OpenTTD Source  13.0-RC2
network_client.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 "network_gui.h"
12 #include "../saveload/saveload.h"
13 #include "../saveload/saveload_filter.h"
14 #include "../command_func.h"
15 #include "../console_func.h"
16 #include "../strings_func.h"
17 #include "../window_func.h"
18 #include "../company_func.h"
19 #include "../company_base.h"
20 #include "../company_gui.h"
21 #include "../company_cmd.h"
22 #include "../core/random_func.hpp"
23 #include "../date_func.h"
24 #include "../gfx_func.h"
25 #include "../error.h"
26 #include "../rev.h"
27 #include "network.h"
28 #include "network_base.h"
29 #include "network_client.h"
30 #include "network_gamelist.h"
31 #include "../core/backup_type.hpp"
32 #include "../thread.h"
33 
34 #include "table/strings.h"
35 
36 #include "../safeguards.h"
37 
38 /* This file handles all the client-commands */
39 
42  static const size_t CHUNK = 32 * 1024;
43 
44  std::vector<byte *> blocks;
45  byte *buf;
46  byte *bufe;
47  byte **block;
48  size_t written_bytes;
49  size_t read_bytes;
50 
52  PacketReader() : LoadFilter(nullptr), buf(nullptr), bufe(nullptr), block(nullptr), written_bytes(0), read_bytes(0)
53  {
54  }
55 
56  ~PacketReader() override
57  {
58  for (auto p : this->blocks) {
59  free(p);
60  }
61  }
62 
70  static inline ssize_t TransferOutMemCopy(PacketReader *destination, const char *source, size_t amount)
71  {
72  memcpy(destination->buf, source, amount);
73  destination->buf += amount;
74  destination->written_bytes += amount;
75  return amount;
76  }
77 
82  void AddPacket(Packet *p)
83  {
84  assert(this->read_bytes == 0);
85  p->TransferOutWithLimit(TransferOutMemCopy, this->bufe - this->buf, this);
86 
87  /* Did everything fit in the current chunk, then we're done. */
88  if (p->RemainingBytesToTransfer() == 0) return;
89 
90  /* Allocate a new chunk and add the remaining data. */
91  this->blocks.push_back(this->buf = CallocT<byte>(CHUNK));
92  this->bufe = this->buf + CHUNK;
93 
94  p->TransferOutWithLimit(TransferOutMemCopy, this->bufe - this->buf, this);
95  }
96 
97  size_t Read(byte *rbuf, size_t size) override
98  {
99  /* Limit the amount to read to whatever we still have. */
100  size_t ret_size = size = std::min(this->written_bytes - this->read_bytes, size);
101  this->read_bytes += ret_size;
102  const byte *rbufe = rbuf + ret_size;
103 
104  while (rbuf != rbufe) {
105  if (this->buf == this->bufe) {
106  this->buf = *this->block++;
107  this->bufe = this->buf + CHUNK;
108  }
109 
110  size_t to_write = std::min(this->bufe - this->buf, rbufe - rbuf);
111  memcpy(rbuf, this->buf, to_write);
112  rbuf += to_write;
113  this->buf += to_write;
114  }
115 
116  return ret_size;
117  }
118 
119  void Reset() override
120  {
121  this->read_bytes = 0;
122 
123  this->block = this->blocks.data();
124  this->buf = *this->block++;
125  this->bufe = this->buf + CHUNK;
126  }
127 };
128 
129 
134 {
135  static FiosNumberedSaveName _netsave_ctr("netsave");
136  DoAutoOrNetsave(_netsave_ctr);
137 }
138 
139 
144 ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s, const std::string &connection_string) : NetworkGameSocketHandler(s), connection_string(connection_string), savegame(nullptr), status(STATUS_INACTIVE)
145 {
148 }
149 
152 {
155 
156  delete this->savegame;
157  delete this->GetInfo();
158 }
159 
161 {
162  assert(status != NETWORK_RECV_STATUS_OKAY);
163  assert(this->sock != INVALID_SOCKET);
164 
165  if (!this->HasClientQuit()) {
166  Debug(net, 3, "Closed client connection {}", this->client_id);
167 
168  this->SendPackets(true);
169 
170  /* Wait a number of ticks so our leave message can reach the server.
171  * This is especially needed for Windows servers as they seem to get
172  * the "socket is closed" message before receiving our leave message,
173  * which would trigger the server to close the connection as well. */
175  }
176 
177  delete this;
178 
179  return status;
180 }
181 
187 {
188  /* First, send a CLIENT_ERROR to the server, so it knows we are
189  * disconnected (and why!) */
190  NetworkErrorCode errorno;
191 
192  /* We just want to close the connection.. */
193  if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
195  this->CloseConnection(res);
196  _networking = false;
197 
199  return;
200  }
201 
202  switch (res) {
203  case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
204  case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
205  case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
206  default: errorno = NETWORK_ERROR_GENERAL; break;
207  }
208 
211  /* This means the server closed the connection. Emergency save is
212  * already created if this was appropriate during handling of the
213  * disconnect. */
214  this->CloseConnection(res);
215  } else {
216  /* This means we as client made a boo-boo. */
217  SendError(errorno);
218 
219  /* Close connection before we make an emergency save, as the save can
220  * take a bit of time; better that the server doesn't stall while we
221  * are doing the save, and already disconnects us. */
222  this->CloseConnection(res);
224  }
225 
227  _networking = false;
228 }
229 
230 
237 {
238  if (my_client->CanSendReceive()) {
240  if (res != NETWORK_RECV_STATUS_OKAY) {
241  /* The client made an error of which we can not recover.
242  * Close the connection and drop back to the main menu. */
243  my_client->ClientError(res);
244  return false;
245  }
246  }
247  return _networking;
248 }
249 
252 {
254  if (my_client != nullptr) my_client->CheckConnection();
255 }
256 
262 {
263  _frame_counter++;
264 
266 
267  extern void StateGameLoop();
268  StateGameLoop();
269 
270  /* Check if we are in sync! */
271  if (_sync_frame != 0) {
272  if (_sync_frame == _frame_counter) {
273 #ifdef NETWORK_SEND_DOUBLE_SEED
274  if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
275 #else
276  if (_sync_seed_1 != _random.state[0]) {
277 #endif
278  ShowNetworkError(STR_NETWORK_ERROR_DESYNC);
279  Debug(desync, 1, "sync_err: {:08x}; {:02x}", _date, _date_fract);
280  Debug(net, 0, "Sync error detected");
282  return false;
283  }
284 
285  /* If this is the first time we have a sync-frame, we
286  * need to let the server know that we are ready and at the same
287  * frame as it is.. so we can start playing! */
288  if (_network_first_time) {
289  _network_first_time = false;
290  SendAck();
291  }
292 
293  _sync_frame = 0;
294  } else if (_sync_frame < _frame_counter) {
295  Debug(net, 1, "Missed frame for sync-test: {} / {}", _sync_frame, _frame_counter);
296  _sync_frame = 0;
297  }
298  }
299 
300  return true;
301 }
302 
303 
306 
308 static uint32 last_ack_frame;
309 
311 static uint32 _password_game_seed;
313 static std::string _password_server_id;
314 
319 
322 
324 static_assert(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
325 
326 /***********
327  * Sending functions
328  * DEF_CLIENT_SEND_COMMAND has no parameters
329  ************/
330 
333 {
335  _network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
337 
338  Packet *p = new Packet(PACKET_CLIENT_JOIN);
340  p->Send_uint32(_openttd_newgrf_version);
341  p->Send_string(_settings_client.network.client_name); // Client name
342  p->Send_uint8 (_network_join.company); // PlayAs
343  p->Send_uint8 (0); // Used to be language
344  my_client->SendPacket(p);
346 }
347 
350 {
352  my_client->SendPacket(p);
354 }
355 
361 {
363  p->Send_string(password);
364  my_client->SendPacket(p);
366 }
367 
373 {
376  my_client->SendPacket(p);
378 }
379 
382 {
384 
386  my_client->SendPacket(p);
388 }
389 
392 {
394 
396  my_client->SendPacket(p);
398 }
399 
402 {
403  Packet *p = new Packet(PACKET_CLIENT_ACK);
404 
406  p->Send_uint8 (my_client->token);
407  my_client->SendPacket(p);
409 }
410 
416 {
418  my_client->NetworkGameSocketHandler::SendCommand(p, cp);
419 
420  my_client->SendPacket(p);
422 }
423 
425 NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64 data)
426 {
427  Packet *p = new Packet(PACKET_CLIENT_CHAT);
428 
429  p->Send_uint8 (action);
430  p->Send_uint8 (type);
431  p->Send_uint32(dest);
432  p->Send_string(msg);
433  p->Send_uint64(data);
434 
435  my_client->SendPacket(p);
437 }
438 
441 {
443 
444  p->Send_uint8(errorno);
445  my_client->SendPacket(p);
447 }
448 
454 {
456 
458  my_client->SendPacket(p);
460 }
461 
467 {
469 
470  p->Send_string(name);
471  my_client->SendPacket(p);
473 }
474 
479 {
480  Packet *p = new Packet(PACKET_CLIENT_QUIT);
481 
482  my_client->SendPacket(p);
484 }
485 
491 NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const std::string &pass, const std::string &command)
492 {
493  Packet *p = new Packet(PACKET_CLIENT_RCON);
494  p->Send_string(pass);
495  p->Send_string(command);
496  my_client->SendPacket(p);
498 }
499 
506 {
507  Packet *p = new Packet(PACKET_CLIENT_MOVE);
508  p->Send_uint8(company);
510  my_client->SendPacket(p);
512 }
513 
519 {
520  return my_client != nullptr && my_client->status == STATUS_ACTIVE;
521 }
522 
523 
524 /***********
525  * Receiving functions
526  * DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
527  ************/
528 
529 extern bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = nullptr);
530 
532 {
533  /* We try to join a server which is full */
534  ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
536 
538 }
539 
541 {
542  /* We try to join a server where we are banned */
543  ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
545 
547 }
548 
549 /* This packet contains info about the client (playas and name)
550  * as client we save this in NetworkClientInfo, linked via 'client_id'
551  * which is always an unique number on a server. */
553 {
554  NetworkClientInfo *ci;
556  CompanyID playas = (CompanyID)p->Recv_uint8();
557 
558  std::string name = p->Recv_string(NETWORK_NAME_LENGTH);
559 
562  /* The server validates the name when receiving it from clients, so when it is wrong
563  * here something went really wrong. In the best case the packet got malformed on its
564  * way too us, in the worst case the server is broken or compromised. */
566 
568  if (ci != nullptr) {
569  if (playas == ci->client_playas && name.compare(ci->client_name) != 0) {
570  /* Client name changed, display the change */
571  NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, name);
572  } else if (playas != ci->client_playas) {
573  /* The client changed from client-player..
574  * Do not display that for now */
575  }
576 
577  /* Make sure we're in the company the server tells us to be in,
578  * for the rare case that we get moved while joining. */
580 
581  ci->client_playas = playas;
582  ci->client_name = name;
583 
585 
587  }
588 
589  /* There are at most as many ClientInfo as ClientSocket objects in a
590  * server. Having more info than a server can have means something
591  * has gone wrong somewhere, i.e. the server has more info than it
592  * has actual clients. That means the server is feeding us an invalid
593  * state. So, bail out! This server is broken. */
595 
596  /* We don't have this client_id yet, find an empty client_id, and put the data there */
597  ci = new NetworkClientInfo(client_id);
598  ci->client_playas = playas;
599  if (client_id == _network_own_client_id) this->SetInfo(ci);
600 
601  ci->client_name = name;
602 
604 
606 }
607 
609 {
610  static const StringID network_error_strings[] = {
611  STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_GENERAL
612  STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_DESYNC
613  STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_SAVEGAME_FAILED
614  STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_CONNECTION_LOST
615  STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_ILLEGAL_PACKET
616  STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NEWGRF_MISMATCH
617  STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_AUTHORIZED
618  STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_EXPECTED
619  STR_NETWORK_ERROR_WRONG_REVISION, // NETWORK_ERROR_WRONG_REVISION
620  STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NAME_IN_USE
621  STR_NETWORK_ERROR_WRONG_PASSWORD, // NETWORK_ERROR_WRONG_PASSWORD
622  STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_COMPANY_MISMATCH
623  STR_NETWORK_ERROR_KICKED, // NETWORK_ERROR_KICKED
624  STR_NETWORK_ERROR_CHEATER, // NETWORK_ERROR_CHEATER
625  STR_NETWORK_ERROR_SERVER_FULL, // NETWORK_ERROR_FULL
626  STR_NETWORK_ERROR_TOO_MANY_COMMANDS, // NETWORK_ERROR_TOO_MANY_COMMANDS
627  STR_NETWORK_ERROR_TIMEOUT_PASSWORD, // NETWORK_ERROR_TIMEOUT_PASSWORD
628  STR_NETWORK_ERROR_TIMEOUT_COMPUTER, // NETWORK_ERROR_TIMEOUT_COMPUTER
629  STR_NETWORK_ERROR_TIMEOUT_MAP, // NETWORK_ERROR_TIMEOUT_MAP
630  STR_NETWORK_ERROR_TIMEOUT_JOIN, // NETWORK_ERROR_TIMEOUT_JOIN
631  STR_NETWORK_ERROR_INVALID_CLIENT_NAME, // NETWORK_ERROR_INVALID_CLIENT_NAME
632  };
633  static_assert(lengthof(network_error_strings) == NETWORK_ERROR_END);
634 
636 
637  StringID err = STR_NETWORK_ERROR_LOSTCONNECTION;
638  if (error < (ptrdiff_t)lengthof(network_error_strings)) err = network_error_strings[error];
639  /* In case of kicking a client, we assume there is a kick message in the packet if we can read one byte */
640  if (error == NETWORK_ERROR_KICKED && p->CanReadFromPacket(1)) {
641  std::string kick_msg = p->Recv_string(NETWORK_CHAT_LENGTH);
642  SetDParamStr(0, kick_msg);
643  ShowErrorMessage(err, STR_NETWORK_ERROR_KICK_MESSAGE, WL_CRITICAL);
644  } else {
646  }
647 
648  /* Perform an emergency save if we had already entered the game */
650 
652 
654 }
655 
657 {
659 
660  uint grf_count = p->Recv_uint8();
662 
663  /* Check all GRFs */
664  for (; grf_count > 0; grf_count--) {
665  GRFIdentifier c;
667 
668  /* Check whether we know this GRF */
669  const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, c.md5sum);
670  if (f == nullptr) {
671  /* We do not know this GRF, bail out of initialization */
672  char buf[sizeof(c.md5sum) * 2 + 1];
673  md5sumToString(buf, lastof(buf), c.md5sum);
674  Debug(grf, 0, "NewGRF {:08X} not found; checksum {}", BSWAP32(c.grfid), buf);
676  }
677  }
678 
679  if (ret == NETWORK_RECV_STATUS_OKAY) {
680  /* Start receiving the map */
681  return SendNewGRFsOk();
682  }
683 
684  /* NewGRF mismatch, bail out */
685  ShowErrorMessage(STR_NETWORK_ERROR_NEWGRF_MISMATCH, INVALID_STRING_ID, WL_CRITICAL);
686  return ret;
687 }
688 
690 {
691  if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
692  this->status = STATUS_AUTH_GAME;
693 
694  if (!_network_join.server_password.empty()) {
696  }
697 
698  ShowNetworkNeedPassword(NETWORK_GAME_PASSWORD);
699 
701 }
702 
704 {
705  if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_COMPANY) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
706  this->status = STATUS_AUTH_COMPANY;
707 
708  _password_game_seed = p->Recv_uint32();
711 
712  if (!_network_join.company_password.empty()) {
714  }
715 
716  ShowNetworkNeedPassword(NETWORK_COMPANY_PASSWORD);
717 
719 }
720 
722 {
723  if (this->status < STATUS_JOIN || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
724  this->status = STATUS_AUTHORIZED;
725 
727 
728  /* Initialize the password hash salting variables, even if they were previously. */
731 
732  /* Start receiving the map */
733  return SendGetMap();
734 }
735 
737 {
738  /* We set the internal wait state when requesting the map. */
740 
741  /* But... only now we set the join status to waiting, instead of requesting. */
742  _network_join_status = NETWORK_JOIN_STATUS_WAITING;
745 
747 }
748 
750 {
751  if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
752  this->status = STATUS_MAP;
753 
754  if (this->savegame != nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
755 
756  this->savegame = new PacketReader();
757 
759 
762 
763  _network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
765 
767 }
768 
770 {
772  if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
773 
776 
778 }
779 
781 {
783  if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
784 
785  /* We are still receiving data, put it to the file */
786  this->savegame->AddPacket(p);
787 
788  _network_join_bytes = (uint32)this->savegame->written_bytes;
790 
792 }
793 
795 {
797  if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
798 
799  _network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
801 
802  /*
803  * Make sure everything is set for reading.
804  *
805  * We need the local copy and reset this->savegame because when
806  * loading fails the network gets reset upon loading the intro
807  * game, which would cause us to free this->savegame twice.
808  */
809  LoadFilter *lf = this->savegame;
810  this->savegame = nullptr;
811  lf->Reset();
812 
813  /* The map is done downloading, load it */
815  bool load_success = SafeLoad({}, SLO_LOAD, DFT_GAME_FILE, GM_NORMAL, NO_DIRECTORY, lf);
816 
817  /* Long savegame loads shouldn't affect the lag calculation! */
818  this->last_packet = std::chrono::steady_clock::now();
819 
820  if (!load_success) {
822  ShowErrorMessage(STR_NETWORK_ERROR_SAVEGAMEERROR, INVALID_STRING_ID, WL_CRITICAL);
824  }
825  /* If the savegame has successfully loaded, ALL windows have been removed,
826  * only toolbar/statusbar and gamefield are visible */
827 
828  /* Say we received the map and loaded it correctly! */
829  SendMapOk();
830 
831  ShowClientList();
832 
833  /* New company/spectator (invalid company) or company we want to join is not active
834  * Switch local company to spectator and await the server's judgement */
837 
839  /* We have arrived and ready to start playing; send a command to make a new company;
840  * the server will give us a client-id and let us in */
841  _network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
842  ShowJoinStatusWindow();
844  }
845  } else {
846  /* take control over an existing company */
848  }
849 
851 }
852 
854 {
856 
859 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
860  /* Test if the server supports this option
861  * and if we are at the frame the server is */
862 #ifdef NETWORK_SEND_DOUBLE_SEED
863  if (p->CanReadFromPacket(sizeof(uint32) + sizeof(uint32))) {
864 #else
865  if (p->CanReadFromPacket(sizeof(uint32))) {
866 #endif
868  _sync_seed_1 = p->Recv_uint32();
869 #ifdef NETWORK_SEND_DOUBLE_SEED
870  _sync_seed_2 = p->Recv_uint32();
871 #endif
872  }
873 #endif
874  /* Receive the token. */
875  if (p->CanReadFromPacket(sizeof(uint8))) this->token = p->Recv_uint8();
876 
877  Debug(net, 7, "Received FRAME {}", _frame_counter_server);
878 
879  /* Let the server know that we received this frame correctly
880  * We do this only once per day, to save some bandwidth ;) */
883  Debug(net, 7, "Sent ACK at {}", _frame_counter);
884  SendAck();
885  }
886 
888 }
889 
891 {
893 
894  _sync_frame = p->Recv_uint32();
895  _sync_seed_1 = p->Recv_uint32();
896 #ifdef NETWORK_SEND_DOUBLE_SEED
897  _sync_seed_2 = p->Recv_uint32();
898 #endif
899 
901 }
902 
904 {
906 
907  CommandPacket cp;
908  const char *err = this->ReceiveCommand(p, &cp);
909  cp.frame = p->Recv_uint32();
910  cp.my_cmd = p->Recv_bool();
911 
912  if (err != nullptr) {
913  IConsolePrint(CC_WARNING, "Dropping server connection due to {}.", err);
915  }
916 
917  this->incoming_queue.Append(&cp);
918 
920 }
921 
923 {
925 
926  std::string name;
927  const NetworkClientInfo *ci = nullptr, *ci_to;
928 
929  NetworkAction action = (NetworkAction)p->Recv_uint8();
931  bool self_send = p->Recv_bool();
932  std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
933  int64 data = p->Recv_uint64();
934 
936  if (ci_to == nullptr) return NETWORK_RECV_STATUS_OKAY;
937 
938  /* Did we initiate the action locally? */
939  if (self_send) {
940  switch (action) {
941  case NETWORK_ACTION_CHAT_CLIENT:
942  /* For speaking to client we need the client-name */
943  name = ci_to->client_name;
945  break;
946 
947  /* For speaking to company, we need the company-name */
948  case NETWORK_ACTION_CHAT_COMPANY: {
949  StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
950  SetDParam(0, ci_to->client_playas);
951 
952  name = GetString(str);
954  break;
955  }
956 
957  default: return NETWORK_RECV_STATUS_MALFORMED_PACKET;
958  }
959  } else {
960  /* Display message from somebody else */
961  name = ci_to->client_name;
962  ci = ci_to;
963  }
964 
965  if (ci != nullptr) {
966  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), self_send, name, msg, data);
967  }
969 }
970 
972 {
974 
975  std::string source = p->Recv_string(NETWORK_CHAT_LENGTH);
976  TextColour colour = (TextColour)p->Recv_uint16();
977  std::string user = p->Recv_string(NETWORK_CHAT_LENGTH);
978  std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
979 
981 
982  NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT, colour, false, user, msg, 0, source);
983 
985 }
986 
988 {
990 
992 
994  if (ci != nullptr) {
995  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", GetNetworkErrorMsg((NetworkErrorCode)p->Recv_uint8()));
996  delete ci;
997  }
998 
1000 
1001  return NETWORK_RECV_STATUS_OKAY;
1002 }
1003 
1005 {
1007 
1009 
1011  if (ci != nullptr) {
1012  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1013  delete ci;
1014  } else {
1015  Debug(net, 1, "Unknown client ({}) is leaving the game", client_id);
1016  }
1017 
1019 
1020  /* If we come here it means we could not locate the client.. strange :s */
1021  return NETWORK_RECV_STATUS_OKAY;
1022 }
1023 
1025 {
1027 
1029 
1031  if (ci != nullptr) {
1032  NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name);
1033  }
1034 
1036 
1037  return NETWORK_RECV_STATUS_OKAY;
1038 }
1039 
1041 {
1042  /* Only when we're trying to join we really
1043  * care about the server shutting down. */
1044  if (this->status >= STATUS_JOIN) {
1045  ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN, INVALID_STRING_ID, WL_CRITICAL);
1046  }
1047 
1049 
1051 }
1052 
1054 {
1055  /* Only when we're trying to join we really
1056  * care about the server shutting down. */
1057  if (this->status >= STATUS_JOIN) {
1058  /* To throttle the reconnects a bit, every clients waits its
1059  * Client ID modulo 16 + 1 (value 0 means no reconnect).
1060  * This way reconnects should be spread out a bit. */
1062  ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_REBOOT, INVALID_STRING_ID, WL_CRITICAL);
1063  }
1064 
1066 
1068 }
1069 
1071 {
1073 
1074  TextColour colour_code = (TextColour)p->Recv_uint16();
1076 
1077  std::string rcon_out = p->Recv_string(NETWORK_RCONCOMMAND_LENGTH);
1078 
1079  IConsolePrint(colour_code, rcon_out);
1080 
1081  return NETWORK_RECV_STATUS_OKAY;
1082 }
1083 
1085 {
1087 
1088  /* Nothing more in this packet... */
1090  CompanyID company_id = (CompanyID)p->Recv_uint8();
1091 
1092  if (client_id == 0) {
1093  /* definitely an invalid client id, debug message and do nothing. */
1094  Debug(net, 1, "Received invalid client index = 0");
1096  }
1097 
1099  /* Just make sure we do not try to use a client_index that does not exist */
1100  if (ci == nullptr) return NETWORK_RECV_STATUS_OKAY;
1101 
1102  /* if not valid player, force spectator, else check player exists */
1103  if (!Company::IsValidID(company_id)) company_id = COMPANY_SPECTATOR;
1104 
1106  SetLocalCompany(company_id);
1107  }
1108 
1109  return NETWORK_RECV_STATUS_OKAY;
1110 }
1111 
1113 {
1115 
1116  _network_server_max_companies = p->Recv_uint8();
1118 
1119  return NETWORK_RECV_STATUS_OKAY;
1120 }
1121 
1123 {
1125 
1128 
1129  return NETWORK_RECV_STATUS_OKAY;
1130 }
1131 
1136 {
1137  /* Only once we're authorized we can expect a steady stream of packets. */
1138  if (this->status < STATUS_AUTHORIZED) return;
1139 
1140  /* 5 seconds are roughly twice the server's "you're slow" threshold (1 game day). */
1141  std::chrono::steady_clock::duration lag = std::chrono::steady_clock::now() - this->last_packet;
1142  if (lag < std::chrono::seconds(5)) return;
1143 
1144  /* 20 seconds are (way) more than 4 game days after which
1145  * the server will forcefully disconnect you. */
1146  if (lag > std::chrono::seconds(20)) {
1148  return;
1149  }
1150 
1151  /* Prevent showing the lag message every tick; just update it when needed. */
1152  static std::chrono::steady_clock::duration last_lag = {};
1153  if (std::chrono::duration_cast<std::chrono::seconds>(last_lag) == std::chrono::duration_cast<std::chrono::seconds>(lag)) return;
1154 
1155  last_lag = lag;
1156  SetDParam(0, std::chrono::duration_cast<std::chrono::seconds>(lag).count());
1157  ShowErrorMessage(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION, STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION, WL_INFO);
1158 }
1159 
1160 
1163 {
1164  /* Set the frame-counter to 0 so nothing happens till we are ready */
1165  _frame_counter = 0;
1167  last_ack_frame = 0;
1168  /* Request the game-info */
1170 }
1171 
1177 void NetworkClientSendRcon(const std::string &password, const std::string &command)
1178 {
1179  MyClient::SendRCon(password, command);
1180 }
1181 
1188 void NetworkClientRequestMove(CompanyID company_id, const std::string &pass)
1189 {
1190  MyClient::SendMove(company_id, pass);
1191 }
1192 
1198 {
1199  Backup<CompanyID> cur_company(_current_company, FILE_LINE);
1200  /* If our company is changing owner, go to spectators */
1202 
1204  if (ci->client_playas != cid) continue;
1205  NetworkTextMessage(NETWORK_ACTION_COMPANY_SPECTATOR, CC_DEFAULT, false, ci->client_name);
1206  ci->client_playas = COMPANY_SPECTATOR;
1207  }
1208 
1209  cur_company.Restore();
1210 }
1211 
1219 bool NetworkIsValidClientName(const std::string_view client_name)
1220 {
1221  if (client_name.empty()) return false;
1222  if (client_name[0] == ' ') return false;
1223  return true;
1224 }
1225 
1241 bool NetworkValidateClientName(std::string &client_name)
1242 {
1243  StrTrimInPlace(client_name);
1244  if (NetworkIsValidClientName(client_name)) return true;
1245 
1246  ShowErrorMessage(STR_NETWORK_ERROR_BAD_PLAYER_NAME, INVALID_STRING_ID, WL_ERROR);
1247  return false;
1248 }
1249 
1258 {
1260 }
1261 
1266 void NetworkUpdateClientName(const std::string &client_name)
1267 {
1269  if (ci == nullptr) return;
1270 
1271  /* Don't change the name if it is the same as the old name */
1272  if (client_name.compare(ci->client_name) != 0) {
1273  if (!_network_server) {
1274  MyClient::SendSetName(client_name);
1275  } else {
1276  /* Copy to a temporary buffer so no #n gets added after our name in the settings when there are duplicate names. */
1277  std::string temporary_name = client_name;
1278  if (NetworkMakeClientNameUnique(temporary_name)) {
1279  NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, temporary_name);
1280  ci->client_name = temporary_name;
1282  }
1283  }
1284  }
1285 }
1286 
1295 void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64 data)
1296 {
1297  MyClient::SendChat(action, type, dest, msg, data);
1298 }
1299 
1304 void NetworkClientSetCompanyPassword(const std::string &password)
1305 {
1306  MyClient::SendSetPassword(password);
1307 }
1308 
1315 {
1316  /* Only companies actually playing can speak to team. Eg spectators cannot */
1318 
1319  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1320  if (ci->client_playas == cio->client_playas && ci != cio) return true;
1321  }
1322 
1323  return false;
1324 }
1325 
1331 {
1333 }
NetworkClientSendRcon
void NetworkClientSendRcon(const std::string &password, const std::string &command)
Send a remote console command.
Definition: network_client.cpp:1177
ClientNetworkGameSocketHandler::Receive_SERVER_FRAME
NetworkRecvStatus Receive_SERVER_FRAME(Packet *p) override
Sends the current frame counter to the client: uint32 Frame counter uint32 Frame counter max (how far...
Definition: network_client.cpp:853
PacketReader::AddPacket
void AddPacket(Packet *p)
Add a packet to this buffer.
Definition: network_client.cpp:82
_network_join_bytes_total
uint32 _network_join_bytes_total
The total number of bytes to download.
Definition: network_gui.cpp:2156
DestType
DestType
Destination of our chat messages.
Definition: network_type.h:89
ClientNetworkGameSocketHandler::SendNewGRFsOk
static NetworkRecvStatus SendNewGRFsOk()
Tell the server we got all the NewGRFs.
Definition: network_client.cpp:349
InvalidateWindowData
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope)
Mark window data of the window of a given class and specific window number as invalid (in need of re-...
Definition: window.cpp:3252
ClientNetworkGameSocketHandler::Receive_SERVER_CHAT
NetworkRecvStatus Receive_SERVER_CHAT(Packet *p) override
Sends a chat-packet to the client: uint8 ID of the action (see NetworkAction).
Definition: network_client.cpp:922
NETWORK_RECV_STATUS_CLIENT_QUIT
@ NETWORK_RECV_STATUS_CLIENT_QUIT
The connection is lost gracefully. Other clients are already informed of this leaving client.
Definition: core.h:27
_frame_counter
uint32 _frame_counter
The current frame.
Definition: network.cpp:72
PACKET_CLIENT_ERROR
@ PACKET_CLIENT_ERROR
A client reports an error to the server.
Definition: tcp_game.h:125
CRR_NONE
@ CRR_NONE
Dummy reason for actions that don't need one.
Definition: company_type.h:63
SetWindowDirty
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition: window.cpp:3154
NetworkValidateOurClientName
bool NetworkValidateOurClientName()
Convenience method for NetworkValidateClientName on _settings_client.network.client_name.
Definition: network_client.cpp:1257
INVALID_CLIENT_ID
@ INVALID_CLIENT_ID
Client is not part of anything.
Definition: network_type.h:48
FindGRFConfig
const GRFConfig * FindGRFConfig(uint32 grfid, FindGRFConfigMode mode, const uint8 *md5sum, uint32 desired_version)
Find a NewGRF in the scanned list.
Definition: newgrf_config.cpp:745
NetworkGameSocketHandler::ReceivePackets
NetworkRecvStatus ReceivePackets()
Do the actual receiving of packets.
Definition: tcp_game.cpp:134
CSleep
void CSleep(int milliseconds)
Sleep on the current thread for a defined time.
Definition: thread.h:23
NetworkValidateClientName
bool NetworkValidateClientName(std::string &client_name)
Trim the given client name in place, i.e.
Definition: network_client.cpp:1241
NETWORK_RECV_STATUS_DESYNC
@ NETWORK_RECV_STATUS_DESYNC
A desync did occur.
Definition: core.h:24
ClientNetworkGameSocketHandler::STATUS_AUTH_COMPANY
@ STATUS_AUTH_COMPANY
Last action was requesting company password.
Definition: network_client.h:28
NetworkClientInfo::client_name
std::string client_name
Name of the client.
Definition: network_base.h:26
_password_game_seed
static uint32 _password_game_seed
One bit of 'entropy' used to generate a salt for the company passwords.
Definition: network_client.cpp:311
_network_join_waiting
uint8 _network_join_waiting
The number of clients waiting in front of us.
Definition: network_gui.cpp:2154
NetworkJoinInfo::company_password
std::string company_password
The password of the company to join.
Definition: network_client.h:116
Backup
Class to backup a specific variable and restore it later.
Definition: backup_type.hpp:21
ClientNetworkGameSocketHandler::Receive_SERVER_BANNED
NetworkRecvStatus Receive_SERVER_BANNED(Packet *p) override
Notification that the client trying to join is banned.
Definition: network_client.cpp:540
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:55
NetworkClientInfo::client_playas
CompanyID client_playas
As which company is this client playing (CompanyID)
Definition: network_base.h:27
ClientNetworkEmergencySave
void ClientNetworkEmergencySave()
Create an emergency savegame when the network connection is lost.
Definition: network_client.cpp:133
_date_fract
DateFract _date_fract
Fractional part of the day.
Definition: date.cpp:29
NetworkClientRequestMove
void NetworkClientRequestMove(CompanyID company_id, const std::string &pass)
Notify the server of this client wanting to be moved to another company.
Definition: network_client.cpp:1188
_network_server
bool _network_server
network-server is active
Definition: network.cpp:59
SaveLoadOperation
SaveLoadOperation
Operation performed on the file.
Definition: fileio_type.h:47
ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler
ClientNetworkGameSocketHandler(SOCKET s, const std::string &connection_string)
Create a new socket for the client side of the game connection.
Definition: network_client.cpp:144
_network_company_passworded
CompanyMask _network_company_passworded
Bitmask of the password status of all companies.
Definition: network.cpp:81
NetworkAction
NetworkAction
Actions that can be used for NetworkTextMessage.
Definition: network_type.h:99
NetworkClientPreferTeamChat
bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio)
Tell whether the client has team members who they can chat to.
Definition: network_client.cpp:1314
CommandPacket::frame
uint32 frame
the frame in which this packet is executed
Definition: network_internal.h:114
NetworkGameSocketHandler::last_packet
std::chrono::steady_clock::time_point last_packet
Time we received the last frame.
Definition: tcp_game.h:516
WC_CLIENT_LIST
@ WC_CLIENT_LIST
Client list; Window numbers:
Definition: window_type.h:471
ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE
NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p) override
Update the clients knowledge of which company is password protected: uint16 Bitwise representation of...
Definition: network_client.cpp:1122
ClientNetworkGameSocketHandler::CheckConnection
void CheckConnection()
Check the connection's state, i.e.
Definition: network_client.cpp:1135
NetworkJoinInfo::server_password
std::string server_password
The password of the server to join.
Definition: network_client.h:115
DeserializeGRFIdentifier
void DeserializeGRFIdentifier(Packet *p, GRFIdentifier *grf)
Deserializes the GRFIdentifier (GRF ID and MD5 checksum) from the packet.
Definition: game_info.cpp:377
NetworkGameSocketHandler::SetInfo
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
Definition: tcp_game.h:531
NetworkUpdateClientInfo
void NetworkUpdateClientInfo(ClientID client_id)
Send updated client info of a particular client.
Definition: network_server.cpp:1473
ClientNetworkGameSocketHandler::GameLoop
static bool GameLoop()
Actual game loop for the client.
Definition: network_client.cpp:261
PacketReader::block
byte ** block
The block we're reading from/writing to.
Definition: network_client.cpp:47
NETWORK_CHAT_LENGTH
static const uint NETWORK_CHAT_LENGTH
The maximum length of a chat message, in bytes including '\0'.
Definition: config.h:66
PACKET_CLIENT_COMMAND
@ PACKET_CLIENT_COMMAND
Client executed a command and sends it to the server.
Definition: tcp_game.h:96
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:103
DFT_GAME_FILE
@ DFT_GAME_FILE
Save game or scenario file.
Definition: fileio_type.h:31
NetworkTCPSocketHandler::sock
SOCKET sock
The socket currently connected to.
Definition: tcp.h:39
TextColour
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
Definition: gfx_type.h:257
PacketReader::written_bytes
size_t written_bytes
The total number of bytes we've written.
Definition: network_client.cpp:48
GetNetworkRevisionString
std::string_view GetNetworkRevisionString()
Get the network version string used by this build.
Definition: game_info.cpp:43
_random
Randomizer _random
Random used in the game state calculations.
Definition: random_func.cpp:25
_settings_client
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:53
PACKET_CLIENT_QUIT
@ PACKET_CLIENT_QUIT
A client tells the server it is going to quit.
Definition: tcp_game.h:123
network_gui.h
_network_join_status
NetworkJoinStatus _network_join_status
The status of joining.
Definition: network_gui.cpp:2153
PACKET_CLIENT_GETMAP
@ PACKET_CLIENT_GETMAP
Client requests the actual map.
Definition: tcp_game.h:74
ClientNetworkGameSocketHandler::Receive_SERVER_ERROR
NetworkRecvStatus Receive_SERVER_ERROR(Packet *p) override
The client made an error: uint8 Error code caused (see NetworkErrorCode).
Definition: network_client.cpp:608
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:301
_network_server_name
std::string _network_server_name
The current name of the server you are on.
Definition: network_client.cpp:318
ClientNetworkGameSocketHandler::my_client
static ClientNetworkGameSocketHandler * my_client
This is us!
Definition: network_client.h:41
ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN
NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p) override
Sends that the server will begin with sending the map to the client: uint32 Current frame.
Definition: network_client.cpp:749
Owner
Owner
Enum for all companies/owners.
Definition: company_type.h:18
ClientNetworkGameSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
Definition: network_client.cpp:160
NetworkGameSocketHandler
Base socket handler for all TCP sockets.
Definition: tcp_game.h:154
Packet::Send_uint8
void Send_uint8(uint8 data)
Package a 8 bits integer in the packet.
Definition: packet.cpp:129
LoadFilter::Reset
virtual void Reset()
Reset this filter to read from the beginning of the file.
Definition: saveload_filter.h:43
GRFIdentifier::md5sum
uint8 md5sum[16]
MD5 checksum of file to distinguish files with the same GRF ID (eg. newer version of GRF)
Definition: newgrf_config.h:85
PacketReader::Read
size_t Read(byte *rbuf, size_t size) override
Read a given number of bytes from the savegame.
Definition: network_client.cpp:97
ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO
NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p) override
Send information about a client: uint32 ID of the client (always unique on a server.
Definition: network_client.cpp:552
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:196
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:71
PacketReader
Read some packets, and when do use that data as initial load filter.
Definition: network_client.cpp:41
GRFIdentifier::grfid
uint32 grfid
GRF ID (defined by Action 0x08)
Definition: newgrf_config.h:84
_network_first_time
bool _network_first_time
Whether we have finished joining or not.
Definition: network.cpp:80
PACKET_CLIENT_CHAT
@ PACKET_CLIENT_CHAT
Client said something that should be distributed.
Definition: tcp_game.h:100
ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME
NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p) override
Let the clients know that the server is loading a new map.
Definition: network_client.cpp:1053
network_base.h
ShowErrorMessage
void ShowErrorMessage(StringID summary_msg, StringID detailed_msg, WarningLevel wl, int x=0, int y=0, const GRFFile *textref_stack_grffile=nullptr, uint textref_stack_size=0, const uint32 *textref_stack=nullptr)
Display an error message in a window.
Definition: error_gui.cpp:377
PacketReader::read_bytes
size_t read_bytes
The total number of read bytes.
Definition: network_client.cpp:49
Packet::Send_uint32
void Send_uint32(uint32 data)
Package a 32 bits integer in the packet.
Definition: packet.cpp:150
PACKET_CLIENT_JOIN
@ PACKET_CLIENT_JOIN
The client telling the server it wants to join.
Definition: tcp_game.h:38
ClientNetworkGameSocketHandler::SendChat
static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64 data)
Send a chat-packet over the network.
Definition: network_client.cpp:425
Packet::CanReadFromPacket
bool CanReadFromPacket(size_t bytes_to_read, bool close_connection=false)
Is it safe to read from the packet, i.e.
Definition: packet.cpp:229
Packet::Recv_string
std::string Recv_string(size_t length, StringValidationSettings settings=SVS_REPLACE_WITH_QUESTION_MARK)
Reads characters (bytes) from the packet until it finds a '\0', or reaches a maximum of length charac...
Definition: packet.cpp:408
ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD
NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) override
Indication to the client that the server needs a company password: uint32 Generation seed.
Definition: network_client.cpp:703
CommandQueue::Append
void Append(CommandPacket *p)
Append a CommandPacket at the end of the queue.
Definition: network_command.cpp:174
ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD
NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) override
Indication to the client that the server needs a game password.
Definition: network_client.cpp:689
ClientNetworkGameSocketHandler::SendJoin
static NetworkRecvStatus SendJoin()
Make sure the server ID length is the same as a md5 hash.
Definition: network_client.cpp:332
last_ack_frame
static uint32 last_ack_frame
Last frame we performed an ack.
Definition: network_client.cpp:308
NetworkClientInfo::GetByClientID
static NetworkClientInfo * GetByClientID(ClientID client_id)
Return the CI given it's client-identifier.
Definition: network.cpp:114
_frame_counter_server
uint32 _frame_counter_server
The frame_counter of the server, if in network-mode.
Definition: network.cpp:70
NetworkJoinInfo::company
CompanyID company
The company to join.
Definition: network_client.h:114
GRFIdentifier
Basic data to distinguish a GRF.
Definition: newgrf_config.h:83
Packet::TransferOutWithLimit
ssize_t TransferOutWithLimit(F transfer_function, size_t limit, D destination, Args &&... args)
Transfer data from the packet to the given function.
Definition: packet.h:113
ClientNetworkGameSocketHandler::SendMove
static NetworkRecvStatus SendMove(CompanyID company, const std::string &password)
Ask the server to move us.
Definition: network_client.cpp:505
ClientNetworkGameSocketHandler::STATUS_MAP
@ STATUS_MAP
The client is downloading the map.
Definition: network_client.h:31
ClientNetworkGameSocketHandler::SendCompanyPassword
static NetworkRecvStatus SendCompanyPassword(const std::string &password)
Set the company password as requested.
Definition: network_client.cpp:372
ClearErrorMessages
void ClearErrorMessages()
Clear all errors from the queue.
Definition: error_gui.cpp:335
ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA
NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p) override
Sends the data of the map to the client: Contains a part of the map (until max size of packet).
Definition: network_client.cpp:780
COMPANY_NEW_COMPANY
@ COMPANY_NEW_COMPANY
The client wants a new company.
Definition: company_type.h:34
SLO_LOAD
@ SLO_LOAD
File is being loaded.
Definition: fileio_type.h:49
ClientNetworkGameSocketHandler::Receive_SERVER_FULL
NetworkRecvStatus Receive_SERVER_FULL(Packet *p) override
Notification that the server is full.
Definition: network_client.cpp:531
PacketReader::CHUNK
static const size_t CHUNK
32 KiB chunks of memory.
Definition: network_client.cpp:42
Packet::Recv_uint32
uint32 Recv_uint32()
Read a 32 bits integer from the packet.
Definition: packet.cpp:346
ClientNetworkGameSocketHandler::SendSetName
static NetworkRecvStatus SendSetName(const std::string &name)
Tell the server that we like to change the name of the client.
Definition: network_client.cpp:466
CommandPacket
Everything we need to know about a command to be able to execute it.
Definition: network_internal.h:109
_date
Date _date
Current date in days (day counter)
Definition: date.cpp:28
ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS
NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p) override
Sends information about all used GRFs to the client: uint8 Amount of GRFs (the following data is repe...
Definition: network_client.cpp:656
GRFConfig
Information about GRF, used in the game and (part of it) in savegames.
Definition: newgrf_config.h:155
PacketReader::blocks
std::vector< byte * > blocks
Buffer with blocks of allocated memory.
Definition: network_client.cpp:44
NETWORK_RECV_STATUS_NEWGRF_MISMATCH
@ NETWORK_RECV_STATUS_NEWGRF_MISMATCH
We did not have the required NewGRFs.
Definition: core.h:25
NetworkMaxCompaniesReached
bool NetworkMaxCompaniesReached()
Check if max_companies has been reached on the server (local check only).
Definition: network_client.cpp:1330
NETWORK_RECV_STATUS_SERVER_FULL
@ NETWORK_RECV_STATUS_SERVER_FULL
The server is full.
Definition: core.h:30
ClientNetworkGameSocketHandler::IsConnected
static bool IsConnected()
Check whether the client is actually connected (and in the game).
Definition: network_client.cpp:518
StrTrimInPlace
void StrTrimInPlace(std::string &str)
Trim the spaces from given string in place, i.e.
Definition: string.cpp:373
NETWORK_RECV_STATUS_SERVER_ERROR
@ NETWORK_RECV_STATUS_SERVER_ERROR
The server told us we made an error.
Definition: core.h:29
GenerateCompanyPasswordHash
std::string GenerateCompanyPasswordHash(const std::string &password, const std::string &password_server_id, uint32 password_game_seed)
Hash the given password using server ID and game seed.
Definition: network.cpp:177
ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME
NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p) override
The client is joined and ready to receive their map: uint32 Own client ID.
Definition: network_client.cpp:721
ClientID
ClientID
'Unique' identifier to be given to clients
Definition: network_type.h:47
ClientNetworkGameSocketHandler::Receive_SERVER_JOIN
NetworkRecvStatus Receive_SERVER_JOIN(Packet *p) override
A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO:...
Definition: network_client.cpp:1024
_password_server_id
static std::string _password_server_id
The other bit of 'entropy' used to generate a salt for the company passwords.
Definition: network_client.cpp:313
NETWORK_RECV_STATUS_SERVER_BANNED
@ NETWORK_RECV_STATUS_SERVER_BANNED
The server has banned us.
Definition: core.h:31
NetworkUpdateClientName
void NetworkUpdateClientName(const std::string &client_name)
Send the server our name as callback from the setting.
Definition: network_client.cpp:1266
NetworkClient_Connected
void NetworkClient_Connected()
Is called after a client is connected to the server.
Definition: network_client.cpp:1162
PACKET_CLIENT_NEWGRFS_CHECKED
@ PACKET_CLIENT_NEWGRFS_CHECKED
Client acknowledges that it has all required NewGRFs.
Definition: tcp_game.h:61
_sync_seed_1
uint32 _sync_seed_1
Seed to compare during sync checks.
Definition: network.cpp:75
PacketReader::Reset
void Reset() override
Reset this filter to read from the beginning of the file.
Definition: network_client.cpp:119
NetworkClientsToSpectators
void NetworkClientsToSpectators(CompanyID cid)
Move the clients of a company to the spectators.
Definition: network_client.cpp:1197
WL_INFO
@ WL_INFO
Used for DoCommand-like (and some non-fatal AI GUI) errors/information.
Definition: error.h:22
_local_company
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
Definition: company_cmd.cpp:46
ClientNetworkGameSocketHandler::STATUS_JOIN
@ STATUS_JOIN
We are trying to join a server.
Definition: network_client.h:25
NetworkSocketHandler::MarkClosed
void MarkClosed()
Mark the connection as closed.
Definition: core.h:60
NETWORK_COMPANY_PASSWORD
@ NETWORK_COMPANY_PASSWORD
The password of the company.
Definition: network_type.h:82
NetworkSettings::client_name
std::string client_name
name of the player (as client)
Definition: settings_type.h:292
IsValidConsoleColour
bool IsValidConsoleColour(TextColour c)
Check whether the given TextColour is valid for console usage.
Definition: console_gui.cpp:510
NETWORK_RECV_STATUS_CLOSE_QUERY
@ NETWORK_RECV_STATUS_CLOSE_QUERY
Done querying the server.
Definition: core.h:32
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:81
CLIENT_ID_SERVER
@ CLIENT_ID_SERVER
Servers always have this ID.
Definition: network_type.h:49
ClientNetworkGameSocketHandler::SendRCon
static NetworkRecvStatus SendRCon(const std::string &password, const std::string &command)
Send a console command.
Definition: network_client.cpp:491
NETWORK_SERVER_ID_LENGTH
static const uint NETWORK_SERVER_ID_LENGTH
The maximum length of the network id of the servers, in bytes including '\0'.
Definition: config.h:59
_networking
bool _networking
are we in networking mode?
Definition: network.cpp:58
ClientNetworkGameSocketHandler::STATUS_MAP_WAIT
@ STATUS_MAP_WAIT
The client is waiting as someone else is downloading the map.
Definition: network_client.h:30
network_client.h
CommandPacket::my_cmd
bool my_cmd
did the command originate from "me"
Definition: network_internal.h:115
DoAutoOrNetsave
void DoAutoOrNetsave(FiosNumberedSaveName &counter)
Create an autosave or netsave.
Definition: saveload.cpp:3325
_network_reconnect
uint8 _network_reconnect
Reconnect timeout.
Definition: network.cpp:66
PACKET_CLIENT_MAP_OK
@ PACKET_CLIENT_MAP_OK
Client tells the server that it received the whole map.
Definition: tcp_game.h:80
Packet
Internal entity of a packet.
Definition: packet.h:44
ClientNetworkGameSocketHandler::Receive_SERVER_EXTERNAL_CHAT
NetworkRecvStatus Receive_SERVER_EXTERNAL_CHAT(Packet *p) override
Sends a chat-packet for external source to the client: string Name of the source this message came fr...
Definition: network_client.cpp:971
GameMode
GameMode
Mode which defines the state of the game.
Definition: openttd.h:17
NetworkGameSocketHandler::ReceiveCommand
const char * ReceiveCommand(Packet *p, CommandPacket *cp)
Receives a command from the network.
Definition: network_command.cpp:425
Randomizer::state
uint32 state[2]
The state of the randomizer.
Definition: random_func.hpp:23
PacketReader::buf
byte * buf
Buffer we're going to write to/read from.
Definition: network_client.cpp:45
BSWAP32
static uint32 BSWAP32(uint32 x)
Perform a 32 bits endianness bitswap on x.
Definition: bitmath_func.hpp:390
GUISettings::prefer_teamchat
bool prefer_teamchat
choose the chat message target with <ENTER>, true=all clients, false=your team
Definition: settings_type.h:126
_network_server_max_companies
static uint8 _network_server_max_companies
Maximum number of companies of the currently joined server.
Definition: network_client.cpp:316
StateGameLoop
void StateGameLoop()
State controlling game loop.
Definition: openttd.cpp:1344
_network_own_client_id
ClientID _network_own_client_id
Our client identifier.
Definition: network.cpp:64
NetworkClientSendChat
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64 data)
Send a chat message.
Definition: network_client.cpp:1295
PACKET_CLIENT_SET_NAME
@ PACKET_CLIENT_SET_NAME
A client changes its name.
Definition: tcp_game.h:114
ClientNetworkGameSocketHandler::Receive
static bool Receive()
Check whether we received/can send some data from/to the server and when that's the case handle it ap...
Definition: network_client.cpp:236
NetworkGameSocketHandler::GetInfo
NetworkClientInfo * GetInfo() const
Gets the client info of this socket handler.
Definition: tcp_game.h:541
ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE
NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p) override
Update the clients knowledge of the max settings: uint8 Maximum number of companies allowed.
Definition: network_client.cpp:1112
_switch_mode
SwitchMode _switch_mode
The next mainloop command.
Definition: gfx.cpp:49
StringID
uint32 StringID
Numeric value that represents a string, independent of the selected language.
Definition: strings_type.h:16
NetworkSocketHandler::HasClientQuit
bool HasClientQuit() const
Whether the current client connected to the socket has quit.
Definition: core.h:68
NetworkTCPSocketHandler::SendPackets
SendPacketsState SendPackets(bool closing_down=false)
Sends all the buffered packets out for this client.
Definition: tcp.cpp:99
_current_company
CompanyID _current_company
Company currently doing an action.
Definition: company_cmd.cpp:47
NETWORK_RCONCOMMAND_LENGTH
static const uint NETWORK_RCONCOMMAND_LENGTH
The maximum length of a rconsole command, in bytes including '\0'.
Definition: config.h:64
NetworkTCPSocketHandler::CanSendReceive
bool CanSendReceive()
Check whether this socket can send or receive something.
Definition: tcp.cpp:218
Pool::PoolItem<&_networkclientinfo_pool >::Iterate
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
Definition: pool_type.hpp:386
FiosNumberedSaveName
A savegame name automatically numbered.
Definition: fios.h:131
DetailedFileType
DetailedFileType
Kinds of files in each AbstractFileType.
Definition: fileio_type.h:28
Pool::PoolItem<&_company_pool >::GetNumItems
static size_t GetNumItems()
Returns number of valid items in the pool.
Definition: pool_type.hpp:367
ClientNetworkGameSocketHandler::SendCommand
static NetworkRecvStatus SendCommand(const CommandPacket *cp)
Send a command to the server.
Definition: network_client.cpp:415
PacketReader::TransferOutMemCopy
static ssize_t TransferOutMemCopy(PacketReader *destination, const char *source, size_t amount)
Simple wrapper around fwrite to be able to pass it to Packet's TransferOut.
Definition: network_client.cpp:70
Backup::Restore
void Restore()
Restore the variable.
Definition: backup_type.hpp:112
Packet::Recv_bool
bool Recv_bool()
Read a boolean from the packet.
Definition: packet.cpp:308
Packet::Send_uint64
void Send_uint64(uint64 data)
Package a 64 bits integer in the packet.
Definition: packet.cpp:163
ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT
NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p) override
Inform all clients that one client made an error and thus has quit/been disconnected: uint32 ID of th...
Definition: network_client.cpp:987
GetDrawStringCompanyColour
TextColour GetDrawStringCompanyColour(CompanyID company)
Get the colour for DrawString-subroutines which matches the colour of the company.
Definition: company_cmd.cpp:135
NetworkClientSetCompanyPassword
void NetworkClientSetCompanyPassword(const std::string &password)
Set/Reset company password on the client side.
Definition: network_client.cpp:1304
NO_DIRECTORY
@ NO_DIRECTORY
A path without any base directory.
Definition: fileio_type.h:125
ClientNetworkGameSocketHandler::STATUS_AUTHORIZED
@ STATUS_AUTHORIZED
The client is authorized at the server.
Definition: network_client.h:29
COMPANY_SPECTATOR
@ COMPANY_SPECTATOR
The client is spectating.
Definition: company_type.h:35
PACKET_CLIENT_GAME_PASSWORD
@ PACKET_CLIENT_GAME_PASSWORD
Clients sends the (hashed) game password.
Definition: tcp_game.h:65
NetworkJoinInfo
Information required to join a server.
Definition: network_client.h:111
NetworkRecvStatus
NetworkRecvStatus
Status of a network client; reasons why a client has quit.
Definition: core.h:22
ClientNetworkGameSocketHandler::SendError
static NetworkRecvStatus SendError(NetworkErrorCode errorno)
Send an error-packet over the network.
Definition: network_client.cpp:440
WC_NETWORK_STATUS_WINDOW
@ WC_NETWORK_STATUS_WINDOW
Network status window; Window numbers:
Definition: window_type.h:478
ClientNetworkGameSocketHandler::Receive_SERVER_SYNC
NetworkRecvStatus Receive_SERVER_SYNC(Packet *p) override
Sends a sync-check to the client: uint32 Frame counter.
Definition: network_client.cpp:890
ClientNetworkGameSocketHandler::ClientError
void ClientError(NetworkRecvStatus res)
Handle an error coming from the client side.
Definition: network_client.cpp:186
ClientNetworkGameSocketHandler::token
byte token
The token we need to send back to the server to prove we're the right client.
Definition: network_client.h:20
Pool::PoolItem<&_networkclientinfo_pool >::CanAllocateItem
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
Definition: pool_type.hpp:307
ClientNetworkGameSocketHandler::STATUS_AUTH_GAME
@ STATUS_AUTH_GAME
Last action was requesting game (server) password.
Definition: network_client.h:27
PacketReader::bufe
byte * bufe
End of the buffer we write to/read from.
Definition: network_client.cpp:46
Subdirectory
Subdirectory
The different kinds of subdirectories OpenTTD uses.
Definition: fileio_type.h:108
ClientNetworkGameSocketHandler::NetworkExecuteLocalCommandQueue
friend void NetworkExecuteLocalCommandQueue()
Execute all commands on the local command queue that ought to be executed this frame.
Definition: network_command.cpp:318
PACKET_CLIENT_RCON
@ PACKET_CLIENT_RCON
Client asks the server to execute some command.
Definition: tcp_game.h:105
Packet::Recv_uint8
uint8 Recv_uint8()
Read a 8 bits integer from the packet.
Definition: packet.cpp:317
ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler
~ClientNetworkGameSocketHandler()
Clear whatever we assigned.
Definition: network_client.cpp:151
WL_ERROR
@ WL_ERROR
Errors (eg. saving/loading failed)
Definition: error.h:24
ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND
NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p) override
Sends a DoCommand to the client: uint8 ID of the company (0..MAX_COMPANIES-1).
Definition: network_client.cpp:903
SM_MENU
@ SM_MENU
Switch to game intro menu.
Definition: openttd.h:32
ClientNetworkGameSocketHandler
Class for handling the client side of the game connection.
Definition: network_client.h:16
ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN
NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p) override
Let the clients know that the server is closing.
Definition: network_client.cpp:1040
NetworkGameSocketHandler::incoming_queue
CommandQueue incoming_queue
The command-queue awaiting handling.
Definition: tcp_game.h:515
_sync_frame
uint32 _sync_frame
The frame to perform the sync check.
Definition: network.cpp:79
error
void CDECL error(const char *s,...)
Error handling for fatal non-user errors.
Definition: openttd.cpp:134
network.h
NetworkGameSocketHandler::client_id
ClientID client_id
Client identifier.
Definition: tcp_game.h:512
CommandHelper
Definition: command_func.h:94
Packet::Send_string
void Send_string(const std::string_view data)
Sends a string over the network.
Definition: packet.cpp:181
MILLISECONDS_PER_TICK
static const uint MILLISECONDS_PER_TICK
The number of milliseconds per game tick.
Definition: gfx_type.h:317
Debug
#define Debug(name, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
ClientNetworkGameSocketHandler::SendGetMap
static NetworkRecvStatus SendGetMap()
Request the map from the server.
Definition: network_client.cpp:381
LoadFilter
Interface for filtering a savegame till it is loaded.
Definition: saveload_filter.h:14
lengthof
#define lengthof(x)
Return the length of an fixed size array.
Definition: stdafx.h:386
ClientNetworkGameSocketHandler::Receive_SERVER_RCON
NetworkRecvStatus Receive_SERVER_RCON(Packet *p) override
Send the result of an issues RCon command back to the client: uint16 Colour code.
Definition: network_client.cpp:1070
ClientSettings::network
NetworkSettings network
settings related to the network
Definition: settings_type.h:605
Packet::Recv_uint64
uint64 Recv_uint64()
Read a 64 bits integer from the packet.
Definition: packet.cpp:363
CloseWindowById
void CloseWindowById(WindowClass cls, WindowNumber number, bool force)
Close a window by its class and window number (if it is open).
Definition: window.cpp:1187
ClientNetworkGameSocketHandler::SendMapOk
static NetworkRecvStatus SendMapOk()
Tell the server we received the complete map.
Definition: network_client.cpp:391
NetworkGameSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(bool error=true) override
Functions to help ReceivePacket/SendPacket a bit A socket can make errors.
Definition: tcp_game.cpp:41
PACKET_CLIENT_ACK
@ PACKET_CLIENT_ACK
The client tells the server which frame it has executed.
Definition: tcp_game.h:92
PACKET_CLIENT_MOVE
@ PACKET_CLIENT_MOVE
A client would like to be moved to another company.
Definition: tcp_game.h:109
INVALID_COMPANY
@ INVALID_COMPANY
An invalid company.
Definition: company_type.h:30
ClientNetworkGameSocketHandler::savegame
struct PacketReader * savegame
Packet reader for reading the savegame.
Definition: network_client.h:19
ClientNetworkGameSocketHandler::SendAck
static NetworkRecvStatus SendAck()
Send an acknowledgement from the server's ticks.
Definition: network_client.cpp:401
NETWORK_RECV_STATUS_OKAY
@ NETWORK_RECV_STATUS_OKAY
Everything is okay.
Definition: core.h:23
network_gamelist.h
SafeLoad
bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf=nullptr)
Load the specified savegame but on error do different things.
Definition: openttd.cpp:962
ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE
NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p) override
Sends that all data of the map are sent to the client:
Definition: network_client.cpp:794
PacketReader::PacketReader
PacketReader()
Initialise everything.
Definition: network_client.cpp:52
md5sumToString
char * md5sumToString(char *buf, const char *last, const uint8 md5sum[16])
Convert the md5sum to a hexadecimal string representation.
Definition: string.cpp:572
ClientNetworkGameSocketHandler::SendQuit
static NetworkRecvStatus SendQuit()
Tell the server we would like to quit.
Definition: network_client.cpp:478
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:326
ClientNetworkGameSocketHandler::STATUS_ACTIVE
@ STATUS_ACTIVE
The client is active within in the game.
Definition: network_client.h:32
ClientNetworkGameSocketHandler::status
ServerStatus status
Status of the connection with the server.
Definition: network_client.h:36
FGCM_EXACT
@ FGCM_EXACT
Only find Grfs matching md5sum.
Definition: newgrf_config.h:199
NETWORK_RECV_STATUS_SAVEGAME
@ NETWORK_RECV_STATUS_SAVEGAME
Something went wrong (down)loading the savegame.
Definition: core.h:26
CCA_NEW
@ CCA_NEW
Create a new company.
Definition: company_type.h:68
ClientNetworkGameSocketHandler::SendGamePassword
static NetworkRecvStatus SendGamePassword(const std::string &password)
Set the game password as requested.
Definition: network_client.cpp:360
ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE
NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p) override
Sends the size of the map to the client.
Definition: network_client.cpp:769
WN_NETWORK_STATUS_WINDOW_JOIN
@ WN_NETWORK_STATUS_WINDOW_JOIN
Network join status.
Definition: window_type.h:32
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:470
NetworkMakeClientNameUnique
bool NetworkMakeClientNameUnique(std::string &new_name)
Check whether a name is unique, and otherwise try to make it unique.
Definition: network_server.cpp:1588
ClientNetworkGameSocketHandler::Receive_SERVER_QUIT
NetworkRecvStatus Receive_SERVER_QUIT(Packet *p) override
Notification that a client left the game: uint32 ID of the client.
Definition: network_client.cpp:1004
Packet::RemainingBytesToTransfer
size_t RemainingBytesToTransfer() const
Get the amount of bytes that are still available for the Transfer functions.
Definition: packet.cpp:430
_network_join
NetworkJoinInfo _network_join
Information about the game to join to.
Definition: network_client.cpp:321
SetWindowClassesDirty
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
Definition: window.cpp:3180
lastof
#define lastof(x)
Get the last element of an fixed size array.
Definition: stdafx.h:402
ClientNetworkGameSocketHandler::Receive_SERVER_MOVE
NetworkRecvStatus Receive_SERVER_MOVE(Packet *p) override
Move a client from one company into another: uint32 ID of the client.
Definition: network_client.cpp:1084
ClientNetworkGameSocketHandler::SendSetPassword
static NetworkRecvStatus SendSetPassword(const std::string &password)
Tell the server that we like to change the password of the company.
Definition: network_client.cpp:453
ClientNetworkGameSocketHandler::Send
static void Send()
Send the packets of this socket handler.
Definition: network_client.cpp:251
_network_join_bytes
uint32 _network_join_bytes
The number of bytes we already downloaded.
Definition: network_gui.cpp:2155
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
NetworkErrorCode
NetworkErrorCode
The error codes we send around in the protocols.
Definition: network_type.h:119
NetworkClientInfo
Container for all information known about a client.
Definition: network_base.h:24
NetworkIsValidClientName
bool NetworkIsValidClientName(const std::string_view client_name)
Check whether the given client name is deemed valid for use in network games.
Definition: network_client.cpp:1219
PACKET_CLIENT_SET_PASSWORD
@ PACKET_CLIENT_SET_PASSWORD
A client (re)sets its company's password.
Definition: tcp_game.h:113
SetDParamStr
void SetDParamStr(uint n, const char *str)
This function is used to "bind" a C string to a OpenTTD dparam slot.
Definition: strings.cpp:296
PACKET_CLIENT_COMPANY_PASSWORD
@ PACKET_CLIENT_COMPANY_PASSWORD
Client sends the (hashed) company password.
Definition: tcp_game.h:67
INVALID_STRING_ID
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames)
Definition: strings_type.h:17
ClientSettings::gui
GUISettings gui
settings related to the GUI
Definition: settings_type.h:604
WL_CRITICAL
@ WL_CRITICAL
Critical errors, the MessageBox is shown in all cases.
Definition: error.h:25
NETWORK_GAME_PASSWORD
@ NETWORK_GAME_PASSWORD
The password of the game.
Definition: network_type.h:81
Packet::Recv_uint16
uint16 Recv_uint16()
Read a 16 bits integer from the packet.
Definition: packet.cpp:331
NetworkSettings::max_companies
uint8 max_companies
maximum amount of companies
Definition: settings_type.h:300
ClientNetworkGameSocketHandler::Receive_SERVER_WAIT
NetworkRecvStatus Receive_SERVER_WAIT(Packet *p) override
Notification that another client is currently receiving the map: uint8 Number of clients waiting in f...
Definition: network_client.cpp:736
NETWORK_RECV_STATUS_MALFORMED_PACKET
@ NETWORK_RECV_STATUS_MALFORMED_PACKET
We apparently send a malformed packet.
Definition: core.h:28
IConsolePrint
void IConsolePrint(TextColour colour_code, const std::string &string)
Handle the printing of text entered into the console or redirected there by any other means.
Definition: console.cpp:94