OpenTTD Source  12.0-beta2
tcp_game.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 
12 #include "../../stdafx.h"
13 
14 #include "../network.h"
15 #include "../network_internal.h"
16 #include "../../debug.h"
17 #include "../../error.h"
18 
19 #include "table/strings.h"
20 
21 #include "../../safeguards.h"
22 
28  last_frame(_frame_counter), last_frame_server(_frame_counter)
29 {
30  this->sock = s;
31  this->last_packet = std::chrono::steady_clock::now();
32 }
33 
42 {
43  /* Clients drop back to the main menu */
44  if (!_network_server && _networking) {
45  extern void ClientNetworkEmergencySave(); // from network_client.cpp
48  _networking = false;
49  ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
50 
52  }
53 
55 }
56 
57 
64 {
66 
67  this->last_packet = std::chrono::steady_clock::now();
68 
69  switch (this->HasClientQuit() ? PACKET_END : type) {
70  case PACKET_SERVER_FULL: return this->Receive_SERVER_FULL(p);
71  case PACKET_SERVER_BANNED: return this->Receive_SERVER_BANNED(p);
72  case PACKET_CLIENT_JOIN: return this->Receive_CLIENT_JOIN(p);
73  case PACKET_SERVER_ERROR: return this->Receive_SERVER_ERROR(p);
81  case PACKET_SERVER_WELCOME: return this->Receive_SERVER_WELCOME(p);
82  case PACKET_CLIENT_GETMAP: return this->Receive_CLIENT_GETMAP(p);
83  case PACKET_SERVER_WAIT: return this->Receive_SERVER_WAIT(p);
85  case PACKET_SERVER_MAP_SIZE: return this->Receive_SERVER_MAP_SIZE(p);
86  case PACKET_SERVER_MAP_DATA: return this->Receive_SERVER_MAP_DATA(p);
87  case PACKET_SERVER_MAP_DONE: return this->Receive_SERVER_MAP_DONE(p);
88  case PACKET_CLIENT_MAP_OK: return this->Receive_CLIENT_MAP_OK(p);
89  case PACKET_SERVER_JOIN: return this->Receive_SERVER_JOIN(p);
90  case PACKET_SERVER_FRAME: return this->Receive_SERVER_FRAME(p);
91  case PACKET_SERVER_SYNC: return this->Receive_SERVER_SYNC(p);
92  case PACKET_CLIENT_ACK: return this->Receive_CLIENT_ACK(p);
93  case PACKET_CLIENT_COMMAND: return this->Receive_CLIENT_COMMAND(p);
94  case PACKET_SERVER_COMMAND: return this->Receive_SERVER_COMMAND(p);
95  case PACKET_CLIENT_CHAT: return this->Receive_CLIENT_CHAT(p);
96  case PACKET_SERVER_CHAT: return this->Receive_SERVER_CHAT(p);
98  case PACKET_CLIENT_SET_NAME: return this->Receive_CLIENT_SET_NAME(p);
99  case PACKET_CLIENT_QUIT: return this->Receive_CLIENT_QUIT(p);
100  case PACKET_CLIENT_ERROR: return this->Receive_CLIENT_ERROR(p);
101  case PACKET_SERVER_QUIT: return this->Receive_SERVER_QUIT(p);
103  case PACKET_SERVER_SHUTDOWN: return this->Receive_SERVER_SHUTDOWN(p);
104  case PACKET_SERVER_NEWGAME: return this->Receive_SERVER_NEWGAME(p);
105  case PACKET_SERVER_RCON: return this->Receive_SERVER_RCON(p);
106  case PACKET_CLIENT_RCON: return this->Receive_CLIENT_RCON(p);
109  case PACKET_SERVER_MOVE: return this->Receive_SERVER_MOVE(p);
110  case PACKET_CLIENT_MOVE: return this->Receive_CLIENT_MOVE(p);
113 
114  default:
115  this->CloseConnection();
116 
117  if (this->HasClientQuit()) {
118  Debug(net, 0, "[tcp/game] Received invalid packet type {} from client {}", type, this->client_id);
119  } else {
120  Debug(net, 0, "[tcp/game] Received illegal packet from client {}", this->client_id);
121  }
123  }
124 }
125 
134 {
135  Packet *p;
136  while ((p = this->ReceivePacket()) != nullptr) {
138  delete p;
139  if (res != NETWORK_RECV_STATUS_OKAY) return res;
140  }
141 
143 }
144 
151 {
152  Debug(net, 0, "[tcp/game] Received illegal packet type {} from client {}", type, this->client_id);
154 }
155 
PACKET_SERVER_GAME_INFO
@ PACKET_SERVER_GAME_INFO
Information about the server.
Definition: tcp_game.h:46
NETWORK_RECV_STATUS_CLIENT_QUIT
@ NETWORK_RECV_STATUS_CLIENT_QUIT
The connection is lost gracefully. Other clients are already informed of this leaving client.
Definition: core.h:27
_frame_counter
uint32 _frame_counter
The current frame.
Definition: network.cpp:70
PACKET_CLIENT_ERROR
@ PACKET_CLIENT_ERROR
A client reports an error to the server.
Definition: tcp_game.h:124
PACKET_SERVER_ERROR
@ PACKET_SERVER_ERROR
Server sending an error message to the client.
Definition: tcp_game.h:39
INVALID_CLIENT_ID
@ INVALID_CLIENT_ID
Client is not part of anything.
Definition: network_type.h:48
NetworkGameSocketHandler::Receive_CLIENT_SET_NAME
virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p)
Gives the client a new name: string New name of the client.
Definition: tcp_game.cpp:184
NetworkGameSocketHandler::ReceivePackets
NetworkRecvStatus ReceivePackets()
Do the actual receiving of packets.
Definition: tcp_game.cpp:133
NetworkGameSocketHandler::Receive_CLIENT_MAP_OK
virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p)
Tell the server that we are done receiving/loading the map.
Definition: tcp_game.cpp:174
NetworkGameSocketHandler::NetworkGameSocketHandler
NetworkGameSocketHandler(SOCKET s)
Create a new socket for the game connection.
Definition: tcp_game.cpp:27
ClientNetworkEmergencySave
void ClientNetworkEmergencySave()
Create an emergency savegame when the network connection is lost.
Definition: network_client.cpp:133
NetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN
virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p)
Sends that the server will begin with sending the map to the client: uint32 Current frame.
Definition: tcp_game.cpp:170
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:57
PacketGameType
PacketGameType
Enum with all types of TCP packets.
Definition: tcp_game.h:25
NetworkGameSocketHandler::last_packet
std::chrono::steady_clock::time_point last_packet
Time we received the last frame.
Definition: tcp_game.h:505
NetworkGameSocketHandler::ReceiveInvalidPacket
NetworkRecvStatus ReceiveInvalidPacket(PacketGameType type)
Helper for logging receiving invalid packets.
Definition: tcp_game.cpp:150
PACKET_CLIENT_COMMAND
@ PACKET_CLIENT_COMMAND
Client executed a command and sends it to the server.
Definition: tcp_game.h:96
PACKET_SERVER_NEWGAME
@ PACKET_SERVER_NEWGAME
The server is preparing to start a new game.
Definition: tcp_game.h:118
NetworkTCPSocketHandler::sock
SOCKET sock
The socket currently connected to.
Definition: tcp.h:39
NetworkGameSocketHandler::Receive_SERVER_GAME_INFO
virtual NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p)
Sends information about the game.
Definition: tcp_game.cpp:161
NetworkGameSocketHandler::Receive_SERVER_RCON
virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p)
Send the result of an issues RCon command back to the client: uint16 Colour code.
Definition: tcp_game.cpp:191
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
PACKET_SERVER_JOIN
@ PACKET_SERVER_JOIN
Tells clients that a new client has joined.
Definition: tcp_game.h:82
PACKET_CLIENT_QUIT
@ PACKET_CLIENT_QUIT
A client tells the server it is going to quit.
Definition: tcp_game.h:122
PACKET_CLIENT_GETMAP
@ PACKET_CLIENT_GETMAP
Client requests the actual map.
Definition: tcp_game.h:74
NetworkGameSocketHandler::Receive_CLIENT_ACK
virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet *p)
Tell the server we are done with this frame: uint32 Current frame counter of the client.
