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author | rubidium <rubidium@openttd.org> | 2007-01-02 19:19:48 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2007-01-02 19:19:48 +0000 |
commit | 013df98f79866a75f367853c9e436f3c5c79f645 (patch) | |
tree | ad4a63860df2626b22f77e7dac712e958bea54cb /network/network_server.c | |
parent | 3d32fd3f4bfaceb8a48530fbc2f4bd5db2752596 (diff) | |
download | openttd-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.c | 1528 |
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 */ |