;
this->receive_limit = _settings_client.network.bytes_per_frame_burst;
/* The Socket and Info pools need to be the same in size. After all,
* each Socket will be associated with at most one Info object. As
* such if the Socket was allocated the Info object can as well. */
static_assert(NetworkClientSocketPool::MAX_SIZE == NetworkClientInfoPool::MAX_SIZE);
}
/**
* Clear everything related to this client.
*/
ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
{
if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID;
OrderBackup::ResetUser(this->client_id);
if (this->savegame != nullptr) {
this->savegame->Destroy();
this->savegame = nullptr;
}
}
Packet *ServerNetworkGameSocketHandler::ReceivePacket()
{
/* Only allow receiving when we have some buffer free; this value
* can go negative, but eventually it will become positive again. */
if (this->receive_limit <= 0) return nullptr;
/* We can receive a packet, so try that and if needed account for
* the amount of received data. */
Packet *p = this->NetworkTCPSocketHandler::ReceivePacket();
if (p != nullptr) this->receive_limit -= p->Size();
return p;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
{
assert(status != NETWORK_RECV_STATUS_OKAY);
/*
* Sending a message just before leaving the game calls cs->SendPackets.
* This might invoke this function, which means that when we close the
* connection after cs->SendPackets we will close an already closed
* connection. This handles that case gracefully without having to make
* that code any more complex or more aware of the validity of the socket.
*/
if (this->sock == INVALID_SOCKET) return status;
if (status != NETWORK_RECV_STATUS_CLIENT_QUIT && status != NETWORK_RECV_STATUS_SERVER_ERROR && !this->HasClientQuit() && this->status >= STATUS_AUTHORIZED) {
/* We did not receive a leave message from this client... */
std::string client_name = this->GetClientName();
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
/* Inform other clients of this... strange leaving ;) */
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) {
new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
}
}
}
/* If we were transfering a map to this client, stop the savegame creation
* process and queue the next client to receive the map. */
if (this->status == STATUS_MAP) {
/* Ensure the saving of the game is stopped too. */
this->savegame->Destroy();
this->savegame = nullptr;
this->CheckNextClientToSendMap(this);
}
NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
Debug(net, 3, "[{}] Client #{} closed connection", ServerNetworkGameSocketHandler::GetName(), this->client_id);
/* We just lost one client :( */
if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
extern byte _network_clients_connected;
_network_clients_connected--;
this->SendPackets(true);
delete this->GetInfo();
delete this;
InvalidateWindowData(WC_CLIENT_LIST, 0);
return status;
}
/**
* Whether an connection is allowed or not at this moment.
* @return true if the connection is allowed.
*/
/* static */ bool ServerNetworkGameSocketHandler::AllowConnection()
{
extern byte _network_clients_connected;
bool accept = _network_clients_connected < MAX_CLIENTS;
/* We can't go over the MAX_CLIENTS limit here. However, the
* pool must have place for all clients and ourself. */
static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENTS + 1);
assert(!accept || ServerNetworkGameSocketHandler::CanAllocateItem());
return accept;
}
/** Send the packets for the server sockets. */
/* static */ void ServerNetworkGameSocketHandler::Send()
{
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
if (cs->writable) {
if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
/* This client is in the middle of a map-send, call the function for that */
cs->SendMap();
}
}
}
}
static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
/***********
* Sending functions
* DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs
************/
/**
* Send the client information about a client.
* @param ci The client to send information about.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientInfo *ci)
{
if (ci->client_id != INVALID_CLIENT_ID) {
Packet *p = new Packet(PACKET_SERVER_CLIENT_INFO);
p->Send_uint32(ci->client_id);
p->Send_uint8 (ci->client_playas);
p->Send_string(ci->client_name);
this->SendPacket(p);
}
return NETWORK_RECV_STATUS_OKAY;
}
/** Send the client information about the server. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendGameInfo()
{
Packet *p = new Packet(PACKET_SERVER_GAME_INFO, TCP_MTU);
SerializeNetworkGameInfo(p, GetCurrentNetworkServerGameInfo());
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send an error to the client, and close its connection.
* @param error The error to disconnect for.
* @param reason In case of kicking a client, specifies the reason for kicking the client.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error, const std::string &reason)
{
Packet *p = new Packet(PACKET_SERVER_ERROR);
p->Send_uint8(error);
if (!reason.empty()) p->Send_string(reason);
this->SendPacket(p);
StringID strid = GetNetworkErrorMsg(error);
/* Only send when the current client was in game */
if (this->status > STATUS_AUTHORIZED) {
std::string client_name = this->GetClientName();
Debug(net, 1, "'{}' made an error and has been disconnected: {}", client_name, GetString(strid));
if (error == NETWORK_ERROR_KICKED && !reason.empty()) {
NetworkTextMessage(NETWORK_ACTION_KICKED, CC_DEFAULT, false, client_name, reason, strid);
} else {
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
}
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
/* Some errors we filter to a more general error. Clients don't have to know the real
* reason a joining failed. */
if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
error = NETWORK_ERROR_ILLEGAL_PACKET;
}
new_cs->SendErrorQuit(this->client_id, error);
}
}
NetworkAdminClientError(this->client_id, error);
} else {
Debug(net, 1, "Client {} made an error and has been disconnected: {}", this->client_id, GetString(strid));
}
/* The client made a mistake, so drop the connection now! */
return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
}
/** Send the check for the NewGRFs. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
{
Packet *p = new Packet(PACKET_SERVER_CHECK_NEWGRFS, TCP_MTU);
const GRFConfig *c;
uint grf_count = 0;
for (c = _grfconfig; c != nullptr; c = c->next) {
if (!HasBit(c->flags, GCF_STATIC)) grf_count++;
}
p->Send_uint8 (grf_count);
for (c = _grfconfig; c != nullptr; c = c->next) {
if (!HasBit(c->flags, GCF_STATIC)) SerializeGRFIdentifier(p, &c->ident);
}
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Request the game password. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
{
/* Invalid packet when status is STATUS_AUTH_GAME or higher */
if (this->status >= STATUS_AUTH_GAME) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
this->status = STATUS_AUTH_GAME;
/* Reset 'lag' counters */
this->last_frame = this->last_frame_server = _frame_counter;
