12 #include "../stdafx.h" 16 #include "../strings_func.h" 17 #include "../command_func.h" 18 #include "../date_func.h" 29 #include "../console_func.h" 30 #include "../3rdparty/md5/md5.h" 31 #include "../core/random_func.hpp" 32 #include "../window_func.h" 33 #include "../company_func.h" 34 #include "../company_base.h" 35 #include "../landscape_type.h" 37 #include "../core/pool_func.hpp" 38 #include "../gfx_func.h" 41 #include "../safeguards.h" 43 #ifdef DEBUG_DUMP_COMMANDS 44 #include "../fileio_func.h" 76 #ifdef NETWORK_SEND_DOUBLE_SEED 106 NetworkClientSocket *cs;
131 if (ci->
client_id == client_id)
return ci;
144 NetworkClientSocket *cs;
147 if (cs->client_id == client_id)
return cs;
153 byte NetworkSpectatorCount()
163 if (_network_dedicated) count--;
176 if (strcmp(password,
"*") == 0) password =
"";
178 if (_network_server) {
196 if (
StrEmpty(password))
return password;
200 memset(salted_password, 0,
sizeof(salted_password));
201 seprintf(salted_password,
lastof(salted_password),
"%s", password);
204 salted_password[i] ^= password_server_id[i] ^ (password_game_seed >> (i % 32));
212 checksum.Append(salted_password,
sizeof(salted_password) - 1);
213 checksum.Finish(digest);
215 for (
int di = 0; di < 16; di++)
seprintf(hashed_password + di * 2,
lastof(hashed_password),
"%02x", digest[di]);
217 return hashed_password;
227 return HasBit(_network_company_passworded, company_id);
233 void NetworkTextMessage(
NetworkAction action,
TextColour colour,
bool self_send,
const char *name,
const char *str, int64 data)
237 case NETWORK_ACTION_SERVER_MESSAGE:
239 strid = STR_NETWORK_SERVER_MESSAGE;
242 case NETWORK_ACTION_COMPANY_SPECTATOR:
244 strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE;
246 case NETWORK_ACTION_COMPANY_JOIN:
248 strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN;
250 case NETWORK_ACTION_COMPANY_NEW:
252 strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW;
254 case NETWORK_ACTION_JOIN:
256 strid = _network_server ? STR_NETWORK_MESSAGE_CLIENT_JOINED_ID : STR_NETWORK_MESSAGE_CLIENT_JOINED;
258 case NETWORK_ACTION_LEAVE: strid = STR_NETWORK_MESSAGE_CLIENT_LEFT;
break;
259 case NETWORK_ACTION_NAME_CHANGE: strid = STR_NETWORK_MESSAGE_NAME_CHANGE;
break;
260 case NETWORK_ACTION_GIVE_MONEY: strid = self_send ? STR_NETWORK_MESSAGE_GAVE_MONEY_AWAY : STR_NETWORK_MESSAGE_GIVE_MONEY;
break;
261 case NETWORK_ACTION_CHAT_COMPANY: strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY;
break;
262 case NETWORK_ACTION_CHAT_CLIENT: strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT;
break;
263 default: strid = STR_NETWORK_CHAT_ALL;
break;
276 GetString(msg_ptr, strid,
lastof(message));
284 uint NetworkCalculateLag(
const NetworkClientSocket *cs)
286 int lag = cs->last_frame_server - cs->last_frame;
299 void NetworkError(
StringID error_string)
314 static const StringID network_error_strings[] = {
315 STR_NETWORK_ERROR_CLIENT_GENERAL,
316 STR_NETWORK_ERROR_CLIENT_DESYNC,
317 STR_NETWORK_ERROR_CLIENT_SAVEGAME,
318 STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST,
319 STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR,
320 STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH,
321 STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED,
322 STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED,
323 STR_NETWORK_ERROR_CLIENT_WRONG_REVISION,
324 STR_NETWORK_ERROR_CLIENT_NAME_IN_USE,
325 STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD,
326 STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH,
327 STR_NETWORK_ERROR_CLIENT_KICKED,
328 STR_NETWORK_ERROR_CLIENT_CHEATER,
329 STR_NETWORK_ERROR_CLIENT_SERVER_FULL,
330 STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS,
331 STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD,
332 STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER,
333 STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP,
334 STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN,
338 if (err >= (ptrdiff_t)
lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
340 return network_error_strings[err];
350 if (!_networking)
return;
352 switch (changed_mode) {
359 if (!paused && !changed)
return;
369 str = STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 + i;
371 switch (changed_mode) {
376 default: NOT_REACHED();
378 str = paused ? STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED : STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED;
382 GetString(buffer, str,
lastof(buffer));
383 NetworkTextMessage(NETWORK_ACTION_SERVER_MESSAGE,
CC_DEFAULT,
false, NULL, buffer);
415 const NetworkClientSocket *cs;
419 if (cs->status != NetworkClientSocket::STATUS_ACTIVE)
continue;
433 !_network_dedicated ||
446 const NetworkClientSocket *cs;
448 if (cs->status >= NetworkClientSocket::STATUS_AUTHORIZED && cs->status < NetworkClientSocket::STATUS_ACTIVE)
return true;
476 bool ipv6 = (strchr(connection_string,
':') != strrchr(connection_string,
':'));
478 for (p = connection_string; *p !=
'\0'; p++) {
510 _network_clients_connected++;
532 if (_network_server) {
540 NetworkClientSocket *cs;
554 _network_server =
false;
565 static void NetworkInitialize(
bool close_admins =
true)
571 _network_first_time =
true;
573 _network_reconnect = 0;
599 if (!_network_available)
return;
610 void NetworkAddServer(
const char *b)
613 const char *port = NULL;
614 const char *company = NULL;
624 if (port != NULL) rport = atoi(port);
637 for (
char **iter = _network_bind_list.
Begin(); iter != _network_bind_list.
End(); iter++) {
642 if (addresses->
Length() == 0) {
650 void NetworkRebuildHostList()
652 _network_host_list.
Clear();
655 if (item->manually) *_network_host_list.
Append() =
stredup(item->address.GetAddressAsString(
false));
666 NetworkError(STR_NETWORK_ERROR_NOCONNECTION);
680 void NetworkClientConnectGame(
NetworkAddress address,
CompanyID join_as,
const char *join_server_password,
const char *join_company_password)
682 if (!_network_available)
return;
684 if (address.
GetPort() == 0)
return;
696 ShowJoinStatusWindow();
701 static void NetworkInitGameInfo()
708 _network_game_info.
clients_on = _network_dedicated ? 0 : 1;
718 bool NetworkServerStart()
720 if (!_network_available)
return false;
724 if (_network_dedicated)
IConsoleCmdExec(
"exec scripts/pre_dedicated.scr 0");
727 NetworkInitialize(
false);
728 DEBUG(net, 1,
"starting listeners for clients");
733 DEBUG(net, 1,
"starting listeners for admins");
738 DEBUG(net, 1,
"starting listeners for incoming server queries");
739 _network_udp_server = _udp_server_socket->
Listen();
742 _network_server =
true;
745 _frame_counter_server = 0;
746 _frame_counter_max = 0;
747 _last_sync_frame = 0;
750 _network_clients_connected = 0;
751 _network_company_passworded = 0;
753 NetworkInitGameInfo();
758 if (_network_dedicated)
IConsoleCmdExec(
"exec scripts/on_dedicated.scr 0");
761 _network_need_advertise =
true;
774 if (_network_server) {
775 NetworkClientSocket *cs;
800 if (_network_server) {
801 NetworkClientSocket *cs;
832 if (_network_server) {
841 static void NetworkSend()
843 if (_network_server) {
867 void NetworkGameLoop()
869 if (!_networking)
return;
873 if (_network_server) {
877 static Date last_log;
878 if (last_log !=
_date) {
884 #ifdef DEBUG_DUMP_COMMANDS 887 static Date next_date = 0;
888 static uint32 next_date_fract;
890 static bool check_sync_state =
false;
891 static uint32 sync_state[2];
892 if (f == NULL && next_date == 0) {
893 DEBUG(net, 0,
"Cannot open commands.log");
897 while (f != NULL && !feof(f)) {
901 DEBUG(net, 0,
"injecting: %08x; %02x; %02x; %06x; %08x; %08x; %08x; \"%s\" (%s)",
_date,
_date_fract, (
int)
_current_company, cp->
tile, cp->
p1, cp->
p2, cp->
cmd, cp->
text,
GetCommandName(cp->
cmd));
905 if (check_sync_state) {
909 DEBUG(net, 0,
"sync check: %08x; %02x; mismatch expected {%08x, %08x}, got {%08x, %08x}",
913 check_sync_state =
false;
917 if (cp != NULL || check_sync_state)
break;
920 if (fgets(buff,
lengthof(buff), f) == NULL)
break;
926 if (p == NULL)
break;
930 if (strncmp(p,
"cmd: ", 5) == 0
931 #ifdef DEBUG_FAILED_DUMP_COMMANDS
932 || strncmp(p,
"cmdf: ", 6) == 0
937 cp = CallocT<CommandPacket>(1);
939 int ret = sscanf(p,
"%x; %x; %x; %x; %x; %x; %x; \"%[^\"]\"", &next_date, &next_date_fract, &company, &cp->
tile, &cp->
p1, &cp->
p2, &cp->
cmd, cp->
text);
943 assert(ret == 8 || ret == 7);
945 }
else if (strncmp(p,
"join: ", 6) == 0) {
947 int ret = sscanf(p + 6,
"%x; %x", &next_date, &next_date_fract);
949 DEBUG(net, 0,
"injecting pause for join at %08x:%02x; please join when paused", next_date, next_date_fract);
950 cp = CallocT<CommandPacket>(1);
956 }
else if (strncmp(p,
"sync: ", 6) == 0) {
957 int ret = sscanf(p + 6,
"%x; %x; %x; %x", &next_date, &next_date_fract, &sync_state[0], &sync_state[1]);
959 check_sync_state =
true;
960 }
else if (strncmp(p,
"msg: ", 5) == 0 || strncmp(p,
"client: ", 8) == 0 ||
961 strncmp(p,
"load: ", 6) == 0 || strncmp(p,
"save: ", 6) == 0) {
963 #ifndef DEBUG_FAILED_DUMP_COMMANDS 964 }
else if (strncmp(p,
"cmdf: ", 6) == 0) {
965 DEBUG(net, 0,
"Skipping replay of failed command: %s", p + 6);
969 DEBUG(net, 0,
"trying to parse: %s", p);
973 if (f != NULL && feof(f)) {
974 DEBUG(net, 0,
"End of commands.log");
979 if (_frame_counter >= _frame_counter_max) {
988 bool send_frame =
false;
993 if (_frame_counter > _frame_counter_max) {
1004 #ifdef NETWORK_SEND_DOUBLE_SEED 1013 if (_frame_counter_server > _frame_counter) {
1015 while (_frame_counter_server > _frame_counter) {
1020 if (_frame_counter_max > _frame_counter) {
1030 static void NetworkGenerateServerId()
1034 char hex_output[16 * 2 + 1];
1038 seprintf(coding_string,
lastof(coding_string),
"%d%s", (uint)Random(),
"OpenTTD Server ID");
1041 checksum.Append((
const uint8*)coding_string, strlen(coding_string));
1042 checksum.Finish(digest);
1044 for (di = 0; di < 16; ++di) {
1045 seprintf(hex_output + di * 2,
lastof(hex_output),
"%02x", digest[di]);
1054 extern SOCKET _debug_socket;
1059 if (s == INVALID_SOCKET) {
1060 DEBUG(net, 0,
"Failed to open socket for redirection DEBUG()");
1066 DEBUG(net, 0,
"DEBUG() is now redirected");
1072 DEBUG(net, 3,
"[core] starting network...");
1076 _network_dedicated =
false;
1077 _network_need_advertise =
true;
1078 _network_advertise_retries = 0;
1083 memset(&_network_game_info, 0,
sizeof(_network_game_info));
1085 NetworkInitialize();
1086 DEBUG(net, 3,
"[core] network online, multiplayer available");
1096 DEBUG(net, 3,
"[core] shutting down network");
1098 _network_available =
false;
void NetworkServer_Tick(bool send_frame)
This is called every tick if this is a _network_server.
static bool NetworkReceive()
Receives something from the network.
void ParseConnectionString(const char **company, const char **port, char *connection_string)
Converts a string to ip/port/company Format: IP:port::company.
bool _networking
are we in networking mode?
virtual void OnFailure()
Callback for when the connection attempt failed.
A game paused for 'min_active_clients'.
static const WChar CHAR_TD_LRM
The next character acts like a left-to-right character.
void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company)
Prepare a DoCommand to be send over the network.
const char * GetCommandName(uint32 cmd)
bool IsNetworkCompatibleVersion(const char *other)
Checks whether the given version string is compatible with our version.
#define FOR_ALL_ACTIVE_ADMIN_SOCKETS(var)
Iterate over all the active sockets.
Container for all information known about a client.
uint32 _sync_seed_1
Seed to compare during sync checks.
bool server_advertise
advertise the server to the masterserver
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
static void WelcomeAll()
Send a Welcome packet to all connected admins.
static bool Receive()
Check whether we received/can send some data from/to the server and when that's the case handle it ap...
void GetBindAddresses(NetworkAddressList *addresses, uint16 port)
Get the addresses to bind to.
static void KillAll()
Kill all connection attempts.
uint16 last_port
port of the last joined server
Client list; Window numbers:
bool NetworkCoreInitialize()
Initializes the network core (as that is needed for some platforms.
"Helper" class for creating TCP connections in a non-blocking manner
char server_name[NETWORK_NAME_LENGTH]
name of the server
NetworkUDPSocketHandler * _udp_client_socket
udp client socket
const char * _network_join_server_password
Login password from -p argument.
The game information that is not generated on-the-fly and has to be sent to the clients.
virtual void OnFailure()
Callback for when the connection attempt failed.
Switch to game intro menu.
const char * _network_join_company_password
Company password from -P argument.
NetworkGameList * next
Next pointer to make a linked game list.
~NetworkClientInfo()
Basically a client is leaving us right now.
GUIs related to networking.
int CDECL seprintf(char *str, const char *last, const char *format,...)
Safer implementation of snprintf; same as snprintf except:
void NetworkExecuteLocalCommandQueue()
Execute all commands on the local command queue that ought to be executed this frame.
A game paused by a game script.
NetworkErrorCode
The error codes we send around in the protocols.
ClientID client_id
Client identifier (same as ClientState->client_id)
NetworkJoinStatus _network_join_status
The status of joining.
uint16 _network_udp_broadcast
Timeout for the UDP broadcasts.
Sending and receiving UDP messages.
Client part of the network protocol.
static void Send()
Send the packets for the server sockets.
void SendReceive()
Check whether we received/can send some data from/to the content server and when that's the case hand...
#define _ddc_fastforward
Helper variable to make the dedicated server go fast until the (first) join.
Wrapper for (un)resolved network addresses; there's no reason to transform a numeric IP to a string a...
const T * Begin() const
Get the pointer to the first item (const)
ClientID _redirect_console_to_client
If not invalid, redirect the console output to a client.
static void Clean(PoolType)
Clean all pools of given type.
void NetworkStartUp()
This tries to launch the network for a given OS.
static const int DAY_TICKS
1 day is 74 ticks; _date_fract used to be uint16 and incremented by 885.
static const int DRAW_STRING_BUFFER
Size of the buffer used for drawing strings.
void NetworkFindBroadcastIPs(NetworkAddressList *broadcast)
Find the IPv4 broadcast addresses; IPv6 uses a completely different strategy for broadcasting.
Send message/notice to only a certain client (Private)
Base socket handler for all UDP sockets.
#define lastof(x)
Get the last element of an fixed size array.
The client is spectating.
static const TextColour CC_DEFAULT
Default colour of the console.
bool NetworkCompanyIsPassworded(CompanyID company_id)
Check if the company we want to join requires a password.
A game paused for 'pause_on_join'.
A game paused because a (critical) error.
Base core network types and some helper functions to access them.
Structure with information shown in the game list (GUI)
Class for handling the client side of the game connection.
static void HTTPReceive()
Do the receiving for all HTTP connections.
NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo")
The pool with client information.
uint32 _sync_frame
The frame to perform the sync check.
void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
Handle the pause mode change so we send the right messages to the chat.
char text[32 *MAX_CHAR_LENGTH]
possible text sent for name changes etc, in bytes including '\0'.
const T * End() const
Get the pointer behind the last valid item (const)
SendPacketsState SendPackets(bool closing_down=false)
Sends all the buffered packets out for this client.
bool _network_udp_server
Is the UDP server started?
Class for handling the server side of the game connection.
void NetworkUDPAdvertise()
Register us to the master server This function checks if it needs to send an advertise.
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
Servers always have this ID.
bool _network_available
is network mode available?
T * Append(uint to_add=1)
Append an item and return it.
bool _network_dedicated
are we a dedicated server?
assert_compile(NetworkClientInfoPool::MAX_SIZE==NetworkClientSocketPool::MAX_SIZE)
Make sure both pools have the same size.
static const size_t MAX_SIZE
Make template parameter accessible from outside.
Critical errors, the MessageBox is shown in all cases.
void ShowErrorMessage(StringID summary_msg, StringID detailed_msg, WarningLevel wl, int x=0, int y=0, const GRFFile *textref_stack_grffile=NULL, uint textref_stack_size=0, const uint32 *textref_stack=NULL)
Display an error message in a window.
NetworkAddressList _broadcast_list
List of broadcast addresses.
void SetDParamStr(uint n, const char *str)
This function is used to "bind" a C string to a OpenTTD dparam slot.
void StateGameLoop()
State controlling game loop.
NetworkSettings network
settings related to the network
static const int MAX_CHAR_LENGTH
Max. length of UTF-8 encoded unicode character.
bool _is_network_server
Does this client wants to be a network-server?
CompanyID client_playas
As which company is this client playing (CompanyID)
mask for all command flags
uint Length() const
Get the number of items in the list.
DateFract _date_fract
Fractional part of the day.
NetworkAddress client_address
IP-address of the client (so he can be banned)
static uint NetworkCountActiveClients()
Counts the number of active clients connected.
char client_name[NETWORK_CLIENT_NAME_LENGTH]
Name of the client.
Server part of the network protocol.
bool _network_need_advertise
Whether we need to advertise.
static ServerNetworkGameSocketHandler * GetByClientID(ClientID client_id)
Return the client state given it's client-identifier.
void IConsoleCmdExec(const char *cmdstr)
Execute a given command passed to us.
static void CheckCallbacks()
Check whether we need to call the callback, i.e.
Non blocking connection create to query servers.
static bool Receive()
Handle the receiving of packets.
ClientSettings _settings_client
The current settings for this game.
ClientID _network_own_client_id
Our client identifier.
FILE * FioFOpenFile(const char *filename, const char *mode, Subdirectory subdir, size_t *filesize)
Opens a OpenTTD file somewhere in a personal or global directory.
void CDECL IConsolePrintF(TextColour colour_code, const char *format,...)
Handle the printing of text entered into the console or redirected there by any other means...
void NetworkCoreShutdown()
Shuts down the network core (as that is needed for some platforms.
void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed)
Set/Reset a company password on the server end.
Resolving of hostnames/IPs.
static const uint MAX_LENGTH_COMPANY_NAME_CHARS
The maximum length of a company name in characters including '\0'.
static void InitializeNetworkPools(bool close_admins=true)
Resets the pools used for network clients, and the admin pool if needed.
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
char connect_to_ip[NETWORK_HOSTNAME_LENGTH]
default for the "Add server" query
static void AcceptConnection(SOCKET s, const NetworkAddress &address)
Handle the accepting of a connection to the server.
NetworkCompanyState * _network_company_states
Statistics about some companies.
uint16 server_admin_port
port the server listens on for the admin network
NetworkRecvStatus SendNewGame()
Tell the admin we started a new game.
First company, same as owner.
uint8 _network_reconnect
Reconnect timeout.
static void CheckPauseHelper(bool pause, PauseMode pm)
Helper function for the pause checkers.
static ClientNetworkGameSocketHandler * my_client
This is us!
Base directory for all savegames.
char * stredup(const char *s, const char *last)
Create a duplicate of the given string.
virtual void OnConnect(SOCKET s)
Callback when the connection succeeded.
#define FOR_ALL_CLIENT_INFOS(var)
Iterate over all the clients.
const char * GetHostname()
Get the hostname; in case it wasn't given the IPv4 dotted representation is given.
byte clients_on
Current count of clients on server.
NetworkGameList * _network_game_list
Game list of this client.
static void CheckPauseOnJoin()
Check whether we should pause on join.
Part of the network protocol handling content distribution.
void NetworkShutDown()
This shuts the network down.
bool DoCommandP(const CommandContainer *container, bool my_cmd)
Shortcut for the long DoCommandP when having a container with the data.
CompanyID company
company that is executing the command
#define lengthof(x)
Return the length of an fixed size array.
NetworkServerGameInfo _network_game_info
Information about our game.
PauseModeByte _pause_mode
The current pause mode.
#define FOR_ALL_CLIENT_SOCKETS(var)
Iterate over all the sockets.
static const uint NETWORK_HOSTNAME_LENGTH
The maximum length of the host name, in bytes including '\0'.
NetworkRecvStatus CloseConnection(NetworkRecvStatus status)
Close the network connection due to the given status.
uint32 StringID
Numeric value that represents a string, independent of the selected language.
Text is written left-to-right by default.
bool Listen()
Start listening on the given host and port.
Maximum number of companies.
void NetworkClient_Connected()
Is called after a client is connected to the server.
static bool NetworkHasJoiningClient()
Checks whether there is a joining client.
Base class for all pools.
The connection is 'just' lost.
#define DEBUG(name, level,...)
Output a line of debugging information.
void NetworkUDPInitialize()
Initialize the whole UDP bit.
Network status window; Window numbers:
void NetworkFreeLocalCommandQueue()
Free the local command queues.
StringList _network_host_list
The servers we know.
uint16 server_port
port the server listens on
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
void DeleteWindowById(WindowClass cls, WindowNumber number, bool force)
Delete a window by its class and window number (if it is open).
uint16 network_chat_timeout
timeout of chat messages in seconds
static NetworkRecvStatus SendCompanyInformationQuery()
Query the server for company information.
bool HasClients()
Return whether there is any client connected or trying to connect at all.
bool pause_on_join
pause the game when people join
SOCKET Connect()
Connect to the given address.
byte _network_clients_connected
The amount of clients connected.
static const uint16 NETWORK_DEFAULT_PORT
The default port of the game server (TCP & UDP)
char client_name[NETWORK_CLIENT_NAME_LENGTH]
name of the player (as client)
GUISettings gui
settings related to the GUI
uint32 _frame_counter
The current frame.
Non blocking connection create to actually connect to servers.
static bool StrEmpty(const char *s)
Check if a string buffer is empty.
CompanyByte _current_company
Company currently doing an action.
Randomizer _random
Random used in the game state calculations.
Handling of the list of games.
char network_id[NETWORK_SERVER_ID_LENGTH]
network ID for servers
TextDirection _current_text_dir
Text direction of the currently selected language.
CompanyID _network_join_as
Who would we like to join as.
CompanyMask _network_company_passworded
Bitmask of the password status of all companies.
void NetworkClientSetCompanyPassword(const char *password)
Set/Reset company password on the client side.
void NetworkBackgroundUDPLoop()
Receive the UDP packets.
ClientID
'Unique' identifier to be given to clients
uint8 frame_freq
how often do we send commands to the clients
static const uint NETWORK_COMPANY_NAME_LENGTH
The maximum length of the company name, in bytes including '\0'.
NetworkClientInfo(ClientID client_id=INVALID_CLIENT_ID)
Create a new client.
void NetworkClose(bool close_admins)
Close current connections.
uint32 _frame_counter_server
The frame_counter of the server, if in network-mode.
static const WChar CHAR_TD_RLM
The next character acts like a right-to-left character.
PauseMode
Modes of pausing we've got.
static const uint NETWORK_SERVER_ID_LENGTH
The maximum length of the network id of the servers, in bytes including '\0'.
Class for handling the server side of the game connection.
char * strecpy(char *dst, const char *src, const char *last)
Copies characters from one buffer to another.
StringList _network_ban_list
The banned clients.
void CDECL NetworkAddChatMessage(TextColour colour, uint duration, const char *message,...)
Add a text message to the 'chat window' to be shown.
SwitchMode _switch_mode
The next mainloop command.
const char * GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed)
Hash the given password using server ID and game seed.
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function() ...
char admin_password[NETWORK_PASSWORD_LENGTH]
password for the admin network
virtual void OnConnect(SOCKET s)
Callback when the connection succeeded.
static void NetworkUDPQueryServer(NetworkAddress *address, bool needs_mutex, bool manually)
Helper function doing the actual work for querying the server.
bool _network_server
network-server is active
static NetworkRecvStatus SendQuit()
Tell the server we would like to quit.
void Clear()
Remove all items from the list.
void NetworkUDPRemoveAdvertise(bool blocking)
Remove our advertise from the master-server.
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-NULL) Titem.
void NetworkBackgroundLoop()
We have to do some (simple) background stuff that runs normally, even when we are not in multiplayer...
TileIndex tile
tile command being executed on.
uint32 _last_sync_frame
Used in the server to store the last time a sync packet was sent to clients.
uint16 GetPort() const
Get the port.
void NetworkDisconnect(bool blocking, bool close_admins)
We want to disconnect from the host/clients.
Everything we need to know about a command to be able to execute it.
static void Send()
Send the packets of this socket handler.
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames)
size_t Utf8Encode(char *buf, WChar c)
Encode a unicode character and place it in the buffer.
int32 Date
The type to store our dates in.
NetworkRecvStatus SendShutdown()
Tell the admin we're shutting down.
static void free(const void *ptr)
Version of the standard free that accepts const pointers.
char last_host[NETWORK_HOSTNAME_LENGTH]
IP address of the last joined server.
static void CloseListeners()
Close the sockets we're listening on.
static const uint NETWORK_NAME_LENGTH
The maximum length of the server name and map name, in bytes including '\0'.
uint8 _network_advertise_retries
The number of advertisement retries we did.
static bool HasBit(const T x, const uint8 y)
Checks if a bit in a value is set.
Some state information of a company, especially for servers.
StringList _network_bind_list
The addresses to bind on.
#define FOR_ALL_ADMIN_SOCKETS(var)
Iterate over all the sockets.
static const uint NETWORK_NUM_LANDSCAPES
The number of landscapes in OpenTTD.
Owner
Enum for all companies/owners.
NetworkUDPSocketHandler * _udp_master_socket
udp master socket
static NetworkClientInfo * GetByClientID(ClientID client_id)
Return the CI given it's client-identifier.
uint32 state[2]
The state of the randomizer.
static void CheckMinActiveClients()
Check if the minimum number of active clients has been reached and pause or unpause the game as appro...
const char * NetworkChangeCompanyPassword(CompanyID company_id, const char *password)
Change the company password of a given company.
static const uint NETWORK_REVISION_LENGTH
The maximum length of the revision, in bytes including '\0'.
NetworkUDPSocketHandler * _udp_server_socket
udp server socket
static bool Listen(uint16 port)
Listen on a particular port.
void NetworkUDPClose()
Close all UDP related stuff.
Date _date
Current date in days (day counter)
void NetworkDistributeCommands()
Distribute the commands of ourself and the clients.
uint32 _frame_counter_max
To where we may go with our clients.
static bool GameLoop()
Actual game loop for the client.
bool _network_first_time
Whether we have finished joining or not.
static void Send()
Send the packets for the server sockets.
uint32 cmd
command being executed.
Basic functions to receive and send UDP packets.
NetworkRecvStatus CloseConnection(bool error=true)
Close the current connection; for TCP this will be mostly equivalent to Close(), but for UDP it just ...
NetworkAction
Actions that can be used for NetworkTextMessage.
ClientNetworkContentSocketHandler _network_content_client
The client we use to connect to the server.
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-...
Server part of the admin network protocol.
static void SetDParam(uint n, uint64 v)
Set a string parameter v at index n in the global string parameter array.
uint8 min_active_clients
minimum amount of active clients to unpause the game