From b8f6d41418982163965dd5beb0b39dbdce1fbe8f Mon Sep 17 00:00:00 2001 From: truelight Date: Sat, 4 Dec 2004 17:54:56 +0000 Subject: (svn r942) -Merged branch/network back into the trunk --- network_server.c | 1359 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1359 insertions(+) create mode 100644 network_server.c (limited to 'network_server.c') diff --git a/network_server.c b/network_server.c new file mode 100644 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, ""); + 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: + // + // + + 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: + // + // + + 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 ( #1, #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 */ -- cgit v1.2.3-54-g00ecf