Packet *p = new Packet(PACKET_SERVER_NEED_GAME_PASSWORD);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Request the company password. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
{
/* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
if (this->status >= STATUS_AUTH_COMPANY) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
this->status = STATUS_AUTH_COMPANY;
/* Reset 'lag' counters */
this->last_frame = this->last_frame_server = _frame_counter;
Packet *p = new Packet(PACKET_SERVER_NEED_COMPANY_PASSWORD);
p->Send_uint32(_settings_game.game_creation.generation_seed);
p->Send_string(_settings_client.network.network_id);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Send the client a welcome message with some basic information. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
{
Packet *p;
/* Invalid packet when status is AUTH or higher */
if (this->status >= STATUS_AUTHORIZED) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
this->status = STATUS_AUTHORIZED;
/* Reset 'lag' counters */
this->last_frame = this->last_frame_server = _frame_counter;
_network_game_info.clients_on++;
p = new Packet(PACKET_SERVER_WELCOME);
p->Send_uint32(this->client_id);
p->Send_uint32(_settings_game.game_creation.generation_seed);
p->Send_string(_settings_client.network.network_id);
this->SendPacket(p);
/* Transmit info about all the active clients */
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs != this && new_cs->status >= STATUS_AUTHORIZED) {
this->SendClientInfo(new_cs->GetInfo());
}
}
/* Also send the info of the server */
return this->SendClientInfo(NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER));
}
/** Tell the client that its put in a waiting queue. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
{
int waiting = 1; // current player getting the map counts as 1
Packet *p;
/* Count how many clients are waiting in the queue, in front of you! */
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs->status != STATUS_MAP_WAIT) continue;
if (new_cs->GetInfo()->join_date < this->GetInfo()->join_date || (new_cs->GetInfo()->join_date == this->GetInfo()->join_date && new_cs->client_id < this->client_id)) waiting++;
}
p = new Packet(PACKET_SERVER_WAIT);
p->Send_uint8(waiting);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
void ServerNetworkGameSocketHandler::CheckNextClientToSendMap(NetworkClientSocket *ignore_cs)
{
/* Find the best candidate for joining, i.e. the first joiner. */
NetworkClientSocket *best = nullptr;
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (ignore_cs == new_cs) continue;
if (new_cs->status == STATUS_MAP_WAIT) {
if (best == nullptr || best->GetInfo()->join_date > new_cs->GetInfo()->join_date || (best->GetInfo()->join_date == new_cs->GetInfo()->join_date && best->client_id > new_cs->client_id)) {
best = new_cs;
}
}
}
/* Is there someone else to join? */
if (best != nullptr) {
/* Let the first start joining. */
best->status = STATUS_AUTHORIZED;
best->SendMap();
/* And update the rest. */
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs->status == STATUS_MAP_WAIT) new_cs->SendWait();
}
}
}
/** This sends the map to the client */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
{
if (this->status < STATUS_AUTHORIZED) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
}
if (this->status == STATUS_AUTHORIZED) {
this->savegame = new PacketWriter(this);
/* Now send the _frame_counter and how many packets are coming */
Packet *p = new Packet(PACKET_SERVER_MAP_BEGIN);
p->Send_uint32(_frame_counter);
this->SendPacket(p);
NetworkSyncCommandQueue(this);
this->status = STATUS_MAP;
/* Mark the start of download */
this->last_frame = _frame_counter;
this->last_frame_server = _frame_counter;
/* Make a dump of the current game */
if (SaveWithFilter(this->savegame, true) != SL_OK) usererror("network savedump failed");
}
if (this->status == STATUS_MAP) {
bool last_packet = this->savegame->TransferToNetworkQueue(this);
if (last_packet) {
/* Done reading, make sure saving is done as well */
this->savegame->Destroy();
this->savegame = nullptr;
/* Set the status to DONE_MAP, no we will wait for the client
* to send it is ready (maybe that happens like never ;)) */
this->status = STATUS_DONE_MAP;
this->CheckNextClientToSendMap();
}
}
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell that a client joined.
* @param client_id The client that joined.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
{
Packet *p = new Packet(PACKET_SERVER_JOIN);
p->Send_uint32(client_id);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Tell the client that they may run to a particular frame. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
{
Packet *p = new Packet(PACKET_SERVER_FRAME);
p->Send_uint32(_frame_counter);
p->Send_uint32(_frame_counter_max);
#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
p->Send_uint32(_sync_seed_1);
#ifdef NETWORK_SEND_DOUBLE_SEED
p->Send_uint32(_sync_seed_2);
#endif
#endif
/* If token equals 0, we need to make a new token and send that. */
if (this->last_token == 0) {
this->last_token = InteractiveRandomRange(UINT8_MAX - 1) + 1;
p->Send_uint8(this->last_token);
}
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Request the client to sync. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
{
Packet *p = new Packet(PACKET_SERVER_SYNC);
p->Send_uint32(_frame_counter);
p->Send_uint32(_sync_seed_1);
#ifdef NETWORK_SEND_DOUBLE_SEED
p->Send_uint32(_sync_seed_2);
#endif
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send a command to the client to execute.
* @param cp The command to send.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
{
Packet *p = new Packet(PACKET_SERVER_COMMAND);
this->NetworkGameSocketHandler::SendCommand(p, cp);
p->Send_uint32(cp->frame);
p->Send_bool (cp->my_cmd);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send a chat message.
* @param action The action associated with the message.
* @param client_id The origin of the chat message.
* @param self_send Whether we did send the message.
* @param msg The actual message.
* @param data Arbitrary extra data.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64 data)
{
if (this->status < STATUS_PRE_ACTIVE) return NETWORK_RECV_STATUS_OKAY;
Packet *p = new Packet(PACKET_SERVER_CHAT);
p->Send_uint8 (action);
p->Send_uint32(client_id);
p->Send_bool (self_send);
p->Send_string(msg);
p->Send_uint64(data);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send a chat message from external source.
* @param source Name of the source this message came from.
* @param colour TextColour to use for the message.
* @param user Name of the user who sent the messsage.
* @param msg The actual message.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
{
if (this->status < STATUS_PRE_ACTIVE) return NETWORK_RECV_STATUS_OKAY;
Packet *p = new Packet(PACKET_SERVER_EXTERNAL_CHAT);
p->Send_string(source);
p->Send_uint16(colour);
p->Send_string(user);
p->Send_string(msg);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell the client another client quit with an error.
* @param client_id The client that quit.
* @param errorno The reason the client quit.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
{
Packet *p = new Packet(PACKET_SERVER_ERROR_QUIT);
p->Send_uint32(client_id);
p->Send_uint8 (errorno);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell the client another client quit.
* @param client_id The client that quit.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
{
Packet *p = new Packet(PACKET_SERVER_QUIT);
p->Send_uint32(client_id);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Tell the client we're shutting down. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
{
Packet *p = new Packet(PACKET_SERVER_SHUTDOWN);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Tell the client we're starting a new game. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
{
Packet *p = new Packet(PACKET_SERVER_NEWGAME);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send the result of a console action.
* @param colour The colour of the result.
* @param command The command that was executed.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16 colour, const std::string &command)
{
Packet *p = new Packet(PACKET_SERVER_RCON);
p->Send_uint16(colour);
p->Send_string(command);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell that a client moved to another company.
* @param client_id The client that moved.
* @param company_id The company the client moved to.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendMove(ClientID client_id, CompanyID company_id)
{
Packet *p = new Packet(PACKET_SERVER_MOVE);
p->Send_uint32(client_id);
p->Send_uint8(company_id);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Send an update about the company password states. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate()
{
Packet *p = new Packet(PACKET_SERVER_COMPANY_UPDATE);
p->Send_uint16(_network_company_passworded);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Send an update about the max company/spectator counts. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
{
Packet *p = new Packet(PACKET_SERVER_CONFIG_UPDATE);
p->Send_uint8(_settings_client.network.max_companies);
p->Send_string(_settings_client.network.server_name);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/***********
* Receiving functions
* DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
************/
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet *p)
{
return this->SendGameInfo();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *p)
{
if (this->status != STATUS_NEWGRFS_CHECK) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
NetworkClientInfo *ci = this->GetInfo();
/* We now want a password from the client else we do not allow them in! */
if (!_settings_client.network.server_password.empty()) {
return this->SendNeedGamePassword();
}
if (Company::IsValidID(ci->client_playas) && !_network_company_states[ci->client_playas].password.empty()) {
return this->SendNeedCompanyPassword();
}
return this->SendWelcome();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
{
if (this->status != STATUS_INACTIVE) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
if (_network_game_info.clients_on >= _settings_client.network.max_clients) {
/* Turns out we are full. Inform the user about this. */
return this->SendError(NETWORK_ERROR_FULL);
}
std::string client_revision = p->Recv_string(NETWORK_REVISION_LENGTH);
uint32 newgrf_version = p->Recv_uint32();
/* Check if the client has revision control enabled */
if (!IsNetworkCompatibleVersion(client_revision) || _openttd_newgrf_version != newgrf_version) {
/* Different revisions!! */
return this->SendError(NETWORK_ERROR_WRONG_REVISION);
}
std::string client_name = p->Recv_string(NETWORK_CLIENT_NAME_LENGTH);
CompanyID playas = (Owner)p->Recv_uint8();
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
/* join another company does not affect these values */
switch (playas) {
case COMPANY_NEW_COMPANY: // New company
if (Company::GetNumItems() >= _settings_client.network.max_companies) {
return this->SendError(NETWORK_ERROR_FULL);
}
break;
case COMPANY_SPECTATOR: // Spectator
break;
default: // Join another company (companies 1-8 (index 0-7))
if (!Company::IsValidHumanID(playas)) {
return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
}
break;
}
if (!NetworkIsValidClientName(client_name)) {
/* An invalid client name was given. However, the client ensures the name
* is valid before it is sent over the network, so something went horribly
* wrong. This is probably someone trying to troll us. */
return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
}
if (!NetworkMakeClientNameUnique(client_name)) { // Change name if duplicate
/* We could not create a name for this client */
return this->SendError(NETWORK_ERROR_NAME_IN_USE);
}
assert(NetworkClientInfo::CanAllocateItem());
NetworkClientInfo *ci = new NetworkClientInfo(this->client_id);
this->SetInfo(ci);
ci->join_date = _date;
ci->client_name = client_name;
ci->client_playas = playas;
Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:02x}", _date, _date_fract, (int)ci->client_playas, (int)ci->index);
/* Make sure companies to which people try to join are not autocleaned */
if (Company::IsValidID(playas)) _network_company_states[playas].months_empty = 0;
this->status = STATUS_NEWGRFS_CHECK;
if (_grfconfig == nullptr) {
/* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
return this->Receive_CLIENT_NEWGRFS_CHECKED(nullptr);
}
return this->SendNewGRFCheck();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *p)
{
if (this->status != STATUS_AUTH_GAME) {
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
/* Check game password. Allow joining if we cleared the password meanwhile */
if (!_settings_client.network.server_password.empty() &&
_settings_client.network.server_password.compare(password) != 0) {
/* Password is invalid */
return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
}
const NetworkClientInfo *ci = this->GetInfo();
if (Company::IsValidID(ci->client_playas) && !_network_company_states[ci->client_playas].password.empty()) {
return this->SendNeedCompanyPassword();
}
/* Valid password, allow user */
return this->SendWelcome();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p)
{
if (this->status != STATUS_AUTH_COMPANY) {
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
/* Check company password. Allow joining if we cleared the password meanwhile.
* Also, check the company is still valid - client could be moved to spectators
* in the middle of the authorization process */
CompanyID playas = this->GetInfo()->client_playas;
if (Company::IsValidID(playas) && !_network_company_states[playas].password.empty() &&
_network_company_states[playas].password.compare(password) != 0) {
/* Password is invalid */
return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
}
return this->SendWelcome();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p)
{
/* The client was never joined.. so this is impossible, right?
* Ignore the packet, give the client a warning, and close the connection */
if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
}
/* Check if someone else is receiving the map */
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs->status == STATUS_MAP) {
/* Tell the new client to wait */
this->status = STATUS_MAP_WAIT;
return this->SendWait();
}
}
/* We receive a request to upload the map.. give it to the client! */
return this->SendMap();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *p)
{
/* Client has the map, now start syncing */
if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
std::string client_name = this->GetClientName();
NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, "", this->client_id);
InvalidateWindowData(WC_CLIENT_LIST, 0);
Debug(net, 3, "[{}] Client #{} ({}) joined as {}", ServerNetworkGameSocketHandler::GetName(), this->client_id, this->GetClientIP(), client_name);
/* Mark the client as pre-active, and wait for an ACK
* so we know it is done loading and in sync with us */
this->status = STATUS_PRE_ACTIVE;
NetworkHandleCommandQueue(this);
this->SendFrame();
this->SendSync();
/* This is the frame the client receives
* we need it later on to make sure the client is not too slow */
this->last_frame = _frame_counter;
this->last_frame_server = _frame_counter;
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs->status >= STATUS_AUTHORIZED) {
new_cs->SendClientInfo(this->GetInfo());
new_cs->SendJoin(this->client_id);
}
}
NetworkAdminClientInfo(this, true);
/* also update the new client with our max values */
this->SendConfigUpdate();
/* quickly update the syncing client with company details */
return this->SendCompanyUpdate();
}
/* Wrong status for this packet, give a warning to client, and close connection */
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
/**
* The client has done a command and wants us to handle it
* @param p the packet in which the command was sent
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p)
{
/* The client was never joined.. so this is impossible, right?
* Ignore the packet, give the client a warning, and close the connection */
if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
if (this->incoming_queue.Count() >= _settings_client.network.max_commands_in_queue) {
return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
}
CommandPacket cp;
const char *err = this->ReceiveCommand(p, &cp);
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
NetworkClientInfo *ci = this->GetInfo();
if (err != nullptr) {
IConsolePrint(CC_WARNING, "Dropping client #{} (IP: {}) due to {}.", ci->client_id, this->GetClientIP(), err);
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
if ((GetCommandFlags(cp.cmd) & CMD_SERVER) && ci->client_id != CLIENT_ID_SERVER) {
IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a server only command {}.", ci->client_id, this->GetClientIP(), cp.cmd);
return this->SendError(NETWORK_ERROR_KICKED);
}
if ((GetCommandFlags(cp.cmd) & CMD_SPECTATOR) == 0 && !Company::IsValidID(cp.company) && ci->client_id != CLIENT_ID_SERVER) {
IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a non-spectator command {}.", ci->client_id, this->GetClientIP(), cp.cmd);
return this->SendError(NETWORK_ERROR_KICKED);
}
/**
* Only CMD_COMPANY_CTRL is always allowed, for the rest, playas needs
* to match the company in the packet. If it doesn't, the client has done
* something pretty naughty (or a bug), and will be kicked
*/
uint32 company_p1 = cp.cmd == CMD_COMPANY_CTRL ? std::get<1>(EndianBufferReader::ToValue<CommandTraits<CMD_COMPANY_CTRL>::Args>(cp.data)) : 0;
if (!(cp.cmd == CMD_COMPANY_CTRL && company_p1 == 0 && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a command as another company {}.",
ci->client_playas + 1, this->GetClientIP(), cp.company + 1);
return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
}
if (cp.cmd == CMD_COMPANY_CTRL) {
if (company_p1 != 0 || cp.company != COMPANY_SPECTATOR) {
return this->SendError(NETWORK_ERROR_CHEATER);
}
/* Check if we are full - else it's possible for spectators to send a CMD_COMPANY_CTRL and the company is created regardless of max_companies! */
if (Company::GetNumItems() >= _settings_client.network.max_companies) {
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_CLIENT, ci->client_id, "cannot create new company, server full", CLIENT_ID_SERVER);
return NETWORK_RECV_STATUS_OKAY;
}
}
if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) NetworkReplaceCommandClientId(cp, this->client_id);
this->incoming_queue.Append(&cp);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p)
{
/* This packets means a client noticed an error and is reporting this
* to us. Display the error and report it to the other clients */
NetworkErrorCode errorno = (NetworkErrorCode)p->Recv_uint8();
/* The client was never joined.. thank the client for the packet, but ignore it */
if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
std::string client_name = this->GetClientName();
StringID strid = GetNetworkErrorMsg(errorno);
Debug(net, 1, "'{}' reported an error and is closing its connection: {}", client_name, GetString(strid));
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs->status >= STATUS_AUTHORIZED) {
new_cs->SendErrorQuit(this->client_id, errorno);
}
}
NetworkAdminClientError(this->client_id, errorno);
return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
{
/* The client was never joined.. thank the client for the packet, but ignore it */
if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
/* The client wants to leave. Display this and report it to the other clients. */
std::string client_name = this->GetClientName();
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
new_cs->SendQuit(this->client_id);
}
}
NetworkAdminClientQuit(this->client_id);
return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
{
if (this->status < STATUS_AUTHORIZED) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
}
uint32 frame = p->Recv_uint32();
/* The client is trying to catch up with the server */
if (this->status == STATUS_PRE_ACTIVE) {
/* The client is not yet caught up? */
if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
/* Now it is! Unpause the game */
this->status = STATUS_ACTIVE;
this->last_token_frame = _frame_counter;
/* Execute script for, e.g. MOTD */
IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
}
/* Get, and validate the token. */
uint8 token = p->Recv_uint8();
if (token == this->last_token) {
/* We differentiate between last_token_frame and last_frame so the lag
* test uses the actual lag of the client instead of the lag for getting
* the token back and forth; after all, the token is only sent every
* time we receive a PACKET_CLIENT_ACK, after which we will send a new
* token to the client. If the lag would be one day, then we would not
* be sending the new token soon enough for the new daily scheduled
* PACKET_CLIENT_ACK. This would then register the lag of the client as
* two days, even when it's only a single day. */
this->last_token_frame = _frame_counter;
/* Request a new token. */
this->last_token = 0;
}
/* The client received the frame, make note of it */
this->last_frame = frame;
/* With those 2 values we can calculate the lag realtime */
this->last_frame_server = _frame_counter;
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send an actual chat message.
* @param action The action that's performed.
* @param desttype The type of destination.
* @param dest The actual destination index.
* @param msg The actual message.
* @param from_id The origin of the message.
* @param data Arbitrary data.
* @param from_admin Whether the origin is an admin or not.
*/
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const std::string &msg, ClientID from_id, int64 data, bool from_admin)
{
const NetworkClientInfo *ci, *ci_own, *ci_to;
switch (desttype) {
case DESTTYPE_CLIENT:
/* Are we sending to the server? */
if ((ClientID)dest == CLIENT_ID_SERVER) {
ci = NetworkClientInfo::GetByClientID(from_id);
/* Display the text locally, and that is it */
if (ci != nullptr) {
NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
if (_settings_client.network.server_admin_chat) {
NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
}
}
} else {
/* Else find the client to send the message to */
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
if (cs->client_id == (ClientID)dest) {
cs->SendChat(action, from_id, false, msg, data);
break;
}
}
}
/* Display the message locally (so you know you have sent it) */
if (from_id != (ClientID)dest) {
if (from_id == CLIENT_ID_SERVER) {
ci = NetworkClientInfo::GetByClientID(from_id);
ci_to = NetworkClientInfo::GetByClientID((ClientID)dest);
if (ci != nullptr && ci_to != nullptr) {
NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data);
}
} else {
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
if (cs->client_id == from_id) {
cs->SendChat(action, (ClientID)dest, true, msg, data);
break;
}
}
}
}
break;
case DESTTYPE_TEAM: {
/* If this is false, the message is already displayed on the client who sent it. */
bool show_local = true;
/* Find all clients that belong to this company */
ci_to = nullptr;
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
ci = cs->GetInfo();
if (ci != nullptr && ci->client_playas == (CompanyID)dest) {
cs->SendChat(action, from_id, false, msg, data);
if (cs->client_id == from_id) show_local = false;
ci_to = ci; // Remember a client that is in the company for company-name
}
}
/* if the server can read it, let the admin network read it, too. */
if (_local_company == (CompanyID)dest && _settings_client.network.server_admin_chat) {
NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
}
ci = NetworkClientInfo::GetByClientID(from_id);
ci_own = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
if (ci != nullptr && ci_own != nullptr && ci_own->client_playas == dest) {
NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
if (from_id == CLIENT_ID_SERVER) show_local = false;
ci_to = ci_own;
}
/* There is no such client */
if (ci_to == nullptr) break;
/* Display the message locally (so you know you have sent it) */
if (ci != nullptr && show_local) {
if (from_id == CLIENT_ID_SERVER) {
StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
SetDParam(0, ci_to->client_playas);
std::string name = GetString(str);
NetworkTextMessage(action, GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data);
} else {
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
if (cs->client_id == from_id) {
cs->SendChat(action, ci_to->client_id, true, msg, data);
}
}
}
}
break;
}
default:
Debug(net, 1, "Received unknown chat destination type {}; doing broadcast instead", desttype);
FALLTHROUGH;
case DESTTYPE_BROADCAST:
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
cs->SendChat(action, from_id, false, msg, data);
}
NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
ci = NetworkClientInfo::GetByClientID(from_id);
if (ci != nullptr) {
NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data, "");
}
break;
}
}
/**
* Send a chat message from external source.
* @param source Name of the source this message came from.
* @param colour TextColour to use for the message.
* @param user Name of the user who sent the messsage.
* @param msg The actual message.
*/
void NetworkServerSendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
{
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
cs->SendExternalChat(source, colour, user, msg);
}
NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT, colour, false, user, msg, 0, source);
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
{
if (this->status < STATUS_PRE_ACTIVE) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
}
NetworkAction action = (NetworkAction)p->Recv_uint8();
DestType desttype = (DestType)p->Recv_uint8();
int dest = p->Recv_uint32();
std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
int64 data = p->Recv_uint64();
NetworkClientInfo *ci = this->GetInfo();
switch (action) {
case NETWORK_ACTION_CHAT:
case NETWORK_ACTION_CHAT_CLIENT:
case NETWORK_ACTION_CHAT_COMPANY:
NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data);
break;
default:
IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to unknown chact action.", ci->client_id, this->GetClientIP());
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *p)
{
if (this->status != STATUS_ACTIVE) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
const NetworkClientInfo *ci = this->GetInfo();
NetworkServerSetCompanyPassword(ci->client_playas, password);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p)
{
if (this->status != STATUS_ACTIVE) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
NetworkClientInfo *ci;
std::string client_name = p->Recv_string(NETWORK_CLIENT_NAME_LENGTH);
ci = this->GetInfo();
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
if (ci != nullptr) {
if (!NetworkIsValidClientName(client_name)) {
/* An invalid client name was given. However, the client ensures the name
* is valid before it is sent over the network, so something went horribly
* wrong. This is probably someone trying to troll us. */
return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
}
/* Display change */
if (NetworkMakeClientNameUnique(client_name)) {
NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);
ci->client_name = client_name;
NetworkUpdateClientInfo(ci->client_id);
}
}
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p)
{
if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
if (_settings_client.network.rcon_password.empty()) return NETWORK_RECV_STATUS_OKAY;
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
std::string command = p->Recv_string(NETWORK_RCONCOMMAND_LENGTH);
if (_settings_client.network.rcon_password.compare(password) != 0) {
Debug(net, 1, "[rcon] Wrong password from client-id {}", this->client_id);
return NETWORK_RECV_STATUS_OKAY;
}
Debug(net, 3, "[rcon] Client-id {} executed: {}", this->client_id, command);
_redirect_console_to_client = this->client_id;
IConsoleCmdExec(command.c_str());
_redirect_console_to_client = INVALID_CLIENT_ID;
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
{
if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
CompanyID company_id = (Owner)p->Recv_uint8();
/* Check if the company is valid, we don't allow moving to AI companies */
if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY;
/* Check if we require a password for this company */
if (company_id != COMPANY_SPECTATOR && !_network_company_states[company_id].password.empty()) {
/* we need a password from the client - should be in this packet */
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
/* Incorrect password sent, return! */
if (_network_company_states[company_id].password.compare(password) != 0) {
Debug(net, 2, "Wrong password from client-id #{} for company #{}", this->client_id, company_id + 1);
return NETWORK_RECV_STATUS_OKAY;
}
}
/* if we get here we can move the client */
NetworkServerDoMove(this->client_id, company_id);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Populate the company stats.
* @param stats the stats to update
*/
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
{
memset(stats, 0, sizeof(*stats) * MAX_COMPANIES);
/* Go through all vehicles and count the type of vehicles */
for (const Vehicle *v : Vehicle::Iterate()) {
if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
byte type = 0;
switch (v->type) {
case VEH_TRAIN: type = NETWORK_VEH_TRAIN; break;
case VEH_ROAD: type = RoadVehicle::From(v)->IsBus() ? NETWORK_VEH_BUS : NETWORK_VEH_LORRY; break;
case VEH_AIRCRAFT: type = NETWORK_VEH_PLANE; break;
case VEH_SHIP: type = NETWORK_VEH_SHIP; break;
default: continue;
}
stats[v->owner].num_vehicle[type]++;
}
/* Go through all stations and count the types of stations */
for (const Station *s : Station::Iterate()) {
if (Company::IsValidID(s->owner)) {
NetworkCompanyStats *npi = &stats[s->owner];
if (s->facilities & FACIL_TRAIN) npi->num_station[NETWORK_VEH_TRAIN]++;
if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[NETWORK_VEH_LORRY]++;
if (s->facilities & FACIL_BUS_STOP) npi->num_station[NETWORK_VEH_BUS]++;
if (s->facilities & FACIL_AIRPORT) npi->num_station[NETWORK_VEH_PLANE]++;
if (s->facilities & FACIL_DOCK) npi->num_station[NETWORK_VEH_SHIP]++;
}
}
}
/**
* Send updated client info of a particular client.
* @param client_id The client to send it for.
*/
void NetworkUpdateClientInfo(ClientID client_id)
{
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
if (ci == nullptr) return;
Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:04x}", _date, _date_fract, (int)ci->client_playas, client_id);
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
if (cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
cs->SendClientInfo(ci);
}
}
NetworkAdminClientUpdate(ci);
}
/** Check if we want to restart the map */
static void NetworkCheckRestartMap()
{
if (_settings_client.network.restart_game_year != 0 && _cur_year >= _settings_client.network.restart_game_year) {
Debug(net, 3, "Auto-restarting map: year {} reached", _cur_year);
_settings_newgame.game_creation.generation_seed = GENERATE_NEW_SEED;
switch(_file_to_saveload.abstract_ftype) {
case FT_SAVEGAME:
case FT_SCENARIO:
_switch_mode = SM_LOAD_GAME;
break;
case FT_HEIGHTMAP:
_switch_mode = SM_START_HEIGHTMAP;
break;
default:
_switch_mode = SM_NEWGAME;
}
}
}
/** Check if the server has autoclean_companies activated
* Two things happen:
* 1) If a company is not protected, it is closed after 1 year (for example)
* 2) If a company is protected, protection is disabled after 3 years (for example)
* (and item 1. happens a year later)
*/
static void NetworkAutoCleanCompanies()
{
bool clients_in_company[MAX_COMPANIES];
int vehicles_in_company[MAX_COMPANIES];
if (!_settings_client.network.autoclean_companies) return;
memset(clients_in_company, 0, sizeof(clients_in_company));
/* Detect the active companies */
for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
}
if (!_network_dedicated) {
const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
}
if (_settings_client.network.autoclean_novehicles != 0) {
memset(vehicles_in_company, 0, sizeof(vehicles_in_company));
for (const Vehicle *v : Vehicle::Iterate()) {
if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
vehicles_in_company[v->owner]++;
}
}
/* Go through all the companies */
for (const Company *c : Company::Iterate()) {
/* Skip the non-active once */
if (c->is_ai) continue;
if (!clients_in_company[c->index]) {
/* The company is empty for one month more */
_network_company_states[c->index].months_empty++;
/* Is the company empty for autoclean_unprotected-months, and is there no protection? */
if (_settings_client.network.autoclean_unprotected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_unprotected && _network_company_states[c->index].password.empty()) {
/* Shut the company down */
DoCommandP(CMD_COMPANY_CTRL, 0, CCA_DELETE | c->index << 16 | CRR_AUTOCLEAN << 24, 0);
IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no password.", c->index + 1);
}
/* Is the company empty for autoclean_protected-months, and there is a protection? */
if (_settings_client.network.autoclean_protected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_protected && !_network_company_states[c->index].password.empty()) {
/* Unprotect the company */
_network_company_states[c->index].password.clear();
IConsolePrint(CC_INFO, "Auto-removed protection from company #{}.", c->index + 1);
_network_company_states[c->index].months_empty = 0;
NetworkServerUpdateCompanyPassworded(c->index, false);
}
/* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
if (_settings_client.network.autoclean_novehicles != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_novehicles && vehicles_in_company[c->index] == 0) {
/* Shut the company down */
DoCommandP(CMD_COMPANY_CTRL, 0, CCA_DELETE | c->index << 16 | CRR_AUTOCLEAN << 24, 0);
IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no vehicles.", c->index + 1);
}
} else {
/* It is not empty, reset the date */
_network_company_states[c->index].months_empty = 0;
}
}
}
/**
* Check whether a name is unique, and otherwise try to make it unique.
* @param new_name The name to check/modify.
* @return True if an unique name was achieved.
*/
bool NetworkMakeClientNameUnique(std::string &name)
{
bool is_name_unique = false;
std::string original_name = name;
for (uint number = 1; !is_name_unique && number <= MAX_CLIENTS; number++) { // Something's really wrong when there're more names than clients
is_name_unique = true;
for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
if (ci->client_name == name) {
/* Name already in use */
is_name_unique = false;
break;
}
}
/* Check if it is the same as the server-name */
const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
if (ci != nullptr) {
if (ci->client_name == name) is_name_unique = false; // name already in use
}
if (!is_name_unique) {
/* Try a new name (<name> #1, <name> #2, and so on) */
name = original_name + " #" + std::to_string(number);
/* The constructed client name is larger than the limit,
* so... bail out as no valid name can be created. */
if (name.size() >= NETWORK_CLIENT_NAME_LENGTH) return false;
}
}
return is_name_unique;
}
/**
* Change the client name of the given client
* @param client_id the client to change the name of
* @param new_name the new name for the client
* @return true iff the name was changed
*/
bool NetworkServerChangeClientName(ClientID client_id, const std::string &new_name)
{
/* Check if the name's already in use */
for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
if (ci->client_name.compare(new_name) == 0) return false;
}
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
if (ci == nullptr) return false;
NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name);
ci->client_name = new_name;
NetworkUpdateClientInfo(client_id);
return true;
}
/**
* Set/Reset a company password on the server end.
* @param company_id ID of the company the password should be changed for.
* @param password The new password.
* @param already_hashed Is the given password already hashed?
*/
void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &password, bool already_hashed)
{
if (!Company::IsValidHumanID(company_id)) return;
if (already_hashed) {
_network_company_states[company_id].password = password;
} else {
_network_company_states[company_id].password = GenerateCompanyPasswordHash(password, _settings_client.network.network_id, _settings_game.game_creation.generation_seed);
}
NetworkServerUpdateCompanyPassworded(company_id, !_network_company_states[company_id].password.empty());
}
/**
* Handle the command-queue of a socket.
* @param cs The socket to handle the queue for.
*/
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
{
CommandPacket *cp;
while ((cp = cs->outgoing_queue.Pop()) != nullptr) {
cs->SendCommand(cp);
delete cp;
}
}
/**
* This is called every tick if this is a _network_server
* @param send_frame Whether to send the frame to the clients.
*/
void NetworkServer_Tick(bool send_frame)
{
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
bool send_sync = false;
#endif
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
if (_frame_counter >= _last_sync_frame + _settings_client.network.sync_freq) {
_last_sync_frame = _frame_counter;
send_sync = true;
}
#endif
/* Now we are done with the frame, inform the clients that they can
* do their frame! */
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
/* We allow a number of bytes per frame, but only to the burst amount
* to be available for packet receiving at any particular time. */
cs->receive_limit = std::min<size_t>(cs->receive_limit + _settings_client.network.bytes_per_frame,
_settings_client.network.bytes_per_frame_burst);
/* Check if the speed of the client is what we can expect from a client */
uint lag = NetworkCalculateLag(cs);
switch (cs->status) {
case NetworkClientSocket::STATUS_ACTIVE:
if (lag > _settings_client.network.max_lag_time) {
/* Client did still not report in within the specified limit. */
IConsolePrint(CC_WARNING, cs->last_packet + std::chrono::milliseconds(lag * MILLISECONDS_PER_TICK) > std::chrono::steady_clock::now() ?
/* A packet was received in the last three game days, so the client is likely lagging behind. */
"Client #{} (IP: {}) is dropped because the client's game state is more than {} ticks behind." :
/* No packet was received in the last three game days; sounds like a lost connection. */
"Client #{} (IP: {}) is dropped because the client did not respond for more than {} ticks.",
cs->client_id, cs->GetClientIP(), lag);
cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
continue;
}
/* Report once per time we detect the lag, and only when we
* received a packet in the last 2 seconds. If we
* did not receive a packet, then the client is not just
* slow, but the connection is likely severed. Mentioning
* frame_freq is not useful in this case. */
if (lag > (uint)DAY_TICKS && cs->lag_test == 0 && cs->last_packet + std::chrono::seconds(2) > std::chrono::steady_clock::now()) {
IConsolePrint(CC_WARNING, "[{}] Client #{} is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
cs->lag_test = 1;
}
if (cs->last_frame_server - cs->last_token_frame >= _settings_client.network.max_lag_time) {
/* This is a bad client! It didn't send the right token back within time. */
IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it fails to send valid acks.", cs->client_id, cs->GetClientIP());
cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
continue;
}
break;
case NetworkClientSocket::STATUS_INACTIVE:
case NetworkClientSocket::STATUS_NEWGRFS_CHECK:
case NetworkClientSocket::STATUS_AUTHORIZED:
/* NewGRF check and authorized states should be handled almost instantly.
* So give them some lee-way, likewise for the query with inactive. */
if (lag > _settings_client.network.max_init_time) {
IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to start the joining process.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_init_time);
cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
continue;
}
break;
case NetworkClientSocket::STATUS_MAP_WAIT:
/* Send every two seconds a packet to the client, to make sure
* it knows the server is still there; just someone else is
* still receiving the map. */
if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
cs->SendWait();
/* We need to reset the timer, as otherwise we will be
* spamming the client. Strictly speaking this variable
* tracks when we last received a packet from the client,
* but as it is waiting, it will not send us any till we
* start sending them data. */
cs->last_packet = std::chrono::steady_clock::now();
}
break;
case NetworkClientSocket::STATUS_MAP:
/* Downloading the map... this is the amount of time since starting the saving. */
if (lag > _settings_client.network.max_download_time) {
IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to download the map.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_download_time);
cs->SendError(NETWORK_ERROR_TIMEOUT_MAP);
continue;
}
break;
case NetworkClientSocket::STATUS_DONE_MAP:
case NetworkClientSocket::STATUS_PRE_ACTIVE:
/* The map has been sent, so this is for loading the map and syncing up. */
if (lag > _settings_client.network.max_join_time) {
IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to join.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_join_time);
cs->SendError(NETWORK_ERROR_TIMEOUT_JOIN);
continue;
}
break;
case NetworkClientSocket::STATUS_AUTH_GAME:
case NetworkClientSocket::STATUS_AUTH_COMPANY:
/* These don't block? */
if (lag > _settings_client.network.max_password_time) {
IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to enter the password.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_password_time);
cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD);
continue;
}
break;
case NetworkClientSocket::STATUS_END:
/* Bad server/code. */
NOT_REACHED();
}
if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {
/* Check if we can send command, and if we have anything in the queue */
NetworkHandleCommandQueue(cs);
/* Send an updated _frame_counter_max to the client */
if (send_frame) cs->SendFrame();
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
/* Send a sync-check packet */
if (send_sync) cs->SendSync();
#endif
}
}
}
/** Yearly "callback". Called whenever the year changes. */
void NetworkServerYearlyLoop()
{
NetworkCheckRestartMap();
NetworkAdminUpdate(ADMIN_FREQUENCY_ANUALLY);
}
/** Monthly "callback". Called whenever the month changes. */
void NetworkServerMonthlyLoop()
{
NetworkAutoCleanCompanies();
NetworkAdminUpdate(ADMIN_FREQUENCY_MONTHLY);
if ((_cur_month % 3) == 0) NetworkAdminUpdate(ADMIN_FREQUENCY_QUARTERLY);
}
/** Daily "callback". Called whenever the date changes. */
void NetworkServerDailyLoop()
{
NetworkAdminUpdate(ADMIN_FREQUENCY_DAILY);
if ((_date % 7) == 3) NetworkAdminUpdate(ADMIN_FREQUENCY_WEEKLY);
}
/**
* Get the IP address/hostname of the connected client.
* @return The IP address.
*/
const std::string &ServerNetworkGameSocketHandler::GetClientIP()
{
return this->client_address.GetHostname();
}
/** Show the status message of all clients on the console. */
void NetworkServerShowStatusToConsole()
{
static const char * const stat_str[] = {
"inactive",
"checking NewGRFs",
"authorizing (server password)",
"authorizing (company password)",
"authorized",
"waiting",
"loading map",
"map done",
"ready",
"active"
};
static_assert(lengthof(stat_str) == NetworkClientSocket::STATUS_END);
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
NetworkClientInfo *ci = cs->GetInfo();
if (ci == nullptr) continue;
uint lag = NetworkCalculateLag(cs);
const char *status;
status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
IConsolePrint(CC_INFO, "Client #{} name: '{}' status: '{}' frame-lag: {} company: {} IP: {}",
cs->client_id, ci->client_name.c_str(), status, lag,
ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
cs->GetClientIP());
}
}
/**
* Send Config Update
*/
void NetworkServerSendConfigUpdate()
{
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendConfigUpdate();
}
}
/** Update the server's NetworkServerGameInfo due to changes in settings. */
void NetworkServerUpdateGameInfo()
{
if (_network_server) FillStaticNetworkServerGameInfo();
}
/**
* Tell that a particular company is (not) passworded.
* @param company_id The company that got/removed the password.
* @param passworded Whether the password was received or removed.
*/
void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
{
if (NetworkCompanyIsPassworded(company_id) == passworded) return;
SB(_network_company_passworded, company_id, 1, !!passworded);
SetWindowClassesDirty(WC_COMPANY);
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendCompanyUpdate();
}
NetworkAdminCompanyUpdate(Company::GetIfValid(company_id));
}
/**
* Handle the tid-bits of moving a client from one company to another.
* @param client_id id of the client we want to move.
* @param company_id id of the company we want to move the client to.
* @return void
*/
void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
{
/* Only allow non-dedicated servers and normal clients to be moved */
if (client_id == CLIENT_ID_SERVER && _network_dedicated) return;
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
/* No need to waste network resources if the client is in the company already! */
if (ci->client_playas == company_id) return;
ci->client_playas = company_id;
if (client_id == CLIENT_ID_SERVER) {
SetLocalCompany(company_id);
} else {
NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id);
/* When the company isn't authorized we can't move them yet. */
if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return;
cs->SendMove(client_id, company_id);
}
/* announce the client's move */
NetworkUpdateClientInfo(client_id);
NetworkAction action = (company_id == COMPANY_SPECTATOR) ? NETWORK_ACTION_COMPANY_SPECTATOR : NETWORK_ACTION_COMPANY_JOIN;
NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1);
InvalidateWindowData(WC_CLIENT_LIST, 0);
}
/**
* Send an rcon reply to the client.
* @param client_id The identifier of the client.
* @param colour_code The colour of the text.
* @param string The actual reply.
*/
void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const std::string &string)
{
NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code, string);
}
/**
* Kick a single client.
* @param client_id The client to kick.
* @param reason In case of kicking a client, specifies the reason for kicking the client.
*/
void NetworkServerKickClient(ClientID client_id, const std::string &reason)
{
if (client_id == CLIENT_ID_SERVER) return;
NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED, reason);
}
/**
* Ban, or kick, everyone joined from the given client's IP.
* @param client_id The client to check for.
* @param ban Whether to ban or kick.
* @param reason In case of kicking a client, specifies the reason for kicking the client.
*/
uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const std::string &reason)
{
return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban, reason);
}
/**
* Kick or ban someone based on an IP address.
* @param ip The IP address/range to ban/kick.
* @param ban Whether to ban or just kick.
* @param reason In case of kicking a client, specifies the reason for kicking the client.
*/
uint NetworkServerKickOrBanIP(const std::string &ip, bool ban, const std::string &reason)
{
/* Add address to ban-list */
if (ban) {
bool contains = false;
for (const auto &iter : _network_ban_list) {
if (iter == ip) {
contains = true;
break;
}
}
if (!contains) _network_ban_list.emplace_back(ip);
}
uint n = 0;
/* There can be multiple clients with the same IP, kick them all but don't kill the server,
* or the client doing the rcon. The latter can't be kicked because kicking frees closes
* and subsequently free the connection related instances, which we would be reading from
* and writing to after returning. So we would read or write data from freed memory up till
* the segfault triggers. */
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
if (cs->client_id == CLIENT_ID_SERVER) continue;
if (cs->client_id == _redirect_console_to_client) continue;
if (cs->client_address.IsInNetmask(ip)) {
NetworkServerKickClient(cs->client_id, reason);
n++;
}
}
return n;
}
/**
* Check whether a particular company has clients.
* @param company The company to check.
* @return True if at least one client is joined to the company.
*/
bool NetworkCompanyHasClients(CompanyID company)
{
for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
if (ci->client_playas == company) return true;
}
return false;
}
/**
* Get the name of the client, if the user did not send it yet, Client ID is used.
* @param client_name The variable to write the name to.
* @param last The pointer to the last element of the destination buffer
*/
std::string ServerNetworkGameSocketHandler::GetClientName() const
{
const NetworkClientInfo *ci = this->GetInfo();
if (ci != nullptr && !ci->client_name.empty()) return ci->client_name;
return fmt::format("Client #{}", this->client_id);
}
/**
* Print all the clients to the console
*/
void NetworkPrintClients()
{
for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
if (_network_server) {
IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {} IP: {}",
ci->client_id,
ci->client_name,
ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
ci->client_id == CLIENT_ID_SERVER ? "server" : NetworkClientSocket::GetByClientID(ci->client_id)->GetClientIP());
} else {
IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {}",
ci->client_id,
ci->client_name,
ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0));
}
}
}
/**
* Perform all the server specific administration of a new company.
* @param c The newly created company; can't be nullptr.
* @param ci The client information of the client that made the company; can be nullptr.
*/
void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
{
assert(c != nullptr);
if (!_network_server) return;
_network_company_states[c->index].months_empty = 0;
_network_company_states[c->index].password.clear();
NetworkServerUpdateCompanyPassworded(c->index, false);
if (ci != nullptr) {
/* ci is nullptr when replaying, or for AIs. In neither case there is a client. */
ci->client_playas = c->index;
NetworkUpdateClientInfo(ci->client_id);
NetworkSendCommand(CMD_RENAME_PRESIDENT, STR_NULL, nullptr, c->index, 0, 0, 0, ci->client_name);
}
/* Announce new company on network. */
NetworkAdminCompanyInfo(c, true);
if (ci != nullptr) {
/* ci is nullptr when replaying, or for AIs. In neither case there is a client.
We need to send Admin port update here so that they first know about the new company
and then learn about a possibly joining client (see FS#6025) */
NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, c->index + 1);
}
}