network_client.cpp

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00001 /* $Id$ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00012 #ifdef ENABLE_NETWORK
00013 
00014 #include "../stdafx.h"
00015 #include "../debug.h"
00016 #include "network_gui.h"
00017 #include "../saveload/saveload.h"
00018 #include "../saveload/saveload_filter.h"
00019 #include "../command_func.h"
00020 #include "../console_func.h"
00021 #include "../strings_func.h"
00022 #include "../window_func.h"
00023 #include "../company_func.h"
00024 #include "../company_base.h"
00025 #include "../company_gui.h"
00026 #include "../core/random_func.hpp"
00027 #include "../date_func.h"
00028 #include "../gfx_func.h"
00029 #include "../gui.h"
00030 #include "../rev.h"
00031 #include "network.h"
00032 #include "network_base.h"
00033 #include "network_client.h"
00034 #include "../core/backup_type.hpp"
00035 
00036 #include "table/strings.h"
00037 
00038 /* This file handles all the client-commands */
00039 
00040 
00042 struct PacketReader : LoadFilter {
00043   static const size_t CHUNK = 32 * 1024;  
00044 
00045   AutoFreeSmallVector<byte *, 16> blocks; 
00046   byte *buf;                              
00047   byte *bufe;                             
00048   byte **block;                           
00049   size_t written_bytes;                   
00050   size_t read_bytes;                      
00051 
00053   PacketReader() : LoadFilter(NULL), buf(NULL), bufe(NULL), block(NULL), written_bytes(0), read_bytes(0)
00054   {
00055   }
00056 
00061   void AddPacket(const Packet *p)
00062   {
00063     assert(this->read_bytes == 0);
00064 
00065     size_t in_packet = p->size - p->pos;
00066     size_t to_write  = min((size_t)(this->bufe - this->buf), in_packet);
00067     const byte *pbuf = p->buffer + p->pos;
00068 
00069     this->written_bytes += in_packet;
00070     if (to_write != 0) {
00071       memcpy(this->buf, pbuf, to_write);
00072       this->buf += to_write;
00073     }
00074 
00075     /* Did everything fit in the current chunk, then we're done. */
00076     if (to_write == in_packet) return;
00077 
00078     /* Allocate a new chunk and add the remaining data. */
00079     pbuf += to_write;
00080     to_write   = in_packet - to_write;
00081     this->buf  = *this->blocks.Append() = CallocT<byte>(CHUNK);
00082     this->bufe = this->buf + CHUNK;
00083 
00084     memcpy(this->buf, pbuf, to_write);
00085     this->buf += to_write;
00086   }
00087 
00088   /* virtual */ size_t Read(byte *rbuf, size_t size)
00089   {
00090     /* Limit the amount to read to whatever we still have. */
00091     size_t ret_size = size = min(this->written_bytes - this->read_bytes, size);
00092     this->read_bytes += ret_size;
00093     const byte *rbufe = rbuf + ret_size;
00094 
00095     while (rbuf != rbufe) {
00096       if (this->buf == this->bufe) {
00097         this->buf = *this->block++;
00098         this->bufe = this->buf + CHUNK;
00099       }
00100 
00101       size_t to_write = min(this->bufe - this->buf, rbufe - rbuf);
00102       memcpy(rbuf, this->buf, to_write);
00103       rbuf += to_write;
00104       this->buf += to_write;
00105     }
00106 
00107     return ret_size;
00108   }
00109 
00110   /* virtual */ void Reset()
00111   {
00112     this->read_bytes = 0;
00113 
00114     this->block = this->blocks.Begin();
00115     this->buf   = *this->block++;
00116     this->bufe  = this->buf + CHUNK;
00117   }
00118 };
00119 
00120 
00125 ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s), savegame(NULL), status(STATUS_INACTIVE)
00126 {
00127   assert(ClientNetworkGameSocketHandler::my_client == NULL);
00128   ClientNetworkGameSocketHandler::my_client = this;
00129 }
00130 
00132 ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler()
00133 {
00134   assert(ClientNetworkGameSocketHandler::my_client == this);
00135   ClientNetworkGameSocketHandler::my_client = NULL;
00136 
00137   delete this->savegame;
00138 }
00139 
00140 NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
00141 {
00142   assert(status != NETWORK_RECV_STATUS_OKAY);
00143   /*
00144    * Sending a message just before leaving the game calls cs->SendPackets.
00145    * This might invoke this function, which means that when we close the
00146    * connection after cs->SendPackets we will close an already closed
00147    * connection. This handles that case gracefully without having to make
00148    * that code any more complex or more aware of the validity of the socket.
00149    */
00150   if (this->sock == INVALID_SOCKET) return status;
00151 
00152   DEBUG(net, 1, "Closed client connection %d", this->client_id);
00153 
00154   this->SendPackets(true);
00155 
00156   /* Wait a number of ticks so our leave message can reach the server.
00157    * This is especially needed for Windows servers as they seem to get
00158    * the "socket is closed" message before receiving our leave message,
00159    * which would trigger the server to close the connection as well. */
00160   CSleep(3 * MILLISECONDS_PER_TICK);
00161 
00162   delete this->GetInfo();
00163   delete this;
00164 
00165   return status;
00166 }
00167 
00172 void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
00173 {
00174   /* First, send a CLIENT_ERROR to the server, so he knows we are
00175    *  disconnection (and why!) */
00176   NetworkErrorCode errorno;
00177 
00178   /* We just want to close the connection.. */
00179   if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
00180     this->NetworkSocketHandler::CloseConnection();
00181     this->CloseConnection(res);
00182     _networking = false;
00183 
00184     DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
00185     return;
00186   }
00187 
00188   switch (res) {
00189     case NETWORK_RECV_STATUS_DESYNC:          errorno = NETWORK_ERROR_DESYNC; break;
00190     case NETWORK_RECV_STATUS_SAVEGAME:        errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
00191     case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
00192     default:                                  errorno = NETWORK_ERROR_GENERAL; break;
00193   }
00194 
00195   /* This means we fucked up and the server closed the connection */
00196   if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
00197       res != NETWORK_RECV_STATUS_SERVER_BANNED) {
00198     SendError(errorno);
00199   }
00200 
00201   _switch_mode = SM_MENU;
00202   this->CloseConnection(res);
00203   _networking = false;
00204 }
00205 
00206 
00212 /*static */ bool ClientNetworkGameSocketHandler::Receive()
00213 {
00214   if (my_client->CanSendReceive()) {
00215     NetworkRecvStatus res = my_client->ReceivePackets();
00216     if (res != NETWORK_RECV_STATUS_OKAY) {
00217       /* The client made an error of which we can not recover.
00218        * Close the connection and drop back to the main menu. */
00219       my_client->ClientError(res);
00220       return false;
00221     }
00222   }
00223   return _networking;
00224 }
00225 
00227 /*static */ void ClientNetworkGameSocketHandler::Send()
00228 {
00229   my_client->SendPackets();
00230   my_client->CheckConnection();
00231 }
00232 
00237 /* static */ bool ClientNetworkGameSocketHandler::GameLoop()
00238 {
00239   _frame_counter++;
00240 
00241   NetworkExecuteLocalCommandQueue();
00242 
00243   extern void StateGameLoop();
00244   StateGameLoop();
00245 
00246   /* Check if we are in sync! */
00247   if (_sync_frame != 0) {
00248     if (_sync_frame == _frame_counter) {
00249 #ifdef NETWORK_SEND_DOUBLE_SEED
00250       if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
00251 #else
00252       if (_sync_seed_1 != _random.state[0]) {
00253 #endif
00254         NetworkError(STR_NETWORK_ERROR_DESYNC);
00255         DEBUG(desync, 1, "sync_err: %08x; %02x", _date, _date_fract);
00256         DEBUG(net, 0, "Sync error detected!");
00257         my_client->ClientError(NETWORK_RECV_STATUS_DESYNC);
00258         return false;
00259       }
00260 
00261       /* If this is the first time we have a sync-frame, we
00262        *   need to let the server know that we are ready and at the same
00263        *   frame as he is.. so we can start playing! */
00264       if (_network_first_time) {
00265         _network_first_time = false;
00266         SendAck();
00267       }
00268 
00269       _sync_frame = 0;
00270     } else if (_sync_frame < _frame_counter) {
00271       DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
00272       _sync_frame = 0;
00273     }
00274   }
00275 
00276   return true;
00277 }
00278 
00279 
00281 ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = NULL;
00282 
00284 static uint32 last_ack_frame;
00285 
00287 static uint32 _password_game_seed;
00289 static char _password_server_id[NETWORK_SERVER_ID_LENGTH];
00290 
00292 static uint8 _network_server_max_companies;
00294 static uint8 _network_server_max_spectators;
00295 
00297 CompanyID _network_join_as;
00298 
00300 const char *_network_join_server_password = NULL;
00302 const char *_network_join_company_password = NULL;
00303 
00305 assert_compile(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
00306 
00307 /***********
00308  * Sending functions
00309  *   DEF_CLIENT_SEND_COMMAND has no parameters
00310  ************/
00311 
00313 NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
00314 {
00315   my_client->status = STATUS_COMPANY_INFO;
00316   _network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
00317   SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
00318 
00319   Packet *p = new Packet(PACKET_CLIENT_COMPANY_INFO);
00320   my_client->SendPacket(p);
00321   return NETWORK_RECV_STATUS_OKAY;
00322 }
00323 
00325 NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
00326 {
00327   my_client->status = STATUS_JOIN;
00328   _network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
00329   SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
00330 
00331   Packet *p = new Packet(PACKET_CLIENT_JOIN);
00332   p->Send_string(_openttd_revision);
00333   p->Send_string(_settings_client.network.client_name); // Client name
00334   p->Send_uint8 (_network_join_as);     // PlayAs
00335   p->Send_uint8 (NETLANG_ANY);          // Language
00336   my_client->SendPacket(p);
00337   return NETWORK_RECV_STATUS_OKAY;
00338 }
00339 
00341 NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
00342 {
00343   Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
00344   my_client->SendPacket(p);
00345   return NETWORK_RECV_STATUS_OKAY;
00346 }
00347 
00352 NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password)
00353 {
00354   Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
00355   p->Send_string(password);
00356   my_client->SendPacket(p);
00357   return NETWORK_RECV_STATUS_OKAY;
00358 }
00359 
00364 NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password)
00365 {
00366   Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
00367   p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
00368   my_client->SendPacket(p);
00369   return NETWORK_RECV_STATUS_OKAY;
00370 }
00371 
00373 NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
00374 {
00375   my_client->status = STATUS_MAP_WAIT;
00376 
00377   Packet *p = new Packet(PACKET_CLIENT_GETMAP);
00378   /* Send the OpenTTD version to the server, let it validate it too.
00379    * But only do it for stable releases because of those we are sure
00380    * that everybody has the same NewGRF version. For trunk and the
00381    * branches we make tarballs of the OpenTTDs compiled from tarball
00382    * will have the lower bits set to 0. As such they would become
00383    * incompatible, which we would like to prevent by this. */
00384   if (HasBit(_openttd_newgrf_version, 19)) p->Send_uint32(_openttd_newgrf_version);
00385   my_client->SendPacket(p);
00386   return NETWORK_RECV_STATUS_OKAY;
00387 }
00388 
00390 NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
00391 {
00392   my_client->status = STATUS_ACTIVE;
00393 
00394   Packet *p = new Packet(PACKET_CLIENT_MAP_OK);
00395   my_client->SendPacket(p);
00396   return NETWORK_RECV_STATUS_OKAY;
00397 }
00398 
00400 NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
00401 {
00402   Packet *p = new Packet(PACKET_CLIENT_ACK);
00403 
00404   p->Send_uint32(_frame_counter);
00405   p->Send_uint8 (my_client->token);
00406   my_client->SendPacket(p);
00407   return NETWORK_RECV_STATUS_OKAY;
00408 }
00409 
00414 NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
00415 {
00416   Packet *p = new Packet(PACKET_CLIENT_COMMAND);
00417   my_client->NetworkGameSocketHandler::SendCommand(p, cp);
00418 
00419   my_client->SendPacket(p);
00420   return NETWORK_RECV_STATUS_OKAY;
00421 }
00422 
00424 NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
00425 {
00426   Packet *p = new Packet(PACKET_CLIENT_CHAT);
00427 
00428   p->Send_uint8 (action);
00429   p->Send_uint8 (type);
00430   p->Send_uint32(dest);
00431   p->Send_string(msg);
00432   p->Send_uint64(data);
00433 
00434   my_client->SendPacket(p);
00435   return NETWORK_RECV_STATUS_OKAY;
00436 }
00437 
00439 NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno)
00440 {
00441   Packet *p = new Packet(PACKET_CLIENT_ERROR);
00442 
00443   p->Send_uint8(errorno);
00444   my_client->SendPacket(p);
00445   return NETWORK_RECV_STATUS_OKAY;
00446 }
00447 
00452 NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password)
00453 {
00454   Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
00455 
00456   p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
00457   my_client->SendPacket(p);
00458   return NETWORK_RECV_STATUS_OKAY;
00459 }
00460 
00465 NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
00466 {
00467   Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
00468 
00469   p->Send_string(name);
00470   my_client->SendPacket(p);
00471   return NETWORK_RECV_STATUS_OKAY;
00472 }
00473 
00477 NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
00478 {
00479   Packet *p = new Packet(PACKET_CLIENT_QUIT);
00480 
00481   my_client->SendPacket(p);
00482   return NETWORK_RECV_STATUS_OKAY;
00483 }
00484 
00490 NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, const char *command)
00491 {
00492   Packet *p = new Packet(PACKET_CLIENT_RCON);
00493   p->Send_string(pass);
00494   p->Send_string(command);
00495   my_client->SendPacket(p);
00496   return NETWORK_RECV_STATUS_OKAY;
00497 }
00498 
00504 NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *password)
00505 {
00506   Packet *p = new Packet(PACKET_CLIENT_MOVE);
00507   p->Send_uint8(company);
00508   p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
00509   my_client->SendPacket(p);
00510   return NETWORK_RECV_STATUS_OKAY;
00511 }
00512 
00517 bool ClientNetworkGameSocketHandler::IsConnected()
00518 {
00519   return my_client != NULL && my_client->status == STATUS_ACTIVE;
00520 }
00521 
00522 
00523 /***********
00524  * Receiving functions
00525  *   DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
00526  ************/
00527 
00528 extern bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
00529 extern StringID _switch_mode_errorstr;
00530 
00531 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
00532 {
00533   /* We try to join a server which is full */
00534   _switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_FULL;
00535   DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
00536 
00537   return NETWORK_RECV_STATUS_SERVER_FULL;
00538 }
00539 
00540 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p)
00541 {
00542   /* We try to join a server where we are banned */
00543   _switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_BANNED;
00544   DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
00545 
00546   return NETWORK_RECV_STATUS_SERVER_BANNED;
00547 }
00548 
00549 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *p)
00550 {
00551   if (this->status != STATUS_COMPANY_INFO) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00552 
00553   byte company_info_version = p->Recv_uint8();
00554 
00555   if (!this->HasClientQuit() && company_info_version == NETWORK_COMPANY_INFO_VERSION) {
00556     /* We have received all data... (there are no more packets coming) */
00557     if (!p->Recv_bool()) return NETWORK_RECV_STATUS_CLOSE_QUERY;
00558 
00559     CompanyID current = (Owner)p->Recv_uint8();
00560     if (current >= MAX_COMPANIES) return NETWORK_RECV_STATUS_CLOSE_QUERY;
00561 
00562     NetworkCompanyInfo *company_info = GetLobbyCompanyInfo(current);
00563     if (company_info == NULL) return NETWORK_RECV_STATUS_CLOSE_QUERY;
00564 
00565     p->Recv_string(company_info->company_name, sizeof(company_info->company_name));
00566     company_info->inaugurated_year = p->Recv_uint32();
00567     company_info->company_value    = p->Recv_uint64();
00568     company_info->money            = p->Recv_uint64();
00569     company_info->income           = p->Recv_uint64();
00570     company_info->performance      = p->Recv_uint16();
00571     company_info->use_password     = p->Recv_bool();
00572     for (uint i = 0; i < NETWORK_VEH_END; i++) {
00573       company_info->num_vehicle[i] = p->Recv_uint16();
00574     }
00575     for (uint i = 0; i < NETWORK_VEH_END; i++) {
00576       company_info->num_station[i] = p->Recv_uint16();
00577     }
00578     company_info->ai               = p->Recv_bool();
00579 
00580     p->Recv_string(company_info->clients, sizeof(company_info->clients));
00581 
00582     SetWindowDirty(WC_NETWORK_WINDOW, 0);
00583     InvalidateWindowClassesData(WC_WATCH_COMPANY, 0);
00584     SetWindowClassesDirty(WC_WATCH_COMPANY);
00585 
00586     return NETWORK_RECV_STATUS_OKAY;
00587   }
00588 
00589   return NETWORK_RECV_STATUS_CLOSE_QUERY;
00590 }
00591 
00592 /* This packet contains info about the client (playas and name)
00593  *  as client we save this in NetworkClientInfo, linked via 'client_id'
00594  *  which is always an unique number on a server. */
00595 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *p)
00596 {
00597   NetworkClientInfo *ci;
00598   ClientID client_id = (ClientID)p->Recv_uint32();
00599   CompanyID playas = (CompanyID)p->Recv_uint8();
00600   char name[NETWORK_NAME_LENGTH];
00601 
00602   p->Recv_string(name, sizeof(name));
00603 
00604   if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00605   if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
00606 
00607   ci = NetworkClientInfo::GetByClientID(client_id);
00608   if (ci != NULL) {
00609     if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) {
00610       /* Client name changed, display the change */
00611       NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, name);
00612     } else if (playas != ci->client_playas) {
00613       /* The client changed from client-player..
00614        * Do not display that for now */
00615     }
00616 
00617     /* Make sure we're in the company the server tells us to be in,
00618      * for the rare case that we get moved while joining. */
00619     if (client_id == _network_own_client_id) SetLocalCompany(!Company::IsValidID(playas) ? COMPANY_SPECTATOR : playas);
00620 
00621     ci->client_playas = playas;
00622     strecpy(ci->client_name, name, lastof(ci->client_name));
00623 
00624     SetWindowDirty(WC_CLIENT_LIST, 0);
00625     InvalidateWindowClassesData(WC_WATCH_COMPANY, 0);
00626     SetWindowClassesDirty(WC_WATCH_COMPANY);
00627 
00628     return NETWORK_RECV_STATUS_OKAY;
00629   }
00630 
00631   /* There are at most as many ClientInfo as ClientSocket objects in a
00632    * server. Having more Infos than a server can have means something
00633    * has gone wrong somewhere, i.e. the server has more Infos than it
00634    * has actual clients. That means the server is feeding us an invalid
00635    * state. So, bail out! This server is broken. */
00636   if (!NetworkClientInfo::CanAllocateItem()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00637 
00638   /* We don't have this client_id yet, find an empty client_id, and put the data there */
00639   ci = new NetworkClientInfo(client_id);
00640   ci->client_playas = playas;
00641   if (client_id == _network_own_client_id) this->SetInfo(ci);
00642 
00643   strecpy(ci->client_name, name, lastof(ci->client_name));
00644 
00645   SetWindowDirty(WC_CLIENT_LIST, 0);
00646 
00647   return NETWORK_RECV_STATUS_OKAY;
00648 }
00649 
00650 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p)
00651 {
00652   NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
00653 
00654   switch (error) {
00655     /* We made an error in the protocol, and our connection is closed.... */
00656     case NETWORK_ERROR_NOT_AUTHORIZED:
00657     case NETWORK_ERROR_NOT_EXPECTED:
00658     case NETWORK_ERROR_COMPANY_MISMATCH:
00659       _switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_ERROR;
00660       break;
00661     case NETWORK_ERROR_FULL:
00662       _switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_FULL;
00663       break;
00664     case NETWORK_ERROR_WRONG_REVISION:
00665       _switch_mode_errorstr = STR_NETWORK_ERROR_WRONG_REVISION;
00666       break;
00667     case NETWORK_ERROR_WRONG_PASSWORD:
00668       _switch_mode_errorstr = STR_NETWORK_ERROR_WRONG_PASSWORD;
00669       break;
00670     case NETWORK_ERROR_KICKED:
00671       _switch_mode_errorstr = STR_NETWORK_ERROR_KICKED;
00672       break;
00673     case NETWORK_ERROR_CHEATER:
00674       _switch_mode_errorstr = STR_NETWORK_ERROR_CHEATER;
00675       break;
00676     case NETWORK_ERROR_TOO_MANY_COMMANDS:
00677       _switch_mode_errorstr = STR_NETWORK_ERROR_TOO_MANY_COMMANDS;
00678       break;
00679     default:
00680       _switch_mode_errorstr = STR_NETWORK_ERROR_LOSTCONNECTION;
00681   }
00682 
00683   DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
00684 
00685   return NETWORK_RECV_STATUS_SERVER_ERROR;
00686 }
00687 
00688 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet *p)
00689 {
00690   if (this->status != STATUS_JOIN) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00691 
00692   uint grf_count = p->Recv_uint8();
00693   NetworkRecvStatus ret = NETWORK_RECV_STATUS_OKAY;
00694 
00695   /* Check all GRFs */
00696   for (; grf_count > 0; grf_count--) {
00697     GRFIdentifier c;
00698     this->ReceiveGRFIdentifier(p, &c);
00699 
00700     /* Check whether we know this GRF */
00701     const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, c.md5sum);
00702     if (f == NULL) {
00703       /* We do not know this GRF, bail out of initialization */
00704       char buf[sizeof(c.md5sum) * 2 + 1];
00705       md5sumToString(buf, lastof(buf), c.md5sum);
00706       DEBUG(grf, 0, "NewGRF %08X not found; checksum %s", BSWAP32(c.grfid), buf);
00707       ret = NETWORK_RECV_STATUS_NEWGRF_MISMATCH;
00708     }
00709   }
00710 
00711   if (ret == NETWORK_RECV_STATUS_OKAY) {
00712     /* Start receiving the map */
00713     return SendNewGRFsOk();
00714   }
00715 
00716   /* NewGRF mismatch, bail out */
00717   _switch_mode_errorstr = STR_NETWORK_ERROR_NEWGRF_MISMATCH;
00718   return ret;
00719 }
00720 
00721 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *p)
00722 {
00723   if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00724   this->status = STATUS_AUTH_GAME;
00725 
00726   const char *password = _network_join_server_password;
00727   if (!StrEmpty(password)) {
00728     return SendGamePassword(password);
00729   }
00730 
00731   ShowNetworkNeedPassword(NETWORK_GAME_PASSWORD);
00732 
00733   return NETWORK_RECV_STATUS_OKAY;
00734 }
00735 
00736 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p)
00737 {
00738   if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_COMPANY) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00739   this->status = STATUS_AUTH_COMPANY;
00740 
00741   _password_game_seed = p->Recv_uint32();
00742   p->Recv_string(_password_server_id, sizeof(_password_server_id));
00743   if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00744 
00745   const char *password = _network_join_company_password;
00746   if (!StrEmpty(password)) {
00747     return SendCompanyPassword(password);
00748   }
00749 
00750   ShowNetworkNeedPassword(NETWORK_COMPANY_PASSWORD);
00751 
00752   return NETWORK_RECV_STATUS_OKAY;
00753 }
00754 
00755 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *p)
00756 {
00757   if (this->status < STATUS_JOIN || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00758   this->status = STATUS_AUTHORIZED;
00759 
00760   _network_own_client_id = (ClientID)p->Recv_uint32();
00761 
00762   /* Initialize the password hash salting variables, even if they were previously. */
00763   _password_game_seed = p->Recv_uint32();
00764   p->Recv_string(_password_server_id, sizeof(_password_server_id));
00765 
00766   /* Start receiving the map */
00767   return SendGetMap();
00768 }
00769 
00770 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p)
00771 {
00772   /* We set the internal wait state when requesting the map. */
00773   if (this->status != STATUS_MAP_WAIT) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00774 
00775   /* But... only now we set the join status to waiting, instead of requesting. */
00776   _network_join_status = NETWORK_JOIN_STATUS_WAITING;
00777   _network_join_waiting = p->Recv_uint8();
00778   SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
00779 
00780   return NETWORK_RECV_STATUS_OKAY;
00781 }
00782 
00783 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet *p)
00784 {
00785   if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00786   this->status = STATUS_MAP;
00787 
00788   if (this->savegame != NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00789 
00790   this->savegame = new PacketReader();
00791 
00792   _frame_counter = _frame_counter_server = _frame_counter_max = p->Recv_uint32();
00793 
00794   _network_join_bytes = 0;
00795   _network_join_bytes_total = 0;
00796 
00797   _network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
00798   SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
00799 
00800   return NETWORK_RECV_STATUS_OKAY;
00801 }
00802 
00803 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet *p)
00804 {
00805   if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00806   if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00807 
00808   _network_join_bytes_total = p->Recv_uint32();
00809   SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
00810 
00811   return NETWORK_RECV_STATUS_OKAY;
00812 }
00813 
00814 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet *p)
00815 {
00816   if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00817   if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00818 
00819   /* We are still receiving data, put it to the file */
00820   this->savegame->AddPacket(p);
00821 
00822   _network_join_bytes = (uint32)this->savegame->written_bytes;
00823   SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
00824 
00825   return NETWORK_RECV_STATUS_OKAY;
00826 }
00827 
00828 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *p)
00829 {
00830   if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00831   if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00832 
00833   _network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
00834   SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
00835 
00836   /*
00837    * Make sure everything is set for reading.
00838    *
00839    * We need the local copy and reset this->savegame because when
00840    * loading fails the network gets reset upon loading the intro
00841    * game, which would cause us to free this->savegame twice.
00842    */
00843   LoadFilter *lf = this->savegame;
00844   this->savegame = NULL;
00845   lf->Reset();
00846 
00847   /* The map is done downloading, load it */
00848   bool load_success = SafeLoad(NULL, SL_LOAD, GM_NORMAL, NO_DIRECTORY, lf);
00849 
00850   /* Long savegame loads shouldn't affect the lag calculation! */
00851   this->last_packet = _realtime_tick;
00852 
00853   if (!load_success) {
00854     DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
00855     _switch_mode_errorstr = STR_NETWORK_ERROR_SAVEGAMEERROR;
00856     return NETWORK_RECV_STATUS_SAVEGAME;
00857   }
00858   /* If the savegame has successfully loaded, ALL windows have been removed,
00859    * only toolbar/statusbar and gamefield are visible */
00860 
00861   /* Say we received the map and loaded it correctly! */
00862   SendMapOk();
00863 
00864   /* New company/spectator (invalid company) or company we want to join is not active
00865    * Switch local company to spectator and await the server's judgement */
00866   if (_network_join_as == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_join_as)) {
00867     SetLocalCompany(COMPANY_SPECTATOR);
00868 
00869     if (_network_join_as != COMPANY_SPECTATOR) {
00870       /* We have arrived and ready to start playing; send a command to make a new company;
00871        * the server will give us a client-id and let us in */
00872       _network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
00873       ShowJoinStatusWindow();
00874       NetworkSendCommand(0, 0, 0, CMD_COMPANY_CTRL, NULL, NULL, _local_company);
00875     }
00876   } else {
00877     /* take control over an existing company */
00878     SetLocalCompany(_network_join_as);
00879   }
00880 
00881   return NETWORK_RECV_STATUS_OKAY;
00882 }
00883 
00884 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p)
00885 {
00886   if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00887 
00888   _frame_counter_server = p->Recv_uint32();
00889   _frame_counter_max = p->Recv_uint32();
00890 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
00891   /* Test if the server supports this option
00892    *  and if we are at the frame the server is */
00893   if (p->pos + 1 < p->size) {
00894     _sync_frame = _frame_counter_server;
00895     _sync_seed_1 = p->Recv_uint32();
00896 #ifdef NETWORK_SEND_DOUBLE_SEED
00897     _sync_seed_2 = p->Recv_uint32();
00898 #endif
00899   }
00900 #endif
00901   /* Receive the token. */
00902   if (p->pos != p->size) this->token = p->Recv_uint8();
00903 
00904   DEBUG(net, 5, "Received FRAME %d", _frame_counter_server);
00905 
00906   /* Let the server know that we received this frame correctly
00907    *  We do this only once per day, to save some bandwidth ;) */
00908   if (!_network_first_time && last_ack_frame < _frame_counter) {
00909     last_ack_frame = _frame_counter + DAY_TICKS;
00910     DEBUG(net, 4, "Sent ACK at %d", _frame_counter);
00911     SendAck();
00912   }
00913 
00914   return NETWORK_RECV_STATUS_OKAY;
00915 }
00916 
00917 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p)
00918 {
00919   if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00920 
00921   _sync_frame = p->Recv_uint32();
00922   _sync_seed_1 = p->Recv_uint32();
00923 #ifdef NETWORK_SEND_DOUBLE_SEED
00924   _sync_seed_2 = p->Recv_uint32();
00925 #endif
00926 
00927   return NETWORK_RECV_STATUS_OKAY;
00928 }
00929 
00930 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet *p)
00931 {
00932   if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00933 
00934   CommandPacket cp;
00935   const char *err = this->ReceiveCommand(p, &cp);
00936   cp.frame    = p->Recv_uint32();
00937   cp.my_cmd   = p->Recv_bool();
00938 
00939   if (err != NULL) {
00940     IConsolePrintF(CC_ERROR, "WARNING: %s from server, dropping...", err);
00941     return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00942   }
00943 
00944   this->incoming_queue.Append(&cp);
00945 
00946   return NETWORK_RECV_STATUS_OKAY;
00947 }
00948 
00949 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
00950 {
00951   if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00952 
00953   char name[NETWORK_NAME_LENGTH], msg[NETWORK_CHAT_LENGTH];
00954   const NetworkClientInfo *ci = NULL, *ci_to;
00955 
00956   NetworkAction action = (NetworkAction)p->Recv_uint8();
00957   ClientID client_id = (ClientID)p->Recv_uint32();
00958   bool self_send = p->Recv_bool();
00959   p->Recv_string(msg, NETWORK_CHAT_LENGTH);
00960   int64 data = p->Recv_uint64();
00961 
00962   ci_to = NetworkClientInfo::GetByClientID(client_id);
00963   if (ci_to == NULL) return NETWORK_RECV_STATUS_OKAY;
00964 
00965   /* Did we initiate the action locally? */
00966   if (self_send) {
00967     switch (action) {
00968       case NETWORK_ACTION_CHAT_CLIENT:
00969         /* For speaking to client we need the client-name */
00970         snprintf(name, sizeof(name), "%s", ci_to->client_name);
00971         ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
00972         break;
00973 
00974       /* For speaking to company or giving money, we need the company-name */
00975       case NETWORK_ACTION_GIVE_MONEY:
00976         if (!Company::IsValidID(ci_to->client_playas)) return NETWORK_RECV_STATUS_OKAY;
00977         /* FALL THROUGH */
00978       case NETWORK_ACTION_CHAT_COMPANY: {
00979         StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
00980         SetDParam(0, ci_to->client_playas);
00981 
00982         GetString(name, str, lastof(name));
00983         ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
00984         break;
00985       }
00986 
00987       default: return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00988     }
00989   } else {
00990     /* Display message from somebody else */
00991     snprintf(name, sizeof(name), "%s", ci_to->client_name);
00992     ci = ci_to;
00993   }
00994 
00995   if (ci != NULL) {
00996     NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), self_send, name, msg, data);
00997   }
00998   return NETWORK_RECV_STATUS_OKAY;
00999 }
01000 
01001 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *p)
01002 {
01003   if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01004 
01005   ClientID client_id = (ClientID)p->Recv_uint32();
01006 
01007   NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
01008   if (ci != NULL) {
01009     NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, NULL, GetNetworkErrorMsg((NetworkErrorCode)p->Recv_uint8()));
01010     delete ci;
01011   }
01012 
01013   SetWindowDirty(WC_CLIENT_LIST, 0);
01014 
01015   return NETWORK_RECV_STATUS_OKAY;
01016 }
01017 
01018 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p)
01019 {
01020   if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01021 
01022   ClientID client_id = (ClientID)p->Recv_uint32();
01023 
01024   NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
01025   if (ci != NULL) {
01026     NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, NULL, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
01027     delete ci;
01028   } else {
01029     DEBUG(net, 0, "Unknown client (%d) is leaving the game", client_id);
01030   }
01031 
01032   SetWindowDirty(WC_CLIENT_LIST, 0);
01033   InvalidateWindowClassesData(WC_WATCH_COMPANY, 0);
01034   SetWindowClassesDirty(WC_WATCH_COMPANY);
01035 
01036   /* If we come here it means we could not locate the client.. strange :s */
01037   return NETWORK_RECV_STATUS_OKAY;
01038 }
01039 
01040 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p)
01041 {
01042   if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01043 
01044   ClientID client_id = (ClientID)p->Recv_uint32();
01045 
01046   NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
01047   if (ci != NULL) {
01048     NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name);
01049   }
01050 
01051   SetWindowDirty(WC_CLIENT_LIST, 0);
01052   InvalidateWindowClassesData(WC_WATCH_COMPANY, 0);
01053   SetWindowClassesDirty(WC_WATCH_COMPANY);
01054 
01055   return NETWORK_RECV_STATUS_OKAY;
01056 }
01057 
01058 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *p)
01059 {
01060   /* Only when we're trying to join we really
01061    * care about the server shutting down. */
01062   if (this->status >= STATUS_JOIN) {
01063     _switch_mode_errorstr = STR_NETWORK_MESSAGE_SERVER_SHUTDOWN;
01064   }
01065 
01066   return NETWORK_RECV_STATUS_SERVER_ERROR;
01067 }
01068 
01069 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *p)
01070 {
01071   /* Only when we're trying to join we really
01072    * care about the server shutting down. */
01073   if (this->status >= STATUS_JOIN) {
01074     /* To trottle the reconnects a bit, every clients waits its
01075      * Client ID modulo 16. This way reconnects should be spread
01076      * out a bit. */
01077     _network_reconnect = _network_own_client_id % 16;
01078     _switch_mode_errorstr = STR_NETWORK_MESSAGE_SERVER_REBOOT;
01079   }
01080 
01081   return NETWORK_RECV_STATUS_SERVER_ERROR;
01082 }
01083 
01084 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_RCON(Packet *p)
01085 {
01086   if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01087 
01088   TextColour colour_code = (TextColour)p->Recv_uint16();
01089   if (!IsValidConsoleColour(colour_code)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01090 
01091   char rcon_out[NETWORK_RCONCOMMAND_LENGTH];
01092   p->Recv_string(rcon_out, sizeof(rcon_out));
01093 
01094   IConsolePrint(colour_code, rcon_out);
01095 
01096   return NETWORK_RECV_STATUS_OKAY;
01097 }
01098 
01099 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p)
01100 {
01101   if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01102 
01103   /* Nothing more in this packet... */
01104   ClientID client_id   = (ClientID)p->Recv_uint32();
01105   CompanyID company_id = (CompanyID)p->Recv_uint8();
01106 
01107   if (client_id == 0) {
01108     /* definitely an invalid client id, debug message and do nothing. */
01109     DEBUG(net, 0, "[move] received invalid client index = 0");
01110     return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01111   }
01112 
01113   const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
01114   /* Just make sure we do not try to use a client_index that does not exist */
01115   if (ci == NULL) return NETWORK_RECV_STATUS_OKAY;
01116 
01117   /* if not valid player, force spectator, else check player exists */
01118   if (!Company::IsValidID(company_id)) company_id = COMPANY_SPECTATOR;
01119 
01120   if (client_id == _network_own_client_id) {
01121     SetLocalCompany(company_id);
01122   }
01123   InvalidateWindowClassesData(WC_WATCH_COMPANY, 0);
01124   SetWindowClassesDirty(WC_WATCH_COMPANY);
01125 
01126   return NETWORK_RECV_STATUS_OKAY;
01127 }
01128 
01129 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *p)
01130 {
01131   if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01132 
01133   _network_server_max_companies = p->Recv_uint8();
01134   _network_server_max_spectators = p->Recv_uint8();
01135 
01136   return NETWORK_RECV_STATUS_OKAY;
01137 }
01138 
01139 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p)
01140 {
01141   if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01142 
01143   _network_company_passworded = p->Recv_uint16();
01144   SetWindowClassesDirty(WC_COMPANY);
01145 
01146   return NETWORK_RECV_STATUS_OKAY;
01147 }
01148 
01152 void ClientNetworkGameSocketHandler::CheckConnection()
01153 {
01154   /* Only once we're authorized we can expect a steady stream of packets. */
01155   if (this->status < STATUS_AUTHORIZED) return;
01156 
01157   /* It might... sometimes occur that the realtime ticker overflows. */
01158   if (_realtime_tick < this->last_packet) this->last_packet = _realtime_tick;
01159 
01160   /* Lag is in milliseconds; 5 seconds are roughly twice the
01161    * server's "you're slow" threshold (1 game day). */
01162   uint lag = (_realtime_tick - this->last_packet) / 1000;
01163   if (lag < 5) return;
01164 
01165   /* 20 seconds are (way) more than 4 game days after which
01166    * the server will forcefully disconnect you. */
01167   if (lag > 20) {
01168     this->NetworkGameSocketHandler::CloseConnection();
01169     _switch_mode_errorstr = STR_NETWORK_ERROR_LOSTCONNECTION;
01170     return;
01171   }
01172 
01173   /* Prevent showing the lag message every tick; just update it when needed. */
01174   static uint last_lag = 0;
01175   if (last_lag == lag) return;
01176 
01177   last_lag = lag;
01178   SetDParam(0, lag);
01179   ShowErrorMessage(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION, STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION, WL_INFO);
01180 }
01181 
01182 
01184 void NetworkClient_Connected()
01185 {
01186   /* Set the frame-counter to 0 so nothing happens till we are ready */
01187   _frame_counter = 0;
01188   _frame_counter_server = 0;
01189   last_ack_frame = 0;
01190   /* Request the game-info */
01191   MyClient::SendJoin();
01192 }
01193 
01199 void NetworkClientSendRcon(const char *password, const char *command)
01200 {
01201   MyClient::SendRCon(password, command);
01202 }
01203 
01210 void NetworkClientRequestMove(CompanyID company_id, const char *pass)
01211 {
01212   MyClient::SendMove(company_id, pass);
01213 }
01214 
01219 void NetworkClientsToSpectators(CompanyID cid)
01220 {
01221   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
01222   /* If our company is changing owner, go to spectators */
01223   if (cid == _local_company) SetLocalCompany(COMPANY_SPECTATOR);
01224 
01225   NetworkClientInfo *ci;
01226   FOR_ALL_CLIENT_INFOS(ci) {
01227     if (ci->client_playas != cid) continue;
01228     NetworkTextMessage(NETWORK_ACTION_COMPANY_SPECTATOR, CC_DEFAULT, false, ci->client_name);
01229     ci->client_playas = COMPANY_SPECTATOR;
01230   }
01231 
01232   cur_company.Restore();
01233 }
01234 
01238 void NetworkUpdateClientName()
01239 {
01240   NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
01241 
01242   if (ci == NULL) return;
01243 
01244   /* Don't change the name if it is the same as the old name */
01245   if (strcmp(ci->client_name, _settings_client.network.client_name) != 0) {
01246     if (!_network_server) {
01247       MyClient::SendSetName(_settings_client.network.client_name);
01248     } else {
01249       if (NetworkFindName(_settings_client.network.client_name)) {
01250         NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, _settings_client.network.client_name);
01251         strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));
01252         NetworkUpdateClientInfo(CLIENT_ID_SERVER);
01253       }
01254     }
01255   }
01256 }
01257 
01266 void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
01267 {
01268   MyClient::SendChat(action, type, dest, msg, data);
01269 }
01270 
01275 void NetworkClientSetCompanyPassword(const char *password)
01276 {
01277   MyClient::SendSetPassword(password);
01278 }
01279 
01285 bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio)
01286 {
01287   /* Only companies actually playing can speak to team. Eg spectators cannot */
01288   if (!_settings_client.gui.prefer_teamchat || !Company::IsValidID(cio->client_playas)) return false;
01289 
01290   const NetworkClientInfo *ci;
01291   FOR_ALL_CLIENT_INFOS(ci) {
01292     if (ci->client_playas == cio->client_playas && ci != cio) return true;
01293   }
01294 
01295   return false;
01296 }
01297 
01302 bool NetworkMaxCompaniesReached()
01303 {
01304   return Company::GetNumItems() >= (_network_server ? _settings_client.network.max_companies : _network_server_max_companies);
01305 }
01306 
01311 bool NetworkMaxSpectatorsReached()
01312 {
01313   return NetworkSpectatorCount() >= (_network_server ? _settings_client.network.max_spectators : _network_server_max_spectators);
01314 }
01315 
01316 #endif /* ENABLE_NETWORK */