Files
openttd/src/network/network.cpp
rubidium42 62e3bfd684 Fix #9243: [Network] For a dedicated server use a fallback client and server name
Also warn when the client or server name has not been set and provide pointers on how to set them

(cherry picked from commit 0968d009c8)
2021-05-30 06:45:44 +01:00

1199 lines
40 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.cpp Base functions for networking support. */
#include "../stdafx.h"
#include "../strings_func.h"
#include "../command_func.h"
#include "../date_func.h"
#include "network_admin.h"
#include "network_client.h"
#include "network_server.h"
#include "network_content.h"
#include "network_udp.h"
#include "network_gamelist.h"
#include "network_base.h"
#include "core/udp.h"
#include "core/host.h"
#include "network_gui.h"
#include "../console_func.h"
#include "../3rdparty/md5/md5.h"
#include "../core/random_func.hpp"
#include "../window_func.h"
#include "../company_func.h"
#include "../company_base.h"
#include "../landscape_type.h"
#include "../rev.h"
#include "../core/pool_func.hpp"
#include "../gfx_func.h"
#include "../error.h"
#include "../core/checksum_func.hpp"
#include "../safeguards.h"
#ifdef DEBUG_DUMP_COMMANDS
#include "../fileio_func.h"
/** When running the server till the wait point, run as fast as we can! */
bool _ddc_fastforward = true;
#endif /* DEBUG_DUMP_COMMANDS */
/** Make sure both pools have the same size. */
static_assert(NetworkClientInfoPool::MAX_SIZE == NetworkClientSocketPool::MAX_SIZE);
/** The pool with client information. */
NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo");
INSTANTIATE_POOL_METHODS(NetworkClientInfo)
bool _networking; ///< are we in networking mode?
bool _network_server; ///< network-server is active
bool _network_available; ///< is network mode available?
bool _network_dedicated; ///< are we a dedicated server?
bool _is_network_server; ///< Does this client wants to be a network-server?
bool _network_settings_access; ///< Can this client change server settings?
NetworkServerGameInfo _network_game_info; ///< Information about our game.
NetworkCompanyState *_network_company_states = nullptr; ///< Statistics about some companies.
ClientID _network_own_client_id; ///< Our client identifier.
ClientID _redirect_console_to_client; ///< If not invalid, redirect the console output to a client.
bool _network_need_advertise; ///< Whether we need to advertise.
uint8 _network_reconnect; ///< Reconnect timeout
StringList _network_bind_list; ///< The addresses to bind on.
StringList _network_host_list; ///< The servers we know.
StringList _network_ban_list; ///< The banned clients.
uint32 _frame_counter_server; ///< The frame_counter of the server, if in network-mode
uint32 _frame_counter_max; ///< To where we may go with our clients
uint32 _frame_counter; ///< The current frame.
uint32 _last_sync_frame; ///< Used in the server to store the last time a sync packet was sent to clients.
NetworkAddressList _broadcast_list; ///< List of broadcast addresses.
uint32 _sync_seed_1; ///< Seed to compare during sync checks.
#ifdef NETWORK_SEND_DOUBLE_SEED
uint32 _sync_seed_2; ///< Second part of the seed.
#endif
uint64 _sync_state_checksum; ///< State checksum to compare during sync checks.
uint32 _sync_frame; ///< The frame to perform the sync check.
Date _last_sync_date; ///< The game date of the last successfully received sync frame
DateFract _last_sync_date_fract; ///< "
uint8 _last_sync_tick_skip_counter; ///< "
bool _network_first_time; ///< Whether we have finished joining or not.
CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.
/* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
static_assert((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
static_assert((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH);
/** The amount of clients connected */
byte _network_clients_connected = 0;
/* Some externs / forwards */
extern void StateGameLoop();
/**
* Return whether there is any client connected or trying to connect at all.
* @return whether we have any client activity
*/
bool HasClients()
{
return !NetworkClientSocket::Iterate().empty();
}
/**
* Basically a client is leaving us right now.
*/
NetworkClientInfo::~NetworkClientInfo()
{
/* Delete the chat window, if you were chatting with this client. */
InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_CLIENT, this->client_id);
}
/**
* Return the CI given it's client-identifier
* @param client_id the ClientID to search for
* @return return a pointer to the corresponding NetworkClientInfo struct or nullptr when not found
*/
/* static */ NetworkClientInfo *NetworkClientInfo::GetByClientID(ClientID client_id)
{
for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
if (ci->client_id == client_id) return ci;
}
return nullptr;
}
/**
* Return the client state given it's client-identifier
* @param client_id the ClientID to search for
* @return return a pointer to the corresponding NetworkClientSocket struct or nullptr when not found
*/
/* static */ ServerNetworkGameSocketHandler *ServerNetworkGameSocketHandler::GetByClientID(ClientID client_id)
{
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
if (cs->client_id == client_id) return cs;
}
return nullptr;
}
byte NetworkSpectatorCount()
{
byte count = 0;
for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
if (ci->client_playas == COMPANY_SPECTATOR) count++;
}
/* Don't count a dedicated server as spectator */
if (_network_dedicated) count--;
return count;
}
/**
* Change the company password of a given company.
