OpenTTD Source 20250205-master-gfd85ab1e2c
network_server.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#include "../strings_func.h"
12#include "core/network_game_info.h"
13#include "network_admin.h"
14#include "network_server.h"
15#include "network_udp.h"
16#include "network_base.h"
17#include "../console_func.h"
18#include "../company_base.h"
19#include "../command_func.h"
20#include "../saveload/saveload.h"
21#include "../saveload/saveload_filter.h"
22#include "../station_base.h"
23#include "../genworld.h"
24#include "../company_func.h"
25#include "../company_gui.h"
26#include "../company_cmd.h"
27#include "../roadveh.h"
28#include "../order_backup.h"
29#include "../core/pool_func.hpp"
30#include "../core/random_func.hpp"
31#include "../company_cmd.h"
32#include "../rev.h"
33#include "../timer/timer.h"
34#include "../timer/timer_game_calendar.h"
35#include "../timer/timer_game_economy.h"
36#include "../timer/timer_game_realtime.h"
37#include <mutex>
38#include <condition_variable>
39
40#include "../safeguards.h"
41
42
43/* This file handles all the server-commands */
44
48
50static_assert(MAX_CLIENT_SLOTS > MAX_CLIENTS);
52static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS);
53
56INSTANTIATE_POOL_METHODS(NetworkClientSocket)
57
60
64
65
69 std::unique_ptr<Packet> current;
70 size_t total_size;
71 std::deque<std::unique_ptr<Packet>> packets;
72 std::mutex mutex;
73 std::condition_variable exit_sig;
74
79 PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(nullptr), cs(cs), total_size(0)
80 {
81 }
82
85 {
86 std::unique_lock<std::mutex> lock(this->mutex);
87
88 if (this->cs != nullptr) this->exit_sig.wait(lock);
89
90 /* This must all wait until the Destroy function is called. */
91
92 this->packets.clear();
93 this->current = nullptr;
94 }
95
106 void Destroy()
107 {
108 std::unique_lock<std::mutex> lock(this->mutex);
109
110 this->cs = nullptr;
111
112 this->exit_sig.notify_all();
113 lock.unlock();
114
115 /* Make sure the saving is completely cancelled. Yes,
116 * we need to handle the save finish as well as the
117 * next connection might just be requesting a map. */
118 WaitTillSaved();
119 }
120
127 {
128 /* Unsafe check for the queue being empty or not. */
129 if (this->packets.empty()) return false;
130
131 std::lock_guard<std::mutex> lock(this->mutex);
132
133 while (!this->packets.empty()) {
134 bool last_packet = this->packets.front()->GetPacketType() == PACKET_SERVER_MAP_DONE;
135 this->cs->SendPacket(std::move(this->packets.front()));
136 this->packets.pop_front();
137
138 if (last_packet) return true;
139 }
140
141 return false;
142 }
143
144 void Write(uint8_t *buf, size_t size) override
145 {
146 std::lock_guard<std::mutex> lock(this->mutex);
147
148 /* We want to abort the saving when the socket is closed. */
149 if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
150
151 if (this->current == nullptr) this->current = std::make_unique<Packet>(this->cs, PACKET_SERVER_MAP_DATA, TCP_MTU);
152
153 std::span<const uint8_t> to_write(buf, size);
154 while (!to_write.empty()) {
155 to_write = this->current->Send_bytes(to_write);
156
157 if (!this->current->CanWriteToPacket(1)) {
158 this->packets.push_back(std::move(this->current));
159 if (!to_write.empty()) this->current = std::make_unique<Packet>(this->cs, PACKET_SERVER_MAP_DATA, TCP_MTU);
160 }
161 }
162
163 this->total_size += size;
164 }
165
166 void Finish() override
167 {
168 std::lock_guard<std::mutex> lock(this->mutex);
169
170 /* We want to abort the saving when the socket is closed. */
171 if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
172
173 /* Make sure the last packet is flushed. */
174 if (this->current != nullptr) this->packets.push_back(std::move(this->current));
175
176 /* Add a packet stating that this is the end to the queue. */
177 this->packets.push_back(std::make_unique<Packet>(this->cs, PACKET_SERVER_MAP_DONE));
178
179 /* Fast-track the size to the client. */
180 auto p = std::make_unique<Packet>(this->cs, PACKET_SERVER_MAP_SIZE);
181 p->Send_uint32((uint32_t)this->total_size);
182 this->packets.push_front(std::move(p));
183 }
184};
185
186
192{
195
196 Debug(net, 9, "client[{}] status = INACTIVE", this->client_id);
197
198 /* The Socket and Info pools need to be the same in size. After all,
199 * each Socket will be associated with at most one Info object. As
200 * such if the Socket was allocated the Info object can as well. */
202}
203
208{
209 delete this->GetInfo();
210
213
214 if (this->savegame != nullptr) {
215 this->savegame->Destroy();
216 this->savegame = nullptr;
217 }
218
220}
221
223{
224 /* Only allow receiving when we have some buffer free; this value
225 * can go negative, but eventually it will become positive again. */
226 if (this->receive_limit <= 0) return nullptr;
227
228 /* We can receive a packet, so try that and if needed account for
229 * the amount of received data. */
230 std::unique_ptr<Packet> p = this->NetworkTCPSocketHandler::ReceivePacket();
231 if (p != nullptr) this->receive_limit -= p->Size();
232 return p;
233}
234
236{
238 /*
239 * Sending a message just before leaving the game calls cs->SendPackets.
240 * This might invoke this function, which means that when we close the
241 * connection after cs->SendPackets we will close an already closed
242 * connection. This handles that case gracefully without having to make
243 * that code any more complex or more aware of the validity of the socket.
244 */
245 if (this->IsPendingDeletion() || this->sock == INVALID_SOCKET) return status;
246
248 /* We did not receive a leave message from this client... */
249 std::string client_name = this->GetClientName();
250
251 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
252
253 /* Inform other clients of this... strange leaving ;) */
255 if (new_cs->status >= STATUS_AUTHORIZED && this != new_cs) {
256 new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
257 }
258 }
259 }
260
261 /* If we were transfering a map to this client, stop the savegame creation
262 * process and queue the next client to receive the map. */
263 if (this->status == STATUS_MAP) {
264 /* Ensure the saving of the game is stopped too. */
265 this->savegame->Destroy();
266 this->savegame = nullptr;
267
268 this->CheckNextClientToSendMap(this);
269 }
270
271 NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
272 Debug(net, 3, "[{}] Client #{} closed connection", ServerNetworkGameSocketHandler::GetName(), this->client_id);
273
274 /* We just lost one client :( */
275 if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
276 extern uint8_t _network_clients_connected;
278
279 this->SendPackets(true);
280
281 this->DeferDeletion();
282
283 return status;
284}
285
291{
292 extern uint8_t _network_clients_connected;
294
295 /* We can't go over the MAX_CLIENTS limit here. However, the
296 * pool must have place for all clients and ourself. */
299 return accept;
300}
301
304{
306 if (cs->writable) {
307 if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
308 /* This client is in the middle of a map-send, call the function for that */
309 cs->SendMap();
310 }
311 }
312 }
313}
314
315static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
316
317/***********
318 * Sending functions
319 ************/
320
326{
327 Debug(net, 9, "client[{}] SendClientInfo(): client_id={}", this->client_id, ci->client_id);
328
329 if (ci->client_id != INVALID_CLIENT_ID) {
330 auto p = std::make_unique<Packet>(this, PACKET_SERVER_CLIENT_INFO);
331 p->Send_uint32(ci->client_id);
332 p->Send_uint8 (ci->client_playas);
333 p->Send_string(ci->client_name);
334 p->Send_string(ci->public_key);
335
336 this->SendPacket(std::move(p));
337 }
339}
340
343{
344 Debug(net, 9, "client[{}] SendGameInfo()", this->client_id);
345
346 auto p = std::make_unique<Packet>(this, PACKET_SERVER_GAME_INFO, TCP_MTU);
347 SerializeNetworkGameInfo(*p, GetCurrentNetworkServerGameInfo());
348
349 this->SendPacket(std::move(p));
350
352}
353
360{
361 Debug(net, 9, "client[{}] SendError(): error={}", this->client_id, error);
362
363 auto p = std::make_unique<Packet>(this, PACKET_SERVER_ERROR);
364
365 p->Send_uint8(error);
366 if (!reason.empty()) p->Send_string(reason);
367 this->SendPacket(std::move(p));
368
369 StringID strid = GetNetworkErrorMsg(error);
370
371 /* Only send when the current client was in game */
372 if (this->status >= STATUS_AUTHORIZED) {
373 std::string client_name = this->GetClientName();
374
375 Debug(net, 1, "'{}' made an error and has been disconnected: {}", client_name, GetString(strid));
376
377 if (error == NETWORK_ERROR_KICKED && !reason.empty()) {
378 NetworkTextMessage(NETWORK_ACTION_KICKED, CC_DEFAULT, false, client_name, reason, strid);
379 } else {
380 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
381 }
382
384 if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
385 /* Some errors we filter to a more general error. Clients don't have to know the real
386 * reason a joining failed. */
387 if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
388 error = NETWORK_ERROR_ILLEGAL_PACKET;
389 }
390 new_cs->SendErrorQuit(this->client_id, error);
391 }
392 }
393
395 } else {
396 Debug(net, 1, "Client {} made an error and has been disconnected: {}", this->client_id, GetString(strid));
397 }
398
399 /* The client made a mistake, so drop the connection now! */
401}
402
405{
406 Debug(net, 9, "client[{}] SendNewGRFCheck()", this->client_id);
407
408 /* Invalid packet when status is anything but STATUS_IDENTIFY. */
410
411 Debug(net, 9, "client[{}] status = NEWGRFS_CHECK", this->client_id);
413
414 if (_grfconfig.empty()) {
415 /* There are no NewGRFs, so they're welcome. */
416 return this->SendWelcome();
417 }
418
419 auto p = std::make_unique<Packet>(this, PACKET_SERVER_CHECK_NEWGRFS, TCP_MTU);
420
421 uint grf_count = std::ranges::count_if(_grfconfig, [](const auto &c){ return !c->flags.Test(GRFConfigFlag::Static); });
422 p->Send_uint8 (grf_count);
423
424 for (const auto &c : _grfconfig) {
425 if (!c->flags.Test(GRFConfigFlag::Static)) SerializeGRFIdentifier(*p, c->ident);
426 }
427
428 this->SendPacket(std::move(p));
430}
431
434{
435 Debug(net, 9, "client[{}] SendAuthRequest()", this->client_id);
436
437 /* Invalid packet when status is anything but STATUS_INACTIVE or STATUS_AUTH_GAME. */
439
440 Debug(net, 9, "client[{}] status = AUTH_GAME", this->client_id);
441 this->status = STATUS_AUTH_GAME;
442
443 /* Reset 'lag' counters */
445
446 if (this->authentication_handler == nullptr) {
448 }
449
450 auto p = std::make_unique<Packet>(this, PACKET_SERVER_AUTH_REQUEST);
451 this->authentication_handler->SendRequest(*p);
452
453 this->SendPacket(std::move(p));
455}
456
459{
460 Debug(net, 9, "client[{}] SendEnableEncryption()", this->client_id);
461
462 /* Invalid packet when status is anything but STATUS_AUTH_GAME. */
464
465 auto p = std::make_unique<Packet>(this, PACKET_SERVER_ENABLE_ENCRYPTION);
466 this->authentication_handler->SendEnableEncryption(*p);
467 this->SendPacket(std::move(p));
469}
470
473{
474 Debug(net, 9, "client[{}] SendWelcome()", this->client_id);
475
476 /* Invalid packet when status is anything but STATUS_NEWGRFS_CHECK. */
478
479 Debug(net, 9, "client[{}] status = AUTHORIZED", this->client_id);
481
482 /* Reset 'lag' counters */
484
485 _network_game_info.clients_on++;
486
487 auto p = std::make_unique<Packet>(this, PACKET_SERVER_WELCOME);
488 p->Send_uint32(this->client_id);
489 this->SendPacket(std::move(p));
490
491 /* Transmit info about all the active clients */
493 if (new_cs != this && new_cs->status >= STATUS_AUTHORIZED) {
494 this->SendClientInfo(new_cs->GetInfo());
495 }
496 }
497 /* Also send the info of the server */
499}
500
503{
504 Debug(net, 9, "client[{}] SendWait()", this->client_id);
505
506 int waiting = 1; // current player getting the map counts as 1
507
508 /* Count how many clients are waiting in the queue, in front of you! */
510 if (new_cs->status != STATUS_MAP_WAIT) continue;
511 if (new_cs->GetInfo()->join_date < this->GetInfo()->join_date || (new_cs->GetInfo()->join_date == this->GetInfo()->join_date && new_cs->client_id < this->client_id)) waiting++;
512 }
513
514 auto p = std::make_unique<Packet>(this, PACKET_SERVER_WAIT);
515 p->Send_uint8(waiting);
516 this->SendPacket(std::move(p));
518}
519
520void ServerNetworkGameSocketHandler::CheckNextClientToSendMap(NetworkClientSocket *ignore_cs)
521{
522 Debug(net, 9, "client[{}] CheckNextClientToSendMap()", this->client_id);
523
524 /* Find the best candidate for joining, i.e. the first joiner. */
525 NetworkClientSocket *best = nullptr;
526 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
527 if (ignore_cs == new_cs) continue;
528
529 if (new_cs->status == STATUS_MAP_WAIT) {
530 if (best == nullptr || best->GetInfo()->join_date > new_cs->GetInfo()->join_date || (best->GetInfo()->join_date == new_cs->GetInfo()->join_date && best->client_id > new_cs->client_id)) {
531 best = new_cs;
532 }
533 }
534 }
535
536 /* Is there someone else to join? */
537 if (best != nullptr) {
538 /* Let the first start joining. */
539 best->status = STATUS_AUTHORIZED;
540 best->SendMap();
541
542 /* And update the rest. */
543 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
544 if (new_cs->status == STATUS_MAP_WAIT) new_cs->SendWait();
545 }
546 }
547}
548
551{
552 if (this->status < STATUS_AUTHORIZED) {
553 /* Illegal call, return error and ignore the packet */
554 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
555 }
556
557 if (this->status == STATUS_AUTHORIZED) {
558 Debug(net, 9, "client[{}] SendMap(): first_packet", this->client_id);
559
560 WaitTillSaved();
561 this->savegame = std::make_shared<PacketWriter>(this);
562
563 /* Now send the _frame_counter and how many packets are coming */
564 auto p = std::make_unique<Packet>(this, PACKET_SERVER_MAP_BEGIN);
565 p->Send_uint32(_frame_counter);
566 this->SendPacket(std::move(p));
567
569 Debug(net, 9, "client[{}] status = MAP", this->client_id);
570 this->status = STATUS_MAP;
571 /* Mark the start of download */
574
575 /* Make a dump of the current game */
576 if (SaveWithFilter(this->savegame, true) != SL_OK) UserError("network savedump failed");
577 }
578
579 if (this->status == STATUS_MAP) {
580 bool last_packet = this->savegame->TransferToNetworkQueue();
581 if (last_packet) {
582 Debug(net, 9, "client[{}] SendMap(): last_packet", this->client_id);
583
584 /* Done reading, make sure saving is done as well */
585 this->savegame->Destroy();
586 this->savegame = nullptr;
587
588 /* Set the status to DONE_MAP, no we will wait for the client
589 * to send it is ready (maybe that happens like never ;)) */
590 Debug(net, 9, "client[{}] status = DONE_MAP", this->client_id);
591 this->status = STATUS_DONE_MAP;
592
593 this->CheckNextClientToSendMap();
594 }
595 }
597}
598
604{
605 Debug(net, 9, "client[{}] SendJoin(): client_id={}", this->client_id, client_id);
606
607 auto p = std::make_unique<Packet>(this, PACKET_SERVER_JOIN);
608
609 p->Send_uint32(client_id);
610
611 this->SendPacket(std::move(p));
613}
614
617{
618 auto p = std::make_unique<Packet>(this, PACKET_SERVER_FRAME);
619 p->Send_uint32(_frame_counter);
620 p->Send_uint32(_frame_counter_max);
621#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
622 p->Send_uint32(_sync_seed_1);
623#ifdef NETWORK_SEND_DOUBLE_SEED
624 p->Send_uint32(_sync_seed_2);
625#endif
626#endif
627
628 /* If token equals 0, we need to make a new token and send that. */
629 if (this->last_token == 0) {
630 this->last_token = InteractiveRandomRange(UINT8_MAX - 1) + 1;
631 p->Send_uint8(this->last_token);
632 }
633
634 this->SendPacket(std::move(p));
636}
637
640{
641 Debug(net, 9, "client[{}] SendSync(), frame_counter={}, sync_seed_1={}", this->client_id, _frame_counter, _sync_seed_1);
642
643 auto p = std::make_unique<Packet>(this, PACKET_SERVER_SYNC);
644 p->Send_uint32(_frame_counter);
645 p->Send_uint32(_sync_seed_1);
646
647#ifdef NETWORK_SEND_DOUBLE_SEED
648 p->Send_uint32(_sync_seed_2);
649#endif
650 this->SendPacket(std::move(p));
652}
653
659{
660 Debug(net, 9, "client[{}] SendCommand(): cmd={}", this->client_id, cp.cmd);
661
662 auto p = std::make_unique<Packet>(this, PACKET_SERVER_COMMAND);
663
665 p->Send_uint32(cp.frame);
666 p->Send_bool (cp.my_cmd);
667
668 this->SendPacket(std::move(p));
670}
671
680NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64_t data)
681{
682 Debug(net, 9, "client[{}] SendChat(): action={}, client_id={}, self_send={}", this->client_id, action, client_id, self_send);
683
685
686 auto p = std::make_unique<Packet>(this, PACKET_SERVER_CHAT);
687
688 p->Send_uint8 (action);
689 p->Send_uint32(client_id);
690 p->Send_bool (self_send);
691 p->Send_string(msg);
692 p->Send_uint64(data);
693
694 this->SendPacket(std::move(p));
696}
697
705NetworkRecvStatus ServerNetworkGameSocketHandler::SendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
706{
707 Debug(net, 9, "client[{}] SendExternalChat(): source={}", this->client_id, source);
708
710
711 auto p = std::make_unique<Packet>(this, PACKET_SERVER_EXTERNAL_CHAT);
712
713 p->Send_string(source);
714 p->Send_uint16(colour);
715 p->Send_string(user);
716 p->Send_string(msg);
717
718 this->SendPacket(std::move(p));
720}
721
728{
729 Debug(net, 9, "client[{}] SendErrorQuit(): client_id={}, errorno={}", this->client_id, client_id, errorno);
730
731 auto p = std::make_unique<Packet>(this, PACKET_SERVER_ERROR_QUIT);
732
733 p->Send_uint32(client_id);
734 p->Send_uint8 (errorno);
735
736 this->SendPacket(std::move(p));
738}
739
745{
746 Debug(net, 9, "client[{}] SendQuit(): client_id={}", this->client_id, client_id);
747
748 auto p = std::make_unique<Packet>(this, PACKET_SERVER_QUIT);
749
750 p->Send_uint32(client_id);
751
752 this->SendPacket(std::move(p));
754}
755
758{
759 Debug(net, 9, "client[{}] SendShutdown()", this->client_id);
760
761 auto p = std::make_unique<Packet>(this, PACKET_SERVER_SHUTDOWN);
762 this->SendPacket(std::move(p));
764}
765
768{
769 Debug(net, 9, "client[{}] SendNewGame()", this->client_id);
770
771 auto p = std::make_unique<Packet>(this, PACKET_SERVER_NEWGAME);
772 this->SendPacket(std::move(p));
774}
775
781NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16_t colour, const std::string &command)
782{
783 Debug(net, 9, "client[{}] SendRConResult()", this->client_id);
784
785 auto p = std::make_unique<Packet>(this, PACKET_SERVER_RCON);
786
787 p->Send_uint16(colour);
788 p->Send_string(command);
789 this->SendPacket(std::move(p));
791}
792
799{
800 Debug(net, 9, "client[{}] SendMove(): client_id={}", this->client_id, client_id);
801
802 auto p = std::make_unique<Packet>(this, PACKET_SERVER_MOVE);
803
804 p->Send_uint32(client_id);
805 p->Send_uint8(company_id);
806 this->SendPacket(std::move(p));
808}
809
812{
813 Debug(net, 9, "client[{}] SendConfigUpdate()", this->client_id);
814
815 auto p = std::make_unique<Packet>(this, PACKET_SERVER_CONFIG_UPDATE);
816
818 p->Send_string(_settings_client.network.server_name);
819 this->SendPacket(std::move(p));
821}
822
823/***********
824 * Receiving functions
825 ************/
826
828{
829 Debug(net, 9, "client[{}] Receive_CLIENT_GAME_INFO()", this->client_id);
830
831 return this->SendGameInfo();
832}
833
835{
836 if (this->status != STATUS_NEWGRFS_CHECK) {
837 /* Illegal call, return error and ignore the packet */
838 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
839 }
840
841 Debug(net, 9, "client[{}] Receive_CLIENT_NEWGRFS_CHECKED()", this->client_id);
842
843 return this->SendWelcome();
844}
845
847{
848 if (this->status != STATUS_INACTIVE) {
849 /* Illegal call, return error and ignore the packet */
850 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
851 }
852
853 if (_network_game_info.clients_on >= _settings_client.network.max_clients) {
854 /* Turns out we are full. Inform the user about this. */
855 return this->SendError(NETWORK_ERROR_FULL);
856 }
857
858 std::string client_revision = p.Recv_string(NETWORK_REVISION_LENGTH);
859 uint32_t newgrf_version = p.Recv_uint32();
860
861 Debug(net, 9, "client[{}] Receive_CLIENT_JOIN(): client_revision={}, newgrf_version={}", this->client_id, client_revision, newgrf_version);
862
863 /* Check if the client has revision control enabled */
864 if (!IsNetworkCompatibleVersion(client_revision) || _openttd_newgrf_version != newgrf_version) {
865 /* Different revisions!! */
866 return this->SendError(NETWORK_ERROR_WRONG_REVISION);
867 }
868
869 return this->SendAuthRequest();
870}
871
873{
874 if (this->status != STATUS_IDENTIFY) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
875
876 Debug(net, 9, "client[{}] Receive_CLIENT_IDENTIFY()", this->client_id);
877
878 std::string client_name = p.Recv_string(NETWORK_CLIENT_NAME_LENGTH);
879 CompanyID playas = (Owner)p.Recv_uint8();
880
882
883 /* join another company does not affect these values */
884 switch (playas) {
885 case COMPANY_NEW_COMPANY: // New company
887 return this->SendError(NETWORK_ERROR_FULL);
888 }
889 break;
890 case COMPANY_SPECTATOR: // Spectator
891 break;
892 default: // Join another company (companies 1..MAX_COMPANIES (index 0..(MAX_COMPANIES-1)))
893 if (!Company::IsValidHumanID(playas)) {
894 return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
895 }
896
897 if (!Company::Get(playas)->allow_list.Contains(this->peer_public_key)) {
898 /* When we're not authorized, just bump us to a spectator. */
899 playas = COMPANY_SPECTATOR;
900 }
901 break;
902 }
903
904 if (!NetworkIsValidClientName(client_name)) {
905 /* An invalid client name was given. However, the client ensures the name
906 * is valid before it is sent over the network, so something went horribly
907 * wrong. This is probably someone trying to troll us. */
908 return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
909 }
910
911 if (!NetworkMakeClientNameUnique(client_name)) { // Change name if duplicate
912 /* We could not create a name for this client */
913 return this->SendError(NETWORK_ERROR_NAME_IN_USE);
914 }
915
918 this->SetInfo(ci);
920 ci->client_name = client_name;
921 ci->client_playas = playas;
922 ci->public_key = this->peer_public_key;
923 Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:02x}", TimerGameEconomy::date, TimerGameEconomy::date_fract, (int)ci->client_playas, (int)ci->index);
924
925 /* Make sure companies to which people try to join are not autocleaned */
926 Company *c = Company::GetIfValid(playas);
927 if (c != nullptr) c->months_empty = 0;
928
929 return this->SendNewGRFCheck();
930}
931
932static NetworkErrorCode GetErrorForAuthenticationMethod(NetworkAuthenticationMethod method)
933{
934 switch (method) {
936 return NETWORK_ERROR_WRONG_PASSWORD;
938 return NETWORK_ERROR_NOT_ON_ALLOW_LIST;
939
940 default:
941 NOT_REACHED();
942 }
943}
944
946{
947 if (this->status != STATUS_AUTH_GAME) {
948 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
949 }
950
951 Debug(net, 9, "client[{}] Receive_CLIENT_AUTH_RESPONSE()", this->client_id);
952
953 auto authentication_method = this->authentication_handler->GetAuthenticationMethod();
954 switch (this->authentication_handler->ReceiveResponse(p)) {
956 break;
957
959 return this->SendAuthRequest();
960
962 default:
963 return this->SendError(GetErrorForAuthenticationMethod(authentication_method));
964 }
965
967 if (status != NETWORK_RECV_STATUS_OKAY) return status;
968
969 this->peer_public_key = this->authentication_handler->GetPeerPublicKey();
970 this->receive_encryption_handler = this->authentication_handler->CreateClientToServerEncryptionHandler();
971 this->send_encryption_handler = this->authentication_handler->CreateServerToClientEncryptionHandler();
972 this->authentication_handler = nullptr;
973
974 Debug(net, 9, "client[{}] status = IDENTIFY", this->client_id);
975 this->status = STATUS_IDENTIFY;
976
977 /* Reset 'lag' counters */
979
981}
982
984{
985 /* The client was never joined.. so this is impossible, right?
986 * Ignore the packet, give the client a warning, and close the connection */
987 if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
988 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
989 }
990
991 Debug(net, 9, "client[{}] Receive_CLIENT_GETMAP()", this->client_id);
992
993 /* Check if someone else is receiving the map */
995 if (new_cs->status == STATUS_MAP) {
996 /* Tell the new client to wait */
997 Debug(net, 9, "client[{}] status = MAP_WAIT", this->client_id);
998 this->status = STATUS_MAP_WAIT;
999 return this->SendWait();
1000 }
1001 }
1002
1003 /* We receive a request to upload the map.. give it to the client! */
1004 return this->SendMap();
1005}
1006
1008{
1009 /* Client has the map, now start syncing */
1010 if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
1011 Debug(net, 9, "client[{}] Receive_CLIENT_MAP_OK()", this->client_id);
1012
1013 std::string client_name = this->GetClientName();
1014
1015 NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, "", this->client_id);
1017
1018 Debug(net, 3, "[{}] Client #{} ({}) joined as {}", ServerNetworkGameSocketHandler::GetName(), this->client_id, this->GetClientIP(), client_name);
1019
1020 /* Mark the client as pre-active, and wait for an ACK
1021 * so we know it is done loading and in sync with us */
1022 Debug(net, 9, "client[{}] status = PRE_ACTIVE", this->client_id);
1023 this->status = STATUS_PRE_ACTIVE;
1025 this->SendFrame();
1026 this->SendSync();
1027
1028 /* This is the frame the client receives
1029 * we need it later on to make sure the client is not too slow */
1030 this->last_frame = _frame_counter;
1032
1034 if (new_cs->status >= STATUS_AUTHORIZED) {
1035 new_cs->SendClientInfo(this->GetInfo());
1036 new_cs->SendJoin(this->client_id);
1037 }
1038 }
1039
1040 NetworkAdminClientInfo(this, true);
1041
1042 /* also update the new client with our max values */
1043 return this->SendConfigUpdate();
1044 }
1045
1046 /* Wrong status for this packet, give a warning to client, and close connection */
1047 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1048}
1049
1055{
1056 /* The client was never joined.. so this is impossible, right?
1057 * Ignore the packet, give the client a warning, and close the connection */
1058 if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1059 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1060 }
1061
1063 return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
1064 }
1065
1066 Debug(net, 9, "client[{}] Receive_CLIENT_COMMAND()", this->client_id);
1067
1068 CommandPacket cp;
1069 const char *err = this->ReceiveCommand(p, cp);
1070
1072
1073 NetworkClientInfo *ci = this->GetInfo();
1074
1075 if (err != nullptr) {
1076 IConsolePrint(CC_WARNING, "Dropping client #{} (IP: {}) due to {}.", ci->client_id, this->GetClientIP(), err);
1077 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1078 }
1079
1080
1082 IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a server only command {}.", ci->client_id, this->GetClientIP(), cp.cmd);
1083 return this->SendError(NETWORK_ERROR_KICKED);
1084 }
1085
1087 IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a non-spectator command {}.", ci->client_id, this->GetClientIP(), cp.cmd);
1088 return this->SendError(NETWORK_ERROR_KICKED);
1089 }
1090
1096 CompanyCtrlAction cca = cp.cmd == CMD_COMPANY_CTRL ? std::get<0>(EndianBufferReader::ToValue<CommandTraits<CMD_COMPANY_CTRL>::Args>(cp.data)) : CCA_NEW;
1097 if (!(cp.cmd == CMD_COMPANY_CTRL && cca == CCA_NEW && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
1098 IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a command as another company {}.",
1099 ci->client_playas + 1, this->GetClientIP(), cp.company + 1);
1100 return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
1101 }
1102
1103 if (cp.cmd == CMD_COMPANY_CTRL) {
1104 if (cca != CCA_NEW || cp.company != COMPANY_SPECTATOR) {
1105 return this->SendError(NETWORK_ERROR_CHEATER);
1106 }
1107
1108 /* Check if we are full - else it's possible for spectators to send a CMD_COMPANY_CTRL and the company is created regardless of max_companies! */
1110 NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_CLIENT, ci->client_id, "cannot create new company, server full", CLIENT_ID_SERVER);
1112 }
1113 }
1114
1115 if (cp.cmd == CMD_COMPANY_ALLOW_LIST_CTRL) {
1116 /* Maybe the client just got moved before allowing? */
1118
1119 /* Only allow clients to add/remove currently joined clients. The server owner does not go via this method, so is allowed to do more. */
1120 std::string public_key = std::get<1>(EndianBufferReader::ToValue<CommandTraits<CMD_COMPANY_ALLOW_LIST_CTRL>::Args>(cp.data));
1121 bool found = false;
1123 if (info->public_key == public_key) {
1124 found = true;
1125 break;
1126 }
1127 }
1128
1129 /* Maybe the client just left? */
1130 if (!found) return NETWORK_RECV_STATUS_OKAY;
1131 }
1132
1134
1135 this->incoming_queue.push_back(cp);
1137}
1138
1140{
1141 /* This packets means a client noticed an error and is reporting this
1142 * to us. Display the error and report it to the other clients */
1144
1145 Debug(net, 9, "client[{}] Receive_CLIENT_ERROR(): errorno={}", this->client_id, errorno);
1146
1147 /* The client was never joined.. thank the client for the packet, but ignore it */
1148 if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1150 }
1151
1152 std::string client_name = this->GetClientName();
1153 StringID strid = GetNetworkErrorMsg(errorno);
1154
1155 Debug(net, 1, "'{}' reported an error and is closing its connection: {}", client_name, GetString(strid));
1156
1157 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
1158
1160 if (new_cs->status >= STATUS_AUTHORIZED) {
1161 new_cs->SendErrorQuit(this->client_id, errorno);
1162 }
1163 }
1164
1165 NetworkAdminClientError(this->client_id, errorno);
1166
1168}
1169
1171{
1172 /* The client was never joined.. thank the client for the packet, but ignore it */
1173 if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1175 }
1176
1177 Debug(net, 9, "client[{}] Receive_CLIENT_QUIT()", this->client_id);
1178
1179 /* The client wants to leave. Display this and report it to the other clients. */
1180 std::string client_name = this->GetClientName();
1181 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1182
1184 if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
1185 new_cs->SendQuit(this->client_id);
1186 }
1187 }
1188
1190
1192}
1193
1195{
1196 if (this->status < STATUS_AUTHORIZED) {
1197 /* Illegal call, return error and ignore the packet */
1198 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1199 }
1200
1201 uint32_t frame = p.Recv_uint32();
1202
1203 Debug(net, 9, "client[{}] Receive_CLIENT_ACK(): frame={}", this->client_id, frame);
1204
1205 /* The client is trying to catch up with the server */
1206 if (this->status == STATUS_PRE_ACTIVE) {
1207 /* The client is not yet caught up? */
1209
1210 /* Now it is! Unpause the game */
1211 Debug(net, 9, "client[{}] status = ACTIVE", this->client_id);
1212 this->status = STATUS_ACTIVE;
1214
1215 /* Execute script for, e.g. MOTD */
1216 IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
1217 }
1218
1219 /* Get, and validate the token. */
1220 uint8_t token = p.Recv_uint8();
1221 if (token == this->last_token) {
1222 /* We differentiate between last_token_frame and last_frame so the lag
1223 * test uses the actual lag of the client instead of the lag for getting
1224 * the token back and forth; after all, the token is only sent every
1225 * time we receive a PACKET_CLIENT_ACK, after which we will send a new
1226 * token to the client. If the lag would be one day, then we would not
1227 * be sending the new token soon enough for the new daily scheduled
1228 * PACKET_CLIENT_ACK. This would then register the lag of the client as
1229 * two days, even when it's only a single day. */
1231 /* Request a new token. */
1232 this->last_token = 0;
1233 }
1234
1235 /* The client received the frame, make note of it */
1236 this->last_frame = frame;
1237 /* With those 2 values we can calculate the lag realtime */
1240}
1241
1242
1253void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const std::string &msg, ClientID from_id, int64_t data, bool from_admin)
1254{
1255 const NetworkClientInfo *ci, *ci_own, *ci_to;
1256
1257 switch (desttype) {
1258 case DESTTYPE_CLIENT:
1259 /* Are we sending to the server? */
1260 if ((ClientID)dest == CLIENT_ID_SERVER) {
1262 /* Display the text locally, and that is it */
1263 if (ci != nullptr) {
1264 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1265
1267 NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1268 }
1269 }
1270 } else {
1271 /* Else find the client to send the message to */
1272 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1273 if (cs->client_id == (ClientID)dest && cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
1274 cs->SendChat(action, from_id, false, msg, data);
1275 break;
1276 }
1277 }
1278 }
1279
1280 /* Display the message locally (so you know you have sent it) */
1281 if (from_id != (ClientID)dest) {
1282 if (from_id == CLIENT_ID_SERVER) {
1285 if (ci != nullptr && ci_to != nullptr) {
1286 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data);
1287 }
1288 } else {
1289 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1290 if (cs->client_id == from_id && cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
1291 cs->SendChat(action, (ClientID)dest, true, msg, data);
1292 break;
1293 }
1294 }
1295 }
1296 }
1297 break;
1298 case DESTTYPE_TEAM: {
1299 /* If this is false, the message is already displayed on the client who sent it. */
1300 bool show_local = true;
1301 /* Find all clients that belong to this company */
1302 ci_to = nullptr;
1303 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1304 ci = cs->GetInfo();
1305 if (ci != nullptr && ci->client_playas == (CompanyID)dest && cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
1306 cs->SendChat(action, from_id, false, msg, data);
1307 if (cs->client_id == from_id) show_local = false;
1308 ci_to = ci; // Remember a client that is in the company for company-name
1309 }
1310 }
1311
1312 /* if the server can read it, let the admin network read it, too. */
1314 NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1315 }
1316
1319 if (ci != nullptr && ci_own != nullptr && ci_own->client_playas == dest) {
1320 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1321 if (from_id == CLIENT_ID_SERVER) show_local = false;
1322 ci_to = ci_own;
1323 }
1324
1325 /* There is no such client */
1326 if (ci_to == nullptr) break;
1327
1328 /* Display the message locally (so you know you have sent it) */
1329 if (ci != nullptr && show_local) {
1330 if (from_id == CLIENT_ID_SERVER) {
1331 StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
1332 SetDParam(0, ci_to->client_playas);
1333 std::string name = GetString(str);
1334 NetworkTextMessage(action, GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data);
1335 } else {
1336 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1337 if (cs->client_id == from_id && cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
1338 cs->SendChat(action, ci_to->client_id, true, msg, data);
1339 }
1340 }
1341 }
1342 }
1343 break;
1344 }
1345 default:
1346 Debug(net, 1, "Received unknown chat destination type {}; doing broadcast instead", desttype);
1347 [[fallthrough]];
1348
1349 case DESTTYPE_BROADCAST:
1350 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1351 if (cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) cs->SendChat(action, from_id, false, msg, data);
1352 }
1353
1354 NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1355
1357 if (ci != nullptr) {
1358 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data, "");
1359 }
1360 break;
1361 }
1362}
1363
1371void NetworkServerSendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
1372{
1373 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1374 if (cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) cs->SendExternalChat(source, colour, user, msg);
1375 }
1376 NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT, colour, false, user, msg, 0, source);
1377}
1378
1380{
1381 if (this->status < STATUS_PRE_ACTIVE) {
1382 /* Illegal call, return error and ignore the packet */
1383 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1384 }
1385
1387 DestType desttype = (DestType)p.Recv_uint8();
1388 int dest = p.Recv_uint32();
1389
1390 Debug(net, 9, "client[{}] Receive_CLIENT_CHAT(): action={}, desttype={}, dest={}", this->client_id, action, desttype, dest);
1391
1392 std::string msg = p.Recv_string(NETWORK_CHAT_LENGTH);
1393 int64_t data = p.Recv_uint64();
1394
1395 NetworkClientInfo *ci = this->GetInfo();
1396 switch (action) {
1397 case NETWORK_ACTION_CHAT:
1398 case NETWORK_ACTION_CHAT_CLIENT:
1399 case NETWORK_ACTION_CHAT_COMPANY:
1400 NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data);
1401 break;
1402 default:
1403 IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to unknown chact action.", ci->client_id, this->GetClientIP());
1404 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1405 }
1407}
1408
1410{
1411 if (this->status != STATUS_ACTIVE) {
1412 /* Illegal call, return error and ignore the packet */
1413 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1414 }
1415
1416 Debug(net, 9, "client[{}] Receive_CLIENT_SET_NAME()", this->client_id);
1417
1419
1420 std::string client_name = p.Recv_string(NETWORK_CLIENT_NAME_LENGTH);
1421 ci = this->GetInfo();
1422
1424
1425 if (ci != nullptr) {
1426 if (!NetworkIsValidClientName(client_name)) {
1427 /* An invalid client name was given. However, the client ensures the name
1428 * is valid before it is sent over the network, so something went horribly
1429 * wrong. This is probably someone trying to troll us. */
1430 return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
1431 }
1432
1433 /* Display change */
1434 if (NetworkMakeClientNameUnique(client_name)) {
1435 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);
1436 ci->client_name = client_name;
1438 }
1439 }
1441}
1442
1444{
1445 if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1446
1447 Debug(net, 9, "client[{}] Receive_CLIENT_RCON()", this->client_id);
1448
1449 std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
1450 std::string command = p.Recv_string(NETWORK_RCONCOMMAND_LENGTH);
1451
1452 if (_rcon_authorized_key_handler.IsAllowed(this->peer_public_key)) {
1453 /* We are allowed, nothing more to validate. */
1454 } else if (_settings_client.network.rcon_password.empty()) {
1456 } else if (_settings_client.network.rcon_password.compare(password) != 0) {
1457 Debug(net, 1, "[rcon] Wrong password from client-id {}", this->client_id);
1459 }
1460
1461 Debug(net, 3, "[rcon] Client-id {} executed: {}", this->client_id, command);
1462
1464 IConsoleCmdExec(command);
1467}
1468
1470{
1471 if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1472
1473 CompanyID company_id = (Owner)p.Recv_uint8();
1474
1475 Debug(net, 9, "client[{}] Receive_CLIENT_MOVE(): company_id={}", this->client_id, company_id);
1476
1477 /* Check if the company is valid, we don't allow moving to AI companies */
1478 if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY;
1479
1480 if (company_id != COMPANY_SPECTATOR && !Company::Get(company_id)->allow_list.Contains(this->peer_public_key)) {
1481 Debug(net, 2, "Wrong public key from client-id #{} for company #{}", this->client_id, company_id + 1);
1483 }
1484
1485 /* if we get here we can move the client */
1486 NetworkServerDoMove(this->client_id, company_id);
1488}
1489
1495{
1496 memset(stats, 0, sizeof(*stats) * MAX_COMPANIES);
1497
1498 /* Go through all vehicles and count the type of vehicles */
1499 for (const Vehicle *v : Vehicle::Iterate()) {
1500 if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
1501 uint8_t type = 0;
1502 switch (v->type) {
1503 case VEH_TRAIN: type = NETWORK_VEH_TRAIN; break;
1504 case VEH_ROAD: type = RoadVehicle::From(v)->IsBus() ? NETWORK_VEH_BUS : NETWORK_VEH_LORRY; break;
1505 case VEH_AIRCRAFT: type = NETWORK_VEH_PLANE; break;
1506 case VEH_SHIP: type = NETWORK_VEH_SHIP; break;
1507 default: continue;
1508 }
1509 stats[v->owner].num_vehicle[type]++;
1510 }
1511
1512 /* Go through all stations and count the types of stations */
1513 for (const Station *s : Station::Iterate()) {
1514 if (Company::IsValidID(s->owner)) {
1515 NetworkCompanyStats *npi = &stats[s->owner];
1516
1517 if (s->facilities & FACIL_TRAIN) npi->num_station[NETWORK_VEH_TRAIN]++;
1518 if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[NETWORK_VEH_LORRY]++;
1519 if (s->facilities & FACIL_BUS_STOP) npi->num_station[NETWORK_VEH_BUS]++;
1520 if (s->facilities & FACIL_AIRPORT) npi->num_station[NETWORK_VEH_PLANE]++;
1521 if (s->facilities & FACIL_DOCK) npi->num_station[NETWORK_VEH_SHIP]++;
1522 }
1523 }
1524}
1525
1531{
1533
1534 if (ci == nullptr) return;
1535
1536 Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:04x}", TimerGameEconomy::date, TimerGameEconomy::date_fract, (int)ci->client_playas, client_id);
1537
1538 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1540 cs->SendClientInfo(ci);
1541 }
1542 }
1543
1545}
1546
1553{
1554 CompanyMask has_clients = 0;
1555 CompanyMask has_vehicles = 0;
1556
1558
1559 /* Detect the active companies */
1560 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1561 if (Company::IsValidID(ci->client_playas)) SetBit(has_clients, ci->client_playas);
1562 }
1563
1564 if (!_network_dedicated) {
1566 assert(ci != nullptr);
1567 if (Company::IsValidID(ci->client_playas)) SetBit(has_clients, ci->client_playas);
1568 }
1569
1571 for (const Company *c : Company::Iterate()) {
1572 if (std::any_of(std::begin(c->group_all), std::end(c->group_all), [](const GroupStatistics &gs) { return gs.num_vehicle != 0; })) SetBit(has_vehicles, c->index);
1573 }
1574 }
1575
1576 /* Go through all the companies */
1577 for (Company *c : Company::Iterate()) {
1578 /* Skip the non-active once */
1579 if (c->is_ai) continue;
1580
1581 if (!HasBit(has_clients, c->index)) {
1582 /* The company is empty for one month more */
1583 if (c->months_empty != std::numeric_limits<decltype(c->months_empty)>::max()) c->months_empty++;
1584
1585 /* Is the company empty for autoclean_protected-months? */
1587 /* Shut the company down */
1589 IConsolePrint(CC_INFO, "Auto-cleaned company #{}.", c->index + 1);
1590 }
1591 /* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
1592 if (_settings_client.network.autoclean_novehicles != 0 && c->months_empty > _settings_client.network.autoclean_novehicles && !HasBit(has_vehicles, c->index)) {
1593 /* Shut the company down */
1595 IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no vehicles.", c->index + 1);
1596 }
1597 } else {
1598 /* It is not empty, reset the date */
1599 c->months_empty = 0;
1600 }
1601 }
1602}
1603
1609bool NetworkMakeClientNameUnique(std::string &name)
1610{
1611 bool is_name_unique = false;
1612 std::string original_name = name;
1613
1614 for (uint number = 1; !is_name_unique && number <= MAX_CLIENTS; number++) { // Something's really wrong when there're more names than clients
1615 is_name_unique = true;
1616 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1617 if (ci->client_name == name) {
1618 /* Name already in use */
1619 is_name_unique = false;
1620 break;
1621 }
1622 }
1623 /* Check if it is the same as the server-name */
1625 if (ci != nullptr) {
1626 if (ci->client_name == name) is_name_unique = false; // name already in use
1627 }
1628
1629 if (!is_name_unique) {
1630 /* Try a new name (<name> #1, <name> #2, and so on) */
1631 name = original_name + " #" + std::to_string(number);
1632
1633 /* The constructed client name is larger than the limit,
1634 * so... bail out as no valid name can be created. */
1635 if (name.size() >= NETWORK_CLIENT_NAME_LENGTH) return false;
1636 }
1637 }
1638
1639 return is_name_unique;
1640}
1641
1648bool NetworkServerChangeClientName(ClientID client_id, const std::string &new_name)
1649{
1650 /* Check if the name's already in use */
1652 if (ci->client_name.compare(new_name) == 0) return false;
1653 }
1654
1656 if (ci == nullptr) return false;
1657
1658 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name);
1659
1660 ci->client_name = new_name;
1661
1662 NetworkUpdateClientInfo(client_id);
1663 return true;
1664}
1665
1670static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
1671{
1672 for (auto &cp : cs->outgoing_queue) cs->SendCommand(cp);
1673 cs->outgoing_queue.clear();
1674}
1675
1680void NetworkServer_Tick(bool send_frame)
1681{
1682#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1683 bool send_sync = false;
1684#endif
1685
1686#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1689 send_sync = true;
1690 }
1691#endif
1692
1693 /* Now we are done with the frame, inform the clients that they can
1694 * do their frame! */
1695 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1696 /* We allow a number of bytes per frame, but only to the burst amount
1697 * to be available for packet receiving at any particular time. */
1698 cs->receive_limit = std::min<size_t>(cs->receive_limit + _settings_client.network.bytes_per_frame,
1700
1701 /* Check if the speed of the client is what we can expect from a client */
1702 uint lag = NetworkCalculateLag(cs);
1703 switch (cs->status) {
1704 case NetworkClientSocket::STATUS_ACTIVE:
1706 /* Client did still not report in within the specified limit. */
1707
1708 if (cs->last_packet + std::chrono::milliseconds(lag * MILLISECONDS_PER_TICK) > std::chrono::steady_clock::now()) {
1709 /* A packet was received in the last three game days, so the client is likely lagging behind. */
1710 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because the client's game state is more than {} ticks behind.", cs->client_id, cs->GetClientIP(), lag);
1711 } else {
1712 /* No packet was received in the last three game days; sounds like a lost connection. */
1713 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because the client did not respond for more than {} ticks.", cs->client_id, cs->GetClientIP(), lag);
1714 }
1715 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1716 continue;
1717 }
1718
1719 /* Report once per time we detect the lag, and only when we
1720 * received a packet in the last 2 seconds. If we
1721 * did not receive a packet, then the client is not just
1722 * slow, but the connection is likely severed. Mentioning
1723 * frame_freq is not useful in this case. */
1724 if (lag > (uint)Ticks::DAY_TICKS && cs->lag_test == 0 && cs->last_packet + std::chrono::seconds(2) > std::chrono::steady_clock::now()) {
1725 IConsolePrint(CC_WARNING, "[{}] Client #{} is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
1726 cs->lag_test = 1;
1727 }
1728
1729 if (cs->last_frame_server - cs->last_token_frame >= _settings_client.network.max_lag_time) {
1730 /* This is a bad client! It didn't send the right token back within time. */
1731 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it fails to send valid acks.", cs->client_id, cs->GetClientIP());
1732 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1733 continue;
1734 }
1735 break;
1736
1737 case NetworkClientSocket::STATUS_INACTIVE:
1738 case NetworkClientSocket::STATUS_IDENTIFY:
1739 case NetworkClientSocket::STATUS_NEWGRFS_CHECK:
1740 case NetworkClientSocket::STATUS_AUTHORIZED:
1741 /* NewGRF check and authorized states should be handled almost instantly.
1742 * So give them some lee-way, likewise for the query with inactive. */
1744 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to start the joining process.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_init_time);
1745 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1746 continue;
1747 }
1748 break;
1749
1750 case NetworkClientSocket::STATUS_MAP_WAIT:
1751 /* Send every two seconds a packet to the client, to make sure
1752 * it knows the server is still there; just someone else is
1753 * still receiving the map. */
1754 if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
1755 cs->SendWait();
1756 /* We need to reset the timer, as otherwise we will be
1757 * spamming the client. Strictly speaking this variable
1758 * tracks when we last received a packet from the client,
1759 * but as it is waiting, it will not send us any till we
1760 * start sending them data. */
1761 cs->last_packet = std::chrono::steady_clock::now();
1762 }
1763 break;
1764
1765 case NetworkClientSocket::STATUS_MAP:
1766 /* Downloading the map... this is the amount of time since starting the saving. */
1768 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to download the map.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_download_time);
1769 cs->SendError(NETWORK_ERROR_TIMEOUT_MAP);
1770 continue;
1771 }
1772 break;
1773
1774 case NetworkClientSocket::STATUS_DONE_MAP:
1775 case NetworkClientSocket::STATUS_PRE_ACTIVE:
1776 /* The map has been sent, so this is for loading the map and syncing up. */
1778 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to join.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_join_time);
1779 cs->SendError(NETWORK_ERROR_TIMEOUT_JOIN);
1780 continue;
1781 }
1782 break;
1783
1784 case NetworkClientSocket::STATUS_AUTH_GAME:
1785 /* These don't block? */
1787 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to enter the password.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_password_time);
1788 cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD);
1789 continue;
1790 }
1791 break;
1792
1793 case NetworkClientSocket::STATUS_END:
1794 /* Bad server/code. */
1795 NOT_REACHED();
1796 }
1797
1798 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {
1799 /* Check if we can send command, and if we have anything in the queue */
1801
1802 /* Send an updated _frame_counter_max to the client */
1803 if (send_frame) cs->SendFrame();
1804
1805#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1806 /* Send a sync-check packet */
1807 if (send_sync) cs->SendSync();
1808#endif
1809 }
1810 }
1811}
1812
1815{
1818 case FT_SAVEGAME:
1819 case FT_SCENARIO:
1821 break;
1822
1823 case FT_HEIGHTMAP:
1825 break;
1826
1827 default:
1829 }
1830}
1831
1834{
1835 if (!_network_server) return;
1836
1837 /* If setting is 0, this feature is disabled. */
1838 if (_settings_client.network.restart_hours == 0) return;
1839
1840 Debug(net, 3, "Auto-restarting map: {} hours played", _settings_client.network.restart_hours);
1842});
1843
1849{
1850 if (!_network_server) return;
1851
1853}
1854
1857{
1858 /* If setting is 0, this feature is disabled. */
1860
1862 Debug(net, 3, "Auto-restarting map: year {} reached", TimerGameCalendar::year);
1864 }
1865}
1866
1868static IntervalTimer<TimerGameCalendar> _calendar_network_yearly({ TimerGameCalendar::YEAR, TimerGameCalendar::Priority::NONE }, [](auto) {
1869 if (!_network_server) return;
1870
1872});
1873
1875static IntervalTimer<TimerGameEconomy> _economy_network_yearly({TimerGameEconomy::YEAR, TimerGameEconomy::Priority::NONE}, [](auto)
1876{
1877 if (!_network_server) return;
1878
1880});
1881
1883static IntervalTimer<TimerGameEconomy> _network_quarterly({TimerGameEconomy::QUARTER, TimerGameEconomy::Priority::NONE}, [](auto)
1884{
1885 if (!_network_server) return;
1886
1889});
1890
1892static IntervalTimer<TimerGameEconomy> _network_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::NONE}, [](auto)
1893{
1894 if (!_network_server) return;
1895
1898});
1899
1901static IntervalTimer<TimerGameEconomy> _network_weekly({TimerGameEconomy::WEEK, TimerGameEconomy::Priority::NONE}, [](auto)
1902{
1903 if (!_network_server) return;
1904
1906});
1907
1909static IntervalTimer<TimerGameEconomy> _economy_network_daily({TimerGameEconomy::DAY, TimerGameEconomy::Priority::NONE}, [](auto)
1910{
1911 if (!_network_server) return;
1912
1914});
1915
1921{
1922 return this->client_address.GetHostname();
1923}
1924
1927{
1928 static const char * const stat_str[] = {
1929 "inactive",
1930 "authorizing",
1931 "identifing client",
1932 "checking NewGRFs",
1933 "authorized",
1934 "waiting",
1935 "loading map",
1936 "map done",
1937 "ready",
1938 "active"
1939 };
1940 static_assert(lengthof(stat_str) == NetworkClientSocket::STATUS_END);
1941
1942 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1943 NetworkClientInfo *ci = cs->GetInfo();
1944 if (ci == nullptr) continue;
1945 uint lag = NetworkCalculateLag(cs);
1946 const char *status;
1947
1948 status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
1949 IConsolePrint(CC_INFO, "Client #{} name: '{}' status: '{}' frame-lag: {} company: {} IP: {}",
1950 cs->client_id, ci->client_name, status, lag,
1951 ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
1952 cs->GetClientIP());
1953 }
1954}
1955
1960{
1961 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1962 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendConfigUpdate();
1963 }
1964}
1965
1968{
1969 if (_network_server) FillStaticNetworkServerGameInfo();
1970}
1971
1978void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
1979{
1980 /* Only allow non-dedicated servers and normal clients to be moved */
1981 if (client_id == CLIENT_ID_SERVER && _network_dedicated) return;
1982
1984 assert(ci != nullptr);
1985
1986 /* No need to waste network resources if the client is in the company already! */
1987 if (ci->client_playas == company_id) return;
1988
1989 ci->client_playas = company_id;
1990
1991 if (client_id == CLIENT_ID_SERVER) {
1992 SetLocalCompany(company_id);
1993 } else {
1994 NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id);
1995 /* When the company isn't authorized we can't move them yet. */
1996 if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return;
1997 cs->SendMove(client_id, company_id);
1998 }
1999
2000 /* Announce the client's move. */
2001 NetworkUpdateClientInfo(client_id);
2002
2003 if (company_id == COMPANY_SPECTATOR) {
2004 /* The client has joined spectators. */
2005 NetworkServerSendChat(NETWORK_ACTION_COMPANY_SPECTATOR, DESTTYPE_BROADCAST, 0, "", client_id);
2006 } else {
2007 /* The client has joined another company. */
2008 SetDParam(0, company_id);
2009 std::string company_name = GetString(STR_COMPANY_NAME);
2010 NetworkServerSendChat(NETWORK_ACTION_COMPANY_JOIN, DESTTYPE_BROADCAST, 0, company_name, client_id);
2011 }
2012
2014}
2015
2022void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const std::string &string)
2023{
2024 NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code, string);
2025}
2026
2032void NetworkServerKickClient(ClientID client_id, const std::string &reason)
2033{
2034 if (client_id == CLIENT_ID_SERVER) return;
2035 NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED, reason);
2036}
2037
2044uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const std::string &reason)
2045{
2046 return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban, reason);
2047}
2048
2055uint NetworkServerKickOrBanIP(const std::string &ip, bool ban, const std::string &reason)
2056{
2057 /* Add address to ban-list */
2058 if (ban) {
2059 bool contains = false;
2060 for (const auto &iter : _network_ban_list) {
2061 if (iter == ip) {
2062 contains = true;
2063 break;
2064 }
2065 }
2066 if (!contains) _network_ban_list.emplace_back(ip);
2067 }
2068
2069 uint n = 0;
2070
2071 /* There can be multiple clients with the same IP, kick them all but don't kill the server,
2072 * or the client doing the rcon. The latter can't be kicked because kicking frees closes
2073 * and subsequently free the connection related instances, which we would be reading from
2074 * and writing to after returning. So we would read or write data from freed memory up till
2075 * the segfault triggers. */
2076 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2077 if (cs->client_id == CLIENT_ID_SERVER) continue;
2078 if (cs->client_id == _redirect_console_to_client) continue;
2079 if (cs->client_address.IsInNetmask(ip)) {
2080 NetworkServerKickClient(cs->client_id, reason);
2081 n++;
2082 }
2083 }
2084
2085 return n;
2086}
2087
2094{
2095 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
2096 if (ci->client_playas == company) return true;
2097 }
2098 return false;
2099}
2100
2101
2108{
2109 const NetworkClientInfo *ci = this->GetInfo();
2110 if (ci != nullptr && !ci->client_name.empty()) return ci->client_name;
2111
2112 return fmt::format("Client #{}", this->client_id);
2113}
2114
2119{
2121 if (_network_server) {
2122 IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {} IP: {}",
2123 ci->client_id,
2124 ci->client_name,
2125 ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
2126 ci->client_id == CLIENT_ID_SERVER ? "server" : NetworkClientSocket::GetByClientID(ci->client_id)->GetClientIP());
2127 } else {
2128 IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {}",
2129 ci->client_id,
2130 ci->client_name,
2131 ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0));
2132 }
2133 }
2134}
2135
2141std::string_view NetworkGetPublicKeyOfClient(ClientID client_id)
2142{
2143 auto socket = NetworkClientSocket::GetByClientID(client_id);
2144 return socket == nullptr ? "" : socket->GetPeerPublicKey();
2145}
2146
2147
2154{
2155 assert(c != nullptr);
2156
2157 if (!_network_server) return;
2158
2159 if (ci != nullptr) {
2160 /* ci is nullptr when replaying, or for AIs. In neither case there is a client. */
2161 ci->client_playas = c->index;
2163
2164 /*
2165 * This function is called from a command, but is only called for the server.
2166 * The client information is managed out-of-band from the commands, so to not have a
2167 * different state/president/company name in the different clients, we need to
2168 * circumvent the normal ::Post logic and go directly to sending the command.
2169 */
2172
2173 NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, c->index + 1);
2174 }
2175}
std::map< SOCKET, NetworkAddress > SocketList
Type for a mapping between address and socket.
Definition address.h:21
debug_inline constexpr bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
constexpr T SetBit(T &x, const uint8_t y)
Set a bit in a variable.
An interval timer will fire every interval, and will continue to fire until it is deleted.
Definition timer.h:76
void SetInterval(const TPeriod interval, bool reset=true)
Set a new interval for the timer.
Definition timer.h:99
const std::string & GetHostname()
Get the hostname; in case it wasn't given the IPv4 dotted representation is given.
Definition address.cpp:23
Default implementation for the authorized key handler.
bool IsAllowed(std::string_view peer_public_key) const override
Check whether the given public key of the peer is allowed in.
Default implementation of the password provider.
static std::unique_ptr< NetworkAuthenticationServerHandler > Create(const NetworkAuthenticationPasswordProvider *password_provider, const NetworkAuthenticationAuthorizedKeyHandler *authorized_key_handler, NetworkAuthenticationMethodMask client_supported_method_mask=~static_cast< NetworkAuthenticationMethodMask >(0))
Create a NetworkAuthenticationServerHandler.
@ RETRY_NEXT_METHOD
The client failed to authenticate, but there is another method to try.
@ AUTHENTICATED
The client was authenticated successfully.
@ NOT_AUTHENTICATED
All authentications for this handler have been exhausted.
Base socket handler for all TCP sockets.
Definition tcp_game.h:141
uint32_t last_frame
Last frame we have executed.
Definition tcp_game.h:487
NetworkClientInfo * GetInfo() const
Gets the client info of this socket handler.
Definition tcp_game.h:515
ClientID client_id
Client identifier.
Definition tcp_game.h:486
CommandQueue incoming_queue
The command-queue awaiting handling.
Definition tcp_game.h:489
std::chrono::steady_clock::time_point last_packet
Time we received the last frame.
Definition tcp_game.h:490
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
Definition tcp_game.h:505
const char * ReceiveCommand(Packet &p, CommandPacket &cp)
Receives a command from the network.
uint32_t last_frame_server
Last frame the server has executed.
Definition tcp_game.h:488
NetworkClientInfo * info
Client info related to this socket.
Definition tcp_game.h:144
void SendCommand(Packet &p, const CommandPacket &cp)
Sends a command over the network.
bool HasClientQuit() const
Whether the current client connected to the socket has quit.
Definition core.h:74
std::unique_ptr< class NetworkEncryptionHandler > send_encryption_handler
The handler for encrypting sent packets.
Definition core.h:50
std::unique_ptr< class NetworkEncryptionHandler > receive_encryption_handler
The handler for decrypting received packets.
Definition core.h:49
virtual std::unique_ptr< Packet > ReceivePacket()
Receives a packet for the given client.
Definition tcp.cpp:119
SOCKET sock
The socket currently connected to.
Definition tcp.h:38
virtual void SendPacket(std::unique_ptr< Packet > &&packet)
This function puts the packet in the send-queue and it is send as soon as possible.
Definition tcp.cpp:58
SendPacketsState SendPackets(bool closing_down=false)
Sends all the buffered packets out for this client.
Definition tcp.cpp:76
Class for handling the server side of the game connection.
NetworkRecvStatus SendRConResult(uint16_t colour, const std::string &command)
Send the result of a console action.
NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet &p) override
Gives the client a new name: string New name of the client.
size_t receive_limit
Amount of bytes that we can receive at this moment.
std::shared_ptr< struct PacketWriter > savegame
Writer used to write the savegame.
static void Send()
Send the packets for the server sockets.
NetworkRecvStatus Receive_CLIENT_MOVE(Packet &p) override
Request the server to move this client into another company: uint8_t ID of the company the client wan...
NetworkRecvStatus SendQuit(ClientID client_id)
Tell the client another client quit.
NetworkRecvStatus Receive_CLIENT_ACK(Packet &p) override
Tell the server we are done with this frame: uint32_t Current frame counter of the client.
NetworkRecvStatus Receive_CLIENT_AUTH_RESPONSE(Packet &p) override
Send the response to the authentication request: 32 * uint8_t Public key of the client.
std::unique_ptr< Packet > ReceivePacket() override
Receives a packet for the given client.
@ STATUS_PRE_ACTIVE
The client is catching up the delayed frames.
@ STATUS_IDENTIFY
The client is identifying itself.
@ STATUS_AUTH_GAME
The client is authorizing with game (server) password.
@ STATUS_NEWGRFS_CHECK
The client is checking NewGRFs.
@ STATUS_AUTHORIZED
The client is authorized.
@ STATUS_INACTIVE
The client is not connected nor active.
@ STATUS_MAP
The client is downloading the map.
@ STATUS_DONE_MAP
The client has downloaded the map.
@ STATUS_ACTIVE
The client is active within in the game.
@ STATUS_MAP_WAIT
The client is waiting as someone else is downloading the map.
NetworkRecvStatus Receive_CLIENT_COMMAND(Packet &p) override
The client has done a command and wants us to handle it.
NetworkRecvStatus Receive_CLIENT_QUIT(Packet &p) override
The client is quitting the game.
static const char * GetName()
Get the name used by the listener.
const std::string & GetClientIP()
Get the IP address/hostname of the connected client.
NetworkRecvStatus SendWelcome()
Send the client a welcome message with some basic information.
NetworkRecvStatus SendAuthRequest()
Request the game password.
~ServerNetworkGameSocketHandler()
Clear everything related to this client.
std::string GetClientName() const
Get the name of the client, if the user did not send it yet, Client ID is used.
uint8_t last_token
The last random token we did send to verify the client is listening.
NetworkRecvStatus SendFrame()
Tell the client that they may run to a particular frame.
NetworkRecvStatus Receive_CLIENT_ERROR(Packet &p) override
The client made an error and is quitting the game.
NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64_t data)
Send a chat message.
NetworkRecvStatus SendGameInfo()
Send the client information about the server.
NetworkRecvStatus SendJoin(ClientID client_id)
Tell that a client joined.
std::string peer_public_key
The public key of our client.
NetworkRecvStatus Receive_CLIENT_CHAT(Packet &p) override
Sends a chat-packet to the server: uint8_t ID of the action (see NetworkAction).
NetworkRecvStatus SendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
Send a chat message from external source.
NetworkRecvStatus SendClientInfo(NetworkClientInfo *ci)
Send the client information about a client.
static bool AllowConnection()
Whether an connection is allowed or not at this moment.
NetworkRecvStatus SendEnableEncryption()
Notify the client that the authentication has completed and tell that for the remainder of this socke...
NetworkRecvStatus SendError(NetworkErrorCode error, const std::string &reason={})
Send an error to the client, and close its connection.
NetworkRecvStatus Receive_CLIENT_JOIN(Packet &p) override
Try to join the server: string OpenTTD revision (norev0000 if no revision).
NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet &p) override
Request game information.
NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
Tell the client another client quit with an error.
NetworkAddress client_address
IP-address of the client (so they can be banned)
NetworkRecvStatus SendNewGame()
Tell the client we're starting a new game.
NetworkRecvStatus Receive_CLIENT_GETMAP(Packet &p) override
Request the map from the server.
NetworkRecvStatus SendSync()
Request the client to sync.
std::unique_ptr< class NetworkAuthenticationServerHandler > authentication_handler
The handler for the authentication.
NetworkRecvStatus SendMove(ClientID client_id, CompanyID company_id)
Tell that a client moved to another company.
NetworkRecvStatus Receive_CLIENT_RCON(Packet &p) override
Send an RCon command to the server: string RCon password.
ServerNetworkGameSocketHandler(SOCKET s)
Create a new socket for the server side of the game connection.
NetworkRecvStatus Receive_CLIENT_IDENTIFY(Packet &p) override
The client tells the server about the identity of the client: string Name of the client (max NETWORK_...
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
NetworkRecvStatus SendMap()
This sends the map to the client.
NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet &p) override
Tell the server that we have the required GRFs.
uint32_t last_token_frame
The last frame we received the right token.
NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet &p) override
Tell the server that we are done receiving/loading the map.
NetworkRecvStatus SendShutdown()
Tell the client we're shutting down.
ClientStatus status
Status of this client.
NetworkRecvStatus SendNewGRFCheck()
Send the check for the NewGRFs.
NetworkRecvStatus SendConfigUpdate()
Send an update about the max company/spectator counts.
NetworkRecvStatus SendWait()
Tell the client that its put in a waiting queue.
NetworkRecvStatus SendCommand(const CommandPacket &cp)
Send a command to the client to execute.
Template for TCP listeners.
Definition tcp_listen.h:28
static constexpr TimerGameTick::Ticks DAY_TICKS
1 day is 74 ticks; TimerGameCalendar::date_fract used to be uint16_t and incremented by 885.
static Year year
Current year, starting at 0.
static Date date
Current date in days (day counter).
static DateFract date_fract
Fractional part of the day.
@ UNPAUSED
Only run when not paused.
CommandFlags GetCommandFlags(Commands cmd)
This function mask the parameter with CMD_ID_MASK and returns the flags which belongs to the given co...
Definition command.cpp:118
@ CMD_COMPANY_CTRL
used in multiplayer to create a new companies etc.
@ CMD_COMPANY_ALLOW_LIST_CTRL
Used in multiplayer to add/remove a client's public key to/from the company's allow list.
@ CMD_SPECTATOR
the command may be initiated by a spectator
@ CMD_SERVER
the command can only be initiated by the server
@ CMD_CLIENT_ID
set p2 with the ClientID of the sending client.
TextColour GetDrawStringCompanyColour(CompanyID company)
Get the colour for DrawString-subroutines which matches the colour of the company.
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
void SetLocalCompany(CompanyID new_company)
Sets the local company and updates the settings that are set on a per-company basis to reflect the co...
CompanyCtrlAction
The action to do with CMD_COMPANY_CTRL.
@ CCA_DELETE
Delete a company.
@ CCA_NEW
Create a new company.
@ CALCA_ADD
Create a public key.
Owner
Enum for all companies/owners.
@ COMPANY_SPECTATOR
The client is spectating.
@ COMPANY_NEW_COMPANY
The client wants a new company.
@ MAX_COMPANIES
Maximum number of companies.
@ CRR_AUTOCLEAN
The company is removed due to autoclean.
static const size_t TCP_MTU
Number of bytes we can pack in a single TCP packet.
Definition config.h:45
static const uint NETWORK_CLIENT_NAME_LENGTH
The maximum length of a client's name, in bytes including '\0'.
Definition config.h:58
static const uint NETWORK_CHAT_LENGTH
The maximum length of a chat message, in bytes including '\0'.
Definition config.h:61
static const uint NETWORK_REVISION_LENGTH
The maximum length of the revision, in bytes including '\0'.
Definition config.h:56
static const uint NETWORK_RCONCOMMAND_LENGTH
The maximum length of a rconsole command, in bytes including '\0'.
Definition config.h:59
static const uint NETWORK_PASSWORD_LENGTH
The maximum length of the password, in bytes including '\0'.
Definition config.h:57
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_INFO
Colour for information lines.
static const TextColour CC_WARNING
Colour for warning lines.
static const TextColour CC_DEFAULT
Default colour of the console.
NetworkRecvStatus
Status of a network client; reasons why a client has quit.
Definition core.h:23
@ NETWORK_RECV_STATUS_CLIENT_QUIT
The connection is lost gracefully. Other clients are already informed of this leaving client.
Definition core.h:28
@ NETWORK_RECV_STATUS_SERVER_ERROR
The server told us we made an error.
Definition core.h:30
@ NETWORK_RECV_STATUS_OKAY
Everything is okay.
Definition core.h:24
@ NETWORK_RECV_STATUS_MALFORMED_PACKET
We apparently send a malformed packet.
Definition core.h:29
#define Debug(category, level, format_string,...)
Ouptut a line of debugging information.
Definition debug.h:37
#define DECLARE_INCREMENT_DECREMENT_OPERATORS(enum_type)
For some enums it is useful to have pre/post increment/decrement operators.
Definition enum_type.hpp:61
@ FT_SCENARIO
old or new scenario
Definition fileio_type.h:19
@ FT_HEIGHTMAP
heightmap file
Definition fileio_type.h:20
@ FT_SAVEGAME
old or new savegame
Definition fileio_type.h:18
static const uint32_t GENERATE_NEW_SEED
Create a new random seed.
Definition genworld.h:25
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:294
static const uint MILLISECONDS_PER_TICK
The number of milliseconds per game tick.
Definition gfx_type.h:357
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
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
Definition network.cpp:313
ClientID _redirect_console_to_client
If not invalid, redirect the console output to a client.
Definition network.cpp:71
uint32_t _frame_counter
The current frame.
Definition network.cpp:78
StringList _network_ban_list
The banned clients.
Definition network.cpp:75
bool _network_dedicated
are we a dedicated server?
Definition network.cpp:68
bool _network_server
network-server is active
Definition network.cpp:66
uint32_t _sync_seed_1
Seed to compare during sync checks.
Definition network.cpp:81
uint8_t _network_clients_connected
The amount of clients connected.
Definition network.cpp:89
uint32_t _frame_counter_max
To where we may go with our clients.
Definition network.cpp:77
void NetworkAdminClientUpdate(const NetworkClientInfo *ci)
Notify the admin network of a client update (if they did opt in for the respective update).
void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, const std::string &msg, int64_t data, bool from_admin)
Send chat to the admin network (if they did opt in for the respective update).
void NetworkAdminClientQuit(ClientID client_id)
Notify the admin network that a client quit (if they have opt in for the respective update).
void NetworkAdminUpdate(AdminUpdateFrequency freq)
Send (push) updates to the admin network as they have registered for these updates.
void NetworkAdminClientInfo(const NetworkClientSocket *cs, bool new_client)
Notify the admin network of a new client (if they did opt in for the respective update).
void NetworkAdminClientError(ClientID client_id, NetworkErrorCode error_code)
Notify the admin network of a client error (if they have opt in for the respective update).
Server part of the admin network protocol.
Base core network types and some helper functions to access them.
bool NetworkIsValidClientName(const std::string_view client_name)
Check whether the given client name is deemed valid for use in network games.
void NetworkSyncCommandQueue(NetworkClientSocket *cs)
Sync our local command queue to the command queue of the given socket.
void NetworkReplaceCommandClientId(CommandPacket &cp, ClientID client_id)
Insert a client ID into the command data in a command packet.
NetworkAuthenticationMethod
The authentication method that can be used.
@ NETWORK_AUTH_METHOD_X25519_PAKE
Authentication using x25519 password-authenticated key agreement.
@ NETWORK_AUTH_METHOD_X25519_AUTHORIZED_KEY
Authentication using x22519 key exchange and authorized keys.
void NetworkServerSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, ClientID from_id, int64_t data=0, bool from_admin=false)
Send an actual chat message.
void NetworkUpdateClientInfo(ClientID client_id)
Send updated client info of a particular client.
void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
Handle the tid-bits of moving a client from one company to another.
bool NetworkMakeClientNameUnique(std::string &new_name)
Check whether a name is unique, and otherwise try to make it unique.
static IntervalTimer< TimerGameEconomy > _network_quarterly({TimerGameEconomy::QUARTER, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAutoCleanCompanies();NetworkAdminUpdate(ADMIN_FREQUENCY_QUARTERLY);})
Quarterly "callback".
static IntervalTimer< TimerGameEconomy > _economy_network_daily({TimerGameEconomy::DAY, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAdminUpdate(ADMIN_FREQUENCY_DAILY);})
Daily "callback".
bool NetworkServerChangeClientName(ClientID client_id, const std::string &new_name)
Change the client name of the given client.
void NetworkPrintClients()
Print all the clients to the console.
void NetworkServerUpdateGameInfo()
Update the server's NetworkServerGameInfo due to changes in settings.
void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const std::string &string)
Send an rcon reply to the client.
void NetworkUpdateClientInfo(ClientID client_id)
Send updated client info of a particular client.
static NetworkAuthenticationDefaultAuthorizedKeyHandler _rcon_authorized_key_handler(_settings_client.network.rcon_authorized_keys)
Provides the authorized key validation for rcon.
uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const std::string &reason)
Ban, or kick, everyone joined from the given client's IP.
static IntervalTimer< TimerGameEconomy > _economy_network_yearly({TimerGameEconomy::YEAR, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAdminUpdate(ADMIN_FREQUENCY_ANUALLY);})
Economy yearly "callback".
static NetworkAuthenticationDefaultPasswordProvider _password_provider(_settings_client.network.server_password)
Provides the password validation for the game's password.
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
Populate the company stats.
void NetworkServerSendConfigUpdate()
Send Config Update.
void NetworkServerKickClient(ClientID client_id, const std::string &reason)
Kick a single client.
void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
Handle the tid-bits of moving a client from one company to another.
static IntervalTimer< TimerGameEconomy > _network_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAutoCleanCompanies();NetworkAdminUpdate(ADMIN_FREQUENCY_MONTHLY);})
Economy monthly "callback".
void ChangeNetworkRestartTime(bool reset)
Reset the automatic network restart time interval.
bool NetworkCompanyHasClients(CompanyID company)
Check whether a particular company has clients.
static void NetworkRestartMap()
Helper function to restart the map.
static void NetworkCheckRestartMapYear()
Check if we want to restart the map based on the year.
static IntervalTimer< TimerGameCalendar > _calendar_network_yearly({ TimerGameCalendar::YEAR, TimerGameCalendar::Priority::NONE }, [](auto) { if(!_network_server) return;NetworkCheckRestartMapYear();})
Calendar yearly "callback".
bool NetworkMakeClientNameUnique(std::string &name)
Check whether a name is unique, and otherwise try to make it unique.
static ClientID _network_client_id
The identifier counter for new clients (is never decreased)
std::string_view NetworkGetPublicKeyOfClient(ClientID client_id)
Get the public key of the client with the given id.
static NetworkAuthenticationDefaultAuthorizedKeyHandler _authorized_key_handler(_settings_client.network.server_authorized_keys)
Provides the authorized key handling for the game authentication.
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
Handle the command-queue of a socket.
static IntervalTimer< TimerGameEconomy > _network_weekly({TimerGameEconomy::WEEK, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAdminUpdate(ADMIN_FREQUENCY_WEEKLY);})
Economy weekly "callback".
void NetworkServerShowStatusToConsole()
Show the status message of all clients on the console.
void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
Perform all the server specific administration of a new company.
void NetworkServerSendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
Send a chat message from external source.
void NetworkServer_Tick(bool send_frame)
This is called every tick if this is a _network_server.
NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket")
Make very sure the preconditions given in network_type.h are actually followed.
static IntervalTimer< TimerGameRealtime > _network_restart_map_timer({std::chrono::hours::zero(), TimerGameRealtime::UNPAUSED}, [](auto) { if(!_network_server) return;if(_settings_client.network.restart_hours==0) return;Debug(net, 3, "Auto-restarting map: {} hours played", _settings_client.network.restart_hours);NetworkRestartMap();})
Timer to restart a network server automatically based on real-time hours played.
static void NetworkAutoCleanCompanies()
Remove companies that have not been used depending on the autoclean_companies setting and values for ...
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const std::string &msg, ClientID from_id, int64_t data, bool from_admin)
Send an actual chat message.
Server part of the network protocol.
DestType
Destination of our chat messages.
@ DESTTYPE_CLIENT
Send message/notice to only a certain client (Private)
@ DESTTYPE_TEAM
Send message/notice to everyone playing the same company (Team)
@ DESTTYPE_BROADCAST
Send message/notice to all clients (All)
NetworkErrorCode
The error codes we send around in the protocols.
static const uint MAX_CLIENT_SLOTS
The number of slots; must be at least 1 more than MAX_CLIENTS.
NetworkAction
Actions that can be used for NetworkTextMessage.
static const uint MAX_CLIENTS
How many clients can we have.
ClientID
'Unique' identifier to be given to clients
@ INVALID_CLIENT_ID
Client is not part of anything.
@ CLIENT_ID_SERVER
Servers always have this ID.
@ CLIENT_ID_FIRST
The first client ID.
Sending and receiving UDP messages.
GRFConfigList _grfconfig
First item in list of current GRF set up.
@ Static
GRF file is used statically (can be used in any MP game)
@ SM_START_HEIGHTMAP
Load a heightmap and start a new game from it.
Definition openttd.h:38
@ SM_LOAD_GAME
Load game, Play Scenario.
Definition openttd.h:32
@ SM_NEWGAME
New Game --> 'Random game'.
Definition openttd.h:28
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
void SlError(StringID string, const std::string &extra_msg)
Error handler.
Definition saveload.cpp:324
SaveOrLoadResult SaveWithFilter(std::shared_ptr< SaveFilter > writer, bool threaded)
Save the game using a (writer) filter.
FileToSaveLoad _file_to_saveload
File to save or load in the openttd loop.
Definition saveload.cpp:63
@ SL_OK
completed successfully
Definition saveload.h:405
GameSettings _settings_newgame
Game settings for new games (updated from the intro screen).
Definition settings.cpp:58
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:56
@ FACIL_DOCK
Station with a dock.
@ FACIL_BUS_STOP
Station with bus stops.
@ FACIL_AIRPORT
Station with an airport.
@ FACIL_TRUCK_STOP
Station with truck stops.
@ FACIL_TRAIN
Station with train station.
#define lengthof(array)
Return the length of an fixed size array.
Definition stdafx.h:277
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:332
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
NetworkSettings network
settings related to the network
Everything we need to know about a command to be able to execute it.
CommandDataBuffer data
command parameters.
uint32_t frame
the frame in which this packet is executed
CompanyID company
company that is executing the command
bool my_cmd
did the command originate from "me"
Commands cmd
command being executed.
Defines the traits of a command.
uint8_t months_empty
NOSAVE: Number of months this company has not had a client in multiplayer.
static bool IsValidHumanID(size_t index)
Is this company a valid company, not controlled by a NoAI program?
AbstractFileType abstract_ftype
Abstract type of file (scenario, heightmap, etc).
Definition saveload.h:414
uint32_t generation_seed
noise seed for world generation
GameCreationSettings game_creation
settings used during the creation of a game (map)
Statistics and caches on the vehicles in a group.
Definition group.h:24
Container for all information known about a client.
static NetworkClientInfo * GetByClientID(ClientID client_id)
Return the CI given it's client-identifier.
Definition network.cpp:116
TimerGameEconomy::Date join_date
Gamedate the client has joined.
CompanyID client_playas
As which company is this client playing (CompanyID)
ClientID client_id
Client identifier (same as ClientState->client_id)
std::string client_name
Name of the client.
std::string public_key
The public key of the client.
Simple calculated statistics of a company.
uint16_t num_vehicle[NETWORK_VEH_END]
How many vehicles are there of this type?
uint16_t num_station[NETWORK_VEH_END]
How many stations are there of this type?
uint8_t clients_on
Current count of clients on server.
uint8_t max_clients
maximum amount of clients
uint16_t bytes_per_frame_burst
how many bytes may, over a short period, be received?
bool autoclean_companies
automatically remove companies that are not in use
bool server_admin_chat
allow private chat for the server to be distributed to the admin network
TimerGameCalendar::Year restart_game_year
year the server restarts
uint8_t max_companies
maximum amount of companies
uint8_t autoclean_protected
Remove companies after this many months.
uint16_t max_password_time
maximum amount of time, in game ticks, a client may take to enter the password
uint16_t max_join_time
maximum amount of time, in game ticks, a client may take to sync up during joining
uint16_t bytes_per_frame
how many bytes may, over a long period, be received per frame?
uint16_t max_init_time
maximum amount of time, in game ticks, a client may take to initiate joining
uint16_t max_lag_time
maximum amount of time, in game ticks, a client may be lagging behind the server
uint8_t autoclean_novehicles
remove companies with no vehicles after this many months
uint16_t max_commands_in_queue
how many commands may there be in the incoming queue before dropping the connection?
std::string server_name
name of the server
uint16_t restart_hours
number of hours to run the server before automatic restart
uint16_t max_download_time
maximum amount of time, in game ticks, a client may take to download the map
uint16_t sync_freq
how often do we check whether we are still in-sync
std::string rcon_password
password for rconsole (server side)
static void ResetUser(uint32_t user)
Reset an user's OrderBackup if needed.
Writing a savegame directly to a number of packets.
void Write(uint8_t *buf, size_t size) override
Write a given number of bytes into the savegame.
std::unique_ptr< Packet > current
The packet we're currently writing to.
PacketWriter(ServerNetworkGameSocketHandler *cs)
Create the packet writer.
size_t total_size
Total size of the compressed savegame.
std::condition_variable exit_sig
Signal for threaded destruction of this packet writer.
void Finish() override
Prepare everything to finish writing the savegame.
ServerNetworkGameSocketHandler * cs
Socket we are associated with.
std::mutex mutex
Mutex for making threaded saving safe.
void Destroy()
Begin the destruction of this packet writer.
bool TransferToNetworkQueue()
Transfer all packets from here to the network's queue while holding the lock on our mutex.
~PacketWriter()
Make sure everything is cleaned up.
std::deque< std::unique_ptr< Packet > > packets
Packet queue of the savegame; send these "slowly" to the client. Cannot be a std::queue as we want to...
Internal entity of a packet.
Definition packet.h:42
uint64_t Recv_uint64()
Read a 64 bits integer from the packet.
Definition packet.cpp:364
uint32_t Recv_uint32()
Read a 32 bits integer from the packet.
Definition packet.cpp:347
uint8_t Recv_uint8()
Read a 8 bits integer from the packet.
Definition packet.cpp:318
std::string Recv_string(size_t length, StringValidationSettings settings=SVS_REPLACE_WITH_QUESTION_MARK)
Reads characters (bytes) from the packet until it finds a '\0', or reaches a maximum of length charac...
Definition packet.cpp:425
Tindex index
Index of this pool item.
static size_t GetNumItems()
Returns number of valid items in the pool.
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
static Titem * Get(size_t index)
Returns Titem with given index.
Base class for all pools.
Definition pool_type.hpp:79
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
Definition pool_type.hpp:90
Interface for filtering a savegame till it is written.
static Pool::IterateWrapper< Station > Iterate(size_t from=0)
Returns an iterable ensemble of all valid stations of type T.
static T * From(Vehicle *v)
Converts a Vehicle to SpecializedVehicle with type checking.
Station data structure.
Vehicle data structure.
@ SPS_CLOSED
The connection got closed.
Definition tcp.h:24
@ ADMIN_FREQUENCY_MONTHLY
The admin gets information about this on a monthly basis.
Definition tcp_admin.h:100
@ ADMIN_FREQUENCY_QUARTERLY
The admin gets information about this on a quarterly basis.
Definition tcp_admin.h:101
@ ADMIN_FREQUENCY_ANUALLY
The admin gets information about this on a yearly basis.
Definition tcp_admin.h:102
@ ADMIN_FREQUENCY_WEEKLY
The admin gets information about this on a weekly basis.
Definition tcp_admin.h:99
@ ADMIN_FREQUENCY_DAILY
The admin gets information about this on a daily basis.
Definition tcp_admin.h:98
@ PACKET_SERVER_JOIN
Tells clients that a new client has joined.
Definition tcp_game.h:87
@ PACKET_SERVER_MAP_SIZE
Server tells the client what the (compressed) size of the map is.
Definition tcp_game.h:82
@ PACKET_SERVER_RCON
Response of the executed command on the server.
Definition tcp_game.h:111
@ PACKET_SERVER_MAP_BEGIN
Server tells the client that it is beginning to send the map.
Definition tcp_game.h:81
@ PACKET_SERVER_SYNC
Server tells the client what the random state should be.
Definition tcp_game.h:98
@ PACKET_SERVER_WAIT
Server tells the client there are some people waiting for the map as well.
Definition tcp_game.h:80
@ PACKET_SERVER_CONFIG_UPDATE
Some network configuration important to the client changed.
Definition tcp_game.h:119
@ PACKET_SERVER_ENABLE_ENCRYPTION
The server tells that authentication has completed and requests to enable encryption with the keys of...
Definition tcp_game.h:65
@ PACKET_SERVER_GAME_INFO
Information about the server.
Definition tcp_game.h:45
@ PACKET_SERVER_ERROR_QUIT
A server tells that a client has hit an error and did quit.
Definition tcp_game.h:125
@ PACKET_SERVER_CLIENT_INFO
Server sends you information about a client.
Definition tcp_game.h:76
@ PACKET_SERVER_WELCOME
Server welcomes you and gives you your ClientID.
Definition tcp_game.h:75
@ PACKET_SERVER_BANNED
The server has banned you.
Definition tcp_game.h:34
@ PACKET_SERVER_FRAME
Server tells the client what frame it is in, and thus to where the client may progress.
Definition tcp_game.h:96
@ PACKET_SERVER_EXTERNAL_CHAT
Server distributing the message from external source.
Definition tcp_game.h:107
@ PACKET_SERVER_CHAT
Server distributing the message of a client (or itself).
Definition tcp_game.h:106
@ PACKET_SERVER_COMMAND
Server distributes a command to (all) the clients.
Definition tcp_game.h:102
@ PACKET_SERVER_SHUTDOWN
The server is shutting down.
Definition tcp_game.h:50
@ PACKET_SERVER_AUTH_REQUEST
The server requests the client to authenticate using a number of methods.
Definition tcp_game.h:63
@ PACKET_SERVER_NEWGAME
The server is preparing to start a new game.
Definition tcp_game.h:49
@ PACKET_SERVER_MOVE
Server tells everyone that someone is moved to another company.
Definition tcp_game.h:115
@ PACKET_SERVER_MAP_DATA
Server sends bits of the map to the client.
Definition tcp_game.h:83
@ PACKET_SERVER_FULL
The server is full and has no place for you.
Definition tcp_game.h:33
@ PACKET_SERVER_QUIT
A server tells that a client has quit.
Definition tcp_game.h:123
@ PACKET_SERVER_ERROR
Server sending an error message to the client.
Definition tcp_game.h:38
@ PACKET_SERVER_CHECK_NEWGRFS
Server sends NewGRF IDs and MD5 checksums for the client to check.
Definition tcp_game.h:71
@ PACKET_SERVER_MAP_DONE
Server tells it has just sent the last bits of the map to the client.
Definition tcp_game.h:84
@ VEH_ROAD
Road vehicle type.
@ VEH_AIRCRAFT
Aircraft vehicle type.
@ VEH_SHIP
Ship vehicle type.
@ VEH_TRAIN
Train vehicle type.
std::mutex lock
synchronization for playback status fields
Definition win32_m.cpp:35
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:3217
@ WC_CLIENT_LIST
Client list; Window numbers: