summaryrefslogtreecommitdiff
path: root/src/network/core/tcp_admin.h
blob: ee34725f6e391f5b89f82d2b64e9cf914b65874c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
/* $Id$ */

/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/**
 * @file tcp_admin.h Basic functions to receive and send TCP packets to and from the admin network.
 */

#ifndef NETWORK_CORE_TCP_ADMIN_H
#define NETWORK_CORE_TCP_ADMIN_H

#include "os_abstraction.h"
#include "tcp.h"
#include "../network_type.h"
#include "../../core/pool_type.hpp"

#ifdef ENABLE_NETWORK

/**
 * Enum with types of TCP packets specific to the admin network.
 * This protocol may only be extended to ensure stability.
 */
enum PacketAdminType {
	ADMIN_PACKET_ADMIN_JOIN,             ///< The admin announces and authenticates itself to the server.
	ADMIN_PACKET_ADMIN_QUIT,             ///< The admin tells the server that it is quitting.
	ADMIN_PACKET_ADMIN_UPDATE_FREQUENCY, ///< The admin tells the server the update frequency of a particular piece of information.
	ADMIN_PACKET_ADMIN_POLL,             ///< The admin explicitly polls for a piece of information.
	ADMIN_PACKET_ADMIN_CHAT,             ///< The admin sends a chat message to be distributed.
	ADMIN_PACKET_ADMIN_RCON,             ///< The admin sends a remote console command.

	ADMIN_PACKET_SERVER_FULL = 100,      ///< The server tells the admin it cannot accept the admin.
	ADMIN_PACKET_SERVER_BANNED,          ///< The server tells the admin it is banned.
	ADMIN_PACKET_SERVER_ERROR,           ///< The server tells the admin an error has occurred.
	ADMIN_PACKET_SERVER_PROTOCOL,        ///< The server tells the admin its protocol version.
	ADMIN_PACKET_SERVER_WELCOME,         ///< The server welcomes the admin to a game.
	ADMIN_PACKET_SERVER_NEWGAME,         ///< The server tells the admin its going to start a new game.
	ADMIN_PACKET_SERVER_SHUTDOWN,        ///< The server tells the admin its shutting down.

	ADMIN_PACKET_SERVER_DATE,            ///< The server tells the admin what the current game date is.
	ADMIN_PACKET_SERVER_CLIENT_JOIN,     ///< The server tells the admin that a client has joined.
	ADMIN_PACKET_SERVER_CLIENT_INFO,     ///< The server gives the admin information about a client.
	ADMIN_PACKET_SERVER_CLIENT_UPDATE,   ///< The server gives the admin an information update on a client.
	ADMIN_PACKET_SERVER_CLIENT_QUIT,     ///< The server tells the admin that a client quit.
	ADMIN_PACKET_SERVER_CLIENT_ERROR,    ///< The server tells the admin that a client caused an error.
	ADMIN_PACKET_SERVER_COMPANY_NEW,     ///< The server tells the admin that a new company has started.
	ADMIN_PACKET_SERVER_COMPANY_INFO,    ///< The server gives the admin information about a company.
	ADMIN_PACKET_SERVER_COMPANY_UPDATE,  ///< The server gives the admin an information update on a company.
	ADMIN_PACKET_SERVER_COMPANY_REMOVE,  ///< The server tells the admin that a company was removed.
	ADMIN_PACKET_SERVER_COMPANY_ECONOMY, ///< The server gives the admin some economy related company information.
	ADMIN_PACKET_SERVER_COMPANY_STATS,   ///< The server gives the admin some statistics about a company.
	ADMIN_PACKET_SERVER_CHAT,            ///< The server received a chat message and relays it.
	ADMIN_PACKET_SERVER_RCON,            ///< The server's reply to a remove console command.
	ADMIN_PACKET_SERVER_CONSOLE,         ///< The server gives the admin the data that got printed to its console.
	ADMIN_PACKET_SERVER_CMD_NAMES,       ///< The server sends out the names of the DoCommands to the admins.
	ADMIN_PACKET_SERVER_CMD_LOGGING,     ///< The server gives the admin copies of incoming command packets.

	INVALID_ADMIN_PACKET = 0xFF,         ///< An invalid marker for admin packets.
};

/** Status of an admin. */
enum AdminStatus {
	ADMIN_STATUS_INACTIVE,      ///< The admin is not connected nor active.
	ADMIN_STATUS_ACTIVE,        ///< The admin is active.
	ADMIN_STATUS_END            ///< Must ALWAYS be on the end of this list!! (period)
};

/** Update types an admin can register a frequency for */
enum AdminUpdateType {
	ADMIN_UPDATE_DATE,            ///< Updates about the date of the game.
	ADMIN_UPDATE_CLIENT_INFO,     ///< Updates about the information of clients.
	ADMIN_UPDATE_COMPANY_INFO,    ///< Updates about the generic information of companies.
	ADMIN_UPDATE_COMPANY_ECONOMY, ///< Updates about the economy of companies.
	ADMIN_UPDATE_COMPANY_STATS,   ///< Updates about the statistics of companies.
	ADMIN_UPDATE_CHAT,            ///< The admin would like to have chat messages.
	ADMIN_UPDATE_CONSOLE,         ///< The admin would like to have console messages.
	ADMIN_UPDATE_CMD_NAMES,       ///< The admin would like a list of all DoCommand names.
	ADMIN_UPDATE_CMD_LOGGING,     ///< The admin would like to have DoCommand information.
	ADMIN_UPDATE_END              ///< Must ALWAYS be on the end of this list!! (period)
};

/** Update frequencies an admin can register. */
enum AdminUpdateFrequency {
	ADMIN_FREQUENCY_POLL      = 0x01, ///< The admin can poll this.
	ADMIN_FREQUENCY_DAILY     = 0x02, ///< The admin gets information about this on a daily basis.
	ADMIN_FREQUENCY_WEEKLY    = 0x04, ///< The admin gets information about this on a weekly basis.
	ADMIN_FREQUENCY_MONTHLY   = 0x08, ///< The admin gets information about this on a monthly basis.
	ADMIN_FREQUENCY_QUARTERLY = 0x10, ///< The admin gets information about this on a quarterly basis.
	ADMIN_FREQUENCY_ANUALLY   = 0x20, ///< The admin gets information about this on a yearly basis.
	ADMIN_FREQUENCY_AUTOMATIC = 0x40, ///< The admin gets information about this when it changes.
};
DECLARE_ENUM_AS_BIT_SET(AdminUpdateFrequency)

/** Reasons for removing a company - communicated to admins. */
enum AdminCompanyRemoveReason {
	ADMIN_CRR_MANUAL,    ///< The company is manually removed.
	ADMIN_CRR_AUTOCLEAN, ///< The company is removed due to autoclean.
	ADMIN_CRR_BANKRUPT   ///< The company went belly-up.
};

/** Main socket handler for admin related connections. */
class NetworkAdminSocketHandler : public NetworkTCPSocketHandler {
protected:
	char admin_name[NETWORK_CLIENT_NAME_LENGTH];           ///< Name of the admin.
	char admin_version[NETWORK_REVISION_LENGTH];           ///< Version string of the admin.
	AdminStatus status;                                    ///< Status of this admin.

	NetworkRecvStatus ReceiveInvalidPacket(PacketAdminType type);

	/**
	 * Join the admin network:
	 * string  Password the server is expecting for this network.
	 * string  Name of the application being used to connect.
	 * string  Version string of the application being used to connect.
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_ADMIN_JOIN(Packet *p);

	/**
	 * Notification to the server that this admin is quitting.
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_ADMIN_QUIT(Packet *p);

	/**
	 * Register updates to be sent at certain frequencies (as announced in the PROTOCOL packet):
	 * uint16  Update type (see #AdminUpdateType).
	 * uint16  Update frequency (see #AdminUpdateFrequency), setting #ADMIN_FREQUENCY_POLL is always ignored.
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_ADMIN_UPDATE_FREQUENCY(Packet *p);

	/**
	 * Poll the server for certain updates, an invalid poll (e.g. not existent id) gets silently dropped:
	 * uint8   #AdminUpdateType the server should answer for, only if #AdminUpdateFrequency #ADMIN_FREQUENCY_POLL is advertised in the PROTOCOL packet.
	 * uint32  ID relevant to the packet type, e.g.
	 *          - the client ID for #ADMIN_UPDATE_CLIENT_INFO. Use UINT32_MAX to show all clients.
	 *          - the company ID for #ADMIN_UPDATE_COMPANY_INFO. Use UINT32_MAX to show all companies.
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_ADMIN_POLL(Packet *p);

	/**
	 * Send chat as the server:
	 * uint8   Action such as NETWORK_ACTION_CHAT_CLIENT (see #NetworkAction).
	 * uint8   Destination type such as DESTTYPE_BROADCAST (see #DestType).
	 * uint32  ID of the destination such as company or client id.
	 * string  Message.
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_ADMIN_CHAT(Packet *p);

	/**
	 * Execute a command on the servers console:
	 * string  Command to be executed.
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_ADMIN_RCON(Packet *p);

	/**
	 * The server is full (connection gets closed).
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);

	/**
	 * The source IP address is banned (connection gets closed).
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);

	/**
	 * An error was caused by this admin connection (connection gets closed).
	 * uint8  NetworkErrorCode the error caused.
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p);

	/**
	 * Inform a just joined admin about the protocol specifics:
	 * uint8   Protocol version.
	 * bool    Further protocol data follows (repeats through all update packet types).
	 * uint16  Update packet type.
	 * uint16  Frequencies allowed for this update packet (bitwise).
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_SERVER_PROTOCOL(Packet *p);

	/**
	 * Welcome a connected admin to the game:
	 * string  Name of the Server (e.g. as advertised to master server).
	 * string  OpenTTD version string.
	 * bool    Server is dedicated.
	 * string  Name of the Map.
	 * uint32  Random seed of the Map.
	 * uint8   Landscape of the Map.
	 * uint32  Start date of the Map.
	 * uint16  Map width.
	 * uint16  Map height.
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p);

	/**
	 * Notification about a newgame.
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p);

	/**
	 * Notification about the server shutting down.
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p);

	/**
	 * Send the current date of the game:
	 * uint32  Current game date.
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_SERVER_DATE(Packet *p);

	/**
	 * Notification of a new client:
	 * uint32  ID of the new client.
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_SERVER_CLIENT_JOIN(Packet *p);

	/**
	 * Client information of a specific client:
	 * uint32  ID of the client.
	 * string  Network address of the client.
	 * string  Name of the client.
	 * uint8   Language of the client.
	 * uint32  Date the client joined the game.
	 * uint8   ID of the company the client is playing as (255 for spectators).
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p);

	/**
	 * Client update details on a specific client (e.g. after rename or move):
	 * uint32  ID of the client.
	 * string  Name of the client.
	 * uint8   ID of the company the client is playing as (255 for spectators).
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_SERVER_CLIENT_UPDATE(Packet *p);

	/**
	 * Notification about a client leaving the game.
	 * uint32  ID of the client that just left.
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_SERVER_CLIENT_QUIT(Packet *p);

	/**
	 * Notification about a client error (and thus the clients disconnection).
	 * uint32  ID of the client that made the error.
	 * uint8   Error the client made (see NetworkErrorCode).
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_SERVER_CLIENT_ERROR(Packet *p);

	/**
	 * Notification of a new company:
	 * uint8   ID of the new company.
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_SERVER_COMPANY_NEW(Packet *p);

	/**
	 * Company information on a specific company:
	 * uint8   ID of the company.
	 * string  Name of the company.
	 * string  Name of the companies manager.
	 * uint8   Main company colour.
	 * bool    Company is password protected.
	 * uint32  Year the company was inaugurated.
	 * bool    Company is an AI.
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p);

	/**
	 * Company information of a specific company:
	 * uint8   ID of the company.
	 * string  Name of the company.
	 * string  Name of the companies manager.
	 * uint8   Main company colour.
	 * bool    Company is password protected.
	 * uint8   Quarters of bankruptcy.
	 * uint8   Owner of share 1.
	 * uint8   Owner of share 2.
	 * uint8   Owner of share 3.
	 * uint8   Owner of share 4.
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p);

	/**
	 * Notification about a removed company (e.g. due to banrkuptcy).
	 * uint8   ID of the company.
	 * uint8   Reason for being removed (see #AdminCompanyRemoveReason).
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_SERVER_COMPANY_REMOVE(Packet *p);

	/**
	 * Economy update of a specific company:
	 * uint8   ID of the company.
	 * uint64  Money.
	 * uint64  Loan.
	 * uint64  Income.
	 * uint16  Delivered cargo (this quarter).
	 * uint64  Company value (last quarter).
	 * uint16  Performance (last quarter).
	 * uint16  Delivered cargo (last quarter).
	 * uint64  Company value (previous quarter).
	 * uint16  Performance (previous quarter).
	 * uint16  Delivered cargo (previous quarter).
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_SERVER_COMPANY_ECONOMY(Packet *p);

	/**
	 * Company statistics on stations and vehicles:
	 * uint8   ID of the company.
	 * uint16  Number of trains.
	 * uint16  Number of lorries.
	 * uint16  Number of busses.
	 * uint16  Number of planes.
	 * uint16  Number of ships.
	 * uint16  Number of train stations.
	 * uint16  Number of lorry stations.
	 * uint16  Number of bus stops.
	 * uint16  Number of airports and heliports.
	 * uint16  Number of harbours.
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_SERVER_COMPANY_STATS(Packet *p);

	/**
	 * Send chat from the game into the admin network:
	 * uint8   Action such as NETWORK_ACTION_CHAT_CLIENT (see #NetworkAction).
	 * uint8   Destination type such as DESTTYPE_BROADCAST (see #DestType).
	 * uint32  ID of the client who sent this message.
	 * string  Message.
	 * uint64  Money (only when it is a 'give money' action).
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p);

	/**
	 * Result of an rcon command:
	 * uint16  Colour as it would be used on the server or a client.
	 * string  Output of the executed command.
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p);

	/**
	 * Send what would be printed on the server's console also into the admin network.
	 * string  The origin of the text, e.g. "console" for console, or "net" for network related (debug) messages.
	 * string  Text as found on the console of the server.
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_SERVER_CONSOLE(Packet *p);

	/**
	 * Send DoCommand names to the bot upon request only.
	 * Multiple of these packets can follow each other in order to provide
	 * all known DoCommand names.
	 *
	 * NOTICE: Data provided with this packet is not stable and will not be
	 *         treated as such. Do not rely on IDs or names to be constant
	 *         across different versions / revisions of OpenTTD.
	 *         Data provided in this packet is for logging purposes only.
	 *
	 * These three fields are repeated until the packet is full:
	 * bool    Data to follow.
	 * uint16  ID of the DoCommand.
	 * string  Name of DoCommand.
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_SERVER_CMD_NAMES(Packet *p);

	/**
	 * Send incoming command packets to the admin network.
	 * This is for logging purposes only.
	 *
	 * NOTICE: Data provided with this packet is not stable and will not be
	 *         treated as such. Do not rely on IDs or names to be constant
	 *         across different versions / revisions of OpenTTD.
	 *         Data provided in this packet is for logging purposes only.
	 *
	 * uint32  ID of the client sending the command.
	 * uint8   ID of the company (0..MAX_COMPANIES-1).
	 * uint16  ID of the command.
	 * uint32  P1 (variable data passed to the command).
	 * uint32  P2 (variable data passed to the command).
	 * uint32  Tile where this is taking place.
	 * string  Text passed to the command.
	 * uint32  Frame of execution.
	 * @param p The packet that was just received.
	 * @return The state the network should have.
	 */
	virtual NetworkRecvStatus Receive_SERVER_CMD_LOGGING(Packet *p);

	NetworkRecvStatus HandlePacket(Packet *p);
public:
	NetworkRecvStatus CloseConnection(bool error = true);

	NetworkAdminSocketHandler(SOCKET s);
	~NetworkAdminSocketHandler();

	NetworkRecvStatus ReceivePackets();
};

#endif /* ENABLE_NETWORK */

#endif /* NETWORK_CORE_TCP_ADMIN_H */