* @param company_id ID of the company the password should be changed for.
* @param password The unhashed password we like to set ('*' or '' resets the password)
* @return The password.
*/
const char *NetworkChangeCompanyPassword(CompanyID company_id, const char *password)
{
if (strcmp(password, "*") == 0) password = "";
if (_network_server) {
NetworkServerSetCompanyPassword(company_id, password, false);
} else {
NetworkClientSetCompanyPassword(password);
}
return password;
}
/**
* Hash the given password using server ID and game seed.
* @param password Password to hash.
* @param password_server_id Server ID.
* @param password_game_seed Game seed.
* @return The hashed password.
*/
const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed)
{
if (StrEmpty(password)) return password;
char salted_password[NETWORK_SERVER_ID_LENGTH];
size_t password_length = strlen(password);
size_t password_server_id_length = strlen(password_server_id);
/* Add the game seed and the server's ID as the salt. */
for (uint i = 0; i < NETWORK_SERVER_ID_LENGTH - 1; i++) {
char password_char = (i < password_length ? password[i] : 0);
char server_id_char = (i < password_server_id_length ? password_server_id[i] : 0);
char seed_char = password_game_seed >> (i % 32);
salted_password[i] = password_char ^ server_id_char ^ seed_char;
}
Md5 checksum;
uint8 digest[16];
static char hashed_password[NETWORK_SERVER_ID_LENGTH];
/* Generate the MD5 hash */
checksum.Append(salted_password, sizeof(salted_password) - 1);
checksum.Finish(digest);
for (int di = 0; di < 16; di++) seprintf(hashed_password + di * 2, lastof(hashed_password), "%02x", digest[di]);
return hashed_password;
}
/**
* Check if the company we want to join requires a password.
* @param company_id id of the company we want to check the 'passworded' flag for.
* @return true if the company requires a password.
*/
bool NetworkCompanyIsPassworded(CompanyID company_id)
{
return HasBit(_network_company_passworded, company_id);
}
/* This puts a text-message to the console, or in the future, the chat-box,
* (to keep it all a bit more general)
* If 'self_send' is true, this is the client who is sending the message */
void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const char *name, const char *str, NetworkTextMessageData data)
{
char message_src[256];
StringID strid;
switch (action) {
case NETWORK_ACTION_SERVER_MESSAGE:
/* Ignore invalid messages */
strid = STR_NETWORK_SERVER_MESSAGE;
colour = CC_DEFAULT;
break;
case NETWORK_ACTION_COMPANY_SPECTATOR:
colour = CC_DEFAULT;
strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE;
break;
case NETWORK_ACTION_COMPANY_JOIN:
colour = CC_DEFAULT;
strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN;
break;
case NETWORK_ACTION_COMPANY_NEW:
colour = CC_DEFAULT;
strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW;
break;
case NETWORK_ACTION_JOIN:
/* Show the Client ID for the server but not for the client. */
strid = _network_server ? STR_NETWORK_MESSAGE_CLIENT_JOINED_ID : STR_NETWORK_MESSAGE_CLIENT_JOINED;
break;
case NETWORK_ACTION_LEAVE: strid = STR_NETWORK_MESSAGE_CLIENT_LEFT; break;
case NETWORK_ACTION_NAME_CHANGE: strid = STR_NETWORK_MESSAGE_NAME_CHANGE; break;
case NETWORK_ACTION_GIVE_MONEY: {
SetDParamStr(0, name);
SetDParam(1, data.auxdata >> 16);
GetString(message_src, STR_NETWORK_MESSAGE_MONEY_GIVE_SRC_DESCRIPTION, lastof(message_src));
name = message_src;
extern byte GetCurrentGrfLangID();
byte lang_id = GetCurrentGrfLangID();
bool use_specific_string = lang_id <= 2 || lang_id == 0x15 || lang_id == 0x3A || lang_id == 0x3D; // English, German, Korean, Czech
if (use_specific_string && self_send) {
strid = STR_NETWORK_MESSAGE_GAVE_MONEY_AWAY;
} else if (use_specific_string && (CompanyID) (data.auxdata & 0xFFFF) == _local_company) {
strid = STR_NETWORK_MESSAGE_GIVE_MONEY_RECEIVE;
} else {
strid = STR_NETWORK_MESSAGE_GIVE_MONEY;
}
break;
}
case NETWORK_ACTION_CHAT_COMPANY: strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY; break;
case NETWORK_ACTION_CHAT_CLIENT: strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT; break;
case NETWORK_ACTION_KICKED: strid = STR_NETWORK_MESSAGE_KICKED; break;
default: strid = STR_NETWORK_CHAT_ALL; break;
}
char message[1024];
SetDParamStr(0, name);
SetDParamStr(1, str);
SetDParam(2, data.data);
/* All of these strings start with "***". These characters are interpreted as both left-to-right and
* right-to-left characters depending on the context. As the next text might be an user's name, the
* user name's characters will influence the direction of the "***" instead of the language setting
* of the game. Manually set the direction of the "***" by inserting a text-direction marker. */
char *msg_ptr = message + Utf8Encode(message, _current_text_dir == TD_LTR ? CHAR_TD_LRM : CHAR_TD_RLM);
GetString(msg_ptr, strid, lastof(message));
DEBUG(desync, 1, "msg: date{%08x; %02x; %02x}; %s", _date, _date_fract, _tick_skip_counter, message);
IConsolePrintF(colour, "%s", message);
NetworkAddChatMessage((TextColour)colour, _settings_client.gui.network_chat_timeout, "%s", message);
}
/* Calculate the frame-lag of a client */
uint NetworkCalculateLag(const NetworkClientSocket *cs)
{
int lag = cs->last_frame_server - cs->last_frame;
/* This client has missed his ACK packet after 1 DAY_TICKS..
* so we increase his lag for every frame that passes!
* The packet can be out by a max of _net_frame_freq */
if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter) {
lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq);
}
return lag;
}
/* There was a non-recoverable error, drop back to the main menu with a nice
* error */
void NetworkError(StringID error_string)
{
_switch_mode = SM_MENU;
ShowErrorMessage(error_string, INVALID_STRING_ID, WL_CRITICAL);
}
/**
* Retrieve the string id of an internal error number
* @param err NetworkErrorCode
* @return the StringID
*/
StringID GetNetworkErrorMsg(NetworkErrorCode err)
{
/* List of possible network errors, used by
* PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
static const StringID network_error_strings[] = {
STR_NETWORK_ERROR_CLIENT_GENERAL,
STR_NETWORK_ERROR_CLIENT_DESYNC,
STR_NETWORK_ERROR_CLIENT_SAVEGAME,
STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST,
STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR,
STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH,
STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED,
STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED,
STR_NETWORK_ERROR_CLIENT_WRONG_REVISION,
STR_NETWORK_ERROR_CLIENT_NAME_IN_USE,
STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD,
STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH,
STR_NETWORK_ERROR_CLIENT_KICKED,
STR_NETWORK_ERROR_CLIENT_CHEATER,
STR_NETWORK_ERROR_CLIENT_SERVER_FULL,
STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS,
STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD,
STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER,
STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP,
STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN,
STR_NETWORK_ERROR_CLIENT_INVALID_CLIENT_NAME,
};
static_assert(lengthof(network_error_strings) == NETWORK_ERROR_END);
if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
return network_error_strings[err];
}
/**
* Handle the pause mode change so we send the right messages to the chat.
* @param prev_mode The previous pause mode.
* @param changed_mode The pause mode that got changed.
*/
void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
{
if (!_networking) return;
switch (changed_mode) {
case PM_PAUSED_NORMAL:
case PM_PAUSED_JOIN:
case PM_PAUSED_GAME_SCRIPT:
case PM_PAUSED_ACTIVE_CLIENTS:
case PM_PAUSED_LINK_GRAPH: {
bool changed = ((_pause_mode == PM_UNPAUSED) != (prev_mode == PM_UNPAUSED));
bool paused = (_pause_mode != PM_UNPAUSED);
if (!paused && !changed) return;
StringID str;
if (!changed) {
int i = -1;
if ((_pause_mode & PM_PAUSED_NORMAL) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL);
if ((_pause_mode & PM_PAUSED_JOIN) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS);
if ((_pause_mode & PM_PAUSED_GAME_SCRIPT) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT);
if ((_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS);
if ((_pause_mode & PM_PAUSED_LINK_GRAPH) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH);
str = STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 + i;
} else {
switch (changed_mode) {
case PM_PAUSED_NORMAL: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL); break;
case PM_PAUSED_JOIN: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS); break;
case PM_PAUSED_GAME_SCRIPT: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT); break;
case PM_PAUSED_ACTIVE_CLIENTS: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS); break;
case PM_PAUSED_LINK_GRAPH: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH); break;
default: NOT_REACHED();
}
str = paused ? STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED : STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED;
}
char buffer[DRAW_STRING_BUFFER];
GetString(buffer, str, lastof(buffer));
NetworkTextMessage(NETWORK_ACTION_SERVER_MESSAGE, CC_DEFAULT, false, nullptr, buffer);
break;
}
default:
return;
}
}
/**
* Helper function for the pause checkers. If pause is true and the
* current pause mode isn't set the game will be paused, if it it false
* and the pause mode is set the game will be unpaused. In the other
* cases nothing happens to the pause state.
* @param pause whether we'd like to pause
* @param pm the mode which we would like to pause with
*/
static void CheckPauseHelper(bool pause, PauseMode pm)
{
if (pause == ((_pause_mode & pm) != PM_UNPAUSED)) return;
DoCommandP(0, pm, pause ? 1 : 0, CMD_PAUSE);
}
/**
* Counts the number of active clients connected.
* It has to be in STATUS_ACTIVE and not a spectator
* @return number of active clients
*/
static uint NetworkCountActiveClients()
{
uint count = 0;
for (const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
if (cs->status != NetworkClientSocket::STATUS_ACTIVE) continue;
if (!Company::IsValidID(cs->GetInfo()->client_playas)) continue;
count++;
}
return count;
}
/**
* Check if the minimum number of active clients has been reached and pause or unpause the game as appropriate
*/
static void CheckMinActiveClients()
{
if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
!_network_dedicated ||
(_settings_client.network.min_active_clients == 0 && (_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) == PM_UNPAUSED)) {
return;
}
CheckPauseHelper(NetworkCountActiveClients() < _settings_client.network.min_active_clients, PM_PAUSED_ACTIVE_CLIENTS);
}
/**
* Checks whether there is a joining client
* @return true iff one client is joining (but not authorizing)
*/
static bool NetworkHasJoiningClient()
{
for (const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
if (cs->status >= NetworkClientSocket::STATUS_AUTHORIZED && cs->status < NetworkClientSocket::STATUS_ACTIVE) return true;
}
return false;
}
/**
* Check whether we should pause on join
*/
static void CheckPauseOnJoin()
{
if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
(!_settings_client.network.pause_on_join && (_pause_mode & PM_PAUSED_JOIN) == PM_UNPAUSED)) {
return;
}
CheckPauseHelper(NetworkHasJoiningClient(), PM_PAUSED_JOIN);
}
/**
* Converts a string to ip/port
* Format: IP:port
*
* connection_string will be re-terminated to separate out the hostname, port will
* be set to the port strings given by the user, inside the memory area originally
* occupied by connection_string.
*/
void ParseConnectionString(const char **port, char *connection_string)
{
bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':'));
for (char *p = connection_string; *p != '\0'; p++) {
switch (*p) {
case '[':
ipv6 = true;
break;
case ']':
ipv6 = false;
break;
case ':':
if (ipv6) break;
*port = p + 1;
*p = '\0';
break;
}
}
}
/**
* Converts a string to ip/port/company
* Format: IP:port#company
*
* connection_string will be re-terminated to separate out the hostname, and company and port will
* be set to the company and port strings given by the user, inside the memory area originally
* occupied by connection_string.
*/
void ParseGameConnectionString(const char **company, const char **port, char *connection_string)
{
bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':'));
for (char *p = connection_string; *p != '\0'; p++) {
switch (*p) {
case '[':
ipv6 = true;
break;
case ']':
ipv6 = false;
break;
case '#':
*company = p + 1;
*p = '\0';
break;
case ':':
if (ipv6) break;
*port = p + 1;
*p = '\0';
break;
}
}
}
/**
* Handle the accepting of a connection to the server.
* @param s The socket of the new connection.
* @param address The address of the peer.
*/
/* static */ void ServerNetworkGameSocketHandler::AcceptConnection(SOCKET s, const NetworkAddress &address)
{
/* Register the login */
_network_clients_connected++;
ServerNetworkGameSocketHandler *cs = new ServerNetworkGameSocketHandler(s);
cs->client_address = address; // Save the IP of the client
InvalidateWindowData(WC_CLIENT_LIST, 0);
}
/**
* Resets the pools used for network clients, and the admin pool if needed.
* @param close_admins Whether the admin pool has to be cleared as well.
*/
static void InitializeNetworkPools(bool close_admins = true)
{
PoolBase::Clean(PT_NCLIENT | (close_admins ? PT_NADMIN : PT_NONE));
}
/**
* Close current connections.
* @param close_admins Whether the admin connections have to be closed as well.
