/* $Id$ */
/*
* 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 .
*/
/** @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:
*
*/
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:
*
*/
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:
*
*/
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 */