Definition: tcp_game.cpp:178
NetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT
virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p)
Inform all clients that one client made an error and thus has quit/been disconnected: uint32 ID of th...
Definition: tcp_game.cpp:188
NetworkGameSocketHandler::Receive_SERVER_SYNC
virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet *p)
Sends a sync-check to the client: uint32 Frame counter.
Definition: tcp_game.cpp:177
NetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD
virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p)
Indication to the client that the server needs a company password: uint32 Generation seed.
Definition: tcp_game.cpp:164
NetworkGameSocketHandler::Receive_SERVER_MAP_DATA
virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p)
Sends the data of the map to the client: Contains a part of the map (until max size of packet).
Definition: tcp_game.cpp:172
PACKET_CLIENT_CHAT
@ PACKET_CLIENT_CHAT
Client said something that should be distributed.
Definition: tcp_game.h:100
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
ShowErrorMessage
void ShowErrorMessage(StringID summary_msg, StringID detailed_msg, WarningLevel wl, int x=0, int y=0, const GRFFile *textref_stack_grffile=nullptr, uint textref_stack_size=0, const uint32 *textref_stack=nullptr)
Display an error message in a window.
Definition: error_gui.cpp:383
NetworkGameSocketHandler::Receive_CLIENT_GAME_INFO
virtual NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet *p)
Request game information.
Definition: tcp_game.cpp:160
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
PACKET_CLIENT_JOIN
@ PACKET_CLIENT_JOIN
The client telling the server it wants to join.
Definition: tcp_game.h:38
PACKET_END
@ PACKET_END
Must ALWAYS be on the end of this list!! (period)
Definition: tcp_game.h:127
NetworkTCPSocketHandler::ReceivePacket
virtual Packet * ReceivePacket()
Receives a packet for the given client.
Definition: tcp.cpp:144
NetworkGameSocketHandler::Receive_CLIENT_MOVE
virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p)
Request the server to move this client into another company: uint8 ID of the company the client wants...
Definition: tcp_game.cpp:196
NetworkGameSocketHandler::Receive_SERVER_MOVE
virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet *p)
Move a client from one company into another: uint32 ID of the client.
Definition: tcp_game.cpp:195
NetworkGameSocketHandler::HandlePacket
NetworkRecvStatus HandlePacket(Packet *p)
Handle the given packet, i.e.
Definition: tcp_game.cpp:63
PACKET_SERVER_NEED_GAME_PASSWORD
@ PACKET_SERVER_NEED_GAME_PASSWORD
Server requests the (hashed) game password.
Definition: tcp_game.h:64
NetworkGameSocketHandler::Receive_CLIENT_RCON
virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet *p)
Send an RCon command to the server: string RCon password.
Definition: tcp_game.cpp:192
PACKET_SERVER_SHUTDOWN
@ PACKET_SERVER_SHUTDOWN
The server is shutting down.
Definition: tcp_game.h:119
PACKET_SERVER_NEED_COMPANY_PASSWORD
@ PACKET_SERVER_NEED_COMPANY_PASSWORD
Server requests the (hashed) company password.
Definition: tcp_game.h:66
NetworkGameSocketHandler::Receive_SERVER_QUIT
virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet *p)
Notification that a client left the game: uint32 ID of the client.
Definition: tcp_game.cpp:187
PACKET_SERVER_COMPANY_UPDATE
@ PACKET_SERVER_COMPANY_UPDATE
Information (password) of a company changed.
Definition: tcp_game.h:114
NetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD
virtual NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p)
Send a password to the server to authorize: uint8 Password type (see NetworkPasswordType).
Definition: tcp_game.cpp:165
PACKET_SERVER_BANNED
@ PACKET_SERVER_BANNED
The server has banned you.
Definition: tcp_game.h:35
NetworkGameSocketHandler::Receive_SERVER_WELCOME
virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p)
The client is joined and ready to receive their map: uint32 Own client ID.
Definition: tcp_game.cpp:167
PACKET_CLIENT_NEWGRFS_CHECKED
@ PACKET_CLIENT_NEWGRFS_CHECKED
Client acknowledges that it has all required NewGRFs.
Definition: tcp_game.h:61
NetworkGameSocketHandler::Receive_SERVER_MAP_DONE
virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p)
Sends that all data of the map are sent to the client:
Definition: tcp_game.cpp:173
PACKET_CLIENT_GAME_INFO
@ PACKET_CLIENT_GAME_INFO
Request information about the server.
Definition: tcp_game.h:47
NetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD
virtual NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p)
Indication to the client that the server needs a game password.
Definition: tcp_game.cpp:163
NetworkGameSocketHandler::Receive_CLIENT_GETMAP
virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p)
Request the map from the server.
Definition: tcp_game.cpp:168
NetworkGameSocketHandler::Receive_SERVER_MAP_SIZE
virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p)
Sends the size of the map to the client.
Definition: tcp_game.cpp:171
_networking
bool _networking
are we in networking mode?
Definition: network.cpp:56
NetworkGameSocketHandler::Receive_CLIENT_CHAT
virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p)
Sends a chat-packet to the server: uint8 ID of the action (see NetworkAction).
Definition: tcp_game.cpp:181
NetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD
virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p)
Set the password for the clients current company: string The password.
Definition: tcp_game.cpp:183
PACKET_CLIENT_MAP_OK
@ PACKET_CLIENT_MAP_OK
Client tells the server that it received the whole map.
Definition: tcp_game.h:80
Packet
Internal entity of a packet.
Definition: packet.h:44
NetworkGameSocketHandler::Receive_CLIENT_COMMAND
virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p)
Send a DoCommand to the Server: uint8 ID of the company (0..MAX_COMPANIES-1).
Definition: tcp_game.cpp:179
PACKET_SERVER_MOVE
@ PACKET_SERVER_MOVE
Server tells everyone that someone is moved to another company.
Definition: tcp_game.h:109
PACKET_SERVER_FULL
@ PACKET_SERVER_FULL
The server is full and has no place for you.
Definition: tcp_game.h:34
NetworkGameSocketHandler::Receive_SERVER_WAIT
virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet *p)
Notification that another client is currently receiving the map: uint8 Number of clients waiting in f...
Definition: tcp_game.cpp:169
PACKET_CLIENT_SET_NAME
@ PACKET_CLIENT_SET_NAME
A client changes its name.
Definition: tcp_game.h:113
NetworkGameSocketHandler::Receive_SERVER_FULL
virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p)
Notification that the server is full.
Definition: tcp_game.cpp:156
_switch_mode
SwitchMode _switch_mode
The next mainloop command.
Definition: gfx.cpp:46
NetworkSocketHandler::HasClientQuit
bool HasClientQuit() const
Whether the current client connected to the socket has quit.
Definition: core.h:68
NetworkGameSocketHandler::Receive_SERVER_JOIN
virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet *p)
A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO:...
Definition: tcp_game.cpp:175
NetworkGameSocketHandler::Receive_SERVER_COMMAND
virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p)
Sends a DoCommand to the client: uint8 ID of the company (0..MAX_COMPANIES-1).
Definition: tcp_game.cpp:180
NetworkGameSocketHandler::Receive_SERVER_NEWGAME
virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p)
Let the clients know that the server is loading a new map.
Definition: tcp_game.cpp:190
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
PACKET_CLIENT_GAME_PASSWORD
@ PACKET_CLIENT_GAME_PASSWORD
Clients sends the (hashed) game password.
Definition: tcp_game.h:65
NetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO
virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p)
Send information about a client: uint32 ID of the client (always unique on a server.
Definition: tcp_game.cpp:162
NetworkRecvStatus
NetworkRecvStatus
Status of a network client; reasons why a client has quit.
Definition: core.h:22
PACKET_SERVER_SYNC
@ PACKET_SERVER_SYNC
Server tells the client what the random state should be.
Definition: tcp_game.h:93
NetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS
virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p)
Sends information about all used GRFs to the client: uint8 Amount of GRFs (the following data is repe...
Definition: tcp_game.cpp:193
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_CLIENT_RCON
@ PACKET_CLIENT_RCON
Client asks the server to execute some command.
Definition: tcp_game.h:104
Packet::Recv_uint8
uint8 Recv_uint8()
Read a 8 bits integer from the packet.
Definition: packet.cpp:306
SM_MENU
@ SM_MENU
Switch to game intro menu.
Definition: openttd.h:32
PACKET_SERVER_CHAT
@ PACKET_SERVER_CHAT
Server distributing the message of a client (or itself).
Definition: tcp_game.h:101
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
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:501
NetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED
virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p)
Tell the server that we have the required GRFs.
Definition: tcp_game.cpp:194
PACKET_SERVER_COMMAND
@ PACKET_SERVER_COMMAND
Server distributes a command to (all) the clients.
Definition: tcp_game.h:97
NetworkGameSocketHandler::Receive_CLIENT_QUIT
virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p)
The client is quitting the game.
Definition: tcp_game.cpp:185
Debug
#define Debug(name, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
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
NETWORK_RECV_STATUS_CONNECTION_LOST
@ NETWORK_RECV_STATUS_CONNECTION_LOST
The connection is lost unexpectedly.
Definition: core.h:33
NetworkGameSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(bool error=true) override
Functions to help ReceivePacket/SendPacket a bit A socket can make errors.
Definition: tcp_game.cpp:41
PACKET_CLIENT_ACK
@ PACKET_CLIENT_ACK
The client tells the server which frame it has executed.
Definition: tcp_game.h:92
PACKET_CLIENT_MOVE
@ PACKET_CLIENT_MOVE
A client would like to be moved to another company.
Definition: tcp_game.h:108
NetworkGameSocketHandler::Receive_SERVER_ERROR
virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p)
The client made an error: uint8 Error code caused (see NetworkErrorCode).
Definition: tcp_game.cpp:159
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::Receive_SERVER_CONFIG_UPDATE
virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p)
Update the clients knowledge of the max settings: uint8 Maximum number of companies allowed.
Definition: tcp_game.cpp:198
NetworkGameSocketHandler::Receive_SERVER_CHAT
virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p)
Sends a chat-packet to the client: uint8 ID of the action (see NetworkAction).
Definition: tcp_game.cpp:182
PACKET_SERVER_WELCOME
@ PACKET_SERVER_WELCOME
Server welcomes you and gives you your ClientID.
Definition: tcp_game.h:70
NetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE
virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p)
Update the clients knowledge of which company is password protected: uint16 Bitwise representation of...
Definition: tcp_game.cpp:197
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
NetworkGameSocketHandler::Receive_SERVER_FRAME
virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet *p)
Sends the current frame counter to the client: uint32 Frame counter uint32 Frame counter max (how far...
Definition: tcp_game.cpp:176
NetworkGameSocketHandler::Receive_SERVER_BANNED
virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p)
Notification that the client trying to join is banned.
Definition: tcp_game.cpp:157
NetworkGameSocketHandler::Receive_SERVER_SHUTDOWN
virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p)
Let the clients know that the server is closing.
Definition: tcp_game.cpp:189
NetworkGameSocketHandler::Receive_CLIENT_ERROR
virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p)
The client made an error and is quitting the game.
Definition: tcp_game.cpp:186
NetworkGameSocketHandler::Receive_CLIENT_JOIN
virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p)
Try to join the server: string OpenTTD revision (norev000 if no revision).
Definition: tcp_game.cpp:158
PACKET_CLIENT_SET_PASSWORD
@ PACKET_CLIENT_SET_PASSWORD
A client (re)sets its company's password.
Definition: tcp_game.h:112
PACKET_CLIENT_COMPANY_PASSWORD
@ PACKET_CLIENT_COMPANY_PASSWORD
Client sends the (hashed) company password.
Definition: tcp_game.h:67
INVALID_STRING_ID
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames)
Definition: strings_type.h:17
WL_CRITICAL
@ WL_CRITICAL
Critical errors, the MessageBox is shown in all cases.
Definition: error.h:25
PACKET_SERVER_MAP_DATA
@ PACKET_SERVER_MAP_DATA
Server sends bits of the map to the client.
Definition: tcp_game.h:78
NetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD
virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p)
Send a password to the server to authorize uint8 Password type (see NetworkPasswordType).
Definition: tcp_game.cpp:166
NETWORK_RECV_STATUS_MALFORMED_PACKET
@ NETWORK_RECV_STATUS_MALFORMED_PACKET
We apparently send a malformed packet.
Definition: core.h:28