/* * 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_udp.cpp This file handles the UDP related communication. * * This is the GameServer <-> GameClient * communication before the game is being joined. */ #include "../stdafx.h" #include "../date_func.h" #include "../map_func.h" #include "../debug.h" #include "core/game_info.h" #include "network_gamelist.h" #include "network_internal.h" #include "network_udp.h" #include "network.h" #include "../core/endian_func.hpp" #include "../company_base.h" #include "../thread.h" #include "../rev.h" #include "../newgrf_text.h" #include "../strings_func.h" #include "table/strings.h" #include #include "core/udp.h" #include "../safeguards.h" static bool _network_udp_server; ///< Is the UDP server started? static uint16 _network_udp_broadcast; ///< Timeout for the UDP broadcasts. /** Some information about a socket, which exists before the actual socket has been created to provide locking and the likes. */ struct UDPSocket { const std::string name; ///< The name of the socket. std::mutex mutex; ///< Mutex for everything that (indirectly) touches the sockets within the handler. NetworkUDPSocketHandler *socket; ///< The actual socket, which may be nullptr when not initialized yet. std::atomic receive_iterations_locked; ///< The number of receive iterations the mutex was locked. UDPSocket(const std::string &name_) : name(name_), socket(nullptr) {} void CloseSocket() { std::lock_guard lock(mutex); socket->CloseSocket(); delete socket; socket = nullptr; } void ReceivePackets() { std::unique_lock lock(mutex, std::defer_lock); if (!lock.try_lock()) { if (++receive_iterations_locked % 32 == 0) { Debug(net, 0, "{} background UDP loop processing appears to be blocked. Your OS may be low on UDP send buffers.", name); } return; } receive_iterations_locked.store(0); socket->ReceivePackets(); } }; static UDPSocket _udp_client("Client"); ///< udp client socket static UDPSocket _udp_server("Server"); ///< udp server socket /** * Helper function doing the actual work for querying the server. * @param connection_string The address of the server. * @param needs_mutex Whether we need to acquire locks when sending the packet or not. * @param manually Whether the address was entered manually. */ static void DoNetworkUDPQueryServer(const std::string &connection_string, bool needs_mutex, bool manually) { /* Clear item in gamelist */ NetworkGameList *item = new NetworkGameList(connection_string, manually); item->info.server_name = connection_string; NetworkGameListAddItemDelayed(item); std::unique_lock lock(_udp_client.mutex, std::defer_lock); if (needs_mutex) lock.lock(); /* Init the packet */ NetworkAddress address = NetworkAddress(ParseConnectionString(connection_string, NETWORK_DEFAULT_PORT)); Packet p(PACKET_UDP_CLIENT_FIND_SERVER); if (_udp_client.socket != nullptr) _udp_client.socket->SendPacket(&p, &address); } /** * Query a specific server. * @param connection_string The address of the server. * @param manually Whether the address was entered manually. */ void NetworkUDPQueryServer(const std::string &connection_string, bool manually) { if (!StartNewThread(nullptr, "ottd:udp-query", &DoNetworkUDPQueryServer, std::move(connection_string), true, std::move(manually))) { DoNetworkUDPQueryServer(connection_string, true, manually); } } ///*** Communication with clients (we are server) ***/ /** Helper class for handling all server side communication. */ class ServerNetworkUDPSocketHandler : public NetworkUDPSocketHandler { protected: void Receive_CLIENT_FIND_SERVER(Packet *p, NetworkAddress *client_addr) override; void Receive_CLIENT_DETAIL_INFO(Packet *p, NetworkAddress *client_addr) override; void Receive_CLIENT_GET_NEWGRFS(Packet *p, NetworkAddress *client_addr) override; public: /** * Create the socket. * @param addresses The addresses to bind on. */ ServerNetworkUDPSocketHandler(NetworkAddressList *addresses) : NetworkUDPSocketHandler(addresses) {} virtual ~ServerNetworkUDPSocketHandler() {} }; void ServerNetworkUDPSocketHandler::Receive_CLIENT_FIND_SERVER(Packet *p, NetworkAddress *client_addr) { /* Just a fail-safe.. should never happen */ if (!_network_udp_server) { return; } Packet packet(PACKET_UDP_SERVER_RESPONSE); SerializeNetworkGameInfo(&packet, GetCurrentNetworkServerGameInfo()); /* Let the client know that we are here */ this->SendPacket(&packet, client_addr); Debug(net, 7, "Queried from {}", client_addr->GetHostname()); } void ServerNetworkUDPSocketHandler::Receive_CLIENT_DETAIL_INFO(Packet *p, NetworkAddress *client_addr) { /* Just a fail-safe.. should never happen */ if (!_network_udp_server) return; Packet packet(PACKET_UDP_SERVER_DETAIL_INFO); /* Send the amount of active companies */ packet.Send_uint8 (NETWORK_COMPANY_INFO_VERSION); packet.Send_uint8 ((uint8)Company::GetNumItems()); /* Fetch the latest version of the stats */ NetworkCompanyStats company_stats[MAX_COMPANIES]; NetworkPopulateCompanyStats(company_stats); /* The minimum company information "blob" size. */ static const uint MIN_CI_SIZE = 54; uint max_cname_length = NETWORK_COMPANY_NAME_LENGTH; if (!packet.CanWriteToPacket(Company::GetNumItems() * (MIN_CI_SIZE + NETWORK_COMPANY_NAME_LENGTH))) { /* Assume we can at least put the company information in the packets. */ assert(packet.CanWriteToPacket(Company::GetNumItems() * MIN_CI_SIZE)); /* At this moment the company names might not fit in the * packet. Check whether that is really the case. */ for (;;) { size_t required = 0; for (const Company *company : Company::Iterate()) { char company_name[NETWORK_COMPANY_NAME_LENGTH]; SetDParam(0, company->index); GetString(company_name, STR_COMPANY_NAME, company_name + max_cname_length - 1); required += MIN_CI_SIZE; required += strlen(company_name); } if (packet.CanWriteToPacket(required)) break; /* Try again, with slightly shorter strings. */ assert(max_cname_length > 0); max_cname_length--; } } /* Go through all the companies */ for (const Company *company : Company::Iterate()) { /* Send the information */ this->SendCompanyInformation(&packet, company, &company_stats[company->index], max_cname_length); } this->SendPacket(&packet, client_addr); } /** * A client has requested the names of some NewGRFs. * * Replying this can be tricky as we have a limit of UDP_MTU bytes * in the reply packet and we can send up to 100 bytes per NewGRF * (GRF ID, MD5sum and NETWORK_GRF_NAME_LENGTH bytes for the name). * As UDP_MTU is _much_ less than 100 * NETWORK_MAX_GRF_COUNT, it * could be that a packet overflows. To stop this we only reply * with the first N NewGRFs so that if the first N + 1 NewGRFs * would be sent, the packet overflows. * in_reply and in_reply_count are used to keep a list of GRFs to * send in the reply. */ void ServerNetworkUDPSocketHandler::Receive_CLIENT_GET_NEWGRFS(Packet *p, NetworkAddress *client_addr) { uint8 num_grfs; uint i; const GRFConfig *in_reply[NETWORK_MAX_GRF_COUNT]; uint8 in_reply_count = 0; size_t packet_len = 0; Debug(net, 7, "NewGRF data request from {}", client_addr->GetAddressAsString()); num_grfs = p->Recv_uint8 (); if (num_grfs > NETWORK_MAX_GRF_COUNT) return; for (i = 0; i < num_grfs; i++) { GRFIdentifier c; const GRFConfig *f; DeserializeGRFIdentifier(p, &c); /* Find the matching GRF file */ f = FindGRFConfig(c.grfid, FGCM_EXACT, c.md5sum); if (f == nullptr) continue; // The GRF is unknown to this server /* If the reply might exceed the size of the packet, only reply * the current list and do not send the other data. * The name could be an empty string, if so take the filename. */ packet_len += sizeof(c.grfid) + sizeof(c.md5sum) + std::min(strlen(f->GetName()) + 1, (size_t)NETWORK_GRF_NAME_LENGTH); if (packet_len > UDP_MTU - 4) { // 4 is 3 byte header + grf count in reply break; } in_reply[in_reply_count] = f; in_reply_count++; } if (in_reply_count == 0) return; Packet packet(PACKET_UDP_SERVER_NEWGRFS); packet.Send_uint8(in_reply_count); for (i = 0; i < in_reply_count; i++) { char name[NETWORK_GRF_NAME_LENGTH]; /* The name could be an empty string, if so take the filename */ strecpy(name, in_reply[i]->GetName(), lastof(name)); SerializeGRFIdentifier(&packet, &in_reply[i]->ident); packet.Send_string(name); } this->SendPacket(&packet, client_addr); } ///*** Communication with servers (we are client) ***/ /** Helper class for handling all client side communication. */ class ClientNetworkUDPSocketHandler : public NetworkUDPSocketHandler { protected: void Receive_SERVER_RESPONSE(Packet *p, NetworkAddress *client_addr) override; void Receive_MASTER_RESPONSE_LIST(Packet *p, NetworkAddress *client_addr) override; void Receive_SERVER_NEWGRFS(Packet *p, NetworkAddress *client_addr) override; public: virtual ~ClientNetworkUDPSocketHandler() {} }; void ClientNetworkUDPSocketHandler::Receive_SERVER_RESPONSE(Packet *p, NetworkAddress *client_addr) { NetworkGameList *item; /* Just a fail-safe.. should never happen */ if (_network_udp_server) return; Debug(net, 3, "Server response from {}", client_addr->GetAddressAsString()); /* Find next item */ item = NetworkGameListAddItem(client_addr->GetAddressAsString(false)); /* Clear any existing GRFConfig chain. */ ClearGRFConfigList(&item->info.grfconfig); /* Retrieve the NetworkGameInfo from the packet. */ DeserializeNetworkGameInfo(p, &item->info); /* Check for compatability with the client. */ CheckGameCompatibility(item->info); /* Ensure we consider the server online. */ item->online = true; /* Make sure this entry never expires. */ item->version = INT32_MAX; { /* Checks whether there needs to be a request for names of GRFs and makes * the request if necessary. GRFs that need to be requested are the GRFs * that do not exist on the clients system and we do not have the name * resolved of, i.e. the name is still UNKNOWN_GRF_NAME_PLACEHOLDER. * The in_request array and in_request_count are used so there is no need * to do a second loop over the GRF list, which can be relatively expensive * due to the string comparisons. */ const GRFConfig *in_request[NETWORK_MAX_GRF_COUNT]; const GRFConfig *c; uint in_request_count = 0; for (c = item->info.grfconfig; c != nullptr; c = c->next) { if (c->status != GCS_NOT_FOUND || strcmp(c->GetName(), UNKNOWN_GRF_NAME_PLACEHOLDER) != 0) continue; in_request[in_request_count] = c; in_request_count++; } if (in_request_count > 0) { /* There are 'unknown' GRFs, now send a request for them */ uint i; Packet packet(PACKET_UDP_CLIENT_GET_NEWGRFS); packet.Send_uint8(in_request_count); for (i = 0; i < in_request_count; i++) { SerializeGRFIdentifier(&packet, &in_request[i]->ident); } NetworkAddress address = NetworkAddress(ParseConnectionString(item->connection_string, NETWORK_DEFAULT_PORT)); this->SendPacket(&packet, &address); } } if (client_addr->GetAddress()->ss_family == AF_INET6) { item->info.server_name.append(" (IPv6)"); } UpdateNetworkGameWindow(); } void ClientNetworkUDPSocketHandler::Receive_MASTER_RESPONSE_LIST(Packet *p, NetworkAddress *client_addr) { /* packet begins with the protocol version (uint8) * then an uint16 which indicates how many * ip:port pairs are in this packet, after that * an uint32 (ip) and an uint16 (port) for each pair. */ ServerListType type = (ServerListType)(p->Recv_uint8() - 1); if (type < SLT_END) { for (int i = p->Recv_uint16(); i != 0 ; i--) { sockaddr_storage addr_storage; memset(&addr_storage, 0, sizeof(addr_storage)); if (type == SLT_IPv4) { addr_storage.ss_family = AF_INET; ((sockaddr_in*)&addr_storage)->sin_addr.s_addr = TO_LE32(p->Recv_uint32()); } else { assert(type == SLT_IPv6); addr_storage.ss_family = AF_INET6; byte *addr = (byte*)&((sockaddr_in6*)&addr_storage)->sin6_addr; for (uint i = 0; i < sizeof(in6_addr); i++) *addr++ = p->Recv_uint8(); } NetworkAddress addr(addr_storage, type == SLT_IPv4 ? sizeof(sockaddr_in) : sizeof(sockaddr_in6)); addr.SetPort(p->Recv_uint16()); /* Somehow we reached the end of the packet */ if (this->HasClientQuit()) return; DoNetworkUDPQueryServer(addr.GetAddressAsString(false), false, false); } } } /** The return of the client's request of the names of some NewGRFs */ void ClientNetworkUDPSocketHandler::Receive_SERVER_NEWGRFS(Packet *p, NetworkAddress *client_addr) { uint8 num_grfs; uint i; Debug(net, 7, "NewGRF data reply from {}", client_addr->GetAddressAsString()); num_grfs = p->Recv_uint8 (); if (num_grfs > NETWORK_MAX_GRF_COUNT) return; for (i = 0; i < num_grfs; i++) { GRFIdentifier c; DeserializeGRFIdentifier(p, &c); std::string name = p->Recv_string(NETWORK_GRF_NAME_LENGTH); /* An empty name is not possible under normal circumstances * and causes problems when showing the NewGRF list. */ if (name.empty()) continue; /* Try to find the GRFTextWrapper for the name of this GRF ID and MD5sum tuple. * If it exists and not resolved yet, then name of the fake GRF is * overwritten with the name from the reply. */ GRFTextWrapper unknown_name = FindUnknownGRFName(c.grfid, c.md5sum, false); if (unknown_name && strcmp(GetGRFStringFromGRFText(unknown_name), UNKNOWN_GRF_NAME_PLACEHOLDER) == 0) { AddGRFTextToList(unknown_name, name); } } } /** Broadcast to all ips */ static void NetworkUDPBroadCast(NetworkUDPSocketHandler *socket) { for (NetworkAddress &addr : _broadcast_list) { Packet p(PACKET_UDP_CLIENT_FIND_SERVER); Debug(net, 5, "Broadcasting to {}", addr.GetHostname()); socket->SendPacket(&p, &addr, true, true); } } /** Request the the server-list from the master server */ void NetworkUDPQueryMasterServer() { Packet p(PACKET_UDP_CLIENT_GET_LIST); NetworkAddress out_addr(NETWORK_MASTER_SERVER_HOST, NETWORK_MASTER_SERVER_PORT); /* packet only contains protocol version */ p.Send_uint8(NETWORK_MASTER_SERVER_VERSION); p.Send_uint8(SLT_AUTODETECT); std::lock_guard lock(_udp_client.mutex); _udp_client.socket->SendPacket(&p, &out_addr, true); Debug(net, 6, "Master server queried at {}", out_addr.GetAddressAsString()); } /** Find all servers */ void NetworkUDPSearchGame() { /* We are still searching.. */ if (_network_udp_broadcast > 0) return; Debug(net, 3, "Searching server"); NetworkUDPBroadCast(_udp_client.socket); _network_udp_broadcast = 300; // Stay searching for 300 ticks } /** Initialize the whole UDP bit. */ void NetworkUDPInitialize() { /* If not closed, then do it. */ if (_udp_server.socket != nullptr) NetworkUDPClose(); Debug(net, 3, "Initializing UDP listeners"); assert(_udp_client.socket == nullptr && _udp_server.socket == nullptr); std::scoped_lock lock(_udp_client.mutex, _udp_server.mutex); _udp_client.socket = new ClientNetworkUDPSocketHandler(); NetworkAddressList server; GetBindAddresses(&server, _settings_client.network.server_port); _udp_server.socket = new ServerNetworkUDPSocketHandler(&server); _network_udp_server = false; _network_udp_broadcast = 0; } /** Start the listening of the UDP server component. */ void NetworkUDPServerListen() { std::lock_guard lock(_udp_server.mutex); _network_udp_server = _udp_server.socket->Listen(); } /** Close all UDP related stuff. */ void NetworkUDPClose() { _udp_client.CloseSocket(); _udp_server.CloseSocket(); _network_udp_server = false; _network_udp_broadcast = 0; Debug(net, 5, "Closed UDP listeners"); } /** Receive the UDP packets. */ void NetworkBackgroundUDPLoop() { if (_network_udp_server) { _udp_server.ReceivePackets(); } else { _udp_client.ReceivePackets(); if (_network_udp_broadcast > 0) _network_udp_broadcast--; } }