*/
void NetworkClose(bool close_admins)
{
if (_network_server) {
if (close_admins) {
for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::Iterate()) {
as->CloseConnection(true);
}
}
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
cs->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
}
ServerNetworkGameSocketHandler::CloseListeners();
ServerNetworkAdminSocketHandler::CloseListeners();
} else if (MyClient::my_client != nullptr) {
MyClient::SendQuit();
MyClient::my_client->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
}
TCPConnecter::KillAll();
_networking = false;
_network_server = false;
NetworkFreeLocalCommandQueue();
free(_network_company_states);
_network_company_states = nullptr;
InitializeNetworkPools(close_admins);
}
/* Initializes the network (cleans sockets and stuff) */
static void NetworkInitialize(bool close_admins = true)
{
InitializeNetworkPools(close_admins);
NetworkUDPInitialize();
_sync_frame = 0;
_network_first_time = true;
_network_reconnect = 0;
_last_sync_date = 0;
_last_sync_date_fract = 0;
_last_sync_tick_skip_counter = 0;
}
/** Non blocking connection create to query servers */
class TCPQueryConnecter : TCPConnecter {
public:
TCPQueryConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
void OnFailure() override
{
NetworkDisconnect();
}
void OnConnect(SOCKET s) override
{
_networking = true;
new ClientNetworkGameSocketHandler(s);
MyClient::SendCompanyInformationQuery();
}
};
/* Query a server to fetch his game-info
* If game_info is true, only the gameinfo is fetched,
* else only the client_info is fetched */
void NetworkTCPQueryServer(NetworkAddress address)
{
if (!_network_available) return;
NetworkDisconnect();
NetworkInitialize();
new TCPQueryConnecter(address);
}
/* Validates an address entered as a string and adds the server to
* the list. If you use this function, the games will be marked
* as manually added. */
void NetworkAddServer(const char *b)
{
if (*b != '\0') {
const char *port = nullptr;
char host[NETWORK_HOSTNAME_LENGTH];
uint16 rport;
strecpy(host, b, lastof(host));
strecpy(_settings_client.network.connect_to_ip, b, lastof(_settings_client.network.connect_to_ip));
rport = NETWORK_DEFAULT_PORT;
ParseConnectionString(&port, host);
if (port != nullptr) rport = atoi(port);
NetworkUDPQueryServer(NetworkAddress(host, rport), true);
}
}
/**
* Get the addresses to bind to.
* @param addresses the list to write to.
* @param port the port to bind to.
*/
void GetBindAddresses(NetworkAddressList *addresses, uint16 port)
{
for (const auto &iter : _network_bind_list) {
addresses->emplace_back(iter.c_str(), port);
}
/* No address, so bind to everything. */
if (addresses->size() == 0) {
addresses->emplace_back("", port);
}
}
/* Generates the list of manually added hosts from NetworkGameList and
* dumps them into the array _network_host_list. This array is needed
* by the function that generates the config file. */
void NetworkRebuildHostList()
{
_network_host_list.clear();
for (NetworkGameList *item = _network_game_list; item != nullptr; item = item->next) {
if (item->manually) _network_host_list.emplace_back(NetworkAddressDumper().GetAddressAsString(&(item->address), false));
}
}
/** Non blocking connection create to actually connect to servers */
class TCPClientConnecter : TCPConnecter {
public:
TCPClientConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
void OnFailure() override
{
NetworkError(STR_NETWORK_ERROR_NOCONNECTION);
}
void OnConnect(SOCKET s) override
{
_networking = true;
new ClientNetworkGameSocketHandler(s);
IConsoleCmdExec("exec scripts/on_client.scr 0");
NetworkClient_Connected();
}
};
/* Used by clients, to connect to a server */
void NetworkClientConnectGame(const char *hostname, uint16 port, CompanyID join_as, const char *join_server_password, const char *join_company_password)
{
if (!_network_available) return;
if (port == 0) return;
if (!NetworkValidateClientName()) return;
strecpy(_settings_client.network.last_host, hostname, lastof(_settings_client.network.last_host));
_settings_client.network.last_port = port;
_network_join_as = join_as;
_network_join_server_password = join_server_password;
_network_join_company_password = join_company_password;
NetworkDisconnect();
NetworkInitialize();
_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
ShowJoinStatusWindow();
new TCPClientConnecter(NetworkAddress(hostname, port));
}
static void NetworkInitGameInfo()
{
if (StrEmpty(_settings_client.network.server_name)) {
strecpy(_settings_client.network.server_name, "Unnamed Server", lastof(_settings_client.network.server_name));
}
/* The server is a client too */
_network_game_info.clients_on = _network_dedicated ? 0 : 1;
/* There should be always space for the server. */
assert(NetworkClientInfo::CanAllocateItem());
NetworkClientInfo *ci = new NetworkClientInfo(CLIENT_ID_SERVER);
ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : GetDefaultLocalCompany();
strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));
}
/**
* Check whether the client and server name are set, for a dedicated server and if not set them to some default
* value and tell the user to change this as soon as possible.
* If the saved name is the default value, then the user is told to override this value too.
* This is only meant dedicated servers, as for the other servers the GUI ensures a name has been entered.
*/
static void CheckClientAndServerName()
{
static const char *fallback_client_name = "Unnamed Client";
if (StrEmpty(_settings_client.network.client_name) || strcmp(_settings_client.network.client_name, fallback_client_name) == 0) {
DEBUG(net, 0, "No \"client_name\" has been set, using \"%s\" instead. Please set this now using the \"name <new name>\" command.", fallback_client_name);
strecpy(_settings_client.network.client_name, fallback_client_name, lastof(_settings_client.network.client_name));
}
static const char *fallback_server_name = "Unnamed Server";
if (StrEmpty(_settings_client.network.server_name) || strcmp(_settings_client.network.server_name, fallback_server_name) == 0) {
DEBUG(net, 0, "No \"server_name\" has been set, using \"%s\" instead. Please set this now using the \"server_name <new name>\" command.", fallback_server_name);
strecpy(_settings_client.network.server_name, fallback_server_name, lastof(_settings_client.network.server_name));
}
}
bool NetworkServerStart()
{
if (!_network_available) return false;
/* Call the pre-scripts */
IConsoleCmdExec("exec scripts/pre_server.scr 0");
if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
/* Check for the client and server names to be set, but only after the scripts had a chance to set them.*/
if (_network_dedicated) CheckClientAndServerName();
NetworkDisconnect(false, false);
NetworkInitialize(false);
DEBUG(net, 1, "starting listeners for clients");
if (!ServerNetworkGameSocketHandler::Listen(_settings_client.network.server_port)) return false;
/* Only listen for admins when the password isn't empty. */
if (!StrEmpty(_settings_client.network.admin_password)) {
DEBUG(net, 1, "starting listeners for admins");
if (!ServerNetworkAdminSocketHandler::Listen(_settings_client.network.server_admin_port)) return false;
}
/* Try to start UDP-server */
DEBUG(net, 1, "starting listeners for incoming server queries");
NetworkUDPServerListen();
_network_company_states = CallocT<NetworkCompanyState>(MAX_COMPANIES);
_network_server = true;
_networking = true;
_frame_counter = 0;
_frame_counter_server = 0;
_frame_counter_max = 0;
_last_sync_frame = 0;
_network_own_client_id = CLIENT_ID_SERVER;
_network_clients_connected = 0;
_network_company_passworded = 0;
NetworkInitGameInfo();
/* execute server initialization script */
IConsoleCmdExec("exec scripts/on_server.scr 0");
/* if the server is dedicated ... add some other script */
if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
/* Try to register us to the master server */
_network_need_advertise = true;
NetworkUDPAdvertise();
/* welcome possibly still connected admins - this can only happen on a dedicated server. */
if (_network_dedicated) ServerNetworkAdminSocketHandler::WelcomeAll();
return true;
}
/* The server is rebooting...
* The only difference with NetworkDisconnect, is the packets that is sent */
void NetworkReboot()
{
if (_network_server) {
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
cs->SendNewGame();
cs->SendPackets();
}
for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::IterateActive()) {
as->SendNewGame();
as->SendPackets();
}
}
/* For non-dedicated servers we have to kick the admins as we are not
* certain that we will end up in a new network game. */
NetworkClose(!_network_dedicated);
}
/**
* We want to disconnect from the host/clients.
* @param blocking whether to wait till everything has been closed.
* @param close_admins Whether the admin sockets need to be closed as well.
*/
void NetworkDisconnect(bool blocking, bool close_admins)
{
if (_network_server) {
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
cs->SendShutdown();
cs->SendPackets();
}
if (close_admins) {
for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::IterateActive()) {
as->SendShutdown();
as->SendPackets();
}
}
}
if (_settings_client.network.server_advertise) NetworkUDPRemoveAdvertise(blocking);
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
NetworkClose(close_admins);
/* Reinitialize the UDP stack, i.e. close all existing connections. */
NetworkUDPInitialize();
}
/**
* Receives something from the network.
* @return true if everything went fine, false when the connection got closed.
*/
static bool NetworkReceive()
{
if (_network_server) {
ServerNetworkAdminSocketHandler::Receive();
return ServerNetworkGameSocketHandler::Receive();
} else {
return ClientNetworkGameSocketHandler::Receive();
}
}
/* This sends all buffered commands (if possible) */
static void NetworkSend()
{
if (_network_server) {
ServerNetworkAdminSocketHandler::Send();
ServerNetworkGameSocketHandler::Send();
} else {
ClientNetworkGameSocketHandler::Send();
}
}
/**
* We have to do some (simple) background stuff that runs normally,
* even when we are not in multiplayer. For example stuff needed
* for finding servers or downloading content.
