1113 lines
		
	
	
		
			35 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1113 lines
		
	
	
		
			35 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /* $Id$ */
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| 
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| /*
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|  * This file is part of OpenTTD.
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|  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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|  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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|  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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|  */
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| 
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| /** @file network.cpp Base functions for networking support. */
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| 
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| #include "../stdafx.h"
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| 
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| #ifdef ENABLE_NETWORK
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| 
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| #include "../strings_func.h"
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| #include "../command_func.h"
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| #include "../date_func.h"
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| #include "network_admin.h"
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| #include "network_client.h"
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| #include "network_server.h"
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| #include "network_content.h"
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| #include "network_udp.h"
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| #include "network_gamelist.h"
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| #include "network_base.h"
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| #include "core/udp.h"
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| #include "core/host.h"
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| #include "network_gui.h"
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| #include "../console_func.h"
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| #include "../3rdparty/md5/md5.h"
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| #include "../core/random_func.hpp"
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| #include "../window_func.h"
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| #include "../company_func.h"
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| #include "../company_base.h"
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| #include "../landscape_type.h"
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| #include "../rev.h"
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| #include "../core/pool_func.hpp"
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| #include "../gfx_func.h"
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| #include "../error.h"
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| 
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| #include "../safeguards.h"
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| 
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| #ifdef DEBUG_DUMP_COMMANDS
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| #include "../fileio_func.h"
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| /** When running the server till the wait point, run as fast as we can! */
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| bool _ddc_fastforward = true;
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| #endif /* DEBUG_DUMP_COMMANDS */
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| 
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| /** Make sure both pools have the same size. */
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| assert_compile(NetworkClientInfoPool::MAX_SIZE == NetworkClientSocketPool::MAX_SIZE);
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| 
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| /** The pool with client information. */
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| NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo");
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| INSTANTIATE_POOL_METHODS(NetworkClientInfo)
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| 
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| bool _networking;         ///< are we in networking mode?
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| bool _network_server;     ///< network-server is active
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| bool _network_available;  ///< is network mode available?
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| bool _network_dedicated;  ///< are we a dedicated server?
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| bool _is_network_server;  ///< Does this client wants to be a network-server?
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| NetworkServerGameInfo _network_game_info; ///< Information about our game.
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| NetworkCompanyState *_network_company_states = NULL; ///< Statistics about some companies.
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| ClientID _network_own_client_id;      ///< Our client identifier.
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| ClientID _redirect_console_to_client; ///< If not invalid, redirect the console output to a client.
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| bool _network_need_advertise;         ///< Whether we need to advertise.
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| uint8 _network_reconnect;             ///< Reconnect timeout
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| StringList _network_bind_list;        ///< The addresses to bind on.
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| StringList _network_host_list;        ///< The servers we know.
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| StringList _network_ban_list;         ///< The banned clients.
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| uint32 _frame_counter_server;         ///< The frame_counter of the server, if in network-mode
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| uint32 _frame_counter_max;            ///< To where we may go with our clients
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| uint32 _frame_counter;                ///< The current frame.
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| uint32 _last_sync_frame;              ///< Used in the server to store the last time a sync packet was sent to clients.
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| NetworkAddressList _broadcast_list;   ///< List of broadcast addresses.
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| uint32 _sync_seed_1;                  ///< Seed to compare during sync checks.
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| #ifdef NETWORK_SEND_DOUBLE_SEED
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| uint32 _sync_seed_2;                  ///< Second part of the seed.
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| #endif
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| uint32 _sync_frame;                   ///< The frame to perform the sync check.
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| bool _network_first_time;             ///< Whether we have finished joining or not.
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| bool _network_udp_server;             ///< Is the UDP server started?
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| uint16 _network_udp_broadcast;        ///< Timeout for the UDP broadcasts.
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| uint8 _network_advertise_retries;     ///< The number of advertisement retries we did.
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| CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.
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| 
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| /* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
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| assert_compile((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
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| assert_compile((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH);
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| 
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| extern NetworkUDPSocketHandler *_udp_client_socket; ///< udp client socket
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| extern NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket
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| extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket
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| 
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| /** The amount of clients connected */
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| byte _network_clients_connected = 0;
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| 
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| /* Some externs / forwards */
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| extern void StateGameLoop();
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| 
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| /**
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|  * Return whether there is any client connected or trying to connect at all.
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|  * @return whether we have any client activity
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|  */
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| bool HasClients()
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| {
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| 	NetworkClientSocket *cs;
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| 	FOR_ALL_CLIENT_SOCKETS(cs) return true;
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| 
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| 	return false;
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| }
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| 
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| /**
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|  * Basically a client is leaving us right now.
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|  */
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| NetworkClientInfo::~NetworkClientInfo()
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| {
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| 	/* Delete the chat window, if you were chatting with this client. */
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| 	InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_CLIENT, this->client_id);
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| }
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| 
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| /**
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|  * Return the CI given it's client-identifier
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|  * @param client_id the ClientID to search for
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|  * @return return a pointer to the corresponding NetworkClientInfo struct or NULL when not found
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|  */
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| /* static */ NetworkClientInfo *NetworkClientInfo::GetByClientID(ClientID client_id)
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| {
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| 	NetworkClientInfo *ci;
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| 
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| 	FOR_ALL_CLIENT_INFOS(ci) {
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| 		if (ci->client_id == client_id) return ci;
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| 	}
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| 
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| 	return NULL;
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| }
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| 
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| /**
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|  * Return the client state given it's client-identifier
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|  * @param client_id the ClientID to search for
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|  * @return return a pointer to the corresponding NetworkClientSocket struct or NULL when not found
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|  */
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| /* static */ ServerNetworkGameSocketHandler *ServerNetworkGameSocketHandler::GetByClientID(ClientID client_id)
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| {
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| 	NetworkClientSocket *cs;
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| 
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| 	FOR_ALL_CLIENT_SOCKETS(cs) {
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| 		if (cs->client_id == client_id) return cs;
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| 	}
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| 
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| 	return NULL;
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| }
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| 
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| byte NetworkSpectatorCount()
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| {
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| 	const NetworkClientInfo *ci;
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| 	byte count = 0;
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| 
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| 	FOR_ALL_CLIENT_INFOS(ci) {
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| 		if (ci->client_playas == COMPANY_SPECTATOR) count++;
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| 	}
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| 
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| 	/* Don't count a dedicated server as spectator */
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| 	if (_network_dedicated) count--;
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| 
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| 	return count;
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| }
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| 
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| /**
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|  * Change the company password of a given company.
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|  * @param company_id ID of the company the password should be changed for.
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|  * @param password The unhashed password we like to set ('*' or '' resets the password)
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|  * @return The password.
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|  */
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| const char *NetworkChangeCompanyPassword(CompanyID company_id, const char *password)
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| {
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| 	if (strcmp(password, "*") == 0) password = "";
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| 
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| 	if (_network_server) {
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| 		NetworkServerSetCompanyPassword(company_id, password, false);
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| 	} else {
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| 		NetworkClientSetCompanyPassword(password);
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| 	}
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| 
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| 	return password;
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| }
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| 
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| /**
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|  * Hash the given password using server ID and game seed.
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|  * @param password Password to hash.
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|  * @param password_server_id Server ID.
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|  * @param password_game_seed Game seed.
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|  * @return The hashed password.
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|  */
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| const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed)
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| {
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| 	if (StrEmpty(password)) return password;
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| 
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| 	char salted_password[NETWORK_SERVER_ID_LENGTH];
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| 
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| 	memset(salted_password, 0, sizeof(salted_password));
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| 	seprintf(salted_password, lastof(salted_password), "%s", password);
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| 	/* Add the game seed and the server's ID as the salt. */
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| 	for (uint i = 0; i < NETWORK_SERVER_ID_LENGTH - 1; i++) {
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| 		salted_password[i] ^= password_server_id[i] ^ (password_game_seed >> (i % 32));
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| 	}
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| 
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| 	Md5 checksum;
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| 	uint8 digest[16];
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| 	static char hashed_password[NETWORK_SERVER_ID_LENGTH];
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| 
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| 	/* Generate the MD5 hash */
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| 	checksum.Append(salted_password, sizeof(salted_password) - 1);
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| 	checksum.Finish(digest);
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| 
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| 	for (int di = 0; di < 16; di++) seprintf(hashed_password + di * 2, lastof(hashed_password), "%02x", digest[di]);
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| 
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| 	return hashed_password;
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| }
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| 
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| /**
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|  * Check if the company we want to join requires a password.
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|  * @param company_id id of the company we want to check the 'passworded' flag for.
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|  * @return true if the company requires a password.
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|  */
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| bool NetworkCompanyIsPassworded(CompanyID company_id)
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| {
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| 	return HasBit(_network_company_passworded, company_id);
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| }
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| 
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| /* This puts a text-message to the console, or in the future, the chat-box,
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|  *  (to keep it all a bit more general)
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|  * If 'self_send' is true, this is the client who is sending the message */
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| void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const char *name, const char *str, int64 data)
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| {
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| 	StringID strid;
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| 	switch (action) {
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| 		case NETWORK_ACTION_SERVER_MESSAGE:
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| 			/* Ignore invalid messages */
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| 			strid = STR_NETWORK_SERVER_MESSAGE;
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| 			colour = CC_DEFAULT;
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| 			break;
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| 		case NETWORK_ACTION_COMPANY_SPECTATOR:
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| 			colour = CC_DEFAULT;
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| 			strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE;
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| 			break;
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| 		case NETWORK_ACTION_COMPANY_JOIN:
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| 			colour = CC_DEFAULT;
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| 			strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN;
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| 			break;
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| 		case NETWORK_ACTION_COMPANY_NEW:
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| 			colour = CC_DEFAULT;
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| 			strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW;
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| 			break;
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| 		case NETWORK_ACTION_JOIN:
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| 			/* Show the Client ID for the server but not for the client. */
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| 			strid = _network_server ? STR_NETWORK_MESSAGE_CLIENT_JOINED_ID :  STR_NETWORK_MESSAGE_CLIENT_JOINED;
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| 			break;
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| 		case NETWORK_ACTION_LEAVE:          strid = STR_NETWORK_MESSAGE_CLIENT_LEFT; break;
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| 		case NETWORK_ACTION_NAME_CHANGE:    strid = STR_NETWORK_MESSAGE_NAME_CHANGE; break;
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| 		case NETWORK_ACTION_GIVE_MONEY:     strid = self_send ? STR_NETWORK_MESSAGE_GAVE_MONEY_AWAY : STR_NETWORK_MESSAGE_GIVE_MONEY;   break;
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| 		case NETWORK_ACTION_CHAT_COMPANY:   strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY; break;
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| 		case NETWORK_ACTION_CHAT_CLIENT:    strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT  : STR_NETWORK_CHAT_CLIENT;  break;
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| 		default:                            strid = STR_NETWORK_CHAT_ALL; break;
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| 	}
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| 
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| 	char message[1024];
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| 	SetDParamStr(0, name);
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| 	SetDParamStr(1, str);
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| 	SetDParam(2, data);
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| 
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| 	/* All of these strings start with "***". These characters are interpreted as both left-to-right and
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| 	 * right-to-left characters depending on the context. As the next text might be an user's name, the
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| 	 * user name's characters will influence the direction of the "***" instead of the language setting
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| 	 * of the game. Manually set the direction of the "***" by inserting a text-direction marker. */
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| 	char *msg_ptr = message + Utf8Encode(message, _current_text_dir == TD_LTR ? CHAR_TD_LRM : CHAR_TD_RLM);
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| 	GetString(msg_ptr, strid, lastof(message));
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| 
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| 	DEBUG(desync, 1, "msg: %08x; %02x; %s", _date, _date_fract, message);
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| 	IConsolePrintF(colour, "%s", message);
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| 	NetworkAddChatMessage((TextColour)colour, _settings_client.gui.network_chat_timeout, "%s", message);
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| }
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| 
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| /* Calculate the frame-lag of a client */
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| uint NetworkCalculateLag(const NetworkClientSocket *cs)
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| {
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| 	int lag = cs->last_frame_server - cs->last_frame;
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| 	/* This client has missed his ACK packet after 1 DAY_TICKS..
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| 	 *  so we increase his lag for every frame that passes!
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| 	 * The packet can be out by a max of _net_frame_freq */
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| 	if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter) {
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| 		lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq);
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| 	}
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| 	return lag;
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| }
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| 
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| 
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| /* There was a non-recoverable error, drop back to the main menu with a nice
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|  *  error */
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| void NetworkError(StringID error_string)
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| {
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| 	_switch_mode = SM_MENU;
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| 	ShowErrorMessage(error_string, INVALID_STRING_ID, WL_CRITICAL);
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| }
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| 
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| /**
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|  * Retrieve the string id of an internal error number
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|  * @param err NetworkErrorCode
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|  * @return the StringID
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|  */
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| StringID GetNetworkErrorMsg(NetworkErrorCode err)
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| {
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| 	/* List of possible network errors, used by
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| 	 * PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
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| 	static const StringID network_error_strings[] = {
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| 		STR_NETWORK_ERROR_CLIENT_GENERAL,
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| 		STR_NETWORK_ERROR_CLIENT_DESYNC,
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| 		STR_NETWORK_ERROR_CLIENT_SAVEGAME,
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| 		STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST,
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| 		STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR,
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| 		STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH,
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| 		STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED,
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| 		STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED,
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| 		STR_NETWORK_ERROR_CLIENT_WRONG_REVISION,
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| 		STR_NETWORK_ERROR_CLIENT_NAME_IN_USE,
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| 		STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD,
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| 		STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH,
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| 		STR_NETWORK_ERROR_CLIENT_KICKED,
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| 		STR_NETWORK_ERROR_CLIENT_CHEATER,
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| 		STR_NETWORK_ERROR_CLIENT_SERVER_FULL,
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| 		STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS,
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| 		STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD,
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| 		STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER,
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| 		STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP,
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| 		STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN,
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| 	};
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| 	assert_compile(lengthof(network_error_strings) == NETWORK_ERROR_END);
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| 
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| 	if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
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| 
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| 	return network_error_strings[err];
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| }
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| 
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| /**
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|  * Handle the pause mode change so we send the right messages to the chat.
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|  * @param prev_mode The previous pause mode.
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|  * @param changed_mode The pause mode that got changed.
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|  */
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| void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
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| {
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| 	if (!_networking) return;
 | |
| 
 | |
| 	switch (changed_mode) {
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| 		case PM_PAUSED_NORMAL:
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| 		case PM_PAUSED_JOIN:
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| 		case PM_PAUSED_GAME_SCRIPT:
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| 		case PM_PAUSED_ACTIVE_CLIENTS: {
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| 			bool changed = ((_pause_mode == PM_UNPAUSED) != (prev_mode == PM_UNPAUSED));
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| 			bool paused = (_pause_mode != PM_UNPAUSED);
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| 			if (!paused && !changed) return;
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| 
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| 			StringID str;
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| 			if (!changed) {
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| 				int i = -1;
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| 
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| 				if ((_pause_mode & PM_PAUSED_NORMAL) != PM_UNPAUSED)         SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL);
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| 				if ((_pause_mode & PM_PAUSED_JOIN) != PM_UNPAUSED)           SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS);
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| 				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);
 | |
| 				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;
 | |
| 					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, NULL, 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()
 | |
| {
 | |
| 	const NetworkClientSocket *cs;
 | |
| 	uint count = 0;
 | |
| 
 | |
| 	FOR_ALL_CLIENT_SOCKETS(cs) {
 | |
| 		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()
 | |
| {
 | |
| 	const NetworkClientSocket *cs;
 | |
| 	FOR_ALL_CLIENT_SOCKETS(cs) {
 | |
| 		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/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 ParseConnectionString(const char **company, const char **port, char *connection_string)
 | |
| {
 | |
| 	bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':'));
 | |
| 	char *p;
 | |
| 	for (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++;
 | |
| 
 | |
| 	SetWindowDirty(WC_CLIENT_LIST, 0);
 | |
| 	ServerNetworkGameSocketHandler *cs = new ServerNetworkGameSocketHandler(s);
 | |
| 	cs->client_address = address; // Save the IP of the client
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * 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) {
 | |
| 			ServerNetworkAdminSocketHandler *as;
 | |
| 			FOR_ALL_ADMIN_SOCKETS(as) {
 | |
| 				as->CloseConnection(true);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		NetworkClientSocket *cs;
 | |
| 		FOR_ALL_CLIENT_SOCKETS(cs) {
 | |
| 			cs->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
 | |
| 		}
 | |
| 		ServerNetworkGameSocketHandler::CloseListeners();
 | |
| 		ServerNetworkAdminSocketHandler::CloseListeners();
 | |
| 	} else if (MyClient::my_client != NULL) {
 | |
| 		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 = NULL;
 | |
| 
 | |
| 	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;
 | |
| }
 | |
| 
 | |
| /** Non blocking connection create to query servers */
 | |
| class TCPQueryConnecter : TCPConnecter {
 | |
| public:
 | |
| 	TCPQueryConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
 | |
| 
 | |
| 	virtual void OnFailure()
 | |
| 	{
 | |
| 		NetworkDisconnect();
 | |
| 	}
 | |
| 
 | |
| 	virtual void OnConnect(SOCKET s)
 | |
| 	{
 | |
| 		_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 = NULL;
 | |
| 		const char *company = NULL;
 | |
| 		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(&company, &port, host);
 | |
| 		if (port != NULL) 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 (char **iter = _network_bind_list.Begin(); iter != _network_bind_list.End(); iter++) {
 | |
| 		*addresses->Append() = NetworkAddress(*iter, port);
 | |
| 	}
 | |
| 
 | |
| 	/* No address, so bind to everything. */
 | |
| 	if (addresses->Length() == 0) {
 | |
| 		*addresses->Append() = NetworkAddress("", 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 != NULL; item = item->next) {
 | |
| 		if (item->manually) *_network_host_list.Append() = stredup(item->address.GetAddressAsString(false));
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /** Non blocking connection create to actually connect to servers */
 | |
| class TCPClientConnecter : TCPConnecter {
 | |
| public:
 | |
| 	TCPClientConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
 | |
| 
 | |
| 	virtual void OnFailure()
 | |
| 	{
 | |
| 		NetworkError(STR_NETWORK_ERROR_NOCONNECTION);
 | |
| 	}
 | |
| 
 | |
| 	virtual void OnConnect(SOCKET s)
 | |
| 	{
 | |
| 		_networking = true;
 | |
| 		new ClientNetworkGameSocketHandler(s);
 | |
| 		IConsoleCmdExec("exec scripts/on_client.scr 0");
 | |
| 		NetworkClient_Connected();
 | |
| 	}
 | |
| };
 | |
| 
 | |
| 
 | |
| /* Used by clients, to connect to a server */
 | |
| void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as, const char *join_server_password, const char *join_company_password)
 | |
| {
 | |
| 	if (!_network_available) return;
 | |
| 
 | |
| 	if (address.GetPort() == 0) return;
 | |
| 
 | |
| 	strecpy(_settings_client.network.last_host, address.GetHostname(), lastof(_settings_client.network.last_host));
 | |
| 	_settings_client.network.last_port = address.GetPort();
 | |
| 	_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(address);
 | |
| }
 | |
| 
 | |
| static void NetworkInitGameInfo()
 | |
| {
 | |
| 	if (StrEmpty(_settings_client.network.server_name)) {
 | |
| 		seprintf(_settings_client.network.server_name, lastof(_settings_client.network.server_name), "Unnamed Server");
 | |
| 	}
 | |
| 
 | |
| 	/* 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 : COMPANY_FIRST;
 | |
| 
 | |
| 	strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_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");
 | |
| 
 | |
| 	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");
 | |
| 	_network_udp_server = _udp_server_socket->Listen();
 | |
| 
 | |
| 	_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) {
 | |
| 		NetworkClientSocket *cs;
 | |
| 		FOR_ALL_CLIENT_SOCKETS(cs) {
 | |
| 			cs->SendNewGame();
 | |
| 			cs->SendPackets();
 | |
| 		}
 | |
| 
 | |
| 		ServerNetworkAdminSocketHandler *as;
 | |
| 		FOR_ALL_ACTIVE_ADMIN_SOCKETS(as) {
 | |
| 			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) {
 | |
| 		NetworkClientSocket *cs;
 | |
| 		FOR_ALL_CLIENT_SOCKETS(cs) {
 | |
| 			cs->SendShutdown();
 | |
| 			cs->SendPackets();
 | |
| 		}
 | |
| 
 | |
| 		if (close_admins) {
 | |
| 			ServerNetworkAdminSocketHandler *as;
 | |
| 			FOR_ALL_ACTIVE_ADMIN_SOCKETS(as) {
 | |
| 				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) {
 | |
| 			/* We don't want to log multiple times if paused. */
 | |
| 			static Date last_log;
 | |
| 			if (last_log != _date) {
 | |
| 				DEBUG(desync, 1, "sync: %08x; %02x; %08x; %08x", _date, _date_fract, _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 CommandPacket *cp = NULL;
 | |
| 		static bool check_sync_state = false;
 | |
| 		static uint32 sync_state[2];
 | |
| 		if (f == NULL && next_date == 0) {
 | |
| 			DEBUG(net, 0, "Cannot open commands.log");
 | |
| 			next_date = 1;
 | |
| 		}
 | |
| 
 | |
| 		while (f != NULL && !feof(f)) {
 | |
| 			if (_date == next_date && _date_fract == next_date_fract) {
 | |
| 				if (cp != NULL) {
 | |
| 					NetworkSendCommand(cp->tile, cp->p1, cp->p2, cp->cmd & ~CMD_FLAGS_MASK, NULL, cp->text, cp->company);
 | |
| 					DEBUG(net, 0, "injecting: %08x; %02x; %02x; %06x; %08x; %08x; %08x; \"%s\" (%s)", _date, _date_fract, (int)_current_company, cp->tile, cp->p1, cp->p2, cp->cmd, cp->text, GetCommandName(cp->cmd));
 | |
| 					free(cp);
 | |
| 					cp = NULL;
 | |
| 				}
 | |
| 				if (check_sync_state) {
 | |
| 					if (sync_state[0] == _random.state[0] && sync_state[1] == _random.state[1]) {
 | |
| 						DEBUG(net, 0, "sync check: %08x; %02x; match", _date, _date_fract);
 | |
| 					} else {
 | |
| 						DEBUG(net, 0, "sync check: %08x; %02x; mismatch expected {%08x, %08x}, got {%08x, %08x}",
 | |
| 									_date, _date_fract, sync_state[0], sync_state[1], _random.state[0], _random.state[1]);
 | |
| 						NOT_REACHED();
 | |
| 					}
 | |
| 					check_sync_state = false;
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			if (cp != NULL || check_sync_state) break;
 | |
| 
 | |
| 			char buff[4096];
 | |
| 			if (fgets(buff, lengthof(buff), f) == NULL) break;
 | |
| 
 | |
| 			char *p = buff;
 | |
| 			/* Ignore the "[date time] " part of the message */
 | |
| 			if (*p == '[') {
 | |
| 				p = strchr(p, ']');
 | |
| 				if (p == NULL) 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 = CallocT<CommandPacket>(1);
 | |
| 				int company;
 | |
| 				int ret = sscanf(p, "%x; %x; %x; %x; %x; %x; %x; \"%[^\"]\"", &next_date, &next_date_fract, &company, &cp->tile, &cp->p1, &cp->p2, &cp->cmd, cp->text);
 | |
| 				/* There are 8 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 == 8 || ret == 7);
 | |
| 				cp->company = (CompanyID)company;
 | |
| 			} 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, "%x; %x", &next_date, &next_date_fract);
 | |
| 				assert(ret == 2);
 | |
| 				DEBUG(net, 0, "injecting pause for join at %08x:%02x; please join when paused", next_date, next_date_fract);
 | |
| 				cp = CallocT<CommandPacket>(1);
 | |
| 				cp->company = COMPANY_SPECTATOR;
 | |
| 				cp->cmd = CMD_PAUSE;
 | |
| 				cp->p1 = PM_PAUSED_NORMAL;
 | |
| 				cp->p2 = 1;
 | |
| 				_ddc_fastforward = false;
 | |
| 			} else if (strncmp(p, "sync: ", 6) == 0) {
 | |
| 				int ret = sscanf(p + 6, "%x; %x; %x; %x", &next_date, &next_date_fract, &sync_state[0], &sync_state[1]);
 | |
| 				assert(ret == 4);
 | |
| 				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) {
 | |
| 				/* 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 != NULL && feof(f)) {
 | |
| 			DEBUG(net, 0, "End of commands.log");
 | |
| 			fclose(f);
 | |
| 			f = NULL;
 | |
| 		}
 | |
| #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
 | |
| 
 | |
| 		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(NetworkAddress address)
 | |
| {
 | |
| 	extern SOCKET _debug_socket;  // Comes from debug.c
 | |
| 
 | |
| 	DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", address.GetHostname(), address.GetPort());
 | |
| 
 | |
| 	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;
 | |
| 	_network_advertise_retries = 0;
 | |
| 
 | |
| 	/* 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)
 | |
| {
 | |
| 	return strncmp(_openttd_revision, other, NETWORK_REVISION_LENGTH - 1) == 0;
 | |
| }
 | |
| 
 | |
| #endif /* ENABLE_NETWORK */
 | 
