/* * 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 network.cpp Base functions for networking support. */ #include "../stdafx.h" #include "../strings_func.h" #include "../command_func.h" #include "../date_func.h" #include "network_admin.h" #include "network_client.h" #include "network_server.h" #include "network_content.h" #include "network_udp.h" #include "network_gamelist.h" #include "network_base.h" #include "core/udp.h" #include "core/host.h" #include "network_gui.h" #include "../console_func.h" #include "../3rdparty/md5/md5.h" #include "../core/random_func.hpp" #include "../window_func.h" #include "../company_func.h" #include "../company_base.h" #include "../landscape_type.h" #include "../rev.h" #include "../core/pool_func.hpp" #include "../gfx_func.h" #include "../error.h" #include "../safeguards.h" #ifdef DEBUG_DUMP_COMMANDS #include "../fileio_func.h" /** When running the server till the wait point, run as fast as we can! */ bool _ddc_fastforward = true; #endif /* DEBUG_DUMP_COMMANDS */ /** Make sure both pools have the same size. */ static_assert(NetworkClientInfoPool::MAX_SIZE == NetworkClientSocketPool::MAX_SIZE); /** The pool with client information. */ NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo"); INSTANTIATE_POOL_METHODS(NetworkClientInfo) bool _networking; ///< are we in networking mode? bool _network_server; ///< network-server is active bool _network_available; ///< is network mode available? bool _network_dedicated; ///< are we a dedicated server? bool _is_network_server; ///< Does this client wants to be a network-server? NetworkCompanyState *_network_company_states = nullptr; ///< Statistics about some companies. ClientID _network_own_client_id; ///< Our client identifier. ClientID _redirect_console_to_client; ///< If not invalid, redirect the console output to a client. bool _network_need_advertise; ///< Whether we need to advertise. uint8 _network_reconnect; ///< Reconnect timeout StringList _network_bind_list; ///< The addresses to bind on. StringList _network_host_list; ///< The servers we know. StringList _network_ban_list; ///< The banned clients. uint32 _frame_counter_server; ///< The frame_counter of the server, if in network-mode uint32 _frame_counter_max; ///< To where we may go with our clients uint32 _frame_counter; ///< The current frame. uint32 _last_sync_frame; ///< Used in the server to store the last time a sync packet was sent to clients. NetworkAddressList _broadcast_list; ///< List of broadcast addresses. uint32 _sync_seed_1; ///< Seed to compare during sync checks. #ifdef NETWORK_SEND_DOUBLE_SEED uint32 _sync_seed_2; ///< Second part of the seed. #endif uint32 _sync_frame; ///< The frame to perform the sync check. bool _network_first_time; ///< Whether we have finished joining or not. CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies. /* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */ static_assert((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE); static_assert((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH); /** The amount of clients connected */ byte _network_clients_connected = 0; /* Some externs / forwards */ extern void StateGameLoop(); /** * Return whether there is any client connected or trying to connect at all. * @return whether we have any client activity */ bool HasClients() { return !NetworkClientSocket::Iterate().empty(); } /** * Basically a client is leaving us right now. */ NetworkClientInfo::~NetworkClientInfo() { /* Delete the chat window, if you were chatting with this client. */ InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_CLIENT, this->client_id); } /** * Return the CI given it's client-identifier * @param client_id the ClientID to search for * @return return a pointer to the corresponding NetworkClientInfo struct or nullptr when not found */ /* static */ NetworkClientInfo *NetworkClientInfo::GetByClientID(ClientID client_id) { for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) { if (ci->client_id == client_id) return ci; } return nullptr; } /** * Return the client state given it's client-identifier * @param client_id the ClientID to search for * @return return a pointer to the corresponding NetworkClientSocket struct or nullptr when not found */ /* static */ ServerNetworkGameSocketHandler *ServerNetworkGameSocketHandler::GetByClientID(ClientID client_id) { for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { if (cs->client_id == client_id) return cs; } return nullptr; } byte NetworkSpectatorCount() { byte count = 0; for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) { if (ci->client_playas == COMPANY_SPECTATOR) count++; } /* Don't count a dedicated server as spectator */ if (_network_dedicated) count--; return count; } /** * Change the company password of a given company. * @param company_id ID of the company the password should be changed for. * @param password The unhashed password we like to set ('*' or '' resets the password) * @return The password. */ const char *NetworkChangeCompanyPassword(CompanyID company_id, const char *password) { if (strcmp(password, "*") == 0) password = ""; if (_network_server) { NetworkServerSetCompanyPassword(company_id, password, false); } else { NetworkClientSetCompanyPassword(password); } return password; } /** * Hash the given password using server ID and game seed. * @param password Password to hash. * @param password_server_id Server ID. * @param password_game_seed Game seed. * @return The hashed password. */ const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed) { if (StrEmpty(password)) return password; char salted_password[NETWORK_SERVER_ID_LENGTH]; memset(salted_password, 0, sizeof(salted_password)); seprintf(salted_password, lastof(salted_password), "%s", password); /* Add the game seed and the server's ID as the salt. */ for (uint i = 0; i < NETWORK_SERVER_ID_LENGTH - 1; i++) { salted_password[i] ^= password_server_id[i] ^ (password_game_seed >> (i % 32)); } Md5 checksum; uint8 digest[16]; static char hashed_password[NETWORK_SERVER_ID_LENGTH]; /* Generate the MD5 hash */ checksum.Append(salted_password, sizeof(salted_password) - 1); checksum.Finish(digest); for (int di = 0; di < 16; di++) seprintf(hashed_password + di * 2, lastof(hashed_password), "%02x", digest[di]); return hashed_password; } /** * Check if the company we want to join requires a password. * @param company_id id of the company we want to check the 'passworded' flag for. * @return true if the company requires a password. */ bool NetworkCompanyIsPassworded(CompanyID company_id) { return HasBit(_network_company_passworded, company_id); } /* This puts a text-message to the console, or in the future, the chat-box, * (to keep it all a bit more general) * If 'self_send' is true, this is the client who is sending the message */ void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const char *name, const char *str, int64 data) { StringID strid; switch (action) { case NETWORK_ACTION_SERVER_MESSAGE: /* Ignore invalid messages */ strid = STR_NETWORK_SERVER_MESSAGE; colour = CC_DEFAULT; break; case NETWORK_ACTION_COMPANY_SPECTATOR: colour = CC_DEFAULT; strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE; break; case NETWORK_ACTION_COMPANY_JOIN: colour = CC_DEFAULT; strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN; break; case NETWORK_ACTION_COMPANY_NEW: colour = CC_DEFAULT; strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW; break; case NETWORK_ACTION_JOIN: /* Show the Client ID for the server but not for the client. */ strid = _network_server ? STR_NETWORK_MESSAGE_CLIENT_JOINED_ID : STR_NETWORK_MESSAGE_CLIENT_JOINED; break; case NETWORK_ACTION_LEAVE: strid = STR_NETWORK_MESSAGE_CLIENT_LEFT; break; case NETWORK_ACTION_NAME_CHANGE: strid = STR_NETWORK_MESSAGE_NAME_CHANGE; break; case NETWORK_ACTION_GIVE_MONEY: strid = STR_NETWORK_MESSAGE_GIVE_MONEY; break; case NETWORK_ACTION_CHAT_COMPANY: strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY; break; case NETWORK_ACTION_CHAT_CLIENT: strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT; break; case NETWORK_ACTION_KICKED: strid = STR_NETWORK_MESSAGE_KICKED; break; default: strid = STR_NETWORK_CHAT_ALL; break; } char message[1024]; SetDParamStr(0, name); SetDParamStr(1, str); SetDParam(2, data); /* All of these strings start with "***". These characters are interpreted as both left-to-right and * right-to-left characters depending on the context. As the next text might be an user's name, the * user name's characters will influence the direction of the "***" instead of the language setting * of the game. Manually set the direction of the "***" by inserting a text-direction marker. */ char *msg_ptr = message + Utf8Encode(message, _current_text_dir == TD_LTR ? CHAR_TD_LRM : CHAR_TD_RLM); GetString(msg_ptr, strid, lastof(message)); DEBUG(desync, 1, "msg: %08x; %02x; %s", _date, _date_fract, message); IConsolePrintF(colour, "%s", message); NetworkAddChatMessage((TextColour)colour, _settings_client.gui.network_chat_timeout, "%s", message); } /* Calculate the frame-lag of a client */ uint NetworkCalculateLag(const NetworkClientSocket *cs) { int lag = cs->last_frame_server - cs->last_frame; /* This client has missed his ACK packet after 1 DAY_TICKS.. * so we increase his lag for every frame that passes! * The packet can be out by a max of _net_frame_freq */ if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter) { lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq); } return lag; } /* There was a non-recoverable error, drop back to the main menu with a nice * error */ void NetworkError(StringID error_string) { _switch_mode = SM_MENU; ShowErrorMessage(error_string, INVALID_STRING_ID, WL_CRITICAL); } /** * Retrieve the string id of an internal error number * @param err NetworkErrorCode * @return the StringID */ StringID GetNetworkErrorMsg(NetworkErrorCode err) { /* List of possible network errors, used by * PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */ static const StringID network_error_strings[] = { STR_NETWORK_ERROR_CLIENT_GENERAL, STR_NETWORK_ERROR_CLIENT_DESYNC, STR_NETWORK_ERROR_CLIENT_SAVEGAME, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST, STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR, STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH, STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED, STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED, STR_NETWORK_ERROR_CLIENT_WRONG_REVISION, STR_NETWORK_ERROR_CLIENT_NAME_IN_USE, STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD, STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH, STR_NETWORK_ERROR_CLIENT_KICKED, STR_NETWORK_ERROR_CLIENT_CHEATER, STR_NETWORK_ERROR_CLIENT_SERVER_FULL, STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS, STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD, STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER, STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP, STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN, STR_NETWORK_ERROR_CLIENT_INVALID_CLIENT_NAME, }; static_assert(lengthof(network_error_strings) == NETWORK_ERROR_END); if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL; return network_error_strings[err]; } /** * Handle the pause mode change so we send the right messages to the chat. * @param prev_mode The previous pause mode. * @param changed_mode The pause mode that got changed. */ void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode) { if (!_networking) return; switch (changed_mode) { case PM_PAUSED_NORMAL: case PM_PAUSED_JOIN: case PM_PAUSED_GAME_SCRIPT: case PM_PAUSED_ACTIVE_CLIENTS: case PM_PAUSED_LINK_GRAPH: { bool changed = ((_pause_mode == PM_UNPAUSED) != (prev_mode == PM_UNPAUSED)); bool paused = (_pause_mode != PM_UNPAUSED); if (!paused && !changed) return; StringID str; if (!changed) { int i = -1; if ((_pause_mode & PM_PAUSED_NORMAL) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL); if ((_pause_mode & PM_PAUSED_JOIN) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS); if ((_pause_mode & PM_PAUSED_GAME_SCRIPT) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT); if ((_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS); if ((_pause_mode & PM_PAUSED_LINK_GRAPH) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH); str = STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 + i; } else { switch (changed_mode) { case PM_PAUSED_NORMAL: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL); break; case PM_PAUSED_JOIN: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS); break; case PM_PAUSED_GAME_SCRIPT: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT); break; case PM_PAUSED_ACTIVE_CLIENTS: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS); break; case PM_PAUSED_LINK_GRAPH: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH); break; default: NOT_REACHED(); } str = paused ? STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED : STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED; } char buffer[DRAW_STRING_BUFFER]; GetString(buffer, str, lastof(buffer)); NetworkTextMessage(NETWORK_ACTION_SERVER_MESSAGE, CC_DEFAULT, false, nullptr, buffer); break; } default: return; } } /** * Helper function for the pause checkers. If pause is true and the * current pause mode isn't set the game will be paused, if it it false * and the pause mode is set the game will be unpaused. In the other * cases nothing happens to the pause state. * @param pause whether we'd like to pause * @param pm the mode which we would like to pause with */ static void CheckPauseHelper(bool pause, PauseMode pm) { if (pause == ((_pause_mode & pm) != PM_UNPAUSED)) return; DoCommandP(0, pm, pause ? 1 : 0, CMD_PAUSE); } /** * Counts the number of active clients connected. * It has to be in STATUS_ACTIVE and not a spectator * @return number of active clients */ static uint NetworkCountActiveClients() { uint count = 0; for (const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { if (cs->status != NetworkClientSocket::STATUS_ACTIVE) continue; if (!Company::IsValidID(cs->GetInfo()->client_playas)) continue; count++; } return count; } /** * Check if the minimum number of active clients has been reached and pause or unpause the game as appropriate */ static void CheckMinActiveClients() { if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED || !_network_dedicated || (_settings_client.network.min_active_clients == 0 && (_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) == PM_UNPAUSED)) { return; } CheckPauseHelper(NetworkCountActiveClients() < _settings_client.network.min_active_clients, PM_PAUSED_ACTIVE_CLIENTS); } /** * Checks whether there is a joining client * @return true iff one client is joining (but not authorizing) */ static bool NetworkHasJoiningClient() { for (const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { if (cs->status >= NetworkClientSocket::STATUS_AUTHORIZED && cs->status < NetworkClientSocket::STATUS_ACTIVE) return true; } return false; } /** * Check whether we should pause on join */ static void CheckPauseOnJoin() { if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED || (!_settings_client.network.pause_on_join && (_pause_mode & PM_PAUSED_JOIN) == PM_UNPAUSED)) { return; } CheckPauseHelper(NetworkHasJoiningClient(), PM_PAUSED_JOIN); } /** * Converts a string to ip/port * Format: IP:port * * connection_string will be re-terminated to separate out the hostname, port will * be set to the port strings given by the user, inside the memory area originally * occupied by connection_string. */ void ParseConnectionString(const char **port, char *connection_string) { bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':')); for (char *p = connection_string; *p != '\0'; p++) { switch (*p) { case '[': ipv6 = true; break; case ']': ipv6 = false; break; case ':': if (ipv6) break; *port = p + 1; *p = '\0'; break; } } } /** * Converts a string to ip/port/company * Format: IP:port#company * * connection_string will be re-terminated to separate out the hostname, and company and port will * be set to the company and port strings given by the user, inside the memory area originally * occupied by connection_string. */ void ParseGameConnectionString(const char **company, const char **port, char *connection_string) { bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':')); for (char *p = connection_string; *p != '\0'; p++) { switch (*p) { case '[': ipv6 = true; break; case ']': ipv6 = false; break; case '#': *company = p + 1; *p = '\0'; break; case ':': if (ipv6) break; *port = p + 1; *p = '\0'; break; } } } /** * Handle the accepting of a connection to the server. * @param s The socket of the new connection. * @param address The address of the peer. */ /* static */ void ServerNetworkGameSocketHandler::AcceptConnection(SOCKET s, const NetworkAddress &address) { /* Register the login */ _network_clients_connected++; ServerNetworkGameSocketHandler *cs = new ServerNetworkGameSocketHandler(s); cs->client_address = address; // Save the IP of the client InvalidateWindowData(WC_CLIENT_LIST, 0); } /** * Resets the pools used for network clients, and the admin pool if needed. * @param close_admins Whether the admin pool has to be cleared as well. */ static void InitializeNetworkPools(bool close_admins = true) { PoolBase::Clean(PT_NCLIENT | (close_admins ? PT_NADMIN : PT_NONE)); } /** * Close current connections. * @param close_admins Whether the admin connections have to be closed as well. */ void NetworkClose(bool close_admins) { if (_network_server) { if (close_admins) { for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::Iterate()) { as->CloseConnection(true); } } for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { cs->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST); } ServerNetworkGameSocketHandler::CloseListeners(); ServerNetworkAdminSocketHandler::CloseListeners(); } else if (MyClient::my_client != nullptr) { MyClient::SendQuit(); MyClient::my_client->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST); } TCPConnecter::KillAll(); _networking = false; _network_server = false; NetworkFreeLocalCommandQueue(); free(_network_company_states); _network_company_states = nullptr; InitializeNetworkPools(close_admins); } /* Initializes the network (cleans sockets and stuff) */ static void NetworkInitialize(bool close_admins = true) { InitializeNetworkPools(close_admins); NetworkUDPInitialize(); _sync_frame = 0; _network_first_time = true; _network_reconnect = 0; } /** Non blocking connection create to query servers */ class TCPQueryConnecter : TCPConnecter { public: TCPQueryConnecter(const NetworkAddress &address) : TCPConnecter(address) {} void OnFailure() override { NetworkDisconnect(); } void OnConnect(SOCKET s) override { _networking = true; new ClientNetworkGameSocketHandler(s); MyClient::SendInformationQuery(); } }; /** * Query a server to fetch his game-info. * @param address the address to query. */ void NetworkTCPQueryServer(NetworkAddress address) { if (!_network_available) return; NetworkDisconnect(); NetworkInitialize(); new TCPQueryConnecter(address); } /* Validates an address entered as a string and adds the server to * the list. If you use this function, the games will be marked * as manually added. */ void NetworkAddServer(const char *b) { if (*b != '\0') { const char *port = nullptr; char host[NETWORK_HOSTNAME_LENGTH]; uint16 rport; strecpy(host, b, lastof(host)); strecpy(_settings_client.network.connect_to_ip, b, lastof(_settings_client.network.connect_to_ip)); rport = NETWORK_DEFAULT_PORT; ParseConnectionString(&port, host); if (port != nullptr) rport = atoi(port); NetworkUDPQueryServer(NetworkAddress(host, rport), true); } } /** * Get the addresses to bind to. * @param addresses the list to write to. * @param port the port to bind to. */ void GetBindAddresses(NetworkAddressList *addresses, uint16 port) { for (const auto &iter : _network_bind_list) { addresses->emplace_back(iter.c_str(), port); } /* No address, so bind to everything. */ if (addresses->size() == 0) { addresses->emplace_back("", port); } } /* Generates the list of manually added hosts from NetworkGameList and * dumps them into the array _network_host_list. This array is needed * by the function that generates the config file. */ void NetworkRebuildHostList() { _network_host_list.clear(); for (NetworkGameList *item = _network_game_list; item != nullptr; item = item->next) { if (item->manually) _network_host_list.emplace_back(item->address.GetAddressAsString(false)); } } /** Non blocking connection create to actually connect to servers */ class TCPClientConnecter : TCPConnecter { public: TCPClientConnecter(const NetworkAddress &address) : TCPConnecter(address) {} void OnFailure() override { NetworkError(STR_NETWORK_ERROR_NOCONNECTION); } void OnConnect(SOCKET s) override { _networking = true; new ClientNetworkGameSocketHandler(s); IConsoleCmdExec("exec scripts/on_client.scr 0"); NetworkClient_Connected(); } }; /* Used by clients, to connect to a server */ void NetworkClientConnectGame(const char *hostname, uint16 port, CompanyID join_as, const char *join_server_password, const char *join_company_password) { if (!_network_available) return; if (port == 0) return; if (!NetworkValidateClientName()) return; strecpy(_settings_client.network.last_host, hostname, lastof(_settings_client.network.last_host)); _settings_client.network.last_port = port; _network_join_as = join_as; _network_join_server_password = join_server_password; _network_join_company_password = join_company_password; NetworkDisconnect(); NetworkInitialize(); _network_join_status = NETWORK_JOIN_STATUS_CONNECTING; ShowJoinStatusWindow(); new TCPClientConnecter(NetworkAddress(hostname, port)); } static void NetworkInitGameInfo() { if (StrEmpty(_settings_client.network.server_name)) { strecpy(_settings_client.network.server_name, "Unnamed Server", lastof(_settings_client.network.server_name)); } /* The server is a client too */ _network_game_info.clients_on = _network_dedicated ? 0 : 1; /* There should be always space for the server. */ assert(NetworkClientInfo::CanAllocateItem()); NetworkClientInfo *ci = new NetworkClientInfo(CLIENT_ID_SERVER); ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST; strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name)); } bool NetworkServerStart() { if (!_network_available) return false; /* Call the pre-scripts */ IConsoleCmdExec("exec scripts/pre_server.scr 0"); if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0"); NetworkDisconnect(false, false); NetworkInitialize(false); DEBUG(net, 1, "starting listeners for clients"); if (!ServerNetworkGameSocketHandler::Listen(_settings_client.network.server_port)) return false; /* Only listen for admins when the password isn't empty. */ if (!StrEmpty(_settings_client.network.admin_password)) { DEBUG(net, 1, "starting listeners for admins"); if (!ServerNetworkAdminSocketHandler::Listen(_settings_client.network.server_admin_port)) return false; } /* Try to start UDP-server */ DEBUG(net, 1, "starting listeners for incoming server queries"); NetworkUDPServerListen(); _network_company_states = CallocT(MAX_COMPANIES); _network_server = true; _networking = true; _frame_counter = 0; _frame_counter_server = 0; _frame_counter_max = 0; _last_sync_frame = 0; _network_own_client_id = CLIENT_ID_SERVER; _network_clients_connected = 0; _network_company_passworded = 0; NetworkInitGameInfo(); /* execute server initialization script */ IConsoleCmdExec("exec scripts/on_server.scr 0"); /* if the server is dedicated ... add some other script */ if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0"); /* Try to register us to the master server */ _network_need_advertise = true; NetworkUDPAdvertise(); /* welcome possibly still connected admins - this can only happen on a dedicated server. */ if (_network_dedicated) ServerNetworkAdminSocketHandler::WelcomeAll(); return true; } /* The server is rebooting... * The only difference with NetworkDisconnect, is the packets that is sent */ void NetworkReboot() { if (_network_server) { for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { cs->SendNewGame(); cs->SendPackets(); } for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::IterateActive()) { as->SendNewGame(); as->SendPackets(); } } /* For non-dedicated servers we have to kick the admins as we are not * certain that we will end up in a new network game. */ NetworkClose(!_network_dedicated); } /** * We want to disconnect from the host/clients. * @param blocking whether to wait till everything has been closed. * @param close_admins Whether the admin sockets need to be closed as well. */ void NetworkDisconnect(bool blocking, bool close_admins) { if (_network_server) { for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { cs->SendShutdown(); cs->SendPackets(); } if (close_admins) { for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::IterateActive()) { as->SendShutdown(); as->SendPackets(); } } } if (_settings_client.network.server_advertise) NetworkUDPRemoveAdvertise(blocking); DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN); NetworkClose(close_admins); /* Reinitialize the UDP stack, i.e. close all existing connections. */ NetworkUDPInitialize(); } /** * Receives something from the network. * @return true if everything went fine, false when the connection got closed. */ static bool NetworkReceive() { if (_network_server) { ServerNetworkAdminSocketHandler::Receive(); return ServerNetworkGameSocketHandler::Receive(); } else { return ClientNetworkGameSocketHandler::Receive(); } } /* This sends all buffered commands (if possible) */ static void NetworkSend() { if (_network_server) { ServerNetworkAdminSocketHandler::Send(); ServerNetworkGameSocketHandler::Send(); } else { ClientNetworkGameSocketHandler::Send(); } } /** * We have to do some (simple) background stuff that runs normally, * even when we are not in multiplayer. For example stuff needed * for finding servers or downloading content. */ void NetworkBackgroundLoop() { _network_content_client.SendReceive(); TCPConnecter::CheckCallbacks(); NetworkHTTPSocketHandler::HTTPReceive(); NetworkBackgroundUDPLoop(); } /* The main loop called from ttd.c * Here we also have to do StateGameLoop if needed! */ void NetworkGameLoop() { if (!_networking) return; if (!NetworkReceive()) return; if (_network_server) { /* Log the sync state to check for in-syncedness of replays. */ if (_date_fract == 0) { /* We don't want to log multiple times if paused. */ static Date last_log; if (last_log != _date) { DEBUG(desync, 1, "sync: %08x; %02x; %08x; %08x", _date, _date_fract, _random.state[0], _random.state[1]); last_log = _date; } } #ifdef DEBUG_DUMP_COMMANDS /* Loading of the debug commands from -ddesync>=1 */ static FILE *f = FioFOpenFile("commands.log", "rb", SAVE_DIR); static Date next_date = 0; static uint32 next_date_fract; static CommandPacket *cp = nullptr; static bool check_sync_state = false; static uint32 sync_state[2]; if (f == nullptr && next_date == 0) { DEBUG(net, 0, "Cannot open commands.log"); next_date = 1; } while (f != nullptr && !feof(f)) { if (_date == next_date && _date_fract == next_date_fract) { if (cp != nullptr) { NetworkSendCommand(cp->tile, cp->p1, cp->p2, cp->cmd & ~CMD_FLAGS_MASK, nullptr, cp->text, cp->company); DEBUG(net, 0, "injecting: %08x; %02x; %02x; %06x; %08x; %08x; %08x; \"%s\" (%s)", _date, _date_fract, (int)_current_company, cp->tile, cp->p1, cp->p2, cp->cmd, cp->text, GetCommandName(cp->cmd)); free(cp); cp = nullptr; } if (check_sync_state) { if (sync_state[0] == _random.state[0] && sync_state[1] == _random.state[1]) { DEBUG(net, 0, "sync check: %08x; %02x; match", _date, _date_fract); } else { DEBUG(net, 0, "sync check: %08x; %02x; mismatch expected {%08x, %08x}, got {%08x, %08x}", _date, _date_fract, sync_state[0], sync_state[1], _random.state[0], _random.state[1]); NOT_REACHED(); } check_sync_state = false; } } if (cp != nullptr || check_sync_state) break; char buff[4096]; if (fgets(buff, lengthof(buff), f) == nullptr) break; char *p = buff; /* Ignore the "[date time] " part of the message */ if (*p == '[') { p = strchr(p, ']'); if (p == nullptr) break; p += 2; } if (strncmp(p, "cmd: ", 5) == 0 #ifdef DEBUG_FAILED_DUMP_COMMANDS || strncmp(p, "cmdf: ", 6) == 0 #endif ) { p += 5; if (*p == ' ') p++; cp = CallocT(1); int company; static_assert(sizeof(cp->text) == 128); int ret = sscanf(p, "%x; %x; %x; %x; %x; %x; %x; \"%127[^\"]\"", &next_date, &next_date_fract, &company, &cp->tile, &cp->p1, &cp->p2, &cp->cmd, cp->text); /* There are 8 pieces of data to read, however the last is a * string that might or might not exist. Ignore it if that * string misses because in 99% of the time it's not used. */ assert(ret == 8 || ret == 7); cp->company = (CompanyID)company; } else if (strncmp(p, "join: ", 6) == 0) { /* Manually insert a pause when joining; this way the client can join at the exact right time. */ int ret = sscanf(p + 6, "%x; %x", &next_date, &next_date_fract); assert(ret == 2); DEBUG(net, 0, "injecting pause for join at %08x:%02x; please join when paused", next_date, next_date_fract); cp = CallocT(1); cp->company = COMPANY_SPECTATOR; cp->cmd = CMD_PAUSE; cp->p1 = PM_PAUSED_NORMAL; cp->p2 = 1; _ddc_fastforward = false; } else if (strncmp(p, "sync: ", 6) == 0) { int ret = sscanf(p + 6, "%x; %x; %x; %x", &next_date, &next_date_fract, &sync_state[0], &sync_state[1]); assert(ret == 4); check_sync_state = true; } else if (strncmp(p, "msg: ", 5) == 0 || strncmp(p, "client: ", 8) == 0 || strncmp(p, "load: ", 6) == 0 || strncmp(p, "save: ", 6) == 0) { /* A message that is not very important to the log playback, but part of the log. */ #ifndef DEBUG_FAILED_DUMP_COMMANDS } else if (strncmp(p, "cmdf: ", 6) == 0) { DEBUG(net, 0, "Skipping replay of failed command: %s", p + 6); #endif } else { /* Can't parse a line; what's wrong here? */ DEBUG(net, 0, "trying to parse: %s", p); NOT_REACHED(); } } if (f != nullptr && feof(f)) { DEBUG(net, 0, "End of commands.log"); fclose(f); f = nullptr; } #endif /* DEBUG_DUMP_COMMANDS */ if (_frame_counter >= _frame_counter_max) { /* Only check for active clients just before we're going to send out * the commands so we don't send multiple pause/unpause commands when * the frame_freq is more than 1 tick. Same with distributing commands. */ CheckPauseOnJoin(); CheckMinActiveClients(); NetworkDistributeCommands(); } bool send_frame = false; /* We first increase the _frame_counter */ _frame_counter++; /* Update max-frame-counter */ if (_frame_counter > _frame_counter_max) { _frame_counter_max = _frame_counter + _settings_client.network.frame_freq; send_frame = true; } NetworkExecuteLocalCommandQueue(); /* Then we make the frame */ StateGameLoop(); _sync_seed_1 = _random.state[0]; #ifdef NETWORK_SEND_DOUBLE_SEED _sync_seed_2 = _random.state[1]; #endif NetworkServer_Tick(send_frame); } else { /* Client */ /* Make sure we are at the frame were the server is (quick-frames) */ if (_frame_counter_server > _frame_counter) { /* Run a number of frames; when things go bad, get out. */ while (_frame_counter_server > _frame_counter) { if (!ClientNetworkGameSocketHandler::GameLoop()) return; } } else { /* Else, keep on going till _frame_counter_max */ if (_frame_counter_max > _frame_counter) { /* Run one frame; if things went bad, get out. */ if (!ClientNetworkGameSocketHandler::GameLoop()) return; } } } NetworkSend(); } static void NetworkGenerateServerId() { Md5 checksum; uint8 digest[16]; char hex_output[16 * 2 + 1]; char coding_string[NETWORK_NAME_LENGTH]; int di; seprintf(coding_string, lastof(coding_string), "%d%s", (uint)Random(), "OpenTTD Server ID"); /* Generate the MD5 hash */ checksum.Append((const uint8*)coding_string, strlen(coding_string)); checksum.Finish(digest); for (di = 0; di < 16; ++di) { seprintf(hex_output + di * 2, lastof(hex_output), "%02x", digest[di]); } /* _settings_client.network.network_id is our id */ seprintf(_settings_client.network.network_id, lastof(_settings_client.network.network_id), "%s", hex_output); } void NetworkStartDebugLog(const char *hostname, uint16 port) { extern SOCKET _debug_socket; // Comes from debug.c DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", hostname, port); NetworkAddress address(hostname, port); SOCKET s = address.Connect(); if (s == INVALID_SOCKET) { DEBUG(net, 0, "Failed to open socket for redirection DEBUG()"); return; } _debug_socket = s; DEBUG(net, 0, "DEBUG() is now redirected"); } /** This tries to launch the network for a given OS */ void NetworkStartUp() { DEBUG(net, 3, "[core] starting network..."); /* Network is available */ _network_available = NetworkCoreInitialize(); _network_dedicated = false; _network_need_advertise = true; /* Generate an server id when there is none yet */ if (StrEmpty(_settings_client.network.network_id)) NetworkGenerateServerId(); memset(&_network_game_info, 0, sizeof(_network_game_info)); NetworkInitialize(); DEBUG(net, 3, "[core] network online, multiplayer available"); NetworkFindBroadcastIPs(&_broadcast_list); } /** This shuts the network down */ void NetworkShutDown() { NetworkDisconnect(true); NetworkUDPClose(); DEBUG(net, 3, "[core] shutting down network"); _network_available = false; NetworkCoreShutdown(); } #ifdef __EMSCRIPTEN__ extern "C" { void CDECL em_openttd_add_server(const char *host, int port) { NetworkUDPQueryServer(NetworkAddress(host, port), true); } } #endif