*/
void NetworkBackgroundLoop()
{
_network_content_client.SendReceive();
TCPConnecter::CheckCallbacks();
NetworkHTTPSocketHandler::HTTPReceive();
NetworkBackgroundUDPLoop();
}
/* The main loop called from ttd.c
* Here we also have to do StateGameLoop if needed! */
void NetworkGameLoop()
{
if (!_networking) return;
if (!NetworkReceive()) return;
if (_network_server) {
/* Log the sync state to check for in-syncedness of replays. */
if (_date_fract == 0 && _tick_skip_counter == 0) {
/* We don't want to log multiple times if paused. */
static Date last_log;
if (last_log != _date) {
DEBUG(desync, 2, "sync: date{%08x; %02x; %02x}; %08x; %08x", _date, _date_fract, _tick_skip_counter, _random.state[0], _random.state[1]);
last_log = _date;
}
}
#ifdef DEBUG_DUMP_COMMANDS
/* Loading of the debug commands from -ddesync>=1 */
static FILE *f = FioFOpenFile("commands.log", "rb", SAVE_DIR);
static Date next_date = 0;
static uint32 next_date_fract;
static uint8 next_tick_skip_counter;
static std::unique_ptr<CommandPacket> cp;
static bool check_sync_state = false;
static uint32 sync_state[2];
if (f == nullptr && next_date == 0) {
DEBUG(net, 0, "Cannot open commands.log");
next_date = 1;
}
while (f != nullptr && !feof(f)) {
if (_date == next_date && _date_fract == next_date_fract) {
if (cp != nullptr) {
NetworkSendCommand(cp->tile, cp->p1, cp->p2, cp->p3, cp->cmd & ~CMD_FLAGS_MASK, nullptr, cp->text.c_str(), cp->company, cp->binary_length);
DEBUG(net, 0, "injecting: date{%08x; %02x; %02x}; %02x; %06x; %08x; %08x; " OTTD_PRINTFHEX64PAD " %08x; \"%s\" (%x) (%s)", _date, _date_fract, _tick_skip_counter, (int)_current_company, cp->tile, cp->p1, cp->p2, cp->p3, cp->cmd, cp->text.c_str(), cp->binary_length, GetCommandName(cp->cmd));
cp.reset();
}
if (check_sync_state) {
if (sync_state[0] == _random.state[0] && sync_state[1] == _random.state[1]) {
DEBUG(net, 0, "sync check: date{%08x; %02x; %02x}; match", _date, _date_fract, _tick_skip_counter);
} else {
DEBUG(net, 0, "sync check: date{%08x; %02x; %02x}; mismatch expected {%08x, %08x}, got {%08x, %08x}",
_date, _date_fract, _tick_skip_counter, sync_state[0], sync_state[1], _random.state[0], _random.state[1]);
NOT_REACHED();
}
check_sync_state = false;
}
}
if (cp != nullptr || check_sync_state) break;
char buff[4096];
if (fgets(buff, lengthof(buff), f) == nullptr) break;
char *p = buff;
/* Ignore the "[date time] " part of the message */
if (*p == '[') {
p = strchr(p, ']');
if (p == nullptr) break;
p += 2;
}
if (strncmp(p, "cmd: ", 5) == 0
#ifdef DEBUG_FAILED_DUMP_COMMANDS
|| strncmp(p, "cmdf: ", 6) == 0
#endif
) {
p += 5;
if (*p == ' ') p++;
cp.reset(new CommandPacket());
int company;
cp->text.resize(MAX_CMD_TEXT_LENGTH);
static_assert(MAX_CMD_TEXT_LENGTH > 8192);
int ret = sscanf(p, "date{%x; %x; %x}; company: %x; tile: %x (%*u x %*u); p1: %x; p2: %x; p3: " OTTD_PRINTFHEX64 "; cmd: %x; \"%8192[^\"]\"",
&next_date, &next_date_fract, &next_tick_skip_counter, &company, &cp->tile, &cp->p1, &cp->p2, &cp->p3, &cp->cmd, cp->text.data());
/* There are 10 pieces of data to read, however the last is a
* string that might or might not exist. Ignore it if that
* string misses because in 99% of the time it's not used. */
assert(ret == 10 || ret == 9);
cp->company = (CompanyID)company;
cp->binary_length = 0;
} else if (strncmp(p, "join: ", 6) == 0) {
/* Manually insert a pause when joining; this way the client can join at the exact right time. */
int ret = sscanf(p + 6, "date{%x; %x; %x}", &next_date, &next_date_fract, &next_tick_skip_counter);
assert(ret == 3);
DEBUG(net, 0, "injecting pause for join at date{%08x; %02x; %02x}; please join when paused", next_date, next_date_fract, next_tick_skip_counter);
cp.reset(new CommandPacket());
cp->tile = 0;
cp->company = COMPANY_SPECTATOR;
cp->cmd = CMD_PAUSE;
cp->p1 = PM_PAUSED_NORMAL;
cp->p2 = 1;
cp->p3 = 0;
cp->callback = nullptr;
cp->binary_length = 0;
_ddc_fastforward = false;
} else if (strncmp(p, "sync: ", 6) == 0) {
int ret = sscanf(p + 6, "date{%x; %x; %x}; %x; %x", &next_date, &next_date_fract, &next_tick_skip_counter, &sync_state[0], &sync_state[1]);
assert(ret == 5);
check_sync_state = true;
} else if (strncmp(p, "msg: ", 5) == 0 || strncmp(p, "client: ", 8) == 0 ||
strncmp(p, "load: ", 6) == 0 || strncmp(p, "save: ", 6) == 0 ||
strncmp(p, "new_company: ", 13) == 0 || strncmp(p, "new_company_ai: ", 16) == 0 ||
strncmp(p, "buy_company: ", 13) == 0 || strncmp(p, "delete_company: ", 16) == 0) {
/* A message that is not very important to the log playback, but part of the log. */
#ifndef DEBUG_FAILED_DUMP_COMMANDS
} else if (strncmp(p, "cmdf: ", 6) == 0) {
DEBUG(net, 0, "Skipping replay of failed command: %s", p + 6);
#endif
} else {
/* Can't parse a line; what's wrong here? */
DEBUG(net, 0, "trying to parse: %s", p);
NOT_REACHED();
}
}
if (f != nullptr && feof(f)) {
DEBUG(net, 0, "End of commands.log");
fclose(f);
f = nullptr;
}
#endif /* DEBUG_DUMP_COMMANDS */
if (_frame_counter >= _frame_counter_max) {
/* Only check for active clients just before we're going to send out
* the commands so we don't send multiple pause/unpause commands when
* the frame_freq is more than 1 tick. Same with distributing commands. */
CheckPauseOnJoin();
CheckMinActiveClients();
NetworkDistributeCommands();
}
bool send_frame = false;
/* We first increase the _frame_counter */
_frame_counter++;
/* Update max-frame-counter */
if (_frame_counter > _frame_counter_max) {
_frame_counter_max = _frame_counter + _settings_client.network.frame_freq;
send_frame = true;
}
NetworkExecuteLocalCommandQueue();
/* Then we make the frame */
StateGameLoop();
_sync_seed_1 = _random.state[0];
#ifdef NETWORK_SEND_DOUBLE_SEED
_sync_seed_2 = _random.state[1];
#endif
_sync_state_checksum = _state_checksum.state;
NetworkServer_Tick(send_frame);
} else {
/* Client */
/* Make sure we are at the frame were the server is (quick-frames) */
if (_frame_counter_server > _frame_counter) {
/* Run a number of frames; when things go bad, get out. */
while (_frame_counter_server > _frame_counter) {
if (!ClientNetworkGameSocketHandler::GameLoop()) return;
}
} else {
/* Else, keep on going till _frame_counter_max */
if (_frame_counter_max > _frame_counter) {
/* Run one frame; if things went bad, get out. */
if (!ClientNetworkGameSocketHandler::GameLoop()) return;
}
}
}
NetworkSend();
}
static void NetworkGenerateServerId()
{
Md5 checksum;
uint8 digest[16];
char hex_output[16 * 2 + 1];
char coding_string[NETWORK_NAME_LENGTH];
int di;
seprintf(coding_string, lastof(coding_string), "%d%s", (uint)Random(), "OpenTTD Server ID");
/* Generate the MD5 hash */
checksum.Append((const uint8*)coding_string, strlen(coding_string));
checksum.Finish(digest);
for (di = 0; di < 16; ++di) {
seprintf(hex_output + di * 2, lastof(hex_output), "%02x", digest[di]);
}
/* _settings_client.network.network_id is our id */
seprintf(_settings_client.network.network_id, lastof(_settings_client.network.network_id), "%s", hex_output);
}
void NetworkStartDebugLog(const char *hostname, uint16 port)
{
extern SOCKET _debug_socket; // Comes from debug.c
DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", hostname, port);
NetworkAddress address(hostname, port);
SOCKET s = address.Connect();
if (s == INVALID_SOCKET) {
DEBUG(net, 0, "Failed to open socket for redirection DEBUG()");
return;
}
_debug_socket = s;
DEBUG(net, 0, "DEBUG() is now redirected");
}
/** This tries to launch the network for a given OS */
void NetworkStartUp()
{
DEBUG(net, 3, "[core] starting network...");
/* Network is available */
_network_available = NetworkCoreInitialize();
_network_dedicated = false;
_network_need_advertise = true;
/* Generate an server id when there is none yet */
if (StrEmpty(_settings_client.network.network_id)) NetworkGenerateServerId();
memset(&_network_game_info, 0, sizeof(_network_game_info));
NetworkInitialize();
DEBUG(net, 3, "[core] network online, multiplayer available");
NetworkFindBroadcastIPs(&_broadcast_list);
}
/** This shuts the network down */
void NetworkShutDown()
{
NetworkDisconnect(true);
NetworkUDPClose();
DEBUG(net, 3, "[core] shutting down network");
_network_available = false;
NetworkCoreShutdown();
}
/**
* Checks whether the given version string is compatible with our version.
* @param other the version string to compare to
*/
bool IsNetworkCompatibleVersion(const char *other, bool extended)
{
return strncmp(_openttd_revision, other, (extended ? NETWORK_LONG_REVISION_LENGTH : NETWORK_REVISION_LENGTH) - 1) == 0;
}
#ifdef __EMSCRIPTEN__
extern "C" {
void CDECL em_openttd_add_server(const char *host, int port)
{
NetworkUDPQueryServer(NetworkAddress(host, port), true);
}
}
#endif