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-rw-r--r--network/core/config.h49
-rw-r--r--network/core/game.h47
-rw-r--r--network/core/os_abstraction.h181
-rw-r--r--network/core/packet.c216
-rw-r--r--network/core/packet.h67
-rw-r--r--network/core/tcp.c227
-rw-r--r--network/core/tcp.h60
-rw-r--r--network/core/udp.c277
-rw-r--r--network/core/udp.h62
-rw-r--r--network/network.c1451
-rw-r--r--network/network.h212
-rw-r--r--network/network_client.c819
-rw-r--r--network/network_client.h25
-rw-r--r--network/network_data.c106
-rw-r--r--network/network_data.h167
-rw-r--r--network/network_gamelist.c74
-rw-r--r--network/network_gamelist.h11
-rw-r--r--network/network_gui.c1706
-rw-r--r--network/network_gui.h26
-rw-r--r--network/network_server.c1528
-rw-r--r--network/network_server.h39
-rw-r--r--network/network_udp.c663
-rw-r--r--network/network_udp.h17
23 files changed, 8030 insertions, 0 deletions
diff --git a/network/core/config.h b/network/core/config.h
new file mode 100644
index 000000000..0b80800f0
--- /dev/null
+++ b/network/core/config.h
@@ -0,0 +1,49 @@
+/* $Id$ */
+
+#ifndef NETWORK_CORE_CONFIG_H
+#define NETWORK_CORE_CONFIG_H
+
+#ifdef ENABLE_NETWORK
+
+/** DNS hostname of the masterserver */
+#define NETWORK_MASTER_SERVER_HOST "master.openttd.org"
+/** Message sent to the masterserver to 'identify' this client as OpenTTD */
+#define NETWORK_MASTER_SERVER_WELCOME_MESSAGE "OpenTTDRegister"
+
+enum {
+ NETWORK_MASTER_SERVER_PORT = 3978, ///< The default port of the master server (UDP)
+ NETWORK_DEFAULT_PORT = 3979, ///< The default port of the game server (TCP & UDP)
+
+ SEND_MTU = 1460, ///< Number of bytes we can pack in a single packet
+
+ NETWORK_GAME_INFO_VERSION = 4, ///< What version of game-info do we use?
+ NETWORK_COMPANY_INFO_VERSION = 4, ///< What version of company info is this?
+ NETWORK_MASTER_SERVER_VERSION = 1, ///< What version of master-server-protocol do we use?
+
+ NETWORK_NAME_LENGTH = 80, ///< The maximum length of the server name and map name, in bytes including '\0'
+ NETWORK_HOSTNAME_LENGTH = 80, ///< The maximum length of the host name, in bytes including '\0'
+ NETWORK_REVISION_LENGTH = 15, ///< The maximum length of the revision, in bytes including '\0'
+ NETWORK_PASSWORD_LENGTH = 20, ///< The maximum length of the password, in bytes including '\0'
+ NETWORK_PLAYERS_LENGTH = 200, ///< The maximum length for the list of players that controls a company, in bytes including '\0'
+ NETWORK_CLIENT_NAME_LENGTH = 25, ///< The maximum length of a player, in bytes including '\0'
+ NETWORK_RCONCOMMAND_LENGTH = 500, ///< The maximum length of a rconsole command, in bytes including '\0'
+
+ NETWORK_GRF_NAME_LENGTH = 80, ///< Maximum length of the name of a GRF
+ /**
+ * Maximum number of GRFs that can be sent.
+ * This value is related to number of handles (files) OpenTTD can open.
+ * This is currently 64 and about 10 are currently used when OpenTTD loads
+ * without any NewGRFs. Therefore one can only load about 55 NewGRFs, so
+ * this is not a limit, but rather a way to easily check whether the limit
+ * imposed by the handle count is reached. Secondly it isn't possible to
+ * send much more GRF IDs + MD5sums in the PACKET_UDP_SERVER_RESPONSE, due
+ * to the limited size of UDP packets.
+ */
+ NETWORK_MAX_GRF_COUNT = 55,
+
+ NETWORK_NUM_LANGUAGES = 4, ///< Number of known languages (to the network protocol) + 1 for 'any'.
+};
+
+#endif /* ENABLE_NETWORK */
+
+#endif /* NETWORK_CORE_CONFIG_H */
diff --git a/network/core/game.h b/network/core/game.h
new file mode 100644
index 000000000..71268f7d2
--- /dev/null
+++ b/network/core/game.h
@@ -0,0 +1,47 @@
+/* $Id$ */
+
+#ifndef NETWORK_CORE_GAME_H
+#define NETWORK_CORE_GAME_H
+
+#ifdef ENABLE_NETWORK
+
+/**
+ * @file game.h Information about a game that is sent between a
+ * game server, game client and masterserver.
+ */
+
+/**
+ * This is the struct used by both client and server
+ * some fields will be empty on the client (like game_password) by default
+ * and only filled with data a player enters.
+ */
+typedef struct NetworkGameInfo {
+ byte game_info_version; ///< Version of the game info
+ char server_name[NETWORK_NAME_LENGTH]; ///< Server name
+ char hostname[NETWORK_HOSTNAME_LENGTH]; ///< Hostname of the server (if any)
+ char server_revision[NETWORK_REVISION_LENGTH]; ///< The version number the server is using (e.g.: 'r304' or 0.5.0)
+ bool version_compatible; ///< Can we connect to this server or not? (based on server_revision)
+ bool compatible; ///< Can we connect to this server or not? (based on server_revision _and_ grf_match
+ byte server_lang; ///< Language of the server (we should make a nice table for this)
+ byte use_password; ///< Is set to != 0 if it uses a password
+ char server_password[NETWORK_PASSWORD_LENGTH]; ///< On the server: the game password, on the client: != "" if server has password
+ byte clients_max; ///< Max clients allowed on server
+ byte clients_on; ///< Current count of clients on server
+ byte companies_max; ///< Max companies allowed on server
+ byte companies_on; ///< How many started companies do we have
+ byte spectators_max; ///< Max spectators allowed on server
+ byte spectators_on; ///< How many spectators do we have?
+ Date game_date; ///< Current date
+ Date start_date; ///< When the game started
+ char map_name[NETWORK_NAME_LENGTH]; ///< Map which is played ["random" for a randomized map]
+ uint16 map_width; ///< Map width
+ uint16 map_height; ///< Map height
+ byte map_set; ///< Graphical set
+ bool dedicated; ///< Is this a dedicated server?
+ char rcon_password[NETWORK_PASSWORD_LENGTH]; ///< RCon password for the server. "" if rcon is disabled
+ struct GRFConfig *grfconfig; ///< List of NewGRF files used
+} NetworkGameInfo;
+
+#endif /* ENABLE_NETWORK */
+
+#endif /* NETWORK_CORE_GAME_H */
diff --git a/network/core/os_abstraction.h b/network/core/os_abstraction.h
new file mode 100644
index 000000000..c7df16a93
--- /dev/null
+++ b/network/core/os_abstraction.h
@@ -0,0 +1,181 @@
+/* $Id$ */
+
+#ifndef NETWORK_CORE_OS_ABSTRACTION_H
+#define NETWORK_CORE_OS_ABSTRACTION_H
+
+/**
+ * @file os_abstraction.h Network stuff has many things that needs to be
+ * included and/or implemented by default.
+ * All those things are in this file.
+ */
+
+/* Include standard stuff per OS */
+
+#ifdef ENABLE_NETWORK
+
+/* Windows stuff */
+#if defined(WIN32) || defined(WIN64)
+#include <winsock2.h>
+#include <ws2tcpip.h>
+#include <windows.h>
+
+#if !(defined(__MINGW32__) || defined(__CYGWIN__))
+ /* Windows has some different names for some types */
+ typedef SSIZE_T ssize_t;
+ typedef int socklen_t;
+#endif
+
+#define GET_LAST_ERROR() WSAGetLastError()
+#define EWOULDBLOCK WSAEWOULDBLOCK
+/* Windows has some different names for some types */
+typedef unsigned long in_addr_t;
+#endif /* WIN32 */
+
+/* UNIX stuff */
+#if defined(UNIX)
+# define SOCKET int
+# define INVALID_SOCKET -1
+# if !defined(__MORPHOS__) && !defined(__AMIGA__)
+# define ioctlsocket ioctl
+# if !defined(BEOS_NET_SERVER)
+# define closesocket close
+# endif
+# define GET_LAST_ERROR() (errno)
+# endif
+/* Need this for FIONREAD on solaris */
+# define BSD_COMP
+
+/* Includes needed for UNIX-like systems */
+# include <unistd.h>
+# include <sys/ioctl.h>
+# if defined(__BEOS__) && defined(BEOS_NET_SERVER)
+# include <be/net/socket.h>
+# include <be/kernel/OS.h> // snooze()
+# include <be/net/netdb.h>
+ typedef unsigned long in_addr_t;
+# define INADDR_NONE INADDR_BROADCAST
+# else
+# include <sys/socket.h>
+# include <netinet/in.h>
+# include <netinet/tcp.h>
+# include <arpa/inet.h>
+# include <net/if.h>
+/* According to glibc/NEWS, <ifaddrs.h> appeared in glibc-2.3. */
+# if !defined(__sgi__) && !defined(SUNOS) && !defined(__MORPHOS__) && !defined(__BEOS__) && !defined(__INNOTEK_LIBC__) \
+ && !(defined(__GLIBC__) && (__GLIBC__ <= 2) && (__GLIBC_MINOR__ <= 2)) && !defined(__dietlibc__)
+/* If for any reason ifaddrs.h does not exist on your system, comment out
+ * the following two lines and an alternative way will be used to fetch
+ * the list of IPs from the system. */
+# include <ifaddrs.h>
+# define HAVE_GETIFADDRS
+# endif
+# if defined(SUNOS) || defined(__MORPHOS__) || defined(__BEOS__)
+# define INADDR_NONE 0xffffffff
+# endif
+# if defined(__BEOS__) && !defined(BEOS_NET_SERVER)
+ /* needed on Zeta */
+# include <sys/sockio.h>
+# endif
+# endif /* BEOS_NET_SERVER */
+
+# if !defined(__BEOS__) && defined(__GLIBC__) && (__GLIBC__ <= 2) && (__GLIBC_MINOR__ <= 1)
+ typedef uint32_t in_addr_t;
+# endif
+
+# include <errno.h>
+# include <sys/time.h>
+# include <netdb.h>
+#endif // UNIX
+
+#ifdef __BEOS__
+ typedef int socklen_t;
+#endif
+
+/* OS/2 stuff */
+#if defined(__OS2__)
+# define SOCKET int
+# define INVALID_SOCKET -1
+# define ioctlsocket ioctl
+# define closesocket close
+# define GET_LAST_ERROR() (sock_errno())
+
+/* Includes needed for OS/2 systems */
+# include <types.h>
+# include <unistd.h>
+# include <sys/ioctl.h>
+# include <sys/socket.h>
+# include <netinet/in.h>
+# include <netinet/tcp.h>
+# include <arpa/inet.h>
+# include <net/if.h>
+# include <errno.h>
+# include <sys/time.h>
+# include <netdb.h>
+# include <nerrno.h>
+# define INADDR_NONE 0xffffffff
+
+typedef int socklen_t;
+#if !defined(__INNOTEK_LIBC__)
+typedef unsigned long in_addr_t;
+#endif /* __INNOTEK_LIBC__ */
+#endif /* OS/2 */
+
+/* MorphOS and Amiga stuff */
+#if defined(__MORPHOS__) || defined(__AMIGA__)
+# include <exec/types.h>
+# include <proto/exec.h> // required for Open/CloseLibrary()
+# if defined(__MORPHOS__)
+# include <sys/filio.h> // FIO* defines
+# include <sys/sockio.h> // SIO* defines
+# include <netinet/in.h>
+# else /* __AMIGA__ */
+# include <proto/socket.h>
+# endif
+
+/* Make the names compatible */
+# define closesocket(s) CloseSocket(s)
+# define GET_LAST_ERROR() Errno()
+# define ioctlsocket(s,request,status) IoctlSocket((LONG)s,(ULONG)request,(char*)status)
+# define ioctl ioctlsocket
+
+ typedef unsigned int in_addr_t;
+ typedef long socklen_t;
+ extern struct Library *SocketBase;
+
+# ifdef __AMIGA__
+ /* for usleep() implementation */
+ extern struct Device *TimerBase;
+ extern struct MsgPort *TimerPort;
+ extern struct timerequest *TimerRequest;
+# endif
+#endif // __MORPHOS__ || __AMIGA__
+
+static inline bool SetNonBlocking(int d)
+{
+#ifdef WIN32
+ u_long nonblocking = 1;
+#else
+ int nonblocking = 1;
+#endif
+#if defined(__BEOS__) && defined(BEOS_NET_SERVER)
+ return setsockopt(d, SOL_SOCKET, SO_NONBLOCK, &nonblocking, sizeof(nonblocking)) == 0;
+#else
+ return ioctlsocket(d, FIONBIO, &nonblocking) == 0;
+#endif
+}
+
+static inline bool SetNoDelay(int d)
+{
+ /* XXX should this be done at all? */
+#if !defined(BEOS_NET_SERVER) // not implemented on BeOS net_server
+ int b = 1;
+ /* The (const char*) cast is needed for windows */
+ return setsockopt(d, IPPROTO_TCP, TCP_NODELAY, (const char*)&b, sizeof(b)) == 0;
+#else
+ return true;
+#endif
+}
+
+#endif /* ENABLE_NETWORK */
+
+#endif /* NETWORK_CORE_OS_ABSTRACTION_H */
diff --git a/network/core/packet.c b/network/core/packet.c
new file mode 100644
index 000000000..957bd2ad6
--- /dev/null
+++ b/network/core/packet.c
@@ -0,0 +1,216 @@
+/* $Id$ */
+
+#ifdef ENABLE_NETWORK
+
+#include "../../stdafx.h"
+#include "../../macros.h"
+#include "../../string.h"
+
+#include "os_abstraction.h"
+#include "config.h"
+#include "packet.h"
+
+/**
+ * @file packet.h Basic functions to create, fill and read packets.
+ */
+
+
+/* Do not want to include functions.h and all required headers */
+extern void NORETURN CDECL error(const char *str, ...);
+
+
+/**
+ * Create a packet for sending
+ * @param type the of packet
+ * @return the newly created packet
+ */
+Packet *NetworkSend_Init(PacketType type)
+{
+ Packet *packet = malloc(sizeof(Packet));
+ /* An error is inplace here, because it simply means we ran out of memory. */
+ if (packet == NULL) error("Failed to allocate Packet");
+
+ /* Skip the size so we can write that in before sending the packet */
+ packet->size = sizeof(packet->size);
+ packet->buffer[packet->size++] = type;
+ packet->pos = 0;
+
+ return packet;
+}
+
+/**
+ * Writes the packet size from the raw packet from packet->size
+ * @param packet the packet to write the size of
+ */
+void NetworkSend_FillPacketSize(Packet *packet)
+{
+ packet->buffer[0] = GB(packet->size, 0, 8);
+ packet->buffer[1] = GB(packet->size, 8, 8);
+}
+
+/**
+ * The next couple of functions make sure we can send
+ * uint8, uint16, uint32 and uint64 endian-safe
+ * over the network. The least significant bytes are
+ * sent first.
+ *
+ * So 0x01234567 would be sent as 67 45 23 01.
+ */
+
+void NetworkSend_uint8(Packet *packet, uint8 data)
+{
+ assert(packet->size < sizeof(packet->buffer) - sizeof(data));
+ packet->buffer[packet->size++] = data;
+}
+
+void NetworkSend_uint16(Packet *packet, uint16 data)
+{
+ assert(packet->size < sizeof(packet->buffer) - sizeof(data));
+ packet->buffer[packet->size++] = GB(data, 0, 8);
+ packet->buffer[packet->size++] = GB(data, 8, 8);
+}
+
+void NetworkSend_uint32(Packet *packet, uint32 data)
+{
+ assert(packet->size < sizeof(packet->buffer) - sizeof(data));
+ packet->buffer[packet->size++] = GB(data, 0, 8);
+ packet->buffer[packet->size++] = GB(data, 8, 8);
+ packet->buffer[packet->size++] = GB(data, 16, 8);
+ packet->buffer[packet->size++] = GB(data, 24, 8);
+}
+
+void NetworkSend_uint64(Packet *packet, uint64 data)
+{
+ assert(packet->size < sizeof(packet->buffer) - sizeof(data));
+ packet->buffer[packet->size++] = GB(data, 0, 8);
+ packet->buffer[packet->size++] = GB(data, 8, 8);
+ packet->buffer[packet->size++] = GB(data, 16, 8);
+ packet->buffer[packet->size++] = GB(data, 24, 8);
+ packet->buffer[packet->size++] = GB(data, 32, 8);
+ packet->buffer[packet->size++] = GB(data, 40, 8);
+ packet->buffer[packet->size++] = GB(data, 48, 8);
+ packet->buffer[packet->size++] = GB(data, 56, 8);
+}
+
+/**
+ * Sends a string over the network. It sends out
+ * the string + '\0'. No size-byte or something.
+ */
+void NetworkSend_string(Packet *packet, const char* data)
+{
+ assert(data != NULL);
+ assert(packet->size < sizeof(packet->buffer) - strlen(data) - 1);
+ while ((packet->buffer[packet->size++] = *data++) != '\0') {}
+}
+
+
+/**
+ * Receiving commands
+ * Again, the next couple of functions are endian-safe
+ * see the comment before NetworkSend_uint8 for more info.
+ */
+
+
+extern uint CloseConnection(NetworkClientState *cs);
+
+/** Is it safe to read from the packet, i.e. didn't we run over the buffer ? */
+static inline bool CanReadFromPacket(NetworkClientState *cs, Packet *packet, uint bytes_to_read)
+{
+ /* Don't allow reading from a closed socket */
+ if (HasClientQuit(cs)) return false;
+
+ /* Check if variable is within packet-size */
+ if (packet->pos + bytes_to_read > packet->size) {
+ CloseConnection(cs);
+ return false;
+ }
+
+ return true;
+}
+
+/**
+ * Reads the packet size from the raw packet and stores it in the packet->size
+ * @param packet the packet to read the size of
+ */
+void NetworkRecv_ReadPacketSize(Packet *packet)
+{
+ packet->size = (uint16)packet->buffer[0];
+ packet->size += (uint16)packet->buffer[1] << 8;
+}
+
+uint8 NetworkRecv_uint8(NetworkClientState *cs, Packet *packet)
+{
+ uint8 n;
+
+ if (!CanReadFromPacket(cs, packet, sizeof(n))) return 0;
+
+ n = packet->buffer[packet->pos++];
+ return n;
+}
+
+uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet)
+{
+ uint16 n;
+
+ if (!CanReadFromPacket(cs, packet, sizeof(n))) return 0;
+
+ n = (uint16)packet->buffer[packet->pos++];
+ n += (uint16)packet->buffer[packet->pos++] << 8;
+ return n;
+}
+
+uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet)
+{
+ uint32 n;
+
+ if (!CanReadFromPacket(cs, packet, sizeof(n))) return 0;
+
+ n = (uint32)packet->buffer[packet->pos++];
+ n += (uint32)packet->buffer[packet->pos++] << 8;
+ n += (uint32)packet->buffer[packet->pos++] << 16;
+ n += (uint32)packet->buffer[packet->pos++] << 24;
+ return n;
+}
+
+uint64 NetworkRecv_uint64(NetworkClientState *cs, Packet *packet)
+{
+ uint64 n;
+
+ if (!CanReadFromPacket(cs, packet, sizeof(n))) return 0;
+
+ n = (uint64)packet->buffer[packet->pos++];
+ n += (uint64)packet->buffer[packet->pos++] << 8;
+ n += (uint64)packet->buffer[packet->pos++] << 16;
+ n += (uint64)packet->buffer[packet->pos++] << 24;
+ n += (uint64)packet->buffer[packet->pos++] << 32;
+ n += (uint64)packet->buffer[packet->pos++] << 40;
+ n += (uint64)packet->buffer[packet->pos++] << 48;
+ n += (uint64)packet->buffer[packet->pos++] << 56;
+ return n;
+}
+
+/** Reads a string till it finds a '\0' in the stream */
+void NetworkRecv_string(NetworkClientState *cs, Packet *p, char *buffer, size_t size)
+{
+ PacketSize pos;
+ char *bufp = buffer;
+
+ /* Don't allow reading from a closed socket */
+ if (HasClientQuit(cs)) return;
+
+ pos = p->pos;
+ while (--size > 0 && pos < p->size && (*buffer++ = p->buffer[pos++]) != '\0') {}
+
+ if (size == 0 || pos == p->size) {
+ *buffer = '\0';
+ /* If size was sooner to zero then the string in the stream
+ * skip till the \0, so than packet can be read out correctly for the rest */
+ while (pos < p->size && p->buffer[pos] != '\0') pos++;
+ pos++;
+ }
+ p->pos = pos;
+
+ str_validate(bufp);
+}
+
+#endif /* ENABLE_NETWORK */
diff --git a/network/core/packet.h b/network/core/packet.h
new file mode 100644
index 000000000..2510c69a7
--- /dev/null
+++ b/network/core/packet.h
@@ -0,0 +1,67 @@
+/* $Id$ */
+
+#ifndef NETWORK_CORE_PACKET_H
+#define NETWORK_CORE_PACKET_H
+
+#ifdef ENABLE_NETWORK
+
+/**
+ * @file packet.h Basic functions to create, fill and read packets.
+ */
+
+typedef struct NetworkClientState NetworkClientState;
+
+/**
+ * Queries the network client state struct to determine whether
+ * the client has quit. It indirectly also queries whether the
+ * packet is corrupt as the connection will be closed if it is
+ * reading beyond the boundary of the received packet.
+ * @param cs the state to query
+ * @param true if the connection should be considered dropped
+ */
+bool HasClientQuit(NetworkClientState *cs);
+
+typedef uint16 PacketSize; ///< Size of the whole packet.
+typedef uint8 PacketType; ///< Identifier for the packet
+
+/**
+ * Internal entity of a packet. As everything is sent as a packet,
+ * all network communication will need to call the functions that
+ * populate the packet.
+ * Every packet can be at most SEND_MTU bytes. Overflowing this
+ * limit will give an assertion when sending (i.e. writing) the
+ * packet. Reading past the size of the packet when receiving
+ * will return all 0 values and "" in case of the string.
+ */
+typedef struct Packet {
+ /** The next packet. Used for queueing packets before sending. */
+ struct Packet *next;
+ /** The size of the whole packet for received packets. For packets
+ * that will be sent, the value is filled in just before the
+ * actual transmission. */
+ PacketSize size;
+ /** The current read/write position in the packet */
+ PacketSize pos;
+ /** The buffer of this packet */
+ byte buffer[SEND_MTU];
+} Packet;
+
+
+Packet *NetworkSend_Init(PacketType type);
+void NetworkSend_FillPacketSize(Packet *packet);
+void NetworkSend_uint8 (Packet *packet, uint8 data);
+void NetworkSend_uint16(Packet *packet, uint16 data);
+void NetworkSend_uint32(Packet *packet, uint32 data);
+void NetworkSend_uint64(Packet *packet, uint64 data);
+void NetworkSend_string(Packet *packet, const char* data);
+
+void NetworkRecv_ReadPacketSize(Packet *packet);
+uint8 NetworkRecv_uint8 (NetworkClientState *cs, Packet *packet);
+uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet);
+uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet);
+uint64 NetworkRecv_uint64(NetworkClientState *cs, Packet *packet);
+void NetworkRecv_string(NetworkClientState *cs, Packet *packet, char* buffer, size_t size);
+
+#endif /* ENABLE_NETWORK */
+
+#endif /* NETWORK_CORE_PACKET_H */
diff --git a/network/core/tcp.c b/network/core/tcp.c
new file mode 100644
index 000000000..493a97dff
--- /dev/null
+++ b/network/core/tcp.c
@@ -0,0 +1,227 @@
+/* $Id$ */
+
+#ifdef ENABLE_NETWORK
+
+#include "../../stdafx.h"
+#include "../../debug.h"
+#include "../../openttd.h"
+#include "../../variables.h"
+#include "../../table/strings.h"
+#include "../../functions.h"
+
+#include "os_abstraction.h"
+#include "config.h"
+#include "packet.h"
+#include "../network_data.h"
+#include "tcp.h"
+
+/**
+ * @file tcp.c Basic functions to receive and send TCP packets.
+ */
+
+/**
+ * Functions to help NetworkRecv_Packet/NetworkSend_Packet a bit
+ * A socket can make errors. When that happens this handles what to do.
+ * For clients: close connection and drop back to main-menu
+ * For servers: close connection and that is it
+ * @param cs the client to close the connection of
+ * @return the new status
+ */
+NetworkRecvStatus CloseConnection(NetworkClientState *cs)
+{
+ NetworkCloseClient(cs);
+
+ /* Clients drop back to the main menu */
+ if (!_network_server && _networking) {
+ _switch_mode = SM_MENU;
+ _networking = false;
+ _switch_mode_errorstr = STR_NETWORK_ERR_LOSTCONNECTION;
+
+ return NETWORK_RECV_STATUS_CONN_LOST;
+ }
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+/**
+ * Whether the client has quit or not (used in packet.c)
+ * @param cs the client to check
+ * @return true if the client has quit
+ */
+bool HasClientQuit(NetworkClientState *cs)
+{
+ return cs->has_quit;
+}
+
+/**
+ * This function puts the packet in the send-queue and it is send as
+ * soon as possible. This is the next tick, or maybe one tick later
+ * if the OS-network-buffer is full)
+ * @param packet the packet to send
+ * @param cs the client to send to
+ */
+void NetworkSend_Packet(Packet *packet, NetworkClientState *cs)
+{
+ Packet *p;
+ assert(packet != NULL);
+
+ packet->pos = 0;
+ packet->next = NULL;
+
+ NetworkSend_FillPacketSize(packet);
+
+ /* Locate last packet buffered for the client */
+ p = cs->packet_queue;
+ if (p == NULL) {
+ /* No packets yet */
+ cs->packet_queue = packet;
+ } else {
+ /* Skip to the last packet */
+ while (p->next != NULL) p = p->next;
+ p->next = packet;
+ }
+}
+
+/**
+ * Sends all the buffered packets out for this client. It stops when:
+ * 1) all packets are send (queue is empty)
+ * 2) the OS reports back that it can not send any more
+ * data right now (full network-buffer, it happens ;))
+ * 3) sending took too long
+ * @param cs the client to send the packets for
+ */
+bool NetworkSend_Packets(NetworkClientState *cs)
+{
+ ssize_t res;
+ Packet *p;
+
+ /* We can not write to this socket!! */
+ if (!cs->writable) return false;
+ if (cs->socket == INVALID_SOCKET) return false;
+
+ p = cs->packet_queue;
+ while (p != NULL) {
+ res = send(cs->socket, p->buffer + p->pos, p->size - p->pos, 0);
+ if (res == -1) {
+ int err = GET_LAST_ERROR();
+ if (err != EWOULDBLOCK) {
+ /* Something went wrong.. close client! */
+ DEBUG(net, 0, "send failed with error %d", err);
+ CloseConnection(cs);
+ return false;
+ }
+ return true;
+ }
+ if (res == 0) {
+ /* Client/server has left us :( */
+ CloseConnection(cs);
+ return false;
+ }
+
+ p->pos += res;
+
+ /* Is this packet sent? */
+ if (p->pos == p->size) {
+ /* Go to the next packet */
+ cs->packet_queue = p->next;
+ free(p);
+ p = cs->packet_queue;
+ } else {
+ return true;
+ }
+ }
+
+ return true;
+}
+
+/**
+ * Receives a packet for the given client
+ * @param cs the client to (try to) receive a packet for
+ * @param status the variable to store the status into
+ * @return the received packet (or NULL when it didn't receive one)
+ */
+Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
+{
+ ssize_t res;
+ Packet *p;
+
+ *status = NETWORK_RECV_STATUS_OKAY;
+
+ if (cs->socket == INVALID_SOCKET) return NULL;
+
+ if (cs->packet_recv == NULL) {
+ cs->packet_recv = malloc(sizeof(Packet));
+ if (cs->packet_recv == NULL) error("Failed to allocate packet");
+ /* Set pos to zero! */
+ cs->packet_recv->pos = 0;
+ cs->packet_recv->size = 0; // Can be ommited, just for safety reasons
+ }
+
+ p = cs->packet_recv;
+
+ /* Read packet size */
+ if (p->pos < sizeof(PacketSize)) {
+ while (p->pos < sizeof(PacketSize)) {
+ /* Read the size of the packet */
+ res = recv(cs->socket, p->buffer + p->pos, sizeof(PacketSize) - p->pos, 0);
+ if (res == -1) {
+ int err = GET_LAST_ERROR();
+ if (err != EWOULDBLOCK) {
+ /* Something went wrong... (104 is connection reset by peer) */
+ if (err != 104) DEBUG(net, 0, "recv failed with error %d", err);
+ *status = CloseConnection(cs);
+ return NULL;
+ }
+ /* Connection would block, so stop for now */
+ return NULL;
+ }
+ if (res == 0) {
+ /* Client/server has left */
+ *status = CloseConnection(cs);
+ return NULL;
+ }
+ p->pos += res;
+ }
+
+ NetworkRecv_ReadPacketSize(p);
+
+ if (p->size > SEND_MTU) {
+ *status = CloseConnection(cs);
+ return NULL;
+ }
+ }
+
+ /* Read rest of packet */
+ while (p->pos < p->size) {
+ res = recv(cs->socket, p->buffer + p->pos, p->size - p->pos, 0);
+ if (res == -1) {
+ int err = GET_LAST_ERROR();
+ if (err != EWOULDBLOCK) {
+ /* Something went wrong... (104 is connection reset by peer) */
+ if (err != 104) DEBUG(net, 0, "recv failed with error %d", err);
+ *status = CloseConnection(cs);
+ return NULL;
+ }
+ /* Connection would block */
+ return NULL;
+ }
+ if (res == 0) {
+ /* Client/server has left */
+ *status = CloseConnection(cs);
+ return NULL;
+ }
+
+ p->pos += res;
+ }
+
+ /* We have a complete packet, return it! */
+ p->pos = 2;
+ p->next = NULL; // Should not be needed, but who knows...
+
+ /* Prepare for receiving a new packet */
+ cs->packet_recv = NULL;
+
+ return p;
+}
+
+#endif /* ENABLE_NETWORK */
diff --git a/network/core/tcp.h b/network/core/tcp.h
new file mode 100644
index 000000000..e3c307353
--- /dev/null
+++ b/network/core/tcp.h
@@ -0,0 +1,60 @@
+/* $Id$ */
+
+#ifndef NETWORK_CORE_TCP_H
+#define NETWORK_CORE_TCP_H
+
+#ifdef ENABLE_NETWORK
+
+/**
+ * @file tcp.h Basic functions to receive and send TCP packets.
+ */
+
+/**
+ * Enum with all types of UDP packets.
+ * The order of the first 4 packets MUST not be changed, as
+ * it protects old clients from joining newer servers
+ * (because SERVER_ERROR is the respond to a wrong revision)
+ */
+enum {
+ PACKET_SERVER_FULL,
+ PACKET_SERVER_BANNED,
+ PACKET_CLIENT_JOIN,
+ PACKET_SERVER_ERROR,
+ PACKET_CLIENT_COMPANY_INFO,
+ PACKET_SERVER_COMPANY_INFO,
+ PACKET_SERVER_CLIENT_INFO,
+ PACKET_SERVER_NEED_PASSWORD,
+ PACKET_CLIENT_PASSWORD,
+ PACKET_SERVER_WELCOME,
+ PACKET_CLIENT_GETMAP,
+ PACKET_SERVER_WAIT,
+ PACKET_SERVER_MAP,
+ PACKET_CLIENT_MAP_OK,
+ PACKET_SERVER_JOIN,
+ PACKET_SERVER_FRAME,
+ PACKET_SERVER_SYNC,
+ PACKET_CLIENT_ACK,
+ PACKET_CLIENT_COMMAND,
+ PACKET_SERVER_COMMAND,
+ PACKET_CLIENT_CHAT,
+ PACKET_SERVER_CHAT,
+ PACKET_CLIENT_SET_PASSWORD,
+ PACKET_CLIENT_SET_NAME,
+ PACKET_CLIENT_QUIT,
+ PACKET_CLIENT_ERROR,
+ PACKET_SERVER_QUIT,
+ PACKET_SERVER_ERROR_QUIT,
+ PACKET_SERVER_SHUTDOWN,
+ PACKET_SERVER_NEWGAME,
+ PACKET_SERVER_RCON,
+ PACKET_CLIENT_RCON,
+ PACKET_END ///< Must ALWAYS be on the end of this list!! (period)
+};
+
+void NetworkSend_Packet(Packet *packet, NetworkClientState *cs);
+Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status);
+bool NetworkSend_Packets(NetworkClientState *cs);
+
+#endif /* ENABLE_NETWORK */
+
+#endif /* NETWORK_CORE_TCP_H */
diff --git a/network/core/udp.c b/network/core/udp.c
new file mode 100644
index 000000000..badd9a532
--- /dev/null
+++ b/network/core/udp.c
@@ -0,0 +1,277 @@
+/* $Id$ */
+
+#ifdef ENABLE_NETWORK
+
+#include "../../stdafx.h"
+#include "../../date.h"
+#include "../../debug.h"
+#include "../../macros.h"
+#include "../../newgrf_config.h"
+
+#include "os_abstraction.h"
+#include "config.h"
+#include "game.h"
+#include "packet.h"
+#include "udp.h"
+
+/**
+ * @file udp.c Basic functions to receive and send UDP packets.
+ */
+
+/**
+ * Send a packet over UDP
+ * @param udp the socket to send over
+ * @param p the packet to send
+ * @param recv the receiver (target) of the packet
+ */
+void NetworkSendUDP_Packet(SOCKET udp, Packet *p, struct sockaddr_in *recv)
+{
+ int res;
+
+ NetworkSend_FillPacketSize(p);
+
+ /* Send the buffer */
+ res = sendto(udp, p->buffer, p->size, 0, (struct sockaddr *)recv, sizeof(*recv));
+
+ /* Check for any errors, but ignore it otherwise */
+ if (res == -1) DEBUG(net, 1, "[udp] sendto failed with: %i", GET_LAST_ERROR());
+}
+
+/**
+ * Start listening on the given host and port.
+ * @param udp the place where the (references to the) UDP are stored
+ * @param host the host (ip) to listen on
+ * @param port the port to listen on
+ * @param broadcast whether to allow broadcast sending/receiving
+ * @return true if the listening succeeded
+ */
+bool NetworkUDPListen(SOCKET *udp, uint32 host, uint16 port, bool broadcast)
+{
+ struct sockaddr_in sin;
+
+ /* Make sure socket is closed */
+ closesocket(*udp);
+
+ *udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
+ if (*udp == INVALID_SOCKET) {
+ DEBUG(net, 0, "[udp] failed to start UDP listener");
+ return false;
+ }
+
+ /* set nonblocking mode for socket */
+ {
+ unsigned long blocking = 1;
+#ifndef BEOS_NET_SERVER
+ ioctlsocket(*udp, FIONBIO, &blocking);
+#else
+ setsockopt(*udp, SOL_SOCKET, SO_NONBLOCK, &blocking, NULL);
+#endif
+ }
+
+ sin.sin_family = AF_INET;
+ /* Listen on all IPs */
+ sin.sin_addr.s_addr = host;
+ sin.sin_port = htons(port);
+
+ if (bind(*udp, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
+ DEBUG(net, 0, "[udp] bind failed on %s:%i", inet_ntoa(*(struct in_addr *)&host), port);
+ return false;
+ }
+
+ if (broadcast) {
+ /* Enable broadcast */
+ unsigned long val = 1;
+#ifndef BEOS_NET_SERVER // will work around this, some day; maybe.
+ setsockopt(*udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val));
+#endif
+ }
+
+ DEBUG(net, 1, "[udp] listening on port %s:%d", inet_ntoa(*(struct in_addr *)&host), port);
+
+ return true;
+}
+
+/**
+ * Receive a packet at UDP level
+ * @param udp the socket to receive the packet on
+ */
+void NetworkUDPReceive(SOCKET udp)
+{
+ struct sockaddr_in client_addr;
+ socklen_t client_len;
+ int nbytes;
+ Packet p;
+ int packet_len;
+
+ packet_len = sizeof(p.buffer);
+ client_len = sizeof(client_addr);
+
+ /* Try to receive anything */
+ nbytes = recvfrom(udp, p.buffer, packet_len, 0, (struct sockaddr *)&client_addr, &client_len);
+
+ /* We got some bytes for the base header of the packet.
+ * Assume we received the whole packet. */
+ if (nbytes > 2) {
+ NetworkRecv_ReadPacketSize(&p);
+
+ /* Put the position on the right place */
+ p.pos = 2;
+ p.next = NULL;
+
+ /* Handle the packet */
+ NetworkHandleUDPPacket(&p, &client_addr);
+ }
+}
+
+
+/**
+ * Serializes the GRFIdentifier (GRF ID and MD5 checksum) to the packet
+ * @param p the packet to write the data to
+ * @param c the configuration to write the GRF ID and MD5 checksum from
+ */
+void NetworkSend_GRFIdentifier(Packet *p, const GRFConfig *c)
+{
+ uint j;
+ NetworkSend_uint32(p, c->grfid);
+ for (j = 0; j < sizeof(c->md5sum); j++) {
+ NetworkSend_uint8 (p, c->md5sum[j]);
+ }
+}
+
+/**
+ * Deserializes the GRFIdentifier (GRF ID and MD5 checksum) from the packet
+ * @param cs the client state (for closing connect on out-of-bounds reading etc)
+ * @param p the packet to read the data from
+ * @param c the configuration to write the GRF ID and MD5 checksum to
+ */
+void NetworkRecv_GRFIdentifier(NetworkClientState *cs, Packet *p, GRFConfig *c)
+{
+ uint j;
+ c->grfid = NetworkRecv_uint32(cs, p);
+ for (j = 0; j < sizeof(c->md5sum); j++) {
+ c->md5sum[j] = NetworkRecv_uint8(cs, p);
+ }
+}
+
+
+/**
+ * Serializes the NetworkGameInfo struct to the packet
+ * @param p the packet to write the data to
+ * @param info the NetworkGameInfo struct to serialize
+ */
+void NetworkSend_NetworkGameInfo(Packet *p, const NetworkGameInfo *info)
+{
+ NetworkSend_uint8 (p, NETWORK_GAME_INFO_VERSION);
+
+ /*
+ * Please observe the order.
+ * The parts must be read in the same order as they are sent!
+ */
+
+
+ /* NETWORK_GAME_INFO_VERSION = 4 */
+ {
+ /* Only send the GRF Identification (GRF_ID and MD5 checksum) of
+ * the GRFs that are needed, i.e. the ones that the server has
+ * selected in the NewGRF GUI and not the ones that are used due
+ * to the fact that they are in [newgrf-static] in openttd.cfg */
+ const GRFConfig *c;
+ uint count = 0;
+
+ /* Count number of GRFs to send information about */
+ for (c = info->grfconfig; c != NULL; c = c->next) {
+ if (!HASBIT(c->flags, GCF_STATIC)) count++;
+ }
+ NetworkSend_uint8 (p, count); // Send number of GRFs
+
+ /* Send actual GRF Identifications */
+ for (c = info->grfconfig; c != NULL; c = c->next) {
+ if (!HASBIT(c->flags, GCF_STATIC)) NetworkSend_GRFIdentifier(p, c);
+ }
+ }
+
+ /* NETWORK_GAME_INFO_VERSION = 3 */
+ NetworkSend_uint32(p, info->game_date);
+ NetworkSend_uint32(p, info->start_date);
+
+ /* NETWORK_GAME_INFO_VERSION = 2 */
+ NetworkSend_uint8 (p, info->companies_max);
+ NetworkSend_uint8 (p, info->companies_on);
+ NetworkSend_uint8 (p, info->spectators_max);
+
+ /* NETWORK_GAME_INFO_VERSION = 1 */
+ NetworkSend_string(p, info->server_name);
+ NetworkSend_string(p, info->server_revision);
+ NetworkSend_uint8 (p, info->server_lang);
+ NetworkSend_uint8 (p, info->use_password);
+ NetworkSend_uint8 (p, info->clients_max);
+ NetworkSend_uint8 (p, info->clients_on);
+ NetworkSend_uint8 (p, info->spectators_on);
+ NetworkSend_string(p, info->map_name);
+ NetworkSend_uint16(p, info->map_width);
+ NetworkSend_uint16(p, info->map_height);
+ NetworkSend_uint8 (p, info->map_set);
+ NetworkSend_uint8 (p, info->dedicated);
+}
+
+/**
+ * Deserializes the NetworkGameInfo struct from the packet
+ * @param cs the client state (for closing connect on out-of-bounds reading etc)
+ * @param p the packet to read the data from
+ * @param info the NetworkGameInfo to deserialize into
+ */
+void NetworkRecv_NetworkGameInfo(NetworkClientState *cs, Packet *p, NetworkGameInfo *info)
+{
+ info->game_info_version = NetworkRecv_uint8(cs, p);
+
+ /*
+ * Please observe the order.
+ * The parts must be read in the same order as they are sent!
+ */
+
+ switch (info->game_info_version) {
+ case 4: {
+ GRFConfig *c, **dst = &info->grfconfig;
+ uint i;
+ uint num_grfs = NetworkRecv_uint8(cs, p);
+
+ for (i = 0; i < num_grfs; i++) {
+ c = calloc(1, sizeof(*c));
+ NetworkRecv_GRFIdentifier(cs, p, c);
+ HandleIncomingNetworkGameInfoGRFConfig(c);
+
+ /* Append GRFConfig to the list */
+ *dst = c;
+ dst = &c->next;
+ }
+ } /* Fallthrough */
+ case 3:
+ info->game_date = NetworkRecv_uint32(cs, p);
+ info->start_date = NetworkRecv_uint32(cs, p);
+ /* Fallthrough */
+ case 2:
+ info->companies_max = NetworkRecv_uint8 (cs, p);
+ info->companies_on = NetworkRecv_uint8 (cs, p);
+ info->spectators_max = NetworkRecv_uint8 (cs, p);
+ /* Fallthrough */
+ case 1:
+ NetworkRecv_string(cs, p, info->server_name, sizeof(info->server_name));
+ NetworkRecv_string(cs, p, info->server_revision, sizeof(info->server_revision));
+ info->server_lang = NetworkRecv_uint8 (cs, p);
+ info->use_password = NetworkRecv_uint8 (cs, p);
+ info->clients_max = NetworkRecv_uint8 (cs, p);
+ info->clients_on = NetworkRecv_uint8 (cs, p);
+ info->spectators_on = NetworkRecv_uint8 (cs, p);
+ if (info->game_info_version < 3) { // 16 bits dates got scrapped and are read earlier
+ info->game_date = NetworkRecv_uint16(cs, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
+ info->start_date = NetworkRecv_uint16(cs, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
+ }
+ NetworkRecv_string(cs, p, info->map_name, sizeof(info->map_name));
+ info->map_width = NetworkRecv_uint16(cs, p);
+ info->map_height = NetworkRecv_uint16(cs, p);
+ info->map_set = NetworkRecv_uint8 (cs, p);
+ info->dedicated = NetworkRecv_uint8 (cs, p);
+ }
+}
+
+#endif /* ENABLE_NETWORK */
diff --git a/network/core/udp.h b/network/core/udp.h
new file mode 100644
index 000000000..3221e664f
--- /dev/null
+++ b/network/core/udp.h
@@ -0,0 +1,62 @@
+/* $Id$ */
+
+#ifndef NETWORK_CORE_UDP_H
+#define NETWORK_CORE_UDP_H
+
+#ifdef ENABLE_NETWORK
+
+/**
+ * @file udp.h Basic functions to receive and send UDP packets.
+ */
+
+///** Sending/receiving of UDP packets **////
+
+void NetworkSendUDP_Packet(SOCKET udp, Packet *p, struct sockaddr_in *recv);
+bool NetworkUDPListen(SOCKET *udp, uint32 host, uint16 port, bool broadcast);
+void NetworkUDPReceive(SOCKET udp);
+
+/**
+ * Function that is called for every received UDP packet.
+ * @param packet the received packet
+ * @param client_addr the address of the sender of the packet
+ */
+void NetworkHandleUDPPacket(Packet *p, struct sockaddr_in *client_addr);
+
+
+///** Sending/receiving of (large) chuncks of UDP packets **////
+
+
+/** Enum with all types of UDP packets. The order MUST not be changed **/
+enum {
+ PACKET_UDP_CLIENT_FIND_SERVER, ///< Queries a game server for game information
+ PACKET_UDP_SERVER_RESPONSE, ///< Reply of the game server with game information
+ PACKET_UDP_CLIENT_DETAIL_INFO, ///< Queries a game server about details of the game, such as companies
+ PACKET_UDP_SERVER_DETAIL_INFO, ///< Reply of the game server about details of the game, such as companies
+ PACKET_UDP_SERVER_REGISTER, ///< Packet to register itself to the master server
+ PACKET_UDP_MASTER_ACK_REGISTER, ///< Packet indicating registration has succedeed
+ PACKET_UDP_CLIENT_GET_LIST, ///< Request for serverlist from master server
+ PACKET_UDP_MASTER_RESPONSE_LIST, ///< Response from master server with server ip's + port's
+ PACKET_UDP_SERVER_UNREGISTER, ///< Request to be removed from the server-list
+ PACKET_UDP_CLIENT_GET_NEWGRFS, ///< Requests the name for a list of GRFs (GRF_ID and MD5)
+ PACKET_UDP_SERVER_NEWGRFS, ///< Sends the list of NewGRF's requested.
+ PACKET_UDP_END ///< Must ALWAYS be on the end of this list!! (period)
+};
+
+void NetworkSend_GRFIdentifier(Packet *p, const GRFConfig *c);
+void NetworkSend_NetworkGameInfo(Packet *p, const NetworkGameInfo *info);
+
+void NetworkRecv_GRFIdentifier(NetworkClientState *cs, Packet *p, GRFConfig *c);
+void NetworkRecv_NetworkGameInfo(NetworkClientState *cs, Packet *p, NetworkGameInfo *info);
+
+/**
+ * Function that is called for every GRFConfig that is read when receiving
+ * a NetworkGameInfo. Only grfid and md5sum are set, the rest is zero. This
+ * function must set all appropriate fields. This GRF is later appended to
+ * the grfconfig list of the NetworkGameInfo.
+ * @param config the GRF to handle
+ */
+void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config);
+
+#endif /* ENABLE_NETWORK */
+
+#endif /* NETWORK_CORE_UDP_H */
diff --git a/network/network.c b/network/network.c
new file mode 100644
index 000000000..83f7eedcd
--- /dev/null
+++ b/network/network.c
@@ -0,0 +1,1451 @@
+/* $Id$ */
+
+#include "../stdafx.h"
+#include "network_data.h"
+
+#if defined(WITH_REV)
+ extern const char _openttd_revision[];
+#elif defined(WITH_REV_HACK)
+ #define WITH_REV
+ const char _openttd_revision[] = WITH_REV_HACK;
+#else
+ const char _openttd_revision[] = NOREV_STRING;
+#endif
+
+
+#ifdef ENABLE_NETWORK
+
+#include "../openttd.h"
+#include "../debug.h"
+#include "../functions.h"
+#include "../string.h"
+#include "../strings.h"
+#include "../map.h"
+#include "../command.h"
+#include "../variables.h"
+#include "../date.h"
+#include "../newgrf_config.h"
+#include "../table/strings.h"
+#include "network_client.h"
+#include "network_server.h"
+#include "network_udp.h"
+#include "network_gamelist.h"
+#include "core/udp.h"
+#include "core/tcp.h"
+#include "network_gui.h"
+#include "../console.h" /* IConsoleCmdExec */
+#include <stdarg.h> /* va_list */
+#include "../md5.h"
+
+#ifdef __MORPHOS__
+// the library base is required here
+struct Library *SocketBase = NULL;
+#endif
+
+// The listen socket for the server
+static SOCKET _listensocket;
+
+// The amount of clients connected
+static byte _network_clients_connected = 0;
+// The index counter for new clients (is never decreased)
+static uint16 _network_client_index = NETWORK_SERVER_INDEX + 1;
+
+/* Some externs / forwards */
+extern void StateGameLoop(void);
+
+// Function that looks up the CI for a given client-index
+NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index)
+{
+ NetworkClientInfo *ci;
+
+ for (ci = _network_client_info; ci != endof(_network_client_info); ci++) {
+ if (ci->client_index == client_index) return ci;
+ }
+
+ return NULL;
+}
+
+/** Return the CI for a given IP
+ * @param ip IP of the client we are looking for. This must be in string-format
+ * @return return a pointer to the corresponding NetworkClientInfo struct or NULL on failure */
+NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip)
+{
+ NetworkClientInfo *ci;
+ uint32 ip_number = inet_addr(ip);
+
+ for (ci = _network_client_info; ci != endof(_network_client_info); ci++) {
+ if (ci->client_ip == ip_number) return ci;
+ }
+
+ return NULL;
+}
+
+// Function that looks up the CS for a given client-index
+NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index)
+{
+ NetworkClientState *cs;
+
+ for (cs = _clients; cs != &_clients[MAX_CLIENT_INFO]; cs++) {
+ if (cs->index == client_index) return cs;
+ }
+
+ return NULL;
+}
+
+// NetworkGetClientName is a server-safe function to get the name of the client
+// if the user did not send it yet, Client #<no> is used.
+void NetworkGetClientName(char *client_name, size_t size, const NetworkClientState *cs)
+{
+ const NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
+
+ if (ci->client_name[0] == '\0') {
+ snprintf(client_name, size, "Client #%4d", cs->index);
+ } else {
+ ttd_strlcpy(client_name, ci->client_name, size);
+ }
+}
+
+byte NetworkSpectatorCount(void)
+{
+ const NetworkClientState *cs;
+ byte count = 0;
+
+ FOR_ALL_CLIENTS(cs) {
+ if (DEREF_CLIENT_INFO(cs)->client_playas == PLAYER_SPECTATOR) count++;
+ }
+
+ return count;
+}
+
+// This puts a text-message to the console, or in the future, the chat-box,
+// (to keep it all a bit more general)
+// If 'self_send' is true, this is the client who is sending the message
+void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send, const char *name, const char *str, ...)
+{
+ char buf[1024];
+ va_list va;
+ const int duration = 10; // Game days the messages stay visible
+ char message[1024];
+ char temp[1024];
+
+ va_start(va, str);
+ vsnprintf(buf, lengthof(buf), str, va);
+ va_end(va);
+
+ switch (action) {
+ case NETWORK_ACTION_SERVER_MESSAGE:
+ color = 1;
+ snprintf(message, sizeof(message), "*** %s", buf);
+ break;
+ case NETWORK_ACTION_JOIN:
+ color = 1;
+ GetString(temp, STR_NETWORK_CLIENT_JOINED, lastof(temp));
+ snprintf(message, sizeof(message), "*** %s %s", name, temp);
+ break;
+ case NETWORK_ACTION_LEAVE:
+ color = 1;
+ GetString(temp, STR_NETWORK_ERR_LEFT, lastof(temp));
+ snprintf(message, sizeof(message), "*** %s %s (%s)", name, temp, buf);
+ break;
+ case NETWORK_ACTION_GIVE_MONEY:
+ if (self_send) {
+ SetDParamStr(0, name);
+ SetDParam(1, atoi(buf));
+ GetString(temp, STR_NETWORK_GAVE_MONEY_AWAY, lastof(temp));
+ snprintf(message, sizeof(message), "*** %s", temp);
+ } else {
+ SetDParam(0, atoi(buf));
+ GetString(temp, STR_NETWORK_GIVE_MONEY, lastof(temp));
+ snprintf(message, sizeof(message), "*** %s %s", name, temp);
+ }
+ break;
+ case NETWORK_ACTION_NAME_CHANGE:
+ GetString(temp, STR_NETWORK_NAME_CHANGE, lastof(temp));
+ snprintf(message, sizeof(message), "*** %s %s %s", name, temp, buf);
+ break;
+ case NETWORK_ACTION_CHAT_COMPANY:
+ SetDParamStr(0, name);
+ SetDParamStr(1, buf);
+ GetString(temp, self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY, lastof(temp));
+ ttd_strlcpy(message, temp, sizeof(message));
+ break;
+ case NETWORK_ACTION_CHAT_CLIENT:
+ SetDParamStr(0, name);
+ SetDParamStr(1, buf);
+ GetString(temp, self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT, lastof(temp));
+ ttd_strlcpy(message, temp, sizeof(message));
+ break;
+ default:
+ SetDParamStr(0, name);
+ SetDParamStr(1, buf);
+ GetString(temp, STR_NETWORK_CHAT_ALL, lastof(temp));
+ ttd_strlcpy(message, temp, sizeof(message));
+ break;
+ }
+
+ IConsolePrintF(color, "%s", message);
+ AddTextMessage(color, duration, "%s", message);
+}
+
+// Calculate the frame-lag of a client
+uint NetworkCalculateLag(const NetworkClientState *cs)
+{
+ int lag = cs->last_frame_server - cs->last_frame;
+ // This client has missed his ACK packet after 1 DAY_TICKS..
+ // so we increase his lag for every frame that passes!
+ // The packet can be out by a max of _net_frame_freq
+ if (cs->last_frame_server + DAY_TICKS + _network_frame_freq < _frame_counter)
+ lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _network_frame_freq);
+
+ return lag;
+}
+
+
+// There was a non-recoverable error, drop back to the main menu with a nice
+// error
+static void NetworkError(StringID error_string)
+{
+ _switch_mode = SM_MENU;
+ _switch_mode_errorstr = error_string;
+}
+
+static void ClientStartError(const char *error)
+{
+ DEBUG(net, 0, "[client] could not start network: %s",error);
+ NetworkError(STR_NETWORK_ERR_CLIENT_START);
+}
+
+static void ServerStartError(const char *error)
+{
+ DEBUG(net, 0, "[server] could not start network: %s",error);
+ NetworkError(STR_NETWORK_ERR_SERVER_START);
+}
+
+static void NetworkClientError(NetworkRecvStatus res, NetworkClientState* cs)
+{
+ // First, send a CLIENT_ERROR to the server, so he knows we are
+ // disconnection (and why!)
+ NetworkErrorCode errorno;
+
+ // We just want to close the connection..
+ if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
+ cs->has_quit = true;
+ NetworkCloseClient(cs);
+ _networking = false;
+
+ DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
+ return;
+ }
+
+ switch (res) {
+ case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
+ case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
+ default: errorno = NETWORK_ERROR_GENERAL; break;
+ }
+ // This means we fucked up and the server closed the connection
+ if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
+ res != NETWORK_RECV_STATUS_SERVER_BANNED) {
+ SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);
+
+ // Dequeue all commands before closing the socket
+ NetworkSend_Packets(DEREF_CLIENT(0));
+ }
+
+ _switch_mode = SM_MENU;
+ NetworkCloseClient(cs);
+ _networking = false;
+}
+
+/** Retrieve a string representation of an internal error number
+ * @param buf buffer where the error message will be stored
+ * @param err NetworkErrorCode
+ * @return returns a pointer to the error message (buf) */
+char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last)
+{
+ /* List of possible network errors, used by
+ * PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
+ static const StringID network_error_strings[] = {
+ STR_NETWORK_ERR_CLIENT_GENERAL,
+ STR_NETWORK_ERR_CLIENT_DESYNC,
+ STR_NETWORK_ERR_CLIENT_SAVEGAME,
+ STR_NETWORK_ERR_CLIENT_CONNECTION_LOST,
+ STR_NETWORK_ERR_CLIENT_PROTOCOL_ERROR,
+ STR_NETWORK_ERR_CLIENT_NOT_AUTHORIZED,
+ STR_NETWORK_ERR_CLIENT_NOT_EXPECTED,
+ STR_NETWORK_ERR_CLIENT_WRONG_REVISION,
+ STR_NETWORK_ERR_CLIENT_NAME_IN_USE,
+ STR_NETWORK_ERR_CLIENT_WRONG_PASSWORD,
+ STR_NETWORK_ERR_CLIENT_PLAYER_MISMATCH,
+ STR_NETWORK_ERR_CLIENT_KICKED,
+ STR_NETWORK_ERR_CLIENT_CHEATER,
+ STR_NETWORK_ERR_CLIENT_SERVER_FULL
+ };
+
+ if (err >= lengthof(network_error_strings)) err = 0;
+
+ return GetString(buf, network_error_strings[err], last);
+}
+
+/* Count the number of active clients connected */
+static uint NetworkCountPlayers(void)
+{
+ const NetworkClientState *cs;
+ uint count = 0;
+
+ FOR_ALL_CLIENTS(cs) {
+ const NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
+ if (IsValidPlayer(ci->client_playas)) count++;
+ }
+
+ return count;
+}
+
+static bool _min_players_paused = false;
+
+/* Check if the minimum number of players has been reached and pause or unpause the game as appropriate */
+void CheckMinPlayers(void)
+{
+ if (!_network_dedicated) return;
+
+ if (NetworkCountPlayers() < _network_min_players) {
+ if (_min_players_paused) return;
+
+ _min_players_paused = true;
+ DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
+ NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", NETWORK_SERVER_INDEX);
+ } else {
+ if (!_min_players_paused) return;
+
+ _min_players_paused = false;
+ DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
+ NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", NETWORK_SERVER_INDEX);
+ }
+}
+
+// Find all IP-aliases for this host
+static void NetworkFindIPs(void)
+{
+ int i;
+
+#if defined(BEOS_NET_SERVER) /* doesn't have neither getifaddrs or net/if.h */
+ /* Based on Andrew Bachmann's netstat+.c. Big thanks to him! */
+ int _netstat(int fd, char **output, int verbose);
+
+ int seek_past_header(char **pos, const char *header) {
+ char *new_pos = strstr(*pos, header);
+ if (new_pos == 0) {
+ return B_ERROR;
+ }
+ *pos += strlen(header) + new_pos - *pos + 1;
+ return B_OK;
+ }
+
+ int output_length;
+ char *output_pointer = NULL;
+ char **output;
+ int sock = socket(AF_INET, SOCK_DGRAM, 0);
+ i = 0;
+
+ // If something fails, make sure the list is empty
+ _broadcast_list[0] = 0;
+
+ if (sock < 0) {
+ DEBUG(net, 0, "[core] error creating socket");
+ return;
+ }
+
+ output_length = _netstat(sock, &output_pointer, 1);
+ if (output_length < 0) {
+ DEBUG(net, 0, "[core] error running _netstat");
+ return;
+ }
+
+ output = &output_pointer;
+ if (seek_past_header(output, "IP Interfaces:") == B_OK) {
+ for (;;) {
+ uint32 n, fields, read;
+ uint8 i1, i2, i3, i4, j1, j2, j3, j4;
+ struct in_addr inaddr;
+ uint32 ip;
+ uint32 netmask;
+
+ fields = sscanf(*output, "%u: %hhu.%hhu.%hhu.%hhu, netmask %hhu.%hhu.%hhu.%hhu%n",
+ &n, &i1,&i2,&i3,&i4, &j1,&j2,&j3,&j4, &read);
+ read += 1;
+ if (fields != 9) {
+ break;
+ }
+
+ ip = (uint32)i1 << 24 | (uint32)i2 << 16 | (uint32)i3 << 8 | (uint32)i4;
+ netmask = (uint32)j1 << 24 | (uint32)j2 << 16 | (uint32)j3 << 8 | (uint32)j4;
+
+ if (ip != INADDR_LOOPBACK && ip != INADDR_ANY) {
+ inaddr.s_addr = htonl(ip | ~netmask);
+ _broadcast_list[i] = inaddr.s_addr;
+ i++;
+ }
+ if (read < 0) {
+ break;
+ }
+ *output += read;
+ }
+ /* XXX - Using either one of these crashes openttd heavily? - wber */
+ /*free(output_pointer);*/
+ /*free(output);*/
+ closesocket(sock);
+ }
+#elif defined(HAVE_GETIFADDRS)
+ struct ifaddrs *ifap, *ifa;
+
+ // If something fails, make sure the list is empty
+ _broadcast_list[0] = 0;
+
+ if (getifaddrs(&ifap) != 0)
+ return;
+
+ i = 0;
+ for (ifa = ifap; ifa != NULL; ifa = ifa->ifa_next) {
+ if (!(ifa->ifa_flags & IFF_BROADCAST)) continue;
+ if (ifa->ifa_broadaddr == NULL) continue;
+ if (ifa->ifa_broadaddr->sa_family != AF_INET) continue;
+ _broadcast_list[i] = ((struct sockaddr_in*)ifa->ifa_broadaddr)->sin_addr.s_addr;
+ i++;
+ }
+ freeifaddrs(ifap);
+
+#else /* not HAVE_GETIFADDRS */
+ SOCKET sock;
+#ifdef WIN32
+ DWORD len = 0;
+ INTERFACE_INFO ifo[MAX_INTERFACES];
+ uint j;
+#else
+ char buf[4 * 1024]; // Arbitrary buffer size
+ struct ifconf ifconf;
+ const char* buf_end;
+ const char* p;
+#endif
+
+ // If something fails, make sure the list is empty
+ _broadcast_list[0] = 0;
+
+ sock = socket(AF_INET, SOCK_DGRAM, 0);
+ if (sock == INVALID_SOCKET) return;
+
+#ifdef WIN32
+ memset(&ifo[0], 0, sizeof(ifo));
+ if ((WSAIoctl(sock, SIO_GET_INTERFACE_LIST, NULL, 0, &ifo[0], sizeof(ifo), &len, NULL, NULL)) != 0) {
+ closesocket(sock);
+ return;
+ }
+
+ i = 0;
+ for (j = 0; j < len / sizeof(*ifo); j++) {
+ if (ifo[j].iiFlags & IFF_LOOPBACK) continue;
+ if (!(ifo[j].iiFlags & IFF_BROADCAST)) continue;
+ /* iiBroadcast is unusable, because it always seems to be set to
+ * 255.255.255.255.
+ */
+ _broadcast_list[i++] =
+ ifo[j].iiAddress.AddressIn.sin_addr.s_addr |
+ ~ifo[j].iiNetmask.AddressIn.sin_addr.s_addr;
+ }
+#else
+ ifconf.ifc_len = sizeof(buf);
+ ifconf.ifc_buf = buf;
+ if (ioctl(sock, SIOCGIFCONF, &ifconf) == -1) {
+ closesocket(sock);
+ return;
+ }
+
+ i = 0;
+ buf_end = buf + ifconf.ifc_len;
+ for (p = buf; p < buf_end;) {
+ const struct ifreq* req = (const struct ifreq*)p;
+
+ if (req->ifr_addr.sa_family == AF_INET) {
+ struct ifreq r;
+
+ strncpy(r.ifr_name, req->ifr_name, lengthof(r.ifr_name));
+ if (ioctl(sock, SIOCGIFFLAGS, &r) != -1 &&
+ r.ifr_flags & IFF_BROADCAST &&
+ ioctl(sock, SIOCGIFBRDADDR, &r) != -1) {
+ _broadcast_list[i++] =
+ ((struct sockaddr_in*)&r.ifr_broadaddr)->sin_addr.s_addr;
+ }
+ }
+
+ p += sizeof(struct ifreq);
+#ifdef AF_LINK
+ p += req->ifr_addr.sa_len - sizeof(struct sockaddr);
+#endif
+ }
+#endif
+
+ closesocket(sock);
+#endif /* not HAVE_GETIFADDRS */
+
+ _broadcast_list[i] = 0;
+
+ DEBUG(net, 3, "Detected broadcast addresses:");
+ // Now display to the debug all the detected ips
+ for (i = 0; _broadcast_list[i] != 0; i++) {
+ DEBUG(net, 3, "%d) %s", i, inet_ntoa(*(struct in_addr *)&_broadcast_list[i]));//inet_ntoa(inaddr));
+ }
+}
+
+// Resolve a hostname to a inet_addr
+unsigned long NetworkResolveHost(const char *hostname)
+{
+ in_addr_t ip;
+
+ // First try: is it an ip address?
+ ip = inet_addr(hostname);
+
+ // If not try to resolve the name
+ if (ip == INADDR_NONE) {
+ struct hostent *he = gethostbyname(hostname);
+ if (he == NULL) {
+ DEBUG(net, 0, "Cannot resolve '%s'", hostname);
+ } else {
+ struct in_addr addr = *(struct in_addr *)he->h_addr_list[0];
+ DEBUG(net, 1, "Resolved '%s' to %s", hostname, inet_ntoa(addr));
+ ip = addr.s_addr;
+ }
+ }
+ return ip;
+}
+
+// Converts a string to ip/port/player
+// Format: IP#player:port
+//
+// connection_string will be re-terminated to seperate out the hostname, and player and port will
+// be set to the player and port strings given by the user, inside the memory area originally
+// occupied by connection_string.
+void ParseConnectionString(const char **player, const char **port, char *connection_string)
+{
+ char *p;
+ for (p = connection_string; *p != '\0'; p++) {
+ if (*p == '#') {
+ *p = '\0';
+ *player = ++p;
+ while (IsValidChar(*p, CS_NUMERAL)) p++;
+ if (*p == '\0') break;
+ } else if (*p == ':') {
+ *port = p + 1;
+ *p = '\0';
+ }
+ }
+}
+
+// Creates a new client from a socket
+// Used both by the server and the client
+static NetworkClientState *NetworkAllocClient(SOCKET s)
+{
+ NetworkClientState *cs;
+ byte client_no = 0;
+
+ if (_network_server) {
+ // Can we handle a new client?
+ if (_network_clients_connected >= MAX_CLIENTS) return NULL;
+ if (_network_game_info.clients_on >= _network_game_info.clients_max) return NULL;
+
+ // Register the login
+ client_no = _network_clients_connected++;
+ }
+
+ cs = DEREF_CLIENT(client_no);
+ memset(cs, 0, sizeof(*cs));
+ cs->socket = s;
+ cs->last_frame = 0;
+ cs->has_quit = false;
+
+ cs->last_frame = _frame_counter;
+ cs->last_frame_server = _frame_counter;
+
+ if (_network_server) {
+ NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
+ memset(ci, 0, sizeof(*ci));
+
+ cs->index = _network_client_index++;
+ ci->client_index = cs->index;
+ ci->client_playas = PLAYER_INACTIVE_CLIENT;
+ ci->join_date = _date;
+
+ InvalidateWindow(WC_CLIENT_LIST, 0);
+ }
+
+ return cs;
+}
+
+// Close a connection
+void NetworkCloseClient(NetworkClientState *cs)
+{
+ NetworkClientInfo *ci;
+ // Socket is already dead
+ if (cs->socket == INVALID_SOCKET) {
+ cs->has_quit = true;
+ return;
+ }
+
+ DEBUG(net, 1, "Closed client connection %d", cs->index);
+
+ if (!cs->has_quit && _network_server && cs->status > STATUS_INACTIVE) {
+ // We did not receive a leave message from this client...
+ NetworkErrorCode errorno = NETWORK_ERROR_CONNECTION_LOST;
+ char str[100];
+ char client_name[NETWORK_CLIENT_NAME_LENGTH];
+ NetworkClientState *new_cs;
+
+ NetworkGetClientName(client_name, sizeof(client_name), cs);
+
+ GetNetworkErrorMsg(str, errorno, lastof(str));
+
+ NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
+
+ // Inform other clients of this... strange leaving ;)
+ FOR_ALL_CLIENTS(new_cs) {
+ if (new_cs->status > STATUS_AUTH && cs != new_cs) {
+ SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno);
+ }
+ }
+ }
+
+ /* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
+ if (cs->status == STATUS_PRE_ACTIVE && _network_pause_on_join) {
+ DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
+ NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
+ }
+
+ closesocket(cs->socket);
+ cs->writable = false;
+ cs->has_quit = true;
+
+ // Free all pending and partially received packets
+ while (cs->packet_queue != NULL) {
+ Packet *p = cs->packet_queue->next;
+ free(cs->packet_queue);
+ cs->packet_queue = p;
+ }
+ free(cs->packet_recv);
+ cs->packet_recv = NULL;
+
+ while (cs->command_queue != NULL) {
+ CommandPacket *p = cs->command_queue->next;
+ free(cs->command_queue);
+ cs->command_queue = p;
+ }
+
+ // Close the gap in the client-list
+ ci = DEREF_CLIENT_INFO(cs);
+
+ if (_network_server) {
+ // We just lost one client :(
+ if (cs->status > STATUS_INACTIVE) _network_game_info.clients_on--;
+ _network_clients_connected--;
+
+ while ((cs + 1) != DEREF_CLIENT(MAX_CLIENTS) && (cs + 1)->socket != INVALID_SOCKET) {
+ *cs = *(cs + 1);
+ *ci = *(ci + 1);
+ cs++;
+ ci++;
+ }
+
+ InvalidateWindow(WC_CLIENT_LIST, 0);
+ }
+
+ // Reset the status of the last socket
+ cs->socket = INVALID_SOCKET;
+ cs->status = STATUS_INACTIVE;
+ cs->index = NETWORK_EMPTY_INDEX;
+ ci->client_index = NETWORK_EMPTY_INDEX;
+
+ CheckMinPlayers();
+}
+
+// A client wants to connect to a server
+static bool NetworkConnect(const char *hostname, int port)
+{
+ SOCKET s;
+ struct sockaddr_in sin;
+
+ DEBUG(net, 1, "Connecting to %s %d", hostname, port);
+
+ s = socket(AF_INET, SOCK_STREAM, 0);
+ if (s == INVALID_SOCKET) {
+ ClientStartError("socket() failed");
+ return false;
+ }
+
+ if (!SetNoDelay(s)) DEBUG(net, 1, "Setting TCP_NODELAY failed");
+
+ sin.sin_family = AF_INET;
+ sin.sin_addr.s_addr = NetworkResolveHost(hostname);
+ sin.sin_port = htons(port);
+ _network_last_host_ip = sin.sin_addr.s_addr;
+
+ /* We failed to connect for which reason what so ever */
+ if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) return false;
+
+ if (!SetNonBlocking(s)) DEBUG(net, 0, "Setting non-blocking mode failed"); // XXX should this be an error?
+
+ // in client mode, only the first client field is used. it's pointing to the server.
+ NetworkAllocClient(s);
+
+ _network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
+ ShowJoinStatusWindow();
+
+ return true;
+}
+
+// For the server, to accept new clients
+static void NetworkAcceptClients(void)
+{
+ struct sockaddr_in sin;
+ NetworkClientState *cs;
+ uint i;
+ bool banned;
+
+ // Should never ever happen.. is it possible??
+ assert(_listensocket != INVALID_SOCKET);
+
+ for (;;) {
+ socklen_t sin_len = sizeof(sin);
+ SOCKET s = accept(_listensocket, (struct sockaddr*)&sin, &sin_len);
+ if (s == INVALID_SOCKET) return;
+
+ SetNonBlocking(s); // XXX error handling?
+
+ DEBUG(net, 1, "Client connected from %s on frame %d", inet_ntoa(sin.sin_addr), _frame_counter);
+
+ SetNoDelay(s); // XXX error handling?
+
+ /* Check if the client is banned */
+ banned = false;
+ for (i = 0; i < lengthof(_network_ban_list); i++) {
+ if (_network_ban_list[i] == NULL) continue;
+
+ if (sin.sin_addr.s_addr == inet_addr(_network_ban_list[i])) {
+ Packet *p = NetworkSend_Init(PACKET_SERVER_BANNED);
+
+ DEBUG(net, 1, "Banned ip tried to join (%s), refused", _network_ban_list[i]);
+
+ p->buffer[0] = p->size & 0xFF;
+ p->buffer[1] = p->size >> 8;
+
+ send(s, p->buffer, p->size, 0);
+ closesocket(s);
+
+ free(p);
+
+ banned = true;
+ break;
+ }
+ }
+ /* If this client is banned, continue with next client */
+ if (banned) continue;
+
+ cs = NetworkAllocClient(s);
+ if (cs == NULL) {
+ // no more clients allowed?
+ // Send to the client that we are full!
+ Packet *p = NetworkSend_Init(PACKET_SERVER_FULL);
+
+ p->buffer[0] = p->size & 0xFF;
+ p->buffer[1] = p->size >> 8;
+
+ send(s, p->buffer, p->size, 0);
+ closesocket(s);
+
+ free(p);
+
+ continue;
+ }
+
+ // a new client has connected. We set him at inactive for now
+ // maybe he is only requesting server-info. Till he has sent a PACKET_CLIENT_MAP_OK
+ // the client stays inactive
+ cs->status = STATUS_INACTIVE;
+
+ DEREF_CLIENT_INFO(cs)->client_ip = sin.sin_addr.s_addr; // Save the IP of the client
+ }
+}
+
+// Set up the listen socket for the server
+static bool NetworkListen(void)
+{
+ SOCKET ls;
+ struct sockaddr_in sin;
+
+ DEBUG(net, 1, "Listening on %s:%d", _network_server_bind_ip_host, _network_server_port);
+
+ ls = socket(AF_INET, SOCK_STREAM, 0);
+ if (ls == INVALID_SOCKET) {
+ ServerStartError("socket() on listen socket failed");
+ return false;
+ }
+
+ { // reuse the socket
+ int reuse = 1;
+ // The (const char*) cast is needed for windows!!
+ if (setsockopt(ls, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuse, sizeof(reuse)) == -1) {
+ ServerStartError("setsockopt() on listen socket failed");
+ return false;
+ }
+ }
+
+ if (!SetNonBlocking(ls)) DEBUG(net, 0, "Setting non-blocking mode failed"); // XXX should this be an error?
+
+ sin.sin_family = AF_INET;
+ sin.sin_addr.s_addr = _network_server_bind_ip;
+ sin.sin_port = htons(_network_server_port);
+
+ if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
+ ServerStartError("bind() failed");
+ return false;
+ }
+
+ if (listen(ls, 1) != 0) {
+ ServerStartError("listen() failed");
+ return false;
+ }
+
+ _listensocket = ls;
+
+ return true;
+}
+
+// Close all current connections
+static void NetworkClose(void)
+{
+ NetworkClientState *cs;
+
+ FOR_ALL_CLIENTS(cs) {
+ if (!_network_server) {
+ SEND_COMMAND(PACKET_CLIENT_QUIT)("leaving");
+ NetworkSend_Packets(cs);
+ }
+ NetworkCloseClient(cs);
+ }
+
+ if (_network_server) {
+ // We are a server, also close the listensocket
+ closesocket(_listensocket);
+ _listensocket = INVALID_SOCKET;
+ DEBUG(net, 1, "Closed listener");
+ NetworkUDPClose();
+ }
+}
+
+// Inits the network (cleans sockets and stuff)
+static void NetworkInitialize(void)
+{
+ NetworkClientState *cs;
+
+ _local_command_queue = NULL;
+
+ // Clean all client-sockets
+ memset(_clients, 0, sizeof(_clients));
+ for (cs = _clients; cs != &_clients[MAX_CLIENTS]; cs++) {
+ cs->socket = INVALID_SOCKET;
+ cs->status = STATUS_INACTIVE;
+ cs->command_queue = NULL;
+ }
+
+ // Clean the client_info memory
+ memset(&_network_client_info, 0, sizeof(_network_client_info));
+ memset(&_network_player_info, 0, sizeof(_network_player_info));
+
+ _sync_frame = 0;
+ _network_first_time = true;
+
+ _network_reconnect = 0;
+
+ NetworkUDPInitialize();
+}
+
+// Query a server to fetch his game-info
+// If game_info is true, only the gameinfo is fetched,
+// else only the client_info is fetched
+NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info)
+{
+ if (!_network_available) return NULL;
+
+ NetworkDisconnect();
+
+ if (game_info) return NetworkUDPQueryServer(host, port);
+
+ NetworkInitialize();
+
+ _network_server = false;
+
+ // Try to connect
+ _networking = NetworkConnect(host, port);
+
+ // We are connected
+ if (_networking) {
+ SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
+ } else { // No networking, close everything down again
+ NetworkDisconnect();
+ }
+
+ return NULL;
+}
+
+/* Validates an address entered as a string and adds the server to
+ * the list. If you use this function, the games will be marked
+ * as manually added. */
+void NetworkAddServer(const char *b)
+{
+ if (*b != '\0') {
+ NetworkGameList *item;
+ const char *port = NULL;
+ const char *player = NULL;
+ char host[NETWORK_HOSTNAME_LENGTH];
+ uint16 rport;
+
+ ttd_strlcpy(host, b, lengthof(host));
+
+ ttd_strlcpy(_network_default_ip, b, lengthof(_network_default_ip));
+ rport = NETWORK_DEFAULT_PORT;
+
+ ParseConnectionString(&player, &port, host);
+ if (port != NULL) rport = atoi(port);
+
+ item = NetworkQueryServer(host, rport, true);
+ item->manually = true;
+ }
+}
+
+/* Generates the list of manually added hosts from NetworkGameList and
+ * dumps them into the array _network_host_list. This array is needed
+ * by the function that generates the config file. */
+void NetworkRebuildHostList(void)
+{
+ uint i = 0;
+ const NetworkGameList *item = _network_game_list;
+ while (item != NULL && i != lengthof(_network_host_list)) {
+ if (item->manually) {
+ free(_network_host_list[i]);
+ _network_host_list[i++] = str_fmt("%s:%i", item->info.hostname, item->port);
+ }
+ item = item->next;
+ }
+
+ for (; i < lengthof(_network_host_list); i++) {
+ free(_network_host_list[i]);
+ _network_host_list[i] = NULL;
+ }
+}
+
+// Used by clients, to connect to a server
+bool NetworkClientConnectGame(const char *host, uint16 port)
+{
+ if (!_network_available) return false;
+
+ if (port == 0) return false;
+
+ ttd_strlcpy(_network_last_host, host, sizeof(_network_last_host));
+ _network_last_port = port;
+
+ NetworkDisconnect();
+ NetworkUDPClose();
+ NetworkInitialize();
+
+ // Try to connect
+ _networking = NetworkConnect(host, port);
+
+ // We are connected
+ if (_networking) {
+ IConsoleCmdExec("exec scripts/on_client.scr 0");
+ NetworkClient_Connected();
+ } else {
+ // Connecting failed
+ NetworkError(STR_NETWORK_ERR_NOCONNECTION);
+ }
+
+ return _networking;
+}
+
+static void NetworkInitGameInfo(void)
+{
+ NetworkClientInfo *ci;
+
+ ttd_strlcpy(_network_game_info.server_name, _network_server_name, sizeof(_network_game_info.server_name));
+ ttd_strlcpy(_network_game_info.server_password, _network_server_password, sizeof(_network_server_password));
+ ttd_strlcpy(_network_game_info.rcon_password, _network_rcon_password, sizeof(_network_rcon_password));
+ if (_network_game_info.server_name[0] == '\0')
+ snprintf(_network_game_info.server_name, sizeof(_network_game_info.server_name), "Unnamed Server");
+
+ ttd_strlcpy(_network_game_info.server_revision, _openttd_revision, sizeof(_network_game_info.server_revision));
+
+ // The server is a client too ;)
+ if (_network_dedicated) {
+ _network_game_info.clients_on = 0;
+ _network_game_info.companies_on = 0;
+ _network_game_info.dedicated = true;
+ } else {
+ _network_game_info.clients_on = 1;
+ _network_game_info.companies_on = 1;
+ _network_game_info.dedicated = false;
+ }
+
+ _network_game_info.spectators_on = 0;
+
+ _network_game_info.game_date = _date;
+ _network_game_info.start_date = ConvertYMDToDate(_patches.starting_year, 0, 1);
+ _network_game_info.map_width = MapSizeX();
+ _network_game_info.map_height = MapSizeY();
+ _network_game_info.map_set = _opt.landscape;
+
+ _network_game_info.use_password = (_network_server_password[0] != '\0');
+
+ // We use _network_client_info[MAX_CLIENT_INFO - 1] to store the server-data in it
+ // The index is NETWORK_SERVER_INDEX ( = 1)
+ ci = &_network_client_info[MAX_CLIENT_INFO - 1];
+ memset(ci, 0, sizeof(*ci));
+
+ ci->client_index = NETWORK_SERVER_INDEX;
+ ci->client_playas = _network_dedicated ? PLAYER_SPECTATOR : _local_player;
+
+ ttd_strlcpy(ci->client_name, _network_player_name, sizeof(ci->client_name));
+ ttd_strlcpy(ci->unique_id, _network_unique_id, sizeof(ci->unique_id));
+}
+
+bool NetworkServerStart(void)
+{
+ if (!_network_available) return false;
+
+ /* Call the pre-scripts */
+ IConsoleCmdExec("exec scripts/pre_server.scr 0");
+ if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
+
+ NetworkInitialize();
+ if (!NetworkListen()) return false;
+
+ // Try to start UDP-server
+ _network_udp_server = true;
+ _network_udp_server = NetworkUDPListen(&_udp_server_socket, _network_server_bind_ip, _network_server_port, false);
+
+ _network_server = true;
+ _networking = true;
+ _frame_counter = 0;
+ _frame_counter_server = 0;
+ _frame_counter_max = 0;
+ _last_sync_frame = 0;
+ _network_own_client_index = NETWORK_SERVER_INDEX;
+
+ /* Non-dedicated server will always be player #1 */
+ if (!_network_dedicated) _network_playas = 0;
+
+ _network_clients_connected = 0;
+
+ NetworkInitGameInfo();
+
+ // execute server initialization script
+ IConsoleCmdExec("exec scripts/on_server.scr 0");
+ // if the server is dedicated ... add some other script
+ if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
+
+ _min_players_paused = false;
+ CheckMinPlayers();
+
+ /* Try to register us to the master server */
+ _network_last_advertise_frame = 0;
+ _network_need_advertise = true;
+ NetworkUDPAdvertise();
+ return true;
+}
+
+// The server is rebooting...
+// The only difference with NetworkDisconnect, is the packets that is sent
+void NetworkReboot(void)
+{
+ if (_network_server) {
+ NetworkClientState *cs;
+ FOR_ALL_CLIENTS(cs) {
+ SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
+ NetworkSend_Packets(cs);
+ }
+ }
+
+ NetworkClose();
+
+ // Free all queued commands
+ while (_local_command_queue != NULL) {
+ CommandPacket *p = _local_command_queue;
+ _local_command_queue = _local_command_queue->next;
+ free(p);
+ }
+
+ _networking = false;
+ _network_server = false;
+}
+
+// We want to disconnect from the host/clients
+void NetworkDisconnect(void)
+{
+ if (_network_server) {
+ NetworkClientState *cs;
+ FOR_ALL_CLIENTS(cs) {
+ SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
+ NetworkSend_Packets(cs);
+ }
+ }
+
+ if (_network_advertise) NetworkUDPRemoveAdvertise();
+
+ DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
+
+ NetworkClose();
+
+ // Free all queued commands
+ while (_local_command_queue != NULL) {
+ CommandPacket *p = _local_command_queue;
+ _local_command_queue = _local_command_queue->next;
+ free(p);
+ }
+
+ _networking = false;
+ _network_server = false;
+}
+
+// Receives something from the network
+static bool NetworkReceive(void)
+{
+ NetworkClientState *cs;
+ int n;
+ fd_set read_fd, write_fd;
+ struct timeval tv;
+
+ FD_ZERO(&read_fd);
+ FD_ZERO(&write_fd);
+
+ FOR_ALL_CLIENTS(cs) {
+ FD_SET(cs->socket, &read_fd);
+ FD_SET(cs->socket, &write_fd);
+ }
+
+ // take care of listener port
+ if (_network_server) FD_SET(_listensocket, &read_fd);
+
+ tv.tv_sec = tv.tv_usec = 0; // don't block at all.
+#if !defined(__MORPHOS__) && !defined(__AMIGA__)
+ n = select(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv);
+#else
+ n = WaitSelect(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv, NULL);
+#endif
+ if (n == -1 && !_network_server) NetworkError(STR_NETWORK_ERR_LOSTCONNECTION);
+
+ // accept clients..
+ if (_network_server && FD_ISSET(_listensocket, &read_fd)) NetworkAcceptClients();
+
+ // read stuff from clients
+ FOR_ALL_CLIENTS(cs) {
+ cs->writable = !!FD_ISSET(cs->socket, &write_fd);
+ if (FD_ISSET(cs->socket, &read_fd)) {
+ if (_network_server) {
+ NetworkServer_ReadPackets(cs);
+ } else {
+ NetworkRecvStatus res;
+
+ // The client already was quiting!
+ if (cs->has_quit) return false;
+
+ res = NetworkClient_ReadPackets(cs);
+ if (res != NETWORK_RECV_STATUS_OKAY) {
+ // The client made an error of which we can not recover
+ // close the client and drop back to main menu
+ NetworkClientError(res, cs);
+ return false;
+ }
+ }
+ }
+ }
+ return true;
+}
+
+// This sends all buffered commands (if possible)
+static void NetworkSend(void)
+{
+ NetworkClientState *cs;
+ FOR_ALL_CLIENTS(cs) {
+ if (cs->writable) {
+ NetworkSend_Packets(cs);
+
+ if (cs->status == STATUS_MAP) {
+ // This client is in the middle of a map-send, call the function for that
+ SEND_COMMAND(PACKET_SERVER_MAP)(cs);
+ }
+ }
+ }
+}
+
+// Handle the local-command-queue
+static void NetworkHandleLocalQueue(void)
+{
+ CommandPacket *cp, **cp_prev;
+
+ cp_prev = &_local_command_queue;
+
+ while ( (cp = *cp_prev) != NULL) {
+
+ // The queue is always in order, which means
+ // that the first element will be executed first.
+ if (_frame_counter < cp->frame) break;
+
+ if (_frame_counter > cp->frame) {
+ // If we reach here, it means for whatever reason, we've already executed
+ // past the command we need to execute.
+ DEBUG(net, 0, "Trying to execute a packet in the past!");
+ assert(0);
+ }
+
+ // We can execute this command
+ NetworkExecuteCommand(cp);
+
+ *cp_prev = cp->next;
+ free(cp);
+ }
+
+ // Just a safety check, to be removed in the future.
+ // Make sure that no older command appears towards the end of the queue
+ // In that case we missed executing it. This will never happen.
+ for (cp = _local_command_queue; cp; cp = cp->next) {
+ assert(_frame_counter < cp->frame);
+ }
+
+}
+
+static bool NetworkDoClientLoop(void)
+{
+ _frame_counter++;
+
+ NetworkHandleLocalQueue();
+
+ StateGameLoop();
+
+ // Check if we are in sync!
+ if (_sync_frame != 0) {
+ if (_sync_frame == _frame_counter) {
+#ifdef NETWORK_SEND_DOUBLE_SEED
+ if (_sync_seed_1 != _random_seeds[0][0] || _sync_seed_2 != _random_seeds[0][1]) {
+#else
+ if (_sync_seed_1 != _random_seeds[0][0]) {
+#endif
+ NetworkError(STR_NETWORK_ERR_DESYNC);
+ DEBUG(net, 0, "Sync error detected!");
+ NetworkClientError(NETWORK_RECV_STATUS_DESYNC, DEREF_CLIENT(0));
+ return false;
+ }
+
+ // If this is the first time we have a sync-frame, we
+ // need to let the server know that we are ready and at the same
+ // frame as he is.. so we can start playing!
+ if (_network_first_time) {
+ _network_first_time = false;
+ SEND_COMMAND(PACKET_CLIENT_ACK)();
+ }
+
+ _sync_frame = 0;
+ } else if (_sync_frame < _frame_counter) {
+ DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
+ _sync_frame = 0;
+ }
+ }
+
+ return true;
+}
+
+// We have to do some UDP checking
+void NetworkUDPGameLoop(void)
+{
+ if (_network_udp_server) {
+ NetworkUDPReceive(_udp_server_socket);
+ if (_udp_master_socket != INVALID_SOCKET) {
+ NetworkUDPReceive(_udp_master_socket);
+ }
+ } else if (_udp_client_socket != INVALID_SOCKET) {
+ NetworkUDPReceive(_udp_client_socket);
+ if (_network_udp_broadcast > 0) _network_udp_broadcast--;
+ }
+}
+
+// The main loop called from ttd.c
+// Here we also have to do StateGameLoop if needed!
+void NetworkGameLoop(void)
+{
+ if (!_networking) return;
+
+ if (!NetworkReceive()) return;
+
+ if (_network_server) {
+ bool send_frame = false;
+
+ // We first increase the _frame_counter
+ _frame_counter++;
+ // Update max-frame-counter
+ if (_frame_counter > _frame_counter_max) {
+ _frame_counter_max = _frame_counter + _network_frame_freq;
+ send_frame = true;
+ }
+
+ NetworkHandleLocalQueue();
+
+ // Then we make the frame
+ StateGameLoop();
+
+ _sync_seed_1 = _random_seeds[0][0];
+#ifdef NETWORK_SEND_DOUBLE_SEED
+ _sync_seed_2 = _random_seeds[0][1];
+#endif
+
+ NetworkServer_Tick(send_frame);
+ } else {
+ // Client
+
+ // Make sure we are at the frame were the server is (quick-frames)
+ if (_frame_counter_server > _frame_counter) {
+ while (_frame_counter_server > _frame_counter) {
+ if (!NetworkDoClientLoop()) break;
+ }
+ } else {
+ // Else, keep on going till _frame_counter_max
+ if (_frame_counter_max > _frame_counter) NetworkDoClientLoop();
+ }
+ }
+
+ NetworkSend();
+}
+
+static void NetworkGenerateUniqueId(void)
+{
+ md5_state_t state;
+ md5_byte_t digest[16];
+ char hex_output[16*2 + 1];
+ char coding_string[NETWORK_NAME_LENGTH];
+ int di;
+
+ snprintf(coding_string, sizeof(coding_string), "%d%s", (uint)Random(), "OpenTTD Unique ID");
+
+ /* Generate the MD5 hash */
+ md5_init(&state);
+ md5_append(&state, (const md5_byte_t*)coding_string, strlen(coding_string));
+ md5_finish(&state, digest);
+
+ for (di = 0; di < 16; ++di)
+ sprintf(hex_output + di * 2, "%02x", digest[di]);
+
+ /* _network_unique_id is our id */
+ snprintf(_network_unique_id, sizeof(_network_unique_id), "%s", hex_output);
+}
+
+// This tries to launch the network for a given OS
+void NetworkStartUp(void)
+{
+ DEBUG(net, 3, "[core] starting network...");
+
+#if defined(__MORPHOS__) || defined(__AMIGA__)
+ /*
+ * IMPORTANT NOTE: SocketBase needs to be initialized before we use _any_
+ * network related function, else: crash.
+ */
+ DEBUG(net, 3, "[core] loading bsd socket library");
+ SocketBase = OpenLibrary("bsdsocket.library", 4);
+ if (SocketBase == NULL) {
+ DEBUG(net, 0, "[core] can't open bsdsocket.library version 4, network unavailable");
+ _network_available = false;
+ return;
+ }
+
+#if defined(__AMIGA__)
+ // for usleep() implementation (only required for legacy AmigaOS builds)
+ TimerPort = CreateMsgPort();
+ if (TimerPort != NULL) {
+ TimerRequest = (struct timerequest*)CreateIORequest(TimerPort, sizeof(struct timerequest);
+ if (TimerRequest != NULL) {
+ if (OpenDevice("timer.device", UNIT_MICROHZ, (struct IORequest*)TimerRequest, 0) == 0) {
+ TimerBase = TimerRequest->tr_node.io_Device;
+ if (TimerBase == NULL) {
+ // free ressources...
+ DEBUG(net, 0, "[core] can't initialize timer, network unavailable");
+ _network_available = false;
+ return;
+ }
+ }
+ }
+ }
+#endif // __AMIGA__
+#endif // __MORPHOS__ / __AMIGA__
+
+ // Network is available
+ _network_available = true;
+ _network_dedicated = false;
+ _network_last_advertise_frame = 0;
+ _network_need_advertise = true;
+ _network_advertise_retries = 0;
+
+ /* Load the ip from the openttd.cfg */
+ _network_server_bind_ip = inet_addr(_network_server_bind_ip_host);
+ /* And put the data back in it in case it was an invalid ip */
+ snprintf(_network_server_bind_ip_host, sizeof(_network_server_bind_ip_host), "%s", inet_ntoa(*(struct in_addr *)&_network_server_bind_ip));
+
+ /* Generate an unique id when there is none yet */
+ if (_network_unique_id[0] == '\0') NetworkGenerateUniqueId();
+
+ {
+ byte cl_max = _network_game_info.clients_max;
+ byte cp_max = _network_game_info.companies_max;
+ byte sp_max = _network_game_info.spectators_max;
+
+ memset(&_network_game_info, 0, sizeof(_network_game_info));
+ _network_game_info.clients_max = cl_max;
+ _network_game_info.companies_max = cp_max;
+ _network_game_info.spectators_max = sp_max;
+ }
+
+ // Let's load the network in windows
+ #if defined(WIN32)
+ {
+ WSADATA wsa;
+ DEBUG(net, 3, "[core] loading windows socket library");
+ if (WSAStartup(MAKEWORD(2,0), &wsa) != 0) {
+ DEBUG(net, 0, "[core] WSAStartup failed, network unavailable");
+ _network_available = false;
+ return;
+ }
+ }
+ #endif // WIN32
+
+ NetworkInitialize();
+ DEBUG(net, 3, "[core] network online, multiplayer available");
+ NetworkFindIPs();
+}
+
+// This shuts the network down
+void NetworkShutDown(void)
+{
+ NetworkDisconnect();
+ NetworkUDPClose();
+
+ DEBUG(net, 3, "[core] shutting down network");
+
+ _network_available = false;
+
+#if defined(__MORPHOS__) || defined(__AMIGA__)
+ // free allocated ressources
+#if defined(__AMIGA__)
+ if (TimerBase != NULL) CloseDevice((struct IORequest*)TimerRequest); // XXX This smells wrong
+ if (TimerRequest != NULL) DeleteIORequest(TimerRequest);
+ if (TimerPort != NULL) DeleteMsgPort(TimerPort);
+#endif
+
+ if (SocketBase != NULL) CloseLibrary(SocketBase);
+#endif
+
+#if defined(WIN32)
+ WSACleanup();
+#endif
+}
+
+#endif /* ENABLE_NETWORK */
diff --git a/network/network.h b/network/network.h
new file mode 100644
index 000000000..779fe393e
--- /dev/null
+++ b/network/network.h
@@ -0,0 +1,212 @@
+/* $Id$ */
+
+#ifndef NETWORK_H
+#define NETWORK_H
+
+#define NOREV_STRING "norev000"
+
+#ifdef ENABLE_NETWORK
+
+#include "../player.h"
+#include "core/config.h"
+#include "core/game.h"
+
+// If this line is enable, every frame will have a sync test
+// this is not needed in normal games. Normal is like 1 sync in 100
+// frames. You can enable this if you have a lot of desyncs on a certain
+// game.
+// Remember: both client and server have to be compiled with this
+// option enabled to make it to work. If one of the two has it disabled
+// nothing will happen.
+//#define ENABLE_NETWORK_SYNC_EVERY_FRAME
+
+// In theory sending 1 of the 2 seeds is enough to check for desyncs
+// so in theory, this next define can be left off.
+//#define NETWORK_SEND_DOUBLE_SEED
+
+// How many clients can we have? Like.. MAX_PLAYERS - 1 is the amount of
+// players that can really play.. so.. a max of 4 spectators.. gives us..
+// MAX_PLAYERS + 3
+#define MAX_CLIENTS (MAX_PLAYERS + 3)
+
+
+// Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1
+#define MAX_CLIENT_INFO (MAX_CLIENTS + 1)
+
+#define MAX_INTERFACES 9
+
+
+// How many vehicle/station types we put over the network
+#define NETWORK_VEHICLE_TYPES 5
+#define NETWORK_STATION_TYPES 5
+
+typedef struct NetworkPlayerInfo {
+ char company_name[NETWORK_NAME_LENGTH]; // Company name
+ char password[NETWORK_PASSWORD_LENGTH]; // The password for the player
+ Year inaugurated_year; // What year the company started in
+ int64 company_value; // The company value
+ int64 money; // The amount of money the company has
+ int64 income; // How much did the company earned last year
+ uint16 performance; // What was his performance last month?
+ byte use_password; // 0: No password 1: There is a password
+ uint16 num_vehicle[NETWORK_VEHICLE_TYPES]; // How many vehicles are there of this type?
+ uint16 num_station[NETWORK_STATION_TYPES]; // How many stations are there of this type?
+ char players[NETWORK_PLAYERS_LENGTH]; // The players that control this company (Name1, name2, ..)
+ uint16 months_empty; // How many months the company is empty
+} NetworkPlayerInfo;
+
+typedef struct NetworkClientInfo {
+ uint16 client_index; // Index of the client (same as ClientState->index)
+ char client_name[NETWORK_CLIENT_NAME_LENGTH]; // Name of the client
+ byte client_lang; // The language of the client
+ byte client_playas; // As which player is this client playing (PlayerID)
+ uint32 client_ip; // IP-address of the client (so he can be banned)
+ Date join_date; // Gamedate the player has joined
+ char unique_id[NETWORK_NAME_LENGTH]; // Every play sends an unique id so we can indentify him
+} NetworkClientInfo;
+
+typedef struct NetworkGameList {
+ NetworkGameInfo info;
+ uint32 ip;
+ uint16 port;
+ bool online; // False if the server did not respond (default status)
+ bool manually; // True if the server was added manually
+ struct NetworkGameList *next;
+} NetworkGameList;
+
+typedef enum {
+ NETWORK_JOIN_STATUS_CONNECTING,
+ NETWORK_JOIN_STATUS_AUTHORIZING,
+ NETWORK_JOIN_STATUS_WAITING,
+ NETWORK_JOIN_STATUS_DOWNLOADING,
+ NETWORK_JOIN_STATUS_PROCESSING,
+ NETWORK_JOIN_STATUS_REGISTERING,
+
+ NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO,
+} NetworkJoinStatus;
+
+// language ids for server_lang and client_lang
+typedef enum {
+ NETLANG_ANY = 0,
+ NETLANG_ENGLISH = 1,
+ NETLANG_GERMAN = 2,
+ NETLANG_FRENCH = 3,
+} NetworkLanguage;
+
+VARDEF NetworkGameList *_network_game_list;
+
+VARDEF NetworkGameInfo _network_game_info;
+VARDEF NetworkPlayerInfo _network_player_info[MAX_PLAYERS];
+VARDEF NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
+
+VARDEF char _network_player_name[NETWORK_CLIENT_NAME_LENGTH];
+VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH];
+
+VARDEF uint16 _network_own_client_index;
+VARDEF char _network_unique_id[NETWORK_NAME_LENGTH]; // Our own unique ID
+
+VARDEF uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
+VARDEF uint32 _frame_counter_max; // To where we may go with our clients
+
+VARDEF uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
+
+// networking settings
+VARDEF uint32 _broadcast_list[MAX_INTERFACES + 1];
+
+VARDEF uint16 _network_server_port;
+/* We use bind_ip and bind_ip_host, where bind_ip_host is the readable form of
+ bind_ip_host, and bind_ip the numeric value, because we want a nice number
+ in the openttd.cfg, but we wants to use the uint32 internally.. */
+VARDEF uint32 _network_server_bind_ip;
+VARDEF char _network_server_bind_ip_host[NETWORK_HOSTNAME_LENGTH];
+VARDEF bool _is_network_server; // Does this client wants to be a network-server?
+VARDEF char _network_server_name[NETWORK_NAME_LENGTH];
+VARDEF char _network_server_password[NETWORK_PASSWORD_LENGTH];
+VARDEF char _network_rcon_password[NETWORK_PASSWORD_LENGTH];
+
+VARDEF uint16 _network_max_join_time; ///< Time a client can max take to join
+VARDEF bool _network_pause_on_join; ///< Pause the game when a client tries to join (more chance of succeeding join)
+
+VARDEF uint16 _redirect_console_to_client;
+
+VARDEF uint16 _network_sync_freq;
+VARDEF uint8 _network_frame_freq;
+
+VARDEF uint32 _sync_seed_1, _sync_seed_2;
+VARDEF uint32 _sync_frame;
+VARDEF bool _network_first_time;
+// Vars needed for the join-GUI
+VARDEF NetworkJoinStatus _network_join_status;
+VARDEF uint8 _network_join_waiting;
+VARDEF uint16 _network_join_kbytes;
+VARDEF uint16 _network_join_kbytes_total;
+
+VARDEF char _network_last_host[NETWORK_HOSTNAME_LENGTH];
+VARDEF short _network_last_port;
+VARDEF uint32 _network_last_host_ip;
+VARDEF uint8 _network_reconnect;
+
+VARDEF bool _network_udp_server;
+VARDEF uint16 _network_udp_broadcast;
+
+VARDEF byte _network_lan_internet;
+
+VARDEF bool _network_need_advertise;
+VARDEF uint32 _network_last_advertise_frame;
+VARDEF uint8 _network_advertise_retries;
+
+VARDEF bool _network_autoclean_companies;
+VARDEF uint8 _network_autoclean_unprotected; // Remove a company after X months
+VARDEF uint8 _network_autoclean_protected; // Unprotect a company after X months
+
+VARDEF Year _network_restart_game_year; // If this year is reached, the server automaticly restarts
+VARDEF uint8 _network_min_players; // Minimum number of players for game to unpause
+
+NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info);
+
+byte NetworkSpectatorCount(void);
+
+VARDEF char *_network_host_list[10];
+VARDEF char *_network_ban_list[25];
+
+void ParseConnectionString(const char **player, const char **port, char *connection_string);
+void NetworkUpdateClientInfo(uint16 client_index);
+void NetworkAddServer(const char *b);
+void NetworkRebuildHostList(void);
+bool NetworkChangeCompanyPassword(byte argc, char *argv[]);
+void NetworkPopulateCompanyInfo(void);
+void UpdateNetworkGameWindow(bool unselect);
+void CheckMinPlayers(void);
+
+void NetworkStartUp(void);
+void NetworkUDPClose(void);
+void NetworkShutDown(void);
+void NetworkGameLoop(void);
+void NetworkUDPGameLoop(void);
+bool NetworkServerStart(void);
+bool NetworkClientConnectGame(const char *host, uint16 port);
+void NetworkReboot(void);
+void NetworkDisconnect(void);
+
+VARDEF bool _networking; ///< are we in networking mode?
+VARDEF bool _network_server; ///< network-server is active
+VARDEF bool _network_available; ///< is network mode available?
+
+#else /* ENABLE_NETWORK */
+/* Network function stubs when networking is disabled */
+
+static inline void NetworkStartUp(void) {}
+static inline void NetworkShutDown(void) {}
+
+#define _networking 0
+#define _network_server 0
+#define _network_available 0
+
+#endif /* ENABLE_NETWORK */
+
+/* These variables must always be registered! */
+VARDEF bool _network_dedicated; ///< are we a dedicated server?
+VARDEF bool _network_advertise; ///< is the server advertising to the master server?
+VARDEF PlayerID _network_playas; ///< an id to play as.. (see players.h:Players)
+
+#endif /* NETWORK_H */
diff --git a/network/network_client.c b/network/network_client.c
new file mode 100644
index 000000000..ce2a71ac1
--- /dev/null
+++ b/network/network_client.c
@@ -0,0 +1,819 @@
+/* $Id$ */
+
+#ifdef ENABLE_NETWORK
+
+#include "../stdafx.h"
+#include "../debug.h"
+#include "../string.h"
+#include "../strings.h"
+#include "network_data.h"
+#include "core/tcp.h"
+#include "../date.h"
+#include "../table/strings.h"
+#include "../functions.h"
+#include "network_client.h"
+#include "network_gamelist.h"
+#include "network_gui.h"
+#include "../saveload.h"
+#include "../command.h"
+#include "../window.h"
+#include "../console.h"
+#include "../variables.h"
+#include "../ai/ai.h"
+
+
+// This file handles all the client-commands
+
+
+// So we don't make too much typos ;)
+#define MY_CLIENT DEREF_CLIENT(0)
+
+static uint32 last_ack_frame;
+
+// **********
+// Sending functions
+// DEF_CLIENT_SEND_COMMAND has no parameters
+// **********
+
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)
+{
+ //
+ // Packet: CLIENT_COMPANY_INFO
+ // Function: Request company-info (in detail)
+ // Data:
+ // <none>
+ //
+ Packet *p;
+ _network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
+ InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
+
+ p = NetworkSend_Init(PACKET_CLIENT_COMPANY_INFO);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN)
+{
+ //
+ // Packet: CLIENT_JOIN
+ // Function: Try to join the server
+ // Data:
+ // String: OpenTTD Revision (norev000 if no revision)
+ // String: Player Name (max NETWORK_NAME_LENGTH)
+ // uint8: Play as Player id (1..MAX_PLAYERS)
+ // uint8: Language ID
+ // String: Unique id to find the player back in server-listing
+ //
+
+ extern const char _openttd_revision[];
+ Packet *p;
+ _network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
+ InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
+
+ p = NetworkSend_Init(PACKET_CLIENT_JOIN);
+ NetworkSend_string(p, _openttd_revision);
+ NetworkSend_string(p, _network_player_name); // Player name
+ NetworkSend_uint8(p, _network_playas); // PlayAs
+ NetworkSend_uint8(p, NETLANG_ANY); // Language
+ NetworkSend_string(p, _network_unique_id);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_PASSWORD)(NetworkPasswordType type, const char *password)
+{
+ //
+ // Packet: CLIENT_PASSWORD
+ // Function: Send a password to the server to authorize
+ // Data:
+ // uint8: NetworkPasswordType
+ // String: Password
+ //
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_PASSWORD);
+ NetworkSend_uint8(p, type);
+ NetworkSend_string(p, password);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GETMAP)
+{
+ //
+ // Packet: CLIENT_GETMAP
+ // Function: Request the map from the server
+ // Data:
+ // <none>
+ //
+
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_GETMAP);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_MAP_OK)
+{
+ //
+ // Packet: CLIENT_MAP_OK
+ // Function: Tell the server that we are done receiving/loading the map
+ // Data:
+ // <none>
+ //
+
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_MAP_OK);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK)
+{
+ //
+ // Packet: CLIENT_ACK
+ // Function: Tell the server we are done with this frame
+ // Data:
+ // uint32: current FrameCounter of the client
+ //
+
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_ACK);
+
+ NetworkSend_uint32(p, _frame_counter);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+// Send a command packet to the server
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(CommandPacket *cp)
+{
+ //
+ // Packet: CLIENT_COMMAND
+ // Function: Send a DoCommand to the Server
+ // 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)
+ //
+
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_COMMAND);
+
+ NetworkSend_uint8(p, cp->player);
+ NetworkSend_uint32(p, cp->cmd);
+ NetworkSend_uint32(p, cp->p1);
+ NetworkSend_uint32(p, cp->p2);
+ NetworkSend_uint32(p, (uint32)cp->tile);
+ NetworkSend_string(p, cp->text);
+ NetworkSend_uint8(p, cp->callback);
+
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+// Send a chat-packet over the network
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType type, int dest, const char *msg)
+{
+ //
+ // Packet: CLIENT_CHAT
+ // Function: Send a chat-packet to the serve
+ // Data:
+ // uint8: ActionID (see network_data.h, NetworkAction)
+ // uint8: Destination Type (see network_data.h, DestType);
+ // uint8: Destination Player (1..MAX_PLAYERS)
+ // String: Message (max MAX_TEXT_MSG_LEN)
+ //
+
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_CHAT);
+
+ NetworkSend_uint8(p, action);
+ NetworkSend_uint8(p, type);
+ NetworkSend_uint8(p, dest);
+ NetworkSend_string(p, msg);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+// Send an error-packet over the network
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno)
+{
+ //
+ // Packet: CLIENT_ERROR
+ // Function: The client made an error and is quiting the game
+ // Data:
+ // uint8: ErrorID (see network_data.h, NetworkErrorCode)
+ //
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_ERROR);
+
+ NetworkSend_uint8(p, errorno);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password)
+{
+ //
+ // Packet: PACKET_CLIENT_SET_PASSWORD
+ // Function: Set the password for the clients current company
+ // Data:
+ // String: Password
+ //
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_SET_PASSWORD);
+
+ NetworkSend_string(p, password);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name)
+{
+ //
+ // Packet: PACKET_CLIENT_SET_NAME
+ // Function: Gives the player a new name
+ // Data:
+ // String: Name
+ //
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_SET_NAME);
+
+ NetworkSend_string(p, name);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+// Send an quit-packet over the network
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)(const char *leavemsg)
+{
+ //
+ // Packet: CLIENT_QUIT
+ // Function: The client is quiting the game
+ // Data:
+ // String: leave-message
+ //
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_QUIT);
+
+ NetworkSend_string(p, leavemsg);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command)
+{
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_RCON);
+ NetworkSend_string(p, pass);
+ NetworkSend_string(p, command);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+
+// **********
+// Receiving functions
+// DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
+// **********
+
+extern bool SafeSaveOrLoad(const char *filename, int mode, int newgm);
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FULL)
+{
+ // We try to join a server which is full
+ _switch_mode_errorstr = STR_NETWORK_ERR_SERVER_FULL;
+ DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
+
+ return NETWORK_RECV_STATUS_SERVER_FULL;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_BANNED)
+{
+ // We try to join a server where we are banned
+ _switch_mode_errorstr = STR_NETWORK_ERR_SERVER_BANNED;
+ DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
+
+ return NETWORK_RECV_STATUS_SERVER_BANNED;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO)
+{
+ byte company_info_version;
+ int i;
+
+ company_info_version = NetworkRecv_uint8(MY_CLIENT, p);
+
+ if (!MY_CLIENT->has_quit && company_info_version == NETWORK_COMPANY_INFO_VERSION) {
+ byte total;
+ byte current;
+
+ total = NetworkRecv_uint8(MY_CLIENT, p);
+
+ // There is no data at all..
+ if (total == 0) return NETWORK_RECV_STATUS_CLOSE_QUERY;
+
+ current = NetworkRecv_uint8(MY_CLIENT, p);
+ if (!IsValidPlayer(current)) return NETWORK_RECV_STATUS_CLOSE_QUERY;
+
+ NetworkRecv_string(MY_CLIENT, p, _network_player_info[current].company_name, sizeof(_network_player_info[current].company_name));
+ _network_player_info[current].inaugurated_year = NetworkRecv_uint32(MY_CLIENT, p);
+ _network_player_info[current].company_value = NetworkRecv_uint64(MY_CLIENT, p);
+ _network_player_info[current].money = NetworkRecv_uint64(MY_CLIENT, p);
+ _network_player_info[current].income = NetworkRecv_uint64(MY_CLIENT, p);
+ _network_player_info[current].performance = NetworkRecv_uint16(MY_CLIENT, p);
+ _network_player_info[current].use_password = NetworkRecv_uint8(MY_CLIENT, p);
+ for (i = 0; i < NETWORK_VEHICLE_TYPES; i++)
+ _network_player_info[current].num_vehicle[i] = NetworkRecv_uint16(MY_CLIENT, p);
+ for (i = 0; i < NETWORK_STATION_TYPES; i++)
+ _network_player_info[current].num_station[i] = NetworkRecv_uint16(MY_CLIENT, p);
+
+ NetworkRecv_string(MY_CLIENT, p, _network_player_info[current].players, sizeof(_network_player_info[current].players));
+
+ InvalidateWindow(WC_NETWORK_WINDOW, 0);
+
+ return NETWORK_RECV_STATUS_OKAY;
+ }
+
+ return NETWORK_RECV_STATUS_CLOSE_QUERY;
+}
+
+// This packet contains info about the client (playas and name)
+// as client we save this in NetworkClientInfo, linked via 'index'
+// which is always an unique number on a server.
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
+{
+ NetworkClientInfo *ci;
+ uint16 index = NetworkRecv_uint16(MY_CLIENT, p);
+ PlayerID playas = NetworkRecv_uint8(MY_CLIENT, p);
+ char name[NETWORK_NAME_LENGTH];
+ char unique_id[NETWORK_NAME_LENGTH];
+
+ NetworkRecv_string(MY_CLIENT, p, name, sizeof(name));
+ NetworkRecv_string(MY_CLIENT, p, unique_id, sizeof(unique_id));
+
+ if (MY_CLIENT->has_quit) return NETWORK_RECV_STATUS_CONN_LOST;
+
+ /* Do we receive a change of data? Most likely we changed playas */
+ if (index == _network_own_client_index) _network_playas = playas;
+
+ ci = NetworkFindClientInfoFromIndex(index);
+ if (ci != NULL) {
+ if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) {
+ // Client name changed, display the change
+ NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, 1, false, ci->client_name, "%s", name);
+ } else if (playas != ci->client_playas) {
+ // The player changed from client-player..
+ // Do not display that for now
+ }
+
+ ci->client_playas = playas;
+ ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name));
+
+ InvalidateWindow(WC_CLIENT_LIST, 0);
+
+ return NETWORK_RECV_STATUS_OKAY;
+ }
+
+ // We don't have this index yet, find an empty index, and put the data there
+ ci = NetworkFindClientInfoFromIndex(NETWORK_EMPTY_INDEX);
+ if (ci != NULL) {
+ ci->client_index = index;
+ ci->client_playas = playas;
+
+ ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name));
+ ttd_strlcpy(ci->unique_id, unique_id, sizeof(ci->unique_id));
+
+ InvalidateWindow(WC_CLIENT_LIST, 0);
+
+ return NETWORK_RECV_STATUS_OKAY;
+ }
+
+ // Here the program should never ever come.....
+ return NETWORK_RECV_STATUS_MALFORMED_PACKET;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR)
+{
+ NetworkErrorCode error = NetworkRecv_uint8(MY_CLIENT, p);
+
+ switch (error) {
+ /* We made an error in the protocol, and our connection is closed.... */
+ case NETWORK_ERROR_NOT_AUTHORIZED:
+ case NETWORK_ERROR_NOT_EXPECTED:
+ case NETWORK_ERROR_PLAYER_MISMATCH:
+ _switch_mode_errorstr = STR_NETWORK_ERR_SERVER_ERROR;
+ break;
+ case NETWORK_ERROR_FULL:
+ _switch_mode_errorstr = STR_NETWORK_ERR_SERVER_FULL;
+ break;
+ case NETWORK_ERROR_WRONG_REVISION:
+ _switch_mode_errorstr = STR_NETWORK_ERR_WRONG_REVISION;
+ break;
+ case NETWORK_ERROR_WRONG_PASSWORD:
+ _switch_mode_errorstr = STR_NETWORK_ERR_WRONG_PASSWORD;
+ break;
+ case NETWORK_ERROR_KICKED:
+ _switch_mode_errorstr = STR_NETWORK_ERR_KICKED;
+ break;
+ case NETWORK_ERROR_CHEATER:
+ _switch_mode_errorstr = STR_NETWORK_ERR_CHEATER;
+ break;
+ default:
+ _switch_mode_errorstr = STR_NETWORK_ERR_LOSTCONNECTION;
+ }
+
+ DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
+
+ return NETWORK_RECV_STATUS_SERVER_ERROR;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEED_PASSWORD)
+{
+ NetworkPasswordType type = NetworkRecv_uint8(MY_CLIENT, p);
+
+ switch (type) {
+ case NETWORK_GAME_PASSWORD:
+ case NETWORK_COMPANY_PASSWORD:
+ ShowNetworkNeedPassword(type);
+ return NETWORK_RECV_STATUS_OKAY;
+
+ default: return NETWORK_RECV_STATUS_MALFORMED_PACKET;
+ }
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WELCOME)
+{
+ _network_own_client_index = NetworkRecv_uint16(MY_CLIENT, p);
+
+ // Start receiving the map
+ SEND_COMMAND(PACKET_CLIENT_GETMAP)();
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WAIT)
+{
+ _network_join_status = NETWORK_JOIN_STATUS_WAITING;
+ _network_join_waiting = NetworkRecv_uint8(MY_CLIENT, p);
+ InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
+
+ // We are put on hold for receiving the map.. we need GUI for this ;)
+ DEBUG(net, 1, "The server is currently busy sending the map to someone else, please wait..." );
+ DEBUG(net, 1, "There are %d clients in front of you", _network_join_waiting);
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
+{
+ static char filename[256];
+ static FILE *file_pointer;
+
+ byte maptype;
+
+ maptype = NetworkRecv_uint8(MY_CLIENT, p);
+
+ if (MY_CLIENT->has_quit) return NETWORK_RECV_STATUS_CONN_LOST;
+
+ // First packet, init some stuff
+ if (maptype == MAP_PACKET_START) {
+ // The name for the temp-map
+ snprintf(filename, lengthof(filename), "%s%snetwork_client.tmp", _paths.autosave_dir, PATHSEP);
+
+ file_pointer = fopen(filename, "wb");
+ if (file_pointer == NULL) {
+ _switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR;
+ return NETWORK_RECV_STATUS_SAVEGAME;
+ }
+
+ _frame_counter = _frame_counter_server = _frame_counter_max = NetworkRecv_uint32(MY_CLIENT, p);
+
+ _network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
+ _network_join_kbytes = 0;
+ _network_join_kbytes_total = NetworkRecv_uint32(MY_CLIENT, p) / 1024;
+ InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
+
+ // The first packet does not contain any more data
+ return NETWORK_RECV_STATUS_OKAY;
+ }
+
+ if (maptype == MAP_PACKET_NORMAL) {
+ // We are still receiving data, put it to the file
+ fwrite(p->buffer + p->pos, 1, p->size - p->pos, file_pointer);
+
+ _network_join_kbytes = ftell(file_pointer) / 1024;
+ InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
+ }
+
+ // Check if this was the last packet
+ if (maptype == MAP_PACKET_END) {
+ fclose(file_pointer);
+
+ _network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
+ InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
+
+ /* The map is done downloading, load it */
+ if (!SafeSaveOrLoad(filename, SL_LOAD, GM_NORMAL)) {
+ DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
+ _switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR;
+ return NETWORK_RECV_STATUS_SAVEGAME;
+ }
+ /* If the savegame has successfully loaded, ALL windows have been removed,
+ * only toolbar/statusbar and gamefield are visible */
+
+ _opt_ptr = &_opt; // during a network game you are always in-game
+
+ // Say we received the map and loaded it correctly!
+ SEND_COMMAND(PACKET_CLIENT_MAP_OK)();
+
+ /* New company/spectator (invalid player) or company we want to join is not active
+ * Switch local player to spectator and await the server's judgement */
+ if (_network_playas == PLAYER_NEW_COMPANY || !IsValidPlayer(_network_playas) ||
+ !GetPlayer(_network_playas)->is_active) {
+
+ SetLocalPlayer(PLAYER_SPECTATOR);
+
+ if (_network_playas != PLAYER_SPECTATOR) {
+ /* We have arrived and ready to start playing; send a command to make a new player;
+ * the server will give us a client-id and let us in */
+ _network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
+ ShowJoinStatusWindow();
+ NetworkSend_Command(0, 0, 0, CMD_PLAYER_CTRL, NULL);
+ }
+ } else {
+ // take control over an existing company
+ SetLocalPlayer(_network_playas);
+ }
+ }
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FRAME)
+{
+ _frame_counter_server = NetworkRecv_uint32(MY_CLIENT, p);
+ _frame_counter_max = NetworkRecv_uint32(MY_CLIENT, p);
+#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
+ // Test if the server supports this option
+ // and if we are at the frame the server is
+ if (p->pos < p->size) {
+ _sync_frame = _frame_counter_server;
+ _sync_seed_1 = NetworkRecv_uint32(MY_CLIENT, p);
+#ifdef NETWORK_SEND_DOUBLE_SEED
+ _sync_seed_2 = NetworkRecv_uint32(MY_CLIENT, p);
+#endif
+ }
+#endif
+ DEBUG(net, 5, "Received FRAME %d", _frame_counter_server);
+
+ // Let the server know that we received this frame correctly
+ // We do this only once per day, to save some bandwidth ;)
+ if (!_network_first_time && last_ack_frame < _frame_counter) {
+ last_ack_frame = _frame_counter + DAY_TICKS;
+ DEBUG(net, 4, "Sent ACK at %d", _frame_counter);
+ SEND_COMMAND(PACKET_CLIENT_ACK)();
+ }
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SYNC)
+{
+ _sync_frame = NetworkRecv_uint32(MY_CLIENT, p);
+ _sync_seed_1 = NetworkRecv_uint32(MY_CLIENT, p);
+#ifdef NETWORK_SEND_DOUBLE_SEED
+ _sync_seed_2 = NetworkRecv_uint32(MY_CLIENT, p);
+#endif
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
+{
+ CommandPacket *cp = malloc(sizeof(CommandPacket));
+ cp->player = NetworkRecv_uint8(MY_CLIENT, p);
+ cp->cmd = NetworkRecv_uint32(MY_CLIENT, p);
+ cp->p1 = NetworkRecv_uint32(MY_CLIENT, p);
+ cp->p2 = NetworkRecv_uint32(MY_CLIENT, p);
+ cp->tile = NetworkRecv_uint32(MY_CLIENT, p);
+ NetworkRecv_string(MY_CLIENT, p, cp->text, sizeof(cp->text));
+ cp->callback = NetworkRecv_uint8(MY_CLIENT, p);
+ cp->frame = NetworkRecv_uint32(MY_CLIENT, p);
+ cp->next = NULL;
+
+ // The server did send us this command..
+ // queue it in our own queue, so we can handle it in the upcoming frame!
+
+ 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;
+ }
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CHAT)
+{
+ char name[NETWORK_NAME_LENGTH], msg[MAX_TEXT_MSG_LEN];
+ const NetworkClientInfo *ci = NULL, *ci_to;
+
+ NetworkAction action = NetworkRecv_uint8(MY_CLIENT, p);
+ uint16 index = NetworkRecv_uint16(MY_CLIENT, p);
+ bool self_send = NetworkRecv_uint8(MY_CLIENT, p);
+ NetworkRecv_string(MY_CLIENT, p, msg, MAX_TEXT_MSG_LEN);
+
+ ci_to = NetworkFindClientInfoFromIndex(index);
+ if (ci_to == NULL) return NETWORK_RECV_STATUS_OKAY;
+
+ /* Did we initiate the action locally? */
+ if (self_send) {
+ switch (action) {
+ case NETWORK_ACTION_CHAT_CLIENT:
+ /* For speaking to client we need the client-name */
+ snprintf(name, sizeof(name), "%s", ci_to->client_name);
+ ci = NetworkFindClientInfoFromIndex(_network_own_client_index);
+ break;
+
+ /* For speaking to company or giving money, we need the player-name */
+ case NETWORK_ACTION_GIVE_MONEY:
+ if (!IsValidPlayer(ci_to->client_playas)) return NETWORK_RECV_STATUS_OKAY;
+ /* fallthrough */
+ case NETWORK_ACTION_CHAT_COMPANY: {
+ StringID str = IsValidPlayer(ci_to->client_playas) ? GetPlayer(ci_to->client_playas)->name_1 : STR_NETWORK_SPECTATORS;
+
+ GetString(name, str, lastof(name));
+ ci = NetworkFindClientInfoFromIndex(_network_own_client_index);
+ } break;
+
+ default: NOT_REACHED(); break;
+ }
+ } else {
+ /* Display message from somebody else */
+ snprintf(name, sizeof(name), "%s", ci_to->client_name);
+ ci = ci_to;
+ }
+
+ if (ci != NULL)
+ NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas), self_send, name, "%s", msg);
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT)
+{
+ char str[100];
+ uint16 index;
+ NetworkClientInfo *ci;
+
+ index = NetworkRecv_uint16(MY_CLIENT, p);
+ GetNetworkErrorMsg(str, NetworkRecv_uint8(MY_CLIENT, p), lastof(str));
+
+ ci = NetworkFindClientInfoFromIndex(index);
+ if (ci != NULL) {
+ NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, ci->client_name, "%s", str);
+
+ // The client is gone, give the NetworkClientInfo free
+ ci->client_index = NETWORK_EMPTY_INDEX;
+ }
+
+ InvalidateWindow(WC_CLIENT_LIST, 0);
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_QUIT)
+{
+ char str[100];
+ uint16 index;
+ NetworkClientInfo *ci;
+
+ index = NetworkRecv_uint16(MY_CLIENT, p);
+ NetworkRecv_string(MY_CLIENT, p, str, lengthof(str));
+
+ ci = NetworkFindClientInfoFromIndex(index);
+ if (ci != NULL) {
+ NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, ci->client_name, "%s", str);
+
+ // The client is gone, give the NetworkClientInfo free
+ ci->client_index = NETWORK_EMPTY_INDEX;
+ } else {
+ DEBUG(net, 0, "Unknown client (%d) is leaving the game", index);
+ }
+
+ InvalidateWindow(WC_CLIENT_LIST, 0);
+
+ // If we come here it means we could not locate the client.. strange :s
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_JOIN)
+{
+ uint16 index;
+ NetworkClientInfo *ci;
+
+ index = NetworkRecv_uint16(MY_CLIENT, p);
+
+ ci = NetworkFindClientInfoFromIndex(index);
+ if (ci != NULL)
+ NetworkTextMessage(NETWORK_ACTION_JOIN, 1, false, ci->client_name, "");
+
+ InvalidateWindow(WC_CLIENT_LIST, 0);
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN)
+{
+ _switch_mode_errorstr = STR_NETWORK_SERVER_SHUTDOWN;
+
+ return NETWORK_RECV_STATUS_SERVER_ERROR;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME)
+{
+ // To trottle the reconnects a bit, every clients waits
+ // his _local_player value before reconnecting
+ // PLAYER_SPECTATOR is currently 255, so to avoid long wait periods
+ // set the max to 10.
+ _network_reconnect = min(_local_player + 1, 10);
+ _switch_mode_errorstr = STR_NETWORK_SERVER_REBOOT;
+
+ return NETWORK_RECV_STATUS_SERVER_ERROR;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_RCON)
+{
+ char rcon_out[NETWORK_RCONCOMMAND_LENGTH];
+ uint16 color_code;
+
+ color_code = NetworkRecv_uint16(MY_CLIENT, p);
+ NetworkRecv_string(MY_CLIENT, p, rcon_out, sizeof(rcon_out));
+
+ IConsolePrint(color_code, rcon_out);
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+
+
+// The layout for the receive-functions by the client
+typedef NetworkRecvStatus NetworkClientPacket(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 NetworkClientPacket* const _network_client_packet[] = {
+ RECEIVE_COMMAND(PACKET_SERVER_FULL),
+ RECEIVE_COMMAND(PACKET_SERVER_BANNED),
+ NULL, /*PACKET_CLIENT_JOIN,*/
+ RECEIVE_COMMAND(PACKET_SERVER_ERROR),
+ NULL, /*PACKET_CLIENT_COMPANY_INFO,*/
+ RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO),
+ RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO),
+ RECEIVE_COMMAND(PACKET_SERVER_NEED_PASSWORD),
+ NULL, /*PACKET_CLIENT_PASSWORD,*/
+ RECEIVE_COMMAND(PACKET_SERVER_WELCOME),
+ NULL, /*PACKET_CLIENT_GETMAP,*/
+ RECEIVE_COMMAND(PACKET_SERVER_WAIT),
+ RECEIVE_COMMAND(PACKET_SERVER_MAP),
+ NULL, /*PACKET_CLIENT_MAP_OK,*/
+ RECEIVE_COMMAND(PACKET_SERVER_JOIN),
+ RECEIVE_COMMAND(PACKET_SERVER_FRAME),
+ RECEIVE_COMMAND(PACKET_SERVER_SYNC),
+ NULL, /*PACKET_CLIENT_ACK,*/
+ NULL, /*PACKET_CLIENT_COMMAND,*/
+ RECEIVE_COMMAND(PACKET_SERVER_COMMAND),
+ NULL, /*PACKET_CLIENT_CHAT,*/
+ RECEIVE_COMMAND(PACKET_SERVER_CHAT),
+ NULL, /*PACKET_CLIENT_SET_PASSWORD,*/
+ NULL, /*PACKET_CLIENT_SET_NAME,*/
+ NULL, /*PACKET_CLIENT_QUIT,*/
+ NULL, /*PACKET_CLIENT_ERROR,*/
+ RECEIVE_COMMAND(PACKET_SERVER_QUIT),
+ RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT),
+ RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN),
+ RECEIVE_COMMAND(PACKET_SERVER_NEWGAME),
+ RECEIVE_COMMAND(PACKET_SERVER_RCON),
+ NULL, /*PACKET_CLIENT_RCON,*/
+};
+
+// If this fails, check the array above with network_data.h
+assert_compile(lengthof(_network_client_packet) == PACKET_END);
+
+// Is called after a client is connected to the server
+void NetworkClient_Connected(void)
+{
+ // Set the frame-counter to 0 so nothing happens till we are ready
+ _frame_counter = 0;
+ _frame_counter_server = 0;
+ last_ack_frame = 0;
+ // Request the game-info
+ SEND_COMMAND(PACKET_CLIENT_JOIN)();
+}
+
+// Reads the packets from the socket-stream, if available
+NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientState *cs)
+{
+ Packet *p;
+ NetworkRecvStatus res = NETWORK_RECV_STATUS_OKAY;
+
+ while (res == NETWORK_RECV_STATUS_OKAY && (p = NetworkRecv_Packet(cs, &res)) != NULL) {
+ byte type = NetworkRecv_uint8(MY_CLIENT, p);
+ if (type < PACKET_END && _network_client_packet[type] != NULL && !MY_CLIENT->has_quit) {
+ res = _network_client_packet[type](p);
+ } else {
+ res = NETWORK_RECV_STATUS_MALFORMED_PACKET;
+ DEBUG(net, 0, "[client] received invalid packet type %d", type);
+ }
+
+ free(p);
+ }
+
+ return res;
+}
+
+#endif /* ENABLE_NETWORK */
diff --git a/network/network_client.h b/network/network_client.h
new file mode 100644
index 000000000..2dd776ac1
--- /dev/null
+++ b/network/network_client.h
@@ -0,0 +1,25 @@
+/* $Id$ */
+
+#ifndef NETWORK_CLIENT_H
+#define NETWORK_CLIENT_H
+
+#ifdef ENABLE_NETWORK
+
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GAME_INFO);
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO);
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(CommandPacket *cp);
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno);
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)(const char *leavemsg);
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType desttype, int dest, const char *msg);
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_PASSWORD)(NetworkPasswordType type, const char *password);
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password);
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name);
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK);
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command);
+
+NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientState *cs);
+void NetworkClient_Connected(void);
+
+#endif /* ENABLE_NETWORK */
+
+#endif /* NETWORK_CLIENT_H */
diff --git a/network/network_data.c b/network/network_data.c
new file mode 100644
index 000000000..9e5e6424d
--- /dev/null
+++ b/network/network_data.c
@@ -0,0 +1,106 @@
+/* $Id$ */
+
+#ifdef ENABLE_NETWORK
+
+#include "../stdafx.h"
+#include "../debug.h"
+#include "network_data.h"
+#include "../string.h"
+#include "network_client.h"
+#include "../command.h"
+#include "../callback_table.h"
+
+// Add a command to the local command queue
+void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp)
+{
+ CommandPacket* new_cp = malloc(sizeof(*new_cp));
+
+ *new_cp = *cp;
+
+ if (cs->command_queue == NULL) {
+ cs->command_queue = new_cp;
+ } else {
+ CommandPacket *c = cs->command_queue;
+ while (c->next != NULL) c = c->next;
+ c->next = new_cp;
+ }
+}
+
+// Prepare a DoCommand to be send over the network
+void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback)
+{
+ CommandPacket *c = malloc(sizeof(CommandPacket));
+ byte temp_callback;
+
+ c->player = _local_player;
+ c->next = NULL;
+ c->tile = tile;
+ c->p1 = p1;
+ c->p2 = p2;
+ c->cmd = cmd;
+ c->callback = 0;
+
+ temp_callback = 0;
+
+ while (temp_callback < _callback_table_count && _callback_table[temp_callback] != callback)
+ temp_callback++;
+ if (temp_callback == _callback_table_count) {
+ DEBUG(net, 0, "Unknown callback. (Pointer: %p) No callback sent", callback);
+ temp_callback = 0; /* _callback_table[0] == NULL */
+ }
+
+ if (_network_server) {
+ // We are the server, so set the command to be executed next possible frame
+ c->frame = _frame_counter_max + 1;
+ } else {
+ c->frame = 0; // The client can't tell which frame, so just make it 0
+ }
+
+ ttd_strlcpy(c->text, (_cmd_text != NULL) ? _cmd_text : "", lengthof(c->text));
+
+ if (_network_server) {
+ // If we are the server, we queue the command in our 'special' queue.
+ // In theory, we could execute the command right away, but then the
+ // client on the server can do everything 1 tick faster than others.
+ // So to keep the game fair, we delay the command with 1 tick
+ // which gives about the same speed as most clients.
+ NetworkClientState *cs;
+
+ // And we queue it for delivery to the clients
+ FOR_ALL_CLIENTS(cs) {
+ if (cs->status > STATUS_AUTH) NetworkAddCommandQueue(cs, c);
+ }
+
+ // Only the server gets the callback, because clients should not get them
+ c->callback = temp_callback;
+ if (_local_command_queue == NULL) {
+ _local_command_queue = c;
+ } else {
+ // Find last packet
+ CommandPacket *cp = _local_command_queue;
+ while (cp->next != NULL) cp = cp->next;
+ cp->next = c;
+ }
+
+ return;
+ }
+
+ // Clients send their command to the server and forget all about the packet
+ c->callback = temp_callback;
+ SEND_COMMAND(PACKET_CLIENT_COMMAND)(c);
+}
+
+// Execute a DoCommand we received from the network
+void NetworkExecuteCommand(CommandPacket *cp)
+{
+ _current_player = cp->player;
+ _cmd_text = cp->text;
+ /* cp->callback is unsigned. so we don't need to do lower bounds checking. */
+ if (cp->callback > _callback_table_count) {
+ DEBUG(net, 0, "Received out-of-bounds callback (%d)", cp->callback);
+ cp->callback = 0;
+ }
+ DoCommandP(cp->tile, cp->p1, cp->p2, _callback_table[cp->callback], cp->cmd | CMD_NETWORK_COMMAND);
+}
+
+#endif /* ENABLE_NETWORK */
diff --git a/network/network_data.h b/network/network_data.h
new file mode 100644
index 000000000..3e42e00cf
--- /dev/null
+++ b/network/network_data.h
@@ -0,0 +1,167 @@
+/* $Id$ */
+
+#ifndef NETWORK_DATA_H
+#define NETWORK_DATA_H
+
+// Is the network enabled?
+#ifdef ENABLE_NETWORK
+
+#include "../openttd.h"
+#include "network.h"
+#include "core/os_abstraction.h"
+#include "core/config.h"
+#include "core/packet.h"
+
+#define MAX_TEXT_MSG_LEN 1024 /* long long long long sentences :-) */
+
+// The client-info-server-index is always 1
+#define NETWORK_SERVER_INDEX 1
+#define NETWORK_EMPTY_INDEX 0
+
+typedef struct CommandPacket {
+ struct CommandPacket *next;
+ PlayerID player; /// player that is executing the command
+ uint32 cmd; /// command being executed
+ uint32 p1; /// parameter p1
+ uint32 p2; /// parameter p2
+ TileIndex tile; /// tile command being executed on
+ char text[80];
+ uint32 frame; /// the frame in which this packet is executed
+ byte callback; /// any callback function executed upon successful completion of the command
+} CommandPacket;
+
+typedef enum {
+ STATUS_INACTIVE,
+ STATUS_AUTH, // This means that the client is authorized
+ STATUS_MAP_WAIT, // This means that the client is put on hold because someone else is getting the map
+ STATUS_MAP,
+ STATUS_DONE_MAP,
+ STATUS_PRE_ACTIVE,
+ STATUS_ACTIVE,
+} ClientStatus;
+
+typedef enum {
+ MAP_PACKET_START,
+ MAP_PACKET_NORMAL,
+ MAP_PACKET_END,
+} MapPacket;
+
+typedef enum {
+ NETWORK_RECV_STATUS_OKAY,
+ NETWORK_RECV_STATUS_DESYNC,
+ NETWORK_RECV_STATUS_SAVEGAME,
+ NETWORK_RECV_STATUS_CONN_LOST,
+ NETWORK_RECV_STATUS_MALFORMED_PACKET,
+ NETWORK_RECV_STATUS_SERVER_ERROR, // The server told us we made an error
+ NETWORK_RECV_STATUS_SERVER_FULL,
+ NETWORK_RECV_STATUS_SERVER_BANNED,
+ NETWORK_RECV_STATUS_CLOSE_QUERY, // Done quering the server
+} NetworkRecvStatus;
+
+typedef enum {
+ NETWORK_ERROR_GENERAL, // Try to use thisone like never
+
+ // Signals from clients
+ NETWORK_ERROR_DESYNC,
+ NETWORK_ERROR_SAVEGAME_FAILED,
+ NETWORK_ERROR_CONNECTION_LOST,
+ NETWORK_ERROR_ILLEGAL_PACKET,
+
+ // Signals from servers
+ NETWORK_ERROR_NOT_AUTHORIZED,
+ NETWORK_ERROR_NOT_EXPECTED,
+ NETWORK_ERROR_WRONG_REVISION,
+ NETWORK_ERROR_NAME_IN_USE,
+ NETWORK_ERROR_WRONG_PASSWORD,
+ NETWORK_ERROR_PLAYER_MISMATCH, // Happens in CLIENT_COMMAND
+ NETWORK_ERROR_KICKED,
+ NETWORK_ERROR_CHEATER,
+ NETWORK_ERROR_FULL,
+} NetworkErrorCode;
+
+// Actions that can be used for NetworkTextMessage
+typedef enum {
+ NETWORK_ACTION_JOIN,
+ NETWORK_ACTION_LEAVE,
+ NETWORK_ACTION_SERVER_MESSAGE,
+ NETWORK_ACTION_CHAT,
+ NETWORK_ACTION_CHAT_COMPANY,
+ NETWORK_ACTION_CHAT_CLIENT,
+ NETWORK_ACTION_GIVE_MONEY,
+ NETWORK_ACTION_NAME_CHANGE,
+} NetworkAction;
+
+typedef enum {
+ NETWORK_GAME_PASSWORD,
+ NETWORK_COMPANY_PASSWORD,
+} NetworkPasswordType;
+
+// To keep the clients all together
+struct NetworkClientState { // Typedeffed in network_core/packet.h
+ SOCKET socket;
+ uint16 index;
+ uint32 last_frame;
+ uint32 last_frame_server;
+ byte lag_test; // This byte is used for lag-testing the client
+
+ ClientStatus status;
+ bool writable; // is client ready to write to?
+ bool has_quit;
+
+ Packet *packet_queue; // Packets that are awaiting delivery
+ Packet *packet_recv; // Partially received packet
+
+ CommandPacket *command_queue; // The command-queue awaiting delivery
+};
+
+typedef enum {
+ DESTTYPE_BROADCAST, ///< Send message/notice to all players (All)
+ DESTTYPE_TEAM, ///< Send message/notice to everyone playing the same company (Team)
+ DESTTYPE_CLIENT, ///< Send message/notice to only a certain player (Private)
+} DestType;
+
+CommandPacket *_local_command_queue;
+
+SOCKET _udp_client_socket; // udp client socket
+SOCKET _udp_server_socket; // udp server socket
+SOCKET _udp_master_socket; // udp master socket
+
+// Here we keep track of the clients
+// (and the client uses [0] for his own communication)
+NetworkClientState _clients[MAX_CLIENTS];
+#define DEREF_CLIENT(i) (&_clients[i])
+// This returns the NetworkClientInfo from a NetworkClientState
+#define DEREF_CLIENT_INFO(cs) (&_network_client_info[cs - _clients])
+
+// Macros to make life a bit more easier
+#define DEF_CLIENT_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(Packet *p)
+#define DEF_CLIENT_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(void)
+#define DEF_CLIENT_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
+#define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(NetworkClientState *cs, Packet *p)
+#define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(NetworkClientState *cs)
+#define DEF_SERVER_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
+
+#define SEND_COMMAND(type) NetworkPacketSend_ ## type ## _command
+#define RECEIVE_COMMAND(type) NetworkPacketReceive_ ## type ## _command
+
+#define FOR_ALL_CLIENTS(cs) for (cs = _clients; cs != endof(_clients) && cs->socket != INVALID_SOCKET; cs++)
+#define FOR_ALL_ACTIVE_CLIENT_INFOS(ci) for (ci = _network_client_info; ci != endof(_network_client_info); ci++) if (ci->client_index != NETWORK_EMPTY_INDEX)
+
+void NetworkExecuteCommand(CommandPacket *cp);
+void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp);
+
+// from network.c
+void NetworkCloseClient(NetworkClientState *cs);
+void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send, const char *name, const char *str, ...);
+void NetworkGetClientName(char *clientname, size_t size, const NetworkClientState *cs);
+uint NetworkCalculateLag(const NetworkClientState *cs);
+byte NetworkGetCurrentLanguageIndex(void);
+NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index);
+NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip);
+NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index);
+unsigned long NetworkResolveHost(const char *hostname);
+char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last);
+
+#endif /* ENABLE_NETWORK */
+
+#endif /* NETWORK_DATA_H */
diff --git a/network/network_gamelist.c b/network/network_gamelist.c
new file mode 100644
index 000000000..a830073ad
--- /dev/null
+++ b/network/network_gamelist.c
@@ -0,0 +1,74 @@
+/* $Id$ */
+
+#ifdef ENABLE_NETWORK
+
+#include "../stdafx.h"
+#include "../debug.h"
+#include "network_data.h"
+#include "../newgrf_config.h"
+
+// This file handles the GameList
+// Also, it handles the request to a server for data about the server
+
+/** Add a new item to the linked gamelist. If the IP and Port match
+ * return the existing item instead of adding it again
+ * @param ip the IP-address (inet_addr) of the to-be added item
+ * @param port the port the server is running on
+ * @return a point to the newly added or already existing item */
+NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port)
+{
+ NetworkGameList *item, *prev_item;
+
+ prev_item = NULL;
+ for (item = _network_game_list; item != NULL; item = item->next) {
+ if (item->ip == ip && item->port == port) return item;
+ prev_item = item;
+ }
+
+ item = malloc(sizeof(*item));
+ memset(item, 0, sizeof(*item));
+ item->next = NULL;
+ item->ip = ip;
+ item->port = port;
+
+ if (prev_item == NULL) {
+ _network_game_list = item;
+ } else {
+ prev_item->next = item;
+ }
+ DEBUG(net, 4, "[gamelist] added server to list");
+
+ UpdateNetworkGameWindow(false);
+
+ return item;
+}
+
+/** Remove an item from the gamelist linked list
+ * @param remove pointer to the item to be removed */
+void NetworkGameListRemoveItem(NetworkGameList *remove)
+{
+ NetworkGameList *item, *prev_item;
+
+ prev_item = NULL;
+ for (item = _network_game_list; item != NULL; item = item->next) {
+ if (remove == item) {
+ if (prev_item == NULL) {
+ _network_game_list = remove->next;
+ } else {
+ prev_item->next = remove->next;
+ }
+
+ /* Remove GRFConfig information */
+ ClearGRFConfigList(&remove->info.grfconfig);
+ free(remove);
+ remove = NULL;
+
+ DEBUG(net, 4, "[gamelist] removed server from list");
+ UpdateNetworkGameWindow(false);
+ return;
+ }
+ prev_item = item;
+ }
+}
+
+#endif /* ENABLE_NETWORK */
diff --git a/network/network_gamelist.h b/network/network_gamelist.h
new file mode 100644
index 000000000..c1a1a0904
--- /dev/null
+++ b/network/network_gamelist.h
@@ -0,0 +1,11 @@
+/* $Id$ */
+
+#ifndef NETWORK_GAMELIST_H
+#define NETWORK_GAMELIST_H
+
+void NetworkGameListClear(void);
+NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port);
+void NetworkGameListRemoveItem(NetworkGameList *remove);
+void NetworkGameListAddQueriedItem(const NetworkGameInfo *info, bool server_online);
+
+#endif /* NETWORK_GAMELIST_H */
diff --git a/network/network_gui.c b/network/network_gui.c
new file mode 100644
index 000000000..91c990bbc
--- /dev/null
+++ b/network/network_gui.c
@@ -0,0 +1,1706 @@
+/* $Id$ */
+
+#ifdef ENABLE_NETWORK
+#include "../stdafx.h"
+#include "../openttd.h"
+#include "../string.h"
+#include "../strings.h"
+#include "../table/sprites.h"
+#include "network.h"
+#include "../date.h"
+
+#include "../fios.h"
+#include "../table/strings.h"
+#include "../functions.h"
+#include "network_data.h"
+#include "network_client.h"
+#include "network_gui.h"
+#include "network_gamelist.h"
+#include "../window.h"
+#include "../gui.h"
+#include "../gfx.h"
+#include "../command.h"
+#include "../variables.h"
+#include "network_server.h"
+#include "network_udp.h"
+#include "../settings.h"
+#include "../string.h"
+#include "../town.h"
+#include "../newgrf.h"
+
+#define BGC 5
+#define BTC 15
+
+typedef struct network_d {
+ PlayerID company; // select company in network lobby
+ byte field; // select text-field in start-server and game-listing
+ NetworkGameList *server; // selected server in lobby and game-listing
+ FiosItem *map; // selected map in start-server
+} network_d;
+assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(network_d));
+
+typedef struct network_ql_d {
+ network_d n; // see above; general stuff
+ querystr_d q; // text-input in start-server and game-listing
+ NetworkGameList **sort_list; // list of games (sorted)
+ list_d l; // accompanying list-administration
+} network_ql_d;
+assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(network_ql_d));
+
+/* Global to remember sorting after window has been closed */
+static Listing _ng_sorting;
+
+static char _edit_str_buf[150];
+static bool _chat_tab_completion_active;
+
+static void ShowNetworkStartServerWindow(void);
+static void ShowNetworkLobbyWindow(NetworkGameList *ngl);
+extern void SwitchMode(int new_mode);
+
+static const StringID _connection_types_dropdown[] = {
+ STR_NETWORK_LAN_INTERNET,
+ STR_NETWORK_INTERNET_ADVERTISE,
+ INVALID_STRING_ID
+};
+
+static const StringID _lan_internet_types_dropdown[] = {
+ STR_NETWORK_LAN,
+ STR_NETWORK_INTERNET,
+ INVALID_STRING_ID
+};
+
+static const StringID _players_dropdown[] = {
+ STR_NETWORK_0_PLAYERS,
+ STR_NETWORK_1_PLAYERS,
+ STR_NETWORK_2_PLAYERS,
+ STR_NETWORK_3_PLAYERS,
+ STR_NETWORK_4_PLAYERS,
+ STR_NETWORK_5_PLAYERS,
+ STR_NETWORK_6_PLAYERS,
+ STR_NETWORK_7_PLAYERS,
+ STR_NETWORK_8_PLAYERS,
+ STR_NETWORK_9_PLAYERS,
+ STR_NETWORK_10_PLAYERS,
+ INVALID_STRING_ID
+};
+
+static const StringID _language_dropdown[] = {
+ STR_NETWORK_LANG_ANY,
+ STR_NETWORK_LANG_ENGLISH,
+ STR_NETWORK_LANG_GERMAN,
+ STR_NETWORK_LANG_FRENCH,
+ INVALID_STRING_ID
+};
+
+enum {
+ NET_PRC__OFFSET_TOP_WIDGET = 54,
+ NET_PRC__OFFSET_TOP_WIDGET_COMPANY = 52,
+ NET_PRC__SIZE_OF_ROW = 14,
+};
+
+/** Update the network new window because a new server is
+ * found on the network.
+ * @param unselect unselect the currently selected item */
+void UpdateNetworkGameWindow(bool unselect)
+{
+ SendWindowMessage(WC_NETWORK_WINDOW, 0, unselect, 0, 0);
+}
+
+static bool _internal_sort_order; // Used for Qsort order-flipping
+typedef int CDECL NGameNameSortFunction(const void*, const void*);
+
+/** Qsort function to sort by name. */
+static int CDECL NGameNameSorter(const void *a, const void *b)
+{
+ const NetworkGameList *cmp1 = *(const NetworkGameList**)a;
+ const NetworkGameList *cmp2 = *(const NetworkGameList**)b;
+ int r = strcasecmp(cmp1->info.server_name, cmp2->info.server_name);
+
+ return _internal_sort_order ? -r : r;
+}
+
+/** Qsort function to sort by the amount of clients online on a
+ * server. If the two servers have the same amount, the one with the
+ * higher maximum is preferred. */
+static int CDECL NGameClientSorter(const void *a, const void *b)
+{
+ const NetworkGameList *cmp1 = *(const NetworkGameList**)a;
+ const NetworkGameList *cmp2 = *(const NetworkGameList**)b;
+ /* Reverse as per default we are interested in most-clients first */
+ int r = cmp1->info.clients_on - cmp2->info.clients_on;
+
+ if (r == 0) r = cmp1->info.clients_max - cmp2->info.clients_max;
+ if (r == 0) r = strcasecmp(cmp1->info.server_name, cmp2->info.server_name);
+
+ return _internal_sort_order ? -r : r;
+}
+
+/** Qsort function to sort by joinability. If both servers are the
+ * same, prefer the non-passworded server first. */
+static int CDECL NGameAllowedSorter(const void *a, const void *b)
+{
+ const NetworkGameList *cmp1 = *(const NetworkGameList**)a;
+ const NetworkGameList *cmp2 = *(const NetworkGameList**)b;
+ /* Reverse default as we are interested in compatible clients first */
+ int r = cmp2->info.compatible - cmp1->info.compatible;
+
+ if (r == 0) r = cmp1->info.use_password - cmp2->info.use_password;
+ if (r == 0) r = strcasecmp(cmp1->info.server_name, cmp2->info.server_name);
+
+ return _internal_sort_order ? -r : r;
+}
+
+/** (Re)build the network game list as its amount has changed because
+ * an item has been added or deleted for example
+ * @param ngl list_d struct that contains all necessary information for sorting */
+static void BuildNetworkGameList(network_ql_d *nqld)
+{
+ NetworkGameList *ngl_temp;
+ uint n = 0;
+
+ if (!(nqld->l.flags & VL_REBUILD)) return;
+
+ /* Count the number of games in the list */
+ for (ngl_temp = _network_game_list; ngl_temp != NULL; ngl_temp = ngl_temp->next) n++;
+ if (n == 0) return;
+
+ /* Create temporary array of games to use for listing */
+ free(nqld->sort_list);
+ nqld->sort_list = malloc(n * sizeof(nqld->sort_list[0]));
+ if (nqld->sort_list == NULL) error("Could not allocate memory for the network-game-sorting-list");
+ nqld->l.list_length = n;
+
+ for (n = 0, ngl_temp = _network_game_list; ngl_temp != NULL; ngl_temp = ngl_temp->next) {
+ nqld->sort_list[n++] = ngl_temp;
+ }
+
+ /* Force resort */
+ nqld->l.flags &= ~VL_REBUILD;
+ nqld->l.flags |= VL_RESORT;
+}
+
+static void SortNetworkGameList(network_ql_d *nqld)
+{
+ static NGameNameSortFunction * const ngame_sorter[] = {
+ &NGameNameSorter,
+ &NGameClientSorter,
+ &NGameAllowedSorter
+ };
+
+ NetworkGameList *item;
+ uint i;
+
+ if (!(nqld->l.flags & VL_RESORT)) return;
+ if (nqld->l.list_length == 0) return;
+
+ _internal_sort_order = !!(nqld->l.flags & VL_DESC);
+ qsort(nqld->sort_list, nqld->l.list_length, sizeof(nqld->sort_list[0]), ngame_sorter[nqld->l.sort_type]);
+
+ /* After sorting ngl->sort_list contains the sorted items. Put these back
+ * into the original list. Basically nothing has changed, we are only
+ * shuffling the ->next pointers */
+ _network_game_list = nqld->sort_list[0];
+ for (item = _network_game_list, i = 1; i != nqld->l.list_length; i++) {
+ item->next = nqld->sort_list[i];
+ item = item->next;
+ }
+ item->next = NULL;
+
+ nqld->l.flags &= ~VL_RESORT;
+}
+
+/* Uses network_ql_d (network_d, querystr_d and list_d) WP macro */
+static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
+{
+ network_d *nd = &WP(w, network_ql_d).n;
+ list_d *ld = &WP(w, network_ql_d).l;
+
+ switch (e->event) {
+ case WE_CREATE: /* Focus input box */
+ nd->field = 3;
+ nd->server = NULL;
+
+ WP(w, network_ql_d).sort_list = NULL;
+ ld->flags = VL_REBUILD | (_ng_sorting.order << (VL_DESC - 1));
+ ld->sort_type = _ng_sorting.criteria;
+ break;
+
+ case WE_PAINT: {
+ const NetworkGameList *sel = nd->server;
+ const char *arrow = (ld->flags & VL_DESC) ? DOWNARROW : UPARROW;
+
+ if (ld->flags & VL_REBUILD) {
+ BuildNetworkGameList(&WP(w, network_ql_d));
+ SetVScrollCount(w, ld->list_length);
+ }
+ if (ld->flags & VL_RESORT) SortNetworkGameList(&WP(w, network_ql_d));
+
+ SetWindowWidgetDisabledState(w, 17, sel == NULL);
+ /* Join Button disabling conditions */
+ SetWindowWidgetDisabledState(w, 16, sel == NULL || // no Selected Server
+ !sel->online || // Server offline
+ sel->info.clients_on >= sel->info.clients_max || // Server full
+ !sel->info.compatible); // Revision mismatch
+
+ SetWindowWidgetHiddenState(w, 18, sel == NULL ||
+ !sel->online ||
+ sel->info.grfconfig == NULL);
+
+ SetDParam(0, 0x00);
+ SetDParam(7, _lan_internet_types_dropdown[_network_lan_internet]);
+ DrawWindowWidgets(w);
+
+ DrawEditBox(w, &WP(w, network_ql_d).q, 3);
+
+ DrawString(9, 23, STR_NETWORK_CONNECTION, 2);
+ DrawString(210, 23, STR_NETWORK_PLAYER_NAME, 2);
+
+ /* Sort based on widgets: name, clients, compatibility */
+ switch (ld->sort_type) {
+ case 6 - 6: DoDrawString(arrow, w->widget[6].right - 10, 42, 0x10); break;
+ case 7 - 6: DoDrawString(arrow, w->widget[7].right - 10, 42, 0x10); break;
+ case 8 - 6: DoDrawString(arrow, w->widget[8].right - 10, 42, 0x10); break;
+ }
+
+ { // draw list of games
+ uint16 y = NET_PRC__OFFSET_TOP_WIDGET + 3;
+ int32 n = 0;
+ int32 pos = w->vscroll.pos;
+ uint max_name_width = w->widget[6].right - w->widget[6].left - 5;
+ const NetworkGameList *cur_item = _network_game_list;
+
+ while (pos > 0 && cur_item != NULL) {
+ pos--;
+ cur_item = cur_item->next;
+ }
+
+ while (cur_item != NULL) {
+ // show highlighted item with a different colour
+ if (cur_item == sel) GfxFillRect(w->widget[6].left + 1, y - 2, w->widget[8].right - 1, y + 9, 10);
+
+ SetDParamStr(0, cur_item->info.server_name);
+ DrawStringTruncated(w->widget[6].left + 5, y, STR_02BD, 16, max_name_width);
+
+ SetDParam(0, cur_item->info.clients_on);
+ SetDParam(1, cur_item->info.clients_max);
+ SetDParam(2, cur_item->info.companies_on);
+ SetDParam(3, cur_item->info.companies_max);
+ DrawStringCentered(210, y, STR_NETWORK_GENERAL_ONLINE, 2);
+
+ // only draw icons if the server is online
+ if (cur_item->online) {
+ // draw a lock if the server is password protected.
+ if (cur_item->info.use_password) DrawSprite(SPR_LOCK, w->widget[8].left + 5, y - 1);
+
+ // draw red or green icon, depending on compatibility with server.
+ DrawSprite(SPR_BLOT | (cur_item->info.compatible ? PALETTE_TO_GREEN : (cur_item->info.version_compatible ? PALETTE_TO_YELLOW : PALETTE_TO_RED)), w->widget[8].left + 15, y);
+
+ // draw flag according to server language
+ DrawSprite(SPR_FLAGS_BASE + cur_item->info.server_lang, w->widget[8].left + 25, y);
+ }
+
+ cur_item = cur_item->next;
+ y += NET_PRC__SIZE_OF_ROW;
+ if (++n == w->vscroll.cap) break; // max number of games in the window
+ }
+ }
+
+ /* Draw the right menu */
+ GfxFillRect(311, 43, 539, 92, 157);
+ if (sel == NULL) {
+ DrawStringCentered(425, 58, STR_NETWORK_GAME_INFO, 0);
+ } else if (!sel->online) {
+ SetDParamStr(0, sel->info.server_name);
+ DrawStringCentered(425, 68, STR_ORANGE, 0); // game name
+
+ DrawStringCentered(425, 132, STR_NETWORK_SERVER_OFFLINE, 0); // server offline
+ } else { // show game info
+ uint16 y = 100;
+ const uint16 x = w->widget[15].left + 5;
+
+ DrawStringCentered(425, 48, STR_NETWORK_GAME_INFO, 0);
+
+
+ SetDParamStr(0, sel->info.server_name);
+ DrawStringCenteredTruncated(w->widget[15].left, w->widget[15].right, 62, STR_ORANGE, 16); // game name
+
+ SetDParamStr(0, sel->info.map_name);
+ DrawStringCenteredTruncated(w->widget[15].left, w->widget[15].right, 74, STR_02BD, 16); // map name
+
+ SetDParam(0, sel->info.clients_on);
+ SetDParam(1, sel->info.clients_max);
+ SetDParam(2, sel->info.companies_on);
+ SetDParam(3, sel->info.companies_max);
+ DrawString(x, y, STR_NETWORK_CLIENTS, 2);
+ y += 10;
+
+ SetDParam(0, _language_dropdown[sel->info.server_lang]);
+ DrawString(x, y, STR_NETWORK_LANGUAGE, 2); // server language
+ y += 10;
+
+ SetDParam(0, STR_TEMPERATE_LANDSCAPE + sel->info.map_set);
+ DrawString(x, y, STR_NETWORK_TILESET, 2); // tileset
+ y += 10;
+
+ SetDParam(0, sel->info.map_width);
+ SetDParam(1, sel->info.map_height);
+ DrawString(x, y, STR_NETWORK_MAP_SIZE, 2); // map size
+ y += 10;
+
+ SetDParamStr(0, sel->info.server_revision);
+ DrawString(x, y, STR_NETWORK_SERVER_VERSION, 2); // server version
+ y += 10;
+
+ SetDParamStr(0, sel->info.hostname);
+ SetDParam(1, sel->port);
+ DrawString(x, y, STR_NETWORK_SERVER_ADDRESS, 2); // server address
+ y += 10;
+
+ SetDParam(0, sel->info.start_date);
+ DrawString(x, y, STR_NETWORK_START_DATE, 2); // start date
+ y += 10;
+
+ SetDParam(0, sel->info.game_date);
+ DrawString(x, y, STR_NETWORK_CURRENT_DATE, 2); // current date
+ y += 10;
+
+ y += 2;
+
+ if (!sel->info.compatible) {
+ DrawStringCentered(425, y, sel->info.version_compatible ? STR_NETWORK_GRF_MISMATCH : STR_NETWORK_VERSION_MISMATCH, 0); // server mismatch
+ } else if (sel->info.clients_on == sel->info.clients_max) {
+ // Show: server full, when clients_on == clients_max
+ DrawStringCentered(425, y, STR_NETWORK_SERVER_FULL, 0); // server full
+ } else if (sel->info.use_password) {
+ DrawStringCentered(425, y, STR_NETWORK_PASSWORD, 0); // password warning
+ }
+
+ y += 10;
+ }
+ } break;
+
+ case WE_CLICK:
+ nd->field = e->we.click.widget;
+ switch (e->we.click.widget) {
+ case 0: case 14: /* Close 'X' | Cancel button */
+ DeleteWindowById(WC_NETWORK_WINDOW, 0);
+ break;
+ case 4: case 5:
+ ShowDropDownMenu(w, _lan_internet_types_dropdown, _network_lan_internet, 5, 0, 0); // do it for widget 5
+ break;
+ case 6: /* Sort by name */
+ case 7: /* Sort by connected clients */
+ case 8: /* Connectivity (green dot) */
+ if (ld->sort_type == e->we.click.widget - 6) ld->flags ^= VL_DESC;
+ ld->flags |= VL_RESORT;
+ ld->sort_type = e->we.click.widget - 6;
+
+ _ng_sorting.order = !!(ld->flags & VL_DESC);
+ _ng_sorting.criteria = ld->sort_type;
+ SetWindowDirty(w);
+ break;
+ case 9: { /* Matrix to show networkgames */
+ NetworkGameList *cur_item;
+ uint32 id_v = (e->we.click.pt.y - NET_PRC__OFFSET_TOP_WIDGET) / NET_PRC__SIZE_OF_ROW;
+
+ if (id_v >= w->vscroll.cap) return; // click out of bounds
+ id_v += w->vscroll.pos;
+
+ cur_item = _network_game_list;
+ for (; id_v > 0 && cur_item != NULL; id_v--) cur_item = cur_item->next;
+
+ nd->server = cur_item;
+ SetWindowDirty(w);
+ } break;
+ case 11: /* Find server automatically */
+ switch (_network_lan_internet) {
+ case 0: NetworkUDPSearchGame(); break;
+ case 1: NetworkUDPQueryMasterServer(); break;
+ }
+ break;
+ case 12: { // Add a server
+ ShowQueryString(
+ BindCString(_network_default_ip),
+ STR_NETWORK_ENTER_IP,
+ 31 | 0x1000, // maximum number of characters OR
+ 250, // characters up to this width pixels, whichever is satisfied first
+ w, CS_ALPHANUMERAL);
+ } break;
+ case 13: /* Start server */
+ ShowNetworkStartServerWindow();
+ break;
+ case 16: /* Join Game */
+ if (nd->server != NULL) {
+ snprintf(_network_last_host, sizeof(_network_last_host), "%s", inet_ntoa(*(struct in_addr *)&nd->server->ip));
+ _network_last_port = nd->server->port;
+ ShowNetworkLobbyWindow(nd->server);
+ }
+ break;
+ case 17: // Refresh
+ if (nd->server != NULL)
+ NetworkQueryServer(nd->server->info.hostname, nd->server->port, true);
+ break;
+ case 18: // NewGRF Settings
+ if (nd->server != NULL) ShowNewGRFSettings(false, false, false, &nd->server->info.grfconfig);
+ break;
+
+ } break;
+
+ case WE_DROPDOWN_SELECT: /* we have selected a dropdown item in the list */
+ switch (e->we.dropdown.button) {
+ case 5:
+ _network_lan_internet = e->we.dropdown.index;
+ break;
+ }
+
+ SetWindowDirty(w);
+ break;
+
+ case WE_MOUSELOOP:
+ if (nd->field == 3) HandleEditBox(w, &WP(w, network_ql_d).q, 3);
+ break;
+
+ case WE_MESSAGE:
+ if (e->we.message.msg != 0) nd->server = NULL;
+ ld->flags |= VL_REBUILD;
+ SetWindowDirty(w);
+ break;
+
+ case WE_KEYPRESS:
+ if (nd->field != 3) {
+ if (nd->server != NULL) {
+ if (e->we.keypress.keycode == WKC_DELETE) { /* Press 'delete' to remove servers */
+ NetworkGameListRemoveItem(nd->server);
+ NetworkRebuildHostList();
+ nd->server = NULL;
+ }
+ }
+ break;
+ }
+
+ if (HandleEditBoxKey(w, &WP(w, network_ql_d).q, 3, e) == 1) break; // enter pressed
+
+ // The name is only allowed when it starts with a letter!
+ if (_edit_str_buf[0] != '\0' && _edit_str_buf[0] != ' ') {
+ ttd_strlcpy(_network_player_name, _edit_str_buf, lengthof(_network_player_name));
+ } else {
+ ttd_strlcpy(_network_player_name, "Player", lengthof(_network_player_name));
+ }
+
+ break;
+
+ case WE_ON_EDIT_TEXT:
+ NetworkAddServer(e->we.edittext.str);
+ NetworkRebuildHostList();
+ break;
+
+ case WE_DESTROY: /* Nicely clean up the sort-list */
+ free(WP(w, network_ql_d).sort_list);
+ break;
+ }
+}
+
+static const Widget _network_game_window_widgets[] = {
+{ WWT_CLOSEBOX, RESIZE_NONE, BGC, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
+{ WWT_CAPTION, RESIZE_NONE, BGC, 11, 549, 0, 13, STR_NETWORK_MULTIPLAYER, STR_NULL},
+{ WWT_PANEL, RESIZE_NONE, BGC, 0, 549, 14, 263, 0x0, STR_NULL},
+
+/* LEFT SIDE */
+{ WWT_PANEL, RESIZE_NONE, BGC, 310, 461, 22, 33, 0x0, STR_NETWORK_ENTER_NAME_TIP},
+
+{ WWT_INSET, RESIZE_NONE, BGC, 90, 181, 22, 33, STR_NETWORK_COMBO1, STR_NETWORK_CONNECTION_TIP},
+{ WWT_TEXTBTN, RESIZE_NONE, BGC, 170, 180, 23, 32, STR_0225, STR_NETWORK_CONNECTION_TIP},
+
+{ WWT_PUSHTXTBTN, RESIZE_NONE, BTC, 10, 170, 42, 53, STR_NETWORK_GAME_NAME, STR_NETWORK_GAME_NAME_TIP},
+{ WWT_PUSHTXTBTN, RESIZE_NONE, BTC, 171, 250, 42, 53, STR_NETWORK_CLIENTS_CAPTION, STR_NETWORK_CLIENTS_CAPTION_TIP},
+{ WWT_PUSHTXTBTN, RESIZE_NONE, BTC, 251, 290, 42, 53, STR_EMPTY, STR_NETWORK_INFO_ICONS_TIP},
+
+{ WWT_MATRIX, RESIZE_NONE, BGC, 10, 290, 54, 236, (13 << 8) + 1, STR_NETWORK_CLICK_GAME_TO_SELECT},
+{ WWT_SCROLLBAR, RESIZE_NONE, BGC, 291, 302, 42, 236, STR_NULL, STR_0190_SCROLL_BAR_SCROLLS_LIST},
+
+{ WWT_PUSHTXTBTN, RESIZE_NONE, BTC, 30, 130, 246, 257, STR_NETWORK_FIND_SERVER, STR_NETWORK_FIND_SERVER_TIP},
+{ WWT_PUSHTXTBTN, RESIZE_NONE, BTC, 180, 280, 246, 257, STR_NETWORK_ADD_SERVER, STR_NETWORK_ADD_SERVER_TIP},
+
+/* RIGHT SIDE */
+{ WWT_PUSHTXTBTN, RESIZE_NONE, BTC, 315, 415, 246, 257, STR_NETWORK_START_SERVER, STR_NETWORK_START_SERVER_TIP},
+{ WWT_PUSHTXTBTN, RESIZE_NONE, BTC, 430, 535, 246, 257, STR_012E_CANCEL, STR_NULL},
+
+{ WWT_PANEL, RESIZE_NONE, BGC, 310, 540, 42, 236, 0x0, STR_NULL},
+
+{ WWT_PUSHTXTBTN, RESIZE_NONE, BTC, 315, 415, 215, 226, STR_NETWORK_JOIN_GAME, STR_NULL},
+{ WWT_PUSHTXTBTN, RESIZE_NONE, BTC, 430, 535, 215, 226, STR_NETWORK_REFRESH, STR_NETWORK_REFRESH_TIP},
+
+{ WWT_PUSHTXTBTN, RESIZE_NONE, BTC, 430, 535, 197, 208, STR_NEWGRF_SETTINGS_BUTTON, STR_NULL},
+
+{ WIDGETS_END},
+};
+
+static const WindowDesc _network_game_window_desc = {
+ WDP_CENTER, WDP_CENTER, 550, 264,
+ WC_NETWORK_WINDOW,0,
+ WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
+ _network_game_window_widgets,
+ NetworkGameWindowWndProc,
+};
+
+void ShowNetworkGameWindow(void)
+{
+ static bool first = true;
+ Window *w;
+ DeleteWindowById(WC_NETWORK_WINDOW, 0);
+
+ /* Only show once */
+ if (first) {
+ char* const *srv;
+
+ first = false;
+ // add all servers from the config file to our list
+ for (srv = &_network_host_list[0]; srv != endof(_network_host_list) && *srv != NULL; srv++) {
+ NetworkAddServer(*srv);
+ }
+
+ _ng_sorting.criteria = 2; // sort default by collectivity (green-dots on top)
+ _ng_sorting.order = 0; // sort ascending by default
+ }
+
+ w = AllocateWindowDesc(&_network_game_window_desc);
+ if (w != NULL) {
+ querystr_d *querystr = &WP(w, network_ql_d).q;
+
+ ttd_strlcpy(_edit_str_buf, _network_player_name, lengthof(_edit_str_buf));
+ w->vscroll.cap = 13;
+
+ querystr->afilter = CS_ALPHANUMERAL;
+ InitializeTextBuffer(&querystr->text, _edit_str_buf, lengthof(_edit_str_buf), 120);
+
+ UpdateNetworkGameWindow(true);
+ }
+}
+
+enum {
+ NSSWND_START = 64,
+ NSSWND_ROWSIZE = 12
+};
+
+/* Uses network_ql_d (network_d, querystr_d and list_d) WP macro */
+static void NetworkStartServerWindowWndProc(Window *w, WindowEvent *e)
+{
+ network_d *nd = &WP(w, network_ql_d).n;
+
+ switch (e->event) {
+ case WE_CREATE: /* focus input box */
+ nd->field = 3;
+ _network_game_info.use_password = (_network_server_password[0] != '\0');
+ break;
+
+ case WE_PAINT: {
+ int y = NSSWND_START, pos;
+ const FiosItem *item;
+
+ SetDParam( 7, _connection_types_dropdown[_network_advertise]);
+ SetDParam( 9, _players_dropdown[_network_game_info.clients_max]);
+ SetDParam(11, _players_dropdown[_network_game_info.companies_max]);
+ SetDParam(13, _players_dropdown[_network_game_info.spectators_max]);
+ SetDParam(15, _language_dropdown[_network_game_info.server_lang]);
+ DrawWindowWidgets(w);
+
+ GfxFillRect(11, 63, 258, 215, 0xD7);
+ DrawEditBox(w, &WP(w, network_ql_d).q, 3);
+
+ DrawString(10, 22, STR_NETWORK_NEW_GAME_NAME, 2);
+
+ DrawString(10, 43, STR_NETWORK_SELECT_MAP, 2);
+
+ DrawString(280, 63, STR_NETWORK_CONNECTION, 2);
+ DrawString(280, 95, STR_NETWORK_NUMBER_OF_CLIENTS, 2);
+ DrawString(280, 127, STR_NETWORK_NUMBER_OF_COMPANIES, 2);
+ DrawString(280, 159, STR_NETWORK_NUMBER_OF_SPECTATORS, 2);
+ DrawString(280, 191, STR_NETWORK_LANGUAGE_SPOKEN, 2);
+
+ if (_network_game_info.use_password) DoDrawString("*", 408, 23, 3);
+
+ // draw list of maps
+ pos = w->vscroll.pos;
+ while (pos < _fios_num + 1) {
+ item = _fios_list + pos - 1;
+ if (item == nd->map || (pos == 0 && nd->map == NULL))
+ GfxFillRect(11, y - 1, 258, y + 10, 155); // show highlighted item with a different colour
+
+ if (pos == 0) {
+ DrawString(14, y, STR_4010_GENERATE_RANDOM_NEW_GAME, 9);
+ } else {
+ DoDrawString(item->title, 14, y, _fios_colors[item->type] );
+ }
+ pos++;
+ y += NSSWND_ROWSIZE;
+
+ if (y >= w->vscroll.cap * NSSWND_ROWSIZE + NSSWND_START) break;
+ }
+ } break;
+
+ case WE_CLICK:
+ nd->field = e->we.click.widget;
+ switch (e->we.click.widget) {
+ case 0: /* Close 'X' */
+ case 19: /* Cancel button */
+ ShowNetworkGameWindow();
+ break;
+
+ case 4: /* Set password button */
+ ShowQueryString(BindCString(_network_server_password), STR_NETWORK_SET_PASSWORD, 20, 250, w, CS_ALPHANUMERAL);
+ break;
+
+ case 5: { /* Select map */
+ int y = (e->we.click.pt.y - NSSWND_START) / NSSWND_ROWSIZE;
+
+ y += w->vscroll.pos;
+ if (y >= w->vscroll.count) return;
+
+ nd->map = (y == 0) ? NULL : _fios_list + y - 1;
+ SetWindowDirty(w);
+ } break;
+ case 7: case 8: /* Connection type */
+ ShowDropDownMenu(w, _connection_types_dropdown, _network_advertise, 8, 0, 0); // do it for widget 8
+ break;
+ case 9: case 10: /* Number of Players (hide 0 and 1 players) */
+ ShowDropDownMenu(w, _players_dropdown, _network_game_info.clients_max, 10, 0, 3);
+ break;
+ case 11: case 12: /* Number of Companies (hide 0, 9 and 10 companies; max is 8) */
+ ShowDropDownMenu(w, _players_dropdown, _network_game_info.companies_max, 12, 0, 1537);
+ break;
+ case 13: case 14: /* Number of Spectators */
+ ShowDropDownMenu(w, _players_dropdown, _network_game_info.spectators_max, 14, 0, 0);
+ break;
+ case 15: case 16: /* Language */
+ ShowDropDownMenu(w, _language_dropdown, _network_game_info.server_lang, 16, 0, 0);
+ break;
+ case 17: /* Start game */
+ _is_network_server = true;
+
+ if (nd->map == NULL) { // start random new game
+ ShowGenerateLandscape();
+ } else { // load a scenario
+ char *name = FiosBrowseTo(nd->map);
+ if (name != NULL) {
+ SetFiosType(nd->map->type);
+ ttd_strlcpy(_file_to_saveload.name, name, sizeof(_file_to_saveload.name));
+ ttd_strlcpy(_file_to_saveload.title, nd->map->title, sizeof(_file_to_saveload.title));
+
+ DeleteWindow(w);
+ SwitchMode(SM_START_SCENARIO);
+ }
+ }
+ break;
+ case 18: /* Load game */
+ _is_network_server = true;
+ /* XXX - WC_NETWORK_WINDOW should stay, but if it stays, it gets
+ * copied all the elements of 'load game' and upon closing that, it segfaults */
+ DeleteWindowById(WC_NETWORK_WINDOW, 0);
+ ShowSaveLoadDialog(SLD_LOAD_GAME);
+ break;
+ }
+ break;
+
+ case WE_DROPDOWN_SELECT: /* we have selected a dropdown item in the list */
+ switch (e->we.dropdown.button) {
+ case 8: _network_advertise = (e->we.dropdown.index != 0); break;
+ case 10: _network_game_info.clients_max = e->we.dropdown.index; break;
+ case 12: _network_game_info.companies_max = e->we.dropdown.index; break;
+ case 14: _network_game_info.spectators_max = e->we.dropdown.index; break;
+ case 16: _network_game_info.server_lang = e->we.dropdown.index; break;
+ }
+
+ SetWindowDirty(w);
+ break;
+
+ case WE_MOUSELOOP:
+ if (nd->field == 3) HandleEditBox(w, &WP(w, network_ql_d).q, 3);
+ break;
+
+ case WE_KEYPRESS:
+ if (nd->field == 3) {
+ if (HandleEditBoxKey(w, &WP(w, network_ql_d).q, 3, e) == 1) break; // enter pressed
+
+ ttd_strlcpy(_network_server_name, WP(w, network_ql_d).q.text.buf, sizeof(_network_server_name));
+ UpdateTextBufferSize(&WP(w, network_ql_d).q.text);
+ }
+ break;
+
+ case WE_ON_EDIT_TEXT: {
+ ttd_strlcpy(_network_server_password, e->we.edittext.str, lengthof(_network_server_password));
+ _network_game_info.use_password = (_network_server_password[0] != '\0');
+ SetWindowDirty(w);
+ } break;
+ }
+}
+
+static const Widget _network_start_server_window_widgets[] = {
+{ WWT_CLOSEBOX, RESIZE_NONE, BGC, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW },
+{ WWT_CAPTION, RESIZE_NONE, BGC, 11, 419, 0, 13, STR_NETWORK_START_GAME_WINDOW, STR_NULL},
+{ WWT_PANEL, RESIZE_NONE, BGC, 0, 419, 14, 243, 0x0, STR_NULL},
+
+{ WWT_PANEL, RESIZE_NONE, BGC, 100, 272, 22, 33, 0x0, STR_NETWORK_NEW_GAME_NAME_TIP},
+{ WWT_PUSHTXTBTN, RESIZE_NONE, BTC, 285, 405, 22, 33, STR_NETWORK_SET_PASSWORD, STR_NETWORK_PASSWORD_TIP},
+
+{ WWT_INSET, RESIZE_NONE, BGC, 10, 271, 62, 216, 0x0, STR_NETWORK_SELECT_MAP_TIP},
+{ WWT_SCROLLBAR, RESIZE_NONE, BGC, 259, 270, 63, 215, 0x0, STR_0190_SCROLL_BAR_SCROLLS_LIST},
+/* Combo boxes to control Connection Type / Max Clients / Max Companies / Max Observers / Language */
+{ WWT_INSET, RESIZE_NONE, BGC, 280, 410, 77, 88, STR_NETWORK_COMBO1, STR_NETWORK_CONNECTION_TIP},
+{ WWT_TEXTBTN, RESIZE_NONE, BGC, 399, 409, 78, 87, STR_0225, STR_NETWORK_CONNECTION_TIP},
+{ WWT_INSET, RESIZE_NONE, BGC, 280, 410, 109, 120, STR_NETWORK_COMBO2, STR_NETWORK_NUMBER_OF_CLIENTS_TIP},
+{ WWT_TEXTBTN, RESIZE_NONE, BGC, 399, 409, 110, 119, STR_0225, STR_NETWORK_NUMBER_OF_CLIENTS_TIP},
+{ WWT_INSET, RESIZE_NONE, BGC, 280, 410, 141, 152, STR_NETWORK_COMBO3, STR_NETWORK_NUMBER_OF_COMPANIES_TIP},
+{ WWT_TEXTBTN, RESIZE_NONE, BGC, 399, 409, 142, 151, STR_0225, STR_NETWORK_NUMBER_OF_COMPANIES_TIP},
+{ WWT_INSET, RESIZE_NONE, BGC, 280, 410, 173, 184, STR_NETWORK_COMBO4, STR_NETWORK_NUMBER_OF_SPECTATORS_TIP},
+{ WWT_TEXTBTN, RESIZE_NONE, BGC, 399, 409, 174, 183, STR_0225, STR_NETWORK_NUMBER_OF_SPECTATORS_TIP},
+{ WWT_INSET, RESIZE_NONE, BGC, 280, 410, 205, 216, STR_NETWORK_COMBO5, STR_NETWORK_LANGUAGE_TIP},
+{ WWT_TEXTBTN, RESIZE_NONE, BGC, 399, 409, 206, 215, STR_0225, STR_NETWORK_LANGUAGE_TIP},
+
+{ WWT_PUSHTXTBTN, RESIZE_NONE, BTC, 40, 140, 224, 235, STR_NETWORK_START_GAME, STR_NETWORK_START_GAME_TIP},
+{ WWT_PUSHTXTBTN, RESIZE_NONE, BTC, 150, 250, 224, 235, STR_NETWORK_LOAD_GAME, STR_NETWORK_LOAD_GAME_TIP},
+{ WWT_PUSHTXTBTN, RESIZE_NONE, BTC, 260, 360, 224, 235, STR_012E_CANCEL, STR_NULL},
+{ WIDGETS_END},
+};
+
+static const WindowDesc _network_start_server_window_desc = {
+ WDP_CENTER, WDP_CENTER, 420, 244,
+ WC_NETWORK_WINDOW,0,
+ WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
+ _network_start_server_window_widgets,
+ NetworkStartServerWindowWndProc,
+};
+
+static void ShowNetworkStartServerWindow(void)
+{
+ Window *w;
+ DeleteWindowById(WC_NETWORK_WINDOW, 0);
+
+ w = AllocateWindowDesc(&_network_start_server_window_desc);
+ ttd_strlcpy(_edit_str_buf, _network_server_name, lengthof(_edit_str_buf));
+
+ _saveload_mode = SLD_NEW_GAME;
+ BuildFileList();
+ w->vscroll.cap = 12;
+ w->vscroll.count = _fios_num+1;
+
+ WP(w, network_ql_d).q.afilter = CS_ALPHANUMERAL;
+ InitializeTextBuffer(&WP(w, network_ql_d).q.text, _edit_str_buf, lengthof(_edit_str_buf), 160);
+}
+
+static byte NetworkLobbyFindCompanyIndex(byte pos)
+{
+ byte i;
+
+ /* Scroll through all _network_player_info and get the 'pos' item
+ that is not empty */
+ for (i = 0; i < MAX_PLAYERS; i++) {
+ if (_network_player_info[i].company_name[0] != '\0') {
+ if (pos-- == 0) return i;
+ }
+ }
+
+ return 0;
+}
+
+/* uses network_d WP macro */
+static void NetworkLobbyWindowWndProc(Window *w, WindowEvent *e)
+{
+ network_d *nd = &WP(w, network_d);
+
+ switch (e->event) {
+ case WE_CREATE:
+ nd->company = (byte)-1;
+ break;
+
+ case WE_PAINT: {
+ const NetworkGameInfo *gi = &nd->server->info;
+ int y = NET_PRC__OFFSET_TOP_WIDGET_COMPANY, pos;
+
+ SetWindowWidgetDisabledState(w, 7, nd->company == (byte)-1);
+ SetWindowWidgetDisabledState(w, 8, gi->companies_on >= gi->companies_max);
+ /* You can not join a server as spectator when it has no companies active..
+ * it causes some nasty crashes */
+ SetWindowWidgetDisabledState(w, 9, gi->spectators_on >= gi->spectators_max ||
+ gi->companies_on == 0);
+
+ DrawWindowWidgets(w);
+
+ SetDParamStr(0, gi->server_name);
+ DrawString(10, 22, STR_NETWORK_PREPARE_TO_JOIN, 2);
+
+ /* Draw company list */
+ pos = w->vscroll.pos;
+ while (pos < gi->companies_on) {
+ byte company = NetworkLobbyFindCompanyIndex(pos);
+ bool income = false;
+ if (nd->company == company)
+ GfxFillRect(11, y - 1, 154, y + 10, 10); // show highlighted item with a different colour
+
+ DoDrawStringTruncated(_network_player_info[company].company_name, 13, y, 16, 135 - 13);
+ if (_network_player_info[company].use_password != 0) DrawSprite(SPR_LOCK, 135, y);
+
+ /* If the company's income was positive puts a green dot else a red dot */
+ if (_network_player_info[company].income >= 0) income = true;
+ DrawSprite(SPR_BLOT | (income ? PALETTE_TO_GREEN : PALETTE_TO_RED), 145, y);
+
+ pos++;
+ y += NET_PRC__SIZE_OF_ROW;
+ if (pos >= w->vscroll.cap) break;
+ }
+
+ /* Draw info about selected company when it is selected in the left window */
+ GfxFillRect(174, 39, 403, 75, 157);
+ DrawStringCentered(290, 50, STR_NETWORK_COMPANY_INFO, 0);
+ if (nd->company != (byte)-1) {
+ const uint x = 183;
+ const uint trunc_width = w->widget[6].right - x;
+ y = 80;
+
+ SetDParam(0, nd->server->info.clients_on);
+ SetDParam(1, nd->server->info.clients_max);
+ SetDParam(2, nd->server->info.companies_on);
+ SetDParam(3, nd->server->info.companies_max);
+ DrawString(x, y, STR_NETWORK_CLIENTS, 2);
+ y += 10;
+
+ SetDParamStr(0, _network_player_info[nd->company].company_name);
+ DrawStringTruncated(x, y, STR_NETWORK_COMPANY_NAME, 2, trunc_width);
+ y += 10;
+
+ SetDParam(0, _network_player_info[nd->company].inaugurated_year);
+ DrawString(x, y, STR_NETWORK_INAUGURATION_YEAR, 2); // inauguration year
+ y += 10;
+
+ SetDParam64(0, _network_player_info[nd->company].company_value);
+ DrawString(x, y, STR_NETWORK_VALUE, 2); // company value
+ y += 10;
+
+ SetDParam64(0, _network_player_info[nd->company].money);
+ DrawString(x, y, STR_NETWORK_CURRENT_BALANCE, 2); // current balance
+ y += 10;
+
+ SetDParam64(0, _network_player_info[nd->company].income);
+ DrawString(x, y, STR_NETWORK_LAST_YEARS_INCOME, 2); // last year's income
+ y += 10;
+
+ SetDParam(0, _network_player_info[nd->company].performance);
+ DrawString(x, y, STR_NETWORK_PERFORMANCE, 2); // performance
+ y += 10;
+
+ SetDParam(0, _network_player_info[nd->company].num_vehicle[0]);
+ SetDParam(1, _network_player_info[nd->company].num_vehicle[1]);
+ SetDParam(2, _network_player_info[nd->company].num_vehicle[2]);
+ SetDParam(3, _network_player_info[nd->company].num_vehicle[3]);
+ SetDParam(4, _network_player_info[nd->company].num_vehicle[4]);
+ DrawString(x, y, STR_NETWORK_VEHICLES, 2); // vehicles
+ y += 10;
+
+ SetDParam(0, _network_player_info[nd->company].num_station[0]);
+ SetDParam(1, _network_player_info[nd->company].num_station[1]);
+ SetDParam(2, _network_player_info[nd->company].num_station[2]);
+ SetDParam(3, _network_player_info[nd->company].num_station[3]);
+ SetDParam(4, _network_player_info[nd->company].num_station[4]);
+ DrawString(x, y, STR_NETWORK_STATIONS, 2); // stations
+ y += 10;
+
+ SetDParamStr(0, _network_player_info[nd->company].players);
+ DrawStringTruncated(x, y, STR_NETWORK_PLAYERS, 2, trunc_width); // players
+ }
+ } break;
+
+ case WE_CLICK:
+ switch (e->we.click.widget) {
+ case 0: case 11: /* Close 'X' | Cancel button */
+ ShowNetworkGameWindow();
+ break;
+ case 4: { /* Company list */
+ uint32 id_v = (e->we.click.pt.y - NET_PRC__OFFSET_TOP_WIDGET_COMPANY) / NET_PRC__SIZE_OF_ROW;
+
+ if (id_v >= w->vscroll.cap) return;
+
+ id_v += w->vscroll.pos;
+ nd->company = (id_v >= nd->server->info.companies_on) ? (byte)-1 : NetworkLobbyFindCompanyIndex(id_v);
+ SetWindowDirty(w);
+ } break;
+ case 7: /* Join company */
+ if (nd->company != (byte)-1) {
+ _network_playas = nd->company;
+ NetworkClientConnectGame(_network_last_host, _network_last_port);
+ }
+ break;
+ case 8: /* New company */
+ _network_playas = PLAYER_NEW_COMPANY;
+ NetworkClientConnectGame(_network_last_host, _network_last_port);
+ break;
+ case 9: /* Spectate game */
+ _network_playas = PLAYER_SPECTATOR;
+ NetworkClientConnectGame(_network_last_host, _network_last_port);
+ break;
+ case 10: /* Refresh */
+ NetworkQueryServer(_network_last_host, _network_last_port, false); // company info
+ NetworkUDPQueryServer(_network_last_host, _network_last_port); // general data
+ break;
+ } break;
+
+ case WE_MESSAGE:
+ SetWindowDirty(w);
+ break;
+ }
+}
+
+static const Widget _network_lobby_window_widgets[] = {
+{ WWT_CLOSEBOX, RESIZE_NONE, BGC, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW },
+{ WWT_CAPTION, RESIZE_NONE, BGC, 11, 419, 0, 13, STR_NETWORK_GAME_LOBBY, STR_NULL},
+{ WWT_PANEL, RESIZE_NONE, BGC, 0, 419, 14, 234, 0x0, STR_NULL},
+
+// company list
+{ WWT_PANEL, RESIZE_NONE, BTC, 10, 155, 38, 49, 0x0, STR_NULL},
+{ WWT_MATRIX, RESIZE_NONE, BGC, 10, 155, 50, 190, (10 << 8) + 1, STR_NETWORK_COMPANY_LIST_TIP},
+{ WWT_SCROLLBAR, RESIZE_NONE, BGC, 156, 167, 38, 190, STR_NULL, STR_0190_SCROLL_BAR_SCROLLS_LIST},
+
+// company/player info
+{ WWT_PANEL, RESIZE_NONE, BGC, 173, 404, 38, 190, 0x0, STR_NULL},
+
+// buttons
+{ WWT_PUSHTXTBTN, RESIZE_NONE, BTC, 10, 151, 200, 211, STR_NETWORK_JOIN_COMPANY, STR_NETWORK_JOIN_COMPANY_TIP},
+{ WWT_PUSHTXTBTN, RESIZE_NONE, BTC, 10, 151, 215, 226, STR_NETWORK_NEW_COMPANY, STR_NETWORK_NEW_COMPANY_TIP},
+{ WWT_PUSHTXTBTN, RESIZE_NONE, BTC, 158, 268, 200, 211, STR_NETWORK_SPECTATE_GAME, STR_NETWORK_SPECTATE_GAME_TIP},
+{ WWT_PUSHTXTBTN, RESIZE_NONE, BTC, 158, 268, 215, 226, STR_NETWORK_REFRESH, STR_NETWORK_REFRESH_TIP},
+{ WWT_PUSHTXTBTN, RESIZE_NONE, BTC, 278, 388, 200, 211, STR_012E_CANCEL, STR_NULL},
+
+{ WIDGETS_END},
+};
+
+static const WindowDesc _network_lobby_window_desc = {
+ WDP_CENTER, WDP_CENTER, 420, 235,
+ WC_NETWORK_WINDOW,0,
+ WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
+ _network_lobby_window_widgets,
+ NetworkLobbyWindowWndProc,
+};
+
+/* Show the networklobbywindow with the selected server
+ * @param ngl Selected game pointer which is passed to the new window */
+static void ShowNetworkLobbyWindow(NetworkGameList *ngl)
+{
+ Window *w;
+ DeleteWindowById(WC_NETWORK_WINDOW, 0);
+
+ NetworkQueryServer(_network_last_host, _network_last_port, false); // company info
+ NetworkUDPQueryServer(_network_last_host, _network_last_port); // general data
+
+ w = AllocateWindowDesc(&_network_lobby_window_desc);
+ if (w != NULL) {
+ WP(w, network_ql_d).n.server = ngl;
+ strcpy(_edit_str_buf, "");
+ w->vscroll.cap = 10;
+ }
+}
+
+// The window below gives information about the connected clients
+// and also makes able to give money to them, kick them (if server)
+// and stuff like that.
+
+extern void DrawPlayerIcon(PlayerID pid, int x, int y);
+
+// Every action must be of this form
+typedef void ClientList_Action_Proc(byte client_no);
+
+// Max 10 actions per client
+#define MAX_CLIENTLIST_ACTION 10
+
+// Some standard bullshit.. defines variables ;)
+static void ClientListWndProc(Window *w, WindowEvent *e);
+static void ClientListPopupWndProc(Window *w, WindowEvent *e);
+static byte _selected_clientlist_item = 255;
+static byte _selected_clientlist_y = 0;
+static char _clientlist_action[MAX_CLIENTLIST_ACTION][50];
+static ClientList_Action_Proc *_clientlist_proc[MAX_CLIENTLIST_ACTION];
+
+enum {
+ CLNWND_OFFSET = 16,
+ CLNWND_ROWSIZE = 10
+};
+
+static const Widget _client_list_widgets[] = {
+{ WWT_CLOSEBOX, RESIZE_NONE, 14, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
+{ WWT_CAPTION, RESIZE_NONE, 14, 11, 249, 0, 13, STR_NETWORK_CLIENT_LIST, STR_018C_WINDOW_TITLE_DRAG_THIS},
+
+{ WWT_PANEL, RESIZE_NONE, 14, 0, 249, 14, 14 + CLNWND_ROWSIZE + 1, 0x0, STR_NULL},
+{ WIDGETS_END},
+};
+
+static const Widget _client_list_popup_widgets[] = {
+{ WWT_PANEL, RESIZE_NONE, 14, 0, 99, 0, 0, 0, STR_NULL},
+{ WIDGETS_END},
+};
+
+static WindowDesc _client_list_desc = {
+ WDP_AUTO, WDP_AUTO, 250, 1,
+ WC_CLIENT_LIST,0,
+ WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET,
+ _client_list_widgets,
+ ClientListWndProc
+};
+
+// Finds the Xth client-info that is active
+static const NetworkClientInfo *NetworkFindClientInfo(byte client_no)
+{
+ const NetworkClientInfo *ci;
+
+ FOR_ALL_ACTIVE_CLIENT_INFOS(ci) {
+ if (client_no == 0) return ci;
+ client_no--;
+ }
+
+ return NULL;
+}
+
+// Here we start to define the options out of the menu
+static void ClientList_Kick(byte client_no)
+{
+ if (client_no < MAX_PLAYERS)
+ SEND_COMMAND(PACKET_SERVER_ERROR)(DEREF_CLIENT(client_no), NETWORK_ERROR_KICKED);
+}
+
+static void ClientList_Ban(byte client_no)
+{
+ uint i;
+ uint32 ip = NetworkFindClientInfo(client_no)->client_ip;
+
+ for (i = 0; i < lengthof(_network_ban_list); i++) {
+ if (_network_ban_list[i] == NULL) {
+ _network_ban_list[i] = strdup(inet_ntoa(*(struct in_addr *)&ip));
+ break;
+ }
+ }
+
+ if (client_no < MAX_PLAYERS)
+ SEND_COMMAND(PACKET_SERVER_ERROR)(DEREF_CLIENT(client_no), NETWORK_ERROR_KICKED);
+}
+
+static void ClientList_GiveMoney(byte client_no)
+{
+ if (NetworkFindClientInfo(client_no) != NULL)
+ ShowNetworkGiveMoneyWindow(NetworkFindClientInfo(client_no)->client_playas);
+}
+
+static void ClientList_SpeakToClient(byte client_no)
+{
+ if (NetworkFindClientInfo(client_no) != NULL)
+ ShowNetworkChatQueryWindow(DESTTYPE_CLIENT, NetworkFindClientInfo(client_no)->client_index);
+}
+
+static void ClientList_SpeakToCompany(byte client_no)
+{
+ if (NetworkFindClientInfo(client_no) != NULL)
+ ShowNetworkChatQueryWindow(DESTTYPE_TEAM, NetworkFindClientInfo(client_no)->client_playas);
+}
+
+static void ClientList_SpeakToAll(byte client_no)
+{
+ ShowNetworkChatQueryWindow(DESTTYPE_BROADCAST, 0);
+}
+
+static void ClientList_None(byte client_no)
+{
+ // No action ;)
+}
+
+
+
+// Help, a action is clicked! What do we do?
+static void HandleClientListPopupClick(byte index, byte clientno) {
+ // A click on the Popup of the ClientList.. handle the command
+ if (index < MAX_CLIENTLIST_ACTION && _clientlist_proc[index] != NULL) {
+ _clientlist_proc[index](clientno);
+ }
+}
+
+// Finds the amount of clients and set the height correct
+static bool CheckClientListHeight(Window *w)
+{
+ int num = 0;
+ const NetworkClientInfo *ci;
+
+ // Should be replaced with a loop through all clients
+ FOR_ALL_ACTIVE_CLIENT_INFOS(ci) {
+ num++;
+ }
+
+ num *= CLNWND_ROWSIZE;
+
+ // If height is changed
+ if (w->height != CLNWND_OFFSET + num + 1) {
+ // XXX - magic unfortunately; (num + 2) has to be one bigger than heigh (num + 1)
+ SetWindowDirty(w);
+ w->widget[2].bottom = w->widget[2].top + num + 2;
+ w->height = CLNWND_OFFSET + num + 1;
+ SetWindowDirty(w);
+ return false;
+ }
+ return true;
+}
+
+// Finds the amount of actions in the popup and set the height correct
+static uint ClientListPopupHeigth(void) {
+ int i, num = 0;
+
+ // Find the amount of actions
+ for (i = 0; i < MAX_CLIENTLIST_ACTION; i++) {
+ if (_clientlist_action[i][0] == '\0') continue;
+ if (_clientlist_proc[i] == NULL) continue;
+ num++;
+ }
+
+ num *= CLNWND_ROWSIZE;
+
+ return num + 1;
+}
+
+// Show the popup (action list)
+static Window *PopupClientList(Window *w, int client_no, int x, int y)
+{
+ int i, h;
+ const NetworkClientInfo *ci;
+ DeleteWindowById(WC_TOOLBAR_MENU, 0);
+
+ // Clean the current actions
+ for (i = 0; i < MAX_CLIENTLIST_ACTION; i++) {
+ _clientlist_action[i][0] = '\0';
+ _clientlist_proc[i] = NULL;
+ }
+
+ // Fill the actions this client has
+ // Watch is, max 50 chars long!
+
+ ci = NetworkFindClientInfo(client_no);
+ if (ci == NULL) return NULL;
+
+ i = 0;
+ if (_network_own_client_index != ci->client_index) {
+ GetString(_clientlist_action[i], STR_NETWORK_CLIENTLIST_SPEAK_TO_CLIENT, lastof(_clientlist_action[i]));
+ _clientlist_proc[i++] = &ClientList_SpeakToClient;
+ }
+
+ if (IsValidPlayer(ci->client_playas) || ci->client_playas == PLAYER_SPECTATOR) {
+ GetString(_clientlist_action[i], STR_NETWORK_CLIENTLIST_SPEAK_TO_COMPANY, lastof(_clientlist_action[i]));
+ _clientlist_proc[i++] = &ClientList_SpeakToCompany;
+ }
+ GetString(_clientlist_action[i], STR_NETWORK_CLIENTLIST_SPEAK_TO_ALL, lastof(_clientlist_action[i]));
+ _clientlist_proc[i++] = &ClientList_SpeakToAll;
+
+ if (_network_own_client_index != ci->client_index) {
+ /* We are no spectator and the player we want to give money to is no spectator */
+ if (IsValidPlayer(_network_playas) && IsValidPlayer(ci->client_playas)) {
+ GetString(_clientlist_action[i], STR_NETWORK_CLIENTLIST_GIVE_MONEY, lastof(_clientlist_action[i]));
+ _clientlist_proc[i++] = &ClientList_GiveMoney;
+ }
+ }
+
+ // A server can kick clients (but not himself)
+ if (_network_server && _network_own_client_index != ci->client_index) {
+ GetString(_clientlist_action[i], STR_NETWORK_CLIENTLIST_KICK, lastof(_clientlist_action[i]));
+ _clientlist_proc[i++] = &ClientList_Kick;
+
+ sprintf(_clientlist_action[i],"Ban"); // XXX GetString?
+ _clientlist_proc[i++] = &ClientList_Ban;
+ }
+
+ if (i == 0) {
+ GetString(_clientlist_action[i], STR_NETWORK_CLIENTLIST_NONE, lastof(_clientlist_action[i]));
+ _clientlist_proc[i++] = &ClientList_None;
+ }
+
+ /* Calculate the height */
+ h = ClientListPopupHeigth();
+
+ // Allocate the popup
+ w = AllocateWindow(x, y, 150, h + 1, ClientListPopupWndProc, WC_TOOLBAR_MENU, _client_list_popup_widgets);
+ w->widget[0].bottom = w->widget[0].top + h;
+ w->widget[0].right = w->widget[0].left + 150;
+
+ w->flags4 &= ~WF_WHITE_BORDER_MASK;
+ WP(w,menu_d).item_count = 0;
+ // Save our client
+ WP(w,menu_d).main_button = client_no;
+ WP(w,menu_d).sel_index = 0;
+ // We are a popup
+ _popup_menu_active = true;
+
+ return w;
+}
+
+/** Main handle for the client popup list
+ * uses menu_d WP macro */
+static void ClientListPopupWndProc(Window *w, WindowEvent *e)
+{
+ switch (e->event) {
+ case WE_PAINT: {
+ int i, y, sel;
+ byte colour;
+ DrawWindowWidgets(w);
+
+ // Draw the actions
+ sel = WP(w,menu_d).sel_index;
+ y = 1;
+ for (i = 0; i < MAX_CLIENTLIST_ACTION; i++, y += CLNWND_ROWSIZE) {
+ if (_clientlist_action[i][0] == '\0') continue;
+ if (_clientlist_proc[i] == NULL) continue;
+
+ if (sel-- == 0) { // Selected item, highlight it
+ GfxFillRect(1, y, 150 - 2, y + CLNWND_ROWSIZE - 1, 0);
+ colour = 0xC;
+ } else {
+ colour = 0x10;
+ }
+
+ DoDrawString(_clientlist_action[i], 4, y, colour);
+ }
+ } break;
+
+ case WE_POPUPMENU_SELECT: {
+ // We selected an action
+ int index = (e->we.popupmenu.pt.y - w->top) / CLNWND_ROWSIZE;
+
+ if (index >= 0 && e->we.popupmenu.pt.y >= w->top)
+ HandleClientListPopupClick(index, WP(w,menu_d).main_button);
+
+ DeleteWindowById(WC_TOOLBAR_MENU, 0);
+ } break;
+
+ case WE_POPUPMENU_OVER: {
+ // Our mouse hoovers over an action? Select it!
+ int index = (e->we.popupmenu.pt.y - w->top) / CLNWND_ROWSIZE;
+
+ if (index == -1 || index == WP(w,menu_d).sel_index) return;
+
+ WP(w,menu_d).sel_index = index;
+ SetWindowDirty(w);
+ } break;
+
+ }
+}
+
+// Main handle for clientlist
+static void ClientListWndProc(Window *w, WindowEvent *e)
+{
+ switch (e->event) {
+ case WE_PAINT: {
+ NetworkClientInfo *ci;
+ int y, i = 0;
+ byte colour;
+
+ // Check if we need to reset the height
+ if (!CheckClientListHeight(w)) break;
+
+ DrawWindowWidgets(w);
+
+ y = CLNWND_OFFSET;
+
+ FOR_ALL_ACTIVE_CLIENT_INFOS(ci) {
+ if (_selected_clientlist_item == i++) { // Selected item, highlight it
+ GfxFillRect(1, y, 248, y + CLNWND_ROWSIZE - 1, 0);
+ colour = 0xC;
+ } else {
+ colour = 0x10;
+ }
+
+ if (ci->client_index == NETWORK_SERVER_INDEX) {
+ DrawString(4, y, STR_NETWORK_SERVER, colour);
+ } else {
+ DrawString(4, y, STR_NETWORK_CLIENT, colour);
+ }
+
+ // Filter out spectators
+ if (IsValidPlayer(ci->client_playas)) DrawPlayerIcon(ci->client_playas, 64, y + 1);
+
+ DoDrawString(ci->client_name, 81, y, colour);
+
+ y += CLNWND_ROWSIZE;
+ }
+ } break;
+
+ case WE_CLICK:
+ // Show the popup with option
+ if (_selected_clientlist_item != 255) {
+ PopupClientList(w, _selected_clientlist_item, e->we.click.pt.x + w->left, e->we.click.pt.y + w->top);
+ }
+
+ break;
+
+ case WE_MOUSEOVER:
+ // -1 means we left the current window
+ if (e->we.mouseover.pt.y == -1) {
+ _selected_clientlist_y = 0;
+ _selected_clientlist_item = 255;
+ SetWindowDirty(w);
+ break;
+ }
+ // It did not change.. no update!
+ if (e->we.mouseover.pt.y == _selected_clientlist_y) break;
+
+ // Find the new selected item (if any)
+ _selected_clientlist_y = e->we.mouseover.pt.y;
+ if (e->we.mouseover.pt.y > CLNWND_OFFSET) {
+ _selected_clientlist_item = (e->we.mouseover.pt.y - CLNWND_OFFSET) / CLNWND_ROWSIZE;
+ } else {
+ _selected_clientlist_item = 255;
+ }
+
+ // Repaint
+ SetWindowDirty(w);
+ break;
+
+ case WE_DESTROY: case WE_CREATE:
+ // When created or destroyed, data is reset
+ _selected_clientlist_item = 255;
+ _selected_clientlist_y = 0;
+ break;
+ }
+}
+
+void ShowClientList(void)
+{
+ AllocateWindowDescFront(&_client_list_desc, 0);
+}
+
+
+static NetworkPasswordType pw_type;
+
+
+void ShowNetworkNeedPassword(NetworkPasswordType npt)
+{
+ StringID caption;
+
+ pw_type = npt;
+ switch (npt) {
+ default: NOT_REACHED();
+ case NETWORK_GAME_PASSWORD: caption = STR_NETWORK_NEED_GAME_PASSWORD_CAPTION; break;
+ case NETWORK_COMPANY_PASSWORD: caption = STR_NETWORK_NEED_COMPANY_PASSWORD_CAPTION; break;
+ }
+ ShowQueryString(STR_EMPTY, caption, 20, 180, FindWindowById(WC_NETWORK_STATUS_WINDOW, 0), CS_ALPHANUMERAL);
+}
+
+
+static void NetworkJoinStatusWindowWndProc(Window *w, WindowEvent *e)
+{
+ switch (e->event) {
+ case WE_PAINT: {
+ uint8 progress; // used for progress bar
+ DrawWindowWidgets(w);
+
+ DrawStringCentered(125, 35, STR_NETWORK_CONNECTING_1 + _network_join_status, 14);
+ switch (_network_join_status) {
+ case NETWORK_JOIN_STATUS_CONNECTING: case NETWORK_JOIN_STATUS_AUTHORIZING:
+ case NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO:
+ progress = 10; // first two stages 10%
+ break;
+ case NETWORK_JOIN_STATUS_WAITING:
+ SetDParam(0, _network_join_waiting);
+ DrawStringCentered(125, 46, STR_NETWORK_CONNECTING_WAITING, 14);
+ progress = 15; // third stage is 15%
+ break;
+ case NETWORK_JOIN_STATUS_DOWNLOADING:
+ SetDParam(0, _network_join_kbytes);
+ SetDParam(1, _network_join_kbytes_total);
+ DrawStringCentered(125, 46, STR_NETWORK_CONNECTING_DOWNLOADING, 14);
+ /* Fallthrough */
+ default: /* Waiting is 15%, so the resting receivement of map is maximum 70% */
+ progress = 15 + _network_join_kbytes * (100 - 15) / _network_join_kbytes_total;
+ }
+
+ /* Draw nice progress bar :) */
+ DrawFrameRect(20, 18, (int)((w->width - 20) * progress / 100), 28, 10, 0);
+ } break;
+
+ case WE_CLICK:
+ switch (e->we.click.widget) {
+ case 2: /* Disconnect button */
+ NetworkDisconnect();
+ DeleteWindow(w);
+ SwitchMode(SM_MENU);
+ ShowNetworkGameWindow();
+ break;
+ }
+ break;
+
+ /* If the server asks for a password, we need to fill it in */
+ case WE_ON_EDIT_TEXT_CANCEL:
+ NetworkDisconnect();
+ ShowNetworkGameWindow();
+ break;
+
+ case WE_ON_EDIT_TEXT:
+ SEND_COMMAND(PACKET_CLIENT_PASSWORD)(pw_type, e->we.edittext.str);
+ break;
+ }
+}
+
+static const Widget _network_join_status_window_widget[] = {
+{ WWT_CAPTION, RESIZE_NONE, 14, 0, 249, 0, 13, STR_NETWORK_CONNECTING, STR_018C_WINDOW_TITLE_DRAG_THIS},
+{ WWT_PANEL, RESIZE_NONE, 14, 0, 249, 14, 84, 0x0, STR_NULL},
+{ WWT_PUSHTXTBTN, RESIZE_NONE, BTC, 75, 175, 69, 80, STR_NETWORK_DISCONNECT, STR_NULL},
+{ WIDGETS_END},
+};
+
+static const WindowDesc _network_join_status_window_desc = {
+ WDP_CENTER, WDP_CENTER, 250, 85,
+ WC_NETWORK_STATUS_WINDOW, 0,
+ WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_MODAL,
+ _network_join_status_window_widget,
+ NetworkJoinStatusWindowWndProc,
+};
+
+void ShowJoinStatusWindow(void)
+{
+ Window *w;
+ DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
+ w = AllocateWindowDesc(&_network_join_status_window_desc);
+ /* Parent the status window to the lobby */
+ if (w != NULL) w->parent = FindWindowById(WC_NETWORK_WINDOW, 0);
+}
+
+static void SendChat(const char *buf, DestType type, byte dest)
+{
+ if (buf[0] == '\0') return;
+ if (!_network_server) {
+ SEND_COMMAND(PACKET_CLIENT_CHAT)(NETWORK_ACTION_CHAT + type, type, dest, buf);
+ } else {
+ NetworkServer_HandleChat(NETWORK_ACTION_CHAT + type, type, dest, buf, NETWORK_SERVER_INDEX);
+ }
+}
+
+/**
+ * Find the next item of the list of things that can be auto-completed.
+ * @param item The current indexed item to return. This function can, and most
+ * likely will, alter item, to skip empty items in the arrays.
+ * @return Returns the char that matched to the index.
+ */
+static const char *ChatTabCompletionNextItem(uint *item)
+{
+ static char chat_tab_temp_buffer[64];
+
+ /* First, try clients */
+ if (*item < MAX_CLIENT_INFO) {
+ /* Skip inactive clients */
+ while (_network_client_info[*item].client_index == NETWORK_EMPTY_INDEX && *item < MAX_CLIENT_INFO) (*item)++;
+ if (*item < MAX_CLIENT_INFO) return _network_client_info[*item].client_name;
+ }
+
+ /* Then, try townnames */
+ /* Not that the following assumes all town indices are adjacent, ie no
+ * towns have been deleted. */
+ if (*item <= (uint)MAX_CLIENT_INFO + GetMaxTownIndex()) {
+ const Town *t;
+
+ FOR_ALL_TOWNS_FROM(t, *item - MAX_CLIENT_INFO) {
+ /* Get the town-name via the string-system */
+ SetDParam(0, t->townnameparts);
+ GetString(chat_tab_temp_buffer, t->townnametype, lastof(chat_tab_temp_buffer));
+ return &chat_tab_temp_buffer[0];
+ }
+ }
+
+ return NULL;
+}
+
+/**
+ * Find what text to complete. It scans for a space from the left and marks
+ * the word right from that as to complete. It also writes a \0 at the
+ * position of the space (if any). If nothing found, buf is returned.
+ */
+static char *ChatTabCompletionFindText(char *buf)
+{
+ char *p = strrchr(buf, ' ');
+ if (p == NULL) return buf;
+
+ *p = '\0';
+ return p + 1;
+}
+
+/**
+ * See if we can auto-complete the current text of the user.
+ */
+static void ChatTabCompletion(Window *w)
+{
+ static char _chat_tab_completion_buf[lengthof(_edit_str_buf)];
+ Textbuf *tb = &WP(w, querystr_d).text;
+ uint len, tb_len;
+ uint item;
+ char *tb_buf, *pre_buf;
+ const char *cur_name;
+ bool second_scan = false;
+
+ item = 0;
+
+ /* Copy the buffer so we can modify it without damaging the real data */
+ pre_buf = (_chat_tab_completion_active) ? strdup(_chat_tab_completion_buf) : strdup(tb->buf);
+
+ tb_buf = ChatTabCompletionFindText(pre_buf);
+ tb_len = strlen(tb_buf);
+
+ while ((cur_name = ChatTabCompletionNextItem(&item)) != NULL) {
+ item++;
+
+ if (_chat_tab_completion_active) {
+ /* We are pressing TAB again on the same name, is there an other name
+ * that starts with this? */
+ if (!second_scan) {
+ uint offset;
+ uint length;
+
+ /* If we are completing at the begin of the line, skip the ': ' we added */
+ if (tb_buf == pre_buf) {
+ offset = 0;
+ length = tb->length - 2;
+ } else {
+ /* Else, find the place we are completing at */
+ offset = strlen(pre_buf) + 1;
+ length = tb->length - offset;
+ }
+
+ /* Compare if we have a match */
+ if (strlen(cur_name) == length && strncmp(cur_name, tb->buf + offset, length) == 0) second_scan = true;
+
+ continue;
+ }
+
+ /* Now any match we make on _chat_tab_completion_buf after this, is perfect */
+ }
+
+ len = strlen(cur_name);
+ if (tb_len < len && strncasecmp(cur_name, tb_buf, tb_len) == 0) {
+ /* Save the data it was before completion */
+ if (!second_scan) snprintf(_chat_tab_completion_buf, lengthof(_chat_tab_completion_buf), "%s", tb->buf);
+ _chat_tab_completion_active = true;
+
+ /* Change to the found name. Add ': ' if we are at the start of the line (pretty) */
+ if (pre_buf == tb_buf) {
+ snprintf(tb->buf, lengthof(_edit_str_buf), "%s: ", cur_name);
+ } else {
+ snprintf(tb->buf, lengthof(_edit_str_buf), "%s %s", pre_buf, cur_name);
+ }
+
+ /* Update the textbuffer */
+ UpdateTextBufferSize(&WP(w, querystr_d).text);
+
+ SetWindowDirty(w);
+ free(pre_buf);
+ return;
+ }
+ }
+
+ if (second_scan) {
+ /* We walked all posibilities, and the user presses tab again.. revert to original text */
+ strcpy(tb->buf, _chat_tab_completion_buf);
+ _chat_tab_completion_active = false;
+
+ /* Update the textbuffer */
+ UpdateTextBufferSize(&WP(w, querystr_d).text);
+
+ SetWindowDirty(w);
+ }
+ free(pre_buf);
+}
+
+/* uses querystr_d WP macro
+ * uses querystr_d->caption to store
+ * - type of chat message (Private/Team/All) in bytes 0-7
+ * - destination of chat message in the case of Team/Private in bytes 8-15 */
+static void ChatWindowWndProc(Window *w, WindowEvent *e)
+{
+ switch (e->event) {
+ case WE_CREATE:
+ SendWindowMessage(WC_NEWS_WINDOW, 0, WE_CREATE, w->height, 0);
+ SETBIT(_no_scroll, SCROLL_CHAT); // do not scroll the game with the arrow-keys
+ break;
+
+ case WE_PAINT: {
+ static const StringID chat_captions[] = {
+ STR_NETWORK_CHAT_ALL_CAPTION,
+ STR_NETWORK_CHAT_COMPANY_CAPTION,
+ STR_NETWORK_CHAT_CLIENT_CAPTION
+ };
+ StringID msg;
+
+ DrawWindowWidgets(w);
+
+ assert(GB(WP(w, querystr_d).caption, 0, 8) < lengthof(chat_captions));
+ msg = chat_captions[GB(WP(w, querystr_d).caption, 0, 8)];
+ DrawStringRightAligned(w->widget[2].left - 2, w->widget[2].top + 1, msg, 16);
+ DrawEditBox(w, &WP(w, querystr_d), 2);
+ } break;
+
+ case WE_CLICK:
+ switch (e->we.click.widget) {
+ case 3: { /* Send */
+ DestType type = GB(WP(w, querystr_d).caption, 0, 8);
+ byte dest = GB(WP(w, querystr_d).caption, 8, 8);
+ SendChat(WP(w, querystr_d).text.buf, type, dest);
+ } /* FALLTHROUGH */
+ case 0: /* Cancel */ DeleteWindow(w); break;
+ }
+ break;
+
+ case WE_MOUSELOOP:
+ HandleEditBox(w, &WP(w, querystr_d), 2);
+ break;
+
+ case WE_KEYPRESS:
+ if (e->we.keypress.keycode == WKC_TAB) {
+ ChatTabCompletion(w);
+ } else {
+ _chat_tab_completion_active = false;
+ switch (HandleEditBoxKey(w, &WP(w, querystr_d), 2, e)) {
+ case 1: { /* Return */
+ DestType type = GB(WP(w, querystr_d).caption, 0, 8);
+ byte dest = GB(WP(w, querystr_d).caption, 8, 8);
+ SendChat(WP(w, querystr_d).text.buf, type, dest);
+ } /* FALLTHROUGH */
+ case 2: /* Escape */ DeleteWindow(w); break;
+ }
+ }
+ break;
+
+ case WE_DESTROY:
+ SendWindowMessage(WC_NEWS_WINDOW, 0, WE_DESTROY, 0, 0);
+ CLRBIT(_no_scroll, SCROLL_CHAT);
+ break;
+ }
+}
+
+static const Widget _chat_window_widgets[] = {
+{ WWT_CLOSEBOX, RESIZE_NONE, 14, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
+{ WWT_PANEL, RESIZE_NONE, 14, 11, 639, 0, 13, 0x0, STR_NULL}, // background
+{ WWT_PANEL, RESIZE_NONE, 14, 75, 577, 1, 12, 0x0, STR_NULL}, // text box
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 578, 639, 1, 12, STR_NETWORK_SEND, STR_NULL}, // send button
+{ WIDGETS_END},
+};
+
+static const WindowDesc _chat_window_desc = {
+ WDP_CENTER, -26, 640, 14, // x, y, width, height
+ WC_SEND_NETWORK_MSG,0,
+ WDF_STD_TOOLTIPS | WDF_DEF_WIDGET,
+ _chat_window_widgets,
+ ChatWindowWndProc
+};
+
+void ShowNetworkChatQueryWindow(DestType type, byte dest)
+{
+ Window *w;
+
+ DeleteWindowById(WC_SEND_NETWORK_MSG, 0);
+
+ _edit_str_buf[0] = '\0';
+ _chat_tab_completion_active = false;
+
+ w = AllocateWindowDesc(&_chat_window_desc);
+
+ LowerWindowWidget(w, 2);
+ WP(w, querystr_d).caption = GB(type, 0, 8) | (dest << 8); // Misuse of caption
+ WP(w, querystr_d).afilter = CS_ALPHANUMERAL;
+ InitializeTextBuffer(&WP(w, querystr_d).text, _edit_str_buf, lengthof(_edit_str_buf), 0);
+}
+
+#endif /* ENABLE_NETWORK */
diff --git a/network/network_gui.h b/network/network_gui.h
new file mode 100644
index 000000000..aa4313eba
--- /dev/null
+++ b/network/network_gui.h
@@ -0,0 +1,26 @@
+/* $Id$ */
+
+#ifndef NETWORK_GUI_H
+#define NETWORK_GUI_H
+
+#ifdef ENABLE_NETWORK
+
+#include "network_data.h"
+
+void ShowNetworkNeedPassword(NetworkPasswordType npt);
+void ShowNetworkGiveMoneyWindow(byte player); // PlayerID
+void ShowNetworkChatQueryWindow(DestType type, byte dest);
+void ShowJoinStatusWindow(void);
+void ShowNetworkGameWindow(void);
+void ShowClientList(void);
+
+#else /* ENABLE_NETWORK */
+/* Network function stubs when networking is disabled */
+
+static inline void ShowNetworkChatQueryWindow(byte desttype, byte dest) {}
+static inline void ShowClientList(void) {}
+static inline void ShowNetworkGameWindow(void) {}
+
+#endif /* ENABLE_NETWORK */
+
+#endif /* NETWORK_GUI_H */
diff --git a/network/network_server.c b/network/network_server.c
new file mode 100644
index 000000000..2a75d15fe
--- /dev/null
+++ b/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 */
diff --git a/network/network_server.h b/network/network_server.h
new file mode 100644
index 000000000..c5b2baade
--- /dev/null
+++ b/network/network_server.h
@@ -0,0 +1,39 @@
+/* $Id$ */
+
+#ifndef NETWORK_SERVER_H
+#define NETWORK_SERVER_H
+
+#ifdef ENABLE_NETWORK
+
+DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP);
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientState *cs, uint16 client_index, NetworkErrorCode errorno);
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientState *cs, NetworkErrorCode error);
+DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN);
+DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME);
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkClientState *cs, uint16 color, const char *command);
+
+bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]);
+void NetworkServer_HandleChat(NetworkAction action, DestType type, int dest, const char *msg, uint16 from_index);
+
+bool NetworkServer_ReadPackets(NetworkClientState *cs);
+void NetworkServer_Tick(bool send_frame);
+void NetworkServerMonthlyLoop(void);
+void NetworkServerYearlyLoop(void);
+
+static inline const char* GetPlayerIP(const NetworkClientInfo* ci)
+{
+ struct in_addr addr;
+
+ addr.s_addr = ci->client_ip;
+ return inet_ntoa(addr);
+}
+
+#else /* ENABLE_NETWORK */
+/* Network function stubs when networking is disabled */
+
+static inline void NetworkServerMonthlyLoop(void) {}
+static inline void NetworkServerYearlyLoop(void) {}
+
+#endif /* ENABLE_NETWORK */
+
+#endif /* NETWORK_SERVER_H */
diff --git a/network/network_udp.c b/network/network_udp.c
new file mode 100644
index 000000000..aeef75e77
--- /dev/null
+++ b/network/network_udp.c
@@ -0,0 +1,663 @@
+/* $Id$ */
+
+#ifdef ENABLE_NETWORK
+
+#include "../stdafx.h"
+#include "../debug.h"
+#include "../string.h"
+#include "network_data.h"
+#include "../date.h"
+#include "../map.h"
+#include "network_gamelist.h"
+#include "network_udp.h"
+#include "../variables.h"
+#include "../newgrf_config.h"
+
+#include "core/udp.h"
+
+/**
+ * @file network_udp.c This file handles the UDP related communication.
+ *
+ * This is the GameServer <-> MasterServer and GameServer <-> GameClient
+ * communication before the game is being joined.
+ */
+
+enum {
+ ADVERTISE_NORMAL_INTERVAL = 30000, // interval between advertising in ticks (15 minutes)
+ ADVERTISE_RETRY_INTERVAL = 300, // readvertise when no response after this many ticks (9 seconds)
+ ADVERTISE_RETRY_TIMES = 3 // give up readvertising after this much failed retries
+};
+
+#define DEF_UDP_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(Packet *p, struct sockaddr_in *client_addr)
+
+static NetworkClientState _udp_cs;
+
+DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER)
+{
+ Packet *packet;
+ // Just a fail-safe.. should never happen
+ if (!_network_udp_server)
+ return;
+
+ packet = NetworkSend_Init(PACKET_UDP_SERVER_RESPONSE);
+
+ // Update some game_info
+ _network_game_info.game_date = _date;
+ _network_game_info.map_width = MapSizeX();
+ _network_game_info.map_height = MapSizeY();
+ _network_game_info.map_set = _opt.landscape;
+ _network_game_info.companies_on = ActivePlayerCount();
+ _network_game_info.spectators_on = NetworkSpectatorCount();
+ _network_game_info.grfconfig = _grfconfig;
+
+ NetworkSend_NetworkGameInfo(p, &_network_game_info);
+
+ // Let the client know that we are here
+ NetworkSendUDP_Packet(_udp_server_socket, packet, client_addr);
+
+ free(packet);
+
+ DEBUG(net, 2, "[udp] queried from '%s'", inet_ntoa(client_addr->sin_addr));
+}
+
+void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config)
+{
+ /* Find the matching GRF file */
+ const GRFConfig *f = FindGRFConfig(config->grfid, config->md5sum);
+ if (f == NULL) {
+ /* Don't know the GRF, so mark game incompatible and the (possibly)
+ * already resolved name for this GRF (another server has sent the
+ * name of the GRF already */
+ config->name = FindUnknownGRFName(config->grfid, config->md5sum, true);
+ SETBIT(config->flags, GCF_NOT_FOUND);
+ } else {
+ config->filename = f->filename;
+ config->name = f->name;
+ config->info = f->info;
+ }
+ SETBIT(config->flags, GCF_COPY);
+}
+
+DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE)
+{
+ extern const char _openttd_revision[];
+ NetworkGameList *item;
+
+ // Just a fail-safe.. should never happen
+ if (_network_udp_server || _udp_cs.has_quit) return;
+
+ DEBUG(net, 4, "[udp] server response from %s:%d", inet_ntoa(client_addr->sin_addr),ntohs(client_addr->sin_port));
+
+ // Find next item
+ item = NetworkGameListAddItem(inet_addr(inet_ntoa(client_addr->sin_addr)), ntohs(client_addr->sin_port));
+
+ NetworkRecv_NetworkGameInfo(&_udp_cs, p, &item->info);
+
+ item->info.compatible = true;
+ {
+ /* Checks whether there needs to be a request for names of GRFs and makes
+ * the request if necessary. GRFs that need to be requested are the GRFs
+ * that do not exist on the clients system and we do not have the name
+ * resolved of, i.e. the name is still UNKNOWN_GRF_NAME_PLACEHOLDER.
+ * The in_request array and in_request_count are used so there is no need
+ * to do a second loop over the GRF list, which can be relatively expensive
+ * due to the string comparisons. */
+ const GRFConfig *in_request[NETWORK_MAX_GRF_COUNT];
+ const GRFConfig *c;
+ uint in_request_count = 0;
+ struct sockaddr_in out_addr;
+
+ for (c = item->info.grfconfig; c != NULL; c = c->next) {
+ if (HASBIT(c->flags, GCF_NOT_FOUND)) item->info.compatible = false;
+ if (!HASBIT(c->flags, GCF_NOT_FOUND) || strcmp(c->name, UNKNOWN_GRF_NAME_PLACEHOLDER) != 0) continue;
+ in_request[in_request_count] = c;
+ in_request_count++;
+ }
+
+ if (in_request_count > 0) {
+ /* There are 'unknown' GRFs, now send a request for them */
+ uint i;
+ Packet *packet = NetworkSend_Init(PACKET_UDP_CLIENT_GET_NEWGRFS);
+
+ NetworkSend_uint8 (packet, in_request_count);
+ for (i = 0; i < in_request_count; i++) {
+ NetworkSend_GRFIdentifier(packet, in_request[i]);
+ }
+
+ out_addr.sin_family = AF_INET;
+ out_addr.sin_port = htons(item->port);
+ out_addr.sin_addr.s_addr = item->ip;
+ NetworkSendUDP_Packet(_udp_client_socket, packet, &out_addr);
+ free(packet);
+ }
+ }
+
+ if (item->info.server_lang >= NETWORK_NUM_LANGUAGES) item->info.server_lang = 0;
+ if (item->info.map_set >= NUM_LANDSCAPE ) item->info.map_set = 0;
+
+ if (item->info.hostname[0] == '\0')
+ snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", inet_ntoa(client_addr->sin_addr));
+
+ /* Check if we are allowed on this server based on the revision-match */
+ item->info.version_compatible =
+ strcmp(item->info.server_revision, _openttd_revision) == 0 ||
+ strcmp(item->info.server_revision, NOREV_STRING) == 0;
+ item->info.compatible &= item->info.version_compatible; // Already contains match for GRFs
+
+ item->online = true;
+
+ UpdateNetworkGameWindow(false);
+}
+
+DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO)
+{
+ NetworkClientState *cs;
+ NetworkClientInfo *ci;
+ Packet *packet;
+ Player *player;
+ byte current = 0;
+ int i;
+
+ // Just a fail-safe.. should never happen
+ if (!_network_udp_server) return;
+
+ packet = NetworkSend_Init(PACKET_UDP_SERVER_DETAIL_INFO);
+
+ /* Send the amount of active companies */
+ NetworkSend_uint8 (packet, NETWORK_COMPANY_INFO_VERSION);
+ NetworkSend_uint8 (packet, ActivePlayerCount());
+
+ /* Fetch the latest version of everything */
+ NetworkPopulateCompanyInfo();
+
+ /* Go through all the players */
+ FOR_ALL_PLAYERS(player) {
+ /* Skip non-active players */
+ if (!player->is_active) continue;
+
+ current++;
+
+ /* Send the information */
+ NetworkSend_uint8(packet, current);
+
+ NetworkSend_string(packet, _network_player_info[player->index].company_name);
+ NetworkSend_uint32(packet, _network_player_info[player->index].inaugurated_year);
+ NetworkSend_uint64(packet, _network_player_info[player->index].company_value);
+ NetworkSend_uint64(packet, _network_player_info[player->index].money);
+ NetworkSend_uint64(packet, _network_player_info[player->index].income);
+ NetworkSend_uint16(packet, _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(packet, 1);
+ } else {
+ NetworkSend_uint8(packet, 0);
+ }
+
+ for (i = 0; i < NETWORK_VEHICLE_TYPES; i++)
+ NetworkSend_uint16(packet, _network_player_info[player->index].num_vehicle[i]);
+
+ for (i = 0; i < NETWORK_STATION_TYPES; i++)
+ NetworkSend_uint16(packet, _network_player_info[player->index].num_station[i]);
+
+ /* Find the clients that are connected to this player */
+ FOR_ALL_CLIENTS(cs) {
+ ci = DEREF_CLIENT_INFO(cs);
+ if (ci->client_playas == player->index) {
+ /* The uint8 == 1 indicates that a client is following */
+ NetworkSend_uint8(packet, 1);
+ NetworkSend_string(packet, ci->client_name);
+ NetworkSend_string(packet, ci->unique_id);
+ NetworkSend_uint32(packet, ci->join_date);
+ }
+ }
+ /* Also check for the server itself */
+ ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
+ if (ci->client_playas == player->index) {
+ /* The uint8 == 1 indicates that a client is following */
+ NetworkSend_uint8(packet, 1);
+ NetworkSend_string(packet, ci->client_name);
+ NetworkSend_string(packet, ci->unique_id);
+ NetworkSend_uint32(packet, ci->join_date);
+ }
+
+ /* Indicates end of client list */
+ NetworkSend_uint8(packet, 0);
+ }
+
+ /* And check if we have any spectators */
+ FOR_ALL_CLIENTS(cs) {
+ ci = DEREF_CLIENT_INFO(cs);
+ if (!IsValidPlayer(ci->client_playas)) {
+ /* The uint8 == 1 indicates that a client is following */
+ NetworkSend_uint8(packet, 1);
+ NetworkSend_string(packet, ci->client_name);
+ NetworkSend_string(packet, ci->unique_id);
+ NetworkSend_uint32(packet, ci->join_date);
+ }
+ }
+
+ /* Also check for the server itself */
+ ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
+ if (!IsValidPlayer(ci->client_playas)) {
+ /* The uint8 == 1 indicates that a client is following */
+ NetworkSend_uint8(packet, 1);
+ NetworkSend_string(packet, ci->client_name);
+ NetworkSend_string(packet, ci->unique_id);
+ NetworkSend_uint32(packet, ci->join_date);
+ }
+
+ /* Indicates end of client list */
+ NetworkSend_uint8(packet, 0);
+
+ NetworkSendUDP_Packet(_udp_server_socket, packet, client_addr);
+
+ free(packet);
+}
+
+DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_RESPONSE_LIST)
+{
+ int i;
+ struct in_addr ip;
+ uint16 port;
+ uint8 ver;
+
+ /* packet begins with the protocol version (uint8)
+ * then an uint16 which indicates how many
+ * ip:port pairs are in this packet, after that
+ * an uint32 (ip) and an uint16 (port) for each pair
+ */
+
+ ver = NetworkRecv_uint8(&_udp_cs, p);
+
+ if (_udp_cs.has_quit) return;
+
+ if (ver == 1) {
+ for (i = NetworkRecv_uint16(&_udp_cs, p); i != 0 ; i--) {
+ ip.s_addr = TO_LE32(NetworkRecv_uint32(&_udp_cs, p));
+ port = NetworkRecv_uint16(&_udp_cs, p);
+ NetworkUDPQueryServer(inet_ntoa(ip), port);
+ }
+ }
+}
+
+DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER)
+{
+ _network_advertise_retries = 0;
+ DEBUG(net, 2, "[udp] advertising on master server successfull");
+
+ /* We are advertised, but we don't want to! */
+ if (!_network_advertise) NetworkUDPRemoveAdvertise();
+}
+
+/**
+ * A client has requested the names of some NewGRFs.
+ *
+ * Replying this can be tricky as we have a limit of SEND_MTU bytes
+ * in the reply packet and we can send up to 100 bytes per NewGRF
+ * (GRF ID, MD5sum and NETWORK_GRF_NAME_LENGTH bytes for the name).
+ * As SEND_MTU is _much_ less than 100 * NETWORK_MAX_GRF_COUNT, it
+ * could be that a packet overflows. To stop this we only reply
+ * with the first N NewGRFs so that if the first N + 1 NewGRFs
+ * would be sent, the packet overflows.
+ * in_reply and in_reply_count are used to keep a list of GRFs to
+ * send in the reply.
+ */
+DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_GET_NEWGRFS)
+{
+ uint8 num_grfs;
+ uint i;
+
+ const GRFConfig *in_reply[NETWORK_MAX_GRF_COUNT];
+ Packet *packet;
+ uint8 in_reply_count = 0;
+ uint packet_len = 0;
+
+ /* Just a fail-safe.. should never happen */
+ if (_udp_cs.has_quit) return;
+
+ DEBUG(net, 6, "[udp] newgrf data request from %s:%d", inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port));
+
+ num_grfs = NetworkRecv_uint8 (&_udp_cs, p);
+ if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
+
+ for (i = 0; i < num_grfs; i++) {
+ GRFConfig c;
+ const GRFConfig *f;
+
+ NetworkRecv_GRFIdentifier(&_udp_cs, p, &c);
+
+ /* Find the matching GRF file */
+ f = FindGRFConfig(c.grfid, c.md5sum);
+ if (f == NULL) continue; // The GRF is unknown to this server
+
+ /* If the reply might exceed the size of the packet, only reply
+ * the current list and do not send the other data.
+ * The name could be an empty string, if so take the filename. */
+ packet_len += sizeof(c.grfid) + sizeof(c.md5sum) +
+ min(strlen((f->name != NULL && strlen(f->name) > 0) ? f->name : f->filename) + 1, NETWORK_GRF_NAME_LENGTH);
+ if (packet_len > SEND_MTU - 4) { // 4 is 3 byte header + grf count in reply
+ break;
+ }
+ in_reply[in_reply_count] = f;
+ in_reply_count++;
+ }
+
+ if (in_reply_count == 0) return;
+
+ packet = NetworkSend_Init(PACKET_UDP_SERVER_NEWGRFS);
+ NetworkSend_uint8 (packet, in_reply_count);
+ for (i = 0; i < in_reply_count; i++) {
+ char name[NETWORK_GRF_NAME_LENGTH];
+
+ /* The name could be an empty string, if so take the filename */
+ ttd_strlcpy(name, (in_reply[i]->name != NULL && strlen(in_reply[i]->name) > 0) ?
+ in_reply[i]->name : in_reply[i]->filename, sizeof(name));
+ NetworkSend_GRFIdentifier(packet, in_reply[i]);
+ NetworkSend_string(packet, name);
+ }
+
+ NetworkSendUDP_Packet(_udp_server_socket, packet, client_addr);
+ free(packet);
+}
+
+/** The return of the client's request of the names of some NewGRFs */
+DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_NEWGRFS)
+{
+ uint8 num_grfs;
+ uint i;
+
+ /* Just a fail-safe.. should never happen */
+ if (_udp_cs.has_quit) return;
+
+ DEBUG(net, 6, "[udp] newgrf data reply from %s:%d", inet_ntoa(client_addr->sin_addr),ntohs(client_addr->sin_port));
+
+ num_grfs = NetworkRecv_uint8 (&_udp_cs, p);
+ if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
+
+ for (i = 0; i < num_grfs; i++) {
+ char *unknown_name;
+ char name[NETWORK_GRF_NAME_LENGTH];
+ GRFConfig c;
+
+ NetworkRecv_GRFIdentifier(&_udp_cs, p, &c);
+ NetworkRecv_string(&_udp_cs, p, name, sizeof(name));
+
+ /* An empty name is not possible under normal circumstances
+ * and causes problems when showing the NewGRF list. */
+ if (strlen(name) == 0) continue;
+
+ /* Finds the fake GRFConfig for the just read GRF ID and MD5sum tuple.
+ * If it exists and not resolved yet, then name of the fake GRF is
+ * overwritten with the name from the reply. */
+ unknown_name = FindUnknownGRFName(c.grfid, c.md5sum, false);
+ if (unknown_name != NULL && strcmp(unknown_name, UNKNOWN_GRF_NAME_PLACEHOLDER) == 0) {
+ ttd_strlcpy(unknown_name, name, NETWORK_GRF_NAME_LENGTH);
+ }
+ }
+}
+
+
+// The layout for the receive-functions by UDP
+typedef void NetworkUDPPacket(Packet *p, struct sockaddr_in *client_addr);
+
+static NetworkUDPPacket* const _network_udp_packet[] = {
+ RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER),
+ RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE),
+ RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO),
+ NULL,
+ NULL,
+ RECEIVE_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER),
+ NULL,
+ RECEIVE_COMMAND(PACKET_UDP_MASTER_RESPONSE_LIST),
+ NULL,
+ RECEIVE_COMMAND(PACKET_UDP_CLIENT_GET_NEWGRFS),
+ RECEIVE_COMMAND(PACKET_UDP_SERVER_NEWGRFS),
+};
+
+
+// If this fails, check the array above with network_data.h
+assert_compile(lengthof(_network_udp_packet) == PACKET_UDP_END);
+
+
+void NetworkHandleUDPPacket(Packet *p, struct sockaddr_in *client_addr)
+{
+ byte type;
+
+ /* Fake a client, so we can see when there is an illegal packet */
+ _udp_cs.socket = INVALID_SOCKET;
+ _udp_cs.has_quit = false;
+
+ type = NetworkRecv_uint8(&_udp_cs, p);
+
+ if (type < PACKET_UDP_END && _network_udp_packet[type] != NULL && !_udp_cs.has_quit) {
+ _network_udp_packet[type](p, client_addr);
+ } else {
+ if (!_udp_cs.has_quit) {
+ DEBUG(net, 0, "[udp] received invalid packet type %d", type);
+ } else {
+ DEBUG(net, 0, "[udp] received illegal packet");
+ }
+ }
+}
+
+
+// Close UDP connection
+void NetworkUDPClose(void)
+{
+ DEBUG(net, 1, "[udp] closed listeners");
+
+ if (_network_udp_server) {
+ if (_udp_server_socket != INVALID_SOCKET) {
+ closesocket(_udp_server_socket);
+ _udp_server_socket = INVALID_SOCKET;
+ }
+
+ if (_udp_master_socket != INVALID_SOCKET) {
+ closesocket(_udp_master_socket);
+ _udp_master_socket = INVALID_SOCKET;
+ }
+
+ _network_udp_server = false;
+ _network_udp_broadcast = 0;
+ } else {
+ if (_udp_client_socket != INVALID_SOCKET) {
+ closesocket(_udp_client_socket);
+ _udp_client_socket = INVALID_SOCKET;
+ }
+ _network_udp_broadcast = 0;
+ }
+}
+
+// Broadcast to all ips
+static void NetworkUDPBroadCast(SOCKET udp)
+{
+ Packet* p = NetworkSend_Init(PACKET_UDP_CLIENT_FIND_SERVER);
+ uint i;
+
+ for (i = 0; _broadcast_list[i] != 0; i++) {
+ struct sockaddr_in out_addr;
+
+ out_addr.sin_family = AF_INET;
+ out_addr.sin_port = htons(_network_server_port);
+ out_addr.sin_addr.s_addr = _broadcast_list[i];
+
+ DEBUG(net, 4, "[udp] broadcasting to %s", inet_ntoa(out_addr.sin_addr));
+
+ NetworkSendUDP_Packet(udp, p, &out_addr);
+ }
+
+ free(p);
+}
+
+
+// Request the the server-list from the master server
+void NetworkUDPQueryMasterServer(void)
+{
+ struct sockaddr_in out_addr;
+ Packet *p;
+
+ if (_udp_client_socket == INVALID_SOCKET)
+ if (!NetworkUDPListen(&_udp_client_socket, 0, 0, true))
+ return;
+
+ p = NetworkSend_Init(PACKET_UDP_CLIENT_GET_LIST);
+
+ out_addr.sin_family = AF_INET;
+ out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
+ out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
+
+ // packet only contains protocol version
+ NetworkSend_uint8(p, NETWORK_MASTER_SERVER_VERSION);
+
+ NetworkSendUDP_Packet(_udp_client_socket, p, &out_addr);
+
+ DEBUG(net, 2, "[udp] master server queried at %s:%d", inet_ntoa(out_addr.sin_addr),ntohs(out_addr.sin_port));
+
+ free(p);
+}
+
+// Find all servers
+void NetworkUDPSearchGame(void)
+{
+ // We are still searching..
+ if (_network_udp_broadcast > 0) return;
+
+ // No UDP-socket yet..
+ if (_udp_client_socket == INVALID_SOCKET)
+ if (!NetworkUDPListen(&_udp_client_socket, 0, 0, true))
+ return;
+
+ DEBUG(net, 0, "[udp] searching server");
+
+ NetworkUDPBroadCast(_udp_client_socket);
+ _network_udp_broadcast = 300; // Stay searching for 300 ticks
+}
+
+NetworkGameList *NetworkUDPQueryServer(const char* host, unsigned short port)
+{
+ struct sockaddr_in out_addr;
+ Packet *p;
+ NetworkGameList *item;
+
+ // No UDP-socket yet..
+ if (_udp_client_socket == INVALID_SOCKET)
+ if (!NetworkUDPListen(&_udp_client_socket, 0, 0, true))
+ return NULL;
+
+ out_addr.sin_family = AF_INET;
+ out_addr.sin_port = htons(port);
+ out_addr.sin_addr.s_addr = NetworkResolveHost(host);
+
+ // Clear item in gamelist
+ item = NetworkGameListAddItem(inet_addr(inet_ntoa(out_addr.sin_addr)), ntohs(out_addr.sin_port));
+ memset(&item->info, 0, sizeof(item->info));
+ ttd_strlcpy(item->info.server_name, host, lengthof(item->info.server_name));
+ ttd_strlcpy(item->info.hostname, host, lengthof(item->info.hostname));
+ item->online = false;
+
+ // Init the packet
+ p = NetworkSend_Init(PACKET_UDP_CLIENT_FIND_SERVER);
+
+ NetworkSendUDP_Packet(_udp_client_socket, p, &out_addr);
+
+ free(p);
+
+ UpdateNetworkGameWindow(false);
+ return item;
+}
+
+/* Remove our advertise from the master-server */
+void NetworkUDPRemoveAdvertise(void)
+{
+ struct sockaddr_in out_addr;
+ Packet *p;
+
+ /* Check if we are advertising */
+ if (!_networking || !_network_server || !_network_udp_server) return;
+
+ /* check for socket */
+ if (_udp_master_socket == INVALID_SOCKET)
+ if (!NetworkUDPListen(&_udp_master_socket, _network_server_bind_ip, 0, false))
+ return;
+
+ DEBUG(net, 1, "[udp] removing advertise from master server");
+
+ /* Find somewhere to send */
+ out_addr.sin_family = AF_INET;
+ out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
+ out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
+
+ /* Send the packet */
+ p = NetworkSend_Init(PACKET_UDP_SERVER_UNREGISTER);
+ /* Packet is: Version, server_port */
+ NetworkSend_uint8(p, NETWORK_MASTER_SERVER_VERSION);
+ NetworkSend_uint16(p, _network_server_port);
+ NetworkSendUDP_Packet(_udp_master_socket, p, &out_addr);
+
+ free(p);
+}
+
+/* Register us to the master server
+ This function checks if it needs to send an advertise */
+void NetworkUDPAdvertise(void)
+{
+ struct sockaddr_in out_addr;
+ Packet *p;
+
+ /* Check if we should send an advertise */
+ if (!_networking || !_network_server || !_network_udp_server || !_network_advertise)
+ return;
+
+ /* check for socket */
+ if (_udp_master_socket == INVALID_SOCKET)
+ if (!NetworkUDPListen(&_udp_master_socket, _network_server_bind_ip, 0, false))
+ return;
+
+ if (_network_need_advertise) {
+ _network_need_advertise = false;
+ _network_advertise_retries = ADVERTISE_RETRY_TIMES;
+ } else {
+ /* Only send once every ADVERTISE_NORMAL_INTERVAL ticks */
+ if (_network_advertise_retries == 0) {
+ if ((_network_last_advertise_frame + ADVERTISE_NORMAL_INTERVAL) > _frame_counter)
+ return;
+ _network_advertise_retries = ADVERTISE_RETRY_TIMES;
+ }
+
+ if ((_network_last_advertise_frame + ADVERTISE_RETRY_INTERVAL) > _frame_counter)
+ return;
+ }
+
+ _network_advertise_retries--;
+ _network_last_advertise_frame = _frame_counter;
+
+ /* Find somewhere to send */
+ out_addr.sin_family = AF_INET;
+ out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
+ out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
+
+ DEBUG(net, 1, "[udp] advertising to master server");
+
+ /* Send the packet */
+ p = NetworkSend_Init(PACKET_UDP_SERVER_REGISTER);
+ /* Packet is: WELCOME_MESSAGE, Version, server_port */
+ NetworkSend_string(p, NETWORK_MASTER_SERVER_WELCOME_MESSAGE);
+ NetworkSend_uint8(p, NETWORK_MASTER_SERVER_VERSION);
+ NetworkSend_uint16(p, _network_server_port);
+ NetworkSendUDP_Packet(_udp_master_socket, p, &out_addr);
+
+ free(p);
+}
+
+void NetworkUDPInitialize(void)
+{
+ _udp_client_socket = INVALID_SOCKET;
+ _udp_server_socket = INVALID_SOCKET;
+ _udp_master_socket = INVALID_SOCKET;
+
+ _network_udp_server = false;
+ _network_udp_broadcast = 0;
+}
+
+#endif /* ENABLE_NETWORK */
diff --git a/network/network_udp.h b/network/network_udp.h
new file mode 100644
index 000000000..4488d19d4
--- /dev/null
+++ b/network/network_udp.h
@@ -0,0 +1,17 @@
+/* $Id$ */
+
+#ifndef NETWORK_UDP_H
+#define NETWORK_UDP_H
+
+#ifdef ENABLE_NETWORK
+
+void NetworkUDPInitialize(void);
+void NetworkUDPSearchGame(void);
+void NetworkUDPQueryMasterServer(void);
+NetworkGameList *NetworkUDPQueryServer(const char* host, unsigned short port);
+void NetworkUDPAdvertise(void);
+void NetworkUDPRemoveAdvertise(void);
+
+#endif /* ENABLE_NETWORK */
+
+#endif /* NETWORK_UDP_H */