OpenTTD Source  1.11.2
network.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 
12 #include "../strings_func.h"
13 #include "../command_func.h"
14 #include "../date_func.h"
15 #include "network_admin.h"
16 #include "network_client.h"
17 #include "network_server.h"
18 #include "network_content.h"
19 #include "network_udp.h"
20 #include "network_gamelist.h"
21 #include "network_base.h"
22 #include "core/udp.h"
23 #include "core/host.h"
24 #include "network_gui.h"
25 #include "../console_func.h"
26 #include "../3rdparty/md5/md5.h"
27 #include "../core/random_func.hpp"
28 #include "../window_func.h"
29 #include "../company_func.h"
30 #include "../company_base.h"
31 #include "../landscape_type.h"
32 #include "../rev.h"
33 #include "../core/pool_func.hpp"
34 #include "../gfx_func.h"
35 #include "../error.h"
36 
37 #include "../safeguards.h"
38 
39 #ifdef DEBUG_DUMP_COMMANDS
40 #include "../fileio_func.h"
42 bool _ddc_fastforward = true;
43 #endif /* DEBUG_DUMP_COMMANDS */
44 
47 
51 
70 uint32 _sync_seed_1;
71 #ifdef NETWORK_SEND_DOUBLE_SEED
72 uint32 _sync_seed_2;
73 #endif
74 uint32 _sync_frame;
77 
78 /* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
79 static_assert((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
81 
84 
85 /* Some externs / forwards */
86 extern void StateGameLoop();
87 
92 bool HasClients()
93 {
94  return !NetworkClientSocket::Iterate().empty();
95 }
96 
101 {
102  /* Delete the chat window, if you were chatting with this client. */
104 }
105 
112 {
114  if (ci->client_id == client_id) return ci;
115  }
116 
117  return nullptr;
118 }
119 
126 {
127  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
128  if (cs->client_id == client_id) return cs;
129  }
130 
131  return nullptr;
132 }
133 
134 byte NetworkSpectatorCount()
135 {
136  byte count = 0;
137 
138  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
139  if (ci->client_playas == COMPANY_SPECTATOR) count++;
140  }
141 
142  /* Don't count a dedicated server as spectator */
143  if (_network_dedicated) count--;
144 
145  return count;
146 }
147 
154 const char *NetworkChangeCompanyPassword(CompanyID company_id, const char *password)
155 {
156  if (strcmp(password, "*") == 0) password = "";
157 
158  if (_network_server) {
159  NetworkServerSetCompanyPassword(company_id, password, false);
160  } else {
162  }
163 
164  return password;
165 }
166 
174 const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed)
175 {
176  if (StrEmpty(password)) return password;
177 
178  char salted_password[NETWORK_SERVER_ID_LENGTH];
179  size_t password_length = strlen(password);
180  size_t password_server_id_length = strlen(password_server_id);
181 
182  /* Add the game seed and the server's ID as the salt. */
183  for (uint i = 0; i < NETWORK_SERVER_ID_LENGTH - 1; i++) {
184  char password_char = (i < password_length ? password[i] : 0);
185  char server_id_char = (i < password_server_id_length ? password_server_id[i] : 0);
186  char seed_char = password_game_seed >> (i % 32);
187  salted_password[i] = password_char ^ server_id_char ^ seed_char;
188  }
189 
190  Md5 checksum;
191  uint8 digest[16];
192  static char hashed_password[NETWORK_SERVER_ID_LENGTH];
193 
194  /* Generate the MD5 hash */
195  checksum.Append(salted_password, sizeof(salted_password) - 1);
196  checksum.Finish(digest);
197 
198  for (int di = 0; di < 16; di++) seprintf(hashed_password + di * 2, lastof(hashed_password), "%02x", digest[di]);
199 
200  return hashed_password;
201 }
202 
209 {
210  return HasBit(_network_company_passworded, company_id);
211 }
212 
213 /* This puts a text-message to the console, or in the future, the chat-box,
214  * (to keep it all a bit more general)
215  * If 'self_send' is true, this is the client who is sending the message */
216 void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const char *name, const char *str, int64 data)
217 {
218  StringID strid;
219  switch (action) {
220  case NETWORK_ACTION_SERVER_MESSAGE:
221  /* Ignore invalid messages */
222  strid = STR_NETWORK_SERVER_MESSAGE;
223  colour = CC_DEFAULT;
224  break;
225  case NETWORK_ACTION_COMPANY_SPECTATOR:
226  colour = CC_DEFAULT;
227  strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE;
228  break;
229  case NETWORK_ACTION_COMPANY_JOIN:
230  colour = CC_DEFAULT;
231  strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN;
232  break;
233  case NETWORK_ACTION_COMPANY_NEW:
234  colour = CC_DEFAULT;
235  strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW;
236  break;
237  case NETWORK_ACTION_JOIN:
238  /* Show the Client ID for the server but not for the client. */
239  strid = _network_server ? STR_NETWORK_MESSAGE_CLIENT_JOINED_ID : STR_NETWORK_MESSAGE_CLIENT_JOINED;
240  break;
241  case NETWORK_ACTION_LEAVE: strid = STR_NETWORK_MESSAGE_CLIENT_LEFT; break;
242  case NETWORK_ACTION_NAME_CHANGE: strid = STR_NETWORK_MESSAGE_NAME_CHANGE; break;
243  case NETWORK_ACTION_GIVE_MONEY: strid = STR_NETWORK_MESSAGE_GIVE_MONEY; break;
244  case NETWORK_ACTION_CHAT_COMPANY: strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY; break;
245  case NETWORK_ACTION_CHAT_CLIENT: strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT; break;
246  case NETWORK_ACTION_KICKED: strid = STR_NETWORK_MESSAGE_KICKED; break;
247  default: strid = STR_NETWORK_CHAT_ALL; break;
248  }
249 
250  char message[1024];
251  SetDParamStr(0, name);
252  SetDParamStr(1, str);
253  SetDParam(2, data);
254 
255  /* All of these strings start with "***". These characters are interpreted as both left-to-right and
256  * right-to-left characters depending on the context. As the next text might be an user's name, the
257  * user name's characters will influence the direction of the "***" instead of the language setting
258  * of the game. Manually set the direction of the "***" by inserting a text-direction marker. */
259  char *msg_ptr = message + Utf8Encode(message, _current_text_dir == TD_LTR ? CHAR_TD_LRM : CHAR_TD_RLM);
260  GetString(msg_ptr, strid, lastof(message));
261 
262  DEBUG(desync, 1, "msg: %08x; %02x; %s", _date, _date_fract, message);
263  IConsolePrintF(colour, "%s", message);
265 }
266 
267 /* Calculate the frame-lag of a client */
268 uint NetworkCalculateLag(const NetworkClientSocket *cs)
269 {
270  int lag = cs->last_frame_server - cs->last_frame;
271  /* This client has missed his ACK packet after 1 DAY_TICKS..
272  * so we increase his lag for every frame that passes!
273  * The packet can be out by a max of _net_frame_freq */
274  if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter) {
275  lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq);
276  }
277  return lag;
278 }
279 
280 
281 /* There was a non-recoverable error, drop back to the main menu with a nice
282  * error */
283 void ShowNetworkError(StringID error_string)
284 {
287 }
288 
295 {
296  /* List of possible network errors, used by
297  * PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
298  static const StringID network_error_strings[] = {
299  STR_NETWORK_ERROR_CLIENT_GENERAL,
300  STR_NETWORK_ERROR_CLIENT_DESYNC,
301  STR_NETWORK_ERROR_CLIENT_SAVEGAME,
302  STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST,
303  STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR,
304  STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH,
305  STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED,
306  STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED,
307  STR_NETWORK_ERROR_CLIENT_WRONG_REVISION,
308  STR_NETWORK_ERROR_CLIENT_NAME_IN_USE,
309  STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD,
310  STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH,
311  STR_NETWORK_ERROR_CLIENT_KICKED,
312  STR_NETWORK_ERROR_CLIENT_CHEATER,
313  STR_NETWORK_ERROR_CLIENT_SERVER_FULL,
314  STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS,
315  STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD,
316  STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER,
317  STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP,
318  STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN,
319  };
320  static_assert(lengthof(network_error_strings) == NETWORK_ERROR_END);
321 
322  if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
323 
324  return network_error_strings[err];
325 }
326 
332 void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
333 {
334  if (!_networking) return;
335 
336  switch (changed_mode) {
337  case PM_PAUSED_NORMAL:
338  case PM_PAUSED_JOIN:
341  case PM_PAUSED_LINK_GRAPH: {
342  bool changed = ((_pause_mode == PM_UNPAUSED) != (prev_mode == PM_UNPAUSED));
343  bool paused = (_pause_mode != PM_UNPAUSED);
344  if (!paused && !changed) return;
345 
346  StringID str;
347  if (!changed) {
348  int i = -1;
349 
350  if ((_pause_mode & PM_PAUSED_NORMAL) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL);
351  if ((_pause_mode & PM_PAUSED_JOIN) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS);
352  if ((_pause_mode & PM_PAUSED_GAME_SCRIPT) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT);
353  if ((_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS);
354  if ((_pause_mode & PM_PAUSED_LINK_GRAPH) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH);
355  str = STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 + i;
356  } else {
357  switch (changed_mode) {
358  case PM_PAUSED_NORMAL: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL); break;
359  case PM_PAUSED_JOIN: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS); break;
360  case PM_PAUSED_GAME_SCRIPT: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT); break;
361  case PM_PAUSED_ACTIVE_CLIENTS: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS); break;
362  case PM_PAUSED_LINK_GRAPH: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH); break;
363  default: NOT_REACHED();
364  }
365  str = paused ? STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED : STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED;
366  }
367 
368  char buffer[DRAW_STRING_BUFFER];
369  GetString(buffer, str, lastof(buffer));
370  NetworkTextMessage(NETWORK_ACTION_SERVER_MESSAGE, CC_DEFAULT, false, nullptr, buffer);
371  break;
372  }
373 
374  default:
375  return;
376  }
377 }
378 
379 
388 static void CheckPauseHelper(bool pause, PauseMode pm)
389 {
390  if (pause == ((_pause_mode & pm) != PM_UNPAUSED)) return;
391 
392  DoCommandP(0, pm, pause ? 1 : 0, CMD_PAUSE);
393 }
394 
401 {
402  uint count = 0;
403 
404  for (const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
405  if (cs->status != NetworkClientSocket::STATUS_ACTIVE) continue;
406  if (!Company::IsValidID(cs->GetInfo()->client_playas)) continue;
407  count++;
408  }
409 
410  return count;
411 }
412 
417 {
421  return;
422  }
424 }
425 
431 {
432  for (const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
433  if (cs->status >= NetworkClientSocket::STATUS_AUTHORIZED && cs->status < NetworkClientSocket::STATUS_ACTIVE) return true;
434  }
435 
436  return false;
437 }
438 
442 static void CheckPauseOnJoin()
443 {
446  return;
447  }
449 }
450 
459 void ParseConnectionString(const char **company, const char **port, char *connection_string)
460 {
461  bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':'));
462  char *p;
463  for (p = connection_string; *p != '\0'; p++) {
464  switch (*p) {
465  case '[':
466  ipv6 = true;
467  break;
468 
469  case ']':
470  ipv6 = false;
471  break;
472 
473  case '#':
474  *company = p + 1;
475  *p = '\0';
476  break;
477 
478  case ':':
479  if (ipv6) break;
480  *port = p + 1;
481  *p = '\0';
482  break;
483  }
484  }
485 }
486 
492 /* static */ void ServerNetworkGameSocketHandler::AcceptConnection(SOCKET s, const NetworkAddress &address)
493 {
494  /* Register the login */
496 
499  cs->client_address = address; // Save the IP of the client
500 }
501 
506 static void InitializeNetworkPools(bool close_admins = true)
507 {
508  PoolBase::Clean(PT_NCLIENT | (close_admins ? PT_NADMIN : PT_NONE));
509 }
510 
515 void NetworkClose(bool close_admins)
516 {
517  if (_network_server) {
518  if (close_admins) {
520  as->CloseConnection(true);
521  }
522  }
523 
524  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
525  cs->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
526  }
529  } else if (MyClient::my_client != nullptr) {
532  }
533 
535 
536  _networking = false;
537  _network_server = false;
538 
540 
542  _network_company_states = nullptr;
543 
544  InitializeNetworkPools(close_admins);
545 }
546 
547 /* Initializes the network (cleans sockets and stuff) */
548 static void NetworkInitialize(bool close_admins = true)
549 {
550  InitializeNetworkPools(close_admins);
552 
553  _sync_frame = 0;
554  _network_first_time = true;
555 
556  _network_reconnect = 0;
557 }
558 
561 public:
563 
564  void OnFailure() override
565  {
567  }
568 
569  void OnConnect(SOCKET s) override
570  {
571  _networking = true;
574  }
575 };
576 
582 {
583  if (!_network_available) return;
584 
586  NetworkInitialize();
587 
588  new TCPQueryConnecter(address);
589 }
590 
591 /* Validates an address entered as a string and adds the server to
592  * the list. If you use this function, the games will be marked
593  * as manually added. */
594 void NetworkAddServer(const char *b)
595 {
596  if (*b != '\0') {
597  const char *port = nullptr;
598  const char *company = nullptr;
599  char host[NETWORK_HOSTNAME_LENGTH];
600  uint16 rport;
601 
602  strecpy(host, b, lastof(host));
603 
605  rport = NETWORK_DEFAULT_PORT;
606 
607  ParseConnectionString(&company, &port, host);
608  if (port != nullptr) rport = atoi(port);
609 
610  NetworkUDPQueryServer(NetworkAddress(host, rport), true);
611  }
612 }
613 
619 void GetBindAddresses(NetworkAddressList *addresses, uint16 port)
620 {
621  for (const auto &iter : _network_bind_list) {
622  addresses->emplace_back(iter.c_str(), port);
623  }
624 
625  /* No address, so bind to everything. */
626  if (addresses->size() == 0) {
627  addresses->emplace_back("", port);
628  }
629 }
630 
631 /* Generates the list of manually added hosts from NetworkGameList and
632  * dumps them into the array _network_host_list. This array is needed
633  * by the function that generates the config file. */
634 void NetworkRebuildHostList()
635 {
636  _network_host_list.clear();
637 
638  for (NetworkGameList *item = _network_game_list; item != nullptr; item = item->next) {
639  if (item->manually) _network_host_list.emplace_back(item->address.GetAddressAsString(false));
640  }
641 }
642 
645 public:
647 
648  void OnFailure() override
649  {
650  ShowNetworkError(STR_NETWORK_ERROR_NOCONNECTION);
651  }
652 
653  void OnConnect(SOCKET s) override
654  {
655  _networking = true;
657  IConsoleCmdExec("exec scripts/on_client.scr 0");
659  }
660 };
661 
662 
663 /* Used by clients, to connect to a server */
664 void NetworkClientConnectGame(const char *hostname, uint16 port, CompanyID join_as, const char *join_server_password, const char *join_company_password)
665 {
666  if (!_network_available) return;
667 
668  if (port == 0) return;
669 
672  _network_join_as = join_as;
673  _network_join_server_password = join_server_password;
674  _network_join_company_password = join_company_password;
675 
676  if (_game_mode == GM_MENU) {
677  /* From the menu we can immediately continue with the actual join. */
679  } else {
680  /* When already playing a game, first go back to the main menu. This
681  * disconnects the user from the current game, meaning we can safely
682  * load in the new. After all, there is little point in continueing to
683  * play on a server if we are connecting to another one.
684  */
686  }
687 }
688 
695 {
697  NetworkInitialize();
698 
699  _network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
700  ShowJoinStatusWindow();
701 
703 }
704 
705 static void NetworkInitGameInfo()
706 {
709  }
710 
711  /* The server is a client too */
713 
714  /* There should be always space for the server. */
718 
720 }
721 
722 bool NetworkServerStart()
723 {
724  if (!_network_available) return false;
725 
726  /* Call the pre-scripts */
727  IConsoleCmdExec("exec scripts/pre_server.scr 0");
728  if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
729 
730  NetworkDisconnect(false, false);
731  NetworkInitialize(false);
732  DEBUG(net, 1, "starting listeners for clients");
734 
735  /* Only listen for admins when the password isn't empty. */
737  DEBUG(net, 1, "starting listeners for admins");
739  }
740 
741  /* Try to start UDP-server */
742  DEBUG(net, 1, "starting listeners for incoming server queries");
744 
745  _network_company_states = CallocT<NetworkCompanyState>(MAX_COMPANIES);
746  _network_server = true;
747  _networking = true;
748  _frame_counter = 0;
750  _frame_counter_max = 0;
751  _last_sync_frame = 0;
753 
756 
757  NetworkInitGameInfo();
758 
759  /* execute server initialization script */
760  IConsoleCmdExec("exec scripts/on_server.scr 0");
761  /* if the server is dedicated ... add some other script */
762  if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
763 
764  /* Try to register us to the master server */
767 
768  /* welcome possibly still connected admins - this can only happen on a dedicated server. */
770 
771  return true;
772 }
773 
774 /* The server is rebooting...
775  * The only difference with NetworkDisconnect, is the packets that is sent */
776 void NetworkReboot()
777 {
778  if (_network_server) {
779  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
780  cs->SendNewGame();
781  cs->SendPackets();
782  }
783 
785  as->SendNewGame();
786  as->SendPackets();
787  }
788  }
789 
790  /* For non-dedicated servers we have to kick the admins as we are not
791  * certain that we will end up in a new network game. */
793 }
794 
800 void NetworkDisconnect(bool blocking, bool close_admins)
801 {
802  if (_network_server) {
803  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
804  cs->SendShutdown();
805  cs->SendPackets();
806  }
807 
808  if (close_admins) {
810  as->SendShutdown();
811  as->SendPackets();
812  }
813  }
814  }
815 
817 
819 
820  NetworkClose(close_admins);
821 
822  /* Reinitialize the UDP stack, i.e. close all existing connections. */
824 }
825 
830 static bool NetworkReceive()
831 {
832  if (_network_server) {
835  } else {
837  }
838 }
839 
840 /* This sends all buffered commands (if possible) */
841 static void NetworkSend()
842 {
843  if (_network_server) {
846  } else {
848  }
849 }
850 
857 {
861 
863 }
864 
865 /* The main loop called from ttd.c
866  * Here we also have to do StateGameLoop if needed! */
867 void NetworkGameLoop()
868 {
869  if (!_networking) return;
870 
871  if (!NetworkReceive()) return;
872 
873  if (_network_server) {
874  /* Log the sync state to check for in-syncedness of replays. */
875  if (_date_fract == 0) {
876  /* We don't want to log multiple times if paused. */
877  static Date last_log;
878  if (last_log != _date) {
879  DEBUG(desync, 1, "sync: %08x; %02x; %08x; %08x", _date, _date_fract, _random.state[0], _random.state[1]);
880  last_log = _date;
881  }
882  }
883 
884 #ifdef DEBUG_DUMP_COMMANDS
885  /* Loading of the debug commands from -ddesync>=1 */
886  static FILE *f = FioFOpenFile("commands.log", "rb", SAVE_DIR);
887  static Date next_date = 0;
888  static uint32 next_date_fract;
889  static CommandPacket *cp = nullptr;
890  static bool check_sync_state = false;
891  static uint32 sync_state[2];
892  if (f == nullptr && next_date == 0) {
893  DEBUG(net, 0, "Cannot open commands.log");
894  next_date = 1;
895  }
896 
897  while (f != nullptr && !feof(f)) {
898  if (_date == next_date && _date_fract == next_date_fract) {
899  if (cp != nullptr) {
900  NetworkSendCommand(cp->tile, cp->p1, cp->p2, cp->cmd & ~CMD_FLAGS_MASK, nullptr, cp->text, cp->company);
901  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));
902  free(cp);
903  cp = nullptr;
904  }
905  if (check_sync_state) {
906  if (sync_state[0] == _random.state[0] && sync_state[1] == _random.state[1]) {
907  DEBUG(net, 0, "sync check: %08x; %02x; match", _date, _date_fract);
908  } else {
909  DEBUG(net, 0, "sync check: %08x; %02x; mismatch expected {%08x, %08x}, got {%08x, %08x}",
910  _date, _date_fract, sync_state[0], sync_state[1], _random.state[0], _random.state[1]);
911  NOT_REACHED();
912  }
913  check_sync_state = false;
914  }
915  }
916 
917  if (cp != nullptr || check_sync_state) break;
918 
919  char buff[4096];
920  if (fgets(buff, lengthof(buff), f) == nullptr) break;
921 
922  char *p = buff;
923  /* Ignore the "[date time] " part of the message */
924  if (*p == '[') {
925  p = strchr(p, ']');
926  if (p == nullptr) break;
927  p += 2;
928  }
929 
930  if (strncmp(p, "cmd: ", 5) == 0
931 #ifdef DEBUG_FAILED_DUMP_COMMANDS
932  || strncmp(p, "cmdf: ", 6) == 0
933 #endif
934  ) {
935  p += 5;
936  if (*p == ' ') p++;
937  cp = CallocT<CommandPacket>(1);
938  int company;
939  static_assert(sizeof(cp->text) == 128);
940  int ret = sscanf(p, "%x; %x; %x; %x; %x; %x; %x; \"%127[^\"]\"", &next_date, &next_date_fract, &company, &cp->tile, &cp->p1, &cp->p2, &cp->cmd, cp->text);
941  /* There are 8 pieces of data to read, however the last is a
942  * string that might or might not exist. Ignore it if that
943  * string misses because in 99% of the time it's not used. */
944  assert(ret == 8 || ret == 7);
945  cp->company = (CompanyID)company;
946  } else if (strncmp(p, "join: ", 6) == 0) {
947  /* Manually insert a pause when joining; this way the client can join at the exact right time. */
948  int ret = sscanf(p + 6, "%x; %x", &next_date, &next_date_fract);
949  assert(ret == 2);
950  DEBUG(net, 0, "injecting pause for join at %08x:%02x; please join when paused", next_date, next_date_fract);
951  cp = CallocT<CommandPacket>(1);
953  cp->cmd = CMD_PAUSE;
954  cp->p1 = PM_PAUSED_NORMAL;
955  cp->p2 = 1;
956  _ddc_fastforward = false;
957  } else if (strncmp(p, "sync: ", 6) == 0) {
958  int ret = sscanf(p + 6, "%x; %x; %x; %x", &next_date, &next_date_fract, &sync_state[0], &sync_state[1]);
959  assert(ret == 4);
960  check_sync_state = true;
961  } else if (strncmp(p, "msg: ", 5) == 0 || strncmp(p, "client: ", 8) == 0 ||
962  strncmp(p, "load: ", 6) == 0 || strncmp(p, "save: ", 6) == 0) {
963  /* A message that is not very important to the log playback, but part of the log. */
964 #ifndef DEBUG_FAILED_DUMP_COMMANDS
965  } else if (strncmp(p, "cmdf: ", 6) == 0) {
966  DEBUG(net, 0, "Skipping replay of failed command: %s", p + 6);
967 #endif
968  } else {
969  /* Can't parse a line; what's wrong here? */
970  DEBUG(net, 0, "trying to parse: %s", p);
971  NOT_REACHED();
972  }
973  }
974  if (f != nullptr && feof(f)) {
975  DEBUG(net, 0, "End of commands.log");
976  fclose(f);
977  f = nullptr;
978  }
979 #endif /* DEBUG_DUMP_COMMANDS */
981  /* Only check for active clients just before we're going to send out
982  * the commands so we don't send multiple pause/unpause commands when
983  * the frame_freq is more than 1 tick. Same with distributing commands. */
987  }
988 
989  bool send_frame = false;
990 
991  /* We first increase the _frame_counter */
992  _frame_counter++;
993  /* Update max-frame-counter */
996  send_frame = true;
997  }
998 
1000 
1001  /* Then we make the frame */
1002  StateGameLoop();
1003 
1004  _sync_seed_1 = _random.state[0];
1005 #ifdef NETWORK_SEND_DOUBLE_SEED
1006  _sync_seed_2 = _random.state[1];
1007 #endif
1008 
1009  NetworkServer_Tick(send_frame);
1010  } else {
1011  /* Client */
1012 
1013  /* Make sure we are at the frame were the server is (quick-frames) */
1015  /* Run a number of frames; when things go bad, get out. */
1018  }
1019  } else {
1020  /* Else, keep on going till _frame_counter_max */
1022  /* Run one frame; if things went bad, get out. */
1024  }
1025  }
1026  }
1027 
1028  NetworkSend();
1029 }
1030 
1031 static void NetworkGenerateServerId()
1032 {
1033  Md5 checksum;
1034  uint8 digest[16];
1035  char hex_output[16 * 2 + 1];
1036  char coding_string[NETWORK_NAME_LENGTH];
1037  int di;
1038 
1039  seprintf(coding_string, lastof(coding_string), "%d%s", (uint)Random(), "OpenTTD Server ID");
1040 
1041  /* Generate the MD5 hash */
1042  checksum.Append((const uint8*)coding_string, strlen(coding_string));
1043  checksum.Finish(digest);
1044 
1045  for (di = 0; di < 16; ++di) {
1046  seprintf(hex_output + di * 2, lastof(hex_output), "%02x", digest[di]);
1047  }
1048 
1049  /* _settings_client.network.network_id is our id */
1051 }
1052 
1053 void NetworkStartDebugLog(const char *hostname, uint16 port)
1054 {
1055  extern SOCKET _debug_socket; // Comes from debug.c
1056 
1057  DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", hostname, port);
1058 
1059  NetworkAddress address(hostname, port);
1060  SOCKET s = address.Connect();
1061  if (s == INVALID_SOCKET) {
1062  DEBUG(net, 0, "Failed to open socket for redirection DEBUG()");
1063  return;
1064  }
1065 
1066  _debug_socket = s;
1067 
1068  DEBUG(net, 0, "DEBUG() is now redirected");
1069 }
1070 
1073 {
1074  DEBUG(net, 3, "[core] starting network...");
1075 
1076  /* Network is available */
1078  _network_dedicated = false;
1079  _network_need_advertise = true;
1080 
1081  /* Generate an server id when there is none yet */
1082  if (StrEmpty(_settings_client.network.network_id)) NetworkGenerateServerId();
1083 
1084  memset(&_network_game_info, 0, sizeof(_network_game_info));
1085 
1086  NetworkInitialize();
1087  DEBUG(net, 3, "[core] network online, multiplayer available");
1089 }
1090 
1093 {
1094  NetworkDisconnect(true);
1095  NetworkUDPClose();
1096 
1097  DEBUG(net, 3, "[core] shutting down network");
1098 
1099  _network_available = false;
1100 
1102 }
1103 
1104 #ifdef __EMSCRIPTEN__
1105 extern "C" {
1106 
1107 void CDECL em_openttd_add_server(const char *host, int port)
1108 {
1109  NetworkUDPQueryServer(NetworkAddress(host, port), true);
1110 }
1111 
1112 }
1113 #endif
network_content.h
TCPConnecter::CheckCallbacks
static void CheckCallbacks()
Check whether we need to call the callback, i.e.
