# network.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 #include "../stdafx.h"
    00013
    00014 #ifdef ENABLE_NETWORK
    00015
    00016 #include "../strings_func.h"
    00017 #include "../command_func.h"
    00018 #include "../date_func.h"
    00019 #include "network_internal.h"
    00020 #include "network_client.h"
    00021 #include "network_server.h"
    00022 #include "network_content.h"
    00023 #include "network_udp.h"
    00024 #include "network_gamelist.h"
    00025 #include "core/udp.h"
    00026 #include "core/host.h"
    00027 #include "network_gui.h"
    00028 #include "../console_func.h"
    00029 #include "../3rdparty/md5/md5.h"
    00030 #include "../core/random_func.hpp"
    00031 #include "../window_func.h"
    00032 #include "../company_func.h"
    00033 #include "../company_base.h"
    00034 #include "../landscape_type.h"
    00035 #include "../rev.h"
    00036 #include "../core/pool_func.hpp"
    00037 #include "../gfx_func.h"
    00038 #ifdef DEBUG_DUMP_COMMANDS
    00039   #include "../fileio_func.h"
    00040 #endif /* DEBUG_DUMP_COMMANDS */
    00041 #include "table/strings.h"
    00042
    00043 DECLARE_POSTFIX_INCREMENT(ClientID);
    00044
    00045 assert_compile(NetworkClientInfoPool::MAX_SIZE == NetworkClientSocketPool::MAX_SIZE);
    00046
    00047 NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo");
    00048 INSTANTIATE_POOL_METHODS(NetworkClientInfo)
    00049
    00050 bool _networking;
    00051 bool _network_server;
    00052 bool _network_available;
    00053 bool _network_dedicated;
    00054 bool _is_network_server;
    00055 NetworkServerGameInfo _network_game_info;
    00056 NetworkCompanyState *_network_company_states = NULL;
    00057 ClientID _network_own_client_id;
    00058 ClientID _redirect_console_to_client;
    00059 bool _network_need_advertise;
    00060 uint32 _network_last_advertise_frame;
    00061 uint8 _network_reconnect;
    00062 StringList _network_bind_list;
    00063 StringList _network_host_list;
    00064 StringList _network_ban_list;
    00065 uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
    00066 uint32 _frame_counter_max; // To where we may go with our clients
    00067 uint32 _frame_counter;
    00068 uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
    00069 NetworkAddressList _broadcast_list;
    00070 uint32 _sync_seed_1;
    00071 #ifdef NETWORK_SEND_DOUBLE_SEED
    00072 uint32 _sync_seed_2;
    00073 #endif
    00074 uint32 _sync_frame;
    00075 bool _network_first_time;
    00076 bool _network_udp_server;
    00077 uint16 _network_udp_broadcast;
    00078 uint8 _network_advertise_retries;
    00079 CompanyMask _network_company_passworded;
    00080
    00081 /* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
    00082 assert_compile((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
    00083 assert_compile((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_BYTES);
    00084
    00085 extern NetworkUDPSocketHandler *_udp_client_socket;
    00086 extern NetworkUDPSocketHandler *_udp_server_socket;
    00087 extern NetworkUDPSocketHandler *_udp_master_socket;
    00088
    00089 /* The listen socket for the server */
    00090 static SocketList _listensockets;
    00091
    00092 /* The amount of clients connected */
    00093 static byte _network_clients_connected = 0;
    00094 /* The identifier counter for new clients (is never decreased) */
    00095 static ClientID _network_client_id = CLIENT_ID_FIRST;
    00096
    00097 /* Some externs / forwards */
    00098 extern void StateGameLoop();
    00099
    00103 NetworkClientInfo::~NetworkClientInfo()
    00104 {
    00105   /* Delete the chat window, if you were chatting with this client. */
    00106   InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_CLIENT, this->client_id);
    00107 }
    00108
    00114 NetworkClientInfo *NetworkFindClientInfoFromIndex(ClientIndex index)
    00115 {
    00116   return NetworkClientInfo::GetIfValid(index);
    00117 }
    00118
    00124 NetworkClientInfo *NetworkFindClientInfoFromClientID(ClientID client_id)
    00125 {
    00126   NetworkClientInfo *ci;
    00127
    00128   FOR_ALL_CLIENT_INFOS(ci) {
    00129     if (ci->client_id == client_id) return ci;
    00130   }
    00131
    00132   return NULL;
    00133 }
    00134
    00140 NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip)
    00141 {
    00142   NetworkClientInfo *ci;
    00143   NetworkAddress address(ip);
    00144
    00145   if (address.GetAddressLength() == 0) return NULL;
    00146
    00147   FOR_ALL_CLIENT_INFOS(ci) {
