OpenTTD Source  20240917-master-g9ab0a47812
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
50 
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 
89 
92 
93 extern std::string GenerateUid(std::string_view subject);
94 
99 bool HasClients()
100 {
101  return !NetworkClientSocket::Iterate().empty();
102 }
103 
108 {
109  /* Delete the chat window, if you were chatting with this client. */
111 }
112 
119 {
121  if (ci->client_id == client_id) return ci;
122  }
123 
124  return nullptr;
125 }
126 
133 {
134  Company *c = Company::GetIfValid(company_id);
135  return c != nullptr && c->allow_list.Contains(this->public_key);
136 }
137 
144 {
146  return info != nullptr && info->CanJoinCompany(company_id);
147 }
148 
155 {
156  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
157  if (cs->client_id == client_id) return cs;
158  }
159 
160  return nullptr;
161 }
162 
163 
170 static auto FindKey(auto *authorized_keys, std::string_view authorized_key)
171 {
172  return std::find_if(authorized_keys->begin(), authorized_keys->end(), [authorized_key](auto &value) { return StrEqualsIgnoreCase(value, authorized_key); });
173 }
174 
180 bool NetworkAuthorizedKeys::Contains(std::string_view key) const
181 {
182  return FindKey(this, key) != this->end();
183 }
184 
190 bool NetworkAuthorizedKeys::Add(std::string_view key)
191 {
192  if (key.empty()) return false;
193 
194  auto iter = FindKey(this, key);
195  if (iter != this->end()) return false;
196 
197  this->emplace_back(key);
198  return true;
199 }
200 
206 bool NetworkAuthorizedKeys::Remove(std::string_view key)
207 {
208  auto iter = FindKey(this, key);
209  if (iter == this->end()) return false;
210 
211  this->erase(iter);
212  return true;
213 }
214 
215 
216 uint8_t NetworkSpectatorCount()
217 {
218  uint8_t count = 0;
219 
220  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
221  if (ci->client_playas == COMPANY_SPECTATOR) count++;
222  }
223 
224  /* Don't count a dedicated server as spectator */
225  if (_network_dedicated) count--;
226 
227  return count;
228 }
229 
230 
231 /* This puts a text-message to the console, or in the future, the chat-box,
232  * (to keep it all a bit more general)
233  * If 'self_send' is true, this is the client who is sending the message */
234 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)
235 {
236  StringID strid;
237  switch (action) {
238  case NETWORK_ACTION_SERVER_MESSAGE:
239  /* Ignore invalid messages */
240  strid = STR_NETWORK_SERVER_MESSAGE;
241  colour = CC_DEFAULT;
242  break;
243  case NETWORK_ACTION_COMPANY_SPECTATOR:
244  colour = CC_DEFAULT;
245  strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE;
246  break;
247  case NETWORK_ACTION_COMPANY_JOIN:
248  colour = CC_DEFAULT;
249  strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN;
250  break;
251  case NETWORK_ACTION_COMPANY_NEW:
252  colour = CC_DEFAULT;
253  strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW;
254  break;
255  case NETWORK_ACTION_JOIN:
256  /* Show the Client ID for the server but not for the client. */
257  strid = _network_server ? STR_NETWORK_MESSAGE_CLIENT_JOINED_ID : STR_NETWORK_MESSAGE_CLIENT_JOINED;
258  break;
259  case NETWORK_ACTION_LEAVE: strid = STR_NETWORK_MESSAGE_CLIENT_LEFT; break;
260  case NETWORK_ACTION_NAME_CHANGE: strid = STR_NETWORK_MESSAGE_NAME_CHANGE; break;
261  case NETWORK_ACTION_GIVE_MONEY: strid = STR_NETWORK_MESSAGE_GIVE_MONEY; break;
262  case NETWORK_ACTION_CHAT_COMPANY: strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY; break;
263  case NETWORK_ACTION_CHAT_CLIENT: strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT; break;
264  case NETWORK_ACTION_KICKED: strid = STR_NETWORK_MESSAGE_KICKED; break;
265  case NETWORK_ACTION_EXTERNAL_CHAT: strid = STR_NETWORK_CHAT_EXTERNAL; break;
266  default: strid = STR_NETWORK_CHAT_ALL; break;
267  }
268 
269  SetDParamStr(0, name);
270  SetDParamStr(1, str);
271  SetDParam(2, data);
272  SetDParamStr(3, data_str);
273 
274  /* All of these strings start with "***". These characters are interpreted as both left-to-right and
275  * right-to-left characters depending on the context. As the next text might be an user's name, the
276  * user name's characters will influence the direction of the "***" instead of the language setting
277  * of the game. Manually set the direction of the "***" by inserting a text-direction marker. */
278  std::ostringstream stream;
279  std::ostreambuf_iterator<char> iterator(stream);
281  std::string message = stream.str() + GetString(strid);
282 
283  Debug(desync, 1, "msg: {:08x}; {:02x}; {}", TimerGameEconomy::date, TimerGameEconomy::date_fract, message);
284  IConsolePrint(colour, message);
286 }
287 
288 /* Calculate the frame-lag of a client */
289 uint NetworkCalculateLag(const NetworkClientSocket *cs)
290 {
291  int lag = cs->last_frame_server - cs->last_frame;
292  /* This client has missed their ACK packet after 1 DAY_TICKS..
293  * so we increase their lag for every frame that passes!
294  * The packet can be out by a max of _net_frame_freq */
295  if (cs->last_frame_server + Ticks::DAY_TICKS + _settings_client.network.frame_freq < _frame_counter) {
296  lag += _frame_counter - (cs->last_frame_server + Ticks::DAY_TICKS + _settings_client.network.frame_freq);
297  }
298  return lag;
299 }
300 
301 
302 /* There was a non-recoverable error, drop back to the main menu with a nice
303  * error */
304 void ShowNetworkError(StringID error_string)
305 {
308 }
309 
316 {
317  /* List of possible network errors, used by
318  * PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
319  static const StringID network_error_strings[] = {
320  STR_NETWORK_ERROR_CLIENT_GENERAL,
321  STR_NETWORK_ERROR_CLIENT_DESYNC,
322  STR_NETWORK_ERROR_CLIENT_SAVEGAME,
323  STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST,
324  STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR,
325  STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH,
326  STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED,
327  STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED,
328  STR_NETWORK_ERROR_CLIENT_WRONG_REVISION,
329  STR_NETWORK_ERROR_CLIENT_NAME_IN_USE,
330  STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD,
331  STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH,
332  STR_NETWORK_ERROR_CLIENT_KICKED,
333  STR_NETWORK_ERROR_CLIENT_CHEATER,
334  STR_NETWORK_ERROR_CLIENT_SERVER_FULL,
335  STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS,
336  STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD,
337  STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER,
338  STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP,
339  STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN,
340  STR_NETWORK_ERROR_CLIENT_INVALID_CLIENT_NAME,
341  STR_NETWORK_ERROR_CLIENT_NOT_ON_ALLOW_LIST,
342  STR_NETWORK_ERROR_CLIENT_NO_AUTHENTICATION_METHOD_AVAILABLE,
343  };
344  static_assert(lengthof(network_error_strings) == NETWORK_ERROR_END);
345 
346  if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
347 
348  return network_error_strings[err];
349 }
350 
356 void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
357 {
358  if (!_networking) return;
359 
360  switch (changed_mode) {
361  case PM_PAUSED_NORMAL:
362  case PM_PAUSED_JOIN:
365  case PM_PAUSED_LINK_GRAPH: {
366  bool changed = ((_pause_mode == PM_UNPAUSED) != (prev_mode == PM_UNPAUSED));
367  bool paused = (_pause_mode != PM_UNPAUSED);
368  if (!paused && !changed) return;
369 
370  StringID str;
371  if (!changed) {
372  int i = -1;
373 
374  if ((_pause_mode & PM_PAUSED_NORMAL) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL);
375  if ((_pause_mode & PM_PAUSED_JOIN) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS);
376  if ((_pause_mode & PM_PAUSED_GAME_SCRIPT) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT);
377  if ((_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS);
378  if ((_pause_mode & PM_PAUSED_LINK_GRAPH) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH);
379  str = STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 + i;
380  } else {
381  switch (changed_mode) {
382  case PM_PAUSED_NORMAL: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL); break;
383  case PM_PAUSED_JOIN: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS); break;
384  case PM_PAUSED_GAME_SCRIPT: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT); break;
385  case PM_PAUSED_ACTIVE_CLIENTS: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS); break;
386  case PM_PAUSED_LINK_GRAPH: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH); break;
387  default: NOT_REACHED();
388  }
389  str = paused ? STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED : STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED;
390  }
391 
392  NetworkTextMessage(NETWORK_ACTION_SERVER_MESSAGE, CC_DEFAULT, false, "", GetString(str));
393  break;
394  }
395 
396  default:
397  return;
398  }
399 }
400 
401 
410 static void CheckPauseHelper(bool pause, PauseMode pm)
411 {
412  if (pause == ((_pause_mode & pm) != PM_UNPAUSED)) return;
413 
414  Command<CMD_PAUSE>::Post(pm, pause);
415 }
416 
423 {
424  uint count = 0;
425 
426  for (const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
427  if (cs->status != NetworkClientSocket::STATUS_ACTIVE) continue;
428  if (!Company::IsValidID(cs->GetInfo()->client_playas)) continue;
429  count++;
430  }
431 
432  return count;
433 }
434 
439 {
443  return;
444  }
446 }
447 
453 {
454  for (const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
455  if (cs->status >= NetworkClientSocket::STATUS_AUTHORIZED && cs->status < NetworkClientSocket::STATUS_ACTIVE) return true;
456  }
457 
458  return false;
459 }
460 
464 static void CheckPauseOnJoin()
465 {
468  return;
469  }
471 }
472 
479 std::string_view ParseCompanyFromConnectionString(const std::string &connection_string, CompanyID *company_id)
480 {
481  std::string_view ip = connection_string;
482  if (company_id == nullptr) return ip;
483 
484  size_t offset = ip.find_last_of('#');
485  if (offset != std::string::npos) {
486  std::string_view company_string = ip.substr(offset + 1);
487  ip = ip.substr(0, offset);
488 
489  uint8_t company_value;
490  auto [_, err] = std::from_chars(company_string.data(), company_string.data() + company_string.size(), company_value);
491  if (err == std::errc()) {
492  if (company_value != COMPANY_NEW_COMPANY && company_value != COMPANY_SPECTATOR) {
493  if (company_value > MAX_COMPANIES || company_value == 0) {
494  *company_id = COMPANY_SPECTATOR;
495  } else {
496  /* "#1" means the first company, which has index 0. */
497  *company_id = (CompanyID)(company_value - 1);
498  }
499  } else {
500  *company_id = (CompanyID)company_value;
501  }
502  }
503  }
504 
505  return ip;
506 }
507 
523 std::string_view ParseFullConnectionString(const std::string &connection_string, uint16_t &port, CompanyID *company_id)
524 {
525  std::string_view ip = ParseCompanyFromConnectionString(connection_string, company_id);
526 
527  size_t port_offset = ip.find_last_of(':');
528  size_t ipv6_close = ip.find_last_of(']');
529  if (port_offset != std::string::npos && (ipv6_close == std::string::npos || ipv6_close < port_offset)) {
530  std::string_view port_string = ip.substr(port_offset + 1);
531  ip = ip.substr(0, port_offset);
532  std::from_chars(port_string.data(), port_string.data() + port_string.size(), port);
533  }
534  return ip;
535 }
536 
543 std::string NormalizeConnectionString(const std::string &connection_string, uint16_t default_port)
544 {
545  uint16_t port = default_port;
546  std::string_view ip = ParseFullConnectionString(connection_string, port);
547  return std::string(ip) + ":" + std::to_string(port);
548 }
549 
558 NetworkAddress ParseConnectionString(const std::string &connection_string, uint16_t default_port)
559 {
560  uint16_t port = default_port;
561  std::string_view ip = ParseFullConnectionString(connection_string, port);
562  return NetworkAddress(ip, port);
563 }
564 
570 /* static */ void ServerNetworkGameSocketHandler::AcceptConnection(SOCKET s, const NetworkAddress &address)
571 {
572  /* Register the login */
574 
576  cs->client_address = address; // Save the IP of the client
577 
579 }
580 
585 static void InitializeNetworkPools(bool close_admins = true)
586 {
587  PoolBase::Clean(PT_NCLIENT | (close_admins ? PT_NADMIN : PT_NONE));
588 }
589 
594 void NetworkClose(bool close_admins)
595 {
596  if (_network_server) {
597  if (close_admins) {
599  as->CloseConnection(true);
600  }
601  }
602 
603  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
604  cs->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
605  }
608 
610  } else {
611  if (MyClient::my_client != nullptr) {
614  }
615 
617  }
618  NetworkGameSocketHandler::ProcessDeferredDeletions();
619 
621 
622  _networking = false;
623  _network_server = false;
624 
626 
627  InitializeNetworkPools(close_admins);
628 }
629 
630 /* Initializes the network (cleans sockets and stuff) */
631 static void NetworkInitialize(bool close_admins = true)
632 {
633  InitializeNetworkPools(close_admins);
634 
635  _sync_frame = 0;
636  _network_first_time = true;
637 
638  _network_reconnect = 0;
639 }
640 
643 private:
644  std::string connection_string;
645 
646 public:
647  TCPQueryConnecter(const std::string &connection_string) : TCPServerConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
648 
649  void OnFailure() override
650  {
651  Debug(net, 9, "Query::OnFailure(): connection_string={}", this->connection_string);
652 
653  NetworkGameList *item = NetworkGameListAddItem(connection_string);
654  item->status = NGLS_OFFLINE;
655  item->refreshing = false;
656 
658  }
659 
660  void OnConnect(SOCKET s) override
661  {
662  Debug(net, 9, "Query::OnConnect(): connection_string={}", this->connection_string);
663 
664  QueryNetworkGameSocketHandler::QueryServer(s, this->connection_string);
665  }
666 };
667 
672 void NetworkQueryServer(const std::string &connection_string)
673 {
674  if (!_network_available) return;
675 
676  Debug(net, 9, "NetworkQueryServer(): connection_string={}", connection_string);
677 
678  /* Mark the entry as refreshing, so the GUI can show the refresh is pending. */
679  NetworkGameList *item = NetworkGameListAddItem(connection_string);
680  item->refreshing = true;
681 
682  TCPConnecter::Create<TCPQueryConnecter>(connection_string);
683 }
684 
694 NetworkGameList *NetworkAddServer(const std::string &connection_string, bool manually, bool never_expire)
695 {
696  if (connection_string.empty()) return nullptr;
697 
698  /* Ensure the item already exists in the list */
699  NetworkGameList *item = NetworkGameListAddItem(connection_string);
700  if (item->info.server_name.empty()) {
702  item->info.server_name = connection_string;
703 
705 
706  NetworkQueryServer(connection_string);
707  }
708 
709  if (manually) item->manually = true;
710  if (never_expire) item->version = INT32_MAX;
711 
712  return item;
713 }
714 
720 void GetBindAddresses(NetworkAddressList *addresses, uint16_t port)
721 {
722  for (const auto &iter : _network_bind_list) {
723  addresses->emplace_back(iter.c_str(), port);
724  }
725 
726  /* No address, so bind to everything. */
727  if (addresses->empty()) {
728  addresses->emplace_back("", port);
729  }
730 }
731 
732 /* Generates the list of manually added hosts from NetworkGameList and
733  * dumps them into the array _network_host_list. This array is needed
734  * by the function that generates the config file. */
735 void NetworkRebuildHostList()
736 {
737  _network_host_list.clear();
738 
739  for (NetworkGameList *item = _network_game_list; item != nullptr; item = item->next) {
740  if (item->manually) _network_host_list.emplace_back(item->connection_string);
741  }
742 }
743 
746 private:
747  std::string connection_string;
748 
749 public:
750  TCPClientConnecter(const std::string &connection_string) : TCPServerConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
751 
752  void OnFailure() override
753  {
754  Debug(net, 9, "Client::OnFailure(): connection_string={}", this->connection_string);
755 
756  ShowNetworkError(STR_NETWORK_ERROR_NOCONNECTION);
757  }
758 
759  void OnConnect(SOCKET s) override
760  {
761  Debug(net, 9, "Client::OnConnect(): connection_string={}", this->connection_string);
762 
763  _networking = true;
765  new ClientNetworkGameSocketHandler(s, this->connection_string);
766  IConsoleCmdExec("exec scripts/on_client.scr 0");
768  }
769 };
770 
787 bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const std::string &join_server_password)
788 {
789  Debug(net, 9, "NetworkClientConnectGame(): connection_string={}", connection_string);
790 
791  CompanyID join_as = default_company;
792  std::string resolved_connection_string = ServerAddress::Parse(connection_string, NETWORK_DEFAULT_PORT, &join_as).connection_string;
793 
794  if (!_network_available) return false;
795  if (!NetworkValidateOurClientName()) return false;
796 
797  _network_join.connection_string = resolved_connection_string;
798  _network_join.company = join_as;
799  _network_join.server_password = join_server_password;
800 
801  if (_game_mode == GM_MENU) {
802  /* From the menu we can immediately continue with the actual join. */
804  } else {
805  /* When already playing a game, first go back to the main menu. This
806  * disconnects the user from the current game, meaning we can safely
807  * load in the new. After all, there is little point in continueing to
808  * play on a server if we are connecting to another one.
809  */
811  }
812  return true;
813 }
814 
821 {
823  NetworkInitialize();
824 
826  Debug(net, 9, "status = CONNECTING");
827  _network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
828  ShowJoinStatusWindow();
829 
830  TCPConnecter::Create<TCPClientConnecter>(_network_join.connection_string);
831 }
832 
833 static void NetworkInitGameInfo()
834 {
835  FillStaticNetworkServerGameInfo();
836  /* The server is a client too */
837  _network_game_info.clients_on = _network_dedicated ? 0 : 1;
838 
839  /* There should be always space for the server. */
843 
845 
848 }
849 
860 bool NetworkValidateServerName(std::string &server_name)
861 {
862  StrTrimInPlace(server_name);
863  if (!server_name.empty()) return true;
864 
865  ShowErrorMessage(STR_NETWORK_ERROR_BAD_SERVER_NAME, INVALID_STRING_ID, WL_ERROR);
866  return false;
867 }
868 
876 {
877  static const std::string fallback_client_name = "Unnamed Client";
879  if (_settings_client.network.client_name.empty() || _settings_client.network.client_name.compare(fallback_client_name) == 0) {
880  Debug(net, 1, "No \"client_name\" has been set, using \"{}\" instead. Please set this now using the \"name <new name>\" command", fallback_client_name);
881  _settings_client.network.client_name = fallback_client_name;
882  }
883 
884  static const std::string fallback_server_name = "Unnamed Server";
886  if (_settings_client.network.server_name.empty() || _settings_client.network.server_name.compare(fallback_server_name) == 0) {
887  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);
888  _settings_client.network.server_name = fallback_server_name;
889  }
890 }
891 
892 bool NetworkServerStart()
893 {
894  if (!_network_available) return false;
895 
896  /* Call the pre-scripts */
897  IConsoleCmdExec("exec scripts/pre_server.scr 0");
898  if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
899 
900  /* Check for the client and server names to be set, but only after the scripts had a chance to set them.*/
902 
903  NetworkDisconnect(false);
904  NetworkInitialize(false);
906  Debug(net, 5, "Starting listeners for clients");
908 
909  /* Only listen for admins when the authentication is configured. */
910  if (_settings_client.network.AdminAuthenticationConfigured()) {
911  Debug(net, 5, "Starting listeners for admins");
913  }
914 
915  /* Try to start UDP-server */
916  Debug(net, 5, "Starting listeners for incoming server queries");
918 
919  _network_server = true;
920  _networking = true;
921  _frame_counter = 0;
923  _frame_counter_max = 0;
924  _last_sync_frame = 0;
926 
928 
929  NetworkInitGameInfo();
930 
931  if (_settings_client.network.server_game_type != SERVER_GAME_TYPE_LOCAL) {
933  }
934 
935  /* execute server initialization script */
936  IConsoleCmdExec("exec scripts/on_server.scr 0");
937  /* if the server is dedicated ... add some other script */
938  if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
939 
940  return true;
941 }
942 
948 {
949  if (!_network_server) return;
950 
951  /* Update the static game info to set the values from the new game. */
953 
955 
956  if (!_network_dedicated) {
959  if (c != nullptr && ci != nullptr) {
960  ci->client_playas = c->index;
961 
962  /*
963  * If the company has not been named yet, the company was just started.
964  * Otherwise it would have gotten a name already, so announce it as a new company.
965  */
966  if (c->name_1 == STR_SV_UNNAMED && c->name.empty()) NetworkServerNewCompany(c, ci);
967  }
968 
969  ShowClientList();
970  } else {
971  /* welcome possibly still connected admins - this can only happen on a dedicated server. */
973  }
974 }
975 
976 /* The server is rebooting...
977  * The only difference with NetworkDisconnect, is the packets that is sent */
978 void NetworkReboot()
979 {
980  if (_network_server) {
981  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
982  cs->SendNewGame();
983  cs->SendPackets();
984  }
985 
987  as->SendNewGame();
988  as->SendPackets();
989  }
990  }
991 
992  /* For non-dedicated servers we have to kick the admins as we are not
993  * certain that we will end up in a new network game. */
995 }
996 
1001 void NetworkDisconnect(bool close_admins)
1002 {
1003  if (_network_server) {
1004  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1005  cs->SendShutdown();
1006  cs->SendPackets();
1007  }
1008 
1009  if (close_admins) {
1011  as->SendShutdown();
1012  as->SendPackets();
1013  }
1014  }
1015  }
1016 
1018 
1019  NetworkClose(close_admins);
1020 
1021  /* Reinitialize the UDP stack, i.e. close all existing connections. */
1023 }
1024 
1030 {
1031  if (!_networking) return;
1032 
1034  case SERVER_GAME_TYPE_LOCAL:
1036  break;
1037 
1038  case SERVER_GAME_TYPE_INVITE_ONLY:
1039  case SERVER_GAME_TYPE_PUBLIC:
1041  break;
1042 
1043  default:
1044  NOT_REACHED();
1045  }
1046 }
1047 
1052 static bool NetworkReceive()
1053 {
1054  bool result;
1055  if (_network_server) {
1058  } else {
1060  }
1061  NetworkGameSocketHandler::ProcessDeferredDeletions();
1062  return result;
1063 }
1064 
1065 /* This sends all buffered commands (if possible) */
1066 static void NetworkSend()
1067 {
1068  if (_network_server) {
1071  } else {
1073  }
1074  NetworkGameSocketHandler::ProcessDeferredDeletions();
1075 }
1076 
1083 {
1089  NetworkGameSocketHandler::ProcessDeferredDeletions();
1090 
1092 }
1093 
1094 /* The main loop called from ttd.c
1095  * Here we also have to do StateGameLoop if needed! */
1096 void NetworkGameLoop()
1097 {
1098  if (!_networking) return;
1099 
1100  if (!NetworkReceive()) return;
1101 
1102  if (_network_server) {
1103  /* Log the sync state to check for in-syncedness of replays. */
1104  if (TimerGameEconomy::date_fract == 0) {
1105  /* We don't want to log multiple times if paused. */
1106  static TimerGameEconomy::Date last_log;
1107  if (last_log != TimerGameEconomy::date) {
1108  Debug(desync, 1, "sync: {:08x}; {:02x}; {:08x}; {:08x}", TimerGameEconomy::date, TimerGameEconomy::date_fract, _random.state[0], _random.state[1]);
1109  last_log = TimerGameEconomy::date;
1110  }
1111  }
1112 
1113 #ifdef DEBUG_DUMP_COMMANDS
1114  /* Loading of the debug commands from -ddesync>=1 */
1115  static auto f = FioFOpenFile("commands.log", "rb", SAVE_DIR);
1116  static TimerGameEconomy::Date next_date(0);
1117  static uint32_t next_date_fract;
1118  static CommandPacket *cp = nullptr;
1119  static bool check_sync_state = false;
1120  static uint32_t sync_state[2];
1121  if (!f.has_value() && next_date == 0) {
1122  Debug(desync, 0, "Cannot open commands.log");
1123  next_date = TimerGameEconomy::Date(1);
1124  }
1125 
1126  while (f.has_value() && !feof(*f)) {
1127  if (TimerGameEconomy::date == next_date && TimerGameEconomy::date_fract == next_date_fract) {
1128  if (cp != nullptr) {
1129  NetworkSendCommand(cp->cmd, cp->err_msg, nullptr, cp->company, cp->data);
1130  Debug(desync, 0, "Injecting: {:08x}; {:02x}; {:02x}; {:08x}; {} ({})", TimerGameEconomy::date, TimerGameEconomy::date_fract, (int)_current_company, cp->cmd, FormatArrayAsHex(cp->data), GetCommandName(cp->cmd));
1131  delete cp;
1132  cp = nullptr;
1133  }
1134  if (check_sync_state) {
1135  if (sync_state[0] == _random.state[0] && sync_state[1] == _random.state[1]) {
1136  Debug(desync, 0, "Sync check: {:08x}; {:02x}; match", TimerGameEconomy::date, TimerGameEconomy::date_fract);
1137  } else {
1138  Debug(desync, 0, "Sync check: {:08x}; {:02x}; mismatch expected {{{:08x}, {:08x}}}, got {{{:08x}, {:08x}}}",
1139  TimerGameEconomy::date, TimerGameEconomy::date_fract, sync_state[0], sync_state[1], _random.state[0], _random.state[1]);
1140  NOT_REACHED();
1141  }
1142  check_sync_state = false;
1143  }
1144  }
1145 
1146  /* Skip all entries in the command-log till we caught up with the current game again. */
1147  if (TimerGameEconomy::date > next_date || (TimerGameEconomy::date == next_date && TimerGameEconomy::date_fract > next_date_fract)) {
1148  Debug(desync, 0, "Skipping to next command at {:08x}:{:02x}", next_date, next_date_fract);
1149  if (cp != nullptr) {
1150  delete cp;
1151  cp = nullptr;
1152  }
1153  check_sync_state = false;
1154  }
1155 
1156  if (cp != nullptr || check_sync_state) break;
1157 
1158  char buff[4096];
1159  if (fgets(buff, lengthof(buff), *f) == nullptr) break;
1160 
1161  char *p = buff;
1162  /* Ignore the "[date time] " part of the message */
1163  if (*p == '[') {
1164  p = strchr(p, ']');
1165  if (p == nullptr) break;
1166  p += 2;
1167  }
1168 
1169  if (strncmp(p, "cmd: ", 5) == 0
1170 #ifdef DEBUG_FAILED_DUMP_COMMANDS
1171  || strncmp(p, "cmdf: ", 6) == 0
1172 #endif
1173  ) {
1174  p += 5;
1175  if (*p == ' ') p++;
1176  cp = new CommandPacket();
1177  int company;
1178  uint cmd;
1179  char buffer[256];
1180  uint32_t next_date_raw;
1181  int ret = sscanf(p, "%x; %x; %x; %x; %x; %255s", &next_date_raw, &next_date_fract, &company, &cmd, &cp->err_msg, buffer);
1182  assert(ret == 6);
1183  next_date = TimerGameEconomy::Date((int32_t)next_date_raw);
1184  cp->company = (CompanyID)company;
1185  cp->cmd = (Commands)cmd;
1186 
1187  /* Parse command data. */
1188  std::vector<uint8_t> args;
1189  size_t arg_len = strlen(buffer);
1190  for (size_t i = 0; i + 1 < arg_len; i += 2) {
1191  uint8_t e = 0;
1192  std::from_chars(buffer + i, buffer + i + 2, e, 16);
1193  args.emplace_back(e);
1194  }
1195  cp->data = args;
1196  } else if (strncmp(p, "join: ", 6) == 0) {
1197  /* Manually insert a pause when joining; this way the client can join at the exact right time. */
1198  uint32_t next_date_raw;
1199  int ret = sscanf(p + 6, "%x; %x", &next_date_raw, &next_date_fract);
1200  next_date = TimerGameEconomy::Date((int32_t)next_date_raw);
1201  assert(ret == 2);
1202  Debug(desync, 0, "Injecting pause for join at {:08x}:{:02x}; please join when paused", next_date, next_date_fract);
1203  cp = new CommandPacket();
1204  cp->company = COMPANY_SPECTATOR;
1205  cp->cmd = CMD_PAUSE;
1207  _ddc_fastforward = false;
1208  } else if (strncmp(p, "sync: ", 6) == 0) {
1209  uint32_t next_date_raw;
1210  int ret = sscanf(p + 6, "%x; %x; %x; %x", &next_date_raw, &next_date_fract, &sync_state[0], &sync_state[1]);
1211  next_date = TimerGameEconomy::Date((int32_t)next_date_raw);
1212  assert(ret == 4);
1213  check_sync_state = true;
1214  } else if (strncmp(p, "msg: ", 5) == 0 || strncmp(p, "client: ", 8) == 0 ||
1215  strncmp(p, "load: ", 6) == 0 || strncmp(p, "save: ", 6) == 0 ||
1216  strncmp(p, "warning: ", 9) == 0) {
1217  /* A message that is not very important to the log playback, but part of the log. */
1218 #ifndef DEBUG_FAILED_DUMP_COMMANDS
1219  } else if (strncmp(p, "cmdf: ", 6) == 0) {
1220  Debug(desync, 0, "Skipping replay of failed command: {}", p + 6);
1221 #endif
1222  } else {
1223  /* Can't parse a line; what's wrong here? */
1224  Debug(desync, 0, "Trying to parse: {}", p);
1225  NOT_REACHED();
1226  }
1227  }
1228  if (f.has_value() && feof(*f)) {
1229  Debug(desync, 0, "End of commands.log");
1230  f.reset();
1231  }
1232 #endif /* DEBUG_DUMP_COMMANDS */
1234  /* Only check for active clients just before we're going to send out
1235  * the commands so we don't send multiple pause/unpause commands when
1236  * the frame_freq is more than 1 tick. Same with distributing commands. */
1237  CheckPauseOnJoin();
1240  }
1241 
1242  bool send_frame = false;
1243 
1244  /* We first increase the _frame_counter */
1245  _frame_counter++;
1246  /* Update max-frame-counter */
1249  send_frame = true;
1250  }
1251 
1253 
1254  /* Then we make the frame */
1255  StateGameLoop();
1256 
1257  _sync_seed_1 = _random.state[0];
1258 #ifdef NETWORK_SEND_DOUBLE_SEED
1259  _sync_seed_2 = _random.state[1];
1260 #endif
1261 
1262  NetworkServer_Tick(send_frame);
1263  } else {
1264  /* Client */
1265 
1266  /* Make sure we are at the frame were the server is (quick-frames) */
1268  /* Run a number of frames; when things go bad, get out. */
1271  }
1272  } else {
1273  /* Else, keep on going till _frame_counter_max */
1275  /* Run one frame; if things went bad, get out. */
1277  }
1278  }
1279  }
1280 
1281  NetworkSend();
1282 }
1283 
1286 {
1287  Debug(net, 3, "Starting network");
1288 
1289  /* Network is available */
1291  _network_dedicated = false;
1292 
1293  _network_game_info = {};
1294 
1295  NetworkInitialize();
1297  Debug(net, 3, "Network online, multiplayer available");
1300 }
1301 
1304 {
1307  NetworkUDPClose();
1308 
1309  Debug(net, 3, "Shutting down network");
1310 
1311  _network_available = false;
1312 
1314 }
1315 
1316 #ifdef __EMSCRIPTEN__
1317 extern "C" {
1318 
1319 void CDECL em_openttd_add_server(const char *connection_string)
1320 {
1321  NetworkAddServer(connection_string, false, true);
1322 }
1323 
1324 }
1325 #endif
network_content.h
TCPConnecter::CheckCallbacks
static void CheckCallbacks()
Check whether we need to call the callback, i.e.
Definition: tcp_connect.cpp:463
NetworkValidateServerName
bool NetworkValidateServerName(std::string &server_name)
Trim the given server name in place, i.e.
Definition: network.cpp:860
host.h
NetworkSettings::frame_freq
uint8_t frame_freq
how often do we send commands to the clients
Definition: settings_type.h:304
InvalidateWindowData
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:3208
NETWORK_RECV_STATUS_CLIENT_QUIT
@ NETWORK_RECV_STATUS_CLIENT_QUIT
The connection is lost gracefully. Other clients are already informed of this leaving client.
Definition: core.h:28
SAVE_DIR
@ SAVE_DIR
Base directory for all savegames.
Definition: fileio_type.h:117
ClientNetworkContentSocketHandler::SendReceive
void SendReceive()
Check whether we received/can send some data from/to the content server and when that's the case hand...
Definition: network_content.cpp:814
_network_clients_connected
uint8_t _network_clients_connected
The amount of clients connected.
Definition: network.cpp:91
NetworkValidateOurClientName
bool NetworkValidateOurClientName()
Convenience method for NetworkValidateClientName on _settings_client.network.client_name.
Definition: network_client.cpp:1325
NetworkAddServer
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:694
ShowErrorMessage
void ShowErrorMessage(StringID summary_msg, int x, int y, CommandCost cc)
Display an error message in a window.
Definition: error_gui.cpp:367
Pool::PoolItem<&_company_pool >::GetIfValid
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:350
NormalizeConnectionString
std::string NormalizeConnectionString(const std::string &connection_string, uint16_t default_port)
Normalize a connection string.
Definition: network.cpp:543
NetworkClientInfo::client_name
std::string client_name
Name of the client.
Definition: network_base.h:26
ClearGRFConfigList
void ClearGRFConfigList(GRFConfig **config)
Clear a GRF Config list, freeing all nodes.
Definition: newgrf_config.cpp:352
NetworkUDPServerListen
void NetworkUDPServerListen()
Start the listening of the UDP server component.
Definition: network_udp.cpp:144
PM_PAUSED_ERROR
@ PM_PAUSED_ERROR
A game paused because a (critical) error.
Definition: openttd.h:73
NetworkClientInfo::client_playas
CompanyID client_playas
As which company is this client playing (CompanyID)
Definition: network_base.h:28
TD_LTR
@ TD_LTR
Text is written left-to-right by default.
Definition: strings_type.h:23
GetBindAddresses
void GetBindAddresses(NetworkAddressList *addresses, uint16_t port)
Get the addresses to bind to.
Definition: network.cpp:720
StringID
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
Definition: strings_type.h:16
_network_server
bool _network_server
network-server is active
Definition: network.cpp:66
CloseWindowById
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
NetworkAction
NetworkAction
Actions that can be used for NetworkTextMessage.
Definition: network_type.h:90
WC_CLIENT_LIST
@ WC_CLIENT_LIST
Client list; Window numbers:
Definition: window_type.h:484
COMPANY_NEW_COMPANY
@ COMPANY_NEW_COMPANY
The client wants a new company.
Definition: company_type.h:34
Owner
Owner
Enum for all companies/owners.
Definition: company_type.h:18
Pool::PoolItem::index
Tindex index
Index of this pool item.
Definition: pool_type.hpp:238
ServerNetworkAdminSocketHandler::WelcomeAll
static void WelcomeAll()
Send a Welcome packet to all connected admins.
Definition: network_admin.cpp:1064
NetworkJoinInfo::server_password
std::string server_password
The password of the server to join.
Definition: network_client.h:113
ClientNetworkGameSocketHandler::GameLoop
static bool GameLoop()
Actual game loop for the client.
Definition: network_client.cpp:268
TCPQueryConnecter::OnFailure
void OnFailure() override
Callback for when the connection attempt failed.
Definition: network.cpp:649
ChangeNetworkRestartTime
void ChangeNetworkRestartTime(bool reset)
Reset the automatic network restart time interval.
Definition: network_server.cpp:1853
TCPListenHandler< ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED >::Listen
static bool Listen(uint16_t port)
Listen on a particular port.
Definition: tcp_listen.h:143
NetworkHasJoiningClient
static bool NetworkHasJoiningClient()
Checks whether there is a joining client.
Definition: network.cpp:452
CommandPacket::err_msg
StringID err_msg
string ID of error message to use.
Definition: network_internal.h:101
NetworkJoinInfo::connection_string
std::string connection_string
The address of the server to join.
Definition: network_client.h:111
_networkclientinfo_pool
NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo")
Make sure both pools have the same size.
NetworkSettings::pause_on_join
bool pause_on_join
pause the game when people join
Definition: settings_type.h:315
TextColour
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
Definition: gfx_type.h:260
CompanyProperties::name
std::string name
Name of the company if the user changed it.
Definition: company_base.h:72
NetworkHandlePauseChange
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:356
ServerNetworkAdminSocketHandler::IterateActive
static Pool::IterateWrapperFiltered< ServerNetworkAdminSocketHandler, ServerNetworkAdminSocketHandlerFilter > IterateActive(size_t from=0)
Returns an iterable ensemble of all active admin sockets.
Definition: network_admin.h:102
_random
Randomizer _random
Random used in the game state calculations.
Definition: random_func.cpp:37
ServerAddress::Parse
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
TimerGameEconomy::date_fract
static DateFract date_fract
Fractional part of the day.
Definition: timer_game_economy.h:38
_settings_client
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:56
_network_bind_list
StringList _network_bind_list
The addresses to bind on.
Definition: network.cpp:73
UpdateNetworkGameWindow
void UpdateNetworkGameWindow()
Update the network new window because a new server is found on the network.
Definition: network_gui.cpp:66
NetworkGameListAddItem
NetworkGameList * NetworkGameListAddItem(const std::string &connection_string)
Add a new item to the linked gamelist.
Definition: network_gamelist.cpp:32
NetworkBackgroundLoop
void NetworkBackgroundLoop()
We have to do some (simple) background stuff that runs normally, even when we are not in multiplayer.
Definition: network.cpp:1082
network_gui.h
_network_join_status
NetworkJoinStatus _network_join_status
The status of joining.
Definition: network_gui.cpp:2079
GetNetworkErrorMsg
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
Definition: network.cpp:315
ClientNetworkGameSocketHandler::my_client
static ClientNetworkGameSocketHandler * my_client
This is us!
Definition: network_client.h:42
_redirect_console_to_client
ClientID _redirect_console_to_client
If not invalid, redirect the console output to a client.
Definition: network.cpp:71
ClientNetworkGameSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
Definition: network_client.cpp:161
GUISettings::network_chat_timeout
uint16_t network_chat_timeout
timeout of chat messages in seconds
Definition: settings_type.h:220
CommandTraits
Defines the traits of a command.
Definition: command_type.h:453
CC_DEFAULT
static const TextColour CC_DEFAULT
Default colour of the console.
Definition: console_type.h:23
_network_first_time
bool _network_first_time
Whether we have finished joining or not.
Definition: network.cpp:86
NetworkServer_Tick
void NetworkServer_Tick(bool send_frame)
This is called every tick if this is a _network_server.
Definition: network_server.cpp:1685
Debug
#define Debug(category, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
ServerNetworkAdminSocketHandler::Send
static void Send()
Send the packets for the server sockets.
Definition: network_admin.cpp:105
DESTTYPE_CLIENT
@ DESTTYPE_CLIENT
Send message/notice to only a certain client (Private)
Definition: network_type.h:82
network_base.h
NetworkAuthorizedKeys::Add
bool Add(std::string_view key)
Add the given key to the authorized keys, when it is not already contained.
Definition: network.cpp:190
MAX_CHAR_LENGTH
static const int MAX_CHAR_LENGTH
Max. length of UTF-8 encoded unicode character.
Definition: strings_type.h:18
_network_game_list
NetworkGameList * _network_game_list
Game list of this client.
Definition: network_gamelist.cpp:23
MAX_LENGTH_COMPANY_NAME_CHARS
static const uint MAX_LENGTH_COMPANY_NAME_CHARS
The maximum length of a company name in characters including '\0'.
Definition: company_type.h:41
NetworkClientInfo::~NetworkClientInfo
~NetworkClientInfo()
Basically a client is leaving us right now.
Definition: network.cpp:107
ClientNetworkCoordinatorSocketHandler::CloseAllConnections
void CloseAllConnections()
Close all pending connection tokens.
Definition: network_coordinator.cpp:685
NetworkQueryServer
void NetworkQueryServer(const std::string &connection_string)
Query a server to fetch the game-info.
Definition: network.cpp:672
HasClients
bool HasClients()
Return whether there is any client connected or trying to connect at all.
Definition: network.cpp:99
NetworkAuthorizedKeys::Remove
bool Remove(std::string_view key)
Remove the given key from the authorized keys, when it is exists.
Definition: network.cpp:206
network_coordinator.h
_sync_seed_1
uint32_t _sync_seed_1
Seed to compare during sync checks.
Definition: network.cpp:81
Pool::MAX_SIZE
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
Definition: pool_type.hpp:84
NetworkClientInfo::GetByClientID
static NetworkClientInfo * GetByClientID(ClientID client_id)
Return the CI given it's client-identifier.
Definition: network.cpp:118
NetworkClientJoinGame
void NetworkClientJoinGame()
Actually perform the joining to the server.
Definition: network.cpp:820
NetworkJoinInfo::company
CompanyID company
The company to join.
Definition: network_client.h:112
CommandPacket::company
CompanyID company
company that is executing the command
Definition: network_internal.h:96
ParseConnectionString
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:558
ServerNetworkGameSocketHandler::Send
static void Send()
Send the packets for the server sockets.
Definition: network_server.cpp:304
CommandPacket
Everything we need to know about a command to be able to execute it.
Definition: network_internal.h:94
NetworkSettings::last_joined
std::string last_joined
Last joined server.
Definition: settings_type.h:343
NetworkAddressList
std::vector< NetworkAddress > NetworkAddressList
Type for a list of addresses.
Definition: address.h:19
FormatArrayAsHex
std::string FormatArrayAsHex(std::span< const uint8_t > data)
Format a byte array into a continuous hex string.
Definition: string.cpp:81
TCPListenHandler< ServerNetworkAdminSocketHandler, ADMIN_PACKET_SERVER_FULL, ADMIN_PACKET_SERVER_BANNED >::Receive
static bool Receive()
Handle the receiving of packets.
Definition: tcp_listen.h:101
PM_PAUSED_ACTIVE_CLIENTS
@ PM_PAUSED_ACTIVE_CLIENTS
A game paused for 'min_active_clients'.
Definition: openttd.h:74
StrTrimInPlace
void StrTrimInPlace(std::string &str)
Trim the spaces from given string in place, i.e.
Definition: string.cpp:260
IConsoleCmdExec
void IConsoleCmdExec(const std::string &command_string, const uint recurse_count)
Execute a given command passed to us.
Definition: console.cpp:291
_last_sync_frame
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
NetworkGameList::manually
bool manually
True if the server was added manually.
Definition: network_gamelist.h:33
_pause_mode
PauseMode _pause_mode
The current pause mode.
Definition: gfx.cpp:50
NetworkAuthenticationClientHandler::EnsureValidSecretKeyAndUpdatePublicKey
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.
Definition: network_crypto.cpp:451
NetworkClient_Connected
void NetworkClient_Connected()
Is called after a client is connected to the server.
Definition: network_client.cpp:1229
TCPClientConnecter::OnFailure
void OnFailure() override
Callback for when the connection attempt failed.
Definition: network.cpp:752
ClientNetworkCoordinatorSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(bool error=true) override
This will put this socket handler in a close state.
Definition: network_coordinator.cpp:432
StringList
std::vector< std::string > StringList
Type for a list of strings.
Definition: string_type.h:60
TCPClientConnecter
Non blocking connection create to actually connect to servers.
Definition: network.cpp:745
NetworkSettings::client_name
std::string client_name
name of the player (as client)
Definition: settings_type.h:330
lengthof
#define lengthof(array)
Return the length of an fixed size array.
Definition: stdafx.h:280
InitializeNetworkPools
static void InitializeNetworkPools(bool close_admins=true)
Resets the pools used for network clients, and the admin pool if needed.
Definition: network.cpp:585
PoolBase::Clean
static void Clean(PoolType)
Clean all pools of given type.
Definition: pool_func.cpp:30
NetworkShutDown
void NetworkShutDown()
This shuts the network down.
Definition: network.cpp:1303
PT_NADMIN
@ PT_NADMIN
Network admin pool.
Definition: pool_type.hpp:20
NetworkGameList::version
int version
Used to see which servers are no longer available on the Game Coordinator and can be removed.
Definition: network_gamelist.h:35
_networking
bool _networking
are we in networking mode?
Definition: network.cpp:65
NetworkClientInfo::CanJoinCompany
bool CanJoinCompany(CompanyID company_id) const
Returns whether the given company can be joined by this client.
Definition: network.cpp:132
CheckPauseHelper
static void CheckPauseHelper(bool pause, PauseMode pm)
Helper function for the pause checkers.
Definition: network.cpp:410
PT_NONE
@ PT_NONE
No pool is selected.
Definition: pool_type.hpp:17
CheckClientAndServerName
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:875
FindKey
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:170
ServerNetworkGameSocketHandler::GetByClientID
static ServerNetworkGameSocketHandler * GetByClientID(ClientID client_id)
Return the client state given it's client-identifier.
Definition: network.cpp:154
network_client.h
NetworkClientInfo::public_key
std::string public_key
The public key of the client.
Definition: network_base.h:27
PauseMode
PauseMode
Modes of pausing we've got.
Definition: openttd.h:68
network_server.h
_network_dedicated
bool _network_dedicated
are we a dedicated server?
Definition: network.cpp:68
CMD_PAUSE
@ CMD_PAUSE
pause the game
Definition: command_type.h:276
ClientNetworkCoordinatorSocketHandler::Register
void Register()
Register our server to receive our invite code.
Definition: network_coordinator.cpp:452
TCPConnecter::KillAll
static void KillAll()
Kill all connection attempts.
Definition: tcp_connect.cpp:472
PM_PAUSED_LINK_GRAPH
@ PM_PAUSED_LINK_GRAPH
A game paused due to the link graph schedule lagging.
Definition: openttd.h:76
QueryNetworkGameSocketHandler::QueryServer
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
ServerNetworkGameSocketHandler::AcceptConnection
static void AcceptConnection(SOCKET s, const NetworkAddress &address)
Handle the accepting of a connection to the server.
Definition: network.cpp:570
PT_NCLIENT
@ PT_NCLIENT
Network client pools.
Definition: pool_type.hpp:19
NETWORK_DEFAULT_PORT
static const uint16_t NETWORK_DEFAULT_PORT
The default port of the game server (TCP & UDP)
Definition: config.h:25
ParseCompanyFromConnectionString
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:479
NetworkServerGameInfo::clients_on
uint8_t clients_on
Current count of clients on server.
Definition: network_game_info.h:107
NetworkClientInfo::client_id
ClientID client_id
Client identifier (same as ClientState->client_id)
Definition: network_base.h:25
NetworkDisconnect
void NetworkDisconnect(bool close_admins)
We want to disconnect from the host/clients.
Definition: network.cpp:1001
NetworkHTTPUninitialize
void NetworkHTTPUninitialize()
Uninitialize the HTTP socket handler.
Definition: http_curl.cpp:277
NetworkSettings::server_port
uint16_t server_port
port the server listens on
Definition: settings_type.h:316
network_query.h
_network_own_client_id
ClientID _network_own_client_id
Our client identifier.
Definition: network.cpp:70
NetworkBackgroundUDPLoop
void NetworkBackgroundUDPLoop()
Receive the UDP packets.
Definition: network_udp.cpp:161
NetworkSettings::server_name
std::string server_name
name of the server
Definition: settings_type.h:322
NetworkCoreShutdown
void NetworkCoreShutdown()
Shuts down the network core (as that is needed for some platforms.
Definition: core.cpp:44
ClientNetworkGameSocketHandler::Receive
static bool Receive()
Check whether we received/can send some data from/to the server and when that's the case handle it ap...
Definition: network_client.cpp:243
_network_content_client
ClientNetworkContentSocketHandler _network_content_client
The client we use to connect to the server.
Definition: network_content.cpp:36
ServerNetworkGameSocketHandler
Class for handling the server side of the game connection.
Definition: network_server.h:24
_switch_mode
SwitchMode _switch_mode
The next mainloop command.
Definition: gfx.cpp:49
NetworkSettings::server_game_type
ServerGameType server_game_type
Server type: local / public / invite-only.
Definition: settings_type.h:319
_frame_counter_server
uint32_t _frame_counter_server
The frame_counter of the server, if in network-mode.
Definition: network.cpp:76
_current_company
CompanyID _current_company
Company currently doing an action.
Definition: company_cmd.cpp:53
NetworkAddress
Wrapper for (un)resolved network addresses; there's no reason to transform a numeric IP to a string a...
Definition: address.h:28
Pool::PoolItem<&_networkclientinfo_pool >::Iterate
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
Definition: pool_type.hpp:388
Pool
Base class for all pools.
Definition: pool_type.hpp:80
ClientID
ClientID
'Unique' identifier to be given to clients
Definition: network_type.h:49
ClientNetworkCoordinatorSocketHandler::SendReceive
void SendReceive()
Check whether we received/can send some data from/to the Game Coordinator server and when that's the ...
Definition: network_coordinator.cpp:717
NetworkSendCommand
void NetworkSendCommand(Commands cmd, StringID err_message, CommandCallback *callback, CompanyID company, const CommandDataBuffer &cmd_data)
Prepare a DoCommand to be send over the network.
Definition: network_command.cpp:196
network_udp.h
NetworkAddChatMessage
void CDECL NetworkAddChatMessage(TextColour colour, uint duration, const std::string &message)
Add a text message to the 'chat window' to be shown.
Definition: network_chat_gui.cpp:86
_frame_counter
uint32_t _frame_counter
The current frame.
Definition: network.cpp:78
CommandPacket::data
CommandDataBuffer data
command parameters.
Definition: network_internal.h:103
SetDParam
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
ServerNetworkAdminSocketHandler
Class for handling the server side of the game connection.
Definition: network_admin.h:25
CheckPauseOnJoin
static void CheckPauseOnJoin()
Check whether we should pause on join.
Definition: network.cpp:464
NetworkServerNewCompany
void NetworkServerNewCompany(const Company *company, NetworkClientInfo *ci)
Perform all the server specific administration of a new company.
Definition: network_server.cpp:2151
NetworkSettings::server_admin_port
uint16_t server_admin_port
port the server listens on for the admin network
Definition: settings_type.h:317
WC_NETWORK_STATUS_WINDOW
@ WC_NETWORK_STATUS_WINDOW
Network status window; Window numbers:
Definition: window_type.h:491
NetworkUDPInitialize
void NetworkUDPInitialize()
Initialize the whole UDP bit.
Definition: network_udp.cpp:125
_network_coordinator_client
ClientNetworkCoordinatorSocketHandler _network_coordinator_client
The connection to the Game Coordinator.
Definition: network_coordinator.cpp:30
NetworkHTTPSocketHandler::HTTPReceive
static void HTTPReceive()
Do the receiving for all HTTP connections.
Definition: http_curl.cpp:107
GetString
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
GetCommandName
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
Pool::PoolItem<&_networkclientinfo_pool >::CanAllocateItem
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
NetworkCountActiveClients
static uint NetworkCountActiveClients()
Counts the number of active clients connected.
Definition: network.cpp:422
GetFirstPlayableCompanyID
CompanyID GetFirstPlayableCompanyID()
Get the index of the first available company.
Definition: company_cmd.cpp:1337
udp.h
SetDParamStr
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:344
PM_PAUSED_JOIN
@ PM_PAUSED_JOIN
A game paused for 'pause_on_join'.
Definition: openttd.h:72
FioFOpenFile
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
WL_ERROR
@ WL_ERROR
Errors (eg. saving/loading failed)
Definition: error.h:26
TCPServerConnecter
Definition: tcp.h:151
SM_MENU
@ SM_MENU
Switch to game intro menu.
Definition: openttd.h:33
ClientNetworkGameSocketHandler
Class for handling the client side of the game connection.
Definition: network_client.h:16
NetworkFindBroadcastIPs
void NetworkFindBroadcastIPs(NetworkAddressList *broadcast)
Find the IPv4 broadcast addresses; IPv6 uses a completely different strategy for broadcasting.
Definition: host.cpp:86
INSTANTIATE_POOL_METHODS
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
Definition: pool_func.hpp:237
CompanyProperties::allow_list
NetworkAuthorizedKeys allow_list
Public keys of clients that are allowed to join this company.
Definition: company_base.h:78
NetworkGameList
Structure with information shown in the game list (GUI)
Definition: network_gamelist.h:27
CheckMinActiveClients
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:438
NetworkGameSocketHandler::client_id
ClientID client_id
Client identifier.
Definition: tcp_game.h:486
CommandHelper
Definition: command_func.h:93
WC_SEND_NETWORK_MSG
@ WC_SEND_NETWORK_MSG
Chatbox; Window numbers:
Definition: window_type.h:509
NGLS_OFFLINE
@ NGLS_OFFLINE
Server is offline (or cannot be queried).
Definition: network_gamelist.h:19
_network_ban_list
StringList _network_ban_list
The banned clients.
Definition: network.cpp:75
NetworkUDPClose
void NetworkUDPClose()
Close all UDP related stuff.
Definition: network_udp.cpp:150
ClientSettings::network
NetworkSettings network
settings related to the network
Definition: settings_type.h:612
QueryNetworkGameSocketHandler::SendReceive
static void SendReceive()
Check if any query needs to send or receive.
Definition: network_query.cpp:164
Randomizer::state
uint32_t state[2]
The state of the randomizer.
Definition: random_func.hpp:29
COMPANY_SPECTATOR
@ COMPANY_SPECTATOR
The client is spectating.
Definition: company_type.h:35
NetworkClose
void NetworkClose(bool close_admins)
Close current connections.
Definition: network.cpp:594
ParseFullConnectionString
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:523
NetworkSettings::client_secret_key
std::string client_secret_key
The secret key of the client for authorized key logins.
Definition: settings_type.h:331
NetworkHTTPInitialize
void NetworkHTTPInitialize()
Initialize the HTTP socket handler.
Definition: http_curl.cpp:242
CHAR_TD_RLM
static const char32_t CHAR_TD_RLM
The next character acts like a right-to-left character.
Definition: string_type.h:36
_sync_frame
uint32_t _sync_frame
The frame to perform the sync check.
Definition: network.cpp:85
ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler
ServerNetworkGameSocketHandler(SOCKET s)
Create a new socket for the server side of the game connection.
Definition: network_server.cpp:191
ServerNetworkGameSocketHandler::client_address
NetworkAddress client_address
IP-address of the client (so they can be banned)
Definition: network_server.h:75
NetworkCoreInitialize
bool NetworkCoreInitialize()
Initializes the network core (as that is needed for some platforms.
Definition: core.cpp:24
NetworkUpdateServerGameType
void NetworkUpdateServerGameType()
The setting server_game_type was updated; possibly we need to take some action.
Definition: network.cpp:1029
EndianBufferWriter
Endian-aware buffer adapter that always writes values in little endian order.
Definition: endian_buffer.hpp:26
NetworkGameList::next
NetworkGameList * next
Next pointer to make a linked game list.
Definition: network_gamelist.h:36
network_gamelist.h
NetworkCanJoinCompany
bool NetworkCanJoinCompany(CompanyID company_id)
Returns whether the given company can be joined by this client.
Definition: network.cpp:143
Utf8Encode
size_t Utf8Encode(T buf, char32_t c)
Encode a unicode character and place it in the buffer.
Definition: string.cpp:460
NetworkExecuteLocalCommandQueue
void NetworkExecuteLocalCommandQueue()
Execute all commands on the local command queue that ought to be executed this frame.
Definition: network_command.cpp:245
Commands
Commands
List of commands.
Definition: command_type.h:187
ClientNetworkGameSocketHandler::SendQuit
static NetworkRecvStatus SendQuit()
Tell the server we would like to quit.
Definition: network_client.cpp:484
Ticks::DAY_TICKS
static constexpr TimerGameTick::Ticks DAY_TICKS
1 day is 74 ticks; TimerGameCalendar::date_fract used to be uint16_t and incremented by 885.
Definition: timer_game_tick.h:75
MAX_COMPANIES
@ MAX_COMPANIES
Maximum number of companies.
Definition: company_type.h:23
Pool::PoolItem<&_company_pool >::IsValidID
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
Definition: pool_type.hpp:328
TCPListenHandler< ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED >::CloseListeners
static void CloseListeners()
Close the sockets we're listening on.
Definition: tcp_listen.h:164
NetworkServerGameInfo::server_name
std::string server_name
Server name.
Definition: network_game_info.h:103
StateGameLoop
void StateGameLoop()
State controlling game loop.
Definition: openttd.cpp:1212
NetworkSettings::min_active_clients
uint8_t min_active_clients
minimum amount of active clients to unpause the game
Definition: settings_type.h:341
NetworkStartUp
void NetworkStartUp()
This tries to launch the network for a given OS.
Definition: network.cpp:1285
NetworkGameList::refreshing
bool refreshing
Whether this server is being queried.
Definition: network_gamelist.h:34
_network_host_list
StringList _network_host_list
The servers we know.
Definition: network.cpp:74
network_admin.h
NetworkGameList::info
NetworkGameInfo info
The game information of this server.
Definition: network_gamelist.h:30
PM_UNPAUSED
@ PM_UNPAUSED
A normal unpaused game.
Definition: openttd.h:69
_network_available
bool _network_available
is network mode available?
Definition: network.cpp:67
WN_NETWORK_STATUS_WINDOW_JOIN
@ WN_NETWORK_STATUS_WINDOW_JOIN
Network join status.
Definition: window_type.h:39
NetworkAuthorizedKeys::Contains
bool Contains(std::string_view key) const
Check whether the given key is contains in these authorized keys.
Definition: network.cpp:180
NetworkReceive
static bool NetworkReceive()
Receives something from the network.
Definition: network.cpp:1052
NetworkSettings::client_public_key
std::string client_public_key
The public key of the client for authorized key logins.
Definition: settings_type.h:332
NetworkFreeLocalCommandQueue
void NetworkFreeLocalCommandQueue()
Free the local command queues.
Definition: network_command.cpp:279
Company
Definition: company_base.h:133
_network_join
NetworkJoinInfo _network_join
Information about the game to join to.
Definition: network_client.cpp:322
SM_JOIN_GAME
@ SM_JOIN_GAME
Join a network game.
Definition: openttd.h:41
NetworkOnGameStart
void NetworkOnGameStart()
Perform tasks when the server is started.
Definition: network.cpp:947
ServerAddress::connection_string
std::string connection_string
The connection string for this ServerAddress.
Definition: address.h:210
PM_PAUSED_NORMAL
@ PM_PAUSED_NORMAL
A game normally paused.
Definition: openttd.h:70
NetworkServerGameInfo::grfconfig
GRFConfig * grfconfig
List of NewGRF files used.
Definition: network_game_info.h:97
NetworkServerUpdateGameInfo
void NetworkServerUpdateGameInfo()
Update the server's NetworkServerGameInfo due to changes in settings.
Definition: network_server.cpp:1972
CLIENT_ID_SERVER
@ CLIENT_ID_SERVER
Servers always have this ID.
Definition: network_type.h:51
_broadcast_list
NetworkAddressList _broadcast_list
List of broadcast addresses.
Definition: network.cpp:80
ClientNetworkGameSocketHandler::Send
static void Send()
Send the packets of this socket handler.
Definition: network_client.cpp:258
TCPQueryConnecter
Non blocking connection to query servers for their game info.
Definition: network.cpp:642
_current_text_dir
TextDirection _current_text_dir
Text direction of the currently selected language.
Definition: strings.cpp:56
_is_network_server
bool _is_network_server
Does this client wants to be a network-server?
Definition: network.cpp:69
NetworkErrorCode
NetworkErrorCode
The error codes we send around in the protocols.
Definition: network_type.h:110
NetworkClientInfo
Container for all information known about a client.
Definition: network_base.h:24
GenerateUid
std::string GenerateUid(std::string_view subject)
Generate an unique ID.
Definition: misc.cpp:66
_frame_counter_max
uint32_t _frame_counter_max
To where we may go with our clients.
Definition: network.cpp:77
_network_reconnect
uint8_t _network_reconnect
Reconnect timeout.
Definition: network.cpp:72
NetworkClientConnectGame
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:787
INVALID_STRING_ID
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames)
Definition: strings_type.h:17
ClientSettings::gui
GUISettings gui
settings related to the GUI
Definition: settings_type.h:611
WL_CRITICAL
@ WL_CRITICAL
Critical errors, the MessageBox is shown in all cases.
Definition: error.h:27
NetworkDistributeCommands
void NetworkDistributeCommands()
Distribute the commands of ourself and the clients.
Definition: network_command.cpp:346
PM_PAUSED_GAME_SCRIPT
@ PM_PAUSED_GAME_SCRIPT
A game paused by a game script.
Definition: openttd.h:75
CompanyProperties::name_1
StringID name_1
Name of the company if the user did not change it.
Definition: company_base.h:71
NetworkGameList::status
NetworkGameListStatus status
Stats of the server.
Definition: network_gamelist.h:32
NETWORK_COMPANY_NAME_LENGTH
static const uint NETWORK_COMPANY_NAME_LENGTH
The maximum length of the company name, in bytes including '\0'.
Definition: config.h:54
CommandPacket::cmd
Commands cmd
command being executed.
Definition: network_internal.h:100
TimerGameEconomy::date
static Date date
Current date in days (day counter).
Definition: timer_game_economy.h:37
CHAR_TD_LRM
static const char32_t CHAR_TD_LRM
The next character acts like a left-to-right character.
Definition: string_type.h:35
IConsolePrint
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