/* $Id$ */ /* * 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 <http://www.gnu.org/licenses/>. */ /** @file network_client.cpp Client part of the network protocol. */ #ifdef ENABLE_NETWORK #include "../stdafx.h" #include "../debug.h" #include "network_internal.h" #include "network_gui.h" #include "../saveload/saveload.h" #include "../command_func.h" #include "../console_func.h" #include "../fileio_func.h" #include "../3rdparty/md5/md5.h" #include "../strings_func.h" #include "../window_func.h" #include "../company_func.h" #include "../company_base.h" #include "../company_gui.h" #include "../core/random_func.hpp" #include "../date_func.h" #include "../rev.h" #include "network.h" #include "network_base.h" #include "network_client.h" #include "table/strings.h" /* This file handles all the client-commands */ /** * Create a new socket for the client side of the game connection. * @param s The socket to connect with. */ ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s) { assert(ClientNetworkGameSocketHandler::my_client == NULL); ClientNetworkGameSocketHandler::my_client = this; } /** Clear whatever we assigned. */ ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler() { assert(ClientNetworkGameSocketHandler::my_client == this); ClientNetworkGameSocketHandler::my_client = NULL; } NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status) { assert(status != NETWORK_RECV_STATUS_OKAY); /* * Sending a message just before leaving the game calls cs->Send_Packets. * This might invoke this function, which means that when we close the * connection after cs->Send_Packets we will close an already closed * connection. This handles that case gracefully without having to make * that code any more complex or more aware of the validity of the socket. */ if (this->sock == INVALID_SOCKET) return status; DEBUG(net, 1, "Closed client connection %d", this->client_id); this->Send_Packets(true); delete this->GetInfo(); delete this; return status; } /** * Handle an error coming from the client side. * @param res The "error" that happened. */ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res) { /* First, send a CLIENT_ERROR to the server, so he knows we are * disconnection (and why!) */ NetworkErrorCode errorno; /* We just want to close the connection.. */ if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) { this->NetworkSocketHandler::CloseConnection(); this->CloseConnection(res); _networking = false; DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); return; } switch (res) { case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break; case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break; case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break; default: errorno = NETWORK_ERROR_GENERAL; break; } /* This means we fucked up and the server closed the connection */ if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL && res != NETWORK_RECV_STATUS_SERVER_BANNED) { SendError(errorno); } _switch_mode = SM_MENU; this->CloseConnection(res); _networking = false; } /** * Check whether we received/can send some data from/to the server and * when that's the case handle it appropriately. * @return true when everything went okay. */ /*static */ bool ClientNetworkGameSocketHandler::Receive() { if (my_client->CanSendReceive()) { NetworkRecvStatus res = my_client->Recv_Packets(); if (res != NETWORK_RECV_STATUS_OKAY) { /* The client made an error of which we can not recover * close the client and drop back to main menu */ my_client->ClientError(res); return false; } } return _networking; } /** Send the packets of this socket handler. */ /*static */ void ClientNetworkGameSocketHandler::Send() { my_client->Send_Packets(); } /** * Actual game loop for the client. * @return Whether everything went okay, or not. */ /* static */ bool ClientNetworkGameSocketHandler::GameLoop() { _frame_counter++; NetworkExecuteLocalCommandQueue(); extern void StateGameLoop(); StateGameLoop(); /* Check if we are in sync! */ if (_sync_frame != 0) { if (_sync_frame == _frame_counter) { #ifdef NETWORK_SEND_DOUBLE_SEED if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) { #else if (_sync_seed_1 != _random.state[0]) { #endif NetworkError(STR_NETWORK_ERROR_DESYNC); DEBUG(desync, 