OpenTTD Source  12.0-beta2
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  delete Packet::PopFromQueue(&this->packets);
84  }
85 
86  delete this->current;
87  }
88 
99  void Destroy()
100  {
101  std::unique_lock<std::mutex> lock(this->mutex);
102 
103  this->cs = nullptr;
104 
105  this->exit_sig.notify_all();
106  lock.unlock();
107 
108  /* Make sure the saving is completely cancelled. Yes,
109  * we need to handle the save finish as well as the
110  * next connection might just be requesting a map. */
111  WaitTillSaved();
113  }
114 
122  {
123  /* Unsafe check for the queue being empty or not. */
124  if (this->packets == nullptr) return false;
125 
126  std::lock_guard<std::mutex> lock(this->mutex);
127 
128  while (this->packets != nullptr) {
129  Packet *p = Packet::PopFromQueue(&this->packets);
130  bool last_packet = p->GetPacketType() == PACKET_SERVER_MAP_DONE;
131  socket->SendPacket(p);
132 
133  if (last_packet) return true;
134  }
135 
136  return false;
137  }
138 
140  void AppendQueue()
141  {
142  if (this->current == nullptr) return;
143 
144  Packet::AddToQueue(&this->packets, this->current);
145  this->current = nullptr;
146  }
147 
150  {
151  if (this->current == nullptr) return;
152 
153  /* Reversed from AppendQueue so the queue gets added to the current one. */
154  Packet::AddToQueue(&this->current, this->packets);
155  this->packets = this->current;
156  this->current = nullptr;
157  }
158 
159  void Write(byte *buf, size_t size) override
160  {
161  /* We want to abort the saving when the socket is closed. */
162  if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
163 
164  if (this->current == nullptr) this->current = new Packet(PACKET_SERVER_MAP_DATA, TCP_MTU);
165 
166  std::lock_guard<std::mutex> lock(this->mutex);
167 
168  byte *bufe = buf + size;
169  while (buf != bufe) {
170  size_t written = this->current->Send_bytes(buf, bufe);
171  buf += written;
172 
173  if (!this->current->CanWriteToPacket(1)) {
174  this->AppendQueue();
175  if (buf != bufe) this->current = new Packet(PACKET_SERVER_MAP_DATA, TCP_MTU);
176  }
177  }
178 
179  this->total_size += size;
180  }
181 
182  void Finish() override
183  {
184  /* We want to abort the saving when the socket is closed. */
185  if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
186 
187  std::lock_guard<std::mutex> lock(this->mutex);
188 
189  /* Make sure the last packet is flushed. */
190  this->AppendQueue();
191 
192  /* Add a packet stating that this is the end to the queue. */
193  this->current = new Packet(PACKET_SERVER_MAP_DONE);
194  this->AppendQueue();
195 
196  /* Fast-track the size to the client. */
197  this->current = new Packet(PACKET_SERVER_MAP_SIZE);
198  this->current->Send_uint32((uint32)this->total_size);
199  this->PrependQueue();
200  }
201 };
202 
203 
209 {
210  this->status = STATUS_INACTIVE;
211  this->client_id = _network_client_id++;
213 
214  /* The Socket and Info pools need to be the same in size. After all,
215  * each Socket will be associated with at most one Info object. As
216  * such if the Socket was allocated the Info object can as well. */
218 }
219 
224 {
227 
228  if (this->savegame != nullptr) {
229  this->savegame->Destroy();
230  this->savegame = nullptr;
231  }
232 }
233 
235 {
236  /* Only allow receiving when we have some buffer free; this value
237  * can go negative, but eventually it will become positive again. */
238  if (this->receive_limit <= 0) return nullptr;
239 
240  /* We can receive a packet, so try that and if needed account for
241  * the amount of received data. */
243  if (p != nullptr) this->receive_limit -= p->Size();
244  return p;
245 }
246 
248 {
249  assert(status != NETWORK_RECV_STATUS_OKAY);
250  /*
251  * Sending a message just before leaving the game calls cs->SendPackets.
252  * This might invoke this function, which means that when we close the
253  * connection after cs->SendPackets we will close an already closed
254  * connection. This handles that case gracefully without having to make
255  * that code any more complex or more aware of the validity of the socket.
256  */
257  if (this->sock == INVALID_SOCKET) return status;
258 
260  /* We did not receive a leave message from this client... */
261  std::string client_name = this->GetClientName();
262 
263  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
264 
265  /* Inform other clients of this... strange leaving ;) */
266  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
267  if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) {
268  new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
269  }
270  }
271  }
272 
273  /* If we were transfering a map to this client, stop the savegame creation
274  * process and queue the next client to receive the map. */
275  if (this->status == STATUS_MAP) {
276  /* Ensure the saving of the game is stopped too. */
277  this->savegame->Destroy();
278  this->savegame = nullptr;
279 
280  this->CheckNextClientToSendMap(this);
281  }
282 
283  NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
284  Debug(net, 3, "Closed client connection {}", this->client_id);
285 
286  /* We just lost one client :( */
287  if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
288  extern byte _network_clients_connected;
290 
291  this->SendPackets(true);
292 
293  delete this->GetInfo();
294  delete this;
295 
297 
298  return status;
299 }
300 
306 {
307  extern byte _network_clients_connected;
309 
310  /* We can't go over the MAX_CLIENTS limit here. However, the
311  * pool must have place for all clients and ourself. */
312  static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENTS + 1);
314  return accept;
315 }
316 
319 {
320  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
321  if (cs->writable) {
322  if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
323  /* This client is in the middle of a map-send, call the function for that */
324  cs->SendMap();
325  }
326  }
327  }
328 }
329 
330 static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
331 
332 /***********
333  * Sending functions
334  * DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs
335  ************/
336 
342 {
343  if (ci->client_id != INVALID_CLIENT_ID) {
345  p->Send_uint32(ci->client_id);
346  p->Send_uint8 (ci->client_playas);
347  p->Send_string(ci->client_name);
348 
349  this->SendPacket(p);
350  }
352 }
353 
356 {
359 
360  this->SendPacket(p);
361 
363 }
364 
371 {
373 
374  p->Send_uint8(error);
375  if (!reason.empty()) p->Send_string(reason);
376  this->SendPacket(p);
377 
379 
380  /* Only send when the current client was in game */
381  if (this->status > STATUS_AUTHORIZED) {
382  std::string client_name = this->GetClientName();
383 
384  Debug(net, 1, "'{}' made an error and has been disconnected: {}", client_name, GetString(strid));
385 
386  if (error == NETWORK_ERROR_KICKED && !reason.empty()) {
387  NetworkTextMessage(NETWORK_ACTION_KICKED, CC_DEFAULT, false, client_name, reason, strid);
388  } else {
389  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
390  }
391 
392  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
393  if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
394  /* Some errors we filter to a more general error. Clients don't have to know the real
395  * reason a joining failed. */
396  if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
397  error = NETWORK_ERROR_ILLEGAL_PACKET;
398  }
399  new_cs->SendErrorQuit(this->client_id, error);
400  }
401  }
402 
403  NetworkAdminClientError(this->client_id, error);
404  } else {
405  Debug(net, 1, "Client {} made an error and has been disconnected: {}", this->client_id, GetString(strid));
406  }
407 
408  /* The client made a mistake, so drop the connection now! */
410 }
411 
414 {
416  const GRFConfig *c;
417  uint grf_count = 0;
418 
419  for (c = _grfconfig; c != nullptr; c = c->next) {
420  if (!HasBit(c->flags, GCF_STATIC)) grf_count++;
421  }
422 
423  p->Send_uint8 (grf_count);
424  for (c = _grfconfig; c != nullptr; c = c->next) {
426  }
427 
428  this->SendPacket(p);
430 }
431 
434 {
435  /* Invalid packet when status is STATUS_AUTH_GAME or higher */
437 
438  this->status = STATUS_AUTH_GAME;
439  /* Reset 'lag' counters */
441 
443  this->SendPacket(p);
445 }
446 
449 {
450  /* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
452 
453  this->status = STATUS_AUTH_COMPANY;
454  /* Reset 'lag' counters */
456 
460  this->SendPacket(p);
462 }
463 
466 {
467  Packet *p;
468 
469  /* Invalid packet when status is AUTH or higher */
471 
472  this->status = STATUS_AUTHORIZED;
473  /* Reset 'lag' counters */
475 
477 
478  p = new Packet(PACKET_SERVER_WELCOME);
479  p->Send_uint32(this->client_id);
482  this->SendPacket(p);
483 
484  /* Transmit info about all the active clients */
485  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
486  if (new_cs != this && new_cs->status >= STATUS_AUTHORIZED) {
487  this->SendClientInfo(new_cs->GetInfo());
488  }
489  }
490  /* Also send the info of the server */
492 }
493 
496 {
497  int waiting = 1; // current player getting the map counts as 1
498  Packet *p;
499 
500  /* Count how many clients are waiting in the queue, in front of you! */
501  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
502  if (new_cs->status != STATUS_MAP_WAIT) continue;
503  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++;
504  }
505 
506  p = new Packet(PACKET_SERVER_WAIT);
507  p->Send_uint8(waiting);
508  this->SendPacket(p);
510 }
511 
512 void ServerNetworkGameSocketHandler::CheckNextClientToSendMap(NetworkClientSocket *ignore_cs)
513 {
514  /* Find the best candidate for joining, i.e. the first joiner. */
515  NetworkClientSocket *best = nullptr;
516  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
517  if (ignore_cs == new_cs) continue;
518 
