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
8 /** @file network_server.cpp Server part of the network protocol. */
9
10 #include "../stdafx.h"
11 #include "../strings_func.h"
12 #include "../date_func.h"
13 #include "core/game_info.h"
14 #include "network_admin.h"
15 #include "network_server.h"
16 #include "network_udp.h"
17 #include "network_base.h"
18 #include "../console_func.h"
19 #include "../company_base.h"
20 #include "../command_func.h"
21 #include "../saveload/saveload.h"
22 #include "../saveload/saveload_filter.h"
23 #include "../station_base.h"
24 #include "../genworld.h"
25 #include "../company_func.h"
26 #include "../company_gui.h"
27 #include "../roadveh.h"
28 #include "../order_backup.h"
29 #include "../core/pool_func.hpp"
30 #include "../core/random_func.hpp"
31 #include "../rev.h"
32 #include <mutex>
33 #include <condition_variable>
34
35 #include "../safeguards.h"
36
37
38 /* This file handles all the server-commands */
39
40 DECLARE_POSTFIX_INCREMENT(ClientID)
41 /** The identifier counter for new clients (is never decreased) */
42 static ClientID _network_client_id = CLIENT_ID_FIRST;
43
44 /** Make very sure the preconditions given in network_type.h are actually followed */
45 static_assert(MAX_CLIENT_SLOTS > MAX_CLIENTS);
46 /** Yes... */
47 static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS);
48
49 /** The pool with clients. */
50 NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket");
51 INSTANTIATE_POOL_METHODS(NetworkClientSocket)
52
53 /** Instantiate the listen sockets. */
54 template SocketList TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED>::sockets;
55
56 /** Writing a savegame directly to a number of packets. */
57 struct PacketWriter : SaveFilter {
58 ServerNetworkGameSocketHandler *cs; ///< Socket we are associated with.
59 Packet *current; ///< The packet we're currently writing to.
60 size_t total_size; ///< Total size of the compressed savegame.
61 Packet *packets; ///< Packet queue of the savegame; send these "slowly" to the client.
62 std::mutex mutex; ///< Mutex for making threaded saving safe.
63 std::condition_variable exit_sig; ///< Signal for threaded destruction of this packet writer.
64
65 /**
66 * Create the packet writer.
67 * @param cs The socket handler we're making the packets for.
68 */
PacketWriterPacketWriter69 PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(nullptr), cs(cs), current(nullptr), total_size(0), packets(nullptr)
70 {
71 }
72
73 /** Make sure everything is cleaned up. */
~PacketWriterPacketWriter74 ~PacketWriter()
75 {
76 std::unique_lock<std::mutex> lock(this->mutex);
77
78 if (this->cs != nullptr) this->exit_sig.wait(lock);
79
80 /* This must all wait until the Destroy function is called. */
81
82 while (this->packets != nullptr) {
83 delete Packet::PopFromQueue(&this->packets);
84 }
85
86 delete this->current;
87 }
88
89 /**
90 * Begin the destruction of this packet writer. It can happen in two ways:
91 * in the first case the client disconnected while saving the map. In this
92 * case the saving has not finished and killed this PacketWriter. In that
93 * case we simply set cs to nullptr, triggering the appending to fail due to
94 * the connection problem and eventually triggering the destructor. In the
95 * second case the destructor is already called, and it is waiting for our
96 * signal which we will send. Only then the packets will be removed by the
97 * destructor.
98 */
DestroyPacketWriter99 void Destroy()
100 {
101 std::unique_lock<std::mutex> lock(this->mutex);
102
103 this->cs = nullptr;
104
105 this->exit_sig.notify_all();
106 lock.unlock();
107
108 /* Make sure the saving is completely cancelled. Yes,
109 * we need to handle the save finish as well as the
110 * next connection might just be requesting a map. */
111 WaitTillSaved();
112 ProcessAsyncSaveFinish();
113 }
114
115 /**
116 * Transfer all packets from here to the network's queue while holding
117 * the lock on our mutex.
118 * @param socket The network socket to write to.
119 * @return True iff the last packet of the map has been sent.
120 */
TransferToNetworkQueuePacketWriter121 bool TransferToNetworkQueue(ServerNetworkGameSocketHandler *socket)
122 {
123 /* Unsafe check for the queue being empty or not. */
124 if (this->packets == nullptr) return false;
125
126 std::lock_guard<std::mutex> lock(this->mutex);
127
128 while (this->packets != nullptr) {
129 Packet *p = Packet::PopFromQueue(&this->packets);
130 bool last_packet = p->GetPacketType() == PACKET_SERVER_MAP_DONE;
131 socket->SendPacket(p);
132
133 if (last_packet) return true;
134 }
135
136 return false;
137 }
138
139 /** Append the current packet to the queue. */
AppendQueuePacketWriter140 void AppendQueue()
141 {
142 if (this->current == nullptr) return;
143
144 Packet::AddToQueue(&this->packets, this->current);
145 this->current = nullptr;
146 }
147
148 /** Prepend the current packet to the queue. */
PrependQueuePacketWriter149 void PrependQueue()
150 {
151 if (this->current == nullptr) return;
152
153 /* Reversed from AppendQueue so the queue gets added to the current one. */
154 Packet::AddToQueue(&this->current, this->packets);
155 this->packets = this->current;
156 this->current = nullptr;
157 }
158
WritePacketWriter159 void Write(byte *buf, size_t size) override
160 {
161 /* We want to abort the saving when the socket is closed. */
162 if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
163
164 if (this->current == nullptr) this->current = new Packet(PACKET_SERVER_MAP_DATA, TCP_MTU);
165
166 std::lock_guard<std::mutex> lock(this->mutex);
167
168 byte *bufe = buf + size;
169 while (buf != bufe) {
170 size_t written = this->current->Send_bytes(buf, bufe);
171 buf += written;
172
173 if (!this->current->CanWriteToPacket(1)) {
174 this->AppendQueue();
175 if (buf != bufe) this->current = new Packet(PACKET_SERVER_MAP_DATA, TCP_MTU);
176 }
177 }
178
179 this->total_size += size;
180 }
181
FinishPacketWriter182 void Finish() override
183 {
184 /* We want to abort the saving when the socket is closed. */
185 if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
186
187 std::lock_guard<std::mutex> lock(this->mutex);
188
189 /* Make sure the last packet is flushed. */
190 this->AppendQueue();
191
192 /* Add a packet stating that this is the end to the queue. */
193 this->current = new Packet(PACKET_SERVER_MAP_DONE);
194 this->AppendQueue();
195
196 /* Fast-track the size to the client. */
197 this->current = new Packet(PACKET_SERVER_MAP_SIZE);
198 this->current->Send_uint32((uint32)this->total_size);
199 this->PrependQueue();
200 }
201 };
202
203
204 /**
205 * Create a new socket for the server side of the game connection.
206 * @param s The socket to connect with.
207 */
ServerNetworkGameSocketHandler(SOCKET s)208 ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s)
209 {
210 this->status = STATUS_INACTIVE;
211 this->client_id = _network_client_id++;
212 this->receive_limit = _settings_client.network.bytes_per_frame_burst;
213
214 /* The Socket and Info pools need to be the same in size. After all,
215 * each Socket will be associated with at most one Info object. As
216 * such if the Socket was allocated the Info object can as well. */
217 static_assert(NetworkClientSocketPool::MAX_SIZE == NetworkClientInfoPool::MAX_SIZE);
218 }
219
220 /**
221 * Clear everything related to this client.
222 */
~ServerNetworkGameSocketHandler()223 ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
224 {
225 if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID;
226 OrderBackup::ResetUser(this->client_id);
227
228 if (this->savegame != nullptr) {
229 this->savegame->Destroy();
230 this->savegame = nullptr;
231 }
232 }
233
ReceivePacket()234 Packet *ServerNetworkGameSocketHandler::ReceivePacket()
235 {
236 /* Only allow receiving when we have some buffer free; this value
237 * can go negative, but eventually it will become positive again. */
238 if (this->receive_limit <= 0) return nullptr;
239
240 /* We can receive a packet, so try that and if needed account for
241 * the amount of received data. */
242 Packet *p = this->NetworkTCPSocketHandler::ReceivePacket();
243 if (p != nullptr) this->receive_limit -= p->Size();
244 return p;
245 }
246
CloseConnection(NetworkRecvStatus status)247 NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
248 {
249 assert(status != NETWORK_RECV_STATUS_OKAY);
250 /*
251 * Sending a message just before leaving the game calls cs->SendPackets.
252 * This might invoke this function, which means that when we close the
253 * connection after cs->SendPackets we will close an already closed
254 * connection. This handles that case gracefully without having to make
255 * that code any more complex or more aware of the validity of the socket.
256 */
257 if (this->sock == INVALID_SOCKET) return status;
258
259 if (status != NETWORK_RECV_STATUS_CLIENT_QUIT && status != NETWORK_RECV_STATUS_SERVER_ERROR && !this->HasClientQuit() && this->status >= STATUS_AUTHORIZED) {
260 /* We did not receive a leave message from this client... */
261 std::string client_name = this->GetClientName();
262
263 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
264
265 /* Inform other clients of this... strange leaving ;) */
266 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
267 if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) {
268 new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
269 }
270 }
271 }
272
273 /* If we were transfering a map to this client, stop the savegame creation
274 * process and queue the next client to receive the map. */
275 if (this->status == STATUS_MAP) {
276 /* Ensure the saving of the game is stopped too. */
277 this->savegame->Destroy();
278 this->savegame = nullptr;
279
280 this->CheckNextClientToSendMap(this);
281 }
282
283 NetworkAdminClientError(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
284 Debug(net, 3, "[{}] Client #{} closed connection", ServerNetworkGameSocketHandler::GetName(), this->client_id);
285
286 /* We just lost one client :( */
287 if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
288 extern byte _network_clients_connected;
289 _network_clients_connected--;
290
291 this->SendPackets(true);
292
293 delete this->GetInfo();
294 delete this;
295
296 InvalidateWindowData(WC_CLIENT_LIST, 0);
297
298 return status;
299 }
300
301 /**
302 * Whether an connection is allowed or not at this moment.
303 * @return true if the connection is allowed.
304 */
AllowConnection()305 /* static */ bool ServerNetworkGameSocketHandler::AllowConnection()
306 {
307 extern byte _network_clients_connected;
308 bool accept = _network_clients_connected < MAX_CLIENTS;
309
310 /* We can't go over the MAX_CLIENTS limit here. However, the
311 * pool must have place for all clients and ourself. */
312 static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENTS + 1);
313 assert(!accept || ServerNetworkGameSocketHandler::CanAllocateItem());
314 return accept;
315 }
316
317 /** Send the packets for the server sockets. */
Send()318 /* static */ void ServerNetworkGameSocketHandler::Send()
319 {
320 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
321 if (cs->writable) {
322 if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
323 /* This client is in the middle of a map-send, call the function for that */
324 cs->SendMap();
325 }
326 }
327 }
328 }
329
330 static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
331
332 /***********
333 * Sending functions
334 * DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs
335 ************/
336
337 /**
338 * Send the client information about a client.
339 * @param ci The client to send information about.
340 */
SendClientInfo(NetworkClientInfo * ci)341 NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientInfo *ci)
342 {
343 if (ci->client_id != INVALID_CLIENT_ID) {
344 Packet *p = new Packet(PACKET_SERVER_CLIENT_INFO);
345 p->Send_uint32(ci->client_id);
346 p->Send_uint8 (ci->client_playas);
347 p->Send_string(ci->client_name);
348
349 this->SendPacket(p);
350 }
351 return NETWORK_RECV_STATUS_OKAY;
352 }
353
354 /** Send the client information about the server. */
SendGameInfo()355 NetworkRecvStatus ServerNetworkGameSocketHandler::SendGameInfo()
356 {
357 Packet *p = new Packet(PACKET_SERVER_GAME_INFO, TCP_MTU);
358 SerializeNetworkGameInfo(p, GetCurrentNetworkServerGameInfo());
359
360 this->SendPacket(p);
361
362 return NETWORK_RECV_STATUS_OKAY;
363 }
364
365 /**
366 * Send an error to the client, and close its connection.
367 * @param error The error to disconnect for.
368 * @param reason In case of kicking a client, specifies the reason for kicking the client.
369 */
SendError(NetworkErrorCode error,const std::string & reason)370 NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error, const std::string &reason)
371 {
372 Packet *p = new Packet(PACKET_SERVER_ERROR);
373
374 p->Send_uint8(error);
375 if (!reason.empty()) p->Send_string(reason);
376 this->SendPacket(p);
377
378 StringID strid = GetNetworkErrorMsg(error);
379
380 /* Only send when the current client was in game */
381 if (this->status > STATUS_AUTHORIZED) {
382 std::string client_name = this->GetClientName();
383
384 Debug(net, 1, "'{}' made an error and has been disconnected: {}", client_name, GetString(strid));
385
386 if (error == NETWORK_ERROR_KICKED && !reason.empty()) {
387 NetworkTextMessage(NETWORK_ACTION_KICKED, CC_DEFAULT, false, client_name, reason, strid);
388 } else {
389 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
390 }
391
392 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
393 if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
394 /* Some errors we filter to a more general error. Clients don't have to know the real
395 * reason a joining failed. */
396 if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
397 error = NETWORK_ERROR_ILLEGAL_PACKET;
398 }
399 new_cs->SendErrorQuit(this->client_id, error);
400 }
401 }
402
403 NetworkAdminClientError(this->client_id, error);
404 } else {
405 Debug(net, 1, "Client {} made an error and has been disconnected: {}", this->client_id, GetString(strid));
406 }
407
408 /* The client made a mistake, so drop the connection now! */
409 return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
410 }
411
412 /** Send the check for the NewGRFs. */
SendNewGRFCheck()413 NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
414 {
415 Packet *p = new Packet(PACKET_SERVER_CHECK_NEWGRFS, TCP_MTU);
416 const GRFConfig *c;
417 uint grf_count = 0;
418
419 for (c = _grfconfig; c != nullptr; c = c->next) {
420 if (!HasBit(c->flags, GCF_STATIC)) grf_count++;
421 }
422
423 p->Send_uint8 (grf_count);
424 for (c = _grfconfig; c != nullptr; c = c->next) {
425 if (!HasBit(c->flags, GCF_STATIC)) SerializeGRFIdentifier(p, &c->ident);
426 }
427
428 this->SendPacket(p);
429 return NETWORK_RECV_STATUS_OKAY;
430 }
431
432 /** Request the game password. */
SendNeedGamePassword()433 NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
434 {
435 /* Invalid packet when status is STATUS_AUTH_GAME or higher */
436 if (this->status >= STATUS_AUTH_GAME) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
437
438 this->status = STATUS_AUTH_GAME;
439 /* Reset 'lag' counters */
440 this->last_frame = this->last_frame_server = _frame_counter;
441
442 Packet *p = new Packet(PACKET_SERVER_NEED_GAME_PASSWORD);
443 this->SendPacket(p);
444 return NETWORK_RECV_STATUS_OKAY;
445 }
446
447 /** Request the company password. */
SendNeedCompanyPassword()448 NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
449 {
450 /* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
451 if (this->status >= STATUS_AUTH_COMPANY) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
452
453 this->status = STATUS_AUTH_COMPANY;
454 /* Reset 'lag' counters */
455 this->last_frame = this->last_frame_server = _frame_counter;
456
457 Packet *p = new Packet(PACKET_SERVER_NEED_COMPANY_PASSWORD);
458 p->Send_uint32(_settings_game.game_creation.generation_seed);
459 p->Send_string(_settings_client.network.network_id);
460 this->SendPacket(p);
461 return NETWORK_RECV_STATUS_OKAY;
462 }
463
464 /** Send the client a welcome message with some basic information. */
SendWelcome()465 NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
466 {
467 Packet *p;
468
469 /* Invalid packet when status is AUTH or higher */
470 if (this->status >= STATUS_AUTHORIZED) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
471
472 this->status = STATUS_AUTHORIZED;
473 /* Reset 'lag' counters */
474 this->last_frame = this->last_frame_server = _frame_counter;
475
476 _network_game_info.clients_on++;
477
478 p = new Packet(PACKET_SERVER_WELCOME);
479 p->Send_uint32(this->client_id);
480 p->Send_uint32(_settings_game.game_creation.generation_seed);
481 p->Send_string(_settings_client.network.network_id);
482 this->SendPacket(p);
483
484 /* Transmit info about all the active clients */
485 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
486 if (new_cs != this && new_cs->status >= STATUS_AUTHORIZED) {
487 this->SendClientInfo(new_cs->GetInfo());
488 }
489 }
490 /* Also send the info of the server */
491 return this->SendClientInfo(NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER));
492 }
493
494 /** Tell the client that its put in a waiting queue. */
SendWait()495 NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
496 {
497 int waiting = 1; // current player getting the map counts as 1
498 Packet *p;
499
500 /* Count how many clients are waiting in the queue, in front of you! */
501 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
502 if (new_cs->status != STATUS_MAP_WAIT) continue;
503 if (new_cs->GetInfo()->join_date < this->GetInfo()->join_date || (new_cs->GetInfo()->join_date == this->GetInfo()->join_date && new_cs->client_id < this->client_id)) waiting++;
504 }
505
506 p = new Packet(PACKET_SERVER_WAIT);
507 p->Send_uint8(waiting);
508 this->SendPacket(p);
509 return NETWORK_RECV_STATUS_OKAY;
510 }
511
CheckNextClientToSendMap(NetworkClientSocket * ignore_cs)512 void ServerNetworkGameSocketHandler::CheckNextClientToSendMap(NetworkClientSocket *ignore_cs)
513 {
514 /* Find the best candidate for joining, i.e. the first joiner. */
515 NetworkClientSocket *best = nullptr;
516 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
517 if (ignore_cs == new_cs) continue;
518
519 if (new_cs->status == STATUS_MAP_WAIT) {
520 if (best == nullptr || best->GetInfo()->join_date > new_cs->GetInfo()->join_date || (best->GetInfo()->join_date == new_cs->GetInfo()->join_date && best->client_id > new_cs->client_id)) {
521 best = new_cs;
522 }
523 }
524 }
525
526 /* Is there someone else to join? */
527 if (best != nullptr) {
528 /* Let the first start joining. */
529 best->status = STATUS_AUTHORIZED;
530 best->SendMap();
531
532 /* And update the rest. */
533 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
534 if (new_cs->status == STATUS_MAP_WAIT) new_cs->SendWait();
535 }
536 }
537 }
538
539 /** This sends the map to the client */
SendMap()540 NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
541 {
542 if (this->status < STATUS_AUTHORIZED) {
543 /* Illegal call, return error and ignore the packet */
544 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
545 }
546
547 if (this->status == STATUS_AUTHORIZED) {
548 this->savegame = new PacketWriter(this);
549
550 /* Now send the _frame_counter and how many packets are coming */
551 Packet *p = new Packet(PACKET_SERVER_MAP_BEGIN);
552 p->Send_uint32(_frame_counter);
553 this->SendPacket(p);
554
555 NetworkSyncCommandQueue(this);
556 this->status = STATUS_MAP;
557 /* Mark the start of download */
558 this->last_frame = _frame_counter;
559 this->last_frame_server = _frame_counter;
560
561 /* Make a dump of the current game */
562 if (SaveWithFilter(this->savegame, true) != SL_OK) usererror("network savedump failed");
563 }
564
565 if (this->status == STATUS_MAP) {
566 bool last_packet = this->savegame->TransferToNetworkQueue(this);
567 if (last_packet) {
568 /* Done reading, make sure saving is done as well */
569 this->savegame->Destroy();
570 this->savegame = nullptr;
571
572 /* Set the status to DONE_MAP, no we will wait for the client
573 * to send it is ready (maybe that happens like never ;)) */
574 this->status = STATUS_DONE_MAP;
575
576 this->CheckNextClientToSendMap();
577 }
578 }
579 return NETWORK_RECV_STATUS_OKAY;
580 }
581
582 /**
583 * Tell that a client joined.
584 * @param client_id The client that joined.
585 */
SendJoin(ClientID client_id)586 NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
587 {
588 Packet *p = new Packet(PACKET_SERVER_JOIN);
589
590 p->Send_uint32(client_id);
591
592 this->SendPacket(p);
593 return NETWORK_RECV_STATUS_OKAY;
594 }
595
596 /** Tell the client that they may run to a particular frame. */
SendFrame()597 NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
598 {
599 Packet *p = new Packet(PACKET_SERVER_FRAME);
600 p->Send_uint32(_frame_counter);
601 p->Send_uint32(_frame_counter_max);
602 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
603 p->Send_uint32(_sync_seed_1);
604 #ifdef NETWORK_SEND_DOUBLE_SEED
605 p->Send_uint32(_sync_seed_2);
606 #endif
607 #endif
608
609 /* If token equals 0, we need to make a new token and send that. */
610 if (this->last_token == 0) {
611 this->last_token = InteractiveRandomRange(UINT8_MAX - 1) + 1;
612 p->Send_uint8(this->last_token);
613 }
614
615 this->SendPacket(p);
616 return NETWORK_RECV_STATUS_OKAY;
617 }
618
619 /** Request the client to sync. */
SendSync()620 NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
621 {
622 Packet *p = new Packet(PACKET_SERVER_SYNC);
623 p->Send_uint32(_frame_counter);
624 p->Send_uint32(_sync_seed_1);
625
626 #ifdef NETWORK_SEND_DOUBLE_SEED
627 p->Send_uint32(_sync_seed_2);
628 #endif
629 this->SendPacket(p);
630 return NETWORK_RECV_STATUS_OKAY;
631 }
632
633 /**
634 * Send a command to the client to execute.
635 * @param cp The command to send.
636 */
SendCommand(const CommandPacket * cp)637 NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
638 {
639 Packet *p = new Packet(PACKET_SERVER_COMMAND);
640
641 this->NetworkGameSocketHandler::SendCommand(p, cp);
642 p->Send_uint32(cp->frame);
643 p->Send_bool (cp->my_cmd);
644
645 this->SendPacket(p);
646 return NETWORK_RECV_STATUS_OKAY;
647 }
648
649 /**
650 * Send a chat message.
651 * @param action The action associated with the message.
652 * @param client_id The origin of the chat message.
653 * @param self_send Whether we did send the message.
654 * @param msg The actual message.
655 * @param data Arbitrary extra data.
656 */
SendChat(NetworkAction action,ClientID client_id,bool self_send,const std::string & msg,int64 data)657 NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64 data)
658 {
659 if (this->status < STATUS_PRE_ACTIVE) return NETWORK_RECV_STATUS_OKAY;
660
661 Packet *p = new Packet(PACKET_SERVER_CHAT);
662
663 p->Send_uint8 (action);
664 p->Send_uint32(client_id);
665 p->Send_bool (self_send);
666 p->Send_string(msg);
667 p->Send_uint64(data);
668
669 this->SendPacket(p);
670 return NETWORK_RECV_STATUS_OKAY;
671 }
672
673 /**
674 * Send a chat message from external source.
675 * @param source Name of the source this message came from.
676 * @param colour TextColour to use for the message.
677 * @param user Name of the user who sent the messsage.
678 * @param msg The actual message.
679 */
SendExternalChat(const std::string & source,TextColour colour,const std::string & user,const std::string & msg)680 NetworkRecvStatus ServerNetworkGameSocketHandler::SendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
681 {
682 if (this->status < STATUS_PRE_ACTIVE) return NETWORK_RECV_STATUS_OKAY;
683
684 Packet *p = new Packet(PACKET_SERVER_EXTERNAL_CHAT);
685
686 p->Send_string(source);
687 p->Send_uint16(colour);
688 p->Send_string(user);
689 p->Send_string(msg);
690
691 this->SendPacket(p);
692 return NETWORK_RECV_STATUS_OKAY;
693 }
694
695 /**
696 * Tell the client another client quit with an error.
697 * @param client_id The client that quit.
698 * @param errorno The reason the client quit.
699 */
SendErrorQuit(ClientID client_id,NetworkErrorCode errorno)700 NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
701 {
702 Packet *p = new Packet(PACKET_SERVER_ERROR_QUIT);
703
704 p->Send_uint32(client_id);
705 p->Send_uint8 (errorno);
706
707 this->SendPacket(p);
708 return NETWORK_RECV_STATUS_OKAY;
709 }
710
711 /**
712 * Tell the client another client quit.
713 * @param client_id The client that quit.
714 */
SendQuit(ClientID client_id)715 NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
716 {
717 Packet *p = new Packet(PACKET_SERVER_QUIT);
718
719 p->Send_uint32(client_id);
720
721 this->SendPacket(p);
722 return NETWORK_RECV_STATUS_OKAY;
723 }
724
725 /** Tell the client we're shutting down. */
SendShutdown()726 NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
727 {
728 Packet *p = new Packet(PACKET_SERVER_SHUTDOWN);
729 this->SendPacket(p);
730 return NETWORK_RECV_STATUS_OKAY;
731 }
732
733 /** Tell the client we're starting a new game. */
SendNewGame()734 NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
735 {
736 Packet *p = new Packet(PACKET_SERVER_NEWGAME);
737 this->SendPacket(p);
738 return NETWORK_RECV_STATUS_OKAY;
739 }
740
741 /**
742 * Send the result of a console action.
743 * @param colour The colour of the result.
744 * @param command The command that was executed.
745 */
SendRConResult(uint16 colour,const std::string & command)746 NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16 colour, const std::string &command)
747 {
748 Packet *p = new Packet(PACKET_SERVER_RCON);
749
750 p->Send_uint16(colour);
751 p->Send_string(command);
752 this->SendPacket(p);
753 return NETWORK_RECV_STATUS_OKAY;
754 }
755
756 /**
757 * Tell that a client moved to another company.
758 * @param client_id The client that moved.
759 * @param company_id The company the client moved to.
760 */
SendMove(ClientID client_id,CompanyID company_id)761 NetworkRecvStatus ServerNetworkGameSocketHandler::SendMove(ClientID client_id, CompanyID company_id)
762 {
763 Packet *p = new Packet(PACKET_SERVER_MOVE);
764
765 p->Send_uint32(client_id);
766 p->Send_uint8(company_id);
767 this->SendPacket(p);
768 return NETWORK_RECV_STATUS_OKAY;
769 }
770
771 /** Send an update about the company password states. */
SendCompanyUpdate()772 NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate()
773 {
774 Packet *p = new Packet(PACKET_SERVER_COMPANY_UPDATE);
775
776 p->Send_uint16(_network_company_passworded);
777 this->SendPacket(p);
778 return NETWORK_RECV_STATUS_OKAY;
779 }
780
781 /** Send an update about the max company/spectator counts. */
SendConfigUpdate()782 NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
783 {
784 Packet *p = new Packet(PACKET_SERVER_CONFIG_UPDATE);
785
786 p->Send_uint8(_settings_client.network.max_companies);
787 p->Send_string(_settings_client.network.server_name);
788 this->SendPacket(p);
789 return NETWORK_RECV_STATUS_OKAY;
790 }
791
792 /***********
793 * Receiving functions
794 * DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
795 ************/
796
Receive_CLIENT_GAME_INFO(Packet * p)797 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet *p)
798 {
799 return this->SendGameInfo();
800 }
801
Receive_CLIENT_NEWGRFS_CHECKED(Packet * p)802 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *p)
803 {
804 if (this->status != STATUS_NEWGRFS_CHECK) {
805 /* Illegal call, return error and ignore the packet */
806 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
807 }
808
809 NetworkClientInfo *ci = this->GetInfo();
810
811 /* We now want a password from the client else we do not allow them in! */
812 if (!_settings_client.network.server_password.empty()) {
813 return this->SendNeedGamePassword();
814 }
815
816 if (Company::IsValidID(ci->client_playas) && !_network_company_states[ci->client_playas].password.empty()) {
817 return this->SendNeedCompanyPassword();
818 }
819
820 return this->SendWelcome();
821 }
822
Receive_CLIENT_JOIN(Packet * p)823 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
824 {
825 if (this->status != STATUS_INACTIVE) {
826 /* Illegal call, return error and ignore the packet */
827 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
828 }
829
830 if (_network_game_info.clients_on >= _settings_client.network.max_clients) {
831 /* Turns out we are full. Inform the user about this. */
832 return this->SendError(NETWORK_ERROR_FULL);
833 }
834
835 std::string client_revision = p->Recv_string(NETWORK_REVISION_LENGTH);
836 uint32 newgrf_version = p->Recv_uint32();
837
838 /* Check if the client has revision control enabled */
839 if (!IsNetworkCompatibleVersion(client_revision) || _openttd_newgrf_version != newgrf_version) {
840 /* Different revisions!! */
841 return this->SendError(NETWORK_ERROR_WRONG_REVISION);
842 }
843
844 std::string client_name = p->Recv_string(NETWORK_CLIENT_NAME_LENGTH);
845 CompanyID playas = (Owner)p->Recv_uint8();
846
847 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
848
849 /* join another company does not affect these values */
850 switch (playas) {
851 case COMPANY_NEW_COMPANY: // New company
852 if (Company::GetNumItems() >= _settings_client.network.max_companies) {
853 return this->SendError(NETWORK_ERROR_FULL);
854 }
855 break;
856 case COMPANY_SPECTATOR: // Spectator
857 break;
858 default: // Join another company (companies 1-8 (index 0-7))
859 if (!Company::IsValidHumanID(playas)) {
860 return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
861 }
862 break;
863 }
864
865 if (!NetworkIsValidClientName(client_name)) {
866 /* An invalid client name was given. However, the client ensures the name
867 * is valid before it is sent over the network, so something went horribly
868 * wrong. This is probably someone trying to troll us. */
869 return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
870 }
871
872 if (!NetworkMakeClientNameUnique(client_name)) { // Change name if duplicate
873 /* We could not create a name for this client */
874 return this->SendError(NETWORK_ERROR_NAME_IN_USE);
875 }
876
877 assert(NetworkClientInfo::CanAllocateItem());
878 NetworkClientInfo *ci = new NetworkClientInfo(this->client_id);
879 this->SetInfo(ci);
880 ci->join_date = _date;
881 ci->client_name = client_name;
882 ci->client_playas = playas;
883 Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:02x}", _date, _date_fract, (int)ci->client_playas, (int)ci->index);
884
885 /* Make sure companies to which people try to join are not autocleaned */
886 if (Company::IsValidID(playas)) _network_company_states[playas].months_empty = 0;
887
888 this->status = STATUS_NEWGRFS_CHECK;
889
890 if (_grfconfig == nullptr) {
891 /* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
892 return this->Receive_CLIENT_NEWGRFS_CHECKED(nullptr);
893 }
894
895 return this->SendNewGRFCheck();
896 }
897
Receive_CLIENT_GAME_PASSWORD(Packet * p)898 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *p)
899 {
900 if (this->status != STATUS_AUTH_GAME) {
901 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
902 }
903
904 std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
905
906 /* Check game password. Allow joining if we cleared the password meanwhile */
907 if (!_settings_client.network.server_password.empty() &&
908 _settings_client.network.server_password.compare(password) != 0) {
909 /* Password is invalid */
910 return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
911 }
912
913 const NetworkClientInfo *ci = this->GetInfo();
914 if (Company::IsValidID(ci->client_playas) && !_network_company_states[ci->client_playas].password.empty()) {
915 return this->SendNeedCompanyPassword();
916 }
917
918 /* Valid password, allow user */
919 return this->SendWelcome();
920 }
921
Receive_CLIENT_COMPANY_PASSWORD(Packet * p)922 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p)
923 {
924 if (this->status != STATUS_AUTH_COMPANY) {
925 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
926 }
927
928 std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
929
930 /* Check company password. Allow joining if we cleared the password meanwhile.
931 * Also, check the company is still valid - client could be moved to spectators
932 * in the middle of the authorization process */
933 CompanyID playas = this->GetInfo()->client_playas;
934 if (Company::IsValidID(playas) && !_network_company_states[playas].password.empty() &&
935 _network_company_states[playas].password.compare(password) != 0) {
936 /* Password is invalid */
937 return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
938 }
939
940 return this->SendWelcome();
941 }
942
Receive_CLIENT_GETMAP(Packet * p)943 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p)
944 {
945 /* The client was never joined.. so this is impossible, right?
946 * Ignore the packet, give the client a warning, and close the connection */
947 if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
948 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
949 }
950
951 /* Check if someone else is receiving the map */
952 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
953 if (new_cs->status == STATUS_MAP) {
954 /* Tell the new client to wait */
955 this->status = STATUS_MAP_WAIT;
956 return this->SendWait();
957 }
958 }
959
960 /* We receive a request to upload the map.. give it to the client! */
961 return this->SendMap();
962 }
963
Receive_CLIENT_MAP_OK(Packet * p)964 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *p)
965 {
966 /* Client has the map, now start syncing */
967 if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
968 std::string client_name = this->GetClientName();
969
970 NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, "", this->client_id);
971 InvalidateWindowData(WC_CLIENT_LIST, 0);
972
973 Debug(net, 3, "[{}] Client #{} ({}) joined as {}", ServerNetworkGameSocketHandler::GetName(), this->client_id, this->GetClientIP(), client_name);
974
975 /* Mark the client as pre-active, and wait for an ACK
976 * so we know it is done loading and in sync with us */
977 this->status = STATUS_PRE_ACTIVE;
978 NetworkHandleCommandQueue(this);
979 this->SendFrame();
980 this->SendSync();
981
982 /* This is the frame the client receives
983 * we need it later on to make sure the client is not too slow */
984 this->last_frame = _frame_counter;
985 this->last_frame_server = _frame_counter;
986
987 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
988 if (new_cs->status >= STATUS_AUTHORIZED) {
989 new_cs->SendClientInfo(this->GetInfo());
990 new_cs->SendJoin(this->client_id);
991 }
992 }
993
994 NetworkAdminClientInfo(this, true);
995
996 /* also update the new client with our max values */
997 this->SendConfigUpdate();
998
999 /* quickly update the syncing client with company details */
1000 return this->SendCompanyUpdate();
1001 }
1002
1003 /* Wrong status for this packet, give a warning to client, and close connection */
1004 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1005 }
1006
1007 /**
1008 * The client has done a command and wants us to handle it
1009 * @param p the packet in which the command was sent
1010 */
Receive_CLIENT_COMMAND(Packet * p)1011 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p)
1012 {
1013 /* The client was never joined.. so this is impossible, right?
1014 * Ignore the packet, give the client a warning, and close the connection */
1015 if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1016 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1017 }
1018
1019 if (this->incoming_queue.Count() >= _settings_client.network.max_commands_in_queue) {
1020 return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
1021 }
1022
1023 CommandPacket cp;
1024 const char *err = this->ReceiveCommand(p, &cp);
1025
1026 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
1027
1028 NetworkClientInfo *ci = this->GetInfo();
1029
1030 if (err != nullptr) {
1031 IConsolePrint(CC_WARNING, "Dropping client #{} (IP: {}) due to {}.", ci->client_id, this->GetClientIP(), err);
1032 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1033 }
1034
1035
1036 if ((GetCommandFlags(cp.cmd) & CMD_SERVER) && ci->client_id != CLIENT_ID_SERVER) {
1037 IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a server only command {}.", ci->client_id, this->GetClientIP(), cp.cmd & CMD_ID_MASK);
1038 return this->SendError(NETWORK_ERROR_KICKED);
1039 }
1040
1041 if ((GetCommandFlags(cp.cmd) & CMD_SPECTATOR) == 0 && !Company::IsValidID(cp.company) && ci->client_id != CLIENT_ID_SERVER) {
1042 IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a non-spectator command {}.", ci->client_id, this->GetClientIP(), cp.cmd & CMD_ID_MASK);
1043 return this->SendError(NETWORK_ERROR_KICKED);
1044 }
1045
1046 /**
1047 * Only CMD_COMPANY_CTRL is always allowed, for the rest, playas needs
1048 * to match the company in the packet. If it doesn't, the client has done
1049 * something pretty naughty (or a bug), and will be kicked
1050 */
1051 if (!(cp.cmd == CMD_COMPANY_CTRL && cp.p1 == 0 && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
1052 IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to calling a command as another company {}.",
1053 ci->client_playas + 1, this->GetClientIP(), cp.company + 1);
1054 return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
1055 }
1056
1057 if (cp.cmd == CMD_COMPANY_CTRL) {
1058 if (cp.p1 != 0 || cp.company != COMPANY_SPECTATOR) {
1059 return this->SendError(NETWORK_ERROR_CHEATER);
1060 }
1061
1062 /* Check if we are full - else it's possible for spectators to send a CMD_COMPANY_CTRL and the company is created regardless of max_companies! */
1063 if (Company::GetNumItems() >= _settings_client.network.max_companies) {
1064 NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_CLIENT, ci->client_id, "cannot create new company, server full", CLIENT_ID_SERVER);
1065 return NETWORK_RECV_STATUS_OKAY;
1066 }
1067 }
1068
1069 if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) cp.p2 = this->client_id;
1070
1071 this->incoming_queue.Append(&cp);
1072 return NETWORK_RECV_STATUS_OKAY;
1073 }
1074
Receive_CLIENT_ERROR(Packet * p)1075 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p)
1076 {
1077 /* This packets means a client noticed an error and is reporting this
1078 * to us. Display the error and report it to the other clients */
1079 NetworkErrorCode errorno = (NetworkErrorCode)p->Recv_uint8();
1080
1081 /* The client was never joined.. thank the client for the packet, but ignore it */
1082 if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1083 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
1084 }
1085
1086 std::string client_name = this->GetClientName();
1087 StringID strid = GetNetworkErrorMsg(errorno);
1088
1089 Debug(net, 1, "'{}' reported an error and is closing its connection: {}", client_name, GetString(strid));
1090
1091 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", strid);
1092
1093 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1094 if (new_cs->status >= STATUS_AUTHORIZED) {
1095 new_cs->SendErrorQuit(this->client_id, errorno);
1096 }
1097 }
1098
1099 NetworkAdminClientError(this->client_id, errorno);
1100
1101 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
1102 }
1103
Receive_CLIENT_QUIT(Packet * p)1104 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
1105 {
1106 /* The client was never joined.. thank the client for the packet, but ignore it */
1107 if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
1108 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
1109 }
1110
1111 /* The client wants to leave. Display this and report it to the other clients. */
1112 std::string client_name = this->GetClientName();
1113 NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
1114
1115 for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
1116 if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
1117 new_cs->SendQuit(this->client_id);
1118 }
1119 }
1120
1121 NetworkAdminClientQuit(this->client_id);
1122
1123 return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
1124 }
1125
Receive_CLIENT_ACK(Packet * p)1126 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
1127 {
1128 if (this->status < STATUS_AUTHORIZED) {
1129 /* Illegal call, return error and ignore the packet */
1130 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1131 }
1132
1133 uint32 frame = p->Recv_uint32();
1134
1135 /* The client is trying to catch up with the server */
1136 if (this->status == STATUS_PRE_ACTIVE) {
1137 /* The client is not yet caught up? */
1138 if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
1139
1140 /* Now it is! Unpause the game */
1141 this->status = STATUS_ACTIVE;
1142 this->last_token_frame = _frame_counter;
1143
1144 /* Execute script for, e.g. MOTD */
1145 IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
1146 }
1147
1148 /* Get, and validate the token. */
1149 uint8 token = p->Recv_uint8();
1150 if (token == this->last_token) {
1151 /* We differentiate between last_token_frame and last_frame so the lag
1152 * test uses the actual lag of the client instead of the lag for getting
1153 * the token back and forth; after all, the token is only sent every
1154 * time we receive a PACKET_CLIENT_ACK, after which we will send a new
1155 * token to the client. If the lag would be one day, then we would not
1156 * be sending the new token soon enough for the new daily scheduled
1157 * PACKET_CLIENT_ACK. This would then register the lag of the client as
1158 * two days, even when it's only a single day. */
1159 this->last_token_frame = _frame_counter;
1160 /* Request a new token. */
1161 this->last_token = 0;
1162 }
1163
1164 /* The client received the frame, make note of it */
1165 this->last_frame = frame;
1166 /* With those 2 values we can calculate the lag realtime */
1167 this->last_frame_server = _frame_counter;
1168 return NETWORK_RECV_STATUS_OKAY;
1169 }
1170
1171
1172 /**
1173 * Send an actual chat message.
1174 * @param action The action that's performed.
1175 * @param desttype The type of destination.
1176 * @param dest The actual destination index.
1177 * @param msg The actual message.
1178 * @param from_id The origin of the message.
1179 * @param data Arbitrary data.
1180 * @param from_admin Whether the origin is an admin or not.
1181 */
NetworkServerSendChat(NetworkAction action,DestType desttype,int dest,const std::string & msg,ClientID from_id,int64 data,bool from_admin)1182 void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const std::string &msg, ClientID from_id, int64 data, bool from_admin)
1183 {
1184 const NetworkClientInfo *ci, *ci_own, *ci_to;
1185
1186 switch (desttype) {
1187 case DESTTYPE_CLIENT:
1188 /* Are we sending to the server? */
1189 if ((ClientID)dest == CLIENT_ID_SERVER) {
1190 ci = NetworkClientInfo::GetByClientID(from_id);
1191 /* Display the text locally, and that is it */
1192 if (ci != nullptr) {
1193 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1194
1195 if (_settings_client.network.server_admin_chat) {
1196 NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1197 }
1198 }
1199 } else {
1200 /* Else find the client to send the message to */
1201 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1202 if (cs->client_id == (ClientID)dest) {
1203 cs->SendChat(action, from_id, false, msg, data);
1204 break;
1205 }
1206 }
1207 }
1208
1209 /* Display the message locally (so you know you have sent it) */
1210 if (from_id != (ClientID)dest) {
1211 if (from_id == CLIENT_ID_SERVER) {
1212 ci = NetworkClientInfo::GetByClientID(from_id);
1213 ci_to = NetworkClientInfo::GetByClientID((ClientID)dest);
1214 if (ci != nullptr && ci_to != nullptr) {
1215 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data);
1216 }
1217 } else {
1218 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1219 if (cs->client_id == from_id) {
1220 cs->SendChat(action, (ClientID)dest, true, msg, data);
1221 break;
1222 }
1223 }
1224 }
1225 }
1226 break;
1227 case DESTTYPE_TEAM: {
1228 /* If this is false, the message is already displayed on the client who sent it. */
1229 bool show_local = true;
1230 /* Find all clients that belong to this company */
1231 ci_to = nullptr;
1232 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1233 ci = cs->GetInfo();
1234 if (ci != nullptr && ci->client_playas == (CompanyID)dest) {
1235 cs->SendChat(action, from_id, false, msg, data);
1236 if (cs->client_id == from_id) show_local = false;
1237 ci_to = ci; // Remember a client that is in the company for company-name
1238 }
1239 }
1240
1241 /* if the server can read it, let the admin network read it, too. */
1242 if (_local_company == (CompanyID)dest && _settings_client.network.server_admin_chat) {
1243 NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1244 }
1245
1246 ci = NetworkClientInfo::GetByClientID(from_id);
1247 ci_own = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
1248 if (ci != nullptr && ci_own != nullptr && ci_own->client_playas == dest) {
1249 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data);
1250 if (from_id == CLIENT_ID_SERVER) show_local = false;
1251 ci_to = ci_own;
1252 }
1253
1254 /* There is no such client */
1255 if (ci_to == nullptr) break;
1256
1257 /* Display the message locally (so you know you have sent it) */
1258 if (ci != nullptr && show_local) {
1259 if (from_id == CLIENT_ID_SERVER) {
1260 StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
1261 SetDParam(0, ci_to->client_playas);
1262 std::string name = GetString(str);
1263 NetworkTextMessage(action, GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data);
1264 } else {
1265 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1266 if (cs->client_id == from_id) {
1267 cs->SendChat(action, ci_to->client_id, true, msg, data);
1268 }
1269 }
1270 }
1271 }
1272 break;
1273 }
1274 default:
1275 Debug(net, 1, "Received unknown chat destination type {}; doing broadcast instead", desttype);
1276 FALLTHROUGH;
1277
1278 case DESTTYPE_BROADCAST:
1279 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1280 cs->SendChat(action, from_id, false, msg, data);
1281 }
1282
1283 NetworkAdminChat(action, desttype, from_id, msg, data, from_admin);
1284
1285 ci = NetworkClientInfo::GetByClientID(from_id);
1286 if (ci != nullptr) {
1287 NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data, "");
1288 }
1289 break;
1290 }
1291 }
1292
1293 /**
1294 * Send a chat message from external source.
1295 * @param source Name of the source this message came from.
1296 * @param colour TextColour to use for the message.
1297 * @param user Name of the user who sent the messsage.
1298 * @param msg The actual message.
1299 */
NetworkServerSendExternalChat(const std::string & source,TextColour colour,const std::string & user,const std::string & msg)1300 void NetworkServerSendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg)
1301 {
1302 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1303 cs->SendExternalChat(source, colour, user, msg);
1304 }
1305 NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT, colour, false, user, msg, 0, source);
1306 }
1307
Receive_CLIENT_CHAT(Packet * p)1308 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
1309 {
1310 if (this->status < STATUS_PRE_ACTIVE) {
1311 /* Illegal call, return error and ignore the packet */
1312 return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
1313 }
1314
1315 NetworkAction action = (NetworkAction)p->Recv_uint8();
1316 DestType desttype = (DestType)p->Recv_uint8();
1317 int dest = p->Recv_uint32();
1318
1319 std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
1320 int64 data = p->Recv_uint64();
1321
1322 NetworkClientInfo *ci = this->GetInfo();
1323 switch (action) {
1324 case NETWORK_ACTION_CHAT:
1325 case NETWORK_ACTION_CHAT_CLIENT:
1326 case NETWORK_ACTION_CHAT_COMPANY:
1327 NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data);
1328 break;
1329 default:
1330 IConsolePrint(CC_WARNING, "Kicking client #{} (IP: {}) due to unknown chact action.", ci->client_id, this->GetClientIP());
1331 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1332 }
1333 return NETWORK_RECV_STATUS_OKAY;
1334 }
1335
Receive_CLIENT_SET_PASSWORD(Packet * p)1336 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *p)
1337 {
1338 if (this->status != STATUS_ACTIVE) {
1339 /* Illegal call, return error and ignore the packet */
1340 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1341 }
1342
1343 std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
1344 const NetworkClientInfo *ci = this->GetInfo();
1345
1346 NetworkServerSetCompanyPassword(ci->client_playas, password);
1347 return NETWORK_RECV_STATUS_OKAY;
1348 }
1349
Receive_CLIENT_SET_NAME(Packet * p)1350 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p)
1351 {
1352 if (this->status != STATUS_ACTIVE) {
1353 /* Illegal call, return error and ignore the packet */
1354 return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1355 }
1356
1357 NetworkClientInfo *ci;
1358
1359 std::string client_name = p->Recv_string(NETWORK_CLIENT_NAME_LENGTH);
1360 ci = this->GetInfo();
1361
1362 if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
1363
1364 if (ci != nullptr) {
1365 if (!NetworkIsValidClientName(client_name)) {
1366 /* An invalid client name was given. However, the client ensures the name
1367 * is valid before it is sent over the network, so something went horribly
1368 * wrong. This is probably someone trying to troll us. */
1369 return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
1370 }
1371
1372 /* Display change */
1373 if (NetworkMakeClientNameUnique(client_name)) {
1374 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);
1375 ci->client_name = client_name;
1376 NetworkUpdateClientInfo(ci->client_id);
1377 }
1378 }
1379 return NETWORK_RECV_STATUS_OKAY;
1380 }
1381
Receive_CLIENT_RCON(Packet * p)1382 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p)
1383 {
1384 if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1385
1386 if (_settings_client.network.rcon_password.empty()) return NETWORK_RECV_STATUS_OKAY;
1387
1388 std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
1389 std::string command = p->Recv_string(NETWORK_RCONCOMMAND_LENGTH);
1390
1391 if (_settings_client.network.rcon_password.compare(password) != 0) {
1392 Debug(net, 1, "[rcon] Wrong password from client-id {}", this->client_id);
1393 return NETWORK_RECV_STATUS_OKAY;
1394 }
1395
1396 Debug(net, 3, "[rcon] Client-id {} executed: {}", this->client_id, command);
1397
1398 _redirect_console_to_client = this->client_id;
1399 IConsoleCmdExec(command.c_str());
1400 _redirect_console_to_client = INVALID_CLIENT_ID;
1401 return NETWORK_RECV_STATUS_OKAY;
1402 }
1403
Receive_CLIENT_MOVE(Packet * p)1404 NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
1405 {
1406 if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
1407
1408 CompanyID company_id = (Owner)p->Recv_uint8();
1409
1410 /* Check if the company is valid, we don't allow moving to AI companies */
1411 if (company_id != COMPANY_SPECTATOR && !Company::IsValidHumanID(company_id)) return NETWORK_RECV_STATUS_OKAY;
1412
1413 /* Check if we require a password for this company */
1414 if (company_id != COMPANY_SPECTATOR && !_network_company_states[company_id].password.empty()) {
1415 /* we need a password from the client - should be in this packet */
1416 std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
1417
1418 /* Incorrect password sent, return! */
1419 if (_network_company_states[company_id].password.compare(password) != 0) {
1420 Debug(net, 2, "Wrong password from client-id #{} for company #{}", this->client_id, company_id + 1);
1421 return NETWORK_RECV_STATUS_OKAY;
1422 }
1423 }
1424
1425 /* if we get here we can move the client */
1426 NetworkServerDoMove(this->client_id, company_id);
1427 return NETWORK_RECV_STATUS_OKAY;
1428 }
1429
1430 /**
1431 * Populate the company stats.
1432 * @param stats the stats to update
1433 */
NetworkPopulateCompanyStats(NetworkCompanyStats * stats)1434 void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
1435 {
1436 memset(stats, 0, sizeof(*stats) * MAX_COMPANIES);
1437
1438 /* Go through all vehicles and count the type of vehicles */
1439 for (const Vehicle *v : Vehicle::Iterate()) {
1440 if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
1441 byte type = 0;
1442 switch (v->type) {
1443 case VEH_TRAIN: type = NETWORK_VEH_TRAIN; break;
1444 case VEH_ROAD: type = RoadVehicle::From(v)->IsBus() ? NETWORK_VEH_BUS : NETWORK_VEH_LORRY; break;
1445 case VEH_AIRCRAFT: type = NETWORK_VEH_PLANE; break;
1446 case VEH_SHIP: type = NETWORK_VEH_SHIP; break;
1447 default: continue;
1448 }
1449 stats[v->owner].num_vehicle[type]++;
1450 }
1451
1452 /* Go through all stations and count the types of stations */
1453 for (const Station *s : Station::Iterate()) {
1454 if (Company::IsValidID(s->owner)) {
1455 NetworkCompanyStats *npi = &stats[s->owner];
1456
1457 if (s->facilities & FACIL_TRAIN) npi->num_station[NETWORK_VEH_TRAIN]++;
1458 if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[NETWORK_VEH_LORRY]++;
1459 if (s->facilities & FACIL_BUS_STOP) npi->num_station[NETWORK_VEH_BUS]++;
1460 if (s->facilities & FACIL_AIRPORT) npi->num_station[NETWORK_VEH_PLANE]++;
1461 if (s->facilities & FACIL_DOCK) npi->num_station[NETWORK_VEH_SHIP]++;
1462 }
1463 }
1464 }
1465
1466 /**
1467 * Send updated client info of a particular client.
1468 * @param client_id The client to send it for.
1469 */
NetworkUpdateClientInfo(ClientID client_id)1470 void NetworkUpdateClientInfo(ClientID client_id)
1471 {
1472 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
1473
1474 if (ci == nullptr) return;
1475
1476 Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:04x}", _date, _date_fract, (int)ci->client_playas, client_id);
1477
1478 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1479 if (cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
1480 cs->SendClientInfo(ci);
1481 }
1482 }
1483
1484 NetworkAdminClientUpdate(ci);
1485 }
1486
1487 /** Check if we want to restart the map */
NetworkCheckRestartMap()1488 static void NetworkCheckRestartMap()
1489 {
1490 if (_settings_client.network.restart_game_year != 0 && _cur_year >= _settings_client.network.restart_game_year) {
1491 Debug(net, 3, "Auto-restarting map: year {} reached", _cur_year);
1492
1493 _settings_newgame.game_creation.generation_seed = GENERATE_NEW_SEED;
1494 switch(_file_to_saveload.abstract_ftype) {
1495 case FT_SAVEGAME:
1496 case FT_SCENARIO:
1497 _switch_mode = SM_LOAD_GAME;
1498 break;
1499
1500 case FT_HEIGHTMAP:
1501 _switch_mode = SM_START_HEIGHTMAP;
1502 break;
1503
1504 default:
1505 _switch_mode = SM_NEWGAME;
1506 }
1507 }
1508 }
1509
1510 /** Check if the server has autoclean_companies activated
1511 * Two things happen:
1512 * 1) If a company is not protected, it is closed after 1 year (for example)
1513 * 2) If a company is protected, protection is disabled after 3 years (for example)
1514 * (and item 1. happens a year later)
1515 */
NetworkAutoCleanCompanies()1516 static void NetworkAutoCleanCompanies()
1517 {
1518 bool clients_in_company[MAX_COMPANIES];
1519 int vehicles_in_company[MAX_COMPANIES];
1520
1521 if (!_settings_client.network.autoclean_companies) return;
1522
1523 memset(clients_in_company, 0, sizeof(clients_in_company));
1524
1525 /* Detect the active companies */
1526 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1527 if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
1528 }
1529
1530 if (!_network_dedicated) {
1531 const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
1532 if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
1533 }
1534
1535 if (_settings_client.network.autoclean_novehicles != 0) {
1536 memset(vehicles_in_company, 0, sizeof(vehicles_in_company));
1537
1538 for (const Vehicle *v : Vehicle::Iterate()) {
1539 if (!Company::IsValidID(v->owner) || !v->IsPrimaryVehicle()) continue;
1540 vehicles_in_company[v->owner]++;
1541 }
1542 }
1543
1544 /* Go through all the companies */
1545 for (const Company *c : Company::Iterate()) {
1546 /* Skip the non-active once */
1547 if (c->is_ai) continue;
1548
1549 if (!clients_in_company[c->index]) {
1550 /* The company is empty for one month more */
1551 _network_company_states[c->index].months_empty++;
1552
1553 /* Is the company empty for autoclean_unprotected-months, and is there no protection? */
1554 if (_settings_client.network.autoclean_unprotected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_unprotected && _network_company_states[c->index].password.empty()) {
1555 /* Shut the company down */
1556 DoCommandP(0, CCA_DELETE | c->index << 16 | CRR_AUTOCLEAN << 24, 0, CMD_COMPANY_CTRL);
1557 IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no password.", c->index + 1);
1558 }
1559 /* Is the company empty for autoclean_protected-months, and there is a protection? */
1560 if (_settings_client.network.autoclean_protected != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_protected && !_network_company_states[c->index].password.empty()) {
1561 /* Unprotect the company */
1562 _network_company_states[c->index].password.clear();
1563 IConsolePrint(CC_INFO, "Auto-removed protection from company #{}.", c->index + 1);
1564 _network_company_states[c->index].months_empty = 0;
1565 NetworkServerUpdateCompanyPassworded(c->index, false);
1566 }
1567 /* Is the company empty for autoclean_novehicles-months, and has no vehicles? */
1568 if (_settings_client.network.autoclean_novehicles != 0 && _network_company_states[c->index].months_empty > _settings_client.network.autoclean_novehicles && vehicles_in_company[c->index] == 0) {
1569 /* Shut the company down */
1570 DoCommandP(0, CCA_DELETE | c->index << 16 | CRR_AUTOCLEAN << 24, 0, CMD_COMPANY_CTRL);
1571 IConsolePrint(CC_INFO, "Auto-cleaned company #{} with no vehicles.", c->index + 1);
1572 }
1573 } else {
1574 /* It is not empty, reset the date */
1575 _network_company_states[c->index].months_empty = 0;
1576 }
1577 }
1578 }
1579
1580 /**
1581 * Check whether a name is unique, and otherwise try to make it unique.
1582 * @param new_name The name to check/modify.
1583 * @return True if an unique name was achieved.
1584 */
NetworkMakeClientNameUnique(std::string & name)1585 bool NetworkMakeClientNameUnique(std::string &name)
1586 {
1587 bool is_name_unique = false;
1588 std::string original_name = name;
1589
1590 for (uint number = 1; !is_name_unique && number <= MAX_CLIENTS; number++) { // Something's really wrong when there're more names than clients
1591 is_name_unique = true;
1592 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1593 if (ci->client_name == name) {
1594 /* Name already in use */
1595 is_name_unique = false;
1596 break;
1597 }
1598 }
1599 /* Check if it is the same as the server-name */
1600 const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
1601 if (ci != nullptr) {
1602 if (ci->client_name == name) is_name_unique = false; // name already in use
1603 }
1604
1605 if (!is_name_unique) {
1606 /* Try a new name (<name> #1, <name> #2, and so on) */
1607 name = original_name + " #" + std::to_string(number);
1608
1609 /* The constructed client name is larger than the limit,
1610 * so... bail out as no valid name can be created. */
1611 if (name.size() >= NETWORK_CLIENT_NAME_LENGTH) return false;
1612 }
1613 }
1614
1615 return is_name_unique;
1616 }
1617
1618 /**
1619 * Change the client name of the given client
1620 * @param client_id the client to change the name of
1621 * @param new_name the new name for the client
1622 * @return true iff the name was changed
1623 */
NetworkServerChangeClientName(ClientID client_id,const std::string & new_name)1624 bool NetworkServerChangeClientName(ClientID client_id, const std::string &new_name)
1625 {
1626 /* Check if the name's already in use */
1627 for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
1628 if (ci->client_name.compare(new_name) == 0) return false;
1629 }
1630
1631 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
1632 if (ci == nullptr) return false;
1633
1634 NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name);
1635
1636 ci->client_name = new_name;
1637
1638 NetworkUpdateClientInfo(client_id);
1639 return true;
1640 }
1641
1642 /**
1643 * Set/Reset a company password on the server end.
1644 * @param company_id ID of the company the password should be changed for.
1645 * @param password The new password.
1646 * @param already_hashed Is the given password already hashed?
1647 */
NetworkServerSetCompanyPassword(CompanyID company_id,const std::string & password,bool already_hashed)1648 void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &password, bool already_hashed)
1649 {
1650 if (!Company::IsValidHumanID(company_id)) return;
1651
1652 if (already_hashed) {
1653 _network_company_states[company_id].password = password;
1654 } else {
1655 _network_company_states[company_id].password = GenerateCompanyPasswordHash(password, _settings_client.network.network_id, _settings_game.game_creation.generation_seed);
1656 }
1657
1658 NetworkServerUpdateCompanyPassworded(company_id, !_network_company_states[company_id].password.empty());
1659 }
1660
1661 /**
1662 * Handle the command-queue of a socket.
1663 * @param cs The socket to handle the queue for.
1664 */
NetworkHandleCommandQueue(NetworkClientSocket * cs)1665 static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
1666 {
1667 CommandPacket *cp;
1668 while ((cp = cs->outgoing_queue.Pop()) != nullptr) {
1669 cs->SendCommand(cp);
1670 delete cp;
1671 }
1672 }
1673
1674 /**
1675 * This is called every tick if this is a _network_server
1676 * @param send_frame Whether to send the frame to the clients.
1677 */
NetworkServer_Tick(bool send_frame)1678 void NetworkServer_Tick(bool send_frame)
1679 {
1680 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1681 bool send_sync = false;
1682 #endif
1683
1684 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1685 if (_frame_counter >= _last_sync_frame + _settings_client.network.sync_freq) {
1686 _last_sync_frame = _frame_counter;
1687 send_sync = true;
1688 }
1689 #endif
1690
1691 /* Now we are done with the frame, inform the clients that they can
1692 * do their frame! */
1693 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1694 /* We allow a number of bytes per frame, but only to the burst amount
1695 * to be available for packet receiving at any particular time. */
1696 cs->receive_limit = std::min<size_t>(cs->receive_limit + _settings_client.network.bytes_per_frame,
1697 _settings_client.network.bytes_per_frame_burst);
1698
1699 /* Check if the speed of the client is what we can expect from a client */
1700 uint lag = NetworkCalculateLag(cs);
1701 switch (cs->status) {
1702 case NetworkClientSocket::STATUS_ACTIVE:
1703 if (lag > _settings_client.network.max_lag_time) {
1704 /* Client did still not report in within the specified limit. */
1705 IConsolePrint(CC_WARNING, cs->last_packet + std::chrono::milliseconds(lag * MILLISECONDS_PER_TICK) > std::chrono::steady_clock::now() ?
1706 /* A packet was received in the last three game days, so the client is likely lagging behind. */
1707 "Client #{} (IP: {}) is dropped because the client's game state is more than {} ticks behind." :
1708 /* No packet was received in the last three game days; sounds like a lost connection. */
1709 "Client #{} (IP: {}) is dropped because the client did not respond for more than {} ticks.",
1710 cs->client_id, cs->GetClientIP(), lag);
1711 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1712 continue;
1713 }
1714
1715 /* Report once per time we detect the lag, and only when we
1716 * received a packet in the last 2 seconds. If we
1717 * did not receive a packet, then the client is not just
1718 * slow, but the connection is likely severed. Mentioning
1719 * frame_freq is not useful in this case. */
1720 if (lag > (uint)DAY_TICKS && cs->lag_test == 0 && cs->last_packet + std::chrono::seconds(2) > std::chrono::steady_clock::now()) {
1721 IConsolePrint(CC_WARNING, "[{}] Client #{} is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
1722 cs->lag_test = 1;
1723 }
1724
1725 if (cs->last_frame_server - cs->last_token_frame >= _settings_client.network.max_lag_time) {
1726 /* This is a bad client! It didn't send the right token back within time. */
1727 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it fails to send valid acks.", cs->client_id, cs->GetClientIP());
1728 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1729 continue;
1730 }
1731 break;
1732
1733 case NetworkClientSocket::STATUS_INACTIVE:
1734 case NetworkClientSocket::STATUS_NEWGRFS_CHECK:
1735 case NetworkClientSocket::STATUS_AUTHORIZED:
1736 /* NewGRF check and authorized states should be handled almost instantly.
1737 * So give them some lee-way, likewise for the query with inactive. */
1738 if (lag > _settings_client.network.max_init_time) {
1739 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to start the joining process.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_init_time);
1740 cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
1741 continue;
1742 }
1743 break;
1744
1745 case NetworkClientSocket::STATUS_MAP_WAIT:
1746 /* Send every two seconds a packet to the client, to make sure
1747 * it knows the server is still there; just someone else is
1748 * still receiving the map. */
1749 if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
1750 cs->SendWait();
1751 /* We need to reset the timer, as otherwise we will be
1752 * spamming the client. Strictly speaking this variable
1753 * tracks when we last received a packet from the client,
1754 * but as it is waiting, it will not send us any till we
1755 * start sending them data. */
1756 cs->last_packet = std::chrono::steady_clock::now();
1757 }
1758 break;
1759
1760 case NetworkClientSocket::STATUS_MAP:
1761 /* Downloading the map... this is the amount of time since starting the saving. */
1762 if (lag > _settings_client.network.max_download_time) {
1763 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to download the map.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_download_time);
1764 cs->SendError(NETWORK_ERROR_TIMEOUT_MAP);
1765 continue;
1766 }
1767 break;
1768
1769 case NetworkClientSocket::STATUS_DONE_MAP:
1770 case NetworkClientSocket::STATUS_PRE_ACTIVE:
1771 /* The map has been sent, so this is for loading the map and syncing up. */
1772 if (lag > _settings_client.network.max_join_time) {
1773 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to join.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_join_time);
1774 cs->SendError(NETWORK_ERROR_TIMEOUT_JOIN);
1775 continue;
1776 }
1777 break;
1778
1779 case NetworkClientSocket::STATUS_AUTH_GAME:
1780 case NetworkClientSocket::STATUS_AUTH_COMPANY:
1781 /* These don't block? */
1782 if (lag > _settings_client.network.max_password_time) {
1783 IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because it took longer than {} ticks to enter the password.", cs->client_id, cs->GetClientIP(), _settings_client.network.max_password_time);
1784 cs->SendError(NETWORK_ERROR_TIMEOUT_PASSWORD);
1785 continue;
1786 }
1787 break;
1788
1789 case NetworkClientSocket::STATUS_END:
1790 /* Bad server/code. */
1791 NOT_REACHED();
1792 }
1793
1794 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) {
1795 /* Check if we can send command, and if we have anything in the queue */
1796 NetworkHandleCommandQueue(cs);
1797
1798 /* Send an updated _frame_counter_max to the client */
1799 if (send_frame) cs->SendFrame();
1800
1801 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
1802 /* Send a sync-check packet */
1803 if (send_sync) cs->SendSync();
1804 #endif
1805 }
1806 }
1807 }
1808
1809 /** Yearly "callback". Called whenever the year changes. */
NetworkServerYearlyLoop()1810 void NetworkServerYearlyLoop()
1811 {
1812 NetworkCheckRestartMap();
1813 NetworkAdminUpdate(ADMIN_FREQUENCY_ANUALLY);
1814 }
1815
1816 /** Monthly "callback". Called whenever the month changes. */
NetworkServerMonthlyLoop()1817 void NetworkServerMonthlyLoop()
1818 {
1819 NetworkAutoCleanCompanies();
1820 NetworkAdminUpdate(ADMIN_FREQUENCY_MONTHLY);
1821 if ((_cur_month % 3) == 0) NetworkAdminUpdate(ADMIN_FREQUENCY_QUARTERLY);
1822 }
1823
1824 /** Daily "callback". Called whenever the date changes. */
NetworkServerDailyLoop()1825 void NetworkServerDailyLoop()
1826 {
1827 NetworkAdminUpdate(ADMIN_FREQUENCY_DAILY);
1828 if ((_date % 7) == 3) NetworkAdminUpdate(ADMIN_FREQUENCY_WEEKLY);
1829 }
1830
1831 /**
1832 * Get the IP address/hostname of the connected client.
1833 * @return The IP address.
1834 */
GetClientIP()1835 const std::string &ServerNetworkGameSocketHandler::GetClientIP()
1836 {
1837 return this->client_address.GetHostname();
1838 }
1839
1840 /** Show the status message of all clients on the console. */
NetworkServerShowStatusToConsole()1841 void NetworkServerShowStatusToConsole()
1842 {
1843 static const char * const stat_str[] = {
1844 "inactive",
1845 "checking NewGRFs",
1846 "authorizing (server password)",
1847 "authorizing (company password)",
1848 "authorized",
1849 "waiting",
1850 "loading map",
1851 "map done",
1852 "ready",
1853 "active"
1854 };
1855 static_assert(lengthof(stat_str) == NetworkClientSocket::STATUS_END);
1856
1857 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1858 NetworkClientInfo *ci = cs->GetInfo();
1859 if (ci == nullptr) continue;
1860 uint lag = NetworkCalculateLag(cs);
1861 const char *status;
1862
1863 status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
1864 IConsolePrint(CC_INFO, "Client #{} name: '{}' status: '{}' frame-lag: {} company: {} IP: {}",
1865 cs->client_id, ci->client_name.c_str(), status, lag,
1866 ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
1867 cs->GetClientIP());
1868 }
1869 }
1870
1871 /**
1872 * Send Config Update
1873 */
NetworkServerSendConfigUpdate()1874 void NetworkServerSendConfigUpdate()
1875 {
1876 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1877 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendConfigUpdate();
1878 }
1879 }
1880
1881 /** Update the server's NetworkServerGameInfo due to changes in settings. */
NetworkServerUpdateGameInfo()1882 void NetworkServerUpdateGameInfo()
1883 {
1884 if (_network_server) FillStaticNetworkServerGameInfo();
1885 }
1886
1887 /**
1888 * Tell that a particular company is (not) passworded.
1889 * @param company_id The company that got/removed the password.
1890 * @param passworded Whether the password was received or removed.
1891 */
NetworkServerUpdateCompanyPassworded(CompanyID company_id,bool passworded)1892 void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
1893 {
1894 if (NetworkCompanyIsPassworded(company_id) == passworded) return;
1895
1896 SB(_network_company_passworded, company_id, 1, !!passworded);
1897 SetWindowClassesDirty(WC_COMPANY);
1898
1899 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
1900 if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendCompanyUpdate();
1901 }
1902
1903 NetworkAdminCompanyUpdate(Company::GetIfValid(company_id));
1904 }
1905
1906 /**
1907 * Handle the tid-bits of moving a client from one company to another.
1908 * @param client_id id of the client we want to move.
1909 * @param company_id id of the company we want to move the client to.
1910 * @return void
1911 */
NetworkServerDoMove(ClientID client_id,CompanyID company_id)1912 void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
1913 {
1914 /* Only allow non-dedicated servers and normal clients to be moved */
1915 if (client_id == CLIENT_ID_SERVER && _network_dedicated) return;
1916
1917 NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
1918
1919 /* No need to waste network resources if the client is in the company already! */
1920 if (ci->client_playas == company_id) return;
1921
1922 ci->client_playas = company_id;
1923
1924 if (client_id == CLIENT_ID_SERVER) {
1925 SetLocalCompany(company_id);
1926 } else {
1927 NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id);
1928 /* When the company isn't authorized we can't move them yet. */
1929 if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return;
1930 cs->SendMove(client_id, company_id);
1931 }
1932
1933 /* announce the client's move */
1934 NetworkUpdateClientInfo(client_id);
1935
1936 NetworkAction action = (company_id == COMPANY_SPECTATOR) ? NETWORK_ACTION_COMPANY_SPECTATOR : NETWORK_ACTION_COMPANY_JOIN;
1937 NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1);
1938
1939 InvalidateWindowData(WC_CLIENT_LIST, 0);
1940 }
1941
1942 /**
1943 * Send an rcon reply to the client.
1944 * @param client_id The identifier of the client.
1945 * @param colour_code The colour of the text.
1946 * @param string The actual reply.
1947 */
NetworkServerSendRcon(ClientID client_id,TextColour colour_code,const std::string & string)1948 void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const std::string &string)
1949 {
1950 NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code, string);
1951 }
1952
1953 /**
1954 * Kick a single client.
1955 * @param client_id The client to kick.
1956 * @param reason In case of kicking a client, specifies the reason for kicking the client.
1957 */
NetworkServerKickClient(ClientID client_id,const std::string & reason)1958 void NetworkServerKickClient(ClientID client_id, const std::string &reason)
1959 {
1960 if (client_id == CLIENT_ID_SERVER) return;
1961 NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED, reason);
1962 }
1963
1964 /**
1965 * Ban, or kick, everyone joined from the given client's IP.
1966 * @param client_id The client to check for.
1967 * @param ban Whether to ban or kick.
1968 * @param reason In case of kicking a client, specifies the reason for kicking the client.
1969 */
NetworkServerKickOrBanIP(ClientID client_id,bool ban,const std::string & reason)1970 uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const std::string &reason)
1971 {
1972 return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban, reason);
1973 }
1974
1975 /**
1976 * Kick or ban someone based on an IP address.
1977 * @param ip The IP address/range to ban/kick.
1978 * @param ban Whether to ban or just kick.
1979 * @param reason In case of kicking a client, specifies the reason for kicking the client.
1980 */
NetworkServerKickOrBanIP(const std::string & ip,bool ban,const std::string & reason)1981 uint NetworkServerKickOrBanIP(const std::string &ip, bool ban, const std::string &reason)
1982 {
1983 /* Add address to ban-list */
1984 if (ban) {
1985 bool contains = false;
1986 for (const auto &iter : _network_ban_list) {
1987 if (iter == ip) {
1988 contains = true;
1989 break;
1990 }
1991 }
1992 if (!contains) _network_ban_list.emplace_back(ip);
1993 }
1994
1995 uint n = 0;
1996
1997 /* There can be multiple clients with the same IP, kick them all but don't kill the server,
1998 * or the client doing the rcon. The latter can't be kicked because kicking frees closes
1999 * and subsequently free the connection related instances, which we would be reading from
2000 * and writing to after returning. So we would read or write data from freed memory up till
2001 * the segfault triggers. */
2002 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
2003 if (cs->client_id == CLIENT_ID_SERVER) continue;
2004 if (cs->client_id == _redirect_console_to_client) continue;
2005 if (cs->client_address.IsInNetmask(ip)) {
2006 NetworkServerKickClient(cs->client_id, reason);
2007 n++;
2008 }
2009 }
2010
2011 return n;
2012 }
2013
2014 /**
2015 * Check whether a particular company has clients.
2016 * @param company The company to check.
2017 * @return True if at least one client is joined to the company.
2018 */
NetworkCompanyHasClients(CompanyID company)2019 bool NetworkCompanyHasClients(CompanyID company)
2020 {
2021 for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
2022 if (ci->client_playas == company) return true;
2023 }
2024 return false;
2025 }
2026
2027
2028 /**
2029 * Get the name of the client, if the user did not send it yet, Client ID is used.
2030 * @param client_name The variable to write the name to.
2031 * @param last The pointer to the last element of the destination buffer
2032 */
GetClientName() const2033 std::string ServerNetworkGameSocketHandler::GetClientName() const
2034 {
2035 const NetworkClientInfo *ci = this->GetInfo();
2036 if (ci != nullptr && !ci->client_name.empty()) return ci->client_name;
2037
2038 return fmt::format("Client #{}", this->client_id);
2039 }
2040
2041 /**
2042 * Print all the clients to the console
2043 */
NetworkPrintClients()2044 void NetworkPrintClients()
2045 {
2046 for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
2047 if (_network_server) {
2048 IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {} IP: {}",
2049 ci->client_id,
2050 ci->client_name,
2051 ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0),
2052 ci->client_id == CLIENT_ID_SERVER ? "server" : NetworkClientSocket::GetByClientID(ci->client_id)->GetClientIP());
2053 } else {
2054 IConsolePrint(CC_INFO, "Client #{} name: '{}' company: {}",
2055 ci->client_id,
2056 ci->client_name,
2057 ci->client_playas + (Company::IsValidID(ci->client_playas) ? 1 : 0));
2058 }
2059 }
2060 }
2061
2062 /**
2063 * Perform all the server specific administration of a new company.
2064 * @param c The newly created company; can't be nullptr.
2065 * @param ci The client information of the client that made the company; can be nullptr.
2066 */
NetworkServerNewCompany(const Company * c,NetworkClientInfo * ci)2067 void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
2068 {
2069 assert(c != nullptr);
2070
2071 if (!_network_server) return;
2072
2073 _network_company_states[c->index].months_empty = 0;
2074 _network_company_states[c->index].password.clear();
2075 NetworkServerUpdateCompanyPassworded(c->index, false);
2076
2077 if (ci != nullptr) {
2078 /* ci is nullptr when replaying, or for AIs. In neither case there is a client. */
2079 ci->client_playas = c->index;
2080 NetworkUpdateClientInfo(ci->client_id);
2081 NetworkSendCommand(0, 0, 0, CMD_RENAME_PRESIDENT, nullptr, ci->client_name, c->index);
2082 }
2083
2084 /* Announce new company on network. */
2085 NetworkAdminCompanyInfo(c, true);
2086
2087 if (ci != nullptr) {
2088 /* ci is nullptr when replaying, or for AIs. In neither case there is a client.
2089 We need to send Admin port update here so that they first know about the new company
2090 and then learn about a possibly joining client (see FS#6025) */
2091 NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, c->index + 1);
2092 }
2093 }
2094