diff options
-rw-r--r-- | src/network/network_client.cpp | 80 | ||||
-rw-r--r-- | src/network/network_client.h | 17 |
2 files changed, 84 insertions, 13 deletions
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp index 84fa325cd..9b9b55d97 100644 --- a/src/network/network_client.cpp +++ b/src/network/network_client.cpp @@ -40,7 +40,7 @@ * Create a new socket for the client side of the game connection. * @param s The socket to connect with. */ -ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s), download_file(NULL) +ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s), download_file(NULL), status(STATUS_INACTIVE) { assert(ClientNetworkGameSocketHandler::my_client == NULL); ClientNetworkGameSocketHandler::my_client = this; @@ -269,22 +269,22 @@ void HashCurrentCompanyPassword(const char *password) NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery() { - Packet *p; + my_client->status = STATUS_COMPANY_INFO; _network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO; SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0); - p = new Packet(PACKET_CLIENT_COMPANY_INFO); + Packet *p = new Packet(PACKET_CLIENT_COMPANY_INFO); my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin() { - Packet *p; + my_client->status = STATUS_JOIN; _network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING; SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0); - p = new Packet(PACKET_CLIENT_JOIN); + Packet *p = new Packet(PACKET_CLIENT_JOIN); p->Send_string(_openttd_revision); p->Send_string(_settings_client.network.client_name); // Client name p->Send_uint8 (_network_join_as); // PlayAs @@ -318,6 +318,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap() { + my_client->status = STATUS_MAP_WAIT; + Packet *p = new Packet(PACKET_CLIENT_GETMAP); /* Send the OpenTTD version to the server, let it validate it too. * But only do it for stable releases because of those we are sure @@ -332,6 +334,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap() NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk() { + my_client->status = STATUS_ACTIVE; + Packet *p = new Packet(PACKET_CLIENT_MAP_OK); my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; @@ -454,6 +458,8 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_BANNED) DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMPANY_INFO) { + if (this->status != STATUS_COMPANY_INFO) return NETWORK_RECV_STATUS_MALFORMED_PACKET; + byte company_info_version = p->Recv_uint8(); if (!this->HasClientQuit() && company_info_version == NETWORK_COMPANY_INFO_VERSION) { @@ -503,6 +509,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CLIENT_INFO) p->Recv_string(name, sizeof(name)); + if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET; if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST; ci = NetworkFindClientInfoFromClientID(client_id); @@ -579,6 +586,8 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_ERROR) DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHECK_NEWGRFS) { + if (this->status != STATUS_JOIN) return NETWORK_RECV_STATUS_MALFORMED_PACKET; + uint grf_count = p->Recv_uint8(); NetworkRecvStatus ret = NETWORK_RECV_STATUS_OKAY; @@ -610,6 +619,9 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHECK_NEWGRFS) DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_GAME_PASSWORD) { + if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET; + this->status = STATUS_AUTH_GAME; + const char *password = _network_join_server_password; if (!StrEmpty(password)) { return SendGamePassword(password); @@ -622,6 +634,9 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_GAME_PASSWORD) DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_COMPANY_PASSWORD) { + if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_COMPANY) return NETWORK_RECV_STATUS_MALFORMED_PACKET; + this->status = STATUS_AUTH_COMPANY; + _password_game_seed = p->Recv_uint32(); p->Recv_string(_password_server_id, sizeof(_password_server_id)); if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET; @@ -638,6 +653,9 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_COMPANY_PASSWORD) DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WELCOME) { + if (this->status < STATUS_JOIN || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET; + this->status = STATUS_AUTHORIZED; + _network_own_client_id = (ClientID)p->Recv_uint32(); /* Initialize the password hash salting variables, even if they were previously. */ @@ -650,6 +668,9 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WELCOME) DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WAIT) { + if (this->status != STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET; + this->status = STATUS_MAP_WAIT; + _network_join_status = NETWORK_JOIN_STATUS_WAITING; _network_join_waiting = p->Recv_uint8(); SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0); @@ -663,6 +684,9 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WAIT) DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_BEGIN) { + if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET; + this->status = STATUS_MAP; + if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST; if (this->download_file != NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET; @@ -693,6 +717,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_BEGIN) DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DATA) { + if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET; if (this->download_file == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET; /* We are still receiving data, put it to the file */ @@ -711,6 +736,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DATA) DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DONE) { + if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET; if (this->download_file == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET; fclose(this->download_file); @@ -753,6 +779,8 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DONE) DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FRAME) { + if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET; + _frame_counter_server = p->Recv_uint32(); _frame_counter_max = p->Recv_uint32(); #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME @@ -781,6 +809,8 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FRAME) DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_SYNC) { + if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET; + _sync_frame = p->Recv_uint32(); _sync_seed_1 = p->Recv_uint32(); #ifdef NETWORK_SEND_DOUBLE_SEED @@ -792,6 +822,8 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_SYNC) DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMMAND) { + if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET; + CommandPacket cp; const char *err = this->Recv_Command(p, &cp); cp.frame = p->Recv_uint32(); @@ -809,6 +841,8 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMMAND) DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHAT) { + if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET; + char name[NETWORK_NAME_LENGTH], msg[NETWORK_CHAT_LENGTH]; const NetworkClientInfo *ci = NULL, *ci_to; @@ -859,6 +893,8 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHAT) DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_ERROR_QUIT) { + if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET; + ClientID client_id = (ClientID)p->Recv_uint32(); NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(client_id); @@ -874,11 +910,11 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_ERROR_QUIT) DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_QUIT) { - NetworkClientInfo *ci; + if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET; ClientID client_id = (ClientID)p->Recv_uint32(); - ci = NetworkFindClientInfoFromClientID(client_id); + NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(client_id); if (ci != NULL) { NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, NULL, STR_NETWORK_MESSAGE_CLIENT_LEAVING); delete ci; @@ -894,6 +930,8 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_QUIT) DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_JOIN) { + if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET; + ClientID client_id = (ClientID)p->Recv_uint32(); NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(client_id); @@ -908,24 +946,34 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_JOIN) DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_SHUTDOWN) { - _switch_mode_errorstr = STR_NETWORK_MESSAGE_SERVER_SHUTDOWN; + /* Only when we're trying to join we really + * care about the server shutting down. */ + if (this->status >= STATUS_JOIN) { + _switch_mode_errorstr = STR_NETWORK_MESSAGE_SERVER_SHUTDOWN; + } return NETWORK_RECV_STATUS_SERVER_ERROR; } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEWGAME) { - /* To trottle the reconnects a bit, every clients waits its - * Client ID modulo 16. This way reconnects should be spread - * out a bit. */ - _network_reconnect = _network_own_client_id % 16; - _switch_mode_errorstr = STR_NETWORK_MESSAGE_SERVER_REBOOT; + /* Only when we're trying to join we really + * care about the server shutting down. */ + if (this->status >= STATUS_JOIN) { + /* To trottle the reconnects a bit, every clients waits its + * Client ID modulo 16. This way reconnects should be spread + * out a bit. */ + _network_reconnect = _network_own_client_id % 16; + _switch_mode_errorstr = STR_NETWORK_MESSAGE_SERVER_REBOOT; + } return NETWORK_RECV_STATUS_SERVER_ERROR; } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_RCON) { + if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET; + char rcon_out[NETWORK_RCONCOMMAND_LENGTH]; ConsoleColour colour_code = (ConsoleColour)p->Recv_uint16(); @@ -938,6 +986,8 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_RCON) DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MOVE) { + if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET; + /* Nothing more in this packet... */ ClientID client_id = (ClientID)p->Recv_uint32(); CompanyID company_id = (CompanyID)p->Recv_uint8(); @@ -964,6 +1014,8 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MOVE) DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CONFIG_UPDATE) { + if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET; + _network_server_max_companies = p->Recv_uint8(); _network_server_max_spectators = p->Recv_uint8(); @@ -972,6 +1024,8 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CONFIG_UPDATE) DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMPANY_UPDATE) { + if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET; + _network_company_passworded = p->Recv_uint16(); SetWindowClassesDirty(WC_COMPANY); diff --git a/src/network/network_client.h b/src/network/network_client.h index 90e37d278..f47fe0b65 100644 --- a/src/network/network_client.h +++ b/src/network/network_client.h @@ -21,6 +21,23 @@ class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public Netw private: FILE *download_file; ///< Handle used for downloading the savegame. + /** Status of the connection with the server. */ + enum ServerStatus { + STATUS_INACTIVE, ///< The client is not connected nor active. + STATUS_COMPANY_INFO, ///< We are trying to get company information. + STATUS_JOIN, ///< We are trying to join a server. + STATUS_NEWGRFS_CHECK, ///< Last action was checking NewGRFs. + STATUS_AUTH_GAME, ///< Last action was requesting game (server) password. + STATUS_AUTH_COMPANY, ///< Last action was requestion company password. + STATUS_AUTHORIZED, ///< The client is authorized at the server. + STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map. + STATUS_MAP, ///< The client is downloading the map. + STATUS_ACTIVE, ///< The client is active within in the game. + STATUS_END ///< Must ALWAYS be on the end of this list!! (period) + }; + + ServerStatus status; ///< Status of the connection with the server. + protected: friend void NetworkExecuteLocalCommandQueue(); friend void NetworkClose(bool close_admins); |