/* $Id$ */ /** @file network_server.cpp Server part of the network protocol. */ #ifdef ENABLE_NETWORK #include "../stdafx.h" #include "../debug.h" #include "../strings_func.h" #include "network_internal.h" #include "../vehicle_base.h" #include "../date_func.h" #include "network_server.h" #include "network_udp.h" #include "../console_func.h" #include "../command_func.h" #include "../saveload/saveload.h" #include "../station_base.h" #include "../genworld.h" #include "../fileio_func.h" #include "../string_func.h" #include "../company_func.h" #include "../company_gui.h" #include "../settings_type.h" #include "../window_func.h" #include "table/strings.h" // This file handles all the server-commands static void NetworkHandleCommandQueue(NetworkClientSocket *cs); // ********** // Sending functions // DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs // ********** DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(NetworkClientSocket *cs, NetworkClientInfo *ci) { // // Packet: SERVER_CLIENT_INFO // Function: Sends info about a client // Data: // uint32: The identifier of the client (always unique on a server. 1 = server, 0 is invalid) // uint8: As which company the client is playing // String: The name of the client // if (ci->client_id != INVALID_CLIENT_ID) { Packet *p = NetworkSend_Init(PACKET_SERVER_CLIENT_INFO); p->Send_uint32(ci->client_id); p->Send_uint8 (ci->client_playas); p->Send_string(ci->client_name); cs->Send_Packet(p); } } DEF_SERVER_SEND_COMMAND(PACKET_SERVER_COMPANY_INFO) { // // Packet: SERVER_COMPANY_INFO // Function: Sends info about the companies // Data: // /* Fetch the latest version of the stats */ NetworkCompanyStats company_stats[MAX_COMPANIES]; NetworkPopulateCompanyStats(company_stats); /* Make a list of all clients per company */ char clients[MAX_COMPANIES][NETWORK_CLIENTS_LENGTH]; NetworkClientSocket *csi; memset(clients, 0, sizeof(clients)); /* Add the local player (if not dedicated) */ const NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(CLIENT_ID_SERVER); if (ci != NULL && IsValidCompanyID(ci->client_playas)) { strecpy(clients[ci->client_playas], ci->client_name, lastof(clients[ci->client_playas])); } FOR_ALL_CLIENT_SOCKETS(csi) { char client_name[NETWORK_CLIENT_NAME_LENGTH]; NetworkGetClientName(client_name, sizeof(client_name), csi); ci = csi->GetInfo(); if (ci != NULL && IsValidCompanyID(ci->client_playas)) { if (!StrEmpty(clients[ci->client_playas])) { strecat(clients[ci->client_playas], ", ", lastof(clients[ci->client_playas])); } strecat(clients[ci->client_playas], client_name, lastof(clients[ci->client_playas])); } } /* Now send the data */ Company *company; Packet *p; FOR_ALL_COMPANIES(company) { p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO); p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION); p->Send_bool (true); cs->Send_CompanyInformation(p, company, &company_stats[company->index]); if (StrEmpty(clients[company->index])) { p->Send_string(""); } else { p->Send_string(clients[company->index]); } cs->Send_Packet(p); } p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO); p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION); p->Send_bool (false); cs->Send_Packet(p); } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientSocket *cs, NetworkErrorCode error) { // // Packet: SERVER_ERROR // Function: The client made an error // Data: // uint8: ErrorID (see network_data.h, NetworkErrorCode) // char str[100]; Packet *p = NetworkSend_Init(PACKET_SERVER_ERROR); p->Send_uint8(error); cs->Send_Packet(p); StringID strid = GetNetworkErrorMsg(error); GetString(str, strid, lastof(str)); // Only send when the current client was in game if (cs->status > STATUS_AUTH) { NetworkClientSocket *new_cs; char client_name[NETWORK_CLIENT_NAME_LENGTH]; NetworkGetClientName(client_name, sizeof(client_name), cs); DEBUG(net, 1, "'%s' made an error and has been disconnected. Reason: '%s'", client_name, str); NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, strid); FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status > STATUS_AUTH && new_cs != cs) { // Some errors we filter to a more general error. Clients don't have to know the real // reason a joining failed. if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) error = NETWORK_ERROR_ILLEGAL_PACKET; SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, error); } } } else { DEBUG(net, 1, "Client %d made an error and has been disconnected. Reason: '%s'", cs->client_id, str); } cs->has_quit = true; // Make sure the data get's there before we close the connection cs->Send_Packets(); // The client made a mistake, so drop his connection now! NetworkCloseClient(cs); } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHECK_NEWGRFS)(NetworkClientSocket *cs) { // // Packet: PACKET_SERVER_CHECK_NEWGRFS // Function: Sends info about the used GRFs to the client // Data: // uint8: Amount of GRFs // And then for each GRF: // uint32: GRF ID // 16 * uint8: MD5 checksum of the GRF // Packet *p = NetworkSend_Init(PACKET_SERVER_CHECK_NEWGRFS); const GRFConfig *c; uint grf_count = 0; for (c = _grfconfig; c != NULL; c = c->next) { if (!HasBit(c->flags, GCF_STATIC)) grf_count++; } p->Send_uint8 (grf_count); for (c = _grfconfig; c != NULL; c = c->next) { if (!HasBit(c->flags, GCF_STATIC)) cs->Send_GRFIdentifier(p, c); } cs->Send_Packet(p); } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(NetworkClientSocket *cs, NetworkPasswordType type) { // // Packet: SERVER_NEED_PASSWORD // Function: Indication to the client that the server needs a password // Data: // uint8: Type of password // /* Invalid packet when status is AUTH or higher */ if (cs->status >= STATUS_AUTH) return; cs->status = STATUS_AUTHORIZING; Packet *p = NetworkSend_Init(PACKET_SERVER_NEED_PASSWORD); p->Send_uint8(type); p->Send_uint32(_settings_game.game_creation.generation_seed); p->Send_string(_settings_client.network.network_id); cs->Send_Packet(p); } DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME) { // // Packet: SERVER_WELCOME // Function: The client is joined and ready to receive his map // Data: // uint32: Own Client identifier // Packet *p; NetworkClientSocket *new_cs; // Invalid packet when status is AUTH or higher if (cs->status >= STATUS_AUTH) return; cs->status = STATUS_AUTH; _network_game_info.clients_on++; p = NetworkSend_Init(PACKET_SERVER_WELCOME); p->Send_uint32(cs->client_id); p->Send_uint32(_settings_game.game_creation.generation_seed); p->Send_string(_settings_client.network.network_id); cs->Send_Packet(p); // Transmit info about all the active clients FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs != cs && new_cs->status > STATUS_AUTH) SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, new_cs->GetInfo()); } // Also send the info of the server SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, NetworkFindClientInfoFromClientID(CLIENT_ID_SERVER)); } DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WAIT) { // // Packet: PACKET_SERVER_WAIT // Function: The client can not receive the map at the moment because // someone else is already receiving the map // Data: // uint8: Clients awaiting map // int waiting = 0; NetworkClientSocket *new_cs; Packet *p; // Count how many clients are waiting in the queue FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status == STATUS_MAP_WAIT) waiting++; } p = NetworkSend_Init(PACKET_SERVER_WAIT); p->Send_uint8(waiting); cs->Send_Packet(p); } // This sends the map to the client DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP) { // // Packet: SERVER_MAP // Function: Sends the map to the client, or a part of it (it is splitted in // a lot of multiple packets) // Data: // uint8: packet-type (MAP_PACKET_START, MAP_PACKET_NORMAL and MAP_PACKET_END) // if MAP_PACKET_START: // uint32: The current FrameCounter // if MAP_PACKET_NORMAL: // piece of the map (till max-size of packet) // if MAP_PACKET_END: // nothing // static FILE *file_pointer; static uint sent_packets; // How many packets we did send succecfully last time if (cs->status < STATUS_AUTH) { // Illegal call, return error and ignore the packet SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED); return; } if (cs->status == STATUS_AUTH) { const char *filename = "network_server.tmp"; Packet *p; // Make a dump of the current game if (SaveOrLoad(filename, SL_SAVE, AUTOSAVE_DIR) != SL_OK) usererror("network savedump failed"); file_pointer = FioFOpenFile(filename, "rb", AUTOSAVE_DIR); fseek(file_pointer, 0, SEEK_END); if (ftell(file_pointer) == 0) usererror("network savedump failed - zero sized savegame?"); // Now send the _frame_counter and how many packets are coming p = NetworkSend_Init(PACKET_SERVER_MAP); p->Send_uint8 (MAP_PACKET_START); p->Send_uint32(_frame_counter); p->Send_uint32(ftell(file_pointer)); cs->Send_Packet(p); fseek(file_pointer, 0, SEEK_SET); sent_packets = 4; // We start with trying 4 packets cs->status = STATUS_MAP; /* Mark the start of download */ cs->last_frame = _frame_counter; cs->last_frame_server = _frame_counter; } if (cs->status == STATUS_MAP) { uint i; int res; for (i = 0; i < sent_packets; i++) { Packet *p = NetworkSend_Init(PACKET_SERVER_MAP); p->Send_uint8(MAP_PACKET_NORMAL); res = (int)fread(p->buffer + p->size, 1, SEND_MTU - p->size, file_pointer); if (ferror(file_pointer)) usererror("Error reading temporary network savegame!"); p->size += res; cs->Send_Packet(p); if (feof(file_pointer)) { // Done reading! Packet *p = NetworkSend_Init(PACKET_SERVER_MAP); p->Send_uint8(MAP_PACKET_END); cs->Send_Packet(p); // Set the status to DONE_MAP, no we will wait for the client // to send it is ready (maybe that happens like never ;)) cs->status = STATUS_DONE_MAP; fclose(file_pointer); { NetworkClientSocket *new_cs; bool new_map_client = false; // Check if there is a client waiting for receiving the map // and start sending him the map FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status == STATUS_MAP_WAIT) { // Check if we already have a new client to send the map to if (!new_map_client) { // If not, this client will get the map new_cs->status = STATUS_AUTH; new_map_client = true; SEND_COMMAND(PACKET_SERVER_MAP)(new_cs); } else { // Else, send the other clients how many clients are in front of them SEND_COMMAND(PACKET_SERVER_WAIT)(new_cs); } } } } // There is no more data, so break the for break; } } // Send all packets (forced) and check if we have send it all cs->Send_Packets(); if (cs->IsPacketQueueEmpty()) { // All are sent, increase the sent_packets sent_packets *= 2; } else { // Not everything is sent, decrease the sent_packets if (sent_packets > 1) sent_packets /= 2; } } } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_JOIN)(NetworkClientSocket *cs, ClientID client_id) { // // Packet: SERVER_JOIN // Function: A client is joined (all active clients receive this after a // PACKET_CLIENT_MAP_OK) Mostly what directly follows is a // PACKET_SERVER_CLIENT_INFO // Data: // uint32: Client-identifier // Packet *p = NetworkSend_Init(PACKET_SERVER_JOIN); p->Send_uint32(client_id); cs->Send_Packet(p); } DEF_SERVER_SEND_COMMAND(PACKET_SERVER_FRAME) { // // Packet: SERVER_FRAME // Function: Sends the current frame-counter to the client // Data: // uint32: Frame Counter // uint32: Frame Counter Max (how far may the client walk before the server?) // [uint32: general-seed-1] // [uint32: general-seed-2] // (last two depends on compile-settings, and are not default settings) // Packet *p = NetworkSend_Init(PACKET_SERVER_FRAME); p->Send_uint32(_frame_counter); p->Send_uint32(_frame_counter_max); #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME p->Send_uint32(_sync_seed_1); #ifdef NETWORK_SEND_DOUBLE_SEED p->Send_uint32(_sync_seed_2); #endif #endif cs->Send_Packet(p); } DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SYNC) { // // Packet: SERVER_SYNC // Function: Sends a sync-check to the client // Data: // uint32: Frame Counter // uint32: General-seed-1 // [uint32: general-seed-2] // (last one depends on compile-settings, and are not default settings) // Packet *p = NetworkSend_Init(PACKET_SERVER_SYNC); p->Send_uint32(_frame_counter); p->Send_uint32(_sync_seed_1); #ifdef NETWORK_SEND_DOUBLE_SEED p->Send_uint32(_sync_seed_2); #endif cs->Send_Packet(p); } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(NetworkClientSocket *cs, const CommandPacket *cp) { // // Packet: SERVER_COMMAND // Function: Sends a DoCommand to the client // 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 (see callback_table.c) // uint32: Frame of execution // Packet *p = NetworkSend_Init(PACKET_SERVER_COMMAND); cs->Send_Command(p, cp); p->Send_uint32(cp->frame); p->Send_bool (cp->my_cmd); cs->Send_Packet(p); } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(NetworkClientSocket *cs, NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data) { // // Packet: SERVER_CHAT // Function: Sends a chat-packet to the client // Data: // uint8: ActionID (see network_data.h, NetworkAction) // uint32: Client-identifier // String: Message (max NETWORK_CHAT_LENGTH) // uint64: Arbitrary data // Packet *p = NetworkSend_Init(PACKET_SERVER_CHAT); p->Send_uint8 (action); p->Send_uint32(client_id); p->Send_bool (self_send); p->Send_string(msg); p->Send_uint64(data); cs->Send_Packet(p); } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientSocket *cs, ClientID client_id, NetworkErrorCode errorno) { // // Packet: SERVER_ERROR_QUIT // Function: One of the clients made an error and is quiting the game // This packet informs the other clients of that. // Data: // uint32: Client-identifier // uint8: ErrorID (see network_data.h, NetworkErrorCode) // Packet *p = NetworkSend_Init(PACKET_SERVER_ERROR_QUIT); p->Send_uint32(client_id); p->Send_uint8 (errorno); cs->Send_Packet(p); } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(NetworkClientSocket *cs, ClientID client_id) { // // Packet: SERVER_ERROR_QUIT // Function: A client left the game, and this packets informs the other clients // of that. // Data: // uint32: Client-identifier // Packet *p = NetworkSend_Init(PACKET_SERVER_QUIT); p->Send_uint32(client_id); cs->Send_Packet(p); } DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN) { // // Packet: SERVER_SHUTDOWN // Function: Let the clients know that the server is closing // Data: // // Packet *p = NetworkSend_Init(PACKET_SERVER_SHUTDOWN); cs->Send_Packet(p); } DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME) { // // Packet: PACKET_SERVER_NEWGAME // Function: Let the clients know that the server is loading a new map // Data: // // Packet *p = NetworkSend_Init(PACKET_SERVER_NEWGAME); cs->Send_Packet(p); } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkClientSocket *cs, uint16 color, const char *command) { Packet *p = NetworkSend_Init(PACKET_SERVER_RCON); p->Send_uint16(color); p->Send_string(command); cs->Send_Packet(p); } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_MOVE)(NetworkClientSocket *cs, ClientID client_id, CompanyID company_id) { Packet *p = NetworkSend_Init(PACKET_SERVER_MOVE); p->Send_uint32(client_id); p->Send_uint8(company_id); cs->Send_Packet(p); } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMPANY_UPDATE)(NetworkClientSocket *cs) { Packet *p = NetworkSend_Init(PACKET_SERVER_COMPANY_UPDATE); p->Send_uint16(_network_company_passworded); cs->Send_Packet(p); } DEF_SERVER_SEND_COMMAND(PACKET_SERVER_CONFIG_UPDATE) { Packet *p = NetworkSend_Init(PACKET_SERVER_CONFIG_UPDATE); p->Send_uint8(_settings_client.network.max_companies); p->Send_uint8(_settings_client.network.max_spectators); cs->Send_Packet(p); } // ********** // Receiving functions // DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p // ********** DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO) { SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)(cs); } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED) { if (cs->status != STATUS_INACTIVE) { /* Illegal call, return error and ignore the packet */ SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED); return; } NetworkClientInfo *ci = cs->GetInfo(); /* We now want a password from the client else we do not allow him in! */ if (!StrEmpty(_settings_client.network.server_password)) { SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_GAME_PASSWORD); } else { if (IsValidCompanyID(ci->client_playas) && !StrEmpty(_network_company_states[ci->client_playas].password)) { SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_COMPANY_PASSWORD); } else { SEND_COMMAND(PACKET_SERVER_WELCOME)(cs); } } } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN) { if (cs->status != STATUS_INACTIVE) { /* Illegal call, return error and ignore the packet */ SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED); return; } char name[NETWORK_CLIENT_NAME_LENGTH]; char unique_id[NETWORK_UNIQUE_ID_LENGTH]; NetworkClientInfo *ci; CompanyID playas; NetworkLanguage client_lang; char client_revision[NETWORK_REVISION_LENGTH]; p->Recv_string(client_revision, sizeof(client_revision)); // Check if the client has revision control enabled if (!IsNetworkCompatibleVersion(client_revision)) { // Different revisions!! SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_REVISION); return; } p->Recv_string(name, sizeof(name)); playas = (Owner)p->Recv_uint8(); client_lang = (NetworkLanguage)p->Recv_uint8(); p->Recv_string(unique_id, sizeof(unique_id)); if (cs->has_quit) return; // join another company does not affect these values switch (playas) { case COMPANY_NEW_COMPANY: /* New company */ if (ActiveCompanyCount() >= _settings_client.network.max_companies) { SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_FULL); return; } break; case COMPANY_SPECTATOR: /* Spectator */ if (NetworkSpectatorCount() >= _settings_client.network.max_spectators) { SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_FULL); return; } break; default: /* Join another company (companies 1-8 (index 0-7)) */ if (!IsValidCompanyID(playas) || !IsHumanCompany(playas)) { SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_COMPANY_MISMATCH); return; } break; } // We need a valid name.. make it Player if (StrEmpty(name)) strecpy(name, "Player", lastof(name)); if (!NetworkFindName(name)) { // Change name if duplicate // We could not create a name for this client SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NAME_IN_USE); return; } ci = cs->GetInfo(); strecpy(ci->client_name, name, lastof(ci->client_name)); strecpy(ci->unique_id, unique_id, lastof(ci->unique_id)); ci->client_playas = playas; ci->client_lang = client_lang; /* Make sure companies to which people try to join are not autocleaned */ if (IsValidCompanyID(playas)) _network_company_states[playas].months_empty = 0; if (_grfconfig == NULL) { RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)(cs, NULL); } else { SEND_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)(cs); } } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD) { NetworkPasswordType type; char password[NETWORK_PASSWORD_LENGTH]; const NetworkClientInfo *ci; type = (NetworkPasswordType)p->Recv_uint8(); p->Recv_string(password, sizeof(password)); if (cs->status == STATUS_AUTHORIZING && type == NETWORK_GAME_PASSWORD) { // Check game-password if (strcmp(password, _settings_client.network.server_password) != 0) { // Password is invalid SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD); return; } ci = cs->GetInfo(); if (IsValidCompanyID(ci->client_playas) && !StrEmpty(_network_company_states[ci->client_playas].password)) { SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_COMPANY_PASSWORD); return; } // Valid password, allow user SEND_COMMAND(PACKET_SERVER_WELCOME)(cs); return; } else if (cs->status == STATUS_AUTHORIZING && type == NETWORK_COMPANY_PASSWORD) { ci = cs->GetInfo(); if (strcmp(password, _network_company_states[ci->client_playas].password) != 0) { // Password is invalid SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD); return; } SEND_COMMAND(PACKET_SERVER_WELCOME)(cs); return; } SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED); return; } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP) { NetworkClientSocket *new_cs; // The client was never joined.. so this is impossible, right? // Ignore the packet, give the client a warning, and close his connection if (cs->status < STATUS_AUTH || cs->has_quit) { SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED); return; } // Check if someone else is receiving the map FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status == STATUS_MAP) { // Tell the new client to wait cs->status = STATUS_MAP_WAIT; SEND_COMMAND(PACKET_SERVER_WAIT)(cs); return; } } // We receive a request to upload the map.. give it to the client! SEND_COMMAND(PACKET_SERVER_MAP)(cs); } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK) { // Client has the map, now start syncing if (cs->status == STATUS_DONE_MAP && !cs->has_quit) { char client_name[NETWORK_CLIENT_NAME_LENGTH]; NetworkClientSocket *new_cs; NetworkGetClientName(client_name, sizeof(client_name), cs); NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name); // Mark the client as pre-active, and wait for an ACK // so we know he is done loading and in sync with us cs->status = STATUS_PRE_ACTIVE; NetworkHandleCommandQueue(cs); SEND_COMMAND(PACKET_SERVER_FRAME)(cs); SEND_COMMAND(PACKET_SERVER_SYNC)(cs); // This is the frame the client receives // we need it later on to make sure the client is not too slow cs->last_frame = _frame_counter; cs->last_frame_server = _frame_counter; FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status > STATUS_AUTH) { SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(new_cs, cs->GetInfo()); SEND_COMMAND(PACKET_SERVER_JOIN)(new_cs, cs->client_id); } } if (_settings_client.network.pause_on_join) { /* Now pause the game till the client is in sync */ DoCommandP(0, 1, 0, CMD_PAUSE); NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "", CLIENT_ID_SERVER, NETWORK_SERVER_MESSAGE_GAME_PAUSED_CONNECT); } /* also update the new client with our max values */ SEND_COMMAND(PACKET_SERVER_CONFIG_UPDATE)(cs); /* quickly update the syncing client with company details */ SEND_COMMAND(PACKET_SERVER_COMPANY_UPDATE)(cs); } else { // Wrong status for this packet, give a warning to client, and close connection SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED); } } /** The client has done a command and wants us to handle it * @param *cs the connected client that has sent the command * @param *p the packet in which the command was sent */ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND) { NetworkClientSocket *new_cs; // The client was never joined.. so this is impossible, right? // Ignore the packet, give the client a warning, and close his connection if (cs->status < STATUS_DONE_MAP || cs->has_quit) { SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED); return; } CommandPacket cp; const char *err = cs->Recv_Command(p, &cp); if (cs->has_quit) return; const NetworkClientInfo *ci = cs->GetInfo(); if (err != NULL) { IConsolePrintF(CC_ERROR, "WARNING: %s from client %d (IP: %s).", err, ci->client_id, GetClientIP(ci)); SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED); return; } if (GetCommandFlags(cp.cmd) & CMD_SERVER && ci->client_id != CLIENT_ID_SERVER) { IConsolePrintF(CC_ERROR, "WARNING: server only command from client %d (IP: %s), kicking...", ci->client_id, GetClientIP(ci)); SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_KICKED); return; } if ((GetCommandFlags(cp.cmd) & CMD_SPECTATOR) == 0 && !IsValidCompanyID(cp.company) && ci->client_id != CLIENT_ID_SERVER) { IConsolePrintF(CC_ERROR, "WARNING: spectator issueing command from client %d (IP: %s), kicking...", ci->client_id, GetClientIP(ci)); SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_KICKED); return; } /** Only CMD_COMPANY_CTRL is always allowed, for the rest, playas needs * to match the company in the packet. If it doesn't, the client has done * something pretty naughty (or a bug), and will be kicked */ if (!(cp.cmd == CMD_COMPANY_CTRL && cp.p1 == 0 && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) { IConsolePrintF(CC_ERROR, "WARNING: client %d (IP: %s) tried to execute a command as company %d, kicking...", ci->client_playas + 1, GetClientIP(ci), cp.company + 1); SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_COMPANY_MISMATCH); return; } /** @todo CMD_COMPANY_CTRL with p1 = 0 announces a new company to the server. To give the * company the correct ID, the server injects p2 and executes the command. Any other p1 * is prohibited. Pretty ugly and should be redone together with its function. * @see CmdCompanyCtrl() */ if (cp.cmd == CMD_COMPANY_CTRL) { if (cp.p1 != 0) { SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_CHEATER); return; } /* Check if we are full - else it's possible for spectators to send a CMD_COMPANY_CTRL and the company is created regardless of max_companies! */ if (ActiveCompanyCount() >= _settings_client.network.max_companies) { NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_CLIENT, ci->client_id, "cannot create new company, server full", CLIENT_ID_SERVER); return; } /* XXX - Execute the command as a valid company. Normally this would be done by a * spectator, but that is not allowed any commands. So do an impersonation. The drawback * of this is that the first company's last_built_tile is also updated... */ cp.company = OWNER_BEGIN; cp.p2 = cs->client_id; } // The frame can be executed in the same frame as the next frame-packet // That frame just before that frame is saved in _frame_counter_max cp.frame = _frame_counter_max + 1; cp.next = NULL; CommandCallback *callback = cp.callback; // Queue the command for the clients (are send at the end of the frame // if they can handle it ;)) FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status >= STATUS_MAP) { // Callbacks are only send back to the client who sent them in the // first place. This filters that out. cp.callback = (new_cs != cs) ? NULL : callback; cp.my_cmd = (new_cs == cs); NetworkAddCommandQueue(cp, new_cs); } } cp.callback = NULL; cp.my_cmd = false; NetworkAddCommandQueue(cp); } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ERROR) { // This packets means a client noticed an error and is reporting this // to us. Display the error and report it to the other clients NetworkClientSocket *new_cs; char str[100]; char client_name[NETWORK_CLIENT_NAME_LENGTH]; NetworkErrorCode errorno = (NetworkErrorCode)p->Recv_uint8(); // The client was never joined.. thank the client for the packet, but ignore it if (cs->status < STATUS_DONE_MAP || cs->has_quit) { cs->has_quit = true; return; } NetworkGetClientName(client_name, sizeof(client_name), cs); StringID strid = GetNetworkErrorMsg(errorno); GetString(str, strid, lastof(str)); DEBUG(net, 2, "'%s' reported an error and is closing its connection (%s)", client_name, str); NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, strid); FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status > STATUS_AUTH) { SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, errorno); } } cs->has_quit = true; } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT) { // The client wants to leave. Display this and report it to the other // clients. NetworkClientSocket *new_cs; char client_name[NETWORK_CLIENT_NAME_LENGTH]; // The client was never joined.. thank the client for the packet, but ignore it if (cs->status < STATUS_DONE_MAP || cs->has_quit) { cs->has_quit = true; return; } NetworkGetClientName(client_name, sizeof(client_name), cs); NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_CLIENT_LEAVING); FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status > STATUS_AUTH) { SEND_COMMAND(PACKET_SERVER_QUIT)(new_cs, cs->client_id); } } cs->has_quit = true; } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK) { if (cs->status < STATUS_AUTH) { /* Illegal call, return error and ignore the packet */ SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED); return; } uint32 frame = p->Recv_uint32(); /* The client is trying to catch up with the server */ if (cs->status == STATUS_PRE_ACTIVE) { /* The client is not yet catched up? */ if (frame + DAY_TICKS < _frame_counter) return; /* Now he is! Unpause the game */ cs->status = STATUS_ACTIVE; if (_settings_client.network.pause_on_join) { DoCommandP(0, 0, 0, CMD_PAUSE); NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "", CLIENT_ID_SERVER, NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_CONNECT); } CheckMinActiveClients(); /* Execute script for, e.g. MOTD */ IConsoleCmdExec("exec scripts/on_server_connect.scr 0"); } // The client received the frame, make note of it cs->last_frame = frame; // With those 2 values we can calculate the lag realtime cs->last_frame_server = _frame_counter; } void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const char *msg, ClientID from_id, int64 data) { NetworkClientSocket *cs; const NetworkClientInfo *ci, *ci_own, *ci_to; switch (desttype) { case DESTTYPE_CLIENT: /* Are we sending to the server? */ if ((ClientID)dest == CLIENT_ID_SERVER) { ci = NetworkFindClientInfoFromClientID(from_id); /* Display the text locally, and that is it */ if (ci != NULL) NetworkTextMessage(action, (ConsoleColour)GetDrawStringCompanyColor(ci->client_playas), false, ci->client_name, msg, data); } else { /* Else find the client to send the message to */ FOR_ALL_CLIENT_SOCKETS(cs) { if (cs->client_id == (ClientID)dest) { SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_id, false, msg, data); break; } } } // Display the message locally (so you know you have sent it) if (from_id != (ClientID)dest) { if (from_id == CLIENT_ID_SERVER) { ci = NetworkFindClientInfoFromClientID(from_id); ci_to = NetworkFindClientInfoFromClientID((ClientID)dest); if (ci != NULL && ci_to != NULL) NetworkTextMessage(action, (ConsoleColour)GetDrawStringCompanyColor(ci->client_playas), true, ci_to->client_name, msg, data); } else { FOR_ALL_CLIENT_SOCKETS(cs) { if (cs->client_id == from_id) { SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, (ClientID)dest, true, msg, data); break; } } } } break; case DESTTYPE_TEAM: { bool show_local = true; // If this is false, the message is already displayed // on the client who did sent it. /* Find all clients that belong to this company */ ci_to = NULL; FOR_ALL_CLIENT_SOCKETS(cs) { ci = cs->GetInfo(); if (ci->client_playas == (CompanyID)dest) { SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_id, false, msg, data); if (cs->client_id == from_id) show_local = false; ci_to = ci; // Remember a client that is in the company for company-name } } ci = NetworkFindClientInfoFromClientID(from_id); ci_own = NetworkFindClientInfoFromClientID(CLIENT_ID_SERVER); if (ci != NULL && ci_own != NULL && ci_own->client_playas == dest) { NetworkTextMessage(action, (ConsoleColour)GetDrawStringCompanyColor(ci->client_playas), false, ci->client_name, msg, data); if (from_id == CLIENT_ID_SERVER) show_local = false; ci_to = ci_own; } /* There is no such client */ if (ci_to == NULL) break; // Display the message locally (so you know you have sent it) if (ci != NULL && show_local) { if (from_id == CLIENT_ID_SERVER) { char name[NETWORK_NAME_LENGTH]; StringID str = IsValidCompanyID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS; SetDParam(0, ci_to->client_playas); GetString(name, str, lastof(name)); NetworkTextMessage(action, (ConsoleColour)GetDrawStringCompanyColor(ci_own->client_playas), true, name, msg, data); } else { FOR_ALL_CLIENT_SOCKETS(cs) { if (cs->client_id == from_id) { SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, ci_to->client_id, true, msg, data); } } } } } break; default: DEBUG(net, 0, "[server] received unknown chat destination type %d. Doing broadcast instead", desttype); /* fall-through to next case */ case DESTTYPE_BROADCAST: FOR_ALL_CLIENT_SOCKETS(cs) { SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_id, false, msg, data); } ci = NetworkFindClientInfoFromClientID(from_id); if (ci != NULL) NetworkTextMessage(action, (ConsoleColour)GetDrawStringCompanyColor(ci->client_playas), false, ci->client_name, msg, data); break; } } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_CHAT) { if (cs->status < STATUS_AUTH) { /* Illegal call, return error and ignore the packet */ SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED); return; } NetworkAction action = (NetworkAction)p->Recv_uint8(); DestType desttype = (DestType)p->Recv_uint8(); int dest = p->Recv_uint32(); char msg[NETWORK_CHAT_LENGTH]; p->Recv_string(msg, NETWORK_CHAT_LENGTH); int64 data = p->Recv_uint64(); const NetworkClientInfo *ci = cs->GetInfo(); switch (action) { case NETWORK_ACTION_GIVE_MONEY: if (!IsValidCompanyID(ci->client_playas)) break; /* Fall-through */ case NETWORK_ACTION_CHAT: case NETWORK_ACTION_CHAT_CLIENT: case NETWORK_ACTION_CHAT_COMPANY: NetworkServerSendChat(action, desttype, dest, msg, cs->client_id, data); break; default: IConsolePrintF(CC_ERROR, "WARNING: invalid chat action from client %d (IP: %s).", ci->client_id, GetClientIP(ci)); SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED); break; } } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD) { if (cs->status != STATUS_ACTIVE) { /* Illegal call, return error and ignore the packet */ SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED); return; } char password[NETWORK_PASSWORD_LENGTH]; const NetworkClientInfo *ci; p->Recv_string(password, sizeof(password)); ci = cs->GetInfo(); if (IsValidCompanyID(ci->client_playas)) { strecpy(_network_company_states[ci->client_playas].password, password, lastof(_network_company_states[ci->client_playas].password)); NetworkServerUpdateCompanyPassworded(ci->client_playas, !StrEmpty(_network_company_states[ci->client_playas].password)); } } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME) { if (cs->status != STATUS_ACTIVE) { /* Illegal call, return error and ignore the packet */ SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED); return; } char client_name[NETWORK_CLIENT_NAME_LENGTH]; NetworkClientInfo *ci; p->Recv_string(client_name, sizeof(client_name)); ci = cs->GetInfo(); if (cs->has_quit) return; if (ci != NULL) { // Display change if (NetworkFindName(client_name)) { NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name); strecpy(ci->client_name, client_name, lastof(ci->client_name)); NetworkUpdateClientInfo(ci->client_id); } } } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_RCON) { char pass[NETWORK_PASSWORD_LENGTH]; char command[NETWORK_RCONCOMMAND_LENGTH]; if (StrEmpty(_settings_client.network.rcon_password)) return; p->Recv_string(pass, sizeof(pass)); p->Recv_string(command, sizeof(command)); if (strcmp(pass, _settings_client.network.rcon_password) != 0) { DEBUG(net, 0, "[rcon] wrong password from client-id %d", cs->client_id); return; } DEBUG(net, 0, "[rcon] client-id %d executed: '%s'", cs->client_id, command); _redirect_console_to_client = cs->client_id; IConsoleCmdExec(command); _redirect_console_to_client = INVALID_CLIENT_ID; return; } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MOVE) { CompanyID company_id = (Owner)p->Recv_uint8(); /* Check if the company is valid */ if (!IsValidCompanyID(company_id) && company_id != COMPANY_SPECTATOR) return; /* Check if we require a password for this company */ if (company_id != COMPANY_SPECTATOR && !StrEmpty(_network_company_states[company_id].password)) { /* we need a password from the client - should be in this packet */ char password[NETWORK_PASSWORD_LENGTH]; p->Recv_string(password, sizeof(password)); /* Incorrect password sent, return! */ if (strcmp(password, _network_company_states[company_id].password) != 0) { DEBUG(net, 2, "[move] wrong password from client-id #%d for company #%d", cs->client_id, company_id + 1); return; } } /* if we get here we can move the client */ NetworkServerDoMove(cs->client_id, company_id); } // The layout for the receive-functions by the server typedef void NetworkServerPacket(NetworkClientSocket *cs, Packet *p); // This array matches PacketType. At an incoming // packet it is matches against this array // and that way the right function to handle that // packet is found. static NetworkServerPacket * const _network_server_packet[] = { NULL, /*PACKET_SERVER_FULL,*/ NULL, /*PACKET_SERVER_BANNED,*/ RECEIVE_COMMAND(PACKET_CLIENT_JOIN), NULL, /*PACKET_SERVER_ERROR,*/ RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO), NULL, /*PACKET_SERVER_COMPANY_INFO,*/ NULL, /*PACKET_SERVER_CLIENT_INFO,*/ NULL, /*PACKET_SERVER_NEED_PASSWORD,*/ RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD), NULL, /*PACKET_SERVER_WELCOME,*/ RECEIVE_COMMAND(PACKET_CLIENT_GETMAP), NULL, /*PACKET_SERVER_WAIT,*/ NULL, /*PACKET_SERVER_MAP,*/ RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK), NULL, /*PACKET_SERVER_JOIN,*/ NULL, /*PACKET_SERVER_FRAME,*/ NULL, /*PACKET_SERVER_SYNC,*/ RECEIVE_COMMAND(PACKET_CLIENT_ACK), RECEIVE_COMMAND(PACKET_CLIENT_COMMAND), NULL, /*PACKET_SERVER_COMMAND,*/ RECEIVE_COMMAND(PACKET_CLIENT_CHAT), NULL, /*PACKET_SERVER_CHAT,*/ RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD), RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME), RECEIVE_COMMAND(PACKET_CLIENT_QUIT), RECEIVE_COMMAND(PACKET_CLIENT_ERROR), NULL, /*PACKET_SERVER_QUIT,*/ NULL, /*PACKET_SERVER_ERROR_QUIT,*/ NULL, /*PACKET_SERVER_SHUTDOWN,*/ NULL, /*PACKET_SERVER_NEWGAME,*/ NULL, /*PACKET_SERVER_RCON,*/ RECEIVE_COMMAND(PACKET_CLIENT_RCON), NULL, /*PACKET_CLIENT_CHECK_NEWGRFS,*/ RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED), NULL, /*PACKET_SERVER_MOVE,*/ RECEIVE_COMMAND(PACKET_CLIENT_MOVE), NULL, /*PACKET_SERVER_COMPANY_UPDATE,*/ NULL, /*PACKET_SERVER_CONFIG_UPDATE,*/ }; // If this fails, check the array above with network_data.h assert_compile(lengthof(_network_server_packet) == PACKET_END); void NetworkSocketHandler::Send_CompanyInformation(Packet *p, const Company *c, const NetworkCompanyStats *stats) { /* Grab the company name */ char company_name[NETWORK_COMPANY_NAME_LENGTH]; SetDParam(0, c->index); GetString(company_name, STR_COMPANY_NAME, lastof(company_name)); /* Get the income */ Money income = 0; if (_cur_year - 1 == c->inaugurated_year) { /* The company is here just 1 year, so display [2], else display[1] */ for (uint i = 0; i < lengthof(c->yearly_expenses[2]); i++) { income -= c->yearly_expenses[2][i]; } } else { for (uint i = 0; i < lengthof(c->yearly_expenses[1]); i++) { income -= c->yearly_expenses[1][i]; } } /* Send the information */ p->Send_uint8 (c->index); p->Send_string(company_name); p->Send_uint32(c->inaugurated_year); p->Send_uint64(c->old_economy[0].company_value); p->Send_uint64(c->money); p->Send_uint64(income); p->Send_uint16(c->old_economy[0].performance_history); /* Send 1 if there is a passord for the company else send 0 */ p->Send_bool (!StrEmpty(_network_company_states[c->index].password)); for (int i = 0; i < NETWORK_VEHICLE_TYPES; i++) { p->Send_uint16(stats->num_vehicle[i]); } for (int i = 0; i < NETWORK_STATION_TYPES; i++) { p->Send_uint16(stats->num_station[i]); } } /** * Populate the company stats. * @param stats the stats to update */ void NetworkPopulateCompanyStats(NetworkCompanyStats *stats) { const Vehicle *v; const Station *s; memset(stats, 0, sizeof(*stats) * MAX_COMPANIES); /* Go through all vehicles and count the type of vehicles */ FOR_ALL_VEHICLES(v) { if (!IsValidCompanyID(v->owner) || !v->IsPrimaryVehicle()) continue; byte type = 0; switch (v->type) { case VEH_TRAIN: type = 0; break; case VEH_ROAD: type = (v->cargo_type != CT_PASSENGERS) ? 1 : 2; break; case VEH_AIRCRAFT: type = 3; break; case VEH_SHIP: type = 4; break; default: continue; } stats[v->owner].num_vehicle[type]++; } // Go through all stations and count the types of stations FOR_ALL_STATIONS(s) { if (IsValidCompanyID(s->owner)) { NetworkCompanyStats *npi = &stats[s->owner]; if (s->facilities & FACIL_TRAIN) npi->num_station[0]++; if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[1]++; if (s->facilities & FACIL_BUS_STOP) npi->num_station[2]++; if (s->facilities & FACIL_AIRPORT) npi->num_station[3]++; if (s->facilities & FACIL_DOCK) npi->num_station[4]++; } } } // Send a packet to all clients with updated info about this client_id void NetworkUpdateClientInfo(ClientID client_id) { NetworkClientSocket *cs; NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(client_id); if (ci == NULL) return; FOR_ALL_CLIENT_SOCKETS(cs) { SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, ci); } } /* Check if we want to restart the map */ static void NetworkCheckRestartMap() { if (_settings_client.network.restart_game_year != 0 && _cur_year >= _settings_client.network.restart_game_year) { DEBUG(net, 0, "Auto-restarting map. Year %d reached", _cur_year); StartNewGameWithoutGUI(GENERATE_NEW_SEED); } } /* Check if the server has autoclean_companies activated Two things happen: 1) If a company is not protected, it is closed after 1 year (for example) 2) If a company is protected, protection is disabled after 3 years (for example) (and item 1. happens a year later) */ static void NetworkAutoCleanCompanies() { const NetworkClientInfo *ci; const Company *c; bool clients_in_company[MAX_COMPANIES]; if (!_settings_client.network.autoclean_companies) return; memset(clients_in_company, 0, sizeof(clients_in_company)); /* Detect the active companies */ FOR_ALL_CLIENT_INFOS(ci) { if (IsValidCompanyID(ci->client_playas)) clients_in_company[ci->client_playas] = true; } if (!_network_dedicated) { ci = NetworkFindClientInfoFromClientID(CLIENT_ID_SERVER); if (IsValidCompanyID(ci->client_playas)) clients_in_company[ci->client_playas] = true; } /* Go through all the comapnies */ FOR_ALL_COMPANIES(c) { /* Skip the non-active once */ if (c->is_ai) continue; if (!clients_in_company[c->index]) { /* The company is empty for one month more */ _network_company_states[c->index].months_empty++; /* Is the company empty for autoclean_unprotected-months, and is there no protection? */ if (_settings_client.network.autoclean_unprotected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_unprotected && StrEmpty(_network_company_states[c->index].password)) { /* Shut the company down */ DoCommandP(0, 2, c->index, CMD_COMPANY_CTRL); IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d", c->index + 1); } /* Is the company empty for autoclean_protected-months, and there is a protection? */ if (_settings_client.network.autoclean_protected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_protected && !StrEmpty(_network_company_states[c->index].password)) { /* Unprotect the company */ _network_company_states[c->index].password[0] = '\0'; IConsolePrintF(CC_DEFAULT, "Auto-removed protection from company #%d", c->index + 1); _network_company_states[c->index].months_empty = 0; NetworkServerUpdateCompanyPassworded(c->index, false); } } else { /* It is not empty, reset the date */ _network_company_states[c->index].months_empty = 0; } } } // This function changes new_name to a name that is unique (by adding #1 ...) // and it returns true if that succeeded. bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]) { bool found_name = false; uint number = 0; char original_name[NETWORK_CLIENT_NAME_LENGTH]; /* We use NETWORK_CLIENT_NAME_LENGTH in here, because new_name is really a pointer */ ttd_strlcpy(original_name, new_name, NETWORK_CLIENT_NAME_LENGTH); while (!found_name) { const NetworkClientInfo *ci; found_name = true; FOR_ALL_CLIENT_INFOS(ci) { if (strcmp(ci->client_name, new_name) == 0) { /* Name already in use */ found_name = false; break; } } /* Check if it is the same as the server-name */ ci = NetworkFindClientInfoFromClientID(CLIENT_ID_SERVER); if (ci != NULL) { if (strcmp(ci->client_name, new_name) == 0) found_name = false; // name already in use } if (!found_name) { /* Try a new name ( #1, #2, and so on) */ /* Something's really wrong when there're more names than clients */ if (number++ > MAX_CLIENTS) break; snprintf(new_name, NETWORK_CLIENT_NAME_LENGTH, "%s #%d", original_name, number); } } return found_name; } /** * Change the client name of the given client * @param client_id the client to change the name of * @param new_name the new name for the client * @return true iff the name was changed */ bool NetworkServerChangeClientName(ClientID client_id, const char *new_name) { NetworkClientInfo *ci; /* Check if the name's already in use */ FOR_ALL_CLIENT_INFOS(ci) { if (strcmp(ci->client_name, new_name) == 0) return false; } ci = NetworkFindClientInfoFromClientID(client_id); if (ci == NULL) return false; NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name); strecpy(ci->client_name, new_name, lastof(ci->client_name)); NetworkUpdateClientInfo(client_id); return true; } // Reads a packet from the stream bool NetworkServer_ReadPackets(NetworkClientSocket *cs) { Packet *p; NetworkRecvStatus res; while ((p = cs->Recv_Packet(&res)) != NULL) { byte type = p->Recv_uint8(); if (type < PACKET_END && _network_server_packet[type] != NULL && !cs->has_quit) { _network_server_packet[type](cs, p); } else { DEBUG(net, 0, "[server] received invalid packet type %d", type); } delete p; } return true; } // Handle the local command-queue static void NetworkHandleCommandQueue(NetworkClientSocket *cs) { CommandPacket *cp; while ( (cp = cs->command_queue) != NULL) { SEND_COMMAND(PACKET_SERVER_COMMAND)(cs, cp); cs->command_queue = cp->next; free(cp); } } // This is called every tick if this is a _network_server void NetworkServer_Tick(bool send_frame) { NetworkClientSocket *cs; #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME bool send_sync = false; #endif #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME if (_frame_counter >= _last_sync_frame + _settings_client.network.sync_freq) { _last_sync_frame = _frame_counter; send_sync = true; } #endif // Now we are done with the frame, inform the clients that they can // do their frame! FOR_ALL_CLIENT_SOCKETS(cs) { // Check if the speed of the client is what we can expect from a client if (cs->status == STATUS_ACTIVE) { // 1 lag-point per day int lag = NetworkCalculateLag(cs) / DAY_TICKS; if (lag > 0) { if (lag > 3) { // Client did still not report in after 4 game-day, drop him // (that is, the 3 of above, + 1 before any lag is counted) IConsolePrintF(CC_ERROR,"Client #%d is dropped because the client did not respond for more than 4 game-days", cs->client_id); NetworkCloseClient(cs); continue; } // Report once per time we detect the lag if (cs->lag_test == 0) { IConsolePrintF(CC_WARNING,"[%d] Client #%d is slow, try increasing *net_frame_freq to a higher value!", _frame_counter, cs->client_id); cs->lag_test = 1; } } else { cs->lag_test = 0; } } else if (cs->status == STATUS_PRE_ACTIVE) { int lag = NetworkCalculateLag(cs); if (lag > _settings_client.network.max_join_time) { IConsolePrintF(CC_ERROR,"Client #%d is dropped because it took longer than %d ticks for him to join", cs->client_id, _settings_client.network.max_join_time); NetworkCloseClient(cs); } } else if (cs->status == STATUS_INACTIVE) { int lag = NetworkCalculateLag(cs); if (lag > 4 * DAY_TICKS) { IConsolePrintF(CC_ERROR,"Client #%d is dropped because it took longer than %d ticks to start the joining process", cs->client_id, 4 * DAY_TICKS); NetworkCloseClient(cs); } } if (cs->status >= STATUS_PRE_ACTIVE) { // Check if we can send command, and if we have anything in the queue NetworkHandleCommandQueue(cs); // Send an updated _frame_counter_max to the client if (send_frame) SEND_COMMAND(PACKET_SERVER_FRAME)(cs); #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME // Send a sync-check packet if (send_sync) SEND_COMMAND(PACKET_SERVER_SYNC)(cs); #endif } } /* See if we need to advertise */ NetworkUDPAdvertise(); } void NetworkServerYearlyLoop() { NetworkCheckRestartMap(); } void NetworkServerMonthlyLoop() { NetworkAutoCleanCompanies(); } void NetworkServerChangeOwner(Owner current_owner, Owner new_owner) { /* The server has to handle all administrative issues, for example * updating and notifying all clients of what has happened */ NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(CLIENT_ID_SERVER); /* The server has just changed from owner */ if (current_owner == ci->client_playas) { ci->client_playas = new_owner; NetworkUpdateClientInfo(CLIENT_ID_SERVER); } /* Find all clients that were in control of this company, and mark them as new_owner */ FOR_ALL_CLIENT_INFOS(ci) { if (current_owner == ci->client_playas) { ci->client_playas = new_owner; NetworkUpdateClientInfo(ci->client_id); } } } const char *GetClientIP(const NetworkClientInfo *ci) { struct in_addr addr; addr.s_addr = ci->client_ip; return inet_ntoa(addr); } void NetworkServerShowStatusToConsole() { static const char * const stat_str[] = { "inactive", "authorizing", "authorized", "waiting", "loading map", "map done", "ready", "active" }; NetworkClientSocket *cs; FOR_ALL_CLIENT_SOCKETS(cs) { int lag = NetworkCalculateLag(cs); const NetworkClientInfo *ci = cs->GetInfo(); const char *status; status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown"); IConsolePrintF(CC_INFO, "Client #%1d name: '%s' status: '%s' frame-lag: %3d company: %1d IP: %s unique-id: '%s'", cs->client_id, ci->client_name, status, lag, ci->client_playas + (IsValidCompanyID(ci->client_playas) ? 1 : 0), GetClientIP(ci), ci->unique_id); } } /** * Send Config Update */ void NetworkServerSendConfigUpdate() { NetworkClientSocket *cs; FOR_ALL_CLIENT_SOCKETS(cs) { SEND_COMMAND(PACKET_SERVER_CONFIG_UPDATE)(cs); } } void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded) { if (NetworkCompanyIsPassworded(company_id) == passworded) return; SB(_network_company_passworded, company_id, 1, !!passworded); InvalidateWindowClasses(WC_COMPANY); NetworkClientSocket *cs; FOR_ALL_CLIENT_SOCKETS(cs) { SEND_COMMAND(PACKET_SERVER_COMPANY_UPDATE)(cs); } } /** * Handle the tid-bits of moving a client from one company to another. * @param client_id id of the client we want to move. * @param company_id id of the company we want to move the client to. * @return void **/ void NetworkServerDoMove(ClientID client_id, CompanyID company_id) { /* Only allow non-dedicated servers and normal clients to be moved */ if (client_id == CLIENT_ID_SERVER && _network_dedicated) return; NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(client_id); /* No need to waste network resources if the client is in the company already! */ if (ci->client_playas == company_id) return; ci->client_playas = company_id; if (client_id == CLIENT_ID_SERVER) { SetLocalCompany(company_id); } else { SEND_COMMAND(PACKET_SERVER_MOVE)(NetworkFindClientStateFromClientID(client_id), client_id, company_id); } /* announce the client's move */ NetworkUpdateClientInfo(client_id); NetworkAction action = (company_id == COMPANY_SPECTATOR) ? NETWORK_ACTION_COMPANY_SPECTATOR : NETWORK_ACTION_COMPANY_JOIN; NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1); CheckMinActiveClients(); } void NetworkServerSendRcon(ClientID client_id, ConsoleColour colour_code, const char *string) { SEND_COMMAND(PACKET_SERVER_RCON)(NetworkFindClientStateFromClientID(client_id), colour_code, string); } void NetworkServerSendError(ClientID client_id, NetworkErrorCode error) { SEND_COMMAND(PACKET_SERVER_ERROR)(NetworkFindClientStateFromClientID(client_id), error); } bool NetworkCompanyHasClients(CompanyID company) { const NetworkClientInfo *ci; FOR_ALL_CLIENT_INFOS(ci) { if (ci->client_playas == company) return true; } return false; } #endif /* ENABLE_NETWORK */