    00148     if (ci->client_address == address) return ci;
    00149   }
    00150
    00151   return NULL;
    00152 }
    00153
    00159 NetworkClientSocket *NetworkFindClientStateFromClientID(ClientID client_id)
    00160 {
    00161   NetworkClientSocket *cs;
    00162
    00163   FOR_ALL_CLIENT_SOCKETS(cs) {
    00164     if (cs->client_id == client_id) return cs;
    00165   }
    00166
    00167   return NULL;
    00168 }
    00169
    00170 /* NetworkGetClientName is a server-safe function to get the name of the client
    00171  *  if the user did not send it yet, Client #<no> is used. */
    00172 void NetworkGetClientName(char *client_name, size_t size, const NetworkClientSocket *cs)
    00173 {
    00174   const NetworkClientInfo *ci = cs->GetInfo();
    00175
    00176   if (StrEmpty(ci->client_name)) {
    00177     snprintf(client_name, size, "Client #%4d", cs->client_id);
    00178   } else {
    00179     ttd_strlcpy(client_name, ci->client_name, size);
    00180   }
    00181 }
    00182
    00183 byte NetworkSpectatorCount()
    00184 {
    00185   const NetworkClientInfo *ci;
    00186   byte count = 0;
    00187
    00188   FOR_ALL_CLIENT_INFOS(ci) {
    00189     if (ci->client_playas == COMPANY_SPECTATOR) count++;
    00190   }
    00191
    00192   /* Don't count a dedicated server as spectator */
    00193   if (_network_dedicated) count--;
    00194
    00195   return count;
    00196 }
    00197
    00203 bool NetworkCompanyIsPassworded(CompanyID company_id)
    00204 {
    00205   return HasBit(_network_company_passworded, company_id);
    00206 }
    00207
    00208 /* This puts a text-message to the console, or in the future, the chat-box,
    00209  *  (to keep it all a bit more general)
    00210  * If 'self_send' is true, this is the client who is sending the message */
    00211 void NetworkTextMessage(NetworkAction action, ConsoleColour colour, bool self_send, const char *name, const char *str, int64 data)
    00212 {
    00213   const int duration = 10; // Game days the messages stay visible
    00214
    00215   StringID strid;
    00216   switch (action) {
    00217     case NETWORK_ACTION_SERVER_MESSAGE:
    00218       /* Ignore invalid messages */
    00219       strid = STR_NETWORK_SERVER_MESSAGE;
    00220       colour = CC_DEFAULT;
    00221       break;
    00222     case NETWORK_ACTION_COMPANY_SPECTATOR:
    00223       colour = CC_DEFAULT;
    00224       strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE;
    00225       break;
    00226     case NETWORK_ACTION_COMPANY_JOIN:
    00227       colour = CC_DEFAULT;
    00228       strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN;
    00229       break;
    00230     case NETWORK_ACTION_COMPANY_NEW:
    00231       colour = CC_DEFAULT;
    00232       strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW;
    00233       break;
    00234     case NETWORK_ACTION_JOIN:
    00235       /* Show the Client ID for the server but not for the client. */
    00236       strid = _network_server ? STR_NETWORK_MESSAGE_CLIENT_JOINED_ID :  STR_NETWORK_MESSAGE_CLIENT_JOINED;
    00237       break;
    00238     case NETWORK_ACTION_LEAVE:          strid = STR_NETWORK_MESSAGE_CLIENT_LEFT; break;
    00239     case NETWORK_ACTION_NAME_CHANGE:    strid = STR_NETWORK_MESSAGE_NAME_CHANGE; break;
    00240     case NETWORK_ACTION_GIVE_MONEY:     strid = self_send ? STR_NETWORK_MESSAGE_GAVE_MONEY_AWAY : STR_NETWORK_MESSAGE_GIVE_MONEY;   break;
    00241     case NETWORK_ACTION_CHAT_COMPANY:   strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY; break;
    00242     case NETWORK_ACTION_CHAT_CLIENT:    strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT  : STR_NETWORK_CHAT_CLIENT;  break;
    00243     default:                            strid = STR_NETWORK_CHAT_ALL; break;
    00244   }
    00245
    00246   char message[1024];
    00247   SetDParamStr(0, name);
    00248   SetDParamStr(1, str);
    00249   SetDParam(2, data);
    00250   GetString(message, strid, lastof(message));
    00251
    00252   DEBUG(desync, 1, "msg: %d; %d; %s\n", _date, _date_fract, message);
    00253   IConsolePrintF(colour, "%s", message);
    00254   NetworkAddChatMessage((TextColour)colour, duration, "%s", message);
    00255 }
    00256
    00257 /* Calculate the frame-lag of a client */
    00258 uint NetworkCalculateLag(const NetworkClientSocket *cs)
    00259 {
    00260   int lag = cs->last_frame_server - cs->last_frame;
    00261   /* This client has missed his ACK packet after 1 DAY_TICKS..
    00262    *  so we increase his lag for every frame that passes!
    00263    * The packet can be out by a max of _net_frame_freq */
    00264   if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter)
    00265     lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq);
    00266
    00267   return lag;
    00268 }
    00269
    00270
    00271 /* There was a non-recoverable error, drop back to the main menu with a nice
    00272  *  error */
    00273 static void NetworkError(StringID error_string)
    00274 {
    00275   _switch_mode = SM_MENU;
    00276   extern StringID _switch_mode_errorstr;
    00277   _switch_mode_errorstr = error_string;
    00278 }
    00279
    00280 static void ServerStartError(const char *error)
    00281 {
    00282   DEBUG(net, 0, "[server] could not start network: %s",error);
    00283   NetworkError(STR_NETWORK_ERROR_SERVER_START);
    00284 }
    00285
    00286 static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket *cs)
    00287 {
    00288   /* First, send a CLIENT_ERROR to the server, so he knows we are
    00289    *  disconnection (and why!) */
    00290   NetworkErrorCode errorno;
    00291
    00292   /* We just want to close the connection.. */
    00293   if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
    00294     cs->NetworkSocketHandler::CloseConnection();
    00295     NetworkCloseClient(cs, true);
    00296     _networking = false;
    00297
    00298     DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
    00299     return;
    00300   }
    00301
    00302   switch (res) {
    00303     case NETWORK_RECV_STATUS_DESYNC:          errorno = NETWORK_ERROR_DESYNC; break;
    00304     case NETWORK_RECV_STATUS_SAVEGAME:        errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
    00305     case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
    00306     default:                                  errorno = NETWORK_ERROR_GENERAL; break;
    00307   }
    00308
    00309   /* This means we fucked up and the server closed the connection */
    00310   if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
    00311       res != NETWORK_RECV_STATUS_SERVER_BANNED) {
    00312     SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);
    00313   }
    00314
    00315   _switch_mode = SM_MENU;
    00316   NetworkCloseClient(cs, true);
    00317   _networking = false;
    00318 }
    00319
    00325 StringID GetNetworkErrorMsg(NetworkErrorCode err)
    00326 {
    00327   /* List of possible network errors, used by
    00328    * PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
    00329   static const StringID network_error_strings[] = {
    00330     STR_NETWORK_ERROR_CLIENT_GENERAL,
    00331     STR_NETWORK_ERROR_CLIENT_DESYNC,
    00332     STR_NETWORK_ERROR_CLIENT_SAVEGAME,
    00333     STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST,
    00334     STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR,
    00335     STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH,
    00336     STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED,
    00337     STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED,
    00338     STR_NETWORK_ERROR_CLIENT_WRONG_REVISION,
    00339     STR_NETWORK_ERROR_CLIENT_NAME_IN_USE,
    00340     STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD,
    00341     STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH,
    00342     STR_NETWORK_ERROR_CLIENT_KICKED,
    00343     STR_NETWORK_ERROR_CLIENT_CHEATER,
    00344     STR_NETWORK_ERROR_CLIENT_SERVER_FULL
    00345   };
    00346
    00347   if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
    00348
    00349   return network_error_strings[err];
    00350 }
    00351
    00357 void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
    00358 {
    00359   if (!_networking) return;
    00360
    00361   switch (changed_mode) {
    00362     case PM_PAUSED_NORMAL:
    00363     case PM_PAUSED_JOIN:
    00364     case PM_PAUSED_ACTIVE_CLIENTS: {
    00365       bool changed = ((_pause_mode == PM_UNPAUSED) != (prev_mode == PM_UNPAUSED));
    00366       bool paused = (_pause_mode != PM_UNPAUSED);
    00367       if (!paused && !changed) return;
    00368
    00369       StringID str;
    00370       if (!changed) {
    00371         int i = -1;
    00372         if ((_pause_mode & PM_PAUSED_NORMAL) != PM_UNPAUSED)         SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL);
    00373         if ((_pause_mode & PM_PAUSED_JOIN) != PM_UNPAUSED)           SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS);
    00374         if ((_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS);
    00375         str = STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 + i;
    00376       } else {
    00377         switch (changed_mode) {
    00378           case PM_PAUSED_NORMAL:         SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL); break;
    00379           case PM_PAUSED_JOIN:           SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS); break;
    00380           case PM_PAUSED_ACTIVE_CLIENTS: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS); break;
    00381           default: NOT_REACHED();
    00382         }
    00383         str = paused ? STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED : STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED;
    00384       }
    00385
    00386       char buffer[DRAW_STRING_BUFFER];
    00387       GetString(buffer, str, lastof(buffer));
    00388       NetworkTextMessage(NETWORK_ACTION_SERVER_MESSAGE, CC_DEFAULT, false, NULL, buffer);
    00389     } break;
    00390
    00391     default:
    00392       return;
    00393   }
    00394 }
    00395
    00396
    00405 static void CheckPauseHelper(bool pause, PauseMode pm)
    00406 {
    00407   if (pause == ((_pause_mode & pm) != PM_UNPAUSED)) return;
    00408
    00409   DoCommandP(0, pm, pause ? 1 : 0, CMD_PAUSE);
    00410 }
    00411
    00417 static uint NetworkCountActiveClients()
    00418 {
    00419   const NetworkClientSocket *cs;
    00420   uint count = 0;
    00421
    00422   FOR_ALL_CLIENT_SOCKETS(cs) {
    00423     if (cs->status != STATUS_ACTIVE) continue;
    00424     if (!Company::IsValidID(cs->GetInfo()->client_playas)) continue;
    00425     count++;
    00426   }
    00427
    00428   return count;
    00429 }
    00430
    00434 static void CheckMinActiveClients()
    00435 {
    00436   if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
    00437       !_network_dedicated ||
    00438       (_settings_client.network.min_active_clients == 0 && (_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) == PM_UNPAUSED)) {
    00439     return;
    00440   }
    00441   CheckPauseHelper(NetworkCountActiveClients() < _settings_client.network.min_active_clients, PM_PAUSED_ACTIVE_CLIENTS);
    00442 }
    00443
    00448 static bool NetworkHasJoiningClient()
    00449 {
    00450   const NetworkClientSocket *cs;
    00451   FOR_ALL_CLIENT_SOCKETS(cs) {
    00452     if (cs->status >= STATUS_AUTH && cs->status < STATUS_ACTIVE) return true;
    00453   }
    00454
    00455   return false;
    00456 }
    00457
    00461 static void CheckPauseOnJoin()
    00462 {
    00463   if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
    00464       (!_settings_client.network.pause_on_join && (_pause_mode & PM_PAUSED_JOIN) == PM_UNPAUSED)) {
    00465     return;
    00466   }
    00467   CheckPauseHelper(NetworkHasJoiningClient(), PM_PAUSED_JOIN);
    00468 }
    00469
    00476 void ParseConnectionString(const char **company, const char **port, char *connection_string)
    00477 {
    00478   bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':'));
    00479   char *p;
    00480   for (p = connection_string; *p != '\0'; p++) {
    00481     switch (*p) {
    00482       case '[':
    00483         ipv6 = true;
    00484         break;
    00485
    00486       case ']':
    00487         ipv6 = false;
    00488         break;
    00489
    00490       case '#':
    00491         *company = p + 1;
    00492         *p = '\0';
    00493         break;
    00494
    00495       case ':':
    00496         if (ipv6) break;
    00497         *port = p + 1;
    00498         *p = '\0';
    00499         break;
    00500     }
    00501   }
    00502 }
    00503
    00504 /* Creates a new client from a socket
    00505  *   Used both by the server and the client */
    00506 static NetworkClientSocket *NetworkAllocClient(SOCKET s)
    00507 {
    00508   if (_network_server) {
    00509     /* Can we handle a new client? */
    00510     if (_network_clients_connected >= MAX_CLIENTS) return NULL;
    00511     if (_network_game_info.clients_on >= _settings_client.network.max_clients) return NULL;
    00512
    00513     /* Register the login */
    00514     _network_clients_connected++;
    00515   }
    00516
    00517   NetworkClientSocket *cs = new NetworkClientSocket(INVALID_CLIENT_ID);
    00518   cs->sock = s;
    00519   cs->last_frame = _frame_counter;
    00520   cs->last_frame_server = _frame_counter;
    00521
    00522   if (_network_server) {
    00523     cs->client_id = _network_client_id++;
    00524     NetworkClientInfo *ci = new NetworkClientInfo(cs->client_id);
    00525     cs->SetInfo(ci);
    00526     ci->client_playas = COMPANY_INACTIVE_CLIENT;
    00527     ci->join_date = _date;
    00528
    00529     SetWindowDirty(WC_CLIENT_LIST, 0);
    00530   }
    00531
    00532   return cs;
    00533 }
    00534
    00535 /* Close a connection */
    00536 void NetworkCloseClient(NetworkClientSocket *cs, bool error)
    00537 {
    00538   /*
    00539    * Sending a message just before leaving the game calls cs->Send_Packets.
    00540    * This might invoke this function, which means that when we close the
    00541    * connection after cs->Send_Packets we will close an already closed
    00542    * connection. This handles that case gracefully without having to make
    00543    * that code any more complex or more aware of the validity of the socket.
    00544    */
    00545   if (cs->sock == INVALID_SOCKET) return;
    00546
    00547   if (error && !cs->HasClientQuit() && _network_server && cs->status > STATUS_INACTIVE) {
    00548     /* We did not receive a leave message from this client... */
    00549     char client_name[NETWORK_CLIENT_NAME_LENGTH];
    00550     NetworkClientSocket *new_cs;
    00551
    00552     NetworkGetClientName(client_name, sizeof(client_name), cs);
    00553
    00554     NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
    00555
    00556     /* Inform other clients of this... strange leaving ;) */
    00557     FOR_ALL_CLIENT_SOCKETS(new_cs) {
    00558       if (new_cs->status > STATUS_AUTH && cs != new_cs) {
    00559         SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, NETWORK_ERROR_CONNECTION_LOST);
    00560       }
    00561     }
    00562   }
    00563
    00564   DEBUG(net, 1, "Closed client connection %d", cs->client_id);
    00565
    00566   if (_network_server) {
    00567     /* We just lost one client :( */
    00568     if (cs->status >= STATUS_AUTH) _network_game_info.clients_on--;
    00569     _network_clients_connected--;
    00570
    00571     SetWindowDirty(WC_CLIENT_LIST, 0);
    00572   }
    00573
    00574   delete cs->GetInfo();
    00575   delete cs;
    00576 }
    00577
    00578 /* For the server, to accept new clients */
    00579 static void NetworkAcceptClients(SOCKET ls)
    00580 {
    00581   for (;;) {
    00582     struct sockaddr_storage sin;
    00583     memset(&sin, 0, sizeof(sin));
    00584     socklen_t sin_len = sizeof(sin);
    00585     SOCKET s = accept(ls, (struct sockaddr*)&sin, &sin_len);
    00586     if (s == INVALID_SOCKET) return;
    00587
    00588     SetNonBlocking(s); // XXX error handling?
    00589
    00590     NetworkAddress address(sin, sin_len);
    00591     DEBUG(net, 1, "Client connected from %s on frame %d", address.GetHostname(), _frame_counter);
    00592
    00593     SetNoDelay(s); // XXX error handling?
    00594
    00595     /* Check if the client is banned */
    00596     bool banned = false;
    00597     for (char **iter = _network_ban_list.Begin(); iter != _network_ban_list.End(); iter++) {
    00598       banned = address.IsInNetmask(*iter);
    00599       if (banned) {
    00600         Packet p(PACKET_SERVER_BANNED);
    00601         p.PrepareToSend();
    00602
    00603         DEBUG(net, 1, "Banned ip tried to join (%s), refused", *iter);
    00604
    00605         send(s, (const char*)p.buffer, p.size, 0);
    00606         closesocket(s);
    00607         break;
    00608       }
    00609     }
    00610     /* If this client is banned, continue with next client */
    00611     if (banned) continue;
    00612
    00613     NetworkClientSocket *cs = NetworkAllocClient(s);
    00614     if (cs == NULL) {
    00615       /* no more clients allowed?
    00616        * Send to the client that we are full! */
    00617       Packet p(PACKET_SERVER_FULL);
    00618       p.PrepareToSend();
    00619
    00620       send(s, (const char*)p.buffer, p.size, 0);
    00621       closesocket(s);
    00622
    00623       continue;
    00624     }
    00625
    00626     /* a new client has connected. We set him at inactive for now
    00627      *  maybe he is only requesting server-info. Till he has sent a PACKET_CLIENT_MAP_OK
    00628      *  the client stays inactive */
    00629     cs->status = STATUS_INACTIVE;
    00630
    00631     cs->GetInfo()->client_address = address; // Save the IP of the client
    00632   }
    00633 }
    00634
    00635 /* Set up the listen socket for the server */
    00636 static bool NetworkListen()
    00637 {
    00638   assert(_listensockets.Length() == 0);
    00639
    00640   NetworkAddressList addresses;
    00641   GetBindAddresses(&addresses, _settings_client.network.server_port);
    00642
    00643   for (NetworkAddress *address = addresses.Begin(); address != addresses.End(); address++) {
    00644     address->Listen(SOCK_STREAM, &_listensockets);
    00645   }
    00646
    00647   if (_listensockets.Length() == 0) {
    00648     ServerStartError("Could not create listening socket");
    00649     return false;
    00650   }
    00651
    00652   return true;
    00653 }
    00654
    00656 static void InitializeNetworkPools()
    00657 {
    00658   _networkclientsocket_pool.CleanPool();
    00659   _networkclientinfo_pool.CleanPool();
    00660 }
    00661
    00662 /* Close all current connections */
    00663 static void NetworkClose()
    00664 {
    00665   NetworkClientSocket *cs;
    00666
    00667   FOR_ALL_CLIENT_SOCKETS(cs) {
    00668     if (!_network_server) {
    00669       SEND_COMMAND(PACKET_CLIENT_QUIT)();
    00670       cs->Send_Packets();
    00671     }
    00672     NetworkCloseClient(cs, false);
    00673   }
    00674
    00675   if (_network_server) {
    00676     /* We are a server, also close the listensocket */
    00677     for (SocketList::iterator s = _listensockets.Begin(); s != _listensockets.End(); s++) {
    00678       closesocket(s->second);
    00679     }
    00680     _listensockets.Clear();
    00681     DEBUG(net, 1, "[tcp] closed listeners");
    00682   }
    00683
    00684   TCPConnecter::KillAll();
    00685
    00686   _networking = false;
    00687   _network_server = false;
    00688
    00689   NetworkFreeLocalCommandQueue();
    00690
    00691   free(_network_company_states);
    00692   _network_company_states = NULL;
    00693
    00694   InitializeNetworkPools();
    00695 }
    00696
    00697 /* Inits the network (cleans sockets and stuff) */
    00698 static void NetworkInitialize()
    00699 {
    00700   InitializeNetworkPools();
    00701   NetworkUDPInitialize();
    00702
    00703   _sync_frame = 0;
    00704   _network_first_time = true;
    00705
    00706   _network_reconnect = 0;
    00707 }
    00708
    00710 class TCPQueryConnecter : TCPConnecter {
    00711 public:
    00712   TCPQueryConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
    00713
    00714   virtual void OnFailure()
    00715   {
    00716     NetworkDisconnect();
    00717   }
    00718
    00719   virtual void OnConnect(SOCKET s)
    00720   {
    00721     _networking = true;
    00722     NetworkAllocClient(s);
    00723     SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
    00724   }
    00725 };
    00726
    00727 /* Query a server to fetch his game-info
    00728  *  If game_info is true, only the gameinfo is fetched,
    00729  *   else only the client_info is fetched */
    00730 void NetworkTCPQueryServer(NetworkAddress address)
    00731 {
    00732   if (!_network_available) return;
    00733
    00734   NetworkDisconnect();
    00735   NetworkInitialize();
    00736
    00737   new TCPQueryConnecter(address);
    00738 }
    00739
    00740 /* Validates an address entered as a string and adds the server to
    00741  * the list. If you use this function, the games will be marked
    00742  * as manually added. */
    00743 void NetworkAddServer(const char *b)
    00744 {
    00745   if (*b != '\0') {
    00746     const char *port = NULL;
    00747     const char *company = NULL;
    00748     char host[NETWORK_HOSTNAME_LENGTH];
    00749     uint16 rport;
    00750
    00751     strecpy(host, b, lastof(host));
    00752
    00753     strecpy(_settings_client.network.connect_to_ip, b, lastof(_settings_client.network.connect_to_ip));
    00754     rport = NETWORK_DEFAULT_PORT;
    00755
    00756     ParseConnectionString(&company, &port, host);
    00757     if (port != NULL) rport = atoi(port);
    00758
    00759     NetworkUDPQueryServer(NetworkAddress(host, rport), true);
    00760   }
    00761 }
    00762
    00768 void GetBindAddresses(NetworkAddressList *addresses, uint16 port)
    00769 {
    00770   for (char **iter = _network_bind_list.Begin(); iter != _network_bind_list.End(); iter++) {
    00771     *addresses->Append() = NetworkAddress(*iter, port);
    00772   }
    00773
    00774   /* No address, so bind to everything. */
    00775   if (addresses->Length() == 0) {
    00776     *addresses->Append() = NetworkAddress("", port);
    00777   }
    00778 }
    00779
    00780 /* Generates the list of manually added hosts from NetworkGameList and
    00781  * dumps them into the array _network_host_list. This array is needed
    00782  * by the function that generates the config file. */
    00783 void NetworkRebuildHostList()
    00784 {
    00785   _network_host_list.Clear();
    00786
    00787   for (NetworkGameList *item = _network_game_list; item != NULL; item = item->next) {
    00788     if (item->manually) *_network_host_list.Append() = strdup(item->address.GetAddressAsString(false));
    00789   }
    00790 }
    00791
    00793 class TCPClientConnecter : TCPConnecter {
    00794 public:
    00795   TCPClientConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
    00796
    00797   virtual void OnFailure()
    00798   {
    00799     NetworkError(STR_NETWORK_ERROR_NOCONNECTION);
    00800   }
    00801
    00802   virtual void OnConnect(SOCKET s)
    00803   {
    00804     _networking = true;
    00805     NetworkAllocClient(s);
    00806     IConsoleCmdExec("exec scripts/on_client.scr 0");
    00807     NetworkClient_Connected();
    00808   }
    00809 };
    00810
    00811
    00812 /* Used by clients, to connect to a server */
    00813 void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as, const char *join_server_password, const char *join_company_password)
    00814 {
    00815   if (!_network_available) return;
    00816
    00817   if (address.GetPort() == 0) return;
    00818
    00819   strecpy(_settings_client.network.last_host, address.GetHostname(), lastof(_settings_client.network.last_host));
    00820   _settings_client.network.last_port = address.GetPort();
    00821   _network_join_as = join_as;
    00822   _network_join_server_password = join_server_password;
    00823   _network_join_company_password = join_company_password;
    00824
    00825   NetworkDisconnect();
    00826   NetworkInitialize();
    00827
    00828   _network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
    00829   ShowJoinStatusWindow();
    00830
    00831   new TCPClientConnecter(address);
    00832 }
    00833
    00834 static void NetworkInitGameInfo()
    00835 {
    00836   if (StrEmpty(_settings_client.network.server_name)) {
    00837     snprintf(_settings_client.network.server_name, sizeof(_settings_client.network.server_name), "Unnamed Server");
    00838   }
    00839
    00840   /* The server is a client too */
    00841   _network_game_info.clients_on = _network_dedicated ? 0 : 1;
    00842
    00843   NetworkClientInfo *ci = new NetworkClientInfo(CLIENT_ID_SERVER);
    00844   ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : _local_company;
    00845   /* Give the server a valid IP; banning it is pointless anyways */
    00846   sockaddr_in sock;
    00847   memset(&sock, 0, sizeof(sock));
    00848   sock.sin_family = AF_INET;
    00849   ci->client_address = NetworkAddress((sockaddr*)&sock, sizeof(sock));
    00850
    00851   strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));
    00852   strecpy(ci->unique_id, _settings_client.network.network_id, lastof(ci->unique_id));
    00853 }
    00854
    00855 bool NetworkServerStart()
    00856 {
    00857   if (!_network_available) return false;
    00858
    00859   /* Call the pre-scripts */
    00860   IConsoleCmdExec("exec scripts/pre_server.scr 0");
    00861   if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
    00862
    00863   NetworkDisconnect();
    00864   NetworkInitialize();
    00865   if (!NetworkListen()) return false;
    00866
    00867   /* Try to start UDP-server */
    00868   _network_udp_server = _udp_server_socket->Listen();
    00869
    00870   _network_company_states = CallocT<NetworkCompanyState>(MAX_COMPANIES);
    00871   _network_server = true;
    00872   _networking = true;
    00873   _frame_counter = 0;
    00874   _frame_counter_server = 0;
    00875   _frame_counter_max = 0;
    00876   _last_sync_frame = 0;
    00877   _network_own_client_id = CLIENT_ID_SERVER;
    00878
    00879   _network_clients_connected = 0;
    00880   _network_company_passworded = 0;
    00881
    00882   NetworkInitGameInfo();
    00883
    00884   /* execute server initialization script */
    00885   IConsoleCmdExec("exec scripts/on_server.scr 0");
    00886   /* if the server is dedicated ... add some other script */
    00887   if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
    00888
    00889   /* Try to register us to the master server */
    00890   _network_last_advertise_frame = 0;
    00891   _network_need_advertise = true;
    00892   NetworkUDPAdvertise();
    00893   return true;
    00894 }
    00895
    00896 /* The server is rebooting...
    00897  * The only difference with NetworkDisconnect, is the packets that is sent */
    00898 void NetworkReboot()
    00899 {
    00900   if (_network_server) {
    00901     NetworkClientSocket *cs;
    00902     FOR_ALL_CLIENT_SOCKETS(cs) {
    00903       SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
    00904       cs->Send_Packets();
    00905     }
    00906   }
    00907
    00908   NetworkClose();
    00909 }
    00910
    00915 void NetworkDisconnect(bool blocking)
    00916 {
    00917   if (_network_server) {
    00918     NetworkClientSocket *cs;
    00919     FOR_ALL_CLIENT_SOCKETS(cs) {
    00920       SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
    00921       cs->Send_Packets();
    00922     }
    00923   }
    00924
    00925   if (_settings_client.network.server_advertise) NetworkUDPRemoveAdvertise(blocking);
    00926
    00927   DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
    00928
    00929   NetworkClose();
    00930 }
    00931
    00932 /* Receives something from the network */
    00933 static bool NetworkReceive()
    00934 {
    00935   NetworkClientSocket *cs;
    00936   fd_set read_fd, write_fd;
    00937   struct timeval tv;
    00938
    00939   FD_ZERO(&read_fd);
    00940   FD_ZERO(&write_fd);
    00941
    00942   FOR_ALL_CLIENT_SOCKETS(cs) {
    00943     FD_SET(cs->sock, &read_fd);
    00944     FD_SET(cs->sock, &write_fd);
    00945   }
    00946
    00947   /* take care of listener port */
    00948   for (SocketList::iterator s = _listensockets.Begin(); s != _listensockets.End(); s++) {
    00949     FD_SET(s->second, &read_fd);
    00950   }
    00951
    00952   tv.tv_sec = tv.tv_usec = 0; // don't block at all.
    00953 #if !defined(__MORPHOS__) && !defined(__AMIGA__)
    00954   int n = select(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv);
    00955 #else
    00956   int n = WaitSelect(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv, NULL);
    00957 #endif
    00958   if (n == -1 && !_network_server) NetworkError(STR_NETWORK_ERROR_LOSTCONNECTION);
    00959
    00960   /* accept clients.. */
    00961   for (SocketList::iterator s = _listensockets.Begin(); s != _listensockets.End(); s++) {
    00962     if (FD_ISSET(s->second, &read_fd)) NetworkAcceptClients(s->second);
    00963   }
    00964
    00965   /* read stuff from clients */
    00966   FOR_ALL_CLIENT_SOCKETS(cs) {
    00967     cs->writable = !!FD_ISSET(cs->sock, &write_fd);
    00968     if (FD_ISSET(cs->sock, &read_fd)) {
    00969       if (_network_server) {
    00970         NetworkServer_ReadPackets(cs);
    00971       } else {
    00972         NetworkRecvStatus res;
    00973
    00974         /* The client already was quiting! */
    00975         if (cs->HasClientQuit()) return false;
    00976
    00977         res = NetworkClient_ReadPackets(cs);
    00978         if (res != NETWORK_RECV_STATUS_OKAY) {
    00979           /* The client made an error of which we can not recover
    00980            *   close the client and drop back to main menu */
    00981           NetworkClientError(res, cs);
    00982           return false;
    00983         }
    00984       }
    00985     }
    00986   }
    00987   return true;
    00988 }
    00989
    00990 /* This sends all buffered commands (if possible) */
    00991 static void NetworkSend()
    00992 {
    00993   NetworkClientSocket *cs;
    00994   FOR_ALL_CLIENT_SOCKETS(cs) {
    00995     if (cs->writable) {
    00996       cs->Send_Packets();
    00997
    00998       if (cs->status == STATUS_MAP) {
    00999         /* This client is in the middle of a map-send, call the function for that */
    01000         SEND_COMMAND(PACKET_SERVER_MAP)(cs);
    01001       }
    01002     }
    01003   }
    01004 }
    01005
    01006 static bool NetworkDoClientLoop()
    01007 {
    01008   _frame_counter++;
    01009
    01010   NetworkExecuteLocalCommandQueue();
    01011
    01012   StateGameLoop();
    01013
    01014   /* Check if we are in sync! */
    01015   if (_sync_frame != 0) {
    01016     if (_sync_frame == _frame_counter) {
    01017 #ifdef NETWORK_SEND_DOUBLE_SEED
    01018       if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
    01019 #else
    01020       if (_sync_seed_1 != _random.state[0]) {
    01021 #endif
    01022         NetworkError(STR_NETWORK_ERROR_DESYNC);
    01023         DEBUG(desync, 1, "sync_err: %d; %d\n", _date, _date_fract);
    01024         DEBUG(net, 0, "Sync error detected!");
    01025         NetworkClientError(NETWORK_RECV_STATUS_DESYNC, NetworkClientSocket::Get(0));
    01026         return false;
    01027       }
    01028
    01029       /* If this is the first time we have a sync-frame, we
    01030        *   need to let the server know that we are ready and at the same
    01031        *   frame as he is.. so we can start playing! */
    01032       if (_network_first_time) {
    01033         _network_first_time = false;
    01034         SEND_COMMAND(PACKET_CLIENT_ACK)();
    01035       }
    01036
    01037       _sync_frame = 0;
    01038     } else if (_sync_frame < _frame_counter) {
    01039       DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
    01040       _sync_frame = 0;
    01041     }
    01042   }
    01043
    01044   return true;
    01045 }
    01046
    01047 /* We have to do some UDP checking */
    01048 void NetworkUDPGameLoop()
    01049 {
    01050   _network_content_client.SendReceive();
    01051   TCPConnecter::CheckCallbacks();
    01052
    01053   if (_network_udp_server) {
    01054     _udp_server_socket->ReceivePackets();
    01055     _udp_master_socket->ReceivePackets();
    01056   } else {
    01057     _udp_client_socket->ReceivePackets();
    01058     if (_network_udp_broadcast > 0) _network_udp_broadcast--;
    01059     NetworkGameListRequery();
    01060   }
    01061 }
    01062
    01063 /* The main loop called from ttd.c
    01064  *  Here we also have to do StateGameLoop if needed! */
    01065 void NetworkGameLoop()
    01066 {
    01067   if (!_networking) return;
    01068
    01069   if (!NetworkReceive()) return;
    01070
    01071   if (_network_server) {
    01072 #ifdef DEBUG_DUMP_COMMANDS
    01073     static FILE *f = FioFOpenFile("commands.log", "rb", SAVE_DIR);
    01074     static Date next_date = 0;
    01075     static uint32 next_date_fract;
    01076     static CommandPacket *cp = NULL;
    01077     if (f == NULL && next_date == 0) {
    01078       printf("Cannot open commands.log\n");
    01079       next_date = 1;
    01080     }
    01081
    01082     while (f != NULL && !feof(f)) {
    01083       if (cp != NULL && _date == next_date && _date_fract == next_date_fract) {
    01084         _current_company = cp->company;
    01085         DoCommandP(cp->tile, cp->p1, cp->p2, cp->cmd, NULL, cp->text);
    01086         free(cp);
    01087         cp = NULL;
    01088       }
    01089
    01090       if (cp != NULL) break;
    01091
    01092       char buff[4096];
    01093       if (fgets(buff, lengthof(buff), f) == NULL) break;
    01094       if (strncmp(buff, "cmd: ", 8) != 0) continue;
    01095       cp = MallocT<CommandPacket>(1);
    01096       int company;
    01097       sscanf(&buff[8], "%d; %d; %d; %d; %d; %d; %d; %s", &next_date, &next_date_fract, &company, &cp->tile, &cp->p1, &cp->p2, &cp->cmd, cp->text);
    01098       cp->company = (CompanyID)company;
    01099     }
    01100 #endif /* DEBUG_DUMP_COMMANDS */
    01101     if (_frame_counter >= _frame_counter_max) {
    01102       /* Only check for active clients just before we're going to send out
    01103        * the commands so we don't send multiple pause/unpause commands when
    01104        * the frame_freq is more than 1 tick. */
    01105       CheckPauseOnJoin();
    01106       CheckMinActiveClients();
    01107     }
    01108
    01109     bool send_frame = false;
    01110
    01111     /* We first increase the _frame_counter */
    01112     _frame_counter++;
    01113     /* Update max-frame-counter */
    01114     if (_frame_counter > _frame_counter_max) {
    01115       _frame_counter_max = _frame_counter + _settings_client.network.frame_freq;
    01116       send_frame = true;
    01117     }
    01118
    01119     NetworkExecuteLocalCommandQueue();
    01120
    01121     /* Then we make the frame */
    01122     StateGameLoop();
    01123
    01124     _sync_seed_1 = _random.state[0];
    01125 #ifdef NETWORK_SEND_DOUBLE_SEED
    01126     _sync_seed_2 = _random.state[1];
    01127 #endif
    01128
    01129     NetworkServer_Tick(send_frame);
    01130   } else {
    01131     /* Client */
    01132
    01133     /* Make sure we are at the frame were the server is (quick-frames) */
    01134     if (_frame_counter_server > _frame_counter) {
    01135       while (_frame_counter_server > _frame_counter) {
    01136         if (!NetworkDoClientLoop()) break;
    01137       }
    01138     } else {
    01139       /* Else, keep on going till _frame_counter_max */
    01140       if (_frame_counter_max > _frame_counter) NetworkDoClientLoop();
    01141     }
    01142   }
    01143
    01144   NetworkSend();
    01145 }
    01146
    01147 static void NetworkGenerateUniqueId()
    01148 {
    01149   Md5 checksum;
    01150   uint8 digest[16];
    01151   char hex_output[16 * 2 + 1];
    01152   char coding_string[NETWORK_NAME_LENGTH];
    01153   int di;
    01154
    01155   snprintf(coding_string, sizeof(coding_string), "%d%s", (uint)Random(), "OpenTTD Unique ID");
    01156
    01157   /* Generate the MD5 hash */
    01158   checksum.Append((const uint8*)coding_string, strlen(coding_string));
    01159   checksum.Finish(digest);
    01160
    01161   for (di = 0; di < 16; ++di) {
    01162     sprintf(hex_output + di * 2, "%02x", digest[di]);
    01163   }
    01164
    01165   /* _network_unique_id is our id */
    01166   snprintf(_settings_client.network.network_id, sizeof(_settings_client.network.network_id), "%s", hex_output);
    01167 }
    01168
    01169 void NetworkStartDebugLog(NetworkAddress address)
    01170 {
    01171   extern SOCKET _debug_socket;  // Comes from debug.c
    01172
    01173   DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", address.GetHostname(), address.GetPort());
    01174
    01175   SOCKET s = address.Connect();
    01176   if (s == INVALID_SOCKET) {
    01177     DEBUG(net, 0, "Failed to open socket for redirection DEBUG()");
    01178     return;
    01179   }
    01180
    01181   _debug_socket = s;
    01182
    01183   DEBUG(net, 0, "DEBUG() is now redirected");
    01184 }
    01185
    01187 void NetworkStartUp()
    01188 {
    01189   DEBUG(net, 3, "[core] starting network...");
    01190
    01191   /* Network is available */
    01192   _network_available = NetworkCoreInitialize();;
    01193   _network_dedicated = false;
    01194   _network_last_advertise_frame = 0;
    01195   _network_need_advertise = true;
    01196   _network_advertise_retries = 0;
    01197
    01198   /* Generate an unique id when there is none yet */
    01199   if (StrEmpty(_settings_client.network.network_id)) NetworkGenerateUniqueId();
    01200
    01201   memset(&_network_game_info, 0, sizeof(_network_game_info));
    01202
    01203   NetworkInitialize();
    01204   DEBUG(net, 3, "[core] network online, multiplayer available");
    01205   NetworkFindBroadcastIPs(&_broadcast_list);
    01206 }
    01207
    01209 void NetworkShutDown()
    01210 {
    01211   NetworkDisconnect(true);
    01212   NetworkUDPClose();
    01213
    01214   DEBUG(net, 3, "[core] shutting down network");
    01215
    01216   _network_available = false;
    01217
    01218   NetworkCoreShutdown();
    01219 }
    01220
    01225 bool IsNetworkCompatibleVersion(const char *other)
    01226 {
    01227   return strncmp(_openttd_revision, other, NETWORK_REVISION_LENGTH - 1) == 0;
    01228 }
    01229
    01230 #endif /* ENABLE_NETWORK */