OpenTTD Source 20251213-master-g1091fa6071
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
10#include "../stdafx.h"
11#include "network_gui.h"
12#include "../saveload/saveload.h"
13#include "../saveload/saveload_filter.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"
22#include "../core/random_func.hpp"
23#include "../timer/timer_game_tick.h"
24#include "../timer/timer_game_calendar.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"
32#include "../core/backup_type.hpp"
33#include "../thread.h"
34#include "../social_integration.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
102ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s, std::string_view connection_string) : NetworkGameSocketHandler(s), connection_string(connection_string)
103{
106}
107
116
118{
120 if (this->IsPendingDeletion()) return status;
121
122 assert(this->sock != INVALID_SOCKET);
123
124 if (!this->HasClientQuit()) {
125 Debug(net, 3, "Closed client connection {}", this->client_id);
126
127 this->SendPackets(true);
128
129 /* Wait a number of ticks so our leave message can reach the server.
130 * This is especially needed for Windows servers as they seem to get
131 * the "socket is closed" message before receiving our leave message,
132 * which would trigger the server to close the connection as well. */
134 }
135
136 this->DeferDeletion();
137
138 return status;
139}
140
146{
147 if (this->IsPendingDeletion()) return;
148
149 /* First, send a CLIENT_ERROR to the server, so it knows we are
150 * disconnected (and why!) */
151 NetworkErrorCode errorno;
152
153 /* We just want to close the connection.. */
156 this->CloseConnection(res);
157 _networking = false;
158
160 return;
161 }
162
163 switch (res) {
164 case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
165 case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
166 case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
167 default: errorno = NETWORK_ERROR_GENERAL; break;
168 }
169
172 /* This means the server closed the connection. Emergency save is
173 * already created if this was appropriate during handling of the
174 * disconnect. */
175 this->CloseConnection(res);
176 } else {
177 /* This means we as client made a boo-boo. */
178 SendError(errorno);
179
180 /* Close connection before we make an emergency save, as the save can
181 * take a bit of time; better that the server doesn't stall while we
182 * are doing the save, and already disconnects us. */
183 this->CloseConnection(res);
185 }
186
188
189 if (_game_mode != GM_MENU) _switch_mode = SM_MENU;
190 _networking = false;
191}
192
193
200{
201 if (my_client->CanSendReceive()) {
203 if (res != NETWORK_RECV_STATUS_OKAY) {
204 /* The client made an error of which we can not recover.
205 * Close the connection and drop back to the main menu. */
207 return false;
208 }
209 }
210 return _networking;
211}
212
215{
217 if (my_client != nullptr) my_client->CheckConnection();
218}
219
225{
227
229
231
232 /* Check if we are in sync! */
233 if (_sync_frame != 0) {
235#ifdef NETWORK_SEND_DOUBLE_SEED
236 if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
237#else
238 if (_sync_seed_1 != _random.state[0]) {
239#endif
240 ShowNetworkError(STR_NETWORK_ERROR_DESYNC);
241 Debug(desync, 1, "sync_err: {:08x}; {:02x}", TimerGameEconomy::date, TimerGameEconomy::date_fract);
242 Debug(net, 0, "Sync error detected");
244 return false;
245 }
246
247 /* If this is the first time we have a sync-frame, we
248 * need to let the server know that we are ready and at the same
249 * frame as it is.. so we can start playing! */
251 _network_first_time = false;
252 SendAck();
253 }
254
255 _sync_frame = 0;
256 } else if (_sync_frame < _frame_counter) {
257 Debug(net, 1, "Missed frame for sync-test: {} / {}", _sync_frame, _frame_counter);
258 _sync_frame = 0;
259 }
260 }
261
262 return true;
263}
264
265
268
270static uint32_t last_ack_frame;
271
276
279
280/***********
281 * Sending functions
282 ************/
283
286{
287 Debug(net, 9, "Client::SendJoin()");
288
289 Debug(net, 9, "Client::status = JOIN");
291 Debug(net, 9, "Client::join_status = AUTHORIZING");
292 _network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
294
295 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_JOIN);
296 p->Send_string(GetNetworkRevisionString());
297 p->Send_uint32(_openttd_newgrf_version);
298 my_client->SendPacket(std::move(p));
299
301}
302
303NetworkRecvStatus ClientNetworkGameSocketHandler::SendIdentify()
304{
305 Debug(net, 9, "Client::SendIdentify()");
306
307 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_IDENTIFY);
308 p->Send_string(_settings_client.network.client_name); // Client name
309 p->Send_uint8(_network_join.company); // PlayAs
310 my_client->SendPacket(std::move(p));
312}
313
316{
317 Debug(net, 9, "Client::SendNewGRFsOk()");
318
319 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_NEWGRFS_CHECKED);
320 my_client->SendPacket(std::move(p));
322}
323
329{
330 Debug(net, 9, "Client::SendAuthResponse()");
331
332 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_AUTH_RESPONSE);
333 my_client->authentication_handler->SendResponse(*p);
334 my_client->SendPacket(std::move(p));
335
337}
338
341{
342 Debug(net, 9, "Client::SendGetMap()");
343
344 Debug(net, 9, "Client::status = MAP_WAIT");
346
347 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_GETMAP);
348 my_client->SendPacket(std::move(p));
350}
351
354{
355 Debug(net, 9, "Client::SendMapOk()");
356
357 Debug(net, 9, "Client::status = ACTIVE");
359
360 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_MAP_OK);
361 my_client->SendPacket(std::move(p));
363}
364
367{
368 Debug(net, 9, "Client::SendAck()");
369
370 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_ACK);
371
372 p->Send_uint32(_frame_counter);
373 p->Send_uint8 (my_client->token);
374 my_client->SendPacket(std::move(p));
376}
377
383{
384 Debug(net, 9, "Client::SendCommand(): cmd={}", cp.cmd);
385
386 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_COMMAND);
387 my_client->NetworkGameSocketHandler::SendCommand(*p, cp);
388
389 my_client->SendPacket(std::move(p));
391}
392
394NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, std::string_view msg, int64_t data)
395{
396 Debug(net, 9, "Client::SendChat(): action={}, type={}, dest={}", action, type, dest);
397
398 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_CHAT);
399
400 p->Send_uint8 (action);
401 p->Send_uint8 (type);
402 p->Send_uint32(dest);
403 p->Send_string(msg);
404 p->Send_uint64(data);
405
406 my_client->SendPacket(std::move(p));
408}
409
412{
413 Debug(net, 9, "Client::SendError(): errorno={}", errorno);
414
415 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_ERROR);
416
417 p->Send_uint8(errorno);
418 my_client->SendPacket(std::move(p));
420}
421
427{
428 Debug(net, 9, "Client::SendSetName()");
429
430 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_SET_NAME);
431
432 p->Send_string(name);
433 my_client->SendPacket(std::move(p));
435}
436
441{
442 Debug(net, 9, "Client::SendQuit()");
443
444 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_QUIT);
445
446 my_client->SendPacket(std::move(p));
448}
449
455NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(std::string_view pass, std::string_view command)
456{
457 Debug(net, 9, "Client::SendRCon()");
458
459 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_RCON);
460 p->Send_string(pass);
461 p->Send_string(command);
462 my_client->SendPacket(std::move(p));
464}
465
471{
472 Debug(net, 9, "Client::SendMove(): company={}", company);
473
474 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_MOVE);
475 p->Send_uint8(company);
476 my_client->SendPacket(std::move(p));
478}
479
488
489
490/***********
491 * Receiving functions
492 ************/
493
494extern bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, std::shared_ptr<struct LoadFilter> lf);
495
497{
498 Debug(net, 9, "Client::Receive_SERVER_FULL()");
499
500 /* We try to join a server which is full */
501 ShowErrorMessage(GetEncodedString(STR_NETWORK_ERROR_SERVER_FULL), {}, WL_CRITICAL);
502
504}
505
507{
508 Debug(net, 9, "Client::Receive_SERVER_BANNED()");
509
510 /* We try to join a server where we are banned */
511 ShowErrorMessage(GetEncodedString(STR_NETWORK_ERROR_SERVER_BANNED), {}, WL_CRITICAL);
512
514}
515
516/* This packet contains info about the client (playas and name)
517 * as client we save this in NetworkClientInfo, linked via 'client_id'
518 * which is always an unique number on a server. */
520{
523 CompanyID playas = (CompanyID)p.Recv_uint8();
524
525 Debug(net, 9, "Client::Receive_SERVER_CLIENT_INFO(): client_id={}, playas={}", client_id, playas);
526
527 std::string name = p.Recv_string(NETWORK_NAME_LENGTH);
528 std::string public_key = p.Recv_string(NETWORK_PUBLIC_KEY_LENGTH);
529
532 /* The server validates the name when receiving it from clients, so when it is wrong
533 * here something went really wrong. In the best case the packet got malformed on its
534 * way too us, in the worst case the server is broken or compromised. */
536
538 if (ci != nullptr) {
539 if (playas == ci->client_playas && name != ci->client_name) {
540 /* Client name changed, display the change */
541 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, name);
542 } else if (playas != ci->client_playas) {
543 /* The client changed from client-player..
544 * Do not display that for now */
545 }
546
547 /* Make sure we're in the company the server tells us to be in,
548 * for the rare case that we get moved while joining. */
550
551 ci->client_playas = playas;
552 ci->client_name = std::move(name);
553 ci->public_key = std::move(public_key);
554
556
558 }
559
560 /* There are at most as many ClientInfo as ClientSocket objects in a
561 * server. Having more info than a server can have means something
562 * has gone wrong somewhere, i.e. the server has more info than it
563 * has actual clients. That means the server is feeding us an invalid
564 * state. So, bail out! This server is broken. */
566
567 /* We don't have this client_id yet, find an empty client_id, and put the data there */
569 ci->client_playas = playas;
570 if (client_id == _network_own_client_id) this->SetInfo(ci);
571
572 ci->client_name = std::move(name);
573 ci->public_key = std::move(public_key);
574
576
578}
579
581{
582 static const StringID network_error_strings[] = {
583 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_GENERAL
584 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_DESYNC
585 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_SAVEGAME_FAILED
586 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_CONNECTION_LOST
587 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_ILLEGAL_PACKET
