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-rw-r--r--network_server.c1359
1 files changed, 1359 insertions, 0 deletions
diff --git a/network_server.c b/network_server.c
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index 000000000..8cc0b30b3
--- /dev/null
+++ b/network_server.c
@@ -0,0 +1,1359 @@
+#include "stdafx.h"
+#include "network_data.h"
+
+#ifdef ENABLE_NETWORK
+
+#include "table/strings.h"
+#include "network_server.h"
+#include "console.h"
+#include "command.h"
+#include "gfx.h"
+#include "vehicle.h"
+#include "station.h"
+#include "settings.h"
+
+// This file handles all the server-commands
+
+void NetworkHandleCommandQueue(ClientState *cs);
+void NetworkPopulateCompanyInfo(void);
+void NetworkSendPatchSettings(ClientState *cs);
+
+// Is the network enabled?
+
+// **********
+// Sending functions
+// DEF_SERVER_SEND_COMMAND has parameter: ClientState *cs
+// **********
+
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(ClientState *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
+ //
+
+ Packet *p;
+
+ if (ci->client_index != NETWORK_EMPTY_INDEX) {
+ 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_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 = 0;
+ byte current = 0;
+
+
+ FOR_ALL_PLAYERS(player) {
+ if (player->is_active)
+ active++;
+ }
+
+ if (active == 0) {
+ Packet *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;
+
+ current++;
+
+ p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO);
+
+ NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION);
+ NetworkSend_uint8 (p, active);
+ NetworkSend_uint8 (p, current);
+
+ NetworkSend_string(p, _network_player_info[player->index].company_name);
+ NetworkSend_uint8 (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);
+
+ 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);
+ }
+}
+
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(ClientState *cs, NetworkErrorCode error)
+{
+ //
+ // Packet: SERVER_ERROR
+ // Function: The client made an error
+ // Data:
+ // uint8: ErrorID (see network_data.h, NetworkErrorCode)
+ //
+
+ ClientState *new_cs;
+ char str1[100], str2[100];
+ char client_name[NETWORK_NAME_LENGTH];
+
+ Packet *p = NetworkSend_Init(PACKET_SERVER_ERROR);
+ NetworkSend_uint8(p, error);
+ NetworkSend_Packet(p, cs);
+
+ // Only send when the current client was in game
+ if (cs->status > STATUS_AUTH) {
+ NetworkGetClientName(client_name, sizeof(client_name), cs);
+
+ GetString(str1, STR_NETWORK_ERR_LEFT);
+ GetString(str2, STR_NETWORK_ERR_CLIENT_GENERAL + error);
+
+ DEBUG(net, 2)("[NET] %s made an error (%s) and his connection is closed", client_name, str2);
+
+ NetworkTextMessage(NETWORK_ACTION_JOIN_LEAVE, 1, client_name, "%s (%s)", str1, str2);
+
+ 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, 2)("[NET] Clientno %d has made an error and his connection is closed", cs->index);
+ }
+
+ cs->quited = 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!
+ CloseClient(cs);
+}
+
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(ClientState *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;
+ ClientState *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;
+ ClientState *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
+ //
+
+ char filename[256];
+ 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) {
+ Packet *p;
+
+ // Make a dump of the current game
+ sprintf(filename, "%s%snetwork_server.tmp", _path.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;
+ }
+
+ 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 = 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!
+ int i;
+ Packet *p;
+
+ // XXX - Delete this when patch-settings are saved in-game
+ NetworkSendPatchSettings(cs);
+
+ p = NetworkSend_Init(PACKET_SERVER_MAP);
+ NetworkSend_uint8(p, MAP_PACKET_END);
+ // Send the player_seeds in this packet
+ for (i = 0; i < MAX_PLAYERS; i++) {
+ NetworkSend_uint32(p, _player_seeds[i][0]);
+ NetworkSend_uint32(p, _player_seeds[i][1]);
+ }
+ 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);
+
+ {
+ ClientState *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)(ClientState *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)(ClientState *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
+ // uint32: decode_params
+ // 10 times the last one (lengthof(cp->dp))
+ // uint8: CallBackID (see callback_table.c)
+ // uint32: Frame of execution
+ //
+
+ int i;
+ 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);
+ for (i = 0; i < lengthof(cp->dp); i++) {
+ NetworkSend_uint32(p, cp->dp[i]);
+ }
+ NetworkSend_uint8(p, cp->callback);
+ NetworkSend_uint32(p, cp->frame);
+
+ NetworkSend_Packet(p, cs);
+}
+
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(ClientState *cs, NetworkAction action, uint16 client_index, 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_string(p, msg);
+
+ NetworkSend_Packet(p, cs);
+}
+
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(ClientState *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)(ClientState *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);
+}
+
+// **********
+// Receiving functions
+// DEF_SERVER_RECEIVE_COMMAND has parameter: ClientState *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_NAME_LENGTH];
+ NetworkClientInfo *ci;
+ char test_name[NETWORK_NAME_LENGTH];
+ byte playas;
+ NetworkLanguage client_lang;
+ char client_revision[NETWORK_REVISION_LENGTH];
+
+
+ NetworkRecv_string(p, client_revision, sizeof(client_revision));
+
+ // Too bad, when WITH_REV is disabled, we can not compare the version.
+#if defined(WITH_REV)
+ // Check if the client has WITH_REV enabled
+ if (strncmp("norev000", client_revision, sizeof(client_revision)) != 0) {
+ if (strncmp(_network_game_info.server_revision, client_revision, sizeof(_network_game_info.server_revision)) != 0) {
+ // Different revisions!!
+ SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_REVISION);
+
+ return;
+ }
+ }
+#endif
+
+ NetworkRecv_string(p, name, sizeof(name));
+ playas = NetworkRecv_uint8(p);
+ client_lang = NetworkRecv_uint8(p);
+
+ // Check if someone else already has that name
+ snprintf(test_name, sizeof(test_name), "%s", name);
+
+ if (test_name[0] == '\0') {
+ // We need a valid name.. make it Player
+ snprintf(test_name, sizeof(test_name), "Player");
+ }
+
+ if (!NetworkFindName(test_name)) {
+ // 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);
+
+ snprintf(ci->client_name, sizeof(ci->client_name), "%s", test_name);
+ 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 (ci->client_playas <= MAX_PLAYERS && _network_player_info[ci->client_playas - 1].password[0] != '\0') {
+ SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_COMPANY_PASSWORD);
+ }
+ else {
+ SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
+ }
+ }
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD)
+{
+ NetworkPasswordType type;
+ char password[NETWORK_PASSWORD_LENGTH];
+ NetworkClientInfo *ci;
+
+ type = NetworkRecv_uint8(p);
+ NetworkRecv_string(p, password, sizeof(password));
+
+ if (cs->status == STATUS_INACTIVE && type == NETWORK_GAME_PASSWORD) {
+ // Check game-password
+ if (strncmp(password, _network_game_info.server_password, sizeof(password)) != 0) {
+ // Password is invalid
+ SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
+ return;
+ }
+
+ ci = DEREF_CLIENT_INFO(cs);
+
+ if (ci->client_playas <= MAX_PLAYERS && _network_player_info[ci->client_playas - 1].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 (strncmp(password, _network_player_info[ci->client_playas - 1].password, sizeof(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)
+{
+ ClientState *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->quited) {
+ 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->quited) {
+ char client_name[NETWORK_NAME_LENGTH];
+ char str[100];
+ ClientState *new_cs;
+ GetString(str, STR_NETWORK_CLIENT_JOINED);
+
+ NetworkGetClientName(client_name, sizeof(client_name), cs);
+
+ NetworkTextMessage(NETWORK_ACTION_JOIN_LEAVE, 1, client_name, str);
+
+ // 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);
+ }
+ }
+ } else {
+ // Wrong status for this packet, give a warning to client, and close connection
+ SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
+ }
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
+{
+ // The client has done a command and wants us to handle it
+ int i;
+ byte callback;
+ ClientState *new_cs;
+ NetworkClientInfo *ci;
+
+ 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->quited) {
+ SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
+ return;
+ }
+
+ cp->player = NetworkRecv_uint8(p);
+ cp->cmd = NetworkRecv_uint32(p);
+ cp->p1 = NetworkRecv_uint32(p);
+ cp->p2 = NetworkRecv_uint32(p);
+ cp->tile = NetworkRecv_uint32(p);
+ for (i = 0; i < lengthof(cp->dp); i++)
+ cp->dp[i] = NetworkRecv_uint32(p);
+
+ callback = NetworkRecv_uint8(p);
+
+ ci = DEREF_CLIENT_INFO(cs);
+ // Only CMD_PLAYER_CTRL is always allowed, for the rest, playas needs
+ // to match the player in the packet
+ if (cp->cmd != CMD_PLAYER_CTRL && ci->client_playas-1 != cp->player) {
+ // The player did a command with the wrong player_id.. bad!!
+ SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_PLAYER_MISMATCH);
+ return;
+ }
+ if (cp->cmd == CMD_PLAYER_CTRL) {
+ // UGLY! p1 is mis-used to get the client-id in CmdPlayerCtrl
+ cp->p2 = cs - _clients;
+ }
+
+
+ // 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_AUTH) {
+ // Callbacks are only send back to the client who sent them in the
+ // first place. This filters that out.
+ if (new_cs != cs)
+ cp->callback = 0;
+ else
+ cp->callback = 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
+ ClientState *new_cs;
+ byte errorno = NetworkRecv_uint8(p);
+ char str1[100], str2[100];
+ char client_name[NETWORK_NAME_LENGTH];
+
+ // The client was never joined.. thank the client for the packet, but ignore it
+ if (cs->status < STATUS_DONE_MAP || cs->quited) {
+ cs->quited = true;
+ return;
+ }
+
+ NetworkGetClientName(client_name, sizeof(client_name), cs);
+
+ GetString(str1, STR_NETWORK_ERR_LEFT);
+ GetString(str2, STR_NETWORK_ERR_CLIENT_GENERAL + errorno);
+
+ DEBUG(net, 2)("[NET] %s reported an error and is closing his connection (%s)", client_name, str2);
+
+ NetworkTextMessage(NETWORK_ACTION_JOIN_LEAVE, 1, client_name, "%s (%s)", str1, str2);
+
+ FOR_ALL_CLIENTS(new_cs) {
+ if (new_cs->status > STATUS_AUTH) {
+ SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno);
+ }
+ }
+
+ cs->quited = true;
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
+{
+ // The client wants to leave. Display this and report it to the other
+ // clients.
+ ClientState *new_cs;
+ char str1[100], str2[100];
+ char client_name[NETWORK_NAME_LENGTH];
+
+ // The client was never joined.. thank the client for the packet, but ignore it
+ if (cs->status < STATUS_DONE_MAP || cs->quited) {
+ cs->quited = true;
+ return;
+ }
+
+ NetworkRecv_string(p, str2, 100);
+
+ NetworkGetClientName(client_name, sizeof(client_name), cs);
+
+ GetString(str1, STR_NETWORK_ERR_LEFT);
+
+ NetworkTextMessage(NETWORK_ACTION_JOIN_LEAVE, 1, client_name, "%s (%s)", str1, str2);
+
+ FOR_ALL_CLIENTS(new_cs) {
+ if (new_cs->status > STATUS_AUTH) {
+ SEND_COMMAND(PACKET_SERVER_QUIT)(new_cs, cs->index, str2);
+ }
+ }
+
+ cs->quited = true;
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
+{
+ // The client received the frame, make note of it
+ cs->last_frame = NetworkRecv_uint32(p);
+ // With those 2 values we can calculate the lag realtime
+ cs->last_frame_server = _frame_counter;
+
+ // The client is now really active
+ if (cs->status == STATUS_PRE_ACTIVE)
+ cs->status = STATUS_ACTIVE;
+}
+
+
+
+void NetworkServer_HandleChat(NetworkAction action, DestType desttype, int dest, const char *msg, byte from_index)
+{
+ ClientState *cs;
+ NetworkClientInfo *ci, *ci_own, *ci_to;
+
+ switch (desttype) {
+ case DESTTYPE_CLIENT:
+ if (dest == 1) {
+ ci = NetworkFindClientInfoFromIndex(from_index);
+ if (ci != NULL)
+ NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas-1), ci->client_name, "%s", msg);
+ } else {
+ FOR_ALL_CLIENTS(cs) {
+ if (cs->index == dest) {
+ SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, msg);
+ break;
+ }
+ }
+ }
+
+ // Display the message locally (so you know you have sent it)
+ if (from_index != dest) {
+ if (from_index == 1) {
+ ci = NetworkFindClientInfoFromIndex(from_index);
+ ci_to = NetworkFindClientInfoFromIndex(dest);
+ if (ci != NULL && ci_to != NULL)
+ NetworkTextMessage(NETWORK_ACTION_CHAT_TO_CLIENT, GetDrawStringPlayerColor(ci->client_playas-1), ci_to->client_name, "%s", msg);
+ } else {
+ FOR_ALL_CLIENTS(cs) {
+ if (cs->index == from_index) {
+ SEND_COMMAND(PACKET_SERVER_CHAT)(cs, NETWORK_ACTION_CHAT_TO_CLIENT, dest, msg);
+ break;
+ }
+ }
+ }
+ }
+ break;
+ case DESTTYPE_PLAYER: {
+ bool show_local = true; // If this is false, the message is already displayed
+ // on the client who did sent it.
+ FOR_ALL_CLIENTS(cs) {
+ ci = DEREF_CLIENT_INFO(cs);
+ if (ci->client_playas == dest) {
+ SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, msg);
+ if (cs->index == from_index)
+ show_local = false;
+ }
+ }
+ 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-1), ci->client_name, "%s", msg);
+ if (from_index == NETWORK_SERVER_INDEX)
+ show_local = false;
+ }
+
+ // 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];
+ GetString(name, DEREF_PLAYER(ci->client_playas-1)->name_1);
+ NetworkTextMessage(NETWORK_ACTION_CHAT_TO_PLAYER, GetDrawStringPlayerColor(ci->client_playas-1), name, "%s", msg);
+ } else {
+ FOR_ALL_CLIENTS(cs) {
+ if (cs->index == from_index) {
+ SEND_COMMAND(PACKET_SERVER_CHAT)(cs, NETWORK_ACTION_CHAT_TO_PLAYER, from_index, msg);
+ }
+ }
+ }
+ }
+ }
+ break;
+ default:
+ DEBUG(net, 0)("[NET][Server] Received unknown destination type %d. Doing broadcast instead.\n");
+ /* fall-through to next case */
+ case DESTTYPE_BROADCAST:
+ FOR_ALL_CLIENTS(cs) {
+ SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, msg);
+ }
+ ci = NetworkFindClientInfoFromIndex(from_index);
+ if (ci != NULL)
+ NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas-1), ci->client_name, "%s", msg);
+ break;
+ }
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
+{
+ NetworkAction action = NetworkRecv_uint8(p);
+ DestType desttype = NetworkRecv_uint8(p);
+ int dest = NetworkRecv_uint8(p);
+ char msg[MAX_TEXT_MSG_LEN];
+
+ NetworkRecv_string(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];
+ NetworkClientInfo *ci;
+
+ NetworkRecv_string(p, password, sizeof(password));
+ ci = DEREF_CLIENT_INFO(cs);
+
+ if (ci->client_playas <= MAX_PLAYERS) {
+ ttd_strlcpy(_network_player_info[ci->client_playas - 1].password, password, sizeof(_network_player_info[ci->client_playas - 1].password));
+ }
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME)
+{
+ char name[NETWORK_NAME_LENGTH];
+ NetworkClientInfo *ci;
+
+ NetworkRecv_string(p, name, sizeof(name));
+ ci = DEREF_CLIENT_INFO(cs);
+
+ if (ci != NULL) {
+ // Display change
+ if (NetworkFindName(name)) {
+ NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, 1, ci->client_name, name);
+ ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name));
+ NetworkUpdateClientInfo(ci->client_index);
+ }
+ }
+}
+
+// The layout for the receive-functions by the server
+typedef void NetworkServerPacket(ClientState *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,*/
+ 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,*/
+};
+
+// If this fails, check the array above with network_data.h
+assert_compile(lengthof(_network_server_packet) == PACKET_END);
+
+
+extern const SettingDesc patch_settings[];
+
+// This is a TEMPORARY solution to get the patch-settings
+// to the client. When the patch-settings are saved in the savegame
+// this should be removed!!
+void NetworkSendPatchSettings(ClientState *cs)
+{
+ const SettingDesc *item;
+ Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
+ NetworkSend_uint8(p, MAP_PACKET_PATCH);
+ // Now send all the patch-settings in a pretty order..
+
+ item = patch_settings;
+
+ while (item->name != NULL) {
+ switch (item->flags) {
+ case SDT_BOOL:
+ case SDT_INT8:
+ case SDT_UINT8:
+ NetworkSend_uint8(p, *(uint8 *)item->ptr);
+ break;
+ case SDT_INT16:
+ case SDT_UINT16:
+ NetworkSend_uint16(p, *(uint16 *)item->ptr);
+ break;
+ case SDT_INT32:
+ case SDT_UINT32:
+ NetworkSend_uint32(p, *(uint32 *)item->ptr);
+ break;
+ }
+ item++;
+ }
+
+ NetworkSend_Packet(p, cs);
+}
+
+// This update the company_info-stuff
+void NetworkPopulateCompanyInfo(void)
+{
+ char password[NETWORK_PASSWORD_LENGTH];
+ Player *p;
+ Vehicle *v;
+ Station *s;
+ ClientState *cs;
+ NetworkClientInfo *ci;
+ int i;
+
+ 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));
+ memset(&_network_player_info[p->index], 0, sizeof(NetworkPlayerInfo));
+ ttd_strlcpy(_network_player_info[p->index].password, password, sizeof(_network_player_info[p->index].password));
+
+ // Grap the company name
+ GetString(_network_player_info[p->index].company_name, p->name_1);
+
+ // 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 < 13; i++)
+ _network_player_info[p->index].income -= p->yearly_expenses[2][i];
+ else
+ for (i = 0; i < 13; 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 (v->owner < MAX_PLAYERS)
+ switch (v->type) {
+ case VEH_Train:
+ if (v->subtype == 0)
+ _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;
+ }
+ }
+
+ // Go through all stations and count the types of stations
+ FOR_ALL_STATIONS(s) {
+ if (s->owner < MAX_PLAYERS) {
+ if ((s->facilities & FACIL_TRAIN))
+ _network_player_info[s->owner].num_station[0]++;
+ if ((s->facilities & FACIL_TRUCK_STOP))
+ _network_player_info[s->owner].num_station[1]++;
+ if ((s->facilities & FACIL_BUS_STOP))
+ _network_player_info[s->owner].num_station[2]++;
+ if ((s->facilities & FACIL_AIRPORT))
+ _network_player_info[s->owner].num_station[3]++;
+ if ((s->facilities & FACIL_DOCK))
+ _network_player_info[s->owner].num_station[4]++;
+ }
+ }
+
+ ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
+ // Register local player (if not dedicated)
+ if (ci != NULL && _local_player < MAX_PLAYERS) {
+ snprintf(_network_player_info[ci->client_playas-1].players, sizeof(_network_player_info[ci->client_playas-1].players), "%s", ci->client_name);
+ }
+
+ FOR_ALL_CLIENTS(cs) {
+ char client_name[NETWORK_NAME_LENGTH];
+ char temp[NETWORK_PLAYERS_LENGTH];
+
+ NetworkGetClientName(client_name, sizeof(client_name), cs);
+
+ ci = DEREF_CLIENT_INFO(cs);
+ if (ci != NULL && ci->client_playas <= MAX_PLAYERS) {
+ if (_network_player_info[ci->client_playas-1].players[0] == '\0')
+ snprintf(_network_player_info[ci->client_playas-1].players, sizeof(_network_player_info[ci->client_playas-1].players), "%s", client_name);
+ else {
+ snprintf(temp, sizeof(temp), "%s, %s", _network_player_info[ci->client_playas-1].players, client_name);
+ snprintf(_network_player_info[ci->client_playas-1].players, sizeof(_network_player_info[ci->client_playas-1].players), "%s", temp);
+ }
+ }
+ }
+}
+
+// Send a packet to all clients with updated info about this client_index
+void NetworkUpdateClientInfo(uint16 client_index)
+{
+ ClientState *cs;
+ NetworkClientInfo *ci;
+
+ ci = NetworkFindClientInfoFromIndex(client_index);
+
+ FOR_ALL_CLIENTS(cs) {
+ SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, ci);
+ }
+}
+
+// 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_NAME_LENGTH])
+{
+ ClientState *new_cs;
+ NetworkClientInfo *ci;
+ bool found_name = false;
+ byte number = 0;
+ char original_name[NETWORK_NAME_LENGTH];
+
+ // We use NETWORK_NAME_LENGTH in here, because new_name is really a pointer
+ ttd_strlcpy(original_name, new_name, NETWORK_NAME_LENGTH);
+
+ while (!found_name) {
+ found_name = true;
+ FOR_ALL_CLIENTS(new_cs) {
+ ci = DEREF_CLIENT_INFO(new_cs);
+ if (strncmp(ci->client_name, new_name, NETWORK_NAME_LENGTH) == 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 (strncmp(ci->client_name, new_name, NETWORK_NAME_LENGTH) == 0) {
+ // Name already in use
+ found_name = false;
+ }
+ }
+
+ if (!found_name) {
+ // Try a new name (<name> #1, <name> #2, and so on)
+
+ // Stop if we tried for more then 50 times..
+ if (number++ > 50) break;
+ snprintf(new_name, NETWORK_NAME_LENGTH, "%s #%d", original_name, number);
+ }
+ }
+
+ return found_name;
+}
+
+// Reads a packet from the stream
+bool NetworkServer_ReadPackets(ClientState *cs)
+{
+ Packet *p;
+ NetworkRecvStatus res;
+ while((p = NetworkRecv_Packet(cs, &res)) != NULL) {
+ byte type = NetworkRecv_uint8(p);
+ if (type < PACKET_END && _network_server_packet[type] != NULL)
+ _network_server_packet[type](cs, p);
+ else
+ DEBUG(net, 0)("[NET][Server] Received invalid packet type %d", type);
+ free(p);
+ }
+
+ return true;
+}
+
+// Handle the local command-queue
+void NetworkHandleCommandQueue(ClientState *cs) {
+ if (cs->command_queue != NULL) {
+ CommandPacket *cp;
+ CommandPacket *cp_prev;
+
+ cp = cs->command_queue;
+ cp_prev = NULL;
+
+ while (cp != NULL) {
+ SEND_COMMAND(PACKET_SERVER_COMMAND)(cs, cp);
+
+ if (cp_prev != NULL) {
+ cp_prev->next = cp->next;
+ free(cp);
+ cp = cp_prev->next;
+ } else {
+ // This means we are at our first packet
+ cs->command_queue = cp->next;
+ free(cp);
+ cp = cs->command_queue;
+ }
+ }
+ }
+}
+
+// This is called every tick if this is a _network_server
+void NetworkServer_Tick(void)
+{
+#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
+ static uint32 last_sync_frame = 0;
+#endif
+ ClientState *cs;
+ bool send_frame = false;
+
+ // Update max-frame-counter
+ if (_frame_counter > _frame_counter_max) {
+ _frame_counter_max = _frame_counter + _network_frame_freq;
+ send_frame = true;
+ }
+
+ // 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(_iconsole_color_error,"Client #%d is dropped because the client did not respond for more then 4 game-days", cs->index);
+ CloseClient(cs);
+ continue;
+ }
+
+ // Report once per time we detect the lag
+ if (cs->lag_test == 0) {
+ IConsolePrintF(_iconsole_color_warning,"[%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;
+ }
+ }
+
+
+ // Check if we can send command, and if we have anything in the queue
+ if (cs->status > STATUS_DONE_MAP) {
+ NetworkHandleCommandQueue(cs);
+ }
+
+ // Do we need to send the new frame-packet?
+ if (send_frame && cs->status == STATUS_ACTIVE) {
+ SEND_COMMAND(PACKET_SERVER_FRAME)(cs);
+ }
+#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
+ // Is it time to send a sync-packet to all clients?
+ if (last_sync_frame + _network_sync_freq < _frame_counter) {
+ SEND_COMMAND(PACKET_SERVER_SYNC)(cs);
+ }
+#endif
+ }
+
+#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
+ // Update the last_sync_frame if needed!
+ if (last_sync_frame + _network_sync_freq < _frame_counter) {
+ last_sync_frame = _frame_counter;
+ }
+#endif
+}
+
+#endif /* ENABLE_NETWORK */