OpenTTD Source 20250524-master-gc366e6a48e
network_server.cpp
Go to the documentation of this file.
1/*
2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6 */
7
10#include "../stdafx.h"
11#include "../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 "table/strings.h"
41
42#include "../safeguards.h"
43
44
45/* This file handles all the server-commands */
46
50
52static_assert(NetworkClientSocketPool::MAX_SIZE > MAX_CLIENTS);
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 while (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 transferring 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, std::string_view 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(std::string_view source, TextColour colour, std::string_view user, std::string_view 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
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.base()) {
885 case COMPANY_NEW_COMPANY.base(): // New company
887 return this->SendError(NETWORK_ERROR_FULL);
888 }
889 break;
890 case COMPANY_SPECTATOR.base(): // 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 = std::move(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, ci->client_playas, 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 auto err = this->ReceiveCommand(p, cp);
1070
1072
1073 NetworkClientInfo *ci = this->GetInfo();
1074
1075 if (err.has_value()) {
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
1081 IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a server only command {}.", ci->client_id, this->GetClientIP(), cp.cmd);
1082 return this->SendError(NETWORK_ERROR_KICKED);
1083 }
1084
1086 IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a non-spectator command {}.", ci->client_id, this->GetClientIP(), cp.cmd);
1087 return this->SendError(NETWORK_ERROR_KICKED);
1088 }
1089
1095 CompanyCtrlAction cca = cp.cmd == CMD_COMPANY_CTRL ? std::get<0>(EndianBufferReader::ToValue<CommandTraits<CMD_COMPANY_CTRL>::Args>(cp.data)) : CCA_NEW;
1096 if (!(cp.cmd == CMD_COMPANY_CTRL && cca == CCA_NEW && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
1097 IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a command as another company {}.",
1098 ci->client_playas + 1, this->GetClientIP(), cp.company + 1);
1099 return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
1100 }
1101
1102 if (cp.cmd == CMD_COMPANY_CTRL) {
1103 if (cca != CCA_NEW || cp.company != COMPANY_SPECTATOR) {
1104 return this->SendError(NETWORK_ERROR_CHEATER);
1105 }
1106
1107 /* 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! */
1109 NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_CLIENT, ci->client_id, "cannot create new company, server full", CLIENT_ID_SERVER);
1111 }
1112 }
1113
1114 if (cp.cmd == CMD_COMPANY_ALLOW_LIST_CTRL) {
1115 /* Maybe the client just got moved before allowing? */
1117
1118 /* Only allow clients to add/remove currently joined clients. The server owner does not go via this method, so is allowed to do more. */
1119 std::string public_key = std::get<1>(EndianBufferReader::ToValue<CommandTraits<CMD_COMPANY_ALLOW_LIST_CTRL>::Args>(cp.data));
1120 bool found = false;
1122 if (info->public_key == public_key) {
1123 found = true;
1124 break;
1125 }
1126 }
1127
1128 /* Maybe the client just left? */
1129 if (!found) return NETWORK_RECV_STATUS_OKAY;
1130 }
1131
1133
1134 this->incoming_queue.push_back(std::move(cp));
1136}
1137
1139{
1140 /* This packets means a client noticed an error and is reporting this
1141 * to us. Display the error and report it to the other clients */
1143
1144 Debug(net, 9, "client[{}] Receive_CLIENT_ERROR(): errorno={}", this->client_id, errorno);
1145
1146 /* The client was never joined.. thank the client for the packet, but ignore it */
1147 if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1149 }
1150
1151 std::string client_name = this->GetClientName();
1152 StringID strid = GetNetworkErrorMsg(errorno);
1153
1154 Debug(net, 1, "'{}' reported an error and is closing its connection: {}", client_name, GetString(strid));
1155
1156 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
1157
1159 if (new_cs->status >= STATUS_AUTHORIZED) {
1160 new_cs->SendErrorQuit(this->client_id, errorno);
1161 }
1162 }
1163
1164 NetworkAdminClientError(this->client_id, errorno);
1165
1167}
1168
1170{
1171 /* The client was never joined.. thank the client for the packet, but ignore it */
1172 if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1174 }
1175
1176 Debug(net, 9, "client[{}] Receive_CLIENT_QUIT()", this->client_id);
1177
1178 /* The client wants to leave. Display this and report it to the other clients. */
1179 std::string client_name = this->GetClientName();
1180 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1181
1183 if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
1184 new_cs->SendQuit(this->client_id);
1185 }
1186 }
1187
1189
1191}
1192
1194{
1195 if (this->status < STATUS_AUTHORIZED) {
1196 /* Illegal call, return error and ignore the packet */
1197 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1198 }
1199
1200 uint32_t frame = p.Recv_uint32();
1201
1202 Debug(net, 9, "client[{}] Receive_CLIENT_ACK(): frame={}", this->client_id, frame);
1203
1204 /* The client is trying to catch up with the server */
1205 if (this->status == STATUS_PRE_ACTIVE) {
1206 /* The client is not yet caught up? */
1208
1209 /* Now it is! Unpause the game */
1210 Debug(net, 9, "client[{}] status = ACTIVE", this->client_id);
1211 this->status = STATUS_ACTIVE;
1213
1214 /* Execute script for, e.g. MOTD */
1215 IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
1216 }
1217
1218 /* Get, and validate the token. */
1219 uint8_t token = p.Recv_uint8();
1220 if (token == this->last_token) {
1221 /* We differentiate between last_token_frame and last_frame so the lag
1222 * test uses the actual lag of the client instead of the lag for getting
1223 * the token back and forth; after all, the token is only sent every
1224 * time we receive a PACKET_CLIENT_ACK, after which we will send a new
1225 * token to the client. If the lag would be one day, then we would not
1226 * be sending the new token soon enough for the new daily scheduled
1227 * PACKET_CLIENT_ACK. This would then register the lag of the client as
1228 * two days, even when it's only a single day. */
1230 /* Request a new token. */
1231 this->last_token = 0;
1232 }
1233
1234 /* The client received the frame, make note of it */
1235 this->last_frame = frame;
1236 /* With those 2 values we can calculate the lag realtime */
1239}
1240
1241
1252void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, std::string_view msg, ClientID from_id, int64_t data, bool from_admin)
1253{
1254 const NetworkClientInfo *ci, *ci_own, *ci_to;
1255
1256 switch (desttype) {
1257 case DESTTYPE_CLIENT:
1258 /* Are we sending to the server? */
1259 if ((ClientID)dest == CLIENT_ID_SERVER) {
1261 /* Display the text locally, and that is it */
1262 if (ci != nullptr) {
1263 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1264
1266 NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1267 }
1268 }
1269 } else {
1270 /* Else find the client to send the message to */
1271 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1272 if (cs->client_id == (ClientID)dest && cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
1273 cs->SendChat(action, from_id, false, msg, data);
1274 break;
1275 }
1276 }
1277 }
1278
1279 /* Display the message locally (so you know you have sent it) */
1280 if (from_id != (ClientID)dest) {
1281 if (from_id == CLIENT_ID_SERVER) {
1284 if (ci != nullptr && ci_to != nullptr) {
1285 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data);
1286 }
1287 } else {
1288 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1289 if (cs->client_id == from_id && cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
1290 cs->SendChat(action, (ClientID)dest, true, msg, data);
1291 break;
1292 }
1293 }
1294 }
1295 }
1296 break;
1297 case DESTTYPE_TEAM: {
1298 /* If this is false, the message is already displayed on the client who sent it. */
1299 bool show_local = true;
1300 /* Find all clients that belong to this company */
1301 ci_to = nullptr;
1302 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1303 ci = cs->GetInfo();
1304 if (ci != nullptr && ci->client_playas == (CompanyID)dest && cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
1305 cs->SendChat(action, from_id, false, msg, data);
1306 if (cs->client_id == from_id) show_local = false;
1307 ci_to = ci; // Remember a client that is in the company for company-name
1308 }
1309 }
1310
1311 /* if the server can read it, let the admin network read it, too. */
1313 NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1314 }
1315
1318 if (ci != nullptr && ci_own != nullptr && ci_own->client_playas == dest) {
1319 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1320 if (from_id == CLIENT_ID_SERVER) show_local = false;
1321 ci_to = ci_own;
1322 }
1323
1324 /* There is no such client */
1325 if (ci_to == nullptr) break;
1326
1327 /* Display the message locally (so you know you have sent it) */
1328 if (ci != nullptr && show_local) {
1329 if (from_id == CLIENT_ID_SERVER) {
1330 StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
1331 std::string name = GetString(str, ci_to->client_playas);
1332 NetworkTextMessage(action, GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data);
1333 } else {
1334 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1335 if (cs->client_id == from_id && cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
1336 cs->SendChat(action, ci_to->client_id, true, msg, data);
1337 }
1338 }
1339 }
1340 }
1341 break;
1342 }
1343 default:
1344 Debug(net, 1, "Received unknown chat destination type {}; doing broadcast instead", desttype);
1345 [[fallthrough]];
1346
1347 case DESTTYPE_BROADCAST:
1348 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1349 if (cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) cs->SendChat(action, from_id, false, msg, data);
1350 }
1351
1352 NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1353
1355 if (ci != nullptr) {
1356 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1357 }
1358 break;
1359 }
1360}
1361
1369void NetworkServerSendExternalChat(std::string_view source, TextColour colour, std::string_view user, std::string_view msg)
1370{
1371 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1372 if (cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) cs->SendExternalChat(source, colour, user, msg);
1373 }
1374 NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT, colour, false, user, msg, source);
1375}
1376
1378{
1379 if (this->status < STATUS_PRE_ACTIVE) {
1380 /* Illegal call, return error and ignore the packet */
1381 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1382 }
1383
1385 DestType desttype = (DestType)p.Recv_uint8();
1386 int dest = p.Recv_uint32();
1387
1388 Debug(net, 9, "client[{}] Receive_CLIENT_CHAT(): action={}, desttype={}, dest={}", this->client_id, action, desttype, dest);
1389
1390 std::string msg = p.Recv_string(NETWORK_CHAT_LENGTH);
1391 int64_t data = p.Recv_uint64();
1392
1393 NetworkClientInfo *ci = this->GetInfo();
1394 switch (action) {
1395 case NETWORK_ACTION_CHAT:
1396 case NETWORK_ACTION_CHAT_CLIENT:
1397 case NETWORK_ACTION_CHAT_COMPANY:
1398 NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data);
1399 break;
1400 default:
1401 IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to unknown chact action.", ci->client_id, this->GetClientIP());
1402 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1403 }
1405}
1406
1408{
1409 if (this->status != STATUS_ACTIVE) {
1410 /* Illegal call, return error and ignore the packet */
1411 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1412 }
1413
1414 Debug(net, 9, "client[{}] Receive_CLIENT_SET_NAME()", this->client_id);
1415
1417
1418 std::string client_name = p.Recv_string(NETWORK_CLIENT_NAME_LENGTH);
1419 ci = this->GetInfo();
1420
1422
1423 if (ci != nullptr) {
1424 if (!NetworkIsValidClientName(client_name)) {
1425 /* An invalid client name was given. However, the client ensures the name
1426 * is valid before it is sent over the network, so something went horribly
1427 * wrong. This is probably someone trying to troll us. */
1428 return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
1429 }
1430
1431 /* Display change */
1432 if (NetworkMakeClientNameUnique(client_name)) {
1433 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);
1434 ci->client_name = std::move(client_name);
1436 }
1437 }
1439}
1440
1442{
1443 if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1444
1445 Debug(net, 9, "client[{}] Receive_CLIENT_RCON()", this->client_id);
1446
1447 std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
1448 std::string command = p.Recv_string(NETWORK_RCONCOMMAND_LENGTH);
1449
1450 if (_rcon_authorized_key_handler.IsAllowed(this->peer_public_key)) {
1451 /* We are allowed, nothing more to validate. */
1452 } else if (_settings_client.network.rcon_password.empty()) {
1454 } else if (_settings_client.network.rcon_password.compare(password) != 0) {
1455 Debug(net, 1, "[rcon] Wrong password from client-id {}", this->client_id);
1457 }
1458
1459 Debug(net, 3, "[rcon] Client-id {} executed: {}", this->client_id, command);
1460
1462 IConsoleCmdExec(command);
1465}
1466
1468{
1469 if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1470
1471 CompanyID company_id = (Owner)p.Recv_uint8();
1472
1473 Debug(net, 9, "client[{}] Receive_CLIENT_MOVE(): company_id={}", this->client_id, company_id);
1474
1475 /* Check if the company is valid, we don't allow moving to AI companies */
1476 if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY;
1477
1478 if (company_id != COMPANY_SPECTATOR && !Company::Get(company_id)->allow_list.Contains(this->peer_public_key)) {
1479 Debug(net, 2, "Wrong public key from client-id #{} for company #{}", this->client_id, company_id + 1);
1481 }
1482
1483 /* if we get here we can move the client */
1484 NetworkServerDoMove(this->client_id, company_id);
1486}
1487
1492{
1493 NetworkCompanyStatsArray stats = {};
1494
1495 /* Go through all vehicles and count the type of vehicles */
1496 for (const Vehicle *v : Vehicle::Iterate()) {
1497 if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
1498 uint8_t type = 0;
1499 switch (v->type) {
1500 case VEH_TRAIN: type = NETWORK_VEH_TRAIN; break;
1501 case VEH_ROAD: type = RoadVehicle::From(v)->IsBus() ? NETWORK_VEH_BUS : NETWORK_VEH_LORRY; break;
1502 case VEH_AIRCRAFT: type = NETWORK_VEH_PLANE; break;
1503 case VEH_SHIP: type = NETWORK_VEH_SHIP; break;
1504 default: continue;
1505 }
1506 stats[v->owner].num_vehicle[type]++;
1507 }
1508
1509 /* Go through all stations and count the types of stations */
1510 for (const Station *s : Station::Iterate()) {
1511 if (Company::IsValidID(s->owner)) {
1512 NetworkCompanyStats *npi = &stats[s->owner];
1513
1514 if (s->facilities.Test(StationFacility::Train)) npi->num_station[NETWORK_VEH_TRAIN]++;
1515 if (s->facilities.Test(StationFacility::TruckStop)) npi->num_station[NETWORK_VEH_LORRY]++;
1516 if (s->facilities.Test(StationFacility::BusStop)) npi->num_station[NETWORK_VEH_BUS]++;
1517 if (s->facilities.Test(StationFacility::Airport)) npi->num_station[NETWORK_VEH_PLANE]++;
1518 if (s->facilities.Test(StationFacility::Dock)) npi->num_station[NETWORK_VEH_SHIP]++;
1519 }
1520 }
1521
1522 return stats;
1523}
1524
1530{
1532
1533 if (ci == nullptr) return;
1534
1535 Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:04x}", TimerGameEconomy::date, TimerGameEconomy::date_fract, ci->client_playas, client_id);
1536
1537 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1539 cs->SendClientInfo(ci);
1540 }
1541 }
1542
1544}
1545
1552{
1553 CompanyMask has_clients{};
1554 CompanyMask has_vehicles{};
1555
1557
1558 /* Detect the active companies */
1559 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1560 if (Company::IsValidID(ci->client_playas)) has_clients.Set(ci->client_playas);
1561 }
1562
1563 if (!_network_dedicated) {
1565 assert(ci != nullptr);
1566 if (Company::IsValidID(ci->client_playas)) has_clients.Set(ci->client_playas);
1567 }
1568
1570 for (const Company *c : Company::Iterate()) {
1571 if (std::any_of(std::begin(c->group_all), std::end(c->group_all), [](const GroupStatistics &gs) { return gs.num_vehicle != 0; })) has_vehicles.Set(c->index);
1572 }
1573 }
1574
1575 /* Go through all the companies */
1576 for (Company *c : Company::Iterate()) {
1577 /* Skip the non-active once */
1578 if (c->is_ai) continue;
1579
1580 if (!has_clients.Test(c->index)) {
1581 /* The company is empty for one month more */
1582 if (c->months_empty != std::numeric_limits<decltype(c->months_empty)>::max()) c->months_empty++;
1583
1584 /* Is the company empty for autoclean_protected-months? */
1586 /* Shut the company down */
1588 IConsolePrint(CC_INFO, "Auto-cleaned company #{}.", c->index + 1);
1589 }
1590 /* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
1591 if (_settings_client.network.autoclean_novehicles != 0 && c->months_empty > _settings_client.network.autoclean_novehicles && !has_vehicles.Test(c->index)) {
1592 /* Shut the company down */
1594 IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no vehicles.", c->index + 1);
1595 }
1596 } else {
1597 /* It is not empty, reset the date */
1598 c->months_empty = 0;
1599 }
1600 }
1601}
1602
1608bool NetworkMakeClientNameUnique(std::string &name)
1609{
1610 bool is_name_unique = false;
1611 std::string original_name = name;
1612
1613 for (uint number = 1; !is_name_unique && number <= MAX_CLIENTS; number++) { // Something's really wrong when there're more names than clients
1614 is_name_unique = true;
1615 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1616 if (ci->client_name == name) {
1617 /* Name already in use */
1618 is_name_unique = false;
1619 break;
1620 }
1621 }
1622 /* Check if it is the same as the server-name */
1624 if (ci != nullptr) {
1625 if (ci->client_name == name) is_name_unique = false; // name already in use
1626 }
1627
1628 if (!is_name_unique) {
1629 /* Try a new name (<name> #1, <name> #2, and so on) */
1630 name = fmt::format("{} #{}", original_name, number);
1631
1632 /* The constructed client name is larger than the limit,
1633 * so... bail out as no valid name can be created. */
1634 if (name.size() >= NETWORK_CLIENT_NAME_LENGTH) return false;
1635 }
1636 }
1637
1638 return is_name_unique;
1639}
1640
1647bool NetworkServerChangeClientName(ClientID client_id, const std::string &new_name)
1648{
1649 /* Check if the name's already in use */
1651 if (ci->client_name.compare(new_name) == 0) return false;
1652 }
1653
1655 if (ci == nullptr) return false;
1656
1657 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name);
1658
1659 ci->client_name = new_name;
1660
1661 NetworkUpdateClientInfo(client_id);
1662 return true;
1663}
1664
1669static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
1670{
1671 for (auto &cp : cs->outgoing_queue) cs->SendCommand(cp);
1672 cs->outgoing_queue.clear();
1673}
1674
1679void NetworkServer_Tick(bool send_frame)
1680{
1681#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1682 bool send_sync = false;
1683#endif
1684
1685#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1688 send_sync = true;
1689 }
1690#endif
1691
1692 /* Now we are done with the frame, inform the clients that they can
1693 * do their frame! */
1694 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1695 /* We allow a number of bytes per frame, but only to the burst amount
1696 * to be available for packet receiving at any particular time. */
1697 cs->receive_limit = std::min<size_t>(cs->receive_limit + _settings_client.network.bytes_per_frame,
1699
1700 /* Check if the speed of the client is what we can expect from a client */
1701 uint lag = NetworkCalculateLag(cs);
1702 switch (cs->status) {
1703 case NetworkClientSocket::STATUS_ACTIVE:
1705 /* Client did still not report in within the specified limit. */
1706
1707 if (cs->last_packet + std::chrono::milliseconds(lag * MILLISECONDS_PER_TICK) > std::chrono::steady_clock::now()) {
1708 /* A packet was received in the last three game days, so the client is likely lagging behind. */
1709 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because the client's game state is more than {} ticks behind.", cs->client_id, cs->GetClientIP(), lag);
1710 } else {
1711 /* No packet was received in the last three game days; sounds like a lost connection. */
1712 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because the client did not respond for more than {} ticks.", cs->client_id, cs->GetClientIP(), lag);
1713 }
1714 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1715 continue;
1716 }
1717
1718 /* Report once per time we detect the lag, and only when we
1719 * received a packet in the last 2 seconds. If we
1720 * did not receive a packet, then the client is not just
1721 * slow, but the connection is likely severed. Mentioning
1722 * frame_freq is not useful in this case. */
1723 if (lag > (uint)Ticks::DAY_TICKS && cs->lag_test == 0 && cs->last_packet + std::chrono::seconds(2) > std::chrono::steady_clock::now()) {
1724 IConsolePrint(CC_WARNING, "[{}] Client #{} is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
1725 cs->lag_test = 1;
1726 }
1727
1728 if (cs->last_frame_server - cs->last_token_frame >= _settings_client.network.max_lag_time) {
1729 /* This is a bad client! It didn't send the right token back within time. */
1730 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it fails to send valid acks.", cs->client_id, cs->GetClientIP());
1731 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1732 continue;
1733 }
1734 break;
1735
1736 case NetworkClientSocket::STATUS_INACTIVE:
1737 case NetworkClientSocket::STATUS_IDENTIFY:
1738 case NetworkClientSocket::STATUS_NEWGRFS_CHECK:
1739 case NetworkClientSocket::STATUS_AUTHORIZED:
1740 /* NewGRF check and authorized states should be handled almost instantly.
1741 * So give them some lee-way, likewise for the query with inactive. */
1743 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);
1744 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1745 continue;
1746 }
1747 break;
1748
1749 case NetworkClientSocket::STATUS_MAP_WAIT:
1750 /* Send every two seconds a packet to the client, to make sure
1751 * it knows the server is still there; just someone else is
1752 * still receiving the map. */
1753 if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
1754 cs->SendWait();
1755 /* We need to reset the timer, as otherwise we will be
1756 * spamming the client. Strictly speaking this variable
1757 * tracks when we last received a packet from the client,
1758 * but as it is waiting, it will not send us any till we
1759 * start sending them data. */
1760 cs->last_packet = std::chrono::steady_clock::now();
1761 }
1762 break;
1763
1764 case NetworkClientSocket::STATUS_MAP:
1765 /* Downloading the map... this is the amount of time since starting the saving. */
1767 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);
1768 cs->SendError(NETWORK_ERROR_TIMEOUT_MAP);
1769 continue;
1770 }
1771 break;
1772
1773 case NetworkClientSocket::STATUS_DONE_MAP:
1774 case NetworkClientSocket::STATUS_PRE_ACTIVE:
1775 /* The map has been sent, so this is for loading the map and syncing up. */
1777 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);
1778 cs->SendError(NETWORK_ERROR_TIMEOUT_JOIN);
1779 continue;
1780 }
1781 break;
1782
1783 case NetworkClientSocket::STATUS_AUTH_GAME:
1784 /* These don't block? */
1786 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);
1787 cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD);
1788 continue;
1789 }
1790 break;
1791
1792 case NetworkClientSocket::STATUS_END:
1793 /* Bad server/code. */
1794 NOT_REACHED();
1795 }
1796
1797 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {
1798 /* Check if we can send command, and if we have anything in the queue */
1800
1801 /* Send an updated _frame_counter_max to the client */
1802 if (send_frame) cs->SendFrame();
1803
1804#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1805 /* Send a sync-check packet */
1806 if (send_sync) cs->SendSync();
1807#endif
1808 }
1809 }
1810}
1811
1814{
1817 case FT_SAVEGAME:
1818 case FT_SCENARIO:
1820 break;
1821
1822 case FT_HEIGHTMAP:
1824 break;
1825
1826 default:
1828 }
1829}
1830
1833{
1834 if (!_network_server) return;
1835
1836 /* If setting is 0, this feature is disabled. */
1837 if (_settings_client.network.restart_hours == 0) return;
1838
1839 Debug(net, 3, "Auto-restarting map: {} hours played", _settings_client.network.restart_hours);
1841});
1842
1848{
1849 if (!_network_server) return;
1850
1852}
1853
1856{
1857 /* If setting is 0, this feature is disabled. */
1859
1861 Debug(net, 3, "Auto-restarting map: year {} reached", TimerGameCalendar::year);
1863 }
1864}
1865
1867static const IntervalTimer<TimerGameCalendar> _calendar_network_yearly({ TimerGameCalendar::YEAR, TimerGameCalendar::Priority::NONE }, [](auto) {
1868 if (!_network_server) return;
1869
1871});
1872
1874static const IntervalTimer<TimerGameEconomy> _economy_network_yearly({TimerGameEconomy::YEAR, TimerGameEconomy::Priority::NONE}, [](auto)
1875{
1876 if (!_network_server) return;
1877
1879});
1880
1882static const IntervalTimer<TimerGameEconomy> _network_quarterly({TimerGameEconomy::QUARTER, TimerGameEconomy::Priority::NONE}, [](auto)
1883{
1884 if (!_network_server) return;
1885
1888});
1889
1891static const IntervalTimer<TimerGameEconomy> _network_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::NONE}, [](auto)
1892{
1893 if (!_network_server) return;
1894
1897});
1898
1900static const IntervalTimer<TimerGameEconomy> _network_weekly({TimerGameEconomy::WEEK, TimerGameEconomy::Priority::NONE}, [](auto)
1901{
1902 if (!_network_server) return;
1903
1905});
1906
1908static const IntervalTimer<TimerGameEconomy> _economy_network_daily({TimerGameEconomy::DAY, TimerGameEconomy::Priority::NONE}, [](auto)
1909{
1910 if (!_network_server) return;
1911
1913});
1914
1920{
1921 return this->client_address.GetHostname();
1922}
1923
1926{
1927 static const std::string_view stat_str[] = {
1928 "inactive",
1929 "authorizing",
1930 "identifying client",
1931 "checking NewGRFs",
1932 "authorized",
1933 "waiting",
1934 "loading map",
1935 "map done",
1936 "ready",
1937 "active"
1938 };
1939 static_assert(lengthof(stat_str) == NetworkClientSocket::STATUS_END);
1940
1941 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1942 NetworkClientInfo *ci = cs->GetInfo();
1943 if (ci == nullptr) continue;
1944 uint lag = NetworkCalculateLag(cs);
1945
1946 std::string_view status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
1947 IConsolePrint(CC_INFO, "Client #{} name: '{}' status: '{}' frame-lag: {} company: {} IP: {}",
1948 cs->client_id, ci->client_name, status, lag,
1949 ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
1950 cs->GetClientIP());
1951 }
1952}
1953
1958{
1959 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1960 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendConfigUpdate();
1961 }
1962}
1963
1966{
1967 if (_network_server) FillStaticNetworkServerGameInfo();
1968}
1969
1976void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
1977{
1978 /* Only allow non-dedicated servers and normal clients to be moved */
1979 if (client_id == CLIENT_ID_SERVER && _network_dedicated) return;
1980
1982 assert(ci != nullptr);
1983
1984 /* No need to waste network resources if the client is in the company already! */
1985 if (ci->client_playas == company_id) return;
1986
1987 ci->client_playas = company_id;
1988
1989 if (client_id == CLIENT_ID_SERVER) {
1990 SetLocalCompany(company_id);
1991 } else {
1992 NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id);
1993 /* When the company isn't authorized we can't move them yet. */
1994 if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return;
1995 cs->SendMove(client_id, company_id);
1996 }
1997
1998 /* Announce the client's move. */
1999 NetworkUpdateClientInfo(client_id);
2000
2001 if (company_id == COMPANY_SPECTATOR) {
2002 /* The client has joined spectators. */
2003 NetworkServerSendChat(NETWORK_ACTION_COMPANY_SPECTATOR, DESTTYPE_BROADCAST, 0, "", client_id);
2004 } else {
2005 /* The client has joined another company. */
2006 std::string company_name = GetString(STR_COMPANY_NAME, company_id);
2007 NetworkServerSendChat(NETWORK_ACTION_COMPANY_JOIN, DESTTYPE_BROADCAST, 0, company_name, client_id);
2008 }
2009
2011}
2012
2019void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, std::string_view string)
2020{
2021 NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code, string);
2022}
2023
2029void NetworkServerKickClient(ClientID client_id, std::string_view reason)
2030{
2031 if (client_id == CLIENT_ID_SERVER) return;
2032 NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED, reason);
2033}
2034
2041uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, std::string_view reason)
2042{
2043 return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban, reason);
2044}
2045
2052uint NetworkServerKickOrBanIP(std::string_view ip, bool ban, std::string_view reason)
2053{
2054 /* Add address to ban-list */
2055 if (ban) {
2056 bool contains = false;
2057 for (const auto &iter : _network_ban_list) {
2058 if (iter == ip) {
2059 contains = true;
2060 break;
2061 }
2062 }
2063 if (!contains) _network_ban_list.emplace_back(ip);
2064 }
2065
2066 uint n = 0;
2067
2068 /* There can be multiple clients with the same IP, kick them all but don't kill the server,
2069 * or the client doing the rcon. The latter can't be kicked because kicking frees closes
2070 * and subsequently free the connection related instances, which we would be reading from
2071 * and writing to after returning. So we would read or write data from freed memory up till
2072 * the segfault triggers. */
2073 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2074 if (cs->client_id == CLIENT_ID_SERVER) continue;
2075 if (cs->client_id == _redirect_console_to_client) continue;
2076 if (cs->client_address.IsInNetmask(ip)) {
2077 NetworkServerKickClient(cs->client_id, reason);
2078 n++;
2079 }
2080 }
2081
2082 return n;
2083}
2084
2091{
2092 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
2093 if (ci->client_playas == company) return true;
2094 }
2095 return false;
2096}
2097
2098
2105{
2106 const NetworkClientInfo *ci = this->GetInfo();
2107 if (ci != nullptr && !ci->client_name.empty()) return ci->client_name;
2108
2109 return fmt::format("Client #{}", this->client_id);
2110}
2111
2116{
2118 if (_network_server) {
2119 IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {} IP: {}",
2120 ci->client_id,
2121 ci->client_name,
2122 ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
2123 ci->client_id == CLIENT_ID_SERVER ? "server" : NetworkClientSocket::GetByClientID(ci->client_id)->GetClientIP());
2124 } else {
2125 IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {}",
2126 ci->client_id,
2127 ci->client_name,
2128 ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0));
2129 }
2130 }
2131}
2132
2138std::string_view NetworkGetPublicKeyOfClient(ClientID client_id)
2139{
2140 auto socket = NetworkClientSocket::GetByClientID(client_id);
2141 return socket == nullptr ? "" : socket->GetPeerPublicKey();
2142}
2143
2144
2151{
2152 assert(c != nullptr);
2153
2154 if (!_network_server) return;
2155
2156 if (ci != nullptr) {
2157 /* ci is nullptr when replaying, or for AIs. In neither case there is a client. */
2158 ci->client_playas = c->index;
2160
2161 /*
2162 * This function is called from a command, but is only called for the server.
2163 * The client information is managed out-of-band from the commands, so to not have a
2164 * different state/president/company name in the different clients, we need to
2165 * circumvent the normal ::Post logic and go directly to sending the command.
2166 */
2169
2170 NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, c->index + 1);
2171 }
2172}
std::map< SOCKET, NetworkAddress > SocketList
Type for a mapping between address and socket.
Definition address.h:21
constexpr bool Test(Tvalue_type value) const
Test if the value-th bit is set.
constexpr Timpl & Set()
Set all bits.
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:24
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={NetworkAuthenticationMethod::X25519_KeyExchangeOnly, NetworkAuthenticationMethod::X25519_PAKE, NetworkAuthenticationMethod::X25519_AuthorizedKey})
Create a NetworkAuthenticationServerHandler.
@ RetryNextMethod
The client failed to authenticate, but there is another method to try.
@ NotAuthenticated
All authentications for this handler have been exhausted.
@ Authenticated
The client was authenticated successfully.
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
std::optional< std::string_view > ReceiveCommand(Packet &p, CommandPacket &cp)
Receives a command from the network.
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
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
A sort-of mixin that adds 'at(pos)' and 'operator[](pos)' implementations for 'ConvertibleThroughBase...
Class for handling the server side of the game connection.
NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet &p) override
Gives the client a new name: string New name of the client.
static std::string_view GetName()
Get the name used by the listener.
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 SendRConResult(uint16_t colour, std::string_view command)
Send the result of a console action.
NetworkRecvStatus Receive_CLIENT_QUIT(Packet &p) override
The client is quitting the game.
NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, std::string_view msg, int64_t data)
Send a chat message.
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 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 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 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 SendExternalChat(std::string_view source, TextColour colour, std::string_view user, std::string_view msg)
Send a chat message from external source.
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.
NetworkRecvStatus SendError(NetworkErrorCode error, std::string_view reason={})
Send an error to the client, and close its connection.
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.
std::string_view GetClientIP()
Get the IP address/hostname of the connected client.
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:31
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
@ Spectator
the command may be initiated by a spectator
@ Server
the command can only be initiated by the server
@ ClientID
set p2 with the ClientID of the sending client.
@ 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.
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.
static constexpr CompanyID COMPANY_SPECTATOR
The client is spectating.
@ CALCA_ADD
Create a public key.
static constexpr CompanyID COMPANY_NEW_COMPANY
The client wants a new company.
@ 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(std::string_view command_string, const uint recurse_count)
Execute a given command passed to us.
Definition console.cpp:269
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:90
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,...)
Output 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:63
@ 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:302
static const uint MILLISECONDS_PER_TICK
The number of milliseconds per game tick.
Definition gfx_type.h:365
uint32_t _last_sync_frame
Used in the server to store the last time a sync packet was sent to clients.
Definition network.cpp:81
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
Definition network.cpp:311
ClientID _redirect_console_to_client
If not invalid, redirect the console output to a client.
Definition network.cpp:73
uint32_t _frame_counter
The current frame.
Definition network.cpp:80
StringList _network_ban_list
The banned clients.
Definition network.cpp:77
bool _network_dedicated
are we a dedicated server?
Definition network.cpp:70
bool _network_server
network-server is active
Definition network.cpp:68
uint32_t _sync_seed_1
Seed to compare during sync checks.
Definition network.cpp:83
uint8_t _network_clients_connected
The amount of clients connected.
Definition network.cpp:91
uint32_t _frame_counter_max
To where we may go with our clients.
Definition network.cpp:79
void NetworkAdminClientUpdate(const NetworkClientInfo *ci)
Notify the admin network of a client update (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 NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, std::string_view msg, int64_t data, bool from_admin)
Send chat to the admin network (if they did 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(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.
@ X25519_PAKE
Authentication using x25519 password-authenticated key agreement.
@ X25519_AuthorizedKey
Authentication using x22519 key exchange and authorized keys.
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.
void NetworkServerSendChat(NetworkAction action, DestType type, int dest, std::string_view msg, ClientID from_id, int64_t data=0, bool from_admin=false)
Send an actual chat message.
bool NetworkMakeClientNameUnique(std::string &new_name)
Check whether a name is unique, and otherwise try to make it unique.
bool NetworkServerChangeClientName(ClientID client_id, const std::string &new_name)
Change the client name of the given client.
void NetworkServerSendExternalChat(std::string_view source, TextColour colour, std::string_view user, std::string_view msg)
Send a chat message from external source.
void NetworkPrintClients()
Print all the clients to the console.
void NetworkServerUpdateGameInfo()
Update the server's NetworkServerGameInfo due to changes in settings.
NetworkCompanyStatsArray NetworkGetCompanyStats()
Get the company stats.
void NetworkUpdateClientInfo(ClientID client_id)
Send updated client info of a particular client.
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, std::string_view msg, ClientID from_id, int64_t data, bool from_admin)
Send an actual chat message.
static NetworkAuthenticationDefaultAuthorizedKeyHandler _rcon_authorized_key_handler(_settings_client.network.rcon_authorized_keys)
Provides the authorized key validation for rcon.
static NetworkAuthenticationDefaultPasswordProvider _password_provider(_settings_client.network.server_password)
Provides the password validation for the game's password.
void NetworkServerSendConfigUpdate()
Send Config Update.
static const IntervalTimer< TimerGameEconomy > _network_weekly({TimerGameEconomy::WEEK, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAdminUpdate(AdminUpdateFrequency::Weekly);})
Economy weekly "callback".
void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
Handle the tid-bits of moving a client from one company to another.
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.
void NetworkServerKickClient(ClientID client_id, std::string_view reason)
Kick a single client.
static void NetworkCheckRestartMapYear()
Check if we want to restart the map based on the year.
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 const IntervalTimer< TimerGameEconomy > _economy_network_daily({TimerGameEconomy::DAY, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAdminUpdate(AdminUpdateFrequency::Daily);})
Daily "callback".
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
Handle the command-queue of a socket.
static const IntervalTimer< TimerGameCalendar > _calendar_network_yearly({ TimerGameCalendar::YEAR, TimerGameCalendar::Priority::NONE }, [](auto) { if(!_network_server) return;NetworkCheckRestartMapYear();})
Calendar yearly "callback".
static const IntervalTimer< TimerGameEconomy > _network_quarterly({TimerGameEconomy::QUARTER, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAutoCleanCompanies();NetworkAdminUpdate(AdminUpdateFrequency::Quarterly);})
Quarterly "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 NetworkServerSendRcon(ClientID client_id, TextColour colour_code, std::string_view string)
Send an rcon reply to the client.
uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, std::string_view reason)
Ban, or kick, everyone joined from the given client's IP.
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 const IntervalTimer< TimerGameEconomy > _network_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAutoCleanCompanies();NetworkAdminUpdate(AdminUpdateFrequency::Monthly);})
Economy monthly "callback".
static void NetworkAutoCleanCompanies()
Remove companies that have not been used depending on the autoclean_companies setting and values for ...
static const IntervalTimer< TimerGameEconomy > _economy_network_yearly({TimerGameEconomy::YEAR, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAdminUpdate(AdminUpdateFrequency::Annually);})
Economy yearly "callback".
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.
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:327
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:66
@ SL_OK
completed successfully
Definition saveload.h:411
GameSettings _settings_newgame
Game settings for new games (updated from the intro screen).
Definition settings.cpp:61
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:59
@ Dock
Station with a dock.
@ TruckStop
Station with truck stops.
@ Train
Station with train station.
@ Airport
Station with an airport.
@ BusStop
Station with bus stops.
#define lengthof(array)
Return the length of an fixed size array.
Definition stdafx.h:271
std::string GetString(StringID string)
Resolve the given StringID into a std::string with formatting but no parameters.
Definition strings.cpp:415
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(auto index)
Is this company a valid company, not controlled by a NoAI program?
FiosType ftype
File type.
Definition saveload.h:419
AbstractFileType abstract
Abstract file type.
Definition fileio_type.h:63
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:25
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:118
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_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:43
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
std::string Recv_string(size_t length, StringValidationSettings settings=StringValidationSetting::ReplaceWithQuestionMark)
Reads characters (bytes) from the packet until it finds a '\0', or reaches a maximum of length charac...
Definition packet.cpp:425
uint8_t Recv_uint8()
Read a 8 bits integer from the packet.
Definition packet.cpp:318
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
static Titem * Get(auto index)
Returns Titem with given index.
static size_t GetNumItems()
Returns number of valid items in the pool.
Tindex index
Index of this pool item.
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
static bool IsValidID(auto index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
static Titem * GetIfValid(auto index)
Returns Titem with given index.
Base class for all pools.
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
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
@ Annually
The admin gets information about this on a yearly basis.
@ Weekly
The admin gets information about this on a weekly basis.
@ Monthly
The admin gets information about this on a monthly basis.
@ Quarterly
The admin gets information about this on a quarterly basis.
@ Daily
The admin gets information about this on a daily basis.
@ 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:3265
@ WC_CLIENT_LIST
Client list; Window numbers: