OpenTTD Source  1.11.2
network_server.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 "../strings_func.h"
12 #include "../date_func.h"
13 #include "core/game_info.h"
14 #include "network_admin.h"
15 #include "network_server.h"
16 #include "network_udp.h"
17 #include "network_base.h"
18 #include "../console_func.h"
19 #include "../company_base.h"
20 #include "../command_func.h"
21 #include "../saveload/saveload.h"
22 #include "../saveload/saveload_filter.h"
23 #include "../station_base.h"
24 #include "../genworld.h"
25 #include "../company_func.h"
26 #include "../company_gui.h"
27 #include "../roadveh.h"
28 #include "../order_backup.h"
29 #include "../core/pool_func.hpp"
30 #include "../core/random_func.hpp"
31 #include "../rev.h"
32 #include <mutex>
33 #include <condition_variable>
34 
35 #include "../safeguards.h"
36 
37 
38 /* This file handles all the server-commands */
39 
43 
45 static_assert(MAX_CLIENT_SLOTS > MAX_CLIENTS);
47 static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS);
48 
51 INSTANTIATE_POOL_METHODS(NetworkClientSocket)
52 
55 
60  size_t total_size;
62  std::mutex mutex;
63  std::condition_variable exit_sig;
64 
69  PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(nullptr), cs(cs), current(nullptr), total_size(0), packets(nullptr)
70  {
71  }
72 
75  {
76  std::unique_lock<std::mutex> lock(this->mutex);
77 
78  if (this->cs != nullptr) this->exit_sig.wait(lock);
79 
80  /* This must all wait until the Destroy function is called. */
81 
82  while (this->packets != nullptr) {
83  Packet *p = this->packets->next;
84  delete this->packets;
85  this->packets = p;
86  }
87 
88  delete this->current;
89  }
90 
101  void Destroy()
102  {
103  std::unique_lock<std::mutex> lock(this->mutex);
104 
105  this->cs = nullptr;
106 
107  this->exit_sig.notify_all();
108  lock.unlock();
109 
110  /* Make sure the saving is completely cancelled. Yes,
111  * we need to handle the save finish as well as the
112  * next connection might just be requesting a map. */
113  WaitTillSaved();
115  }
116 
124  bool HasPackets()
125  {
126  return this->packets != nullptr;
127  }
128 
133  {
134  std::lock_guard<std::mutex> lock(this->mutex);
135 
136  Packet *p = this->packets;
137  this->packets = p->next;
138  p->next = nullptr;
139 
140  return p;
141  }
142 
144  void AppendQueue()
145  {
146  if (this->current == nullptr) return;
147 
148  Packet **p = &this->packets;
149  while (*p != nullptr) {
150  p = &(*p)->next;
151  }
152  *p = this->current;
153 
154  this->current = nullptr;
155  }
156 
159  {
160  if (this->current == nullptr) return;
161 
162  this->current->next = this->packets;
163  this->packets = this->current;
164  this->current = nullptr;
165  }
166 
167  void Write(byte *buf, size_t size) override
168  {
169  /* We want to abort the saving when the socket is closed. */
170  if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
171 
172  if (this->current == nullptr) this->current = new Packet(PACKET_SERVER_MAP_DATA);
173 
174  std::lock_guard<std::mutex> lock(this->mutex);
175 
176  byte *bufe = buf + size;
177  while (buf != bufe) {
178  size_t to_write = std::min<size_t>(SEND_MTU - this->current->size, bufe - buf);
179  memcpy(this->current->buffer + this->current->size, buf, to_write);
180  this->current->size += (PacketSize)to_write;
181  buf += to_write;
182 
183  if (this->current->size == SEND_MTU) {
184  this->AppendQueue();
185  if (buf != bufe) this->current = new Packet(PACKET_SERVER_MAP_DATA);
186  }
187  }
188 
189  this->total_size += size;
190  }
191 
192  void Finish() override
193  {
194  /* We want to abort the saving when the socket is closed. */
195  if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
196 
197  std::lock_guard<std::mutex> lock(this->mutex);
198 
199  /* Make sure the last packet is flushed. */
200  this->AppendQueue();
201 
202  /* Add a packet stating that this is the end to the queue. */
203  this->current = new Packet(PACKET_SERVER_MAP_DONE);
204  this->AppendQueue();
205 
206  /* Fast-track the size to the client. */
207  this->current = new Packet(PACKET_SERVER_MAP_SIZE);
208  this->current->Send_uint32((uint32)this->total_size);
209  this->PrependQueue();
210  }
211 };
212 
213 
219 {
220  this->status = STATUS_INACTIVE;
221  this->client_id = _network_client_id++;
223 
224  /* The Socket and Info pools need to be the same in size. After all,
225  * each Socket will be associated with at most one Info object. As
226  * such if the Socket was allocated the Info object can as well. */
228 }
229 
234 {
237 
238  if (this->savegame != nullptr) {
239  this->savegame->Destroy();
240  this->savegame = nullptr;
241  }
242 }
243 
245 {
246  /* Only allow receiving when we have some buffer free; this value
247  * can go negative, but eventually it will become positive again. */
248  if (this->receive_limit <= 0) return nullptr;
249 
250  /* We can receive a packet, so try that and if needed account for
251  * the amount of received data. */
253  if (p != nullptr) this->receive_limit -= p->size;
254  return p;
255 }
256 
258 {
259  assert(status != NETWORK_RECV_STATUS_OKAY);
260  /*
261  * Sending a message just before leaving the game calls cs->SendPackets.
262  * This might invoke this function, which means that when we close the
263  * connection after cs->SendPackets we will close an already closed
264  * connection. This handles that case gracefully without having to make
265  * that code any more complex or more aware of the validity of the socket.
266  */
267  if (this->sock == INVALID_SOCKET) return status;
268 
270  /* We did not receive a leave message from this client... */
271  char client_name[NETWORK_CLIENT_NAME_LENGTH];
272 
273  this->GetClientName(client_name, lastof(client_name));
274 
275  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
276 
277  /* Inform other clients of this... strange leaving ;) */
278  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
279  if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) {
280  new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
281  }
282  }
283  }
284 
285  /* If we were transfering a map to this client, stop the savegame creation
286  * process and queue the next client to receive the map. */
287  if (this->status == STATUS_MAP) {
288  /* Ensure the saving of the game is stopped too. */
289  this->savegame->Destroy();
290  this->savegame = nullptr;
291 
292  this->CheckNextClientToSendMap(this);
293  }
294 
295  NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
296  DEBUG(net, 1, "Closed client connection %d", this->client_id);
297 
298  /* We just lost one client :( */
299  if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
300  extern byte _network_clients_connected;
302 
305 
306  this->SendPackets(true);
307 
308  delete this->GetInfo();
309  delete this;
310 
311  return status;
312 }
313 
319 {
320  extern byte _network_clients_connected;
322 
323  /* We can't go over the MAX_CLIENTS limit here. However, the
324  * pool must have place for all clients and ourself. */
325  static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENTS + 1);
327  return accept;
328 }
329 
332 {
333  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
334  if (cs->writable) {
335  if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
336  /* This client is in the middle of a map-send, call the function for that */
337  cs->SendMap();
338  }
339  }
340  }
341 }
342 
343 static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
344 
345 /***********
346  * Sending functions
347  * DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs
348  ************/
349 
355 {
356  if (ci->client_id != INVALID_CLIENT_ID) {
358  p->Send_uint32(ci->client_id);
359  p->Send_uint8 (ci->client_playas);
360  p->Send_string(ci->client_name);
361 
362  this->SendPacket(p);
363  }
365 }
366 
369 {
370  NetworkGameInfo ngi;
371  FillNetworkGameInfo(ngi);
372 
374  SerializeNetworkGameInfo(p, &ngi);
375 
376  this->SendPacket(p);
377 
379 }
380 
383 {
384  /* Fetch the latest version of the stats */
385  NetworkCompanyStats company_stats[MAX_COMPANIES];
386  NetworkPopulateCompanyStats(company_stats);
387 
388  /* Make a list of all clients per company */
389  char clients[MAX_COMPANIES][NETWORK_CLIENTS_LENGTH];
390  memset(clients, 0, sizeof(clients));
391 
392  /* Add the local player (if not dedicated) */
394  if (ci != nullptr && Company::IsValidID(ci->client_playas)) {
395  strecpy(clients[ci->client_playas], ci->client_name, lastof(clients[ci->client_playas]));
396  }
397 
398  for (NetworkClientSocket *csi : NetworkClientSocket::Iterate()) {
399  char client_name[NETWORK_CLIENT_NAME_LENGTH];
400 
401  ((ServerNetworkGameSocketHandler*)csi)->GetClientName(client_name, lastof(client_name));
402 
403  ci = csi->GetInfo();
404  if (ci != nullptr && Company::IsValidID(ci->client_playas)) {
405  if (!StrEmpty(clients[ci->client_playas])) {
406  strecat(clients[ci->client_playas], ", ", lastof(clients[ci->client_playas]));
407  }
408 
409  strecat(clients[ci->client_playas], client_name, lastof(clients[ci->client_playas]));
410  }
411  }
412 
413  /* Now send the data */
414 
415  Packet *p;
416 
417  for (const Company *company : Company::Iterate()) {
419 
421  p->Send_bool (true);
422  this->SendCompanyInformation(p, company, &company_stats[company->index]);
423 
424  if (StrEmpty(clients[company->index])) {
425  p->Send_string("<none>");
426  } else {
427  p->Send_string(clients[company->index]);
428  }
429 
430  this->SendPacket(p);
431  }
432 
434 
436  p->Send_bool (false);
437 
438  this->SendPacket(p);
440 }
441 
448 {
449  char str[100];
451 
452  p->Send_uint8(error);
453  if (reason != nullptr) p->Send_string(reason);
454  this->SendPacket(p);
455 
457  GetString(str, strid, lastof(str));
458 
459  /* Only send when the current client was in game */
460  if (this->status > STATUS_AUTHORIZED) {
461  char client_name[NETWORK_CLIENT_NAME_LENGTH];
462 
463  this->GetClientName(client_name, lastof(client_name));
464 
465  DEBUG(net, 1, "'%s' made an error and has been disconnected. Reason: '%s'", client_name, str);
466 
467  if (error == NETWORK_ERROR_KICKED && reason != nullptr) {
468  NetworkTextMessage(NETWORK_ACTION_KICKED, CC_DEFAULT, false, client_name, reason, strid);
469  } else {
470  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
471  }
472 
473  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
474  if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
475  /* Some errors we filter to a more general error. Clients don't have to know the real
476  * reason a joining failed. */
477  if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
478  error = NETWORK_ERROR_ILLEGAL_PACKET;
479  }
480  new_cs->SendErrorQuit(this->client_id, error);
481  }
482  }
483 
484  NetworkAdminClientError(this->client_id, error);
485  } else {
486  DEBUG(net, 1, "Client %d made an error and has been disconnected. Reason: '%s'", this->client_id, str);
487  }
488 
489  /* The client made a mistake, so drop his connection now! */
491 }
492 
495 {
497  const GRFConfig *c;
498  uint grf_count = 0;
499 
500  for (c = _grfconfig; c != nullptr; c = c->next) {
501  if (!HasBit(c->flags, GCF_STATIC)) grf_count++;
502  }
503 
504  p->Send_uint8 (grf_count);
505  for (c = _grfconfig; c != nullptr; c = c->next) {
507  }
508 
509  this->SendPacket(p);
511 }
512 
515 {
516  /* Invalid packet when status is STATUS_AUTH_GAME or higher */
518 
519  this->status = STATUS_AUTH_GAME;
520  /* Reset 'lag' counters */
522 
524  this->SendPacket(p);
526 }
527 
530 {
531  /* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
533 
534  this->status = STATUS_AUTH_COMPANY;
535  /* Reset 'lag' counters */
537 
541  this->SendPacket(p);
543 }
544 
547 {
548  Packet *p;
549 
550  /* Invalid packet when status is AUTH or higher */
552 
553  this->status = STATUS_AUTHORIZED;
554  /* Reset 'lag' counters */
556 
558 
559  p = new Packet(PACKET_SERVER_WELCOME);
560  p->Send_uint32(this->client_id);
563  this->SendPacket(p);
564 
565  /* Transmit info about all the active clients */
566  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
567  if (new_cs != this && new_cs->status >= STATUS_AUTHORIZED) {
568  this->SendClientInfo(new_cs->GetInfo());
569  }
570  }
571  /* Also send the info of the server */
573 }
574 
577 {
578  int waiting = 1; // current player getting the map counts as 1
579  Packet *p;
580 
581  /* Count how many clients are waiting in the queue, in front of you! */
582  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
583  if (new_cs->status != STATUS_MAP_WAIT) continue;
584  if (new_cs->GetInfo()->join_date < this->GetInfo()->join_date || (new_cs->GetInfo()->join_date == this->GetInfo()->join_date && new_cs->client_id < this->client_id)) waiting++;
585  }
586 
587  p = new Packet(PACKET_SERVER_WAIT);
588  p->Send_uint8(waiting);
589  this->SendPacket(p);
591 }
592 
593 void ServerNetworkGameSocketHandler::CheckNextClientToSendMap(NetworkClientSocket *ignore_cs)
594 {
595  /* Find the best candidate for joining, i.e. the first joiner. */
596  NetworkClientSocket *best = nullptr;
597  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
598  if (ignore_cs == new_cs) continue;
599 
600  if (new_cs->status == STATUS_MAP_WAIT) {
601  if (best == nullptr || best->GetInfo()->join_date > new_cs->GetInfo()->join_date || (best->GetInfo()->join_date == new_cs->GetInfo()->join_date && best->client_id > new_cs->client_id)) {
602  best = new_cs;
603  }
604  }
605  }
606 
607  /* Is there someone else to join? */
608  if (best != nullptr) {
609  /* Let the first start joining. */
610  best->status = STATUS_AUTHORIZED;
611  best->SendMap();
612 
613  /* And update the rest. */
614  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
615  if (new_cs->status == STATUS_MAP_WAIT) new_cs->SendWait();
616  }
617  }
618 }
619 
622 {
623  static uint16 sent_packets; // How many packets we did send successfully last time
624 
625  if (this->status < STATUS_AUTHORIZED) {
626  /* Illegal call, return error and ignore the packet */
627  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
628  }
629 
630  if (this->status == STATUS_AUTHORIZED) {
631  this->savegame = new PacketWriter(this);
632 
633  /* Now send the _frame_counter and how many packets are coming */
636  this->SendPacket(p);
637 
639  this->status = STATUS_MAP;
640  /* Mark the start of download */
641  this->last_frame = _frame_counter;
643 
644  sent_packets = 4; // We start with trying 4 packets
645 
646  /* Make a dump of the current game */
647  if (SaveWithFilter(this->savegame, true) != SL_OK) usererror("network savedump failed");
648  }
649 
650  if (this->status == STATUS_MAP) {
651  bool last_packet = false;
652  bool has_packets = false;
653 
654  for (uint i = 0; (has_packets = this->savegame->HasPackets()) && i < sent_packets; i++) {
655  Packet *p = this->savegame->PopPacket();
656  last_packet = p->buffer[2] == PACKET_SERVER_MAP_DONE;
657 
658  this->SendPacket(p);
659 
660  if (last_packet) {
661  /* There is no more data, so break the for */
662  break;
663  }
664  }
665 
666  if (last_packet) {
667  /* Done reading, make sure saving is done as well */
668  this->savegame->Destroy();
669  this->savegame = nullptr;
670 
671  /* Set the status to DONE_MAP, no we will wait for the client
672  * to send it is ready (maybe that happens like never ;)) */
673  this->status = STATUS_DONE_MAP;
674 
675  this->CheckNextClientToSendMap();
676  }
677 
678  switch (this->SendPackets()) {
679  case SPS_CLOSED:
681 
682  case SPS_ALL_SENT:
683  /* All are sent, increase the sent_packets but do not overflow! */
684  if (has_packets && sent_packets < std::numeric_limits<decltype(sent_packets)>::max() / 2) {
685  sent_packets *= 2;
686  }
687  break;
688 
689  case SPS_PARTLY_SENT:
690  /* Only a part is sent; leave the transmission state. */
691  break;
692 
693  case SPS_NONE_SENT:
694  /* Not everything is sent, decrease the sent_packets */
695  if (sent_packets > 1) sent_packets /= 2;
696  break;
697  }
698  }
700 }
701 
707 {
708  Packet *p = new Packet(PACKET_SERVER_JOIN);
709 
711 
712  this->SendPacket(p);
714 }
715 
718 {
722 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
724 #ifdef NETWORK_SEND_DOUBLE_SEED
725  p->Send_uint32(_sync_seed_2);
726 #endif
727 #endif
728 
729  /* If token equals 0, we need to make a new token and send that. */
730  if (this->last_token == 0) {
731  this->last_token = InteractiveRandomRange(UINT8_MAX - 1) + 1;
732  p->Send_uint8(this->last_token);
733  }
734 
735  this->SendPacket(p);
737 }
738 
741 {
742  Packet *p = new Packet(PACKET_SERVER_SYNC);
745 
746 #ifdef NETWORK_SEND_DOUBLE_SEED
747  p->Send_uint32(_sync_seed_2);
748 #endif
749  this->SendPacket(p);
751 }
752 
758 {
760 
762  p->Send_uint32(cp->frame);
763  p->Send_bool (cp->my_cmd);
764 
765  this->SendPacket(p);
767 }
768 
777 NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data)
778 {
780 
781  Packet *p = new Packet(PACKET_SERVER_CHAT);
782 
783  p->Send_uint8 (action);
785  p->Send_bool (self_send);
786  p->Send_string(msg);
787  p->Send_uint64(data);
788 
789  this->SendPacket(p);
791 }
792 
799 {
801 
803  p->Send_uint8 (errorno);
804 
805  this->SendPacket(p);
807 }
808 
814 {
815  Packet *p = new Packet(PACKET_SERVER_QUIT);
816 
818 
819  this->SendPacket(p);
821 }
822 
825 {
827  this->SendPacket(p);
829 }
830 
833 {
835  this->SendPacket(p);
837 }
838 
845 {
846  Packet *p = new Packet(PACKET_SERVER_RCON);
847 
848  p->Send_uint16(colour);
849  p->Send_string(command);
850  this->SendPacket(p);
852 }
853 
860 {
861  Packet *p = new Packet(PACKET_SERVER_MOVE);
862 
864  p->Send_uint8(company_id);
865  this->SendPacket(p);
867 }
868 
871 {
873 
875  this->SendPacket(p);
877 }
878 
881 {
883 
886  this->SendPacket(p);
888 }
889 
890 /***********
891  * Receiving functions
892  * DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
893  ************/
894 
896 {
897  return this->SendGameInfo();
898 }
899 
901 {
902  return this->SendCompanyInfo();
903 }
904 
906 {
907  if (this->status != STATUS_NEWGRFS_CHECK) {
908  /* Illegal call, return error and ignore the packet */
909  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
910  }
911 
912  NetworkClientInfo *ci = this->GetInfo();
913 
914  /* We now want a password from the client else we do not allow him in! */
916  return this->SendNeedGamePassword();
917  }
918 
920  return this->SendNeedCompanyPassword();
921  }
922 
923  return this->SendWelcome();
924 }
925 
927 {
928  if (this->status != STATUS_INACTIVE) {
929  /* Illegal call, return error and ignore the packet */
930  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
931  }
932 
933  char name[NETWORK_CLIENT_NAME_LENGTH];
934  CompanyID playas;
935  NetworkLanguage client_lang;
936  char client_revision[NETWORK_REVISION_LENGTH];
937 
938  p->Recv_string(client_revision, sizeof(client_revision));
939  uint32 newgrf_version = p->Recv_uint32();
940 
941  /* Check if the client has revision control enabled */
942  if (!IsNetworkCompatibleVersion(client_revision) || _openttd_newgrf_version != newgrf_version) {
943  /* Different revisions!! */
944  return this->SendError(NETWORK_ERROR_WRONG_REVISION);
945  }
946 
947  p->Recv_string(name, sizeof(name));
948  playas = (Owner)p->Recv_uint8();
949  client_lang = (NetworkLanguage)p->Recv_uint8();
950 
951  if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
952 
953  /* join another company does not affect these values */
954  switch (playas) {
955  case COMPANY_NEW_COMPANY: // New company
957  return this->SendError(NETWORK_ERROR_FULL);
958  }
959  break;
960  case COMPANY_SPECTATOR: // Spectator
961  if (NetworkSpectatorCount() >= _settings_client.network.max_spectators) {
962  return this->SendError(NETWORK_ERROR_FULL);
963  }
964  break;
965  default: // Join another company (companies 1-8 (index 0-7))
966  if (!Company::IsValidHumanID(playas)) {
967  return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
968  }
969  break;
970  }
971 
972  /* We need a valid name.. make it Player */
973  if (StrEmpty(name)) strecpy(name, "Player", lastof(name));
974 
975  if (!NetworkFindName(name, lastof(name))) { // Change name if duplicate
976  /* We could not create a name for this client */
977  return this->SendError(NETWORK_ERROR_NAME_IN_USE);
978  }
979 
982  this->SetInfo(ci);
983  ci->join_date = _date;
984  strecpy(ci->client_name, name, lastof(ci->client_name));
985  ci->client_playas = playas;
986  ci->client_lang = client_lang;
987  DEBUG(desync, 1, "client: %08x; %02x; %02x; %02x", _date, _date_fract, (int)ci->client_playas, (int)ci->index);
988 
989  /* Make sure companies to which people try to join are not autocleaned */
991 
993 
994  if (_grfconfig == nullptr) {
995  /* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
996  return this->Receive_CLIENT_NEWGRFS_CHECKED(nullptr);
997  }
998 
999  return this->SendNewGRFCheck();
1000 }
1001 
1003 {
1004  if (this->status != STATUS_AUTH_GAME) {
1005  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1006  }
1007 
1008  char password[NETWORK_PASSWORD_LENGTH];
1009  p->Recv_string(password, sizeof(password));
1010 
1011  /* Check game password. Allow joining if we cleared the password meanwhile */
1013  strcmp(password, _settings_client.network.server_password) != 0) {
1014  /* Password is invalid */
1015  return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
1016  }
1017 
1018  const NetworkClientInfo *ci = this->GetInfo();
1020  return this->SendNeedCompanyPassword();
1021  }
1022 
1023  /* Valid password, allow user */
1024  return this->SendWelcome();
1025 }
1026 
1028 {
1029  if (this->status != STATUS_AUTH_COMPANY) {
1030  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1031  }
1032 
1033  char password[NETWORK_PASSWORD_LENGTH];
1034  p->Recv_string(password, sizeof(password));
1035 
1036  /* Check company password. Allow joining if we cleared the password meanwhile.
1037  * Also, check the company is still valid - client could be moved to spectators
1038  * in the middle of the authorization process */
1039  CompanyID playas = this->GetInfo()->client_playas;
1040  if (Company::IsValidID(playas) && !StrEmpty(_network_company_states[playas].password) &&
1041  strcmp(password, _network_company_states[playas].password) != 0) {
1042  /* Password is invalid */
1043  return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
1044  }
1045 
1046  return this->SendWelcome();
1047 }
1048 
1050 {
1051  /* The client was never joined.. so this is impossible, right?
1052  * Ignore the packet, give the client a warning, and close his connection */
1053  if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
1054  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1055  }
1056 
1057  /* Check if someone else is receiving the map */
1058  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1059  if (new_cs->status == STATUS_MAP) {
1060  /* Tell the new client to wait */
1061  this->status = STATUS_MAP_WAIT;
1062  return this->SendWait();
1063  }
1064  }
1065 
1066  /* We receive a request to upload the map.. give it to the client! */
1067  return this->SendMap();
1068 }
1069 
1071 {
1072  /* Client has the map, now start syncing */
1073  if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
1074  char client_name[NETWORK_CLIENT_NAME_LENGTH];
1075 
1076  this->GetClientName(client_name, lastof(client_name));
1077 
1078  NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, nullptr, this->client_id);
1079 
1080  /* Mark the client as pre-active, and wait for an ACK
1081  * so we know he is done loading and in sync with us */
1082  this->status = STATUS_PRE_ACTIVE;
1084  this->SendFrame();
1085  this->SendSync();
1086 
1087  /* This is the frame the client receives
1088  * we need it later on to make sure the client is not too slow */
1089  this->last_frame = _frame_counter;
1091 
1092  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1093  if (new_cs->status >= STATUS_AUTHORIZED) {
1094  new_cs->SendClientInfo(this->GetInfo());
1095  new_cs->SendJoin(this->client_id);
1096  }
1097  }
1098 
1099  NetworkAdminClientInfo(this, true);
1100 
1101  /* also update the new client with our max values */
1102  this->SendConfigUpdate();
1103 
1104  /* quickly update the syncing client with company details */
1105  return this->SendCompanyUpdate();
1106  }
1107 
1108  /* Wrong status for this packet, give a warning to client, and close connection */
1109  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1110 }
1111 
1117 {
1118  /* The client was never joined.. so this is impossible, right?
1119  * Ignore the packet, give the client a warning, and close his connection */
1120  if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1121  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1122  }
1123 
1125  return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
1126  }
1127 
1128  CommandPacket cp;
1129  const char *err = this->ReceiveCommand(p, &cp);
1130 
1131  if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
1132 
1133  NetworkClientInfo *ci = this->GetInfo();
1134 
1135  if (err != nullptr) {
1136  IConsolePrintF(CC_ERROR, "WARNING: %s from client %d (IP: %s).", err, ci->client_id, this->GetClientIP());
1137  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1138  }
1139 
1140 
1141  if ((GetCommandFlags(cp.cmd) & CMD_SERVER) && ci->client_id != CLIENT_ID_SERVER) {
1142  IConsolePrintF(CC_ERROR, "WARNING: server only command %u from client %u (IP: %s), kicking...", cp.cmd & CMD_ID_MASK, ci->client_id, this->GetClientIP());
1143  return this->SendError(NETWORK_ERROR_KICKED);
1144  }
1145 
1147  IConsolePrintF(CC_ERROR, "WARNING: spectator (client: %u, IP: %s) issued non-spectator command %u, kicking...", ci->client_id, this->GetClientIP(), cp.cmd & CMD_ID_MASK);
1148  return this->SendError(NETWORK_ERROR_KICKED);
1149  }
1150 
1156  if (!(cp.cmd == CMD_COMPANY_CTRL && cp.p1 == 0 && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
1157  IConsolePrintF(CC_ERROR, "WARNING: client %d (IP: %s) tried to execute a command as company %d, kicking...",
1158  ci->client_playas + 1, this->GetClientIP(), cp.company + 1);
1159  return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
1160  }
1161 
1162  if (cp.cmd == CMD_COMPANY_CTRL) {
1163  if (cp.p1 != 0 || cp.company != COMPANY_SPECTATOR) {
1164  return this->SendError(NETWORK_ERROR_CHEATER);
1165  }
1166 
1167  /* Check if we are full - else it's possible for spectators to send a CMD_COMPANY_CTRL and the company is created regardless of max_companies! */
1169  NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_CLIENT, ci->client_id, "cannot create new company, server full", CLIENT_ID_SERVER);
1170  return NETWORK_RECV_STATUS_OKAY;
1171  }
1172  }
1173 
1174  if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) cp.p2 = this->client_id;
1175 
1176  this->incoming_queue.Append(&cp);
1177  return NETWORK_RECV_STATUS_OKAY;
1178 }
1179 
1181 {
1182  /* This packets means a client noticed an error and is reporting this
1183  * to us. Display the error and report it to the other clients */
1184  char str[100];
1185  char client_name[NETWORK_CLIENT_NAME_LENGTH];
1187 
1188  /* The client was never joined.. thank the client for the packet, but ignore it */
1189  if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1191  }
1192 
1193  this->GetClientName(client_name, lastof(client_name));
1194 
1195  StringID strid = GetNetworkErrorMsg(errorno);
1196  GetString(str, strid, lastof(str));
1197 
1198  DEBUG(net, 2, "'%s' reported an error and is closing its connection (%s)", client_name, str);
1199 
1200  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
1201 
1202  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1203  if (new_cs->status >= STATUS_AUTHORIZED) {
1204  new_cs->SendErrorQuit(this->client_id, errorno);
1205  }
1206  }
1207 
1208  NetworkAdminClientError(this->client_id, errorno);
1209 
1211 }
1212 
1214 {
1215  /* The client wants to leave. Display this and report it to the other
1216  * clients. */
1217  char client_name[NETWORK_CLIENT_NAME_LENGTH];
1218 
1219  /* The client was never joined.. thank the client for the packet, but ignore it */
1220  if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1222  }
1223 
1224  this->GetClientName(client_name, lastof(client_name));
1225 
1226  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1227 
1228  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1229  if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
1230  new_cs->SendQuit(this->client_id);
1231  }
1232  }
1233 
1235 
1237 }
1238 
1240 {
1241  if (this->status < STATUS_AUTHORIZED) {
1242  /* Illegal call, return error and ignore the packet */
1243  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1244  }
1245 
1246  uint32 frame = p->Recv_uint32();
1247 
1248  /* The client is trying to catch up with the server */
1249  if (this->status == STATUS_PRE_ACTIVE) {
1250  /* The client is not yet caught up? */
1251  if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
1252 
1253  /* Now he is! Unpause the game */
1254  this->status = STATUS_ACTIVE;
1256 
1257  /* Execute script for, e.g. MOTD */
1258  IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
1259  }
1260 
1261  /* Get, and validate the token. */
1262  uint8 token = p->Recv_uint8();
1263  if (token == this->last_token) {
1264  /* We differentiate between last_token_frame and last_frame so the lag
1265  * test uses the actual lag of the client instead of the lag for getting
1266  * the token back and forth; after all, the token is only sent every
1267  * time we receive a PACKET_CLIENT_ACK, after which we will send a new
1268  * token to the client. If the lag would be one day, then we would not
1269  * be sending the new token soon enough for the new daily scheduled
1270  * PACKET_CLIENT_ACK. This would then register the lag of the client as
1271  * two days, even when it's only a single day. */
1273  /* Request a new token. */
1274  this->last_token = 0;
1275  }
1276 
1277  /* The client received the frame, make note of it */
1278  this->last_frame = frame;
1279  /* With those 2 values we can calculate the lag realtime */
1281  return NETWORK_RECV_STATUS_OKAY;
1282 }
1283 
1284 
1295 void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const char *msg, ClientID from_id, int64 data, bool from_admin)
1296 {
1297  const NetworkClientInfo *ci, *ci_own, *ci_to;
1298 
1299  switch (desttype) {
1300  case DESTTYPE_CLIENT:
1301  /* Are we sending to the server? */
1302  if ((ClientID)dest == CLIENT_ID_SERVER) {
1303  ci = NetworkClientInfo::GetByClientID(from_id);
1304  /* Display the text locally, and that is it */
1305  if (ci != nullptr) {
1306  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1307 
1309  NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1310  }
1311  }
1312  } else {
1313  /* Else find the client to send the message to */
1314  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1315  if (cs->client_id == (ClientID)dest) {
1316  cs->SendChat(action, from_id, false, msg, data);
1317  break;
1318  }
1319  }
1320  }
1321 
1322  /* Display the message locally (so you know you have sent it) */
1323  if (from_id != (ClientID)dest) {
1324  if (from_id == CLIENT_ID_SERVER) {
1325  ci = NetworkClientInfo::GetByClientID(from_id);
1327  if (ci != nullptr && ci_to != nullptr) {
1328  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data);
1329  }
1330  } else {
1331  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1332  if (cs->client_id == from_id) {
1333  cs->SendChat(action, (ClientID)dest, true, msg, data);
1334  break;
1335  }
1336  }
1337  }
1338  }
1339  break;
1340  case DESTTYPE_TEAM: {
1341  /* If this is false, the message is already displayed on the client who sent it. */
1342  bool show_local = true;
1343  /* Find all clients that belong to this company */
1344  ci_to = nullptr;
1345  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1346  ci = cs->GetInfo();
1347  if (ci != nullptr && ci->client_playas == (CompanyID)dest) {
1348  cs->SendChat(action, from_id, false, msg, data);
1349  if (cs->client_id == from_id) show_local = false;
1350  ci_to = ci; // Remember a client that is in the company for company-name
1351  }
1352  }
1353 
1354  /* if the server can read it, let the admin network read it, too. */
1356  NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1357  }
1358 
1359  ci = NetworkClientInfo::GetByClientID(from_id);
1361  if (ci != nullptr && ci_own != nullptr && ci_own->client_playas == dest) {
1362  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1363  if (from_id == CLIENT_ID_SERVER) show_local = false;
1364  ci_to = ci_own;
1365  }
1366 
1367  /* There is no such client */
1368  if (ci_to == nullptr) break;
1369 
1370  /* Display the message locally (so you know you have sent it) */
1371  if (ci != nullptr && show_local) {
1372  if (from_id == CLIENT_ID_SERVER) {
1373  char name[NETWORK_NAME_LENGTH];
1374  StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
1375  SetDParam(0, ci_to->client_playas);
1376  GetString(name, str, lastof(name));
1377  NetworkTextMessage(action, GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data);
1378  } else {
1379  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1380  if (cs->client_id == from_id) {
1381  cs->SendChat(action, ci_to->client_id, true, msg, data);
1382  }
1383  }
1384  }
1385  }
1386  break;
1387  }
1388  default:
1389  DEBUG(net, 0, "[server] received unknown chat destination type %d. Doing broadcast instead", desttype);
1390  FALLTHROUGH;
1391 
1392  case DESTTYPE_BROADCAST:
1393  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1394  cs->SendChat(action, from_id, false, msg, data);
1395  }
1396 
1397  NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1398 
1399  ci = NetworkClientInfo::GetByClientID(from_id);
1400  if (ci != nullptr) {
1401  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1402  }
1403  break;
1404  }
1405 }
1406 
1408 {
1409  if (this->status < STATUS_PRE_ACTIVE) {
1410  /* Illegal call, return error and ignore the packet */
1411  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1412  }
1413 
1414  NetworkAction action = (NetworkAction)p->Recv_uint8();
1415  DestType desttype = (DestType)p->Recv_uint8();
1416  int dest = p->Recv_uint32();
1417  char msg[NETWORK_CHAT_LENGTH];
1418 
1420  int64 data = p->Recv_uint64();
1421 
1422  NetworkClientInfo *ci = this->GetInfo();
1423  switch (action) {
1424  case NETWORK_ACTION_CHAT:
1425  case NETWORK_ACTION_CHAT_CLIENT:
1426  case NETWORK_ACTION_CHAT_COMPANY:
1427  NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data);
1428  break;
1429  default:
1430  IConsolePrintF(CC_ERROR, "WARNING: invalid chat action from client %d (IP: %s).", ci->client_id, this->GetClientIP());
1431  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1432  }
1433  return NETWORK_RECV_STATUS_OKAY;
1434 }
1435 
1437 {
1438  if (this->status != STATUS_ACTIVE) {
1439  /* Illegal call, return error and ignore the packet */
1440  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1441  }
1442 
1443  char password[NETWORK_PASSWORD_LENGTH];
1444  const NetworkClientInfo *ci;
1445 
1446  p->Recv_string(password, sizeof(password));
1447  ci = this->GetInfo();
1448 
1450  return NETWORK_RECV_STATUS_OKAY;
1451 }
1452 
1454 {
1455  if (this->status != STATUS_ACTIVE) {
1456  /* Illegal call, return error and ignore the packet */
1457  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1458  }
1459 
1460  char client_name[NETWORK_CLIENT_NAME_LENGTH];
1461  NetworkClientInfo *ci;
1462 
1463  p->Recv_string(client_name, sizeof(client_name));
1464  ci = this->GetInfo();
1465 
1466  if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
1467 
1468  if (ci != nullptr) {
1469  /* Display change */
1470  if (NetworkFindName(client_name, lastof(client_name))) {
1471  NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);
1472  strecpy(ci->client_name, client_name, lastof(ci->client_name));
1474  }
1475  }
1476  return NETWORK_RECV_STATUS_OKAY;
1477 }
1478 
1480 {
1481  if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1482 
1483  char pass[NETWORK_PASSWORD_LENGTH];
1484  char command[NETWORK_RCONCOMMAND_LENGTH];
1485 
1487 
1488  p->Recv_string(pass, sizeof(pass));
1489  p->Recv_string(command, sizeof(command));
1490 
1491  if (strcmp(pass, _settings_client.network.rcon_password) != 0) {
1492  DEBUG(net, 0, "[rcon] wrong password from client-id %d", this->client_id);
1493  return NETWORK_RECV_STATUS_OKAY;
1494  }
1495 
1496  DEBUG(net, 0, "[rcon] client-id %d executed: '%s'", this->client_id, command);
1497 
1499  IConsoleCmdExec(command);
1501  return NETWORK_RECV_STATUS_OKAY;
1502 }
1503 
1505 {
1506  if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1507 
1508  CompanyID company_id = (Owner)p->Recv_uint8();
1509 
1510  /* Check if the company is valid, we don't allow moving to AI companies */
1511  if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY;
1512 
1513  /* Check if we require a password for this company */
1514  if (company_id != COMPANY_SPECTATOR && !StrEmpty(_network_company_states[company_id].password)) {
1515  /* we need a password from the client - should be in this packet */
1516  char password[NETWORK_PASSWORD_LENGTH];
1517  p->Recv_string(password, sizeof(password));
1518 
1519  /* Incorrect password sent, return! */
1520  if (strcmp(password, _network_company_states[company_id].password) != 0) {
1521  DEBUG(net, 2, "[move] wrong password from client-id #%d for company #%d", this->client_id, company_id + 1);
1522  return NETWORK_RECV_STATUS_OKAY;
1523  }
1524  }
1525 
1526  /* if we get here we can move the client */
1527  NetworkServerDoMove(this->client_id, company_id);
1528  return NETWORK_RECV_STATUS_OKAY;
1529 }
1530 
1539 {
1540  /* Grab the company name */
1541  char company_name[NETWORK_COMPANY_NAME_LENGTH];
1542  SetDParam(0, c->index);
1543 
1544  assert(max_len <= lengthof(company_name));
1545  GetString(company_name, STR_COMPANY_NAME, company_name + max_len - 1);
1546 
1547  /* Get the income */
1548  Money income = 0;
1549  if (_cur_year - 1 == c->inaugurated_year) {
1550  /* The company is here just 1 year, so display [2], else display[1] */
1551  for (uint i = 0; i < lengthof(c->yearly_expenses[2]); i++) {
1552  income -= c->yearly_expenses[2][i];
1553  }
1554  } else {
1555  for (uint i = 0; i < lengthof(c->yearly_expenses[1]); i++) {
1556  income -= c->yearly_expenses[1][i];
1557  }
1558  }
1559 
1560  /* Send the information */
1561  p->Send_uint8 (c->index);
1562  p->Send_string(company_name);
1565  p->Send_uint64(c->money);
1566  p->Send_uint64(income);
1568 
1569  /* Send 1 if there is a password for the company else send 0 */
1571 
1572  for (uint i = 0; i < NETWORK_VEH_END; i++) {
1573  p->Send_uint16(stats->num_vehicle[i]);
1574  }
1575 
1576  for (uint i = 0; i < NETWORK_VEH_END; i++) {
1577  p->Send_uint16(stats->num_station[i]);
1578  }
1579 
1580  p->Send_bool(c->is_ai);
1581 }
1582 
1588 {
1589  memset(stats, 0, sizeof(*stats) * MAX_COMPANIES);
1590 
1591  /* Go through all vehicles and count the type of vehicles */
1592  for (const Vehicle *v : Vehicle::Iterate()) {
1593  if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
1594  byte type = 0;
1595  switch (v->type) {
1596  case VEH_TRAIN: type = NETWORK_VEH_TRAIN; break;
1597  case VEH_ROAD: type = RoadVehicle::From(v)->IsBus() ? NETWORK_VEH_BUS : NETWORK_VEH_LORRY; break;
1598  case VEH_AIRCRAFT: type = NETWORK_VEH_PLANE; break;
1599  case VEH_SHIP: type = NETWORK_VEH_SHIP; break;
1600  default: continue;
1601  }
1602  stats[v->owner].num_vehicle[type]++;
1603  }
1604 
1605  /* Go through all stations and count the types of stations */
1606  for (const Station *s : Station::Iterate()) {
1607  if (Company::IsValidID(s->owner)) {
1608  NetworkCompanyStats *npi = &stats[s->owner];
1609 
1610  if (s->facilities & FACIL_TRAIN) npi->num_station[NETWORK_VEH_TRAIN]++;
1611  if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[NETWORK_VEH_LORRY]++;
1612  if (s->facilities & FACIL_BUS_STOP) npi->num_station[NETWORK_VEH_BUS]++;
1613  if (s->facilities & FACIL_AIRPORT) npi->num_station[NETWORK_VEH_PLANE]++;
1614  if (s->facilities & FACIL_DOCK) npi->num_station[NETWORK_VEH_SHIP]++;
1615  }
1616  }
1617 }
1618 
1624 {
1626 
1627  if (ci == nullptr) return;
1628 
1629  DEBUG(desync, 1, "client: %08x; %02x; %02x; %04x", _date, _date_fract, (int)ci->client_playas, client_id);
1630 
1631  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1633  cs->SendClientInfo(ci);
1634  }
1635  }
1636 
1638 }
1639 
1642 {
1644  DEBUG(net, 0, "Auto-restarting map. Year %d reached", _cur_year);
1645 
1648  case FT_SAVEGAME:
1649  case FT_SCENARIO:
1651  break;
1652 
1653  case FT_HEIGHTMAP:
1655  break;
1656 
1657  default:
1659  }
1660  }
1661 }
1662 
1670 {
1671  bool clients_in_company[MAX_COMPANIES];
1672  int vehicles_in_company[MAX_COMPANIES];
1673 
1675 
1676  memset(clients_in_company, 0, sizeof(clients_in_company));
1677 
1678  /* Detect the active companies */
1679  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1680  if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
1681  }
1682 
1683  if (!_network_dedicated) {
1685  if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
1686  }
1687 
1689  memset(vehicles_in_company, 0, sizeof(vehicles_in_company));
1690 
1691  for (const Vehicle *v : Vehicle::Iterate()) {
1692  if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
1693  vehicles_in_company[v->owner]++;
1694  }
1695  }
1696 
1697  /* Go through all the companies */
1698  for (const Company *c : Company::Iterate()) {
1699  /* Skip the non-active once */
1700  if (c->is_ai) continue;
1701 
1702  if (!clients_in_company[c->index]) {
1703  /* The company is empty for one month more */
1705 
1706  /* Is the company empty for autoclean_unprotected-months, and is there no protection? */
1708  /* Shut the company down */
1709  DoCommandP(0, CCA_DELETE | c->index << 16 | CRR_AUTOCLEAN << 24, 0, CMD_COMPANY_CTRL);
1710  IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d with no password", c->index + 1);
1711  }
1712  /* Is the company empty for autoclean_protected-months, and there is a protection? */
1714  /* Unprotect the company */
1715  _network_company_states[c->index].password[0] = '\0';
1716  IConsolePrintF(CC_DEFAULT, "Auto-removed protection from company #%d", c->index + 1);
1717  _network_company_states[c->index].months_empty = 0;
1718  NetworkServerUpdateCompanyPassworded(c->index, false);
1719  }
1720  /* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
1722  /* Shut the company down */
1723  DoCommandP(0, CCA_DELETE | c->index << 16 | CRR_AUTOCLEAN << 24, 0, CMD_COMPANY_CTRL);
1724  IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d with no vehicles", c->index + 1);
1725  }
1726  } else {
1727  /* It is not empty, reset the date */
1728  _network_company_states[c->index].months_empty = 0;
1729  }
1730  }
1731 }
1732 
1739 bool NetworkFindName(char *new_name, const char *last)
1740 {
1741  bool found_name = false;
1742  uint number = 0;
1743  char original_name[NETWORK_CLIENT_NAME_LENGTH];
1744 
1745  strecpy(original_name, new_name, lastof(original_name));
1746 
1747  while (!found_name) {
1748  found_name = true;
1749  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1750  if (strcmp(ci->client_name, new_name) == 0) {
1751  /* Name already in use */
1752  found_name = false;
1753  break;
1754  }
1755  }
1756  /* Check if it is the same as the server-name */
1758  if (ci != nullptr) {
1759  if (strcmp(ci->client_name, new_name) == 0) found_name = false; // name already in use
1760  }
1761 
1762  if (!found_name) {
1763  /* Try a new name (<name> #1, <name> #2, and so on) */
1764 
1765  /* Something's really wrong when there're more names than clients */
1766  if (number++ > MAX_CLIENTS) break;
1767  seprintf(new_name, last, "%s #%d", original_name, number);
1768  }
1769  }
1770 
1771  return found_name;
1772 }
1773 
1780 bool NetworkServerChangeClientName(ClientID client_id, const char *new_name)
1781 {
1782  /* Check if the name's already in use */
1784  if (strcmp(ci->client_name, new_name) == 0) return false;
1785  }
1786 
1788  if (ci == nullptr) return false;
1789 
1790  NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name);
1791 
1792  strecpy(ci->client_name, new_name, lastof(ci->client_name));
1793 
1794  NetworkUpdateClientInfo(client_id);
1795  return true;
1796 }
1797 
1804 void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed)
1805 {
1806  if (!Company::IsValidHumanID(company_id)) return;
1807 
1808  if (!already_hashed) {
1810  }
1811 
1812  strecpy(_network_company_states[company_id].password, password, lastof(_network_company_states[company_id].password));
1813  NetworkServerUpdateCompanyPassworded(company_id, !StrEmpty(_network_company_states[company_id].password));
1814 }
1815 
1820 static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
1821 {
1822  CommandPacket *cp;
1823  while ((cp = cs->outgoing_queue.Pop()) != nullptr) {
1824  cs->SendCommand(cp);
1825  free(cp);
1826  }
1827 }
1828 
1833 void NetworkServer_Tick(bool send_frame)
1834 {
1835 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1836  bool send_sync = false;
1837 #endif
1838 
1839 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1842  send_sync = true;
1843  }
1844 #endif
1845 
1846  /* Now we are done with the frame, inform the clients that they can
1847  * do their frame! */
1848  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1849  /* We allow a number of bytes per frame, but only to the burst amount
1850  * to be available for packet receiving at any particular time. */
1851  cs->receive_limit = std::min<int>(cs->receive_limit + _settings_client.network.bytes_per_frame,
1853 
1854  /* Check if the speed of the client is what we can expect from a client */
1855  uint lag = NetworkCalculateLag(cs);
1856  switch (cs->status) {
1857  case NetworkClientSocket::STATUS_ACTIVE:
1859  /* Client did still not report in within the specified limit. */
1860  IConsolePrintF(CC_ERROR, cs->last_packet + std::chrono::milliseconds(lag * MILLISECONDS_PER_TICK) > std::chrono::steady_clock::now() ?
1861  /* A packet was received in the last three game days, so the client is likely lagging behind. */
1862  "Client #%d is dropped because the client's game state is more than %d ticks behind" :
1863  /* No packet was received in the last three game days; sounds like a lost connection. */
1864  "Client #%d is dropped because the client did not respond for more than %d ticks",
1865  cs->client_id, lag);
1866  cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1867  continue;
1868  }
1869 
1870  /* Report once per time we detect the lag, and only when we
1871  * received a packet in the last 2 seconds. If we
1872  * did not receive a packet, then the client is not just
1873  * slow, but the connection is likely severed. Mentioning
1874  * frame_freq is not useful in this case. */
1875  if (lag > (uint)DAY_TICKS && cs->lag_test == 0 && cs->last_packet + std::chrono::seconds(2) > std::chrono::steady_clock::now()) {
1876  IConsolePrintF(CC_WARNING, "[%d] Client #%d is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
1877  cs->lag_test = 1;
1878  }
1879 
1880  if (cs->last_frame_server - cs->last_token_frame >= _settings_client.network.max_lag_time) {
1881  /* This is a bad client! It didn't send the right token back within time. */
1882  IConsolePrintF(CC_ERROR, "Client #%d is dropped because it fails to send valid acks", cs->client_id);
1883  cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1884  continue;
1885  }
1886  break;
1887 
1888  case NetworkClientSocket::STATUS_INACTIVE:
1889  case NetworkClientSocket::STATUS_NEWGRFS_CHECK:
1890  case NetworkClientSocket::STATUS_AUTHORIZED:
1891  /* NewGRF check and authorized states should be handled almost instantly.
1892  * So give them some lee-way, likewise for the query with inactive. */
1894  IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to start the joining process", cs->client_id, _settings_client.network.max_init_time);
1895  cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1896  continue;
1897  }
1898  break;
1899 
1900  case NetworkClientSocket::STATUS_MAP_WAIT:
1901  /* Send every two seconds a packet to the client, to make sure
1902  * he knows the server is still there; just someone else is
1903  * still receiving the map. */
1904  if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
1905  cs->SendWait();
1906  /* We need to reset the timer, as otherwise we will be
1907  * spamming the client. Strictly speaking this variable
1908  * tracks when we last received a packet from the client,
1909  * but as he is waiting, he will not send us any till we
1910  * start sending him data. */
1911  cs->last_packet = std::chrono::steady_clock::now();
1912  }
1913  break;
1914 
1915  case NetworkClientSocket::STATUS_MAP:
1916  /* Downloading the map... this is the amount of time since starting the saving. */
1918  IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to download the map", cs->client_id, _settings_client.network.max_download_time);
1919  cs->SendError(NETWORK_ERROR_TIMEOUT_MAP);
1920  continue;
1921  }
1922  break;
1923 
1924  case NetworkClientSocket::STATUS_DONE_MAP:
1925  case NetworkClientSocket::STATUS_PRE_ACTIVE:
1926  /* The map has been sent, so this is for loading the map and syncing up. */
1928  IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to join", cs->client_id, _settings_client.network.max_join_time);
1929  cs->SendError(NETWORK_ERROR_TIMEOUT_JOIN);
1930  continue;
1931  }
1932  break;
1933 
1934  case NetworkClientSocket::STATUS_AUTH_GAME:
1935  case NetworkClientSocket::STATUS_AUTH_COMPANY:
1936  /* These don't block? */
1938  IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to enter the password", cs->client_id, _settings_client.network.max_password_time);
1939  cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD);
1940  continue;
1941  }
1942  break;
1943 
1944  case NetworkClientSocket::STATUS_END:
1945  /* Bad server/code. */
1946  NOT_REACHED();
1947  }
1948 
1949  if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {
1950  /* Check if we can send command, and if we have anything in the queue */
1952 
1953  /* Send an updated _frame_counter_max to the client */
1954  if (send_frame) cs->SendFrame();
1955 
1956 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1957  /* Send a sync-check packet */
1958  if (send_sync) cs->SendSync();
1959 #endif
1960  }
1961  }
1962 
1963  /* See if we need to advertise */
1965 }
1966 
1969 {
1972 }
1973 
1976 {
1980 }
1981 
1984 {
1987 }
1988 
1994 {
1995  return this->client_address.GetHostname();
1996 }
1997 
2000 {
2001  static const char * const stat_str[] = {
2002  "inactive",
2003  "checking NewGRFs",
2004  "authorizing (server password)",
2005  "authorizing (company password)",
2006  "authorized",
2007  "waiting",
2008  "loading map",
2009  "map done",
2010  "ready",
2011  "active"
2012  };
2013  static_assert(lengthof(stat_str) == NetworkClientSocket::STATUS_END);
2014 
2015  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2016  NetworkClientInfo *ci = cs->GetInfo();
2017  if (ci == nullptr) continue;
2018  uint lag = NetworkCalculateLag(cs);
2019  const char *status;
2020 
2021  status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
2022  IConsolePrintF(CC_INFO, "Client #%1d name: '%s' status: '%s' frame-lag: %3d company: %1d IP: %s",
2023  cs->client_id, ci->client_name, status, lag,
2024  ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
2025  cs->GetClientIP());
2026  }
2027 }
2028 
2033 {
2034  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2035  if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendConfigUpdate();
2036  }
2037 }
2038 
2044 void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
2045 {
2046  if (NetworkCompanyIsPassworded(company_id) == passworded) return;
2047 
2048  SB(_network_company_passworded, company_id, 1, !!passworded);
2050 
2051  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2052  if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendCompanyUpdate();
2053  }
2054 
2056 }
2057 
2064 void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
2065 {
2066  /* Only allow non-dedicated servers and normal clients to be moved */
2067  if (client_id == CLIENT_ID_SERVER && _network_dedicated) return;
2068 
2070 
2071  /* No need to waste network resources if the client is in the company already! */
2072  if (ci->client_playas == company_id) return;
2073 
2074  ci->client_playas = company_id;
2075 
2076  if (client_id == CLIENT_ID_SERVER) {
2077  SetLocalCompany(company_id);
2078  } else {
2079  NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id);
2080  /* When the company isn't authorized we can't move them yet. */
2081  if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return;
2082  cs->SendMove(client_id, company_id);
2083  }
2084 
2085  /* announce the client's move */
2086  NetworkUpdateClientInfo(client_id);
2087 
2088  NetworkAction action = (company_id == COMPANY_SPECTATOR) ? NETWORK_ACTION_COMPANY_SPECTATOR : NETWORK_ACTION_COMPANY_JOIN;
2089  NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1);
2090 }
2091 
2098 void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const char *string)
2099 {
2100  NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code, string);
2101 }
2102 
2108 void NetworkServerKickClient(ClientID client_id, const char *reason)
2109 {
2110  if (client_id == CLIENT_ID_SERVER) return;
2111  NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED, reason);
2112 }
2113 
2120 uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const char *reason)
2121 {
2122  return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban, reason);
2123 }
2124 
2131 uint NetworkServerKickOrBanIP(const char *ip, bool ban, const char *reason)
2132 {
2133  /* Add address to ban-list */
2134  if (ban) {
2135  bool contains = false;
2136  for (const auto &iter : _network_ban_list) {
2137  if (iter == ip) {
2138  contains = true;
2139  break;
2140  }
2141  }
2142  if (!contains) _network_ban_list.emplace_back(ip);
2143  }
2144 
2145  uint n = 0;
2146 
2147  /* There can be multiple clients with the same IP, kick them all but don't kill the server,
2148  * or the client doing the rcon. The latter can't be kicked because kicking frees closes
2149  * and subsequently free the connection related instances, which we would be reading from
2150  * and writing to after returning. So we would read or write data from freed memory up till
2151  * the segfault triggers. */
2152  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2153  if (cs->client_id == CLIENT_ID_SERVER) continue;
2154  if (cs->client_id == _redirect_console_to_client) continue;
2155  if (cs->client_address.IsInNetmask(ip)) {
2156  NetworkServerKickClient(cs->client_id, reason);
2157  n++;
2158  }
2159  }
2160 
2161  return n;
2162 }
2163 
2170 {
2171  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
2172  if (ci->client_playas == company) return true;
2173  }
2174  return false;
2175 }
2176 
2177 
2183 void ServerNetworkGameSocketHandler::GetClientName(char *client_name, const char *last) const
2184 {
2185  const NetworkClientInfo *ci = this->GetInfo();
2186 
2187  if (ci == nullptr || StrEmpty(ci->client_name)) {
2188  seprintf(client_name, last, "Client #%4d", this->client_id);
2189  } else {
2190  strecpy(client_name, ci->client_name, last);
2191  }
2192 }
2193 
2198 {
2200  if (_network_server) {
2201  IConsolePrintF(CC_INFO, "Client #%1d name: '%s' company: %1d IP: %s",
2202  ci->client_id,
2203  ci->client_name,
2204  ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
2205  ci->client_id == CLIENT_ID_SERVER ? "server" : NetworkClientSocket::GetByClientID(ci->client_id)->GetClientIP());
2206  } else {
2207  IConsolePrintF(CC_INFO, "Client #%1d name: '%s' company: %1d",
2208  ci->client_id,
2209  ci->client_name,
2210  ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0));
2211  }
2212  }
2213 }
2214 
2221 {
2222  assert(c != nullptr);
2223 
2224  if (!_network_server) return;
2225 
2227  _network_company_states[c->index].password[0] = '\0';
2229 
2230  if (ci != nullptr) {
2231  /* ci is nullptr when replaying, or for AIs. In neither case there is a client. */
2232  ci->client_playas = c->index;
2234  NetworkSendCommand(0, 0, 0, CMD_RENAME_PRESIDENT, nullptr, ci->client_name, c->index);
2235  }
2236 
2237  /* Announce new company on network. */
2238  NetworkAdminCompanyInfo(c, true);
2239 
2240  if (ci != nullptr) {
2241  /* ci is nullptr when replaying, or for AIs. In neither case there is a client.
2242  We need to send Admin port update here so that they first know about the new company
2243  and then learn about a possibly joining client (see FS#6025) */
2244  NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, c->index + 1);
2245  }
2246 }
ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT
NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p) override
The client is quitting the game.
Definition: network_server.cpp:1213
VEH_AIRCRAFT
@ VEH_AIRCRAFT
Aircraft vehicle type.
Definition: vehicle_type.h:27
NetworkSettings::rcon_password
char rcon_password[NETWORK_PASSWORD_LENGTH]
password for rconsole (server side)
Definition: settings_type.h:267
NetworkCompanyStats::num_station
uint16 num_station[NETWORK_VEH_END]
How many stations are there of this type?
Definition: network_type.h:59
CompanyProperties::is_ai
bool is_ai
If true, the company is (also) controlled by the computer (a NoAI program).
Definition: company_base.h:94
NetworkGameInfo
The game information that is sent from the server to the clients.
Definition: game_info.h:71
NetworkCompanyStats
Simple calculated statistics of a company.
Definition: network_type.h:57
CommandContainer::cmd
uint32 cmd
command being executed.
Definition: command_type.h:483
PACKET_SERVER_GAME_INFO
@ PACKET_SERVER_GAME_INFO
Information about the server.
Definition: tcp_game.h:46
DestType
DestType
Destination of our chat messages.
Definition: network_type.h:81
CC_INFO
static const TextColour CC_INFO
Colour for information lines.
Definition: console_type.h:26
NetworkSettings::max_password_time
uint16 max_password_time
maximum amount of time, in game ticks, a client may take to enter the password
Definition: settings_type.h:259
_frame_counter
uint32 _frame_counter
The current frame.
Definition: network.cpp:67
NetworkServerKickOrBanIP
uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const char *reason)
Ban, or kick, everyone joined from the given client's IP.
Definition: network_server.cpp:2120
GameCreationSettings::generation_seed
uint32 generation_seed
noise seed for world generation
Definition: settings_type.h:292
CompanyEconomyEntry::company_value
Money company_value
The value of the company.
Definition: company_base.h:27
FT_SCENARIO
@ FT_SCENARIO
old or new scenario
Definition: fileio_type.h:19
PACKET_SERVER_ERROR
@ PACKET_SERVER_ERROR
Server sending an error message to the client.
Definition: tcp_game.h:39
NetworkServerSendConfigUpdate
void NetworkServerSendConfigUpdate()
Send Config Update.
Definition: network_server.cpp:2032
SetWindowDirty
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition: window.cpp:3220
NetworkAdminUpdate
void NetworkAdminUpdate(AdminUpdateFrequency freq)
Send (push) updates to the admin network as they have registered for these updates.
Definition: network_admin.cpp:1001
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
INVALID_CLIENT_ID
@ INVALID_CLIENT_ID
Client is not part of anything.
Definition: network_type.h:40
NetworkSettings::max_spectators
uint8 max_spectators
maximum amount of spectators
Definition: settings_type.h:280
SM_START_HEIGHTMAP
@ SM_START_HEIGHTMAP
Load a heightmap and start a new game from it.
Definition: openttd.h:36
usererror
void CDECL usererror(const char *s,...)
Error handling for fatal user errors.
Definition: openttd.cpp:103
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:1739
SerializeGRFIdentifier
void SerializeGRFIdentifier(Packet *p, const GRFIdentifier *grf)
Serializes the GRFIdentifier (GRF ID and MD5 checksum) to the packet.
Definition: game_info.cpp:305
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
SM_LOAD_GAME
@ SM_LOAD_GAME
Load game, Play Scenario.
Definition: openttd.h:30
NetworkServerSendChat
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const char *msg, ClientID from_id, int64 data, bool from_admin)
Send an actual chat message.
Definition: network_server.cpp:1295
NetworkSettings::autoclean_unprotected
uint8 autoclean_unprotected
remove passwordless companies after this many months
Definition: settings_type.h:275
Pool::PoolItem<&_company_pool >::GetIfValid
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:340
NetworkServerShowStatusToConsole
void NetworkServerShowStatusToConsole()
Show the status message of all clients on the console.
Definition: network_server.cpp:1999
NetworkCheckRestartMap
static void NetworkCheckRestartMap()
Check if we want to restart the map.
Definition: network_server.cpp:1641
Packet::buffer
byte * buffer
The buffer of this packet, of basically variable length up to SEND_MTU.
Definition: packet.h:52
PacketWriter::cs
ServerNetworkGameSocketHandler * cs
Socket we are associated with.
Definition: network_server.cpp:58
NetworkSettings::max_clients
uint8 max_clients
maximum amount of clients
Definition: settings_type.h:279
PacketWriter::HasPackets
bool HasPackets()
Checks whether there are packets.
Definition: network_server.cpp:124
_cur_year
Year _cur_year
Current year, starting at 0.
Definition: date.cpp:26
ServerNetworkGameSocketHandler::SendGameInfo
NetworkRecvStatus SendGameInfo()
Send the client information about the server.
Definition: network_server.cpp:368
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
lock
std::mutex lock
synchronization for playback status fields
Definition: win32_m.cpp:34
NetworkClientInfo::client_playas
CompanyID client_playas
As which company is this client playing (CompanyID)
Definition: network_base.h:28
FACIL_TRUCK_STOP
@ FACIL_TRUCK_STOP
Station with truck stops.
Definition: station_type.h:53
ServerNetworkGameSocketHandler::STATUS_PRE_ACTIVE
@ STATUS_PRE_ACTIVE
The client is catching up the delayed frames.
Definition: network_server.h:62
CompanyProperties::inaugurated_year
Year inaugurated_year
Year of starting the company.
Definition: company_base.h:79
Station
Station data structure.
Definition: station_base.h:450
CommandQueue::Count
uint Count() const
Get the number of items in the queue.
Definition: tcp_game.h:149
_date_fract
DateFract _date_fract
Fractional part of the day.
Definition: date.cpp:29
PACKET_SERVER_CONFIG_UPDATE
@ PACKET_SERVER_CONFIG_UPDATE
Some network configuration important to the client changed.
Definition: tcp_game.h:115
_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
CRR_AUTOCLEAN
@ CRR_AUTOCLEAN
The company is removed due to autoclean.
Definition: company_type.h:57
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
CommandPacket::frame
uint32 frame
the frame in which this packet is executed
Definition: network_internal.h:147
SPS_CLOSED
@ SPS_CLOSED
The connection got closed.
Definition: tcp.h:22
NetworkGameSocketHandler::last_packet
std::chrono::steady_clock::time_point last_packet
Time we received the last frame.
Definition: tcp_game.h:539
WC_CLIENT_LIST
@ WC_CLIENT_LIST
Client list; Window numbers:
Definition: window_type.h:472
NetworkAdminChat
void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, const char *msg, int64 data, bool from_admin)
Send chat to the admin network (if they did opt in for the respective update).
Definition: network_admin.cpp:922
Pool::PoolItem::index
Tindex index
Index of this pool item.
Definition: pool_type.hpp:227
ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO
NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p) override
Request company information (in detail).
Definition: network_server.cpp:900
NetworkGameSocketHandler::SetInfo
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
Definition: tcp_game.h:554
NetworkSettings::network_id
char network_id[NETWORK_SERVER_ID_LENGTH]
network ID for servers
Definition: settings_type.h:273
ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD
NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p) override
Set the password for the clients current company: string The password.
Definition: network_server.cpp:1436
NETWORK_CHAT_LENGTH
static const uint NETWORK_CHAT_LENGTH
The maximum length of a chat message, in bytes including '\0'.
Definition: config.h:50
WC_CLIENT_LIST_POPUP
@ WC_CLIENT_LIST_POPUP
Popup for the client list; Window numbers:
Definition: window_type.h:478
HasBit
static bool HasBit(const T x, const uint8 y)
Checks if a bit in a value is set.
Definition: bitmath_func.hpp:103
NetworkClientInfo::join_date
Date join_date
Gamedate the client has joined.
Definition: network_base.h:29
NetworkAutoCleanCompanies
static void NetworkAutoCleanCompanies()
Check if the server has autoclean_companies activated Two things happen: 1) If a company is not prote...
Definition: network_server.cpp:1669
ADMIN_FREQUENCY_DAILY
@ ADMIN_FREQUENCY_DAILY
The admin gets information about this on a daily basis.
Definition: tcp_admin.h:91
PACKET_SERVER_NEWGAME
@ PACKET_SERVER_NEWGAME
The server is preparing to start a new game.
Definition: tcp_game.h:118
NetworkCompanyState::password
char password[NETWORK_PASSWORD_LENGTH]
The password for the company.
Definition: network_type.h:65
NetworkPrintClients
void NetworkPrintClients()
Print all the clients to the console.
Definition: network_server.cpp:2197
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
NetworkTCPSocketHandler::sock
SOCKET sock
The socket currently connected to.
Definition: tcp.h:34
PacketWriter::Write
void Write(byte *buf, size_t size) override
Write a given number of bytes into the savegame.
Definition: network_server.cpp:167
ServerNetworkGameSocketHandler::last_token_frame
uint32 last_token_frame
The last frame we received the right token.
Definition: network_server.h:69
MAX_CLIENTS
static const uint MAX_CLIENTS
How many clients can we have.
Definition: network_type.h:16
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
ServerNetworkGameSocketHandler::ReceivePacket
virtual Packet * ReceivePacket() override
Receives a packet for the given client.
Definition: network_server.cpp:244
NetworkGameSocketHandler::last_frame_server
uint32 last_frame_server
Last frame the server has executed.
Definition: tcp_game.h:537
DESTTYPE_TEAM
@ DESTTYPE_TEAM
Send message/notice to everyone playing the same company (Team)
Definition: network_type.h:83
GRFConfig::ident
GRFIdentifier ident
grfid and md5sum to uniquely identify newgrfs
Definition: newgrf_config.h:157
_settings_client
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:79
NetworkUDPAdvertise
void NetworkUDPAdvertise()
Register us to the master server This function checks if it needs to send an advertise.
Definition: network_udp.cpp:565
PACKET_SERVER_WAIT
@ PACKET_SERVER_WAIT
Server tells the client there are some people waiting for the map as well.
Definition: tcp_game.h:75
ServerNetworkGameSocketHandler::STATUS_MAP
@ STATUS_MAP
The client is downloading the map.
Definition: network_server.h:60
PACKET_SERVER_JOIN
@ PACKET_SERVER_JOIN
Tells clients that a new client has joined.
Definition: tcp_game.h:82
Company::IsValidHumanID
static bool IsValidHumanID(size_t index)
Is this company a valid company, not controlled by a NoAI program?
Definition: company_base.h:145
NetworkSyncCommandQueue
void NetworkSyncCommandQueue(NetworkClientSocket *cs)
Sync our local command queue to the command queue of the given socket.
Definition: network_command.cpp:179
ADMIN_FREQUENCY_MONTHLY
@ ADMIN_FREQUENCY_MONTHLY
The admin gets information about this on a monthly basis.
Definition: tcp_admin.h:93
ServerNetworkGameSocketHandler::STATUS_MAP_WAIT
@ STATUS_MAP_WAIT
The client is waiting as someone else is downloading the map.
Definition: network_server.h:59
NetworkServerMonthlyLoop
void NetworkServerMonthlyLoop()
Monthly "callback".
Definition: network_server.cpp:1975
NetworkSettings::autoclean_protected
uint8 autoclean_protected
remove the password from passworded companies after this many months
Definition: settings_type.h:276
ServerNetworkGameSocketHandler::receive_limit
int receive_limit
Amount of bytes that we can receive at this moment.
Definition: network_server.h:72
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:294
VEH_ROAD
@ VEH_ROAD
Road vehicle type.
Definition: vehicle_type.h:25
_network_game_info
NetworkServerGameInfo _network_game_info
Information about our game.
Definition: game_info.cpp:35
Vehicle
Vehicle data structure.
Definition: vehicle_base.h:222
NetworkCompanyState::months_empty
uint16 months_empty
How many months the company is empty.
Definition: network_type.h:66
_redirect_console_to_client
ClientID _redirect_console_to_client
If not invalid, redirect the console output to a client.
Definition: network.cpp:59
NETWORK_CLIENT_NAME_LENGTH
static const uint NETWORK_CLIENT_NAME_LENGTH
The maximum length of a client's name, in bytes including '\0'.
Definition: config.h:47
Owner
Owner
Enum for all companies/owners.
Definition: company_type.h:18
NetworkGameSocketHandler
Base socket handler for all TCP sockets.
Definition: tcp_game.h:153
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
Packet::Send_uint8
void Send_uint8(uint8 data)
Package a 8 bits integer in the packet.
Definition: packet.cpp:96
NetworkLanguage
NetworkLanguage
Language ids for server_lang and client_lang.
Definition: network_internal.h:66
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
SPS_ALL_SENT
@ SPS_ALL_SENT
All packets in the queue are sent.
Definition: tcp.h:25
GENERATE_NEW_SEED
static const uint32 GENERATE_NEW_SEED
Create a new random seed.
Definition: genworld.h:24
ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK
NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p) override
Tell the server that we are done receiving/loading the map.
Definition: network_server.cpp:1070
NetworkAdminClientQuit
void NetworkAdminClientQuit(ClientID client_id)
Notify the admin network that a client quit (if they have opt in for the respective update).
Definition: network_admin.cpp:846
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
ServerNetworkGameSocketHandler::STATUS_ACTIVE
@ STATUS_ACTIVE
The client is active within in the game.
Definition: network_server.h:63
NetworkServer_Tick
void NetworkServer_Tick(bool send_frame)
This is called every tick if this is a _network_server.
Definition: network_server.cpp:1833
ServerNetworkGameSocketHandler::SendCommand
NetworkRecvStatus SendCommand(const CommandPacket *cp)
Send a command to the client to execute.
Definition: network_server.cpp:757
network_base.h
SmallMap< NetworkAddress, SOCKET >
PACKET_SERVER_MAP_SIZE
@ PACKET_SERVER_MAP_SIZE
Server tells the client what the (compressed) size of the map is.
Definition: tcp_game.h:77
ServerNetworkGameSocketHandler::SendRConResult
NetworkRecvStatus SendRConResult(uint16 colour, const char *command)
Send the result of a console action.
Definition: network_server.cpp:844
NetworkAdminClientInfo
void NetworkAdminClientInfo(const NetworkClientSocket *cs, bool new_client)
Notify the admin network of a new client (if they did opt in for the respective update).
Definition: network_admin.cpp:817
GameSettings::game_creation
GameCreationSettings game_creation
settings used during the creation of a game (map)
Definition: settings_type.h:564
PacketWriter::Finish
void Finish() override
Prepare everything to finish writing the savegame.
Definition: network_server.cpp:192
Packet::Send_uint32
void Send_uint32(uint32 data)
Package a 32 bits integer in the packet.
Definition: packet.cpp:117
PACKET_SERVER_MAP_DONE
@ PACKET_SERVER_MAP_DONE
Server tells it has just sent the last bits of the map to the client.
Definition: tcp_game.h:79
SpecializedStation< Station, false >::Iterate
static Pool::IterateWrapper< Station > Iterate(size_t from=0)
Returns an iterable ensemble of all valid stations of type T.
Definition: base_station_base.h:270
NetworkTCPSocketHandler::ReceivePacket
virtual Packet * ReceivePacket()
Receives a packet for the given client.
Definition: tcp.cpp:145
NetworkSettings::max_download_time
uint16 max_download_time
maximum amount of time, in game ticks, a client may take to download the map
Definition: settings_type.h:258
CommandQueue::Append
void Append(CommandPacket *p)
Append a CommandPacket at the end of the queue.
Definition: network_command.cpp:57
Pool::MAX_SIZE
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
Definition: pool_type.hpp:85
DECLARE_POSTFIX_INCREMENT
#define DECLARE_POSTFIX_INCREMENT(enum_type)
Some enums need to have allowed incrementing (i.e.
Definition: enum_type.hpp:14
NetworkClientInfo::GetByClientID
static NetworkClientInfo * GetByClientID(ClientID client_id)
Return the CI given it's client-identifier.
Definition: network.cpp:111
ADMIN_FREQUENCY_QUARTERLY
@ ADMIN_FREQUENCY_QUARTERLY
The admin gets information about this on a quarterly basis.
Definition: tcp_admin.h:94
ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD
NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p) override
Send a password to the server to authorize uint8 Password type (see NetworkPasswordType).
Definition: network_server.cpp:1027
PacketWriter::PrependQueue
void PrependQueue()
Prepend the current packet to the queue.
Definition: network_server.cpp:158
CommandPacket::company
CompanyID company
company that is executing the command
Definition: network_internal.h:146
FileToSaveLoad::abstract_ftype
AbstractFileType abstract_ftype
Abstract type of file (scenario, heightmap, etc).
Definition: saveload.h:343
NetworkClientInfo::client_lang
byte client_lang
The language of the client.
Definition: network_base.h:27
FACIL_BUS_STOP
@ FACIL_BUS_STOP
Station with bus stops.
Definition: station_type.h:54
ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED
NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) override
Tell the server that we have the required GRFs.
Definition: network_server.cpp:905
FillNetworkGameInfo
void FillNetworkGameInfo(NetworkGameInfo &ngi)
Fill a NetworkGameInfo structure with the latest information of the server.
Definition: game_info.cpp:113
TCPListenHandler
Template for TCP listeners.
Definition: tcp_listen.h:28
ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler
~ServerNetworkGameSocketHandler()
Clear everything related to this client.
Definition: network_server.cpp:233
CommandContainer::p1
uint32 p1
parameter p1.
Definition: command_type.h:481
COMPANY_NEW_COMPANY
@ COMPANY_NEW_COMPANY
The client wants a new company.
Definition: company_type.h:34
NetworkSettings::server_admin_chat
bool server_admin_chat
allow private chat for the server to be distributed to the admin network
Definition: settings_type.h:264
ServerNetworkGameSocketHandler::STATUS_INACTIVE
@ STATUS_INACTIVE
The client is not connected nor active.
Definition: network_server.h:54
ServerNetworkGameSocketHandler::Send
static void Send()
Send the packets for the server sockets.
Definition: network_server.cpp:331
NetworkCompanyStats::num_vehicle
uint16 num_vehicle[NETWORK_VEH_END]
How many vehicles are there of this type?
Definition: network_type.h:58
Packet::Recv_uint32
uint32 Recv_uint32()
Read a 32 bits integer from the packet.
Definition: packet.cpp:246
NetworkSettings::server_password
char server_password[NETWORK_PASSWORD_LENGTH]
password for joining this server
Definition: settings_type.h:266
NETWORK_RECV_STATUS_CONN_LOST
@ NETWORK_RECV_STATUS_CONN_LOST
The connection is 'just' lost.
Definition: core.h:27
PACKET_SERVER_NEED_GAME_PASSWORD
@ PACKET_SERVER_NEED_GAME_PASSWORD
Server requests the (hashed) game password.
Definition: tcp_game.h:64
NETWORK_CLIENTS_LENGTH
static const uint NETWORK_CLIENTS_LENGTH
The maximum length for the list of clients that controls a company, in bytes including '\0'.
Definition: config.h:46
PacketWriter
Writing a savegame directly to a number of packets.
Definition: network_server.cpp:57
NetworkServerUpdateCompanyPassworded
void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
Tell that a particular company is (not) passworded.
Definition: network_server.cpp:2044
CompanyEconomyEntry::performance_history
int32 performance_history
Company score (scale 0-1000)
Definition: company_base.h:26
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
ServerNetworkGameSocketHandler::SendSync
NetworkRecvStatus SendSync()
Request the client to sync.
Definition: network_server.cpp:740
IsNetworkCompatibleVersion
bool IsNetworkCompatibleVersion(const char *other)
Checks whether the given version string is compatible with our version.
Definition: game_info.cpp:95
GRFConfig
Information about GRF, used in the game and (part of it) in savegames.
Definition: newgrf_config.h:152
PACKET_SERVER_SHUTDOWN
@ PACKET_SERVER_SHUTDOWN
The server is shutting down.
Definition: tcp_game.h:119
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
PACKET_SERVER_NEED_COMPANY_PASSWORD
@ PACKET_SERVER_NEED_COMPANY_PASSWORD
Server requests the (hashed) company password.
Definition: tcp_game.h:66
ServerNetworkGameSocketHandler::SendConfigUpdate
NetworkRecvStatus SendConfigUpdate()
Send an update about the max company/spectator counts.
Definition: network_server.cpp:880
SM_NEWGAME
@ SM_NEWGAME
New Game --> 'Random game'.
Definition: openttd.h:26
DEBUG
#define DEBUG(name, level,...)
Output a line of debugging information.
Definition: debug.h:35
ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO
NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet *p) override
Request game information.
Definition: network_server.cpp:895
NetworkHandleCommandQueue
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
Handle the command-queue of a socket.
Definition: network_server.cpp:1820
NetworkSettings::bytes_per_frame
uint16 bytes_per_frame
how many bytes may, over a long period, be received per frame?
Definition: settings_type.h:254
Packet::Send_string
void Send_string(const char *data)
Sends a string over the network.
Definition: packet.cpp:148
NetworkAddress::GetHostname
const char * GetHostname()
Get the hostname; in case it wasn't given the IPv4 dotted representation is given.
Definition: address.cpp:22
NETWORK_RECV_STATUS_SERVER_ERROR
@ NETWORK_RECV_STATUS_SERVER_ERROR
The server told us we made an error.
Definition: core.h:29
PACKET_SERVER_COMPANY_UPDATE
@ PACKET_SERVER_COMPANY_UPDATE
Information (password) of a company changed.
Definition: tcp_game.h:114
GRFConfig::flags
uint8 flags
NOSAVE: GCF_Flags, bitset.
Definition: newgrf_config.h:167
NetworkSettings::restart_game_year
Year restart_game_year
year the server restarts
Definition: settings_type.h:281
SB
static T SB(T &x, const uint8 s, const uint8 n, const U d)
Set n bits in x starting at bit s to d.
Definition: bitmath_func.hpp:58
ClientID
ClientID
'Unique' identifier to be given to clients
Definition: network_type.h:39
CompanyProperties::money
Money money
Money owned by the company.
Definition: company_base.h:66
Packet::size
PacketSize size
The size of the whole packet for received packets.
Definition: packet.h:48
PACKET_SERVER_BANNED
@ PACKET_SERVER_BANNED
The server has banned you.
Definition: tcp_game.h:35
SEND_MTU
static const uint16 SEND_MTU
Number of bytes we can pack in a single packet.
Definition: config.h:33
ServerNetworkGameSocketHandler::SendMove
NetworkRecvStatus SendMove(ClientID client_id, CompanyID company_id)
Tell that a client moved to another company.
Definition: network_server.cpp:859
ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN
NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p) override
Try to join the server: string OpenTTD revision (norev000 if no revision).
Definition: network_server.cpp:926
ServerNetworkGameSocketHandler::SendJoin
NetworkRecvStatus SendJoin(ClientID client_id)
Tell that a client joined.
Definition: network_server.cpp:706
_settings_game
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition: settings.cpp:80
_sync_seed_1
uint32 _sync_seed_1
Seed to compare during sync checks.
Definition: network.cpp:70
ServerNetworkGameSocketHandler::SendFrame
NetworkRecvStatus SendFrame()
Tell the client that they may run to a particular frame.
Definition: network_server.cpp:717
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
PacketWriter::PopPacket
Packet * PopPacket()
Pop a single created packet from the queue with packets.
Definition: network_server.cpp:132
NetworkServerSendRcon
void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const char *string)
Send an rcon reply to the client.
Definition: network_server.cpp:2098
CMD_CLIENT_ID
@ CMD_CLIENT_ID
set p2 with the ClientID of the sending client.
Definition: command_type.h:398
PacketWriter::total_size
size_t total_size
Total size of the compressed savegame.
Definition: network_server.cpp:60
Packet::Send_uint16
void Send_uint16(uint16 data)
Package a 16 bits integer in the packet.
Definition: packet.cpp:106
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
_network_company_states
NetworkCompanyState * _network_company_states
Statistics about some companies.
Definition: network.cpp:57
StrEmpty
static bool StrEmpty(const char *s)
Check if a string buffer is empty.
Definition: string_func.h:60
ServerNetworkGameSocketHandler::SendCompanyUpdate
NetworkRecvStatus SendCompanyUpdate()
Send an update about the company password states.
Definition: network_server.cpp:870
ServerNetworkGameSocketHandler::SendWelcome
NetworkRecvStatus SendWelcome()
Send the client a welcome message with some basic information.
Definition: network_server.cpp:546
_network_client_id
static ClientID _network_client_id
The identifier counter for new clients (is never decreased)
Definition: network_server.cpp:42
ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE
NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p) override
Request the server to move this client into another company: uint8 ID of the company the client wants...
Definition: network_server.cpp:1504
Packet::next
Packet * next
The next packet.
Definition: packet.h:42
CommandPacket::my_cmd
bool my_cmd
did the command originate from "me"
Definition: network_internal.h:148
CompanyProperties::yearly_expenses
Money yearly_expenses[3][EXPENSES_END]
Expenses of the company for the last three years, in every ExpensesType category.
Definition: company_base.h:96
ServerNetworkGameSocketHandler::status
ClientStatus status
Status of this client.
Definition: network_server.h:70
NetworkPopulateCompanyStats
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
Populate the company stats.
Definition: network_server.cpp:1587
FACIL_DOCK
@ FACIL_DOCK
Station with a dock.
Definition: station_type.h:56
network_server.h
_network_dedicated
bool _network_dedicated
are we a dedicated server?
Definition: network.cpp:55
ServerNetworkGameSocketHandler::savegame
struct PacketWriter * savegame
Writer used to write the savegame.
Definition: network_server.h:74
Packet
Internal entity of a packet.
Definition: packet.h:40
NetworkSettings::max_join_time
uint16 max_join_time
maximum amount of time, in game ticks, a client may take to sync up during joining
Definition: settings_type.h:257
NETWORK_COMPANY_INFO_VERSION
static const byte NETWORK_COMPANY_INFO_VERSION
What version of company info is this?
Definition: config.h:37
FT_SAVEGAME
@ FT_SAVEGAME
old or new savegame
Definition: fileio_type.h:18
ServerNetworkGameSocketHandler::SendClientInfo
NetworkRecvStatus SendClientInfo(NetworkClientInfo *ci)
Send the client information about a client.
Definition: network_server.cpp:354
NetworkGameSocketHandler::ReceiveCommand
const char * ReceiveCommand(Packet *p, CommandPacket *cp)
Receives a command from the network.
Definition: network_command.cpp:296
GetCommandFlags
CommandFlags GetCommandFlags(uint32 cmd)
Definition: command.cpp:393
ADMIN_FREQUENCY_ANUALLY
@ ADMIN_FREQUENCY_ANUALLY
The admin gets information about this on a yearly basis.
Definition: tcp_admin.h:95
NETWORK_REVISION_LENGTH
static const uint NETWORK_REVISION_LENGTH
The maximum length of the revision, in bytes including '\0'.
Definition: config.h:44
PACKET_SERVER_COMPANY_INFO
@ PACKET_SERVER_COMPANY_INFO
Information about a single company.
Definition: tcp_game.h:43
ServerNetworkGameSocketHandler::STATUS_DONE_MAP
@ STATUS_DONE_MAP
The client has downloaded the map.
Definition: network_server.h:61
ServerNetworkGameSocketHandler::GetClientIP
const char * GetClientIP()
Get the IP address/hostname of the connected client.
Definition: network_server.cpp:1993
NetworkCompanyIsPassworded
bool NetworkCompanyIsPassworded(CompanyID company_id)
Check if the company we want to join requires a password.
Definition: network.cpp:208
ServerNetworkGameSocketHandler::SendQuit
NetworkRecvStatus SendQuit(ClientID client_id)
Tell the client another client quit.
Definition: network_server.cpp:813
NetworkClientInfo::client_id
ClientID client_id
Client identifier (same as ClientState->client_id)
Definition: network_base.h:25
PACKET_SERVER_MOVE
@ PACKET_SERVER_MOVE
Server tells everyone that someone is moved to another company.
Definition: tcp_game.h:109
NetworkServerDailyLoop
void NetworkServerDailyLoop()
Daily "callback".
Definition: network_server.cpp:1983
NETWORK_PASSWORD_LENGTH
static const uint NETWORK_PASSWORD_LENGTH
The maximum length of the password, in bytes including '\0' (must be >= NETWORK_SERVER_ID_LENGTH)
Definition: config.h:45
PACKET_SERVER_FULL
@ PACKET_SERVER_FULL
The server is full and has no place for you.
Definition: tcp_game.h:34
NetworkServerChangeClientName
bool NetworkServerChangeClientName(ClientID client_id, const char *new_name)
Change the client name of the given client.
Definition: network_server.cpp:1780
Packet::Send_bool
void Send_bool(bool data)
Package a boolean in the packet.
Definition: packet.cpp:87
SlError
void NORETURN SlError(StringID string, const char *extra_msg)
Error handler.
Definition: saveload.cpp:326
NetworkAdminCompanyUpdate
void NetworkAdminCompanyUpdate(const Company *company)
Notify the admin network of company updates.
Definition: network_admin.cpp:895
SPS_NONE_SENT
@ SPS_NONE_SENT
The buffer is still full, so no (parts of) packets could be sent.
Definition: tcp.h:23
ServerNetworkGameSocketHandler::SendErrorQuit
NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
Tell the client another client quit with an error.
Definition: network_server.cpp:798
NetworkServerNewCompany
void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
Perform all the server specific administration of a new company.
Definition: network_server.cpp:2220
ServerNetworkGameSocketHandler
Class for handling the server side of the game connection.
Definition: network_server.h:24
NetworkGameSocketHandler::GetInfo
NetworkClientInfo * GetInfo() const
Gets the client info of this socket handler.
Definition: tcp_game.h:564
_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
PacketWriter::AppendQueue
void AppendQueue()
Append the current packet to the queue.
Definition: network_server.cpp:144
NetworkSocketHandler::HasClientQuit
bool HasClientQuit() const
Whether the current client connected to the socket has quit.
Definition: core.h:67
ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND
NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p) override
The client has done a command and wants us to handle it.
Definition: network_server.cpp:1116
NetworkTCPSocketHandler::SendPackets
SendPacketsState SendPackets(bool closing_down=false)
Sends all the buffered packets out for this client.
Definition: tcp.cpp:95
NETWORK_RCONCOMMAND_LENGTH
static const uint NETWORK_RCONCOMMAND_LENGTH
The maximum length of a rconsole command, in bytes including '\0'.
Definition: config.h:48
NetworkServerDoMove
void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
Handle the tid-bits of moving a client from one company to another.
Definition: network_server.cpp:2064
Pool::PoolItem<&_company_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
ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME
NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p) override
Gives the client a new name: string New name of the client.
Definition: network_server.cpp:1453
PACKET_SERVER_ERROR_QUIT
@ PACKET_SERVER_ERROR_QUIT
A server tells that a client has hit an error and did quit.
Definition: tcp_game.h:125
Pool::PoolItem<&_company_pool >::GetNumItems
static size_t GetNumItems()
Returns number of valid items in the pool.
Definition: pool_type.hpp:359
ServerNetworkGameSocketHandler::SendNewGame
NetworkRecvStatus SendNewGame()
Tell the client we're starting a new game.
Definition: network_server.cpp:832
FACIL_TRAIN
@ FACIL_TRAIN
Station with train station.
Definition: station_type.h:52
CMD_ID_MASK
@ CMD_ID_MASK
mask for the command ID
Definition: command_type.h:382
network_udp.h
PacketWriter::~PacketWriter
~PacketWriter()
Make sure everything is cleaned up.
Definition: network_server.cpp:74
PacketSize
uint16 PacketSize
Size of the whole packet.
Definition: packet.h:19
SpecializedVehicle< RoadVehicle, Type >::From
static RoadVehicle * From(Vehicle *v)
Converts a Vehicle to SpecializedVehicle with type checking.
Definition: vehicle_base.h:1162
Packet::Send_uint64
void Send_uint64(uint64 data)
Package a 64 bits integer in the packet.
Definition: packet.cpp:130
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
SaveFilter
Interface for filtering a savegame till it is written.
Definition: saveload_filter.h:60
GetDrawStringCompanyColour
TextColour GetDrawStringCompanyColour(CompanyID company)
Get the colour for DrawString-subroutines which matches the colour of the company.
Definition: company_cmd.cpp:131
NetworkSettings::bytes_per_frame_burst
uint16 bytes_per_frame_burst
how many bytes may, over a short period, be received?
Definition: settings_type.h:255
COMPANY_SPECTATOR
@ COMPANY_SPECTATOR
The client is spectating.
Definition: company_type.h:35
NetworkRecvStatus
NetworkRecvStatus
Status of a network client; reasons why a client has quit.
Definition: core.h:22
_network_clients_connected
byte _network_clients_connected
The amount of clients connected.
Definition: network.cpp:83
_file_to_saveload
FileToSaveLoad _file_to_saveload
File to save or load in the openttd loop.
Definition: saveload.cpp:62
GRFConfig::next
struct GRFConfig * next
NOSAVE: Next item in the linked list.
Definition: newgrf_config.h:177
ServerNetworkGameSocketHandler::SendChat
NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data)
Send a chat message.
Definition: network_server.cpp:777
ServerNetworkGameSocketHandler::STATUS_NEWGRFS_CHECK
@ STATUS_NEWGRFS_CHECK
The client is checking NewGRFs.
Definition: network_server.h:55
SaveWithFilter
SaveOrLoadResult SaveWithFilter(SaveFilter *writer, bool threaded)
Save the game using a (writer) filter.
Definition: saveload.cpp:2586
ServerNetworkGameSocketHandler::AllowConnection
static bool AllowConnection()
Whether an connection is allowed or not at this moment.
Definition: network_server.cpp:318
ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP
NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p) override
Request the map from the server.
Definition: network_server.cpp:1049
NetworkSettings::max_init_time
uint16 max_init_time
maximum amount of time, in game ticks, a client may take to initiate joining
Definition: settings_type.h:256
PACKET_SERVER_SYNC
@ PACKET_SERVER_SYNC
Server tells the client what the random state should be.
Definition: tcp_game.h:93
Pool::PoolItem<&_networkclientsocket_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
ServerNetworkGameSocketHandler::SendMap
NetworkRecvStatus SendMap()
This sends the map to the client.
Definition: network_server.cpp:621
seprintf
int CDECL seprintf(char *str, const char *last, const char *format,...)
Safer implementation of snprintf; same as snprintf except:
Definition: string.cpp:460
FT_HEIGHTMAP
@ FT_HEIGHTMAP
heightmap file
Definition: fileio_type.h:20
game_info.h
PACKET_SERVER_MAP_BEGIN
@ PACKET_SERVER_MAP_BEGIN
Server tells the client that it is beginning to send the map.
Definition: tcp_game.h:76
Packet::Recv_uint8
uint8 Recv_uint8()
Read a 8 bits integer from the packet.
Definition: packet.cpp:217
SerializeNetworkGameInfo
void SerializeNetworkGameInfo(Packet *p, const NetworkGameInfo *info)
Serializes the NetworkGameInfo struct to the packet.
Definition: game_info.cpp:169
ServerNetworkGameSocketHandler::SendNewGRFCheck
NetworkRecvStatus SendNewGRFCheck()
Send the check for the NewGRFs.
Definition: network_server.cpp:494
CC_ERROR
static const TextColour CC_ERROR
Colour for error lines.
Definition: console_type.h:24
ServerNetworkGameSocketHandler::STATUS_AUTH_COMPANY
@ STATUS_AUTH_COMPANY
The client is authorizing with company password.
Definition: network_server.h:57
CMD_COMPANY_CTRL
@ CMD_COMPANY_CTRL
used in multiplayer to create a new companies etc.
Definition: command_type.h:281
PACKET_SERVER_CHAT
@ PACKET_SERVER_CHAT
Server distributing the message of a client (or itself).
Definition: tcp_game.h:101
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
PACKET_SERVER_RCON
@ PACKET_SERVER_RCON
Response of the executed command on the server.
Definition: tcp_game.h:105
PACKET_SERVER_QUIT
@ PACKET_SERVER_QUIT
A server tells that a client has quit.
Definition: tcp_game.h:123
ServerNetworkGameSocketHandler::SendNeedGamePassword
NetworkRecvStatus SendNeedGamePassword()
Request the game password.
Definition: network_server.cpp:514
NetworkGameSocketHandler::incoming_queue
CommandQueue incoming_queue
The command-queue awaiting handling.
Definition: tcp_game.h:538
error
void CDECL error(const char *s,...)
Error handling for fatal non-user errors.
Definition: openttd.cpp:132
NetworkGameSocketHandler::client_id
ClientID client_id
Client identifier.
Definition: tcp_game.h:535
_grfconfig
GRFConfig * _grfconfig
First item in list of current GRF set up.
Definition: newgrf_config.cpp:171
PacketWriter::PacketWriter
PacketWriter(ServerNetworkGameSocketHandler *cs)
Create the packet writer.
Definition: network_server.cpp:69
MILLISECONDS_PER_TICK
static const uint MILLISECONDS_PER_TICK
The number of milliseconds per game tick.
Definition: gfx_type.h:310
PACKET_SERVER_COMMAND
@ PACKET_SERVER_COMMAND
Server distributes a command to (all) the clients.
Definition: tcp_game.h:97
ServerNetworkGameSocketHandler::Receive_CLIENT_ACK
NetworkRecvStatus Receive_CLIENT_ACK(Packet *p) override
Tell the server we are done with this frame: uint32 Current frame counter of the client.
Definition: network_server.cpp:1239
NetworkAdminClientUpdate
void NetworkAdminClientUpdate(const NetworkClientInfo *ci)
Notify the admin network of a client update (if they did opt in for the respective update).
Definition: network_admin.cpp:833
PACKET_SERVER_FRAME
@ PACKET_SERVER_FRAME
Server tells the client what frame it is in, and thus to where the client may progress.
Definition: tcp_game.h:91
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
ClientSettings::network
NetworkSettings network
settings related to the network
Definition: settings_type.h:582
SPS_PARTLY_SENT
@ SPS_PARTLY_SENT
The packets are partly sent; there are more packets to be sent in the queue.
Definition: tcp.h:24
Packet::Recv_uint64
uint64 Recv_uint64()
Read a 64 bits integer from the packet.
Definition: packet.cpp:263
OrderBackup::ResetUser
static void ResetUser(uint32 user)
Reset an user's OrderBackup if needed.
Definition: order_backup.cpp:164
NetworkSocketHandler::SendCompanyInformation
void SendCompanyInformation(Packet *p, const struct Company *c, const struct NetworkCompanyStats *stats, uint max_len=NETWORK_COMPANY_NAME_LENGTH)
Package some generic company information into a packet.
Definition: network_server.cpp:1538
NetworkSettings::autoclean_novehicles
uint8 autoclean_novehicles
remove companies with no vehicles after this many months
Definition: settings_type.h:277
OverflowSafeInt< int64, INT64_MAX, INT64_MIN >
DESTTYPE_BROADCAST
@ DESTTYPE_BROADCAST
Send message/notice to all clients (All)
Definition: network_type.h:82
PacketWriter::mutex
std::mutex mutex
Mutex for making threaded saving safe.
Definition: network_server.cpp:62
ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler
ServerNetworkGameSocketHandler(SOCKET s)
Create a new socket for the server side of the game connection.
Definition: network_server.cpp:218
ServerNetworkGameSocketHandler::Receive_CLIENT_RCON
NetworkRecvStatus Receive_CLIENT_RCON(Packet *p) override
Send an RCon command to the server: string RCon password.
Definition: network_server.cpp:1479
RoadVehicle::IsBus
bool IsBus() const
Check whether a roadvehicle is a bus.
Definition: roadveh_cmd.cpp:79
ServerNetworkGameSocketHandler::client_address
NetworkAddress client_address
IP-address of the client (so he can be banned)
Definition: network_server.h:75
IConsoleCmdExec
void IConsoleCmdExec(const char *cmdstr, const uint recurse_count)
Execute a given command passed to us.
Definition: console.cpp:407
ProcessAsyncSaveFinish
void ProcessAsyncSaveFinish()
Handle async save finishes.
Definition: saveload.cpp:402
PacketWriter::Destroy
void Destroy()
Begin the destruction of this packet writer.
Definition: network_server.cpp:101
NetworkSettings::max_lag_time
uint16 max_lag_time
maximum amount of time, in game ticks, a client may be lagging behind the server
Definition: settings_type.h:260
ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT
NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p) override
Sends a chat-packet to the server: uint8 ID of the action (see NetworkAction).
Definition: network_server.cpp:1407
PACKET_SERVER_CLIENT_INFO
@ PACKET_SERVER_CLIENT_INFO
Server sends you information about a client.
Definition: tcp_game.h:71
NETWORK_RECV_STATUS_OKAY
@ NETWORK_RECV_STATUS_OKAY
Everything is okay.
Definition: core.h:23
NetworkGameSocketHandler::SendCommand
void SendCommand(Packet *p, const CommandPacket *cp)
Sends a command over the network.
Definition: network_command.cpp:321
CCA_DELETE
@ CCA_DELETE
Delete a company.
Definition: company_type.h:67
ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD
NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p) override
Send a password to the server to authorize: uint8 Password type (see NetworkPasswordType).
Definition: network_server.cpp:1002
ADMIN_FREQUENCY_WEEKLY
@ ADMIN_FREQUENCY_WEEKLY
The admin gets information about this on a weekly basis.
Definition: tcp_admin.h:92
DESTTYPE_CLIENT
@ DESTTYPE_CLIENT
Send message/notice to only a certain client (Private)
Definition: network_type.h:84
PACKET_SERVER_WELCOME
@ PACKET_SERVER_WELCOME
Server welcomes you and gives you your ClientID.
Definition: tcp_game.h:70
ServerNetworkGameSocketHandler::SendShutdown
NetworkRecvStatus SendShutdown()
Tell the client we're shutting down.
Definition: network_server.cpp:824
VEH_TRAIN
@ VEH_TRAIN
Train vehicle type.
Definition: vehicle_type.h:24
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
FACIL_AIRPORT
@ FACIL_AIRPORT
Station with an airport.
Definition: station_type.h:55
CMD_SERVER
@ CMD_SERVER
the command can only be initiated by the server
Definition: command_type.h:391
CMD_SPECTATOR
@ CMD_SPECTATOR
the command may be initiated by a spectator
Definition: command_type.h:392
ServerNetworkGameSocketHandler::last_token
byte last_token
The last random token we did send to verify the client is listening.
Definition: network_server.h:68
PacketWriter::exit_sig
std::condition_variable exit_sig
Signal for threaded destruction of this packet writer.
Definition: network_server.cpp:63
ServerNetworkGameSocketHandler::SendError
NetworkRecvStatus SendError(NetworkErrorCode error, const char *reason=nullptr)
Send an error to the client, and close its connection.
Definition: network_server.cpp:447
network_admin.h
NetworkServerGameInfo::clients_on
byte clients_on
Current count of clients on server.
Definition: game_info.h:65
strecpy
char * strecpy(char *dst, const char *src, const char *last)
Copies characters from one buffer to another.
Definition: string.cpp:112
NetworkSettings::max_commands_in_queue
uint16 max_commands_in_queue
how many commands may there be in the incoming queue before dropping the connection?
Definition: settings_type.h:253
CC_WARNING
static const TextColour CC_WARNING
Colour for warning lines.
Definition: console_type.h:25
free
static void free(const void *ptr)
Version of the standard free that accepts const pointers.
Definition: stdafx.h:456
ServerNetworkGameSocketHandler::SendCompanyInfo
NetworkRecvStatus SendCompanyInfo()
Send the client information about the companies.
Definition: network_server.cpp:382
strecat
char * strecat(char *dst, const char *src, const char *last)
Appends characters from one string to another.
Definition: string.cpp:84
NetworkServerKickClient
void NetworkServerKickClient(ClientID client_id, const char *reason)
Kick a single client.
Definition: network_server.cpp:2108
MAX_CLIENT_SLOTS
static const uint MAX_CLIENT_SLOTS
The number of slots; must be at least 1 more than MAX_CLIENTS.
Definition: network_type.h:23
VEH_SHIP
@ VEH_SHIP
Ship vehicle type.
Definition: vehicle_type.h:26
Company
Definition: company_base.h:110
_cur_month
Month _cur_month
Current month (0..11)
Definition: date.cpp:27
ServerNetworkGameSocketHandler::SendNeedCompanyPassword
NetworkRecvStatus SendNeedCompanyPassword()
Request the company password.
Definition: network_server.cpp:529
PACKET_SERVER_CHECK_NEWGRFS
@ PACKET_SERVER_CHECK_NEWGRFS
Server sends NewGRF IDs and MD5 checksums for the client to check.
Definition: tcp_game.h:60
NetworkServerYearlyLoop
void NetworkServerYearlyLoop()
Yearly "callback".
Definition: network_server.cpp:1968
SetWindowClassesDirty
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
Definition: window.cpp:3248
CMD_RENAME_PRESIDENT
@ CMD_RENAME_PRESIDENT
change the president name
Definition: command_type.h:247
CompanyProperties::old_economy
CompanyEconomyEntry old_economy[MAX_HISTORY_QUARTERS]
Economic data of the company of the last MAX_HISTORY_QUARTERS quarters.
Definition: company_base.h:98
lastof
#define lastof(x)
Get the last element of an fixed size array.
Definition: stdafx.h:385
SL_OK
@ SL_OK
completed successfully
Definition: saveload.h:334
NetworkGameSocketHandler::last_frame
uint32 last_frame
Last frame we have executed.
Definition: tcp_game.h:536
_networkclientsocket_pool
NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket")
Make very sure the preconditions given in network_type.h are actually followed.
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
PacketWriter::current
Packet * current
The packet we're currently writing to.
Definition: network_server.cpp:59
ServerNetworkGameSocketHandler::GetClientName
void GetClientName(char *client_name, const char *last) const
Get the name of the client, if the user did not send it yet, Client ID is used.
Definition: network_server.cpp:2183
_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
NetworkAdminCompanyInfo
void NetworkAdminCompanyInfo(const Company *company, bool new_company)
Notify the admin network of company details.
Definition: network_admin.cpp:874
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
ServerNetworkGameSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
Definition: network_server.cpp:257
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
ServerNetworkGameSocketHandler::STATUS_AUTH_GAME
@ STATUS_AUTH_GAME
The client is authorizing with game (server) password.
Definition: network_server.h:56
NetworkCompanyHasClients
bool NetworkCompanyHasClients(CompanyID company)
Check whether a particular company has clients.
Definition: network_server.cpp:2169
PacketWriter::packets
Packet * packets
Packet queue of the savegame; send these "slowly" to the client.
Definition: network_server.cpp:61
_settings_newgame
GameSettings _settings_newgame
Game settings for new games (updated from the intro screen).
Definition: settings.cpp:81
NetworkAdminClientError
void NetworkAdminClientError(ClientID client_id, NetworkErrorCode error_code)
Notify the admin network of a client error (if they have opt in for the respective update).
Definition: network_admin.cpp:860
GCF_STATIC
@ GCF_STATIC
GRF file is used statically (can be used in any MP game)
Definition: newgrf_config.h:25
NetworkSettings::sync_freq
uint16 sync_freq
how often do we check whether we are still in-sync
Definition: settings_type.h:250
ServerNetworkGameSocketHandler::SendWait
NetworkRecvStatus SendWait()
Tell the client that its put in a waiting queue.
Definition: network_server.cpp:576
NetworkSettings::autoclean_companies
bool autoclean_companies
automatically remove companies that are not in use
Definition: settings_type.h:274
PACKET_SERVER_MAP_DATA
@ PACKET_SERVER_MAP_DATA
Server sends bits of the map to the client.
Definition: tcp_game.h:78
NetworkSettings::max_companies
uint8 max_companies
maximum amount of companies
Definition: settings_type.h:278
ServerNetworkGameSocketHandler::STATUS_AUTHORIZED
@ STATUS_AUTHORIZED
The client is authorized.
Definition: network_server.h:58
CLIENT_ID_FIRST
@ CLIENT_ID_FIRST
The first client ID.
Definition: network_type.h:42
NETWORK_RECV_STATUS_MALFORMED_PACKET
@ NETWORK_RECV_STATUS_MALFORMED_PACKET
We apparently send a malformed packet.
Definition: core.h:28
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
NetworkUpdateClientInfo
void NetworkUpdateClientInfo(ClientID client_id)
Send updated client info of a particular client.
Definition: network_server.cpp:1623
ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR
NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p) override
The client made an error and is quitting the game.
Definition: network_server.cpp:1180