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authorrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
committerrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
commit013df98f79866a75f367853c9e436f3c5c79f645 (patch)
treead4a63860df2626b22f77e7dac712e958bea54cb /network/network_server.c
parent3d32fd3f4bfaceb8a48530fbc2f4bd5db2752596 (diff)
downloadopenttd-013df98f79866a75f367853c9e436f3c5c79f645.tar.xz
(svn r7759) -Merge: makefile rewrite. This merge features:
- A proper ./configure, so everything needs to be configured only once, not for every make. - Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies. - A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC. - Proper support for OSX universal binaries. - Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files. - Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files. Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
Diffstat (limited to 'network/network_server.c')
-rw-r--r--network/network_server.c1528
1 files changed, 0 insertions, 1528 deletions
diff --git a/network/network_server.c b/network/network_server.c
deleted file mode 100644
index 2a75d15fe..000000000
--- a/network/network_server.c
+++ /dev/null
@@ -1,1528 +0,0 @@
-/* $Id$ */
-
-#ifdef ENABLE_NETWORK
-
-#include "../stdafx.h"
-#include "../openttd.h" // XXX StringID
-#include "../debug.h"
-#include "../string.h"
-#include "../strings.h"
-#include "network_data.h"
-#include "core/tcp.h"
-#include "../train.h"
-#include "../date.h"
-#include "../table/strings.h"
-#include "../functions.h"
-#include "network_server.h"
-#include "network_udp.h"
-#include "../console.h"
-#include "../command.h"
-#include "../saveload.h"
-#include "../vehicle.h"
-#include "../station.h"
-#include "../variables.h"
-#include "../genworld.h"
-
-// This file handles all the server-commands
-
-static void NetworkHandleCommandQueue(NetworkClientState* cs);
-
-// **********
-// Sending functions
-// DEF_SERVER_SEND_COMMAND has parameter: NetworkClientState *cs
-// **********
-
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(NetworkClientState *cs, NetworkClientInfo *ci)
-{
- //
- // Packet: SERVER_CLIENT_INFO
- // Function: Sends info about a client
- // Data:
- // uint16: The index of the client (always unique on a server. 1 = server)
- // uint8: As which player the client is playing
- // String: The name of the client
- // String: The unique id of the client
- //
-
- if (ci->client_index != NETWORK_EMPTY_INDEX) {
- Packet *p = NetworkSend_Init(PACKET_SERVER_CLIENT_INFO);
- NetworkSend_uint16(p, ci->client_index);
- NetworkSend_uint8 (p, ci->client_playas);
- NetworkSend_string(p, ci->client_name);
- NetworkSend_string(p, ci->unique_id);
-
- NetworkSend_Packet(p, cs);
- }
-}
-
-DEF_SERVER_SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)
-{
-//
- // Packet: SERVER_COMPANY_INFO
- // Function: Sends info about the companies
- // Data:
- //
-
- int i;
-
- Player *player;
- Packet *p;
-
- byte active = ActivePlayerCount();
-
- if (active == 0) {
- p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO);
-
- NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION);
- NetworkSend_uint8 (p, active);
-
- NetworkSend_Packet(p, cs);
- return;
- }
-
- NetworkPopulateCompanyInfo();
-
- FOR_ALL_PLAYERS(player) {
- if (!player->is_active) continue;
-
- p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO);
-
- NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION);
- NetworkSend_uint8 (p, active);
- NetworkSend_uint8 (p, player->index);
-
- NetworkSend_string(p, _network_player_info[player->index].company_name);
- NetworkSend_uint32(p, _network_player_info[player->index].inaugurated_year);
- NetworkSend_uint64(p, _network_player_info[player->index].company_value);
- NetworkSend_uint64(p, _network_player_info[player->index].money);
- NetworkSend_uint64(p, _network_player_info[player->index].income);
- NetworkSend_uint16(p, _network_player_info[player->index].performance);
-
- /* Send 1 if there is a passord for the company else send 0 */
- if (_network_player_info[player->index].password[0] != '\0') {
- NetworkSend_uint8(p, 1);
- } else {
- NetworkSend_uint8(p, 0);
- }
-
- for (i = 0; i < NETWORK_VEHICLE_TYPES; i++) {
- NetworkSend_uint16(p, _network_player_info[player->index].num_vehicle[i]);
- }
-
- for (i = 0; i < NETWORK_STATION_TYPES; i++) {
- NetworkSend_uint16(p, _network_player_info[player->index].num_station[i]);
- }
-
- if (_network_player_info[player->index].players[0] == '\0') {
- NetworkSend_string(p, "<none>");
- } else {
- NetworkSend_string(p, _network_player_info[player->index].players);
- }
-
- NetworkSend_Packet(p, cs);
- }
-
- p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO);
-
- NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION);
- NetworkSend_uint8 (p, 0);
-
- NetworkSend_Packet(p, cs);
-}
-
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientState *cs, NetworkErrorCode error)
-{
- //
- // Packet: SERVER_ERROR
- // Function: The client made an error
- // Data:
- // uint8: ErrorID (see network_data.h, NetworkErrorCode)
- //
-
- char str[100];
- Packet *p = NetworkSend_Init(PACKET_SERVER_ERROR);
-
- NetworkSend_uint8(p, error);
- NetworkSend_Packet(p, cs);
-
- GetNetworkErrorMsg(str, error, lastof(str));
-
- // Only send when the current client was in game
- if (cs->status > STATUS_AUTH) {
- NetworkClientState *new_cs;
- char client_name[NETWORK_CLIENT_NAME_LENGTH];
-
- NetworkGetClientName(client_name, sizeof(client_name), cs);
-
- DEBUG(net, 1, "'%s' made an error and has been disconnected. Reason: '%s'", client_name, str);
-
- NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
-
- FOR_ALL_CLIENTS(new_cs) {
- if (new_cs->status > STATUS_AUTH && new_cs != cs) {
- // Some errors we filter to a more general error. Clients don't have to know the real
- // reason a joining failed.
- if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION)
- error = NETWORK_ERROR_ILLEGAL_PACKET;
-
- SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, error);
- }
- }
- } else {
- DEBUG(net, 1, "Client %d made an error and has been disconnected. Reason: '%s'", cs->index, str);
- }
-
- cs->has_quit = true;
-
- // Make sure the data get's there before we close the connection
- NetworkSend_Packets(cs);
-
- // The client made a mistake, so drop his connection now!
