OpenTTD Source  14.0-beta2
network_client.cpp
Go to the documentation of this file.
1 /*
2  * This file is part of OpenTTD.
3  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6  */
7 
10 #include "../stdafx.h"
11 #include "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 "../timer/timer_game_tick.h"
24 #include "../timer/timer_game_calendar.h"
25 #include "../gfx_func.h"
26 #include "../error.h"
27 #include "../rev.h"
28 #include "network.h"
29 #include "network_base.h"
30 #include "network_client.h"
31 #include "network_gamelist.h"
32 #include "../core/backup_type.hpp"
33 #include "../thread.h"
34 #include "../social_integration.h"
35 
36 #include "table/strings.h"
37 
38 #include "../safeguards.h"
39 
40 /* This file handles all the client-commands */
41 
44  static const size_t CHUNK = 32 * 1024;
45 
46  std::vector<byte *> blocks;
47  byte *buf;
48  byte *bufe;
49  byte **block;
50  size_t written_bytes;
51  size_t read_bytes;
52 
54  PacketReader() : LoadFilter(nullptr), buf(nullptr), bufe(nullptr), block(nullptr), written_bytes(0), read_bytes(0)
55  {
56  }
57 
58  ~PacketReader() override
59  {
60  for (auto p : this->blocks) {
61  free(p);
62  }
63  }
64 
72  static inline ssize_t TransferOutMemCopy(PacketReader *destination, const char *source, size_t amount)
73  {
74  memcpy(destination->buf, source, amount);
75  destination->buf += amount;
76  destination->written_bytes += amount;
77  return amount;
78  }
79 
84  void AddPacket(Packet *p)
85  {
86  assert(this->read_bytes == 0);
87  p->TransferOutWithLimit(TransferOutMemCopy, this->bufe - this->buf, this);
88 
89  /* Did everything fit in the current chunk, then we're done. */
90  if (p->RemainingBytesToTransfer() == 0) return;
91 
92  /* Allocate a new chunk and add the remaining data. */
93  this->blocks.push_back(this->buf = CallocT<byte>(CHUNK));
94  this->bufe = this->buf + CHUNK;
95 
96  p->TransferOutWithLimit(TransferOutMemCopy, this->bufe - this->buf, this);
97  }
98 
99  size_t Read(byte *rbuf, size_t size) override
100  {
101  /* Limit the amount to read to whatever we still have. */
102  size_t ret_size = size = std::min(this->written_bytes - this->read_bytes, size);
103  this->read_bytes += ret_size;
104  const byte *rbufe = rbuf + ret_size;
105 
106  while (rbuf != rbufe) {
107  if (this->buf == this->bufe) {
108  this->buf = *this->block++;
109  this->bufe = this->buf + CHUNK;
110  }
111 
112  size_t to_write = std::min(this->bufe - this->buf, rbufe - rbuf);
113  memcpy(rbuf, this->buf, to_write);
114  rbuf += to_write;
115  this->buf += to_write;
116  }
117 
118  return ret_size;
119  }
120 
121  void Reset() override
122  {
123  this->read_bytes = 0;
124 
125  this->block = this->blocks.data();
126  this->buf = *this->block++;
127  this->bufe = this->buf + CHUNK;
128  }
129 };
130 
131 
136 {
137  static FiosNumberedSaveName _netsave_ctr("netsave");
138  DoAutoOrNetsave(_netsave_ctr);
139 }
140 
141 
146 ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s, const std::string &connection_string) : NetworkGameSocketHandler(s), connection_string(connection_string), savegame(nullptr), status(STATUS_INACTIVE)
147 {
150 }
151 
154 {
157 
158  delete this->GetInfo();
159 }
160 
162 {
163  assert(status != NETWORK_RECV_STATUS_OKAY);
164  if (this->IsPendingDeletion()) return status;
165 
166  assert(this->sock != INVALID_SOCKET);
167 
168  if (!this->HasClientQuit()) {
169  Debug(net, 3, "Closed client connection {}", this->client_id);
170 
171  this->SendPackets(true);
172 
173  /* Wait a number of ticks so our leave message can reach the server.
174  * This is especially needed for Windows servers as they seem to get
175  * the "socket is closed" message before receiving our leave message,
176  * which would trigger the server to close the connection as well. */
178  }
179 
180  this->DeferDeletion();
181 
182  return status;
183 }
184 
190 {
191  if (this->IsPendingDeletion()) return;
192 
193  /* First, send a CLIENT_ERROR to the server, so it knows we are
194  * disconnected (and why!) */
195  NetworkErrorCode errorno;
196 
197  /* We just want to close the connection.. */
198  if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
200  this->CloseConnection(res);
201  _networking = false;
202 
204  return;
205  }
206 
207  switch (res) {
208  case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
209  case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
210  case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
211  default: errorno = NETWORK_ERROR_GENERAL; break;
212  }
213 
216  /* This means the server closed the connection. Emergency save is
217  * already created if this was appropriate during handling of the
218  * disconnect. */
219  this->CloseConnection(res);
220  } else {
221  /* This means we as client made a boo-boo. */
222  SendError(errorno);
223 
224  /* Close connection before we make an emergency save, as the save can
225  * take a bit of time; better that the server doesn't stall while we
226  * are doing the save, and already disconnects us. */
227  this->CloseConnection(res);
229  }
230 
232 
233  if (_game_mode != GM_MENU) _switch_mode = SM_MENU;
234  _networking = false;
235 }
236 
237 
244 {
245  if (my_client->CanSendReceive()) {
247  if (res != NETWORK_RECV_STATUS_OKAY) {
248  /* The client made an error of which we can not recover.
249  * Close the connection and drop back to the main menu. */
250  my_client->ClientError(res);
251  return false;
252  }
253  }
254  return _networking;
255 }
256 
259 {
261  if (my_client != nullptr) my_client->CheckConnection();
262 }
263 
269 {
270  _frame_counter++;
271 
273 
274  StateGameLoop();
275 
276  /* Check if we are in sync! */
277  if (_sync_frame != 0) {
278  if (_sync_frame == _frame_counter) {
279 #ifdef NETWORK_SEND_DOUBLE_SEED
280  if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
281 #else
282  if (_sync_seed_1 != _random.state[0]) {
283 #endif
284  ShowNetworkError(STR_NETWORK_ERROR_DESYNC);
285  Debug(desync, 1, "sync_err: {:08x}; {:02x}", TimerGameEconomy::date, TimerGameEconomy::date_fract);
286  Debug(net, 0, "Sync error detected");
288  return false;
289  }
290 
291  /* If this is the first time we have a sync-frame, we
292  * need to let the server know that we are ready and at the same
293  * frame as it is.. so we can start playing! */
294  if (_network_first_time) {
295  _network_first_time = false;
296  SendAck();
297  }
298 
299  _sync_frame = 0;
300  } else if (_sync_frame < _frame_counter) {
301  Debug(net, 1, "Missed frame for sync-test: {} / {}", _sync_frame, _frame_counter);
302  _sync_frame = 0;
303  }
304  }
305 
306  return true;
307 }
308 
309 
312 
314 static uint32_t last_ack_frame;
315 
317 static uint32_t _password_game_seed;
319 static std::string _password_server_id;
320 
325 
328 
330 static_assert(NETWORK_SERVER_ID_LENGTH == MD5_HASH_BYTES * 2 + 1);
331 
332 /***********
333  * Sending functions
334  * DEF_CLIENT_SEND_COMMAND has no parameters
335  ************/
336 
339 {
340  Debug(net, 9, "Client::SendJoin()");
341 
342  Debug(net, 9, "Client::status = JOIN");
344  Debug(net, 9, "Client::join_status = AUTHORIZING");
345  _network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
347 
348  Packet *p = new Packet(PACKET_CLIENT_JOIN);
349  p->Send_string(GetNetworkRevisionString());
350  p->Send_uint32(_openttd_newgrf_version);
351  p->Send_string(_settings_client.network.client_name); // Client name
352  p->Send_uint8 (_network_join.company); // PlayAs
353  p->Send_uint8 (0); // Used to be language
354  my_client->SendPacket(p);
356 }
357 
360 {
361  Debug(net, 9, "Client::SendNewGRFsOk()");
362 
364  my_client->SendPacket(p);
366 }
367 
373 {
374  Debug(net, 9, "Client::SendGamePassword()");
375 
377  p->Send_string(password);
378  my_client->SendPacket(p);
380 }
381 
387 {
388  Debug(net, 9, "Client::SendCompanyPassword()");
389 
392  my_client->SendPacket(p);
394 }
395 
398 {
399  Debug(net, 9, "Client::SendGetMap()");
400 
401  Debug(net, 9, "Client::status = MAP_WAIT");
403 
405  my_client->SendPacket(p);
407 }
408 
411 {
412  Debug(net, 9, "Client::SendMapOk()");
413 
414  Debug(net, 9, "Client::status = ACTIVE");
416 
418  my_client->SendPacket(p);
420 }
421 
424 {
425  Debug(net, 9, "Client::SendAck()");
426 
427  Packet *p = new Packet(PACKET_CLIENT_ACK);
428 
430  p->Send_uint8 (my_client->token);
431  my_client->SendPacket(p);
433 }
434 
440 {
441  Debug(net, 9, "Client::SendCommand(): cmd={}", cp->cmd);
442 
444  my_client->NetworkGameSocketHandler::SendCommand(p, cp);
445 
446  my_client->SendPacket(p);
448 }
449 
451 NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64_t data)
452 {
453  Debug(net, 9, "Client::SendChat(): action={}, type={}, dest={}", action, type, dest);
454 
455  Packet *p = new Packet(PACKET_CLIENT_CHAT);
456 
457  p->Send_uint8 (action);
458  p->Send_uint8 (type);
459  p->Send_uint32(dest);
460  p->Send_string(msg);
461  p->Send_uint64(data);
462 
463  my_client->SendPacket(p);
465 }
466 
469 {
470  Debug(net, 9, "Client::SendError(): errorno={}", errorno);
471 
473 
474  p->Send_uint8(errorno);
475  my_client->SendPacket(p);
477 }
478 
484 {
485  Debug(net, 9, "Client::SendSetPassword()");
486 
488 
490  my_client->SendPacket(p);
492 }
493 
499 {
500  Debug(net, 9, "Client::SendSetName()");
501 
503 
504  p->Send_string(name);
505  my_client->SendPacket(p);
507 }
508 
513 {
514  Debug(net, 9, "Client::SendSetName()");
515 
516  Packet *p = new Packet(PACKET_CLIENT_QUIT);
517 
518  my_client->SendPacket(p);
520 }
521 
527 NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const std::string &pass, const std::string &command)
528 {
529  Debug(net, 9, "Client::SendRCon()");
530 
531  Packet *p = new Packet(PACKET_CLIENT_RCON);
532  p->Send_string(pass);
533  p->Send_string(command);
534  my_client->SendPacket(p);
536 }
537 
544 {
545  Debug(net, 9, "Client::SendMove(): company={}", company);
546 
547  Packet *p = new Packet(PACKET_CLIENT_MOVE);
548  p->Send_uint8(company);
550  my_client->SendPacket(p);
552 }
553 
559 {
560  return my_client != nullptr && my_client->status == STATUS_ACTIVE;
561 }
562 
563 
564 /***********
565  * Receiving functions
566  * DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
567  ************/
568 
569 extern bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, std::shared_ptr<struct LoadFilter> lf);
570 
572 {
573  Debug(net, 9, "Client::Receive_SERVER_FULL()");
574 
575  /* We try to join a server which is full */
576  ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
577 
579 }
580 
582 {
583  Debug(net, 9, "Client::Receive_SERVER_BANNED()");
584 
585  /* We try to join a server where we are banned */
586  ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
587 
589 }
590 
591 /* This packet contains info about the client (playas and name)
592  * as client we save this in NetworkClientInfo, linked via 'client_id'
593  * which is always an unique number on a server. */
595 {
596  NetworkClientInfo *ci;
598  CompanyID playas = (CompanyID)p->Recv_uint8();
599 
600  Debug(net, 9, "Client::Receive_SERVER_CLIENT_INFO(): client_id={}, playas={}", client_id, playas);
601 
602  std::string name = p->Recv_string(NETWORK_NAME_LENGTH);
603 
606  /* The server validates the name when receiving it from clients, so when it is wrong
607  * here something went really wrong. In the best case the packet got malformed on its
608  * way too us, in the worst case the server is broken or compromised. */
610 
612  if (ci != nullptr) {
613  if (playas == ci->client_playas && name.compare(ci->client_name) != 0) {
614  /* Client name changed, display the change */
615  NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, name);
616  } else if (playas != ci->client_playas) {
617  /* The client changed from client-player..
618  * Do not display that for now */
619  }
620 
621  /* Make sure we're in the company the server tells us to be in,
622  * for the rare case that we get moved while joining. */
624 
625  ci->client_playas = playas;
626  ci->client_name = name;
627 
629 
631  }
632 
633  /* There are at most as many ClientInfo as ClientSocket objects in a
634  * server. Having more info than a server can have means something
635  * has gone wrong somewhere, i.e. the server has more info than it
636  * has actual clients. That means the server is feeding us an invalid
637  * state. So, bail out! This server is broken. */
639 
640  /* We don't have this client_id yet, find an empty client_id, and put the data there */
641  ci = new NetworkClientInfo(client_id);
642  ci->client_playas = playas;
643  if (client_id == _network_own_client_id) this->SetInfo(ci);
644 
645  ci->client_name = name;
646 
648 
650 }
651 
653 {
654  static const StringID network_error_strings[] = {
655  STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_GENERAL
656  STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_DESYNC
657  STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_SAVEGAME_FAILED
658  STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_CONNECTION_LOST
659  STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_ILLEGAL_PACKET
660  STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NEWGRF_MISMATCH
661  STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_AUTHORIZED
662  STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_EXPECTED
663  STR_NETWORK_ERROR_WRONG_REVISION, // NETWORK_ERROR_WRONG_REVISION
664  STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NAME_IN_USE
665  STR_NETWORK_ERROR_WRONG_PASSWORD, // NETWORK_ERROR_WRONG_PASSWORD
666  STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_COMPANY_MISMATCH
667  STR_NETWORK_ERROR_KICKED, // NETWORK_ERROR_KICKED
668  STR_NETWORK_ERROR_CHEATER, // NETWORK_ERROR_CHEATER
669  STR_NETWORK_ERROR_SERVER_FULL, // NETWORK_ERROR_FULL
670  STR_NETWORK_ERROR_TOO_MANY_COMMANDS, // NETWORK_ERROR_TOO_MANY_COMMANDS
671  STR_NETWORK_ERROR_TIMEOUT_PASSWORD, // NETWORK_ERROR_TIMEOUT_PASSWORD
672  STR_NETWORK_ERROR_TIMEOUT_COMPUTER, // NETWORK_ERROR_TIMEOUT_COMPUTER
673  STR_NETWORK_ERROR_TIMEOUT_MAP, // NETWORK_ERROR_TIMEOUT_MAP
674  STR_NETWORK_ERROR_TIMEOUT_JOIN, // NETWORK_ERROR_TIMEOUT_JOIN
675  STR_NETWORK_ERROR_INVALID_CLIENT_NAME, // NETWORK_ERROR_INVALID_CLIENT_NAME
676  };
677  static_assert(lengthof(network_error_strings) == NETWORK_ERROR_END);
678 
680 
681  Debug(net, 9, "Client::Receive_SERVER_ERROR(): error={}", error);
682 
683  StringID err = STR_NETWORK_ERROR_LOSTCONNECTION;
684  if (error < (ptrdiff_t)lengthof(network_error_strings)) err = network_error_strings[error];
685  /* In case of kicking a client, we assume there is a kick message in the packet if we can read one byte */
686  if (error == NETWORK_ERROR_KICKED && p->CanReadFromPacket(1)) {
688  ShowErrorMessage(err, STR_NETWORK_ERROR_KICK_MESSAGE, WL_CRITICAL);
689  } else {
691  }
692 
693  /* Perform an emergency save if we had already entered the game */
695 
697 }
698 
700 {
702 
703  uint grf_count = p->Recv_uint8();
705 
706  Debug(net, 9, "Client::Receive_SERVER_CHECK_NEWGRFS(): grf_count={}", grf_count);
707 
708  /* Check all GRFs */
709  for (; grf_count > 0; grf_count--) {
710  GRFIdentifier c;
711  DeserializeGRFIdentifier(p, &c);
712 
713  /* Check whether we know this GRF */
714  const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, &c.md5sum);
715  if (f == nullptr) {
716  /* We do not know this GRF, bail out of initialization */
717  Debug(grf, 0, "NewGRF {:08X} not found; checksum {}", BSWAP32(c.grfid), FormatArrayAsHex(c.md5sum));
719  }
720  }
721 
722  if (ret == NETWORK_RECV_STATUS_OKAY) {
723  /* Start receiving the map */
724  return SendNewGRFsOk();
725  }
726 
727  /* NewGRF mismatch, bail out */
728  ShowErrorMessage(STR_NETWORK_ERROR_NEWGRF_MISMATCH, INVALID_STRING_ID, WL_CRITICAL);
729  return ret;
730 }
731 
733 {
734  if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
735  Debug(net, 9, "Client::status = AUTH_GAME");
736  this->status = STATUS_AUTH_GAME;
737 
738  Debug(net, 9, "Client::Receive_SERVER_NEED_GAME_PASSWORD()");
739 
740  if (!_network_join.server_password.empty()) {
742  }
743 
744  ShowNetworkNeedPassword(NETWORK_GAME_PASSWORD);
745 
747 }
748 
750 {
751  if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_COMPANY) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
752  Debug(net, 9, "Client::status = AUTH_COMPANY");
753  this->status = STATUS_AUTH_COMPANY;
754 
755  Debug(net, 9, "Client::Receive_SERVER_NEED_COMPANY_PASSWORD()");
756 
760 
761  if (!_network_join.company_password.empty()) {
763  }
764 
765  ShowNetworkNeedPassword(NETWORK_COMPANY_PASSWORD);
766 
768 }
769 
771 {
772  if (this->status < STATUS_JOIN || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
773  Debug(net, 9, "Client::status = AUTHORIZED");
774  this->status = STATUS_AUTHORIZED;
775 
777 
778  Debug(net, 9, "Client::Receive_SERVER_WELCOME(): client_id={}", _network_own_client_id);
779 
780  /* Initialize the password hash salting variables, even if they were previously. */
783 
784  /* Start receiving the map */
785  return SendGetMap();
786 }
787 
789 {
790  /* We set the internal wait state when requesting the map. */
792 
793  Debug(net, 9, "Client::Receive_SERVER_WAIT()");
794 
795  /* But... only now we set the join status to waiting, instead of requesting. */
796  Debug(net, 9, "Client::join_status = WAITING");
797  _network_join_status = NETWORK_JOIN_STATUS_WAITING;
800 
802 }
803 
805 {
806  if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
807  Debug(net, 9, "Client::status = MAP");
808  this->status = STATUS_MAP;
809 
810  if (this->savegame != nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
811 
812  this->savegame = std::make_shared<PacketReader>();
813 
815 
816  Debug(net, 9, "Client::Receive_SERVER_MAP_BEGIN(): frame_counter={}", _frame_counter);
817 
820 
821  Debug(net, 9, "Client::join_status = DOWNLOADING");
822  _network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
824 
826 }
827 
829 {
831  if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
832 
835 
836  Debug(net, 9, "Client::Receive_SERVER_MAP_SIZE(): bytes_total={}", _network_join_bytes_total);
837 
839 }
840 
842 {
844  if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
845 
846  /* We are still receiving data, put it to the file */
847  this->savegame->AddPacket(p);
848 
849  _network_join_bytes = (uint32_t)this->savegame->written_bytes;
851 
853 }
854 
856 {
858  if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
859 
860  Debug(net, 9, "Client::Receive_SERVER_MAP_DONE()");
861 
862  Debug(net, 9, "Client::join_status = PROCESSING");
863  _network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
865 
866  this->savegame->Reset();
867 
868  /* The map is done downloading, load it */
870  bool load_success = SafeLoad({}, SLO_LOAD, DFT_GAME_FILE, GM_NORMAL, NO_DIRECTORY, this->savegame);
871  this->savegame = nullptr;
872 
873  /* Long savegame loads shouldn't affect the lag calculation! */
874  this->last_packet = std::chrono::steady_clock::now();
875 
876  if (!load_success) {
877  ShowErrorMessage(STR_NETWORK_ERROR_SAVEGAMEERROR, INVALID_STRING_ID, WL_CRITICAL);
879  }
880  /* If the savegame has successfully loaded, ALL windows have been removed,
881  * only toolbar/statusbar and gamefield are visible */
882 
883  /* Say we received the map and loaded it correctly! */
884  SendMapOk();
885 
886  ShowClientList();
887 
888  /* New company/spectator (invalid company) or company we want to join is not active
889  * Switch local company to spectator and await the server's judgement */
892 
894  /* We have arrived and ready to start playing; send a command to make a new company;
895  * the server will give us a client-id and let us in */
896  Debug(net, 9, "Client::join_status = REGISTERING");
897  _network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
898  ShowJoinStatusWindow();
900  }
901  } else {
902  /* take control over an existing company */
904  }
905 
907 
909 }
910 
912 {
914 
917 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
918  /* Test if the server supports this option
919  * and if we are at the frame the server is */
920 #ifdef NETWORK_SEND_DOUBLE_SEED
921  if (p->CanReadFromPacket(sizeof(uint32_t) + sizeof(uint32_t))) {
922 #else
923  if (p->CanReadFromPacket(sizeof(uint32_t))) {
924 #endif
926  _sync_seed_1 = p->Recv_uint32();
927 #ifdef NETWORK_SEND_DOUBLE_SEED
928  _sync_seed_2 = p->Recv_uint32();
929 #endif
930  }
931 #endif
932  /* Receive the token. */
933  if (p->CanReadFromPacket(sizeof(uint8_t))) this->token = p->Recv_uint8();
934 
935  /* Let the server know that we received this frame correctly
936  * We do this only once per day, to save some bandwidth ;) */
939  Debug(net, 7, "Sent ACK at {}", _frame_counter);
940  SendAck();
941  }
942 
944 }
945 
947 {
949 
950  _sync_frame = p->Recv_uint32();
951  _sync_seed_1 = p->Recv_uint32();
952 #ifdef NETWORK_SEND_DOUBLE_SEED
953  _sync_seed_2 = p->Recv_uint32();
954 #endif
955 
956  Debug(net, 9, "Client::Receive_SERVER_SYNC(): sync_frame={}, sync_seed_1={}", _sync_frame, _sync_seed_1);
957 
959 }
960 
962 {
964 
965  CommandPacket cp;
966  const char *err = this->ReceiveCommand(p, &cp);
967  cp.frame = p->Recv_uint32();
968  cp.my_cmd = p->Recv_bool();
969 
970  Debug(net, 9, "Client::Receive_SERVER_COMMAND(): cmd={}, frame={}", cp.cmd, cp.frame);
971 
972  if (err != nullptr) {
973  IConsolePrint(CC_WARNING, "Dropping server connection due to {}.", err);
975  }
976 
977  this->incoming_queue.Append(&cp);
978 
980 }
981 
983 {
985 
986  std::string name;
987  const NetworkClientInfo *ci = nullptr, *ci_to;
988 
989  NetworkAction action = (NetworkAction)p->Recv_uint8();
991  bool self_send = p->Recv_bool();
992  std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
993  int64_t data = p->Recv_uint64();
994 
995  Debug(net, 9, "Client::Receive_SERVER_CHAT(): action={}, client_id={}, self_send={}", action, client_id, self_send);
996 
998  if (ci_to == nullptr) return NETWORK_RECV_STATUS_OKAY;
999 
1000  /* Did we initiate the action locally? */
1001  if (self_send) {
1002  switch (action) {
1003  case NETWORK_ACTION_CHAT_CLIENT:
1004  /* For speaking to client we need the client-name */
1005  name = ci_to->client_name;
1007  break;
1008 
1009  /* For speaking to company, we need the company-name */
1010  case NETWORK_ACTION_CHAT_COMPANY: {
1011  StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
1012  SetDParam(0, ci_to->client_playas);
1013 
1014  name = GetString(str);
1016  break;
1017  }
1018 
1019  default: return NETWORK_RECV_STATUS_MALFORMED_PACKET;
1020  }
1021  } else {
1022  /* Display message from somebody else */
1023  name = ci_to->client_name;
1024  ci = ci_to;
1025  }
1026 
1027  if (ci != nullptr) {
1028  NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), self_send, name, msg, data);
1029  }
1030  return NETWORK_RECV_STATUS_OKAY;
1031 }
1032 
1034 {
1036 
1037  std::string source = p->Recv_string(NETWORK_CHAT_LENGTH);
1038  TextColour colour = (TextColour)p->Recv_uint16();
1039  std::string user = p->Recv_string(NETWORK_CHAT_LENGTH);
1040  std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
1041 
1042  Debug(net, 9, "Client::Receive_SERVER_EXTERNAL_CHAT(): source={}", source);
1043 
1045 
1046  NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT, colour, false, user, msg, 0, source);
1047 
1048  return NETWORK_RECV_STATUS_OKAY;
1049 }
1050 
1052 {
1054 
1056 
1057  Debug(net, 9, "Client::Receive_SERVER_ERROR_QUIT(): client_id={}", client_id);
1058 
1060  if (ci != nullptr) {
1061  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", GetNetworkErrorMsg((NetworkErrorCode)p->Recv_uint8()));
1062  delete ci;
1063  }
1064 
1066 
1067  return NETWORK_RECV_STATUS_OKAY;
1068 }
1069 
1071 {
1073 
1075 
1076  Debug(net, 9, "Client::Receive_SERVER_QUIT(): client_id={}", client_id);
1077 
1079  if (ci != nullptr) {
1080  NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1081  delete ci;
1082  } else {
1083  Debug(net, 1, "Unknown client ({}) is leaving the game", client_id);
1084  }
1085 
1087 
1088  /* If we come here it means we could not locate the client.. strange :s */
1089  return NETWORK_RECV_STATUS_OKAY;
1090 }
1091 
1093 {
1095 
1097 
1098  Debug(net, 9, "Client::Receive_SERVER_JOIN(): client_id={}", client_id);
1099 
1101  if (ci != nullptr) {
1102  NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name);
1103  }
1104 
1106 
1107  return NETWORK_RECV_STATUS_OKAY;
1108 }
1109 
1111 {
1112  Debug(net, 9, "Client::Receive_SERVER_SHUTDOWN()");
1113 
1114  /* Only when we're trying to join we really
1115  * care about the server shutting down. */
1116  if (this->status >= STATUS_JOIN) {
1117  ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN, INVALID_STRING_ID, WL_CRITICAL);
1118  }
1119 
1121 
1123 }
1124 
1126 {
1127  Debug(net, 9, "Client::Receive_SERVER_NEWGAME()");
1128 
1129  /* Only when we're trying to join we really
1130  * care about the server shutting down. */
1131  if (this->status >= STATUS_JOIN) {
1132  /* To throttle the reconnects a bit, every clients waits its
1133  * Client ID modulo 16 + 1 (value 0 means no reconnect).
1134  * This way reconnects should be spread out a bit. */
1136  ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_REBOOT, INVALID_STRING_ID, WL_CRITICAL);
1137  }
1138 
1140 
1142 }
1143 
1145 {
1147 
1148  Debug(net, 9, "Client::Receive_SERVER_RCON()");
1149 
1150  TextColour colour_code = (TextColour)p->Recv_uint16();
1152 
1153  std::string rcon_out = p->Recv_string(NETWORK_RCONCOMMAND_LENGTH);
1154 
1155  IConsolePrint(colour_code, rcon_out);
1156 
1157  return NETWORK_RECV_STATUS_OKAY;
1158 }
1159 
1161 {
1163 
1164  /* Nothing more in this packet... */
1166  CompanyID company_id = (CompanyID)p->Recv_uint8();
1167 
1168  Debug(net, 9, "Client::Receive_SERVER_MOVE(): client_id={}, comapny_id={}", client_id, company_id);
1169 
1170  if (client_id == 0) {
1171  /* definitely an invalid client id, debug message and do nothing. */
1172  Debug(net, 1, "Received invalid client index = 0");
1174  }
1175 
1177  /* Just make sure we do not try to use a client_index that does not exist */
1178  if (ci == nullptr) return NETWORK_RECV_STATUS_OKAY;
1179 
1180  /* if not valid player, force spectator, else check player exists */
1181  if (!Company::IsValidID(company_id)) company_id = COMPANY_SPECTATOR;
1182 
1184  SetLocalCompany(company_id);
1185  }
1186 
1187  return NETWORK_RECV_STATUS_OKAY;
1188 }
1189 
1191 {
1193 
1194  _network_server_max_companies = p->Recv_uint8();
1197 
1198  Debug(net, 9, "Client::Receive_SERVER_CONFIG_UPDATE(): max_companies={}", _network_server_max_companies);
1199 
1200  return NETWORK_RECV_STATUS_OKAY;
1201 }
1202 
1204 {
1206 
1207  static_assert(sizeof(_network_company_passworded) <= sizeof(uint16_t));
1210 
1211  Debug(net, 9, "Client::Receive_SERVER_COMPANY_UPDATE()");
1212 
1213  return NETWORK_RECV_STATUS_OKAY;
1214 }
1215 
1220 {
1221  /* Only once we're authorized we can expect a steady stream of packets. */
1222  if (this->status < STATUS_AUTHORIZED) return;
1223 
1224  /* 5 seconds are roughly twice the server's "you're slow" threshold (1 game day). */
1225  std::chrono::steady_clock::duration lag = std::chrono::steady_clock::now() - this->last_packet;
1226  if (lag < std::chrono::seconds(5)) return;
1227 
1228  /* 20 seconds are (way) more than 4 game days after which
1229  * the server will forcefully disconnect you. */
1230  if (lag > std::chrono::seconds(20)) {
1232  return;
1233  }
1234 
1235  /* Prevent showing the lag message every tick; just update it when needed. */
1236  static std::chrono::steady_clock::duration last_lag = {};
1237  if (std::chrono::duration_cast<std::chrono::seconds>(last_lag) == std::chrono::duration_cast<std::chrono::seconds>(lag)) return;
1238 
1239  last_lag = lag;
1240  SetDParam(0, std::chrono::duration_cast<std::chrono::seconds>(lag).count());
1241  ShowErrorMessage(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION, STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION, WL_INFO);
1242 }
1243 
1244 
1247 {
1248  /* Set the frame-counter to 0 so nothing happens till we are ready */
1249  _frame_counter = 0;
1251  last_ack_frame = 0;
1252 
1253  Debug(net, 9, "Client::NetworkClient_Connected()");
1254 
1255  /* Request the game-info */
1257 }
1258 
1264 void NetworkClientSendRcon(const std::string &password, const std::string &command)
1265 {
1266  MyClient::SendRCon(password, command);
1267 }
1268 
1275 void NetworkClientRequestMove(CompanyID company_id, const std::string &pass)
1276 {
1277  MyClient::SendMove(company_id, pass);
1278 }
1279 
1285 {
1286  Backup<CompanyID> cur_company(_current_company, FILE_LINE);
1287  /* If our company is changing owner, go to spectators */
1289 
1291  if (ci->client_playas != cid) continue;
1292  NetworkTextMessage(NETWORK_ACTION_COMPANY_SPECTATOR, CC_DEFAULT, false, ci->client_name);
1293  ci->client_playas = COMPANY_SPECTATOR;
1294  }
1295 
1296  cur_company.Restore();
1297 }
1298 
1306 bool NetworkIsValidClientName(const std::string_view client_name)
1307 {
1308  if (client_name.empty()) return false;
1309  if (client_name[0] == ' ') return false;
1310  return true;
1311 }
1312 
1328 bool NetworkValidateClientName(std::string &client_name)
1329 {
1330  StrTrimInPlace(client_name);
1331  if (NetworkIsValidClientName(client_name)) return true;
1332 
1333  ShowErrorMessage(STR_NETWORK_ERROR_BAD_PLAYER_NAME, INVALID_STRING_ID, WL_ERROR);
1334  return false;
1335 }
1336 
1345 {
1347 }
1348 
1353 void NetworkUpdateClientName(const std::string &client_name)
1354 {
1356  if (ci == nullptr) return;
1357 
1358  /* Don't change the name if it is the same as the old name */
1359  if (client_name.compare(ci->client_name) != 0) {
1360  if (!_network_server) {
1361  MyClient::SendSetName(client_name);
1362  } else {
1363  /* Copy to a temporary buffer so no #n gets added after our name in the settings when there are duplicate names. */
1364  std::string temporary_name = client_name;
1365  if (NetworkMakeClientNameUnique(temporary_name)) {
1366  NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, temporary_name);
1367  ci->client_name = temporary_name;
1369  }
1370  }
1371  }
1372 }
1373 
1382 void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64_t data)
1383 {
1384  MyClient::SendChat(action, type, dest, msg, data);
1385 }
1386 
1391 void NetworkClientSetCompanyPassword(const std::string &password)
1392 {
1393  MyClient::SendSetPassword(password);
1394 }
1395 
1402 {
1403  /* Only companies actually playing can speak to team. Eg spectators cannot */
1405 
1406  for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1407  if (ci->client_playas == cio->client_playas && ci != cio) return true;
1408  }
1409 
1410  return false;
1411 }
1412 
1418 {
1420 }
1421 
1427 {
1429 }
Packet::Recv_uint64
uint64_t Recv_uint64()
Read a 64 bits integer from the packet.
Definition: packet.cpp:363
NetworkClientSendRcon
void NetworkClientSendRcon(const std::string &password, const std::string &command)
Send a remote console command.
Definition: network_client.cpp:1264
ClientNetworkGameSocketHandler::Receive_SERVER_FRAME
NetworkRecvStatus Receive_SERVER_FRAME(Packet *p) override
Sends the current frame counter to the client: uint32_t Frame counter uint32_t Frame counter max (how...
Definition: network_client.cpp:911
PacketReader::AddPacket
void AddPacket(Packet *p)
Add a packet to this buffer.
Definition: network_client.cpp:84
ClientNetworkGameSocketHandler::SendNewGRFsOk
static NetworkRecvStatus SendNewGRFsOk()
Tell the server we got all the NewGRFs.
Definition: network_client.cpp:359
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:3200
ClientNetworkGameSocketHandler::Receive_SERVER_CHAT
NetworkRecvStatus Receive_SERVER_CHAT(Packet *p) override
Sends a chat-packet to the client: uint8_t ID of the action (see NetworkAction).
Definition: network_client.cpp:982
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
Packet::Send_uint64
void Send_uint64(uint64_t data)
Package a 64 bits integer in the packet.
Definition: packet.cpp:163
FormatArrayAsHex
std::string FormatArrayAsHex(std::span< const byte > data)
Format a byte array into a continuous hex string.
Definition: string.cpp:88
PACKET_CLIENT_ERROR
@ PACKET_CLIENT_ERROR
A client reports an error to the server.
Definition: tcp_game.h:125
SetWindowDirty
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition: window.cpp:3082
NetworkValidateOurClientName
bool NetworkValidateOurClientName()
Convenience method for NetworkValidateClientName on _settings_client.network.client_name.
Definition: network_client.cpp:1344
NetworkGameSocketHandler::ReceivePackets
NetworkRecvStatus ReceivePackets()
Do the actual receiving of packets.
Definition: tcp_game.cpp:136
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:1328
NETWORK_RECV_STATUS_DESYNC
@ NETWORK_RECV_STATUS_DESYNC
A desync did occur.
Definition: core.h:24
ShowErrorMessage
void ShowErrorMessage(StringID summary_msg, int x, int y, CommandCost cc)
Display an error message in a window.
Definition: error_gui.cpp:367
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
NetworkJoinInfo::company_password
std::string company_password
The password of the company to join.
Definition: network_client.h:116
ClientNetworkGameSocketHandler::savegame
std::shared_ptr< struct PacketReader > savegame
Packet reader for reading the savegame.
Definition: network_client.h:19
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:581
CommandPacket::frame
uint32_t frame
the frame in which this packet is executed
Definition: network_internal.h:114
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:53
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:135
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:1275
StringID
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
Definition: strings_type.h:16
_network_server
bool _network_server
network-server is active
Definition: network.cpp:60
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:146
_network_company_passworded
CompanyMask _network_company_passworded
Bitmask of the password status of all companies.
Definition: network.cpp:82
CloseWindowById
void CloseWindowById(WindowClass cls, WindowNumber number, bool force, int data)
Close a window by its class and window number (if it is open).
Definition: window.cpp:1141
NetworkAction
NetworkAction
Actions that can be used for NetworkTextMessage.
Definition: network_type.h:102
NetworkClientPreferTeamChat
bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio)
Tell whether the client has team members who they can chat to.
Definition: network_client.cpp:1401
NetworkGameSocketHandler::last_packet
std::chrono::steady_clock::time_point last_packet
Time we received the last frame.
Definition: tcp_game.h:513
WC_CLIENT_LIST
@ WC_CLIENT_LIST
Client list; Window numbers:
Definition: window_type.h:478
ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE
NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p) override
Update the clients knowledge of which company is password protected: uint16_t Bitwise representation ...
Definition: network_client.cpp:1203
ClientNetworkGameSocketHandler::CheckConnection
void CheckConnection()
Check the connection's state, i.e.
Definition: network_client.cpp:1219
NetworkJoinInfo::server_password
std::string server_password
The password of the server to join.
Definition: network_client.h:115
NetworkGameSocketHandler::SetInfo
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
Definition: tcp_game.h:528
NetworkUpdateClientInfo
void NetworkUpdateClientInfo(ClientID client_id)
Send updated client info of a particular client.
Definition: network_server.cpp:1569
ClientNetworkGameSocketHandler::GameLoop
static bool GameLoop()
Actual game loop for the client.
Definition: network_client.cpp:268
PacketReader::block
byte ** block
The block we're reading from/writing to.
Definition: network_client.cpp:49
NETWORK_CHAT_LENGTH
static const uint NETWORK_CHAT_LENGTH
The maximum length of a chat message, in bytes including '\0'.
Definition: config.h:63
ClientNetworkGameSocketHandler::SendChat
static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64_t data)
Send a chat-packet over the network.
Definition: network_client.cpp:451
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:114
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:38
TextColour
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
Definition: gfx_type.h:253
PacketReader::written_bytes
size_t written_bytes
The total number of bytes we've written.
Definition: network_client.cpp:50
_random
Randomizer _random
Random used in the game state calculations.
Definition: random_func.cpp:37
TimerGameEconomy::date_fract
static DateFract date_fract
Fractional part of the day.
Definition: timer_game_economy.h:38
_settings_client
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:54
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:2101
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_t Error code caused (see NetworkErrorCode).
Definition: network_client.cpp:652
WC_COMPANY
@ WC_COMPANY
Company view; Window numbers:
Definition: window_type.h:369
GetNetworkErrorMsg
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
Definition: network.cpp:298
_network_server_name
std::string _network_server_name
The current name of the server you are on.
Definition: network_client.cpp:324
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_t Current frame.
Definition: network_client.cpp:804
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:161
NetworkGameSocketHandler
Base socket handler for all TCP sockets.
Definition: tcp_game.h:154
PacketReader::Read
size_t Read(byte *rbuf, size_t size) override
Read a given number of bytes from the savegame.
Definition: network_client.cpp:99
ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO
NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p) override
Send information about a client: uint32_t ID of the client (always unique on a server.
Definition: network_client.cpp:594
CC_DEFAULT
static const TextColour CC_DEFAULT
Default colour of the console.
Definition: console_type.h:23
PacketReader
Read some packets, and when do use that data as initial load filter.
Definition: network_client.cpp:43
_network_first_time
bool _network_first_time
Whether we have finished joining or not.
Definition: network.cpp:81
Debug
#define Debug(category, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
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:1125
network_base.h
PacketReader::read_bytes
size_t read_bytes
The total number of read bytes.
Definition: network_client.cpp:51
PACKET_CLIENT_JOIN
@ PACKET_CLIENT_JOIN
The client telling the server it wants to join.
Definition: tcp_game.h:38
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_t Generation seed.
Definition: network_client.cpp:749
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:732
ClientNetworkGameSocketHandler::SendJoin
static NetworkRecvStatus SendJoin()
Make sure the server ID length is the same as a md5 hash.
Definition: network_client.cpp:338
_sync_seed_1
uint32_t _sync_seed_1
Seed to compare during sync checks.
Definition: network.cpp:76
_password_game_seed
static uint32_t _password_game_seed
One bit of 'entropy' used to generate a salt for the company passwords.
Definition: network_client.cpp:317
NetworkClientInfo::GetByClientID
static NetworkClientInfo * GetByClientID(ClientID client_id)
Return the CI given it's client-identifier.
Definition: network.cpp:114
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:111
ClientNetworkGameSocketHandler::SendMove
static NetworkRecvStatus SendMove(CompanyID company, const std::string &password)
Ask the server to move us.
Definition: network_client.cpp:543
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:386
ClearErrorMessages
void ClearErrorMessages()
Clear all errors from the queue.
Definition: error_gui.cpp:328
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:841
COMPANY_NEW_COMPANY
@ COMPANY_NEW_COMPANY
The client wants a new company.
Definition: company_type.h:34
Packet::Send_uint32
void Send_uint32(uint32_t data)
Package a 32 bits integer in the packet.
Definition: packet.cpp:150
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:571
PacketReader::CHUNK
static const size_t CHUNK
32 KiB chunks of memory.
Definition: network_client.cpp:44
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:498
Packet::Send_uint8
void Send_uint8(uint8_t data)
Package a 8 bits integer in the packet.
Definition: packet.cpp:129
BSWAP32
static uint32_t BSWAP32(uint32_t x)
Perform a 32 bits endianness bitswap on x.
Definition: bitmath_func.hpp:345
CommandPacket
Everything we need to know about a command to be able to execute it.
Definition: network_internal.h:109
ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS
NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p) override
Sends information about all used GRFs to the client: uint8_t Amount of GRFs (the following data is re...
Definition: network_client.cpp:699
GRFConfig
Information about GRF, used in the game and (part of it) in savegames.
Definition: newgrf_config.h:147
PacketReader::blocks
std::vector< byte * > blocks
Buffer with blocks of allocated memory.
Definition: network_client.cpp:46
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:1426
NETWORK_RECV_STATUS_SERVER_FULL
@ NETWORK_RECV_STATUS_SERVER_FULL
The server is full.
Definition: core.h:30
Packet::Recv_uint32
uint32_t Recv_uint32()
Read a 32 bits integer from the packet.
Definition: packet.cpp:346
ClientNetworkGameSocketHandler::IsConnected
static bool IsConnected()
Check whether the client is actually connected (and in the game).
Definition: network_client.cpp:558
free
void free(const void *ptr)
Version of the standard free that accepts const pointers.
Definition: stdafx.h:379
StrTrimInPlace
void StrTrimInPlace(std::string &str)
Trim the spaces from given string in place, i.e.
Definition: string.cpp:288
NETWORK_RECV_STATUS_SERVER_ERROR
@ NETWORK_RECV_STATUS_SERVER_ERROR
The server told us we made an error.
Definition: core.h:29
GRFIdentifier::md5sum
MD5Hash md5sum
MD5 checksum of file to distinguish files with the same GRF ID (eg. newer version of GRF)
Definition: newgrf_config.h:85
ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME
NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p) override
The client is joined and ready to receive their map: uint32_t Own client ID.
Definition: network_client.cpp:770
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:1092
_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:319
NETWORK_RECV_STATUS_SERVER_BANNED
@ NETWORK_RECV_STATUS_SERVER_BANNED
The server has banned us.
Definition: core.h:31
last_ack_frame
static uint32_t last_ack_frame
Last frame we performed an ack.
Definition: network_client.cpp:314
NetworkUpdateClientName
void NetworkUpdateClientName(const std::string &client_name)
Send the server our name as callback from the setting.
Definition: network_client.cpp:1353
NetworkClient_Connected
void NetworkClient_Connected()
Is called after a client is connected to the server.
Definition: network_client.cpp:1246
PACKET_CLIENT_NEWGRFS_CHECKED
@ PACKET_CLIENT_NEWGRFS_CHECKED
Client acknowledges that it has all required NewGRFs.
Definition: tcp_game.h:61
PacketReader::Reset
void Reset() override
Reset this filter to read from the beginning of the file.
Definition: network_client.cpp:121
NetworkClientsToSpectators
void NetworkClientsToSpectators(CompanyID cid)
Move the clients of a company to the spectators.
Definition: network_client.cpp:1284
WL_INFO
@ WL_INFO
Used for DoCommand-like (and some non-fatal AI GUI) errors/information.
Definition: error.h:24
_local_company
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
Definition: company_cmd.cpp:49
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:84
NetworkSettings::client_name
std::string client_name
name of the player (as client)
Definition: settings_type.h:318
IsValidConsoleColour
bool IsValidConsoleColour(TextColour c)
Check whether the given TextColour is valid for console usage.
Definition: console_gui.cpp:488
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
ClientNetworkGameSocketHandler::SendRCon
static NetworkRecvStatus SendRCon(const std::string &password, const std::string &command)
Send a console command.
Definition: network_client.cpp:527
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:57
_networking
bool _networking
are we in networking mode?
Definition: network.cpp:59
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:3128
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:42
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:1033
GameMode
GameMode
Mode which defines the state of the game.
Definition: openttd.h:18
NetworkGameSocketHandler::ReceiveCommand
const char * ReceiveCommand(Packet *p, CommandPacket *cp)
Receives a command from the network.
Definition: network_command.cpp:427
PacketReader::buf
byte * buf
Buffer we're going to write to/read from.
Definition: network_client.cpp:47
SocialIntegration::EventEnterMultiplayer
static void EventEnterMultiplayer(uint map_width, uint map_height)
Event: user entered a multiplayer game.
Definition: social_integration.cpp:234
GUISettings::prefer_teamchat
bool prefer_teamchat
choose the chat message target with <ENTER>, true=all clients, false=your team
Definition: settings_type.h:149
_network_own_client_id
ClientID _network_own_client_id
Our client identifier.
Definition: network.cpp:65
Map::SizeX
static debug_inline uint SizeX()
Get the size of the map along the X.
Definition: map_func.h:270
SafeLoad
bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, std::shared_ptr< LoadFilter > lf=nullptr)
Load the specified savegame but on error do different things.
Definition: openttd.cpp:969
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:243
CCA_NEW
@ CCA_NEW
Create a new company.
Definition: company_type.h:68
NetworkGameSocketHandler::GetInfo
NetworkClientInfo * GetInfo() const
Gets the client info of this socket handler.
Definition: tcp_game.h:538
ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE
NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p) override
Update the clients knowledge of the max settings: uint8_t Maximum number of companies allowed.
Definition: network_client.cpp:1190
_switch_mode
SwitchMode _switch_mode
The next mainloop command.
Definition: gfx.cpp:48
NetworkSocketHandler::HasClientQuit
bool HasClientQuit() const
Whether the current client connected to the socket has quit.
Definition: core.h:68
_frame_counter_server
uint32_t _frame_counter_server
The frame_counter of the server, if in network-mode.
Definition: network.cpp:71
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:50
NETWORK_RCONCOMMAND_LENGTH
static const uint NETWORK_RCONCOMMAND_LENGTH
The maximum length of a rconsole command, in bytes including '\0'.
Definition: config.h:61
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:384
FiosNumberedSaveName
A savegame name automatically numbered.
Definition: fios.h:129
DetailedFileType
DetailedFileType
Kinds of files in each AbstractFileType.
Definition: fileio_type.h:28
ClientID
ClientID
'Unique' identifier to be given to clients
Definition: network_type.h:49
Pool::PoolItem<&_company_pool >::GetNumItems
static size_t GetNumItems()
Returns number of valid items in the pool.
Definition: pool_type.hpp:365
ClientNetworkGameSocketHandler::SendCommand
static NetworkRecvStatus SendCommand(const CommandPacket *cp)
Send a command to the server.
Definition: network_client.cpp:439
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:72
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
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_t ID of ...
Definition: network_client.cpp:1051
GetDrawStringCompanyColour
TextColour GetDrawStringCompanyColour(CompanyID company)
Get the colour for DrawString-subroutines which matches the colour of the company.
Definition: company_cmd.cpp:146
NetworkClientSetCompanyPassword
void NetworkClientSetCompanyPassword(const std::string &password)
Set/Reset company password on the client side.
Definition: network_client.cpp:1391
_frame_counter
uint32_t _frame_counter
The current frame.
Definition: network.cpp:73
CRR_NONE
@ CRR_NONE
Dummy reason for actions that don't need one.
Definition: company_type.h:63
DestType
DestType
Destination of our chat messages.
Definition: network_type.h:91
NO_DIRECTORY
@ NO_DIRECTORY
A path without any base directory.
Definition: fileio_type.h:126
ClientNetworkGameSocketHandler::STATUS_AUTHORIZED
@ STATUS_AUTHORIZED
The client is authorized at the server.
Definition: network_client.h:29
SetDParam
void SetDParam(size_t n, uint64_t v)
Set a string parameter v at index n in the global string parameter array.
Definition: strings.cpp:104
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
_network_join_waiting
uint8_t _network_join_waiting
The number of clients waiting in front of us.
Definition: network_gui.cpp:2102
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:468
WC_NETWORK_STATUS_WINDOW
@ WC_NETWORK_STATUS_WINDOW
Network status window; Window numbers:
Definition: window_type.h:485
ClientNetworkGameSocketHandler::Receive_SERVER_SYNC
NetworkRecvStatus Receive_SERVER_SYNC(Packet *p) override
Sends a sync-check to the client: uint32_t Frame counter.
Definition: network_client.cpp:946
ClientNetworkGameSocketHandler::ClientError
void ClientError(NetworkRecvStatus res)
Handle an error coming from the client side.
Definition: network_client.cpp:189
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
_network_join_bytes_total
uint32_t _network_join_bytes_total
The total number of bytes to download.
Definition: network_gui.cpp:2104
GetString
std::string GetString(StringID string)
Resolve the given StringID into a std::string with all the associated DParam lookups and formatting.
Definition: strings.cpp:327
NetworkSettings::max_companies
uint8_t max_companies
maximum amount of companies
Definition: settings_type.h:326
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:305
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:48
Subdirectory
Subdirectory
The different kinds of subdirectories OpenTTD uses.
Definition: fileio_type.h:108
SetDParamStr
void SetDParamStr(size_t n, const char *str)
This function is used to "bind" a C string to a OpenTTD dparam slot.
Definition: strings.cpp:352
ClientNetworkGameSocketHandler::NetworkExecuteLocalCommandQueue
friend void NetworkExecuteLocalCommandQueue()
Execute all commands on the local command queue that ought to be executed this frame.
Definition: network_command.cpp:316
PACKET_CLIENT_RCON
@ PACKET_CLIENT_RCON
Client asks the server to execute some command.
Definition: tcp_game.h:105
INVALID_CLIENT_ID
@ INVALID_CLIENT_ID
Client is not part of anything.
Definition: network_type.h:50
ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler
~ClientNetworkGameSocketHandler()
Clear whatever we assigned.
Definition: network_client.cpp:153
WL_ERROR
@ WL_ERROR
Errors (eg. saving/loading failed)
Definition: error.h:26
ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND
NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p) override
Sends a DoCommand to the client: uint8_t ID of the company (0..MAX_COMPANIES-1).
Definition: network_client.cpp:961
NetworkMaxCompaniesAllowed
uint NetworkMaxCompaniesAllowed()
Get the maximum number of companies that are allowed by the server.
Definition: network_client.cpp:1417
SM_MENU
@ SM_MENU
Switch to game intro menu.
Definition: openttd.h:33
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:1110
NetworkGameSocketHandler::incoming_queue
CommandQueue incoming_queue
The command-queue awaiting handling.
Definition: tcp_game.h:512
network.h
NetworkGameSocketHandler::client_id
ClientID client_id
Client identifier.
Definition: tcp_game.h:509
CommandHelper
Definition: command_func.h:93
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:320
ClientNetworkGameSocketHandler::SendGetMap
static NetworkRecvStatus SendGetMap()
Request the map from the server.
Definition: network_client.cpp:397
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:300
ClientNetworkGameSocketHandler::Receive_SERVER_RCON
NetworkRecvStatus Receive_SERVER_RCON(Packet *p) override
Send the result of an issues RCon command back to the client: uint16_t Colour code.
Definition: network_client.cpp:1144
ClientSettings::network
NetworkSettings network
settings related to the network
Definition: settings_type.h:637
GRFIdentifier::grfid
uint32_t grfid
GRF ID (defined by Action 0x08)
Definition: newgrf_config.h:84
Randomizer::state
uint32_t state[2]
The state of the randomizer.
Definition: random_func.hpp:23
ClientNetworkGameSocketHandler::SendMapOk
static NetworkRecvStatus SendMapOk()
Tell the server we received the complete map.
Definition: network_client.cpp:410
_sync_frame
uint32_t _sync_frame
The frame to perform the sync check.
Definition: network.cpp:80
NetworkGameSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(bool error=true) override
Functions to help ReceivePacket/SendPacket a bit A socket can make errors.
Definition: tcp_game.cpp:43
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
GenerateCompanyPasswordHash
std::string GenerateCompanyPasswordHash(const std::string &password, const std::string &password_server_id, uint32_t password_game_seed)
Hash the given password using server ID and game seed.
Definition: network.cpp:177
ClientNetworkGameSocketHandler::SendAck
static NetworkRecvStatus SendAck()
Send an acknowledgement from the server's ticks.
Definition: network_client.cpp:423
NETWORK_RECV_STATUS_OKAY
@ NETWORK_RECV_STATUS_OKAY
Everything is okay.
Definition: core.h:23
NetworkClientSendChat
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64_t data)
Send a chat message.
Definition: network_client.cpp:1382
network_gamelist.h
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:855
PacketReader::PacketReader
PacketReader()
Initialise everything.
Definition: network_client.cpp:54
ClientNetworkGameSocketHandler::SendQuit
static NetworkRecvStatus SendQuit()
Tell the server we would like to quit.
Definition: network_client.cpp:512
Ticks::DAY_TICKS
static constexpr TimerGameTick::Ticks DAY_TICKS
1 day is 74 ticks; TimerGameCalendar::date_fract used to be uint16_t and incremented by 885.
Definition: timer_game_tick.h:48
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:324
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
StateGameLoop
void StateGameLoop()
State controlling game loop.
Definition: openttd.cpp:1427
FGCM_EXACT
@ FGCM_EXACT
Only find Grfs matching md5sum.
Definition: newgrf_config.h:192
Packet::Recv_uint16
uint16_t Recv_uint16()
Read a 16 bits integer from the packet.
Definition: packet.cpp:331
NETWORK_RECV_STATUS_SAVEGAME
@ NETWORK_RECV_STATUS_SAVEGAME
Something went wrong (down)loading the savegame.
Definition: core.h:26
ClientNetworkGameSocketHandler::SendGamePassword
static NetworkRecvStatus SendGamePassword(const std::string &password)
Set the game password as requested.
Definition: network_client.cpp:372
_network_server_max_companies
static uint8_t _network_server_max_companies
Maximum number of companies of the currently joined server.
Definition: network_client.cpp:322
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:828
WN_NETWORK_STATUS_WINDOW_JOIN
@ WN_NETWORK_STATUS_WINDOW_JOIN
Network join status.
Definition: window_type.h:39
CC_WARNING
static const TextColour CC_WARNING
Colour for warning lines.
Definition: console_type.h:25
NetworkMakeClientNameUnique
bool NetworkMakeClientNameUnique(std::string &new_name)
Check whether a name is unique, and otherwise try to make it unique.
Definition: network_server.cpp:1657
ClientNetworkGameSocketHandler::Receive_SERVER_QUIT
NetworkRecvStatus Receive_SERVER_QUIT(Packet *p) override
Notification that a client left the game: uint32_t ID of the client.
Definition: network_client.cpp:1070
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:327
SetWindowClassesDirty
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
Definition: window.cpp:3108
FindGRFConfig
const GRFConfig * FindGRFConfig(uint32_t grfid, FindGRFConfigMode mode, const MD5Hash *md5sum, uint32_t desired_version)
Find a NewGRF in the scanned list.
Definition: newgrf_config.cpp:690
_network_join_bytes
uint32_t _network_join_bytes
The number of bytes we already downloaded.
Definition: network_gui.cpp:2103
ClientNetworkGameSocketHandler::Receive_SERVER_MOVE
NetworkRecvStatus Receive_SERVER_MOVE(Packet *p) override
Move a client from one company into another: uint32_t ID of the client.
Definition: network_client.cpp:1160
CLIENT_ID_SERVER
@ CLIENT_ID_SERVER
Servers always have this ID.
Definition: network_type.h:51
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:483
ClientNetworkGameSocketHandler::Send
static void Send()
Send the packets of this socket handler.
Definition: network_client.cpp:258
NetworkErrorCode
NetworkErrorCode
The error codes we send around in the protocols.
Definition: network_type.h:122
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:1306
_frame_counter_max
uint32_t _frame_counter_max
To where we may go with our clients.
Definition: network.cpp:72
PACKET_CLIENT_SET_PASSWORD
@ PACKET_CLIENT_SET_PASSWORD
A client (re)sets its company's password.
Definition: tcp_game.h:113
_network_reconnect
uint8_t _network_reconnect
Reconnect timeout.
Definition: network.cpp:67
Packet::Recv_uint8
uint8_t Recv_uint8()
Read a 8 bits integer from the packet.
Definition: packet.cpp:317
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
Map::SizeY
static uint SizeY()
Get the size of the map along the Y.
Definition: map_func.h:279
ClientSettings::gui
GUISettings gui
settings related to the GUI
Definition: settings_type.h:636
WL_CRITICAL
@ WL_CRITICAL
Critical errors, the MessageBox is shown in all cases.
Definition: error.h:27
NETWORK_GAME_PASSWORD
@ NETWORK_GAME_PASSWORD
The password of the game.
Definition: network_type.h:83
ClientNetworkGameSocketHandler::Receive_SERVER_WAIT
NetworkRecvStatus Receive_SERVER_WAIT(Packet *p) override
Notification that another client is currently receiving the map: uint8_t Number of clients waiting in...
Definition: network_client.cpp:788
NETWORK_RECV_STATUS_MALFORMED_PACKET
@ NETWORK_RECV_STATUS_MALFORMED_PACKET
We apparently send a malformed packet.
Definition: core.h:28
CommandPacket::cmd
Commands cmd
command being executed.
Definition: network_internal.h:117
TimerGameEconomy::date
static Date date
Current date in days (day counter).
Definition: timer_game_economy.h:37
IConsolePrint
void IConsolePrint(TextColour colour_code, const std::string &string)
Handle the printing of text entered into the console or redirected there by any other means.
Definition: console.cpp:91