OpenTTD Source  1.11.1
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 "../date_func.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 "../roadveh.h"
27 #include "../order_backup.h"
28 #include "../core/pool_func.hpp"
29 #include "../core/random_func.hpp"
30 #include "../rev.h"
31 #include <mutex>
32 #include <condition_variable>
33 
34 #include "../safeguards.h"
35 
36 
37 /* This file handles all the server-commands */
38 
42 
44 static_assert(MAX_CLIENT_SLOTS > MAX_CLIENTS);
46 static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS);
47 
50 INSTANTIATE_POOL_METHODS(NetworkClientSocket)
51 
54 
59  size_t total_size;
61  std::mutex mutex;
62  std::condition_variable exit_sig;
63 
68  PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(nullptr), cs(cs), current(nullptr), total_size(0), packets(nullptr)
69  {
70  }
71 
74  {
75  std::unique_lock<std::mutex> lock(this->mutex);
76 
77  if (this->cs != nullptr) this->exit_sig.wait(lock);
78 
79  /* This must all wait until the Destroy function is called. */
80 
81  while (this->packets != nullptr) {
82  Packet *p = this->packets->next;
83  delete this->packets;
84  this->packets = p;
85  }
86 
87  delete this->current;
88  }
89 
100  void Destroy()
101  {
102  std::unique_lock<std::mutex> lock(this->mutex);
103 
104  this->cs = nullptr;
105 
106  this->exit_sig.notify_all();
107  lock.unlock();
108 
109  /* Make sure the saving is completely cancelled. Yes,
110  * we need to handle the save finish as well as the
111  * next connection might just be requesting a map. */
112  WaitTillSaved();
114  }
115 
123  bool HasPackets()
124  {
125  return this->packets != nullptr;
126  }
127 
132  {
133  std::lock_guard<std::mutex> lock(this->mutex);
134 
135  Packet *p = this->packets;
136  this->packets = p->next;
137  p->next = nullptr;
138 
139  return p;
140  }
141 
143  void AppendQueue()
144  {
145  if (this->current == nullptr) return;
146 
147  Packet **p = &this->packets;
148  while (*p != nullptr) {
149  p = &(*p)->next;
150  }
151  *p = this->current;
152 
153  this->current = nullptr;
154  }
155 
158  {
159  if (this->current == nullptr) return;
160 
161  this->current->next = this->packets;
162  this->packets = this->current;
163  this->current = nullptr;
164  }
165 
166  void Write(byte *buf, size_t size) override
167  {
168  /* We want to abort the saving when the socket is closed. */
169  if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
170 
171  if (this->current == nullptr) this->current = new Packet(PACKET_SERVER_MAP_DATA);
172 
173  std::lock_guard<std::mutex> lock(this->mutex);
174 
175  byte *bufe = buf + size;
176  while (buf != bufe) {
177  size_t to_write = std::min<size_t>(SEND_MTU - this->current->size, bufe - buf);
178  memcpy(this->current->buffer + this->current->size, buf, to_write);
179  this->current->size += (PacketSize)to_write;
180  buf += to_write;
181 
182  if (this->current->size == SEND_MTU) {
183  this->AppendQueue();
184  if (buf != bufe) this->current = new Packet(PACKET_SERVER_MAP_DATA);
185  }
186  }
187 
188  this->total_size += size;
189  }
190 
191  void Finish() override
192  {
193  /* We want to abort the saving when the socket is closed. */
194  if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
195 
196  std::lock_guard<std::mutex> lock(this->mutex);
197 
198  /* Make sure the last packet is flushed. */
199  this->AppendQueue();
200 
201  /* Add a packet stating that this is the end to the queue. */
202  this->current = new Packet(PACKET_SERVER_MAP_DONE);
203  this->AppendQueue();
204 
205  /* Fast-track the size to the client. */
206  this->current = new Packet(PACKET_SERVER_MAP_SIZE);
207  this->current->Send_uint32((uint32)this->total_size);
208  this->PrependQueue();
209  }
210 };
211 
212 
218 {
219  this->status = STATUS_INACTIVE;
220  this->client_id = _network_client_id++;
222 
223  /* The Socket and Info pools need to be the same in size. After all,
224  * each Socket will be associated with at most one Info object. As
225  * such if the Socket was allocated the Info object can as well. */
227 }
228 
233 {
236 
237  if (this->savegame != nullptr) {
238  this->savegame->Destroy();
239  this->savegame = nullptr;
240  }
241 }
242 
244 {
245  /* Only allow receiving when we have some buffer free; this value
246  * can go negative, but eventually it will become positive again. */
247  if (this->receive_limit <= 0) return nullptr;
248 
249  /* We can receive a packet, so try that and if needed account for
250  * the amount of received data. */
252  if (p != nullptr) this->receive_limit -= p->size;
253  return p;
254 }
255 
257 {
258  assert(status != NETWORK_RECV_STATUS_OKAY);
259  /*
260  * Sending a message just before leaving the game calls cs->SendPackets.
261  * This might invoke this function, which means that when we close the
262  * connection after cs->SendPackets we will close an already closed
263  * connection. This handles that case gracefully without having to make
264  * that code any more complex or more aware of the validity of the socket.
265  */
266  if (this->sock == INVALID_SOCKET) return status;
267 
269  /* We did not receive a leave message from this client... */
270  char client_name[NETWORK_CLIENT_NAME_LENGTH];
271 
272  this->GetClientName(client_name, lastof(client_name));
273 
274  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
275 
276  /* Inform other clients of this... strange leaving ;) */
277  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
278  if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) {
279  new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
280  }
281  }
282  }
283 
284  /* If we were transfering a map to this client, stop the savegame creation
285  * process and queue the next client to receive the map. */
286  if (this->status == STATUS_MAP) {
287  /* Ensure the saving of the game is stopped too. */
288  this->savegame->Destroy();
289  this->savegame = nullptr;
290 
291  this->CheckNextClientToSendMap(this);
292  }
293 
294  NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
295  DEBUG(net, 1, "Closed client connection %d", this->client_id);
296 
297  /* We just lost one client :( */
298  if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
299  extern byte _network_clients_connected;
301 
304 
305  this->SendPackets(true);
306 
307  delete this->GetInfo();
308  delete this;
309 
310  return status;
311 }
312 
318 {
319  extern byte _network_clients_connected;
321 
322  /* We can't go over the MAX_CLIENTS limit here. However, the
323  * pool must have place for all clients and ourself. */
324  static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENTS + 1);
326  return accept;
327 }
328 
331 {
332  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
333  if (cs->writable) {
334  if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
335  /* This client is in the middle of a map-send, call the function for that */
336  cs->SendMap();
337  }
338  }
339  }
340 }
341 
342 static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
343 
344 /***********
345  * Sending functions
346  * DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs
347  ************/
348 
354 {
355  if (ci->client_id != INVALID_CLIENT_ID) {
357  p->Send_uint32(ci->client_id);
358  p->Send_uint8 (ci->client_playas);
359  p->Send_string(ci->client_name);
360 
361  this->SendPacket(p);
362  }
364 }
365 
368 {
369  /* Fetch the latest version of the stats */
370  NetworkCompanyStats company_stats[MAX_COMPANIES];
371  NetworkPopulateCompanyStats(company_stats);
372 
373  /* Make a list of all clients per company */
374  char clients[MAX_COMPANIES][NETWORK_CLIENTS_LENGTH];
375  memset(clients, 0, sizeof(clients));
376 
377  /* Add the local player (if not dedicated) */
379  if (ci != nullptr && Company::IsValidID(ci->client_playas)) {
380  strecpy(clients[ci->client_playas], ci->client_name, lastof(clients[ci->client_playas]));
381  }
382 
383  for (NetworkClientSocket *csi : NetworkClientSocket::Iterate()) {
384  char client_name[NETWORK_CLIENT_NAME_LENGTH];
385 
386  ((ServerNetworkGameSocketHandler*)csi)->GetClientName(client_name, lastof(client_name));
387 
388  ci = csi->GetInfo();
389  if (ci != nullptr && Company::IsValidID(ci->client_playas)) {
390  if (!StrEmpty(clients[ci->client_playas])) {
391  strecat(clients[ci->client_playas], ", ", lastof(clients[ci->client_playas]));
392  }
393 
394  strecat(clients[ci->client_playas], client_name, lastof(clients[ci->client_playas]));
395  }
396  }
397 
398  /* Now send the data */
399 
400  Packet *p;
401 
402  for (const Company *company : Company::Iterate()) {
404 
406  p->Send_bool (true);
407  this->SendCompanyInformation(p, company, &company_stats[company->index]);
408 
409  if (StrEmpty(clients[company->index])) {
410  p->Send_string("<none>");
411  } else {
412  p->Send_string(clients[company->index]);
413  }
414 
415  this->SendPacket(p);
416  }
417 
419 
421  p->Send_bool (false);
422 
423  this->SendPacket(p);
425 }
426 
433 {
434  char str[100];
436 
437  p->Send_uint8(error);
438  if (reason != nullptr) p->Send_string(reason);
439  this->SendPacket(p);
440 
442  GetString(str, strid, lastof(str));
443 
444  /* Only send when the current client was in game */
445  if (this->status > STATUS_AUTHORIZED) {
446  char client_name[NETWORK_CLIENT_NAME_LENGTH];
447 
448  this->GetClientName(client_name, lastof(client_name));
449 
450  DEBUG(net, 1, "'%s' made an error and has been disconnected. Reason: '%s'", client_name, str);
451 
452  if (error == NETWORK_ERROR_KICKED && reason != nullptr) {
453  NetworkTextMessage(NETWORK_ACTION_KICKED, CC_DEFAULT, false, client_name, reason, strid);
454  } else {
455  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
456  }
457 
458  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
459  if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
460  /* Some errors we filter to a more general error. Clients don't have to know the real
461  * reason a joining failed. */
462  if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
463  error = NETWORK_ERROR_ILLEGAL_PACKET;
464  }
465  new_cs->SendErrorQuit(this->client_id, error);
466  }
467  }
468 
469  NetworkAdminClientError(this->client_id, error);
470  } else {
471  DEBUG(net, 1, "Client %d made an error and has been disconnected. Reason: '%s'", this->client_id, str);
472  }
473 
474  /* The client made a mistake, so drop his connection now! */
476 }
477 
480 {
482  const GRFConfig *c;
483  uint grf_count = 0;
484 
485  for (c = _grfconfig; c != nullptr; c = c->next) {
486  if (!HasBit(c->flags, GCF_STATIC)) grf_count++;
487  }
488 
489  p->Send_uint8 (grf_count);
490  for (c = _grfconfig; c != nullptr; c = c->next) {
491  if (!HasBit(c->flags, GCF_STATIC)) this->SendGRFIdentifier(p, &c->ident);
492  }
493 
494  this->SendPacket(p);
496 }
497 
500 {
501  /* Invalid packet when status is STATUS_AUTH_GAME or higher */
503 
504  this->status = STATUS_AUTH_GAME;
505  /* Reset 'lag' counters */
507 
509  this->SendPacket(p);
511 }
512 
515 {
516  /* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
518 
519  this->status = STATUS_AUTH_COMPANY;
520  /* Reset 'lag' counters */
522 
526  this->SendPacket(p);
528 }
529 
532 {
533  Packet *p;
534 
535  /* Invalid packet when status is AUTH or higher */
537 
538  this->status = STATUS_AUTHORIZED;
539  /* Reset 'lag' counters */
541 
543 
544  p = new Packet(PACKET_SERVER_WELCOME);
545  p->Send_uint32(this->client_id);
548  this->SendPacket(p);
549 
550  /* Transmit info about all the active clients */
551  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
552  if (new_cs != this && new_cs->status >= STATUS_AUTHORIZED) {
553  this->SendClientInfo(new_cs->GetInfo());
554  }
555  }
556  /* Also send the info of the server */
558 }
559 
562 {
563  int waiting = 1; // current player getting the map counts as 1
564  Packet *p;
565 
566  /* Count how many clients are waiting in the queue, in front of you! */
567  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
568  if (new_cs->status != STATUS_MAP_WAIT) continue;
569  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++;
570  }
571 
572  p = new Packet(PACKET_SERVER_WAIT);
573  p->Send_uint8(waiting);
574  this->SendPacket(p);
576 }
577 
578 void ServerNetworkGameSocketHandler::CheckNextClientToSendMap(NetworkClientSocket *ignore_cs)
579 {
580  /* Find the best candidate for joining, i.e. the first joiner. */
581  NetworkClientSocket *best = nullptr;
582  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
583  if (ignore_cs == new_cs) continue;
584 
585  if (new_cs->status == STATUS_MAP_WAIT) {
586  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)) {
587  best = new_cs;
588  }
589  }
590  }
591 
592  /* Is there someone else to join? */
593  if (best != nullptr) {
594  /* Let the first start joining. */
595  best->status = STATUS_AUTHORIZED;
596  best->SendMap();
597 
598  /* And update the rest. */
599  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
600  if (new_cs->status == STATUS_MAP_WAIT) new_cs->SendWait();
601  }
602  }
603 }
604 
607 {
608  static uint sent_packets; // How many packets we did send successfully last time
609 
610  if (this->status < STATUS_AUTHORIZED) {
611  /* Illegal call, return error and ignore the packet */
612  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
613  }
614 
615  if (this->status == STATUS_AUTHORIZED) {
616  this->savegame = new PacketWriter(this);
617 
618  /* Now send the _frame_counter and how many packets are coming */
621  this->SendPacket(p);
622 
624  this->status = STATUS_MAP;
625  /* Mark the start of download */
626  this->last_frame = _frame_counter;
628 
629  sent_packets = 4; // We start with trying 4 packets
630 
631  /* Make a dump of the current game */
632  if (SaveWithFilter(this->savegame, true) != SL_OK) usererror("network savedump failed");
633  }
634 
635  if (this->status == STATUS_MAP) {
636  bool last_packet = false;
637  bool has_packets = false;
638 
639  for (uint i = 0; (has_packets = this->savegame->HasPackets()) && i < sent_packets; i++) {
640  Packet *p = this->savegame->PopPacket();
641  last_packet = p->buffer[2] == PACKET_SERVER_MAP_DONE;
642 
643  this->SendPacket(p);
644 
645  if (last_packet) {
646  /* There is no more data, so break the for */
647  break;
648  }
649  }
650 
651  if (last_packet) {
652  /* Done reading, make sure saving is done as well */
653  this->savegame->Destroy();
654  this->savegame = nullptr;
655 
656  /* Set the status to DONE_MAP, no we will wait for the client
657  * to send it is ready (maybe that happens like never ;)) */
658  this->status = STATUS_DONE_MAP;
659 
660  this->CheckNextClientToSendMap();
661  }
662 
663  switch (this->SendPackets()) {
664  case SPS_CLOSED:
666 
667  case SPS_ALL_SENT:
668  /* All are sent, increase the sent_packets */
669  if (has_packets) sent_packets *= 2;
670  break;
671 
672  case SPS_PARTLY_SENT:
673  /* Only a part is sent; leave the transmission state. */
674  break;
675 
676  case SPS_NONE_SENT:
677  /* Not everything is sent, decrease the sent_packets */
678  if (sent_packets > 1) sent_packets /= 2;
679  break;
680  }
681  }
683 }
684 
690 {
691  Packet *p = new Packet(PACKET_SERVER_JOIN);
692 
694 
695  this->SendPacket(p);
697 }
698 
701 {
705 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
707 #ifdef NETWORK_SEND_DOUBLE_SEED
708  p->Send_uint32(_sync_seed_2);
709 #endif
710 #endif
711 
712  /* If token equals 0, we need to make a new token and send that. */
713  if (this->last_token == 0) {
714  this->last_token = InteractiveRandomRange(UINT8_MAX - 1) + 1;
715  p->Send_uint8(this->last_token);
716  }
717 
718  this->SendPacket(p);
720 }
721 
724 {
725  Packet *p = new Packet(PACKET_SERVER_SYNC);
728 
729 #ifdef NETWORK_SEND_DOUBLE_SEED
730  p->Send_uint32(_sync_seed_2);
731 #endif
732  this->SendPacket(p);
734 }
735 
741 {
743 
745  p->Send_uint32(cp->frame);
746  p->Send_bool (cp->my_cmd);
747 
748  this->SendPacket(p);
750 }
751 
760 NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data)
761 {
763 
764  Packet *p = new Packet(PACKET_SERVER_CHAT);
765 
766  p->Send_uint8 (action);
768  p->Send_bool (self_send);
769  p->Send_string(msg);
770  p->Send_uint64(data);
771 
772  this->SendPacket(p);
774 }
775 
782 {
784 
786  p->Send_uint8 (errorno);
787 
788  this->SendPacket(p);
790 }
791 
797 {
798  Packet *p = new Packet(PACKET_SERVER_QUIT);
799 
801 
802  this->SendPacket(p);
804 }
805 
808 {
810  this->SendPacket(p);
812 }
813 
816 {
818  this->SendPacket(p);
820 }
821 
828 {
829  Packet *p = new Packet(PACKET_SERVER_RCON);
830 
831  p->Send_uint16(colour);
832  p->Send_string(command);
833  this->SendPacket(p);
835 }
836 
843 {
844  Packet *p = new Packet(PACKET_SERVER_MOVE);
845 
847  p->Send_uint8(company_id);
848  this->SendPacket(p);
850 }
851 
854 {
856 
858  this->SendPacket(p);
860 }
861 
864 {
866 
869  this->SendPacket(p);
871 }
872 
873 /***********
874  * Receiving functions
875  * DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
876  ************/
877 
879 {
880  return this->SendCompanyInfo();
881 }
882 
884 {
885  if (this->status != STATUS_NEWGRFS_CHECK) {
886  /* Illegal call, return error and ignore the packet */
887  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
888  }
889 
890  NetworkClientInfo *ci = this->GetInfo();
891 
892  /* We now want a password from the client else we do not allow him in! */
894  return this->SendNeedGamePassword();
895  }
896 
898  return this->SendNeedCompanyPassword();
899  }
900 
901  return this->SendWelcome();
902 }
903 
905 {
906  if (this->status != STATUS_INACTIVE) {
907  /* Illegal call, return error and ignore the packet */
908  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
909  }
910 
911  char name[NETWORK_CLIENT_NAME_LENGTH];
912  CompanyID playas;
913  NetworkLanguage client_lang;
914  char client_revision[NETWORK_REVISION_LENGTH];
915 
916  p->Recv_string(client_revision, sizeof(client_revision));
917  uint32 newgrf_version = p->Recv_uint32();
918 
919  /* Check if the client has revision control enabled */
920  if (!IsNetworkCompatibleVersion(client_revision) || _openttd_newgrf_version != newgrf_version) {
921  /* Different revisions!! */
922  return this->SendError(NETWORK_ERROR_WRONG_REVISION);
923  }
924 
925  p->Recv_string(name, sizeof(name));
926  playas = (Owner)p->Recv_uint8();
927  client_lang = (NetworkLanguage)p->Recv_uint8();
928 
929  if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
930 
931  /* join another company does not affect these values */
932  switch (playas) {
933  case COMPANY_NEW_COMPANY: // New company
935  return this->SendError(NETWORK_ERROR_FULL);
936  }
937  break;
938  case COMPANY_SPECTATOR: // Spectator
939  if (NetworkSpectatorCount() >= _settings_client.network.max_spectators) {
940  return this->SendError(NETWORK_ERROR_FULL);
941  }
942  break;
943  default: // Join another company (companies 1-8 (index 0-7))
944  if (!Company::IsValidHumanID(playas)) {
945  return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
946  }
947  break;
948  }
949 
950  /* We need a valid name.. make it Player */
951  if (StrEmpty(name)) strecpy(name, "Player", lastof(name));
952 
953  if (!NetworkFindName(name, lastof(name))) { // Change name if duplicate
954  /* We could not create a name for this client */
955  return this->SendError(NETWORK_ERROR_NAME_IN_USE);
956  }
957 
960  this->SetInfo(ci);
961  ci->join_date = _date;
962  strecpy(ci->client_name, name, lastof(ci->client_name));
963  ci->client_playas = playas;
964  ci->client_lang = client_lang;
965  DEBUG(desync, 1, "client: %08x; %02x; %02x; %02x", _date, _date_fract, (int)ci->client_playas, (int)ci->index);
966 
967  /* Make sure companies to which people try to join are not autocleaned */
969 
971 
972  if (_grfconfig == nullptr) {
973  /* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
974  return this->Receive_CLIENT_NEWGRFS_CHECKED(nullptr);
975  }
976 
977  return this->SendNewGRFCheck();
978 }
979 
981 {
982  if (this->status != STATUS_AUTH_GAME) {
983  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
984  }
985 
986  char password[NETWORK_PASSWORD_LENGTH];
987  p->Recv_string(password, sizeof(password));
988 
989  /* Check game password. Allow joining if we cleared the password meanwhile */
991  strcmp(password, _settings_client.network.server_password) != 0) {
992  /* Password is invalid */
993  return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
994  }
995 
996  const NetworkClientInfo *ci = this->GetInfo();
998  return this->SendNeedCompanyPassword();
999  }
1000 
1001  /* Valid password, allow user */
1002  return this->SendWelcome();
1003 }
1004 
1006 {
1007  if (this->status != STATUS_AUTH_COMPANY) {
1008  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1009  }
1010 
1011  char password[NETWORK_PASSWORD_LENGTH];
1012  p->Recv_string(password, sizeof(password));
1013 
1014  /* Check company password. Allow joining if we cleared the password meanwhile.
1015  * Also, check the company is still valid - client could be moved to spectators
1016  * in the middle of the authorization process */
1017  CompanyID playas = this->GetInfo()->client_playas;
1018  if (Company::IsValidID(playas) && !StrEmpty(_network_company_states[playas].password) &&
1019  strcmp(password, _network_company_states[playas].password) != 0) {
1020  /* Password is invalid */
1021  return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
1022  }
1023 
1024  return this->SendWelcome();
1025 }
1026 
1028 {
1029  /* The client was never joined.. so this is impossible, right?
1030  * Ignore the packet, give the client a warning, and close his connection */
1031  if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
1032  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1033  }
1034 
1035  /* Check if someone else is receiving the map */
1036  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1037  if (new_cs->status == STATUS_MAP) {
1038  /* Tell the new client to wait */
1039  this->status = STATUS_MAP_WAIT;
1040  return this->SendWait();
1041  }
1042  }
1043 
1044  /* We receive a request to upload the map.. give it to the client! */
1045  return this->SendMap();
1046 }
1047 
1049 {
1050  /* Client has the map, now start syncing */
1051  if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
1052  char client_name[NETWORK_CLIENT_NAME_LENGTH];
1053 
1054  this->GetClientName(client_name, lastof(client_name));
1055 
1056  NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, nullptr, this->client_id);
1057 
1058  /* Mark the client as pre-active, and wait for an ACK
1059  * so we know he is done loading and in sync with us */
1060  this->status = STATUS_PRE_ACTIVE;
1062  this->SendFrame();
1063  this->SendSync();
1064 
1065  /* This is the frame the client receives
1066  * we need it later on to make sure the client is not too slow */
1067  this->last_frame = _frame_counter;
1069 
1070  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1071  if (new_cs->status >= STATUS_AUTHORIZED) {
1072  new_cs->SendClientInfo(this->GetInfo());
1073  new_cs->SendJoin(this->client_id);
1074  }
1075  }
1076 
1077  NetworkAdminClientInfo(this, true);
1078 
1079  /* also update the new client with our max values */
1080  this->SendConfigUpdate();
1081 
1082  /* quickly update the syncing client with company details */
1083  return this->SendCompanyUpdate();
1084  }
1085 
1086  /* Wrong status for this packet, give a warning to client, and close connection */
1087  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1088 }
1089 
1095 {
1096  /* The client was never joined.. so this is impossible, right?
1097  * Ignore the packet, give the client a warning, and close his connection */
1098  if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1099  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1100  }
1101 
1103  return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
1104  }
1105 
1106  CommandPacket cp;
1107  const char *err = this->ReceiveCommand(p, &cp);
1108 
1109  if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
1110 
1111  NetworkClientInfo *ci = this->GetInfo();
1112 
1113  if (err != nullptr) {
1114  IConsolePrintF(CC_ERROR, "WARNING: %s from client %d (IP: %s).", err, ci->client_id, this->GetClientIP());
1115  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1116  }
1117 
1118 
1119  if ((GetCommandFlags(cp.cmd) & CMD_SERVER) && ci->client_id != CLIENT_ID_SERVER) {
1120  IConsolePrintF(CC_ERROR, "WARNING: server only command %u from client %u (IP: %s), kicking...", cp.cmd & CMD_ID_MASK, ci->client_id, this->GetClientIP());
1121  return this->SendError(NETWORK_ERROR_KICKED);
1122  }
1123 
1125  IConsolePrintF(CC_ERROR, "WARNING: spectator (client: %u, IP: %s) issued non-spectator command %u, kicking...", ci->client_id, this->GetClientIP(), cp.cmd & CMD_ID_MASK);
1126  return this->SendError(NETWORK_ERROR_KICKED);
1127  }
1128 
1134  if (!(cp.cmd == CMD_COMPANY_CTRL && cp.p1 == 0 && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
1135  IConsolePrintF(CC_ERROR, "WARNING: client %d (IP: %s) tried to execute a command as company %d, kicking...",
1136  ci->client_playas + 1, this->GetClientIP(), cp.company + 1);
1137  return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
1138  }
1139 
1140  if (cp.cmd == CMD_COMPANY_CTRL) {
1141  if (cp.p1 != 0 || cp.company != COMPANY_SPECTATOR) {
1142  return this->SendError(NETWORK_ERROR_CHEATER);
1143  }
1144 
1145  /* 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! */
1147  NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_CLIENT, ci->client_id, "cannot create new company, server full", CLIENT_ID_SERVER);
1148  return NETWORK_RECV_STATUS_OKAY;
1149  }
1150  }
1151 
1152  if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) cp.p2 = this->client_id;
1153 
1154  this->incoming_queue.Append(&cp);
1155  return NETWORK_RECV_STATUS_OKAY;
1156 }
1157 
1159 {
1160  /* This packets means a client noticed an error and is reporting this
1161  * to us. Display the error and report it to the other clients */
1162  char str[100];
1163  char client_name[NETWORK_CLIENT_NAME_LENGTH];
1165 
1166  /* The client was never joined.. thank the client for the packet, but ignore it */
1167  if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1169  }
1170 
1171  this->GetClientName(client_name, lastof(client_name));
1172 
1173  StringID strid = GetNetworkErrorMsg(errorno);
1174  GetString(str, strid, lastof(str));
1175 
1176  DEBUG(net, 2, "'%s' reported an error and is closing its connection (%s)", client_name, str);
1177 
1178  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
1179 
1180  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1181  if (new_cs->status >= STATUS_AUTHORIZED) {
1182  new_cs->SendErrorQuit(this->client_id, errorno);
1183  }
1184  }
1185 
1186  NetworkAdminClientError(this->client_id, errorno);
1187 
1189 }
1190 
1192 {
1193  /* The client wants to leave. Display this and report it to the other
1194  * clients. */
1195  char client_name[NETWORK_CLIENT_NAME_LENGTH];
1196 
1197  /* The client was never joined.. thank the client for the packet, but ignore it */
1198  if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1200  }
1201 
1202  this->GetClientName(client_name, lastof(client_name));
1203 
1204  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1205 
1206  for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1207  if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
1208  new_cs->SendQuit(this->client_id);
1209  }
1210  }
1211 
1213 
1215 }
1216 
1218 {
1219  if (this->status < STATUS_AUTHORIZED) {
1220  /* Illegal call, return error and ignore the packet */
1221  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1222  }
1223 
1224  uint32 frame = p->Recv_uint32();
1225 
1226  /* The client is trying to catch up with the server */
1227  if (this->status == STATUS_PRE_ACTIVE) {
1228  /* The client is not yet caught up? */
1229  if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
1230 
1231  /* Now he is! Unpause the game */
1232  this->status = STATUS_ACTIVE;
1234 
1235  /* Execute script for, e.g. MOTD */
1236  IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
1237  }
1238 
1239  /* Get, and validate the token. */
1240  uint8 token = p->Recv_uint8();
1241  if (token == this->last_token) {
1242  /* We differentiate between last_token_frame and last_frame so the lag
1243  * test uses the actual lag of the client instead of the lag for getting
1244  * the token back and forth; after all, the token is only sent every
1245  * time we receive a PACKET_CLIENT_ACK, after which we will send a new
1246  * token to the client. If the lag would be one day, then we would not
1247  * be sending the new token soon enough for the new daily scheduled
1248  * PACKET_CLIENT_ACK. This would then register the lag of the client as
1249  * two days, even when it's only a single day. */
1251  /* Request a new token. */
1252  this->last_token = 0;
1253  }
1254 
1255  /* The client received the frame, make note of it */
1256  this->last_frame = frame;
1257  /* With those 2 values we can calculate the lag realtime */
1259  return NETWORK_RECV_STATUS_OKAY;
1260 }
1261 
1262 
1273 void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const char *msg, ClientID from_id, int64 data, bool from_admin)
1274 {
1275  const NetworkClientInfo *ci, *ci_own, *ci_to;
1276 
1277  switch (desttype) {
1278  case DESTTYPE_CLIENT:
1279  /* Are we sending to the server? */
1280  if ((ClientID)dest == CLIENT_ID_SERVER) {
1281  ci = NetworkClientInfo::GetByClientID(from_id);
1282  /* Display the text locally, and that is it */
1283  if (ci != nullptr) {
1284  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1285 
1287  NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1288  }
1289  }
1290  } else {
1291  /* Else find the client to send the message to */
1292  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1293  if (cs->client_id == (ClientID)dest) {
1294  cs->SendChat(action, from_id, false, msg, data);
1295  break;
1296  }
1297  }
1298  }
1299 
1300  /* Display the message locally (so you know you have sent it) */
1301  if (from_id != (ClientID)dest) {
1302  if (from_id == CLIENT_ID_SERVER) {
1303  ci = NetworkClientInfo::GetByClientID(from_id);
1305  if (ci != nullptr && ci_to != nullptr) {
1306  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data);
1307  }
1308  } else {
1309  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1310  if (cs->client_id == from_id) {
1311  cs->SendChat(action, (ClientID)dest, true, msg, data);
1312  break;
1313  }
1314  }
1315  }
1316  }
1317  break;
1318  case DESTTYPE_TEAM: {
1319  /* If this is false, the message is already displayed on the client who sent it. */
1320  bool show_local = true;
1321  /* Find all clients that belong to this company */
1322  ci_to = nullptr;
1323  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1324  ci = cs->GetInfo();
1325  if (ci != nullptr && ci->client_playas == (CompanyID)dest) {
1326  cs->SendChat(action, from_id, false, msg, data);
1327  if (cs->client_id == from_id) show_local = false;
1328  ci_to = ci; // Remember a client that is in the company for company-name
1329  }
1330  }
1331 
1332  /* if the server can read it, let the admin network read it, too. */
1334  NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1335  }
1336 
1337  ci = NetworkClientInfo::GetByClientID(from_id);
1339  if (ci != nullptr && ci_own != nullptr && ci_own->client_playas == dest) {
1340  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1341  if (from_id == CLIENT_ID_SERVER) show_local = false;
1342  ci_to = ci_own;
1343  }
1344 
1345  /* There is no such client */
1346  if (ci_to == nullptr) break;
1347 
1348  /* Display the message locally (so you know you have sent it) */
1349  if (ci != nullptr && show_local) {
1350  if (from_id == CLIENT_ID_SERVER) {
1351  char name[NETWORK_NAME_LENGTH];
1352  StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
1353  SetDParam(0, ci_to->client_playas);
1354  GetString(name, str, lastof(name));
1355  NetworkTextMessage(action, GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data);
1356  } else {
1357  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1358  if (cs->client_id == from_id) {
1359  cs->SendChat(action, ci_to->client_id, true, msg, data);
1360  }
1361  }
1362  }
1363  }
1364  break;
1365  }
1366  default:
1367  DEBUG(net, 0, "[server] received unknown chat destination type %d. Doing broadcast instead", desttype);
1368  FALLTHROUGH;
1369 
1370  case DESTTYPE_BROADCAST:
1371  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1372  cs->SendChat(action, from_id, false, msg, data);
1373  }
1374 
1375  NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1376 
1377  ci = NetworkClientInfo::GetByClientID(from_id);
1378  if (ci != nullptr) {
1379  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1380  }
1381  break;
1382  }
1383 }
1384 
1386 {
1387  if (this->status < STATUS_PRE_ACTIVE) {
1388  /* Illegal call, return error and ignore the packet */
1389  return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1390  }
1391 
1392  NetworkAction action = (NetworkAction)p->Recv_uint8();
1393  DestType desttype = (DestType)p->Recv_uint8();
1394  int dest = p->Recv_uint32();
1395  char msg[NETWORK_CHAT_LENGTH];
1396 
1398  int64 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  IConsolePrintF(CC_ERROR, "WARNING: invalid chat action from client %d (IP: %s).", 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  char password[NETWORK_PASSWORD_LENGTH];
1422  const NetworkClientInfo *ci;
1423 
1424  p->Recv_string(password, sizeof(password));
1425  ci = this->GetInfo();
1426 
1428  return NETWORK_RECV_STATUS_OKAY;
1429 }
1430 
1432 {
1433  if (this->status != STATUS_ACTIVE) {
1434  /* Illegal call, return error and ignore the packet */
1435  return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1436  }
1437 
1438  char client_name[NETWORK_CLIENT_NAME_LENGTH];
1439  NetworkClientInfo *ci;
1440 
1441  p->Recv_string(client_name, sizeof(client_name));
1442  ci = this->GetInfo();
1443 
1444  if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
1445 
1446  if (ci != nullptr) {
1447  /* Display change */
1448  if (NetworkFindName(client_name, lastof(client_name))) {
1449  NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);
1450  strecpy(ci->client_name, client_name, lastof(ci->client_name));
1452  }
1453  }
1454  return NETWORK_RECV_STATUS_OKAY;
1455 }
1456 
1458 {
1459  if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1460 
1461  char pass[NETWORK_PASSWORD_LENGTH];
1462  char command[NETWORK_RCONCOMMAND_LENGTH];
1463 
1465 
1466  p->Recv_string(pass, sizeof(pass));
1467  p->Recv_string(command, sizeof(command));
1468 
1469  if (strcmp(pass, _settings_client.network.rcon_password) != 0) {
1470  DEBUG(net, 0, "[rcon] wrong password from client-id %d", this->client_id);
1471  return NETWORK_RECV_STATUS_OKAY;
1472  }
1473 
1474  DEBUG(net, 0, "[rcon] client-id %d executed: '%s'", this->client_id, command);
1475 
1477  IConsoleCmdExec(command);
1479  return NETWORK_RECV_STATUS_OKAY;
1480 }
1481 
1483 {
1484  if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1485 
1486  CompanyID company_id = (Owner)p->Recv_uint8();
1487 
1488  /* Check if the company is valid, we don't allow moving to AI companies */
1489  if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY;
1490 
1491  /* Check if we require a password for this company */
1492  if (company_id != COMPANY_SPECTATOR && !StrEmpty(_network_company_states[company_id].password)) {
1493  /* we need a password from the client - should be in this packet */
1494  char password[NETWORK_PASSWORD_LENGTH];
1495  p->Recv_string(password, sizeof(password));
1496 
1497  /* Incorrect password sent, return! */
1498  if (strcmp(password, _network_company_states[company_id].password) != 0) {
1499  DEBUG(net, 2, "[move] wrong password from client-id #%d for company #%d", this->client_id, company_id + 1);
1500  return NETWORK_RECV_STATUS_OKAY;
1501  }
1502  }
1503 
1504  /* if we get here we can move the client */
1505  NetworkServerDoMove(this->client_id, company_id);
1506  return NETWORK_RECV_STATUS_OKAY;
1507 }
1508 
1517 {
1518  /* Grab the company name */
1519  char company_name[NETWORK_COMPANY_NAME_LENGTH];
1520  SetDParam(0, c->index);
1521 
1522  assert(max_len <= lengthof(company_name));
1523  GetString(company_name, STR_COMPANY_NAME, company_name + max_len - 1);
1524 
1525  /* Get the income */
1526  Money income = 0;
1527  if (_cur_year - 1 == c->inaugurated_year) {
1528  /* The company is here just 1 year, so display [2], else display[1] */
1529  for (uint i = 0; i < lengthof(c->yearly_expenses[2]); i++) {
1530  income -= c->yearly_expenses[2][i];
1531  }
1532  } else {
1533  for (uint i = 0; i < lengthof(c->yearly_expenses[1]); i++) {
1534  income -= c->yearly_expenses[1][i];
1535  }
1536  }
1537 
1538  /* Send the information */
1539  p->Send_uint8 (c->index);
1540  p->Send_string(company_name);
1543  p->Send_uint64(c->money);
1544  p->Send_uint64(income);
1546 
1547  /* Send 1 if there is a password for the company else send 0 */
1549 
1550  for (uint i = 0; i < NETWORK_VEH_END; i++) {
1551  p->Send_uint16(stats->num_vehicle[i]);
1552  }
1553 
1554  for (uint i = 0; i < NETWORK_VEH_END; i++) {
1555  p->Send_uint16(stats->num_station[i]);
1556  }
1557 
1558  p->Send_bool(c->is_ai);
1559 }
1560 
1566 {
1567  memset(stats, 0, sizeof(*stats) * MAX_COMPANIES);
1568 
1569  /* Go through all vehicles and count the type of vehicles */
1570  for (const Vehicle *v : Vehicle::Iterate()) {
1571  if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
1572  byte type = 0;
1573  switch (v->type) {
1574  case VEH_TRAIN: type = NETWORK_VEH_TRAIN; break;
1575  case VEH_ROAD: type = RoadVehicle::From(v)->IsBus() ? NETWORK_VEH_BUS : NETWORK_VEH_LORRY; break;
1576  case VEH_AIRCRAFT: type = NETWORK_VEH_PLANE; break;
1577  case VEH_SHIP: type = NETWORK_VEH_SHIP; break;
1578  default: continue;
1579  }
1580  stats[v->owner].num_vehicle[type]++;
1581  }
1582 
1583  /* Go through all stations and count the types of stations */
1584  for (const Station *s : Station::Iterate()) {
1585  if (Company::IsValidID(s->owner)) {
1586  NetworkCompanyStats *npi = &stats[s->owner];
1587 
1588  if (s->facilities & FACIL_TRAIN) npi->num_station[NETWORK_VEH_TRAIN]++;
1589  if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[NETWORK_VEH_LORRY]++;
1590  if (s->facilities & FACIL_BUS_STOP) npi->num_station[NETWORK_VEH_BUS]++;
1591  if (s->facilities & FACIL_AIRPORT) npi->num_station[NETWORK_VEH_PLANE]++;
1592  if (s->facilities & FACIL_DOCK) npi->num_station[NETWORK_VEH_SHIP]++;
1593  }
1594  }
1595 }
1596 
1602 {
1604 
1605  if (ci == nullptr) return;
1606 
1607  DEBUG(desync, 1, "client: %08x; %02x; %02x; %04x", _date, _date_fract, (int)ci->client_playas, client_id);
1608 
1609  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1611  cs->SendClientInfo(ci);
1612  }
1613  }
1614 
1616 }
1617 
1620 {
1622  DEBUG(net, 0, "Auto-restarting map. Year %d reached", _cur_year);
1623 
1626  case FT_SAVEGAME:
1627  case FT_SCENARIO:
1629  break;
1630 
1631  case FT_HEIGHTMAP:
1633  break;
1634 
1635  default:
1637  }
1638  }
1639 }
1640 
1648 {
1649  bool clients_in_company[MAX_COMPANIES];
1650  int vehicles_in_company[MAX_COMPANIES];
1651 
1653 
1654  memset(clients_in_company, 0, sizeof(clients_in_company));
1655 
1656  /* Detect the active companies */
1657  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1658  if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
1659  }
1660 
1661  if (!_network_dedicated) {
1663  if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
1664  }
1665 
1667  memset(vehicles_in_company, 0, sizeof(vehicles_in_company));
1668 
1669  for (const Vehicle *v : Vehicle::Iterate()) {
1670  if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
1671  vehicles_in_company[v->owner]++;
1672  }
1673  }
1674 
1675  /* Go through all the companies */
1676  for (const Company *c : Company::Iterate()) {
1677  /* Skip the non-active once */
1678  if (c->is_ai) continue;
1679 
1680  if (!clients_in_company[c->index]) {
1681  /* The company is empty for one month more */
1683 
1684  /* Is the company empty for autoclean_unprotected-months, and is there no protection? */
1686  /* Shut the company down */
1687  DoCommandP(0, CCA_DELETE | c->index << 16 | CRR_AUTOCLEAN << 24, 0, CMD_COMPANY_CTRL);
1688  IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d with no password", c->index + 1);
1689  }
1690  /* Is the company empty for autoclean_protected-months, and there is a protection? */
1692  /* Unprotect the company */
1693  _network_company_states[c->index].password[0] = '\0';
1694  IConsolePrintF(CC_DEFAULT, "Auto-removed protection from company #%d", c->index + 1);
1695  _network_company_states[c->index].months_empty = 0;
1696  NetworkServerUpdateCompanyPassworded(c->index, false);
1697  }
1698  /* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
1700  /* Shut the company down */
1701  DoCommandP(0, CCA_DELETE | c->index << 16 | CRR_AUTOCLEAN << 24, 0, CMD_COMPANY_CTRL);
1702  IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d with no vehicles", c->index + 1);
1703  }
1704  } else {
1705  /* It is not empty, reset the date */
1706  _network_company_states[c->index].months_empty = 0;
1707  }
1708  }
1709 }
1710 
1717 bool NetworkFindName(char *new_name, const char *last)
1718 {
1719  bool found_name = false;
1720  uint number = 0;
1721  char original_name[NETWORK_CLIENT_NAME_LENGTH];
1722 
1723  strecpy(original_name, new_name, lastof(original_name));
1724 
1725  while (!found_name) {
1726  found_name = true;
1727  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1728  if (strcmp(ci->client_name, new_name) == 0) {
1729  /* Name already in use */
1730  found_name = false;
1731  break;
1732  }
1733  }
1734  /* Check if it is the same as the server-name */
1736  if (ci != nullptr) {
1737  if (strcmp(ci->client_name, new_name) == 0) found_name = false; // name already in use
1738  }
1739 
1740  if (!found_name) {
1741  /* Try a new name (<name> #1, <name> #2, and so on) */
1742 
1743  /* Something's really wrong when there're more names than clients */
1744  if (number++ > MAX_CLIENTS) break;
1745  seprintf(new_name, last, "%s #%d", original_name, number);
1746  }
1747  }
1748 
1749  return found_name;
1750 }
1751 
1758 bool NetworkServerChangeClientName(ClientID client_id, const char *new_name)
1759 {
1760  /* Check if the name's already in use */
1762  if (strcmp(ci->client_name, new_name) == 0) return false;
1763  }
1764 
1766  if (ci == nullptr) return false;
1767 
1768  NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name);
1769 
1770  strecpy(ci->client_name, new_name, lastof(ci->client_name));
1771 
1772  NetworkUpdateClientInfo(client_id);
1773  return true;
1774 }
1775 
1782 void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed)
1783 {
1784  if (!Company::IsValidHumanID(company_id)) return;
1785 
1786  if (!already_hashed) {
1788  }
1789 
1790  strecpy(_network_company_states[company_id].password, password, lastof(_network_company_states[company_id].password));
1791  NetworkServerUpdateCompanyPassworded(company_id, !StrEmpty(_network_company_states[company_id].password));
1792 }
1793 
1798 static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
1799 {
1800  CommandPacket *cp;
1801  while ((cp = cs->outgoing_queue.Pop()) != nullptr) {
1802  cs->SendCommand(cp);
1803  free(cp);
1804  }
1805 }
1806 
1811 void NetworkServer_Tick(bool send_frame)
1812 {
1813 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1814  bool send_sync = false;
1815 #endif
1816 
1817 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1820  send_sync = true;
1821  }
1822 #endif
1823 
1824  /* Now we are done with the frame, inform the clients that they can
1825  * do their frame! */
1826  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1827  /* We allow a number of bytes per frame, but only to the burst amount
1828  * to be available for packet receiving at any particular time. */
1829  cs->receive_limit = std::min<int>(cs->receive_limit + _settings_client.network.bytes_per_frame,
1831 
1832  /* Check if the speed of the client is what we can expect from a client */
1833  uint lag = NetworkCalculateLag(cs);
1834  switch (cs->status) {
1835  case NetworkClientSocket::STATUS_ACTIVE:
1837  /* Client did still not report in within the specified limit. */
1838  IConsolePrintF(CC_ERROR, cs->last_packet + std::chrono::milliseconds(lag * MILLISECONDS_PER_TICK) > std::chrono::steady_clock::now() ?
1839  /* A packet was received in the last three game days, so the client is likely lagging behind. */
1840  "Client #%d is dropped because the client's game state is more than %d ticks behind" :
1841  /* No packet was received in the last three game days; sounds like a lost connection. */
1842  "Client #%d is dropped because the client did not respond for more than %d ticks",
1843  cs->client_id, lag);
1844  cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1845  continue;
1846  }
1847 
1848  /* Report once per time we detect the lag, and only when we
1849  * received a packet in the last 2 seconds. If we
1850  * did not receive a packet, then the client is not just
1851  * slow, but the connection is likely severed. Mentioning
1852  * frame_freq is not useful in this case. */
1853  if (lag > (uint)DAY_TICKS && cs->lag_test == 0 && cs->last_packet + std::chrono::seconds(2) > std::chrono::steady_clock::now()) {
1854  IConsolePrintF(CC_WARNING, "[%d] Client #%d is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
1855  cs->lag_test = 1;
1856  }
1857 
1858  if (cs->last_frame_server - cs->last_token_frame >= _settings_client.network.max_lag_time) {
1859  /* This is a bad client! It didn't send the right token back within time. */
1860  IConsolePrintF(CC_ERROR, "Client #%d is dropped because it fails to send valid acks", cs->client_id);
1861  cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1862  continue;
1863  }
1864  break;
1865 
1866  case NetworkClientSocket::STATUS_INACTIVE:
1867  case NetworkClientSocket::STATUS_NEWGRFS_CHECK:
1868  case NetworkClientSocket::STATUS_AUTHORIZED:
1869  /* NewGRF check and authorized states should be handled almost instantly.
1870  * So give them some lee-way, likewise for the query with inactive. */
1872  IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to start the joining process", cs->client_id, _settings_client.network.max_init_time);
1873  cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1874  continue;
1875  }
1876  break;
1877 
1878  case NetworkClientSocket::STATUS_MAP_WAIT:
1879  /* Send every two seconds a packet to the client, to make sure
1880  * he knows the server is still there; just someone else is
1881  * still receiving the map. */
1882  if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
1883  cs->SendWait();
1884  /* We need to reset the timer, as otherwise we will be
1885  * spamming the client. Strictly speaking this variable
1886  * tracks when we last received a packet from the client,
1887  * but as he is waiting, he will not send us any till we
1888  * start sending him data. */
1889  cs->last_packet = std::chrono::steady_clock::now();
1890  }
1891  break;
1892 
1893  case NetworkClientSocket::STATUS_MAP:
1894  /* Downloading the map... this is the amount of time since starting the saving. */
1896  IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to download the map", cs->client_id, _settings_client.network.max_download_time);
1897  cs->SendError(NETWORK_ERROR_TIMEOUT_MAP);
1898  continue;
1899  }
1900  break;
1901 
1902  case NetworkClientSocket::STATUS_DONE_MAP:
1903  case NetworkClientSocket::STATUS_PRE_ACTIVE:
1904  /* The map has been sent, so this is for loading the map and syncing up. */
1906  IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to join", cs->client_id, _settings_client.network.max_join_time);
1907  cs->SendError(NETWORK_ERROR_TIMEOUT_JOIN);
1908  continue;
1909  }
1910  break;
1911 
1912  case NetworkClientSocket::STATUS_AUTH_GAME:
1913  case NetworkClientSocket::STATUS_AUTH_COMPANY:
1914  /* These don't block? */
1916  IConsolePrintF(CC_ERROR, "Client #%d is dropped because it took longer than %d ticks to enter the password", cs->client_id, _settings_client.network.max_password_time);
1917  cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD);
1918  continue;
1919  }
1920  break;
1921 
1922  case NetworkClientSocket::STATUS_END:
1923  /* Bad server/code. */
1924  NOT_REACHED();
1925  }
1926 
1927  if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {
1928  /* Check if we can send command, and if we have anything in the queue */
1930 
1931  /* Send an updated _frame_counter_max to the client */
1932  if (send_frame) cs->SendFrame();
1933 
1934 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1935  /* Send a sync-check packet */
1936  if (send_sync) cs->SendSync();
1937 #endif
1938  }
1939  }
1940 
1941  /* See if we need to advertise */
1943 }
1944 
1947 {
1950 }
1951 
1954 {
1958 }
1959 
1962 {
1965 }
1966 
1972 {
1973  return this->client_address.GetHostname();
1974 }
1975 
1978 {
1979  static const char * const stat_str[] = {
1980  "inactive",
1981  "checking NewGRFs",
1982  "authorizing (server password)",
1983  "authorizing (company password)",
1984  "authorized",
1985  "waiting",
1986  "loading map",
1987  "map done",
1988  "ready",
1989  "active"
1990  };
1991  static_assert(lengthof(stat_str) == NetworkClientSocket::STATUS_END);
1992 
1993  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1994  NetworkClientInfo *ci = cs->GetInfo();
1995  if (ci == nullptr) continue;
1996  uint lag = NetworkCalculateLag(cs);
1997  const char *status;
1998 
1999  status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
2000  IConsolePrintF(CC_INFO, "Client #%1d name: '%s' status: '%s' frame-lag: %3d company: %1d IP: %s",
2001  cs->client_id, ci->client_name, status, lag,
2002  ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
2003  cs->GetClientIP());
2004  }
2005 }
2006 
2011 {
2012  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2013  if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendConfigUpdate();
2014  }
2015 }
2016 
2022 void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
2023 {
2024  if (NetworkCompanyIsPassworded(company_id) == passworded) return;
2025 
2026  SB(_network_company_passworded, company_id, 1, !!passworded);
2028 
2029  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2030  if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendCompanyUpdate();
2031  }
2032 
2034 }
2035 
2042 void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
2043 {
2044  /* Only allow non-dedicated servers and normal clients to be moved */
2045  if (client_id == CLIENT_ID_SERVER && _network_dedicated) return;
2046 
2048 
2049  /* No need to waste network resources if the client is in the company already! */
2050  if (ci->client_playas == company_id) return;
2051 
2052  ci->client_playas = company_id;
2053 
2054  if (client_id == CLIENT_ID_SERVER) {
2055  SetLocalCompany(company_id);
2056  } else {
2057  NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id);
2058  /* When the company isn't authorized we can't move them yet. */
2059  if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return;
2060  cs->SendMove(client_id, company_id);
2061  }
2062 
2063  /* announce the client's move */
2064  NetworkUpdateClientInfo(client_id);
2065 
2066  NetworkAction action = (company_id == COMPANY_SPECTATOR) ? NETWORK_ACTION_COMPANY_SPECTATOR : NETWORK_ACTION_COMPANY_JOIN;
2067  NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1);
2068 }
2069 
2076 void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const char *string)
2077 {
2078  NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code, string);
2079 }
2080 
2086 void NetworkServerKickClient(ClientID client_id, const char *reason)
2087 {
2088  if (client_id == CLIENT_ID_SERVER) return;
2089  NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED, reason);
2090 }
2091 
2098 uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const char *reason)
2099 {
2100  return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban, reason);
2101 }
2102 
2109 uint NetworkServerKickOrBanIP(const char *ip, bool ban, const char *reason)
2110 {
2111  /* Add address to ban-list */
2112  if (ban) {
2113  bool contains = false;
2114  for (const auto &iter : _network_ban_list) {
2115  if (iter == ip) {
2116  contains = true;
2117  break;
2118  }
2119  }
2120  if (!contains) _network_ban_list.emplace_back(ip);
2121  }
2122 
2123  uint n = 0;
2124 
2125  /* There can be multiple clients with the same IP, kick them all but don't kill the server,
2126  * or the client doing the rcon. The latter can't be kicked because kicking frees closes
2127  * and subsequently free the connection related instances, which we would be reading from
2128  * and writing to after returning. So we would read or write data from freed memory up till
2129  * the segfault triggers. */
2130  for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2131  if (cs->client_id == CLIENT_ID_SERVER) continue;
2132  if (cs->client_id == _redirect_console_to_client) continue;
2133  if (cs->client_address.IsInNetmask(ip)) {
2134  NetworkServerKickClient(cs->client_id, reason);
2135  n++;
2136  }
2137  }
2138 
2139  return n;
2140 }
2141 
2148 {
2149  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
2150  if (ci->client_playas == company) return true;
2151  }
2152  return false;
2153 }
2154 
2155 
2161 void ServerNetworkGameSocketHandler::GetClientName(char *client_name, const char *last) const
2162 {
2163  const NetworkClientInfo *ci = this->GetInfo();
2164 
2165  if (ci == nullptr || StrEmpty(ci->client_name)) {
2166  seprintf(client_name, last, "Client #%4d", this->client_id);
2167  } else {
2168  strecpy(client_name, ci->client_name, last);
2169  }
2170 }
2171 
2176 {
2178  if (_network_server) {
2179  IConsolePrintF(CC_INFO, "Client #%1d name: '%s' company: %1d IP: %s",
2180  ci->client_id,
2181  ci->client_name,
2182  ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
2183  ci->client_id == CLIENT_ID_SERVER ? "server" : NetworkClientSocket::GetByClientID(ci->client_id)->GetClientIP());
2184  } else {
2185  IConsolePrintF(CC_INFO, "Client #%1d name: '%s' company: %1d",
2186  ci->client_id,
2187  ci->client_name,
2188  ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0));
2189  }
2190  }
2191 }
2192 
2199 {
2200  assert(c != nullptr);
2201 
2202  if (!_network_server) return;
2203 
2205  _network_company_states[c->index].password[0] = '\0';
2207 
2208  if (ci != nullptr) {
2209  /* ci is nullptr when replaying, or for AIs. In neither case there is a client. */
2210  ci->client_playas = c->index;
2212  NetworkSendCommand(0, 0, 0, CMD_RENAME_PRESIDENT, nullptr, ci->client_name, c->index);
2213  }
2214 
2215  /* Announce new company on network. */
2216  NetworkAdminCompanyInfo(c, true);
2217 
2218  if (ci != nullptr) {
2219  /* ci is nullptr when replaying, or for AIs. In neither case there is a client.
2220  We need to send Admin port update here so that they first know about the new company
2221  and then learn about a possibly joining client (see FS#6025) */
2222  NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, c->index + 1);
2223  }
2224 }
ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT
NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p) override
The client is quitting the game.
Definition: network_server.cpp:1191
VEH_AIRCRAFT
@ VEH_AIRCRAFT
Aircraft vehicle type.
Definition: vehicle_type.h:27
NetworkSettings::rcon_password
char rcon_password[NETWORK_PASSWORD_LENGTH]
password for rconsole (server side)
Definition: settings_type.h:267
NetworkCompanyStats::num_station
uint16 num_station[NETWORK_VEH_END]
How many stations are there of this type?
Definition: network_type.h:59
CompanyProperties::is_ai
bool is_ai
If true, the company is (also) controlled by the computer (a NoAI program).
Definition: company_base.h:94
NetworkCompanyStats
Simple calculated statistics of a company.
Definition: network_type.h:57
CommandContainer::cmd
uint32 cmd
command being executed.
Definition: command_type.h:483
DestType
DestType
Destination of our chat messages.
Definition: network_type.h:81
CC_INFO
static const TextColour CC_INFO
Colour for information lines.
Definition: console_type.h:26
NetworkSettings::max_password_time
uint16 max_password_time
maximum amount of time, in game ticks, a client may take to enter the password
Definition: settings_type.h:259
_frame_counter
uint32 _frame_counter
The current frame.
Definition: network.cpp:68
NetworkServerKickOrBanIP
uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const char *reason)
Ban, or kick, everyone joined from the given client's IP.
Definition: network_server.cpp:2098
GameCreationSettings::generation_seed
uint32 generation_seed
noise seed for world generation
Definition: settings_type.h:292
CompanyEconomyEntry::company_value
Money company_value
The value of the company.
Definition: company_base.h:27
FT_SCENARIO
@ FT_SCENARIO
old or new scenario
Definition: fileio_type.h:19
PACKET_SERVER_ERROR
@ PACKET_SERVER_ERROR
Server sending an error message to the client.
Definition: tcp_game.h:39
NetworkServerSendConfigUpdate
void NetworkServerSendConfigUpdate()
Send Config Update.
Definition: network_server.cpp:2010
SetWindowDirty
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition: window.cpp:3220
NetworkAdminUpdate
void NetworkAdminUpdate(AdminUpdateFrequency freq)
Send (push) updates to the admin network as they have registered for these updates.
Definition: network_admin.cpp:1000
Packet::Recv_string
void Recv_string(char *buffer, size_t size, StringValidationSettings settings=SVS_REPLACE_WITH_QUESTION_MARK)
Reads a string till it finds a '\0' in the stream.
Definition: packet.cpp:286
INVALID_CLIENT_ID
@ INVALID_CLIENT_ID
Client is not part of anything.
Definition: network_type.h:40
NetworkSettings::max_spectators
uint8 max_spectators
maximum amount of spectators
Definition: settings_type.h:280
SM_START_HEIGHTMAP
@ SM_START_HEIGHTMAP
Load a heightmap and start a new game from it.
Definition: openttd.h:36
usererror
void CDECL usererror(const char *s,...)
Error handling for fatal user errors.
Definition: openttd.cpp:102
NetworkFindName
bool NetworkFindName(char *new_name, const char *last)
Check whether a name is unique, and otherwise try to make it unique.
Definition: network_server.cpp:1717
NetworkServerSetCompanyPassword
void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed)
Set/Reset a company password on the server end.
Definition: network_server.cpp:1782
SM_LOAD_GAME
@ SM_LOAD_GAME
Load game, Play Scenario.
Definition: openttd.h:30
_network_game_info
NetworkServerGameInfo _network_game_info
Information about our game.
Definition: network.cpp:57
NetworkServerSendChat
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const char *msg, ClientID from_id, int64 data, bool from_admin)
Send an actual chat message.
Definition: network_server.cpp:1273
NetworkSettings::autoclean_unprotected
uint8 autoclean_unprotected
remove passwordless companies after this many months
Definition: settings_type.h:275
Pool::PoolItem<&_company_pool >::GetIfValid
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:340
NetworkServerShowStatusToConsole
void NetworkServerShowStatusToConsole()
Show the status message of all clients on the console.
Definition: network_server.cpp:1977
NetworkCheckRestartMap
static void NetworkCheckRestartMap()
Check if we want to restart the map.
Definition: network_server.cpp:1619
Packet::buffer
byte * buffer
The buffer of this packet, of basically variable length up to SEND_MTU.
Definition: packet.h:52
PacketWriter::cs
ServerNetworkGameSocketHandler * cs
Socket we are associated with.
Definition: network_server.cpp:57
NetworkSettings::max_clients
uint8 max_clients
maximum amount of clients
Definition: settings_type.h:279
PacketWriter::HasPackets
bool HasPackets()
Checks whether there are packets.
Definition: network_server.cpp:123
_cur_year
Year _cur_year
Current year, starting at 0.
Definition: date.cpp:26
NETWORK_NAME_LENGTH
static const uint NETWORK_NAME_LENGTH
The maximum length of the server name and map name, in bytes including '\0'.
Definition: config.h:40
lock
std::mutex lock
synchronization for playback status fields
Definition: win32_m.cpp:34
NetworkClientInfo::client_playas
CompanyID client_playas
As which company is this client playing (CompanyID)
Definition: network_base.h:27
FACIL_TRUCK_STOP
@ FACIL_TRUCK_STOP
Station with truck stops.
Definition: station_type.h:53
ServerNetworkGameSocketHandler::STATUS_PRE_ACTIVE
@ STATUS_PRE_ACTIVE
The client is catching up the delayed frames.
Definition: network_server.h:60
CompanyProperties::inaugurated_year
Year inaugurated_year
Year of starting the company.
Definition: company_base.h:79
Station
Station data structure.
Definition: station_base.h:450
CommandQueue::Count
uint Count() const
Get the number of items in the queue.
Definition: tcp_game.h:145
_date_fract
DateFract _date_fract
Fractional part of the day.
Definition: date.cpp:29
PACKET_SERVER_CONFIG_UPDATE
@ PACKET_SERVER_CONFIG_UPDATE
Some network configuration important to the client changed.
Definition: tcp_game.h:111
_network_server
bool _network_server
network-server is active
Definition: network.cpp:53
_network_company_passworded
CompanyMask _network_company_passworded
Bitmask of the password status of all companies.
Definition: network.cpp:77
CRR_AUTOCLEAN
@ CRR_AUTOCLEAN
The company is removed due to autoclean.
Definition: company_type.h:57
NetworkAction
NetworkAction
Actions that can be used for NetworkTextMessage.
Definition: network_type.h:91
NetworkClientInfo::client_name
char client_name[NETWORK_CLIENT_NAME_LENGTH]
Name of the client.
Definition: network_base.h:25
CommandPacket::frame
uint32 frame
the frame in which this packet is executed
Definition: network_internal.h:149
SPS_CLOSED
@ SPS_CLOSED
The connection got closed.
Definition: tcp.h:22
NetworkGameSocketHandler::last_packet
std::chrono::steady_clock::time_point last_packet
Time we received the last frame.
Definition: tcp_game.h:522
WC_CLIENT_LIST
@ WC_CLIENT_LIST
Client list; Window numbers:
Definition: window_type.h:472
NetworkAdminChat
void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, const char *msg, int64 data, bool from_admin)
Send chat to the admin network (if they did opt in for the respective update).
Definition: network_admin.cpp:921
Pool::PoolItem::index
Tindex index
Index of this pool item.
Definition: pool_type.hpp:227
ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO
NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p) override
Request company information (in detail).
Definition: network_server.cpp:878
NetworkGameSocketHandler::SetInfo
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
Definition: tcp_game.h:537
NetworkSettings::network_id
char network_id[NETWORK_SERVER_ID_LENGTH]
network ID for servers
Definition: settings_type.h:273
ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD
NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p) override
Set the password for the clients current company: string The password.
Definition: network_server.cpp:1414
NETWORK_CHAT_LENGTH
static const uint NETWORK_CHAT_LENGTH
The maximum length of a chat message, in bytes including '\0'.
Definition: config.h:50
WC_CLIENT_LIST_POPUP
@ WC_CLIENT_LIST_POPUP
Popup for the client list; Window numbers:
Definition: window_type.h:478
HasBit
static bool HasBit(const T x, const uint8 y)
Checks if a bit in a value is set.
Definition: bitmath_func.hpp:103
NetworkClientInfo::join_date
Date join_date
Gamedate the client has joined.
Definition: network_base.h:28
NetworkAutoCleanCompanies
static void NetworkAutoCleanCompanies()
Check if the server has autoclean_companies activated Two things happen: 1) If a company is not prote...
Definition: network_server.cpp:1647
ADMIN_FREQUENCY_DAILY
@ ADMIN_FREQUENCY_DAILY
The admin gets information about this on a daily basis.
Definition: tcp_admin.h:91
PACKET_SERVER_NEWGAME
@ PACKET_SERVER_NEWGAME
The server is preparing to start a new game.
Definition: tcp_game.h:114
NetworkCompanyState::password
char password[NETWORK_PASSWORD_LENGTH]
The password for the company.
Definition: network_type.h:65
NetworkPrintClients
void NetworkPrintClients()
Print all the clients to the console.
Definition: network_server.cpp:2175
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:102
NetworkTCPSocketHandler::sock
SOCKET sock
The socket currently connected to.
Definition: tcp.h:34
PacketWriter::Write
void Write(byte *buf, size_t size) override
Write a given number of bytes into the savegame.
Definition: network_server.cpp:166
ServerNetworkGameSocketHandler::last_token_frame
uint32 last_token_frame
The last frame we received the right token.
Definition: network_server.h:67
MAX_CLIENTS
static const uint MAX_CLIENTS
How many clients can we have.
Definition: network_type.h:16
TextColour
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
Definition: gfx_type.h:250
CommandContainer::p2
uint32 p2
parameter p2.
Definition: command_type.h:482
ServerNetworkGameSocketHandler::ReceivePacket
virtual Packet * ReceivePacket() override
Receives a packet for the given client.
Definition: network_server.cpp:243
NetworkGameSocketHandler::last_frame_server
uint32 last_frame_server
Last frame the server has executed.
Definition: tcp_game.h:520
DESTTYPE_TEAM
@ DESTTYPE_TEAM
Send message/notice to everyone playing the same company (Team)
Definition: network_type.h:83
GRFConfig::ident
GRFIdentifier ident
grfid and md5sum to uniquely identify newgrfs
Definition: newgrf_config.h:157
_settings_client
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:79
NetworkUDPAdvertise
void NetworkUDPAdvertise()
Register us to the master server This function checks if it needs to send an advertise.
Definition: network_udp.cpp:605
PACKET_SERVER_WAIT
@ PACKET_SERVER_WAIT
Server tells the client there are some people waiting for the map as well.
Definition: tcp_game.h:71
ServerNetworkGameSocketHandler::STATUS_MAP
@ STATUS_MAP
The client is downloading the map.
Definition: network_server.h:58
PACKET_SERVER_JOIN
@ PACKET_SERVER_JOIN
Tells clients that a new client has joined.
Definition: tcp_game.h:78
Company::IsValidHumanID
static bool IsValidHumanID(size_t index)
Is this company a valid company, not controlled by a NoAI program?
Definition: company_base.h:145
NetworkSyncCommandQueue
void NetworkSyncCommandQueue(NetworkClientSocket *cs)
Sync our local command queue to the command queue of the given socket.
Definition: network_command.cpp:179
ADMIN_FREQUENCY_MONTHLY
@ ADMIN_FREQUENCY_MONTHLY
The admin gets information about this on a monthly basis.
Definition: tcp_admin.h:93
ServerNetworkGameSocketHandler::STATUS_MAP_WAIT
@ STATUS_MAP_WAIT
The client is waiting as someone else is downloading the map.
Definition: network_server.h:57
NetworkServerMonthlyLoop
void NetworkServerMonthlyLoop()
Monthly "callback".
Definition: network_server.cpp:1953
NetworkSettings::autoclean_protected
uint8 autoclean_protected
remove the password from passworded companies after this many months
Definition: settings_type.h:276
ServerNetworkGameSocketHandler::receive_limit
int receive_limit
Amount of bytes that we can receive at this moment.
Definition: network_server.h:70
WC_COMPANY
@ WC_COMPANY
Company view; Window numbers:
Definition: window_type.h:362
GetNetworkErrorMsg
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
Definition: network.cpp:292
VEH_ROAD
@ VEH_ROAD
Road vehicle type.
Definition: vehicle_type.h:25
Vehicle
Vehicle data structure.
Definition: vehicle_base.h:222
NetworkCompanyState::months_empty
uint16 months_empty
How many months the company is empty.
Definition: network_type.h:66
_redirect_console_to_client
ClientID _redirect_console_to_client
If not invalid, redirect the console output to a client.
Definition: network.cpp:60
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:47
Owner
Owner
Enum for all companies/owners.
Definition: company_type.h:18
NetworkGameSocketHandler
Base socket handler for all TCP sockets.
Definition: tcp_game.h:149
GenerateCompanyPasswordHash
const char * GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed)
Hash the given password using server ID and game seed.
Definition: network.cpp:175
Packet::Send_uint8
void Send_uint8(uint8 data)
Package a 8 bits integer in the packet.
Definition: packet.cpp:96
NetworkLanguage
NetworkLanguage
Language ids for server_lang and client_lang.
Definition: network_internal.h:66
SetDParam
static void SetDParam(uint n, uint64 v)
Set a string parameter v at index n in the global string parameter array.
Definition: strings_func.h:199
SPS_ALL_SENT
@ SPS_ALL_SENT
All packets in the queue are sent.
Definition: tcp.h:25
GENERATE_NEW_SEED
static const uint32 GENERATE_NEW_SEED
Create a new random seed.
Definition: genworld.h:24
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:1048
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:845
CC_DEFAULT
static const TextColour CC_DEFAULT
Default colour of the console.
Definition: console_type.h:23
_frame_counter_max
uint32 _frame_counter_max
To where we may go with our clients.
Definition: network.cpp:67
ServerNetworkGameSocketHandler::STATUS_ACTIVE
@ STATUS_ACTIVE
The client is active within in the game.
Definition: network_server.h:61
NetworkServer_Tick
void NetworkServer_Tick(bool send_frame)
This is called every tick if this is a _network_server.
Definition: network_server.cpp:1811
ServerNetworkGameSocketHandler::SendCommand
NetworkRecvStatus SendCommand(const CommandPacket *cp)
Send a command to the client to execute.
Definition: network_server.cpp:740
network_base.h
SmallMap< NetworkAddress, SOCKET >
PACKET_SERVER_MAP_SIZE
@ PACKET_SERVER_MAP_SIZE
Server tells the client what the (compressed) size of the map is.
Definition: tcp_game.h:73
ServerNetworkGameSocketHandler::SendRConResult
NetworkRecvStatus SendRConResult(uint16 colour, const char *command)
Send the result of a console action.
Definition: network_server.cpp:827
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:816
GameSettings::game_creation
GameCreationSettings game_creation
settings used during the creation of a game (map)
Definition: settings_type.h:564
PacketWriter::Finish
void Finish() override
Prepare everything to finish writing the savegame.
Definition: network_server.cpp:191
Packet::Send_uint32
void Send_uint32(uint32 data)
Package a 32 bits integer in the packet.
Definition: packet.cpp:117
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:75
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:270
NetworkTCPSocketHandler::ReceivePacket
virtual Packet * ReceivePacket()
Receives a packet for the given client.
Definition: tcp.cpp:145
NetworkSettings::max_download_time
uint16 max_download_time
maximum amount of time, in game ticks, a client may take to download the map
Definition: settings_type.h:258
CommandQueue::Append
void Append(CommandPacket *p)
Append a CommandPacket at the end of the queue.
Definition: network_command.cpp:57
Pool::MAX_SIZE
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
Definition: pool_type.hpp:85
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:112
ADMIN_FREQUENCY_QUARTERLY
@ ADMIN_FREQUENCY_QUARTERLY
The admin gets information about this on a quarterly basis.
Definition: tcp_admin.h:94
ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD
NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p) override
Send a password to the server to authorize uint8 Password type (see NetworkPasswordType).
Definition: network_server.cpp:1005
PacketWriter::PrependQueue
void PrependQueue()
Prepend the current packet to the queue.
Definition: network_server.cpp:157
CommandPacket::company
CompanyID company
company that is executing the command
Definition: network_internal.h:148
FileToSaveLoad::abstract_ftype
AbstractFileType abstract_ftype
Abstract type of file (scenario, heightmap, etc).
Definition: saveload.h:343
NetworkClientInfo::client_lang
byte client_lang
The language of the client.
Definition: network_base.h:26
FACIL_BUS_STOP
@ FACIL_BUS_STOP
Station with bus stops.
Definition: station_type.h:54
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:883
TCPListenHandler
Template for TCP listeners.
Definition: tcp_listen.h:28
ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler
~ServerNetworkGameSocketHandler()
Clear everything related to this client.
Definition: network_server.cpp:232
CommandContainer::p1
uint32 p1
parameter p1.
Definition: command_type.h:481
COMPANY_NEW_COMPANY
@ COMPANY_NEW_COMPANY
The client wants a new company.
Definition: company_type.h:34
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:264
ServerNetworkGameSocketHandler::STATUS_INACTIVE
@ STATUS_INACTIVE
The client is not connected nor active.
Definition: network_server.h:52
ServerNetworkGameSocketHandler::Send
static void Send()
Send the packets for the server sockets.
Definition: network_server.cpp:330
NetworkCompanyStats::num_vehicle
uint16 num_vehicle[NETWORK_VEH_END]
How many vehicles are there of this type?
Definition: network_type.h:58
Packet::Recv_uint32
uint32 Recv_uint32()
Read a 32 bits integer from the packet.
Definition: packet.cpp:246
NetworkSettings::server_password
char server_password[NETWORK_PASSWORD_LENGTH]
password for joining this server
Definition: settings_type.h:266
NETWORK_RECV_STATUS_CONN_LOST
@ NETWORK_RECV_STATUS_CONN_LOST
The connection is 'just' lost.
Definition: core.h:27
PACKET_SERVER_NEED_GAME_PASSWORD
@ PACKET_SERVER_NEED_GAME_PASSWORD
Server requests the (hashed) game password.
Definition: tcp_game.h:60
NETWORK_CLIENTS_LENGTH
static const uint NETWORK_CLIENTS_LENGTH
The maximum length for the list of clients that controls a company, in bytes including '\0'.
Definition: config.h:46
PacketWriter
Writing a savegame directly to a number of packets.
Definition: network_server.cpp:56
NetworkServerUpdateCompanyPassworded
void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
Tell that a particular company is (not) passworded.
Definition: network_server.cpp:2022
CompanyEconomyEntry::performance_history
int32 performance_history
Company score (scale 0-1000)
Definition: company_base.h:26
CommandPacket
Everything we need to know about a command to be able to execute it.
Definition: network_internal.h:144
_date
Date _date
Current date in days (day counter)
Definition: date.cpp:28
ServerNetworkGameSocketHandler::SendSync
NetworkRecvStatus SendSync()
Request the client to sync.
Definition: network_server.cpp:723
GRFConfig
Information about GRF, used in the game and (part of it) in savegames.
Definition: newgrf_config.h:152
PACKET_SERVER_SHUTDOWN
@ PACKET_SERVER_SHUTDOWN
The server is shutting down.
Definition: tcp_game.h:115
DoCommandP
bool DoCommandP(const CommandContainer *container, bool my_cmd)
Shortcut for the long DoCommandP when having a container with the data.
Definition: command.cpp:541
PACKET_SERVER_NEED_COMPANY_PASSWORD
@ PACKET_SERVER_NEED_COMPANY_PASSWORD
Server requests the (hashed) company password.
Definition: tcp_game.h:62
ServerNetworkGameSocketHandler::SendConfigUpdate
NetworkRecvStatus SendConfigUpdate()
Send an update about the max company/spectator counts.
Definition: network_server.cpp:863
SM_NEWGAME
@ SM_NEWGAME
New Game --> 'Random game'.
Definition: openttd.h:26
DEBUG
#define DEBUG(name, level,...)
Output a line of debugging information.
Definition: debug.h:35
NetworkHandleCommandQueue
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
Handle the command-queue of a socket.
Definition: network_server.cpp:1798
NetworkSettings::bytes_per_frame
uint16 bytes_per_frame
how many bytes may, over a long period, be received per frame?
Definition: settings_type.h:254
Packet::Send_string
void Send_string(const char *data)
Sends a string over the network.
Definition: packet.cpp:148
NetworkAddress::GetHostname
const char * GetHostname()
Get the hostname; in case it wasn't given the IPv4 dotted representation is given.
Definition: address.cpp:22
NETWORK_RECV_STATUS_SERVER_ERROR
@ NETWORK_RECV_STATUS_SERVER_ERROR
The server told us we made an error.
Definition: core.h:29
PACKET_SERVER_COMPANY_UPDATE
@ PACKET_SERVER_COMPANY_UPDATE
Information (password) of a company changed.
Definition: tcp_game.h:110
GRFConfig::flags
uint8 flags
NOSAVE: GCF_Flags, bitset.
Definition: newgrf_config.h:167
NetworkSettings::restart_game_year
Year restart_game_year
year the server restarts
Definition: settings_type.h:281
SB
static T SB(T &x, const uint8 s, const uint8 n, const U d)
Set n bits in x starting at bit s to d.
Definition: bitmath_func.hpp:58
ClientID
ClientID
'Unique' identifier to be given to clients
Definition: network_type.h:39
CompanyProperties::money
Money money
Money owned by the company.
Definition: company_base.h:66
NetworkSocketHandler::SendGRFIdentifier
void SendGRFIdentifier(Packet *p, const GRFIdentifier *grf)
Serializes the GRFIdentifier (GRF ID and MD5 checksum) to the packet.
Definition: core.cpp:57
Packet::size
PacketSize size
The size of the whole packet for received packets.
Definition: packet.h:48
PACKET_SERVER_BANNED
@ PACKET_SERVER_BANNED
The server has banned you.
Definition: tcp_game.h:35
SEND_MTU
static const uint16 SEND_MTU
Number of bytes we can pack in a single packet.
Definition: config.h:33
ServerNetworkGameSocketHandler::SendMove
NetworkRecvStatus SendMove(ClientID client_id, CompanyID company_id)
Tell that a client moved to another company.
Definition: network_server.cpp:842
ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN
NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p) override
Try to join the server: string OpenTTD revision (norev000 if no revision).
Definition: network_server.cpp:904
ServerNetworkGameSocketHandler::SendJoin
NetworkRecvStatus SendJoin(ClientID client_id)
Tell that a client joined.
Definition: network_server.cpp:689
IsNetworkCompatibleVersion
bool IsNetworkCompatibleVersion(const char *other)
Checks whether the given version string is compatible with our version.
Definition: network.cpp:1139
_settings_game
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition: settings.cpp:80
_sync_seed_1
uint32 _sync_seed_1
Seed to compare during sync checks.
Definition: network.cpp:71
ServerNetworkGameSocketHandler::SendFrame
NetworkRecvStatus SendFrame()
Tell the client that they may run to a particular frame.
Definition: network_server.cpp:700
MAX_COMPANIES
@ MAX_COMPANIES
Maximum number of companies.
Definition: company_type.h:23
_local_company
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
Definition: company_cmd.cpp:46
PacketWriter::PopPacket
Packet * PopPacket()
Pop a single created packet from the queue with packets.
Definition: network_server.cpp:131
NetworkServerSendRcon
void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const char *string)
Send an rcon reply to the client.
Definition: network_server.cpp:2076
CMD_CLIENT_ID
@ CMD_CLIENT_ID
set p2 with the ClientID of the sending client.
Definition: command_type.h:398
PacketWriter::total_size
size_t total_size
Total size of the compressed savegame.
Definition: network_server.cpp:59
Packet::Send_uint16
void Send_uint16(uint16 data)
Package a 16 bits integer in the packet.
Definition: packet.cpp:106
NetworkTCPSocketHandler::SendPacket
virtual void SendPacket(Packet *packet)
This function puts the packet in the send-queue and it is send as soon as possible.
Definition: tcp.cpp:61
CLIENT_ID_SERVER
@ CLIENT_ID_SERVER
Servers always have this ID.
Definition: network_type.h:41
_network_company_states
NetworkCompanyState * _network_company_states
Statistics about some companies.
Definition: network.cpp:58
StrEmpty
static bool StrEmpty(const char *s)
Check if a string buffer is empty.
Definition: string_func.h:60
ServerNetworkGameSocketHandler::SendCompanyUpdate
NetworkRecvStatus SendCompanyUpdate()
Send an update about the company password states.
Definition: network_server.cpp:853
ServerNetworkGameSocketHandler::SendWelcome
NetworkRecvStatus SendWelcome()
Send the client a welcome message with some basic information.
Definition: network_server.cpp:531
_network_client_id
static ClientID _network_client_id
The identifier counter for new clients (is never decreased)
Definition: network_server.cpp:41
ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE
NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p) override
Request the server to move this client into another company: uint8 ID of the company the client wants...
Definition: network_server.cpp:1482
Packet::next
Packet * next
The next packet.
Definition: packet.h:42
CommandPacket::my_cmd
bool my_cmd
did the command originate from "me"
Definition: network_internal.h:150
CompanyProperties::yearly_expenses
Money yearly_expenses[3][EXPENSES_END]
Expenses of the company for the last three years, in every ExpensesType category.
Definition: company_base.h:96
ServerNetworkGameSocketHandler::status
ClientStatus status
Status of this client.
Definition: network_server.h:68
NetworkPopulateCompanyStats
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
Populate the company stats.
Definition: network_server.cpp:1565
FACIL_DOCK
@ FACIL_DOCK
Station with a dock.
Definition: station_type.h:56
network_server.h
_network_dedicated
bool _network_dedicated
are we a dedicated server?
Definition: network.cpp:55
ServerNetworkGameSocketHandler::savegame
struct PacketWriter * savegame
Writer used to write the savegame.
Definition: network_server.h:72
Packet
Internal entity of a packet.
Definition: packet.h:40
NetworkSettings::max_join_time
uint16 max_join_time
maximum amount of time, in game ticks, a client may take to sync up during joining
Definition: settings_type.h:257
NETWORK_COMPANY_INFO_VERSION
static const byte NETWORK_COMPANY_INFO_VERSION
What version of company info is this?
Definition: config.h:37
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:353
NetworkGameSocketHandler::ReceiveCommand
const char * ReceiveCommand(Packet *p, CommandPacket *cp)
Receives a command from the network.
Definition: network_command.cpp:296
GetCommandFlags
CommandFlags GetCommandFlags(uint32 cmd)
Definition: command.cpp:393
ADMIN_FREQUENCY_ANUALLY
@ ADMIN_FREQUENCY_ANUALLY
The admin gets information about this on a yearly basis.
Definition: tcp_admin.h:95
NETWORK_REVISION_LENGTH
static const uint NETWORK_REVISION_LENGTH
The maximum length of the revision, in bytes including '\0'.
Definition: config.h:44
PACKET_SERVER_COMPANY_INFO
@ PACKET_SERVER_COMPANY_INFO
Information about a single company.
Definition: tcp_game.h:43
ServerNetworkGameSocketHandler::STATUS_DONE_MAP
@ STATUS_DONE_MAP
The client has downloaded the map.
Definition: network_server.h:59
ServerNetworkGameSocketHandler::GetClientIP
const char * GetClientIP()
Get the IP address/hostname of the connected client.
Definition: network_server.cpp:1971
NetworkCompanyIsPassworded
bool NetworkCompanyIsPassworded(CompanyID company_id)
Check if the company we want to join requires a password.
Definition: network.cpp:206
ServerNetworkGameSocketHandler::SendQuit
NetworkRecvStatus SendQuit(ClientID client_id)
Tell the client another client quit.
Definition: network_server.cpp:796
NetworkClientInfo::client_id
ClientID client_id
Client identifier (same as ClientState->client_id)
Definition: network_base.h:24
PACKET_SERVER_MOVE
@ PACKET_SERVER_MOVE
Server tells everyone that someone is moved to another company.
Definition: tcp_game.h:105
NetworkServerDailyLoop
void NetworkServerDailyLoop()
Daily "callback".
Definition: network_server.cpp:1961
NETWORK_PASSWORD_LENGTH
static const uint NETWORK_PASSWORD_LENGTH
The maximum length of the password, in bytes including '\0' (must be >= NETWORK_SERVER_ID_LENGTH)
Definition: config.h:45
PACKET_SERVER_FULL
@ PACKET_SERVER_FULL
The server is full and has no place for you.
Definition: tcp_game.h:34
NetworkServerChangeClientName
bool NetworkServerChangeClientName(ClientID client_id, const char *new_name)
Change the client name of the given client.
Definition: network_server.cpp:1758
Packet::Send_bool
void Send_bool(bool data)
Package a boolean in the packet.
Definition: packet.cpp:87
SlError
void NORETURN SlError(StringID string, const char *extra_msg)
Error handler.
Definition: saveload.cpp:326
NetworkAdminCompanyUpdate
void NetworkAdminCompanyUpdate(const Company *company)
Notify the admin network of company updates.
Definition: network_admin.cpp:894
SPS_NONE_SENT
@ SPS_NONE_SENT
The buffer is still full, so no (parts of) packets could be sent.
Definition: tcp.h:23
ServerNetworkGameSocketHandler::SendErrorQuit
NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
Tell the client another client quit with an error.
Definition: network_server.cpp:781
NetworkServerNewCompany
void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
Perform all the server specific administration of a new company.
Definition: network_server.cpp:2198
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:547
_switch_mode
SwitchMode _switch_mode
The next mainloop command.
Definition: gfx.cpp:46
StringID
uint32 StringID
Numeric value that represents a string, independent of the selected language.
Definition: strings_type.h:16
PacketWriter::AppendQueue
void AppendQueue()
Append the current packet to the queue.
Definition: network_server.cpp:143
NetworkSocketHandler::HasClientQuit
bool HasClientQuit() const
Whether the current client connected to the socket has quit.
Definition: core.h:67
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:1094
NetworkTCPSocketHandler::SendPackets
SendPacketsState SendPackets(bool closing_down=false)
Sends all the buffered packets out for this client.
Definition: tcp.cpp:95
NETWORK_RCONCOMMAND_LENGTH
static const uint NETWORK_RCONCOMMAND_LENGTH
The maximum length of a rconsole command, in bytes including '\0'.
Definition: config.h:48
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:2042
Pool::PoolItem<&_company_pool >::Iterate
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
Definition: pool_type.hpp:378
Pool
Base class for all pools.
Definition: pool_type.hpp:81
DeleteWindowById
void DeleteWindowById(WindowClass cls, WindowNumber number, bool force)
Delete a window by its class and window number (if it is open).
Definition: window.cpp:1165
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:1431
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:121
Pool::PoolItem<&_company_pool >::GetNumItems
static size_t GetNumItems()
Returns number of valid items in the pool.
Definition: pool_type.hpp:359
ServerNetworkGameSocketHandler::SendNewGame
NetworkRecvStatus SendNewGame()
Tell the client we're starting a new game.
Definition: network_server.cpp:815
FACIL_TRAIN
@ FACIL_TRAIN
Station with train station.
Definition: station_type.h:52
CMD_ID_MASK
@ CMD_ID_MASK
mask for the command ID
Definition: command_type.h:382
network_udp.h
PacketWriter::~PacketWriter
~PacketWriter()
Make sure everything is cleaned up.
Definition: network_server.cpp:73
PacketSize
uint16 PacketSize
Size of the whole packet.
Definition: packet.h:19
SpecializedVehicle< RoadVehicle, Type >::From
static RoadVehicle * From(Vehicle *v)
Converts a Vehicle to SpecializedVehicle with type checking.
Definition: vehicle_base.h:1162
Packet::Send_uint64
void Send_uint64(uint64 data)
Package a 64 bits integer in the packet.
Definition: packet.cpp:130
NetworkSendCommand
void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company)
Prepare a DoCommand to be send over the network.
Definition: network_command.cpp:136
SaveFilter
Interface for filtering a savegame till it is written.
Definition: saveload_filter.h:60
GetDrawStringCompanyColour
TextColour GetDrawStringCompanyColour(CompanyID company)
Get the colour for DrawString-subroutines which matches the colour of the company.
Definition: company_cmd.cpp:131
NetworkSettings::bytes_per_frame_burst
uint16 bytes_per_frame_burst
how many bytes may, over a short period, be received?
Definition: settings_type.h:255
COMPANY_SPECTATOR
@ COMPANY_SPECTATOR
The client is spectating.
Definition: company_type.h:35
NetworkRecvStatus
NetworkRecvStatus
Status of a network client; reasons why a client has quit.
Definition: core.h:22
_network_clients_connected
byte _network_clients_connected
The amount of clients connected.
Definition: network.cpp:84
_file_to_saveload
FileToSaveLoad _file_to_saveload
File to save or load in the openttd loop.
Definition: saveload.cpp:62
GRFConfig::next
struct GRFConfig * next
NOSAVE: Next item in the linked list.
Definition: newgrf_config.h:177
ServerNetworkGameSocketHandler::SendChat
NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data)
Send a chat message.
Definition: network_server.cpp:760
ServerNetworkGameSocketHandler::STATUS_NEWGRFS_CHECK
@ STATUS_NEWGRFS_CHECK
The client is checking NewGRFs.
Definition: network_server.h:53
SaveWithFilter
SaveOrLoadResult SaveWithFilter(SaveFilter *writer, bool threaded)
Save the game using a (writer) filter.
Definition: saveload.cpp:2586
ServerNetworkGameSocketHandler::AllowConnection
static bool AllowConnection()
Whether an connection is allowed or not at this moment.
Definition: network_server.cpp:317
ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP
NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p) override
Request the map from the server.
Definition: network_server.cpp:1027
NetworkSettings::max_init_time
uint16 max_init_time
maximum amount of time, in game ticks, a client may take to initiate joining
Definition: settings_type.h:256
PACKET_SERVER_SYNC
@ PACKET_SERVER_SYNC
Server tells the client what the random state should be.
Definition: tcp_game.h:89
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:299
ServerNetworkGameSocketHandler::SendMap
NetworkRecvStatus SendMap()
This sends the map to the client.
Definition: network_server.cpp:606
seprintf
int CDECL seprintf(char *str, const char *last, const char *format,...)
Safer implementation of snprintf; same as snprintf except:
Definition: string.cpp:442
FT_HEIGHTMAP
@ FT_HEIGHTMAP
heightmap file
Definition: fileio_type.h:20
PACKET_SERVER_MAP_BEGIN
@ PACKET_SERVER_MAP_BEGIN
Server tells the client that it is beginning to send the map.
Definition: tcp_game.h:72
Packet::Recv_uint8
uint8 Recv_uint8()
Read a 8 bits integer from the packet.
Definition: packet.cpp:217
ServerNetworkGameSocketHandler::SendNewGRFCheck
NetworkRecvStatus SendNewGRFCheck()
Send the check for the NewGRFs.
Definition: network_server.cpp:479
CC_ERROR
static const TextColour CC_ERROR
Colour for error lines.
Definition: console_type.h:24
ServerNetworkGameSocketHandler::STATUS_AUTH_COMPANY
@ STATUS_AUTH_COMPANY
The client is authorizing with company password.
Definition: network_server.h:55
CMD_COMPANY_CTRL
@ CMD_COMPANY_CTRL
used in multiplayer to create a new companies etc.
Definition: command_type.h:281
PACKET_SERVER_CHAT
@ PACKET_SERVER_CHAT
Server distributing the message of a client (or itself).
Definition: tcp_game.h:97
INSTANTIATE_POOL_METHODS
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
Definition: pool_func.hpp:224
PACKET_SERVER_RCON
@ PACKET_SERVER_RCON
Response of the executed command on the server.
Definition: tcp_game.h:101
PACKET_SERVER_QUIT
@ PACKET_SERVER_QUIT
A server tells that a client has quit.
Definition: tcp_game.h:119
ServerNetworkGameSocketHandler::SendNeedGamePassword
NetworkRecvStatus SendNeedGamePassword()
Request the game password.
Definition: network_server.cpp:499
NetworkGameSocketHandler::incoming_queue
CommandQueue incoming_queue
The command-queue awaiting handling.
Definition: tcp_game.h:521
error
void CDECL error(const char *s,...)
Error handling for fatal non-user errors.
Definition: openttd.cpp:131
NetworkGameSocketHandler::client_id
ClientID client_id
Client identifier.
Definition: tcp_game.h:518
_grfconfig
GRFConfig * _grfconfig
First item in list of current GRF set up.
Definition: newgrf_config.cpp:170
PacketWriter::PacketWriter
PacketWriter(ServerNetworkGameSocketHandler *cs)
Create the packet writer.
Definition: network_server.cpp:68
MILLISECONDS_PER_TICK
static const uint MILLISECONDS_PER_TICK
The number of milliseconds per game tick.
Definition: gfx_type.h:310
PACKET_SERVER_COMMAND
@ PACKET_SERVER_COMMAND
Server distributes a command to (all) the clients.
Definition: tcp_game.h:93
ServerNetworkGameSocketHandler::Receive_CLIENT_ACK
NetworkRecvStatus Receive_CLIENT_ACK(Packet *p) override
Tell the server we are done with this frame: uint32 Current frame counter of the client.
Definition: network_server.cpp:1217
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:832
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:87
lengthof
#define lengthof(x)
Return the length of an fixed size array.
Definition: stdafx.h:363
_network_ban_list
StringList _network_ban_list
The banned clients.
Definition: network.cpp:65
ClientSettings::network
NetworkSettings network
settings related to the network
Definition: settings_type.h:582
SPS_PARTLY_SENT
@ SPS_PARTLY_SENT
The packets are partly sent; there are more packets to be sent in the queue.
Definition: tcp.h:24
Packet::Recv_uint64
uint64 Recv_uint64()
Read a 64 bits integer from the packet.
Definition: packet.cpp:263
OrderBackup::ResetUser
static void ResetUser(uint32 user)
Reset an user's OrderBackup if needed.
Definition: order_backup.cpp:164
NetworkSocketHandler::SendCompanyInformation
void SendCompanyInformation(Packet *p, const struct Company *c, const struct NetworkCompanyStats *stats, uint max_len=NETWORK_COMPANY_NAME_LENGTH)
Package some generic company information into a packet.
Definition: network_server.cpp:1516
NetworkSettings::autoclean_novehicles
uint8 autoclean_novehicles
remove companies with no vehicles after this many months
Definition: settings_type.h:277
OverflowSafeInt< int64, INT64_MAX, INT64_MIN >
DESTTYPE_BROADCAST
@ DESTTYPE_BROADCAST
Send message/notice to all clients (All)
Definition: network_type.h:82
PacketWriter::mutex
std::mutex mutex
Mutex for making threaded saving safe.
Definition: network_server.cpp:61
ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler
ServerNetworkGameSocketHandler(SOCKET s)
Create a new socket for the server side of the game connection.
Definition: network_server.cpp:217
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:1457
RoadVehicle::IsBus
bool IsBus() const
Check whether a roadvehicle is a bus.
Definition: roadveh_cmd.cpp:79
ServerNetworkGameSocketHandler::client_address
NetworkAddress client_address
IP-address of the client (so he can be banned)
Definition: network_server.h:73
IConsoleCmdExec
void IConsoleCmdExec(const char *cmdstr, const uint recurse_count)
Execute a given command passed to us.
Definition: console.cpp:407
ProcessAsyncSaveFinish
void ProcessAsyncSaveFinish()
Handle async save finishes.
Definition: saveload.cpp:402
PacketWriter::Destroy
void Destroy()
Begin the destruction of this packet writer.
Definition: network_server.cpp:100
NetworkSettings::max_lag_time
uint16 max_lag_time
maximum amount of time, in game ticks, a client may be lagging behind the server
Definition: settings_type.h:260
ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT
NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p) override
Sends a chat-packet to the server: uint8 ID of the action (see NetworkAction).
Definition: network_server.cpp:1385
PACKET_SERVER_CLIENT_INFO
@ PACKET_SERVER_CLIENT_INFO
Server sends you information about a client.
Definition: tcp_game.h:67
NETWORK_RECV_STATUS_OKAY
@ NETWORK_RECV_STATUS_OKAY
Everything is okay.
Definition: core.h:23
NetworkGameSocketHandler::SendCommand
void SendCommand(Packet *p, const CommandPacket *cp)
Sends a command over the network.
Definition: network_command.cpp:321
CCA_DELETE
@ CCA_DELETE
Delete a company.
Definition: company_type.h:67
ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD
NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p) override
Send a password to the server to authorize: uint8 Password type (see NetworkPasswordType).
Definition: network_server.cpp:980
ADMIN_FREQUENCY_WEEKLY
@ ADMIN_FREQUENCY_WEEKLY
The admin gets information about this on a weekly basis.
Definition: tcp_admin.h:92
DESTTYPE_CLIENT
@ DESTTYPE_CLIENT
Send message/notice to only a certain client (Private)
Definition: network_type.h:84
PACKET_SERVER_WELCOME
@ PACKET_SERVER_WELCOME
Server welcomes you and gives you your ClientID.
Definition: tcp_game.h:66
ServerNetworkGameSocketHandler::SendShutdown
NetworkRecvStatus SendShutdown()
Tell the client we're shutting down.
Definition: network_server.cpp:807
VEH_TRAIN
@ VEH_TRAIN
Train vehicle type.
Definition: vehicle_type.h:24
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:318
FACIL_AIRPORT
@ FACIL_AIRPORT
Station with an airport.
Definition: station_type.h:55
CMD_SERVER
@ CMD_SERVER
the command can only be initiated by the server
Definition: command_type.h:391
CMD_SPECTATOR
@ CMD_SPECTATOR
the command may be initiated by a spectator
Definition: command_type.h:392
ServerNetworkGameSocketHandler::last_token
byte last_token
The last random token we did send to verify the client is listening.
Definition: network_server.h:66
PacketWriter::exit_sig
std::condition_variable exit_sig
Signal for threaded destruction of this packet writer.
Definition: network_server.cpp:62
ServerNetworkGameSocketHandler::SendError
NetworkRecvStatus SendError(NetworkErrorCode error, const char *reason=nullptr)
Send an error to the client, and close its connection.
Definition: network_server.cpp:432
network_admin.h
NetworkServerGameInfo::clients_on
byte clients_on
Current count of clients on server.
Definition: game.h:26
strecpy
char * strecpy(char *dst, const char *src, const char *last)
Copies characters from one buffer to another.
Definition: string.cpp:112
NetworkSettings::max_commands_in_queue
uint16 max_commands_in_queue
how many commands may there be in the incoming queue before dropping the connection?
Definition: settings_type.h:253
CC_WARNING
static const TextColour CC_WARNING
Colour for warning lines.
Definition: console_type.h:25
free
static void free(const void *ptr)
Version of the standard free that accepts const pointers.
Definition: stdafx.h:450
ServerNetworkGameSocketHandler::SendCompanyInfo
NetworkRecvStatus SendCompanyInfo()
Send the client information about the companies.
Definition: network_server.cpp:367
strecat
char * strecat(char *dst, const char *src, const char *last)
Appends characters from one string to another.
Definition: string.cpp:84
NetworkServerKickClient
void NetworkServerKickClient(ClientID client_id, const char *reason)
Kick a single client.
Definition: network_server.cpp:2086
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
VEH_SHIP
@ VEH_SHIP
Ship vehicle type.
Definition: vehicle_type.h:26
Company
Definition: company_base.h:110
_cur_month
Month _cur_month
Current month (0..11)
Definition: date.cpp:27
ServerNetworkGameSocketHandler::SendNeedCompanyPassword
NetworkRecvStatus SendNeedCompanyPassword()
Request the company password.
Definition: network_server.cpp:514
PACKET_SERVER_CHECK_NEWGRFS
@ PACKET_SERVER_CHECK_NEWGRFS
Server sends NewGRF IDs and MD5 checksums for the client to check.
Definition: tcp_game.h:56
NetworkServerYearlyLoop
void NetworkServerYearlyLoop()
Yearly "callback".
Definition: network_server.cpp:1946
SetWindowClassesDirty
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
Definition: window.cpp:3248
CMD_RENAME_PRESIDENT
@ CMD_RENAME_PRESIDENT
change the president name
Definition: command_type.h:247
CompanyProperties::old_economy
CompanyEconomyEntry old_economy[MAX_HISTORY_QUARTERS]
Economic data of the company of the last MAX_HISTORY_QUARTERS quarters.
Definition: company_base.h:98
lastof
#define lastof(x)
Get the last element of an fixed size array.
Definition: stdafx.h:379
SL_OK
@ SL_OK
completed successfully
Definition: saveload.h:334
NetworkGameSocketHandler::last_frame
uint32 last_frame
Last frame we have executed.
Definition: tcp_game.h:519
_networkclientsocket_pool
NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket")
Make very sure the preconditions given in network_type.h are actually followed.
DAY_TICKS
static const int DAY_TICKS
1 day is 74 ticks; _date_fract used to be uint16 and incremented by 885.
Definition: date_type.h:28
PacketWriter::current
Packet * current
The packet we're currently writing to.
Definition: network_server.cpp:58
ServerNetworkGameSocketHandler::GetClientName
void GetClientName(char *client_name, const char *last) const
Get the name of the client, if the user did not send it yet, Client ID is used.
Definition: network_server.cpp:2161
_last_sync_frame
uint32 _last_sync_frame
Used in the server to store the last time a sync packet was sent to clients.
Definition: network.cpp:69
NetworkAdminCompanyInfo
void NetworkAdminCompanyInfo(const Company *company, bool new_company)
Notify the admin network of company details.
Definition: network_admin.cpp:873
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:23
ServerNetworkGameSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
Definition: network_server.cpp:256
IConsolePrintF
void CDECL IConsolePrintF(TextColour colour_code, const char *format,...)
Handle the printing of text entered into the console or redirected there by any other means.
Definition: console.cpp:125
ServerNetworkGameSocketHandler::STATUS_AUTH_GAME
@ STATUS_AUTH_GAME
The client is authorizing with game (server) password.
Definition: network_server.h:54
NetworkCompanyHasClients
bool NetworkCompanyHasClients(CompanyID company)
Check whether a particular company has clients.
Definition: network_server.cpp:2147
PacketWriter::packets
Packet * packets
Packet queue of the savegame; send these "slowly" to the client.
Definition: network_server.cpp:60
_settings_newgame
GameSettings _settings_newgame
Game settings for new games (updated from the intro screen).
Definition: settings.cpp:81
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:859
GCF_STATIC
@ GCF_STATIC
GRF file is used statically (can be used in any MP game)
Definition: newgrf_config.h:25
NetworkSettings::sync_freq
uint16 sync_freq
how often do we check whether we are still in-sync
Definition: settings_type.h:250
ServerNetworkGameSocketHandler::SendWait
NetworkRecvStatus SendWait()
Tell the client that its put in a waiting queue.
Definition: network_server.cpp:561
NetworkSettings::autoclean_companies
bool autoclean_companies
automatically remove companies that are not in use
Definition: settings_type.h:274
PACKET_SERVER_MAP_DATA
@ PACKET_SERVER_MAP_DATA
Server sends bits of the map to the client.
Definition: tcp_game.h:74
NetworkSettings::max_companies
uint8 max_companies
maximum amount of companies
Definition: settings_type.h:278
ServerNetworkGameSocketHandler::STATUS_AUTHORIZED
@ STATUS_AUTHORIZED
The client is authorized.
Definition: network_server.h:56
CLIENT_ID_FIRST
@ CLIENT_ID_FIRST
The first client ID.
Definition: network_type.h:42
NETWORK_RECV_STATUS_MALFORMED_PACKET
@ NETWORK_RECV_STATUS_MALFORMED_PACKET
We apparently send a malformed packet.
Definition: core.h:28
NETWORK_COMPANY_NAME_LENGTH
static const uint NETWORK_COMPANY_NAME_LENGTH
The maximum length of the company name, in bytes including '\0'.
Definition: config.h:41
NetworkUpdateClientInfo
void NetworkUpdateClientInfo(ClientID client_id)
Send updated client info of a particular client.
Definition: network_server.cpp:1601
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:1158