- NetworkCloseClient(cs);
-}
-
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(NetworkClientState *cs, NetworkPasswordType type)
-{
- //
- // Packet: SERVER_NEED_PASSWORD
- // Function: Indication to the client that the server needs a password
- // Data:
- // uint8: Type of password
- //
-
- Packet *p = NetworkSend_Init(PACKET_SERVER_NEED_PASSWORD);
- NetworkSend_uint8(p, type);
- NetworkSend_Packet(p, cs);
-}
-
-DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME)
-{
- //
- // Packet: SERVER_WELCOME
- // Function: The client is joined and ready to receive his map
- // Data:
- // uint16: Own ClientID
- //
-
- Packet *p;
- const NetworkClientState *new_cs;
-
- // Invalid packet when status is AUTH or higher
- if (cs->status >= STATUS_AUTH) return;
-
- cs->status = STATUS_AUTH;
- _network_game_info.clients_on++;
-
- p = NetworkSend_Init(PACKET_SERVER_WELCOME);
- NetworkSend_uint16(p, cs->index);
- NetworkSend_Packet(p, cs);
-
- // Transmit info about all the active clients
- FOR_ALL_CLIENTS(new_cs) {
- if (new_cs != cs && new_cs->status > STATUS_AUTH)
- SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, DEREF_CLIENT_INFO(new_cs));
- }
- // Also send the info of the server
- SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX));
-}
-
-DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WAIT)
-{
- //
- // Packet: PACKET_SERVER_WAIT
- // Function: The client can not receive the map at the moment because
- // someone else is already receiving the map
- // Data:
- // uint8: Clients awaiting map
- //
- int waiting = 0;
- NetworkClientState *new_cs;
- Packet *p;
-
- // Count how many players are waiting in the queue
- FOR_ALL_CLIENTS(new_cs) {
- if (new_cs->status == STATUS_MAP_WAIT) waiting++;
- }
-
- p = NetworkSend_Init(PACKET_SERVER_WAIT);
- NetworkSend_uint8(p, waiting);
- NetworkSend_Packet(p, cs);
-}
-
-// This sends the map to the client
-DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
-{
- //
- // Packet: SERVER_MAP
- // Function: Sends the map to the client, or a part of it (it is splitted in
- // a lot of multiple packets)
- // Data:
- // uint8: packet-type (MAP_PACKET_START, MAP_PACKET_NORMAL and MAP_PACKET_END)
- // if MAP_PACKET_START:
- // uint32: The current FrameCounter
- // if MAP_PACKET_NORMAL:
- // piece of the map (till max-size of packet)
- // if MAP_PACKET_END:
- // uint32: seed0 of player
- // uint32: seed1 of player
- // last 2 are repeated MAX_PLAYERS time
- //
-
- static FILE *file_pointer;
- static uint sent_packets; // How many packets we did send succecfully last time
-
- if (cs->status < STATUS_AUTH) {
- // Illegal call, return error and ignore the packet
- SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
- return;
- }
-
- if (cs->status == STATUS_AUTH) {
- char filename[256];
- Packet *p;
-
- // Make a dump of the current game
- snprintf(filename, lengthof(filename), "%s%snetwork_server.tmp", _paths.autosave_dir, PATHSEP);
- if (SaveOrLoad(filename, SL_SAVE) != SL_OK) error("network savedump failed");
-
- file_pointer = fopen(filename, "rb");
- fseek(file_pointer, 0, SEEK_END);
-
- // Now send the _frame_counter and how many packets are coming
- p = NetworkSend_Init(PACKET_SERVER_MAP);
- NetworkSend_uint8(p, MAP_PACKET_START);
- NetworkSend_uint32(p, _frame_counter);
- NetworkSend_uint32(p, ftell(file_pointer));
- NetworkSend_Packet(p, cs);
-
- fseek(file_pointer, 0, SEEK_SET);
-
- sent_packets = 4; // We start with trying 4 packets
-
- cs->status = STATUS_MAP;
- /* Mark the start of download */
- cs->last_frame = _frame_counter;
- cs->last_frame_server = _frame_counter;
- }
-
- if (cs->status == STATUS_MAP) {
- uint i;
- int res;
- for (i = 0; i < sent_packets; i++) {
- Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
- NetworkSend_uint8(p, MAP_PACKET_NORMAL);
- res = (int)fread(p->buffer + p->size, 1, SEND_MTU - p->size, file_pointer);
-
- if (ferror(file_pointer)) error("Error reading temporary network savegame!");
-
- p->size += res;
- NetworkSend_Packet(p, cs);
- if (feof(file_pointer)) {
- // Done reading!
- Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
- NetworkSend_uint8(p, MAP_PACKET_END);
- NetworkSend_Packet(p, cs);
-
- // Set the status to DONE_MAP, no we will wait for the client
- // to send it is ready (maybe that happens like never ;))
- cs->status = STATUS_DONE_MAP;
- fclose(file_pointer);
-
- {
- NetworkClientState *new_cs;
- bool new_map_client = false;
- // Check if there is a client waiting for receiving the map
- // and start sending him the map
- FOR_ALL_CLIENTS(new_cs) {
- if (new_cs->status == STATUS_MAP_WAIT) {
- // Check if we already have a new client to send the map to
- if (!new_map_client) {
- // If not, this client will get the map
- new_cs->status = STATUS_AUTH;
- new_map_client = true;
- SEND_COMMAND(PACKET_SERVER_MAP)(new_cs);
- } else {
- // Else, send the other clients how many clients are in front of them
- SEND_COMMAND(PACKET_SERVER_WAIT)(new_cs);
- }
- }
- }
- }
-
- // There is no more data, so break the for
- break;
- }
- }
-
- // Send all packets (forced) and check if we have send it all
- NetworkSend_Packets(cs);
- if (cs->packet_queue == NULL) {
- // All are sent, increase the sent_packets
- sent_packets *= 2;
- } else {
- // Not everything is sent, decrease the sent_packets
- if (sent_packets > 1) sent_packets /= 2;
- }
- }
-}
-
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_JOIN)(NetworkClientState *cs, uint16 client_index)
-{
- //
- // Packet: SERVER_JOIN
- // Function: A client is joined (all active clients receive this after a
- // PACKET_CLIENT_MAP_OK) Mostly what directly follows is a
- // PACKET_SERVER_CLIENT_INFO
- // Data:
- // uint16: Client-Index
- //
-
- Packet *p = NetworkSend_Init(PACKET_SERVER_JOIN);
-
- NetworkSend_uint16(p, client_index);
-
- NetworkSend_Packet(p, cs);
-}
-
-
-DEF_SERVER_SEND_COMMAND(PACKET_SERVER_FRAME)
-{
- //
- // Packet: SERVER_FRAME
- // Function: Sends the current frame-counter to the client
- // Data:
- // uint32: Frame Counter
- // uint32: Frame Counter Max (how far may the client walk before the server?)
- // [uint32: general-seed-1]
- // [uint32: general-seed-2]
- // (last two depends on compile-settings, and are not default settings)
- //
-
- Packet *p = NetworkSend_Init(PACKET_SERVER_FRAME);
- NetworkSend_uint32(p, _frame_counter);
- NetworkSend_uint32(p, _frame_counter_max);
-#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
- NetworkSend_uint32(p, _sync_seed_1);
-#ifdef NETWORK_SEND_DOUBLE_SEED
- NetworkSend_uint32(p, _sync_seed_2);
-#endif
-#endif
- NetworkSend_Packet(p, cs);
-}
-
-DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SYNC)
-{
- //
- // Packet: SERVER_SYNC
- // Function: Sends a sync-check to the client
- // Data:
- // uint32: Frame Counter
- // uint32: General-seed-1
- // [uint32: general-seed-2]
- // (last one depends on compile-settings, and are not default settings)
- //
-
- Packet *p = NetworkSend_Init(PACKET_SERVER_SYNC);
- NetworkSend_uint32(p, _frame_counter);
- NetworkSend_uint32(p, _sync_seed_1);
-
-#ifdef NETWORK_SEND_DOUBLE_SEED
- NetworkSend_uint32(p, _sync_seed_2);
-#endif
- NetworkSend_Packet(p, cs);
-}
-
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(NetworkClientState *cs, CommandPacket *cp)
-{
- //
- // Packet: SERVER_COMMAND
- // Function: Sends a DoCommand to the client
- // Data:
- // uint8: PlayerID (0..MAX_PLAYERS-1)
- // uint32: CommandID (see command.h)
- // uint32: P1 (free variables used in DoCommand)
- // uint32: P2
- // uint32: Tile
- // string: text
- // uint8: CallBackID (see callback_table.c)
- // uint32: Frame of execution
- //
-
- Packet *p = NetworkSend_Init(PACKET_SERVER_COMMAND);
-
- NetworkSend_uint8(p, cp->player);
- NetworkSend_uint32(p, cp->cmd);
- NetworkSend_uint32(p, cp->p1);
- NetworkSend_uint32(p, cp->p2);
- NetworkSend_uint32(p, cp->tile);
- NetworkSend_string(p, cp->text);
- NetworkSend_uint8(p, cp->callback);
- NetworkSend_uint32(p, cp->frame);
-
- NetworkSend_Packet(p, cs);
-}
-
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(NetworkClientState *cs, NetworkAction action, uint16 client_index, bool self_send, const char *msg)
-{
- //
- // Packet: SERVER_CHAT
- // Function: Sends a chat-packet to the client
- // Data:
- // uint8: ActionID (see network_data.h, NetworkAction)
- // uint16: Client-index
- // String: Message (max MAX_TEXT_MSG_LEN)
- //
-
- Packet *p = NetworkSend_Init(PACKET_SERVER_CHAT);
-
- NetworkSend_uint8(p, action);
- NetworkSend_uint16(p, client_index);
- NetworkSend_uint8(p, self_send);
- NetworkSend_string(p, msg);
-
- NetworkSend_Packet(p, cs);
-}
-
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientState *cs, uint16 client_index, NetworkErrorCode errorno)
-{
- //
- // Packet: SERVER_ERROR_QUIT
- // Function: One of the clients made an error and is quiting the game
- // This packet informs the other clients of that.
- // Data:
- // uint16: Client-index
- // uint8: ErrorID (see network_data.h, NetworkErrorCode)
- //
-
- Packet *p = NetworkSend_Init(PACKET_SERVER_ERROR_QUIT);
-
- NetworkSend_uint16(p, client_index);
- NetworkSend_uint8(p, errorno);
-
- NetworkSend_Packet(p, cs);
-}
-
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(NetworkClientState *cs, uint16 client_index, const char *leavemsg)
-{
- //
- // Packet: SERVER_ERROR_QUIT
- // Function: A client left the game, and this packets informs the other clients
- // of that.
- // Data:
- // uint16: Client-index
- // String: leave-message
- //
-
- Packet *p = NetworkSend_Init(PACKET_SERVER_QUIT);
-
- NetworkSend_uint16(p, client_index);
- NetworkSend_string(p, leavemsg);
-
- NetworkSend_Packet(p, cs);
-}
-
-DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN)
-{
- //
- // Packet: SERVER_SHUTDOWN
- // Function: Let the clients know that the server is closing
- // Data:
- // <none>
- //
-
- Packet *p = NetworkSend_Init(PACKET_SERVER_SHUTDOWN);
- NetworkSend_Packet(p, cs);
-}
-
-DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME)
-{
- //
- // Packet: PACKET_SERVER_NEWGAME
- // Function: Let the clients know that the server is loading a new map
- // Data:
- // <none>
- //
-
- Packet *p = NetworkSend_Init(PACKET_SERVER_NEWGAME);
- NetworkSend_Packet(p, cs);
-}
-
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkClientState *cs, uint16 color, const char *command)
-{
- Packet *p = NetworkSend_Init(PACKET_SERVER_RCON);
-
- NetworkSend_uint16(p, color);
- NetworkSend_string(p, command);
- NetworkSend_Packet(p, cs);
-}
-
-// **********
-// Receiving functions
-// DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientState *cs, Packet *p
-// **********
-
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO)
-{
- SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)(cs);
-}
-
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
-{
- char name[NETWORK_CLIENT_NAME_LENGTH];
- char unique_id[NETWORK_NAME_LENGTH];
- NetworkClientInfo *ci;
- byte playas;
- NetworkLanguage client_lang;
- char client_revision[NETWORK_REVISION_LENGTH];
-
- NetworkRecv_string(cs, p, client_revision, sizeof(client_revision));
-
-#if defined(WITH_REV) || defined(WITH_REV_HACK)
- // Check if the client has revision control enabled
- if (strcmp(NOREV_STRING, client_revision) != 0 &&
- strcmp(_network_game_info.server_revision, client_revision) != 0) {
- // Different revisions!!
- SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_REVISION);
- return;
- }
-#endif
-
- NetworkRecv_string(cs, p, name, sizeof(name));
- playas = NetworkRecv_uint8(cs, p);
- client_lang = NetworkRecv_uint8(cs, p);
- NetworkRecv_string(cs, p, unique_id, sizeof(unique_id));
-
- if (cs->has_quit) return;
-
- // join another company does not affect these values
- switch (playas) {
- case PLAYER_NEW_COMPANY: /* New company */
- if (ActivePlayerCount() >= _network_game_info.companies_max) {
- SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_FULL);
- return;
- }
- break;
- case PLAYER_SPECTATOR: /* Spectator */
- if (NetworkSpectatorCount() >= _network_game_info.spectators_max) {
- SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_FULL);
- return;
- }
- break;
- default: /* Join another company (companies 1-8 (index 0-7)) */
- if (!IsValidPlayer(playas)) {
- SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_PLAYER_MISMATCH);
- return;
- }
- break;
- }
-
- // We need a valid name.. make it Player
- if (*name == '\0') ttd_strlcpy(name, "Player", sizeof(name));
-
- if (!NetworkFindName(name)) { // Change name if duplicate
- // We could not create a name for this player
- SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NAME_IN_USE);
- return;
- }
-
- ci = DEREF_CLIENT_INFO(cs);
-
- ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name));
- ttd_strlcpy(ci->unique_id, unique_id, sizeof(ci->unique_id));
- ci->client_playas = playas;
- ci->client_lang = client_lang;
-
- // We now want a password from the client
- // else we do not allow him in!
- if (_network_game_info.use_password) {
- SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_GAME_PASSWORD);
- } else {
- if (IsValidPlayer(ci->client_playas) && _network_player_info[ci->client_playas].password[0] != '\0') {
- SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_COMPANY_PASSWORD);
- } else {
- SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
- }
- }
-
- /* Make sure companies to which people try to join are not autocleaned */
- if (IsValidPlayer(playas)) _network_player_info[playas].months_empty = 0;
-}
-
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD)
-{
- NetworkPasswordType type;
- char password[NETWORK_PASSWORD_LENGTH];
- const NetworkClientInfo *ci;
-
- type = NetworkRecv_uint8(cs, p);
- NetworkRecv_string(cs, p, password, sizeof(password));
-
- if (cs->status == STATUS_INACTIVE && type == NETWORK_GAME_PASSWORD) {
- // Check game-password
- if (strcmp(password, _network_game_info.server_password) != 0) {
- // Password is invalid
- SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
- return;
- }
-
- ci = DEREF_CLIENT_INFO(cs);
-
- if (IsValidPlayer(ci->client_playas) && _network_player_info[ci->client_playas].password[0] != '\0') {
- SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_COMPANY_PASSWORD);
- return;
- }
-
- // Valid password, allow user
- SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
- return;
- } else if (cs->status == STATUS_INACTIVE && type == NETWORK_COMPANY_PASSWORD) {
- ci = DEREF_CLIENT_INFO(cs);
-
- if (strcmp(password, _network_player_info[ci->client_playas].password) != 0) {
- // Password is invalid
- SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
- return;
- }
-
- SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
- return;
- }
-
-
- SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
- return;
-}
-
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
-{
- const NetworkClientState *new_cs;
-
- // The client was never joined.. so this is impossible, right?
- // Ignore the packet, give the client a warning, and close his connection
- if (cs->status < STATUS_AUTH || cs->has_quit) {
- SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
- return;
- }
-
- // Check if someone else is receiving the map
- FOR_ALL_CLIENTS(new_cs) {
- if (new_cs->status == STATUS_MAP) {
- // Tell the new client to wait
- cs->status = STATUS_MAP_WAIT;
- SEND_COMMAND(PACKET_SERVER_WAIT)(cs);
- return;
- }
- }
-
- // We receive a request to upload the map.. give it to the client!
- SEND_COMMAND(PACKET_SERVER_MAP)(cs);
-}
-
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
-{
- // Client has the map, now start syncing
- if (cs->status == STATUS_DONE_MAP && !cs->has_quit) {
- char client_name[NETWORK_CLIENT_NAME_LENGTH];
- NetworkClientState *new_cs;
-
- NetworkGetClientName(client_name, sizeof(client_name), cs);
-
- NetworkTextMessage(NETWORK_ACTION_JOIN, 1, false, client_name, "");
-
- // Mark the client as pre-active, and wait for an ACK
- // so we know he is done loading and in sync with us
- cs->status = STATUS_PRE_ACTIVE;
- NetworkHandleCommandQueue(cs);
- SEND_COMMAND(PACKET_SERVER_FRAME)(cs);
- SEND_COMMAND(PACKET_SERVER_SYNC)(cs);
-
- // This is the frame the client receives
- // we need it later on to make sure the client is not too slow
- cs->last_frame = _frame_counter;
- cs->last_frame_server = _frame_counter;
-
- FOR_ALL_CLIENTS(new_cs) {
- if (new_cs->status > STATUS_AUTH) {
- SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(new_cs, DEREF_CLIENT_INFO(cs));
- SEND_COMMAND(PACKET_SERVER_JOIN)(new_cs, cs->index);
- }
- }
-
- if (_network_pause_on_join) {
- /* Now pause the game till the client is in sync */
- DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
-
- NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (incoming client)", NETWORK_SERVER_INDEX);
- }
- } else {
- // Wrong status for this packet, give a warning to client, and close connection
- SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
- }
-}
-
-/** Enforce the command flags.
- * Eg a server-only command can only be executed by a server, etc.
- * @param *cp the commandpacket that is going to be checked
- * @param *ci client information for debugging output to console
- */
-static bool CheckCommandFlags(const CommandPacket *cp, const NetworkClientInfo *ci)
-{
- byte flags = GetCommandFlags(cp->cmd);
-
- if (flags & CMD_SERVER && ci->client_index != NETWORK_SERVER_INDEX) {
- IConsolePrintF(_icolour_err, "WARNING: server only command from client %d (IP: %s), kicking...", ci->client_index, GetPlayerIP(ci));
- return false;
- }
-
- if (flags & CMD_OFFLINE) {
- IConsolePrintF(_icolour_err, "WARNING: offline only command from client %d (IP: %s), kicking...", ci->client_index, GetPlayerIP(ci));
- return false;
- }
-
- return true;
-}
-
-/** The client has done a command and wants us to handle it
- * @param *cs the connected client that has sent the command
- * @param *p the packet in which the command was sent
- */
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
-{
- NetworkClientState *new_cs;
- const NetworkClientInfo *ci;
- byte callback;
-
- CommandPacket *cp = malloc(sizeof(CommandPacket));
-
- // The client was never joined.. so this is impossible, right?
- // Ignore the packet, give the client a warning, and close his connection
- if (cs->status < STATUS_DONE_MAP || cs->has_quit) {
- SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
- return;
- }
-
- cp->player = NetworkRecv_uint8(cs, p);
- cp->cmd = NetworkRecv_uint32(cs, p);
- cp->p1 = NetworkRecv_uint32(cs, p);
- cp->p2 = NetworkRecv_uint32(cs, p);
- cp->tile = NetworkRecv_uint32(cs, p);
- NetworkRecv_string(cs, p, cp->text, lengthof(cp->text));
-
- callback = NetworkRecv_uint8(cs, p);
-
- if (cs->has_quit) return;
-
- ci = DEREF_CLIENT_INFO(cs);
-
- /* Check if cp->cmd is valid */
- if (!IsValidCommand(cp->cmd)) {
- IConsolePrintF(_icolour_err, "WARNING: invalid command from client %d (IP: %s).", ci->client_index, GetPlayerIP(ci));
- SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
- return;
- }
-
- if (!CheckCommandFlags(cp, ci)) {
- SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_KICKED);
- return;
- }
-
- /** Only CMD_PLAYER_CTRL is always allowed, for the rest, playas needs
- * to match the player in the packet. If it doesn't, the client has done
- * something pretty naughty (or a bug), and will be kicked
- */
- if (!(cp->cmd == CMD_PLAYER_CTRL && cp->p1 == 0) && ci->client_playas != cp->player) {
- IConsolePrintF(_icolour_err, "WARNING: player %d (IP: %s) tried to execute a command as player %d, kicking...",
- ci->client_playas + 1, GetPlayerIP(ci), cp->player + 1);
- SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_PLAYER_MISMATCH);
- return;
- }
-
- /** @todo CMD_PLAYER_CTRL with p1 = 0 announces a new player to the server. To give the
- * player the correct ID, the server injects p2 and executes the command. Any other p1
- * is prohibited. Pretty ugly and should be redone together with its function.
- * @see CmdPlayerCtrl() players.c:655
- */
- if (cp->cmd == CMD_PLAYER_CTRL) {
- if (cp->p1 != 0) {
- SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_CHEATER);
- return;
- }
-
- /* XXX - Execute the command as a valid player. Normally this would be done by a
- * spectator, but that is not allowed any commands. So do an impersonation. The drawback
- * of this is that the first company's last_built_tile is also updated... */
- cp->player = 0;
- cp->p2 = cs - _clients; // XXX - UGLY! p2 is mis-used to get the client-id in CmdPlayerCtrl
- }
-
- // The frame can be executed in the same frame as the next frame-packet
- // That frame just before that frame is saved in _frame_counter_max
- cp->frame = _frame_counter_max + 1;
- cp->next = NULL;
-
- // Queue the command for the clients (are send at the end of the frame
- // if they can handle it ;))
- FOR_ALL_CLIENTS(new_cs) {
- if (new_cs->status >= STATUS_MAP) {
- // Callbacks are only send back to the client who sent them in the
- // first place. This filters that out.
- cp->callback = (new_cs != cs) ? 0 : callback;
- NetworkAddCommandQueue(new_cs, cp);
- }
- }
-
- cp->callback = 0;
- // Queue the command on the server
- if (_local_command_queue == NULL) {
- _local_command_queue = cp;
- } else {
- // Find last packet
- CommandPacket *c = _local_command_queue;
- while (c->next != NULL) c = c->next;
- c->next = cp;
- }
-}
-
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
-{
- // This packets means a client noticed an error and is reporting this
- // to us. Display the error and report it to the other clients
- NetworkClientState *new_cs;
- char str[100];
- char client_name[NETWORK_CLIENT_NAME_LENGTH];
- NetworkErrorCode errorno = NetworkRecv_uint8(cs, p);
-
- // The client was never joined.. thank the client for the packet, but ignore it
- if (cs->status < STATUS_DONE_MAP || cs->has_quit) {
- cs->has_quit = true;
- return;
- }
-
- NetworkGetClientName(client_name, sizeof(client_name), cs);
-
- GetNetworkErrorMsg(str, errorno, lastof(str));
-
- DEBUG(net, 2, "'%s' reported an error and is closing its connection (%s)", client_name, str);
-
- NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
-
- FOR_ALL_CLIENTS(new_cs) {
- if (new_cs->status > STATUS_AUTH) {
- SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno);
- }
- }
-
- cs->has_quit = true;
-}
-
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
-{
- // The client wants to leave. Display this and report it to the other
- // clients.
- NetworkClientState *new_cs;
- char str[100];
- char client_name[NETWORK_CLIENT_NAME_LENGTH];
-
- // The client was never joined.. thank the client for the packet, but ignore it
- if (cs->status < STATUS_DONE_MAP || cs->has_quit) {
- cs->has_quit = true;
- return;
- }
-
- NetworkRecv_string(cs, p, str, lengthof(str));
-
- NetworkGetClientName(client_name, sizeof(client_name), cs);
-
- NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
-
- FOR_ALL_CLIENTS(new_cs) {
- if (new_cs->status > STATUS_AUTH) {
- SEND_COMMAND(PACKET_SERVER_QUIT)(new_cs, cs->index, str);
- }
- }
-
- cs->has_quit = true;
-}
-
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
-{
- uint32 frame = NetworkRecv_uint32(cs, p);
-
- /* The client is trying to catch up with the server */
- if (cs->status == STATUS_PRE_ACTIVE) {
- /* The client is not yet catched up? */
- if (frame + DAY_TICKS < _frame_counter) return;
-
- /* Now he is! Unpause the game */
- cs->status = STATUS_ACTIVE;
-
- if (_network_pause_on_join) {
- DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
- NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (client connected)", NETWORK_SERVER_INDEX);
- }
-
- CheckMinPlayers();
-
- /* Execute script for, e.g. MOTD */
- IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
- }
-
- // The client received the frame, make note of it
- cs->last_frame = frame;
- // With those 2 values we can calculate the lag realtime
- cs->last_frame_server = _frame_counter;
-}
-
-
-
-void NetworkServer_HandleChat(NetworkAction action, DestType desttype, int dest, const char *msg, uint16 from_index)
-{
- NetworkClientState *cs;
- const NetworkClientInfo *ci, *ci_own, *ci_to;
-
- switch (desttype) {
- case DESTTYPE_CLIENT:
- /* Are we sending to the server? */
- if (dest == NETWORK_SERVER_INDEX) {
- ci = NetworkFindClientInfoFromIndex(from_index);
- /* Display the text locally, and that is it */
- if (ci != NULL)
- NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas), false, ci->client_name, "%s", msg);
- } else {
- /* Else find the client to send the message to */
- FOR_ALL_CLIENTS(cs) {
- if (cs->index == dest) {
- SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, false, msg);
- break;
- }
- }
- }
-
- // Display the message locally (so you know you have sent it)
- if (from_index != dest) {
- if (from_index == NETWORK_SERVER_INDEX) {
- ci = NetworkFindClientInfoFromIndex(from_index);
- ci_to = NetworkFindClientInfoFromIndex(dest);
- if (ci != NULL && ci_to != NULL)
- NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas), true, ci_to->client_name, "%s", msg);
- } else {
- FOR_ALL_CLIENTS(cs) {
- if (cs->index == from_index) {
- SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, dest, true, msg);
- break;
- }
- }
- }
- }
- break;
- case DESTTYPE_TEAM: {
- bool show_local = true; // If this is false, the message is already displayed
- // on the client who did sent it.
- /* Find all clients that belong to this player */
- ci_to = NULL;
- FOR_ALL_CLIENTS(cs) {
- ci = DEREF_CLIENT_INFO(cs);
- if (ci->client_playas == dest) {
- SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, false, msg);
- if (cs->index == from_index) show_local = false;
- ci_to = ci; // Remember a client that is in the company for company-name
- }
- }
-
- ci = NetworkFindClientInfoFromIndex(from_index);
- ci_own = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
- if (ci != NULL && ci_own != NULL && ci_own->client_playas == dest) {
- NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas), false, ci->client_name, "%s", msg);
- if (from_index == NETWORK_SERVER_INDEX) show_local = false;
- ci_to = ci_own;
- }
-
- /* There is no such player */
- if (ci_to == NULL) break;
-
- // Display the message locally (so you know you have sent it)
- if (ci != NULL && show_local) {
- if (from_index == NETWORK_SERVER_INDEX) {
- char name[NETWORK_NAME_LENGTH];
- StringID str = IsValidPlayer(ci_to->client_playas) ? GetPlayer(ci_to->client_playas)->name_1 : STR_NETWORK_SPECTATORS;
- GetString(name, str, lastof(name));
- NetworkTextMessage(action, GetDrawStringPlayerColor(ci_own->client_playas), true, name, "%s", msg);
- } else {
- FOR_ALL_CLIENTS(cs) {
- if (cs->index == from_index) {
- SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, ci_to->client_index, true, msg);
- }
- }
- }
- }
- }
- break;
- default:
- DEBUG(net, 0, "[server] received unknown chat destination type %d. Doing broadcast instead", desttype);
- /* fall-through to next case */
- case DESTTYPE_BROADCAST:
- FOR_ALL_CLIENTS(cs) {
- SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, false, msg);
- }
- ci = NetworkFindClientInfoFromIndex(from_index);
- if (ci != NULL)
- NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas), false, ci->client_name, "%s", msg);
- break;
- }
-}
-
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
-{
- NetworkAction action = NetworkRecv_uint8(cs, p);
- DestType desttype = NetworkRecv_uint8(cs, p);
- int dest = NetworkRecv_uint8(cs, p);
- char msg[MAX_TEXT_MSG_LEN];
-
- NetworkRecv_string(cs, p, msg, MAX_TEXT_MSG_LEN);
-
- NetworkServer_HandleChat(action, desttype, dest, msg, cs->index);
-}
-
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD)
-{
- char password[NETWORK_PASSWORD_LENGTH];
- const NetworkClientInfo *ci;
-
- NetworkRecv_string(cs, p, password, sizeof(password));
- ci = DEREF_CLIENT_INFO(cs);
-
- if (IsValidPlayer(ci->client_playas)) {
- ttd_strlcpy(_network_player_info[ci->client_playas].password, password, sizeof(_network_player_info[0].password));
- }
-}
-
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME)
-{
- char client_name[NETWORK_CLIENT_NAME_LENGTH];
- NetworkClientInfo *ci;
-
- NetworkRecv_string(cs, p, client_name, sizeof(client_name));
- ci = DEREF_CLIENT_INFO(cs);
-
- if (cs->has_quit) return;
-
- if (ci != NULL) {
- // Display change
- if (NetworkFindName(client_name)) {
- NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, 1, false, ci->client_name, "%s", client_name);
- ttd_strlcpy(ci->client_name, client_name, sizeof(ci->client_name));
- NetworkUpdateClientInfo(ci->client_index);
- }
- }
-}
-
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_RCON)
-{
- char pass[NETWORK_PASSWORD_LENGTH];
- char command[NETWORK_RCONCOMMAND_LENGTH];
-
- if (_network_game_info.rcon_password[0] == '\0') return;
-
- NetworkRecv_string(cs, p, pass, sizeof(pass));
- NetworkRecv_string(cs, p, command, sizeof(command));
-
- if (strcmp(pass, _network_game_info.rcon_password) != 0) {
- DEBUG(net, 0, "[rcon] wrong password from client-id %d", cs->index);
- return;
- }
-
- DEBUG(net, 0, "[rcon] client-id %d executed: '%s'", cs->index, command);
-
- _redirect_console_to_client = cs->index;
- IConsoleCmdExec(command);
- _redirect_console_to_client = 0;
- return;
-}
-
-// The layout for the receive-functions by the server
-typedef void NetworkServerPacket(NetworkClientState *cs, Packet *p);
-
-
-// This array matches PacketType. At an incoming
-// packet it is matches against this array
-// and that way the right function to handle that
-// packet is found.
-static NetworkServerPacket* const _network_server_packet[] = {
- NULL, /*PACKET_SERVER_FULL,*/
- NULL, /*PACKET_SERVER_BANNED,*/
- RECEIVE_COMMAND(PACKET_CLIENT_JOIN),
- NULL, /*PACKET_SERVER_ERROR,*/
- RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO),
- NULL, /*PACKET_SERVER_COMPANY_INFO,*/
- NULL, /*PACKET_SERVER_CLIENT_INFO,*/
- NULL, /*PACKET_SERVER_NEED_PASSWORD,*/
- RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD),
- NULL, /*PACKET_SERVER_WELCOME,*/
- RECEIVE_COMMAND(PACKET_CLIENT_GETMAP),
- NULL, /*PACKET_SERVER_WAIT,*/
- NULL, /*PACKET_SERVER_MAP,*/
- RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK),
- NULL, /*PACKET_SERVER_JOIN,*/
- NULL, /*PACKET_SERVER_FRAME,*/
- NULL, /*PACKET_SERVER_SYNC,*/
- RECEIVE_COMMAND(PACKET_CLIENT_ACK),
- RECEIVE_COMMAND(PACKET_CLIENT_COMMAND),
- NULL, /*PACKET_SERVER_COMMAND,*/
- RECEIVE_COMMAND(PACKET_CLIENT_CHAT),
- NULL, /*PACKET_SERVER_CHAT,*/
- RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD),
- RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME),
- RECEIVE_COMMAND(PACKET_CLIENT_QUIT),
- RECEIVE_COMMAND(PACKET_CLIENT_ERROR),
- NULL, /*PACKET_SERVER_QUIT,*/
- NULL, /*PACKET_SERVER_ERROR_QUIT,*/
- NULL, /*PACKET_SERVER_SHUTDOWN,*/
- NULL, /*PACKET_SERVER_NEWGAME,*/
- NULL, /*PACKET_SERVER_RCON,*/
- RECEIVE_COMMAND(PACKET_CLIENT_RCON),
-};
-
-// If this fails, check the array above with network_data.h
-assert_compile(lengthof(_network_server_packet) == PACKET_END);
-
-// This update the company_info-stuff
-void NetworkPopulateCompanyInfo(void)
-{
- char password[NETWORK_PASSWORD_LENGTH];
- const Player *p;
- const Vehicle *v;
- const Station *s;
- const NetworkClientState *cs;
- const NetworkClientInfo *ci;
- uint i;
- uint16 months_empty;
-
- FOR_ALL_PLAYERS(p) {
- if (!p->is_active) {
- memset(&_network_player_info[p->index], 0, sizeof(NetworkPlayerInfo));
- continue;
- }
-
- // Clean the info but not the password
- ttd_strlcpy(password, _network_player_info[p->index].password, sizeof(password));
- months_empty = _network_player_info[p->index].months_empty;
- memset(&_network_player_info[p->index], 0, sizeof(NetworkPlayerInfo));
- _network_player_info[p->index].months_empty = months_empty;
- ttd_strlcpy(_network_player_info[p->index].password, password, sizeof(_network_player_info[p->index].password));
-
- // Grap the company name
- SetDParam(0, p->name_1);
- SetDParam(1, p->name_2);
- GetString(_network_player_info[p->index].company_name, STR_JUST_STRING, lastof(_network_player_info[p->index].company_name));
-
- // Check the income
- if (_cur_year - 1 == p->inaugurated_year) {
- // The player is here just 1 year, so display [2], else display[1]
- for (i = 0; i < lengthof(p->yearly_expenses[2]); i++) {
- _network_player_info[p->index].income -= p->yearly_expenses[2][i];
- }
- } else {
- for (i = 0; i < lengthof(p->yearly_expenses[1]); i++) {
- _network_player_info[p->index].income -= p->yearly_expenses[1][i];
- }
- }
-
- // Set some general stuff
- _network_player_info[p->index].inaugurated_year = p->inaugurated_year;
- _network_player_info[p->index].company_value = p->old_economy[0].company_value;
- _network_player_info[p->index].money = p->money64;
- _network_player_info[p->index].performance = p->old_economy[0].performance_history;
- }
-
- // Go through all vehicles and count the type of vehicles
- FOR_ALL_VEHICLES(v) {
- if (!IsValidPlayer(v->owner)) continue;
-
- switch (v->type) {
- case VEH_Train:
- if (IsFrontEngine(v)) _network_player_info[v->owner].num_vehicle[0]++;
- break;
-
- case VEH_Road:
- if (v->cargo_type != CT_PASSENGERS) {
- _network_player_info[v->owner].num_vehicle[1]++;
- } else {
- _network_player_info[v->owner].num_vehicle[2]++;
- }
- break;
-
- case VEH_Aircraft:
- if (v->subtype <= 2) _network_player_info[v->owner].num_vehicle[3]++;
- break;
-
- case VEH_Ship:
- _network_player_info[v->owner].num_vehicle[4]++;
- break;
-
- case VEH_Special:
- case VEH_Disaster:
- break;
- }
- }
-
- // Go through all stations and count the types of stations
- FOR_ALL_STATIONS(s) {
- if (IsValidPlayer(s->owner)) {
- NetworkPlayerInfo *npi = &_network_player_info[s->owner];
-
- if (s->facilities & FACIL_TRAIN) npi->num_station[0]++;
- if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[1]++;
- if (s->facilities & FACIL_BUS_STOP) npi->num_station[2]++;
- if (s->facilities & FACIL_AIRPORT) npi->num_station[3]++;
- if (s->facilities & FACIL_DOCK) npi->num_station[4]++;
- }
- }
-
- ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
- // Register local player (if not dedicated)
- if (ci != NULL && IsValidPlayer(ci->client_playas))
- ttd_strlcpy(_network_player_info[ci->client_playas].players, ci->client_name, sizeof(_network_player_info[0].players));
-
- FOR_ALL_CLIENTS(cs) {
- char client_name[NETWORK_CLIENT_NAME_LENGTH];
-
- NetworkGetClientName(client_name, sizeof(client_name), cs);
-
- ci = DEREF_CLIENT_INFO(cs);
- if (ci != NULL && IsValidPlayer(ci->client_playas)) {
- if (strlen(_network_player_info[ci->client_playas].players) != 0)
- ttd_strlcat(_network_player_info[ci->client_playas].players, ", ", lengthof(_network_player_info[0].players));
-
- ttd_strlcat(_network_player_info[ci->client_playas].players, client_name, lengthof(_network_player_info[0].players));
- }
- }
-}
-
-// Send a packet to all clients with updated info about this client_index
-void NetworkUpdateClientInfo(uint16 client_index)
-{
- NetworkClientState *cs;
- NetworkClientInfo *ci = NetworkFindClientInfoFromIndex(client_index);
-
- if (ci == NULL) return;
-
- FOR_ALL_CLIENTS(cs) {
- SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, ci);
- }
-}
-
-/* Check if we want to restart the map */
-static void NetworkCheckRestartMap(void)
-{
- if (_network_restart_game_year != 0 && _cur_year >= _network_restart_game_year) {
- DEBUG(net, 0, "Auto-restarting map. Year %d reached", _cur_year);
-
- StartNewGameWithoutGUI(GENERATE_NEW_SEED);
- }
-}
-
-/* Check if the server has autoclean_companies activated
- Two things happen:
- 1) If a company is not protected, it is closed after 1 year (for example)
- 2) If a company is protected, protection is disabled after 3 years (for example)
- (and item 1. happens a year later) */
-static void NetworkAutoCleanCompanies(void)
-{
- const NetworkClientState *cs;
- const NetworkClientInfo *ci;
- const Player *p;
- bool clients_in_company[MAX_PLAYERS];
-
- if (!_network_autoclean_companies) return;
-
- memset(clients_in_company, 0, sizeof(clients_in_company));
-
- /* Detect the active companies */
- FOR_ALL_CLIENTS(cs) {
- ci = DEREF_CLIENT_INFO(cs);
- if (IsValidPlayer(ci->client_playas)) clients_in_company[ci->client_playas] = true;
- }
-
- if (!_network_dedicated) {
- ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
- if (IsValidPlayer(ci->client_playas)) clients_in_company[ci->client_playas] = true;
- }
-
- /* Go through all the comapnies */
- FOR_ALL_PLAYERS(p) {
- /* Skip the non-active once */
- if (!p->is_active || p->is_ai) continue;
-
- if (!clients_in_company[p->index]) {
- /* The company is empty for one month more */
- _network_player_info[p->index].months_empty++;
-
- /* Is the company empty for autoclean_unprotected-months, and is there no protection? */
- if (_network_player_info[p->index].months_empty > _network_autoclean_unprotected && _network_player_info[p->index].password[0] == '\0') {
- /* Shut the company down */
- DoCommandP(0, 2, p->index, NULL, CMD_PLAYER_CTRL);
- IConsolePrintF(_icolour_def, "Auto-cleaned company #%d", p->index + 1);
- }
- /* Is the compnay empty for autoclean_protected-months, and there is a protection? */
- if (_network_player_info[p->index].months_empty > _network_autoclean_protected && _network_player_info[p->index].password[0] != '\0') {
- /* Unprotect the company */
- _network_player_info[p->index].password[0] = '\0';
- IConsolePrintF(_icolour_def, "Auto-removed protection from company #%d", p->index+1);
- _network_player_info[p->index].months_empty = 0;
- }
- } else {
- /* It is not empty, reset the date */
- _network_player_info[p->index].months_empty = 0;
- }
- }
-}
-
-// This function changes new_name to a name that is unique (by adding #1 ...)
-// and it returns true if that succeeded.
-bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH])
-{
- NetworkClientState *new_cs;
- bool found_name = false;
- byte number = 0;
- char original_name[NETWORK_CLIENT_NAME_LENGTH];
-
- // We use NETWORK_CLIENT_NAME_LENGTH in here, because new_name is really a pointer
- ttd_strlcpy(original_name, new_name, NETWORK_CLIENT_NAME_LENGTH);
-
- while (!found_name) {
- const NetworkClientInfo *ci;
-
- found_name = true;
- FOR_ALL_CLIENTS(new_cs) {
- ci = DEREF_CLIENT_INFO(new_cs);
- if (strcmp(ci->client_name, new_name) == 0) {
- // Name already in use
- found_name = false;
- break;
- }
- }
- // Check if it is the same as the server-name
- ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
- if (ci != NULL) {
- if (strcmp(ci->client_name, new_name) == 0) found_name = false; // name already in use
- }
-
- if (!found_name) {
- // Try a new name (<name> #1, <name> #2, and so on)
-
- // Stop if we tried for more than 50 times..
- if (number++ > 50) break;
- snprintf(new_name, NETWORK_CLIENT_NAME_LENGTH, "%s #%d", original_name, number);
- }
- }
-
- return found_name;
-}
-
-// Reads a packet from the stream
-bool NetworkServer_ReadPackets(NetworkClientState *cs)
-{
- Packet *p;
- NetworkRecvStatus res;
- while ((p = NetworkRecv_Packet(cs, &res)) != NULL) {
- byte type = NetworkRecv_uint8(cs, p);
- if (type < PACKET_END && _network_server_packet[type] != NULL && !cs->has_quit) {
- _network_server_packet[type](cs, p);
- } else {
- DEBUG(net, 0, "[server] received invalid packet type %d", type);
- }
- free(p);
- }
-
- return true;
-}
-
-// Handle the local command-queue
-static void NetworkHandleCommandQueue(NetworkClientState* cs)
-{
- CommandPacket *cp;
-
- while ( (cp = cs->command_queue) != NULL) {
- SEND_COMMAND(PACKET_SERVER_COMMAND)(cs, cp);
-
- cs->command_queue = cp->next;
- free(cp);
- }
-}
-
-// This is called every tick if this is a _network_server
-void NetworkServer_Tick(bool send_frame)
-{
- NetworkClientState *cs;
-#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
- bool send_sync = false;
-#endif
-
-#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
- if (_frame_counter >= _last_sync_frame + _network_sync_freq) {
- _last_sync_frame = _frame_counter;
- send_sync = true;
- }
-#endif
-
- // Now we are done with the frame, inform the clients that they can
- // do their frame!
- FOR_ALL_CLIENTS(cs) {
- // Check if the speed of the client is what we can expect from a client
- if (cs->status == STATUS_ACTIVE) {
- // 1 lag-point per day
- int lag = NetworkCalculateLag(cs) / DAY_TICKS;
- if (lag > 0) {
- if (lag > 3) {
- // Client did still not report in after 4 game-day, drop him
- // (that is, the 3 of above, + 1 before any lag is counted)
- IConsolePrintF(_icolour_err,"Client #%d is dropped because the client did not respond for more than 4 game-days", cs->index);
- NetworkCloseClient(cs);
- continue;
- }
-
- // Report once per time we detect the lag
- if (cs->lag_test == 0) {
- IConsolePrintF(_icolour_warn,"[%d] Client #%d is slow, try increasing *net_frame_freq to a higher value!", _frame_counter, cs->index);
- cs->lag_test = 1;
- }
- } else {
- cs->lag_test = 0;
- }
- } else if (cs->status == STATUS_PRE_ACTIVE) {
- int lag = NetworkCalculateLag(cs);
- if (lag > _network_max_join_time) {
- IConsolePrintF(_icolour_err,"Client #%d is dropped because it took longer than %d ticks for him to join", cs->index, _network_max_join_time);
- NetworkCloseClient(cs);
- }
- }
-
- if (cs->status >= STATUS_PRE_ACTIVE) {
- // Check if we can send command, and if we have anything in the queue
- NetworkHandleCommandQueue(cs);
-
- // Send an updated _frame_counter_max to the client
- if (send_frame) SEND_COMMAND(PACKET_SERVER_FRAME)(cs);
-
-#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
- // Send a sync-check packet
- if (send_sync) SEND_COMMAND(PACKET_SERVER_SYNC)(cs);
-#endif
- }
- }
-
- /* See if we need to advertise */
- NetworkUDPAdvertise();
-}
-
-void NetworkServerYearlyLoop(void)
-{
- NetworkCheckRestartMap();
-}
-
-void NetworkServerMonthlyLoop(void)
-{
- NetworkAutoCleanCompanies();
-}
-
-#endif /* ENABLE_NETWORK */