OpenTTD Source  20241125-master-g5b02f51e17
tcp_game.h
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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 <http://www.gnu.org/licenses/>.
6  */
7 
12 #ifndef NETWORK_CORE_TCP_GAME_H
13 #define NETWORK_CORE_TCP_GAME_H
14 
15 #include "os_abstraction.h"
16 #include "tcp.h"
17 #include "../network_type.h"
18 #include "../../core/pool_type.hpp"
19 #include <chrono>
20 
25 enum PacketGameType : uint8_t {
26  /*
27  * These first ten packets must remain in this order for backward and forward compatibility
28  * between clients that are trying to join directly. These packets can be received and/or sent
29  * by the server before the server has processed the 'join' packet from the client.
30  */
31 
32  /* Packets sent by socket accepting code without ever constructing a client socket instance. */
35 
36  /* Packets used by the client to join and an error message when the revision is wrong. */
39 
40  /* Unused packet types, formerly used for the pre-game lobby. */
43 
44  /* Packets used to get the game info. */
47 
48  /* A server quitting this game. */
51 
52  /*
53  * Packets after here assume that the client
54  * and server are running the same version. As
55  * such ordering is unimportant from here on.
56  *
57  * The following is the remainder of the packets
58  * sent as part of authenticating and getting
59  * the map and other important data.
60  */
61 
62  /* After the join step, the first perform game authentication and enabling encryption. */
66 
67  /* After the authentication is done, the next step is identification. */
69 
70  /* After the identify step, the next is checking NewGRFs. */
73 
74  /* The server welcomes the authenticated client and sends information of other clients. */
77 
78  /* Getting the savegame/map. */
86 
88 
89  /*
90  * At this moment the client has the map and
91  * the client is fully authenticated. Now the
92  * normal communication starts.
93  */
94 
95  /* Game progress monitoring. */
99 
100  /* Sending commands around. */
103 
104  /* Human communication! */
108 
109  /* Remote console. */
112 
113  /* Moving a client.*/
116 
117  /* Configuration updates. */
120 
121  /* A client quitting. */
126 
128 };
129 
131 struct CommandPacket;
132 
138 using CommandQueue = std::vector<CommandPacket>;
139 
142 /* TODO: rewrite into a proper class */
143 private:
145  bool is_pending_deletion = false;
146 
147 protected:
149 
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481 
483 
484  NetworkGameSocketHandler(SOCKET s);
485 public:
487  uint32_t last_frame;
488  uint32_t last_frame_server;
490  std::chrono::steady_clock::time_point last_packet;
491 
492  NetworkRecvStatus CloseConnection(bool error = true) override;
493 
499  virtual ~NetworkGameSocketHandler() = default;
500 
506  {
507  assert(info != nullptr && this->info == nullptr);
508  this->info = info;
509  }
510 
515  inline NetworkClientInfo *GetInfo() const
516  {
517  return this->info;
518  }
519 
521 
522  const char *ReceiveCommand(Packet &p, CommandPacket &cp);
523  void SendCommand(Packet &p, const CommandPacket &cp);
524 
525  bool IsPendingDeletion() const { return this->is_pending_deletion; }
526 
527  void DeferDeletion();
528  static void ProcessDeferredDeletions();
529 };
530 
531 #endif /* NETWORK_CORE_TCP_GAME_H */
Base socket handler for all TCP sockets.
Definition: tcp_game.h:141
virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet &p)
Request the server to move this client into another company: uint8_t ID of the company the client wan...
Definition: tcp_game.cpp:196
virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet &p)
Sends that the server will begin with sending the map to the client: uint32_t Current frame.
Definition: tcp_game.cpp:170
virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet &p)
Sends the size of the map to the client.
Definition: tcp_game.cpp:171
NetworkRecvStatus ReceivePackets()
Do the actual receiving of packets.
Definition: tcp_game.cpp:134
bool is_pending_deletion
Whether this socket is pending deletion.
Definition: tcp_game.h:145
virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet &p)
Update the clients knowledge of the max settings: uint8_t Maximum number of companies allowed.
Definition: tcp_game.cpp:197
virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet &p)
Notification that the client trying to join is banned.
Definition: tcp_game.cpp:157
virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet &p)
Sends a sync-check to the client: uint32_t Frame counter.
Definition: tcp_game.cpp:177
virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet &p)
Sends a DoCommand to the client: uint8_t ID of the company (0..MAX_COMPANIES-1).
Definition: tcp_game.cpp:180
virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet &p)
Sends that all data of the map are sent to the client:
Definition: tcp_game.cpp:173
NetworkGameSocketHandler(SOCKET s)
Create a new socket for the game connection.
Definition: tcp_game.cpp:29
virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet &p)
Tell the server we are done with this frame: uint32_t Current frame counter of the client.
Definition: tcp_game.cpp:178
virtual NetworkRecvStatus Receive_SERVER_ENABLE_ENCRYPTION(Packet &p)
Indication to the client that authentication is complete and encryption has to be used from here on f...
Definition: tcp_game.cpp:166
virtual NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet &p)
Sends information about the game.
Definition: tcp_game.cpp:161
uint32_t last_frame
Last frame we have executed.
Definition: tcp_game.h:487
virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet &p)
The client is joined and ready to receive their map: uint32_t Own client ID.
Definition: tcp_game.cpp:167
virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet &p)
The client is quitting the game.
Definition: tcp_game.cpp:185
virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet &p)
Tell the server that we have the required GRFs.
Definition: tcp_game.cpp:194
virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet &p)
Let the clients know that the server is closing.
Definition: tcp_game.cpp:189
virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet &p)
Sends the current frame counter to the client: uint32_t Frame counter uint32_t Frame counter max (how...
Definition: tcp_game.cpp:176
virtual NetworkRecvStatus Receive_CLIENT_AUTH_RESPONSE(Packet &p)
Send the response to the authentication request: 32 * uint8_t Public key of the client.
Definition: tcp_game.cpp:165
virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet &p)
Move a client from one company into another: uint32_t ID of the client.
Definition: tcp_game.cpp:195
virtual NetworkRecvStatus Receive_SERVER_AUTH_REQUEST(Packet &p)
Indication to the client that it needs to authenticate: uint8_t The NetworkAuthenticationMethod to us...
Definition: tcp_game.cpp:164
virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet &p)
Notification that a client left the game: uint32_t ID of the client.
Definition: tcp_game.cpp:187
NetworkRecvStatus ReceiveInvalidPacket(PacketGameType type)
Helper for logging receiving invalid packets.
Definition: tcp_game.cpp:150
virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet &p)
Request the map from the server.
Definition: tcp_game.cpp:168
ClientID client_id
Client identifier.
Definition: tcp_game.h:486
virtual NetworkRecvStatus CloseConnection(NetworkRecvStatus status)=0
Close the network connection due to the given status.
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
virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet &p)
Sends information about all used GRFs to the client: uint8_t Amount of GRFs (the following data is re...
Definition: tcp_game.cpp:193
virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet &p)
Try to join the server: string OpenTTD revision (norev0000 if no revision).
Definition: tcp_game.cpp:158
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
Definition: tcp_game.h:505
virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet &p)
Inform all clients that one client made an error and thus has quit/been disconnected: uint32_t ID of ...
Definition: tcp_game.cpp:188
NetworkClientInfo * GetInfo() const
Gets the client info of this socket handler.
Definition: tcp_game.h:515
const char * ReceiveCommand(Packet &p, CommandPacket &cp)
Receives a command from the network.
virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet &p)
Send an RCon command to the server: string RCon password.
Definition: tcp_game.cpp:192
uint32_t last_frame_server
Last frame the server has executed.
Definition: tcp_game.h:488
virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet &p)
The client made an error: uint8_t Error code caused (see NetworkErrorCode).
Definition: tcp_game.cpp:159
virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet &p)
Sends a chat-packet to the server: uint8_t ID of the action (see NetworkAction).
Definition: tcp_game.cpp:181
NetworkClientInfo * info
Client info related to this socket.
Definition: tcp_game.h:144
NetworkRecvStatus HandlePacket(Packet &p)
Handle the given packet, i.e.
Definition: tcp_game.cpp:64
virtual NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet &p)
Request game information.
Definition: tcp_game.cpp:160
virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet &p)
Tell the server that we are done receiving/loading the map.
Definition: tcp_game.cpp:174
void SendCommand(Packet &p, const CommandPacket &cp)
Sends a command over the network.
virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet &p)
Sends a chat-packet to the client: uint8_t ID of the action (see NetworkAction).
Definition: tcp_game.cpp:182
virtual NetworkRecvStatus Receive_SERVER_RCON(Packet &p)
Send the result of an issues RCon command back to the client: uint16_t Colour code.
Definition: tcp_game.cpp:191
virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet &p)
Send a DoCommand to the Server: uint8_t ID of the company (0..MAX_COMPANIES-1).
Definition: tcp_game.cpp:179
virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet &p)
A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO:...
Definition: tcp_game.cpp:175
virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet &p)
Send information about a client: uint32_t ID of the client (always unique on a server.
Definition: tcp_game.cpp:162
virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet &p)
Notification that another client is currently receiving the map: uint8_t Number of clients waiting in...
Definition: tcp_game.cpp:169
virtual NetworkRecvStatus Receive_CLIENT_IDENTIFY(Packet &p)
The client tells the server about the identity of the client: string Name of the client (max NETWORK_...
Definition: tcp_game.cpp:163
virtual NetworkRecvStatus Receive_SERVER_FULL(Packet &p)
Notification that the server is full.
Definition: tcp_game.cpp:156
NetworkRecvStatus CloseConnection(bool error=true) override
Functions to help ReceivePacket/SendPacket a bit A socket can make errors.
Definition: tcp_game.cpp:43
virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet &p)
Sends the data of the map to the client: Contains a part of the map (until max size of packet).
Definition: tcp_game.cpp:172
virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet &p)
The client made an error and is quitting the game.
Definition: tcp_game.cpp:186
virtual NetworkRecvStatus Receive_SERVER_EXTERNAL_CHAT(Packet &p)
Sends a chat-packet for external source to the client: string Name of the source this message came fr...
Definition: tcp_game.cpp:183
virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet &p)
Let the clients know that the server is loading a new map.
Definition: tcp_game.cpp:190
virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet &p)
Gives the client a new name: string New name of the client.
Definition: tcp_game.cpp:184
Base socket handler for all TCP sockets.
Definition: tcp.h:31
NetworkRecvStatus
Status of a network client; reasons why a client has quit.
Definition: core.h:23
ClientID
'Unique' identifier to be given to clients
Definition: network_type.h:49
Network stuff has many things that needs to be included and/or implemented by default.
Everything we need to know about a command to be able to execute it.
Container for all information known about a client.
Definition: network_base.h:24
Internal entity of a packet.
Definition: packet.h:42
Basic functions to receive and send TCP packets.
PacketGameType
Enum with all types of TCP packets.
Definition: tcp_game.h:25
@ PACKET_SERVER_UNUSED
Unused.
Definition: tcp_game.h:42
@ PACKET_CLIENT_IDENTIFY
Client telling the server the client's name and requested company.
Definition: tcp_game.h:68
@ PACKET_SERVER_JOIN
Tells clients that a new client has joined.
Definition: tcp_game.h:87
@ PACKET_SERVER_MAP_SIZE
Server tells the client what the (compressed) size of the map is.
Definition: tcp_game.h:82
@ PACKET_SERVER_RCON
Response of the executed command on the server.
Definition: tcp_game.h:111
@ PACKET_SERVER_MAP_BEGIN
Server tells the client that it is beginning to send the map.
Definition: tcp_game.h:81
@ PACKET_SERVER_SYNC
Server tells the client what the random state should be.
Definition: tcp_game.h:98
@ 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_SERVER_WAIT
Server tells the client there are some people waiting for the map as well.
Definition: tcp_game.h:80
@ PACKET_END
Must ALWAYS be on the end of this list!! (period)
Definition: tcp_game.h:127
@ PACKET_SERVER_CONFIG_UPDATE
Some network configuration important to the client changed.
Definition: tcp_game.h:119
@ 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_SERVER_ENABLE_ENCRYPTION
The server tells that authentication has completed and requests to enable encryption with the keys of...
Definition: tcp_game.h:65
@ PACKET_SERVER_GAME_INFO
Information about the server.
Definition: tcp_game.h:45
@ PACKET_CLIENT_COMMAND
Client executed a command and sends it to the server.
Definition: tcp_game.h:101
@ PACKET_SERVER_ERROR_QUIT
A server tells that a client has hit an error and did quit.
Definition: tcp_game.h:125
@ PACKET_SERVER_CLIENT_INFO
Server sends you information about a client.
Definition: tcp_game.h:76
@ PACKET_CLIENT_SET_NAME
A client changes its name.
Definition: tcp_game.h:118
@ PACKET_SERVER_WELCOME
Server welcomes you and gives you your ClientID.
Definition: tcp_game.h:75
@ PACKET_CLIENT_ACK
The client tells the server which frame it has executed.
Definition: tcp_game.h:97
@ PACKET_SERVER_BANNED
The server has banned you.
Definition: tcp_game.h:34
@ PACKET_SERVER_FRAME
Server tells the client what frame it is in, and thus to where the client may progress.
Definition: tcp_game.h:96
@ PACKET_SERVER_EXTERNAL_CHAT
Server distributing the message from external source.
Definition: tcp_game.h:107
@ PACKET_SERVER_CHAT
Server distributing the message of a client (or itself).
Definition: tcp_game.h:106
@ PACKET_SERVER_COMMAND
Server distributes a command to (all) the clients.
Definition: tcp_game.h:102
@ PACKET_SERVER_SHUTDOWN
The server is shutting down.
Definition: tcp_game.h:50
@ PACKET_SERVER_AUTH_REQUEST
The server requests the client to authenticate using a number of methods.
Definition: tcp_game.h:63
@ PACKET_CLIENT_RCON
Client asks the server to execute some command.
Definition: tcp_game.h:110
@ PACKET_SERVER_NEWGAME
The server is preparing to start a new game.
Definition: tcp_game.h:49
@ PACKET_SERVER_MOVE
Server tells everyone that someone is moved to another company.
Definition: tcp_game.h:115
@ PACKET_CLIENT_UNUSED
Unused.
Definition: tcp_game.h:41
@ PACKET_SERVER_MAP_DATA
Server sends bits of the map to the client.
Definition: tcp_game.h:83
@ 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_SERVER_FULL
The server is full and has no place for you.
Definition: tcp_game.h:33
@ PACKET_SERVER_QUIT
A server tells that a client has quit.
Definition: tcp_game.h:123
@ PACKET_SERVER_ERROR
Server sending an error message to the client.
Definition: tcp_game.h:38
@ PACKET_SERVER_CHECK_NEWGRFS
Server sends NewGRF IDs and MD5 checksums for the client to check.
Definition: tcp_game.h:71
@ PACKET_SERVER_MAP_DONE
Server tells it has just sent the last bits of the map to the client.
Definition: tcp_game.h:84
@ PACKET_CLIENT_CHAT
Client said something that should be distributed.
Definition: tcp_game.h:105
@ PACKET_CLIENT_GAME_INFO
Request information about the server.
Definition: tcp_game.h:46
std::vector< CommandPacket > CommandQueue
A "queue" of CommandPackets.
Definition: tcp_game.h:138