/* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** * @file tcp_game.h Basic functions to receive and send TCP packets for game purposes. */ #ifndef NETWORK_CORE_TCP_GAME_H #define NETWORK_CORE_TCP_GAME_H #include "os_abstraction.h" #include "tcp.h" #include "../network_type.h" #include "../../core/pool_type.hpp" #include /** * Enum with all types of TCP packets. * For the exact meaning, look at #NetworkGameSocketHandler. */ enum PacketGameType { /* * These first four pair of packets (thus eight in * total) must remain in this order for backward * and forward compatibility between clients that * are trying to join directly. */ /* Packets sent by socket accepting code without ever constructing a client socket instance. */ PACKET_SERVER_FULL, ///< The server is full and has no place for you. PACKET_SERVER_BANNED, ///< The server has banned you. /* Packets used by the client to join and an error message when the revision is wrong. */ PACKET_CLIENT_JOIN, ///< The client telling the server it wants to join. PACKET_SERVER_ERROR, ///< Server sending an error message to the client. /* Packets used for the pre-game lobby. */ PACKET_CLIENT_COMPANY_INFO, ///< Request information about all companies. PACKET_SERVER_COMPANY_INFO, ///< Information about a single company. /* Packets used to get the game info. */ PACKET_SERVER_GAME_INFO, ///< Information about the server. PACKET_CLIENT_GAME_INFO, ///< Request information about the server. /* * Packets after here assume that the client * and server are running the same version. As * such ordering is unimportant from here on. * * The following is the remainder of the packets * sent as part of authenticating and getting * the map and other important data. */ /* After the join step, the first is checking NewGRFs. */ PACKET_SERVER_CHECK_NEWGRFS, ///< Server sends NewGRF IDs and MD5 checksums for the client to check. PACKET_CLIENT_NEWGRFS_CHECKED, ///< Client acknowledges that it has all required NewGRFs. /* Checking the game, and then company passwords. */ PACKET_SERVER_NEED_GAME_PASSWORD, ///< Server requests the (hashed) game password. PACKET_CLIENT_GAME_PASSWORD, ///< Clients sends the (hashed) game password. PACKET_SERVER_NEED_COMPANY_PASSWORD, ///< Server requests the (hashed) company password. PACKET_CLIENT_COMPANY_PASSWORD, ///< Client sends the (hashed) company password. /* The server welcomes the authenticated client and sends information of other clients. */ PACKET_SERVER_WELCOME, ///< Server welcomes you and gives you your #ClientID. PACKET_SERVER_CLIENT_INFO, ///< Server sends you information about a client. /* Getting the savegame/map. */ PACKET_CLIENT_GETMAP, ///< Client requests the actual map. PACKET_SERVER_WAIT, ///< Server tells the client there are some people waiting for the map as well. PACKET_SERVER_MAP_BEGIN, ///< Server tells the client that it is beginning to send the map. PACKET_SERVER_MAP_SIZE, ///< Server tells the client what the (compressed) size of the map is. PACKET_SERVER_MAP_DATA, ///< Server sends bits of the map to the client. PACKET_SERVER_MAP_DONE, ///< Server tells it has just sent the last bits of the map to the client. PACKET_CLIENT_MAP_OK, ///< Client tells the server that it received the whole map. PACKET_SERVER_JOIN, ///< Tells clients that a new client has joined. /* * At this moment the client has the map and * the client is fully authenticated. Now the * normal communication starts. */ /* Game progress monitoring. */ PACKET_SERVER_FRAME, ///< Server tells the client what frame it is in, and thus to where the client may progress. PACKET_CLIENT_ACK, ///< The client tells the server which frame it has executed. PACKET_SERVER_SYNC, ///< Server tells the client what the random state should be. /* Sending commands around. */ PACKET_CLIENT_COMMAND, ///< Client executed a command and sends it to the server. PACKET_SERVER_COMMAND, ///< Server distributes a command to (all) the clients. /* Human communication! */ PACKET_CLIENT_CHAT, ///< Client said something that should be distributed. PACKET_SERVER_CHAT, ///< Server distributing the message of a client (or itself). /* Remote console. */ PACKET_CLIENT_RCON, ///< Client asks the server to execute some command. PACKET_SERVER_RCON, ///< Response of the executed command on the server. /* Moving a client.*/ PACKET_CLIENT_MOVE, ///< A client would like to be moved to another company. PACKET_SERVER_MOVE, ///< Server tells everyone that someone is moved to another company. /* Configuration updates. */ PACKET_CLIENT_SET_PASSWORD, ///< A client (re)sets its company's password. PACKET_CLIENT_SET_NAME, ///< A client changes its name. PACKET_SERVER_COMPANY_UPDATE, ///< Information (password) of a company changed. PACKET_SERVER_CONFIG_UPDATE, ///< Some network configuration important to the client changed. /* A server quitting this game. */ PACKET_SERVER_NEWGAME, ///< The server is preparing to start a new game. PACKET_SERVER_SHUTDOWN, ///< The server is shutting down. /* A client quitting. */ PACKET_CLIENT_QUIT, ///< A client tells the server it is going to quit. PACKET_SERVER_QUIT, ///< A server tells that a client has quit. PACKET_CLIENT_ERROR, ///< A client reports an error to the server. PACKET_SERVER_ERROR_QUIT, ///< A server tells that a client has hit an error and did quit. PACKET_END, ///< Must ALWAYS be on the end of this list!! (period) }; /** Packet that wraps a command */ struct CommandPacket; /** A queue of CommandPackets. */ class CommandQueue { CommandPacket *first; ///< The first packet in the queue. CommandPacket *last; ///< The last packet in the queue; only valid when first != nullptr. uint count; ///< The number of items in the queue. public: /** Initialise the command queue. */ CommandQueue() : first(nullptr), last(nullptr), count(0) {} /** Clear the command queue. */ ~CommandQueue() { this->Free(); } void Append(CommandPacket *p); CommandPacket *Pop(bool ignore_paused = false); CommandPacket *Peek(bool ignore_paused = false); void Free(); /** Get the number of items in the queue. */ uint Count() const { return this->count; } }; /** Base socket handler for all TCP sockets */ class NetworkGameSocketHandler : public NetworkTCPSocketHandler { /* TODO: rewrite into a proper class */ private: NetworkClientInfo *info; ///< Client info related to this socket protected: NetworkRecvStatus ReceiveInvalidPacket(PacketGameType type); /** * Notification that the server is full. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p); /** * Notification that the client trying to join is banned. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p); /** * Try to join the server: * string OpenTTD revision (norev000 if no revision). * string Name of the client (max NETWORK_NAME_LENGTH). * uint8 ID of the company to play as (1..MAX_COMPANIES). * uint8 ID of the clients Language. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p); /** * The client made an error: * uint8 Error code caused (see NetworkErrorCode). * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p); /** * Request game information. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet *p); /** * Sends information about the game. * Serialized NetworkGameInfo. See game_info.h for details. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p); /** * Request company information (in detail). * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p); /** * Sends information about the companies (one packet per company): * uint8 Version of the structure of this packet (NETWORK_COMPANY_INFO_VERSION). * bool Contains data (false marks the end of updates). * uint8 ID of the company. * string Name of the company. * uint32 Year the company was inaugurated. * uint64 Value. * uint64 Money. * uint64 Income. * uint16 Performance (last quarter). * bool Company is password protected. * uint16 Number of trains. * uint16 Number of lorries. * uint16 Number of busses. * uint16 Number of planes. * uint16 Number of ships. * uint16 Number of train stations. * uint16 Number of lorry stations. * uint16 Number of bus stops. * uint16 Number of airports and heliports. * uint16 Number of harbours. * bool Company is an AI. * string Client names (comma separated list) * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p); /** * Send information about a client: * uint32 ID of the client (always unique on a server. 1 = server, 0 is invalid). * uint8 ID of the company the client is playing as (255 for spectators). * string Name of the client. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p); /** * Indication to the client that the server needs a game password. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p); /** * Indication to the client that the server needs a company password: * uint32 Generation seed. * string Network ID of the server. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p); /** * Send a password to the server to authorize: * uint8 Password type (see NetworkPasswordType). * string The password. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p); /** * Send a password to the server to authorize * uint8 Password type (see NetworkPasswordType). * string The password. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p); /** * The client is joined and ready to receive their map: * uint32 Own client ID. * uint32 Generation seed. * string Network ID of the server. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p); /** * Request the map from the server. * uint32 NewGRF version (release versions of OpenTTD only). * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p); /** * Notification that another client is currently receiving the map: * uint8 Number of clients waiting in front of you. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet *p); /** * Sends that the server will begin with sending the map to the client: * uint32 Current frame. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p); /** * Sends the size of the map to the client. * uint32 Size of the (compressed) map (in bytes). * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p); /** * Sends the data of the map to the client: * Contains a part of the map (until max size of packet). * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p); /** * Sends that all data of the map are sent to the client: * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p); /** * Tell the server that we are done receiving/loading the map. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p); /** * A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO: * uint32 ID of the client that just joined the game. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet *p); /** * Sends the current frame counter to the client: * uint32 Frame counter * uint32 Frame counter max (how far may the client walk before the server?) * uint32 General seed 1 (dependent on compile settings, not default). * uint32 General seed 2 (dependent on compile settings, not default). * uint8 Random token to validate the client is actually listening (only occasionally present). * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet *p); /** * Sends a sync-check to the client: * uint32 Frame counter. * uint32 General seed 1. * uint32 General seed 2 (dependent on compile settings, not default). * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet *p); /** * Tell the server we are done with this frame: * uint32 Current frame counter of the client. * uint8 The random token that the server sent in the PACKET_SERVER_FRAME packet. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet *p); /** * Send a DoCommand to the Server: * uint8 ID of the company (0..MAX_COMPANIES-1). * uint32 ID of the command (see command.h). * uint32 P1 (free variables used in DoCommand). * uint32 P2 * uint32 Tile where this is taking place. * string Text. * uint8 ID of the callback. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p); /** * Sends a DoCommand to the client: * uint8 ID of the company (0..MAX_COMPANIES-1). * uint32 ID of the command (see command.h). * uint32 P1 (free variable used in DoCommand). * uint32 P2. * uint32 Tile where this is taking place. * string Text. * uint8 ID of the callback. * uint32 Frame of execution. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p); /** * Sends a chat-packet to the server: * uint8 ID of the action (see NetworkAction). * uint8 ID of the destination type (see DestType). * uint32 ID of the client or company (destination of the chat). * string Message (max NETWORK_CHAT_LENGTH). * uint64 data (used e.g. for 'give money' actions). * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p); /** * Sends a chat-packet to the client: * uint8 ID of the action (see NetworkAction). * uint32 ID of the client (origin of the chat). * string Message (max NETWORK_CHAT_LENGTH). * uint64 data (used e.g. for 'give money' actions). * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p); /** * Set the password for the clients current company: * string The password. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p); /** * Gives the client a new name: * string New name of the client. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p); /** * The client is quitting the game. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p); /** * The client made an error and is quitting the game. * uint8 Error of the code caused (see NetworkErrorCode). * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p); /** * Notification that a client left the game: * uint32 ID of the client. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet *p); /** * Inform all clients that one client made an error and thus has quit/been disconnected: * uint32 ID of the client that caused the error. * uint8 Code of the error caused (see NetworkErrorCode). * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p); /** * Let the clients know that the server is closing. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p); /** * Let the clients know that the server is loading a new map. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p); /** * Send the result of an issues RCon command back to the client: * uint16 Colour code. * string Output of the RCon command * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p); /** * Send an RCon command to the server: * string RCon password. * string Command to be executed. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet *p); /** * Sends information about all used GRFs to the client: * uint8 Amount of GRFs (the following data is repeated this many times, i.e. per GRF data). * uint32 GRF ID * 16 * uint8 MD5 checksum of the GRF * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p); /** * Tell the server that we have the required GRFs * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p); /** * Move a client from one company into another: * uint32 ID of the client. * uint8 ID of the new company. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet *p); /** * Request the server to move this client into another company: * uint8 ID of the company the client wants to join. * string Password, if the company is password protected. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p); /** * Update the clients knowledge of which company is password protected: * uint16 Bitwise representation of each company * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p); /** * Update the clients knowledge of the max settings: * uint8 Maximum number of companies allowed. * uint8 Maximum number of spectators allowed. * @param p The packet that was just received. */ virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p); NetworkRecvStatus HandlePacket(Packet *p); NetworkGameSocketHandler(SOCKET s); public: ClientID client_id; ///< Client identifier uint32 last_frame; ///< Last frame we have executed uint32 last_frame_server; ///< Last frame the server has executed CommandQueue incoming_queue; ///< The command-queue awaiting handling std::chrono::steady_clock::time_point last_packet; ///< Time we received the last frame. NetworkRecvStatus CloseConnection(bool error = true) override; /** * Close the network connection due to the given status. * @param status The reason the connection got closed. */ virtual NetworkRecvStatus CloseConnection(NetworkRecvStatus status) = 0; virtual ~NetworkGameSocketHandler() {} /** * Sets the client info for this socket handler. * @param info The new client info. */ inline void SetInfo(NetworkClientInfo *info) { assert(info != nullptr && this->info == nullptr); this->info = info; } /** * Gets the client info of this socket handler. * @return The client info. */ inline NetworkClientInfo *GetInfo() const { return this->info; } NetworkRecvStatus ReceivePackets(); const char *ReceiveCommand(Packet *p, CommandPacket *cp); void SendCommand(Packet *p, const CommandPacket *cp); }; #endif /* NETWORK_CORE_TCP_GAME_H */