(svn r25652) -Fix: Improve text caret movement for complex scripts.
[openttd/fttd.git] / src / network / network.cpp
blob9601df50f60355ad777b8bb8069f548c4aafdc77
1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
8 */
10 /** @file network.cpp Base functions for networking support. */
12 #include "../stdafx.h"
14 #ifdef ENABLE_NETWORK
16 #include "../strings_func.h"
17 #include "../command_func.h"
18 #include "../date_func.h"
19 #include "network_admin.h"
20 #include "network_client.h"
21 #include "network_server.h"
22 #include "network_content.h"
23 #include "network_udp.h"
24 #include "network_gamelist.h"
25 #include "network_base.h"
26 #include "core/udp.h"
27 #include "core/host.h"
28 #include "network_gui.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"
36 #include "../rev.h"
37 #include "../core/pool_func.hpp"
38 #include "../gfx_func.h"
39 #include "../error.h"
41 #ifdef DEBUG_DUMP_COMMANDS
42 #include "../fileio_func.h"
43 /** When running the server till the wait point, run as fast as we can! */
44 bool _ddc_fastforward = true;
45 #endif /* DEBUG_DUMP_COMMANDS */
47 /** Make sure both pools have the same size. */
48 assert_compile(NetworkClientInfoPool::MAX_SIZE == NetworkClientSocketPool::MAX_SIZE);
50 /** The pool with client information. */
51 NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo");
52 INSTANTIATE_POOL_METHODS(NetworkClientInfo)
54 bool _networking; ///< are we in networking mode?
55 bool _network_server; ///< network-server is active
56 bool _network_available; ///< is network mode available?
57 bool _network_dedicated; ///< are we a dedicated server?
58 bool _is_network_server; ///< Does this client wants to be a network-server?
59 NetworkServerGameInfo _network_game_info; ///< Information about our game.
60 NetworkCompanyState *_network_company_states = NULL; ///< Statistics about some companies.
61 ClientID _network_own_client_id; ///< Our client identifier.
62 ClientID _redirect_console_to_client; ///< If not invalid, redirect the console output to a client.
63 bool _network_need_advertise; ///< Whether we need to advertise.
64 uint32 _network_last_advertise_frame; ///< Last time we did advertise.
65 uint8 _network_reconnect; ///< Reconnect timeout
66 StringList _network_bind_list; ///< The addresses to bind on.
67 StringList _network_host_list; ///< The servers we know.
68 StringList _network_ban_list; ///< The banned clients.
69 uint32 _frame_counter_server; ///< The frame_counter of the server, if in network-mode
70 uint32 _frame_counter_max; ///< To where we may go with our clients
71 uint32 _frame_counter; ///< The current frame.
72 uint32 _last_sync_frame; ///< Used in the server to store the last time a sync packet was sent to clients.
73 NetworkAddressList _broadcast_list; ///< List of broadcast addresses.
74 uint32 _sync_seed_1; ///< Seed to compare during sync checks.
75 #ifdef NETWORK_SEND_DOUBLE_SEED
76 uint32 _sync_seed_2; ///< Second part of the seed.
77 #endif
78 uint32 _sync_frame; ///< The frame to perform the sync check.
79 bool _network_first_time; ///< Whether we have finished joining or not.
80 bool _network_udp_server; ///< Is the UDP server started?
81 uint16 _network_udp_broadcast; ///< Timeout for the UDP broadcasts.
82 uint8 _network_advertise_retries; ///< The number of advertisement retries we did.
83 CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.
85 /* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
86 assert_compile((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
87 assert_compile((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH);
89 extern NetworkUDPSocketHandler *_udp_client_socket; ///< udp client socket
90 extern NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket
91 extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket
93 /** The amount of clients connected */
94 byte _network_clients_connected = 0;
96 /* Some externs / forwards */
97 extern void StateGameLoop();
99 /**
100 * Basically a client is leaving us right now.
102 NetworkClientInfo::~NetworkClientInfo()
104 /* Delete the chat window, if you were chatting with this client. */
105 InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_CLIENT, this->client_id);
109 * Return the CI given it's client-identifier
110 * @param client_id the ClientID to search for
111 * @return return a pointer to the corresponding NetworkClientInfo struct or NULL when not found
113 /* static */ NetworkClientInfo *NetworkClientInfo::GetByClientID(ClientID client_id)
115 NetworkClientInfo *ci;
117 FOR_ALL_CLIENT_INFOS(ci) {
118 if (ci->client_id == client_id) return ci;
121 return NULL;
125 * Return the client state given it's client-identifier
126 * @param client_id the ClientID to search for
127 * @return return a pointer to the corresponding NetworkClientSocket struct or NULL when not found
129 /* static */ ServerNetworkGameSocketHandler *ServerNetworkGameSocketHandler::GetByClientID(ClientID client_id)
131 NetworkClientSocket *cs;
133 FOR_ALL_CLIENT_SOCKETS(cs) {
134 if (cs->client_id == client_id) return cs;
137 return NULL;
140 byte NetworkSpectatorCount()
142 const NetworkClientInfo *ci;
143 byte count = 0;
145 FOR_ALL_CLIENT_INFOS(ci) {
146 if (ci->client_playas == COMPANY_SPECTATOR) count++;
149 /* Don't count a dedicated server as spectator */
150 if (_network_dedicated) count--;
152 return count;
156 * Change the company password of a given company.
157 * @param company_id ID of the company the password should be changed for.
158 * @param password The unhashed password we like to set ('*' or '' resets the password)
159 * @return The password.
161 const char *NetworkChangeCompanyPassword(CompanyID company_id, const char *password)
163 if (strcmp(password, "*") == 0) password = "";
165 if (_network_server) {
166 NetworkServerSetCompanyPassword(company_id, password, false);
167 } else {
168 NetworkClientSetCompanyPassword(password);
171 return password;
175 * Hash the given password using server ID and game seed.
176 * @param password Password to hash.
177 * @param password_server_id Server ID.
178 * @param password_game_seed Game seed.
179 * @return The hashed password.
181 const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed)
183 if (StrEmpty(password)) return password;
185 char salted_password[NETWORK_SERVER_ID_LENGTH];
187 memset(salted_password, 0, sizeof(salted_password));
188 snprintf(salted_password, sizeof(salted_password), "%s", password);
189 /* Add the game seed and the server's ID as the salt. */
190 for (uint i = 0; i < NETWORK_SERVER_ID_LENGTH - 1; i++) {
191 salted_password[i] ^= password_server_id[i] ^ (password_game_seed >> (i % 32));
194 Md5 checksum;
195 uint8 digest[16];
196 static char hashed_password[NETWORK_SERVER_ID_LENGTH];
198 /* Generate the MD5 hash */
199 checksum.Append(salted_password, sizeof(salted_password) - 1);
200 checksum.Finish(digest);
202 for (int di = 0; di < 16; di++) sprintf(hashed_password + di * 2, "%02x", digest[di]);
203 hashed_password[lengthof(hashed_password) - 1] = '\0';
205 return hashed_password;
209 * Check if the company we want to join requires a password.
210 * @param company_id id of the company we want to check the 'passworded' flag for.
211 * @return true if the company requires a password.
213 bool NetworkCompanyIsPassworded(CompanyID company_id)
215 return HasBit(_network_company_passworded, company_id);
218 /* This puts a text-message to the console, or in the future, the chat-box,
219 * (to keep it all a bit more general)
220 * If 'self_send' is true, this is the client who is sending the message */
221 void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const char *name, const char *str, int64 data)
223 StringID strid;
224 switch (action) {
225 case NETWORK_ACTION_SERVER_MESSAGE:
226 /* Ignore invalid messages */
227 strid = STR_NETWORK_SERVER_MESSAGE;
228 colour = CC_DEFAULT;
229 break;
230 case NETWORK_ACTION_COMPANY_SPECTATOR:
231 colour = CC_DEFAULT;
232 strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE;
233 break;
234 case NETWORK_ACTION_COMPANY_JOIN:
235 colour = CC_DEFAULT;
236 strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN;
237 break;
238 case NETWORK_ACTION_COMPANY_NEW:
239 colour = CC_DEFAULT;
240 strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW;
241 break;
242 case NETWORK_ACTION_JOIN:
243 /* Show the Client ID for the server but not for the client. */
244 strid = _network_server ? STR_NETWORK_MESSAGE_CLIENT_JOINED_ID : STR_NETWORK_MESSAGE_CLIENT_JOINED;
245 break;
246 case NETWORK_ACTION_LEAVE: strid = STR_NETWORK_MESSAGE_CLIENT_LEFT; break;
247 case NETWORK_ACTION_NAME_CHANGE: strid = STR_NETWORK_MESSAGE_NAME_CHANGE; break;
248 case NETWORK_ACTION_GIVE_MONEY: strid = self_send ? STR_NETWORK_MESSAGE_GAVE_MONEY_AWAY : STR_NETWORK_MESSAGE_GIVE_MONEY; break;
249 case NETWORK_ACTION_CHAT_COMPANY: strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY; break;
250 case NETWORK_ACTION_CHAT_CLIENT: strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT; break;
251 default: strid = STR_NETWORK_CHAT_ALL; break;
254 char message[1024];
255 SetDParamStr(0, name);
256 SetDParamStr(1, str);
257 SetDParam(2, data);
259 /* All of these strings start with "***". These characters are interpreted as both left-to-right and
260 * right-to-left characters depending on the context. As the next text might be an user's name, the
261 * user name's characters will influence the direction of the "***" instead of the language setting
262 * of the game. Manually set the direction of the "***" by inserting a text-direction marker. */
263 char *msg_ptr = message + Utf8Encode(message, _current_text_dir == TD_LTR ? CHAR_TD_LRM : CHAR_TD_RLM);
264 GetString(msg_ptr, strid, lastof(message));
266 DEBUG(desync, 1, "msg: %08x; %02x; %s", _date, _date_fract, message);
267 IConsolePrintF(colour, "%s", message);
268 NetworkAddChatMessage((TextColour)colour, _settings_client.gui.network_chat_timeout, "%s", message);
271 /* Calculate the frame-lag of a client */
272 uint NetworkCalculateLag(const NetworkClientSocket *cs)
274 int lag = cs->last_frame_server - cs->last_frame;
275 /* This client has missed his ACK packet after 1 DAY_TICKS..
276 * so we increase his lag for every frame that passes!
277 * The packet can be out by a max of _net_frame_freq */
278 if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter) {
279 lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq);
281 return lag;
285 /* There was a non-recoverable error, drop back to the main menu with a nice
286 * error */
287 void NetworkError(StringID error_string)
289 _switch_mode = SM_MENU;
290 ShowErrorMessage(error_string, INVALID_STRING_ID, WL_CRITICAL);
294 * Retrieve the string id of an internal error number
295 * @param err NetworkErrorCode
296 * @return the StringID
298 StringID GetNetworkErrorMsg(NetworkErrorCode err)
300 /* List of possible network errors, used by
301 * PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
302 static const StringID network_error_strings[] = {
303 STR_NETWORK_ERROR_CLIENT_GENERAL,
304 STR_NETWORK_ERROR_CLIENT_DESYNC,
305 STR_NETWORK_ERROR_CLIENT_SAVEGAME,
306 STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST,
307 STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR,
308 STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH,
309 STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED,
310 STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED,
311 STR_NETWORK_ERROR_CLIENT_WRONG_REVISION,
312 STR_NETWORK_ERROR_CLIENT_NAME_IN_USE,
313 STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD,
314 STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH,
315 STR_NETWORK_ERROR_CLIENT_KICKED,
316 STR_NETWORK_ERROR_CLIENT_CHEATER,
317 STR_NETWORK_ERROR_CLIENT_SERVER_FULL,
318 STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS,
319 STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD,
320 STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER,
321 STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP,
322 STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN,
324 assert_compile(lengthof(network_error_strings) == NETWORK_ERROR_END);
326 if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
328 return network_error_strings[err];
332 * Handle the pause mode change so we send the right messages to the chat.
333 * @param prev_mode The previous pause mode.
334 * @param changed_mode The pause mode that got changed.
336 void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
338 if (!_networking) return;
340 switch (changed_mode) {
341 case PM_PAUSED_NORMAL:
342 case PM_PAUSED_JOIN:
343 case PM_PAUSED_GAME_SCRIPT:
344 case PM_PAUSED_ACTIVE_CLIENTS: {
345 bool changed = ((_pause_mode == PM_UNPAUSED) != (prev_mode == PM_UNPAUSED));
346 bool paused = (_pause_mode != PM_UNPAUSED);
347 if (!paused && !changed) return;
349 StringID str;
350 if (!changed) {
351 int i = -1;
353 if ((_pause_mode & PM_PAUSED_NORMAL) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL);
354 if ((_pause_mode & PM_PAUSED_JOIN) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS);
355 if ((_pause_mode & PM_PAUSED_GAME_SCRIPT) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT);
356 if ((_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS);
357 str = STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 + i;
358 } else {
359 switch (changed_mode) {
360 case PM_PAUSED_NORMAL: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL); break;
361 case PM_PAUSED_JOIN: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS); break;
362 case PM_PAUSED_GAME_SCRIPT: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT); break;
363 case PM_PAUSED_ACTIVE_CLIENTS: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS); break;
364 default: NOT_REACHED();
366 str = paused ? STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED : STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED;
369 char buffer[DRAW_STRING_BUFFER];
370 GetString(buffer, str, lastof(buffer));
371 NetworkTextMessage(NETWORK_ACTION_SERVER_MESSAGE, CC_DEFAULT, false, NULL, buffer);
372 break;
375 default:
376 return;
382 * Helper function for the pause checkers. If pause is true and the
383 * current pause mode isn't set the game will be paused, if it it false
384 * and the pause mode is set the game will be unpaused. In the other
385 * cases nothing happens to the pause state.
386 * @param pause whether we'd like to pause
387 * @param pm the mode which we would like to pause with
389 static void CheckPauseHelper(bool pause, PauseMode pm)
391 if (pause == ((_pause_mode & pm) != PM_UNPAUSED)) return;
393 DoCommandP(0, pm, pause ? 1 : 0, CMD_PAUSE);
397 * Counts the number of active clients connected.
398 * It has to be in STATUS_ACTIVE and not a spectator
399 * @return number of active clients
401 static uint NetworkCountActiveClients()
403 const NetworkClientSocket *cs;
404 uint count = 0;
406 FOR_ALL_CLIENT_SOCKETS(cs) {
407 if (cs->status != NetworkClientSocket::STATUS_ACTIVE) continue;
408 if (!Company::IsValidID(cs->GetInfo()->client_playas)) continue;
409 count++;
412 return count;
416 * Check if the minimum number of active clients has been reached and pause or unpause the game as appropriate
418 static void CheckMinActiveClients()
420 if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
421 !_network_dedicated ||
422 (_settings_client.network.min_active_clients == 0 && (_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) == PM_UNPAUSED)) {
423 return;
425 CheckPauseHelper(NetworkCountActiveClients() < _settings_client.network.min_active_clients, PM_PAUSED_ACTIVE_CLIENTS);
429 * Checks whether there is a joining client
430 * @return true iff one client is joining (but not authorizing)
432 static bool NetworkHasJoiningClient()
434 const NetworkClientSocket *cs;
435 FOR_ALL_CLIENT_SOCKETS(cs) {
436 if (cs->status >= NetworkClientSocket::STATUS_AUTHORIZED && cs->status < NetworkClientSocket::STATUS_ACTIVE) return true;
439 return false;
443 * Check whether we should pause on join
445 static void CheckPauseOnJoin()
447 if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
448 (!_settings_client.network.pause_on_join && (_pause_mode & PM_PAUSED_JOIN) == PM_UNPAUSED)) {
449 return;
451 CheckPauseHelper(NetworkHasJoiningClient(), PM_PAUSED_JOIN);
455 * Converts a string to ip/port/company
456 * Format: IP:port#company
458 * connection_string will be re-terminated to separate out the hostname, and company and port will
459 * be set to the company and port strings given by the user, inside the memory area originally
460 * occupied by connection_string.
462 void ParseConnectionString(const char **company, const char **port, char *connection_string)
464 bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':'));
465 char *p;
466 for (p = connection_string; *p != '\0'; p++) {
467 switch (*p) {
468 case '[':
469 ipv6 = true;
470 break;
472 case ']':
473 ipv6 = false;
474 break;
476 case '#':
477 *company = p + 1;
478 *p = '\0';
479 break;
481 case ':':
482 if (ipv6) break;
483 *port = p + 1;
484 *p = '\0';
485 break;
491 * Handle the accepting of a connection to the server.
492 * @param s The socket of the new connection.
493 * @param address The address of the peer.
495 /* static */ void ServerNetworkGameSocketHandler::AcceptConnection(SOCKET s, const NetworkAddress &address)
497 /* Register the login */
498 _network_clients_connected++;
500 SetWindowDirty(WC_CLIENT_LIST, 0);
501 ServerNetworkGameSocketHandler *cs = new ServerNetworkGameSocketHandler(s);
502 cs->client_address = address; // Save the IP of the client
506 * Resets the pools used for network clients, and the admin pool if needed.
507 * @param close_admins Whether the admin pool has to be cleared as well.
509 static void InitializeNetworkPools(bool close_admins = true)
511 PoolBase::Clean(PT_NCLIENT | (close_admins ? PT_NADMIN : PT_NONE));
515 * Close current connections.
516 * @param close_admins Whether the admin connections have to be closed as well.
518 void NetworkClose(bool close_admins)
520 if (_network_server) {
521 if (close_admins) {
522 ServerNetworkAdminSocketHandler *as;
523 FOR_ALL_ADMIN_SOCKETS(as) {
524 as->CloseConnection(true);
528 NetworkClientSocket *cs;
529 FOR_ALL_CLIENT_SOCKETS(cs) {
530 cs->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
532 ServerNetworkGameSocketHandler::CloseListeners();
533 ServerNetworkAdminSocketHandler::CloseListeners();
534 } else if (MyClient::my_client != NULL) {
535 MyClient::SendQuit();
536 MyClient::my_client->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
539 TCPConnecter::KillAll();
541 _networking = false;
542 _network_server = false;
544 NetworkFreeLocalCommandQueue();
546 free(_network_company_states);
547 _network_company_states = NULL;
549 InitializeNetworkPools(close_admins);
552 /* Initializes the network (cleans sockets and stuff) */
553 static void NetworkInitialize(bool close_admins = true)
555 InitializeNetworkPools(close_admins);
556 NetworkUDPInitialize();
558 _sync_frame = 0;
559 _network_first_time = true;
561 _network_reconnect = 0;
564 /** Non blocking connection create to query servers */
565 class TCPQueryConnecter : TCPConnecter {
566 public:
567 TCPQueryConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
569 virtual void OnFailure()
571 NetworkDisconnect();
574 virtual void OnConnect(SOCKET s)
576 _networking = true;
577 new ClientNetworkGameSocketHandler(s);
578 MyClient::SendCompanyInformationQuery();
582 /* Query a server to fetch his game-info
583 * If game_info is true, only the gameinfo is fetched,
584 * else only the client_info is fetched */
585 void NetworkTCPQueryServer(NetworkAddress address)
587 if (!_network_available) return;
589 NetworkDisconnect();
590 NetworkInitialize();
592 new TCPQueryConnecter(address);
595 /* Validates an address entered as a string and adds the server to
596 * the list. If you use this function, the games will be marked
597 * as manually added. */
598 void NetworkAddServer(const char *b)
600 if (*b != '\0') {
601 const char *port = NULL;
602 const char *company = NULL;
603 char host[NETWORK_HOSTNAME_LENGTH];
604 uint16 rport;
606 strecpy(host, b, lastof(host));
608 strecpy(_settings_client.network.connect_to_ip, b, lastof(_settings_client.network.connect_to_ip));
609 rport = NETWORK_DEFAULT_PORT;
611 ParseConnectionString(&company, &port, host);
612 if (port != NULL) rport = atoi(port);
614 NetworkUDPQueryServer(NetworkAddress(host, rport), true);
619 * Get the addresses to bind to.
620 * @param addresses the list to write to.
621 * @param port the port to bind to.
623 void GetBindAddresses(NetworkAddressList *addresses, uint16 port)
625 for (char **iter = _network_bind_list.Begin(); iter != _network_bind_list.End(); iter++) {
626 *addresses->Append() = NetworkAddress(*iter, port);
629 /* No address, so bind to everything. */
630 if (addresses->Length() == 0) {
631 *addresses->Append() = NetworkAddress("", port);
635 /* Generates the list of manually added hosts from NetworkGameList and
636 * dumps them into the array _network_host_list. This array is needed
637 * by the function that generates the config file. */
638 void NetworkRebuildHostList()
640 _network_host_list.Clear();
642 for (NetworkGameList *item = _network_game_list; item != NULL; item = item->next) {
643 if (item->manually) *_network_host_list.Append() = strdup(item->address.GetAddressAsString(false));
647 /** Non blocking connection create to actually connect to servers */
648 class TCPClientConnecter : TCPConnecter {
649 public:
650 TCPClientConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
652 virtual void OnFailure()
654 NetworkError(STR_NETWORK_ERROR_NOCONNECTION);
657 virtual void OnConnect(SOCKET s)
659 _networking = true;
660 new ClientNetworkGameSocketHandler(s);
661 IConsoleCmdExec("exec scripts/on_client.scr 0");
662 NetworkClient_Connected();
667 /* Used by clients, to connect to a server */
668 void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as, const char *join_server_password, const char *join_company_password)
670 if (!_network_available) return;
672 if (address.GetPort() == 0) return;
674 strecpy(_settings_client.network.last_host, address.GetHostname(), lastof(_settings_client.network.last_host));
675 _settings_client.network.last_port = address.GetPort();
676 _network_join_as = join_as;
677 _network_join_server_password = join_server_password;
678 _network_join_company_password = join_company_password;
680 NetworkDisconnect();
681 NetworkInitialize();
683 _network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
684 ShowJoinStatusWindow();
686 new TCPClientConnecter(address);
689 static void NetworkInitGameInfo()
691 if (StrEmpty(_settings_client.network.server_name)) {
692 snprintf(_settings_client.network.server_name, sizeof(_settings_client.network.server_name), "Unnamed Server");
695 /* The server is a client too */
696 _network_game_info.clients_on = _network_dedicated ? 0 : 1;
698 /* There should be always space for the server. */
699 assert(NetworkClientInfo::CanAllocateItem());
700 NetworkClientInfo *ci = new NetworkClientInfo(CLIENT_ID_SERVER);
701 ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : _local_company;
703 strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));
706 bool NetworkServerStart()
708 if (!_network_available) return false;
710 /* Call the pre-scripts */
711 IConsoleCmdExec("exec scripts/pre_server.scr 0");
712 if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
714 NetworkDisconnect(false, false);
715 NetworkInitialize(false);
716 if (!ServerNetworkGameSocketHandler::Listen(_settings_client.network.server_port)) return false;
718 /* Only listen for admins when the password isn't empty. */
719 if (!StrEmpty(_settings_client.network.admin_password) && !ServerNetworkAdminSocketHandler::Listen(_settings_client.network.server_admin_port)) return false;
721 /* Try to start UDP-server */
722 _network_udp_server = _udp_server_socket->Listen();
724 _network_company_states = CallocT<NetworkCompanyState>(MAX_COMPANIES);
725 _network_server = true;
726 _networking = true;
727 _frame_counter = 0;
728 _frame_counter_server = 0;
729 _frame_counter_max = 0;
730 _last_sync_frame = 0;
731 _network_own_client_id = CLIENT_ID_SERVER;
733 _network_clients_connected = 0;
734 _network_company_passworded = 0;
736 NetworkInitGameInfo();
738 /* execute server initialization script */
739 IConsoleCmdExec("exec scripts/on_server.scr 0");
740 /* if the server is dedicated ... add some other script */
741 if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
743 /* Try to register us to the master server */
744 _network_last_advertise_frame = 0;
745 _network_need_advertise = true;
746 NetworkUDPAdvertise();
748 /* welcome possibly still connected admins - this can only happen on a dedicated server. */
749 if (_network_dedicated) ServerNetworkAdminSocketHandler::WelcomeAll();
751 return true;
754 /* The server is rebooting...
755 * The only difference with NetworkDisconnect, is the packets that is sent */
756 void NetworkReboot()
758 if (_network_server) {
759 NetworkClientSocket *cs;
760 FOR_ALL_CLIENT_SOCKETS(cs) {
761 cs->SendNewGame();
762 cs->SendPackets();
765 ServerNetworkAdminSocketHandler *as;
766 FOR_ALL_ACTIVE_ADMIN_SOCKETS(as) {
767 as->SendNewGame();
768 as->SendPackets();
772 /* For non-dedicated servers we have to kick the admins as we are not
773 * certain that we will end up in a new network game. */
774 NetworkClose(!_network_dedicated);
778 * We want to disconnect from the host/clients.
779 * @param blocking whether to wait till everything has been closed.
780 * @param close_admins Whether the admin sockets need to be closed as well.
782 void NetworkDisconnect(bool blocking, bool close_admins)
784 if (_network_server) {
785 NetworkClientSocket *cs;
786 FOR_ALL_CLIENT_SOCKETS(cs) {
787 cs->SendShutdown();
788 cs->SendPackets();
791 if (close_admins) {
792 ServerNetworkAdminSocketHandler *as;
793 FOR_ALL_ACTIVE_ADMIN_SOCKETS(as) {
794 as->SendShutdown();
795 as->SendPackets();
800 if (_settings_client.network.server_advertise) NetworkUDPRemoveAdvertise(blocking);
802 DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
804 NetworkClose(close_admins);
806 /* Reinitialize the UDP stack, i.e. close all existing connections. */
807 NetworkUDPInitialize();
811 * Receives something from the network.
812 * @return true if everything went fine, false when the connection got closed.
814 static bool NetworkReceive()
816 if (_network_server) {
817 ServerNetworkAdminSocketHandler::Receive();
818 return ServerNetworkGameSocketHandler::Receive();
819 } else {
820 return ClientNetworkGameSocketHandler::Receive();
824 /* This sends all buffered commands (if possible) */
825 static void NetworkSend()
827 if (_network_server) {
828 ServerNetworkAdminSocketHandler::Send();
829 ServerNetworkGameSocketHandler::Send();
830 } else {
831 ClientNetworkGameSocketHandler::Send();
836 * We have to do some (simple) background stuff that runs normally,
837 * even when we are not in multiplayer. For example stuff needed
838 * for finding servers or downloading content.
840 void NetworkBackgroundLoop()
842 _network_content_client.SendReceive();
843 TCPConnecter::CheckCallbacks();
844 NetworkHTTPSocketHandler::HTTPReceive();
846 NetworkBackgroundUDPLoop();
849 /* The main loop called from ttd.c
850 * Here we also have to do StateGameLoop if needed! */
851 void NetworkGameLoop()
853 if (!_networking) return;
855 if (!NetworkReceive()) return;
857 if (_network_server) {
858 /* Log the sync state to check for in-syncedness of replays. */
859 if (_date_fract == 0) {
860 /* We don't want to log multiple times if paused. */
861 static Date last_log;
862 if (last_log != _date) {
863 DEBUG(desync, 1, "sync: %08x; %02x; %08x; %08x", _date, _date_fract, _random.state[0], _random.state[1]);
864 last_log = _date;
868 #ifdef DEBUG_DUMP_COMMANDS
869 /* Loading of the debug commands from -ddesync>=1 */
870 static FILE *f = FioFOpenFile("commands.log", "rb", SAVE_DIR);
871 static Date next_date = 0;
872 static uint32 next_date_fract;
873 static CommandPacket *cp = NULL;
874 static bool check_sync_state = false;
875 static uint32 sync_state[2];
876 if (f == NULL && next_date == 0) {
877 DEBUG(net, 0, "Cannot open commands.log");
878 next_date = 1;
881 while (f != NULL && !feof(f)) {
882 if (_date == next_date && _date_fract == next_date_fract) {
883 if (cp != NULL) {
884 NetworkSendCommand(cp->tile, cp->p1, cp->p2, cp->cmd & ~CMD_FLAGS_MASK, NULL, cp->text, cp->company);
885 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));
886 free(cp);
887 cp = NULL;
889 if (check_sync_state) {
890 if (sync_state[0] == _random.state[0] && sync_state[1] == _random.state[1]) {
891 DEBUG(net, 0, "sync check: %08x; %02x; match", _date, _date_fract);
892 } else {
893 DEBUG(net, 0, "sync check: %08x; %02x; mismatch expected {%08x, %08x}, got {%08x, %08x}",
894 _date, _date_fract, sync_state[0], sync_state[1], _random.state[0], _random.state[1]);
895 NOT_REACHED();
897 check_sync_state = false;
901 if (cp != NULL || check_sync_state) break;
903 char buff[4096];
904 if (fgets(buff, lengthof(buff), f) == NULL) break;
906 char *p = buff;
907 /* Ignore the "[date time] " part of the message */
908 if (*p == '[') {
909 p = strchr(p, ']');
910 if (p == NULL) break;
911 p += 2;
914 if (strncmp(p, "cmd: ", 5) == 0) {
915 cp = CallocT<CommandPacket>(1);
916 int company;
917 int ret = sscanf(p + 5, "%x; %x; %x; %x; %x; %x; %x; \"%[^\"]\"", &next_date, &next_date_fract, &company, &cp->tile, &cp->p1, &cp->p2, &cp->cmd, cp->text);
918 /* There are 8 pieces of data to read, however the last is a
919 * string that might or might not exist. Ignore it if that
920 * string misses because in 99% of the time it's not used. */
921 assert(ret == 8 || ret == 7);
922 cp->company = (CompanyID)company;
923 } else if (strncmp(p, "join: ", 6) == 0) {
924 /* Manually insert a pause when joining; this way the client can join at the exact right time. */
925 int ret = sscanf(p + 6, "%x; %x", &next_date, &next_date_fract);
926 assert(ret == 2);
927 DEBUG(net, 0, "injecting pause for join at %08x:%02x; please join when paused", next_date, next_date_fract);
928 cp = CallocT<CommandPacket>(1);
929 cp->company = COMPANY_SPECTATOR;
930 cp->cmd = CMD_PAUSE;
931 cp->p1 = PM_PAUSED_NORMAL;
932 cp->p2 = 1;
933 _ddc_fastforward = false;
934 } else if (strncmp(p, "sync: ", 6) == 0) {
935 int ret = sscanf(p + 6, "%x; %x; %x; %x", &next_date, &next_date_fract, &sync_state[0], &sync_state[1]);
936 assert(ret == 4);
937 check_sync_state = true;
938 } else if (strncmp(p, "msg: ", 5) == 0 || strncmp(p, "client: ", 8) == 0 ||
939 strncmp(p, "load: ", 6) == 0 || strncmp(p, "save: ", 6) == 0) {
940 /* A message that is not very important to the log playback, but part of the log. */
941 } else {
942 /* Can't parse a line; what's wrong here? */
943 DEBUG(net, 0, "trying to parse: %s", p);
944 NOT_REACHED();
947 if (f != NULL && feof(f)) {
948 DEBUG(net, 0, "End of commands.log");
949 fclose(f);
950 f = NULL;
952 #endif /* DEBUG_DUMP_COMMANDS */
953 if (_frame_counter >= _frame_counter_max) {
954 /* Only check for active clients just before we're going to send out
955 * the commands so we don't send multiple pause/unpause commands when
956 * the frame_freq is more than 1 tick. Same with distributing commands. */
957 CheckPauseOnJoin();
958 CheckMinActiveClients();
959 NetworkDistributeCommands();
962 bool send_frame = false;
964 /* We first increase the _frame_counter */
965 _frame_counter++;
966 /* Update max-frame-counter */
967 if (_frame_counter > _frame_counter_max) {
968 _frame_counter_max = _frame_counter + _settings_client.network.frame_freq;
969 send_frame = true;
972 NetworkExecuteLocalCommandQueue();
974 /* Then we make the frame */
975 StateGameLoop();
977 _sync_seed_1 = _random.state[0];
978 #ifdef NETWORK_SEND_DOUBLE_SEED
979 _sync_seed_2 = _random.state[1];
980 #endif
982 NetworkServer_Tick(send_frame);
983 } else {
984 /* Client */
986 /* Make sure we are at the frame were the server is (quick-frames) */
987 if (_frame_counter_server > _frame_counter) {
988 /* Run a number of frames; when things go bad, get out. */
989 while (_frame_counter_server > _frame_counter) {
990 if (!ClientNetworkGameSocketHandler::GameLoop()) return;
992 } else {
993 /* Else, keep on going till _frame_counter_max */
994 if (_frame_counter_max > _frame_counter) {
995 /* Run one frame; if things went bad, get out. */
996 if (!ClientNetworkGameSocketHandler::GameLoop()) return;
1001 NetworkSend();
1004 static void NetworkGenerateServerId()
1006 Md5 checksum;
1007 uint8 digest[16];
1008 char hex_output[16 * 2 + 1];
1009 char coding_string[NETWORK_NAME_LENGTH];
1010 int di;
1012 snprintf(coding_string, sizeof(coding_string), "%d%s", (uint)Random(), "OpenTTD Server ID");
1014 /* Generate the MD5 hash */
1015 checksum.Append((const uint8*)coding_string, strlen(coding_string));
1016 checksum.Finish(digest);
1018 for (di = 0; di < 16; ++di) {
1019 sprintf(hex_output + di * 2, "%02x", digest[di]);
1022 /* _settings_client.network.network_id is our id */
1023 snprintf(_settings_client.network.network_id, sizeof(_settings_client.network.network_id), "%s", hex_output);
1026 void NetworkStartDebugLog(NetworkAddress address)
1028 extern SOCKET _debug_socket; // Comes from debug.c
1030 DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", address.GetHostname(), address.GetPort());
1032 SOCKET s = address.Connect();
1033 if (s == INVALID_SOCKET) {
1034 DEBUG(net, 0, "Failed to open socket for redirection DEBUG()");
1035 return;
1038 _debug_socket = s;
1040 DEBUG(net, 0, "DEBUG() is now redirected");
1043 /** This tries to launch the network for a given OS */
1044 void NetworkStartUp()
1046 DEBUG(net, 3, "[core] starting network...");
1048 /* Network is available */
1049 _network_available = NetworkCoreInitialize();
1050 _network_dedicated = false;
1051 _network_last_advertise_frame = 0;
1052 _network_need_advertise = true;
1053 _network_advertise_retries = 0;
1055 /* Generate an server id when there is none yet */
1056 if (StrEmpty(_settings_client.network.network_id)) NetworkGenerateServerId();
1058 memset(&_network_game_info, 0, sizeof(_network_game_info));
1060 NetworkInitialize();
1061 DEBUG(net, 3, "[core] network online, multiplayer available");
1062 NetworkFindBroadcastIPs(&_broadcast_list);
1065 /** This shuts the network down */
1066 void NetworkShutDown()
1068 NetworkDisconnect(true);
1069 NetworkUDPClose();
1071 DEBUG(net, 3, "[core] shutting down network");
1073 _network_available = false;
1075 NetworkCoreShutdown();
1079 * Checks whether the given version string is compatible with our version.
1080 * @param other the version string to compare to
1082 bool IsNetworkCompatibleVersion(const char *other)
1084 return strncmp(_openttd_revision, other, NETWORK_REVISION_LENGTH - 1) == 0;
1087 #endif /* ENABLE_NETWORK */