1, "sync_err: %08x; %02x", _date, _date_fract); DEBUG(net, 0, "Sync error detected!"); my_client->ClientError(NETWORK_RECV_STATUS_DESYNC); return false; } /* If this is the first time we have a sync-frame, we * need to let the server know that we are ready and at the same * frame as he is.. so we can start playing! */ if (_network_first_time) { _network_first_time = false; SendAck(); } _sync_frame = 0; } else if (_sync_frame < _frame_counter) { DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter); _sync_frame = 0; } } return true; } /** Our client's connection. */ ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = NULL; static uint32 last_ack_frame; /** One bit of 'entropy' used to generate a salt for the company passwords. */ static uint32 _password_game_seed; /** The other bit of 'entropy' used to generate a salt for the company passwords. */ static char _password_server_id[NETWORK_SERVER_ID_LENGTH]; /** Maximum number of companies of the currently joined server. */ static uint8 _network_server_max_companies; /** Maximum number of spectators of the currently joined server. */ static uint8 _network_server_max_spectators; /** Who would we like to join as. */ CompanyID _network_join_as; /** Login password from -p argument */ const char *_network_join_server_password = NULL; /** Company password from -P argument */ const char *_network_join_company_password = NULL; /** Make sure the server ID length is the same as a md5 hash. */ assert_compile(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1); /** * Generates a hashed password for the company name. * @param password the password to 'encrypt'. * @return the hashed password. */ static const char *GenerateCompanyPasswordHash(const char *password) { if (StrEmpty(password)) return password; char salted_password[NETWORK_SERVER_ID_LENGTH]; memset(salted_password, 0, sizeof(salted_password)); snprintf(salted_password, sizeof(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); Md5 checksum; uint8 digest[16]; static char hashed_password[NETWORK_SERVER_ID_LENGTH]; /* Generate the MD5 hash */ checksum.Append((const uint8*)salted_password, sizeof(salted_password) - 1); checksum.Finish(digest); for (int di = 0; di < 16; di++) sprintf(hashed_password + di * 2, "%02x", digest[di]); hashed_password[lengthof(hashed_password) - 1] = '\0'; return hashed_password; } /** * Hash the current company password; used when the server 'company' sets his/her password. */ void HashCurrentCompanyPassword(const char *password) { _password_game_seed = _settings_game.game_creation.generation_seed; strecpy(_password_server_id, _settings_client.network.network_id, lastof(_password_server_id)); const char *new_pw = GenerateCompanyPasswordHash(password); strecpy(_network_company_states[_local_company].password, new_pw, lastof(_network_company_states[_local_company].password)); if (_network_server) { NetworkServerUpdateCompanyPassworded(_local_company, !StrEmpty(_network_company_states[_local_company].password)); } } /*********** * Sending functions * DEF_CLIENT_SEND_COMMAND has no parameters ************/ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery() { /* * Packet: CLIENT_COMPANY_INFO * Function: Request company-info (in detail) * Data: * <none> */ Packet *p; _network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO; SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0); p = new Packet(PACKET_CLIENT_COMPANY_INFO); my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin() { /* * Packet: CLIENT_JOIN * Function: Try to join the server * Data: * String: OpenTTD Revision (norev000 if no revision) * String: Client Name (max NETWORK_NAME_LENGTH) * uint8: Play as Company id (1..MAX_COMPANIES) * uint8: Language ID */ Packet *p; _network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING; SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0); p = new Packet(PACKET_CLIENT_JOIN); p->Send_string(_openttd_revision); p->Send_string(_settings_client.network.client_name); // Client name p->Send_uint8 (_network_join_as); // PlayAs p->Send_uint8 (NETLANG_ANY); // Language my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk() { /* * Packet: CLIENT_NEWGRFS_CHECKED * Function: Tell the server that we have the required GRFs * Data: */ Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED); my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password) { /* * Packet: CLIENT_GAME_PASSWORD * Function: Send a password to the server to authorize * Data: * uint8: NetworkPasswordType * String: Password */ Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD); p->Send_string(password); my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password) { /* * Packet: CLIENT_COMPANY_PASSWORD * Function: Send a password to the server to authorize * Data: * uint8: NetworkPasswordType * String: Password */ Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD); p->Send_string(GenerateCompanyPasswordHash(password)); my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap() { /* * Packet: CLIENT_GETMAP * Function: Request the map from the server * Data: * <none> */ Packet *p = new Packet(PACKET_CLIENT_GETMAP); /* Send the OpenTTD version to the server, let it validate it too. * But only do it for stable releases because of those we are sure * that everybody has the same NewGRF version. For trunk and the * branches we make tarballs of the OpenTTDs compiled from tarball * will have the lower bits set to 0. As such they would become * incompatible, which we would like to prevent by this. */ if (HasBit(_openttd_newgrf_version, 19)) p->Send_uint32(_openttd_newgrf_version); my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk() { /* * Packet: CLIENT_MAP_OK * Function: Tell the server that we are done receiving/loading the map * Data: * <none> */ Packet *p = new Packet(PACKET_CLIENT_MAP_OK); my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck() { /* * Packet: CLIENT_ACK * Function: Tell the server we are done with this frame * Data: * uint32: current FrameCounter of the client */ Packet *p = new Packet(PACKET_CLIENT_ACK); p->Send_uint32(_frame_counter); my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } /* Send a command packet to the server */ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp) { /* * Packet: CLIENT_COMMAND * Function: Send a DoCommand to the Server * Data: * uint8: CompanyID (0..MAX_COMPANIES-1) * uint32: CommandID (see command.h) * uint32: P1 (free variables used in DoCommand) * uint32: P2 * uint32: Tile * string: text * uint8: CallBackID */ Packet *p = new Packet(PACKET_CLIENT_COMMAND); my_client->Send_Command(p, cp); my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } /* Send a chat-packet over the network */ NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data) { /* * Packet: CLIENT_CHAT * Function: Send a chat-packet to the serve * Data: * uint8: ActionID (see network_data.h, NetworkAction) * uint8: Destination Type (see network_data.h, DestType); * uint32: Destination CompanyID/Client-identifier * String: Message (max NETWORK_CHAT_LENGTH) * uint64: Some arbitrary number */ Packet *p = new Packet(PACKET_CLIENT_CHAT); p->Send_uint8 (action); p->Send_uint8 (type); p->Send_uint32(dest); p->Send_string(msg); p->Send_uint64(data); my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } /* Send an error-packet over the network */ NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno) { /* * Packet: CLIENT_ERROR * Function: The client made an error and is quiting the game * Data: * uint8: ErrorID (see network_data.h, NetworkErrorCode) */ Packet *p = new Packet(PACKET_CLIENT_ERROR); p->Send_uint8(errorno); my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password) { /* * Packet: PACKET_CLIENT_SET_PASSWORD * Function: Set the password for the clients current company * Data: * String: Password */ Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD); p->Send_string(GenerateCompanyPasswordHash(password)); my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name) { /* * Packet: PACKET_CLIENT_SET_NAME * Function: Gives the client a new name * Data: * String: Name */ Packet *p = new Packet(PACKET_CLIENT_SET_NAME); p->Send_string(name); my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } /* Send an quit-packet over the network */ NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit() { /* * Packet: CLIENT_QUIT * Function: The client is quiting the game * Data: */ Packet *p = new Packet(PACKET_CLIENT_QUIT); my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, const char *command) { Packet *p = new Packet(PACKET_CLIENT_RCON); p->Send_string(pass); p->Send_string(command); my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *pass) { Packet *p = new Packet(PACKET_CLIENT_MOVE); p->Send_uint8(company); p->Send_string(GenerateCompanyPasswordHash(pass)); my_client->Send_Packet(p); return NETWORK_RECV_STATUS_OKAY; } /*********** * Receiving functions * DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p ************/ extern bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir); extern StringID _switch_mode_errorstr; DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FULL) { /* We try to join a server which is full */ _switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_FULL; DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); return NETWORK_RECV_STATUS_SERVER_FULL; } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_BANNED) { /* We try to join a server where we are banned */ _switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_BANNED; DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); return NETWORK_RECV_STATUS_SERVER_BANNED; } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMPANY_INFO) { byte company_info_version = p->Recv_uint8(); if (!this->HasClientQuit() && company_info_version == NETWORK_COMPANY_INFO_VERSION) { /* We have received all data... (there are no more packets coming) */ if (!p->Recv_bool()) return NETWORK_RECV_STATUS_CLOSE_QUERY; CompanyID current = (Owner)p->Recv_uint8(); if (current >= MAX_COMPANIES) return NETWORK_RECV_STATUS_CLOSE_QUERY; NetworkCompanyInfo *company_info = GetLobbyCompanyInfo(current); if (company_info == NULL) return NETWORK_RECV_STATUS_CLOSE_QUERY; p->Recv_string(company_info->company_name, sizeof(company_info->company_name)); company_info->inaugurated_year = p->Recv_uint32(); company_info->company_value = p->Recv_uint64(); company_info->money = p->Recv_uint64(); company_info->income = p->Recv_uint64(); company_info->performance = p->Recv_uint16(); company_info->use_password = p->Recv_bool(); for (uint i = 0; i < NETWORK_VEH_END; i++) { company_info->num_vehicle[i] = p->Recv_uint16(); } for (uint i = 0; i < NETWORK_VEH_END; i++) { company_info->num_station[i] = p->Recv_uint16(); } company_info->ai = p->Recv_bool(); p->Recv_string(company_info->clients, sizeof(company_info->clients)); SetWindowDirty(WC_NETWORK_WINDOW, 0); return NETWORK_RECV_STATUS_OKAY; } return NETWORK_RECV_STATUS_CLOSE_QUERY; } /* This packet contains info about the client (playas and name) * as client we save this in NetworkClientInfo, linked via 'client_id' * which is always an unique number on a server. */ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CLIENT_INFO) { NetworkClientInfo *ci; ClientID client_id = (ClientID)p->Recv_uint32(); CompanyID playas = (CompanyID)p->Recv_uint8(); char name[NETWORK_NAME_LENGTH]; p->Recv_string(name, sizeof(name)); if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST; ci = NetworkFindClientInfoFromClientID(client_id); if (ci != NULL) { if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) { /* Client name changed, display the change */ NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, name); } else if (playas != ci->client_playas) { /* The client changed from client-player.. * Do not display that for now */ } /* Make sure we're in the company the server tells us to be in, * for the rare case that we get moved while joining. */ if (client_id == _network_own_client_id) SetLocalCompany(!Company::IsValidID(playas) ? COMPANY_SPECTATOR : playas); ci->client_playas = playas; strecpy(ci->client_name, name, lastof(ci->client_name)); SetWindowDirty(WC_CLIENT_LIST, 0); return NETWORK_RECV_STATUS_OKAY; } /* We don't have this client_id yet, find an empty client_id, and put the data there */ ci = new NetworkClientInfo(client_id); ci->client_playas = playas; if (client_id == _network_own_client_id) this->SetInfo(ci); strecpy(ci->client_name, name, lastof(ci->client_name)); SetWindowDirty(WC_CLIENT_LIST, 0); return NETWORK_RECV_STATUS_OKAY; } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_ERROR) { NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8(); switch (error) { /* We made an error in the protocol, and our connection is closed.... */ case NETWORK_ERROR_NOT_AUTHORIZED: case NETWORK_ERROR_NOT_EXPECTED: case NETWORK_ERROR_COMPANY_MISMATCH: _switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_ERROR; break; case NETWORK_ERROR_FULL: _switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_FULL; break; case NETWORK_ERROR_WRONG_REVISION: _switch_mode_errorstr = STR_NETWORK_ERROR_WRONG_REVISION; break; case NETWORK_ERROR_WRONG_PASSWORD: _switch_mode_errorstr = STR_NETWORK_ERROR_WRONG_PASSWORD; break; case NETWORK_ERROR_KICKED: _switch_mode_errorstr = STR_NETWORK_ERROR_KICKED; break; case NETWORK_ERROR_CHEATER: _switch_mode_errorstr = STR_NETWORK_ERROR_CHEATER; break; case NETWORK_ERROR_TOO_MANY_COMMANDS: _switch_mode_errorstr = STR_NETWORK_ERROR_TOO_MANY_COMMANDS; break; default: _switch_mode_errorstr = STR_NETWORK_ERROR_LOSTCONNECTION; } DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); return NETWORK_RECV_STATUS_SERVER_ERROR; } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHECK_NEWGRFS) { uint grf_count = p->Recv_uint8(); NetworkRecvStatus ret = NETWORK_RECV_STATUS_OKAY; /* Check all GRFs */ for (; grf_count > 0; grf_count--) { GRFIdentifier c; this->Recv_GRFIdentifier(p, &c); /* Check whether we know this GRF */ const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, c.md5sum); if (f == NULL) { /* We do not know this GRF, bail out of initialization */ char buf[sizeof(c.md5sum) * 2 + 1]; md5sumToString(buf, lastof(buf), c.md5sum); DEBUG(grf, 0, "NewGRF %08X not found; checksum %s", BSWAP32(c.grfid), buf); ret = NETWORK_RECV_STATUS_NEWGRF_MISMATCH; } } if (ret == NETWORK_RECV_STATUS_OKAY) { /* Start receiving the map */ return SendNewGRFsOk(); } /* NewGRF mismatch, bail out */ _switch_mode_errorstr = STR_NETWORK_ERROR_NEWGRF_MISMATCH; return ret; } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_GAME_PASSWORD) { const char *password = _network_join_server_password; if (!StrEmpty(password)) { return SendGamePassword(password); } ShowNetworkNeedPassword(NETWORK_GAME_PASSWORD); return NETWORK_RECV_STATUS_OKAY; } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_COMPANY_PASSWORD) { _password_game_seed = p->Recv_uint32(); p->Recv_string(_password_server_id, sizeof(_password_server_id)); if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET; const char *password = _network_join_company_password; if (!StrEmpty(password)) { return SendCompanyPassword(password); } ShowNetworkNeedPassword(NETWORK_COMPANY_PASSWORD); return NETWORK_RECV_STATUS_OKAY; } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WELCOME) { _network_own_client_id = (ClientID)p->Recv_uint32(); /* Initialize the password hash salting variables, even if they were previously. */ _password_game_seed = p->Recv_uint32(); p->Recv_string(_password_server_id, sizeof(_password_server_id)); /* Start receiving the map */ return SendGetMap(); } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WAIT) { _network_join_status = NETWORK_JOIN_STATUS_WAITING; _network_join_waiting = p->Recv_uint8(); SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0); /* We are put on hold for receiving the map.. we need GUI for this ;) */ DEBUG(net, 1, "The server is currently busy sending the map to someone else, please wait..." ); DEBUG(net, 1, "There are %d clients in front of you", _network_join_waiting); return NETWORK_RECV_STATUS_OKAY; } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP) { static FILE *file_pointer; byte maptype; maptype = p->Recv_uint8(); if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST; /* First packet, init some stuff */ if (maptype == MAP_PACKET_START) { file_pointer = FioFOpenFile("network_client.tmp", "wb", AUTOSAVE_DIR); if (file_pointer == NULL) { _switch_mode_errorstr = STR_NETWORK_ERROR_SAVEGAMEERROR; return NETWORK_RECV_STATUS_SAVEGAME; } _frame_counter = _frame_counter_server = _frame_counter_max = p->Recv_uint32(); _network_join_bytes = 0; _network_join_bytes_total = p->Recv_uint32(); /* If the network connection has been closed due to loss of connection * or when _network_join_kbytes_total is 0, the join status window will * do a division by zero. When the connection is lost, we just return * that. If kbytes_total is 0, the packet must be malformed as a * savegame less than 1 kilobyte is practically impossible. */ if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST; if (_network_join_bytes_total == 0) return NETWORK_RECV_STATUS_MALFORMED_PACKET; _network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING; SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0); /* The first packet does not contain any more data */ return NETWORK_RECV_STATUS_OKAY; } if (maptype == MAP_PACKET_NORMAL) { /* We are still receiving data, put it to the file */ if (fwrite(p->buffer + p->pos, 1, p->size - p->pos, file_pointer) != (size_t)(p->size - p->pos)) { _switch_mode_errorstr = STR_NETWORK_ERROR_SAVEGAMEERROR; return NETWORK_RECV_STATUS_SAVEGAME; } _network_join_bytes = ftell(file_pointer); SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0); } /* Check if this was the last packet */ if (maptype == MAP_PACKET_END) { fclose(file_pointer); _network_join_status = NETWORK_JOIN_STATUS_PROCESSING; SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0); /* The map is done downloading, load it */ if (!SafeSaveOrLoad("network_client.tmp", SL_LOAD, GM_NORMAL, AUTOSAVE_DIR)) { DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); _switch_mode_errorstr = STR_NETWORK_ERROR_SAVEGAMEERROR; return NETWORK_RECV_STATUS_SAVEGAME; } /* If the savegame has successfully loaded, ALL windows have been removed, * only toolbar/statusbar and gamefield are visible */ /* Say we received the map and loaded it correctly! */ SendMapOk(); /* New company/spectator (invalid company) or company we want to join is not active * Switch local company to spectator and await the server's judgement */ if (_network_join_as == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_join_as)) { SetLocalCompany(COMPANY_SPECTATOR); if (_network_join_as != COMPANY_SPECTATOR) { /* We have arrived and ready to start playing; send a command to make a new company; * the server will give us a client-id and let us in */ _network_join_status = NETWORK_JOIN_STATUS_REGISTERING; ShowJoinStatusWindow(); NetworkSend_Command(0, 0, 0, CMD_COMPANY_CTRL, NULL, NULL, _local_company); } } else { /* take control over an existing company */ SetLocalCompany(_network_join_as); } } return NETWORK_RECV_STATUS_OKAY; } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FRAME) { _frame_counter_server = p->Recv_uint32(); _frame_counter_max = p->Recv_uint32(); #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME /* Test if the server supports this option * and if we are at the frame the server is */ if (p->pos < p->size) { _sync_frame = _frame_counter_server; _sync_seed_1 = p->Recv_uint32(); #ifdef NETWORK_SEND_DOUBLE_SEED _sync_seed_2 = p->Recv_uint32(); #endif } #endif DEBUG(net, 5, "Received FRAME %d", _frame_counter_server); /* Let the server know that we received this frame correctly * We do this only once per day, to save some bandwidth ;) */ if (!_network_first_time && last_ack_frame < _frame_counter) { last_ack_frame = _frame_counter + DAY_TICKS; DEBUG(net, 4, "Sent ACK at %d", _frame_counter); SendAck(); } return NETWORK_RECV_STATUS_OKAY; } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_SYNC) { _sync_frame = p->Recv_uint32(); _sync_seed_1 = p->Recv_uint32(); #ifdef NETWORK_SEND_DOUBLE_SEED _sync_seed_2 = p->Recv_uint32(); #endif return NETWORK_RECV_STATUS_OKAY; } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMMAND) { CommandPacket cp; const char *err = this->Recv_Command(p, &cp); cp.frame = p->Recv_uint32(); cp.my_cmd = p->Recv_bool(); if (err != NULL) { IConsolePrintF(CC_ERROR, "WARNING: %s from server, dropping...", err); return NETWORK_RECV_STATUS_MALFORMED_PACKET; } this->incoming_queue.Append(&cp); return NETWORK_RECV_STATUS_OKAY; } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHAT) { char name[NETWORK_NAME_LENGTH], msg[NETWORK_CHAT_LENGTH]; const NetworkClientInfo *ci = NULL, *ci_to; NetworkAction action = (NetworkAction)p->Recv_uint8(); ClientID client_id = (ClientID)p->Recv_uint32(); bool self_send = p->Recv_bool(); p->Recv_string(msg, NETWORK_CHAT_LENGTH); int64 data = p->Recv_uint64(); ci_to = NetworkFindClientInfoFromClientID(client_id); if (ci_to == NULL) return NETWORK_RECV_STATUS_OKAY; /* Did we initiate the action locally? */ if (self_send) { switch (action) { case NETWORK_ACTION_CHAT_CLIENT: /* For speaking to client we need the client-name */ snprintf(name, sizeof(name), "%s", ci_to->client_name); ci = NetworkFindClientInfoFromClientID(_network_own_client_id); break; /* For speaking to company or giving money, we need the company-name */ case NETWORK_ACTION_GIVE_MONEY: if (!Company::IsValidID(ci_to->client_playas)) return NETWORK_RECV_STATUS_OKAY; /* FALL THROUGH */ case NETWORK_ACTION_CHAT_COMPANY: { StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS; SetDParam(0, ci_to->client_playas); GetString(name, str, lastof(name)); ci = NetworkFindClientInfoFromClientID(_network_own_client_id); break; } default: return NETWORK_RECV_STATUS_MALFORMED_PACKET; } } else { /* Display message from somebody else */ snprintf(name, sizeof(name), "%s", ci_to->client_name); ci = ci_to; } if (ci != NULL) { NetworkTextMessage(action, (ConsoleColour)GetDrawStringCompanyColour(ci->client_playas), self_send, name, msg, data); } return NETWORK_RECV_STATUS_OKAY; } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_ERROR_QUIT) { ClientID client_id = (ClientID)p->Recv_uint32(); NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(client_id); if (ci != NULL) { NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, NULL, GetNetworkErrorMsg((NetworkErrorCode)p->Recv_uint8())); delete ci; } SetWindowDirty(WC_CLIENT_LIST, 0); return NETWORK_RECV_STATUS_OKAY; } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_QUIT) { NetworkClientInfo *ci; ClientID client_id = (ClientID)p->Recv_uint32(); ci = NetworkFindClientInfoFromClientID(client_id); if (ci != NULL) { NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, NULL, STR_NETWORK_MESSAGE_CLIENT_LEAVING); delete ci; } else { DEBUG(net, 0, "Unknown client (%d) is leaving the game", client_id); } SetWindowDirty(WC_CLIENT_LIST, 0); /* If we come here it means we could not locate the client.. strange :s */ return NETWORK_RECV_STATUS_OKAY; } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_JOIN) { ClientID client_id = (ClientID)p->Recv_uint32(); NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(client_id); if (ci != NULL) { NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name); } SetWindowDirty(WC_CLIENT_LIST, 0); return NETWORK_RECV_STATUS_OKAY; } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_SHUTDOWN) { _switch_mode_errorstr = STR_NETWORK_MESSAGE_SERVER_SHUTDOWN; return NETWORK_RECV_STATUS_SERVER_ERROR; } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEWGAME) { /* To trottle the reconnects a bit, every clients waits * his _local_company value before reconnecting * COMPANY_SPECTATOR is currently 255, so to avoid long wait periods * set the max to 10. */ _network_reconnect = min(_local_company + 1, 10); _switch_mode_errorstr = STR_NETWORK_MESSAGE_SERVER_REBOOT; return NETWORK_RECV_STATUS_SERVER_ERROR; } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_RCON) { char rcon_out[NETWORK_RCONCOMMAND_LENGTH]; ConsoleColour colour_code = (ConsoleColour)p->Recv_uint16(); p->Recv_string(rcon_out, sizeof(rcon_out)); IConsolePrint(colour_code, rcon_out); return NETWORK_RECV_STATUS_OKAY; } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MOVE) { /* Nothing more in this packet... */ ClientID client_id = (ClientID)p->Recv_uint32(); CompanyID company_id = (CompanyID)p->Recv_uint8(); if (client_id == 0) { /* definitely an invalid client id, debug message and do nothing. */ DEBUG(net, 0, "[move] received invalid client index = 0"); return NETWORK_RECV_STATUS_MALFORMED_PACKET; } const NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(client_id); /* Just make sure we do not try to use a client_index that does not exist */ if (ci == NULL) return NETWORK_RECV_STATUS_OKAY; /* if not valid player, force spectator, else check player exists */ if (!Company::IsValidID(company_id)) company_id = COMPANY_SPECTATOR; if (client_id == _network_own_client_id) { SetLocalCompany(company_id); } return NETWORK_RECV_STATUS_OKAY; } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CONFIG_UPDATE) { _network_server_max_companies = p->Recv_uint8(); _network_server_max_spectators = p->Recv_uint8(); return NETWORK_RECV_STATUS_OKAY; } DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMPANY_UPDATE) { _network_company_passworded = p->Recv_uint16(); SetWindowClassesDirty(WC_COMPANY); return NETWORK_RECV_STATUS_OKAY; } /* Is called after a client is connected to the server */ void NetworkClient_Connected() { /* Set the frame-counter to 0 so nothing happens till we are ready */ _frame_counter = 0; _frame_counter_server = 0; last_ack_frame = 0; /* Request the game-info */ MyClient::SendJoin(); } void NetworkClientSendRcon(const char *password, const char *command) { MyClient::SendRCon(password, command); } /** * Notify the server of this client wanting to be moved to another company. * @param company_id id of the company the client wishes to be moved to. * @param pass the password, is only checked on the server end if a password is needed. * @return void */ void NetworkClientRequestMove(CompanyID company_id, const char *pass) { MyClient::SendMove(company_id, pass); } void NetworkClientsToSpectators(CompanyID cid) { /* If our company is changing owner, go to spectators */ if (cid == _local_company) SetLocalCompany(COMPANY_SPECTATOR); NetworkClientInfo *ci; FOR_ALL_CLIENT_INFOS(ci) { if (ci->client_playas != cid) continue; NetworkTextMessage(NETWORK_ACTION_COMPANY_SPECTATOR, CC_DEFAULT, false, ci->client_name); ci->client_playas = COMPANY_SPECTATOR; } } void NetworkUpdateClientName() { NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(_network_own_client_id); if (ci == NULL) return; /* Don't change the name if it is the same as the old name */ if (strcmp(ci->client_name, _settings_client.network.client_name) != 0) { if (!_network_server) { MyClient::SendSetName(_settings_client.network.client_name); } else { if (NetworkFindName(_settings_client.network.client_name)) { NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, _settings_client.network.client_name); strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name)); NetworkUpdateClientInfo(CLIENT_ID_SERVER); } } } } void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data) { MyClient::SendChat(action, type, dest, msg, data); } static void NetworkClientSetPassword(const char *password) { MyClient::SendSetPassword(password); } /** * Tell whether the client has team members where he/she can chat to. * @param cio client to check members of. * @return true if there is at least one team member. */ bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio) { /* Only companies actually playing can speak to team. Eg spectators cannot */ if (!_settings_client.gui.prefer_teamchat || !Company::IsValidID(cio->client_playas)) return false; const NetworkClientInfo *ci; FOR_ALL_CLIENT_INFOS(ci) { if (ci->client_playas == cio->client_playas && ci != cio) return true; } return false; } /** * Sets/resets company password * @param password new password, "" or "*" resets password * @return new password */ const char *NetworkChangeCompanyPassword(const char *password) { if (strcmp(password, "*") == 0) password = ""; if (!_network_server) { NetworkClientSetPassword(password); } else { HashCurrentCompanyPassword(password); } return password; } /** * Check if max_companies has been reached on the server (local check only). * @return true if the max value has been reached or exceeded, false otherwise. */ bool NetworkMaxCompaniesReached() { return Company::GetNumItems() >= (_network_server ? _settings_client.network.max_companies : _network_server_max_companies); } /** * Check if max_spectatos has been reached on the server (local check only). * @return true if the max value has been reached or exceeded, false otherwise. */ bool NetworkMaxSpectatorsReached() { return NetworkSpectatorCount() >= (_network_server ? _settings_client.network.max_spectators : _network_server_max_spectators); } /** * Print all the clients to the console */ void NetworkPrintClients() { NetworkClientInfo *ci; FOR_ALL_CLIENT_INFOS(ci) { IConsolePrintF(CC_INFO, "Client #%1d name: '%s' company: %1d IP: %s", ci->client_id, ci->client_name, ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0), GetClientIP(ci)); } } #endif /* ENABLE_NETWORK */