588 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NEWGRF_MISMATCH
589 STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_AUTHORIZED
590 STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_EXPECTED
591 STR_NETWORK_ERROR_WRONG_REVISION, // NETWORK_ERROR_WRONG_REVISION
592 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NAME_IN_USE
593 STR_NETWORK_ERROR_WRONG_PASSWORD, // NETWORK_ERROR_WRONG_PASSWORD
594 STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_COMPANY_MISMATCH
595 STR_NETWORK_ERROR_KICKED, // NETWORK_ERROR_KICKED
596 STR_NETWORK_ERROR_CHEATER, // NETWORK_ERROR_CHEATER
597 STR_NETWORK_ERROR_SERVER_FULL, // NETWORK_ERROR_FULL
598 STR_NETWORK_ERROR_TOO_MANY_COMMANDS, // NETWORK_ERROR_TOO_MANY_COMMANDS
599 STR_NETWORK_ERROR_TIMEOUT_PASSWORD, // NETWORK_ERROR_TIMEOUT_PASSWORD
600 STR_NETWORK_ERROR_TIMEOUT_COMPUTER, // NETWORK_ERROR_TIMEOUT_COMPUTER
601 STR_NETWORK_ERROR_TIMEOUT_MAP, // NETWORK_ERROR_TIMEOUT_MAP
602 STR_NETWORK_ERROR_TIMEOUT_JOIN, // NETWORK_ERROR_TIMEOUT_JOIN
603 STR_NETWORK_ERROR_INVALID_CLIENT_NAME, // NETWORK_ERROR_INVALID_CLIENT_NAME
604 STR_NETWORK_ERROR_NOT_ON_ALLOW_LIST, // NETWORK_ERROR_NOT_ON_ALLOW_LIST
605 STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NO_AUTHENTICATION_METHOD_AVAILABLE
606 };
607 static_assert(lengthof(network_error_strings) == NETWORK_ERROR_END);
608
610
611 Debug(net, 9, "Client::Receive_SERVER_ERROR(): error={}", error);
612
613 StringID err = STR_NETWORK_ERROR_LOSTCONNECTION;
614 if (error < (ptrdiff_t)lengthof(network_error_strings)) err = network_error_strings[error];
615 /* In case of kicking a client, we assume there is a kick message in the packet if we can read one byte */
616 if (error == NETWORK_ERROR_KICKED && p.CanReadFromPacket(1)) {
618 GetEncodedString(STR_NETWORK_ERROR_KICK_MESSAGE, p.Recv_string(NETWORK_CHAT_LENGTH)),
620 } else {
622 }
623
624 /* Perform an emergency save if we had already entered the game */
626
628}
629
631{
633
634 uint grf_count = p.Recv_uint8();
636
637 Debug(net, 9, "Client::Receive_SERVER_CHECK_NEWGRFS(): grf_count={}", grf_count);
638
639 /* Check all GRFs */
640 for (; grf_count > 0; grf_count--) {
642 DeserializeGRFIdentifier(p, c);
643
644 /* Check whether we know this GRF */
645 const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, &c.md5sum);
646 if (f == nullptr) {
647 /* We do not know this GRF, bail out of initialization */
648 Debug(grf, 0, "NewGRF {:08X} not found; checksum {}", std::byteswap(c.grfid), FormatArrayAsHex(c.md5sum));
650 }
651 }
652
653 if (ret == NETWORK_RECV_STATUS_OKAY) {
654 /* Start receiving the map */
655 return SendNewGRFsOk();
656 }
657
658 /* NewGRF mismatch, bail out */
659 ShowErrorMessage(GetEncodedString(STR_NETWORK_ERROR_NEWGRF_MISMATCH), {}, WL_CRITICAL);
660 return ret;
661}
662
664 virtual void SendResponse() override { MyClient::SendAuthResponse(); }
665 virtual void AskUserForPassword(std::shared_ptr<NetworkAuthenticationPasswordRequest> request) override
666 {
667 if (!_network_join.server_password.empty()) {
668 request->Reply(_network_join.server_password);
669 } else {
670 ShowNetworkNeedPassword(std::move(request));
671 }
672 }
673};
674
676{
678 Debug(net, 9, "Client::status = AUTH_GAME");
679 this->status = STATUS_AUTH_GAME;
680
681 Debug(net, 9, "Client::Receive_SERVER_AUTH_REQUEST()");
682
683 if (this->authentication_handler == nullptr) {
684 this->authentication_handler = NetworkAuthenticationClientHandler::Create(std::make_shared<ClientGamePasswordRequestHandler>(),
686 }
687 switch (this->authentication_handler->ReceiveRequest(p)) {
689 return SendAuthResponse();
690
693
695 default:
697 }
698}
699
701{
703
704 Debug(net, 9, "Client::Receive_SERVER_ENABLE_ENCRYPTION()");
705
706 if (!this->authentication_handler->ReceiveEnableEncryption(p)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
707
708 this->receive_encryption_handler = this->authentication_handler->CreateServerToClientEncryptionHandler();
709 this->send_encryption_handler = this->authentication_handler->CreateClientToServerEncryptionHandler();
710 this->authentication_handler = nullptr;
711
712 Debug(net, 9, "Client::status = ENCRYPTED");
713 this->status = STATUS_ENCRYPTED;
714
715 return this->SendIdentify();
716}
717
719{
720 if (this->status < STATUS_ENCRYPTED || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
721 Debug(net, 9, "Client::status = AUTHORIZED");
723
725
726 Debug(net, 9, "Client::Receive_SERVER_WELCOME(): client_id={}", _network_own_client_id);
727
728 /* Start receiving the map */
729 return SendGetMap();
730}
731
733{
734 /* We set the internal wait state when requesting the map. */
736
737 Debug(net, 9, "Client::Receive_SERVER_WAIT()");
738
739 /* But... only now we set the join status to waiting, instead of requesting. */
740 Debug(net, 9, "Client::join_status = WAITING");
741 _network_join_status = NETWORK_JOIN_STATUS_WAITING;
744
746}
747
749{
750 if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
751 Debug(net, 9, "Client::status = MAP");
752 this->status = STATUS_MAP;
753
754 if (this->savegame != nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
755
756 this->savegame = std::make_shared<PacketReader>();
757
759
760 Debug(net, 9, "Client::Receive_SERVER_MAP_BEGIN(): frame_counter={}", _frame_counter);
761
764
765 Debug(net, 9, "Client::join_status = DOWNLOADING");
