OpenTTD Source  1.11.0-beta2
network_client.cpp
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1 /*
2  * This file is part of OpenTTD.
3  * 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.
4  * 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.
5  * 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/>.
6  */
7 
10 #include "../stdafx.h"
11 #include "network_gui.h"
12 #include "../saveload/saveload.h"
13 #include "../saveload/saveload_filter.h"
14 #include "../command_func.h"
15 #include "../console_func.h"
16 #include "../strings_func.h"
17 #include "../window_func.h"
18 #include "../company_func.h"
19 #include "../company_base.h"
20 #include "../company_gui.h"
21 #include "../core/random_func.hpp"
22 #include "../date_func.h"
23 #include "../gfx_func.h"
24 #include "../error.h"
25 #include "../rev.h"
26 #include "network.h"
27 #include "network_base.h"
28 #include "network_client.h"
29 #include "../core/backup_type.hpp"
30 #include "../thread.h"
31 
32 #include "table/strings.h"
33 
34 #include "../safeguards.h"
35 
36 /* This file handles all the client-commands */
37 
38 
41  static const size_t CHUNK = 32 * 1024;
42 
43  std::vector<byte *> blocks;
44  byte *buf;
45  byte *bufe;
46  byte **block;
47  size_t written_bytes;
48  size_t read_bytes;
49 
51  PacketReader() : LoadFilter(nullptr), buf(nullptr), bufe(nullptr), block(nullptr), written_bytes(0), read_bytes(0)
52  {
53  }
54 
55  ~PacketReader() override
56  {
57  for (auto p : this->blocks) {
58  free(p);
59  }
60  }
61 
66  void AddPacket(const Packet *p)
67  {
68  assert(this->read_bytes == 0);
69 
70  size_t in_packet = p->size - p->pos;
71  size_t to_write = std::min<size_t>(this->bufe - this->buf, in_packet);
72  const byte *pbuf = p->buffer + p->pos;
73 
74  this->written_bytes += in_packet;
75  if (to_write != 0) {
76  memcpy(this->buf, pbuf, to_write);
77  this->buf += to_write;
78  }
79 
80  /* Did everything fit in the current chunk, then we're done. */
81  if (to_write == in_packet) return;
82 
83  /* Allocate a new chunk and add the remaining data. */
84  pbuf += to_write;
85  to_write = in_packet - to_write;
86  this->blocks.push_back(this->buf = CallocT<byte>(CHUNK));
87  this->bufe = this->buf + CHUNK;
88 
89  memcpy(this->buf, pbuf, to_write);
90  this->buf += to_write;
91  }
92 
93  size_t Read(byte *rbuf, size_t size) override
94  {
95  /* Limit the amount to read to whatever we still have. */
96  size_t ret_size = size = std::min(this->written_bytes - this->read_bytes, size);
97  this->read_bytes += ret_size;
98  const byte *rbufe = rbuf + ret_size;
99 
100  while (rbuf != rbufe) {
101  if (this->buf == this->bufe) {
102  this->buf = *this->block++;
103  this->bufe = this->buf + CHUNK;
104  }
105 
106  size_t to_write = std::min(this->bufe - this->buf, rbufe - rbuf);
107  memcpy(rbuf, this->buf, to_write);
108  rbuf += to_write;
109  this->buf += to_write;
110  }
111 
112  return ret_size;
113  }
114 
115  void Reset() override
116  {
117  this->read_bytes = 0;
118 
119  this->block = this->blocks.data();
120  this->buf = *this->block++;
121  this->bufe = this->buf + CHUNK;
122  }
123 };
124 
125 
130 {
132  if (!_networking) return;
133 
134  const char *filename = "netsave.sav";
135  DEBUG(net, 0, "Client: Performing emergency save (%s)", filename);
136  SaveOrLoad(filename, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false);
137 }
138 
139 
144 ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s), savegame(nullptr), status(STATUS_INACTIVE)
145 {
148 }
149 
152 {
155 
156  delete this->savegame;
157 }
158 
160 {
161  assert(status != NETWORK_RECV_STATUS_OKAY);
162  /*
163  * Sending a message just before leaving the game calls cs->SendPackets.
164  * This might invoke this function, which means that when we close the
165  * connection after cs->SendPackets we will close an already closed
166  * connection. This handles that case gracefully without having to make
167  * that code any more complex or more aware of the validity of the socket.
168  */
169  if (this->sock == INVALID_SOCKET) return status;
170 
171  DEBUG(net, 1, "Closed client connection %d", this->client_id);
172 
173  this->SendPackets(true);
174 
175  /* Wait a number of ticks so our leave message can reach the server.
176  * This is especially needed for Windows servers as they seem to get
177  * the "socket is closed" message before receiving our leave message,
178  * which would trigger the server to close the connection as well. */
180 
181  delete this->GetInfo();
182  delete this;
183 
184  return status;
185 }
186 
192 {
193  /* First, send a CLIENT_ERROR to the server, so he knows we are
194  * disconnection (and why!) */
195  NetworkErrorCode errorno;
196 
197  /* We just want to close the connection.. */
198  if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
200  this->CloseConnection(res);
201  _networking = false;
202 
204  return;
205  }
206 
207  switch (res) {
208  case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
209  case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
210  case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
211  default: errorno = NETWORK_ERROR_GENERAL; break;
212  }
213 
216  /* This means the server closed the connection. Emergency save is
217  * already created if this was appropriate during handling of the
218  * disconnect. */
219  this->CloseConnection(res);
220  } else {
221  /* This means we as client made a boo-boo. */
222  SendError(errorno);
223 
224  /* Close connection before we make an emergency save, as the save can
225  * take a bit of time; better that the server doesn't stall while we
226  * are doing the save, and already disconnects us. */
227  this->CloseConnection(res);
229  }
230 
232  _networking = false;
233 }
234 
235 
242 {
243  if (my_client->CanSendReceive()) {
245  if (res != NETWORK_RECV_STATUS_OKAY) {
246  /* The client made an error of which we can not recover.
247  * Close the connection and drop back to the main menu. */
248  my_client->ClientError(res);
249  return false;
250  }
251  }
252  return _networking;
253 }
254 
257 {
260 }
261 
267 {
268  _frame_counter++;
269 
271 
272  extern void StateGameLoop();
273  StateGameLoop();
274 
275  /* Check if we are in sync! */
276  if (_sync_frame != 0) {
277  if (_sync_frame == _frame_counter) {
278 #ifdef NETWORK_SEND_DOUBLE_SEED
279  if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
280 #else
281  if (_sync_seed_1 != _random.state[0]) {
282 #endif
283  NetworkError(STR_NETWORK_ERROR_DESYNC);
284  DEBUG(desync, 1, "sync_err: %08x; %02x", _date, _date_fract);
285  DEBUG(net, 0, "Sync error detected!");
287  return false;
288  }
289 
290  /* If this is the first time we have a sync-frame, we
291  * need to let the server know that we are ready and at the same
292  * frame as he is.. so we can start playing! */
293  if (_network_first_time) {
294  _network_first_time = false;
295  SendAck();
296  }
297 
298  _sync_frame = 0;
299  } else if (_sync_frame < _frame_counter) {
300  DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
301  _sync_frame = 0;
302  }
303  }
304 
305  return true;
306 }
307 
308 
311 
313 static uint32 last_ack_frame;
314 
316 static uint32 _password_game_seed;
319 
324 
327 
329 const char *_network_join_server_password = nullptr;
331 const char *_network_join_company_password = nullptr;
332 
334 static_assert(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
335 
336 /***********
337  * Sending functions
338  * DEF_CLIENT_SEND_COMMAND has no parameters
339  ************/
340 
343 {
345  _network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
347 
349  my_client->SendPacket(p);
351 }
352 
355 {
357  _network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
359 
360  Packet *p = new Packet(PACKET_CLIENT_JOIN);
362  p->Send_uint32(_openttd_newgrf_version);
363  p->Send_string(_settings_client.network.client_name); // Client name
364  p->Send_uint8 (_network_join_as); // PlayAs
365  p->Send_uint8 (NETLANG_ANY); // Language
366  my_client->SendPacket(p);
368 }
369 
372 {
374  my_client->SendPacket(p);
376 }
377 
383 {
385  p->Send_string(password);
386  my_client->SendPacket(p);
388 }
389 
395 {
398  my_client->SendPacket(p);
400 }
401 
404 {
406 
408  my_client->SendPacket(p);
410 }
411 
414 {
416 
418  my_client->SendPacket(p);
420 }
421 
424 {
425  Packet *p = new Packet(PACKET_CLIENT_ACK);
426 
428  p->Send_uint8 (my_client->token);
429  my_client->SendPacket(p);
431 }
432 
438 {
440  my_client->NetworkGameSocketHandler::SendCommand(p, cp);
441 
442  my_client->SendPacket(p);
444 }
445 
447 NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
448 {
449  Packet *p = new Packet(PACKET_CLIENT_CHAT);
450 
451  p->Send_uint8 (action);
452  p->Send_uint8 (type);
453  p->Send_uint32(dest);
454  p->Send_string(msg);
455  p->Send_uint64(data);
456 
457  my_client->SendPacket(p);
459 }
460 
463 {
465 
466  p->Send_uint8(errorno);
467  my_client->SendPacket(p);
469 }
470 
476 {
478 
480  my_client->SendPacket(p);
482 }
483 
489 {
491 
492  p->Send_string(name);
493  my_client->SendPacket(p);
495 }
496 
501 {
502  Packet *p = new Packet(PACKET_CLIENT_QUIT);
503 
504  my_client->SendPacket(p);
506 }
507 
513 NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, const char *command)
514 {
515  Packet *p = new Packet(PACKET_CLIENT_RCON);
516  p->Send_string(pass);
517  p->Send_string(command);
518  my_client->SendPacket(p);
520 }
521 
528 {
529  Packet *p = new Packet(PACKET_CLIENT_MOVE);
530  p->Send_uint8(company);
532  my_client->SendPacket(p);
534 }
535 
541 {
542  return my_client != nullptr && my_client->status == STATUS_ACTIVE;
543 }
544 
545 
546 /***********
547  * Receiving functions
548  * DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
549  ************/
550 
551 extern bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = nullptr);
552 
554 {
555  /* We try to join a server which is full */
556  ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
558 
560 }
561 
563 {
564  /* We try to join a server where we are banned */
565  ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
567 
569 }
570 
572 {
574 
575  byte company_info_version = p->Recv_uint8();
576 
577  if (!this->HasClientQuit() && company_info_version == NETWORK_COMPANY_INFO_VERSION) {
578  /* We have received all data... (there are no more packets coming) */
579  if (!p->Recv_bool()) return NETWORK_RECV_STATUS_CLOSE_QUERY;
580 
581  CompanyID current = (Owner)p->Recv_uint8();
582  if (current >= MAX_COMPANIES) return NETWORK_RECV_STATUS_CLOSE_QUERY;
583 
584  NetworkCompanyInfo *company_info = GetLobbyCompanyInfo(current);
585  if (company_info == nullptr) return NETWORK_RECV_STATUS_CLOSE_QUERY;
586 
587  p->Recv_string(company_info->company_name, sizeof(company_info->company_name));
588  company_info->inaugurated_year = p->Recv_uint32();
589  company_info->company_value = p->Recv_uint64();
590  company_info->money = p->Recv_uint64();
591  company_info->income = p->Recv_uint64();
592  company_info->performance = p->Recv_uint16();
593  company_info->use_password = p->Recv_bool();
594  for (uint i = 0; i < NETWORK_VEH_END; i++) {
595  company_info->num_vehicle[i] = p->Recv_uint16();
596  }
597  for (uint i = 0; i < NETWORK_VEH_END; i++) {
598  company_info->num_station[i] = p->Recv_uint16();
599  }
600  company_info->ai = p->Recv_bool();
601 
602  p->Recv_string(company_info->clients, sizeof(company_info->clients));
603 
605 
607  }
608 
610 }
611 
612 /* This packet contains info about the client (playas and name)
613  * as client we save this in NetworkClientInfo, linked via 'client_id'
614  * which is always an unique number on a server. */
616 {
617  NetworkClientInfo *ci;
619  CompanyID playas = (CompanyID)p->Recv_uint8();
620  char name[NETWORK_NAME_LENGTH];
621 
622  p->Recv_string(name, sizeof(name));
623 
625  if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
626 
628  if (ci != nullptr) {
629  if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) {
630  /* Client name changed, display the change */
631  NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, name);
632  } else if (playas != ci->client_playas) {
633  /* The client changed from client-player..
634  * Do not display that for now */
635  }
636 
637  /* Make sure we're in the company the server tells us to be in,
638  * for the rare case that we get moved while joining. */
640 
641  ci->client_playas = playas;
642  strecpy(ci->client_name, name, lastof(ci->client_name));
643 
645 
647  }
648 
649  /* There are at most as many ClientInfo as ClientSocket objects in a
650  * server. Having more info than a server can have means something
651  * has gone wrong somewhere, i.e. the server has more info than it
652  * has actual clients. That means the server is feeding us an invalid
653  * state. So, bail out! This server is broken. */
655 
656  /* We don't have this client_id yet, find an empty client_id, and put the data there */
657  ci = new NetworkClientInfo(client_id);
658  ci->client_playas = playas;
659  if (client_id == _network_own_client_id) this->SetInfo(ci);
660 
661  strecpy(ci->client_name, name, lastof(ci->client_name));
662 
664 
666 }
667 
669 {
670  static const StringID network_error_strings[] = {
671  STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_GENERAL
672  STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_DESYNC
673  STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_SAVEGAME_FAILED
674  STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_CONNECTION_LOST
675  STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_ILLEGAL_PACKET
676  STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NEWGRF_MISMATCH
677  STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_AUTHORIZED
678  STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_EXPECTED
679  STR_NETWORK_ERROR_WRONG_REVISION, // NETWORK_ERROR_WRONG_REVISION
680  STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NAME_IN_USE
681  STR_NETWORK_ERROR_WRONG_PASSWORD, // NETWORK_ERROR_WRONG_PASSWORD
682  STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_COMPANY_MISMATCH
683  STR_NETWORK_ERROR_KICKED, // NETWORK_ERROR_KICKED
684  STR_NETWORK_ERROR_CHEATER, // NETWORK_ERROR_CHEATER
685  STR_NETWORK_ERROR_SERVER_FULL, // NETWORK_ERROR_FULL
686  STR_NETWORK_ERROR_TOO_MANY_COMMANDS, // NETWORK_ERROR_TOO_MANY_COMMANDS
687  STR_NETWORK_ERROR_TIMEOUT_PASSWORD, // NETWORK_ERROR_TIMEOUT_PASSWORD
688  STR_NETWORK_ERROR_TIMEOUT_COMPUTER, // NETWORK_ERROR_TIMEOUT_COMPUTER
689  STR_NETWORK_ERROR_TIMEOUT_MAP, // NETWORK_ERROR_TIMEOUT_MAP
690  STR_NETWORK_ERROR_TIMEOUT_JOIN, // NETWORK_ERROR_TIMEOUT_JOIN
691  };
692  static_assert(lengthof(network_error_strings) == NETWORK_ERROR_END);
693 
695 
696  StringID err = STR_NETWORK_ERROR_LOSTCONNECTION;
697  if (error < (ptrdiff_t)lengthof(network_error_strings)) err = network_error_strings[error];
698  /* In case of kicking a client, we assume there is a kick message in the packet if we can read one byte */
699  if (error == NETWORK_ERROR_KICKED && p->CanReadFromPacket(1)) {
700  char kick_msg[255];
701  p->Recv_string(kick_msg, sizeof(kick_msg));
702  SetDParamStr(0, kick_msg);
703  ShowErrorMessage(err, STR_NETWORK_ERROR_KICK_MESSAGE, WL_CRITICAL);
704  } else {
706  }
707 
708  /* Perform an emergency save if we had already entered the game */
710 
712 
714 }
715 
717 {
719 
720  uint grf_count = p->Recv_uint8();
722 
723  /* Check all GRFs */
724  for (; grf_count > 0; grf_count--) {
725  GRFIdentifier c;
726  this->ReceiveGRFIdentifier(p, &c);
727 
728  /* Check whether we know this GRF */
729  const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, c.md5sum);
730  if (f == nullptr) {
731  /* We do not know this GRF, bail out of initialization */
732  char buf[sizeof(c.md5sum) * 2 + 1];
733  md5sumToString(buf, lastof(buf), c.md5sum);
734  DEBUG(grf, 0, "NewGRF %08X not found; checksum %s", BSWAP32(c.grfid), buf);
736  }
737  }
738 
739  if (ret == NETWORK_RECV_STATUS_OKAY) {
740  /* Start receiving the map */
741  return SendNewGRFsOk();
742  }
743 
744  /* NewGRF mismatch, bail out */
745  ShowErrorMessage(STR_NETWORK_ERROR_NEWGRF_MISMATCH, INVALID_STRING_ID, WL_CRITICAL);
746  return ret;
747 }
748 
750 {
751  if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
752  this->status = STATUS_AUTH_GAME;
753 
754  const char *password = _network_join_server_password;
755  if (!StrEmpty(password)) {
756  return SendGamePassword(password);
757  }
758 
759  ShowNetworkNeedPassword(NETWORK_GAME_PASSWORD);
760 
762 }
763 
765 {
766  if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_COMPANY) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
767  this->status = STATUS_AUTH_COMPANY;
768 
769  _password_game_seed = p->Recv_uint32();
772 
773  const char *password = _network_join_company_password;
774  if (!StrEmpty(password)) {
775  return SendCompanyPassword(password);
776  }
777 
778  ShowNetworkNeedPassword(NETWORK_COMPANY_PASSWORD);
779 
781 }
782 
784 {
785  if (this->status < STATUS_JOIN || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
786  this->status = STATUS_AUTHORIZED;
787 
789 
790  /* Initialize the password hash salting variables, even if they were previously. */
793 
794  /* Start receiving the map */
795  return SendGetMap();
796 }
797 
799 {
800  /* We set the internal wait state when requesting the map. */
802 
803  /* But... only now we set the join status to waiting, instead of requesting. */
804  _network_join_status = NETWORK_JOIN_STATUS_WAITING;
807 
809 }
810 
812 {
813  if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
814  this->status = STATUS_MAP;
815 
816  if (this->savegame != nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
817 
818  this->savegame = new PacketReader();
819 
821 
824 
825  _network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
827 
829 }
830 
832 {
834  if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
835 
838 
840 }
841 
843 {
845  if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
846 
847  /* We are still receiving data, put it to the file */
848  this->savegame->AddPacket(p);
849 
850  _network_join_bytes = (uint32)this->savegame->written_bytes;
852 
854 }
855 
857 {
859  if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
860 
861  _network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
863 
864  /*
865  * Make sure everything is set for reading.
866  *
867  * We need the local copy and reset this->savegame because when
868  * loading fails the network gets reset upon loading the intro
869  * game, which would cause us to free this->savegame twice.
870  */
871  LoadFilter *lf = this->savegame;
872  this->savegame = nullptr;
873  lf->Reset();
874 
875  /* The map is done downloading, load it */
877  bool load_success = SafeLoad({}, SLO_LOAD, DFT_GAME_FILE, GM_NORMAL, NO_DIRECTORY, lf);
878 
879  /* Long savegame loads shouldn't affect the lag calculation! */
880  this->last_packet = std::chrono::steady_clock::now();
881 
882  if (!load_success) {
884  ShowErrorMessage(STR_NETWORK_ERROR_SAVEGAMEERROR, INVALID_STRING_ID, WL_CRITICAL);
886  }
887  /* If the savegame has successfully loaded, ALL windows have been removed,
888  * only toolbar/statusbar and gamefield are visible */
889 
890  /* Say we received the map and loaded it correctly! */
891  SendMapOk();
892 
893  /* New company/spectator (invalid company) or company we want to join is not active
894  * Switch local company to spectator and await the server's judgement */
897 
899  /* We have arrived and ready to start playing; send a command to make a new company;
900  * the server will give us a client-id and let us in */
901  _network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
902  ShowJoinStatusWindow();
903  NetworkSendCommand(0, CCA_NEW, 0, CMD_COMPANY_CTRL, nullptr, nullptr, _local_company);
904  }
905  } else {
906  /* take control over an existing company */
908  }
909 
911 }
912 
914 {
916 
919 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
920  /* Test if the server supports this option
921  * and if we are at the frame the server is */
922  if (p->pos + 1 < p->size) {
924  _sync_seed_1 = p->Recv_uint32();
925 #ifdef NETWORK_SEND_DOUBLE_SEED
926  _sync_seed_2 = p->Recv_uint32();
927 #endif
928  }
929 #endif
930  /* Receive the token. */
931  if (p->pos != p->size) this->token = p->Recv_uint8();
932 
933  DEBUG(net, 5, "Received FRAME %d", _frame_counter_server);
934 
935  /* Let the server know that we received this frame correctly
936  * We do this only once per day, to save some bandwidth ;) */
939  DEBUG(net, 4, "Sent ACK at %d", _frame_counter);
940  SendAck();
941  }
942 
944 }
945 
947 {
949 
950  _sync_frame = p->Recv_uint32();
951  _sync_seed_1 = p->Recv_uint32();
952 #ifdef NETWORK_SEND_DOUBLE_SEED
953  _sync_seed_2 = p->Recv_uint32();
954 #endif
955 
957 }
958 
960 {
962 
963  CommandPacket cp;
964  const char *err = this->ReceiveCommand(p, &cp);
965  cp.frame = p->Recv_uint32();
966  cp.my_cmd = p->Recv_bool();
967 
968  if (err != nullptr) {
969  IConsolePrintF(CC_ERROR, "WARNING: %s from server, dropping...", err);
971  }
972 
973  this->incoming_queue.Append(&cp);
974 
976 }
977 
979 {
981 
982  char name[NETWORK_NAME_LENGTH], msg[NETWORK_CHAT_LENGTH];
983  const NetworkClientInfo *ci = nullptr, *ci_to;
984 
985  NetworkAction action = (NetworkAction)p->Recv_uint8();
987  bool self_send = p->Recv_bool();
989  int64 data = p->Recv_uint64();
990 
992  if (ci_to == nullptr) return NETWORK_RECV_STATUS_OKAY;
993 
994  /* Did we initiate the action locally? */
995  if (self_send) {
996  switch (action) {
997  case NETWORK_ACTION_CHAT_CLIENT:
998  /* For speaking to client we need the client-name */
999  seprintf(name, lastof(name), "%s", ci_to->client_name);
1001  break;
1002 
1003  /* For speaking to company, we need the company-name */
1004  case NETWORK_ACTION_CHAT_COMPANY: {
1005  StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
1006  SetDParam(0, ci_to->client_playas);
1007 
1008  GetString(name, str, lastof(name));
1010  break;
1011  }
1012 
1013  default: return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1014  }
1015  } else {
1016  /* Display message from somebody else */
1017  seprintf(name, lastof(name), "%s", ci_to->client_name);
1018  ci = ci_to;
1019  }
1020 
1021  if (ci != nullptr) {
1022  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), self_send, name, msg, data);
1023  }
1024  return NETWORK_RECV_STATUS_OKAY;
1025 }
1026 
1028 {
1030 
1032 
1034  if (ci != nullptr) {
1035  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, nullptr, GetNetworkErrorMsg((NetworkErrorCode)p->Recv_uint8()));
1036  delete ci;
1037  }
1038 
1040 
1041  return NETWORK_RECV_STATUS_OKAY;
1042 }
1043 
1045 {
1047 
1049 
1051  if (ci != nullptr) {
1052  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, nullptr, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1053  delete ci;
1054  } else {
1055  DEBUG(net, 0, "Unknown client (%d) is leaving the game", client_id);
1056  }
1057 
1059 
1060  /* If we come here it means we could not locate the client.. strange :s */
1061  return NETWORK_RECV_STATUS_OKAY;
1062 }
1063 
1065 {
1067 
1069 
1071  if (ci != nullptr) {
1072  NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name);
1073  }
1074 
1076 
1077  return NETWORK_RECV_STATUS_OKAY;
1078 }
1079 
1081 {
1082  /* Only when we're trying to join we really
1083  * care about the server shutting down. */
1084  if (this->status >= STATUS_JOIN) {
1085  ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN, INVALID_STRING_ID, WL_CRITICAL);
1086  }
1087 
1089 
1091 }
1092 
1094 {
1095  /* Only when we're trying to join we really
1096  * care about the server shutting down. */
1097  if (this->status >= STATUS_JOIN) {
1098  /* To throttle the reconnects a bit, every clients waits its
1099  * Client ID modulo 16. This way reconnects should be spread
1100  * out a bit. */
1102  ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_REBOOT, INVALID_STRING_ID, WL_CRITICAL);
1103  }
1104 
1106 
1108 }
1109 
1111 {
1113 
1114  TextColour colour_code = (TextColour)p->Recv_uint16();
1116 
1117  char rcon_out[NETWORK_RCONCOMMAND_LENGTH];
1118  p->Recv_string(rcon_out, sizeof(rcon_out));
1119 
1120  IConsolePrint(colour_code, rcon_out);
1121 
1122  return NETWORK_RECV_STATUS_OKAY;
1123 }
1124 
1126 {
1128 
1129  /* Nothing more in this packet... */
1131  CompanyID company_id = (CompanyID)p->Recv_uint8();
1132 
1133  if (client_id == 0) {
1134  /* definitely an invalid client id, debug message and do nothing. */
1135  DEBUG(net, 0, "[move] received invalid client index = 0");
1137  }
1138 
1140  /* Just make sure we do not try to use a client_index that does not exist */
1141  if (ci == nullptr) return NETWORK_RECV_STATUS_OKAY;
1142 
1143  /* if not valid player, force spectator, else check player exists */
1144  if (!Company::IsValidID(company_id)) company_id = COMPANY_SPECTATOR;
1145 
1147  SetLocalCompany(company_id);
1148  }
1149 
1150  return NETWORK_RECV_STATUS_OKAY;
1151 }
1152 
1154 {
1156 
1157  _network_server_max_companies = p->Recv_uint8();
1159 
1160  return NETWORK_RECV_STATUS_OKAY;
1161 }
1162 
1164 {
1166 
1169 
1170  return NETWORK_RECV_STATUS_OKAY;
1171 }
1172 
1177 {
1178  /* Only once we're authorized we can expect a steady stream of packets. */
1179  if (this->status < STATUS_AUTHORIZED) return;
1180 
1181  /* 5 seconds are roughly twice the server's "you're slow" threshold (1 game day). */
1182  std::chrono::steady_clock::duration lag = std::chrono::steady_clock::now() - this->last_packet;
1183  if (lag < std::chrono::seconds(5)) return;
1184 
1185  /* 20 seconds are (way) more than 4 game days after which
1186  * the server will forcefully disconnect you. */
1187  if (lag > std::chrono::seconds(20)) {
1189  return;
1190  }
1191 
1192  /* Prevent showing the lag message every tick; just update it when needed. */
1193  static std::chrono::steady_clock::duration last_lag = {};
1194  if (std::chrono::duration_cast<std::chrono::seconds>(last_lag) == std::chrono::duration_cast<std::chrono::seconds>(lag)) return;
1195 
1196  last_lag = lag;
1197  SetDParam(0, std::chrono::duration_cast<std::chrono::seconds>(lag).count());
1198  ShowErrorMessage(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION, STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION, WL_INFO);
1199 }
1200 
1201 
1204 {
1205  /* Set the frame-counter to 0 so nothing happens till we are ready */
1206  _frame_counter = 0;
1208  last_ack_frame = 0;
1209  /* Request the game-info */
1211 }
1212 
1218 void NetworkClientSendRcon(const char *password, const char *command)
1219 {
1220  MyClient::SendRCon(password, command);
1221 }
1222 
1229 void NetworkClientRequestMove(CompanyID company_id, const char *pass)
1230 {
1231  MyClient::SendMove(company_id, pass);
1232 }
1233 
1239 {
1240  Backup<CompanyID> cur_company(_current_company, FILE_LINE);
1241  /* If our company is changing owner, go to spectators */
1243 
1245  if (ci->client_playas != cid) continue;
1246  NetworkTextMessage(NETWORK_ACTION_COMPANY_SPECTATOR, CC_DEFAULT, false, ci->client_name);
1247  ci->client_playas = COMPANY_SPECTATOR;
1248  }
1249 
1250  cur_company.Restore();
1251 }
1252 
1257 {
1259 
1260  if (ci == nullptr) return;
1261 
1262  /* Don't change the name if it is the same as the old name */
1263  if (strcmp(ci->client_name, _settings_client.network.client_name) != 0) {
1264  if (!_network_server) {
1266  } else {
1268  NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, _settings_client.network.client_name);
1271  }
1272  }
1273  }
1274 }
1275 
1284 void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
1285 {
1286  MyClient::SendChat(action, type, dest, msg, data);
1287 }
1288 
1293 void NetworkClientSetCompanyPassword(const char *password)
1294 {
1295  MyClient::SendSetPassword(password);
1296 }
1297 
1304 {
1305  /* Only companies actually playing can speak to team. Eg spectators cannot */
1307 
1308  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1309  if (ci->client_playas == cio->client_playas && ci != cio) return true;
1310  }
1311 
1312  return false;
1313 }
1314 
1320 {
1322 }
1323 
1329 {
1331 }
ClientNetworkGameSocketHandler::Receive_SERVER_FRAME
NetworkRecvStatus Receive_SERVER_FRAME(Packet *p) override
Sends the current frame counter to the client: uint32 Frame counter uint32 Frame counter max (how far...
Definition: network_client.cpp:913
NetworkCompanyStats::num_station
uint16 num_station[NETWORK_VEH_END]
How many stations are there of this type?
Definition: network_type.h:59
_network_join_bytes_total
uint32 _network_join_bytes_total
The total number of bytes to download.
Definition: network_gui.cpp:1979
NetworkClientSendRcon
void NetworkClientSendRcon(const char *password, const char *command)
Send a remote console command.
Definition: network_client.cpp:1218
NetworkCompanyInfo::inaugurated_year
Year inaugurated_year
What year the company started in.
Definition: network_gui.h:29
DestType
DestType
Destination of our chat messages.
Definition: network_type.h:81
NetworkSettings::client_name
char client_name[NETWORK_CLIENT_NAME_LENGTH]
name of the player (as client)
Definition: settings_type.h:260
ClientNetworkGameSocketHandler::SendNewGRFsOk
static NetworkRecvStatus SendNewGRFsOk()
Tell the server we got all the NewGRFs.
Definition: network_client.cpp:371
ClientNetworkGameSocketHandler::Receive_SERVER_CHAT
NetworkRecvStatus Receive_SERVER_CHAT(Packet *p) override
Sends a chat-packet to the client: uint8 ID of the action (see NetworkAction).
Definition: network_client.cpp:978
_frame_counter
uint32 _frame_counter
The current frame.
Definition: network.cpp:68
PACKET_CLIENT_ERROR
@ PACKET_CLIENT_ERROR
A client reports an error to the server.
Definition: tcp_game.h:120
NetworkClientSetCompanyPassword
void NetworkClientSetCompanyPassword(const char *password)
Set/Reset company password on the client side.
Definition: network_client.cpp:1293
ClientNetworkGameSocketHandler::SendSetName
static NetworkRecvStatus SendSetName(const char *name)
Tell the server that we like to change the name of the client.
Definition: network_client.cpp:488
ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO
NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p) override
Sends information about the companies (one packet per company): uint8 Version of the structure of thi...
Definition: network_client.cpp:571
SetWindowDirty
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition: window.cpp:3220
Packet::Recv_string
void Recv_string(char *buffer, size_t size, StringValidationSettings settings=SVS_REPLACE_WITH_QUESTION_MARK)
Reads a string till it finds a '\0' in the stream.
Definition: packet.cpp:286
NetworkSettings::max_spectators
uint8 max_spectators
maximum amount of spectators
Definition: settings_type.h:270
FindGRFConfig
const GRFConfig * FindGRFConfig(uint32 grfid, FindGRFConfigMode mode, const uint8 *md5sum, uint32 desired_version)
Find a NewGRF in the scanned list.
Definition: newgrf_config.cpp:755
NetworkGameSocketHandler::ReceivePackets
NetworkRecvStatus ReceivePackets()
Do the actual receiving of packets.
Definition: tcp_game.cpp:133
CSleep
void CSleep(int milliseconds)
Sleep on the current thread for a defined time.
Definition: thread.h:25
NETWORK_RECV_STATUS_DESYNC
@ NETWORK_RECV_STATUS_DESYNC
A desync did occur.
Definition: core.h:24
ClientNetworkGameSocketHandler::STATUS_AUTH_COMPANY
@ STATUS_AUTH_COMPANY
Last action was requesting company password.
Definition: network_client.h:28
_network_server_max_spectators
static uint8 _network_server_max_spectators
Maximum number of spectators of the currently joined server.
Definition: network_client.cpp:323
_password_game_seed
static uint32 _password_game_seed
One bit of 'entropy' used to generate a salt for the company passwords.
Definition: network_client.cpp:316
ClientNetworkGameSocketHandler::SendChat
static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
Send a chat-packet over the network.
Definition: network_client.cpp:447
NetworkMaxSpectatorsReached
bool NetworkMaxSpectatorsReached()
Check if max_spectatos has been reached on the server (local check only).
Definition: network_client.cpp:1328
_network_join_waiting
uint8 _network_join_waiting
The number of clients waiting in front of us.
Definition: network_gui.cpp:1977
Packet::buffer
byte * buffer
The buffer of this packet, of basically variable length up to SEND_MTU.
Definition: packet.h:52
Backup
Class to backup a specific variable and restore it later.
Definition: backup_type.hpp:21
NetworkCompanyInfo::company_value
Money company_value
The company value.
Definition: network_gui.h:30
ClientNetworkGameSocketHandler::Receive_SERVER_BANNED
NetworkRecvStatus Receive_SERVER_BANNED(Packet *p) override
Notification that the client trying to join is banned.
Definition: network_client.cpp:562
NETWORK_NAME_LENGTH
static const uint NETWORK_NAME_LENGTH
The maximum length of the server name and map name, in bytes including '\0'.
Definition: config.h:40
NetworkClientInfo::client_playas
CompanyID client_playas
As which company is this client playing (CompanyID)
Definition: network_base.h:27
PacketReader::AddPacket
void AddPacket(const Packet *p)
Add a packet to this buffer.
Definition: network_client.cpp:66
ClientNetworkEmergencySave
void ClientNetworkEmergencySave()
Create an emergency savegame when the network connection is lost.
Definition: network_client.cpp:129
_network_join_as
CompanyID _network_join_as
Who would we like to join as.
Definition: network_client.cpp:326
SaveOrLoad
SaveOrLoadResult SaveOrLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, Subdirectory sb, bool threaded)
Main Save or Load function where the high-level saveload functions are handled.
Definition: saveload.cpp:2764
_date_fract
DateFract _date_fract
Fractional part of the day.
Definition: date.cpp:29
_network_server
bool _network_server
network-server is active
Definition: network.cpp:53
SaveLoadOperation
SaveLoadOperation
Operation performed on the file.
Definition: fileio_type.h:47
_network_company_passworded
CompanyMask _network_company_passworded
Bitmask of the password status of all companies.
Definition: network.cpp:80
NetworkAction
NetworkAction
Actions that can be used for NetworkTextMessage.
Definition: network_type.h:91
NetworkClientPreferTeamChat
bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio)
Tell whether the client has team members where he/she can chat to.
Definition: network_client.cpp:1303
ClientNetworkGameSocketHandler::SendMove
static NetworkRecvStatus SendMove(CompanyID company, const char *password)
Ask the server to move us.
Definition: network_client.cpp:527
NetworkClientInfo::client_name
char client_name[NETWORK_CLIENT_NAME_LENGTH]
Name of the client.
Definition: network_base.h:25
CommandPacket::frame
uint32 frame
the frame in which this packet is executed
Definition: network_internal.h:154
NetworkGameSocketHandler::last_packet
std::chrono::steady_clock::time_point last_packet
Time we received the last frame.
Definition: tcp_game.h:522
WC_CLIENT_LIST
@ WC_CLIENT_LIST
Client list; Window numbers:
Definition: window_type.h:472
ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE
NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p) override
Update the clients knowledge of which company is password protected: uint16 Bitwise representation of...
Definition: network_client.cpp:1163
ClientNetworkGameSocketHandler::CheckConnection
void CheckConnection()
Check the connection's state, i.e.
Definition: network_client.cpp:1176
NetworkGameSocketHandler::SetInfo
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
Definition: tcp_game.h:537
NetworkUpdateClientInfo
void NetworkUpdateClientInfo(ClientID client_id)
Send updated client info of a particular client.
Definition: network_server.cpp:1601
ClientNetworkGameSocketHandler::GameLoop
static bool GameLoop()
Actual game loop for the client.
Definition: network_client.cpp:266
PacketReader::block
byte ** block
The block we're reading from/writing to.
Definition: network_client.cpp:46
NETWORK_CHAT_LENGTH
static const uint NETWORK_CHAT_LENGTH
The maximum length of a chat message, in bytes including '\0'.
Definition: config.h:50
PACKET_CLIENT_COMMAND
@ PACKET_CLIENT_COMMAND
Client executed a command and sends it to the server.
Definition: tcp_game.h:92
SetLocalCompany
void SetLocalCompany(CompanyID new_company)
Sets the local company and updates the settings that are set on a per-company basis to reflect the co...
Definition: company_cmd.cpp:102
DFT_GAME_FILE
@ DFT_GAME_FILE
Save game or scenario file.
Definition: fileio_type.h:31
NetworkTCPSocketHandler::sock
SOCKET sock
The socket currently connected to.
Definition: tcp.h:34
NetworkFindName
bool NetworkFindName(char *new_name, const char *last)
Check whether a name is unique, and otherwise try to make it unique.
Definition: network_server.cpp:1715
TextColour
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
Definition: gfx_type.h:250
PacketReader::written_bytes
size_t written_bytes
The total number of bytes we've written.
Definition: network_client.cpp:47
NetworkUpdateClientName
void NetworkUpdateClientName()
Send the server our name.
Definition: network_client.cpp:1256
_random
Randomizer _random
Random used in the game state calculations.
Definition: random_func.cpp:25
AUTOSAVE_DIR
@ AUTOSAVE_DIR
Subdirectory of save for autosaves.
Definition: fileio_type.h:111
_settings_client
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:79
PACKET_CLIENT_QUIT
@ PACKET_CLIENT_QUIT
A client tells the server it is going to quit.
Definition: tcp_game.h:118
network_gui.h
_network_join_status
NetworkJoinStatus _network_join_status
The status of joining.
Definition: network_gui.cpp:1976
PACKET_CLIENT_GETMAP
@ PACKET_CLIENT_GETMAP
Client requests the actual map.
Definition: tcp_game.h:70
ClientNetworkGameSocketHandler::Receive_SERVER_ERROR
NetworkRecvStatus Receive_SERVER_ERROR(Packet *p) override
The client made an error: uint8 Error code caused (see NetworkErrorCode).
Definition: network_client.cpp:668
WC_COMPANY
@ WC_COMPANY
Company view; Window numbers:
Definition: window_type.h:362
GetNetworkErrorMsg
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
Definition: network.cpp:299
ClientNetworkGameSocketHandler::my_client
static ClientNetworkGameSocketHandler * my_client
This is us!
Definition: network_client.h:41
NetworkSocketHandler::CloseConnection
virtual NetworkRecvStatus CloseConnection(bool error=true)
Close the current connection; for TCP this will be mostly equivalent to Close(), but for UDP it just ...
Definition: core.h:59
_network_join_company_password
const char * _network_join_company_password
Company password from -P argument.
Definition: network_client.cpp:331
ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN
NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p) override
Sends that the server will begin with sending the map to the client: uint32 Current frame.
Definition: network_client.cpp:811
Owner
Owner
Enum for all companies/owners.
Definition: company_type.h:18
ClientNetworkGameSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
Definition: network_client.cpp:159
NetworkGameSocketHandler
Base socket handler for all TCP sockets.
Definition: tcp_game.h:149
GenerateCompanyPasswordHash
const char * GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed)
Hash the given password using server ID and game seed.
Definition: network.cpp:182
Packet::Send_uint8
void Send_uint8(uint8 data)
Package a 8 bits integer in the packet.
Definition: packet.cpp:96
LoadFilter::Reset
virtual void Reset()
Reset this filter to read from the beginning of the file.
Definition: saveload_filter.h:43
GRFIdentifier::md5sum
uint8 md5sum[16]
MD5 checksum of file to distinguish files with the same GRF ID (eg. newer version of GRF)
Definition: newgrf_config.h:85
PacketReader::Read
size_t Read(byte *rbuf, size_t size) override
Read a given number of bytes from the savegame.
Definition: network_client.cpp:93
ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO
NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p) override
Send information about a client: uint32 ID of the client (always unique on a server.
Definition: network_client.cpp:615
SetDParam
static void SetDParam(uint n, uint64 v)
Set a string parameter v at index n in the global string parameter array.
Definition: strings_func.h:199
CC_DEFAULT
static const TextColour CC_DEFAULT
Default colour of the console.
Definition: console_type.h:23
_frame_counter_max
uint32 _frame_counter_max
To where we may go with our clients.
Definition: network.cpp:67
PacketReader
Read some packets, and when do use that data as initial load filter.
Definition: network_client.cpp:40
GRFIdentifier::grfid
uint32 grfid
GRF ID (defined by Action 0x08)
Definition: newgrf_config.h:84
_network_first_time
bool _network_first_time
Whether we have finished joining or not.
Definition: network.cpp:76
PACKET_CLIENT_CHAT
@ PACKET_CLIENT_CHAT
Client said something that should be distributed.
Definition: tcp_game.h:96
ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME
NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p) override
Let the clients know that the server is loading a new map.
Definition: network_client.cpp:1093
network_base.h
ShowErrorMessage
void ShowErrorMessage(StringID summary_msg, StringID detailed_msg, WarningLevel wl, int x=0, int y=0, const GRFFile *textref_stack_grffile=nullptr, uint textref_stack_size=0, const uint32 *textref_stack=nullptr)
Display an error message in a window.
Definition: error_gui.cpp:372
PacketReader::read_bytes
size_t read_bytes
The total number of read bytes.
Definition: network_client.cpp:48
Packet::Send_uint32
void Send_uint32(uint32 data)
Package a 32 bits integer in the packet.
Definition: packet.cpp:117
PACKET_CLIENT_JOIN
@ PACKET_CLIENT_JOIN
The client telling the server it wants to join.
Definition: tcp_game.h:38
ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD
NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) override
Indication to the client that the server needs a company password: uint32 Generation seed.
Definition: network_client.cpp:764
CommandQueue::Append
void Append(CommandPacket *p)
Append a CommandPacket at the end of the queue.
Definition: network_command.cpp:57
ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD
NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) override
Indication to the client that the server needs a game password.
Definition: network_client.cpp:749
ClientNetworkGameSocketHandler::SendJoin
static NetworkRecvStatus SendJoin()
Tell the server we would like to join.
Definition: network_client.cpp:354
last_ack_frame
static uint32 last_ack_frame
Last frame we performed an ack.
Definition: network_client.cpp:313
NetworkClientInfo::GetByClientID
static NetworkClientInfo * GetByClientID(ClientID client_id)
Return the CI given it's client-identifier.
Definition: network.cpp:119
_frame_counter_server
uint32 _frame_counter_server
The frame_counter of the server, if in network-mode.
Definition: network.cpp:66
GRFIdentifier
Basic data to distinguish a GRF.
Definition: newgrf_config.h:83
ClientNetworkGameSocketHandler::STATUS_MAP
@ STATUS_MAP
The client is downloading the map.
Definition: network_client.h:31
ClearErrorMessages
void ClearErrorMessages()
Clear all errors from the queue.
Definition: error_gui.cpp:330
NetworkCompanyInfo::clients
char clients[NETWORK_CLIENTS_LENGTH]
The clients that control this company (Name1, name2, ..)
Definition: network_gui.h:35
ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA
NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p) override
Sends the data of the map to the client: Contains a part of the map (until max size of packet).
Definition: network_client.cpp:842
COMPANY_NEW_COMPANY
@ COMPANY_NEW_COMPANY
The client wants a new company.
Definition: company_type.h:34
SLO_LOAD
@ SLO_LOAD
File is being loaded.
Definition: fileio_type.h:49
ClientNetworkGameSocketHandler::Receive_SERVER_FULL
NetworkRecvStatus Receive_SERVER_FULL(Packet *p) override
Notification that the server is full.
Definition: network_client.cpp:553
_network_join_server_password
const char * _network_join_server_password
Login password from -p argument.
Definition: network_client.cpp:329
NetworkCompanyStats::num_vehicle
uint16 num_vehicle[NETWORK_VEH_END]
How many vehicles are there of this type?
Definition: network_type.h:58
PacketReader::CHUNK
static const size_t CHUNK
32 KiB chunks of memory.
Definition: network_client.cpp:41
Packet::Recv_uint32
uint32 Recv_uint32()
Read a 32 bits integer from the packet.
Definition: packet.cpp:246
NETWORK_RECV_STATUS_CONN_LOST
@ NETWORK_RECV_STATUS_CONN_LOST
The connection is 'just' lost.
Definition: core.h:27
CommandPacket
Everything we need to know about a command to be able to execute it.
Definition: network_internal.h:149
_date
Date _date
Current date in days (day counter)
Definition: date.cpp:28
SLO_SAVE
@ SLO_SAVE
File is being saved.
Definition: fileio_type.h:50
ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS
NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p) override
Sends information about all used GRFs to the client: uint8 Amount of GRFs (the following data is repe...
Definition: network_client.cpp:716
GRFConfig
Information about GRF, used in the game and (part of it) in savegames.
Definition: newgrf_config.h:152
PacketReader::blocks
std::vector< byte * > blocks
Buffer with blocks of allocated memory.
Definition: network_client.cpp:43
NETWORK_RECV_STATUS_NEWGRF_MISMATCH
@ NETWORK_RECV_STATUS_NEWGRF_MISMATCH
We did not have the required NewGRFs.
Definition: core.h:25
NetworkMaxCompaniesReached
bool NetworkMaxCompaniesReached()
Check if max_companies has been reached on the server (local check only).
Definition: network_client.cpp:1319
NETWORK_RECV_STATUS_SERVER_FULL
@ NETWORK_RECV_STATUS_SERVER_FULL
The server is full.
Definition: core.h:30
ClientNetworkGameSocketHandler::IsConnected
static bool IsConnected()
Check whether the client is actually connected (and in the game).
Definition: network_client.cpp:540
DEBUG
#define DEBUG(name, level,...)
Output a line of debugging information.
Definition: debug.h:35
Packet::Send_string
void Send_string(const char *data)
Sends a string over the network.
Definition: packet.cpp:148
NETWORK_RECV_STATUS_SERVER_ERROR
@ NETWORK_RECV_STATUS_SERVER_ERROR
The server told us we made an error.
Definition: core.h:29
PACKET_CLIENT_COMPANY_INFO
@ PACKET_CLIENT_COMPANY_INFO
Request information about all companies.
Definition: tcp_game.h:42
ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME
NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p) override
The client is joined and ready to receive his map: uint32 Own client ID.
Definition: network_client.cpp:783
ClientID
ClientID
'Unique' identifier to be given to clients
Definition: network_type.h:39
Packet::size
PacketSize size
The size of the whole packet for received packets.
Definition: packet.h:48
ClientNetworkGameSocketHandler::Receive_SERVER_JOIN
NetworkRecvStatus Receive_SERVER_JOIN(Packet *p) override
A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO:...
Definition: network_client.cpp:1064
NETWORK_RECV_STATUS_SERVER_BANNED
@ NETWORK_RECV_STATUS_SERVER_BANNED
The server has banned us.
Definition: core.h:31
NetworkCompanyInfo::company_name
char company_name[NETWORK_COMPANY_NAME_LENGTH]
Company name.
Definition: network_gui.h:28
NetworkClient_Connected
void NetworkClient_Connected()
Is called after a client is connected to the server.
Definition: network_client.cpp:1203
ClientNetworkGameSocketHandler::STATUS_COMPANY_INFO
@ STATUS_COMPANY_INFO
We are trying to get company information.
Definition: network_client.h:24
PACKET_CLIENT_NEWGRFS_CHECKED
@ PACKET_CLIENT_NEWGRFS_CHECKED
Client acknowledges that it has all required NewGRFs.
Definition: tcp_game.h:57
CCA_NEW
@ CCA_NEW
Create a new company.
Definition: company_type.h:65
_sync_seed_1
uint32 _sync_seed_1
Seed to compare during sync checks.
Definition: network.cpp:71
PacketReader::Reset
void Reset() override
Reset this filter to read from the beginning of the file.
Definition: network_client.cpp:115
NetworkClientsToSpectators
void NetworkClientsToSpectators(CompanyID cid)
Move the clients of a company to the spectators.
Definition: network_client.cpp:1238
GUISettings::autosave_on_network_disconnect
bool autosave_on_network_disconnect
save an autosave when you get disconnected from a network game with an error?
Definition: settings_type.h:115
WL_INFO
@ WL_INFO
Used for DoCommand-like (and some non-fatal AI GUI) errors/information.
Definition: error.h:22
MAX_COMPANIES
@ MAX_COMPANIES
Maximum number of companies.
Definition: company_type.h:23
_local_company
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
Definition: company_cmd.cpp:46
ClientNetworkGameSocketHandler::STATUS_JOIN
@ STATUS_JOIN
We are trying to join a server.
Definition: network_client.h:25
NETWORK_COMPANY_PASSWORD
@ NETWORK_COMPANY_PASSWORD
The password of the company.
Definition: network_type.h:74
IsValidConsoleColour
bool IsValidConsoleColour(TextColour c)
Check whether the given TextColour is valid for console usage.
Definition: console_gui.cpp:523
NETWORK_RECV_STATUS_CLOSE_QUERY
@ NETWORK_RECV_STATUS_CLOSE_QUERY
Done querying the server.
Definition: core.h:32
NetworkTCPSocketHandler::SendPacket
virtual void SendPacket(Packet *packet)
This function puts the packet in the send-queue and it is send as soon as possible.
Definition: tcp.cpp:61
CLIENT_ID_SERVER
@ CLIENT_ID_SERVER
Servers always have this ID.
Definition: network_type.h:41
StrEmpty
static bool StrEmpty(const char *s)
Check if a string buffer is empty.
Definition: string_func.h:60
NETWORK_SERVER_ID_LENGTH
static const uint NETWORK_SERVER_ID_LENGTH
The maximum length of the network id of the servers, in bytes including '\0'.
Definition: config.h:43
_networking
bool _networking
are we in networking mode?
Definition: network.cpp:52
ClientNetworkGameSocketHandler::STATUS_MAP_WAIT
@ STATUS_MAP_WAIT
The client is waiting as someone else is downloading the map.
Definition: network_client.h:30
network_client.h
CommandPacket::my_cmd
bool my_cmd
did the command originate from "me"
Definition: network_internal.h:155
Packet::CanReadFromPacket
bool CanReadFromPacket(uint bytes_to_read)
Is it safe to read from the packet, i.e.
Definition: packet.cpp:169
_password_server_id
static char _password_server_id[NETWORK_SERVER_ID_LENGTH]
The other bit of 'entropy' used to generate a salt for the company passwords.
Definition: network_client.cpp:318
_network_reconnect
uint8 _network_reconnect
Reconnect timeout.
Definition: network.cpp:62
PACKET_CLIENT_MAP_OK
@ PACKET_CLIENT_MAP_OK
Client tells the server that it received the whole map.
Definition: tcp_game.h:76
Packet
Internal entity of a packet.
Definition: packet.h:40
NETWORK_COMPANY_INFO_VERSION
static const byte NETWORK_COMPANY_INFO_VERSION
What version of company info is this?
Definition: config.h:37
GameMode
GameMode
Mode which defines the state of the game.
Definition: openttd.h:16
IConsolePrint
void IConsolePrint(TextColour colour_code, const char *string)
Handle the printing of text entered into the console or redirected there by any other means.
Definition: console.cpp:85
NetworkGameSocketHandler::ReceiveCommand
const char * ReceiveCommand(Packet *p, CommandPacket *cp)
Receives a command from the network.
Definition: network_command.cpp:296
Randomizer::state
uint32 state[2]
The state of the randomizer.
Definition: random_func.hpp:23
PacketReader::buf
byte * buf
Buffer we're going to write to/read from.
Definition: network_client.cpp:44
BSWAP32
static uint32 BSWAP32(uint32 x)
Perform a 32 bits endianness bitswap on x.
Definition: bitmath_func.hpp:380
GUISettings::prefer_teamchat
bool prefer_teamchat
choose the chat message target with <ENTER>, true=all clients, false=your team
Definition: settings_type.h:101
_network_server_max_companies
static uint8 _network_server_max_companies
Maximum number of companies of the currently joined server.
Definition: network_client.cpp:321
StateGameLoop
void StateGameLoop()
State controlling game loop.
Definition: openttd.cpp:1359
_network_own_client_id
ClientID _network_own_client_id
Our client identifier.
Definition: network.cpp:59
ClientNetworkGameSocketHandler::SendCompanyInformationQuery
static NetworkRecvStatus SendCompanyInformationQuery()
Make sure the server ID length is the same as a md5 hash.
Definition: network_client.cpp:342
ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler
ClientNetworkGameSocketHandler(SOCKET s)
Create a new socket for the client side of the game connection.
Definition: network_client.cpp:144
PACKET_CLIENT_SET_NAME
@ PACKET_CLIENT_SET_NAME
A client changes its name.
Definition: tcp_game.h:109
ClientNetworkGameSocketHandler::Receive
static bool Receive()
Check whether we received/can send some data from/to the server and when that's the case handle it ap...
Definition: network_client.cpp:241
NetworkGameSocketHandler::GetInfo
NetworkClientInfo * GetInfo() const
Gets the client info of this socket handler.
Definition: tcp_game.h:547
ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE
NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p) override
Update the clients knowledge of the max settings: uint8 Maximum number of companies allowed.
Definition: network_client.cpp:1153
_switch_mode
SwitchMode _switch_mode
The next mainloop command.
Definition: gfx.cpp:46
StringID
uint32 StringID
Numeric value that represents a string, independent of the selected language.
Definition: strings_type.h:16
NetworkSocketHandler::HasClientQuit
bool HasClientQuit() const
Whether the current client connected to the socket has quit.
Definition: core.h:67
NetworkTCPSocketHandler::SendPackets
SendPacketsState SendPackets(bool closing_down=false)
Sends all the buffered packets out for this client.
Definition: tcp.cpp:95
_current_company
CompanyID _current_company
Company currently doing an action.
Definition: company_cmd.cpp:47
NETWORK_RCONCOMMAND_LENGTH
static const uint NETWORK_RCONCOMMAND_LENGTH
The maximum length of a rconsole command, in bytes including '\0'.
Definition: config.h:48
NetworkTCPSocketHandler::CanSendReceive
bool CanSendReceive()
Check whether this socket can send or receive something.
Definition: tcp.cpp:225
Pool::PoolItem<&_networkclientinfo_pool >::Iterate
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
Definition: pool_type.hpp:378
DeleteWindowById
void DeleteWindowById(WindowClass cls, WindowNumber number, bool force)
Delete a window by its class and window number (if it is open).
Definition: window.cpp:1165
ClientNetworkGameSocketHandler::SendSetPassword
static NetworkRecvStatus SendSetPassword(const char *password)
Tell the server that we like to change the password of the company.
Definition: network_client.cpp:475
DetailedFileType
DetailedFileType
Kinds of files in each AbstractFileType.
Definition: fileio_type.h:28
ClientNetworkGameSocketHandler::SendRCon
static NetworkRecvStatus SendRCon(const char *password, const char *command)
Send a console command.
Definition: network_client.cpp:513
Pool::PoolItem<&_company_pool >::GetNumItems
static size_t GetNumItems()
Returns number of valid items in the pool.
Definition: pool_type.hpp:359
ClientNetworkGameSocketHandler::SendCommand
static NetworkRecvStatus SendCommand(const CommandPacket *cp)
Send a command to the server.
Definition: network_client.cpp:437
Backup::Restore
void Restore()
Restore the variable.
Definition: backup_type.hpp:112
Packet::Recv_bool
bool Recv_bool()
Read a boolean from the packet.
Definition: packet.cpp:208
Packet::Send_uint64
void Send_uint64(uint64 data)
Package a 64 bits integer in the packet.
Definition: packet.cpp:130
ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT
NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p) override
Inform all clients that one client made an error and thus has quit/been disconnected: uint32 ID of th...
Definition: network_client.cpp:1027
NetworkSendCommand
void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company)
Prepare a DoCommand to be send over the network.
Definition: network_command.cpp:136
GetDrawStringCompanyColour
TextColour GetDrawStringCompanyColour(CompanyID company)
Get the colour for DrawString-subroutines which matches the colour of the company.
Definition: company_cmd.cpp:130
NO_DIRECTORY
@ NO_DIRECTORY
A path without any base directory.
Definition: fileio_type.h:125
ClientNetworkGameSocketHandler::STATUS_AUTHORIZED
@ STATUS_AUTHORIZED
The client is authorized at the server.
Definition: network_client.h:29
COMPANY_SPECTATOR
@ COMPANY_SPECTATOR
The client is spectating.
Definition: company_type.h:35
WC_NETWORK_WINDOW
@ WC_NETWORK_WINDOW
Network window; Window numbers:
Definition: window_type.h:466
PACKET_CLIENT_GAME_PASSWORD
@ PACKET_CLIENT_GAME_PASSWORD
Clients sends the (hashed) game password.
Definition: tcp_game.h:61
NetworkRecvStatus
NetworkRecvStatus
Status of a network client; reasons why a client has quit.
Definition: core.h:22
ClientNetworkGameSocketHandler::SendError
static NetworkRecvStatus SendError(NetworkErrorCode errorno)
Send an error-packet over the network.
Definition: network_client.cpp:462
WC_NETWORK_STATUS_WINDOW
@ WC_NETWORK_STATUS_WINDOW
Network status window; Window numbers:
Definition: window_type.h:485
ClientNetworkGameSocketHandler::Receive_SERVER_SYNC
NetworkRecvStatus Receive_SERVER_SYNC(Packet *p) override
Sends a sync-check to the client: uint32 Frame counter.
Definition: network_client.cpp:946
ClientNetworkGameSocketHandler::ClientError
void ClientError(NetworkRecvStatus res)
Handle an error coming from the client side.
Definition: network_client.cpp:191
ClientNetworkGameSocketHandler::token
byte token
The token we need to send back to the server to prove we're the right client.
Definition: network_client.h:19
Pool::PoolItem<&_networkclientinfo_pool >::CanAllocateItem
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
Definition: pool_type.hpp:299
ClientNetworkGameSocketHandler::STATUS_AUTH_GAME
@ STATUS_AUTH_GAME
Last action was requesting game (server) password.
Definition: network_client.h:27
PacketReader::bufe
byte * bufe
End of the buffer we write to/read from.
Definition: network_client.cpp:45
ClientNetworkGameSocketHandler::SendCompanyPassword
static NetworkRecvStatus SendCompanyPassword(const char *password)
Set the company password as requested.
Definition: network_client.cpp:394
NetworkCompanyInfo::money
Money money
The amount of money the company has.
Definition: network_gui.h:31
seprintf
int CDECL seprintf(char *str, const char *last, const char *format,...)
Safer implementation of snprintf; same as snprintf except:
Definition: string.cpp:442
Subdirectory
Subdirectory
The different kinds of subdirectories OpenTTD uses.
Definition: fileio_type.h:108
NetworkCompanyInfo::performance
uint16 performance
What was his performance last month?
Definition: network_gui.h:33
NetworkCompanyStats::ai
bool ai
Is this company an AI.
Definition: network_type.h:60
ClientNetworkGameSocketHandler::NetworkExecuteLocalCommandQueue
friend void NetworkExecuteLocalCommandQueue()
Execute all commands on the local command queue that ought to be executed this frame.
Definition: network_command.cpp:191
PACKET_CLIENT_RCON
@ PACKET_CLIENT_RCON
Client asks the server to execute some command.
Definition: tcp_game.h:100
Packet::Recv_uint8
uint8 Recv_uint8()
Read a 8 bits integer from the packet.
Definition: packet.cpp:217
ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler
~ClientNetworkGameSocketHandler()
Clear whatever we assigned.
Definition: network_client.cpp:151
CC_ERROR
static const TextColour CC_ERROR
Colour for error lines.
Definition: console_type.h:24
ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND
NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p) override
Sends a DoCommand to the client: uint8 ID of the company (0..MAX_COMPANIES-1).
Definition: network_client.cpp:959
SM_MENU
@ SM_MENU
Switch to game intro menu.
Definition: openttd.h:31
ClientNetworkGameSocketHandler
Class for handling the client side of the game connection.
Definition: network_client.h:16
CMD_COMPANY_CTRL
@ CMD_COMPANY_CTRL
used in multiplayer to create a new companies etc.
Definition: command_type.h:281
ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN
NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p) override
Let the clients know that the server is closing.
Definition: network_client.cpp:1080
NetworkGameSocketHandler::incoming_queue
CommandQueue incoming_queue
The command-queue awaiting handling.
Definition: tcp_game.h:521
_sync_frame
uint32 _sync_frame
The frame to perform the sync check.
Definition: network.cpp:75
error
void CDECL error(const char *s,...)
Error handling for fatal non-user errors.
Definition: openttd.cpp:129
network.h
NetworkSocketHandler::ReceiveGRFIdentifier
void ReceiveGRFIdentifier(Packet *p, GRFIdentifier *grf)
Deserializes the GRFIdentifier (GRF ID and MD5 checksum) from the packet.
Definition: core.cpp:71
NetworkGameSocketHandler::client_id
ClientID client_id
Client identifier.
Definition: tcp_game.h:518
MILLISECONDS_PER_TICK
static const uint MILLISECONDS_PER_TICK
The number of milliseconds per game tick.
Definition: gfx_type.h:310
ClientNetworkGameSocketHandler::SendGetMap
static NetworkRecvStatus SendGetMap()
Request the map from the server.
Definition: network_client.cpp:403
LoadFilter
Interface for filtering a savegame till it is loaded.
Definition: saveload_filter.h:14
lengthof
#define lengthof(x)
Return the length of an fixed size array.
Definition: stdafx.h:367
ClientNetworkGameSocketHandler::Receive_SERVER_RCON
NetworkRecvStatus Receive_SERVER_RCON(Packet *p) override
Send the result of an issues RCon command back to the client: uint16 Colour code.
Definition: network_client.cpp:1110
ClientSettings::network
NetworkSettings network
settings related to the network
Definition: settings_type.h:568
WN_NETWORK_WINDOW_LOBBY
@ WN_NETWORK_WINDOW_LOBBY
Network lobby window.
Definition: window_type.h:28
Packet::Recv_uint64
uint64 Recv_uint64()
Read a 64 bits integer from the packet.
Definition: packet.cpp:263
NetworkClientRequestMove
void NetworkClientRequestMove(CompanyID company_id, const char *pass)
Notify the server of this client wanting to be moved to another company.
Definition: network_client.cpp:1229
ClientNetworkGameSocketHandler::SendMapOk
static NetworkRecvStatus SendMapOk()
Tell the server we received the complete map.
Definition: network_client.cpp:413
NetworkGameSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(bool error=true) override
Functions to help ReceivePacket/SendPacket a bit A socket can make errors.
Definition: tcp_game.cpp:41
NetworkCompanyInfo::income
Money income
How much did the company earned last year.
Definition: network_gui.h:32
PACKET_CLIENT_ACK
@ PACKET_CLIENT_ACK
The client tells the server which frame it has executed.
Definition: tcp_game.h:88
PACKET_CLIENT_MOVE
@ PACKET_CLIENT_MOVE
A client would like to be moved to another company.
Definition: tcp_game.h:104
ClientNetworkGameSocketHandler::savegame
struct PacketReader * savegame
Packet reader for reading the savegame.
Definition: network_client.h:18
ClientNetworkGameSocketHandler::SendAck
static NetworkRecvStatus SendAck()
Send an acknowledgement from the server's ticks.
Definition: network_client.cpp:423
NETWORK_RECV_STATUS_OKAY
@ NETWORK_RECV_STATUS_OKAY
Everything is okay.
Definition: core.h:23
SafeLoad
bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf=nullptr)
Load the specified savegame but on error do different things.
Definition: openttd.cpp:968
ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE
NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p) override
Sends that all data of the map are sent to the client:
Definition: network_client.cpp:856
PacketReader::PacketReader
PacketReader()
Initialise everything.
Definition: network_client.cpp:51
md5sumToString
char * md5sumToString(char *buf, const char *last, const uint8 md5sum[16])
Convert the md5sum to a hexadecimal string representation.
Definition: string.cpp:460
ClientNetworkGameSocketHandler::SendQuit
static NetworkRecvStatus SendQuit()
Tell the server we would like to quit.
Definition: network_client.cpp:500
NetworkClientSendChat
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
Send a chat message.
Definition: network_client.cpp:1284
Pool::PoolItem<&_company_pool >::IsValidID
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
Definition: pool_type.hpp:318
ClientNetworkGameSocketHandler::STATUS_ACTIVE
@ STATUS_ACTIVE
The client is active within in the game.
Definition: network_client.h:32
ClientNetworkGameSocketHandler::status
ServerStatus status
Status of the connection with the server.
Definition: network_client.h:36
FGCM_EXACT
@ FGCM_EXACT
Only find Grfs matching md5sum.
Definition: newgrf_config.h:193
NETWORK_RECV_STATUS_SAVEGAME
@ NETWORK_RECV_STATUS_SAVEGAME
Something went wrong (down)loading the savegame.
Definition: core.h:26
ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE
NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p) override
Sends the size of the map to the client.
Definition: network_client.cpp:831
strecpy
char * strecpy(char *dst, const char *src, const char *last)
Copies characters from one buffer to another.
Definition: string.cpp:112
WN_NETWORK_STATUS_WINDOW_JOIN
@ WN_NETWORK_STATUS_WINDOW_JOIN
Network join status.
Definition: window_type.h:32
free
static void free(const void *ptr)
Version of the standard free that accepts const pointers.
Definition: stdafx.h:454
ClientNetworkGameSocketHandler::Receive_SERVER_QUIT
NetworkRecvStatus Receive_SERVER_QUIT(Packet *p) override
Notification that a client left the game: uint32 ID of the client.
Definition: network_client.cpp:1044
GetNetworkRevisionString
const char * GetNetworkRevisionString()
Get the network version string used by this build.
Definition: network.cpp:1098
NetworkCompanyInfo
Company information stored at the client side.
Definition: network_gui.h:27
SetWindowClassesDirty
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
Definition: window.cpp:3248
lastof
#define lastof(x)
Get the last element of an fixed size array.
Definition: stdafx.h:383
ClientNetworkGameSocketHandler::Receive_SERVER_MOVE
NetworkRecvStatus Receive_SERVER_MOVE(Packet *p) override
Move a client from one company into another: uint32 ID of the client.
Definition: network_client.cpp:1125
ClientNetworkGameSocketHandler::Send
static void Send()
Send the packets of this socket handler.
Definition: network_client.cpp:256
_network_join_bytes
uint32 _network_join_bytes
The number of bytes we already downloaded.
Definition: network_gui.cpp:1978
DAY_TICKS
static const int DAY_TICKS
1 day is 74 ticks; _date_fract used to be uint16 and incremented by 885.
Definition: date_type.h:28
NetworkErrorCode
NetworkErrorCode
The error codes we send around in the protocols.
Definition: network_type.h:110
NetworkClientInfo
Container for all information known about a client.
Definition: network_base.h:23
PACKET_CLIENT_SET_PASSWORD
@ PACKET_CLIENT_SET_PASSWORD
A client (re)sets its company's password.
Definition: tcp_game.h:108
IConsolePrintF
void CDECL IConsolePrintF(TextColour colour_code, const char *format,...)
Handle the printing of text entered into the console or redirected there by any other means.
Definition: console.cpp:125
SetDParamStr
void SetDParamStr(uint n, const char *str)
This function is used to "bind" a C string to a OpenTTD dparam slot.
Definition: strings.cpp:286
PACKET_CLIENT_COMPANY_PASSWORD
@ PACKET_CLIENT_COMPANY_PASSWORD
Client sends the (hashed) company password.
Definition: tcp_game.h:63
INVALID_STRING_ID
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames)
Definition: strings_type.h:17
GetLobbyCompanyInfo
NetworkCompanyInfo * GetLobbyCompanyInfo(CompanyID company)
Get the company information of a given company to fill for the lobby.
Definition: network_gui.cpp:1630
ClientSettings::gui
GUISettings gui
settings related to the GUI
Definition: settings_type.h:567
WL_CRITICAL
@ WL_CRITICAL
Critical errors, the MessageBox is shown in all cases.
Definition: error.h:25
NETWORK_GAME_PASSWORD
@ NETWORK_GAME_PASSWORD
The password of the game.
Definition: network_type.h:73
Packet::Recv_uint16
uint16 Recv_uint16()
Read a 16 bits integer from the packet.
Definition: packet.cpp:231
ClientNetworkGameSocketHandler::SendGamePassword
static NetworkRecvStatus SendGamePassword(const char *password)
Set the game password as requested.
Definition: network_client.cpp:382
NetworkSettings::max_companies
uint8 max_companies
maximum amount of companies
Definition: settings_type.h:268
Packet::pos
PacketSize pos
The current read/write position in the packet.
Definition: packet.h:50
ClientNetworkGameSocketHandler::Receive_SERVER_WAIT
NetworkRecvStatus Receive_SERVER_WAIT(Packet *p) override
Notification that another client is currently receiving the map: uint8 Number of clients waiting in f...
Definition: network_client.cpp:798
NETWORK_RECV_STATUS_MALFORMED_PACKET
@ NETWORK_RECV_STATUS_MALFORMED_PACKET
We apparently send a malformed packet.
Definition: core.h:28
NetworkCompanyInfo::use_password
bool use_password
Is there a password.
Definition: network_gui.h:34