/* * 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_server.cpp Server part of the network protocol. */ #include "../stdafx.h" #include "../strings_func.h" #include "../date_func.h" #include "core/game_info.h" #include "network_admin.h" #include "network_server.h" #include "network_udp.h" #include "network_base.h" #include "../console_func.h" #include "../company_base.h" #include "../command_func.h" #include "../saveload/saveload.h" #include "../saveload/saveload_filter.h" #include "../station_base.h" #include "../genworld.h" #include "../company_func.h" #include "../company_gui.h" #include "../roadveh.h" #include "../order_backup.h" #include "../core/pool_func.hpp" #include "../core/random_func.hpp" #include "../rev.h" #include #include #include "../safeguards.h" /* This file handles all the server-commands */ DECLARE_POSTFIX_INCREMENT(ClientID) /** The identifier counter for new clients (is never decreased) */ static ClientID _network_client_id = CLIENT_ID_FIRST; /** Make very sure the preconditions given in network_type.h are actually followed */ static_assert(MAX_CLIENT_SLOTS > MAX_CLIENTS); /** Yes... */ static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS); /** The pool with clients. */ NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket"); INSTANTIATE_POOL_METHODS(NetworkClientSocket) /** Instantiate the listen sockets. */ template SocketList TCPListenHandler::sockets; /** Writing a savegame directly to a number of packets. */ struct PacketWriter : SaveFilter { ServerNetworkGameSocketHandler *cs; ///< Socket we are associated with. Packet *current; ///< The packet we're currently writing to. size_t total_size; ///< Total size of the compressed savegame. Packet *packets; ///< Packet queue of the savegame; send these "slowly" to the client. std::mutex mutex; ///< Mutex for making threaded saving safe. std::condition_variable exit_sig; ///< Signal for threaded destruction of this packet writer. /** * Create the packet writer. * @param cs The socket handler we're making the packets for. */ PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(nullptr), cs(cs), current(nullptr), total_size(0), packets(nullptr) { } /** Make sure everything is cleaned up. */ ~PacketWriter() { std::unique_lock lock(this->mutex); if (this->cs != nullptr) this->exit_sig.wait(lock); /* This must all wait until the Destroy function is called. */ while (this->packets != nullptr) { delete Packet::PopFromQueue(&this->packets); } delete this->current; } /** * Begin the destruction of this packet writer. It can happen in two ways: * in the first case the client disconnected while saving the map. In this * case the saving has not finished and killed this PacketWriter. In that * case we simply set cs to nullptr, triggering the appending to fail due to * the connection problem and eventually triggering the destructor. In the * second case the destructor is already called, and it is waiting for our * signal which we will send. Only then the packets will be removed by the * destructor. */ void Destroy() { std::unique_lock lock(this->mutex); this->cs = nullptr; this->exit_sig.notify_all(); lock.unlock(); /* Make sure the saving is completely cancelled. Yes, * we need to handle the save finish as well as the * next connection might just be requesting a map. */ WaitTillSaved(); ProcessAsyncSaveFinish(); } /** * Transfer all packets from here to the network's queue while holding * the lock on our mutex. * @param socket The network socket to write to. * @return True iff the last packet of the map has been sent. */ bool TransferToNetworkQueue(ServerNetworkGameSocketHandler *socket) { /* Unsafe check for the queue being empty or not. */ if (this->packets == nullptr) return false; std::lock_guard lock(this->mutex); while (this->packets != nullptr) { Packet *p = Packet::PopFromQueue(&this->packets); bool last_packet = p->GetPacketType() == PACKET_SERVER_MAP_DONE; socket->SendPacket(p); if (last_packet) return true; } return false; } /** Append the current packet to the queue. */ void AppendQueue() { if (this->current == nullptr) return; Packet::AddToQueue(&this->packets, this->current); this->current = nullptr; } /** Prepend the current packet to the queue. */ void PrependQueue() { if (this->current == nullptr) return; /* Reversed from AppendQueue so the queue gets added to the current one. */ Packet::AddToQueue(&this->current, this->packets); this->packets = this->current; this->current = nullptr; } void Write(byte *buf, size_t size) override { /* We want to abort the saving when the socket is closed. */ if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION); if (this->current == nullptr) this->current = new Packet(PACKET_SERVER_MAP_DATA, TCP_MTU); std::lock_guard lock(this->mutex); byte *bufe = buf + size; while (buf != bufe) { size_t written = this->current->Send_bytes(buf, bufe); buf += written; if (!this->current->CanWriteToPacket(1)) { this->AppendQueue(); if (buf != bufe) this->current = new Packet(PACKET_SERVER_MAP_DATA, TCP_MTU); } } this->total_size += size; } void Finish() override { /* We want to abort the saving when the socket is closed. */ if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION); std::lock_guard lock(this->mutex); /* Make sure the last packet is flushed. */ this->AppendQueue(); /* Add a packet stating that this is the end to the queue. */ this->current = new Packet(PACKET_SERVER_MAP_DONE); this->AppendQueue(); /* Fast-track the size to the client. */ this->current = new Packet(PACKET_SERVER_MAP_SIZE); this->current->Send_uint32((uint32)this->total_size); this->PrependQueue(); } }; /** * Create a new socket for the server side of the game connection. * @param s The socket to connect with. */ ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s) { this->status = STATUS_INACTIVE; this->client_id = _network_client_id++; this->receive_limit = _settings_client.network.bytes_per_frame_burst; /* The Socket and Info pools need to be the same in size. After all, * each Socket will be associated with at most one Info object. As * such if the Socket was allocated the Info object can as well. */ static_assert(NetworkClientSocketPool::MAX_SIZE == NetworkClientInfoPool::MAX_SIZE); } /** * Clear everything related to this client. */ ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler() { if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID; OrderBackup::ResetUser(this->client_id); if (this->savegame != nullptr) { this->savegame->Destroy(); this->savegame = nullptr; } } Packet *ServerNetworkGameSocketHandler::ReceivePacket() { /* Only allow receiving when we have some buffer free; this value * can go negative, but eventually it will become positive again. */ if (this->receive_limit <= 0) return nullptr; /* We can receive a packet, so try that and if needed account for * the amount of received data. */ Packet *p = this->NetworkTCPSocketHandler::ReceivePacket(); if (p != nullptr) this->receive_limit -= p->Size(); return p; } NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status) { assert(status != NETWORK_RECV_STATUS_OKAY); /* * Sending a message just before leaving the game calls cs->SendPackets. * This might invoke this function, which means that when we close the * connection after cs->SendPackets 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; if (status != NETWORK_RECV_STATUS_CLIENT_QUIT && status != NETWORK_RECV_STATUS_SERVER_ERROR && !this->HasClientQuit() && this->status >= STATUS_AUTHORIZED) { /* We did not receive a leave message from this client... */ std::string client_name = this->GetClientName(); NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST); /* Inform other clients of this... strange leaving ;) */ for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) { if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) { new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST); } } } /* If we were transfering a map to this client, stop the savegame creation * process and queue the next client to receive the map. */ if (this->status == STATUS_MAP) { /* Ensure the saving of the game is stopped too. */ this->savegame->Destroy(); this->savegame = nullptr; this->CheckNextClientToSendMap(this); } NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST); Debug(net, 3, "Closed client connection {}", this->client_id); /* We just lost one client :( */ if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--; extern byte _network_clients_connected; _network_clients_connected--; this->SendPackets(true); delete this->GetInfo(); delete this; InvalidateWindowData(WC_CLIENT_LIST, 0); return status; } /** * Whether an connection is allowed or not at this moment. * @return true if the connection is allowed. */ /* static */ bool ServerNetworkGameSocketHandler::AllowConnection() { extern byte _network_clients_connected; bool accept = _network_clients_connected < MAX_CLIENTS && _network_game_info.clients_on < _settings_client.network.max_clients; /* We can't go over the MAX_CLIENTS limit here. However, the * pool must have place for all clients and ourself. */ static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENTS + 1); assert(!accept || ServerNetworkGameSocketHandler::CanAllocateItem()); return accept; } /** Send the packets for the server sockets. */ /* static */ void ServerNetworkGameSocketHandler::Send() { for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { if (cs->writable) { if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) { /* This client is in the middle of a map-send, call the function for that */ cs->SendMap(); } } } } static void NetworkHandleCommandQueue(NetworkClientSocket *cs); /*********** * Sending functions * DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs ************/ /** * Send the client information about a client. * @param ci The client to send information about. */ NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientInfo *ci) { if (ci->client_id != INVALID_CLIENT_ID) { Packet *p = new Packet(PACKET_SERVER_CLIENT_INFO); p->Send_uint32(ci->client_id); p->Send_uint8 (ci->client_playas); p->Send_string(ci->client_name); this->SendPacket(p); } return NETWORK_RECV_STATUS_OKAY; } /** Send the client information about the server. */ NetworkRecvStatus ServerNetworkGameSocketHandler::SendGameInfo() { Packet *p = new Packet(PACKET_SERVER_GAME_INFO, TCP_MTU); SerializeNetworkGameInfo(p, GetCurrentNetworkServerGameInfo()); this->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** * Send an error to the client, and close its connection. * @param error The error to disconnect for. * @param reason In case of kicking a client, specifies the reason for kicking the client. */ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error, const std::string &reason) { Packet *p = new Packet(PACKET_SERVER_ERROR); p->Send_uint8(error); if (!reason.empty()) p->Send_string(reason); this->SendPacket(p); StringID strid = GetNetworkErrorMsg(error); /* Only send when the current client was in game */ if (this->status > STATUS_AUTHORIZED) { std::string client_name = this->GetClientName(); Debug(net, 1, "'{}' made an error and has been disconnected: {}", client_name, GetString(strid)); if (error == NETWORK_ERROR_KICKED && !reason.empty()) { NetworkTextMessage(NETWORK_ACTION_KICKED, CC_DEFAULT, false, client_name, reason, strid); } else { NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid); } for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) { if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) { /* 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; } new_cs->SendErrorQuit(this->client_id, error); } } NetworkAdminClientError(this->client_id, error); } else { Debug(net, 1, "Client {} made an error and has been disconnected: {}", this->client_id, GetString(strid)); } /* The client made a mistake, so drop the connection now! */ return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR); } /** Send the check for the NewGRFs. */ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck() { Packet *p = new Packet(PACKET_SERVER_CHECK_NEWGRFS, TCP_MTU); const GRFConfig *c; uint grf_count = 0; for (c = _grfconfig; c != nullptr; c = c->next) { if (!HasBit(c->flags, GCF_STATIC)) grf_count++; } p->Send_uint8 (grf_count); for (c = _grfconfig; c != nullptr; c = c->next) { if (!HasBit(c->flags, GCF_STATIC)) SerializeGRFIdentifier(p, &c->ident); } this->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** Request the game password. */ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword() { /* Invalid packet when status is STATUS_AUTH_GAME or higher */ if (this->status >= STATUS_AUTH_GAME) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET); this->status = STATUS_AUTH_GAME; /* Reset 'lag' counters */ this->last_frame = this->last_frame_server = _frame_counter; Packet *p = new Packet(PACKET_SERVER_NEED_GAME_PASSWORD); this->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** Request the company password. */ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword() { /* Invalid packet when status is STATUS_AUTH_COMPANY or higher */ if (this->status >= STATUS_AUTH_COMPANY) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET); this->status = STATUS_AUTH_COMPANY; /* Reset 'lag' counters */ this->last_frame = this->last_frame_server = _frame_counter; Packet *p = new Packet(PACKET_SERVER_NEED_COMPANY_PASSWORD); p->Send_uint32(_settings_game.game_creation.generation_seed); p->Send_string(_settings_client.network.network_id); this->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** Send the client a welcome message with some basic information. */ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome() { Packet *p; /* Invalid packet when status is AUTH or higher */ if (this->status >= STATUS_AUTHORIZED) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET); this->status = STATUS_AUTHORIZED; /* Reset 'lag' counters */ this->last_frame = this->last_frame_server = _frame_counter; _network_game_info.clients_on++; p = new Packet(PACKET_SERVER_WELCOME); p->Send_uint32(this->client_id); p->Send_uint32(_settings_game.game_creation.generation_seed); p->Send_string(_settings_client.network.network_id); this->SendPacket(p); /* Transmit info about all the active clients */ for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) { if (new_cs != this && new_cs->status >= STATUS_AUTHORIZED) { this->SendClientInfo(new_cs->GetInfo()); } } /* Also send the info of the server */ return this->SendClientInfo(NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER)); } /** Tell the client that its put in a waiting queue. */ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait() { int waiting = 1; // current player getting the map counts as 1 Packet *p; /* Count how many clients are waiting in the queue, in front of you! */ for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) { if (new_cs->status != STATUS_MAP_WAIT) continue; if (new_cs->GetInfo()->join_date < this->GetInfo()->join_date || (new_cs->GetInfo()->join_date == this->GetInfo()->join_date && new_cs->client_id < this->client_id)) waiting++; } p = new Packet(PACKET_SERVER_WAIT); p->Send_uint8(waiting); this->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } void ServerNetworkGameSocketHandler::CheckNextClientToSendMap(NetworkClientSocket *ignore_cs) { /* Find the best candidate for joining, i.e. the first joiner. */ NetworkClientSocket *best = nullptr; for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) { if (ignore_cs == new_cs) continue; if (new_cs->status == STATUS_MAP_WAIT) { if (best == nullptr || best->GetInfo()->join_date > new_cs->GetInfo()->join_date || (best->GetInfo()->join_date == new_cs->GetInfo()->join_date && best->client_id > new_cs->client_id)) { best = new_cs; } } } /* Is there someone else to join? */ if (best != nullptr) { /* Let the first start joining. */ best->status = STATUS_AUTHORIZED; best->SendMap(); /* And update the rest. */ for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) { if (new_cs->status == STATUS_MAP_WAIT) new_cs->SendWait(); } } } /** This sends the map to the client */ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap() { if (this->status < STATUS_AUTHORIZED) { /* Illegal call, return error and ignore the packet */ return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED); } if (this->status == STATUS_AUTHORIZED) { this->savegame = new PacketWriter(this); /* Now send the _frame_counter and how many packets are coming */ Packet *p = new Packet(PACKET_SERVER_MAP_BEGIN); p->Send_uint32(_frame_counter); this->SendPacket(p); NetworkSyncCommandQueue(this); this->status = STATUS_MAP; /* Mark the start of download */ this->last_frame = _frame_counter; this->last_frame_server = _frame_counter; /* Make a dump of the current game */ if (SaveWithFilter(this->savegame, true) != SL_OK) usererror("network savedump failed"); } if (this->status == STATUS_MAP) { bool last_packet = this->savegame->TransferToNetworkQueue(this); if (last_packet) { /* Done reading, make sure saving is done as well */ this->savegame->Destroy(); this->savegame = nullptr; /* Set the status to DONE_MAP, no we will wait for the client * to send it is ready (maybe that happens like never ;)) */ this->status = STATUS_DONE_MAP; this->CheckNextClientToSendMap(); } } return NETWORK_RECV_STATUS_OKAY; } /** * Tell that a client joined. * @param client_id The client that joined. */ NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id) { Packet *p = new Packet(PACKET_SERVER_JOIN); p->Send_uint32(client_id); this->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** Tell the client that they may run to a particular frame. */ NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame() { Packet *p = new Packet(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 /* If token equals 0, we need to make a new token and send that. */ if (this->last_token == 0) { this->last_token = InteractiveRandomRange(UINT8_MAX - 1) + 1; p->Send_uint8(this->last_token); } this->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** Request the client to sync. */ NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync() { Packet *p = new Packet(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 this->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** * Send a command to the client to execute. * @param cp The command to send. */ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket *cp) { Packet *p = new Packet(PACKET_SERVER_COMMAND); this->NetworkGameSocketHandler::SendCommand(p, cp); p->Send_uint32(cp->frame); p->Send_bool (cp->my_cmd); this->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** * Send a chat message. * @param action The action associated with the message. * @param client_id The origin of the chat message. * @param self_send Whether we did send the message. * @param msg The actual message. * @param data Arbitrary extra data. */ NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64 data) { if (this->status < STATUS_PRE_ACTIVE) return NETWORK_RECV_STATUS_OKAY; Packet *p = new Packet(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); this->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** * Tell the client another client quit with an error. * @param client_id The client that quit. * @param errorno The reason the client quit. */ NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_id, NetworkErrorCode errorno) { Packet *p = new Packet(PACKET_SERVER_ERROR_QUIT); p->Send_uint32(client_id); p->Send_uint8 (errorno); this->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** * Tell the client another client quit. * @param client_id The client that quit. */ NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id) { Packet *p = new Packet(PACKET_SERVER_QUIT); p->Send_uint32(client_id); this->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** Tell the client we're shutting down. */ NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown() { Packet *p = new Packet(PACKET_SERVER_SHUTDOWN); this->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** Tell the client we're starting a new game. */ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame() { Packet *p = new Packet(PACKET_SERVER_NEWGAME); this->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** * Send the result of a console action. * @param colour The colour of the result. * @param command The command that was executed. */ NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16 colour, const std::string &command) { Packet *p = new Packet(PACKET_SERVER_RCON); p->Send_uint16(colour); p->Send_string(command); this->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** * Tell that a client moved to another company. * @param client_id The client that moved. * @param company_id The company the client moved to. */ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMove(ClientID client_id, CompanyID company_id) { Packet *p = new Packet(PACKET_SERVER_MOVE); p->Send_uint32(client_id); p->Send_uint8(company_id); this->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** Send an update about the company password states. */ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate() { Packet *p = new Packet(PACKET_SERVER_COMPANY_UPDATE); p->Send_uint16(_network_company_passworded); this->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /** Send an update about the max company/spectator counts. */ NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate() { Packet *p = new Packet(PACKET_SERVER_CONFIG_UPDATE); p->Send_uint8(_settings_client.network.max_companies); p->Send_string(_settings_client.network.server_name); this->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } /*********** * Receiving functions * DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p ************/ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet *p) { return this->SendGameInfo(); } NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) { if (this->status != STATUS_NEWGRFS_CHECK) { /* Illegal call, return error and ignore the packet */ return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } NetworkClientInfo *ci = this->GetInfo(); /* We now want a password from the client else we do not allow them in! */ if (!_settings_client.network.server_password.empty()) { return this->SendNeedGamePassword(); } if (Company::IsValidID(ci->client_playas) && !_network_company_states[ci->client_playas].password.empty()) { return this->SendNeedCompanyPassword(); } return this->SendWelcome(); } NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p) { if (this->status != STATUS_INACTIVE) { /* Illegal call, return error and ignore the packet */ return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } std::string client_revision = p->Recv_string(NETWORK_REVISION_LENGTH); uint32 newgrf_version = p->Recv_uint32(); /* Check if the client has revision control enabled */ if (!IsNetworkCompatibleVersion(client_revision) || _openttd_newgrf_version != newgrf_version) { /* Different revisions!! */ return this->SendError(NETWORK_ERROR_WRONG_REVISION); } std::string client_name = p->Recv_string(NETWORK_CLIENT_NAME_LENGTH); CompanyID playas = (Owner)p->Recv_uint8(); if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT; /* join another company does not affect these values */ switch (playas) { case COMPANY_NEW_COMPANY: // New company if (Company::GetNumItems() >= _settings_client.network.max_companies) { return this->SendError(NETWORK_ERROR_FULL); } break; case COMPANY_SPECTATOR: // Spectator break; default: // Join another company (companies 1-8 (index 0-7)) if (!Company::IsValidHumanID(playas)) { return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH); } break; } if (!NetworkIsValidClientName(client_name)) { /* An invalid client name was given. However, the client ensures the name * is valid before it is sent over the network, so something went horribly * wrong. This is probably someone trying to troll us. */ return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME); } if (!NetworkMakeClientNameUnique(client_name)) { // Change name if duplicate /* We could not create a name for this client */ return this->SendError(NETWORK_ERROR_NAME_IN_USE); } assert(NetworkClientInfo::CanAllocateItem()); NetworkClientInfo *ci = new NetworkClientInfo(this->client_id); this->SetInfo(ci); ci->join_date = _date; ci->client_name = client_name; ci->client_playas = playas; Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:02x}", _date, _date_fract, (int)ci->client_playas, (int)ci->index); /* Make sure companies to which people try to join are not autocleaned */ if (Company::IsValidID(playas)) _network_company_states[playas].months_empty = 0; this->status = STATUS_NEWGRFS_CHECK; if (_grfconfig == nullptr) { /* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */ return this->Receive_CLIENT_NEWGRFS_CHECKED(nullptr); } return this->SendNewGRFCheck(); } NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *p) { if (this->status != STATUS_AUTH_GAME) { return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH); /* Check game password. Allow joining if we cleared the password meanwhile */ if (!_settings_client.network.server_password.empty() && _settings_client.network.server_password.compare(password) != 0) { /* Password is invalid */ return this->SendError(NETWORK_ERROR_WRONG_PASSWORD); } const NetworkClientInfo *ci = this->GetInfo(); if (Company::IsValidID(ci->client_playas) && !_network_company_states[ci->client_playas].password.empty()) { return this->SendNeedCompanyPassword(); } /* Valid password, allow user */ return this->SendWelcome(); } NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p) { if (this->status != STATUS_AUTH_COMPANY) { return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH); /* Check company password. Allow joining if we cleared the password meanwhile. * Also, check the company is still valid - client could be moved to spectators * in the middle of the authorization process */ CompanyID playas = this->GetInfo()->client_playas; if (Company::IsValidID(playas) && !_network_company_states[playas].password.empty() && _network_company_states[playas].password.compare(password) != 0) { /* Password is invalid */ return this->SendError(NETWORK_ERROR_WRONG_PASSWORD); } return this->SendWelcome(); } NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p) { /* The client was never joined.. so this is impossible, right? * Ignore the packet, give the client a warning, and close the connection */ if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) { return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED); } /* Check if someone else is receiving the map */ for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) { if (new_cs->status == STATUS_MAP) { /* Tell the new client to wait */ this->status = STATUS_MAP_WAIT; return this->SendWait(); } } /* We receive a request to upload the map.. give it to the client! */ return this->SendMap(); } NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *p) { /* Client has the map, now start syncing */ if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) { std::string client_name = this->GetClientName(); NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, "", this->client_id); InvalidateWindowData(WC_CLIENT_LIST, 0); /* Mark the client as pre-active, and wait for an ACK * so we know it is done loading and in sync with us */ this->status = STATUS_PRE_ACTIVE; NetworkHandleCommandQueue(this); this->SendFrame(); this->SendSync(); /* This is the frame the client receives * we need it later on to make sure the client is not too slow */ this->last_frame = _frame_counter; this->last_frame_server = _frame_counter; for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) { if (new_cs->status >= STATUS_AUTHORIZED) { new_cs->SendClientInfo(this->GetInfo()); new_cs->SendJoin(this->client_id); } } NetworkAdminClientInfo(this, true); /* also update the new client with our max values */ this->SendConfigUpdate(); /* quickly update the syncing client with company details */ return this->SendCompanyUpdate(); } /* Wrong status for this packet, give a warning to client, and close connection */ return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } /** * The client has done a command and wants us to handle it * @param p the packet in which the command was sent */ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p) { /* The client was never joined.. so this is impossible, right? * Ignore the packet, give the client a warning, and close the connection */ if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) { return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } if (this->incoming_queue.Count() >= _settings_client.network.max_commands_in_queue) { return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS); } CommandPacket cp; const char *err = this->ReceiveCommand(p, &cp); if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT; NetworkClientInfo *ci = this->GetInfo(); if (err != nullptr) { IConsolePrint(CC_WARNING, "Dropping client #{} (IP: {}) due to {}.", ci->client_id, this->GetClientIP(), err); return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } if ((GetCommandFlags(cp.cmd) & CMD_SERVER) && ci->client_id != CLIENT_ID_SERVER) { IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a server only command {}.", ci->client_id, this->GetClientIP(), cp.cmd & CMD_ID_MASK); return this->SendError(NETWORK_ERROR_KICKED); } if ((GetCommandFlags(cp.cmd) & CMD_SPECTATOR) == 0 && !Company::IsValidID(cp.company) && ci->client_id != CLIENT_ID_SERVER) { IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a non-spectator command {}.", ci->client_id, this->GetClientIP(), cp.cmd & CMD_ID_MASK); return this->SendError(NETWORK_ERROR_KICKED); } /** * 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) { IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a command as another company {}.", ci->client_playas + 1, this->GetClientIP(), cp.company + 1); return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH); } if (cp.cmd == CMD_COMPANY_CTRL) { if (cp.p1 != 0 || cp.company != COMPANY_SPECTATOR) { return this->SendError(NETWORK_ERROR_CHEATER); } /* 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 (Company::GetNumItems() >= _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 NETWORK_RECV_STATUS_OKAY; } } if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) cp.p2 = this->client_id; this->incoming_queue.Append(&cp); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p) { /* This packets means a client noticed an error and is reporting this * to us. Display the error and report it to the other clients */ NetworkErrorCode errorno = (NetworkErrorCode)p->Recv_uint8(); /* The client was never joined.. thank the client for the packet, but ignore it */ if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) { return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT); } std::string client_name = this->GetClientName(); StringID strid = GetNetworkErrorMsg(errorno); Debug(net, 1, "'{}' reported an error and is closing its connection: {}", client_name, GetString(strid)); NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid); for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) { if (new_cs->status >= STATUS_AUTHORIZED) { new_cs->SendErrorQuit(this->client_id, errorno); } } NetworkAdminClientError(this->client_id, errorno); return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT); } NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p) { /* The client was never joined.. thank the client for the packet, but ignore it */ if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) { return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT); } /* The client wants to leave. Display this and report it to the other clients. */ std::string client_name = this->GetClientName(); NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING); for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) { if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) { new_cs->SendQuit(this->client_id); } } NetworkAdminClientQuit(this->client_id); return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT); } NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p) { if (this->status < STATUS_AUTHORIZED) { /* Illegal call, return error and ignore the packet */ return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED); } uint32 frame = p->Recv_uint32(); /* The client is trying to catch up with the server */ if (this->status == STATUS_PRE_ACTIVE) { /* The client is not yet caught up? */ if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY; /* Now it is! Unpause the game */ this->status = STATUS_ACTIVE; this->last_token_frame = _frame_counter; /* Execute script for, e.g. MOTD */ IConsoleCmdExec("exec scripts/on_server_connect.scr 0"); } /* Get, and validate the token. */ uint8 token = p->Recv_uint8(); if (token == this->last_token) { /* We differentiate between last_token_frame and last_frame so the lag * test uses the actual lag of the client instead of the lag for getting * the token back and forth; after all, the token is only sent every * time we receive a PACKET_CLIENT_ACK, after which we will send a new * token to the client. If the lag would be one day, then we would not * be sending the new token soon enough for the new daily scheduled * PACKET_CLIENT_ACK. This would then register the lag of the client as * two days, even when it's only a single day. */ this->last_token_frame = _frame_counter; /* Request a new token. */ this->last_token = 0; } /* The client received the frame, make note of it */ this->last_frame = frame; /* With those 2 values we can calculate the lag realtime */ this->last_frame_server = _frame_counter; return NETWORK_RECV_STATUS_OKAY; } /** * Send an actual chat message. * @param action The action that's performed. * @param desttype The type of destination. * @param dest The actual destination index. * @param msg The actual message. * @param from_id The origin of the message. * @param data Arbitrary data. * @param from_admin Whether the origin is an admin or not. */ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const std::string &msg, ClientID from_id, int64 data, bool from_admin) { 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 = NetworkClientInfo::GetByClientID(from_id); /* Display the text locally, and that is it */ if (ci != nullptr) { NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data); if (_settings_client.network.server_admin_chat) { NetworkAdminChat(action, desttype, from_id, msg, data, from_admin); } } } else { /* Else find the client to send the message to */ for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { if (cs->client_id == (ClientID)dest) { cs->SendChat(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 = NetworkClientInfo::GetByClientID(from_id); ci_to = NetworkClientInfo::GetByClientID((ClientID)dest); if (ci != nullptr && ci_to != nullptr) { NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data); } } else { for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { if (cs->client_id == from_id) { cs->SendChat(action, (ClientID)dest, true, msg, data); break; } } } } break; case DESTTYPE_TEAM: { /* If this is false, the message is already displayed on the client who sent it. */ bool show_local = true; /* Find all clients that belong to this company */ ci_to = nullptr; for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { ci = cs->GetInfo(); if (ci != nullptr && ci->client_playas == (CompanyID)dest) { cs->SendChat(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 } } /* if the server can read it, let the admin network read it, too. */ if (_local_company == (CompanyID)dest && _settings_client.network.server_admin_chat) { NetworkAdminChat(action, desttype, from_id, msg, data, from_admin); } ci = NetworkClientInfo::GetByClientID(from_id); ci_own = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER); if (ci != nullptr && ci_own != nullptr && ci_own->client_playas == dest) { NetworkTextMessage(action, GetDrawStringCompanyColour(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 == nullptr) break; /* Display the message locally (so you know you have sent it) */ if (ci != nullptr && show_local) { if (from_id == CLIENT_ID_SERVER) { StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS; SetDParam(0, ci_to->client_playas); std::string name = GetString(str); NetworkTextMessage(action, GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data); } else { for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { if (cs->client_id == from_id) { cs->SendChat(action, ci_to->client_id, true, msg, data); } } } } break; } default: Debug(net, 1, "Received unknown chat destination type {}; doing broadcast instead", desttype); FALLTHROUGH; case DESTTYPE_BROADCAST: for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { cs->SendChat(action, from_id, false, msg, data); } NetworkAdminChat(action, desttype, from_id, msg, data, from_admin); ci = NetworkClientInfo::GetByClientID(from_id); if (ci != nullptr) { NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data); } break; } } NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p) { if (this->status < STATUS_PRE_ACTIVE) { /* Illegal call, return error and ignore the packet */ return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED); } NetworkAction action = (NetworkAction)p->Recv_uint8(); DestType desttype = (DestType)p->Recv_uint8(); int dest = p->Recv_uint32(); std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH); int64 data = p->Recv_uint64(); NetworkClientInfo *ci = this->GetInfo(); switch (action) { case NETWORK_ACTION_CHAT: case NETWORK_ACTION_CHAT_CLIENT: case NETWORK_ACTION_CHAT_COMPANY: NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data); break; default: IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to unknown chact action.", ci->client_id, this->GetClientIP()); return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *p) { if (this->status != STATUS_ACTIVE) { /* Illegal call, return error and ignore the packet */ return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH); const NetworkClientInfo *ci = this->GetInfo(); NetworkServerSetCompanyPassword(ci->client_playas, password); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p) { if (this->status != STATUS_ACTIVE) { /* Illegal call, return error and ignore the packet */ return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } NetworkClientInfo *ci; std::string client_name = p->Recv_string(NETWORK_CLIENT_NAME_LENGTH); ci = this->GetInfo(); if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT; if (ci != nullptr) { if (!NetworkIsValidClientName(client_name)) { /* An invalid client name was given. However, the client ensures the name * is valid before it is sent over the network, so something went horribly * wrong. This is probably someone trying to troll us. */ return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME); } /* Display change */ if (NetworkMakeClientNameUnique(client_name)) { NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name); ci->client_name = client_name; NetworkUpdateClientInfo(ci->client_id); } } return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p) { if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED); if (_settings_client.network.rcon_password.empty()) return NETWORK_RECV_STATUS_OKAY; std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH); std::string command = p->Recv_string(NETWORK_RCONCOMMAND_LENGTH); if (_settings_client.network.rcon_password.compare(password) != 0) { Debug(net, 1, "[rcon] Wrong password from client-id {}", this->client_id); return NETWORK_RECV_STATUS_OKAY; } Debug(net, 3, "[rcon] Client-id {} executed: {}", this->client_id, command); _redirect_console_to_client = this->client_id; IConsoleCmdExec(command.c_str()); _redirect_console_to_client = INVALID_CLIENT_ID; return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p) { if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED); CompanyID company_id = (Owner)p->Recv_uint8(); /* Check if the company is valid, we don't allow moving to AI companies */ if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY; /* Check if we require a password for this company */ if (company_id != COMPANY_SPECTATOR && !_network_company_states[company_id].password.empty()) { /* we need a password from the client - should be in this packet */ std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH); /* Incorrect password sent, return! */ if (_network_company_states[company_id].password.compare(password) != 0) { Debug(net, 2, "Wrong password from client-id #{} for company #{}", this->client_id, company_id + 1); return NETWORK_RECV_STATUS_OKAY; } } /* if we get here we can move the client */ NetworkServerDoMove(this->client_id, company_id); return NETWORK_RECV_STATUS_OKAY; } /** * Populate the company stats. * @param stats the stats to update */ void NetworkPopulateCompanyStats(NetworkCompanyStats *stats) { memset(stats, 0, sizeof(*stats) * MAX_COMPANIES); /* Go through all vehicles and count the type of vehicles */ for (const Vehicle *v : Vehicle::Iterate()) { if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue; byte type = 0; switch (v->type) { case VEH_TRAIN: type = NETWORK_VEH_TRAIN; break; case VEH_ROAD: type = RoadVehicle::From(v)->IsBus() ? NETWORK_VEH_BUS : NETWORK_VEH_LORRY; break; case VEH_AIRCRAFT: type = NETWORK_VEH_PLANE; break; case VEH_SHIP: type = NETWORK_VEH_SHIP; break; default: continue; } stats[v->owner].num_vehicle[type]++; } /* Go through all stations and count the types of stations */ for (const Station *s : Station::Iterate()) { if (Company::IsValidID(s->owner)) { NetworkCompanyStats *npi = &stats[s->owner]; if (s->facilities & FACIL_TRAIN) npi->num_station[NETWORK_VEH_TRAIN]++; if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[NETWORK_VEH_LORRY]++; if (s->facilities & FACIL_BUS_STOP) npi->num_station[NETWORK_VEH_BUS]++; if (s->facilities & FACIL_AIRPORT) npi->num_station[NETWORK_VEH_PLANE]++; if (s->facilities & FACIL_DOCK) npi->num_station[NETWORK_VEH_SHIP]++; } } } /** * Send updated client info of a particular client. * @param client_id The client to send it for. */ void NetworkUpdateClientInfo(ClientID client_id) { NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id); if (ci == nullptr) return; Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:04x}", _date, _date_fract, (int)ci->client_playas, client_id); for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { if (cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) { cs->SendClientInfo(ci); } } NetworkAdminClientUpdate(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, 3, "Auto-restarting map: year {} reached", _cur_year); _settings_newgame.game_creation.generation_seed = GENERATE_NEW_SEED; switch(_file_to_saveload.abstract_ftype) { case FT_SAVEGAME: case FT_SCENARIO: _switch_mode = SM_LOAD_GAME; break; case FT_HEIGHTMAP: _switch_mode = SM_START_HEIGHTMAP; break; default: _switch_mode = SM_NEWGAME; } } } /** 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() { bool clients_in_company[MAX_COMPANIES]; int vehicles_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 (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) { if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true; } if (!_network_dedicated) { const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER); if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true; } if (_settings_client.network.autoclean_novehicles != 0) { memset(vehicles_in_company, 0, sizeof(vehicles_in_company)); for (const Vehicle *v : Vehicle::Iterate()) { if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue; vehicles_in_company[v->owner]++; } } /* Go through all the companies */ for (const Company *c : Company::Iterate()) { /* 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 && _network_company_states[c->index].password.empty()) { /* Shut the company down */ DoCommandP(0, CCA_DELETE | c->index << 16 | CRR_AUTOCLEAN << 24, 0, CMD_COMPANY_CTRL); IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no password.", 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 && !_network_company_states[c->index].password.empty()) { /* Unprotect the company */ _network_company_states[c->index].password.clear(); IConsolePrint(CC_INFO, "Auto-removed protection from company #{}.", c->index + 1); _network_company_states[c->index].months_empty = 0; NetworkServerUpdateCompanyPassworded(c->index, false); } /* Is the company empty for autoclean_novehicles-months, and has no vehicles? */ if (_settings_client.network.autoclean_novehicles != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_novehicles && vehicles_in_company[c->index] == 0) { /* Shut the company down */ DoCommandP(0, CCA_DELETE | c->index << 16 | CRR_AUTOCLEAN << 24, 0, CMD_COMPANY_CTRL); IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no vehicles.", c->index + 1); } } else { /* It is not empty, reset the date */ _network_company_states[c->index].months_empty = 0; } } } /** * Check whether a name is unique, and otherwise try to make it unique. * @param new_name The name to check/modify. * @return True if an unique name was achieved. */ bool NetworkMakeClientNameUnique(std::string &name) { bool is_name_unique = false; std::string original_name = name; for (uint number = 1; !is_name_unique && number <= MAX_CLIENTS; number++) { // Something's really wrong when there're more names than clients is_name_unique = true; for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) { if (ci->client_name == name) { /* Name already in use */ is_name_unique = false; break; } } /* Check if it is the same as the server-name */ const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER); if (ci != nullptr) { if (ci->client_name == name) is_name_unique = false; // name already in use } if (!is_name_unique) { /* Try a new name ( #1, #2, and so on) */ name = original_name + " #" + std::to_string(number); /* The constructed client name is larger than the limit, * so... bail out as no valid name can be created. */ if (name.size() >= NETWORK_CLIENT_NAME_LENGTH) return false; } } return is_name_unique; } /** * 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 std::string &new_name) { /* Check if the name's already in use */ for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) { if (ci->client_name.compare(new_name) == 0) return false; } NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id); if (ci == nullptr) return false; NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name); ci->client_name = new_name; NetworkUpdateClientInfo(client_id); return true; } /** * Set/Reset a company password on the server end. * @param company_id ID of the company the password should be changed for. * @param password The new password. * @param already_hashed Is the given password already hashed? */ void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &password, bool already_hashed) { if (!Company::IsValidHumanID(company_id)) return; if (already_hashed) { _network_company_states[company_id].password = password; } else { _network_company_states[company_id].password = GenerateCompanyPasswordHash(password, _settings_client.network.network_id, _settings_game.game_creation.generation_seed); } NetworkServerUpdateCompanyPassworded(company_id, !_network_company_states[company_id].password.empty()); } /** * Handle the command-queue of a socket. * @param cs The socket to handle the queue for. */ static void NetworkHandleCommandQueue(NetworkClientSocket *cs) { CommandPacket *cp; while ((cp = cs->outgoing_queue.Pop()) != nullptr) { cs->SendCommand(cp); delete cp; } } /** * This is called every tick if this is a _network_server * @param send_frame Whether to send the frame to the clients. */ void NetworkServer_Tick(bool send_frame) { #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 (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { /* We allow a number of bytes per frame, but only to the burst amount * to be available for packet receiving at any particular time. */ cs->receive_limit = std::min(cs->receive_limit + _settings_client.network.bytes_per_frame, _settings_client.network.bytes_per_frame_burst); /* Check if the speed of the client is what we can expect from a client */ uint lag = NetworkCalculateLag(cs); switch (cs->status) { case NetworkClientSocket::STATUS_ACTIVE: if (lag > _settings_client.network.max_lag_time) { /* Client did still not report in within the specified limit. */ IConsolePrint(CC_WARNING, cs->last_packet + std::chrono::milliseconds(lag * MILLISECONDS_PER_TICK) > std::chrono::steady_clock::now() ? /* A packet was received in the last three game days, so the client is likely lagging behind. */ "Client #%u (IP: %s) is dropped because the client's game state is more than %d ticks behind." : /* No packet was received in the last three game days; sounds like a lost connection. */ "Client #%u (IP: %s) is dropped because the client did not respond for more than %d ticks.", cs->client_id, cs->GetClientIP(), lag); cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER); continue; } /* Report once per time we detect the lag, and only when we * received a packet in the last 2 seconds. If we * did not receive a packet, then the client is not just * slow, but the connection is likely severed. Mentioning * frame_freq is not useful in this case. */ if (lag > (uint)DAY_TICKS && cs->lag_test == 0 && cs->last_packet + std::chrono::seconds(2) > std::chrono::steady_clock::now()) { IConsolePrint(CC_WARNING, "[{}] Client #{} is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id); cs->lag_test = 1; } if (cs->last_frame_server - cs->last_token_frame >= _settings_client.network.max_lag_time) { /* This is a bad client! It didn't send the right token back within time. */ IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it fails to send valid acks.", cs->client_id, cs->GetClientIP()); cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER); continue; } break; case NetworkClientSocket::STATUS_INACTIVE: case NetworkClientSocket::STATUS_NEWGRFS_CHECK: case NetworkClientSocket::STATUS_AUTHORIZED: /* NewGRF check and authorized states should be handled almost instantly. * So give them some lee-way, likewise for the query with inactive. */ if (lag > _settings_client.network.max_init_time) { IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to start the joining process.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_init_time); cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER); continue; } break; case NetworkClientSocket::STATUS_MAP_WAIT: /* Send every two seconds a packet to the client, to make sure * it knows the server is still there; just someone else is * still receiving the map. */ if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) { cs->SendWait(); /* We need to reset the timer, as otherwise we will be * spamming the client. Strictly speaking this variable * tracks when we last received a packet from the client, * but as it is waiting, it will not send us any till we * start sending them data. */ cs->last_packet = std::chrono::steady_clock::now(); } break; case NetworkClientSocket::STATUS_MAP: /* Downloading the map... this is the amount of time since starting the saving. */ if (lag > _settings_client.network.max_download_time) { IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to download the map.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_download_time); cs->SendError(NETWORK_ERROR_TIMEOUT_MAP); continue; } break; case NetworkClientSocket::STATUS_DONE_MAP: case NetworkClientSocket::STATUS_PRE_ACTIVE: /* The map has been sent, so this is for loading the map and syncing up. */ if (lag > _settings_client.network.max_join_time) { IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to join.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_join_time); cs->SendError(NETWORK_ERROR_TIMEOUT_JOIN); continue; } break; case NetworkClientSocket::STATUS_AUTH_GAME: case NetworkClientSocket::STATUS_AUTH_COMPANY: /* These don't block? */ if (lag > _settings_client.network.max_password_time) { IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to enter the password.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_password_time); cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD); continue; } break; case NetworkClientSocket::STATUS_END: /* Bad server/code. */ NOT_REACHED(); } if (cs->status >= NetworkClientSocket::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) cs->SendFrame(); #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME /* Send a sync-check packet */ if (send_sync) cs->SendSync(); #endif } } } /** Yearly "callback". Called whenever the year changes. */ void NetworkServerYearlyLoop() { NetworkCheckRestartMap(); NetworkAdminUpdate(ADMIN_FREQUENCY_ANUALLY); } /** Monthly "callback". Called whenever the month changes. */ void NetworkServerMonthlyLoop() { NetworkAutoCleanCompanies(); NetworkAdminUpdate(ADMIN_FREQUENCY_MONTHLY); if ((_cur_month % 3) == 0) NetworkAdminUpdate(ADMIN_FREQUENCY_QUARTERLY); } /** Daily "callback". Called whenever the date changes. */ void NetworkServerDailyLoop() { NetworkAdminUpdate(ADMIN_FREQUENCY_DAILY); if ((_date % 7) == 3) NetworkAdminUpdate(ADMIN_FREQUENCY_WEEKLY); } /** * Get the IP address/hostname of the connected client. * @return The IP address. */ const std::string &ServerNetworkGameSocketHandler::GetClientIP() { return this->client_address.GetHostname(); } /** Show the status message of all clients on the console. */ void NetworkServerShowStatusToConsole() { static const char * const stat_str[] = { "inactive", "checking NewGRFs", "authorizing (server password)", "authorizing (company password)", "authorized", "waiting", "loading map", "map done", "ready", "active" }; static_assert(lengthof(stat_str) == NetworkClientSocket::STATUS_END); for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { NetworkClientInfo *ci = cs->GetInfo(); if (ci == nullptr) continue; uint lag = NetworkCalculateLag(cs); const char *status; status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown"); IConsolePrint(CC_INFO, "Client #{} name: '{}' status: '{}' frame-lag: {} company: {} IP: {}", cs->client_id, ci->client_name.c_str(), status, lag, ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0), cs->GetClientIP()); } } /** * Send Config Update */ void NetworkServerSendConfigUpdate() { for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendConfigUpdate(); } } /** Update the server's NetworkServerGameInfo due to changes in settings. */ void NetworkServerUpdateGameInfo() { if (_network_server) FillStaticNetworkServerGameInfo(); } /** * Tell that a particular company is (not) passworded. * @param company_id The company that got/removed the password. * @param passworded Whether the password was received or removed. */ void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded) { if (NetworkCompanyIsPassworded(company_id) == passworded) return; SB(_network_company_passworded, company_id, 1, !!passworded); SetWindowClassesDirty(WC_COMPANY); for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendCompanyUpdate(); } NetworkAdminCompanyUpdate(Company::GetIfValid(company_id)); } /** * 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 = NetworkClientInfo::GetByClientID(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 { NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id); /* When the company isn't authorized we can't move them yet. */ if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return; cs->SendMove(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); InvalidateWindowData(WC_CLIENT_LIST, 0); } /** * Send an rcon reply to the client. * @param client_id The identifier of the client. * @param colour_code The colour of the text. * @param string The actual reply. */ void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const std::string &string) { NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code, string); } /** * Kick a single client. * @param client_id The client to kick. * @param reason In case of kicking a client, specifies the reason for kicking the client. */ void NetworkServerKickClient(ClientID client_id, const std::string &reason) { if (client_id == CLIENT_ID_SERVER) return; NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED, reason); } /** * Ban, or kick, everyone joined from the given client's IP. * @param client_id The client to check for. * @param ban Whether to ban or kick. * @param reason In case of kicking a client, specifies the reason for kicking the client. */ uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const std::string &reason) { return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban, reason); } /** * Kick or ban someone based on an IP address. * @param ip The IP address/range to ban/kick. * @param ban Whether to ban or just kick. * @param reason In case of kicking a client, specifies the reason for kicking the client. */ uint NetworkServerKickOrBanIP(const std::string &ip, bool ban, const std::string &reason) { /* Add address to ban-list */ if (ban) { bool contains = false; for (const auto &iter : _network_ban_list) { if (iter == ip) { contains = true; break; } } if (!contains) _network_ban_list.emplace_back(ip); } uint n = 0; /* There can be multiple clients with the same IP, kick them all but don't kill the server, * or the client doing the rcon. The latter can't be kicked because kicking frees closes * and subsequently free the connection related instances, which we would be reading from * and writing to after returning. So we would read or write data from freed memory up till * the segfault triggers. */ for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { if (cs->client_id == CLIENT_ID_SERVER) continue; if (cs->client_id == _redirect_console_to_client) continue; if (cs->client_address.IsInNetmask(ip)) { NetworkServerKickClient(cs->client_id, reason); n++; } } return n; } /** * Check whether a particular company has clients. * @param company The company to check. * @return True if at least one client is joined to the company. */ bool NetworkCompanyHasClients(CompanyID company) { for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) { if (ci->client_playas == company) return true; } return false; } /** * Get the name of the client, if the user did not send it yet, Client ID is used. * @param client_name The variable to write the name to. * @param last The pointer to the last element of the destination buffer */ std::string ServerNetworkGameSocketHandler::GetClientName() const { const NetworkClientInfo *ci = this->GetInfo(); if (ci != nullptr && !ci->client_name.empty()) return ci->client_name; return fmt::format("Client #{}", this->client_id); } /** * Print all the clients to the console */ void NetworkPrintClients() { for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) { if (_network_server) { IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {} IP: {}", ci->client_id, ci->client_name, ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0), ci->client_id == CLIENT_ID_SERVER ? "server" : NetworkClientSocket::GetByClientID(ci->client_id)->GetClientIP()); } else { IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {}", ci->client_id, ci->client_name, ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0)); } } } /** * Perform all the server specific administration of a new company. * @param c The newly created company; can't be nullptr. * @param ci The client information of the client that made the company; can be nullptr. */ void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci) { assert(c != nullptr); if (!_network_server) return; _network_company_states[c->index].months_empty = 0; _network_company_states[c->index].password.clear(); NetworkServerUpdateCompanyPassworded(c->index, false); if (ci != nullptr) { /* ci is nullptr when replaying, or for AIs. In neither case there is a client. */ ci->client_playas = c->index; NetworkUpdateClientInfo(ci->client_id); NetworkSendCommand(0, 0, 0, CMD_RENAME_PRESIDENT, nullptr, ci->client_name, c->index); } /* Announce new company on network. */ NetworkAdminCompanyInfo(c, true); if (ci != nullptr) { /* ci is nullptr when replaying, or for AIs. In neither case there is a client. We need to send Admin port update here so that they first know about the new company and then learn about a possibly joining client (see FS#6025) */ NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, c->index + 1); } }