766 _network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
768
770}
771
784
786{
788 if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
789
790 /* We are still receiving data, put it to the file */
791 this->savegame->AddPacket(p);
792
793 _network_join_bytes = static_cast<uint32_t>(this->savegame->buffer.size());
795
797}
798
800{
802 if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
803
804 Debug(net, 9, "Client::Receive_SERVER_MAP_DONE()");
805
806 Debug(net, 9, "Client::join_status = PROCESSING");
807 _network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
809
810 this->savegame->Reset();
811
812 /* The map is done downloading, load it */
814
815 /* Set the abstract filetype. This is read during savegame load. */
816 _file_to_saveload.SetMode(FIOS_TYPE_FILE, SLO_LOAD);
817
818 bool load_success = SafeLoad({}, SLO_LOAD, DFT_GAME_FILE, GM_NORMAL, NO_DIRECTORY, this->savegame);
819 this->savegame = nullptr;
820
821 /* Long savegame loads shouldn't affect the lag calculation! */
822 this->last_packet = std::chrono::steady_clock::now();
823
824 if (!load_success) {
825 ShowErrorMessage(GetEncodedString(STR_NETWORK_ERROR_SAVEGAMEERROR), {}, WL_CRITICAL);
827 }
828 /* If the savegame has successfully loaded, ALL windows have been removed,
829 * only toolbar/statusbar and gamefield are visible */
830
831 /* Say we received the map and loaded it correctly! */
832 SendMapOk();
833
834 /* As we skipped switch-mode, update the time we "switched". */
835 _game_session_stats.start_time = std::chrono::steady_clock::now();
836 _game_session_stats.savegame_size = std::nullopt;
837
838 ShowClientList();
839
840 /* New company/spectator (invalid company) or company we want to join is not active
841 * Switch local company to spectator and await the server's judgement */
844
846 /* We have arrived and ready to start playing; send a command to make a new company;
847 * the server will give us a client-id and let us in */
848 Debug(net, 9, "Client::join_status = REGISTERING");
849 _network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
850 ShowJoinStatusWindow();
852 }
853 } else {
854 /* take control over an existing company */
856 }
857
859
861}
862
864{
866
869#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
870 /* Test if the server supports this option
871 * and if we are at the frame the server is */
872#ifdef NETWORK_SEND_DOUBLE_SEED
873 if (p.CanReadFromPacket(sizeof(uint32_t) + sizeof(uint32_t))) {
874#else
875 if (p.CanReadFromPacket(sizeof(uint32_t))) {
876#endif
879#ifdef NETWORK_SEND_DOUBLE_SEED
880 _sync_seed_2 = p.Recv_uint32();
881#endif
882 }
883#endif
884 /* Receive the token. */
885 if (p.CanReadFromPacket(sizeof(uint8_t))) this->token = p.Recv_uint8();
886
887 /* Let the server know that we received this frame correctly
888 * We do this only once per day, to save some bandwidth ;) */
891 Debug(net, 7, "Sent ACK at {}", _frame_counter);
892 SendAck();
893 }
894
896}
897
899{
901
904#ifdef NETWORK_SEND_DOUBLE_SEED
905 _sync_seed_2 = p.Recv_uint32();
906#endif
907
908 Debug(net, 9, "Client::Receive_SERVER_SYNC(): sync_frame={}, sync_seed_1={}", _sync_frame, _sync_seed_1);
909
911}
912
914{
916
917 CommandPacket cp;
918 auto err = this->ReceiveCommand(p, cp);
919 cp.frame = p.Recv_uint32();
920 cp.my_cmd = p.Recv_bool();
921
922 Debug(net, 9, "Client::Receive_SERVER_COMMAND(): cmd={}, frame={}", cp.cmd, cp.frame);
923
924 if (err.has_value()) {
925 IConsolePrint(CC_WARNING, "Dropping server connection due to {}.", *err);
927 }
928
929 this->incoming_queue.push_back(std::move(cp));
930
932}
933
935{
937
938 std::string name;
939 const NetworkClientInfo *ci = nullptr, *ci_to;
940
943 bool self_send = p.Recv_bool();
944 std::string msg = p.Recv_string(NETWORK_CHAT_LENGTH);
945 int64_t data = p.Recv_uint64();
946
947 Debug(net, 9, "Client::Receive_SERVER_CHAT(): action={}, client_id={}, self_send={}", action, client_id, self_send);
948
950 if (ci_to == nullptr) return NETWORK_RECV_STATUS_OKAY;
951
952 /* Did we initiate the action locally? */
953 if (self_send) {
954 switch (action) {
955 case NETWORK_ACTION_CHAT_CLIENT:
956 /* For speaking to client we need the client-name */
957 name = ci_to->client_name;
959 break;
960
961 /* For speaking to company, we need the company-name */
962 case NETWORK_ACTION_CHAT_COMPANY: {
963 StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
964
965 name = GetString(str, ci_to->client_playas);
967 break;
968 }
969
971 }
972 } else {
973 /* Display message from somebody else */
974 name = ci_to->client_name;
975 ci = ci_to;
976 }
977
978 if (ci != nullptr) {
979 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), self_send, name, msg, data);
980 }
982}
983
985{
987
988 std::string source = p.Recv_string(NETWORK_CHAT_LENGTH);
989 TextColour colour = (TextColour)p.Recv_uint16();
990 std::string user = p.Recv_string(NETWORK_CHAT_LENGTH);
991 std::string msg = p.Recv_string(NETWORK_CHAT_LENGTH);
992
993 Debug(net, 9, "Client::Receive_SERVER_EXTERNAL_CHAT(): source={}", source);
994
996
997 NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT, colour, false, user, msg, source);
998
1000}
1001
1003{
1005
1007
1008 Debug(net, 9, "Client::Receive_SERVER_ERROR_QUIT(): client_id={}", client_id);
1009
1011 if (ci != nullptr) {
1012 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", GetNetworkErrorMsg((NetworkErrorCode)p.Recv_uint8()));
1013 delete ci;
1014 }
1015
1017
1019}
1020
1022{
1024
1026
1027 Debug(net, 9, "Client::Receive_SERVER_QUIT(): client_id={}", client_id);
1028
1030 if (ci != nullptr) {
1031 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1032 delete ci;
1033 } else {
1034 Debug(net, 1, "Unknown client ({}) is leaving the game", client_id);
1035 }
1036
1038
1039 /* If we come here it means we could not locate the client.. strange :s */
1041}
1042
1044{
1046
1048
1049 Debug(net, 9, "Client::Receive_SERVER_JOIN(): client_id={}", client_id);
1050
1052 if (ci != nullptr) {
1053 NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name);
1054 }
1055
1057
1059}
1060
1062{
1063 Debug(net, 9, "Client::Receive_SERVER_SHUTDOWN()");
1064
1065 /* Only when we're trying to join we really
1066 * care about the server shutting down. */
1067 if (this->status >= STATUS_JOIN) {
1068 ShowErrorMessage(GetEncodedString(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN), {}, WL_CRITICAL);
1069 }
1070
1072
1074}
1075
1077{
1078 Debug(net, 9, "Client::Receive_SERVER_NEWGAME()");
1079
1080 /* Only when we're trying to join we really
1081 * care about the server shutting down. */
1082 if (this->status >= STATUS_JOIN) {
1083 /* To throttle the reconnects a bit, every clients waits its
1084 * Client ID modulo 16 + 1 (value 0 means no reconnect).
1085 * This way reconnects should be spread out a bit. */
1087 ShowErrorMessage(GetEncodedString(STR_NETWORK_MESSAGE_SERVER_REBOOT), {}, WL_CRITICAL);
1088 }
1089
1091
1093}
1094
1096{
1098
1099 Debug(net, 9, "Client::Receive_SERVER_RCON()");
1100
1101 TextColour colour_code = (TextColour)p.Recv_uint16();
1103
1104 std::string rcon_out = p.Recv_string(NETWORK_RCONCOMMAND_LENGTH);
1105
1106 IConsolePrint(colour_code, rcon_out);
1107
1109}
1110
1112{
1114
1115 /* Nothing more in this packet... */
1117 CompanyID company_id = (CompanyID)p.Recv_uint8();
1118
1119 Debug(net, 9, "Client::Receive_SERVER_MOVE(): client_id={}, company_id={}", client_id, company_id);
1120
1121 if (client_id == 0) {
1122 /* definitely an invalid client id, debug message and do nothing. */
1123 Debug(net, 1, "Received invalid client index = 0");
1125 }
1126
1128 /* Just make sure we do not try to use a client_index that does not exist */
1129 if (ci == nullptr) return NETWORK_RECV_STATUS_OKAY;
1130
1131 /* if not valid player, force spectator, else check player exists */
1132 if (!Company::IsValidID(company_id)) company_id = COMPANY_SPECTATOR;
1133
1135 SetLocalCompany(company_id);
1136 }
1137
1139}
1140
1142{
1144
1145 _network_server_max_companies = p.Recv_uint8();
1147
1149
1150 Debug(net, 9, "Client::Receive_SERVER_CONFIG_UPDATE(): max_companies={}", _network_server_max_companies);
1151
1153}
1154
1159{
1160 /* Only once we're authorized we can expect a steady stream of packets. */
1161 if (this->status < STATUS_AUTHORIZED) return;
1162
1163 /* 5 seconds are roughly twice the server's "you're slow" threshold (1 game day). */
1164 std::chrono::steady_clock::duration lag = std::chrono::steady_clock::now() - this->last_packet;
1165 if (lag < std::chrono::seconds(5)) return;
1166
1167 /* 20 seconds are (way) more than 4 game days after which
1168 * the server will forcefully disconnect you. */
1169 if (lag > std::chrono::seconds(20)) {
1171 return;
1172 }
1173
1174 /* Prevent showing the lag message every tick; just update it when needed. */
1175 static std::chrono::steady_clock::duration last_lag = {};
1176 if (std::chrono::duration_cast<std::chrono::seconds>(last_lag) == std::chrono::duration_cast<std::chrono::seconds>(lag)) return;
1177
1178 last_lag = lag;
1180 GetEncodedString(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION),
1181 GetEncodedString(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION, std::chrono::duration_cast<std::chrono::seconds>(lag).count()),
1182 WL_INFO);
1183}
1184
1185
1188{
1189 /* Set the frame-counter to 0 so nothing happens till we are ready */
1190 _frame_counter = 0;
1192 last_ack_frame = 0;
1193
1194 Debug(net, 9, "Client::NetworkClient_Connected()");
1195
1196 /* Request the game-info */
1198}
1199
1205void NetworkClientSendRcon(std::string_view password, std::string_view command)
1206{
1207 MyClient::SendRCon(password, command);
1208}
1209
1215{
1216 MyClient::SendMove(company_id);
1217}
1218
1224{
1226 /* If our company is changing owner, go to spectators */
1228
1230 if (ci->client_playas != cid) continue;
1231 NetworkTextMessage(NETWORK_ACTION_COMPANY_SPECTATOR, CC_DEFAULT, false, ci->client_name);
1232 ci->client_playas = COMPANY_SPECTATOR;
1233 }
1234
1235 cur_company.Restore();
1236}
1237
1245bool NetworkIsValidClientName(std::string_view client_name)
1246{
1247 if (client_name.empty()) return false;
1248 if (client_name[0] == ' ') return false;
1249 return true;
1250}
1251
1267bool NetworkValidateClientName(std::string &client_name)
1268{
1269 StrTrimInPlace(client_name);
1270 if (NetworkIsValidClientName(client_name)) return true;
1271
1272 ShowErrorMessage(GetEncodedString(STR_NETWORK_ERROR_BAD_PLAYER_NAME), {}, WL_ERROR);
1273 return false;
1274}
1275
1287
1292void NetworkUpdateClientName(const std::string &client_name)
1293{
1295 if (ci == nullptr) return;
1296
1297 /* Don't change the name if it is the same as the old name */
1298 if (client_name == ci->client_name) return;
1299
1300 if (!_network_server) {
1301 MyClient::SendSetName(client_name);
1302 } else {
1303 /* Copy to a temporary buffer so no #n gets added after our name in the settings when there are duplicate names. */
1304 std::string temporary_name = client_name;
1305 if (NetworkMakeClientNameUnique(temporary_name)) {
1306 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, temporary_name);
1307 ci->client_name = std::move(temporary_name);
1309 }
1310 }
1311}
1312
1321void NetworkClientSendChat(NetworkAction action, DestType type, int dest, std::string_view msg, int64_t data)
1322{
1323 MyClient::SendChat(action, type, dest, msg, data);
1324}
1325
1332{
1333 /* Only companies actually playing can speak to team. Eg spectators cannot */
1335
1336 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1337 if (ci->client_playas == cio->client_playas && ci != cio) return true;
1338 }
1339
1340 return false;
1341}
1342
1351
virtual void AskUserForPassword(std::shared_ptr< NetworkAuthenticationPasswordRequest > request) override
Callback to trigger asking the user for the password.
virtual void SendResponse() override
Callback to trigger sending the response for the password request.
Class for handling the client side of the game connection.
NetworkRecvStatus Receive_SERVER_QUIT(Packet &p) override
Notification that a client left the game: uint32_t ID of the client.
static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, std::string_view msg, int64_t data)
Send a chat-packet over the network.
static ClientNetworkGameSocketHandler * my_client
This is us!
static NetworkRecvStatus SendQuit()
Tell the server we would like to quit.
NetworkRecvStatus Receive_SERVER_SYNC(Packet &p) override
Sends a sync-check to the client: uint32_t Frame counter.
NetworkRecvStatus Receive_SERVER_ENABLE_ENCRYPTION(Packet &p) override
Indication to the client that authentication is complete and encryption has to be used from here on f...
NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet &p) override
Sends the size of the map to the client.
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 Receive_SERVER_MAP_DONE(Packet &p) override
Sends that all data of the map are sent to the client:
NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet &p) override
Send information about a client: uint32_t ID of the client (always unique on a server.
~ClientNetworkGameSocketHandler()
Clear whatever we assigned.
ServerStatus status
Status of the connection with the server.
NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet &p) override
Sends information about all used GRFs to the client: uint8_t Amount of GRFs (the following data is re...
static NetworkRecvStatus SendMove(CompanyID company)
Ask the server to move us.
NetworkRecvStatus Receive_SERVER_WAIT(Packet &p) override
Notification that another client is currently receiving the map: uint8_t Number of clients waiting in...
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 Receive_SERVER_EXTERNAL_CHAT(Packet &p) override
Sends a chat-packet for external source to the client: string Name of the source this message came fr...
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.
friend void NetworkExecuteLocalCommandQueue()
Execute all commands on the local command queue that ought to be executed this frame.
NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet &p) override
Inform all clients that one client made an error and thus has quit/been disconnected: uint32_t ID of ...
static NetworkRecvStatus SendNewGRFsOk()
Tell the server we got all the NewGRFs.
static NetworkRecvStatus SendMapOk()
Tell the server we received the complete map.
void CheckConnection()
Check the connection's state, i.e.
ClientNetworkGameSocketHandler(SOCKET s, std::string_view connection_string)
Create a new socket for the client side of the game connection.
NetworkRecvStatus Receive_SERVER_RCON(Packet &p) override
Send the result of an issues RCon command back to the client: uint16_t Colour code.
NetworkRecvStatus Receive_SERVER_BANNED(Packet &p) override
Notification that the client trying to join is banned.
NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet &p) override
Update the clients knowledge of the max settings: uint8_t Maximum number of companies allowed.
void ClientError(NetworkRecvStatus res)
Handle an error coming from the client side.
NetworkRecvStatus Receive_SERVER_WELCOME(Packet &p) override
The client is joined and ready to receive their map: uint32_t Own client ID.
static NetworkRecvStatus SendAck()
Send an acknowledgement from the server's ticks.
NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet &p) override
Sends that the server will begin with sending the map to the client: uint32_t Current frame.
NetworkRecvStatus Receive_SERVER_JOIN(Packet &p) override
A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO:...
static NetworkRecvStatus SendAuthResponse()
Set the game password as requested.
static bool GameLoop()
Actual game loop for the client.
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.
NetworkRecvStatus Receive_SERVER_CHAT(Packet &p) override
Sends a chat-packet to the client: uint8_t ID of the action (see NetworkAction).
NetworkRecvStatus Receive_SERVER_MOVE(Packet &p) override
Move a client from one company into another: uint32_t ID of the client.
static NetworkRecvStatus SendCommand(const CommandPacket &cp)
Send a command to the server.
NetworkRecvStatus Receive_SERVER_FRAME(Packet &p) override
Sends the current frame counter to the client: uint32_t Frame counter uint32_t Frame counter max (how...
NetworkRecvStatus Receive_SERVER_COMMAND(Packet &p) override
Sends a DoCommand to the client: uint8_t ID of the company (0..MAX_COMPANIES-1).
NetworkRecvStatus Receive_SERVER_NEWGAME(Packet &p) override
Let the clients know that the server is loading a new map.
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
static NetworkRecvStatus SendGetMap()
Request the map from the server.
NetworkRecvStatus Receive_SERVER_AUTH_REQUEST(Packet &p) override
Indication to the client that it needs to authenticate: uint8_t The NetworkAuthenticationMethod to us...
NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet &p) override
Sends the data of the map to the client: Contains a part of the map (until max size of packet).
NetworkRecvStatus Receive_SERVER_ERROR(Packet &p) override
The client made an error: uint8_t Error code caused (see NetworkErrorCode).
static NetworkRecvStatus SendError(NetworkErrorCode errorno)
Send an error-packet over the network.
NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet &p) override
Let the clients know that the server is closing.
static NetworkRecvStatus SendJoin()
Tell the server we would like to join.
NetworkRecvStatus Receive_SERVER_FULL(Packet &p) override
Notification that the server is full.
@ 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.
Base socket handler for all TCP sockets.
Definition tcp_game.h:140
NetworkRecvStatus ReceivePackets()
Do the actual receiving of packets.
Definition tcp_game.cpp:131
NetworkClientInfo * GetInfo() const
Gets the client info of this socket handler.
Definition tcp_game.h:514
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:485
CommandQueue incoming_queue
The command-queue awaiting handling.
Definition tcp_game.h:488
std::chrono::steady_clock::time_point last_packet
Time we received the last frame.
Definition tcp_game.h:489
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
Definition tcp_game.h:504
NetworkRecvStatus CloseConnection(bool error=true) override
Functions to help ReceivePacket/SendPacket a bit A socket can make errors.
Definition tcp_game.cpp:40
void MarkClosed()
Mark the connection as closed.
Definition core.h:66
bool HasClientQuit() const
Whether the current client connected to the socket has quit.
Definition core.h:74
std::unique_ptr< class NetworkEncryptionHandler > send_encryption_handler
The handler for encrypting sent packets.
Definition core.h:50
std::unique_ptr< class NetworkEncryptionHandler > receive_encryption_handler
The handler for decrypting received packets.
Definition core.h:49
SOCKET sock
The socket currently connected to.
Definition tcp.h:38
virtual void SendPacket(std::unique_ptr< Packet > &&packet)
This function puts the packet in the send-queue and it is send as soon as possible.
Definition tcp.cpp:58
SendPacketsState SendPackets(bool closing_down=false)
Sends all the buffered packets out for this client.
Definition tcp.cpp:76
bool CanSendReceive()
Check whether this socket can send or receive something.
Definition tcp.cpp:194
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.
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.
@ CCA_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.
@ CRR_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:61
static const uint NETWORK_NAME_LENGTH
The maximum length of the server name and map name, in bytes including '\0'.
Definition config.h:53
static const uint NETWORK_PUBLIC_KEY_LENGTH
The maximum length of the hexadecimal encoded public keys, in bytes including '\0'.
Definition config.h:101
static const uint NETWORK_RCONCOMMAND_LENGTH
The maximum length of a rconsole command, in bytes including '\0'.
Definition config.h:59
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
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:23
@ NETWORK_RECV_STATUS_DESYNC
A desync did occur.
Definition core.h:25
@ NETWORK_RECV_STATUS_CLIENT_QUIT
The connection is lost gracefully. Other clients are already informed of this leaving client.
Definition core.h:28
@ NETWORK_RECV_STATUS_SERVER_ERROR
The server told us we made an error.
Definition core.h:30
@ NETWORK_RECV_STATUS_SAVEGAME
Something went wrong (down)loading the savegame.
Definition core.h:27
@ NETWORK_RECV_STATUS_CLOSE_QUERY
Done querying the server.
Definition core.h:33
@ NETWORK_RECV_STATUS_OKAY
Everything is okay.
Definition core.h:24
@ NETWORK_RECV_STATUS_NEWGRF_MISMATCH
We did not have the required NewGRFs.
Definition core.h:26
@ NETWORK_RECV_STATUS_SERVER_FULL
The server is full.
Definition core.h:31
@ NETWORK_RECV_STATUS_MALFORMED_PACKET
We apparently send a malformed packet.
Definition core.h:29
@ NETWORK_RECV_STATUS_SERVER_BANNED
The server has banned us.
Definition core.h:32
#define Debug(category, level, format_string,...)
Output a line of debugging information.
Definition debug.h:37
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
@ SLO_LOAD
File is being loaded.
Definition fileio_type.h:54
DetailedFileType
Kinds of files in each AbstractFileType.
Definition fileio_type.h:28
@ DFT_GAME_FILE
Save game or scenario file.
Definition fileio_type.h:31
Subdirectory
The different kinds of subdirectories OpenTTD uses.
Definition fileio_type.h:88
@ NO_DIRECTORY
A path without any base directory.
GameSessionStats _game_session_stats
Statistics about the current session.
Definition gfx.cpp:51
SwitchMode _switch_mode
The next mainloop command.
Definition gfx.cpp:49
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 the string id of an internal error number.
Definition network.cpp:310
uint32_t _frame_counter_server
The frame_counter of the server, if in network-mode.
Definition network.cpp:77
uint32_t _frame_counter
The current frame.
Definition network.cpp:79
uint8_t _network_reconnect
Reconnect timeout.
Definition network.cpp:73
bool _networking
are we in networking mode?
Definition network.cpp:66
bool _network_server
network-server is active
Definition network.cpp:67
uint32_t _sync_seed_1
Seed to compare during sync checks.
Definition network.cpp:82
uint32_t _sync_frame
The frame to perform the sync check.
Definition network.cpp:86
ClientID _network_own_client_id
Our client identifier.
Definition network.cpp:71
bool _network_first_time
Whether we have finished joining or not.
Definition network.cpp:87
uint32_t _frame_counter_max
To where we may go with our clients.
Definition network.cpp:78
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.
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 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 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.
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, std::string_view msg, int64_t data)
Send a chat message.
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.
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.
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.
GUIs related to networking.
bool NetworkMakeClientNameUnique(std::string &new_name)
Check whether a name is unique, and otherwise try to make it unique.
DestType
Destination of our chat messages.
NetworkErrorCode
The error codes we send around in the protocols.
NetworkAction
Actions that can be used for NetworkTextMessage.
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.
@ FGCM_EXACT
Only find Grfs matching md5sum.
void StateGameLoop()
State controlling game loop.
Definition openttd.cpp:1210
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.
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
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:60
#define lengthof(array)
Return the length of an fixed size array.
Definition stdafx.h:271
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:228
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
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.
NetworkSettings network
settings related to the network
GUISettings gui
settings related to the GUI
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.
void SetMode(const FiosType &ft, SaveLoadOperation fop=SLO_LOAD)
Set the mode and file type of the file to save or load.
A savegame name automatically numbered.
Definition fios.h:128
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)
bool prefer_teamchat
choose the chat message target with <ENTER>, true=all clients, false=your team
std::chrono::steady_clock::time_point start_time
Time when the current game was started.
Definition openttd.h:56
std::optional< size_t > savegame_size
Size of the last saved savegame in bytes, or std::nullopt if not saved yet.
Definition openttd.h:58
Interface for filtering a savegame till it is loaded.
static uint SizeX()
Get the size of the map along the X.
Definition map_func.h:272
static uint SizeY()
Get the size of the map along the Y.
Definition map_func.h:281
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:117
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.
std::string server_password
The password of the server to join.
CompanyID company
The company to join.
std::string client_secret_key
The secret key of the client for authorized key logins.
uint8_t max_companies
maximum amount of companies
std::string client_name
name of the player (as client)
std::string client_public_key
The public key of the client for authorized key logins.
Read some packets, and when do use that data as initial load filter.
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:43
uint16_t Recv_uint16()
Read a 16 bits integer from the packet.
Definition packet.cpp:332
uint64_t Recv_uint64()
Read a 64 bits integer from the packet.
Definition packet.cpp:364
bool Recv_bool()
Read a boolean from the packet.
Definition packet.cpp:309
uint32_t Recv_uint32()
Read a 32 bits integer from the packet.
Definition packet.cpp:347
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:425
uint8_t Recv_uint8()
Read a 8 bits integer from the packet.
Definition packet.cpp:318
bool CanReadFromPacket(size_t bytes_to_read, bool close_connection=false)
Is it safe to read from the packet, i.e.
Definition packet.cpp:219
ssize_t TransferOut(F transfer_function)
Transfer data from the packet to the given function.
Definition packet.h:128
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
static size_t GetNumItems()
Returns number of valid items in the pool.
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
static bool IsValidID(auto index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
uint32_t state[2]
The state of the randomizer.
@ PACKET_CLIENT_IDENTIFY
Client telling the server the client's name and requested company.
Definition tcp_game.h:67
@ PACKET_CLIENT_GETMAP
Client requests the actual map.
Definition tcp_game.h:78
@ PACKET_CLIENT_ERROR
A client reports an error to the server.
Definition tcp_game.h:123
@ PACKET_CLIENT_JOIN
The client telling the server it wants to join.
Definition tcp_game.h:36
@ PACKET_CLIENT_AUTH_RESPONSE
The client responds to the authentication request.
Definition tcp_game.h:63
@ PACKET_CLIENT_NEWGRFS_CHECKED
Client acknowledges that it has all required NewGRFs.
Definition tcp_game.h:71
@ PACKET_CLIENT_COMMAND
Client executed a command and sends it to the server.
Definition tcp_game.h:100
@ PACKET_CLIENT_SET_NAME
A client changes its name.
Definition tcp_game.h:117
@ PACKET_CLIENT_ACK
The client tells the server which frame it has executed.
Definition tcp_game.h:96
@ PACKET_CLIENT_RCON
Client asks the server to execute some command.
Definition tcp_game.h:109
@ PACKET_CLIENT_MAP_OK
Client tells the server that it received the whole map.
Definition tcp_game.h:84
@ PACKET_CLIENT_QUIT
A client tells the server it is going to quit.
Definition tcp_game.h:121
@ PACKET_CLIENT_MOVE
A client would like to be moved to another company.
Definition tcp_game.h:113
@ PACKET_CLIENT_CHAT
Client said something that should be distributed.
Definition tcp_game.h:104
void CSleep(int milliseconds)
Sleep on the current thread for a defined time.
Definition thread.h:24
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:1193
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:3294
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition window.cpp:3176
@ WN_NETWORK_STATUS_WINDOW_JOIN
Network join status.
Definition window_type.h:44
@ WC_CLIENT_LIST
Client list; Window numbers:
@ WC_NETWORK_STATUS_WINDOW
Network status window; Window numbers: