OpenTTD Source  20241120-master-g6d3adc6169
network.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 <http://www.gnu.org/licenses/>.
6  */
7 
10 #include "../stdafx.h"
11 
12 #include "../strings_func.h"
13 #include "../command_func.h"
14 #include "../timer/timer_game_tick.h"
15 #include "../timer/timer_game_economy.h"
16 #include "network_admin.h"
17 #include "network_client.h"
18 #include "network_query.h"
19 #include "network_server.h"
20 #include "network_content.h"
21 #include "network_udp.h"
22 #include "network_gamelist.h"
23 #include "network_base.h"
24 #include "network_coordinator.h"
25 #include "core/udp.h"
26 #include "core/host.h"
27 #include "network_gui.h"
28 #include "../console_func.h"
29 #include "../3rdparty/md5/md5.h"
30 #include "../core/random_func.hpp"
31 #include "../window_func.h"
32 #include "../company_func.h"
33 #include "../company_base.h"
34 #include "../landscape_type.h"
35 #include "../rev.h"
36 #include "../core/pool_func.hpp"
37 #include "../gfx_func.h"
38 #include "../error.h"
39 #include "../misc_cmd.h"
40 #ifdef DEBUG_DUMP_COMMANDS
41 # include "../fileio_func.h"
42 #endif
43 #include <charconv>
44 #include <sstream>
45 #include <iomanip>
46 
47 #include "../safeguards.h"
48 
49 #ifdef DEBUG_DUMP_COMMANDS
55 bool _ddc_fastforward = true;
56 #endif /* DEBUG_DUMP_COMMANDS */
57 
60 
64 
78 uint32_t _frame_counter;
79 uint32_t _last_sync_frame;
81 uint32_t _sync_seed_1;
82 #ifdef NETWORK_SEND_DOUBLE_SEED
83 uint32_t _sync_seed_2;
84 #endif
85 uint32_t _sync_frame;
87 
90 
91 extern std::string GenerateUid(std::string_view subject);
92 
97 bool HasClients()
98 {
99  return !NetworkClientSocket::Iterate().empty();
100 }
101 
106 {
107  /* Delete the chat window, if you were chatting with this client. */
109 }
110 
117 {
119  if (ci->client_id == client_id) return ci;
120  }
121 
122  return nullptr;
123 }
124 
131 {
132  Company *c = Company::GetIfValid(company_id);
133  return c != nullptr && c->allow_list.Contains(this->public_key);
134 }
135 
142 {
144  return info != nullptr && info->CanJoinCompany(company_id);
145 }
146 
153 {
154  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
155  if (cs->client_id == client_id) return cs;
156  }
157 
158  return nullptr;
159 }
160 
161 
168 static auto FindKey(auto *authorized_keys, std::string_view authorized_key)
169 {
170  return std::find_if(authorized_keys->begin(), authorized_keys->end(), [authorized_key](auto &value) { return StrEqualsIgnoreCase(value, authorized_key); });
171 }
172 
178 bool NetworkAuthorizedKeys::Contains(std::string_view key) const
179 {
180  return FindKey(this, key) != this->end();
181 }
182 
188 bool NetworkAuthorizedKeys::Add(std::string_view key)
189 {
190  if (key.empty()) return false;
191 
192  auto iter = FindKey(this, key);
193  if (iter != this->end()) return false;
194 
195  this->emplace_back(key);
196  return true;
197 }
198 
204 bool NetworkAuthorizedKeys::Remove(std::string_view key)
205 {
206  auto iter = FindKey(this, key);
207  if (iter == this->end()) return false;
208 
209  this->erase(iter);
210  return true;
211 }
212 
213 
214 uint8_t NetworkSpectatorCount()
215 {
216  uint8_t count = 0;
217 
218  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
219  if (ci->client_playas == COMPANY_SPECTATOR) count++;
220  }
221 
222  /* Don't count a dedicated server as spectator */
223  if (_network_dedicated) count--;
224 
225  return count;
226 }
227 
228 
229 /* This puts a text-message to the console, or in the future, the chat-box,
230  * (to keep it all a bit more general)
231  * If 'self_send' is true, this is the client who is sending the message */
232 void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const std::string &name, const std::string &str, int64_t data, const std::string &data_str)
233 {
234  StringID strid;
235  switch (action) {
236  case NETWORK_ACTION_SERVER_MESSAGE:
237  /* Ignore invalid messages */
238  strid = STR_NETWORK_SERVER_MESSAGE;
239  colour = CC_DEFAULT;
240  break;
241  case NETWORK_ACTION_COMPANY_SPECTATOR:
242  colour = CC_DEFAULT;
243  strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE;
244  break;
245  case NETWORK_ACTION_COMPANY_JOIN:
246  colour = CC_DEFAULT;
247  strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN;
248  break;
249  case NETWORK_ACTION_COMPANY_NEW:
250  colour = CC_DEFAULT;
251  strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW;
252  break;
253  case NETWORK_ACTION_JOIN:
254  /* Show the Client ID for the server but not for the client. */
255  strid = _network_server ? STR_NETWORK_MESSAGE_CLIENT_JOINED_ID : STR_NETWORK_MESSAGE_CLIENT_JOINED;
256  break;
257  case NETWORK_ACTION_LEAVE: strid = STR_NETWORK_MESSAGE_CLIENT_LEFT; break;
258  case NETWORK_ACTION_NAME_CHANGE: strid = STR_NETWORK_MESSAGE_NAME_CHANGE; break;
259  case NETWORK_ACTION_GIVE_MONEY: strid = STR_NETWORK_MESSAGE_GIVE_MONEY; break;
260  case NETWORK_ACTION_CHAT_COMPANY: strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY; break;
261  case NETWORK_ACTION_CHAT_CLIENT: strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT; break;
262  case NETWORK_ACTION_KICKED: strid = STR_NETWORK_MESSAGE_KICKED; break;
263  case NETWORK_ACTION_EXTERNAL_CHAT: strid = STR_NETWORK_CHAT_EXTERNAL; break;
264  default: strid = STR_NETWORK_CHAT_ALL; break;
265  }
266 
267  SetDParamStr(0, name);
268  SetDParamStr(1, str);
269  SetDParam(2, data);
270  SetDParamStr(3, data_str);
271 
272  /* All of these strings start with "***". These characters are interpreted as both left-to-right and
273  * right-to-left characters depending on the context. As the next text might be an user's name, the
274  * user name's characters will influence the direction of the "***" instead of the language setting
275  * of the game. Manually set the direction of the "***" by inserting a text-direction marker. */
276  std::ostringstream stream;
277  std::ostreambuf_iterator<char> iterator(stream);
279  std::string message = stream.str() + GetString(strid);
280 
281  Debug(desync, 1, "msg: {:08x}; {:02x}; {}", TimerGameEconomy::date, TimerGameEconomy::date_fract, message);
282  IConsolePrint(colour, message);
284 }
285 
286 /* Calculate the frame-lag of a client */
287 uint NetworkCalculateLag(const NetworkClientSocket *cs)
288 {
289  int lag = cs->last_frame_server - cs->last_frame;
290  /* This client has missed their ACK packet after 1 DAY_TICKS..
291  * so we increase their lag for every frame that passes!
292  * The packet can be out by a max of _net_frame_freq */
293  if (cs->last_frame_server + Ticks::DAY_TICKS + _settings_client.network.frame_freq < _frame_counter) {
294  lag += _frame_counter - (cs->last_frame_server + Ticks::DAY_TICKS + _settings_client.network.frame_freq);
295  }
296  return lag;
297 }
298 
299 
300 /* There was a non-recoverable error, drop back to the main menu with a nice
301  * error */
302 void ShowNetworkError(StringID error_string)
303 {
306 }
307 
314 {
315  /* List of possible network errors, used by
316  * PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
317  static const StringID network_error_strings[] = {
318  STR_NETWORK_ERROR_CLIENT_GENERAL,
319  STR_NETWORK_ERROR_CLIENT_DESYNC,
320  STR_NETWORK_ERROR_CLIENT_SAVEGAME,
321  STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST,
322  STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR,
323  STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH,
324  STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED,
325  STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED,
326  STR_NETWORK_ERROR_CLIENT_WRONG_REVISION,
327  STR_NETWORK_ERROR_CLIENT_NAME_IN_USE,
328  STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD,
329  STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH,
330  STR_NETWORK_ERROR_CLIENT_KICKED,
331  STR_NETWORK_ERROR_CLIENT_CHEATER,
332  STR_NETWORK_ERROR_CLIENT_SERVER_FULL,
333  STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS,
334  STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD,
335  STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER,
336  STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP,
337  STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN,
338  STR_NETWORK_ERROR_CLIENT_INVALID_CLIENT_NAME,
339  STR_NETWORK_ERROR_CLIENT_NOT_ON_ALLOW_LIST,
340  STR_NETWORK_ERROR_CLIENT_NO_AUTHENTICATION_METHOD_AVAILABLE,
341  };
342  static_assert(lengthof(network_error_strings) == NETWORK_ERROR_END);
343 
344  if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
345 
346  return network_error_strings[err];
347 }
348 
354 void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
355 {
356  if (!_networking) return;
357 
358  switch (changed_mode) {
359  case PM_PAUSED_NORMAL:
360  case PM_PAUSED_JOIN:
363  case PM_PAUSED_LINK_GRAPH: {
364  bool changed = ((_pause_mode == PM_UNPAUSED) != (prev_mode == PM_UNPAUSED));
365  bool paused = (_pause_mode != PM_UNPAUSED);
366  if (!paused && !changed) return;
367 
368  StringID str;
369  if (!changed) {
370  int i = -1;
371 
372  if ((_pause_mode & PM_PAUSED_NORMAL) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL);
373  if ((_pause_mode & PM_PAUSED_JOIN) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS);
374  if ((_pause_mode & PM_PAUSED_GAME_SCRIPT) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT);
375  if ((_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS);
376  if ((_pause_mode & PM_PAUSED_LINK_GRAPH) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH);
377  str = STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 + i;
378  } else {
379  switch (changed_mode) {
380  case PM_PAUSED_NORMAL: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL); break;
381  case PM_PAUSED_JOIN: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS); break;
382  case PM_PAUSED_GAME_SCRIPT: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT); break;
383  case PM_PAUSED_ACTIVE_CLIENTS: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS); break;
384  case PM_PAUSED_LINK_GRAPH: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH); break;
385  default: NOT_REACHED();
386  }
387  str = paused ? STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED : STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED;
388  }
389 
390  NetworkTextMessage(NETWORK_ACTION_SERVER_MESSAGE, CC_DEFAULT, false, "", GetString(str));
391  break;
392  }
393 
394  default:
395  return;
396  }
397 }
398 
399 
408 static void CheckPauseHelper(bool pause, PauseMode pm)
409 {
410  if (pause == ((_pause_mode & pm) != PM_UNPAUSED)) return;
411 
412  Command<CMD_PAUSE>::Post(pm, pause);
413 }
414 
421 {
422  uint count = 0;
423 
424  for (const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
425  if (cs->status != NetworkClientSocket::STATUS_ACTIVE) continue;
426  if (!Company::IsValidID(cs->GetInfo()->client_playas)) continue;
427  count++;
428  }
429 
430  return count;
431 }
432 
437 {
441  return;
442  }
444 }
445 
451 {
452  for (const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
453  if (cs->status >= NetworkClientSocket::STATUS_AUTHORIZED && cs->status < NetworkClientSocket::STATUS_ACTIVE) return true;
454  }
455 
456  return false;
457 }
458 
462 static void CheckPauseOnJoin()
463 {
466  return;
467  }
469 }
470 
477 std::string_view ParseCompanyFromConnectionString(const std::string &connection_string, CompanyID *company_id)
478 {
479  std::string_view ip = connection_string;
480  if (company_id == nullptr) return ip;
481 
482  size_t offset = ip.find_last_of('#');
483  if (offset != std::string::npos) {
484  std::string_view company_string = ip.substr(offset + 1);
485  ip = ip.substr(0, offset);
486 
487  uint8_t company_value;
488  auto [_, err] = std::from_chars(company_string.data(), company_string.data() + company_string.size(), company_value);
489  if (err == std::errc()) {
490  if (company_value != COMPANY_NEW_COMPANY && company_value != COMPANY_SPECTATOR) {
491  if (company_value > MAX_COMPANIES || company_value == 0) {
492  *company_id = COMPANY_SPECTATOR;
493  } else {
494  /* "#1" means the first company, which has index 0. */
495  *company_id = (CompanyID)(company_value - 1);
496  }
497  } else {
498  *company_id = (CompanyID)company_value;
499  }
500  }
501  }
502 
503  return ip;
504 }
505 
521 std::string_view ParseFullConnectionString(const std::string &connection_string, uint16_t &port, CompanyID *company_id)
522 {
523  std::string_view ip = ParseCompanyFromConnectionString(connection_string, company_id);
524 
525  size_t port_offset = ip.find_last_of(':');
526  size_t ipv6_close = ip.find_last_of(']');
527  if (port_offset != std::string::npos && (ipv6_close == std::string::npos || ipv6_close < port_offset)) {
528  std::string_view port_string = ip.substr(port_offset + 1);
529  ip = ip.substr(0, port_offset);
530  std::from_chars(port_string.data(), port_string.data() + port_string.size(), port);
531  }
532  return ip;
533 }
534 
541 std::string NormalizeConnectionString(const std::string &connection_string, uint16_t default_port)
542 {
543  uint16_t port = default_port;
544  std::string_view ip = ParseFullConnectionString(connection_string, port);
545  return std::string(ip) + ":" + std::to_string(port);
546 }
547 
556 NetworkAddress ParseConnectionString(const std::string &connection_string, uint16_t default_port)
557 {
558  uint16_t port = default_port;
559  std::string_view ip = ParseFullConnectionString(connection_string, port);
560  return NetworkAddress(ip, port);
561 }
562 
568 /* static */ void ServerNetworkGameSocketHandler::AcceptConnection(SOCKET s, const NetworkAddress &address)
569 {
570  /* Register the login */
572 
574  cs->client_address = address; // Save the IP of the client
575 
577 }
578 
583 static void InitializeNetworkPools(bool close_admins = true)
584 {
585  PoolBase::Clean(PT_NCLIENT | (close_admins ? PT_NADMIN : PT_NONE));
586 }
587 
592 void NetworkClose(bool close_admins)
593 {
594  if (_network_server) {
595  if (close_admins) {
597  as->CloseConnection(true);
598  }
599  }
600 
601  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
602  cs->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
603  }
606 
608  } else {
609  if (MyClient::my_client != nullptr) {
612  }
613 
615  }
616  NetworkGameSocketHandler::ProcessDeferredDeletions();
617 
619 
620  _networking = false;
621  _network_server = false;
622 
624 
625  InitializeNetworkPools(close_admins);
626 }
627 
628 /* Initializes the network (cleans sockets and stuff) */
629 static void NetworkInitialize(bool close_admins = true)
630 {
631  InitializeNetworkPools(close_admins);
632 
633  _sync_frame = 0;
634  _network_first_time = true;
635 
636  _network_reconnect = 0;
637 }
638 
641 private:
642  std::string connection_string;
643 
644 public:
645  TCPQueryConnecter(const std::string &connection_string) : TCPServerConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
646 
647  void OnFailure() override
648  {
649  Debug(net, 9, "Query::OnFailure(): connection_string={}", this->connection_string);
650 
651  NetworkGameList *item = NetworkGameListAddItem(connection_string);
652  item->status = NGLS_OFFLINE;
653  item->refreshing = false;
654 
656  }
657 
658  void OnConnect(SOCKET s) override
659  {
660  Debug(net, 9, "Query::OnConnect(): connection_string={}", this->connection_string);
661 
662  QueryNetworkGameSocketHandler::QueryServer(s, this->connection_string);
663  }
664 };
665 
670 void NetworkQueryServer(const std::string &connection_string)
671 {
672  if (!_network_available) return;
673 
674  Debug(net, 9, "NetworkQueryServer(): connection_string={}", connection_string);
675 
676  /* Mark the entry as refreshing, so the GUI can show the refresh is pending. */
677  NetworkGameList *item = NetworkGameListAddItem(connection_string);
678  item->refreshing = true;
679 
680  TCPConnecter::Create<TCPQueryConnecter>(connection_string);
681 }
682 
692 NetworkGameList *NetworkAddServer(const std::string &connection_string, bool manually, bool never_expire)
693 {
694  if (connection_string.empty()) return nullptr;
695 
696  /* Ensure the item already exists in the list */
697  NetworkGameList *item = NetworkGameListAddItem(connection_string);
698  if (item->info.server_name.empty()) {
700  item->info.server_name = connection_string;
701 
703 
704  NetworkQueryServer(connection_string);
705  }
706 
707  if (manually) item->manually = true;
708  if (never_expire) item->version = INT32_MAX;
709 
710  return item;
711 }
712 
718 void GetBindAddresses(NetworkAddressList *addresses, uint16_t port)
719 {
720  for (const auto &iter : _network_bind_list) {
721  addresses->emplace_back(iter.c_str(), port);
722  }
723 
724  /* No address, so bind to everything. */
725  if (addresses->empty()) {
726  addresses->emplace_back("", port);
727  }
728 }
729 
730 /* Generates the list of manually added hosts from NetworkGameList and
731  * dumps them into the array _network_host_list. This array is needed
732  * by the function that generates the config file. */
733 void NetworkRebuildHostList()
734 {
735  _network_host_list.clear();
736 
737  for (NetworkGameList *item = _network_game_list; item != nullptr; item = item->next) {
738  if (item->manually) _network_host_list.emplace_back(item->connection_string);
739  }
740 }
741 
744 private:
745  std::string connection_string;
746 
747 public:
748  TCPClientConnecter(const std::string &connection_string) : TCPServerConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
749 
750  void OnFailure() override
751  {
752  Debug(net, 9, "Client::OnFailure(): connection_string={}", this->connection_string);
753 
754  ShowNetworkError(STR_NETWORK_ERROR_NOCONNECTION);
755  }
756 
757  void OnConnect(SOCKET s) override
758  {
759  Debug(net, 9, "Client::OnConnect(): connection_string={}", this->connection_string);
760 
761  _networking = true;
763  new ClientNetworkGameSocketHandler(s, this->connection_string);
764  IConsoleCmdExec("exec scripts/on_client.scr 0");
766  }
767 };
768 
785 bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const std::string &join_server_password)
786 {
787  Debug(net, 9, "NetworkClientConnectGame(): connection_string={}", connection_string);
788 
789  CompanyID join_as = default_company;
790  std::string resolved_connection_string = ServerAddress::Parse(connection_string, NETWORK_DEFAULT_PORT, &join_as).connection_string;
791 
792  if (!_network_available) return false;
793  if (!NetworkValidateOurClientName()) return false;
794 
795  _network_join.connection_string = resolved_connection_string;
796  _network_join.company = join_as;
797  _network_join.server_password = join_server_password;
798 
799  if (_game_mode == GM_MENU) {
800  /* From the menu we can immediately continue with the actual join. */
802  } else {
803  /* When already playing a game, first go back to the main menu. This
804  * disconnects the user from the current game, meaning we can safely
805  * load in the new. After all, there is little point in continueing to
806  * play on a server if we are connecting to another one.
807  */
809  }
810  return true;
811 }
812 
819 {
821  NetworkInitialize();
822 
824  Debug(net, 9, "status = CONNECTING");
825  _network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
826  ShowJoinStatusWindow();
827 
828  TCPConnecter::Create<TCPClientConnecter>(_network_join.connection_string);
829 }
830 
831 static void NetworkInitGameInfo()
832 {
833  FillStaticNetworkServerGameInfo();
834  /* The server is a client too */
835  _network_game_info.clients_on = _network_dedicated ? 0 : 1;
836 
837  /* There should be always space for the server. */
841 
843 
846 }
847 
858 bool NetworkValidateServerName(std::string &server_name)
859 {
860  StrTrimInPlace(server_name);
861  if (!server_name.empty()) return true;
862 
863  ShowErrorMessage(STR_NETWORK_ERROR_BAD_SERVER_NAME, INVALID_STRING_ID, WL_ERROR);
864  return false;
865 }
866 
874 {
875  static const std::string fallback_client_name = "Unnamed Client";
877  if (_settings_client.network.client_name.empty() || _settings_client.network.client_name.compare(fallback_client_name) == 0) {
878  Debug(net, 1, "No \"client_name\" has been set, using \"{}\" instead. Please set this now using the \"name <new name>\" command", fallback_client_name);
879  _settings_client.network.client_name = fallback_client_name;
880  }
881 
882  static const std::string fallback_server_name = "Unnamed Server";
884  if (_settings_client.network.server_name.empty() || _settings_client.network.server_name.compare(fallback_server_name) == 0) {
885  Debug(net, 1, "No \"server_name\" has been set, using \"{}\" instead. Please set this now using the \"server_name <new name>\" command", fallback_server_name);
886  _settings_client.network.server_name = fallback_server_name;
887  }
888 }
889 
890 bool NetworkServerStart()
891 {
892  if (!_network_available) return false;
893 
894  /* Call the pre-scripts */
895  IConsoleCmdExec("exec scripts/pre_server.scr 0");
896  if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
897 
898  /* Check for the client and server names to be set, but only after the scripts had a chance to set them.*/
900 
901  NetworkDisconnect(false);
902  NetworkInitialize(false);
904  Debug(net, 5, "Starting listeners for clients");
906 
907  /* Only listen for admins when the authentication is configured. */
908  if (_settings_client.network.AdminAuthenticationConfigured()) {
909  Debug(net, 5, "Starting listeners for admins");
911  }
912 
913  /* Try to start UDP-server */
914  Debug(net, 5, "Starting listeners for incoming server queries");
916 
917  _network_server = true;
918  _networking = true;
919  _frame_counter = 0;
921  _frame_counter_max = 0;
922  _last_sync_frame = 0;
924 
926 
927  NetworkInitGameInfo();
928 
929  if (_settings_client.network.server_game_type != SERVER_GAME_TYPE_LOCAL) {
931  }
932 
933  /* execute server initialization script */
934  IConsoleCmdExec("exec scripts/on_server.scr 0");
935  /* if the server is dedicated ... add some other script */
936  if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
937 
938  return true;
939 }
940 
946 {
947  if (!_network_server) return;
948 
949  /* Update the static game info to set the values from the new game. */
951 
953 
954  if (!_network_dedicated) {
957  if (c != nullptr && ci != nullptr) {
958  ci->client_playas = c->index;
959 
960  /*
961  * If the company has not been named yet, the company was just started.
962  * Otherwise it would have gotten a name already, so announce it as a new company.
963  */
964  if (c->name_1 == STR_SV_UNNAMED && c->name.empty()) NetworkServerNewCompany(c, ci);
965  }
966 
967  ShowClientList();
968  } else {
969  /* welcome possibly still connected admins - this can only happen on a dedicated server. */
971  }
972 }
973 
974 /* The server is rebooting...
975  * The only difference with NetworkDisconnect, is the packets that is sent */
976 void NetworkReboot()
977 {
978  if (_network_server) {
979  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
980  cs->SendNewGame();
981  cs->SendPackets();
982  }
983 
985  as->SendNewGame();
986  as->SendPackets();
987  }
988  }
989 
990  /* For non-dedicated servers we have to kick the admins as we are not
991  * certain that we will end up in a new network game. */
993 }
994 
999 void NetworkDisconnect(bool close_admins)
1000 {
1001  if (_network_server) {
1002  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1003  cs->SendShutdown();
1004  cs->SendPackets();
1005  }
1006 
1007  if (close_admins) {
1009  as->SendShutdown();
1010  as->SendPackets();
1011  }
1012  }
1013  }
1014 
1016 
1017  NetworkClose(close_admins);
1018 
1019  /* Reinitialize the UDP stack, i.e. close all existing connections. */
1021 }
1022 
1028 {
1029  if (!_networking) return;
1030 
1032  case SERVER_GAME_TYPE_LOCAL:
1034  break;
1035 
1036  case SERVER_GAME_TYPE_INVITE_ONLY:
1037  case SERVER_GAME_TYPE_PUBLIC:
1039  break;
1040 
1041  default:
1042  NOT_REACHED();
1043  }
1044 }
1045 
1050 static bool NetworkReceive()
1051 {
1052  bool result;
1053  if (_network_server) {
1056  } else {
1058  }
1059  NetworkGameSocketHandler::ProcessDeferredDeletions();
1060  return result;
1061 }
1062 
1063 /* This sends all buffered commands (if possible) */
1064 static void NetworkSend()
1065 {
1066  if (_network_server) {
1069  } else {
1071  }
1072  NetworkGameSocketHandler::ProcessDeferredDeletions();
1073 }
1074 
1081 {
1087  NetworkGameSocketHandler::ProcessDeferredDeletions();
1088 
1090 }
1091 
1092 /* The main loop called from ttd.c
1093  * Here we also have to do StateGameLoop if needed! */
1094 void NetworkGameLoop()
1095 {
1096  if (!_networking) return;
1097 
1098  if (!NetworkReceive()) return;
1099 
1100  if (_network_server) {
1101  /* Log the sync state to check for in-syncedness of replays. */
1102  if (TimerGameEconomy::date_fract == 0) {
1103  /* We don't want to log multiple times if paused. */
1104  static TimerGameEconomy::Date last_log;
1105  if (last_log != TimerGameEconomy::date) {
1106  Debug(desync, 1, "sync: {:08x}; {:02x}; {:08x}; {:08x}", TimerGameEconomy::date, TimerGameEconomy::date_fract, _random.state[0], _random.state[1]);
1107  last_log = TimerGameEconomy::date;
1108  }
1109  }
1110 
1111 #ifdef DEBUG_DUMP_COMMANDS
1112  /* Loading of the debug commands from -ddesync>=1 */
1113  static auto f = FioFOpenFile("commands.log", "rb", SAVE_DIR);
1114  static TimerGameEconomy::Date next_date(0);
1115  static uint32_t next_date_fract;
1116  static CommandPacket *cp = nullptr;
1117  static bool check_sync_state = false;
1118  static uint32_t sync_state[2];
1119  if (!f.has_value() && next_date == 0) {
1120  Debug(desync, 0, "Cannot open commands.log");
1121  next_date = TimerGameEconomy::Date(1);
1122  }
1123 
1124  while (f.has_value() && !feof(*f)) {
1125  if (TimerGameEconomy::date == next_date && TimerGameEconomy::date_fract == next_date_fract) {
1126  if (cp != nullptr) {
1127  NetworkSendCommand(cp->cmd, cp->err_msg, nullptr, cp->company, cp->data);
1128  Debug(desync, 0, "Injecting: {:08x}; {:02x}; {:02x}; {:08x}; {} ({})", TimerGameEconomy::date, TimerGameEconomy::date_fract, (int)_current_company, cp->cmd, FormatArrayAsHex(cp->data), GetCommandName(cp->cmd));
1129  delete cp;
1130  cp = nullptr;
1131  }
1132  if (check_sync_state) {
1133  if (sync_state[0] == _random.state[0] && sync_state[1] == _random.state[1]) {
1134  Debug(desync, 0, "Sync check: {:08x}; {:02x}; match", TimerGameEconomy::date, TimerGameEconomy::date_fract);
1135  } else {
1136  Debug(desync, 0, "Sync check: {:08x}; {:02x}; mismatch expected {{{:08x}, {:08x}}}, got {{{:08x}, {:08x}}}",
1137  TimerGameEconomy::date, TimerGameEconomy::date_fract, sync_state[0], sync_state[1], _random.state[0], _random.state[1]);
1138  NOT_REACHED();
1139  }
1140  check_sync_state = false;
1141  }
1142  }
1143 
1144  /* Skip all entries in the command-log till we caught up with the current game again. */
1145  if (TimerGameEconomy::date > next_date || (TimerGameEconomy::date == next_date && TimerGameEconomy::date_fract > next_date_fract)) {
1146  Debug(desync, 0, "Skipping to next command at {:08x}:{:02x}", next_date, next_date_fract);
1147  if (cp != nullptr) {
1148  delete cp;
1149  cp = nullptr;
1150  }
1151  check_sync_state = false;
1152  }
1153 
1154  if (cp != nullptr || check_sync_state) break;
1155 
1156  char buff[4096];
1157  if (fgets(buff, lengthof(buff), *f) == nullptr) break;
1158 
1159  char *p = buff;
1160  /* Ignore the "[date time] " part of the message */
1161  if (*p == '[') {
1162  p = strchr(p, ']');
1163  if (p == nullptr) break;
1164  p += 2;
1165  }
1166 
1167  if (strncmp(p, "cmd: ", 5) == 0
1168 #ifdef DEBUG_FAILED_DUMP_COMMANDS
1169  || strncmp(p, "cmdf: ", 6) == 0
1170 #endif
1171  ) {
1172  p += 5;
1173  if (*p == ' ') p++;
1174  cp = new CommandPacket();
1175  int company;
1176  uint cmd;
1177  char buffer[256];
1178  uint32_t next_date_raw;
1179  int ret = sscanf(p, "%x; %x; %x; %x; %x; %255s", &next_date_raw, &next_date_fract, &company, &cmd, &cp->err_msg, buffer);
1180  assert(ret == 6);
1181  next_date = TimerGameEconomy::Date((int32_t)next_date_raw);
1182  cp->company = (CompanyID)company;
1183  cp->cmd = (Commands)cmd;
1184 
1185  /* Parse command data. */
1186  std::vector<uint8_t> args;
1187  size_t arg_len = strlen(buffer);
1188  for (size_t i = 0; i + 1 < arg_len; i += 2) {
1189  uint8_t e = 0;
1190  std::from_chars(buffer + i, buffer + i + 2, e, 16);
1191  args.emplace_back(e);
1192  }
1193  cp->data = args;
1194  } else if (strncmp(p, "join: ", 6) == 0) {
1195  /* Manually insert a pause when joining; this way the client can join at the exact right time. */
1196  uint32_t next_date_raw;
1197  int ret = sscanf(p + 6, "%x; %x", &next_date_raw, &next_date_fract);
1198  next_date = TimerGameEconomy::Date((int32_t)next_date_raw);
1199  assert(ret == 2);
1200  Debug(desync, 0, "Injecting pause for join at {:08x}:{:02x}; please join when paused", next_date, next_date_fract);
1201  cp = new CommandPacket();
1202  cp->company = COMPANY_SPECTATOR;
1203  cp->cmd = CMD_PAUSE;
1205  _ddc_fastforward = false;
1206  } else if (strncmp(p, "sync: ", 6) == 0) {
1207  uint32_t next_date_raw;
1208  int ret = sscanf(p + 6, "%x; %x; %x; %x", &next_date_raw, &next_date_fract, &sync_state[0], &sync_state[1]);
1209  next_date = TimerGameEconomy::Date((int32_t)next_date_raw);
1210  assert(ret == 4);
1211  check_sync_state = true;
1212  } else if (strncmp(p, "msg: ", 5) == 0 || strncmp(p, "client: ", 8) == 0 ||
1213  strncmp(p, "load: ", 6) == 0 || strncmp(p, "save: ", 6) == 0 ||
1214  strncmp(p, "warning: ", 9) == 0) {
1215  /* A message that is not very important to the log playback, but part of the log. */
1216 #ifndef DEBUG_FAILED_DUMP_COMMANDS
1217  } else if (strncmp(p, "cmdf: ", 6) == 0) {
1218  Debug(desync, 0, "Skipping replay of failed command: {}", p + 6);
1219 #endif
1220  } else {
1221  /* Can't parse a line; what's wrong here? */
1222  Debug(desync, 0, "Trying to parse: {}", p);
1223  NOT_REACHED();
1224  }
1225  }
1226  if (f.has_value() && feof(*f)) {
1227  Debug(desync, 0, "End of commands.log");
1228  f.reset();
1229  }
1230 #endif /* DEBUG_DUMP_COMMANDS */
1232  /* Only check for active clients just before we're going to send out
1233  * the commands so we don't send multiple pause/unpause commands when
1234  * the frame_freq is more than 1 tick. Same with distributing commands. */
1235  CheckPauseOnJoin();
1238  }
1239 
1240  bool send_frame = false;
1241 
1242  /* We first increase the _frame_counter */
1243  _frame_counter++;
1244  /* Update max-frame-counter */
1247  send_frame = true;
1248  }
1249 
1251 
1252  /* Then we make the frame */
1253  StateGameLoop();
1254 
1255  _sync_seed_1 = _random.state[0];
1256 #ifdef NETWORK_SEND_DOUBLE_SEED
1257  _sync_seed_2 = _random.state[1];
1258 #endif
1259 
1260  NetworkServer_Tick(send_frame);
1261  } else {
1262  /* Client */
1263 
1264  /* Make sure we are at the frame were the server is (quick-frames) */
1266  /* Run a number of frames; when things go bad, get out. */
1269  }
1270  } else {
1271  /* Else, keep on going till _frame_counter_max */
1273  /* Run one frame; if things went bad, get out. */
1275  }
1276  }
1277  }
1278 
1279  NetworkSend();
1280 }
1281 
1284 {
1285  Debug(net, 3, "Starting network");
1286 
1287  /* Network is available */
1289  _network_dedicated = false;
1290 
1291  _network_game_info = {};
1292 
1293  NetworkInitialize();
1295  Debug(net, 3, "Network online, multiplayer available");
1298 }
1299 
1302 {
1305  NetworkUDPClose();
1306 
1307  Debug(net, 3, "Shutting down network");
1308 
1309  _network_available = false;
1310 
1312 }
1313 
1314 #ifdef __EMSCRIPTEN__
1315 extern "C" {
1316 
1317 void CDECL em_openttd_add_server(const char *connection_string)
1318 {
1319  NetworkAddServer(connection_string, false, true);
1320 }
1321 
1322 }
1323 #endif
std::vector< NetworkAddress > NetworkAddressList
Type for a list of addresses.
Definition: address.h:19
void SendReceive()
Check whether we received/can send some data from/to the content server and when that's the case hand...
void Register()
Register our server to receive our invite code.
void SendReceive()
Check whether we received/can send some data from/to the Game Coordinator server and when that's the ...
void CloseAllConnections()
Close all pending connection tokens.
NetworkRecvStatus CloseConnection(bool error=true) override
This will put this socket handler in a close state.
Class for handling the client side of the game connection.
static ClientNetworkGameSocketHandler * my_client
This is us!
static NetworkRecvStatus SendQuit()
Tell the server we would like to quit.
static bool Receive()
Check whether we received/can send some data from/to the server and when that's the case handle it ap...
static bool GameLoop()
Actual game loop for the client.
static void Send()
Send the packets of this socket handler.
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
Endian-aware buffer adapter that always writes values in little endian order.
Wrapper for (un)resolved network addresses; there's no reason to transform a numeric IP to a string a...
Definition: address.h:28
static void EnsureValidSecretKeyAndUpdatePublicKey(std::string &secret_key, std::string &public_key)
Ensures that the given secret key is valid, and when not overwrite it with a valid secret key.
bool Contains(std::string_view key) const
Check whether the given key is contains in these authorized keys.
Definition: network.cpp:178
bool Add(std::string_view key)
Add the given key to the authorized keys, when it is not already contained.
Definition: network.cpp:188
bool Remove(std::string_view key)
Remove the given key from the authorized keys, when it is exists.
Definition: network.cpp:204
ClientID client_id
Client identifier.
Definition: tcp_game.h:486
static void HTTPReceive()
Do the receiving for all HTTP connections.
Definition: http_curl.cpp:107
static void QueryServer(SOCKET s, const std::string &connection_string)
Start to query a server based on an open socket.
Definition: network_query.h:46
static void SendReceive()
Check if any query needs to send or receive.
std::string connection_string
The connection string for this ServerAddress.
Definition: address.h:210
static ServerAddress Parse(const std::string &connection_string, uint16_t default_port, CompanyID *company_id=nullptr)
Convert a string containing either "hostname", "hostname:port" or invite code to a ServerAddress,...
Definition: address.cpp:450
Class for handling the server side of the game connection.
Definition: network_admin.h:25
static void Send()
Send the packets for the server sockets.
static Pool::IterateWrapperFiltered< ServerNetworkAdminSocketHandler, ServerNetworkAdminSocketHandlerFilter > IterateActive(size_t from=0)
Returns an iterable ensemble of all active admin sockets.
static void WelcomeAll()
Send a Welcome packet to all connected admins.
Class for handling the server side of the game connection.
static ServerNetworkGameSocketHandler * GetByClientID(ClientID client_id)
Return the client state given it's client-identifier.
Definition: network.cpp:152
static void Send()
Send the packets for the server sockets.
static void AcceptConnection(SOCKET s, const NetworkAddress &address)
Handle the accepting of a connection to the server.
Definition: network.cpp:568
NetworkAddress client_address
IP-address of the client (so they can be banned)
ServerNetworkGameSocketHandler(SOCKET s)
Create a new socket for the server side of the game connection.
Non blocking connection create to actually connect to servers.
Definition: network.cpp:743
void OnFailure() override
Callback for when the connection attempt failed.
Definition: network.cpp:750
static void CheckCallbacks()
Check whether we need to call the callback, i.e.
static void KillAll()
Kill all connection attempts.
Non blocking connection to query servers for their game info.
Definition: network.cpp:640
void OnFailure() override
Callback for when the connection attempt failed.
Definition: network.cpp:647
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.
const char * GetCommandName(Commands cmd)
This function mask the parameter with CMD_ID_MASK and returns the name which belongs to the given com...
Definition: command.cpp:132
void NetworkSendCommand(Commands cmd, StringID err_message, CommandCallback *callback, CompanyID company, const CommandDataBuffer &cmd_data)
Prepare a DoCommand to be send over the network.
Commands
List of commands.
Definition: command_type.h:187
@ CMD_PAUSE
pause the game
Definition: command_type.h:276
CompanyID GetFirstPlayableCompanyID()
Get the index of the first available company.
CompanyID _current_company
Company currently doing an action.
Definition: company_cmd.cpp:53
Owner
Enum for all companies/owners.
Definition: company_type.h:18
@ COMPANY_SPECTATOR
The client is spectating.
Definition: company_type.h:35
@ COMPANY_NEW_COMPANY
The client wants a new company.
Definition: company_type.h:34
@ MAX_COMPANIES
Maximum number of companies.
Definition: company_type.h:23
static const uint16_t NETWORK_DEFAULT_PORT
The default port of the game server (TCP & UDP)
Definition: config.h:25
void IConsoleCmdExec(const std::string &command_string, const uint recurse_count)
Execute a given command passed to us.
Definition: console.cpp:291
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
static const TextColour CC_DEFAULT
Default colour of the console.
Definition: console_type.h:23
void NetworkCoreShutdown()
Shuts down the network core (as that is needed for some platforms.
Definition: core.cpp:44
bool NetworkCoreInitialize()
Initializes the network core (as that is needed for some platforms.
Definition: core.cpp:24
@ NETWORK_RECV_STATUS_CLIENT_QUIT
The connection is lost gracefully. Other clients are already informed of this leaving client.
Definition: core.h:28
#define Debug(category, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
void ShowErrorMessage(StringID summary_msg, int x, int y, CommandCost cc)
Display an error message in a window.
Definition: error_gui.cpp:367
@ 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
std::optional< FileHandle > FioFOpenFile(const std::string &filename, const char *mode, Subdirectory subdir, size_t *filesize)
Opens a OpenTTD file somewhere in a personal or global directory.
Definition: fileio.cpp:242
@ SAVE_DIR
Base directory for all savegames.
Definition: fileio_type.h:117
PauseMode _pause_mode
The current pause mode.
Definition: gfx.cpp:50
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
void NetworkFindBroadcastIPs(NetworkAddressList *broadcast)
Find the IPv4 broadcast addresses; IPv6 uses a completely different strategy for broadcasting.
Definition: host.cpp:86
Resolving of hostnames/IPs.
void NetworkHTTPInitialize()
Initialize the HTTP socket handler.
Definition: http_curl.cpp:242
void NetworkHTTPUninitialize()
Uninitialize the HTTP socket handler.
Definition: http_curl.cpp:277
uint32_t _last_sync_frame
Used in the server to store the last time a sync packet was sent to clients.
Definition: network.cpp:79
void NetworkStartUp()
This tries to launch the network for a given OS.
Definition: network.cpp:1283
bool _is_network_server
Does this client wants to be a network-server?
Definition: network.cpp:69
NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo")
Make sure both pools have the same size.
static uint NetworkCountActiveClients()
Counts the number of active clients connected.
Definition: network.cpp:420
StringList _network_host_list
The servers we know.
Definition: network.cpp:74
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
static void CheckPauseOnJoin()
Check whether we should pause on join.
Definition: network.cpp:462
NetworkAddressList _broadcast_list
List of broadcast addresses.
Definition: network.cpp:80
void NetworkQueryServer(const std::string &connection_string)
Query a server to fetch the game-info.
Definition: network.cpp:670
std::string NormalizeConnectionString(const std::string &connection_string, uint16_t default_port)
Normalize a connection string.
Definition: network.cpp:541
void NetworkClientJoinGame()
Actually perform the joining to the server.
Definition: network.cpp:818
static bool NetworkHasJoiningClient()
Checks whether there is a joining client.
Definition: network.cpp:450
static auto FindKey(auto *authorized_keys, std::string_view authorized_key)
Simple helper to find the location of the given authorized key in the authorized keys.
Definition: network.cpp:168
ClientID _redirect_console_to_client
If not invalid, redirect the console output to a client.
Definition: network.cpp:71
static void CheckClientAndServerName()
Check whether the client and server name are set, for a dedicated server and if not set them to some ...
Definition: network.cpp:873
void NetworkOnGameStart()
Perform tasks when the server is started.
Definition: network.cpp:945
std::string_view ParseCompanyFromConnectionString(const std::string &connection_string, CompanyID *company_id)
Parse the company part ("#company" postfix) of a connecting string.
Definition: network.cpp:477
uint32_t _frame_counter
The current frame.
Definition: network.cpp:78
bool _network_available
is network mode available?
Definition: network.cpp:67
uint8_t _network_reconnect
Reconnect timeout.
Definition: network.cpp:72
bool _networking
are we in networking mode?
Definition: network.cpp:65
static void InitializeNetworkPools(bool close_admins=true)
Resets the pools used for network clients, and the admin pool if needed.
Definition: network.cpp:583
StringList _network_ban_list
The banned clients.
Definition: network.cpp:75
std::string_view ParseFullConnectionString(const std::string &connection_string, uint16_t &port, CompanyID *company_id)
Converts a string to ip/port/company Format: IP:port::company.
Definition: network.cpp:521
bool _network_dedicated
are we a dedicated server?
Definition: network.cpp:68
bool HasClients()
Return whether there is any client connected or trying to connect at all.
Definition: network.cpp:97
static bool NetworkReceive()
Receives something from the network.
Definition: network.cpp:1050
void NetworkDisconnect(bool close_admins)
We want to disconnect from the host/clients.
Definition: network.cpp:999
bool _network_server
network-server is active
Definition: network.cpp:66
std::string GenerateUid(std::string_view subject)
Generate an unique ID.
Definition: misc.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
void NetworkBackgroundLoop()
We have to do some (simple) background stuff that runs normally, even when we are not in multiplayer.
Definition: network.cpp:1080
StringList _network_bind_list
The addresses to bind on.
Definition: network.cpp:73
static void CheckMinActiveClients()
Check if the minimum number of active clients has been reached and pause or unpause the game as appro...
Definition: network.cpp:436
ClientID _network_own_client_id
Our client identifier.
Definition: network.cpp:70
static void CheckPauseHelper(bool pause, PauseMode pm)
Helper function for the pause checkers.
Definition: network.cpp:408
bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const std::string &join_server_password)
Join a client to the server at with the given connection string.
Definition: network.cpp:785
void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
Handle the pause mode change so we send the right messages to the chat.
Definition: network.cpp:354
bool _network_first_time
Whether we have finished joining or not.
Definition: network.cpp:86
NetworkGameList * NetworkAddServer(const std::string &connection_string, bool manually, bool never_expire)
Validates an address entered as a string and adds the server to the list.
Definition: network.cpp:692
void NetworkShutDown()
This shuts the network down.
Definition: network.cpp:1301
uint8_t _network_clients_connected
The amount of clients connected.
Definition: network.cpp:89
void GetBindAddresses(NetworkAddressList *addresses, uint16_t port)
Get the addresses to bind to.
Definition: network.cpp:718
NetworkAddress ParseConnectionString(const std::string &connection_string, uint16_t default_port)
Convert a string containing either "hostname" or "hostname:ip" to a NetworkAddress.
Definition: network.cpp:556
void NetworkUpdateServerGameType()
The setting server_game_type was updated; possibly we need to take some action.
Definition: network.cpp:1027
bool NetworkCanJoinCompany(CompanyID company_id)
Returns whether the given company can be joined by this client.
Definition: network.cpp:141
void NetworkClose(bool close_admins)
Close current connections.
Definition: network.cpp:592
uint32_t _frame_counter_max
To where we may go with our clients.
Definition: network.cpp:77
bool NetworkValidateServerName(std::string &server_name)
Trim the given server name in place, i.e.
Definition: network.cpp:858
Server part of the admin network protocol.
Base core network types and some helper functions to access them.
void CDECL NetworkAddChatMessage(TextColour colour, uint duration, const std::string &message)
Add a text message to the 'chat window' to be shown.
NetworkJoinInfo _network_join
Information about the game to join to.
bool NetworkValidateOurClientName()
Convenience method for NetworkValidateClientName on _settings_client.network.client_name.
void NetworkClient_Connected()
Is called after a client is connected to the server.
Client part of the network protocol.
void NetworkFreeLocalCommandQueue()
Free the local command queues.
void NetworkExecuteLocalCommandQueue()
Execute all commands on the local command queue that ought to be executed this frame.
void NetworkDistributeCommands()
Distribute the commands of ourself and the clients.
ClientNetworkContentSocketHandler _network_content_client
The client we use to connect to the server.
Part of the network protocol handling content distribution.
ClientNetworkCoordinatorSocketHandler _network_coordinator_client
The connection to the Game Coordinator.
Part of the network protocol handling Game Coordinator requests.
void NetworkServerNewCompany(const Company *company, NetworkClientInfo *ci)
Perform all the server specific administration of a new company.
void NetworkServerUpdateGameInfo()
Update the server's NetworkServerGameInfo due to changes in settings.
NetworkGameList * NetworkGameListAddItem(const std::string &connection_string)
Add a new item to the linked gamelist.
NetworkGameList * _network_game_list
Game list of this client.
Handling of the list of games.
@ NGLS_OFFLINE
Server is offline (or cannot be queried).
NetworkJoinStatus _network_join_status
The status of joining.
void UpdateNetworkGameWindow()
Update the network new window because a new server is found on the network.
Definition: network_gui.cpp:66
GUIs related to networking.
Query part of the network protocol.
void ChangeNetworkRestartTime(bool reset)
Reset the automatic network restart time interval.
void NetworkServer_Tick(bool send_frame)
This is called every tick if this is a _network_server.
Server part of the network protocol.
@ DESTTYPE_CLIENT
Send message/notice to only a certain client (Private)
Definition: network_type.h:82
NetworkAction
Actions that can be used for NetworkTextMessage.
Definition: network_type.h:90
ClientID
'Unique' identifier to be given to clients
Definition: network_type.h:49
@ CLIENT_ID_SERVER
Servers always have this ID.
Definition: network_type.h:51
NetworkErrorCode
The error codes we send around in the protocols.
Definition: network_type.h:110
void NetworkUDPClose()
Close all UDP related stuff.
void NetworkUDPInitialize()
Initialize the whole UDP bit.
void NetworkUDPServerListen()
Start the listening of the UDP server component.
void NetworkBackgroundUDPLoop()
Receive the UDP packets.
Sending and receiving UDP messages.
void ClearGRFConfigList(GRFConfig **config)
Clear a GRF Config list, freeing all nodes.
void StateGameLoop()
State controlling game loop.
Definition: openttd.cpp:1212
@ SM_JOIN_GAME
Join a network game.
Definition: openttd.h:41
@ SM_MENU
Switch to game intro menu.
Definition: openttd.h:33
PauseMode
Modes of pausing we've got.
Definition: openttd.h:68
@ PM_UNPAUSED
A normal unpaused game.
Definition: openttd.h:69
@ PM_PAUSED_ACTIVE_CLIENTS
A game paused for 'min_active_clients'.
Definition: openttd.h:74
@ PM_PAUSED_ERROR
A game paused because a (critical) error.
Definition: openttd.h:73
@ PM_PAUSED_GAME_SCRIPT
A game paused by a game script.
Definition: openttd.h:75
@ PM_PAUSED_JOIN
A game paused for 'pause_on_join'.
Definition: openttd.h:72
@ PM_PAUSED_LINK_GRAPH
A game paused due to the link graph schedule lagging.
Definition: openttd.h:76
@ PM_PAUSED_NORMAL
A game normally paused.
Definition: openttd.h:70
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
Definition: pool_func.hpp:237
@ PT_NONE
No pool is selected.
Definition: pool_type.hpp:17
@ PT_NADMIN
Network admin pool.
Definition: pool_type.hpp:20
@ PT_NCLIENT
Network client pools.
Definition: pool_type.hpp:19
Randomizer _random
Random used in the game state calculations.
Definition: random_func.cpp:37
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:56
#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
size_t Utf8Encode(T buf, char32_t c)
Encode a unicode character and place it in the buffer.
Definition: string.cpp:460
static const char32_t CHAR_TD_LRM
The next character acts like a left-to-right character.
Definition: string_type.h:35
static const char32_t CHAR_TD_RLM
The next character acts like a right-to-left character.
Definition: string_type.h:36
std::vector< std::string > StringList
Type for a list of strings.
Definition: string_type.h:60
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:319
TextDirection _current_text_dir
Text direction of the currently selected language.
Definition: strings.cpp:56
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:357
@ TD_LTR
Text is written left-to-right by default.
Definition: strings_type.h:23
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
Definition: strings_type.h:16
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames)
Definition: strings_type.h:17
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.
StringID err_msg
string ID of error message to use.
CommandDataBuffer data
command parameters.
CompanyID company
company that is executing the command
Commands cmd
command being executed.
Defines the traits of a command.
Definition: command_type.h:453
NetworkAuthorizedKeys allow_list
Public keys of clients that are allowed to join this company.
Definition: company_base.h:78
StringID name_1
Name of the company if the user did not change it.
Definition: company_base.h:71
std::string name
Name of the company if the user changed it.
Definition: company_base.h:72
uint16_t network_chat_timeout
timeout of chat messages in seconds
Container for all information known about a client.
Definition: network_base.h:24
static NetworkClientInfo * GetByClientID(ClientID client_id)
Return the CI given it's client-identifier.
Definition: network.cpp:116
~NetworkClientInfo()
Basically a client is leaving us right now.
Definition: network.cpp:105
bool CanJoinCompany(CompanyID company_id) const
Returns whether the given company can be joined by this client.
Definition: network.cpp:130
CompanyID client_playas
As which company is this client playing (CompanyID)
Definition: network_base.h:28
ClientID client_id
Client identifier (same as ClientState->client_id)
Definition: network_base.h:25
std::string client_name
Name of the client.
Definition: network_base.h:26
std::string public_key
The public key of the client.
Definition: network_base.h:27
Structure with information shown in the game list (GUI)
int version
Used to see which servers are no longer available on the Game Coordinator and can be removed.
bool refreshing
Whether this server is being queried.
bool manually
True if the server was added manually.
NetworkGameList * next
Next pointer to make a linked game list.
NetworkGameListStatus status
Stats of the server.
NetworkGameInfo info
The game information of this server.
std::string connection_string
The address of the server to join.
std::string server_password
The password of the server to join.
CompanyID company
The company to join.
std::string server_name
Server name.
GRFConfig * grfconfig
List of NewGRF files used.
uint8_t clients_on
Current count of clients on server.
std::string client_secret_key
The secret key of the client for authorized key logins.
std::string client_name
name of the player (as client)
ServerGameType server_game_type
Server type: local / public / invite-only.
std::string client_public_key
The public key of the client for authorized key logins.
uint8_t frame_freq
how often do we send commands to the clients
uint8_t min_active_clients
minimum amount of active clients to unpause the game
uint16_t server_port
port the server listens on
std::string last_joined
Last joined server.
std::string server_name
name of the server
uint16_t server_admin_port
port the server listens on for the admin network
bool pause_on_join
pause the game when people join
static void Clean(PoolType)
Clean all pools of given type.
Definition: pool_func.cpp:30
Tindex index
Index of this pool item.
Definition: pool_type.hpp:238
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
Definition: pool_type.hpp:328
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
Definition: pool_type.hpp:309
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:350
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
Definition: pool_type.hpp:388
Base class for all pools.
Definition: pool_type.hpp:80
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
Definition: pool_type.hpp:84
uint32_t state[2]
The state of the randomizer.
Definition: random_func.hpp:29
Basic functions to receive and send UDP packets.
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:3211
@ WN_NETWORK_STATUS_WINDOW_JOIN
Network join status.
Definition: window_type.h:39
@ WC_SEND_NETWORK_MSG
Chatbox; Window numbers:
Definition: window_type.h:509
@ WC_CLIENT_LIST
Client list; Window numbers:
Definition: window_type.h:484
@ WC_NETWORK_STATUS_WINDOW
Network status window; Window numbers:
Definition: window_type.h:491