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authorrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
committerrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
commit66bbf336c6af7353ef0aeed58002c46543b30635 (patch)
treead4a63860df2626b22f77e7dac712e958bea54cb /src/network/network_server.c
parentccc0a3f4dbf58c005b22341ac8874252924690cd (diff)
downloadopenttd-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.c1528
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 */