diff options
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 | 66bbf336c6af7353ef0aeed58002c46543b30635 (patch) | |
tree | ad4a63860df2626b22f77e7dac712e958bea54cb /src/network/network_server.c | |
parent | ccc0a3f4dbf58c005b22341ac8874252924690cd (diff) | |
download | openttd-66bbf336c6af7353ef0aeed58002c46543b30635.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 'src/network/network_server.c')
-rw-r--r-- | src/network/network_server.c | 1528 |
1 files changed, 1528 insertions, 0 deletions
diff --git a/src/network/network_server.c b/src/network/network_server.c new file mode 100644 index 000000000..5a7109105 --- /dev/null +++ b/src/network/network_server.c @@ -0,0 +1,1528 @@ +/* $Id$ */ + +#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 */ |