Definition: tcp_connect.cpp:65
TCPConnecter::TCPConnecter
TCPConnecter(const NetworkAddress &address)
Create a new connecter for the given address.
Definition: tcp_connect.cpp:26
host.h
CommandContainer::cmd
uint32 cmd
command being executed.
Definition: command_type.h:483
NetworkSettings::client_name
char client_name[NETWORK_CLIENT_NAME_LENGTH]
name of the player (as client)
Definition: settings_type.h:270
InvalidateWindowData
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope)
Mark window data of the window of a given class and specific window number as invalid (in need of re-...
Definition: window.cpp:3321
_frame_counter
uint32 _frame_counter
The current frame.
Definition: network.cpp:67
NetworkTCPQueryServer
void NetworkTCPQueryServer(NetworkAddress address)
Query a server to fetch his game-info.
Definition: network.cpp:581
NETWORK_DEFAULT_PORT
static const uint16 NETWORK_DEFAULT_PORT
The default port of the game server (TCP & UDP)
Definition: config.h:29
NetworkClientSetCompanyPassword
void NetworkClientSetCompanyPassword(const char *password)
Set/Reset company password on the client side.
Definition: network_client.cpp:1294
SAVE_DIR
@ SAVE_DIR
Base directory for all savegames.
Definition: fileio_type.h:110
SetWindowDirty
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition: window.cpp:3220
ClientNetworkContentSocketHandler::SendReceive
void SendReceive()
Check whether we received/can send some data from/to the content server and when that's the case hand...
Definition: network_content.cpp:779
NetworkServerSetCompanyPassword
void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed)
Set/Reset a company password on the server end.
Definition: network_server.cpp:1804
NetworkUDPServerListen
void NetworkUDPServerListen()
Start the listening of the UDP server component.
Definition: network_udp.cpp:623
GetBindAddresses
void GetBindAddresses(NetworkAddressList *addresses, uint16 port)
Get the addresses to bind to.
Definition: network.cpp:619
NetworkSettings::frame_freq
uint8 frame_freq
how often do we send commands to the clients
Definition: settings_type.h:251
NetworkSettings::server_port
uint16 server_port
port the server listens on
Definition: settings_type.h:262
TCPConnecter
"Helper" class for creating TCP connections in a non-blocking manner
Definition: tcp.h:64
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:28
TD_LTR
@ TD_LTR
Text is written left-to-right by default.
Definition: strings_type.h:23
NetworkSettings::connect_to_ip
char connect_to_ip[NETWORK_HOSTNAME_LENGTH]
default for the "Add server" query
Definition: settings_type.h:272
_network_join_as
CompanyID _network_join_as
Who would we like to join as.
Definition: network_client.cpp:327
_date_fract
DateFract _date_fract
Fractional part of the day.
Definition: date.cpp:29
NetworkCompanyState
Some state information of a company, especially for servers.
Definition: network_type.h:64
_network_server
bool _network_server
network-server is active
Definition: network.cpp:53
_network_company_passworded
CompanyMask _network_company_passworded
Bitmask of the password status of all companies.
Definition: network.cpp:76
GetCommandName
const char * GetCommandName(uint32 cmd)
Definition: command.cpp:407
NetworkAction
NetworkAction
Actions that can be used for NetworkTextMessage.
Definition: network_type.h:91
NetworkClientInfo::client_name
char client_name[NETWORK_CLIENT_NAME_LENGTH]
Name of the client.
Definition: network_base.h:26
NETWORK_NUM_LANDSCAPES
static const uint NETWORK_NUM_LANDSCAPES
The number of landscapes in OpenTTD.
Definition: config.h:70
WC_CLIENT_LIST
@ WC_CLIENT_LIST
Client list; Window numbers:
Definition: window_type.h:472
ServerNetworkAdminSocketHandler::WelcomeAll
static void WelcomeAll()
Send a Welcome packet to all connected admins.
Definition: network_admin.cpp:990
NetworkSettings::network_id
char network_id[NETWORK_SERVER_ID_LENGTH]
network ID for servers
Definition: settings_type.h:273
ClientNetworkGameSocketHandler::GameLoop
static bool GameLoop()
Actual game loop for the client.
Definition: network_client.cpp:267
TCPQueryConnecter::OnFailure
void OnFailure() override
Callback for when the connection attempt failed.
Definition: network.cpp:564
HasBit
static bool HasBit(const T x, const uint8 y)
Checks if a bit in a value is set.
Definition: bitmath_func.hpp:103
NetworkHasJoiningClient
static bool NetworkHasJoiningClient()
Checks whether there is a joining client.
Definition: network.cpp:430
Utf8Encode
size_t Utf8Encode(T buf, WChar c)
Encode a unicode character and place it in the buffer.
Definition: string.cpp:541
_networkclientinfo_pool
NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo")
Make sure both pools have the same size.
NetworkSettings::pause_on_join
bool pause_on_join
pause the game when people join
Definition: settings_type.h:261
TextColour
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
Definition: gfx_type.h:250
CommandContainer::p2
uint32 p2
parameter p2.
Definition: command_type.h:482
NetworkHandlePauseChange
void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
Handle the pause mode change so we send the right messages to the chat.
Definition: network.cpp:332
ServerNetworkAdminSocketHandler::IterateActive
static Pool::IterateWrapperFiltered< ServerNetworkAdminSocketHandler, ServerNetworkAdminSocketHandlerFilter > IterateActive(size_t from=0)
Returns an iterable ensemble of all active admin sockets.
Definition: network_admin.h:95
_random
Randomizer _random
Random used in the game state calculations.
Definition: random_func.cpp:25
CommandContainer::text
char text[32 *MAX_CHAR_LENGTH]
possible text sent for name changes etc, in bytes including '\0'.
Definition: command_type.h:485
_settings_client
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:79
_network_bind_list
StringList _network_bind_list
The addresses to bind on.
Definition: network.cpp:62
NetworkUDPAdvertise
void NetworkUDPAdvertise()
Register us to the master server This function checks if it needs to send an advertise.
Definition: network_udp.cpp:565
NetworkBackgroundLoop
void NetworkBackgroundLoop()
We have to do some (simple) background stuff that runs normally, even when we are not in multiplayer.
Definition: network.cpp:856
network_gui.h
_network_join_status
NetworkJoinStatus _network_join_status
The status of joining.
Definition: network_gui.cpp:1977
GetNetworkErrorMsg
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
Definition: network.cpp:294
ClientNetworkGameSocketHandler::my_client
static ClientNetworkGameSocketHandler * my_client
This is us!
Definition: network_client.h:41
_network_game_info
NetworkServerGameInfo _network_game_info
Information about our game.
Definition: game_info.cpp:35
_network_join_company_password
const char * _network_join_company_password
Company password from -P argument.
Definition: network_client.cpp:332
NetworkSettings::admin_password
char admin_password[NETWORK_PASSWORD_LENGTH]
password for the admin network
Definition: settings_type.h:268
_redirect_console_to_client
ClientID _redirect_console_to_client
If not invalid, redirect the console output to a client.
Definition: network.cpp:59
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:160
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:174
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:66
_network_first_time
bool _network_first_time
Whether we have finished joining or not.
Definition: network.cpp:75
NetworkServer_Tick
void NetworkServer_Tick(bool send_frame)
This is called every tick if this is a _network_server.
Definition: network_server.cpp:1833
ServerNetworkAdminSocketHandler::Send
static void Send()
Send the packets for the server sockets.
Definition: network_admin.cpp:96
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
MAX_CHAR_LENGTH
static const int MAX_CHAR_LENGTH
Max. length of UTF-8 encoded unicode character.
Definition: strings_type.h:18
_network_game_list
NetworkGameList * _network_game_list
Game list of this client.
Definition: network_gamelist.cpp:23
MAX_LENGTH_COMPANY_NAME_CHARS
static const uint MAX_LENGTH_COMPANY_NAME_CHARS
The maximum length of a company name in characters including '\0'.
Definition: company_type.h:40
NetworkClientInfo::~NetworkClientInfo
~NetworkClientInfo()
Basically a client is leaving us right now.
Definition: network.cpp:100
PM_UNPAUSED
@ PM_UNPAUSED
A normal unpaused game.
Definition: openttd.h:60
HasClients
bool HasClients()
Return whether there is any client connected or trying to connect at all.
Definition: network.cpp:92
NetworkUDPQueryServer
void NetworkUDPQueryServer(NetworkAddress address, bool manually)
Query a specific server.
Definition: network_udp.cpp:112
Pool::MAX_SIZE
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
Definition: pool_type.hpp:85
COMPANY_FIRST
@ COMPANY_FIRST
First company, same as owner.
Definition: company_type.h:22
NetworkClientInfo::GetByClientID
static NetworkClientInfo * GetByClientID(ClientID client_id)
Return the CI given it's client-identifier.
Definition: network.cpp:111
TCPQueryConnecter::OnConnect
void OnConnect(SOCKET s) override
Callback when the connection succeeded.
Definition: network.cpp:569
_frame_counter_server
uint32 _frame_counter_server
The frame_counter of the server, if in network-mode.
Definition: network.cpp:65
NetworkClientJoinGame
void NetworkClientJoinGame()
Actually perform the joining to the server.
Definition: network.cpp:694
CommandPacket::company
CompanyID company
company that is executing the command
Definition: network_internal.h:146
CommandContainer::p1
uint32 p1
parameter p1.
Definition: command_type.h:481
ServerNetworkGameSocketHandler::Send
static void Send()
Send the packets for the server sockets.
Definition: network_server.cpp:331
_network_join_server_password
const char * _network_join_server_password
Login password from -p argument.
Definition: network_client.cpp:330
NETWORK_RECV_STATUS_CONN_LOST
@ NETWORK_RECV_STATUS_CONN_LOST
The connection is 'just' lost.
Definition: core.h:27
DRAW_STRING_BUFFER
static const int DRAW_STRING_BUFFER
Size of the buffer used for drawing strings.
Definition: gfx_func.h:85
CommandPacket
Everything we need to know about a command to be able to execute it.
Definition: network_internal.h:142
_date
Date _date
Current date in days (day counter)
Definition: date.cpp:28
DoCommandP
bool DoCommandP(const CommandContainer *container, bool my_cmd)
Shortcut for the long DoCommandP when having a container with the data.
Definition: command.cpp:541
NetworkSettings::last_host
char last_host[NETWORK_HOSTNAME_LENGTH]
IP address of the last joined server.
Definition: settings_type.h:285
NetworkAddressList
std::vector< NetworkAddress > NetworkAddressList
Type for a list of addresses.
Definition: address.h:20
CMD_PAUSE
@ CMD_PAUSE
pause the game
Definition: command_type.h:256
DEBUG
#define DEBUG(name, level,...)
Output a line of debugging information.
Definition: debug.h:35
TCPListenHandler< ServerNetworkAdminSocketHandler, ADMIN_PACKET_SERVER_FULL, ADMIN_PACKET_SERVER_BANNED >::Receive
static bool Receive()
Handle the receiving of packets.
Definition: tcp_listen.h:99
FioFOpenFile
FILE * FioFOpenFile(const std::string &filename, const char *mode, Subdirectory subdir, size_t *filesize)
Opens a OpenTTD file somewhere in a personal or global directory.
Definition: fileio.cpp:406
ClientID
ClientID
'Unique' identifier to be given to clients
Definition: network_type.h:39
Date
int32 Date
The type to store our dates in.
Definition: date_type.h:14
NetworkSettings::min_active_clients
uint8 min_active_clients
minimum amount of active clients to unpause the game
Definition: settings_type.h:282
ParseConnectionString
void ParseConnectionString(const char **company, const char **port, char *connection_string)
Converts a string to ip/port/company Format: IP:port::company.
Definition: network.cpp:459
_pause_mode
PauseMode _pause_mode
The current pause mode.
Definition: gfx.cpp:47
NetworkClient_Connected
void NetworkClient_Connected()
Is called after a client is connected to the server.
Definition: network_client.cpp:1204
TCPClientConnecter::OnFailure
void OnFailure() override
Callback for when the connection attempt failed.
Definition: network.cpp:648
_sync_seed_1
uint32 _sync_seed_1
Seed to compare during sync checks.
Definition: network.cpp:70
MAX_COMPANIES
@ MAX_COMPANIES
Maximum number of companies.
Definition: company_type.h:23
StringList
std::vector< std::string > StringList
Type for a list of strings.
Definition: string_type.h:58
TCPClientConnecter
Non blocking connection create to actually connect to servers.
Definition: network.cpp:644
NetworkDisconnect
void NetworkDisconnect(bool blocking, bool close_admins)
We want to disconnect from the host/clients.
Definition: network.cpp:800
CHAR_TD_RLM
static const WChar CHAR_TD_RLM
The next character acts like a right-to-left character.
Definition: string_type.h:40
InitializeNetworkPools
static void InitializeNetworkPools(bool close_admins=true)
Resets the pools used for network clients, and the admin pool if needed.
Definition: network.cpp:506
PoolBase::Clean
static void Clean(PoolType)
Clean all pools of given type.
Definition: pool_func.cpp:30
NetworkShutDown
void NetworkShutDown()
This shuts the network down.
Definition: network.cpp:1092
CLIENT_ID_SERVER
@ CLIENT_ID_SERVER
Servers always have this ID.
Definition: network_type.h:41
PT_NADMIN
@ PT_NADMIN
Network admin pool.
Definition: pool_type.hpp:21
_network_company_states
NetworkCompanyState * _network_company_states
Statistics about some companies.
Definition: network.cpp:57
NetworkUDPRemoveAdvertise
void NetworkUDPRemoveAdvertise(bool blocking)
Remove our advertise from the master-server.
Definition: network_udp.cpp:513
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
NetworkSettings::last_port
uint16 last_port
port of the last joined server
Definition: settings_type.h:286
CheckPauseHelper
static void CheckPauseHelper(bool pause, PauseMode pm)
Helper function for the pause checkers.
Definition: network.cpp:388
PT_NONE
@ PT_NONE
No pool is selected.
Definition: pool_type.hpp:18
ServerNetworkGameSocketHandler::GetByClientID
static ServerNetworkGameSocketHandler * GetByClientID(ClientID client_id)
Return the client state given it's client-identifier.
Definition: network.cpp:125
network_client.h
CMD_FLAGS_MASK
@ CMD_FLAGS_MASK
mask for all command flags
Definition: command_type.h:381
NetworkSettings::server_name
char server_name[NETWORK_NAME_LENGTH]
name of the server
Definition: settings_type.h:265
PauseMode
PauseMode
Modes of pausing we've got.
Definition: openttd.h:59
_network_reconnect
uint8 _network_reconnect
Reconnect timeout.
Definition: network.cpp:61
network_server.h
_network_dedicated
bool _network_dedicated
are we a dedicated server?
Definition: network.cpp:55
TCPConnecter::KillAll
static void KillAll()
Kill all connection attempts.
Definition: tcp_connect.cpp:94
TCPConnecter::address
NetworkAddress address
Address we're connecting to.
Definition: tcp.h:77
PM_PAUSED_GAME_SCRIPT
@ PM_PAUSED_GAME_SCRIPT
A game paused by a game script.
Definition: openttd.h:66
Randomizer::state
uint32 state[2]
The state of the randomizer.
Definition: random_func.hpp:23
ServerNetworkGameSocketHandler::AcceptConnection
static void AcceptConnection(SOCKET s, const NetworkAddress &address)
Handle the accepting of a connection to the server.
Definition: network.cpp:492
PT_NCLIENT
@ PT_NCLIENT
Network client pools.
Definition: pool_type.hpp:20
NetworkCompanyIsPassworded
bool NetworkCompanyIsPassworded(CompanyID company_id)
Check if the company we want to join requires a password.
Definition: network.cpp:208
NetworkClientInfo::client_id
ClientID client_id
Client identifier (same as ClientState->client_id)
Definition: network_base.h:25
StateGameLoop
void StateGameLoop()
State controlling game loop.
Definition: openttd.cpp:1350
_network_own_client_id
ClientID _network_own_client_id
Our client identifier.
Definition: network.cpp:58
ClientNetworkGameSocketHandler::SendCompanyInformationQuery
static NetworkRecvStatus SendCompanyInformationQuery()
Make sure the server ID length is the same as a md5 hash.
Definition: network_client.cpp:343
NetworkSettings::server_advertise
bool server_advertise
advertise the server to the masterserver
Definition: settings_type.h:269
NetworkBackgroundUDPLoop
void NetworkBackgroundUDPLoop()
Receive the UDP packets.
Definition: network_udp.cpp:642
NetworkCoreShutdown
void NetworkCoreShutdown()
Shuts down the network core (as that is needed for some platforms.
Definition: core.cpp:44
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:242
_network_content_client
ClientNetworkContentSocketHandler _network_content_client
The client we use to connect to the server.
Definition: network_content.cpp:35
ServerNetworkGameSocketHandler
Class for handling the server side of the game connection.
Definition: network_server.h:24
PM_PAUSED_ACTIVE_CLIENTS
@ PM_PAUSED_ACTIVE_CLIENTS
A game paused for 'min_active_clients'.
Definition: openttd.h:65
_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
_ddc_fastforward
#define _ddc_fastforward
Helper variable to make the dedicated server go fast until the (first) join.
Definition: network_internal.h:47
_current_company
CompanyID _current_company
Company currently doing an action.
Definition: company_cmd.cpp:47
NetworkAddress
Wrapper for (un)resolved network addresses; there's no reason to transform a numeric IP to a string a...
Definition: address.h:29
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
Pool
Base class for all pools.
Definition: pool_type.hpp:81
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
network_udp.h
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
COMPANY_SPECTATOR
@ COMPANY_SPECTATOR
The client is spectating.
Definition: company_type.h:35
ServerNetworkAdminSocketHandler
Class for handling the server side of the game connection.
Definition: network_admin.h:25
CheckPauseOnJoin
static void CheckPauseOnJoin()
Check whether we should pause on join.
Definition: network.cpp:442
_network_clients_connected
byte _network_clients_connected
The amount of clients connected.
Definition: network.cpp:83
WC_NETWORK_STATUS_WINDOW
@ WC_NETWORK_STATUS_WINDOW
Network status window; Window numbers:
Definition: window_type.h:485
NetworkUDPInitialize
void NetworkUDPInitialize()
Initialize the whole UDP bit.
Definition: network_udp.cpp:597
PM_PAUSED_NORMAL
@ PM_PAUSED_NORMAL
A game normally paused.
Definition: openttd.h:61
NetworkHTTPSocketHandler::HTTPReceive
static void HTTPReceive()
Do the receiving for all HTTP connections.
Definition: tcp_http.cpp:296
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
NetworkCountActiveClients
static uint NetworkCountActiveClients()
Counts the number of active clients connected.
Definition: network.cpp:400
seprintf
int CDECL seprintf(char *str, const char *last, const char *format,...)
Safer implementation of snprintf; same as snprintf except:
Definition: string.cpp:460
udp.h
_network_need_advertise
bool _network_need_advertise
Whether we need to advertise.
Definition: network.cpp:60
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
PM_PAUSED_LINK_GRAPH
@ PM_PAUSED_LINK_GRAPH
A game paused due to the link graph schedule lagging.
Definition: openttd.h:67
NetworkFindBroadcastIPs
void NetworkFindBroadcastIPs(NetworkAddressList *broadcast)
Find the IPv4 broadcast addresses; IPv6 uses a completely different strategy for broadcasting.
Definition: host.cpp:194
INSTANTIATE_POOL_METHODS
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
Definition: pool_func.hpp:224
PM_PAUSED_JOIN
@ PM_PAUSED_JOIN
A game paused for 'pause_on_join'.
Definition: openttd.h:63
_sync_frame
uint32 _sync_frame
The frame to perform the sync check.
Definition: network.cpp:74
NetworkGameList
Structure with information shown in the game list (GUI)
Definition: network_gamelist.h:18
CheckMinActiveClients
static void CheckMinActiveClients()
Check if the minimum number of active clients has been reached and pause or unpause the game as appro...
Definition: network.cpp:416
NetworkChangeCompanyPassword
const char * NetworkChangeCompanyPassword(CompanyID company_id, const char *password)
Change the company password of a given company.
Definition: network.cpp:154
NetworkGameSocketHandler::client_id
ClientID client_id
Client identifier.
Definition: tcp_game.h:535
WC_SEND_NETWORK_MSG
@ WC_SEND_NETWORK_MSG
Chatbox; Window numbers:
Definition: window_type.h:491
CHAR_TD_LRM
static const WChar CHAR_TD_LRM
The next character acts like a left-to-right character.
Definition: string_type.h:39
lengthof
#define lengthof(x)
Return the length of an fixed size array.
Definition: stdafx.h:369
_network_ban_list
StringList _network_ban_list
The banned clients.
Definition: network.cpp:64
NetworkUDPClose
void NetworkUDPClose()
Close all UDP related stuff.
Definition: network_udp.cpp:630
ClientSettings::network
NetworkSettings network
settings related to the network
Definition: settings_type.h:582
NetworkClose
void NetworkClose(bool close_admins)
Close current connections.
Definition: network.cpp:515
ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler
ServerNetworkGameSocketHandler(SOCKET s)
Create a new socket for the server side of the game connection.
Definition: network_server.cpp:218
ServerNetworkGameSocketHandler::client_address
NetworkAddress client_address
IP-address of the client (so he can be banned)
Definition: network_server.h:75
NETWORK_HOSTNAME_LENGTH
static const uint NETWORK_HOSTNAME_LENGTH
The maximum length of the host name, in bytes including '\0'.
Definition: config.h:42
NetworkCoreInitialize
bool NetworkCoreInitialize()
Initializes the network core (as that is needed for some platforms.
Definition: core.cpp:24
IConsoleCmdExec
void IConsoleCmdExec(const char *cmdstr, const uint recurse_count)
Execute a given command passed to us.
Definition: console.cpp:407
NetworkGameList::next
NetworkGameList * next
Next pointer to make a linked game list.
Definition: network_gamelist.h:24
network_gamelist.h
DESTTYPE_CLIENT
@ DESTTYPE_CLIENT
Send message/notice to only a certain client (Private)
Definition: network_type.h:84
NetworkExecuteLocalCommandQueue
void NetworkExecuteLocalCommandQueue()
Execute all commands on the local command queue that ought to be executed this frame.
Definition: network_command.cpp:191
ClientNetworkGameSocketHandler::SendQuit
static NetworkRecvStatus SendQuit()
Tell the server we would like to quit.
Definition: network_client.cpp:501
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
TCPListenHandler< ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED >::CloseListeners
static void CloseListeners()
Close the sockets we're listening on.
Definition: tcp_listen.h:162
NetworkStartUp
void NetworkStartUp()
This tries to launch the network for a given OS.
Definition: network.cpp:1072
_network_host_list
StringList _network_host_list
The servers we know.
Definition: network.cpp:63
network_admin.h
CommandContainer::tile
TileIndex tile
tile command being executed on.
Definition: command_type.h:480
NetworkServerGameInfo::clients_on
byte clients_on
Current count of clients on server.
Definition: game_info.h:65
_network_available
bool _network_available
is network mode available?
Definition: network.cpp:54
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:456
NetworkReceive
static bool NetworkReceive()
Receives something from the network.
Definition: network.cpp:830
PM_PAUSED_ERROR
@ PM_PAUSED_ERROR
A game paused because a (critical) error.
Definition: openttd.h:64
NetworkFreeLocalCommandQueue
void NetworkFreeLocalCommandQueue()
Free the local command queues.
Definition: network_command.cpp:225
SM_JOIN_GAME
@ SM_JOIN_GAME
Join a network game.
Definition: openttd.h:39
GUISettings::network_chat_timeout
uint16 network_chat_timeout
timeout of chat messages in seconds
Definition: settings_type.h:171
lastof
#define lastof(x)
Get the last element of an fixed size array.
Definition: stdafx.h:385
_broadcast_list
NetworkAddressList _broadcast_list
List of broadcast addresses.
Definition: network.cpp:69
ClientNetworkGameSocketHandler::Send
static void Send()
Send the packets of this socket handler.
Definition: network_client.cpp:257
NetworkSettings::server_admin_port
uint16 server_admin_port
port the server listens on for the admin network
Definition: settings_type.h:263
TCPQueryConnecter
Non blocking connection create to query servers.
Definition: network.cpp:560
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
_current_text_dir
TextDirection _current_text_dir
Text direction of the currently selected language.
Definition: strings.cpp:48
_last_sync_frame
uint32 _last_sync_frame
Used in the server to store the last time a sync packet was sent to clients.
Definition: network.cpp:68
_is_network_server
bool _is_network_server
Does this client wants to be a network-server?
Definition: network.cpp:56
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:24
TCPListenHandler< ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED >::Listen
static bool Listen(uint16 port)
Listen on a particular port.
Definition: tcp_listen.h:141
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
TCPClientConnecter::OnConnect
void OnConnect(SOCKET s) override
Callback when the connection succeeded.
Definition: network.cpp:653
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
ClientSettings::gui
GUISettings gui
settings related to the GUI
Definition: settings_type.h:581
WL_CRITICAL
@ WL_CRITICAL
Critical errors, the MessageBox is shown in all cases.
Definition: error.h:25
NetworkAddChatMessage
void CDECL NetworkAddChatMessage(TextColour colour, uint duration, const char *message,...)
Add a text message to the 'chat window' to be shown.
Definition: network_chat_gui.cpp:80
NetworkDistributeCommands
void NetworkDistributeCommands()
Distribute the commands of ourself and the clients.
Definition: network_command.cpp:279
NETWORK_COMPANY_NAME_LENGTH
static const uint NETWORK_COMPANY_NAME_LENGTH
The maximum length of the company name, in bytes including '\0'.
Definition: config.h:41