519  if (new_cs->status == STATUS_MAP_WAIT) {
520  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)) {
521  best = new_cs;
522  }
523  }
524  }
525 
526  /* Is there someone else to join? */
527  if (best != nullptr) {
528  /* Let the first start joining. */
529  best->status = STATUS_AUTHORIZED;
530  best->SendMap();
531 
532  /* And update the rest. */
533  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
534  if (new_cs->status == STATUS_MAP_WAIT) new_cs->SendWait();
535  }
536  }
537 }
538 
541 {
542  if (this->status < STATUS_AUTHORIZED) {
543  /* Illegal call, return error and ignore the packet */
544  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
545  }
546 
547  if (this->status == STATUS_AUTHORIZED) {
548  this->savegame = new PacketWriter(this);
549 
550  /* Now send the _frame_counter and how many packets are coming */
553  this->SendPacket(p);
554 
556  this->status = STATUS_MAP;
557  /* Mark the start of download */
558  this->last_frame = _frame_counter;
560 
561  /* Make a dump of the current game */
562  if (SaveWithFilter(this->savegame, true) != SL_OK) usererror("network savedump failed");
563  }
564 
565  if (this->status == STATUS_MAP) {
566  bool last_packet = this->savegame->TransferToNetworkQueue(this);
567  if (last_packet) {
568  /* Done reading, make sure saving is done as well */
569  this->savegame->Destroy();
570  this->savegame = nullptr;
571 
572  /* Set the status to DONE_MAP, no we will wait for the client
573  * to send it is ready (maybe that happens like never ;)) */
574  this->status = STATUS_DONE_MAP;
575 
576  this->CheckNextClientToSendMap();
577  }
578  }
580 }
581 
587 {
588  Packet *p = new Packet(PACKET_SERVER_JOIN);
589 
591 
592  this->SendPacket(p);
594 }
595 
598 {
602 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
604 #ifdef NETWORK_SEND_DOUBLE_SEED
605  p->Send_uint32(_sync_seed_2);
606 #endif
607 #endif
608 
609  /* If token equals 0, we need to make a new token and send that. */
610  if (this->last_token == 0) {
611  this->last_token = InteractiveRandomRange(UINT8_MAX - 1) + 1;
612  p->Send_uint8(this->last_token);
613  }
614 
615  this->SendPacket(p);
617 }
618 
621 {
622  Packet *p = new Packet(PACKET_SERVER_SYNC);
625 
626 #ifdef NETWORK_SEND_DOUBLE_SEED
627  p->Send_uint32(_sync_seed_2);
628 #endif
629  this->SendPacket(p);
631 }
632 
638 {
640 
642  p->Send_uint32(cp->frame);
643  p->Send_bool (cp->my_cmd);
644 
645  this->SendPacket(p);
647 }
648 
657 NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64 data)
658 {
660 
661  Packet *p = new Packet(PACKET_SERVER_CHAT);
662 
663  p->Send_uint8 (action);
665  p->Send_bool (self_send);
666  p->Send_string(msg);
667  p->Send_uint64(data);
668 
669  this->SendPacket(p);
671 }
672 
679 {
681 
683  p->Send_uint8 (errorno);
684 
685  this->SendPacket(p);
687 }
688 
694 {
695  Packet *p = new Packet(PACKET_SERVER_QUIT);
696 
698 
699  this->SendPacket(p);
701 }
702 
705 {
707  this->SendPacket(p);
709 }
710 
713 {
715  this->SendPacket(p);
717 }
718 
724 NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16 colour, const std::string &command)
725 {
726  Packet *p = new Packet(PACKET_SERVER_RCON);
727 
728  p->Send_uint16(colour);
729  p->Send_string(command);
730  this->SendPacket(p);
732 }
733 
740 {
741  Packet *p = new Packet(PACKET_SERVER_MOVE);
742 
744  p->Send_uint8(company_id);
745  this->SendPacket(p);
747 }
748 
751 {
753 
755  this->SendPacket(p);
757 }
758 
761 {
763 
766  this->SendPacket(p);
768 }
769 
770 /***********
771  * Receiving functions
772  * DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
773  ************/
774 
776 {
777  return this->SendGameInfo();
778 }
779 
781 {
782  if (this->status != STATUS_NEWGRFS_CHECK) {
783  /* Illegal call, return error and ignore the packet */
784  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
785  }
786 
787  NetworkClientInfo *ci = this->GetInfo();
788 
789  /* We now want a password from the client else we do not allow them in! */
791  return this->SendNeedGamePassword();
792  }
793 
795  return this->SendNeedCompanyPassword();
796  }
797 
798  return this->SendWelcome();
799 }
800 
802 {
803  if (this->status != STATUS_INACTIVE) {
804  /* Illegal call, return error and ignore the packet */
805  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
806  }
807 
808  std::string client_revision = p->Recv_string(NETWORK_REVISION_LENGTH);
809  uint32 newgrf_version = p->Recv_uint32();
810 
811  /* Check if the client has revision control enabled */
812  if (!IsNetworkCompatibleVersion(client_revision) || _openttd_newgrf_version != newgrf_version) {
813  /* Different revisions!! */
814  return this->SendError(NETWORK_ERROR_WRONG_REVISION);
815  }
816 
817  std::string client_name = p->Recv_string(NETWORK_CLIENT_NAME_LENGTH);
818  CompanyID playas = (Owner)p->Recv_uint8();
819 
821 
822  /* join another company does not affect these values */
823  switch (playas) {
824  case COMPANY_NEW_COMPANY: // New company
826  return this->SendError(NETWORK_ERROR_FULL);
827  }
828  break;
829  case COMPANY_SPECTATOR: // Spectator
830  break;
831  default: // Join another company (companies 1-8 (index 0-7))
832  if (!Company::IsValidHumanID(playas)) {
833  return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
834  }
835  break;
836  }
837 
838  if (!NetworkIsValidClientName(client_name)) {
839  /* An invalid client name was given. However, the client ensures the name
840  * is valid before it is sent over the network, so something went horribly
841  * wrong. This is probably someone trying to troll us. */
842  return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
843  }
844 
845  if (!NetworkMakeClientNameUnique(client_name)) { // Change name if duplicate
846  /* We could not create a name for this client */
847  return this->SendError(NETWORK_ERROR_NAME_IN_USE);
848  }
849 
852  this->SetInfo(ci);
853  ci->join_date = _date;
854  ci->client_name = client_name;
855  ci->client_playas = playas;
856  Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:02x}", _date, _date_fract, (int)ci->client_playas, (int)ci->index);
857 
858  /* Make sure companies to which people try to join are not autocleaned */
860 
862 
863  if (_grfconfig == nullptr) {
864  /* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
865  return this->Receive_CLIENT_NEWGRFS_CHECKED(nullptr);
866  }
867 
868  return this->SendNewGRFCheck();
869 }
870 
872 {
873  if (this->status != STATUS_AUTH_GAME) {
874  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
875  }
876 
877  std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
878 
879  /* Check game password. Allow joining if we cleared the password meanwhile */
881  _settings_client.network.server_password.compare(password) != 0) {
882  /* Password is invalid */
883  return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
884  }
885 
886  const NetworkClientInfo *ci = this->GetInfo();
888  return this->SendNeedCompanyPassword();
889  }
890 
891  /* Valid password, allow user */
892  return this->SendWelcome();
893 }
894 
896 {
897  if (this->status != STATUS_AUTH_COMPANY) {
898  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
899  }
900 
901  std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
902 
903  /* Check company password. Allow joining if we cleared the password meanwhile.
904  * Also, check the company is still valid - client could be moved to spectators
905  * in the middle of the authorization process */
906  CompanyID playas = this->GetInfo()->client_playas;
907  if (Company::IsValidID(playas) && !_network_company_states[playas].password.empty() &&
908  _network_company_states[playas].password.compare(password) != 0) {
909  /* Password is invalid */
910  return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
911  }
912 
913  return this->SendWelcome();
914 }
915 
917 {
918  /* The client was never joined.. so this is impossible, right?
919  * Ignore the packet, give the client a warning, and close the connection */
920  if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
921  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
922  }
923 
924  /* Check if someone else is receiving the map */
925  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
926  if (new_cs->status == STATUS_MAP) {
927  /* Tell the new client to wait */
928  this->status = STATUS_MAP_WAIT;
929  return this->SendWait();
930  }
931  }
932 
933  /* We receive a request to upload the map.. give it to the client! */
934  return this->SendMap();
935 }
936 
938 {
939  /* Client has the map, now start syncing */
940  if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
941  std::string client_name = this->GetClientName();
942 
943  NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, "", this->client_id);
945 
946  /* Mark the client as pre-active, and wait for an ACK
947  * so we know it is done loading and in sync with us */
948  this->status = STATUS_PRE_ACTIVE;
950  this->SendFrame();
951  this->SendSync();
952 
953  /* This is the frame the client receives
954  * we need it later on to make sure the client is not too slow */
955  this->last_frame = _frame_counter;
957 
958  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
959  if (new_cs->status >= STATUS_AUTHORIZED) {
960  new_cs->SendClientInfo(this->GetInfo());
961  new_cs->SendJoin(this->client_id);
962  }
963  }
964 
965  NetworkAdminClientInfo(this, true);
966 
967  /* also update the new client with our max values */
968  this->SendConfigUpdate();
969 
970  /* quickly update the syncing client with company details */
971  return this->SendCompanyUpdate();
972  }
973 
974  /* Wrong status for this packet, give a warning to client, and close connection */
975  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
976 }
977 
983 {
984  /* The client was never joined.. so this is impossible, right?
985  * Ignore the packet, give the client a warning, and close the connection */
986  if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
987  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
988  }
989 
991  return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
992  }
993 
994  CommandPacket cp;
995  const char *err = this->ReceiveCommand(p, &cp);
996 
998 
999  NetworkClientInfo *ci = this->GetInfo();
1000 
1001  if (err != nullptr) {
1002  IConsolePrint(CC_WARNING, "Dropping client #{} (IP: {}) due to {}.", ci->client_id, this->GetClientIP(), err);
1003  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1004  }
1005 
1006 
1007  if ((GetCommandFlags(cp.cmd) & CMD_SERVER) && ci->client_id != CLIENT_ID_SERVER) {
1008  IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a server only command {}.", ci->client_id, this->GetClientIP(), cp.cmd & CMD_ID_MASK);
1009  return this->SendError(NETWORK_ERROR_KICKED);
1010  }
1011 
1013  IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a non-spectator command {}.", ci->client_id, this->GetClientIP(), cp.cmd & CMD_ID_MASK);
1014  return this->SendError(NETWORK_ERROR_KICKED);
1015  }
1016 
1022  if (!(cp.cmd == CMD_COMPANY_CTRL && cp.p1 == 0 && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
1023  IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a command as another company {}.",
1024  ci->client_playas + 1, this->GetClientIP(), cp.company + 1);
1025  return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
1026  }
1027 
1028  if (cp.cmd == CMD_COMPANY_CTRL) {
1029  if (cp.p1 != 0 || cp.company != COMPANY_SPECTATOR) {
1030  return this->SendError(NETWORK_ERROR_CHEATER);
1031  }
1032 
1033  /* 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! */
1035  NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_CLIENT, ci->client_id, "cannot create new company, server full", CLIENT_ID_SERVER);
1036  return NETWORK_RECV_STATUS_OKAY;
1037  }
1038  }
1039 
1040  if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) cp.p2 = this->client_id;
1041 
1042  this->incoming_queue.Append(&cp);
1043  return NETWORK_RECV_STATUS_OKAY;
1044 }
1045 
1047 {
1048  /* This packets means a client noticed an error and is reporting this
1049  * to us. Display the error and report it to the other clients */
1051 
1052  /* The client was never joined.. thank the client for the packet, but ignore it */
1053  if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1055  }
1056 
1057  std::string client_name = this->GetClientName();
1058  StringID strid = GetNetworkErrorMsg(errorno);
1059 
1060  Debug(net, 1, "'{}' reported an error and is closing its connection: {}", client_name, GetString(strid));
1061 
1062  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
1063 
1064  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1065  if (new_cs->status >= STATUS_AUTHORIZED) {
1066  new_cs->SendErrorQuit(this->client_id, errorno);
1067  }
1068  }
1069 
1070  NetworkAdminClientError(this->client_id, errorno);
1071 
1073 }
1074 
1076 {
1077  /* The client was never joined.. thank the client for the packet, but ignore it */
1078  if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1080  }
1081 
1082  /* The client wants to leave. Display this and report it to the other clients. */
1083  std::string client_name = this->GetClientName();
1084  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1085 
1086  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1087  if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
1088  new_cs->SendQuit(this->client_id);
1089  }
1090  }
1091 
1093 
1095 }
1096 
1098 {
1099  if (this->status < STATUS_AUTHORIZED) {
1100  /* Illegal call, return error and ignore the packet */
1101  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1102  }
1103 
1104  uint32 frame = p->Recv_uint32();
1105 
1106  /* The client is trying to catch up with the server */
1107  if (this->status == STATUS_PRE_ACTIVE) {
1108  /* The client is not yet caught up? */
1109  if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
1110 
1111  /* Now it is! Unpause the game */
1112  this->status = STATUS_ACTIVE;
1114 
1115  /* Execute script for, e.g. MOTD */
1116  IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
1117  }
1118 
1119  /* Get, and validate the token. */
1120  uint8 token = p->Recv_uint8();
1121  if (token == this->last_token) {
1122  /* We differentiate between last_token_frame and last_frame so the lag
1123  * test uses the actual lag of the client instead of the lag for getting
1124  * the token back and forth; after all, the token is only sent every
1125  * time we receive a PACKET_CLIENT_ACK, after which we will send a new
1126  * token to the client. If the lag would be one day, then we would not
1127  * be sending the new token soon enough for the new daily scheduled
1128  * PACKET_CLIENT_ACK. This would then register the lag of the client as
1129  * two days, even when it's only a single day. */
1131  /* Request a new token. */
1132  this->last_token = 0;
1133  }
1134 
1135  /* The client received the frame, make note of it */
1136  this->last_frame = frame;
1137  /* With those 2 values we can calculate the lag realtime */
1139  return NETWORK_RECV_STATUS_OKAY;
1140 }
1141 
1142 
1153 void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const std::string &msg, ClientID from_id, int64 data, bool from_admin)
1154 {
1155  const NetworkClientInfo *ci, *ci_own, *ci_to;
1156 
1157  switch (desttype) {
1158  case DESTTYPE_CLIENT:
1159  /* Are we sending to the server? */
1160  if ((ClientID)dest == CLIENT_ID_SERVER) {
1161  ci = NetworkClientInfo::GetByClientID(from_id);
1162  /* Display the text locally, and that is it */
1163  if (ci != nullptr) {
1164  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1165 
1167  NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1168  }
1169  }
1170  } else {
1171  /* Else find the client to send the message to */
1172  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1173  if (cs->client_id == (ClientID)dest) {
1174  cs->SendChat(action, from_id, false, msg, data);
1175  break;
1176  }
1177  }
1178  }
1179 
1180  /* Display the message locally (so you know you have sent it) */
1181  if (from_id != (ClientID)dest) {
1182  if (from_id == CLIENT_ID_SERVER) {
1183  ci = NetworkClientInfo::GetByClientID(from_id);
1185  if (ci != nullptr && ci_to != nullptr) {
1186  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data);
1187  }
1188  } else {
1189  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1190  if (cs->client_id == from_id) {
1191  cs->SendChat(action, (ClientID)dest, true, msg, data);
1192  break;
1193  }
1194  }
1195  }
1196  }
1197  break;
1198  case DESTTYPE_TEAM: {
1199  /* If this is false, the message is already displayed on the client who sent it. */
1200  bool show_local = true;
1201  /* Find all clients that belong to this company */
1202  ci_to = nullptr;
1203  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1204  ci = cs->GetInfo();
1205  if (ci != nullptr && ci->client_playas == (CompanyID)dest) {
1206  cs->SendChat(action, from_id, false, msg, data);
1207  if (cs->client_id == from_id) show_local = false;
1208  ci_to = ci; // Remember a client that is in the company for company-name
1209  }
1210  }
1211 
1212  /* if the server can read it, let the admin network read it, too. */
1214  NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1215  }
1216 
1217  ci = NetworkClientInfo::GetByClientID(from_id);
1219  if (ci != nullptr && ci_own != nullptr && ci_own->client_playas == dest) {
1220  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1221  if (from_id == CLIENT_ID_SERVER) show_local = false;
1222  ci_to = ci_own;
1223  }
1224 
1225  /* There is no such client */
1226  if (ci_to == nullptr) break;
1227 
1228  /* Display the message locally (so you know you have sent it) */
1229  if (ci != nullptr && show_local) {
1230  if (from_id == CLIENT_ID_SERVER) {
1231  StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
1232  SetDParam(0, ci_to->client_playas);
1233  std::string name = GetString(str);
1234  NetworkTextMessage(action, GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data);
1235  } else {
1236  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1237  if (cs->client_id == from_id) {
1238  cs->SendChat(action, ci_to->client_id, true, msg, data);
1239  }
1240  }
1241  }
1242  }
1243  break;
1244  }
1245  default:
1246  Debug(net, 1, "Received unknown chat destination type {}; doing broadcast instead", desttype);
1247  FALLTHROUGH;
1248 
1249  case DESTTYPE_BROADCAST:
1250  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1251  cs->SendChat(action, from_id, false, msg, data);
1252  }
1253 
1254  NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1255 
1256  ci = NetworkClientInfo::GetByClientID(from_id);
1257  if (ci != nullptr) {
1258  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1259  }
1260  break;
1261  }
1262 }
1263 
1265 {
1266  if (this->status < STATUS_PRE_ACTIVE) {
1267  /* Illegal call, return error and ignore the packet */
1268  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1269  }
1270 
1271  NetworkAction action = (NetworkAction)p->Recv_uint8();
1272  DestType desttype = (DestType)p->Recv_uint8();
1273  int dest = p->Recv_uint32();
1274 
1275  std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
1276  int64 data = p->Recv_uint64();
1277 
1278  NetworkClientInfo *ci = this->GetInfo();
1279  switch (action) {
1280  case NETWORK_ACTION_CHAT:
1281  case NETWORK_ACTION_CHAT_CLIENT:
1282  case NETWORK_ACTION_CHAT_COMPANY:
1283  NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data);
1284  break;
1285  default:
1286  IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to unknown chact action.", ci->client_id, this->GetClientIP());
1287  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1288  }
1289  return NETWORK_RECV_STATUS_OKAY;
1290 }
1291 
1293 {
1294  if (this->status != STATUS_ACTIVE) {
1295  /* Illegal call, return error and ignore the packet */
1296  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1297  }
1298 
1299  std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
1300  const NetworkClientInfo *ci = this->GetInfo();
1301 
1303  return NETWORK_RECV_STATUS_OKAY;
1304 }
1305 
1307 {
1308  if (this->status != STATUS_ACTIVE) {
1309  /* Illegal call, return error and ignore the packet */
1310  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1311  }
1312 
1313  NetworkClientInfo *ci;
1314 
1315  std::string client_name = p->Recv_string(NETWORK_CLIENT_NAME_LENGTH);
1316  ci = this->GetInfo();
1317 
1318  if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
1319 
1320  if (ci != nullptr) {
1321  if (!NetworkIsValidClientName(client_name)) {
1322  /* An invalid client name was given. However, the client ensures the name
1323  * is valid before it is sent over the network, so something went horribly
1324  * wrong. This is probably someone trying to troll us. */
1325  return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
1326  }
1327 
1328  /* Display change */
1329  if (NetworkMakeClientNameUnique(client_name)) {
1330  NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);
1331  ci->client_name = client_name;
1333  }
1334  }
1335  return NETWORK_RECV_STATUS_OKAY;
1336 }
1337 
1339 {
1340  if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1341 
1343 
1344  std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
1345  std::string command = p->Recv_string(NETWORK_RCONCOMMAND_LENGTH);
1346 
1347  if (_settings_client.network.rcon_password.compare(password) != 0) {
1348  Debug(net, 1, "[rcon] Wrong password from client-id {}", this->client_id);
1349  return NETWORK_RECV_STATUS_OKAY;
1350  }
1351 
1352  Debug(net, 3, "[rcon] Client-id {} executed: {}", this->client_id, command);
1353 
1355  IConsoleCmdExec(command.c_str());
1357  return NETWORK_RECV_STATUS_OKAY;
1358 }
1359 
1361 {
1362  if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1363 
1364  CompanyID company_id = (Owner)p->Recv_uint8();
1365 
1366  /* Check if the company is valid, we don't allow moving to AI companies */
1367  if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY;
1368 
1369  /* Check if we require a password for this company */
1370  if (company_id != COMPANY_SPECTATOR && !_network_company_states[company_id].password.empty()) {
1371  /* we need a password from the client - should be in this packet */
1372  std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
1373 
1374  /* Incorrect password sent, return! */
1375  if (_network_company_states[company_id].password.compare(password) != 0) {
1376  Debug(net, 2, "Wrong password from client-id #{} for company #{}", this->client_id, company_id + 1);
1377  return NETWORK_RECV_STATUS_OKAY;
1378  }
1379  }
1380 
1381  /* if we get here we can move the client */
1382  NetworkServerDoMove(this->client_id, company_id);
1383  return NETWORK_RECV_STATUS_OKAY;
1384 }
1385 
1391 {
1392  memset(stats, 0, sizeof(*stats) * MAX_COMPANIES);
1393 
1394  /* Go through all vehicles and count the type of vehicles */
1395  for (const Vehicle *v : Vehicle::Iterate()) {
1396  if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
1397  byte type = 0;
1398  switch (v->type) {
1399  case VEH_TRAIN: type = NETWORK_VEH_TRAIN; break;
1400  case VEH_ROAD: type = RoadVehicle::From(v)->IsBus() ? NETWORK_VEH_BUS : NETWORK_VEH_LORRY; break;
1401  case VEH_AIRCRAFT: type = NETWORK_VEH_PLANE; break;
1402  case VEH_SHIP: type = NETWORK_VEH_SHIP; break;
1403  default: continue;
1404  }
1405  stats[v->owner].num_vehicle[type]++;
1406  }
1407 
1408  /* Go through all stations and count the types of stations */
1409  for (const Station *s : Station::Iterate()) {
1410  if (Company::IsValidID(s->owner)) {
1411  NetworkCompanyStats *npi = &stats[s->owner];
1412 
1413  if (s->facilities & FACIL_TRAIN) npi->num_station[NETWORK_VEH_TRAIN]++;
1414  if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[NETWORK_VEH_LORRY]++;
1415  if (s->facilities & FACIL_BUS_STOP) npi->num_station[NETWORK_VEH_BUS]++;
1416  if (s->facilities & FACIL_AIRPORT) npi->num_station[NETWORK_VEH_PLANE]++;
1417  if (s->facilities & FACIL_DOCK) npi->num_station[NETWORK_VEH_SHIP]++;
1418  }
1419  }
1420 }
1421 
1427 {
1429 
1430  if (ci == nullptr) return;
1431 
1432  Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:04x}", _date, _date_fract, (int)ci->client_playas, client_id);
1433 
1434  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1436  cs->SendClientInfo(ci);
1437  }
1438  }
1439 
1441 }
1442 
1445 {
1447  Debug(net, 3, "Auto-restarting map: year {} reached", _cur_year);
1448 
1451  case FT_SAVEGAME:
1452  case FT_SCENARIO:
1454  break;
1455 
1456  case FT_HEIGHTMAP:
1458  break;
1459 
1460  default:
1462  }
1463  }
1464 }
1465 
1473 {
1474  bool clients_in_company[MAX_COMPANIES];
1475  int vehicles_in_company[MAX_COMPANIES];
1476 
1478 
1479  memset(clients_in_company, 0, sizeof(clients_in_company));
1480 
1481  /* Detect the active companies */
1482  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1483  if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
1484  }
1485 
1486  if (!_network_dedicated) {
1488  if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
1489  }
1490 
1492  memset(vehicles_in_company, 0, sizeof(vehicles_in_company));
1493 
1494  for (const Vehicle *v : Vehicle::Iterate()) {
1495  if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
1496  vehicles_in_company[v->owner]++;
1497  }
1498  }
1499 
1500  /* Go through all the companies */
1501  for (const Company *c : Company::Iterate()) {
1502  /* Skip the non-active once */
1503  if (c->is_ai) continue;
1504 
1505  if (!clients_in_company[c->index]) {
1506  /* The company is empty for one month more */
1508 
1509  /* Is the company empty for autoclean_unprotected-months, and is there no protection? */
1511  /* Shut the company down */
1512  DoCommandP(0, CCA_DELETE | c->index << 16 | CRR_AUTOCLEAN << 24, 0, CMD_COMPANY_CTRL);
1513  IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no password.", c->index + 1);
1514  }
1515  /* Is the company empty for autoclean_protected-months, and there is a protection? */
1517  /* Unprotect the company */
1518  _network_company_states[c->index].password.clear();
1519  IConsolePrint(CC_INFO, "Auto-removed protection from company #{}.", c->index + 1);
1520  _network_company_states[c->index].months_empty = 0;
1521  NetworkServerUpdateCompanyPassworded(c->index, false);
1522  }
1523  /* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
1525  /* Shut the company down */
1526  DoCommandP(0, CCA_DELETE | c->index << 16 | CRR_AUTOCLEAN << 24, 0, CMD_COMPANY_CTRL);
1527  IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no vehicles.", c->index + 1);
1528  }
1529  } else {
1530  /* It is not empty, reset the date */
1531  _network_company_states[c->index].months_empty = 0;
1532  }
1533  }
1534 }
1535 
1541 bool NetworkMakeClientNameUnique(std::string &name)
1542 {
1543  bool is_name_unique = false;
1544  std::string original_name = name;
1545 
1546  for (uint number = 1; !is_name_unique && number <= MAX_CLIENTS; number++) { // Something's really wrong when there're more names than clients
1547  is_name_unique = true;
1548  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1549  if (ci->client_name == name) {
1550  /* Name already in use */
1551  is_name_unique = false;
1552  break;
1553  }
1554  }
1555  /* Check if it is the same as the server-name */
1557  if (ci != nullptr) {
1558  if (ci->client_name == name) is_name_unique = false; // name already in use
1559  }
1560 
1561  if (!is_name_unique) {
1562  /* Try a new name (<name> #1, <name> #2, and so on) */
1563  name = original_name + " #" + std::to_string(number);
1564 
1565  /* The constructed client name is larger than the limit,
1566  * so... bail out as no valid name can be created. */
1567  if (name.size() >= NETWORK_CLIENT_NAME_LENGTH) return false;
1568  }
1569  }
1570 
1571  return is_name_unique;
1572 }
1573 
1580 bool NetworkServerChangeClientName(ClientID client_id, const std::string &new_name)
1581 {
1582  /* Check if the name's already in use */
1584  if (ci->client_name.compare(new_name) == 0) return false;
1585  }
1586 
1588  if (ci == nullptr) return false;
1589 
1590  NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name);
1591 
1592  ci->client_name = new_name;
1593 
1594  NetworkUpdateClientInfo(client_id);
1595  return true;
1596 }
1597 
1604 void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &password, bool already_hashed)
1605 {
1606  if (!Company::IsValidHumanID(company_id)) return;
1607 
1608  if (already_hashed) {
1609  _network_company_states[company_id].password = password;
1610  } else {
1612  }
1613 
1614  NetworkServerUpdateCompanyPassworded(company_id, !_network_company_states[company_id].password.empty());
1615 }
1616 
1621 static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
1622 {
1623  CommandPacket *cp;
1624  while ((cp = cs->outgoing_queue.Pop()) != nullptr) {
1625  cs->SendCommand(cp);
1626  delete cp;
1627  }
1628 }
1629 
1634 void NetworkServer_Tick(bool send_frame)
1635 {
1636 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1637  bool send_sync = false;
1638 #endif
1639 
1640 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1643  send_sync = true;
1644  }
1645 #endif
1646 
1647  /* Now we are done with the frame, inform the clients that they can
1648  * do their frame! */
1649  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1650  /* We allow a number of bytes per frame, but only to the burst amount
1651  * to be available for packet receiving at any particular time. */
1652  cs->receive_limit = std::min<size_t>(cs->receive_limit + _settings_client.network.bytes_per_frame,
1654 
1655  /* Check if the speed of the client is what we can expect from a client */
1656  uint lag = NetworkCalculateLag(cs);
1657  switch (cs->status) {
1658  case NetworkClientSocket::STATUS_ACTIVE:
1660  /* Client did still not report in within the specified limit. */
1661  IConsolePrint(CC_WARNING, cs->last_packet + std::chrono::milliseconds(lag * MILLISECONDS_PER_TICK) > std::chrono::steady_clock::now() ?
1662  /* A packet was received in the last three game days, so the client is likely lagging behind. */
1663  "Client #{} (IP: {}) is dropped because the client's game state is more than {} ticks behind." :
1664  /* No packet was received in the last three game days; sounds like a lost connection. */
1665  "Client #{} (IP: {}) is dropped because the client did not respond for more than {} ticks.",
1666  cs->client_id, cs->GetClientIP(), lag);
1667  cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1668  continue;
1669  }
1670 
1671  /* Report once per time we detect the lag, and only when we
1672  * received a packet in the last 2 seconds. If we
1673  * did not receive a packet, then the client is not just
1674  * slow, but the connection is likely severed. Mentioning
1675  * frame_freq is not useful in this case. */
1676  if (lag > (uint)DAY_TICKS && cs->lag_test == 0 && cs->last_packet + std::chrono::seconds(2) > std::chrono::steady_clock::now()) {
1677  IConsolePrint(CC_WARNING, "[{}] Client #{} is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
1678  cs->lag_test = 1;
1679  }
1680 
1681  if (cs->last_frame_server - cs->last_token_frame >= _settings_client.network.max_lag_time) {
1682  /* This is a bad client! It didn't send the right token back within time. */
1683  IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it fails to send valid acks.", cs->client_id, cs->GetClientIP());
1684  cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1685  continue;
1686  }
1687  break;
1688 
1689  case NetworkClientSocket::STATUS_INACTIVE:
1690  case NetworkClientSocket::STATUS_NEWGRFS_CHECK:
1691  case NetworkClientSocket::STATUS_AUTHORIZED:
1692  /* NewGRF check and authorized states should be handled almost instantly.
1693  * So give them some lee-way, likewise for the query with inactive. */
1695  IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to start the joining process.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_init_time);
1696  cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1697  continue;
1698  }
1699  break;
1700 
1701  case NetworkClientSocket::STATUS_MAP_WAIT:
1702  /* Send every two seconds a packet to the client, to make sure
1703  * it knows the server is still there; just someone else is
1704  * still receiving the map. */
1705  if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
1706  cs->SendWait();
1707  /* We need to reset the timer, as otherwise we will be
1708  * spamming the client. Strictly speaking this variable
1709  * tracks when we last received a packet from the client,
1710  * but as it is waiting, it will not send us any till we
1711  * start sending them data. */
1712  cs->last_packet = std::chrono::steady_clock::now();
1713  }
1714  break;
1715 
1716  case NetworkClientSocket::STATUS_MAP:
1717  /* Downloading the map... this is the amount of time since starting the saving. */
1719  IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to download the map.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_download_time);
1720  cs->SendError(NETWORK_ERROR_TIMEOUT_MAP);
1721  continue;
1722  }
1723  break;
1724 
1725  case NetworkClientSocket::STATUS_DONE_MAP:
1726  case NetworkClientSocket::STATUS_PRE_ACTIVE:
1727  /* The map has been sent, so this is for loading the map and syncing up. */
1729  IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to join.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_join_time);
1730  cs->SendError(NETWORK_ERROR_TIMEOUT_JOIN);
1731  continue;
1732  }
1733  break;
1734 
1735  case NetworkClientSocket::STATUS_AUTH_GAME:
1736  case NetworkClientSocket::STATUS_AUTH_COMPANY:
1737  /* These don't block? */
1739  IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to enter the password.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_password_time);
1740  cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD);
1741  continue;
1742  }
1743  break;
1744 
1745  case NetworkClientSocket::STATUS_END:
1746  /* Bad server/code. */
1747  NOT_REACHED();
1748  }
1749 
1750  if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {
1751  /* Check if we can send command, and if we have anything in the queue */
1753 
1754  /* Send an updated _frame_counter_max to the client */
1755  if (send_frame) cs->SendFrame();
1756 
1757 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1758  /* Send a sync-check packet */
1759  if (send_sync) cs->SendSync();
1760 #endif
1761  }
1762  }
1763 }
1764 
1767 {
1770 }
1771 
1774 {
1778 }
1779 
1782 {
1785 }
1786 
1792 {
1793  return this->client_address.GetHostname();
1794 }
1795 
1798 {
1799  static const char * const stat_str[] = {
1800  "inactive",
1801  "checking NewGRFs",
1802  "authorizing (server password)",
1803  "authorizing (company password)",
1804  "authorized",
1805  "waiting",
1806  "loading map",
1807  "map done",
1808  "ready",
1809  "active"
1810  };
1811  static_assert(lengthof(stat_str) == NetworkClientSocket::STATUS_END);
1812 
1813  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1814  NetworkClientInfo *ci = cs->GetInfo();
1815  if (ci == nullptr) continue;
1816  uint lag = NetworkCalculateLag(cs);
1817  const char *status;
1818 
1819  status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
1820  IConsolePrint(CC_INFO, "Client #{} name: '{}' status: '{}' frame-lag: {} company: {} IP: {}",
1821  cs->client_id, ci->client_name.c_str(), status, lag,
1822  ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
1823  cs->GetClientIP());
1824  }
1825 }
1826 
1831 {
1832  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1833  if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendConfigUpdate();
1834  }
1835 }
1836 
1839 {
1841 }
1842 
1848 void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
1849 {
1850  if (NetworkCompanyIsPassworded(company_id) == passworded) return;
1851 
1852  SB(_network_company_passworded, company_id, 1, !!passworded);
1854 
1855  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1856  if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendCompanyUpdate();
1857  }
1858 
1860 }
1861 
1868 void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
1869 {
1870  /* Only allow non-dedicated servers and normal clients to be moved */
1871  if (client_id == CLIENT_ID_SERVER && _network_dedicated) return;
1872 
1874 
1875  /* No need to waste network resources if the client is in the company already! */
1876  if (ci->client_playas == company_id) return;
1877 
1878  ci->client_playas = company_id;
1879 
1880  if (client_id == CLIENT_ID_SERVER) {
1881  SetLocalCompany(company_id);
1882  } else {
1883  NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id);
1884  /* When the company isn't authorized we can't move them yet. */
1885  if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return;
1886  cs->SendMove(client_id, company_id);
1887  }
1888 
1889  /* announce the client's move */
1890  NetworkUpdateClientInfo(client_id);
1891 
1892  NetworkAction action = (company_id == COMPANY_SPECTATOR) ? NETWORK_ACTION_COMPANY_SPECTATOR : NETWORK_ACTION_COMPANY_JOIN;
1893  NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1);
1894 
1896 }
1897 
1904 void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const std::string &string)
1905 {
1906  NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code, string);
1907 }
1908 
1914 void NetworkServerKickClient(ClientID client_id, const std::string &reason)
1915 {
1916  if (client_id == CLIENT_ID_SERVER) return;
1917  NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED, reason);
1918 }
1919 
1926 uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const std::string &reason)
1927 {
1928  return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban, reason);
1929 }
1930 
1937 uint NetworkServerKickOrBanIP(const std::string &ip, bool ban, const std::string &reason)
1938 {
1939  /* Add address to ban-list */
1940  if (ban) {
1941  bool contains = false;
1942  for (const auto &iter : _network_ban_list) {
1943  if (iter == ip) {
1944  contains = true;
1945  break;
1946  }
1947  }
1948  if (!contains) _network_ban_list.emplace_back(ip);
1949  }
1950 
1951  uint n = 0;
1952 
1953  /* There can be multiple clients with the same IP, kick them all but don't kill the server,
1954  * or the client doing the rcon. The latter can't be kicked because kicking frees closes
1955  * and subsequently free the connection related instances, which we would be reading from
1956  * and writing to after returning. So we would read or write data from freed memory up till
1957  * the segfault triggers. */
1958  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1959  if (cs->client_id == CLIENT_ID_SERVER) continue;
1960  if (cs->client_id == _redirect_console_to_client) continue;
1961  if (cs->client_address.IsInNetmask(ip)) {
1962  NetworkServerKickClient(cs->client_id, reason);
1963  n++;
1964  }
1965  }
1966 
1967  return n;
1968 }
1969 
1976 {
1977  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1978  if (ci->client_playas == company) return true;
1979  }
1980  return false;
1981 }
1982 
1983 
1990 {
1991  const NetworkClientInfo *ci = this->GetInfo();
1992  if (ci != nullptr && !ci->client_name.empty()) return ci->client_name;
1993 
1994  return fmt::format("Client #{}", this->client_id);
1995 }
1996 
2001 {
2003  if (_network_server) {
2004  IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {} IP: {}",
2005  ci->client_id,
2006  ci->client_name,
2007  ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
2008  ci->client_id == CLIENT_ID_SERVER ? "server" : NetworkClientSocket::GetByClientID(ci->client_id)->GetClientIP());
2009  } else {
2010  IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {}",
2011  ci->client_id,
2012  ci->client_name,
2013  ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0));
2014  }
2015  }
2016 }
2017 
2024 {
2025  assert(c != nullptr);
2026 
2027  if (!_network_server) return;
2028 
2032 
2033  if (ci != nullptr) {
2034  /* ci is nullptr when replaying, or for AIs. In neither case there is a client. */
2035  ci->client_playas = c->index;
2037  NetworkSendCommand(0, 0, 0, CMD_RENAME_PRESIDENT, nullptr, ci->client_name, c->index);
2038  }
2039 
2040  /* Announce new company on network. */
2041  NetworkAdminCompanyInfo(c, true);
2042 
2043  if (ci != nullptr) {
2044  /* ci is nullptr when replaying, or for AIs. In neither case there is a client.
2045  We need to send Admin port update here so that they first know about the new company
2046  and then learn about a possibly joining client (see FS#6025) */
2047  NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, c->index + 1);
2048  }
2049 }
ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT
NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p) override
The client is quitting the game.
Definition: network_server.cpp:1075
VEH_AIRCRAFT
@ VEH_AIRCRAFT
Aircraft vehicle type.
Definition: vehicle_type.h:27
NetworkServerKickOrBanIP
uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const std::string &reason)
Ban, or kick, everyone joined from the given client's IP.
Definition: network_server.cpp:1926
SerializeNetworkGameInfo
void SerializeNetworkGameInfo(Packet *p, const NetworkServerGameInfo *info, bool send_newgrf_names)
Serializes the NetworkGameInfo struct to the packet.
Definition: game_info.cpp:185
NetworkServerSendChat
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const std::string &msg, ClientID from_id, int64 data, bool from_admin)
Send an actual chat message.
Definition: network_server.cpp:1153
NetworkCompanyStats::num_station
uint16 num_station[NETWORK_VEH_END]
How many stations are there of this type?
Definition: network_type.h:67
NetworkCompanyStats
Simple calculated statistics of a company.
Definition: network_type.h:65
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:89
CC_INFO
static const TextColour CC_INFO
Colour for information lines.
Definition: console_type.h:27
InvalidateWindowData
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope)
Mark window data of the window of a given class and specific window number as invalid (in need of re-...
Definition: window.cpp:3218
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:270
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
GameCreationSettings::generation_seed
uint32 generation_seed
noise seed for world generation
Definition: settings_type.h:304
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
Packet::Size
size_t Size() const
Get the number of bytes in the packet.
Definition: packet.cpp:249
NetworkServerSendConfigUpdate
void NetworkServerSendConfigUpdate()
Send Config Update.
Definition: network_server.cpp:1830
NetworkAdminUpdate
void NetworkAdminUpdate(AdminUpdateFrequency freq)
Send (push) updates to the admin network as they have registered for these updates.
Definition: network_admin.cpp:979
INVALID_CLIENT_ID
@ INVALID_CLIENT_ID
Client is not part of anything.
Definition: network_type.h:48
SM_START_HEIGHTMAP
@ SM_START_HEIGHTMAP
Load a heightmap and start a new game from it.
Definition: openttd.h:37
usererror
void CDECL usererror(const char *s,...)
Error handling for fatal user errors.
Definition: openttd.cpp:103
SerializeGRFIdentifier
void SerializeGRFIdentifier(Packet *p, const GRFIdentifier *grf)
Serializes the GRFIdentifier (GRF ID and MD5 checksum) to the packet.
Definition: game_info.cpp:363
SM_LOAD_GAME
@ SM_LOAD_GAME
Load game, Play Scenario.
Definition: openttd.h:31
NetworkSettings::autoclean_unprotected
uint8 autoclean_unprotected
remove passwordless companies after this many months
Definition: settings_type.h:289
Pool::PoolItem<&_company_pool >::GetIfValid
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:348
NetworkServerShowStatusToConsole
void NetworkServerShowStatusToConsole()
Show the status message of all clients on the console.
Definition: network_server.cpp:1797
NetworkClientInfo::client_name
std::string client_name
Name of the client.
Definition: network_base.h:26
NetworkCheckRestartMap
static void NetworkCheckRestartMap()
Check if we want to restart the map.
Definition: network_server.cpp:1444
PacketWriter::cs
ServerNetworkGameSocketHandler * cs
Socket we are associated with.
Definition: network_server.cpp:58
NetworkAdminChat
void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, const std::string &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:900
NetworkSettings::max_clients
uint8 max_clients
maximum amount of clients
Definition: settings_type.h:293
_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:355
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:27
ServerNetworkGameSocketHandler::SendChat
NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64 data)
Send a chat message.
Definition: network_server.cpp:657
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:60
Station
Station data structure.
Definition: station_base.h:447
Packet::Send_bytes
size_t Send_bytes(const byte *begin, const byte *end)
Send as many of the bytes as possible in the packet.
Definition: packet.cpp:196
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:57
_network_company_passworded
CompanyMask _network_company_passworded
Bitmask of the password status of all companies.
Definition: network.cpp:79
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:99
CommandPacket::frame
uint32 frame
the frame in which this packet is executed
Definition: network_internal.h:112
SPS_CLOSED
@ SPS_CLOSED
The connection got closed.
Definition: tcp.h:25
NetworkGameSocketHandler::last_packet
std::chrono::steady_clock::time_point last_packet
Time we received the last frame.
Definition: tcp_game.h:505
WC_CLIENT_LIST
@ WC_CLIENT_LIST
Client list; Window numbers:
Definition: window_type.h:470
Pool::PoolItem::index
Tindex index
Index of this pool item.
Definition: pool_type.hpp:235
NetworkGameSocketHandler::SetInfo
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
Definition: tcp_game.h:520
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:1292
NETWORK_CHAT_LENGTH
static const uint NETWORK_CHAT_LENGTH
The maximum length of a chat message, in bytes including '\0'.
Definition: config.h:66
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:28
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:1472
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
NetworkPrintClients
void NetworkPrintClients()
Print all the clients to the console.
Definition: network_server.cpp:2000
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:39
ServerNetworkGameSocketHandler::receive_limit
size_t receive_limit
Amount of bytes that we can receive at this moment.
Definition: network_server.h:70
PacketWriter::Write
void Write(byte *buf, size_t size) override
Write a given number of bytes into the savegame.
Definition: network_server.cpp:159
ServerNetworkGameSocketHandler::last_token_frame
uint32 last_token_frame
The last frame we received the right token.
Definition: network_server.h:67
MAX_CLIENTS
static const uint MAX_CLIENTS
How many clients can we have.
Definition: network_type.h:14
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:234
NetworkGameSocketHandler::last_frame_server
uint32 last_frame_server
Last frame the server has executed.
Definition: tcp_game.h:503
DESTTYPE_TEAM
@ DESTTYPE_TEAM
Send message/notice to everyone playing the same company (Team)
Definition: network_type.h:91
GRFConfig::ident
GRFIdentifier ident
grfid and md5sum to uniquely identify newgrfs
Definition: newgrf_config.h:163
_settings_client
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:52
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:58
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:147
NetworkSyncCommandQueue
void NetworkSyncCommandQueue(NetworkClientSocket *cs)
Sync our local command queue to the command queue of the given socket.
Definition: network_command.cpp:178
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:57
NetworkServerMonthlyLoop
void NetworkServerMonthlyLoop()
Monthly "callback".
Definition: network_server.cpp:1773
NetworkSettings::autoclean_protected
uint8 autoclean_protected
remove the password from passworded companies after this many months
Definition: settings_type.h:290
WC_COMPANY
@ WC_COMPANY
Company view; Window numbers:
Definition: window_type.h:361
GetNetworkErrorMsg
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
Definition: network.cpp:297
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:37
Vehicle
Vehicle data structure.
Definition: vehicle_base.h:221
NetworkCompanyState::months_empty
uint16 months_empty
How many months the company is empty.
Definition: network_type.h:74
_redirect_console_to_client
ClientID _redirect_console_to_client
If not invalid, redirect the console output to a client.
Definition: network.cpp:63
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:63
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
Packet::Send_uint8
void Send_uint8(uint8 data)
Package a 8 bits integer in the packet.
Definition: packet.cpp:129
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:196
NetworkSendCommand
void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const std::string &text, CompanyID company)
Prepare a DoCommand to be send over the network.
Definition: network_command.cpp:136
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:937
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:824
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:69
NetworkServerSendRcon
void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const std::string &string)
Send an rcon reply to the client.
Definition: network_server.cpp:1904
ServerNetworkGameSocketHandler::STATUS_ACTIVE
@ STATUS_ACTIVE
The client is active within in the game.
Definition: network_server.h:61
NetworkServer_Tick
void NetworkServer_Tick(bool send_frame)
This is called every tick if this is a _network_server.
Definition: network_server.cpp:1634
ServerNetworkGameSocketHandler::SendCommand
NetworkRecvStatus SendCommand(const CommandPacket *cp)
Send a command to the client to execute.
Definition: network_server.cpp:637
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
FillStaticNetworkServerGameInfo
void FillStaticNetworkServerGameInfo()
Fill a NetworkServerGameInfo structure with the static content, or things that are so static they can...
Definition: game_info.cpp:123
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:795
GameSettings::game_creation
GameCreationSettings game_creation
settings used during the creation of a game (map)
Definition: settings_type.h:576
PacketWriter::Finish
void Finish() override
Prepare everything to finish writing the savegame.
Definition: network_server.cpp:182
Packet::Send_uint32
void Send_uint32(uint32 data)
Package a 32 bits integer in the packet.
Definition: packet.cpp:150
Packet::AddToQueue
static void AddToQueue(Packet **queue, Packet *packet)
Add the given Packet to the end of the queue of packets.
Definition: packet.cpp:59
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
Packet::Recv_string
std::string Recv_string(size_t length, StringValidationSettings settings=SVS_REPLACE_WITH_QUESTION_MARK)
Reads characters (bytes) from the packet until it finds a '\0', or reaches a maximum of length charac...
Definition: packet.cpp:380
NetworkTCPSocketHandler::ReceivePacket
virtual Packet * ReceivePacket()
Receives a packet for the given client.
Definition: tcp.cpp:144
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:269
CommandQueue::Append
void Append(CommandPacket *p)
Append a CommandPacket at the end of the queue.
Definition: network_command.cpp:57
Packet::PopFromQueue
static Packet * PopFromQueue(Packet **queue)
Pop the packet from the begin of the queue and set the begin of the queue to the second element in th...
Definition: packet.cpp:71
NetworkMakeClientNameUnique
bool NetworkMakeClientNameUnique(std::string &name)
Check whether a name is unique, and otherwise try to make it unique.
Definition: network_server.cpp:1541
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:112
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:895
PacketWriter::PrependQueue
void PrependQueue()
Prepend the current packet to the queue.
Definition: network_server.cpp:149
CommandPacket::company
CompanyID company
company that is executing the command
Definition: network_internal.h:111
FileToSaveLoad::abstract_ftype
AbstractFileType abstract_ftype
Abstract type of file (scenario, heightmap, etc).
Definition: saveload.h:356
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:780
ServerNetworkGameSocketHandler::GetClientName
std::string GetClientName() const
Get the name of the client, if the user did not send it yet, Client ID is used.
Definition: network_server.cpp:1989
TCPListenHandler
Template for TCP listeners.
Definition: tcp_listen.h:28
ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler
~ServerNetworkGameSocketHandler()
Clear everything related to this client.
Definition: network_server.cpp:223
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:275
ServerNetworkGameSocketHandler::STATUS_INACTIVE
@ STATUS_INACTIVE
The client is not connected nor active.
Definition: network_server.h:52
PacketWriter::TransferToNetworkQueue
bool TransferToNetworkQueue(ServerNetworkGameSocketHandler *socket)
Transfer all packets from here to the network's queue while holding the lock on our mutex.
Definition: network_server.cpp:121
ServerNetworkGameSocketHandler::Send
static void Send()
Send the packets for the server sockets.
Definition: network_server.cpp:318
NetworkCompanyStats::num_vehicle
uint16 num_vehicle[NETWORK_VEH_END]
How many vehicles are there of this type?
Definition: network_type.h:66
Packet::Recv_uint32
uint32 Recv_uint32()
Read a 32 bits integer from the packet.
Definition: packet.cpp:335
PACKET_SERVER_NEED_GAME_PASSWORD
@ PACKET_SERVER_NEED_GAME_PASSWORD
Server requests the (hashed) game password.
Definition: tcp_game.h:64
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:1848
CommandPacket
Everything we need to know about a command to be able to execute it.
Definition: network_internal.h:107
_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:620
GRFConfig
Information about GRF, used in the game and (part of it) in savegames.
Definition: newgrf_config.h:155
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:760
SM_NEWGAME
@ SM_NEWGAME
New Game --> 'Random game'.
Definition: openttd.h:27
ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO
NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet *p) override
Request game information.
Definition: network_server.cpp:775
NetworkHandleCommandQueue
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
Handle the command-queue of a socket.
Definition: network_server.cpp:1621
NetworkSettings::bytes_per_frame
uint16 bytes_per_frame
how many bytes may, over a long period, be received per frame?
Definition: settings_type.h:265
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
GenerateCompanyPasswordHash
std::string GenerateCompanyPasswordHash(const std::string &password, const std::string &password_server_id, uint32 password_game_seed)
Hash the given password using server ID and game seed.
Definition: network.cpp:175
GRFConfig::flags
uint8 flags
NOSAVE: GCF_Flags, bitset.
Definition: newgrf_config.h:173
NetworkSettings::restart_game_year
Year restart_game_year
year the server restarts
Definition: settings_type.h:294
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:47
PACKET_SERVER_BANNED
@ PACKET_SERVER_BANNED
The server has banned you.
Definition: tcp_game.h:35
ServerNetworkGameSocketHandler::SendMove
NetworkRecvStatus SendMove(ClientID client_id, CompanyID company_id)
Tell that a client moved to another company.
Definition: network_server.cpp:739
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:801
ServerNetworkGameSocketHandler::SendJoin
NetworkRecvStatus SendJoin(ClientID client_id)
Tell that a client joined.
Definition: network_server.cpp:586
_settings_game
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition: settings.cpp:53
_sync_seed_1
uint32 _sync_seed_1
Seed to compare during sync checks.
Definition: network.cpp:73
ServerNetworkGameSocketHandler::SendFrame
NetworkRecvStatus SendFrame()
Tell the client that they may run to a particular frame.
Definition: network_server.cpp:597
ServerNetworkGameSocketHandler::SendRConResult
NetworkRecvStatus SendRConResult(uint16 colour, const std::string &command)
Send the result of a console action.
Definition: network_server.cpp:724
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
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
NetworkCompanyState::password
std::string password
The password for the company.
Definition: network_type.h:73
Packet::Send_uint16
void Send_uint16(uint16 data)
Package a 16 bits integer in the packet.
Definition: packet.cpp:139
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:81
CLIENT_ID_SERVER
@ CLIENT_ID_SERVER
Servers always have this ID.
Definition: network_type.h:49
_network_company_states
NetworkCompanyState * _network_company_states
Statistics about some companies.
Definition: network.cpp:61
ServerNetworkGameSocketHandler::SendCompanyUpdate
NetworkRecvStatus SendCompanyUpdate()
Send an update about the company password states.
Definition: network_server.cpp:750
ServerNetworkGameSocketHandler::SendWelcome
NetworkRecvStatus SendWelcome()
Send the client a welcome message with some basic information.
Definition: network_server.cpp:465
_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:1360
CommandPacket::my_cmd
bool my_cmd
did the command originate from "me"
Definition: network_internal.h:113
ServerNetworkGameSocketHandler::SendError
NetworkRecvStatus SendError(NetworkErrorCode error, const std::string &reason={})
Send an error to the client, and close its connection.
Definition: network_server.cpp:370
ServerNetworkGameSocketHandler::status
ClientStatus status
Status of this client.
Definition: network_server.h:68
NetworkPopulateCompanyStats
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
Populate the company stats.
Definition: network_server.cpp:1390
TCP_MTU
static const uint16 TCP_MTU
Number of bytes we can pack in a single TCP packet.
Definition: config.h:47
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:59
ServerNetworkGameSocketHandler::savegame
struct PacketWriter * savegame
Writer used to write the savegame.
Definition: network_server.h:72
Packet
Internal entity of a packet.
Definition: packet.h:44
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:268
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:341
NetworkGameSocketHandler::ReceiveCommand
const char * ReceiveCommand(Packet *p, CommandPacket *cp)
Receives a command from the network.
Definition: network_command.cpp:295
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:60
ServerNetworkGameSocketHandler::STATUS_DONE_MAP
@ STATUS_DONE_MAP
The client has downloaded the map.
Definition: network_server.h:59
NetworkCompanyIsPassworded
bool NetworkCompanyIsPassworded(CompanyID company_id)
Check if the company we want to join requires a password.
Definition: network.cpp:211
ServerNetworkGameSocketHandler::SendQuit
NetworkRecvStatus SendQuit(ClientID client_id)
Tell the client another client quit.
Definition: network_server.cpp:693
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:1781
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:61
GetCurrentNetworkServerGameInfo
const NetworkServerGameInfo * GetCurrentNetworkServerGameInfo()
Get the NetworkServerGameInfo structure with the latest information of the server.
Definition: game_info.cpp:143
PACKET_SERVER_FULL
@ PACKET_SERVER_FULL
The server is full and has no place for you.
Definition: tcp_game.h:34
IsNetworkCompatibleVersion
bool IsNetworkCompatibleVersion(std::string_view other)
Checks whether the given version string is compatible with our version.
Definition: game_info.cpp:90
Packet::Send_bool
void Send_bool(bool data)
Package a boolean in the packet.
Definition: packet.cpp:120
SlError
void NORETURN SlError(StringID string, const char *extra_msg)
Error handler.
Definition: saveload.cpp:332
NetworkAdminCompanyUpdate
void NetworkAdminCompanyUpdate(const Company *company)
Notify the admin network of company updates.
Definition: network_admin.cpp:873
NetworkSettings::server_name
std::string server_name
name of the server
Definition: settings_type.h:279
ServerNetworkGameSocketHandler::SendErrorQuit
NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
Tell the client another client quit with an error.
Definition: network_server.cpp:678
NetworkServerNewCompany
void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
Perform all the server specific administration of a new company.
Definition: network_server.cpp:2023
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:530
NetworkSettings::rcon_password
std::string rcon_password
password for rconsole (server side)
Definition: settings_type.h:281
_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:140
NetworkSocketHandler::HasClientQuit
bool HasClientQuit() const
Whether the current client connected to the socket has quit.
Definition: core.h:68
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:982
NetworkTCPSocketHandler::SendPackets
SendPacketsState SendPackets(bool closing_down=false)
Sends all the buffered packets out for this client.
Definition: tcp.cpp:99
NETWORK_RCONCOMMAND_LENGTH
static const uint NETWORK_RCONCOMMAND_LENGTH
The maximum length of a rconsole command, in bytes including '\0'.
Definition: config.h:64
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:1868
Pool::PoolItem<&_vehicle_pool >::Iterate
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
Definition: pool_type.hpp:386
ServerNetworkGameSocketHandler::GetClientIP
const std::string & GetClientIP()
Get the IP address/hostname of the connected client.
Definition: network_server.cpp:1791
Pool
Base class for all pools.
Definition: pool_type.hpp:81
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:1306
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:367
Packet::GetPacketType
PacketType GetPacketType() const
Get the PacketType from this packet.
Definition: packet.cpp:287
ServerNetworkGameSocketHandler::SendNewGame
NetworkRecvStatus SendNewGame()
Tell the client we're starting a new game.
Definition: network_server.cpp:712
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
Packet::CanWriteToPacket
bool CanWriteToPacket(size_t bytes_to_write)
Is it safe to write to the packet, i.e.
Definition: packet.cpp:99
SpecializedVehicle< RoadVehicle, Type >::From
static RoadVehicle * From(Vehicle *v)
Converts a Vehicle to SpecializedVehicle with type checking.
Definition: vehicle_base.h:1164
Packet::Send_uint64
void Send_uint64(uint64 data)
Package a 64 bits integer in the packet.
Definition: packet.cpp:163
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:266
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:84
_file_to_saveload
FileToSaveLoad _file_to_saveload
File to save or load in the openttd loop.
Definition: saveload.cpp:63
GRFConfig::next
struct GRFConfig * next
NOSAVE: Next item in the linked list.
Definition: newgrf_config.h:183
ServerNetworkGameSocketHandler::STATUS_NEWGRFS_CHECK
@ STATUS_NEWGRFS_CHECK
The client is checking NewGRFs.
Definition: network_server.h:53
SaveWithFilter
SaveOrLoadResult SaveWithFilter(SaveFilter *writer, bool threaded)
Save the game using a (writer) filter.
Definition: saveload.cpp:3062
ServerNetworkGameSocketHandler::AllowConnection
static bool AllowConnection()
Whether an connection is allowed or not at this moment.
Definition: network_server.cpp:305
ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP
NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p) override
Request the map from the server.
Definition: network_server.cpp:916
NetworkSettings::server_password
std::string server_password
password for joining this server
Definition: settings_type.h:280
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:267
NetworkAddress::GetHostname
const std::string & GetHostname()
Get the hostname; in case it wasn't given the IPv4 dotted representation is given.
Definition: address.cpp:23
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:307
NetworkServerKickClient
void NetworkServerKickClient(ClientID client_id, const std::string &reason)
Kick a single client.
Definition: network_server.cpp:1914
ServerNetworkGameSocketHandler::SendMap
NetworkRecvStatus SendMap()
This sends the map to the client.
Definition: network_server.cpp:540
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:306
ServerNetworkGameSocketHandler::SendNewGRFCheck
NetworkRecvStatus SendNewGRFCheck()
Send the check for the NewGRFs.
Definition: network_server.cpp:413
ServerNetworkGameSocketHandler::STATUS_AUTH_COMPANY
@ STATUS_AUTH_COMPANY
The client is authorizing with company password.
Definition: network_server.h:55
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:433
NetworkGameSocketHandler::incoming_queue
CommandQueue incoming_queue
The command-queue awaiting handling.
Definition: tcp_game.h:504
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
_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
Packet::Send_string
void Send_string(const std::string_view data)
Sends a string over the network.
Definition: packet.cpp:181
MILLISECONDS_PER_TICK
static const uint MILLISECONDS_PER_TICK
The number of milliseconds per game tick.
Definition: gfx_type.h:310
NetworkServerChangeClientName
bool NetworkServerChangeClientName(ClientID client_id, const std::string &new_name)
Change the client name of the given client.
Definition: network_server.cpp:1580
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:1097
Debug
#define Debug(name, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
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:811
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:378
_network_ban_list
StringList _network_ban_list
The banned clients.
Definition: network.cpp:67
ClientSettings::network
NetworkSettings network
settings related to the network
Definition: settings_type.h:594
Packet::Recv_uint64
uint64 Recv_uint64()
Read a 64 bits integer from the packet.
Definition: packet.cpp:352
OrderBackup::ResetUser
static void ResetUser(uint32 user)
Reset an user's OrderBackup if needed.
Definition: order_backup.cpp:164
NetworkSettings::autoclean_novehicles
uint8 autoclean_novehicles
remove companies with no vehicles after this many months
Definition: settings_type.h:291
DESTTYPE_BROADCAST
@ DESTTYPE_BROADCAST
Send message/notice to all clients (All)
Definition: network_type.h:90
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:208
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:1338
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 they can be banned)
Definition: network_server.h:73
IConsoleCmdExec
void IConsoleCmdExec(const char *cmdstr, const uint recurse_count)
Execute a given command passed to us.
Definition: console.cpp:302
ProcessAsyncSaveFinish
void ProcessAsyncSaveFinish()
Handle async save finishes.
Definition: saveload.cpp:408
PacketWriter::Destroy
void Destroy()
Begin the destruction of this packet writer.
Definition: network_server.cpp:99
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:271
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:1264
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:320
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:871
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:92
NetworkServerUpdateGameInfo
void NetworkServerUpdateGameInfo()
Update the server's NetworkServerGameInfo due to changes in settings.
Definition: network_server.cpp:1838
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:704
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:326
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:66
PacketWriter::exit_sig
std::condition_variable exit_sig
Signal for threaded destruction of this packet writer.
Definition: network_server.cpp:63
network_admin.h
NetworkServerGameInfo::clients_on
byte clients_on
Current count of clients on server.
Definition: game_info.h:103
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:264
CC_WARNING
static const TextColour CC_WARNING
Colour for warning lines.
Definition: console_type.h:25
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:21
NetworkServerSetCompanyPassword
void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &password, bool already_hashed)
Set/Reset a company password on the server end.
Definition: network_server.cpp:1604
VEH_SHIP
@ VEH_SHIP
Ship vehicle type.
Definition: vehicle_type.h:26
Company
Definition: company_base.h:115
_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:448
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:1766
SetWindowClassesDirty
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
Definition: window.cpp:3146
CMD_RENAME_PRESIDENT
@ CMD_RENAME_PRESIDENT
change the president name
Definition: command_type.h:247
SL_OK
@ SL_OK
completed successfully
Definition: saveload.h:347
NetworkGameSocketHandler::last_frame
uint32 last_frame
Last frame we have executed.
Definition: tcp_game.h:502
_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
_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:71
NetworkAdminCompanyInfo
void NetworkAdminCompanyInfo(const Company *company, bool new_company)
Notify the admin network of company details.
Definition: network_admin.cpp:852
NetworkErrorCode
NetworkErrorCode
The error codes we send around in the protocols.
Definition: network_type.h:118
NetworkClientInfo
Container for all information known about a client.
Definition: network_base.h:24
NetworkIsValidClientName
bool NetworkIsValidClientName(const std::string_view client_name)
Check whether the given client name is deemed valid for use in network games.
Definition: network_client.cpp:1239
ServerNetworkGameSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
Definition: network_server.cpp:247
ServerNetworkGameSocketHandler::STATUS_AUTH_GAME
@ STATUS_AUTH_GAME
The client is authorizing with game (server) password.
Definition: network_server.h:54
NetworkCompanyHasClients
bool NetworkCompanyHasClients(CompanyID company)
Check whether a particular company has clients.
Definition: network_server.cpp:1975
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:54
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:838
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:261
ServerNetworkGameSocketHandler::SendWait
NetworkRecvStatus SendWait()
Tell the client that its put in a waiting queue.
Definition: network_server.cpp:495
NetworkSettings::autoclean_companies
bool autoclean_companies
automatically remove companies that are not in use
Definition: settings_type.h:288
PACKET_SERVER_MAP_DATA
@ PACKET_SERVER_MAP_DATA
Server sends bits of the map to the client.
Definition: tcp_game.h:78
NetworkSettings::network_id
std::string network_id
network ID for servers
Definition: settings_type.h:287
NetworkSettings::max_companies
uint8 max_companies
maximum amount of companies
Definition: settings_type.h:292
ServerNetworkGameSocketHandler::STATUS_AUTHORIZED
@ STATUS_AUTHORIZED
The client is authorized.
Definition: network_server.h:56
CLIENT_ID_FIRST
@ CLIENT_ID_FIRST
The first client ID.
Definition: network_type.h:50
NETWORK_RECV_STATUS_MALFORMED_PACKET
@ NETWORK_RECV_STATUS_MALFORMED_PACKET
We apparently send a malformed packet.
Definition: core.h:28
NetworkUpdateClientInfo
void NetworkUpdateClientInfo(ClientID client_id)
Send updated client info of a particular client.
Definition: network_server.cpp:1426
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:1046
IConsolePrint
void IConsolePrint(TextColour colour_code, const std::string &string)
Handle the printing of text entered into the console or redirected there by any other means.
Definition: console.cpp:94