OpenTTD Source 20241222-master-gc72542431a
network_client.cpp
Go to the documentation of this file.
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 <http://www.gnu.org/licenses/>.
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 static const size_t CHUNK = 32 * 1024;
45
46 std::vector<uint8_t *> blocks;
47 uint8_t *buf;
48 uint8_t *bufe;
49 uint8_t **block;
51 size_t read_bytes;
52
54 PacketReader() : LoadFilter(nullptr), buf(nullptr), bufe(nullptr), block(nullptr), written_bytes(0), read_bytes(0)
55 {
56 }
57
58 ~PacketReader() override
59 {
60 for (auto p : this->blocks) {
61 free(p);
62 }
63 }
64
72 static inline ssize_t TransferOutMemCopy(PacketReader *destination, const char *source, size_t amount)
73 {
74 memcpy(destination->buf, source, amount);
75 destination->buf += amount;
76 destination->written_bytes += amount;
77 return amount;
78 }
79
85 {
86 assert(this->read_bytes == 0);
87 p.TransferOutWithLimit(TransferOutMemCopy, this->bufe - this->buf, this);
88
89 /* Did everything fit in the current chunk, then we're done. */
90 if (p.RemainingBytesToTransfer() == 0) return;
91
92 /* Allocate a new chunk and add the remaining data. */
93 this->blocks.push_back(this->buf = CallocT<uint8_t>(CHUNK));
94 this->bufe = this->buf + CHUNK;
95
96 p.TransferOutWithLimit(TransferOutMemCopy, this->bufe - this->buf, this);
97 }
98
99 size_t Read(uint8_t *rbuf, size_t size) override
100 {
101 /* Limit the amount to read to whatever we still have. */
102 size_t ret_size = size = std::min(this->written_bytes - this->read_bytes, size);
103 this->read_bytes += ret_size;
104 const uint8_t *rbufe = rbuf + ret_size;
105
106 while (rbuf != rbufe) {
107 if (this->buf == this->bufe) {
108 this->buf = *this->block++;
109 this->bufe = this->buf + CHUNK;
110 }
111
112 size_t to_write = std::min(this->bufe - this->buf, rbufe - rbuf);
113 memcpy(rbuf, this->buf, to_write);
114 rbuf += to_write;
115 this->buf += to_write;
116 }
117
118 return ret_size;
119 }
120
121 void Reset() override
122 {
123 this->read_bytes = 0;
124
125 this->block = this->blocks.data();
126 this->buf = *this->block++;
127 this->bufe = this->buf + CHUNK;
128 }
129};
130
131
136{
137 static FiosNumberedSaveName _netsave_ctr("netsave");
138 DoAutoOrNetsave(_netsave_ctr);
139}
140
141
146ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s, const std::string &connection_string) : NetworkGameSocketHandler(s), connection_string(connection_string), savegame(nullptr), status(STATUS_INACTIVE)
147{
150}
151
160
162{
164 if (this->IsPendingDeletion()) return status;
165
166 assert(this->sock != INVALID_SOCKET);
167
168 if (!this->HasClientQuit()) {
169 Debug(net, 3, "Closed client connection {}", this->client_id);
170
171 this->SendPackets(true);
172
173 /* Wait a number of ticks so our leave message can reach the server.
174 * This is especially needed for Windows servers as they seem to get
175 * the "socket is closed" message before receiving our leave message,
176 * which would trigger the server to close the connection as well. */
178 }
179
180 this->DeferDeletion();
181
182 return status;
183}
184
190{
191 if (this->IsPendingDeletion()) return;
192
193 /* First, send a CLIENT_ERROR to the server, so it knows we are
194 * disconnected (and why!) */
195 NetworkErrorCode errorno;
196
197 /* We just want to close the connection.. */
200 this->CloseConnection(res);
201 _networking = false;
202
204 return;
205 }
206
207 switch (res) {
208 case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
209 case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
210 case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
211 default: errorno = NETWORK_ERROR_GENERAL; break;
212 }
213
216 /* This means the server closed the connection. Emergency save is
217 * already created if this was appropriate during handling of the
218 * disconnect. */
219 this->CloseConnection(res);
220 } else {
221 /* This means we as client made a boo-boo. */
222 SendError(errorno);
223
224 /* Close connection before we make an emergency save, as the save can
225 * take a bit of time; better that the server doesn't stall while we
226 * are doing the save, and already disconnects us. */
227 this->CloseConnection(res);
229 }
230
232
233 if (_game_mode != GM_MENU) _switch_mode = SM_MENU;
234 _networking = false;
235}
236
237
244{
245 if (my_client->CanSendReceive()) {
247 if (res != NETWORK_RECV_STATUS_OKAY) {
248 /* The client made an error of which we can not recover.
249 * Close the connection and drop back to the main menu. */
251 return false;
252 }
253 }
254 return _networking;
255}
256
259{
261 if (my_client != nullptr) my_client->CheckConnection();
262}
263
269{
271
273
275
276 /* Check if we are in sync! */
277 if (_sync_frame != 0) {
279#ifdef NETWORK_SEND_DOUBLE_SEED
280 if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
281#else
282 if (_sync_seed_1 != _random.state[0]) {
283#endif
284 ShowNetworkError(STR_NETWORK_ERROR_DESYNC);
285 Debug(desync, 1, "sync_err: {:08x}; {:02x}", TimerGameEconomy::date, TimerGameEconomy::date_fract);
286 Debug(net, 0, "Sync error detected");
288 return false;
289 }
290
291 /* If this is the first time we have a sync-frame, we
292 * need to let the server know that we are ready and at the same
293 * frame as it is.. so we can start playing! */
295 _network_first_time = false;
296 SendAck();
297 }
298
299 _sync_frame = 0;
300 } else if (_sync_frame < _frame_counter) {
301 Debug(net, 1, "Missed frame for sync-test: {} / {}", _sync_frame, _frame_counter);
302 _sync_frame = 0;
303 }
304 }
305
306 return true;
307}
308
309
312
314static uint32_t last_ack_frame;
315
320
323
324/***********
325 * Sending functions
326 ************/
327
330{
331 Debug(net, 9, "Client::SendJoin()");
332
333 Debug(net, 9, "Client::status = JOIN");
335 Debug(net, 9, "Client::join_status = AUTHORIZING");
336 _network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
338
339 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_JOIN);
340 p->Send_string(GetNetworkRevisionString());
341 p->Send_uint32(_openttd_newgrf_version);
342 my_client->SendPacket(std::move(p));
343
345}
346
347NetworkRecvStatus ClientNetworkGameSocketHandler::SendIdentify()
348{
349 Debug(net, 9, "Client::SendIdentify()");
350
351 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_IDENTIFY);
352 p->Send_string(_settings_client.network.client_name); // Client name
353 p->Send_uint8(_network_join.company); // PlayAs
354 my_client->SendPacket(std::move(p));
356}
357
360{
361 Debug(net, 9, "Client::SendNewGRFsOk()");
362
363 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_NEWGRFS_CHECKED);
364 my_client->SendPacket(std::move(p));
366}
367
373{
374 Debug(net, 9, "Client::SendAuthResponse()");
375
376 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_AUTH_RESPONSE);
377 my_client->authentication_handler->SendResponse(*p);
378 my_client->SendPacket(std::move(p));
379
381}
382
385{
386 Debug(net, 9, "Client::SendGetMap()");
387
388 Debug(net, 9, "Client::status = MAP_WAIT");
390
391 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_GETMAP);
392 my_client->SendPacket(std::move(p));
394}
395
398{
399 Debug(net, 9, "Client::SendMapOk()");
400
401 Debug(net, 9, "Client::status = ACTIVE");
403
404 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_MAP_OK);
405 my_client->SendPacket(std::move(p));
407}
408
411{
412 Debug(net, 9, "Client::SendAck()");
413
414 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_ACK);
415
416 p->Send_uint32(_frame_counter);
417 p->Send_uint8 (my_client->token);
418 my_client->SendPacket(std::move(p));
420}
421
427{
428 Debug(net, 9, "Client::SendCommand(): cmd={}", cp.cmd);
429
430 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_COMMAND);
431 my_client->NetworkGameSocketHandler::SendCommand(*p, cp);
432
433 my_client->SendPacket(std::move(p));
435}
436
438NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64_t data)
439{
440 Debug(net, 9, "Client::SendChat(): action={}, type={}, dest={}", action, type, dest);
441
442 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_CHAT);
443
444 p->Send_uint8 (action);
445 p->Send_uint8 (type);
446 p->Send_uint32(dest);
447 p->Send_string(msg);
448 p->Send_uint64(data);
449
450 my_client->SendPacket(std::move(p));
452}
453
456{
457 Debug(net, 9, "Client::SendError(): errorno={}", errorno);
458
459 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_ERROR);
460
461 p->Send_uint8(errorno);
462 my_client->SendPacket(std::move(p));
464}
465
471{
472 Debug(net, 9, "Client::SendSetName()");
473
474 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_SET_NAME);
475
476 p->Send_string(name);
477 my_client->SendPacket(std::move(p));
479}
480
485{
486 Debug(net, 9, "Client::SendQuit()");
487
488 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_QUIT);
489
490 my_client->SendPacket(std::move(p));
492}
493
499NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const std::string &pass, const std::string &command)
500{
501 Debug(net, 9, "Client::SendRCon()");
502
503 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_RCON);
504 p->Send_string(pass);
505 p->Send_string(command);
506 my_client->SendPacket(std::move(p));
508}
509
515{
516 Debug(net, 9, "Client::SendMove(): company={}", company);
517
518 auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_MOVE);
519 p->Send_uint8(company);
520 my_client->SendPacket(std::move(p));
522}
523
532
533
534/***********
535 * Receiving functions
536 ************/
537
538extern bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, std::shared_ptr<struct LoadFilter> lf);
539
541{
542 Debug(net, 9, "Client::Receive_SERVER_FULL()");
543
544 /* We try to join a server which is full */
545 ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
546
548}
549
551{
552 Debug(net, 9, "Client::Receive_SERVER_BANNED()");
553
554 /* We try to join a server where we are banned */
555 ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
556
558}
559
560/* This packet contains info about the client (playas and name)
561 * as client we save this in NetworkClientInfo, linked via 'client_id'
562 * which is always an unique number on a server. */
564{
567 CompanyID playas = (CompanyID)p.Recv_uint8();
568
569 Debug(net, 9, "Client::Receive_SERVER_CLIENT_INFO(): client_id={}, playas={}", client_id, playas);
570
571 std::string name = p.Recv_string(NETWORK_NAME_LENGTH);
572 std::string public_key = p.Recv_string(NETWORK_PUBLIC_KEY_LENGTH);
573
576 /* The server validates the name when receiving it from clients, so when it is wrong
577 * here something went really wrong. In the best case the packet got malformed on its
578 * way too us, in the worst case the server is broken or compromised. */
580
582 if (ci != nullptr) {
583 if (playas == ci->client_playas && name.compare(ci->client_name) != 0) {
584 /* Client name changed, display the change */
585 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, name);
586 } else if (playas != ci->client_playas) {
587 /* The client changed from client-player..
588 * Do not display that for now */
589 }
590
591 /* Make sure we're in the company the server tells us to be in,
592 * for the rare case that we get moved while joining. */
594
595 ci->client_playas = playas;
596 ci->client_name = name;
597 ci->public_key = public_key;
598
600
602 }
603
604 /* There are at most as many ClientInfo as ClientSocket objects in a
605 * server. Having more info than a server can have means something
606 * has gone wrong somewhere, i.e. the server has more info than it
607 * has actual clients. That means the server is feeding us an invalid
608 * state. So, bail out! This server is broken. */
610
611 /* We don't have this client_id yet, find an empty client_id, and put the data there */
613 ci->client_playas = playas;
614 if (client_id == _network_own_client_id) this->SetInfo(ci);
615
616 ci->client_name = name;
617 ci->public_key = public_key;
618
620
622}
623
625{
626 static const StringID network_error_strings[] = {
627 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_GENERAL
628 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_DESYNC
629 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_SAVEGAME_FAILED
630 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_CONNECTION_LOST
631 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_ILLEGAL_PACKET
632 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NEWGRF_MISMATCH
633 STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_AUTHORIZED
634 STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_EXPECTED
635 STR_NETWORK_ERROR_WRONG_REVISION, // NETWORK_ERROR_WRONG_REVISION
636 STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NAME_IN_USE
637 STR_NETWORK_ERROR_WRONG_PASSWORD, // NETWORK_ERROR_WRONG_PASSWORD
638 STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_COMPANY_MISMATCH
639 STR_NETWORK_ERROR_KICKED, // NETWORK_ERROR_KICKED
640 STR_NETWORK_ERROR_CHEATER, // NETWORK_ERROR_CHEATER
641 STR_NETWORK_ERROR_SERVER_FULL, // NETWORK_ERROR_FULL
642 STR_NETWORK_ERROR_TOO_MANY_COMMANDS, // NETWORK_ERROR_TOO_MANY_COMMANDS
643 STR_NETWORK_ERROR_TIMEOUT_PASSWORD, // NETWORK_ERROR_TIMEOUT_PASSWORD
644 STR_NETWORK_ERROR_TIMEOUT_COMPUTER, // NETWORK_ERROR_TIMEOUT_COMPUTER
645 STR_NETWORK_ERROR_TIMEOUT_MAP, // NETWORK_ERROR_TIMEOUT_MAP
646 STR_NETWORK_ERROR_TIMEOUT_JOIN, // NETWORK_ERROR_TIMEOUT_JOIN
647 STR_NETWORK_ERROR_INVALID_CLIENT_NAME, // NETWORK_ERROR_INVALID_CLIENT_NAME
648 STR_NETWORK_ERROR_NOT_ON_ALLOW_LIST, // NETWORK_ERROR_NOT_ON_ALLOW_LIST
649 STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NO_AUTHENTICATION_METHOD_AVAILABLE
650 };
651 static_assert(lengthof(network_error_strings) == NETWORK_ERROR_END);
652
654
655 Debug(net, 9, "Client::Receive_SERVER_ERROR(): error={}", error);
656
657 StringID err = STR_NETWORK_ERROR_LOSTCONNECTION;
658 if (error < (ptrdiff_t)lengthof(network_error_strings)) err = network_error_strings[error];
659 /* In case of kicking a client, we assume there is a kick message in the packet if we can read one byte */
660 if (error == NETWORK_ERROR_KICKED && p.CanReadFromPacket(1)) {
662 ShowErrorMessage(err, STR_NETWORK_ERROR_KICK_MESSAGE, WL_CRITICAL);
663 } else {
665 }
666
667 /* Perform an emergency save if we had already entered the game */
669
671}
672
674{
676
677 uint grf_count = p.Recv_uint8();
679
680 Debug(net, 9, "Client::Receive_SERVER_CHECK_NEWGRFS(): grf_count={}", grf_count);
681
682 /* Check all GRFs */
683 for (; grf_count > 0; grf_count--) {
685 DeserializeGRFIdentifier(p, c);
686
687 /* Check whether we know this GRF */
688 const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, &c.md5sum);
689 if (f == nullptr) {
690 /* We do not know this GRF, bail out of initialization */
691 Debug(grf, 0, "NewGRF {:08X} not found; checksum {}", BSWAP32(c.grfid), FormatArrayAsHex(c.md5sum));
693 }
694 }
695
696 if (ret == NETWORK_RECV_STATUS_OKAY) {
697 /* Start receiving the map */
698 return SendNewGRFsOk();
699 }
700
701 /* NewGRF mismatch, bail out */
702 ShowErrorMessage(STR_NETWORK_ERROR_NEWGRF_MISMATCH, INVALID_STRING_ID, WL_CRITICAL);
703 return ret;
704}
705
707 virtual void SendResponse() override { MyClient::SendAuthResponse(); }
708 virtual void AskUserForPassword(std::shared_ptr<NetworkAuthenticationPasswordRequest> request) override
709 {
710 if (!_network_join.server_password.empty()) {
711 request->Reply(_network_join.server_password);
712 } else {
713 ShowNetworkNeedPassword(request);
714 }
715 }
716};
717
719{
721 Debug(net, 9, "Client::status = AUTH_GAME");
722 this->status = STATUS_AUTH_GAME;
723
724 Debug(net, 9, "Client::Receive_SERVER_AUTH_REQUEST()");
725
726 if (this->authentication_handler == nullptr) {
727 this->authentication_handler = NetworkAuthenticationClientHandler::Create(std::make_shared<ClientGamePasswordRequestHandler>(),
729 }
730 switch (this->authentication_handler->ReceiveRequest(p)) {
732 return SendAuthResponse();
733
736
738 default:
740 }
741}
742
744{
746
747 Debug(net, 9, "Client::Receive_SERVER_ENABLE_ENCRYPTION()");
748
749 if (!this->authentication_handler->ReceiveEnableEncryption(p)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
750
751 this->receive_encryption_handler = this->authentication_handler->CreateServerToClientEncryptionHandler();
752 this->send_encryption_handler = this->authentication_handler->CreateClientToServerEncryptionHandler();
753 this->authentication_handler = nullptr;
754
755 Debug(net, 9, "Client::status = ENCRYPTED");
756 this->status = STATUS_ENCRYPTED;
757
758 return this->SendIdentify();
759}
760
762{
763 if (this->status < STATUS_ENCRYPTED || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
764 Debug(net, 9, "Client::status = AUTHORIZED");
766
768
769 Debug(net, 9, "Client::Receive_SERVER_WELCOME(): client_id={}", _network_own_client_id);
770
771 /* Start receiving the map */
772 return SendGetMap();
773}
774
776{
777 /* We set the internal wait state when requesting the map. */
779
780 Debug(net, 9, "Client::Receive_SERVER_WAIT()");
781
782 /* But... only now we set the join status to waiting, instead of requesting. */
783 Debug(net, 9, "Client::join_status = WAITING");
784 _network_join_status = NETWORK_JOIN_STATUS_WAITING;
787
789}
790
792{
793 if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
794 Debug(net, 9, "Client::status = MAP");
795 this->status = STATUS_MAP;
796
797 if (this->savegame != nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
798
799 this->savegame = std::make_shared<PacketReader>();
800
802
803 Debug(net, 9, "Client::Receive_SERVER_MAP_BEGIN(): frame_counter={}", _frame_counter);
804
807
808 Debug(net, 9, "Client::join_status = DOWNLOADING");
809 _network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
811
813}
814
827
829{
831 if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
832
833 /* We are still receiving data, put it to the file */
834 this->savegame->AddPacket(p);
835
836 _network_join_bytes = (uint32_t)this->savegame->written_bytes;
838
840}
841
843{
845 if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
846
847 Debug(net, 9, "Client::Receive_SERVER_MAP_DONE()");
848
849 Debug(net, 9, "Client::join_status = PROCESSING");
850 _network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
852
853 this->savegame->Reset();
854
855 /* The map is done downloading, load it */
857
858 /* Set the abstract filetype. This is read during savegame load. */
860
861 bool load_success = SafeLoad({}, SLO_LOAD, DFT_GAME_FILE, GM_NORMAL, NO_DIRECTORY, this->savegame);
862 this->savegame = nullptr;
863
864 /* Long savegame loads shouldn't affect the lag calculation! */
865 this->last_packet = std::chrono::steady_clock::now();
866
867 if (!load_success) {
868 ShowErrorMessage(STR_NETWORK_ERROR_SAVEGAMEERROR, INVALID_STRING_ID, WL_CRITICAL);
870 }
871 /* If the savegame has successfully loaded, ALL windows have been removed,
872 * only toolbar/statusbar and gamefield are visible */
873
874 /* Say we received the map and loaded it correctly! */
875 SendMapOk();
876
877 /* As we skipped switch-mode, update the time we "switched". */
878 _game_session_stats.start_time = std::chrono::steady_clock::now();
879 _game_session_stats.savegame_size = std::nullopt;
880
881 ShowClientList();
882
883 /* New company/spectator (invalid company) or company we want to join is not active
884 * Switch local company to spectator and await the server's judgement */
887
889 /* We have arrived and ready to start playing; send a command to make a new company;
890 * the server will give us a client-id and let us in */
891 Debug(net, 9, "Client::join_status = REGISTERING");
892 _network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
893 ShowJoinStatusWindow();
895 }
896 } else {
897 /* take control over an existing company */
899 }
900
902
904}
905
907{
909
912#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
913 /* Test if the server supports this option
914 * and if we are at the frame the server is */
915#ifdef NETWORK_SEND_DOUBLE_SEED
916 if (p.CanReadFromPacket(sizeof(uint32_t) + sizeof(uint32_t))) {
917#else
918 if (p.CanReadFromPacket(sizeof(uint32_t))) {
919#endif
922#ifdef NETWORK_SEND_DOUBLE_SEED
923 _sync_seed_2 = p.Recv_uint32();
924#endif
925 }
926#endif
927 /* Receive the token. */
928 if (p.CanReadFromPacket(sizeof(uint8_t))) this->token = p.Recv_uint8();
929
930 /* Let the server know that we received this frame correctly
931 * We do this only once per day, to save some bandwidth ;) */
934 Debug(net, 7, "Sent ACK at {}", _frame_counter);
935 SendAck();
936 }
937
939}
940
942{
944
947#ifdef NETWORK_SEND_DOUBLE_SEED
948 _sync_seed_2 = p.Recv_uint32();
949#endif
950
951 Debug(net, 9, "Client::Receive_SERVER_SYNC(): sync_frame={}, sync_seed_1={}", _sync_frame, _sync_seed_1);
952
954}
955
957{
959
960 CommandPacket cp;
961 const char *err = this->ReceiveCommand(p, cp);
962 cp.frame = p.Recv_uint32();
963 cp.my_cmd = p.Recv_bool();
964
965 Debug(net, 9, "Client::Receive_SERVER_COMMAND(): cmd={}, frame={}", cp.cmd, cp.frame);
966
967 if (err != nullptr) {
968 IConsolePrint(CC_WARNING, "Dropping server connection due to {}.", err);
970 }
971
972 this->incoming_queue.push_back(cp);
973
975}
976
978{
980
981 std::string name;
982 const NetworkClientInfo *ci = nullptr, *ci_to;
983
986 bool self_send = p.Recv_bool();
987 std::string msg = p.Recv_string(NETWORK_CHAT_LENGTH);
988 int64_t data = p.Recv_uint64();
989
990 Debug(net, 9, "Client::Receive_SERVER_CHAT(): action={}, client_id={}, self_send={}", action, client_id, self_send);
991
993 if (ci_to == nullptr) return NETWORK_RECV_STATUS_OKAY;
994
995 /* Did we initiate the action locally? */
996 if (self_send) {
997 switch (action) {
998 case NETWORK_ACTION_CHAT_CLIENT:
999 /* For speaking to client we need the client-name */
1000 name = ci_to->client_name;
1002 break;
1003
1004 /* For speaking to company, we need the company-name */
1005 case NETWORK_ACTION_CHAT_COMPANY: {
1006 StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
1007 SetDParam(0, ci_to->client_playas);
1008
1009 name = GetString(str);
1011 break;
1012 }
1013
1015 }
1016 } else {
1017 /* Display message from somebody else */
1018 name = ci_to->client_name;
1019 ci = ci_to;
1020 }
1021
1022 if (ci != nullptr) {
1023 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), self_send, name, msg, data);
1024 }
1026}
1027
1029{
1031
1032 std::string source = p.Recv_string(NETWORK_CHAT_LENGTH);
1033 TextColour colour = (TextColour)p.Recv_uint16();
1034 std::string user = p.Recv_string(NETWORK_CHAT_LENGTH);
1035 std::string msg = p.Recv_string(NETWORK_CHAT_LENGTH);
1036
1037 Debug(net, 9, "Client::Receive_SERVER_EXTERNAL_CHAT(): source={}", source);
1038
1040
1041 NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT, colour, false, user, msg, 0, source);
1042
1044}
1045
1047{
1049
1051
1052 Debug(net, 9, "Client::Receive_SERVER_ERROR_QUIT(): client_id={}", client_id);
1053
1055 if (ci != nullptr) {
1056 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", GetNetworkErrorMsg((NetworkErrorCode)p.Recv_uint8()));
1057 delete ci;
1058 }
1059
1061
1063}
1064
1066{
1068
1070
1071 Debug(net, 9, "Client::Receive_SERVER_QUIT(): client_id={}", client_id);
1072
1074 if (ci != nullptr) {
1075 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1076 delete ci;
1077 } else {
1078 Debug(net, 1, "Unknown client ({}) is leaving the game", client_id);
1079 }
1080
1082
1083 /* If we come here it means we could not locate the client.. strange :s */
1085}
1086
1088{
1090
1092
1093 Debug(net, 9, "Client::Receive_SERVER_JOIN(): client_id={}", client_id);
1094
1096 if (ci != nullptr) {
1097 NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name);
1098 }
1099
1101
1103}
1104
1106{
1107 Debug(net, 9, "Client::Receive_SERVER_SHUTDOWN()");
1108
1109 /* Only when we're trying to join we really
1110 * care about the server shutting down. */
1111 if (this->status >= STATUS_JOIN) {
1112 ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN, INVALID_STRING_ID, WL_CRITICAL);
1113 }
1114
1116
1118}
1119
1121{
1122 Debug(net, 9, "Client::Receive_SERVER_NEWGAME()");
1123
1124 /* Only when we're trying to join we really
1125 * care about the server shutting down. */
1126 if (this->status >= STATUS_JOIN) {
1127 /* To throttle the reconnects a bit, every clients waits its
1128 * Client ID modulo 16 + 1 (value 0 means no reconnect).
1129 * This way reconnects should be spread out a bit. */
1131 ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_REBOOT, INVALID_STRING_ID, WL_CRITICAL);
1132 }
1133
1135
1137}
1138
1140{
1142
1143 Debug(net, 9, "Client::Receive_SERVER_RCON()");
1144
1145 TextColour colour_code = (TextColour)p.Recv_uint16();
1147
1148 std::string rcon_out = p.Recv_string(NETWORK_RCONCOMMAND_LENGTH);
1149
1150 IConsolePrint(colour_code, rcon_out);
1151
1153}
1154
1156{
1158
1159 /* Nothing more in this packet... */
1161 CompanyID company_id = (CompanyID)p.Recv_uint8();
1162
1163 Debug(net, 9, "Client::Receive_SERVER_MOVE(): client_id={}, comapny_id={}", client_id, company_id);
1164
1165 if (client_id == 0) {
1166 /* definitely an invalid client id, debug message and do nothing. */
1167 Debug(net, 1, "Received invalid client index = 0");
1169 }
1170
1172 /* Just make sure we do not try to use a client_index that does not exist */
1173 if (ci == nullptr) return NETWORK_RECV_STATUS_OKAY;
1174
1175 /* if not valid player, force spectator, else check player exists */
1176 if (!Company::IsValidID(company_id)) company_id = COMPANY_SPECTATOR;
1177
1179 SetLocalCompany(company_id);
1180 }
1181
1183}
1184
1186{
1188
1189 _network_server_max_companies = p.Recv_uint8();
1191
1193
1194 Debug(net, 9, "Client::Receive_SERVER_CONFIG_UPDATE(): max_companies={}", _network_server_max_companies);
1195
1197}
1198
1203{
1204 /* Only once we're authorized we can expect a steady stream of packets. */
1205 if (this->status < STATUS_AUTHORIZED) return;
1206
1207 /* 5 seconds are roughly twice the server's "you're slow" threshold (1 game day). */
1208 std::chrono::steady_clock::duration lag = std::chrono::steady_clock::now() - this->last_packet;
1209 if (lag < std::chrono::seconds(5)) return;
1210
1211 /* 20 seconds are (way) more than 4 game days after which
1212 * the server will forcefully disconnect you. */
1213 if (lag > std::chrono::seconds(20)) {
1215 return;
1216 }
1217
1218 /* Prevent showing the lag message every tick; just update it when needed. */
1219 static std::chrono::steady_clock::duration last_lag = {};
1220 if (std::chrono::duration_cast<std::chrono::seconds>(last_lag) == std::chrono::duration_cast<std::chrono::seconds>(lag)) return;
1221
1222 last_lag = lag;
1223 SetDParam(0, std::chrono::duration_cast<std::chrono::seconds>(lag).count());
1224 ShowErrorMessage(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION, STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION, WL_INFO);
1225}
1226
1227
1230{
1231 /* Set the frame-counter to 0 so nothing happens till we are ready */
1232 _frame_counter = 0;
1234 last_ack_frame = 0;
1235
1236 Debug(net, 9, "Client::NetworkClient_Connected()");
1237
1238 /* Request the game-info */
1240}
1241
1247void NetworkClientSendRcon(const std::string &password, const std::string &command)
1248{
1249 MyClient::SendRCon(password, command);
1250}
1251
1257{
1258 MyClient::SendMove(company_id);
1259}
1260
1266{
1268 /* If our company is changing owner, go to spectators */
1270
1272 if (ci->client_playas != cid) continue;
1273 NetworkTextMessage(NETWORK_ACTION_COMPANY_SPECTATOR, CC_DEFAULT, false, ci->client_name);
1274 ci->client_playas = COMPANY_SPECTATOR;
1275 }
1276
1277 cur_company.Restore();
1278}
1279
1287bool NetworkIsValidClientName(const std::string_view client_name)
1288{
1289 if (client_name.empty()) return false;
1290 if (client_name[0] == ' ') return false;
1291 return true;
1292}
1293
1309bool NetworkValidateClientName(std::string &client_name)
1310{
1311 StrTrimInPlace(client_name);
1312 if (NetworkIsValidClientName(client_name)) return true;
1313
1314 ShowErrorMessage(STR_NETWORK_ERROR_BAD_PLAYER_NAME, INVALID_STRING_ID, WL_ERROR);
1315 return false;
1316}
1317
1329
1334void NetworkUpdateClientName(const std::string &client_name)
1335{
1337 if (ci == nullptr) return;
1338
1339 /* Don't change the name if it is the same as the old name */
1340 if (client_name.compare(ci->client_name) != 0) {
1341 if (!_network_server) {
1342 MyClient::SendSetName(client_name);
1343 } else {
1344 /* Copy to a temporary buffer so no #n gets added after our name in the settings when there are duplicate names. */
1345 std::string temporary_name = client_name;
1346 if (NetworkMakeClientNameUnique(temporary_name)) {
1347 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, temporary_name);
1348 ci->client_name = temporary_name;
1350 }
1351 }
1352 }
1353}
1354
1363void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64_t data)
1364{
1365 MyClient::SendChat(action, type, dest, msg, data);
1366}
1367
1374{
1375 /* Only companies actually playing can speak to team. Eg spectators cannot */
1377
1378 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1379 if (ci->client_playas == cio->client_playas && ci != cio) return true;
1380 }
1381
1382 return false;
1383}
1384
1393
static uint32_t BSWAP32(uint32_t x)
Perform a 32 bits endianness bitswap on x.
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 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.
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:...
@ 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 SendAuthResponse()
Set the game password as requested.
static NetworkRecvStatus SendRCon(const std::string &password, const std::string &command)
Send a console command.
static bool GameLoop()
Actual game loop for the client.
static void Send()
Send the packets of this socket handler.
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...
static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64_t data)
Send a chat-packet over the network.
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.
ClientNetworkGameSocketHandler(SOCKET s, const std::string &connection_string)
Create a new socket for the client side of the game connection.
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.
@ READY_FOR_RESPONSE
We do not have to wait for user input, and can immediately respond to the server.
@ AWAIT_USER_INPUT
We have requested some user input, but must wait on that.
@ INVALID
We have received an invalid request.
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:141
NetworkRecvStatus ReceivePackets()
Do the actual receiving of packets.
Definition tcp_game.cpp:134
NetworkClientInfo * GetInfo() const
Gets the client info of this socket handler.
Definition tcp_game.h:515
ClientID client_id
Client identifier.
Definition tcp_game.h:486
CommandQueue incoming_queue
The command-queue awaiting handling.
Definition tcp_game.h:489
std::chrono::steady_clock::time_point last_packet
Time we received the last frame.
Definition tcp_game.h:490
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
Definition tcp_game.h:505
const char * ReceiveCommand(Packet &p, CommandPacket &cp)
Receives a command from the network.
NetworkRecvStatus CloseConnection(bool error=true) override
Functions to help ReceivePacket/SendPacket a bit A socket can make errors.
Definition tcp_game.cpp:43
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:68
SendPacketsState SendPackets(bool closing_down=false)
Sends all the buffered packets out for this client.
Definition tcp.cpp:86
bool CanSendReceive()
Check whether this socket can send or receive something.
Definition tcp.cpp:204
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.
Owner
Enum for all companies/owners.
@ INVALID_COMPANY
An invalid company.
@ COMPANY_SPECTATOR
The client is spectating.
@ 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:89
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,...)
Ouptut a line of debugging information.
Definition debug.h:37
void ClearErrorMessages()
Clear all errors from the queue.
void ShowErrorMessage(StringID summary_msg, int x, int y, CommandCost cc)
Display an error message in a window.
@ 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
@ FT_SAVEGAME
old or new savegame
Definition fileio_type.h:18
SaveLoadOperation
Operation performed on the file.
Definition fileio_type.h:53
@ SLO_LOAD
File is being loaded.
Definition fileio_type.h:55
DetailedFileType
Kinds of files in each AbstractFileType.
Definition fileio_type.h:29
@ DFT_GAME_FILE
Save game or scenario file.
Definition fileio_type.h:32
Subdirectory
The different kinds of subdirectories OpenTTD uses.
@ 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:260
static const uint MILLISECONDS_PER_TICK
The number of milliseconds per game tick.
Definition gfx_type.h:325
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
Definition network.cpp:313
uint32_t _frame_counter_server
The frame_counter of the server, if in network-mode.
Definition network.cpp:76
uint32_t _frame_counter
The current frame.
Definition network.cpp:78
uint8_t _network_reconnect
Reconnect timeout.
Definition network.cpp:72
bool _networking
are we in networking mode?
Definition network.cpp:65
bool _network_server
network-server is active
Definition network.cpp:66
uint32_t _sync_seed_1
Seed to compare during sync checks.
Definition network.cpp:81
uint32_t _sync_frame
The frame to perform the sync check.
Definition network.cpp:85
ClientID _network_own_client_id
Our client identifier.
Definition network.cpp:70
bool _network_first_time
Whether we have finished joining or not.
Definition network.cpp:86
uint32_t _frame_counter_max
To where we may go with our clients.
Definition network.cpp:77
Basic functions/variables used all over the place.
Base core network types and some helper functions to access them.
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64_t data)
Send a chat message.
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 NetworkIsValidClientName(const std::string_view client_name)
Check whether the given client name is deemed valid for use in network games.
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).
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.
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.
void NetworkClientSendRcon(const std::string &password, const std::string &command)
Send a remote console command.
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.
NetworkAction
Actions that can be used for NetworkTextMessage.
ClientID
'Unique' identifier to be given to clients
@ CLIENT_ID_SERVER
Servers always have this ID.
NetworkErrorCode
The error codes we send around in the protocols.
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:1212
@ SM_MENU
Switch to game intro menu.
Definition openttd.h:33
GameMode
Mode which defines the state of the game.
Definition openttd.h:18
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:60
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:56
void free(const void *ptr)
Version of the standard free that accepts const pointers.
Definition stdafx.h:334
#define lengthof(array)
Return the length of an fixed size array.
Definition stdafx.h:280
std::string FormatArrayAsHex(std::span< const uint8_t > data)
Format a byte array into a continuous hex string.
Definition string.cpp:81
void StrTrimInPlace(std::string &str)
Trim the spaces from given string in place, i.e.
Definition string.cpp:260
void SetDParam(size_t n, uint64_t v)
Set a string parameter v at index n in the global string parameter array.
Definition strings.cpp:104
std::string GetString(StringID string)
Resolve the given StringID into a std::string with all the associated DParam lookups and formatting.
Definition strings.cpp:333
void SetDParamStr(size_t n, const char *str)
This function is used to "bind" a C string to a OpenTTD dparam slot.
Definition strings.cpp:371
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames)
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(FiosType ft)
Set the mode and file type of the file to save or load based on the type of file entry at the file sy...
A savegame name automatically numbered.
Definition fios.h:130
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 SizeY()
Get the size of the map along the Y.
Definition map_func.h:279
static debug_inline uint SizeX()
Get the size of the map along the X.
Definition map_func.h:270
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:116
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.
PacketReader()
Initialise everything.
size_t read_bytes
The total number of read bytes.
size_t written_bytes
The total number of bytes we've written.
void AddPacket(Packet &p)
Add a packet to this buffer.
uint8_t * bufe
End of the buffer we write to/read from.
uint8_t ** block
The block we're reading from/writing to.
std::vector< uint8_t * > blocks
Buffer with blocks of allocated memory.
void Reset() override
Reset this filter to read from the beginning of the file.
static ssize_t TransferOutMemCopy(PacketReader *destination, const char *source, size_t amount)
Simple wrapper around fwrite to be able to pass it to Packet's TransferOut.
uint8_t * buf
Buffer we're going to write to/read from.
static const size_t CHUNK
32 KiB chunks of memory.
Internal entity of a packet.
Definition packet.h:42
uint16_t Recv_uint16()
Read a 16 bits integer from the packet.
Definition packet.cpp:332
ssize_t TransferOutWithLimit(F transfer_function, size_t limit, D destination, Args &&... args)
Transfer data from the packet to the given function.
Definition packet.h:109
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
uint8_t Recv_uint8()
Read a 8 bits integer from the packet.
Definition packet.cpp:318
size_t RemainingBytesToTransfer() const
Get the amount of bytes that are still available for the Transfer functions.
Definition packet.cpp:447
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
std::string Recv_string(size_t length, StringValidationSettings settings=SVS_REPLACE_WITH_QUESTION_MARK)
Reads characters (bytes) from the packet until it finds a '\0', or reaches a maximum of length charac...
Definition packet.cpp:425
static size_t GetNumItems()
Returns number of valid items in the pool.
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
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:68
@ PACKET_CLIENT_GETMAP
Client requests the actual map.
Definition tcp_game.h:79
@ PACKET_CLIENT_ERROR
A client reports an error to the server.
Definition tcp_game.h:124
@ PACKET_CLIENT_JOIN
The client telling the server it wants to join.
Definition tcp_game.h:37
@ PACKET_CLIENT_AUTH_RESPONSE
The client responds to the authentication request.
Definition tcp_game.h:64
@ PACKET_CLIENT_NEWGRFS_CHECKED
Client acknowledges that it has all required NewGRFs.
Definition tcp_game.h:72
@ PACKET_CLIENT_COMMAND
Client executed a command and sends it to the server.
Definition tcp_game.h:101
@ PACKET_CLIENT_SET_NAME
A client changes its name.
Definition tcp_game.h:118
@ PACKET_CLIENT_ACK
The client tells the server which frame it has executed.
Definition tcp_game.h:97
@ PACKET_CLIENT_RCON
Client asks the server to execute some command.
Definition tcp_game.h:110
@ PACKET_CLIENT_MAP_OK
Client tells the server that it received the whole map.
Definition tcp_game.h:85
@ PACKET_CLIENT_QUIT
A client tells the server it is going to quit.
Definition tcp_game.h:122
@ PACKET_CLIENT_MOVE
A client would like to be moved to another company.
Definition tcp_game.h:114
@ PACKET_CLIENT_CHAT
Client said something that should be distributed.
Definition tcp_game.h:105
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:1140
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:3219
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition window.cpp:3101
@ WN_NETWORK_STATUS_WINDOW_JOIN
Network join status.
Definition window_type.h:39
@ WC_CLIENT_LIST
Client list; Window numbers:
@ WC_NETWORK_STATUS_WINDOW
Network status window; Window numbers: