OpenTTD Source 20260421-master-gc2fbc6fdeb
network_client.cpp
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1/*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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 <https://www.gnu.org/licenses/old-licenses/gpl-2.0>.
6 */
7
9
10#include "../stdafx.h"
11#include "network_gui.h"
14#include "../command_func.h"
15#include "../console_func.h"
16#include "../strings_func.h"
17#include "../window_func.h"
18#include "../company_func.h"
19#include "../company_base.h"
20#include "../company_gui.h"
21#include "../company_cmd.h"
25#include "../gfx_func.h"
26#include "../error.h"
27#include "../rev.h"
28#include "network.h"
29#include "network_base.h"
30#include "network_client.h"
31#include "network_gamelist.h"
33#include "../thread.h"
35
36#include "table/strings.h"
37
38#include "../safeguards.h"
39
40/* This file handles all the client-commands */
41
44 using Buffer = std::deque<uint8_t>;
45
47 Buffer::const_iterator iterator;
48 size_t read_bytes = 0;
49
52 {
53 }
54
60 {
61 assert(this->read_bytes == 0);
62 p.TransferOut([this](std::span<const uint8_t> source) {
63 std::ranges::copy(source, std::back_inserter(this->buffer));
64 return source.size();
65 });
66 }
67
68 size_t Read(uint8_t *rbuf, size_t size) override
69 {
70 /* Limit the amount to read to whatever we still have. */
71 size_t read_size = std::min(this->buffer.size() - this->read_bytes, size);
72
73 std::copy_n(this->iterator, read_size, rbuf);
74 std::advance(this->iterator, read_size);
75 this->read_bytes += read_size;
76
77 return read_size;
78 }
79
80 void Reset() override
81 {
82 this->read_bytes = 0;
83 this->iterator = this->buffer.cbegin();
84 }
85};
86
87
92{
93 static FiosNumberedSaveName _netsave_ctr("netsave");
94 DoAutoOrNetsave(_netsave_ctr);
95}
96
97
108
117
119{
121 if (this->IsPendingDeletion()) return status;
122
123 assert(this->sock != INVALID_SOCKET);
124
125 if (!this->HasClientQuit()) {
126 Debug(net, 3, "Closed client connection {}", this->client_id);
127
128 this->SendPackets(true);
129
130 /* Wait a number of ticks so our leave message can reach the server.
131 * This is especially needed for Windows servers as they seem to get
132 * the "socket is closed" message before receiving our leave message,
133 * which would trigger the server to close the connection as well. */
135 }
136
137 this->DeferDeletion();
138
139 return status;
140}
141
147{
148 if (this->IsPendingDeletion()) return;
149
150 /* We just want to close the connection.. */
153 this->CloseConnection(res);
154 _networking = false;
155
157 return;
158 }
159
160 /* Send a CLIENT_ERROR to the server, so it knows we are disconnected (and why!) */
161 NetworkErrorCode errorno;
162 switch (res) {
166 default: errorno = NetworkErrorCode::General; break;
167 }
168
171 /* This means the server closed the connection. Emergency save is
172 * already created if this was appropriate during handling of the
173 * disconnect. */
174 this->CloseConnection(res);
175 } else {
176 /* This means we as client made a boo-boo. */
177 SendError(errorno);
178
179 /* Close connection before we make an emergency save, as the save can
180 * take a bit of time; better that the server doesn't stall while we
181 * are doing the save, and already disconnects us. */
182 this->CloseConnection(res);
184 }
185
187
188 if (_game_mode != GM_MENU) _switch_mode = SM_MENU;
189 _networking = false;
190}
191
192
199{
200 if (my_client->CanSendReceive()) {
201 NetworkRecvStatus res = my_client->ReceivePackets();
202 if (res != NETWORK_RECV_STATUS_OKAY) {
203 /* The client made an error of which we can not recover.
204 * Close the connection and drop back to the main menu. */
205 my_client->ClientError(res);
206 return false;
207 }
208 }
209 return _networking;
210}
211
214{
215 my_client->SendPackets();
216 if (my_client != nullptr) my_client->CheckConnection();
217}
218
224{
226
228
230
231 /* Check if we are in sync! */
232 if (_sync_frame != 0) {
234#ifdef NETWORK_SEND_DOUBLE_SEED
235 if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
236#else
237 if (_sync_seed_1 != _random.state[0]) {
238#endif
239 ShowNetworkError(STR_NETWORK_ERROR_DESYNC);
240 Debug(desync, 1, "sync_err: {:08x}; {:02x}", TimerGameEconomy::date, TimerGameEconomy::date_fract);
241 Debug(net, 0, "Sync error detected");
243 return false;
244 }
245
246 /* If this is the first time we have a sync-frame, we
247 * need to let the server know that we are ready and at the same
248 * frame as it is.. so we can start playing! */
250 _network_first_time = false;
251 SendAck();
252 }
253
254 _sync_frame = 0;
255 } else if (_sync_frame < _frame_counter) {
256 Debug(net, 1, "Missed frame for sync-test: {} / {}", _sync_frame, _frame_counter);
257 _sync_frame = 0;
258 }
259 }
260
261 return true;
262}
263
264
267
269static uint32_t last_ack_frame;
270
275
278
279/***********
280 * Sending functions
281 ************/
282
288{
289 Debug(net, 9, "Client::SendJoin()");
290
291 Debug(net, 9, "Client::status = JOIN");
292 my_client->status = STATUS_JOIN;
293 Debug(net, 9, "Client::join_status = Authorizing");
296
297 auto p = std::make_unique<Packet>(my_client, PacketGameType::ClientJoin);
298 p->Send_string(GetNetworkRevisionString());
299 p->Send_uint32(_openttd_newgrf_version);
300 my_client->SendPacket(std::move(p));
301
303}
304
310{
311 Debug(net, 9, "Client::SendIdentify()");
312
313 auto p = std::make_unique<Packet>(my_client, PacketGameType::ClientIdentify);
314 p->Send_string(_settings_client.network.client_name); // Client name
315 p->Send_uint8(_network_join.company); // PlayAs
316 my_client->SendPacket(std::move(p));
318}
319
325{
326 Debug(net, 9, "Client::SendNewGRFsOk()");
327
328 auto p = std::make_unique<Packet>(my_client, PacketGameType::ClientNewGRFsChecked);
329 my_client->SendPacket(std::move(p));
331}
332
338{
339 Debug(net, 9, "Client::SendAuthResponse()");
340
341 auto p = std::make_unique<Packet>(my_client, PacketGameType::ClientAuthenticationResponse);
342 my_client->authentication_handler->SendResponse(*p);
343 my_client->SendPacket(std::move(p));
344
346}
347
353{
354 Debug(net, 9, "Client::SendGetMap()");
355
356 Debug(net, 9, "Client::status = MAP_WAIT");
357 my_client->status = STATUS_MAP_WAIT;
358
359 auto p = std::make_unique<Packet>(my_client, PacketGameType::ClientGetMap);
360 my_client->SendPacket(std::move(p));
362}
363
369{
370 Debug(net, 9, "Client::SendMapOk()");
371
372 Debug(net, 9, "Client::status = ACTIVE");
373 my_client->status = STATUS_ACTIVE;
374
375 auto p = std::make_unique<Packet>(my_client, PacketGameType::ClientMapOk);
376 my_client->SendPacket(std::move(p));
378}
379
385{
386 Debug(net, 9, "Client::SendAck()");
387
388 auto p = std::make_unique<Packet>(my_client, PacketGameType::ClientAck);
389
390 p->Send_uint32(_frame_counter);
391 p->Send_uint8 (my_client->token);
392 my_client->SendPacket(std::move(p));
394}
395
402{
403 Debug(net, 9, "Client::SendCommand(): cmd={}", cp.cmd);
404
405 auto p = std::make_unique<Packet>(my_client, PacketGameType::ClientCommand);
406 my_client->NetworkGameSocketHandler::SendCommand(*p, cp);
407
408 my_client->SendPacket(std::move(p));
410}
411
422{
423 Debug(net, 9, "Client::SendChat(): action={}, type={}, dest={}", action, type, dest);
424
425 auto p = std::make_unique<Packet>(my_client, PacketGameType::ClientChat);
426
427 p->Send_uint8(to_underlying(action));
428 p->Send_uint8(to_underlying(type));
429 p->Send_uint32(dest);
430 p->Send_string(msg);
431 p->Send_uint64(data);
432
433 my_client->SendPacket(std::move(p));
435}
436
443{
444 Debug(net, 9, "Client::SendError(): errorno={}", errorno);
445
446 auto p = std::make_unique<Packet>(my_client, PacketGameType::ClientError);
447
448 p->Send_uint8(to_underlying(errorno));
449 my_client->SendPacket(std::move(p));
451}
452
459{
460 Debug(net, 9, "Client::SendSetName()");
461
462 auto p = std::make_unique<Packet>(my_client, PacketGameType::ClientSetName);
463
464 p->Send_string(name);
465 my_client->SendPacket(std::move(p));
467}
468
474{
475 Debug(net, 9, "Client::SendQuit()");
476
477 auto p = std::make_unique<Packet>(my_client, PacketGameType::ClientQuit);
478
479 my_client->SendPacket(std::move(p));
481}
482
489NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(std::string_view pass, std::string_view command)
490{
491 Debug(net, 9, "Client::SendRCon()");
492
493 auto p = std::make_unique<Packet>(my_client, PacketGameType::ClientRemoteConsoleCommand);
494 p->Send_string(pass);
495 p->Send_string(command);
496 my_client->SendPacket(std::move(p));
498}
499
506{
507 Debug(net, 9, "Client::SendMove(): company={}", company);
508
509 auto p = std::make_unique<Packet>(my_client, PacketGameType::ClientMove);
510 p->Send_uint8(company);
511 my_client->SendPacket(std::move(p));
513}
514
520{
521 return my_client != nullptr && my_client->status == STATUS_ACTIVE;
522}
523
524
525/***********
526 * Receiving functions
527 ************/
528
529struct LoadFilter;
530extern bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, std::shared_ptr<LoadFilter> lf);
531
533{
534 Debug(net, 9, "Client::ReceiveServerFull()");
535
536 /* We try to join a server which is full */
537 ShowErrorMessage(GetEncodedString(STR_NETWORK_ERROR_SERVER_FULL), {}, WL_CRITICAL);
538
540}
541
543{
544 Debug(net, 9, "Client::ReceiveServerBanned()");
545
546 /* We try to join a server where we are banned */
547 ShowErrorMessage(GetEncodedString(STR_NETWORK_ERROR_SERVER_BANNED), {}, WL_CRITICAL);
548
550}
551
552/* This packet contains info about the client (playas and name)
553 * as client we save this in NetworkClientInfo, linked via 'client_id'
554 * which is always an unique number on a server. */
556{
559 CompanyID playas = (CompanyID)p.Recv_uint8();
560
561 Debug(net, 9, "Client::ReceiveServerClientInfo(): client_id={}, playas={}", client_id, playas);
562
563 std::string name = p.Recv_string(NETWORK_NAME_LENGTH);
564 std::string public_key = p.Recv_string(NETWORK_PUBLIC_KEY_LENGTH);
565
568 /* The server validates the name when receiving it from clients, so when it is wrong
569 * here something went really wrong. In the best case the packet got malformed on its
570 * way too us, in the worst case the server is broken or compromised. */
572
574 if (ci != nullptr) {
575 if (playas == ci->client_playas && name != ci->client_name) {
576 /* Client name changed, display the change */
578 } else if (playas != ci->client_playas) {
579 /* The client changed from client-player..
580 * Do not display that for now */
581 }
582
583 /* Make sure we're in the company the server tells us to be in,
584 * for the rare case that we get moved while joining. */
586
587 ci->client_playas = playas;
588 ci->client_name = std::move(name);
589 ci->public_key = std::move(public_key);
590
592
594 }
595
596 /* There are at most as many ClientInfo as ClientSocket objects in a
597 * server. Having more info than a server can have means something
598 * has gone wrong somewhere, i.e. the server has more info than it
599 * has actual clients. That means the server is feeding us an invalid
600 * state. So, bail out! This server is broken. */
602
603 /* We don't have this client_id yet, find an empty client_id, and put the data there */
605 ci->client_playas = playas;
606 if (client_id == _network_own_client_id) this->SetInfo(ci);
607
608 ci->client_name = std::move(name);
609 ci->public_key = std::move(public_key);
610
612
614}
615
623{
624 switch (error) {
632 default:
633 return STR_NETWORK_ERROR_LOSTCONNECTION;
634
639 return STR_NETWORK_ERROR_SERVER_ERROR;
640
641 case NetworkErrorCode::WrongRevision: return STR_NETWORK_ERROR_WRONG_REVISION;
642 case NetworkErrorCode::WrongPassword: return STR_NETWORK_ERROR_WRONG_PASSWORD;
643 case NetworkErrorCode::Kicked: return STR_NETWORK_ERROR_KICKED;
644 case NetworkErrorCode::Cheater: return STR_NETWORK_ERROR_CHEATER;
645 case NetworkErrorCode::ServerFull: return STR_NETWORK_ERROR_SERVER_FULL;
646 case NetworkErrorCode::TooManyCommands: return STR_NETWORK_ERROR_TOO_MANY_COMMANDS;
647 case NetworkErrorCode::TimeoutPassword: return STR_NETWORK_ERROR_TIMEOUT_PASSWORD;
648 case NetworkErrorCode::TimeoutComputer: return STR_NETWORK_ERROR_TIMEOUT_COMPUTER;
649 case NetworkErrorCode::TimeoutMap: return STR_NETWORK_ERROR_TIMEOUT_MAP;
650 case NetworkErrorCode::TimeoutJoin: return STR_NETWORK_ERROR_TIMEOUT_JOIN;
651 case NetworkErrorCode::InvalidClientName: return STR_NETWORK_ERROR_INVALID_CLIENT_NAME;
652 case NetworkErrorCode::NotOnAllowList: return STR_NETWORK_ERROR_NOT_ON_ALLOW_LIST;
653 }
654}
655
657{
658 NetworkErrorCode error = static_cast<NetworkErrorCode>(p.Recv_uint8());
659 Debug(net, 9, "Client::ReceiveServerError(): error={}", error);
660
662 /* In case of kicking a client, we assume there is a kick message in the packet if we can read one byte */
663 if (error == NetworkErrorCode::Kicked && p.CanReadFromPacket(1)) {
665 GetEncodedString(STR_NETWORK_ERROR_KICK_MESSAGE, p.Recv_string(NETWORK_CHAT_LENGTH)),
667 } else {
669 }
670
671 /* Perform an emergency save if we had already entered the game */
673
675}
676
678{
680
681 uint grf_count = p.Recv_uint8();
683
684 Debug(net, 9, "Client::ReceiveServerCheckNewGRFs(): grf_count={}", grf_count);
685
686 /* Check all GRFs */
687 for (; grf_count > 0; grf_count--) {
690
691 /* Check whether we know this GRF */
693 if (f == nullptr) {
694 /* We do not know this GRF, bail out of initialization */
695 Debug(grf, 0, "NewGRF {:08X} not found; checksum {}", std::byteswap(c.grfid), FormatArrayAsHex(c.md5sum));
697 }
698 }
699
700 if (ret == NETWORK_RECV_STATUS_OKAY) {
701 /* Start receiving the map */
702 return SendNewGRFsOk();
703 }
704
705 /* NewGRF mismatch, bail out */
706 ShowErrorMessage(GetEncodedString(STR_NETWORK_ERROR_NEWGRF_MISMATCH), {}, WL_CRITICAL);
707 return ret;
708}
709
713 void AskUserForPassword(std::shared_ptr<NetworkAuthenticationPasswordRequest> request) override
714 {
715 if (!_network_join.server_password.empty()) {
716 request->Reply(_network_join.server_password);
717 } else {
718 ShowNetworkNeedPassword(std::move(request));
719 }
720 }
721};
722
724{
726 Debug(net, 9, "Client::status = AUTH_GAME");
727 this->status = STATUS_AUTH_GAME;
728
729 Debug(net, 9, "Client::ReceiveServerAuthenticationRequest()");
730
731 if (this->authentication_handler == nullptr) {
732 this->authentication_handler = NetworkAuthenticationClientHandler::Create(std::make_shared<ClientGamePasswordRequestHandler>(),
733 _settings_client.network.client_secret_key, _settings_client.network.client_public_key);
734 }
735 switch (this->authentication_handler->ReceiveRequest(p)) {
737 return SendAuthResponse();
738
741
743 default:
745 }
746}
747
749{
751
752 Debug(net, 9, "Client::ReceiveServerEnableEncryption()");
753
754 if (!this->authentication_handler->ReceiveEnableEncryption(p)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
755
756 this->receive_encryption_handler = this->authentication_handler->CreateServerToClientEncryptionHandler();
757 this->send_encryption_handler = this->authentication_handler->CreateClientToServerEncryptionHandler();
758 this->authentication_handler = nullptr;
759
760 Debug(net, 9, "Client::status = ENCRYPTED");
761 this->status = STATUS_ENCRYPTED;
762
763 return this->SendIdentify();
764}
765
767{
769 Debug(net, 9, "Client::status = AUTHORIZED");
771
773
774 Debug(net, 9, "Client::ReceiveServerWelcome(): client_id={}", _network_own_client_id);
775
776 /* Start receiving the map */
777 return SendGetMap();
778}
779
781{
782 /* We set the internal wait state when requesting the map. */
784
785 Debug(net, 9, "Client::ReceiveServerWaitForMap()");
786
787 /* But... only now we set the join status to waiting, instead of requesting. */
788 Debug(net, 9, "Client::join_status = Waiting");
792
794}
795
797{
799 Debug(net, 9, "Client::status = MAP");
800 this->status = STATUS_MAP;
801
802 if (this->savegame != nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
803
804 this->savegame = std::make_shared<PacketReader>();
805
807
808 Debug(net, 9, "Client::ReceiveServerMapBegin(): frame_counter={}", _frame_counter);
809
812
813 Debug(net, 9, "Client::join_status = Downloading");
816
818}
819
832
834{
836 if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
837
838 /* We are still receiving data, put it to the file */
839 this->savegame->AddPacket(p);
840
841 _network_join_bytes = static_cast<uint32_t>(this->savegame->buffer.size());
843
845}
846
848{
850 if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
851
852 Debug(net, 9, "Client::ReceiveServerMapDone()");
853
854 Debug(net, 9, "Client::join_status = Processing");
857
858 this->savegame->Reset();
859
860 /* The map is done downloading, load it */
862
863 /* Set the abstract filetype. This is read during savegame load. */
864 _file_to_saveload.SetMode(FIOS_TYPE_FILE, SaveLoadOperation::Load);
865
867 this->savegame = nullptr;
868
869 /* Long savegame loads shouldn't affect the lag calculation! */
870 this->last_packet = std::chrono::steady_clock::now();
871
872 if (!load_success) {
873 ShowErrorMessage(GetEncodedString(STR_NETWORK_ERROR_SAVEGAMEERROR), {}, WL_CRITICAL);
875 }
876 /* If the savegame has successfully loaded, ALL windows have been removed,
877 * only toolbar/statusbar and gamefield are visible */
878
879 /* Say we received the map and loaded it correctly! */
880 SendMapOk();
881
882 /* As we skipped switch-mode, update the time we "switched". */
883 _game_session_stats.start_time = std::chrono::steady_clock::now();
884 _game_session_stats.savegame_size = std::nullopt;
885
887
888 /* New company/spectator (invalid company) or company we want to join is not active
889 * Switch local company to spectator and await the server's judgement */
892
893 if (_network_join.company != COMPANY_SPECTATOR) {
894 /* We have arrived and ready to start playing; send a command to make a new company;
895 * the server will give us a client-id and let us in */
896 Debug(net, 9, "Client::join_status = Registering");
899 Command<Commands::CompanyControl>::Post(CompanyCtrlAction::New, CompanyID::Invalid(), CompanyRemoveReason::None, _network_own_client_id);
900 }
901 } else {
902 /* take control over an existing company */
904 }
905
907
909}
910
912{
914
917#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
918 /* Test if the server supports this option
919 * and if we are at the frame the server is */
920#ifdef NETWORK_SEND_DOUBLE_SEED
921 if (p.CanReadFromPacket(sizeof(uint32_t) + sizeof(uint32_t))) {
922#else
923 if (p.CanReadFromPacket(sizeof(uint32_t))) {
924#endif
927#ifdef NETWORK_SEND_DOUBLE_SEED
928 _sync_seed_2 = p.Recv_uint32();
929#endif
930 }
931#endif
932 /* Receive the token. */
933 if (p.CanReadFromPacket(sizeof(uint8_t))) this->token = p.Recv_uint8();
934
935 /* Let the server know that we received this frame correctly
936 * We do this only once per day, to save some bandwidth ;) */
939 Debug(net, 7, "Sent ACK at {}", _frame_counter);
940 SendAck();
941 }
942
944}
945
947{
949
952#ifdef NETWORK_SEND_DOUBLE_SEED
953 _sync_seed_2 = p.Recv_uint32();
954#endif
955
956 Debug(net, 9, "Client::ReceiveServerSync(): sync_frame={}, sync_seed_1={}", _sync_frame, _sync_seed_1);
957
959}
960
962{
964
965 CommandPacket cp;
966 auto err = this->ReceiveCommand(p, cp);
967 cp.frame = p.Recv_uint32();
968 cp.my_cmd = p.Recv_bool();
969
970 Debug(net, 9, "Client::ReceiveServerCommand(): cmd={}, frame={}", cp.cmd, cp.frame);
971
972 if (err.has_value()) {
973 IConsolePrint(CC_WARNING, "Dropping server connection due to {}.", *err);
975 }
976
977 this->incoming_queue.push_back(std::move(cp));
978
980}
981
983{
985
986 std::string name;
987 const NetworkClientInfo *ci = nullptr, *ci_to;
988
989 NetworkAction action = static_cast<NetworkAction>(p.Recv_uint8());
990 ClientID client_id = static_cast<ClientID>(p.Recv_uint32());
991 bool self_send = p.Recv_bool();
992 std::string msg = p.Recv_string(NETWORK_CHAT_LENGTH);
993 int64_t data = p.Recv_uint64();
994
995 Debug(net, 9, "Client::ReceiveServerChat(): action={}, client_id={}, self_send={}", action, client_id, self_send);
996
998 if (ci_to == nullptr) return NETWORK_RECV_STATUS_OKAY;
999
1000 /* Did we initiate the action locally? */
1001 if (self_send) {
1002 switch (action) {
1004 /* For speaking to client we need the client-name */
1005 name = ci_to->client_name;
1007 break;
1008
1009 /* For speaking to company, we need the company-name */
1011 StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
1012
1013 name = GetString(str, ci_to->client_playas);
1015 break;
1016 }
1017
1019 }
1020 } else {
1021 /* Display message from somebody else */
1022 name = ci_to->client_name;
1023 ci = ci_to;
1024 }
1025
1026 if (ci != nullptr) {
1027 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), self_send, name, msg, data);
1028 }
1030}
1031
1033{
1035
1036 std::string source = p.Recv_string(NETWORK_CHAT_LENGTH);
1037 TextColour colour = (TextColour)p.Recv_uint16();
1038 std::string user = p.Recv_string(NETWORK_CHAT_LENGTH);
1039 std::string msg = p.Recv_string(NETWORK_CHAT_LENGTH);
1040
1041 Debug(net, 9, "Client::ReceiveServerExternalChat(): source={}", source);
1042
1044
1045 NetworkTextMessage(NetworkAction::ChatExternal, colour, false, user, msg, source);
1046
1048}
1049
1051{
1053
1055
1056 Debug(net, 9, "Client::ReceiveServerErrorQuit(): client_id={}", client_id);
1057
1059 if (ci != nullptr) {
1061 delete ci;
1062 }
1063
1065
1067}
1068
1070{
1072
1074
1075 Debug(net, 9, "Client::ReceiveServerQuit(): client_id={}", client_id);
1076
1078 if (ci != nullptr) {
1079 NetworkTextMessage(NetworkAction::ClientLeave, CC_DEFAULT, false, ci->client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1080 delete ci;
1081 } else {
1082 Debug(net, 1, "Unknown client ({}) is leaving the game", client_id);
1083 }
1084
1086
1087 /* If we come here it means we could not locate the client.. strange :s */
1089}
1090
1092{
1094
1096
1097 Debug(net, 9, "Client::ReceiveServerClientJoined(): client_id={}", client_id);
1098
1100 if (ci != nullptr) {
1102 }
1103
1105
1107}
1108
1110{
1111 Debug(net, 9, "Client::ReceiveServerShutdown()");
1112
1113 /* Only when we're trying to join we really
1114 * care about the server shutting down. */
1115 if (this->status >= STATUS_JOIN) {
1116 ShowErrorMessage(GetEncodedString(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN), {}, WL_CRITICAL);
1117 }
1118
1120
1122}
1123
1125{
1126 Debug(net, 9, "Client::ReceiveServerNewGame()");
1127
1128 /* Only when we're trying to join we really
1129 * care about the server shutting down. */
1130 if (this->status >= STATUS_JOIN) {
1131 /* To throttle the reconnects a bit, every clients waits its
1132 * Client ID modulo 16 + 1 (value 0 means no reconnect).
1133 * This way reconnects should be spread out a bit. */
1135 ShowErrorMessage(GetEncodedString(STR_NETWORK_MESSAGE_SERVER_REBOOT), {}, WL_CRITICAL);
1136 }
1137
1139
1141}
1142
1144{
1146
1147 Debug(net, 9, "Client::ReceiveServerRemoteConsoleCommand()");
1148
1149 TextColour colour_code = (TextColour)p.Recv_uint16();
1151
1152 std::string rcon_out = p.Recv_string(NETWORK_RCONCOMMAND_LENGTH);
1153
1154 IConsolePrint(colour_code, rcon_out);
1155
1157}
1158
1160{
1162
1163 /* Nothing more in this packet... */
1165 CompanyID company_id = (CompanyID)p.Recv_uint8();
1166
1167 Debug(net, 9, "Client::ReceiveServerMove(): client_id={}, company_id={}", client_id, company_id);
1168
1169 if (client_id == 0) {
1170 /* definitely an invalid client id, debug message and do nothing. */
1171 Debug(net, 1, "Received invalid client index = 0");
1173 }
1174
1176 /* Just make sure we do not try to use a client_index that does not exist */
1177 if (ci == nullptr) return NETWORK_RECV_STATUS_OKAY;
1178
1179 /* if not valid player, force spectator, else check player exists */
1180 if (!Company::IsValidID(company_id)) company_id = COMPANY_SPECTATOR;
1181
1183 SetLocalCompany(company_id);
1184 }
1185
1187}
1188
1202
1207{
1208 /* Only once we're authorized we can expect a steady stream of packets. */
1209 if (this->status < STATUS_AUTHORIZED) return;
1210
1211 /* 5 seconds are roughly twice the server's "you're slow" threshold (1 game day). */
1212 std::chrono::steady_clock::duration lag = std::chrono::steady_clock::now() - this->last_packet;
1213 if (lag < std::chrono::seconds(5)) return;
1214
1215 /* 20 seconds are (way) more than 4 game days after which
1216 * the server will forcefully disconnect you. */
1217 if (lag > std::chrono::seconds(20)) {
1219 return;
1220 }
1221
1222 /* Prevent showing the lag message every tick; just update it when needed. */
1223 static std::chrono::steady_clock::duration last_lag = {};
1224 if (std::chrono::duration_cast<std::chrono::seconds>(last_lag) == std::chrono::duration_cast<std::chrono::seconds>(lag)) return;
1225
1226 last_lag = lag;
1228 GetEncodedString(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION),
1229 GetEncodedString(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION, std::chrono::duration_cast<std::chrono::seconds>(lag).count()),
1230 WL_INFO);
1231}
1232
1233
1236{
1237 /* Set the frame-counter to 0 so nothing happens till we are ready */
1238 _frame_counter = 0;
1240 last_ack_frame = 0;
1241
1242 Debug(net, 9, "Client::NetworkClient_Connected()");
1243
1244 /* Request the game-info */
1246}
1247
1253void NetworkClientSendRcon(std::string_view password, std::string_view command)
1254{
1255 MyClient::SendRCon(password, command);
1256}
1257
1262void NetworkClientRequestMove(CompanyID company_id)
1263{
1264 MyClient::SendMove(company_id);
1265}
1266
1272{
1274 /* If our company is changing owner, go to spectators */
1276
1278 if (ci->client_playas != cid) continue;
1280 ci->client_playas = COMPANY_SPECTATOR;
1281 }
1282
1283 cur_company.Restore();
1284}
1285
1293bool NetworkIsValidClientName(std::string_view client_name)
1294{
1295 if (client_name.empty()) return false;
1296 if (client_name[0] == ' ') return false;
1297 return true;
1298}
1299
1315bool NetworkValidateClientName(std::string &client_name)
1316{
1317 StrTrimInPlace(client_name);
1318 if (NetworkIsValidClientName(client_name)) return true;
1319
1320 ShowErrorMessage(GetEncodedString(STR_NETWORK_ERROR_BAD_PLAYER_NAME), {}, WL_ERROR);
1321 return false;
1322}
1323
1332{
1333 return NetworkValidateClientName(_settings_client.network.client_name);
1334}
1335
1340void NetworkUpdateClientName(const std::string &client_name)
1341{
1343 if (ci == nullptr) return;
1344
1345 /* Don't change the name if it is the same as the old name */
1346 if (client_name == ci->client_name) return;
1347
1348 if (!_network_server) {
1349 MyClient::SendSetName(client_name);
1350 } else {
1351 /* Copy to a temporary buffer so no #n gets added after our name in the settings when there are duplicate names. */
1352 std::string temporary_name = client_name;
1353 if (NetworkMakeClientNameUnique(temporary_name)) {
1355 ci->client_name = std::move(temporary_name);
1358 }
1359 }
1360}
1361
1370void NetworkClientSendChat(NetworkAction action, NetworkChatDestinationType type, int dest, std::string_view msg, int64_t data)
1371{
1372 MyClient::SendChat(action, type, dest, msg, data);
1373}
1374
1381{
1382 /* Only companies actually playing can speak to team. Eg spectators cannot */
1383 if (!_settings_client.gui.prefer_teamchat || !Company::IsValidID(cio->client_playas)) return false;
1384
1385 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1386 if (ci->client_playas == cio->client_playas && ci != cio) return true;
1387 }
1388
1389 return false;
1390}
1391
1397{
1398 return _network_server ? _settings_client.network.max_companies : _network_server_max_companies;
1399}
1400
Class for backupping variables and making sure they are restored later.
constexpr enable_if_t< is_integral_v< T >, T > byteswap(T x) noexcept
Custom implementation of std::byteswap; remove once we build with C++23.
Handles requests by immediately returning the server password, or show the user to password window.
void SendResponse() override
Callback to trigger sending the response for the password request.
void AskUserForPassword(std::shared_ptr< NetworkAuthenticationPasswordRequest > request) override
Callback to trigger asking the user for the password.
static ClientNetworkGameSocketHandler * my_client
This is us!
NetworkRecvStatus ReceiveServerQuit(Packet &p) override
Notification that a client left the game: uint32_t ID of the client.
NetworkRecvStatus ReceiveServerFull(Packet &p) override
Notification that the server is full.
static NetworkRecvStatus SendQuit()
Tell the server we would like to quit.
NetworkRecvStatus ReceiveServerExternalChat(Packet &p) override
Sends a chat-packet for external source to the client: string Name of the source this message came fr...
NetworkRecvStatus ReceiveServerCommand(Packet &p) override
Sends a DoCommand to the client: uint8_t ID of the company (0..MAX_COMPANIES-1).
static bool Receive()
Check whether we received/can send some data from/to the server and when that's the case handle it ap...
NetworkRecvStatus ReceiveServerClientInfo(Packet &p) override
Send information about a client: uint32_t ID of the client (always unique on a server.
std::string connection_string
Address we are connected to.
~ClientNetworkGameSocketHandler() override
Clear whatever we assigned.
NetworkRecvStatus ReceiveServerBanned(Packet &p) override
Notification that the client trying to join is banned.
static NetworkRecvStatus SendIdentify()
Identify ourselves to the server.
ServerStatus status
Status of the connection with the server.
static NetworkRecvStatus SendMove(CompanyID company)
Ask the server to move us.
std::unique_ptr< class NetworkAuthenticationClientHandler > authentication_handler
The handler for the authentication.
std::shared_ptr< struct PacketReader > savegame
Packet reader for reading the savegame.
static bool IsConnected()
Check whether the client is actually connected (and in the game).
NetworkRecvStatus ReceiveServerChat(Packet &p) override
Sends a chat-packet to the client: uint8_t ID of the action (see NetworkAction).
uint8_t token
The token we need to send back to the server to prove we're the right client.
static NetworkRecvStatus SendSetName(const std::string &name)
Tell the server that we like to change the name of the client.
NetworkRecvStatus ReceiveServerNewGame(Packet &p) override
Let the clients know that the server is loading a new map.
NetworkRecvStatus ReceiveServerEnableEncryption(Packet &p) override
Indication to the client that authentication is complete and encryption has to be used from here on f...
friend void NetworkExecuteLocalCommandQueue()
Execute all commands on the local command queue that ought to be executed this frame.
static NetworkRecvStatus SendNewGRFsOk()
Tell the server we got all the NewGRFs.
static NetworkRecvStatus SendChat(NetworkAction action, NetworkChatDestinationType type, int dest, std::string_view msg, int64_t data)
Send a chat-packet over the network.
static NetworkRecvStatus SendMapOk()
Tell the server we received the complete map.
NetworkRecvStatus ReceiveServerMapBegin(Packet &p) override
Sends that the server will begin with sending the map to the client: uint32_t Current frame.
void CheckConnection()
Check the connection's state, i.e.
NetworkRecvStatus ReceiveServerCheckNewGRFs(Packet &p) override
Sends information about all used GRFs to the client: uint8_t Amount of GRFs (the following data is re...
NetworkRecvStatus ReceiveServerWaitForMap(Packet &p) override
Notification that another client is currently receiving the map: uint8_t Number of clients waiting in...
ClientNetworkGameSocketHandler(SOCKET s, std::string_view connection_string)
Create a new socket for the client side of the game connection.
NetworkRecvStatus ReceiveServerRemoteConsoleCommand(Packet &p) override
Send the result of an issues RCon command back to the client: uint16_t Colour code.
NetworkRecvStatus ReceiveServerShutdown(Packet &p) override
Let the clients know that the server is closing.
NetworkRecvStatus ReceiveServerMapDone(Packet &p) override
Sends that all data of the map are sent to the client:
void ClientError(NetworkRecvStatus res)
Handle an error coming from the client side.
static NetworkRecvStatus SendAck()
Send an acknowledgement from the server's ticks.
NetworkRecvStatus ReceiveServerMove(Packet &p) override
Move a client from one company into another: uint32_t ID of the client.
static NetworkRecvStatus SendAuthResponse()
Set the game password as requested.
NetworkRecvStatus ReceiveServerFrame(Packet &p) override
Sends the current frame counter to the client: uint32_t Frame counter uint32_t Frame counter max (how...
NetworkRecvStatus ReceiveServerSync(Packet &p) override
Sends a sync-check to the client: uint32_t Frame counter.
static bool GameLoop()
Actual game loop for the client.
NetworkRecvStatus ReceiveServerError(Packet &p) override
The client made an error: uint8_t Error code caused (see NetworkErrorCode).
static void Send()
Send the packets of this socket handler.
@ STATUS_JOIN
We are trying to join a server.
@ STATUS_ENCRYPTED
The game authentication has completed and from here on the connection to the server is encrypted.
@ STATUS_MAP
The client is downloading the map.
@ STATUS_AUTH_GAME
Last action was requesting game (server) password.
@ STATUS_ACTIVE
The client is active within in the game.
@ STATUS_MAP_WAIT
The client is waiting as someone else is downloading the map.
@ STATUS_AUTHORIZED
The client is authorized at the server.
static NetworkRecvStatus SendRCon(std::string_view password, std::string_view command)
Send a console command.
static NetworkRecvStatus SendCommand(const CommandPacket &cp)
Send a command to the server.
NetworkRecvStatus ReceiveServerErrorQuit(Packet &p) override
Inform all clients that one client made an error and thus has quit/been disconnected: uint32_t ID of ...
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
NetworkRecvStatus ReceiveServerMapData(Packet &p) override
Sends the data of the map to the client: Contains a part of the map (until max size of packet).
static NetworkRecvStatus SendGetMap()
Request the map from the server.
NetworkRecvStatus ReceiveServerConfigurationUpdate(Packet &p) override
Update the clients knowledge of the max settings: uint8_t Maximum number of companies allowed.
static NetworkRecvStatus SendError(NetworkErrorCode errorno)
Send an error-packet over the network.
NetworkRecvStatus ReceiveServerWelcome(Packet &p) override
The client is joined and ready to receive their map: uint32_t Own client ID.
NetworkRecvStatus ReceiveServerMapSize(Packet &p) override
Sends the size of the map to the client.
NetworkRecvStatus ReceiveServerClientJoined(Packet &p) override
A client joined (PacketGameType::ClientMapOk), what usually directly follows is a PacketGameType::Ser...
static NetworkRecvStatus SendJoin()
Tell the server we would like to join.
NetworkRecvStatus ReceiveServerAuthenticationRequest(Packet &p) override
Indication to the client that it needs to authenticate: uint8_t The NetworkAuthenticationMethod to us...
@ AwaitUserInput
We have requested some user input, but must wait on that.
@ Invalid
We have received an invalid request.
@ ReadyForResponse
We do not have to wait for user input, and can immediately respond to the server.
static std::unique_ptr< NetworkAuthenticationClientHandler > Create(std::shared_ptr< NetworkAuthenticationPasswordRequestHandler > password_handler, std::string &secret_key, std::string &public_key)
Create a NetworkAuthenticationClientHandler.
Callback interface for client implementations to provide the handling of the password requests.
bool IsPendingDeletion() const
Is this pending for deletion and as such should not be accessed anymore.
Definition tcp_game.h:571
NetworkGameSocketHandler(SOCKET s)
Create a new socket for the game connection.
Definition tcp_game.cpp:28
NetworkClientInfo * GetInfo() const
Gets the client info of this socket handler.
Definition tcp_game.h:557
std::optional< std::string_view > ReceiveCommand(Packet &p, CommandPacket &cp)
Receives a command from the network.
ClientID client_id
Client identifier.
Definition tcp_game.h:527
CommandQueue incoming_queue
The command-queue awaiting handling.
Definition tcp_game.h:530
std::chrono::steady_clock::time_point last_packet
Time we received the last frame.
Definition tcp_game.h:531
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
Definition tcp_game.h:547
void DeferDeletion()
Mark this socket handler for deletion, once iterating the socket handlers is done.
Definition tcp_game.cpp:189
NetworkRecvStatus CloseConnection(bool error=true) override
Functions to help ReceivePacket/SendPacket a bit A socket can make errors.
Definition tcp_game.cpp:38
void MarkClosed()
Mark the connection as closed.
Definition core.h:64
bool HasClientQuit() const
Whether the current client connected to the socket has quit.
Definition core.h:72
std::unique_ptr< class NetworkEncryptionHandler > send_encryption_handler
The handler for encrypting sent packets.
Definition core.h:48
std::unique_ptr< class NetworkEncryptionHandler > receive_encryption_handler
The handler for decrypting received packets.
Definition core.h:47
SOCKET sock
The socket currently connected to.
Definition tcp.h:35
SendPacketsState SendPackets(bool closing_down=false)
Sends all the buffered packets out for this client.
Definition tcp.cpp:75
static void EventEnterMultiplayer(uint map_width, uint map_height)
Event: user entered a multiplayer game.
static constexpr TimerGameTick::Ticks DAY_TICKS
1 day is 74 ticks; TimerGameCalendar::date_fract used to be uint16_t and incremented by 885.
static Date date
Current date in days (day counter).
static DateFract date_fract
Fractional part of the day.
Functions related to commands.
Definition of stuff that is very close to a company, like the company struct itself.
TextColour GetDrawStringCompanyColour(CompanyID company)
Get the colour for DrawString-subroutines which matches the colour of the company.
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
void SetLocalCompany(CompanyID new_company)
Sets the local company and updates the settings that are set on a per-company basis to reflect the co...
CompanyID _current_company
Company currently doing an action.
Command definitions related to companies.
Functions related to companies.
GUI Functions related to companies.
@ New
Create a new company.
static constexpr CompanyID COMPANY_SPECTATOR
The client is spectating.
static constexpr CompanyID COMPANY_NEW_COMPANY
The client wants a new company.
@ None
Dummy reason for actions that don't need one.
static const uint NETWORK_CHAT_LENGTH
The maximum length of a chat message, in bytes including '\0'.
Definition config.h:59
static const uint NETWORK_NAME_LENGTH
The maximum length of the server name and map name, in bytes including '\0'.
Definition config.h:51
static const uint NETWORK_PUBLIC_KEY_LENGTH
The maximum length of the hexadecimal encoded public keys, in bytes including '\0'.
Definition config.h:99
static const uint NETWORK_RCONCOMMAND_LENGTH
The maximum length of a rconsole command, in bytes including '\0'.
Definition config.h:57
void IConsolePrint(TextColour colour_code, const std::string &string)
Handle the printing of text entered into the console or redirected there by any other means.
Definition console.cpp:90
Console functions used outside of the console code.
bool IsValidConsoleColour(TextColour c)
Check whether the given TextColour is valid for console usage.
static const TextColour CC_WARNING
Colour for warning lines.
static const TextColour CC_DEFAULT
Default colour of the console.
NetworkRecvStatus
Status of a network client; reasons why a client has quit.
Definition core.h:21
@ NETWORK_RECV_STATUS_DESYNC
A desync did occur.
Definition core.h:23
@ NETWORK_RECV_STATUS_CLIENT_QUIT
The connection is lost gracefully. Other clients are already informed of this leaving client.
Definition core.h:26
@ NETWORK_RECV_STATUS_SERVER_ERROR
The server told us we made an error.
Definition core.h:28
@ NETWORK_RECV_STATUS_SAVEGAME
Something went wrong (down)loading the savegame.
Definition core.h:25
@ NETWORK_RECV_STATUS_CLOSE_QUERY
Done querying the server.
Definition core.h:31
@ NETWORK_RECV_STATUS_OKAY
Everything is okay.
Definition core.h:22
@ NETWORK_RECV_STATUS_NEWGRF_MISMATCH
We did not have the required NewGRFs.
Definition core.h:24
@ NETWORK_RECV_STATUS_SERVER_FULL
The server is full.
Definition core.h:29
@ NETWORK_RECV_STATUS_MALFORMED_PACKET
We apparently send a malformed packet.
Definition core.h:27
@ NETWORK_RECV_STATUS_SERVER_BANNED
The server has banned us.
Definition core.h:30
#define Debug(category, level, format_string,...)
Output a line of debugging information.
Definition debug.h:37
constexpr std::underlying_type_t< enum_type > to_underlying(enum_type e)
Implementation of std::to_underlying (from C++23).
Definition enum_type.hpp:21
Functions related to errors.
void ClearErrorMessages()
Clear all errors from the queue.
@ WL_ERROR
Errors (eg. saving/loading failed).
Definition error.h:26
@ WL_CRITICAL
Critical errors, the MessageBox is shown in all cases.
Definition error.h:27
@ WL_INFO
Used for DoCommand-like (and some non-fatal AI GUI) errors/information.
Definition error.h:24
void ShowErrorMessage(EncodedString &&summary_msg, int x, int y, CommandCost &cc)
Display an error message in a window.
SaveLoadOperation
Operation performed on the file.
Definition fileio_type.h:52
@ Load
File is being loaded.
Definition fileio_type.h:54
DetailedFileType
Kinds of files in each AbstractFileType.
Definition fileio_type.h:28
@ GameFile
Save game or scenario file.
Definition fileio_type.h:31
Subdirectory
The different kinds of subdirectories OpenTTD uses.
Definition fileio_type.h:88
@ None
A path without any base directory.
GameSessionStats _game_session_stats
Statistics about the current session.
Definition gfx.cpp:52
SwitchMode _switch_mode
The next mainloop command.
Definition gfx.cpp:50
Functions related to the gfx engine.
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
Definition gfx_type.h:307
static const uint MILLISECONDS_PER_TICK
The number of milliseconds per game tick.
Definition gfx_type.h:370
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve a short translateable string of the error code.
Definition network.cpp:328
uint32_t _frame_counter_server
The frame_counter of the server, if in network-mode.
Definition network.cpp:78
uint32_t _frame_counter
The current frame.
Definition network.cpp:80
uint8_t _network_reconnect
Reconnect timeout.
Definition network.cpp:74
bool _networking
are we in networking mode?
Definition network.cpp:67
bool _network_server
network-server is active
Definition network.cpp:68
uint32_t _sync_seed_1
Seed to compare during sync checks.
Definition network.cpp:83
void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, std::string_view name, std::string_view str, StringParameter &&data)
Writes a text-message to the console and the chat box.
Definition network.cpp:244
uint32_t _sync_frame
The frame to perform the sync check.
Definition network.cpp:87
void ShowNetworkError(StringID error_string)
There was a non-recoverable error, drop back to the main menu with a nice error.
Definition network.cpp:316
ClientID _network_own_client_id
Our client identifier.
Definition network.cpp:72
bool _network_first_time
Whether we have finished joining or not.
Definition network.cpp:88
uint32_t _frame_counter_max
To where we may go with our clients.
Definition network.cpp:79
Basic functions/variables used all over the place.
Base core network types and some helper functions to access them.
void NetworkUpdateClientName(const std::string &client_name)
Send the server our name as callback from the setting.
NetworkJoinInfo _network_join
Information about the game to join to.
void NetworkClientSendChat(NetworkAction action, NetworkChatDestinationType type, int dest, std::string_view msg, int64_t data)
Send a chat message.
bool NetworkValidateOurClientName()
Convenience method for NetworkValidateClientName on _settings_client.network.client_name.
void ClientNetworkEmergencySave()
Create an emergency savegame when the network connection is lost.
static uint32_t last_ack_frame
Last frame we performed an ack.
bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, std::shared_ptr< LoadFilter > lf)
Load the specified savegame but on error do different things.
Definition openttd.cpp:939
bool NetworkMaxCompaniesReached()
Check if max_companies has been reached on the server (local check only).
void NetworkClientSendRcon(std::string_view password, std::string_view command)
Send a remote console command.
uint NetworkMaxCompaniesAllowed()
Get the maximum number of companies that are allowed by the server.
void NetworkClientsToSpectators(CompanyID cid)
Move the clients of a company to the spectators.
static StringID GetLongNetworkErrorString(NetworkErrorCode error)
Get a long form translateable string for a NetworkErrorCode.
static uint8_t _network_server_max_companies
Maximum number of companies of the currently joined server.
bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio)
Tell whether the client has team members who they can chat to.
std::string _network_server_name
The current name of the server you are on.
void NetworkClientRequestMove(CompanyID company_id)
Notify the server of this client wanting to be moved to another company.
bool NetworkValidateClientName(std::string &client_name)
Trim the given client name in place, i.e.
bool NetworkIsValidClientName(std::string_view client_name)
Check whether the given client name is deemed valid for use in network games.
Client part of the network protocol.
NetworkJoinInfo _network_join
Information about the game to join to.
void NetworkClient_Connected()
Is called after a client is connected to the server.
void NetworkUpdateClientInfo(ClientID client_id)
Send updated client info of a particular client.
std::string_view GetNetworkRevisionString()
Get the network version string used by this build.
void DeserializeGRFIdentifier(Packet &p, GRFIdentifier &grf)
Deserializes the GRFIdentifier (GRF ID and MD5 checksum) from the packet.
Handling of the list of games.
NetworkJoinStatus _network_join_status
The status of joining.
uint8_t _network_join_waiting
The number of clients waiting in front of us.
void ShowJoinStatusWindow()
Open the window showing the status of joining the server.
void ShowClientList()
Open the client list window.
uint32_t _network_join_bytes_total
The total number of bytes to download.
uint32_t _network_join_bytes
The number of bytes we already downloaded.
void ShowNetworkNeedPassword(std::shared_ptr< NetworkAuthenticationPasswordRequest > request)
Update the NetworkJoinStatusWindow to start requesting the server password.
GUIs related to networking.
@ Waiting
Waiting for other clients to finish downloading the map.
@ Processing
Loading the savegame.
@ Registering
Creating a new company.
@ Authorizing
Starting authorizing the client to join the game and optionally company.
@ Downloading
Downloading the map from the server.
bool NetworkMakeClientNameUnique(std::string &new_name)
Check whether a name is unique, and otherwise try to make it unique.
NetworkErrorCode
The error codes we send around in the protocols.
@ WrongRevision
The client is using the wrong revision.
@ General
Fallback error code in case nothing matches.
@ Desync
Client tells that they desynced.
@ SavegameFailed
Client tells they could not load the savegame.
@ Cheater
The client is trying control companies in a way they are not supposed to.
@ TimeoutPassword
The client has timed out providing a password.
@ TooManyCommands
The client has sent too many commands in a short time.
@ TimeoutComputer
The client has timed out because the computer could not keep up with the server.
@ TimeoutMap
The client has timed out because it took too long to download the map.
@ NotAuthorized
The client tried to do something there are not authorized to.
@ ServerFull
The server is full.
@ InvalidClientName
The client tried to set an invalid name.
@ TimeoutJoin
The client has timed out because getting up to speed with the server failed.
@ NotOnAllowList
The client is not on the allow list.
@ WrongPassword
The client entered a wrong password.
@ NotExpected
The request/packet was not expected in the current state.
@ Kicked
The client got kicked.
@ ConnectionLost
Connection to the client was lost.
@ IllegalPacket
A packet was received that has invalid content.
@ NameInUse
The client has a duplicate name (and we couldn't make it unique).
@ NoAuthenticationMethodAvailable
The client and server could not find a common authentication method.
@ CompanyMismatch
The client was impersonating another company.
@ NewGRFMismatch
Client does not have the right NewGRFs.
NetworkAction
Actions that can be used for NetworkTextMessage.
@ ChatExternal
An external application sent a message over the admin port.
@ ChatTeam
A chat sent to all clients of a team/company.
@ ClientNameChange
A client changed their name.
@ ClientJoin
A client joined the server.
@ CompanySpectator
A client joined the spectators.
@ ChatClient
A chat sent to a specific client.
@ ClientLeave
A client left the server.
NetworkChatDestinationType
Destination of our chat messages.
ClientID
'Unique' identifier to be given to clients
@ CLIENT_ID_SERVER
Servers always have this ID.
const GRFConfig * FindGRFConfig(uint32_t grfid, FindGRFConfigMode mode, const MD5Hash *md5sum, uint32_t desired_version)
Find a NewGRF in the scanned list.
@ Exact
Only find Grfs matching md5sum.
void StateGameLoop()
State controlling game loop.
Definition openttd.cpp:1208
GameMode
Mode which defines the state of the game.
Definition openttd.h:18
@ SM_MENU
Switch to game intro menu.
Definition openttd.h:33
Randomizer _random
Random used in the game state calculations.
Pseudo random number generator.
Declaration of OTTD revision dependent variables.
A number of safeguards to prevent using unsafe methods.
void DoAutoOrNetsave(FiosNumberedSaveName &counter)
Create an autosave or netsave.
FileToSaveLoad _file_to_saveload
File to save or load in the openttd loop.
Definition saveload.cpp:78
Functions/types related to saving and loading games.
Declaration of filters used for saving and loading savegames.
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:60
Interface definitions for game to report/respond to social integration.
Definition of base types and functions in a cross-platform compatible way.
std::string FormatArrayAsHex(std::span< const uint8_t > data)
Format a byte array into a continuous hex string.
Definition string.cpp:77
void StrTrimInPlace(std::string &str)
Trim the spaces from given string in place, i.e.
Definition string.cpp:230
EncodedString GetEncodedString(StringID str)
Encode a string with no parameters into an encoded string.
Definition strings.cpp:90
std::string GetString(StringID string)
Resolve the given StringID into a std::string with formatting but no parameters.
Definition strings.cpp:424
Functions related to OTTD's strings.
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
Class to backup a specific variable and restore it later.
void Restore()
Restore the variable.
Everything we need to know about a command to be able to execute it.
uint32_t frame
the frame in which this packet is executed
bool my_cmd
did the command originate from "me"
Commands cmd
command being executed.
A savegame name automatically numbered.
Definition fios.h:119
Information about GRF, used in the game and (part of it) in savegames.
Basic data to distinguish a GRF.
uint32_t grfid
GRF ID (defined by Action 0x08).
MD5Hash md5sum
MD5 checksum of file to distinguish files with the same GRF ID (eg. newer version of GRF).
Interface for filtering a savegame till it is loaded.
LoadFilter(std::shared_ptr< LoadFilter > chain)
Initialise this filter.
static uint SizeX()
Get the size of the map along the X.
Definition map_func.h:262
static uint SizeY()
Get the size of the map along the Y.
Definition map_func.h:271
Container for all information known about a client.
static NetworkClientInfo * GetByClientID(ClientID client_id)
Return the CI given it's client-identifier.
Definition network.cpp:118
CompanyID client_playas
As which company is this client playing (CompanyID).
std::string client_name
Name of the client.
std::string public_key
The public key of the client.
Information required to join a server.
size_t Read(uint8_t *rbuf, size_t size) override
Read a given number of bytes from the savegame.
std::deque< uint8_t > Buffer
The underlying buffer type that's being use.
PacketReader()
Initialise everything.
size_t read_bytes
The total number of read bytes.
void AddPacket(Packet &p)
Add a packet to this buffer.
Buffer::const_iterator iterator
Buffer we're going to write to/read from.
void Reset() override
Reset this filter to read from the beginning of the file.
Buffer buffer
Buffer with the raw save game data.
Internal entity of a packet.
Definition packet.h:56
uint16_t Recv_uint16()
Read a 16 bits integer from the packet.
Definition packet.cpp:330
uint64_t Recv_uint64()
Read a 64 bits integer from the packet.
Definition packet.cpp:362
bool Recv_bool()
Read a boolean from the packet.
Definition packet.cpp:307
uint32_t Recv_uint32()
Read a 32 bits integer from the packet.
Definition packet.cpp:345
std::string Recv_string(size_t length, StringValidationSettings settings=StringValidationSetting::ReplaceWithQuestionMark)
Reads characters (bytes) from the packet until it finds a '\0', or reaches a maximum of length charac...
Definition packet.cpp:423
uint8_t Recv_uint8()
Read a 8 bits integer from the packet.
Definition packet.cpp:316
bool CanReadFromPacket(size_t bytes_to_read, bool close_connection=false)
Is it safe to read from the packet, i.e.
Definition packet.cpp:217
ssize_t TransferOut(F transfer_function)
Transfer data from the packet to the given function.
Definition packet.h:154
static Pool::IterateWrapper< NetworkClientInfo > Iterate(size_t from=0)
@ ClientCommand
Client executed a command and sends it to the server.
Definition tcp_game.h:98
@ ClientQuit
A client tells the server it is going to quit.
Definition tcp_game.h:119
@ ClientAck
The client tells the server which frame it has executed.
Definition tcp_game.h:94
@ ClientRemoteConsoleCommand
Client asks the server to execute some command.
Definition tcp_game.h:107
@ ClientJoin
The client telling the server it wants to join.
Definition tcp_game.h:34
@ ClientNewGRFsChecked
Client acknowledges that it has all required NewGRFs.
Definition tcp_game.h:69
@ ClientSetName
A client changes its name.
Definition tcp_game.h:115
@ ClientError
A client reports an error to the server.
Definition tcp_game.h:121
@ ClientMapOk
Client tells the server that it received the whole map.
Definition tcp_game.h:82
@ ClientMove
A client would like to be moved to another company.
Definition tcp_game.h:111
@ ClientGetMap
Client requests the actual map.
Definition tcp_game.h:76
@ ClientChat
Client said something that should be distributed.
Definition tcp_game.h:102
@ ClientAuthenticationResponse
The client responds to the authentication request.
Definition tcp_game.h:61
@ ClientIdentify
Client telling the server the client's name and requested company.
Definition tcp_game.h:65
Base of all threads.
void CSleep(int milliseconds)
Sleep on the current thread for a defined time.
Definition thread.h:24
Definition of the game-calendar-timer.
Definition of the tick-based game-timer.
void CloseWindowById(WindowClass cls, WindowNumber number, bool force, int data)
Close a window by its class and window number (if it is open).
Definition window.cpp:1209
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope)
Mark window data of the window of a given class and specific window number as invalid (in need of re-...
Definition window.cpp:3322
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting).
Definition window.cpp:3200
Window functions not directly related to making/drawing windows.
@ WN_NETWORK_STATUS_WINDOW_JOIN
Network join status.
Definition window_type.h:45
@ WC_CLIENT_LIST
Client list; Window numbers:
@ WC_NETWORK_STATUS_WINDOW
Network status window; Window numbers: