OpenTTD Source  20240917-master-g9ab0a47812
network_server.cpp
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1 /*
2  * This file is part of OpenTTD.
3  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6  */
7 
10 #include "../stdafx.h"
11 #include "../strings_func.h"
12 #include "core/network_game_info.h"
13 #include "network_admin.h"
14 #include "network_server.h"
15 #include "network_udp.h"
16 #include "network_base.h"
17 #include "../console_func.h"
18 #include "../company_base.h"
19 #include "../command_func.h"
20 #include "../saveload/saveload.h"
21 #include "../saveload/saveload_filter.h"
22 #include "../station_base.h"
23 #include "../genworld.h"
24 #include "../company_func.h"
25 #include "../company_gui.h"
26 #include "../company_cmd.h"
27 #include "../roadveh.h"
28 #include "../order_backup.h"
29 #include "../core/pool_func.hpp"
30 #include "../core/random_func.hpp"
31 #include "../company_cmd.h"
32 #include "../rev.h"
33 #include "../timer/timer.h"
34 #include "../timer/timer_game_calendar.h"
35 #include "../timer/timer_game_economy.h"
36 #include "../timer/timer_game_realtime.h"
37 #include <mutex>
38 #include <condition_variable>
39 
40 #include "../safeguards.h"
41 
42 
43 /* This file handles all the server-commands */
44 
48 
50 static_assert(MAX_CLIENT_SLOTS > MAX_CLIENTS);
52 static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS);
53 
56 INSTANTIATE_POOL_METHODS(NetworkClientSocket)
57 
60 
64 
65 
69  std::unique_ptr<Packet> current;
70  size_t total_size;
71  std::deque<std::unique_ptr<Packet>> packets;
72  std::mutex mutex;
73  std::condition_variable exit_sig;
74 
79  PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(nullptr), cs(cs), total_size(0)
80  {
81  }
82 
85  {
86  std::unique_lock<std::mutex> lock(this->mutex);
87 
88  if (this->cs != nullptr) this->exit_sig.wait(lock);
89 
90  /* This must all wait until the Destroy function is called. */
91 
92  this->packets.clear();
93  this->current = nullptr;
94  }
95 
106  void Destroy()
107  {
108  std::unique_lock<std::mutex> lock(this->mutex);
109 
110  this->cs = nullptr;
111 
112  this->exit_sig.notify_all();
113  lock.unlock();
114 
115  /* Make sure the saving is completely cancelled. Yes,
116  * we need to handle the save finish as well as the
117  * next connection might just be requesting a map. */
118  WaitTillSaved();
119  }
120 
127  {
128  /* Unsafe check for the queue being empty or not. */
129  if (this->packets.empty()) return false;
130 
131  std::lock_guard<std::mutex> lock(this->mutex);
132 
133  while (!this->packets.empty()) {
134  bool last_packet = this->packets.front()->GetPacketType() == PACKET_SERVER_MAP_DONE;
135  this->cs->SendPacket(std::move(this->packets.front()));
136  this->packets.pop_front();
137 
138  if (last_packet) return true;
139  }
140 
141  return false;
142  }
143 
144  void Write(uint8_t *buf, size_t size) override
145  {
146  std::lock_guard<std::mutex> lock(this->mutex);
147 
148  /* We want to abort the saving when the socket is closed. */
149  if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
150 
151  if (this->current == nullptr) this->current = std::make_unique<Packet>(this->cs, PACKET_SERVER_MAP_DATA, TCP_MTU);
152 
153  std::span<const uint8_t> to_write(buf, size);
154  while (!to_write.empty()) {
155  to_write = this->current->Send_bytes(to_write);
156 
157  if (!this->current->CanWriteToPacket(1)) {
158  this->packets.push_back(std::move(this->current));
159  if (!to_write.empty()) this->current = std::make_unique<Packet>(this->cs, PACKET_SERVER_MAP_DATA, TCP_MTU);
160  }
161  }
162 
163  this->total_size += size;
164  }
165 
166  void Finish() override
167  {
168  std::lock_guard<std::mutex> lock(this->mutex);
169 
170  /* We want to abort the saving when the socket is closed. */
171  if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
172 
173  /* Make sure the last packet is flushed. */
174  if (this->current != nullptr) this->packets.push_back(std::move(this->current));
175 
176  /* Add a packet stating that this is the end to the queue. */
177  this->packets.push_back(std::make_unique<Packet>(this->cs, PACKET_SERVER_MAP_DONE));
178 
179  /* Fast-track the size to the client. */
180  auto p = std::make_unique<Packet>(this->cs, PACKET_SERVER_MAP_SIZE);
181  p->Send_uint32((uint32_t)this->total_size);
182  this->packets.push_front(std::move(p));
183  }
184 };
185 
186 
192 {
193  this->status = STATUS_INACTIVE;
194  this->client_id = _network_client_id++;
196 
197  Debug(net, 9, "client[{}] status = INACTIVE", this->client_id);
198 
199  /* The Socket and Info pools need to be the same in size. After all,
200  * each Socket will be associated with at most one Info object. As
201  * such if the Socket was allocated the Info object can as well. */
203 }
204 
209 {
210  delete this->GetInfo();
211 
214 
215  if (this->savegame != nullptr) {
216  this->savegame->Destroy();
217  this->savegame = nullptr;
218  }
219 
221 }
222 
224 {
225  /* Only allow receiving when we have some buffer free; this value
226  * can go negative, but eventually it will become positive again. */
227  if (this->receive_limit <= 0) return nullptr;
228 
229  /* We can receive a packet, so try that and if needed account for
230  * the amount of received data. */
231  std::unique_ptr<Packet> p = this->NetworkTCPSocketHandler::ReceivePacket();
232  if (p != nullptr) this->receive_limit -= p->Size();
233  return p;
234 }
235 
237 {
238  assert(status != NETWORK_RECV_STATUS_OKAY);
239  /*
240  * Sending a message just before leaving the game calls cs->SendPackets.
241  * This might invoke this function, which means that when we close the
242  * connection after cs->SendPackets we will close an already closed
243  * connection. This handles that case gracefully without having to make
244  * that code any more complex or more aware of the validity of the socket.
245  */
246  if (this->IsPendingDeletion() || this->sock == INVALID_SOCKET) return status;
247 
249  /* We did not receive a leave message from this client... */
250  std::string client_name = this->GetClientName();
251 
252  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
253 
254  /* Inform other clients of this... strange leaving ;) */
255  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
256  if (new_cs->status >= STATUS_AUTHORIZED && this != new_cs) {
257  new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
258  }
259  }
260  }
261 
262  /* If we were transfering a map to this client, stop the savegame creation
263  * process and queue the next client to receive the map. */
264  if (this->status == STATUS_MAP) {
265  /* Ensure the saving of the game is stopped too. */
266  this->savegame->Destroy();
267  this->savegame = nullptr;
268 
269  this->CheckNextClientToSendMap(this);
270  }
271 
272  NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
273  Debug(net, 3, "[{}] Client #{} closed connection", ServerNetworkGameSocketHandler::GetName(), this->client_id);
274 
275  /* We just lost one client :( */
276  if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
277  extern uint8_t _network_clients_connected;
279 
280  this->SendPackets(true);
281 
282  this->DeferDeletion();
283 
284  return status;
285 }
286 
292 {
293  extern uint8_t _network_clients_connected;
294  bool accept = _network_clients_connected < MAX_CLIENTS;
295 
296  /* We can't go over the MAX_CLIENTS limit here. However, the
297  * pool must have place for all clients and ourself. */
298  static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENTS + 1);
300  return accept;
301 }
302 
305 {
306  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
307  if (cs->writable) {
308  if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
309  /* This client is in the middle of a map-send, call the function for that */
310  cs->SendMap();
311  }
312  }
313  }
314 }
315 
316 static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
317 
318 /***********
319  * Sending functions
320  ************/
321 
327 {
328  Debug(net, 9, "client[{}] SendClientInfo(): client_id={}", this->client_id, ci->client_id);
329 
330  if (ci->client_id != INVALID_CLIENT_ID) {
331  auto p = std::make_unique<Packet>(this, PACKET_SERVER_CLIENT_INFO);
332  p->Send_uint32(ci->client_id);
333  p->Send_uint8 (ci->client_playas);
334  p->Send_string(ci->client_name);
335  p->Send_string(ci->public_key);
336 
337  this->SendPacket(std::move(p));
338  }
340 }
341 
344 {
345  Debug(net, 9, "client[{}] SendGameInfo()", this->client_id);
346 
347  auto p = std::make_unique<Packet>(this, PACKET_SERVER_GAME_INFO, TCP_MTU);
348  SerializeNetworkGameInfo(*p, GetCurrentNetworkServerGameInfo());
349 
350  this->SendPacket(std::move(p));
351 
353 }
354 
361 {
362  Debug(net, 9, "client[{}] SendError(): error={}", this->client_id, error);
363 
364  auto p = std::make_unique<Packet>(this, PACKET_SERVER_ERROR);
365 
366  p->Send_uint8(error);
367  if (!reason.empty()) p->Send_string(reason);
368  this->SendPacket(std::move(p));
369 
370  StringID strid = GetNetworkErrorMsg(error);
371 
372  /* Only send when the current client was in game */
373  if (this->status >= STATUS_AUTHORIZED) {
374  std::string client_name = this->GetClientName();
375 
376  Debug(net, 1, "'{}' made an error and has been disconnected: {}", client_name, GetString(strid));
377 
378  if (error == NETWORK_ERROR_KICKED && !reason.empty()) {
379  NetworkTextMessage(NETWORK_ACTION_KICKED, CC_DEFAULT, false, client_name, reason, strid);
380  } else {
381  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
382  }
383 
384  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
385  if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
386  /* Some errors we filter to a more general error. Clients don't have to know the real
387  * reason a joining failed. */
388  if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
389  error = NETWORK_ERROR_ILLEGAL_PACKET;
390  }
391  new_cs->SendErrorQuit(this->client_id, error);
392  }
393  }
394 
395  NetworkAdminClientError(this->client_id, error);
396  } else {
397  Debug(net, 1, "Client {} made an error and has been disconnected: {}", this->client_id, GetString(strid));
398  }
399 
400  /* The client made a mistake, so drop the connection now! */
402 }
403 
406 {
407  Debug(net, 9, "client[{}] SendNewGRFCheck()", this->client_id);
408 
409  /* Invalid packet when status is anything but STATUS_IDENTIFY. */
411 
412  Debug(net, 9, "client[{}] status = NEWGRFS_CHECK", this->client_id);
414 
415  if (_grfconfig == nullptr) {
416  /* There are no NewGRFs, so they're welcome. */
417  return this->SendWelcome();
418  }
419 
420  auto p = std::make_unique<Packet>(this, PACKET_SERVER_CHECK_NEWGRFS, TCP_MTU);
421  const GRFConfig *c;
422  uint grf_count = 0;
423 
424  for (c = _grfconfig; c != nullptr; c = c->next) {
425  if (!HasBit(c->flags, GCF_STATIC)) grf_count++;
426  }
427 
428  p->Send_uint8 (grf_count);
429  for (c = _grfconfig; c != nullptr; c = c->next) {
430  if (!HasBit(c->flags, GCF_STATIC)) SerializeGRFIdentifier(*p, c->ident);
431  }
432 
433  this->SendPacket(std::move(p));
435 }
436 
439 {
440  Debug(net, 9, "client[{}] SendAuthRequest()", this->client_id);
441 
442  /* Invalid packet when status is anything but STATUS_INACTIVE or STATUS_AUTH_GAME. */
444 
445  Debug(net, 9, "client[{}] status = AUTH_GAME", this->client_id);
446  this->status = STATUS_AUTH_GAME;
447 
448  /* Reset 'lag' counters */
450 
451  if (this->authentication_handler == nullptr) {
453  }
454 
455  auto p = std::make_unique<Packet>(this, PACKET_SERVER_AUTH_REQUEST);
456  this->authentication_handler->SendRequest(*p);
457 
458  this->SendPacket(std::move(p));
460 }
461 
464 {
465  Debug(net, 9, "client[{}] SendEnableEncryption()", this->client_id);
466 
467  /* Invalid packet when status is anything but STATUS_AUTH_GAME. */
469 
470  auto p = std::make_unique<Packet>(this, PACKET_SERVER_ENABLE_ENCRYPTION);
471  this->authentication_handler->SendEnableEncryption(*p);
472  this->SendPacket(std::move(p));
474 }
475 
478 {
479  Debug(net, 9, "client[{}] SendWelcome()", this->client_id);
480 
481  /* Invalid packet when status is anything but STATUS_NEWGRFS_CHECK. */
483 
484  Debug(net, 9, "client[{}] status = AUTHORIZED", this->client_id);
485  this->status = STATUS_AUTHORIZED;
486 
487  /* Reset 'lag' counters */
489 
490  _network_game_info.clients_on++;
491 
492  auto p = std::make_unique<Packet>(this, PACKET_SERVER_WELCOME);
493  p->Send_uint32(this->client_id);
494  this->SendPacket(std::move(p));
495 
496  /* Transmit info about all the active clients */
497  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
498  if (new_cs != this && new_cs->status >= STATUS_AUTHORIZED) {
499  this->SendClientInfo(new_cs->GetInfo());
500  }
501  }
502  /* Also send the info of the server */
504 }
505 
508 {
509  Debug(net, 9, "client[{}] SendWait()", this->client_id);
510 
511  int waiting = 1; // current player getting the map counts as 1
512 
513  /* Count how many clients are waiting in the queue, in front of you! */
514  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
515  if (new_cs->status != STATUS_MAP_WAIT) continue;
516  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++;
517  }
518 
519  auto p = std::make_unique<Packet>(this, PACKET_SERVER_WAIT);
520  p->Send_uint8(waiting);
521  this->SendPacket(std::move(p));
523 }
524 
525 void ServerNetworkGameSocketHandler::CheckNextClientToSendMap(NetworkClientSocket *ignore_cs)
526 {
527  Debug(net, 9, "client[{}] CheckNextClientToSendMap()", this->client_id);
528 
529  /* Find the best candidate for joining, i.e. the first joiner. */
530  NetworkClientSocket *best = nullptr;
531  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
532  if (ignore_cs == new_cs) continue;
533 
534  if (new_cs->status == STATUS_MAP_WAIT) {
535  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)) {
536  best = new_cs;
537  }
538  }
539  }
540 
541  /* Is there someone else to join? */
542  if (best != nullptr) {
543  /* Let the first start joining. */
544  best->status = STATUS_AUTHORIZED;
545  best->SendMap();
546 
547  /* And update the rest. */
548  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
549  if (new_cs->status == STATUS_MAP_WAIT) new_cs->SendWait();
550  }
551  }
552 }
553 
556 {
557  if (this->status < STATUS_AUTHORIZED) {
558  /* Illegal call, return error and ignore the packet */
559  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
560  }
561 
562  if (this->status == STATUS_AUTHORIZED) {
563  Debug(net, 9, "client[{}] SendMap(): first_packet", this->client_id);
564 
565  WaitTillSaved();
566  this->savegame = std::make_shared<PacketWriter>(this);
567 
568  /* Now send the _frame_counter and how many packets are coming */
569  auto p = std::make_unique<Packet>(this, PACKET_SERVER_MAP_BEGIN);
570  p->Send_uint32(_frame_counter);
571  this->SendPacket(std::move(p));
572 
574  Debug(net, 9, "client[{}] status = MAP", this->client_id);
575  this->status = STATUS_MAP;
576  /* Mark the start of download */
577  this->last_frame = _frame_counter;
579 
580  /* Make a dump of the current game */
581  if (SaveWithFilter(this->savegame, true) != SL_OK) UserError("network savedump failed");
582  }
583 
584  if (this->status == STATUS_MAP) {
585  bool last_packet = this->savegame->TransferToNetworkQueue();
586  if (last_packet) {
587  Debug(net, 9, "client[{}] SendMap(): last_packet", this->client_id);
588 
589  /* Done reading, make sure saving is done as well */
590  this->savegame->Destroy();
591  this->savegame = nullptr;
592 
593  /* Set the status to DONE_MAP, no we will wait for the client
594  * to send it is ready (maybe that happens like never ;)) */
595  Debug(net, 9, "client[{}] status = DONE_MAP", this->client_id);
596  this->status = STATUS_DONE_MAP;
597 
598  this->CheckNextClientToSendMap();
599  }
600  }
602 }
603 
609 {
610  Debug(net, 9, "client[{}] SendJoin(): client_id={}", this->client_id, client_id);
611 
612  auto p = std::make_unique<Packet>(this, PACKET_SERVER_JOIN);
613 
614  p->Send_uint32(client_id);
615 
616  this->SendPacket(std::move(p));
618 }
619 
622 {
623  auto p = std::make_unique<Packet>(this, PACKET_SERVER_FRAME);
624  p->Send_uint32(_frame_counter);
625  p->Send_uint32(_frame_counter_max);
626 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
627  p->Send_uint32(_sync_seed_1);
628 #ifdef NETWORK_SEND_DOUBLE_SEED
629  p->Send_uint32(_sync_seed_2);
630 #endif
631 #endif
632 
633  /* If token equals 0, we need to make a new token and send that. */
634  if (this->last_token == 0) {
635  this->last_token = InteractiveRandomRange(UINT8_MAX - 1) + 1;
636  p->Send_uint8(this->last_token);
637  }
638 
639  this->SendPacket(std::move(p));
641 }
642 
645 {
646  Debug(net, 9, "client[{}] SendSync(), frame_counter={}, sync_seed_1={}", this->client_id, _frame_counter, _sync_seed_1);
647 
648  auto p = std::make_unique<Packet>(this, PACKET_SERVER_SYNC);
649  p->Send_uint32(_frame_counter);
650  p->Send_uint32(_sync_seed_1);
651 
652 #ifdef NETWORK_SEND_DOUBLE_SEED
653  p->Send_uint32(_sync_seed_2);
654 #endif
655  this->SendPacket(std::move(p));
657 }
658 
664 {
665  Debug(net, 9, "client[{}] SendCommand(): cmd={}", this->client_id, cp.cmd);
666 
667  auto p = std::make_unique<Packet>(this, PACKET_SERVER_COMMAND);
668 
670  p->Send_uint32(cp.frame);
671  p->Send_bool (cp.my_cmd);
672 
673  this->SendPacket(std::move(p));
675 }
676 
685 NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64_t data)
686 {
687  Debug(net, 9, "client[{}] SendChat(): action={}, client_id={}, self_send={}", this->client_id, action, client_id, self_send);
688 
690 
691  auto p = std::make_unique<Packet>(this, PACKET_SERVER_CHAT);
692 
693  p->Send_uint8 (action);
694  p->Send_uint32(client_id);
695  p->Send_bool (self_send);
696  p->Send_string(msg);
697  p->Send_uint64(data);
698 
699  this->SendPacket(std::move(p));
701 }
702 
710 NetworkRecvStatus ServerNetworkGameSocketHandler::SendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
711 {
712  Debug(net, 9, "client[{}] SendExternalChat(): source={}", this->client_id, source);
713 
715 
716  auto p = std::make_unique<Packet>(this, PACKET_SERVER_EXTERNAL_CHAT);
717 
718  p->Send_string(source);
719  p->Send_uint16(colour);
720  p->Send_string(user);
721  p->Send_string(msg);
722 
723  this->SendPacket(std::move(p));
725 }
726 
733 {
734  Debug(net, 9, "client[{}] SendErrorQuit(): client_id={}, errorno={}", this->client_id, client_id, errorno);
735 
736  auto p = std::make_unique<Packet>(this, PACKET_SERVER_ERROR_QUIT);
737 
738  p->Send_uint32(client_id);
739  p->Send_uint8 (errorno);
740 
741  this->SendPacket(std::move(p));
743 }
744 
750 {
751  Debug(net, 9, "client[{}] SendQuit(): client_id={}", this->client_id, client_id);
752 
753  auto p = std::make_unique<Packet>(this, PACKET_SERVER_QUIT);
754 
755  p->Send_uint32(client_id);
756 
757  this->SendPacket(std::move(p));
759 }
760 
763 {
764  Debug(net, 9, "client[{}] SendShutdown()", this->client_id);
765 
766  auto p = std::make_unique<Packet>(this, PACKET_SERVER_SHUTDOWN);
767  this->SendPacket(std::move(p));
769 }
770 
773 {
774  Debug(net, 9, "client[{}] SendNewGame()", this->client_id);
775 
776  auto p = std::make_unique<Packet>(this, PACKET_SERVER_NEWGAME);
777  this->SendPacket(std::move(p));
779 }
780 
786 NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16_t colour, const std::string &command)
787 {
788  Debug(net, 9, "client[{}] SendRConResult()", this->client_id);
789 
790  auto p = std::make_unique<Packet>(this, PACKET_SERVER_RCON);
791 
792  p->Send_uint16(colour);
793  p->Send_string(command);
794  this->SendPacket(std::move(p));
796 }
797 
804 {
805  Debug(net, 9, "client[{}] SendMove(): client_id={}", this->client_id, client_id);
806 
807  auto p = std::make_unique<Packet>(this, PACKET_SERVER_MOVE);
808 
809  p->Send_uint32(client_id);
810  p->Send_uint8(company_id);
811  this->SendPacket(std::move(p));
813 }
814 
817 {
818  Debug(net, 9, "client[{}] SendConfigUpdate()", this->client_id);
819 
820  auto p = std::make_unique<Packet>(this, PACKET_SERVER_CONFIG_UPDATE);
821 
822  p->Send_uint8(_settings_client.network.max_companies);
823  p->Send_string(_settings_client.network.server_name);
824  this->SendPacket(std::move(p));
826 }
827 
828 /***********
829  * Receiving functions
830  ************/
831 
833 {
834  Debug(net, 9, "client[{}] Receive_CLIENT_GAME_INFO()", this->client_id);
835 
836  return this->SendGameInfo();
837 }
838 
840 {
841  if (this->status != STATUS_NEWGRFS_CHECK) {
842  /* Illegal call, return error and ignore the packet */
843  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
844  }
845 
846  Debug(net, 9, "client[{}] Receive_CLIENT_NEWGRFS_CHECKED()", this->client_id);
847 
848  return this->SendWelcome();
849 }
850 
852 {
853  if (this->status != STATUS_INACTIVE) {
854  /* Illegal call, return error and ignore the packet */
855  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
856  }
857 
858  if (_network_game_info.clients_on >= _settings_client.network.max_clients) {
859  /* Turns out we are full. Inform the user about this. */
860  return this->SendError(NETWORK_ERROR_FULL);
861  }
862 
863  std::string client_revision = p.Recv_string(NETWORK_REVISION_LENGTH);
864  uint32_t newgrf_version = p.Recv_uint32();
865 
866  Debug(net, 9, "client[{}] Receive_CLIENT_JOIN(): client_revision={}, newgrf_version={}", this->client_id, client_revision, newgrf_version);
867 
868  /* Check if the client has revision control enabled */
869  if (!IsNetworkCompatibleVersion(client_revision) || _openttd_newgrf_version != newgrf_version) {
870  /* Different revisions!! */
871  return this->SendError(NETWORK_ERROR_WRONG_REVISION);
872  }
873 
874  return this->SendAuthRequest();
875 }
876 
878 {
879  if (this->status != STATUS_IDENTIFY) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
880 
881  Debug(net, 9, "client[{}] Receive_CLIENT_IDENTIFY()", this->client_id);
882 
883  std::string client_name = p.Recv_string(NETWORK_CLIENT_NAME_LENGTH);
884  CompanyID playas = (Owner)p.Recv_uint8();
885 
887 
888  /* join another company does not affect these values */
889  switch (playas) {
890  case COMPANY_NEW_COMPANY: // New company
892  return this->SendError(NETWORK_ERROR_FULL);
893  }
894  break;
895  case COMPANY_SPECTATOR: // Spectator
896  break;
897  default: // Join another company (companies 1..MAX_COMPANIES (index 0..(MAX_COMPANIES-1)))
898  if (!Company::IsValidHumanID(playas)) {
899  return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
900  }
901 
902  if (!Company::Get(playas)->allow_list.Contains(this->peer_public_key)) {
903  /* When we're not authorized, just bump us to a spectator. */
904  playas = COMPANY_SPECTATOR;
905  }
906  break;
907  }
908 
909  if (!NetworkIsValidClientName(client_name)) {
910  /* An invalid client name was given. However, the client ensures the name
911  * is valid before it is sent over the network, so something went horribly
912  * wrong. This is probably someone trying to troll us. */
913  return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
914  }
915 
916  if (!NetworkMakeClientNameUnique(client_name)) { // Change name if duplicate
917  /* We could not create a name for this client */
918  return this->SendError(NETWORK_ERROR_NAME_IN_USE);
919  }
920 
923  this->SetInfo(ci);
925  ci->client_name = client_name;
926  ci->client_playas = playas;
927  ci->public_key = this->peer_public_key;
928  Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:02x}", TimerGameEconomy::date, TimerGameEconomy::date_fract, (int)ci->client_playas, (int)ci->index);
929 
930  /* Make sure companies to which people try to join are not autocleaned */
931  Company *c = Company::GetIfValid(playas);
932  if (c != nullptr) c->months_empty = 0;
933 
934  return this->SendNewGRFCheck();
935 }
936 
937 static NetworkErrorCode GetErrorForAuthenticationMethod(NetworkAuthenticationMethod method)
938 {
939  switch (method) {
941  return NETWORK_ERROR_WRONG_PASSWORD;
943  return NETWORK_ERROR_NOT_ON_ALLOW_LIST;
944 
945  default:
946  NOT_REACHED();
947  }
948 }
949 
951 {
952  if (this->status != STATUS_AUTH_GAME) {
953  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
954  }
955 
956  Debug(net, 9, "client[{}] Receive_CLIENT_AUTH_RESPONSE()", this->client_id);
957 
958  auto authentication_method = this->authentication_handler->GetAuthenticationMethod();
959  switch (this->authentication_handler->ReceiveResponse(p)) {
961  break;
962 
964  return this->SendAuthRequest();
965 
967  default:
968  return this->SendError(GetErrorForAuthenticationMethod(authentication_method));
969  }
970 
972  if (status != NETWORK_RECV_STATUS_OKAY) return status;
973 
974  this->peer_public_key = this->authentication_handler->GetPeerPublicKey();
975  this->receive_encryption_handler = this->authentication_handler->CreateClientToServerEncryptionHandler();
976  this->send_encryption_handler = this->authentication_handler->CreateServerToClientEncryptionHandler();
977  this->authentication_handler = nullptr;
978 
979  Debug(net, 9, "client[{}] status = IDENTIFY", this->client_id);
980  this->status = STATUS_IDENTIFY;
981 
982  /* Reset 'lag' counters */
984 
986 }
987 
989 {
990  /* The client was never joined.. so this is impossible, right?
991  * Ignore the packet, give the client a warning, and close the connection */
992  if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
993  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
994  }
995 
996  Debug(net, 9, "client[{}] Receive_CLIENT_GETMAP()", this->client_id);
997 
998  /* Check if someone else is receiving the map */
999  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1000  if (new_cs->status == STATUS_MAP) {
1001  /* Tell the new client to wait */
1002  Debug(net, 9, "client[{}] status = MAP_WAIT", this->client_id);
1003  this->status = STATUS_MAP_WAIT;
1004  return this->SendWait();
1005  }
1006  }
1007 
1008  /* We receive a request to upload the map.. give it to the client! */
1009  return this->SendMap();
1010 }
1011 
1013 {
1014  /* Client has the map, now start syncing */
1015  if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
1016  Debug(net, 9, "client[{}] Receive_CLIENT_MAP_OK()", this->client_id);
1017 
1018  std::string client_name = this->GetClientName();
1019 
1020  NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, "", this->client_id);
1022 
1023  Debug(net, 3, "[{}] Client #{} ({}) joined as {}", ServerNetworkGameSocketHandler::GetName(), this->client_id, this->GetClientIP(), client_name);
1024 
1025  /* Mark the client as pre-active, and wait for an ACK
1026  * so we know it is done loading and in sync with us */
1027  Debug(net, 9, "client[{}] status = PRE_ACTIVE", this->client_id);
1028  this->status = STATUS_PRE_ACTIVE;
1030  this->SendFrame();
1031  this->SendSync();
1032 
1033  /* This is the frame the client receives
1034  * we need it later on to make sure the client is not too slow */
1035  this->last_frame = _frame_counter;
1037 
1038  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1039  if (new_cs->status >= STATUS_AUTHORIZED) {
1040  new_cs->SendClientInfo(this->GetInfo());
1041  new_cs->SendJoin(this->client_id);
1042  }
1043  }
1044 
1045  NetworkAdminClientInfo(this, true);
1046 
1047  /* also update the new client with our max values */
1048  return this->SendConfigUpdate();
1049  }
1050 
1051  /* Wrong status for this packet, give a warning to client, and close connection */
1052  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1053 }
1054 
1060 {
1061  /* The client was never joined.. so this is impossible, right?
1062  * Ignore the packet, give the client a warning, and close the connection */
1063  if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1064  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1065  }
1066 
1068  return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
1069  }
1070 
1071  Debug(net, 9, "client[{}] Receive_CLIENT_COMMAND()", this->client_id);
1072 
1073  CommandPacket cp;
1074  const char *err = this->ReceiveCommand(p, cp);
1075 
1076  if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
1077 
1078  NetworkClientInfo *ci = this->GetInfo();
1079 
1080  if (err != nullptr) {
1081  IConsolePrint(CC_WARNING, "Dropping client #{} (IP: {}) due to {}.", ci->client_id, this->GetClientIP(), err);
1082  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1083  }
1084 
1085 
1086  if ((GetCommandFlags(cp.cmd) & CMD_SERVER) && ci->client_id != CLIENT_ID_SERVER) {
1087  IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a server only command {}.", ci->client_id, this->GetClientIP(), cp.cmd);
1088  return this->SendError(NETWORK_ERROR_KICKED);
1089  }
1090 
1092  IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a non-spectator command {}.", ci->client_id, this->GetClientIP(), cp.cmd);
1093  return this->SendError(NETWORK_ERROR_KICKED);
1094  }
1095 
1101  CompanyCtrlAction cca = cp.cmd == CMD_COMPANY_CTRL ? std::get<0>(EndianBufferReader::ToValue<CommandTraits<CMD_COMPANY_CTRL>::Args>(cp.data)) : CCA_NEW;
1102  if (!(cp.cmd == CMD_COMPANY_CTRL && cca == CCA_NEW && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
1103  IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a command as another company {}.",
1104  ci->client_playas + 1, this->GetClientIP(), cp.company + 1);
1105  return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
1106  }
1107 
1108  if (cp.cmd == CMD_COMPANY_CTRL) {
1109  if (cca != CCA_NEW || cp.company != COMPANY_SPECTATOR) {
1110  return this->SendError(NETWORK_ERROR_CHEATER);
1111  }
1112 
1113  /* 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! */
1115  NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_CLIENT, ci->client_id, "cannot create new company, server full", CLIENT_ID_SERVER);
1116  return NETWORK_RECV_STATUS_OKAY;
1117  }
1118  }
1119 
1120  if (cp.cmd == CMD_COMPANY_ALLOW_LIST_CTRL) {
1121  /* Maybe the client just got moved before allowing? */
1123 
1124  /* Only allow clients to add/remove currently joined clients. The server owner does not go via this method, so is allowed to do more. */
1125  std::string public_key = std::get<1>(EndianBufferReader::ToValue<CommandTraits<CMD_COMPANY_ALLOW_LIST_CTRL>::Args>(cp.data));
1126  bool found = false;
1128  if (info->public_key == public_key) {
1129  found = true;
1130  break;
1131  }
1132  }
1133 
1134  /* Maybe the client just left? */
1135  if (!found) return NETWORK_RECV_STATUS_OKAY;
1136  }
1137 
1139 
1140  this->incoming_queue.push_back(cp);
1141  return NETWORK_RECV_STATUS_OKAY;
1142 }
1143 
1145 {
1146  /* This packets means a client noticed an error and is reporting this
1147  * to us. Display the error and report it to the other clients */
1149 
1150  Debug(net, 9, "client[{}] Receive_CLIENT_ERROR(): errorno={}", this->client_id, errorno);
1151 
1152  /* The client was never joined.. thank the client for the packet, but ignore it */
1153  if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1155  }
1156 
1157  std::string client_name = this->GetClientName();
1158  StringID strid = GetNetworkErrorMsg(errorno);
1159 
1160  Debug(net, 1, "'{}' reported an error and is closing its connection: {}", client_name, GetString(strid));
1161 
1162  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
1163 
1164  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1165  if (new_cs->status >= STATUS_AUTHORIZED) {
1166  new_cs->SendErrorQuit(this->client_id, errorno);
1167  }
1168  }
1169 
1170  NetworkAdminClientError(this->client_id, errorno);
1171 
1173 }
1174 
1176 {
1177  /* The client was never joined.. thank the client for the packet, but ignore it */
1178  if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1180  }
1181 
1182  Debug(net, 9, "client[{}] Receive_CLIENT_QUIT()", this->client_id);
1183 
1184  /* The client wants to leave. Display this and report it to the other clients. */
1185  std::string client_name = this->GetClientName();
1186  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1187 
1188  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1189  if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
1190  new_cs->SendQuit(this->client_id);
1191  }
1192  }
1193 
1195 
1197 }
1198 
1200 {
1201  if (this->status < STATUS_AUTHORIZED) {
1202  /* Illegal call, return error and ignore the packet */
1203  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1204  }
1205 
1206  uint32_t frame = p.Recv_uint32();
1207 
1208  Debug(net, 9, "client[{}] Receive_CLIENT_ACK(): frame={}", this->client_id, frame);
1209 
1210  /* The client is trying to catch up with the server */
1211  if (this->status == STATUS_PRE_ACTIVE) {
1212  /* The client is not yet caught up? */
1214 
1215  /* Now it is! Unpause the game */
1216  Debug(net, 9, "client[{}] status = ACTIVE", this->client_id);
1217  this->status = STATUS_ACTIVE;
1219 
1220  /* Execute script for, e.g. MOTD */
1221  IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
1222  }
1223 
1224  /* Get, and validate the token. */
1225  uint8_t token = p.Recv_uint8();
1226  if (token == this->last_token) {
1227  /* We differentiate between last_token_frame and last_frame so the lag
1228  * test uses the actual lag of the client instead of the lag for getting
1229  * the token back and forth; after all, the token is only sent every
1230  * time we receive a PACKET_CLIENT_ACK, after which we will send a new
1231  * token to the client. If the lag would be one day, then we would not
1232  * be sending the new token soon enough for the new daily scheduled
1233  * PACKET_CLIENT_ACK. This would then register the lag of the client as
1234  * two days, even when it's only a single day. */
1236  /* Request a new token. */
1237  this->last_token = 0;
1238  }
1239 
1240  /* The client received the frame, make note of it */
1241  this->last_frame = frame;
1242  /* With those 2 values we can calculate the lag realtime */
1244  return NETWORK_RECV_STATUS_OKAY;
1245 }
1246 
1247 
1258 void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const std::string &msg, ClientID from_id, int64_t data, bool from_admin)
1259 {
1260  const NetworkClientInfo *ci, *ci_own, *ci_to;
1261 
1262  switch (desttype) {
1263  case DESTTYPE_CLIENT:
1264  /* Are we sending to the server? */
1265  if ((ClientID)dest == CLIENT_ID_SERVER) {
1266  ci = NetworkClientInfo::GetByClientID(from_id);
1267  /* Display the text locally, and that is it */
1268  if (ci != nullptr) {
1269  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1270 
1272  NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1273  }
1274  }
1275  } else {
1276  /* Else find the client to send the message to */
1277  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1278  if (cs->client_id == (ClientID)dest && cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
1279  cs->SendChat(action, from_id, false, msg, data);
1280  break;
1281  }
1282  }
1283  }
1284 
1285  /* Display the message locally (so you know you have sent it) */
1286  if (from_id != (ClientID)dest) {
1287  if (from_id == CLIENT_ID_SERVER) {
1288  ci = NetworkClientInfo::GetByClientID(from_id);
1290  if (ci != nullptr && ci_to != nullptr) {
1291  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data);
1292  }
1293  } else {
1294  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1295  if (cs->client_id == from_id && cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
1296  cs->SendChat(action, (ClientID)dest, true, msg, data);
1297  break;
1298  }
1299  }
1300  }
1301  }
1302  break;
1303  case DESTTYPE_TEAM: {
1304  /* If this is false, the message is already displayed on the client who sent it. */
1305  bool show_local = true;
1306  /* Find all clients that belong to this company */
1307  ci_to = nullptr;
1308  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1309  ci = cs->GetInfo();
1310  if (ci != nullptr && ci->client_playas == (CompanyID)dest && cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
1311  cs->SendChat(action, from_id, false, msg, data);
1312  if (cs->client_id == from_id) show_local = false;
1313  ci_to = ci; // Remember a client that is in the company for company-name
1314  }
1315  }
1316 
1317  /* if the server can read it, let the admin network read it, too. */
1319  NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1320  }
1321 
1322  ci = NetworkClientInfo::GetByClientID(from_id);
1324  if (ci != nullptr && ci_own != nullptr && ci_own->client_playas == dest) {
1325  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1326  if (from_id == CLIENT_ID_SERVER) show_local = false;
1327  ci_to = ci_own;
1328  }
1329 
1330  /* There is no such client */
1331  if (ci_to == nullptr) break;
1332 
1333  /* Display the message locally (so you know you have sent it) */
1334  if (ci != nullptr && show_local) {
1335  if (from_id == CLIENT_ID_SERVER) {
1336  StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
1337  SetDParam(0, ci_to->client_playas);
1338  std::string name = GetString(str);
1339  NetworkTextMessage(action, GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data);
1340  } else {
1341  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1342  if (cs->client_id == from_id && cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
1343  cs->SendChat(action, ci_to->client_id, true, msg, data);
1344  }
1345  }
1346  }
1347  }
1348  break;
1349  }
1350  default:
1351  Debug(net, 1, "Received unknown chat destination type {}; doing broadcast instead", desttype);
1352  [[fallthrough]];
1353 
1354  case DESTTYPE_BROADCAST:
1355  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1356  if (cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) cs->SendChat(action, from_id, false, msg, data);
1357  }
1358 
1359  NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1360 
1361  ci = NetworkClientInfo::GetByClientID(from_id);
1362  if (ci != nullptr) {
1363  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data, "");
1364  }
1365  break;
1366  }
1367 }
1368 
1376 void NetworkServerSendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
1377 {
1378  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1379  if (cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) cs->SendExternalChat(source, colour, user, msg);
1380  }
1381  NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT, colour, false, user, msg, 0, source);
1382 }
1383 
1385 {
1386  if (this->status < STATUS_PRE_ACTIVE) {
1387  /* Illegal call, return error and ignore the packet */
1388  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1389  }
1390 
1391  NetworkAction action = (NetworkAction)p.Recv_uint8();
1392  DestType desttype = (DestType)p.Recv_uint8();
1393  int dest = p.Recv_uint32();
1394 
1395  Debug(net, 9, "client[{}] Receive_CLIENT_CHAT(): action={}, desttype={}, dest={}", this->client_id, action, desttype, dest);
1396 
1397  std::string msg = p.Recv_string(NETWORK_CHAT_LENGTH);
1398  int64_t data = p.Recv_uint64();
1399 
1400  NetworkClientInfo *ci = this->GetInfo();
1401  switch (action) {
1402  case NETWORK_ACTION_CHAT:
1403  case NETWORK_ACTION_CHAT_CLIENT:
1404  case NETWORK_ACTION_CHAT_COMPANY:
1405  NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data);
1406  break;
1407  default:
1408  IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to unknown chact action.", ci->client_id, this->GetClientIP());
1409  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1410  }
1411  return NETWORK_RECV_STATUS_OKAY;
1412 }
1413 
1415 {
1416  if (this->status != STATUS_ACTIVE) {
1417  /* Illegal call, return error and ignore the packet */
1418  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1419  }
1420 
1421  Debug(net, 9, "client[{}] Receive_CLIENT_SET_NAME()", this->client_id);
1422 
1423  NetworkClientInfo *ci;
1424 
1425  std::string client_name = p.Recv_string(NETWORK_CLIENT_NAME_LENGTH);
1426  ci = this->GetInfo();
1427 
1428  if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
1429 
1430  if (ci != nullptr) {
1431  if (!NetworkIsValidClientName(client_name)) {
1432  /* An invalid client name was given. However, the client ensures the name
1433  * is valid before it is sent over the network, so something went horribly
1434  * wrong. This is probably someone trying to troll us. */
1435  return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
1436  }
1437 
1438  /* Display change */
1439  if (NetworkMakeClientNameUnique(client_name)) {
1440  NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);
1441  ci->client_name = client_name;
1443  }
1444  }
1445  return NETWORK_RECV_STATUS_OKAY;
1446 }
1447 
1449 {
1450  if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1451 
1452  Debug(net, 9, "client[{}] Receive_CLIENT_RCON()", this->client_id);
1453 
1454  std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
1455  std::string command = p.Recv_string(NETWORK_RCONCOMMAND_LENGTH);
1456 
1457  if (_rcon_authorized_key_handler.IsAllowed(this->peer_public_key)) {
1458  /* We are allowed, nothing more to validate. */
1459  } else if (_settings_client.network.rcon_password.empty()) {
1460  return NETWORK_RECV_STATUS_OKAY;
1461  } else if (_settings_client.network.rcon_password.compare(password) != 0) {
1462  Debug(net, 1, "[rcon] Wrong password from client-id {}", this->client_id);
1463  return NETWORK_RECV_STATUS_OKAY;
1464  }
1465 
1466  Debug(net, 3, "[rcon] Client-id {} executed: {}", this->client_id, command);
1467 
1469  IConsoleCmdExec(command);
1471  return NETWORK_RECV_STATUS_OKAY;
1472 }
1473 
1475 {
1476  if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1477 
1478  CompanyID company_id = (Owner)p.Recv_uint8();
1479 
1480  Debug(net, 9, "client[{}] Receive_CLIENT_MOVE(): company_id={}", this->client_id, company_id);
1481 
1482  /* Check if the company is valid, we don't allow moving to AI companies */
1483  if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY;
1484 
1485  if (company_id != COMPANY_SPECTATOR && !Company::Get(company_id)->allow_list.Contains(this->peer_public_key)) {
1486  Debug(net, 2, "Wrong public key from client-id #{} for company #{}", this->client_id, company_id + 1);
1487  return NETWORK_RECV_STATUS_OKAY;
1488  }
1489 
1490  /* if we get here we can move the client */
1491  NetworkServerDoMove(this->client_id, company_id);
1492  return NETWORK_RECV_STATUS_OKAY;
1493 }
1494 
1500 {
1501  memset(stats, 0, sizeof(*stats) * MAX_COMPANIES);
1502 
1503  /* Go through all vehicles and count the type of vehicles */
1504  for (const Vehicle *v : Vehicle::Iterate()) {
1505  if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
1506  uint8_t type = 0;
1507  switch (v->type) {
1508  case VEH_TRAIN: type = NETWORK_VEH_TRAIN; break;
1509  case VEH_ROAD: type = RoadVehicle::From(v)->IsBus() ? NETWORK_VEH_BUS : NETWORK_VEH_LORRY; break;
1510  case VEH_AIRCRAFT: type = NETWORK_VEH_PLANE; break;
1511  case VEH_SHIP: type = NETWORK_VEH_SHIP; break;
1512  default: continue;
1513  }
1514  stats[v->owner].num_vehicle[type]++;
1515  }
1516 
1517  /* Go through all stations and count the types of stations */
1518  for (const Station *s : Station::Iterate()) {
1519  if (Company::IsValidID(s->owner)) {
1520  NetworkCompanyStats *npi = &stats[s->owner];
1521 
1522  if (s->facilities & FACIL_TRAIN) npi->num_station[NETWORK_VEH_TRAIN]++;
1523  if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[NETWORK_VEH_LORRY]++;
1524  if (s->facilities & FACIL_BUS_STOP) npi->num_station[NETWORK_VEH_BUS]++;
1525  if (s->facilities & FACIL_AIRPORT) npi->num_station[NETWORK_VEH_PLANE]++;
1526  if (s->facilities & FACIL_DOCK) npi->num_station[NETWORK_VEH_SHIP]++;
1527  }
1528  }
1529 }
1530 
1536 {
1538 
1539  if (ci == nullptr) return;
1540 
1541  Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:04x}", TimerGameEconomy::date, TimerGameEconomy::date_fract, (int)ci->client_playas, client_id);
1542 
1543  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1545  cs->SendClientInfo(ci);
1546  }
1547  }
1548 
1550 }
1551 
1558 {
1559  CompanyMask has_clients = 0;
1560  CompanyMask has_vehicles = 0;
1561 
1563 
1564  /* Detect the active companies */
1565  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1566  if (Company::IsValidID(ci->client_playas)) SetBit(has_clients, ci->client_playas);
1567  }
1568 
1569  if (!_network_dedicated) {
1571  assert(ci != nullptr);
1572  if (Company::IsValidID(ci->client_playas)) SetBit(has_clients, ci->client_playas);
1573  }
1574 
1576  for (const Company *c : Company::Iterate()) {
1577  if (std::any_of(std::begin(c->group_all), std::end(c->group_all), [](const GroupStatistics &gs) { return gs.num_vehicle != 0; })) SetBit(has_vehicles, c->index);
1578  }
1579  }
1580 
1581  /* Go through all the companies */
1582  for (Company *c : Company::Iterate()) {
1583  /* Skip the non-active once */
1584  if (c->is_ai) continue;
1585 
1586  if (!HasBit(has_clients, c->index)) {
1587  /* The company is empty for one month more */
1588  if (c->months_empty != std::numeric_limits<decltype(c->months_empty)>::max()) c->months_empty++;
1589 
1590  /* Is the company empty for autoclean_protected-months? */
1592  /* Shut the company down */
1594  IConsolePrint(CC_INFO, "Auto-cleaned company #{}.", c->index + 1);
1595  }
1596  /* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
1597  if (_settings_client.network.autoclean_novehicles != 0 && c->months_empty > _settings_client.network.autoclean_novehicles && !HasBit(has_vehicles, c->index)) {
1598  /* Shut the company down */
1600  IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no vehicles.", c->index + 1);
1601  }
1602  } else {
1603  /* It is not empty, reset the date */
1604  c->months_empty = 0;
1605  }
1606  }
1607 }
1608 
1614 bool NetworkMakeClientNameUnique(std::string &name)
1615 {
1616  bool is_name_unique = false;
1617  std::string original_name = name;
1618 
1619  for (uint number = 1; !is_name_unique && number <= MAX_CLIENTS; number++) { // Something's really wrong when there're more names than clients
1620  is_name_unique = true;
1621  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1622  if (ci->client_name == name) {
1623  /* Name already in use */
1624  is_name_unique = false;
1625  break;
1626  }
1627  }
1628  /* Check if it is the same as the server-name */
1630  if (ci != nullptr) {
1631  if (ci->client_name == name) is_name_unique = false; // name already in use
1632  }
1633 
1634  if (!is_name_unique) {
1635  /* Try a new name (<name> #1, <name> #2, and so on) */
1636  name = original_name + " #" + std::to_string(number);
1637 
1638  /* The constructed client name is larger than the limit,
1639  * so... bail out as no valid name can be created. */
1640  if (name.size() >= NETWORK_CLIENT_NAME_LENGTH) return false;
1641  }
1642  }
1643 
1644  return is_name_unique;
1645 }
1646 
1653 bool NetworkServerChangeClientName(ClientID client_id, const std::string &new_name)
1654 {
1655  /* Check if the name's already in use */
1657  if (ci->client_name.compare(new_name) == 0) return false;
1658  }
1659 
1661  if (ci == nullptr) return false;
1662 
1663  NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name);
1664 
1665  ci->client_name = new_name;
1666 
1667  NetworkUpdateClientInfo(client_id);
1668  return true;
1669 }
1670 
1675 static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
1676 {
1677  for (auto &cp : cs->outgoing_queue) cs->SendCommand(cp);
1678  cs->outgoing_queue.clear();
1679 }
1680 
1685 void NetworkServer_Tick(bool send_frame)
1686 {
1687 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1688  bool send_sync = false;
1689 #endif
1690 
1691 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1694  send_sync = true;
1695  }
1696 #endif
1697 
1698  /* Now we are done with the frame, inform the clients that they can
1699  * do their frame! */
1700  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1701  /* We allow a number of bytes per frame, but only to the burst amount
1702  * to be available for packet receiving at any particular time. */
1703  cs->receive_limit = std::min<size_t>(cs->receive_limit + _settings_client.network.bytes_per_frame,
1705 
1706  /* Check if the speed of the client is what we can expect from a client */
1707  uint lag = NetworkCalculateLag(cs);
1708  switch (cs->status) {
1709  case NetworkClientSocket::STATUS_ACTIVE:
1711  /* Client did still not report in within the specified limit. */
1712 
1713  if (cs->last_packet + std::chrono::milliseconds(lag * MILLISECONDS_PER_TICK) > std::chrono::steady_clock::now()) {
1714  /* A packet was received in the last three game days, so the client is likely lagging behind. */
1715  IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because the client's game state is more than {} ticks behind.", cs->client_id, cs->GetClientIP(), lag);
1716  } else {
1717  /* No packet was received in the last three game days; sounds like a lost connection. */
1718  IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because the client did not respond for more than {} ticks.", cs->client_id, cs->GetClientIP(), lag);
1719  }
1720  cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1721  continue;
1722  }
1723 
1724  /* Report once per time we detect the lag, and only when we
1725  * received a packet in the last 2 seconds. If we
1726  * did not receive a packet, then the client is not just
1727  * slow, but the connection is likely severed. Mentioning
1728  * frame_freq is not useful in this case. */
1729  if (lag > (uint)Ticks::DAY_TICKS && cs->lag_test == 0 && cs->last_packet + std::chrono::seconds(2) > std::chrono::steady_clock::now()) {
1730  IConsolePrint(CC_WARNING, "[{}] Client #{} is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
1731  cs->lag_test = 1;
1732  }
1733 
1734  if (cs->last_frame_server - cs->last_token_frame >= _settings_client.network.max_lag_time) {
1735  /* This is a bad client! It didn't send the right token back within time. */
1736  IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it fails to send valid acks.", cs->client_id, cs->GetClientIP());
1737  cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1738  continue;
1739  }
1740  break;
1741 
1742  case NetworkClientSocket::STATUS_INACTIVE:
1743  case NetworkClientSocket::STATUS_IDENTIFY:
1744  case NetworkClientSocket::STATUS_NEWGRFS_CHECK:
1745  case NetworkClientSocket::STATUS_AUTHORIZED:
1746  /* NewGRF check and authorized states should be handled almost instantly.
1747  * So give them some lee-way, likewise for the query with inactive. */
1749  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);
1750  cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1751  continue;
1752  }
1753  break;
1754 
1755  case NetworkClientSocket::STATUS_MAP_WAIT:
1756  /* Send every two seconds a packet to the client, to make sure
1757  * it knows the server is still there; just someone else is
1758  * still receiving the map. */
1759  if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
1760  cs->SendWait();
1761  /* We need to reset the timer, as otherwise we will be
1762  * spamming the client. Strictly speaking this variable
1763  * tracks when we last received a packet from the client,
1764  * but as it is waiting, it will not send us any till we
1765  * start sending them data. */
1766  cs->last_packet = std::chrono::steady_clock::now();
1767  }
1768  break;
1769 
1770  case NetworkClientSocket::STATUS_MAP:
1771  /* Downloading the map... this is the amount of time since starting the saving. */
1773  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);
1774  cs->SendError(NETWORK_ERROR_TIMEOUT_MAP);
1775  continue;
1776  }
1777  break;
1778 
1779  case NetworkClientSocket::STATUS_DONE_MAP:
1780  case NetworkClientSocket::STATUS_PRE_ACTIVE:
1781  /* The map has been sent, so this is for loading the map and syncing up. */
1783  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);
1784  cs->SendError(NETWORK_ERROR_TIMEOUT_JOIN);
1785  continue;
1786  }
1787  break;
1788 
1789  case NetworkClientSocket::STATUS_AUTH_GAME:
1790  /* These don't block? */
1792  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);
1793  cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD);
1794  continue;
1795  }
1796  break;
1797 
1798  case NetworkClientSocket::STATUS_END:
1799  /* Bad server/code. */
1800  NOT_REACHED();
1801  }
1802 
1803  if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {
1804  /* Check if we can send command, and if we have anything in the queue */
1806 
1807  /* Send an updated _frame_counter_max to the client */
1808  if (send_frame) cs->SendFrame();
1809 
1810 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1811  /* Send a sync-check packet */
1812  if (send_sync) cs->SendSync();
1813 #endif
1814  }
1815  }
1816 }
1817 
1819 static void NetworkRestartMap()
1820 {
1823  case FT_SAVEGAME:
1824  case FT_SCENARIO:
1826  break;
1827 
1828  case FT_HEIGHTMAP:
1830  break;
1831 
1832  default:
1834  }
1835 }
1836 
1839 {
1840  if (!_network_server) return;
1841 
1842  /* If setting is 0, this feature is disabled. */
1843  if (_settings_client.network.restart_hours == 0) return;
1844 
1845  Debug(net, 3, "Auto-restarting map: {} hours played", _settings_client.network.restart_hours);
1847 });
1848 
1854 {
1855  if (!_network_server) return;
1856 
1858 }
1859 
1862 {
1863  /* If setting is 0, this feature is disabled. */
1864  if (_settings_client.network.restart_game_year == 0) return;
1865 
1867  Debug(net, 3, "Auto-restarting map: year {} reached", TimerGameCalendar::year);
1869  }
1870 }
1871 
1873 static IntervalTimer<TimerGameCalendar> _calendar_network_yearly({ TimerGameCalendar::YEAR, TimerGameCalendar::Priority::NONE }, [](auto) {
1874  if (!_network_server) return;
1875 
1877 });
1878 
1880 static IntervalTimer<TimerGameEconomy> _economy_network_yearly({TimerGameEconomy::YEAR, TimerGameEconomy::Priority::NONE}, [](auto)
1881 {
1882  if (!_network_server) return;
1883 
1885 });
1886 
1888 static IntervalTimer<TimerGameEconomy> _network_quarterly({TimerGameEconomy::QUARTER, TimerGameEconomy::Priority::NONE}, [](auto)
1889 {
1890  if (!_network_server) return;
1891 
1894 });
1895 
1897 static IntervalTimer<TimerGameEconomy> _network_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::NONE}, [](auto)
1898 {
1899  if (!_network_server) return;
1900 
1903 });
1904 
1906 static IntervalTimer<TimerGameEconomy> _network_weekly({TimerGameEconomy::WEEK, TimerGameEconomy::Priority::NONE}, [](auto)
1907 {
1908  if (!_network_server) return;
1909 
1911 });
1912 
1914 static IntervalTimer<TimerGameEconomy> _economy_network_daily({TimerGameEconomy::DAY, TimerGameEconomy::Priority::NONE}, [](auto)
1915 {
1916  if (!_network_server) return;
1917 
1919 });
1920 
1926 {
1927  return this->client_address.GetHostname();
1928 }
1929 
1932 {
1933  static const char * const stat_str[] = {
1934  "inactive",
1935  "authorizing",
1936  "identifing client",
1937  "checking NewGRFs",
1938  "authorized",
1939  "waiting",
1940  "loading map",
1941  "map done",
1942  "ready",
1943  "active"
1944  };
1945  static_assert(lengthof(stat_str) == NetworkClientSocket::STATUS_END);
1946 
1947  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1948  NetworkClientInfo *ci = cs->GetInfo();
1949  if (ci == nullptr) continue;
1950  uint lag = NetworkCalculateLag(cs);
1951  const char *status;
1952 
1953  status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
1954  IConsolePrint(CC_INFO, "Client #{} name: '{}' status: '{}' frame-lag: {} company: {} IP: {}",
1955  cs->client_id, ci->client_name, status, lag,
1956  ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
1957  cs->GetClientIP());
1958  }
1959 }
1960 
1965 {
1966  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1967  if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendConfigUpdate();
1968  }
1969 }
1970 
1973 {
1974  if (_network_server) FillStaticNetworkServerGameInfo();
1975 }
1976 
1983 void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
1984 {
1985  /* Only allow non-dedicated servers and normal clients to be moved */
1986  if (client_id == CLIENT_ID_SERVER && _network_dedicated) return;
1987 
1989  assert(ci != nullptr);
1990 
1991  /* No need to waste network resources if the client is in the company already! */
1992  if (ci->client_playas == company_id) return;
1993 
1994  ci->client_playas = company_id;
1995 
1996  if (client_id == CLIENT_ID_SERVER) {
1997  SetLocalCompany(company_id);
1998  } else {
1999  NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id);
2000  /* When the company isn't authorized we can't move them yet. */
2001  if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return;
2002  cs->SendMove(client_id, company_id);
2003  }
2004 
2005  /* announce the client's move */
2006  NetworkUpdateClientInfo(client_id);
2007 
2008  NetworkAction action = (company_id == COMPANY_SPECTATOR) ? NETWORK_ACTION_COMPANY_SPECTATOR : NETWORK_ACTION_COMPANY_JOIN;
2009  NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1);
2010 
2012 }
2013 
2020 void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const std::string &string)
2021 {
2022  NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code, string);
2023 }
2024 
2030 void NetworkServerKickClient(ClientID client_id, const std::string &reason)
2031 {
2032  if (client_id == CLIENT_ID_SERVER) return;
2033  NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED, reason);
2034 }
2035 
2042 uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const std::string &reason)
2043 {
2044  return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban, reason);
2045 }
2046 
2053 uint NetworkServerKickOrBanIP(const std::string &ip, bool ban, const std::string &reason)
2054 {
2055  /* Add address to ban-list */
2056  if (ban) {
2057  bool contains = false;
2058  for (const auto &iter : _network_ban_list) {
2059  if (iter == ip) {
2060  contains = true;
2061  break;
2062  }
2063  }
2064  if (!contains) _network_ban_list.emplace_back(ip);
2065  }
2066 
2067  uint n = 0;
2068 
2069  /* There can be multiple clients with the same IP, kick them all but don't kill the server,
2070  * or the client doing the rcon. The latter can't be kicked because kicking frees closes
2071  * and subsequently free the connection related instances, which we would be reading from
2072  * and writing to after returning. So we would read or write data from freed memory up till
2073  * the segfault triggers. */
2074  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2075  if (cs->client_id == CLIENT_ID_SERVER) continue;
2076  if (cs->client_id == _redirect_console_to_client) continue;
2077  if (cs->client_address.IsInNetmask(ip)) {
2078  NetworkServerKickClient(cs->client_id, reason);
2079  n++;
2080  }
2081  }
2082 
2083  return n;
2084 }
2085 
2092 {
2093  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
2094  if (ci->client_playas == company) return true;
2095  }
2096  return false;
2097 }
2098 
2099 
2106 {
2107  const NetworkClientInfo *ci = this->GetInfo();
2108  if (ci != nullptr && !ci->client_name.empty()) return ci->client_name;
2109 
2110  return fmt::format("Client #{}", this->client_id);
2111 }
2112 
2117 {
2119  if (_network_server) {
2120  IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {} IP: {}",
2121  ci->client_id,
2122  ci->client_name,
2123  ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
2124  ci->client_id == CLIENT_ID_SERVER ? "server" : NetworkClientSocket::GetByClientID(ci->client_id)->GetClientIP());
2125  } else {
2126  IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {}",
2127  ci->client_id,
2128  ci->client_name,
2129  ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0));
2130  }
2131  }
2132 }
2133 
2139 std::string_view NetworkGetPublicKeyOfClient(ClientID client_id)
2140 {
2141  auto socket = NetworkClientSocket::GetByClientID(client_id);
2142  return socket == nullptr ? "" : socket->GetPeerPublicKey();
2143 }
2144 
2145 
2152 {
2153  assert(c != nullptr);
2154 
2155  if (!_network_server) return;
2156 
2157  if (ci != nullptr) {
2158  /* ci is nullptr when replaying, or for AIs. In neither case there is a client. */
2159  ci->client_playas = c->index;
2161 
2162  /*
2163  * This function is called from a command, but is only called for the server.
2164  * The client information is managed out-of-band from the commands, so to not have a
2165  * different state/president/company name in the different clients, we need to
2166  * circumvent the normal ::Post logic and go directly to sending the command.
2167  */
2170 
2171  NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, c->index + 1);
2172  }
2173 }
NetworkServerKickOrBanIP
uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const std::string &reason)
Ban, or kick, everyone joined from the given client's IP.
Definition: network_server.cpp:2042
PacketWriter::Write
void Write(uint8_t *buf, size_t size) override
Write a given number of bytes into the savegame.
Definition: network_server.cpp:144
Packet::Recv_uint64
uint64_t Recv_uint64()
Read a 64 bits integer from the packet.
Definition: packet.cpp:364
ServerNetworkGameSocketHandler::SendEnableEncryption
NetworkRecvStatus SendEnableEncryption()
Notify the client that the authentication has completed and tell that for the remainder of this socke...
Definition: network_server.cpp:463
NetworkGameSocketHandler::ReceiveCommand
const char * ReceiveCommand(Packet &p, CommandPacket &cp)
Receives a command from the network.
Definition: network_command.cpp:363
NetworkCompanyStats::num_station
uint16_t num_station[NETWORK_VEH_END]
How many stations are there of this type?
Definition: network_type.h:69
ServerNetworkGameSocketHandler::STATUS_IDENTIFY
@ STATUS_IDENTIFY
The client is identifying itself.
Definition: network_server.h:56
NetworkCompanyStats
Simple calculated statistics of a company.
Definition: network_type.h:67
CC_INFO
static const TextColour CC_INFO
Colour for information lines.
Definition: console_type.h:27
_network_quarterly
static IntervalTimer< TimerGameEconomy > _network_quarterly({TimerGameEconomy::QUARTER, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAutoCleanCompanies();NetworkAdminUpdate(ADMIN_FREQUENCY_QUARTERLY);})
Quarterly "callback".
InvalidateWindowData
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope)
Mark window data of the window of a given class and specific window number as invalid (in need of re-...
Definition: window.cpp:3208
PACKET_SERVER_MAP_DONE
@ PACKET_SERVER_MAP_DONE
Server tells it has just sent the last bits of the map to the client.
Definition: tcp_game.h:84
NETWORK_RECV_STATUS_CLIENT_QUIT
@ NETWORK_RECV_STATUS_CLIENT_QUIT
The connection is lost gracefully. Other clients are already informed of this leaving client.
Definition: core.h:28
ServerNetworkGameSocketHandler::authentication_handler
std::unique_ptr< class NetworkAuthenticationServerHandler > authentication_handler
The handler for the authentication.
Definition: network_server.h:26
SetBit
constexpr T SetBit(T &x, const uint8_t y)
Set a bit in a variable.
Definition: bitmath_func.hpp:121
PACKET_SERVER_ENABLE_ENCRYPTION
@ 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
FT_SCENARIO
@ FT_SCENARIO
old or new scenario
Definition: fileio_type.h:19
Pool::PoolItem<&_company_pool >::Get
static Titem * Get(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:339
PACKET_SERVER_QUIT
@ PACKET_SERVER_QUIT
A server tells that a client has quit.
Definition: tcp_game.h:123
PACKET_SERVER_RCON
@ PACKET_SERVER_RCON
Response of the executed command on the server.
Definition: tcp_game.h:111
NetworkServerSendConfigUpdate
void NetworkServerSendConfigUpdate()
Send Config Update.
Definition: network_server.cpp:1964
_network_clients_connected
uint8_t _network_clients_connected
The amount of clients connected.
Definition: network.cpp:91
NetworkAdminUpdate
void NetworkAdminUpdate(AdminUpdateFrequency freq)
Send (push) updates to the admin network as they have registered for these updates.
Definition: network_admin.cpp:1075
FACIL_TRAIN
@ FACIL_TRAIN
Station with train station.
Definition: station_type.h:54
NetworkTCPSocketHandler::SendPacket
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:68
SM_START_HEIGHTMAP
@ SM_START_HEIGHTMAP
Load a heightmap and start a new game from it.
Definition: openttd.h:38
ServerNetworkGameSocketHandler::SendCommand
NetworkRecvStatus SendCommand(const CommandPacket &cp)
Send a command to the client to execute.
Definition: network_server.cpp:663
NetworkSocketHandler::send_encryption_handler
std::unique_ptr< class NetworkEncryptionHandler > send_encryption_handler
The handler for encrypting sent packets.
Definition: core.h:50
NetworkSettings::max_commands_in_queue
uint16_t max_commands_in_queue
how many commands may there be in the incoming queue before dropping the connection?
Definition: settings_type.h:307
SM_LOAD_GAME
@ SM_LOAD_GAME
Load game, Play Scenario.
Definition: openttd.h:32
NetworkAdminChat
void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, const std::string &msg, int64_t data, bool from_admin)
Send chat to the admin network (if they did opt in for the respective update).
Definition: network_admin.cpp:996
NetworkSettings::restart_game_year
TimerGameCalendar::Year restart_game_year
year the server restarts
Definition: settings_type.h:339
Pool::PoolItem<&_company_pool >::GetIfValid
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:350
TimerGameRealtime::UNPAUSED
@ UNPAUSED
Only run when not paused.
Definition: timer_game_realtime.h:32
NetworkServerShowStatusToConsole
void NetworkServerShowStatusToConsole()
Show the status message of all clients on the console.
Definition: network_server.cpp:1931
NetworkClientInfo::client_name
std::string client_name
Name of the client.
Definition: network_base.h:26
PACKET_SERVER_FULL
@ PACKET_SERVER_FULL
The server is full and has no place for you.
Definition: tcp_game.h:33
PacketWriter::cs
ServerNetworkGameSocketHandler * cs
Socket we are associated with.
Definition: network_server.cpp:68
FACIL_DOCK
@ FACIL_DOCK
Station with a dock.
Definition: station_type.h:58
ServerNetworkGameSocketHandler::SendGameInfo
NetworkRecvStatus SendGameInfo()
Send the client information about the server.
Definition: network_server.cpp:343
CommandPacket::frame
uint32_t frame
the frame in which this packet is executed
Definition: network_internal.h:97
lock
std::mutex lock
synchronization for playback status fields
Definition: win32_m.cpp:35
NetworkClientInfo::client_playas
CompanyID client_playas
As which company is this client playing (CompanyID)
Definition: network_base.h:28
NetworkSettings::max_password_time
uint16_t max_password_time
maximum amount of time, in game ticks, a client may take to enter the password
Definition: settings_type.h:313
ServerNetworkGameSocketHandler::STATUS_PRE_ACTIVE
@ STATUS_PRE_ACTIVE
The client is catching up the delayed frames.
Definition: network_server.h:62
Station
Station data structure.
Definition: station_base.h:439
ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME
NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet &p) override
Gives the client a new name: string New name of the client.
Definition: network_server.cpp:1414
GetCommandFlags
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
StringID
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
Definition: strings_type.h:16
NetworkSettings::sync_freq
uint16_t sync_freq
how often do we check whether we are still in-sync
Definition: settings_type.h:303
PacketWriter::TransferToNetworkQueue
bool TransferToNetworkQueue()
Transfer all packets from here to the network's queue while holding the lock on our mutex.
Definition: network_server.cpp:126
_network_server
bool _network_server
network-server is active
Definition: network.cpp:66
PACKET_SERVER_MOVE
@ PACKET_SERVER_MOVE
Server tells everyone that someone is moved to another company.
Definition: tcp_game.h:115
NetworkAction
NetworkAction
Actions that can be used for NetworkTextMessage.
Definition: network_type.h:90
CMD_COMPANY_CTRL
@ CMD_COMPANY_CTRL
used in multiplayer to create a new companies etc.
Definition: command_type.h:300
SPS_CLOSED
@ SPS_CLOSED
The connection got closed.
Definition: tcp.h:24
NetworkGameSocketHandler::last_packet
std::chrono::steady_clock::time_point last_packet
Time we received the last frame.
Definition: tcp_game.h:490
WC_CLIENT_LIST
@ WC_CLIENT_LIST
Client list; Window numbers:
Definition: window_type.h:484
IntervalTimer
An interval timer will fire every interval, and will continue to fire until it is deleted.
Definition: timer.h:76
COMPANY_NEW_COMPANY
@ COMPANY_NEW_COMPANY
The client wants a new company.
Definition: company_type.h:34
Owner
Owner
Enum for all companies/owners.
Definition: company_type.h:18
Pool::PoolItem::index
Tindex index
Index of this pool item.
Definition: pool_type.hpp:238
NetworkAuthenticationDefaultPasswordProvider
Default implementation of the password provider.
Definition: network_crypto.h:123
VEH_TRAIN
@ VEH_TRAIN
Train vehicle type.
Definition: vehicle_type.h:24
NetworkGameSocketHandler::SetInfo
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
Definition: tcp_game.h:505
ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND
NetworkRecvStatus Receive_CLIENT_COMMAND(Packet &p) override
The client has done a command and wants us to handle it.
Definition: network_server.cpp:1059
NETWORK_CHAT_LENGTH
static const uint NETWORK_CHAT_LENGTH
The maximum length of a chat message, in bytes including '\0'.
Definition: config.h:62
ChangeNetworkRestartTime
void ChangeNetworkRestartTime(bool reset)
Reset the automatic network restart time interval.
Definition: network_server.cpp:1853
NetworkAuthenticationServerHandler::Create
static std::unique_ptr< NetworkAuthenticationServerHandler > Create(const NetworkAuthenticationPasswordProvider *password_provider, const NetworkAuthenticationAuthorizedKeyHandler *authorized_key_handler, NetworkAuthenticationMethodMask client_supported_method_mask=~static_cast< NetworkAuthenticationMethodMask >(0))
Create a NetworkAuthenticationServerHandler.
Definition: network_crypto.cpp:478
NetworkAutoCleanCompanies
static void NetworkAutoCleanCompanies()
Remove companies that have not been used depending on the autoclean_companies setting and values for ...
Definition: network_server.cpp:1557
ADMIN_FREQUENCY_DAILY
@ ADMIN_FREQUENCY_DAILY
The admin gets information about this on a daily basis.
Definition: tcp_admin.h:98
NetworkPrintClients
void NetworkPrintClients()
Print all the clients to the console.
Definition: network_server.cpp:2116
NetworkCheckRestartMapYear
static void NetworkCheckRestartMapYear()
Check if we want to restart the map based on the year.
Definition: network_server.cpp:1861
SetLocalCompany
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...
Definition: company_cmd.cpp:117
NetworkTCPSocketHandler::sock
SOCKET sock
The socket currently connected to.
Definition: tcp.h:38
ServerNetworkGameSocketHandler::receive_limit
size_t receive_limit
Amount of bytes that we can receive at this moment.
Definition: network_server.h:72
MAX_CLIENTS
static const uint MAX_CLIENTS
How many clients can we have.
Definition: network_type.h:16
ServerNetworkGameSocketHandler::GetName
static const char * GetName()
Get the name used by the listener.
Definition: network_server.h:113
PACKET_SERVER_NEWGAME
@ PACKET_SERVER_NEWGAME
The server is preparing to start a new game.
Definition: tcp_game.h:49
PACKET_SERVER_SHUTDOWN
@ PACKET_SERVER_SHUTDOWN
The server is shutting down.
Definition: tcp_game.h:50
TextColour
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
Definition: gfx_type.h:260
VEH_ROAD
@ VEH_ROAD
Road vehicle type.
Definition: vehicle_type.h:25
DestType
DestType
Destination of our chat messages.
Definition: network_type.h:79
TimerGameEconomy::date_fract
static DateFract date_fract
Fractional part of the day.
Definition: timer_game_economy.h:38
GRFConfig::ident
GRFIdentifier ident
grfid and md5sum to uniquely identify newgrfs
Definition: newgrf_config.h:154
NetworkAuthenticationDefaultAuthorizedKeyHandler::IsAllowed
bool IsAllowed(std::string_view peer_public_key) const override
Check whether the given public key of the peer is allowed in.
Definition: network_crypto.h:172
NetworkSettings::autoclean_protected
uint8_t autoclean_protected
Remove companies after this many months.
Definition: settings_type.h:335
_settings_client
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:56
NetworkGetPublicKeyOfClient
std::string_view NetworkGetPublicKeyOfClient(ClientID client_id)
Get the public key of the client with the given id.
Definition: network_server.cpp:2139
ServerNetworkGameSocketHandler::STATUS_MAP
@ STATUS_MAP
The client is downloading the map.
Definition: network_server.h:60
Company::IsValidHumanID
static bool IsValidHumanID(size_t index)
Is this company a valid company, not controlled by a NoAI program?
Definition: company_base.h:171
CMD_COMPANY_ALLOW_LIST_CTRL
@ CMD_COMPANY_ALLOW_LIST_CTRL
Used in multiplayer to add/remove a client's public key to/from the company's allow list.
Definition: command_type.h:301
NetworkSyncCommandQueue
void NetworkSyncCommandQueue(NetworkClientSocket *cs)
Sync our local command queue to the command queue of the given socket.
Definition: network_command.cpp:234
ADMIN_FREQUENCY_MONTHLY
@ ADMIN_FREQUENCY_MONTHLY
The admin gets information about this on a monthly basis.
Definition: tcp_admin.h:100
ServerNetworkGameSocketHandler::STATUS_MAP_WAIT
@ STATUS_MAP_WAIT
The client is waiting as someone else is downloading the map.
Definition: network_server.h:59
NetworkAuthenticationDefaultAuthorizedKeyHandler
Default implementation for the authorized key handler.
Definition: network_crypto.h:161
PACKET_SERVER_CLIENT_INFO
@ PACKET_SERVER_CLIENT_INFO
Server sends you information about a client.
Definition: tcp_game.h:76
SocketList
std::map< SOCKET, NetworkAddress > SocketList
Type for a mapping between address and socket.
Definition: address.h:21
GetNetworkErrorMsg
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
Definition: network.cpp:315
PACKET_SERVER_CHECK_NEWGRFS
@ PACKET_SERVER_CHECK_NEWGRFS
Server sends NewGRF IDs and MD5 checksums for the client to check.
Definition: tcp_game.h:71
_economy_network_daily
static IntervalTimer< TimerGameEconomy > _economy_network_daily({TimerGameEconomy::DAY, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAdminUpdate(ADMIN_FREQUENCY_DAILY);})
Daily "callback".
PACKET_SERVER_FRAME
@ 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
Vehicle
Vehicle data structure.
Definition: vehicle_base.h:244
_redirect_console_to_client
ClientID _redirect_console_to_client
If not invalid, redirect the console output to a client.
Definition: network.cpp:71
NETWORK_CLIENT_NAME_LENGTH
static const uint NETWORK_CLIENT_NAME_LENGTH
The maximum length of a client's name, in bytes including '\0'.
Definition: config.h:59
NetworkGameSocketHandler
Base socket handler for all TCP sockets.
Definition: tcp_game.h:141
DESTTYPE_BROADCAST
@ DESTTYPE_BROADCAST
Send message/notice to all clients (All)
Definition: network_type.h:80
PACKET_SERVER_SYNC
@ PACKET_SERVER_SYNC
Server tells the client what the random state should be.
Definition: tcp_game.h:98
NetworkAdminClientQuit
void NetworkAdminClientQuit(ClientID client_id)
Notify the admin network that a client quit (if they have opt in for the respective update).
Definition: network_admin.cpp:923
CommandTraits
Defines the traits of a command.
Definition: command_type.h:453
NetworkSettings::max_download_time
uint16_t max_download_time
maximum amount of time, in game ticks, a client may take to download the map
Definition: settings_type.h:312
CC_DEFAULT
static const TextColour CC_DEFAULT
Default colour of the console.
Definition: console_type.h:23
NetworkReplaceCommandClientId
static void NetworkReplaceCommandClientId(CommandPacket &cp, ClientID client_id)
Insert a client ID into the command data in a command packet.
Definition: network_command.cpp:416
NetworkServerSendRcon
void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const std::string &string)
Send an rcon reply to the client.
Definition: network_server.cpp:2020
PacketWriter::packets
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...
Definition: network_server.cpp:71
ServerNetworkGameSocketHandler::STATUS_ACTIVE
@ STATUS_ACTIVE
The client is active within in the game.
Definition: network_server.h:63
NetworkServer_Tick
void NetworkServer_Tick(bool send_frame)
This is called every tick if this is a _network_server.
Definition: network_server.cpp:1685
Debug
#define Debug(category, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
DESTTYPE_CLIENT
@ DESTTYPE_CLIENT
Send message/notice to only a certain client (Private)
Definition: network_type.h:82
network_base.h
PACKET_SERVER_AUTH_REQUEST
@ PACKET_SERVER_AUTH_REQUEST
The server requests the client to authenticate using a number of methods.
Definition: tcp_game.h:63
GameSettings::game_creation
GameCreationSettings game_creation
settings used during the creation of a game (map)
Definition: settings_type.h:594
NetworkAdminClientInfo
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).
Definition: network_admin.cpp:894
PACKET_SERVER_BANNED
@ PACKET_SERVER_BANNED
The server has banned you.
Definition: tcp_game.h:34
PacketWriter::Finish
void Finish() override
Prepare everything to finish writing the savegame.
Definition: network_server.cpp:166
_password_provider
static NetworkAuthenticationDefaultPasswordProvider _password_provider(_settings_client.network.server_password)
Provides the password validation for the game's password.
SpecializedStation< Station, false >::Iterate
static Pool::IterateWrapper< Station > Iterate(size_t from=0)
Returns an iterable ensemble of all valid stations of type T.
Definition: base_station_base.h:305
OrderBackup::ResetUser
static void ResetUser(uint32_t user)
Reset an user's OrderBackup if needed.
Definition: order_backup.cpp:168
Packet::Recv_string
std::string Recv_string(size_t length, StringValidationSettings settings=SVS_REPLACE_WITH_QUESTION_MARK)
Reads characters (bytes) from the packet until it finds a '\0', or reaches a maximum of length charac...
Definition: packet.cpp:425
ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP
NetworkRecvStatus Receive_CLIENT_GETMAP(Packet &p) override
Request the map from the server.
Definition: network_server.cpp:988
NetworkSettings::max_join_time
uint16_t max_join_time
maximum amount of time, in game ticks, a client may take to sync up during joining
Definition: settings_type.h:311
NetworkMakeClientNameUnique
bool NetworkMakeClientNameUnique(std::string &name)
Check whether a name is unique, and otherwise try to make it unique.
Definition: network_server.cpp:1614
_sync_seed_1
uint32_t _sync_seed_1
Seed to compare during sync checks.
Definition: network.cpp:81
Pool::MAX_SIZE
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
Definition: pool_type.hpp:84
DECLARE_POSTFIX_INCREMENT
#define DECLARE_POSTFIX_INCREMENT(enum_type)
Some enums need to have allowed incrementing (i.e.
Definition: enum_type.hpp:14
NetworkClientInfo::GetByClientID
static NetworkClientInfo * GetByClientID(ClientID client_id)
Return the CI given it's client-identifier.
Definition: network.cpp:118
ADMIN_FREQUENCY_QUARTERLY
@ ADMIN_FREQUENCY_QUARTERLY
The admin gets information about this on a quarterly basis.
Definition: tcp_admin.h:101
ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN
NetworkRecvStatus Receive_CLIENT_JOIN(Packet &p) override
Try to join the server: string OpenTTD revision (norev0000 if no revision).
Definition: network_server.cpp:851
CommandPacket::company
CompanyID company
company that is executing the command
Definition: network_internal.h:96
FileToSaveLoad::abstract_ftype
AbstractFileType abstract_ftype
Abstract type of file (scenario, heightmap, etc).
Definition: saveload.h:405
GroupStatistics
Statistics and caches on the vehicles in a group.
Definition: group.h:24
ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO
NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet &p) override
Request game information.
Definition: network_server.cpp:832
_economy_network_yearly
static IntervalTimer< TimerGameEconomy > _economy_network_yearly({TimerGameEconomy::YEAR, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAdminUpdate(ADMIN_FREQUENCY_ANUALLY);})
Economy yearly "callback".
_calendar_network_yearly
static IntervalTimer< TimerGameCalendar > _calendar_network_yearly({ TimerGameCalendar::YEAR, TimerGameCalendar::Priority::NONE }, [](auto) { if(!_network_server) return;NetworkCheckRestartMapYear();})
Calendar yearly "callback".
ServerNetworkGameSocketHandler::GetClientName
std::string GetClientName() const
Get the name of the client, if the user did not send it yet, Client ID is used.
Definition: network_server.cpp:2105
TCPListenHandler
Template for TCP listeners.
Definition: tcp_listen.h:28
ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler
~ServerNetworkGameSocketHandler()
Clear everything related to this client.
Definition: network_server.cpp:208
NetworkServerSendExternalChat
void NetworkServerSendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
Send a chat message from external source.
Definition: network_server.cpp:1376
ServerNetworkGameSocketHandler::ReceivePacket
std::unique_ptr< Packet > ReceivePacket() override
Receives a packet for the given client.
Definition: network_server.cpp:223
NetworkSettings::server_admin_chat
bool server_admin_chat
allow private chat for the server to be distributed to the admin network
Definition: settings_type.h:318
ServerNetworkGameSocketHandler::STATUS_INACTIVE
@ STATUS_INACTIVE
The client is not connected nor active.
Definition: network_server.h:54
ServerNetworkGameSocketHandler::Send
static void Send()
Send the packets for the server sockets.
Definition: network_server.cpp:304
PACKET_SERVER_CHAT
@ PACKET_SERVER_CHAT
Server distributing the message of a client (or itself).
Definition: tcp_game.h:106
_rcon_authorized_key_handler
static NetworkAuthenticationDefaultAuthorizedKeyHandler _rcon_authorized_key_handler(_settings_client.network.rcon_authorized_keys)
Provides the authorized key validation for rcon.
CLIENT_ID_FIRST
@ CLIENT_ID_FIRST
The first client ID.
Definition: network_type.h:52
PacketWriter
Writing a savegame directly to a number of packets.
Definition: network_server.cpp:67
PACKET_SERVER_GAME_INFO
@ PACKET_SERVER_GAME_INFO
Information about the server.
Definition: tcp_game.h:45
CommandPacket
Everything we need to know about a command to be able to execute it.
Definition: network_internal.h:94
ServerNetworkGameSocketHandler::SendSync
NetworkRecvStatus SendSync()
Request the client to sync.
Definition: network_server.cpp:644
GRFConfig
Information about GRF, used in the game and (part of it) in savegames.
Definition: newgrf_config.h:147
ServerNetworkGameSocketHandler::SendChat
NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64_t data)
Send a chat message.
Definition: network_server.cpp:685
ServerNetworkGameSocketHandler::SendConfigUpdate
NetworkRecvStatus SendConfigUpdate()
Send an update about the max company/spectator counts.
Definition: network_server.cpp:816
SM_NEWGAME
@ SM_NEWGAME
New Game --> 'Random game'.
Definition: openttd.h:28
Packet::Recv_uint32
uint32_t Recv_uint32()
Read a 32 bits integer from the packet.
Definition: packet.cpp:347
PACKET_SERVER_ERROR
@ PACKET_SERVER_ERROR
Server sending an error message to the client.
Definition: tcp_game.h:38
NetworkHandleCommandQueue
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
Handle the command-queue of a socket.
Definition: network_server.cpp:1675
NetworkCompanyStats::num_vehicle
uint16_t num_vehicle[NETWORK_VEH_END]
How many vehicles are there of this type?
Definition: network_type.h:68
NETWORK_RECV_STATUS_SERVER_ERROR
@ NETWORK_RECV_STATUS_SERVER_ERROR
The server told us we made an error.
Definition: core.h:30
IConsoleCmdExec
void IConsoleCmdExec(const std::string &command_string, const uint recurse_count)
Execute a given command passed to us.
Definition: console.cpp:291
NetworkAuthenticationServerHandler::NOT_AUTHENTICATED
@ NOT_AUTHENTICATED
All authentications for this handler have been exhausted.
Definition: network_crypto.h:263
ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE
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...
Definition: network_server.cpp:1474
ServerNetworkGameSocketHandler::Receive_CLIENT_RCON
NetworkRecvStatus Receive_CLIENT_RCON(Packet &p) override
Send an RCon command to the server: string RCon password.
Definition: network_server.cpp:1448
NETWORK_AUTH_METHOD_X25519_PAKE
@ NETWORK_AUTH_METHOD_X25519_PAKE
Authentication using x25519 password-authenticated key agreement.
Definition: network_crypto.h:179
VEH_SHIP
@ VEH_SHIP
Ship vehicle type.
Definition: vehicle_type.h:26
_last_sync_frame
uint32_t _last_sync_frame
Used in the server to store the last time a sync packet was sent to clients.
Definition: network.cpp:79
ServerNetworkGameSocketHandler::SendMove
NetworkRecvStatus SendMove(ClientID client_id, CompanyID company_id)
Tell that a client moved to another company.
Definition: network_server.cpp:803
NetworkAuthenticationServerHandler::AUTHENTICATED
@ AUTHENTICATED
The client was authenticated successfully.
Definition: network_crypto.h:262
ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR
NetworkRecvStatus Receive_CLIENT_ERROR(Packet &p) override
The client made an error and is quitting the game.
Definition: network_server.cpp:1144
ServerNetworkGameSocketHandler::SendJoin
NetworkRecvStatus SendJoin(ClientID client_id)
Tell that a client joined.
Definition: network_server.cpp:608
ServerNetworkGameSocketHandler::Receive_CLIENT_AUTH_RESPONSE
NetworkRecvStatus Receive_CLIENT_AUTH_RESPONSE(Packet &p) override
Send the response to the authentication request: 32 * uint8_t Public key of the client.
Definition: network_server.cpp:950
ServerNetworkGameSocketHandler::SendFrame
NetworkRecvStatus SendFrame()
Tell the client that they may run to a particular frame.
Definition: network_server.cpp:621
_local_company
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
Definition: company_cmd.cpp:52
NetworkAuthenticationMethod
NetworkAuthenticationMethod
The authentication method that can be used.
Definition: network_crypto.h:177
CMD_CLIENT_ID
@ CMD_CLIENT_ID
set p2 with the ClientID of the sending client.
Definition: command_type.h:404
PacketWriter::total_size
size_t total_size
Total size of the compressed savegame.
Definition: network_server.cpp:70
lengthof
#define lengthof(array)
Return the length of an fixed size array.
Definition: stdafx.h:280
ServerNetworkGameSocketHandler::Receive_CLIENT_ACK
NetworkRecvStatus Receive_CLIENT_ACK(Packet &p) override
Tell the server we are done with this frame: uint32_t Current frame counter of the client.
Definition: network_server.cpp:1199
NetworkSettings::max_lag_time
uint16_t max_lag_time
maximum amount of time, in game ticks, a client may be lagging behind the server
Definition: settings_type.h:314
ServerNetworkGameSocketHandler::SendExternalChat
NetworkRecvStatus SendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
Send a chat message from external source.
Definition: network_server.cpp:710
ServerNetworkGameSocketHandler::SendWelcome
NetworkRecvStatus SendWelcome()
Send the client a welcome message with some basic information.
Definition: network_server.cpp:477
_network_client_id
static ClientID _network_client_id
The identifier counter for new clients (is never decreased)
Definition: network_server.cpp:47
NetworkRestartMap
static void NetworkRestartMap()
Helper function to restart the map.
Definition: network_server.cpp:1819
FACIL_TRUCK_STOP
@ FACIL_TRUCK_STOP
Station with truck stops.
Definition: station_type.h:55
CommandPacket::my_cmd
bool my_cmd
did the command originate from "me"
Definition: network_internal.h:98
DESTTYPE_TEAM
@ DESTTYPE_TEAM
Send message/notice to everyone playing the same company (Team)
Definition: network_type.h:81
ServerNetworkGameSocketHandler::SendError
NetworkRecvStatus SendError(NetworkErrorCode error, const std::string &reason={})
Send an error to the client, and close its connection.
Definition: network_server.cpp:360
TCP_MTU
static const size_t TCP_MTU
Number of bytes we can pack in a single TCP packet.
Definition: config.h:45
ServerNetworkGameSocketHandler::status
ClientStatus status
Status of this client.
Definition: network_server.h:70
NetworkPopulateCompanyStats
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
Populate the company stats.
Definition: network_server.cpp:1499
NetworkClientInfo::public_key
std::string public_key
The public key of the client.
Definition: network_base.h:27
NetworkSettings::bytes_per_frame_burst
uint16_t bytes_per_frame_burst
how many bytes may, over a short period, be received?
Definition: settings_type.h:309
network_server.h
_network_dedicated
bool _network_dedicated
are we a dedicated server?
Definition: network.cpp:68
Packet
Internal entity of a packet.
Definition: packet.h:42
FT_SAVEGAME
@ FT_SAVEGAME
old or new savegame
Definition: fileio_type.h:18
ServerNetworkGameSocketHandler::SendClientInfo
NetworkRecvStatus SendClientInfo(NetworkClientInfo *ci)
Send the client information about a client.
Definition: network_server.cpp:326
ADMIN_FREQUENCY_ANUALLY
@ ADMIN_FREQUENCY_ANUALLY
The admin gets information about this on a yearly basis.
Definition: tcp_admin.h:102
PACKET_SERVER_WAIT
@ PACKET_SERVER_WAIT
Server tells the client there are some people waiting for the map as well.
Definition: tcp_game.h:80
NETWORK_REVISION_LENGTH
static const uint NETWORK_REVISION_LENGTH
The maximum length of the revision, in bytes including '\0'.
Definition: config.h:57
PACKET_SERVER_MAP_SIZE
@ PACKET_SERVER_MAP_SIZE
Server tells the client what the (compressed) size of the map is.
Definition: tcp_game.h:82
ServerNetworkGameSocketHandler::STATUS_DONE_MAP
@ STATUS_DONE_MAP
The client has downloaded the map.
Definition: network_server.h:61
ServerNetworkGameSocketHandler::SendQuit
NetworkRecvStatus SendQuit(ClientID client_id)
Tell the client another client quit.
Definition: network_server.cpp:749
NetworkServerGameInfo::clients_on
uint8_t clients_on
Current count of clients on server.
Definition: network_game_info.h:107
_authorized_key_handler
static NetworkAuthenticationDefaultAuthorizedKeyHandler _authorized_key_handler(_settings_client.network.server_authorized_keys)
Provides the authorized key handling for the game authentication.
NetworkClientInfo::client_id
ClientID client_id
Client identifier (same as ClientState->client_id)
Definition: network_base.h:25
NETWORK_PASSWORD_LENGTH
static const uint NETWORK_PASSWORD_LENGTH
The maximum length of the password, in bytes including '\0'.
Definition: config.h:58
ServerNetworkGameSocketHandler::last_token_frame
uint32_t last_token_frame
The last frame we received the right token.
Definition: network_server.h:69
GENERATE_NEW_SEED
static const uint32_t GENERATE_NEW_SEED
Create a new random seed.
Definition: genworld.h:24
NetworkServerSendChat
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const std::string &msg, ClientID from_id, int64_t data, bool from_admin)
Send an actual chat message.
Definition: network_server.cpp:1258
NetworkSettings::server_name
std::string server_name
name of the server
Definition: settings_type.h:322
ServerNetworkGameSocketHandler::Receive_CLIENT_IDENTIFY
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_...
Definition: network_server.cpp:877
ServerNetworkGameSocketHandler::SendErrorQuit
NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
Tell the client another client quit with an error.
Definition: network_server.cpp:732
NetworkServerNewCompany
void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
Perform all the server specific administration of a new company.
Definition: network_server.cpp:2151
CCA_NEW
@ CCA_NEW
Create a new company.
Definition: company_type.h:68
ServerNetworkGameSocketHandler
Class for handling the server side of the game connection.
Definition: network_server.h:24
NetworkGameSocketHandler::GetInfo
NetworkClientInfo * GetInfo() const
Gets the client info of this socket handler.
Definition: tcp_game.h:515
NetworkSettings::rcon_password
std::string rcon_password
password for rconsole (server side)
Definition: settings_type.h:325
_switch_mode
SwitchMode _switch_mode
The next mainloop command.
Definition: gfx.cpp:49
NetworkSocketHandler::HasClientQuit
bool HasClientQuit() const
Whether the current client connected to the socket has quit.
Definition: core.h:74
ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED
NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet &p) override
Tell the server that we have the required GRFs.
Definition: network_server.cpp:839
NetworkTCPSocketHandler::SendPackets
SendPacketsState SendPackets(bool closing_down=false)
Sends all the buffered packets out for this client.
Definition: tcp.cpp:86
PACKET_SERVER_MAP_DATA
@ PACKET_SERVER_MAP_DATA
Server sends bits of the map to the client.
Definition: tcp_game.h:83
NETWORK_RCONCOMMAND_LENGTH
static const uint NETWORK_RCONCOMMAND_LENGTH
The maximum length of a rconsole command, in bytes including '\0'.
Definition: config.h:60
NetworkGameSocketHandler::last_frame_server
uint32_t last_frame_server
Last frame the server has executed.
Definition: tcp_game.h:488
CompanyProperties::months_empty
uint8_t months_empty
NOSAVE: Number of months this company has not had a client in multiplayer.
Definition: company_base.h:97
NetworkServerDoMove
void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
Handle the tid-bits of moving a client from one company to another.
Definition: network_server.cpp:1983
Pool::PoolItem<&_networkclientinfo_pool >::Iterate
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
Definition: pool_type.hpp:388
ServerNetworkGameSocketHandler::GetClientIP
const std::string & GetClientIP()
Get the IP address/hostname of the connected client.
Definition: network_server.cpp:1925
GRFConfig::flags
uint8_t flags
NOSAVE: GCF_Flags, bitset.
Definition: newgrf_config.h:164
Pool
Base class for all pools.
Definition: pool_type.hpp:80
SaveWithFilter
SaveOrLoadResult SaveWithFilter(std::shared_ptr< SaveFilter > writer, bool threaded)
Save the game using a (writer) filter.
Definition: saveload.cpp:2912
PacketWriter::current
std::unique_ptr< Packet > current
The packet we're currently writing to.
Definition: network_server.cpp:69
GameCreationSettings::generation_seed
uint32_t generation_seed
noise seed for world generation
Definition: settings_type.h:352
ClientID
ClientID
'Unique' identifier to be given to clients
Definition: network_type.h:49
Pool::PoolItem<&_company_pool >::GetNumItems
static size_t GetNumItems()
Returns number of valid items in the pool.
Definition: pool_type.hpp:369
ServerNetworkGameSocketHandler::SendNewGame
NetworkRecvStatus SendNewGame()
Tell the client we're starting a new game.
Definition: network_server.cpp:772
network_udp.h
PacketWriter::~PacketWriter
~PacketWriter()
Make sure everything is cleaned up.
Definition: network_server.cpp:84
SpecializedVehicle< RoadVehicle, Type >::From
static RoadVehicle * From(Vehicle *v)
Converts a Vehicle to SpecializedVehicle with type checking.
Definition: vehicle_base.h:1215
PACKET_SERVER_EXTERNAL_CHAT
@ PACKET_SERVER_EXTERNAL_CHAT
Server distributing the message from external source.
Definition: tcp_game.h:107
SaveFilter
Interface for filtering a savegame till it is written.
Definition: saveload_filter.h:59
GetDrawStringCompanyColour
TextColour GetDrawStringCompanyColour(CompanyID company)
Get the colour for DrawString-subroutines which matches the colour of the company.
Definition: company_cmd.cpp:149
_frame_counter
uint32_t _frame_counter
The current frame.
Definition: network.cpp:78
CommandPacket::data
CommandDataBuffer data
command parameters.
Definition: network_internal.h:103
SetDParam
void SetDParam(size_t n, uint64_t v)
Set a string parameter v at index n in the global string parameter array.
Definition: strings.cpp:104
NetworkGameSocketHandler::last_frame
uint32_t last_frame
Last frame we have executed.
Definition: tcp_game.h:487
ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK
NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet &p) override
Tell the server that we are done receiving/loading the map.
Definition: network_server.cpp:1012
NetworkRecvStatus
NetworkRecvStatus
Status of a network client; reasons why a client has quit.
Definition: core.h:23
_file_to_saveload
FileToSaveLoad _file_to_saveload
File to save or load in the openttd loop.
Definition: saveload.cpp:60
GRFConfig::next
struct GRFConfig * next
NOSAVE: Next item in the linked list.
Definition: newgrf_config.h:174
NetworkGameSocketHandler::info
NetworkClientInfo * info
Client info related to this socket.
Definition: tcp_game.h:144
ServerNetworkGameSocketHandler::STATUS_NEWGRFS_CHECK
@ STATUS_NEWGRFS_CHECK
The client is checking NewGRFs.
Definition: network_server.h:57
ServerNetworkGameSocketHandler::AllowConnection
static bool AllowConnection()
Whether an connection is allowed or not at this moment.
Definition: network_server.cpp:291
PACKET_SERVER_COMMAND
@ PACKET_SERVER_COMMAND
Server distributes a command to (all) the clients.
Definition: tcp_game.h:102
PACKET_SERVER_MAP_BEGIN
@ PACKET_SERVER_MAP_BEGIN
Server tells the client that it is beginning to send the map.
Definition: tcp_game.h:81
NetworkSettings::max_clients
uint8_t max_clients
maximum amount of clients
Definition: settings_type.h:338
GetString
std::string GetString(StringID string)
Resolve the given StringID into a std::string with all the associated DParam lookups and formatting.
Definition: strings.cpp:319
NetworkSettings::max_companies
uint8_t max_companies
maximum amount of companies
Definition: settings_type.h:337
NetworkAddress::GetHostname
const std::string & GetHostname()
Get the hostname; in case it wasn't given the IPv4 dotted representation is given.
Definition: address.cpp:23
Pool::PoolItem<&_networkclientsocket_pool >::CanAllocateItem
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
Definition: pool_type.hpp:309
NetworkServerKickClient
void NetworkServerKickClient(ClientID client_id, const std::string &reason)
Kick a single client.
Definition: network_server.cpp:2030
ServerNetworkGameSocketHandler::savegame
std::shared_ptr< struct PacketWriter > savegame
Writer used to write the savegame.
Definition: network_server.h:74
ServerNetworkGameSocketHandler::SendMap
NetworkRecvStatus SendMap()
This sends the map to the client.
Definition: network_server.cpp:555
FT_HEIGHTMAP
@ FT_HEIGHTMAP
heightmap file
Definition: fileio_type.h:20
CompanyCtrlAction
CompanyCtrlAction
The action to do with CMD_COMPANY_CTRL.
Definition: company_type.h:67
INVALID_CLIENT_ID
@ INVALID_CLIENT_ID
Client is not part of anything.
Definition: network_type.h:50
PACKET_SERVER_CONFIG_UPDATE
@ PACKET_SERVER_CONFIG_UPDATE
Some network configuration important to the client changed.
Definition: tcp_game.h:119
ServerNetworkGameSocketHandler::SendNewGRFCheck
NetworkRecvStatus SendNewGRFCheck()
Send the check for the NewGRFs.
Definition: network_server.cpp:405
NetworkTCPSocketHandler::ReceivePacket
virtual std::unique_ptr< Packet > ReceivePacket()
Receives a packet for the given client.
Definition: tcp.cpp:129
NETWORK_AUTH_METHOD_X25519_AUTHORIZED_KEY
@ NETWORK_AUTH_METHOD_X25519_AUTHORIZED_KEY
Authentication using x22519 key exchange and authorized keys.
Definition: network_crypto.h:180
INSTANTIATE_POOL_METHODS
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
Definition: pool_func.hpp:237
NetworkGameSocketHandler::incoming_queue
CommandQueue incoming_queue
The command-queue awaiting handling.
Definition: tcp_game.h:489
NetworkGameSocketHandler::client_id
ClientID client_id
Client identifier.
Definition: tcp_game.h:486
_grfconfig
GRFConfig * _grfconfig
First item in list of current GRF set up.
Definition: newgrf_config.cpp:164
PacketWriter::PacketWriter
PacketWriter(ServerNetworkGameSocketHandler *cs)
Create the packet writer.
Definition: network_server.cpp:79
CRR_AUTOCLEAN
@ CRR_AUTOCLEAN
The company is removed due to autoclean.
Definition: company_type.h:58
CommandHelper
Definition: command_func.h:93
MILLISECONDS_PER_TICK
static const uint MILLISECONDS_PER_TICK
The number of milliseconds per game tick.
Definition: gfx_type.h:327
CALCA_ADD
@ CALCA_ADD
Create a public key.
Definition: company_type.h:77
NetworkServerChangeClientName
bool NetworkServerChangeClientName(ClientID client_id, const std::string &new_name)
Change the client name of the given client.
Definition: network_server.cpp:1653
NetworkAdminClientUpdate
void NetworkAdminClientUpdate(const NetworkClientInfo *ci)
Notify the admin network of a client update (if they did opt in for the respective update).
Definition: network_admin.cpp:910
NetworkGameSocketHandler::SendCommand
void SendCommand(Packet &p, const CommandPacket &cp)
Sends a command over the network.
Definition: network_command.cpp:384
NetworkSettings::bytes_per_frame
uint16_t bytes_per_frame
how many bytes may, over a long period, be received per frame?
Definition: settings_type.h:308
ServerNetworkGameSocketHandler::peer_public_key
std::string peer_public_key
The public key of our client.
Definition: network_server.h:27
FACIL_BUS_STOP
@ FACIL_BUS_STOP
Station with bus stops.
Definition: station_type.h:56
_network_ban_list
StringList _network_ban_list
The banned clients.
Definition: network.cpp:75
ClientSettings::network
NetworkSettings network
settings related to the network
Definition: settings_type.h:612
COMPANY_SPECTATOR
@ COMPANY_SPECTATOR
The client is spectating.
Definition: company_type.h:35
NetworkAuthenticationServerHandler::RETRY_NEXT_METHOD
@ RETRY_NEXT_METHOD
The client failed to authenticate, but there is another method to try.
Definition: network_crypto.h:264
PacketWriter::mutex
std::mutex mutex
Mutex for making threaded saving safe.
Definition: network_server.cpp:72
NetworkSettings::restart_hours
uint16_t restart_hours
number of hours to run the server before automatic restart
Definition: settings_type.h:340
ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT
NetworkRecvStatus Receive_CLIENT_CHAT(Packet &p) override
Sends a chat-packet to the server: uint8_t ID of the action (see NetworkAction).
Definition: network_server.cpp:1384
SlError
void SlError(StringID string, const std::string &extra_msg)
Error handler.
Definition: saveload.cpp:321
ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler
ServerNetworkGameSocketHandler(SOCKET s)
Create a new socket for the server side of the game connection.
Definition: network_server.cpp:191
RoadVehicle::IsBus
bool IsBus() const
Check whether a roadvehicle is a bus.
Definition: roadveh_cmd.cpp:82
VEH_AIRCRAFT
@ VEH_AIRCRAFT
Aircraft vehicle type.
Definition: vehicle_type.h:27
ServerNetworkGameSocketHandler::client_address
NetworkAddress client_address
IP-address of the client (so they can be banned)
Definition: network_server.h:75
PACKET_SERVER_ERROR_QUIT
@ PACKET_SERVER_ERROR_QUIT
A server tells that a client has hit an error and did quit.
Definition: tcp_game.h:125
_network_restart_map_timer
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.
PACKET_SERVER_JOIN
@ PACKET_SERVER_JOIN
Tells clients that a new client has joined.
Definition: tcp_game.h:87
NetworkSettings::autoclean_novehicles
uint8_t autoclean_novehicles
remove companies with no vehicles after this many months
Definition: settings_type.h:336
PacketWriter::Destroy
void Destroy()
Begin the destruction of this packet writer.
Definition: network_server.cpp:106
NETWORK_RECV_STATUS_OKAY
@ NETWORK_RECV_STATUS_OKAY
Everything is okay.
Definition: core.h:24
NetworkSocketHandler::receive_encryption_handler
std::unique_ptr< class NetworkEncryptionHandler > receive_encryption_handler
The handler for decrypting received packets.
Definition: core.h:49
ServerNetworkGameSocketHandler::SendAuthRequest
NetworkRecvStatus SendAuthRequest()
Request the game password.
Definition: network_server.cpp:438
ADMIN_FREQUENCY_WEEKLY
@ ADMIN_FREQUENCY_WEEKLY
The admin gets information about this on a weekly basis.
Definition: tcp_admin.h:99
NetworkServerUpdateGameInfo
void NetworkServerUpdateGameInfo()
Update the server's NetworkServerGameInfo due to changes in settings.
Definition: network_server.cpp:1972
Ticks::DAY_TICKS
static constexpr TimerGameTick::Ticks DAY_TICKS
1 day is 74 ticks; TimerGameCalendar::date_fract used to be uint16_t and incremented by 885.
Definition: timer_game_tick.h:75
MAX_COMPANIES
@ MAX_COMPANIES
Maximum number of companies.
Definition: company_type.h:23
ServerNetworkGameSocketHandler::SendShutdown
NetworkRecvStatus SendShutdown()
Tell the client we're shutting down.
Definition: network_server.cpp:762
Pool::PoolItem<&_company_pool >::IsValidID
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
Definition: pool_type.hpp:328
_network_weekly
static IntervalTimer< TimerGameEconomy > _network_weekly({TimerGameEconomy::WEEK, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAdminUpdate(ADMIN_FREQUENCY_WEEKLY);})
Economy weekly "callback".
ServerNetworkGameSocketHandler::SendRConResult
NetworkRecvStatus SendRConResult(uint16_t colour, const std::string &command)
Send the result of a console action.
Definition: network_server.cpp:786
NetworkSettings::max_init_time
uint16_t max_init_time
maximum amount of time, in game ticks, a client may take to initiate joining
Definition: settings_type.h:310
CMD_SERVER
@ CMD_SERVER
the command can only be initiated by the server
Definition: command_type.h:397
CMD_SPECTATOR
@ CMD_SPECTATOR
the command may be initiated by a spectator
Definition: command_type.h:398
PacketWriter::exit_sig
std::condition_variable exit_sig
Signal for threaded destruction of this packet writer.
Definition: network_server.cpp:73
network_admin.h
ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT
NetworkRecvStatus Receive_CLIENT_QUIT(Packet &p) override
The client is quitting the game.
Definition: network_server.cpp:1175
CC_WARNING
static const TextColour CC_WARNING
Colour for warning lines.
Definition: console_type.h:25
ServerNetworkGameSocketHandler::last_token
uint8_t last_token
The last random token we did send to verify the client is listening.
Definition: network_server.h:68
CCA_DELETE
@ CCA_DELETE
Delete a company.
Definition: company_type.h:70
MAX_CLIENT_SLOTS
static const uint MAX_CLIENT_SLOTS
The number of slots; must be at least 1 more than MAX_CLIENTS.
Definition: network_type.h:23
Company
Definition: company_base.h:133
SL_OK
@ SL_OK
completed successfully
Definition: saveload.h:396
CLIENT_ID_SERVER
@ CLIENT_ID_SERVER
Servers always have this ID.
Definition: network_type.h:51
_networkclientsocket_pool
NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket")
Make very sure the preconditions given in network_type.h are actually followed.
NetworkErrorCode
NetworkErrorCode
The error codes we send around in the protocols.
Definition: network_type.h:110
NetworkClientInfo
Container for all information known about a client.
Definition: network_base.h:24
NetworkIsValidClientName
bool NetworkIsValidClientName(const std::string_view client_name)
Check whether the given client name is deemed valid for use in network games.
Definition: network_client.cpp:1287
ServerNetworkGameSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
Definition: network_server.cpp:236
_frame_counter_max
uint32_t _frame_counter_max
To where we may go with our clients.
Definition: network.cpp:77
_network_monthly
static IntervalTimer< TimerGameEconomy > _network_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::NONE}, [](auto) { if(!_network_server) return;NetworkAutoCleanCompanies();NetworkAdminUpdate(ADMIN_FREQUENCY_MONTHLY);})
Economy monthly "callback".
NetworkClientInfo::join_date
TimerGameEconomy::Date join_date
Gamedate the client has joined.
Definition: network_base.h:29
ServerNetworkGameSocketHandler::STATUS_AUTH_GAME
@ STATUS_AUTH_GAME
The client is authorizing with game (server) password.
Definition: network_server.h:55
NetworkCompanyHasClients
bool NetworkCompanyHasClients(CompanyID company)
Check whether a particular company has clients.
Definition: network_server.cpp:2091
Packet::Recv_uint8
uint8_t Recv_uint8()
Read a 8 bits integer from the packet.
Definition: packet.cpp:318
_settings_newgame
GameSettings _settings_newgame
Game settings for new games (updated from the intro screen).
Definition: settings.cpp:58
NetworkAdminClientError
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).
Definition: network_admin.cpp:937
GCF_STATIC
@ GCF_STATIC
GRF file is used statically (can be used in any MP game)
Definition: newgrf_config.h:25
ServerNetworkGameSocketHandler::SendWait
NetworkRecvStatus SendWait()
Tell the client that its put in a waiting queue.
Definition: network_server.cpp:507
NetworkSettings::autoclean_companies
bool autoclean_companies
automatically remove companies that are not in use
Definition: settings_type.h:334
ServerNetworkGameSocketHandler::STATUS_AUTHORIZED
@ STATUS_AUTHORIZED
The client is authorized.
Definition: network_server.h:58
TimerGameCalendar::year
static Year year
Current year, starting at 0.
Definition: timer_game_calendar.h:32
PACKET_SERVER_WELCOME
@ PACKET_SERVER_WELCOME
Server welcomes you and gives you your ClientID.
Definition: tcp_game.h:75
FACIL_AIRPORT
@ FACIL_AIRPORT
Station with an airport.
Definition: station_type.h:57
NETWORK_RECV_STATUS_MALFORMED_PACKET
@ NETWORK_RECV_STATUS_MALFORMED_PACKET
We apparently send a malformed packet.
Definition: core.h:29
NetworkUpdateClientInfo
void NetworkUpdateClientInfo(ClientID client_id)
Send updated client info of a particular client.
Definition: network_server.cpp:1535
CommandPacket::cmd
Commands cmd
command being executed.
Definition: network_internal.h:100
TimerGameEconomy::date
static Date date
Current date in days (day counter).
Definition: timer_game_economy.h:37
IConsolePrint
void IConsolePrint(TextColour colour_code, const std::string &string)
Handle the printing of text entered into the console or redirected there by any other means.
Definition: console.cpp:89
HasBit
constexpr debug_inline bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
Definition: bitmath_func.hpp:103