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 "network_gui.h"
00016 #include "../saveload/saveload.h"
00017 #include "../saveload/saveload_filter.h"
00018 #include "../command_func.h"
00019 #include "../console_func.h"
00020 #include "../strings_func.h"
00021 #include "../window_func.h"
00022 #include "../company_func.h"
00023 #include "../company_base.h"
00024 #include "../company_gui.h"
00025 #include "../core/random_func.hpp"
00026 #include "../date_func.h"
00027 #include "../gfx_func.h"
00028 #include "../error.h"
00029 #include "../rev.h"
00030 #include "network.h"
00031 #include "network_base.h"
00032 #include "network_client.h"
00033 #include "../core/backup_type.hpp"
00034 
00035 #include "table/strings.h"
00036 
00037 /* This file handles all the client-commands */
00038 
00039 
00041 struct PacketReader : LoadFilter {
00042   static const size_t CHUNK = 32 * 1024;  
00043 
00044   AutoFreeSmallVector<byte *, 16> blocks; 
00045   byte *buf;                              
00046   byte *bufe;                             
00047   byte **block;                           
00048   size_t written_bytes;                   
00049   size_t read_bytes;                      
00050 
00052   PacketReader() : LoadFilter(NULL), buf(NULL), bufe(NULL), block(NULL), written_bytes(0), read_bytes(0)
00053   {
00054   }
00055 
00060   void AddPacket(const Packet *p)
00061   {
00062     assert(this->read_bytes == 0);
00063 
00064     size_t in_packet = p->size - p->pos;
00065     size_t to_write  = min((size_t)(this->bufe - this->buf), in_packet);
00066     const byte *pbuf = p->buffer + p->pos;
00067 
00068     this->written_bytes += in_packet;
00069     if (to_write != 0) {
00070       memcpy(this->buf, pbuf, to_write);
00071       this->buf += to_write;
00072     }
00073 
00074     /* Did everything fit in the current chunk, then we're done. */
00075     if (to_write == in_packet) return;
00076 
00077     /* Allocate a new chunk and add the remaining data. */
00078     pbuf += to_write;
00079     to_write   = in_packet - to_write;
00080     this->buf  = *this->blocks.Append() = CallocT<byte>(CHUNK);
00081     this->bufe = this->buf + CHUNK;
00082 
00083     memcpy(this->buf, pbuf, to_write);
00084     this->buf += to_write;
00085   }
00086 
00087   /* virtual */ size_t Read(byte *rbuf, size_t size)
00088   {
00089     /* Limit the amount to read to whatever we still have. */
00090     size_t ret_size = size = min(this->written_bytes - this->read_bytes, size);
00091     this->read_bytes += ret_size;
00092     const byte *rbufe = rbuf + ret_size;
00093 
00094     while (rbuf != rbufe) {
00095       if (this->buf == this->bufe) {
00096         this->buf = *this->block++;
00097         this->bufe = this->buf + CHUNK;
00098       }
00099 
00100       size_t to_write = min(this->bufe - this->buf, rbufe - rbuf);
00101       memcpy(rbuf, this->buf, to_write);
00102       rbuf += to_write;
00103       this->buf += to_write;
00104     }
00105 
00106     return ret_size;
00107   }
00108 
00109   /* virtual */ void Reset()
00110   {
00111     this->read_bytes = 0;
00112 
00113     this->block = this->blocks.Begin();
00114     this->buf   = *this->block++;
00115     this->bufe  = this->buf + CHUNK;
00116   }
00117 };
00118 
00119 
00124 ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s), savegame(NULL), status(STATUS_INACTIVE)
00125 {
00126   assert(ClientNetworkGameSocketHandler::my_client == NULL);
00127   ClientNetworkGameSocketHandler::my_client = this;
00128 }
00129 
00131 ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler()
00132 {
00133   assert(ClientNetworkGameSocketHandler::my_client == this);
00134   ClientNetworkGameSocketHandler::my_client = NULL;
00135 
00136   delete this->savegame;
00137 }
00138 
00139 NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
00140 {
00141   assert(status != NETWORK_RECV_STATUS_OKAY);
00142   /*
00143    * Sending a message just before leaving the game calls cs->SendPackets.
00144    * This might invoke this function, which means that when we close the
00145    * connection after cs->SendPackets we will close an already closed
00146    * connection. This handles that case gracefully without having to make
00147    * that code any more complex or more aware of the validity of the socket.
00148    */
00149   if (this->sock == INVALID_SOCKET) return status;
00150 
00151   DEBUG(net, 1, "Closed client connection %d", this->client_id);
00152 
00153   this->SendPackets(true);
00154 
00155   /* Wait a number of ticks so our leave message can reach the server.
00156    * This is especially needed for Windows servers as they seem to get
00157    * the "socket is closed" message before receiving our leave message,
00158    * which would trigger the server to close the connection as well. */
00159   CSleep(3 * MILLISECONDS_PER_TICK);
00160 
00161   delete this->GetInfo();
00162   delete this;
00163 
00164   return status;
00165 }
00166 
00171 void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
00172 {
00173   /* First, send a CLIENT_ERROR to the server, so he knows we are
00174    *  disconnection (and why!) */
00175   NetworkErrorCode errorno;
00176 
00177   /* We just want to close the connection.. */
00178   if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
00179     this->NetworkSocketHandler::CloseConnection();
00180     this->CloseConnection(res);
00181     _networking = false;
00182 
00183     DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
00184     return;
00185   }
00186 
00187   switch (res) {
00188     case NETWORK_RECV_STATUS_DESYNC:          errorno = NETWORK_ERROR_DESYNC; break;
00189     case NETWORK_RECV_STATUS_SAVEGAME:        errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
00190     case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
00191     default:                                  errorno = NETWORK_ERROR_GENERAL; break;
00192   }
00193 
00194   /* This means we fucked up and the server closed the connection */
00195   if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
00196       res != NETWORK_RECV_STATUS_SERVER_BANNED) {
00197     SendError(errorno);
00198   }
00199 
00200   _switch_mode = SM_MENU;
00201   this->CloseConnection(res);
00202   _networking = false;
00203 }
00204 
00205 
00211 /*static */ bool ClientNetworkGameSocketHandler::Receive()
00212 {
00213   if (my_client->CanSendReceive()) {
00214     NetworkRecvStatus res = my_client->ReceivePackets();
00215     if (res != NETWORK_RECV_STATUS_OKAY) {
00216       /* The client made an error of which we can not recover.
00217        * Close the connection and drop back to the main menu. */
00218       my_client->ClientError(res);
00219       return false;
00220     }
00221   }
00222   return _networking;
00223 }
00224 
00226 /*static */ void ClientNetworkGameSocketHandler::Send()
00227 {
00228   my_client->SendPackets();
00229   my_client->CheckConnection();
00230 }
00231 
00236 /* static */ bool ClientNetworkGameSocketHandler::GameLoop()
00237 {
00238   _frame_counter++;
00239 
00240   NetworkExecuteLocalCommandQueue();
00241 
00242   extern void StateGameLoop();
00243   StateGameLoop();
00244 
00245   /* Check if we are in sync! */
00246   if (_sync_frame != 0) {
00247     if (_sync_frame == _frame_counter) {
00248 #ifdef NETWORK_SEND_DOUBLE_SEED
00249       if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
00250 #else
00251       if (_sync_seed_1 != _random.state[0]) {
00252 #endif
00253         NetworkError(STR_NETWORK_ERROR_DESYNC);
00254         DEBUG(desync, 1, "sync_err: %08x; %02x", _date, _date_fract);
00255         DEBUG(net, 0, "Sync error detected!");
00256         my_client->ClientError(NETWORK_RECV_STATUS_DESYNC);
00257         return false;
00258       }
00259 
00260       /* If this is the first time we have a sync-frame, we
00261        *   need to let the server know that we are ready and at the same
00262        *   frame as he is.. so we can start playing! */
00263       if (_network_first_time) {
00264         _network_first_time = false;
00265         SendAck();
00266       }
00267 
00268       _sync_frame = 0;
00269     } else if (_sync_frame < _frame_counter) {
00270       DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
00271       _sync_frame = 0;
00272     }
00273   }
00274 
00275   return true;
00276 }
00277 
00278 
00280 ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = NULL;
00281 
00283 static uint32 last_ack_frame;
00284 
00286 static uint32 _password_game_seed;
00288 static char _password_server_id[NETWORK_SERVER_ID_LENGTH];
00289 
00291 static uint8 _network_server_max_companies;
00293 static uint8 _network_server_max_spectators;
00294 
00296 CompanyID _network_join_as;
00297 
00299 const char *_network_join_server_password = NULL;
00301 const char *_network_join_company_password = NULL;
00302 
00304 assert_compile(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
00305 
00306 /***********
00307  * Sending functions
00308  *   DEF_CLIENT_SEND_COMMAND has no parameters
00309  ************/
00310 
00312 NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
00313 {
00314   my_client->status = STATUS_COMPANY_INFO;
00315   _network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
00316   SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
00317 
00318   Packet *p = new Packet(PACKET_CLIENT_COMPANY_INFO);
00319   my_client->SendPacket(p);
00320   return NETWORK_RECV_STATUS_OKAY;
00321 }
00322 
00324 NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
00325 {
00326   my_client->status = STATUS_JOIN;
00327   _network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
00328   SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
00329 
00330   Packet *p = new Packet(PACKET_CLIENT_JOIN);
00331   p->Send_string(_openttd_revision);
00332   p->Send_string(_settings_client.network.client_name); // Client name
00333   p->Send_uint8 (_network_join_as);     // PlayAs
00334   p->Send_uint8 (NETLANG_ANY);          // Language
00335   my_client->SendPacket(p);
00336   return NETWORK_RECV_STATUS_OKAY;
00337 }
00338 
00340 NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
00341 {
00342   Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
00343   my_client->SendPacket(p);
00344   return NETWORK_RECV_STATUS_OKAY;
00345 }
00346 
00351 NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password)
00352 {
00353   Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
00354   p->Send_string(password);
00355   my_client->SendPacket(p);
00356   return NETWORK_RECV_STATUS_OKAY;
00357 }
00358 
00363 NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password)
00364 {
00365   Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
00366   p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
00367   my_client->SendPacket(p);
00368   return NETWORK_RECV_STATUS_OKAY;
00369 }
00370 
00372 NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
00373 {
00374   my_client->status = STATUS_MAP_WAIT;
00375 
00376   Packet *p = new Packet(PACKET_CLIENT_GETMAP);
00377   /* Send the OpenTTD version to the server, let it validate it too.
00378    * But only do it for stable releases because of those we are sure
00379    * that everybody has the same NewGRF version. For trunk and the
00380    * branches we make tarballs of the OpenTTDs compiled from tarball
00381    * will have the lower bits set to 0. As such they would become
00382    * incompatible, which we would like to prevent by this. */
00383   if (IsReleasedVersion()) p->Send_uint32(_openttd_newgrf_version);
00384   my_client->SendPacket(p);
00385   return NETWORK_RECV_STATUS_OKAY;
00386 }
00387 
00389 NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
00390 {
00391   my_client->status = STATUS_ACTIVE;
00392 
00393   Packet *p = new Packet(PACKET_CLIENT_MAP_OK);
00394   my_client->SendPacket(p);
00395   return NETWORK_RECV_STATUS_OKAY;
00396 }
00397 
00399 NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
00400 {
00401   Packet *p = new Packet(PACKET_CLIENT_ACK);
00402 
00403   p->Send_uint32(_frame_counter);
00404   p->Send_uint8 (my_client->token);
00405   my_client->SendPacket(p);
00406   return NETWORK_RECV_STATUS_OKAY;
00407 }
00408 
00413 NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
00414 {
00415   Packet *p = new Packet(PACKET_CLIENT_COMMAND);
00416   my_client->NetworkGameSocketHandler::SendCommand(p, cp);
00417 
00418   my_client->SendPacket(p);
00419   return NETWORK_RECV_STATUS_OKAY;
00420 }
00421 
00423 NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
00424 {
00425   Packet *p = new Packet(PACKET_CLIENT_CHAT);
00426 
00427   p->Send_uint8 (action);
00428   p->Send_uint8 (type);
00429   p->Send_uint32(dest);
00430   p->Send_string(msg);
00431   p->Send_uint64(data);
00432 
00433   my_client->SendPacket(p);
00434   return NETWORK_RECV_STATUS_OKAY;
00435 }
00436 
00438 NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno)
00439 {
00440   Packet *p = new Packet(PACKET_CLIENT_ERROR);
00441 
00442   p->Send_uint8(errorno);
00443   my_client->SendPacket(p);
00444   return NETWORK_RECV_STATUS_OKAY;
00445 }
00446 
00451 NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password)
00452 {
00453   Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
00454 
00455   p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
00456   my_client->SendPacket(p);
00457   return NETWORK_RECV_STATUS_OKAY;
00458 }
00459 
00464 NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
00465 {
00466   Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
00467 
00468   p->Send_string(name);
00469   my_client->SendPacket(p);
00470   return NETWORK_RECV_STATUS_OKAY;
00471 }
00472 
00476 NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
00477 {
00478   Packet *p = new Packet(PACKET_CLIENT_QUIT);
00479 
00480   my_client->SendPacket(p);
00481   return NETWORK_RECV_STATUS_OKAY;
00482 }
00483 
00489 NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, const char *command)
00490 {
00491   Packet *p = new Packet(PACKET_CLIENT_RCON);
00492   p->Send_string(pass);
00493   p->Send_string(command);
00494   my_client->SendPacket(p);
00495   return NETWORK_RECV_STATUS_OKAY;
00496 }
00497 
00503 NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *password)
00504 {
00505   Packet *p = new Packet(PACKET_CLIENT_MOVE);
00506   p->Send_uint8(company);
00507   p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
00508   my_client->SendPacket(p);
00509   return NETWORK_RECV_STATUS_OKAY;
00510 }
00511 
00516 bool ClientNetworkGameSocketHandler::IsConnected()
00517 {
00518   return my_client != NULL && my_client->status == STATUS_ACTIVE;
00519 }
00520 
00521 
00522 /***********
00523  * Receiving functions
00524  *   DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
00525  ************/
00526 
00527 extern bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
00528 
00529 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
00530 {
00531   /* We try to join a server which is full */
00532   ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
00533   DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
00534 
00535   return NETWORK_RECV_STATUS_SERVER_FULL;
00536 }
00537 
00538 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p)
00539 {
00540   /* We try to join a server where we are banned */
00541   ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
00542   DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
00543 
00544   return NETWORK_RECV_STATUS_SERVER_BANNED;
00545 }
00546 
00547 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *p)
00548 {
00549   if (this->status != STATUS_COMPANY_INFO) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00550 
00551   byte company_info_version = p->Recv_uint8();
00552 
00553   if (!this->HasClientQuit() && company_info_version == NETWORK_COMPANY_INFO_VERSION) {
00554     /* We have received all data... (there are no more packets coming) */
00555     if (!p->Recv_bool()) return NETWORK_RECV_STATUS_CLOSE_QUERY;
00556 
00557     CompanyID current = (Owner)p->Recv_uint8();
00558     if (current >= MAX_COMPANIES) return NETWORK_RECV_STATUS_CLOSE_QUERY;
00559 
00560     NetworkCompanyInfo *company_info = GetLobbyCompanyInfo(current);
00561     if (company_info == NULL) return NETWORK_RECV_STATUS_CLOSE_QUERY;
00562 
00563     p->Recv_string(company_info->company_name, sizeof(company_info->company_name));
00564     company_info->inaugurated_year = p->Recv_uint32();
00565     company_info->company_value    = p->Recv_uint64();
00566     company_info->money            = p->Recv_uint64();
00567     company_info->income           = p->Recv_uint64();
00568     company_info->performance      = p->Recv_uint16();
00569     company_info->use_password     = p->Recv_bool();
00570     for (uint i = 0; i < NETWORK_VEH_END; i++) {
00571       company_info->num_vehicle[i] = p->Recv_uint16();
00572     }
00573     for (uint i = 0; i < NETWORK_VEH_END; i++) {
00574       company_info->num_station[i] = p->Recv_uint16();
00575     }
00576     company_info->ai               = p->Recv_bool();
00577 
00578     p->Recv_string(company_info->clients, sizeof(company_info->clients));
00579 
00580     SetWindowDirty(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_GAME);
00581 
00582     return NETWORK_RECV_STATUS_OKAY;
00583   }
00584 
00585   return NETWORK_RECV_STATUS_CLOSE_QUERY;
00586 }
00587 
00588 /* This packet contains info about the client (playas and name)
00589  *  as client we save this in NetworkClientInfo, linked via 'client_id'
00590  *  which is always an unique number on a server. */
00591 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *p)
00592 {
00593   NetworkClientInfo *ci;
00594   ClientID client_id = (ClientID)p->Recv_uint32();
00595   CompanyID playas = (CompanyID)p->Recv_uint8();
00596   char name[NETWORK_NAME_LENGTH];
00597 
00598   p->Recv_string(name, sizeof(name));
00599 
00600   if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00601   if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
00602 
00603   ci = NetworkClientInfo::GetByClientID(client_id);
00604   if (ci != NULL) {
00605     if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) {
00606       /* Client name changed, display the change */
00607       NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, name);
00608     } else if (playas != ci->client_playas) {
00609       /* The client changed from client-player..
00610        * Do not display that for now */
00611     }
00612 
00613     /* Make sure we're in the company the server tells us to be in,
00614      * for the rare case that we get moved while joining. */
00615     if (client_id == _network_own_client_id) SetLocalCompany(!Company::IsValidID(playas) ? COMPANY_SPECTATOR : playas);
00616 
00617     ci->client_playas = playas;
00618     strecpy(ci->client_name, name, lastof(ci->client_name));
00619 
00620     SetWindowDirty(WC_CLIENT_LIST, 0);
00621 
00622     return NETWORK_RECV_STATUS_OKAY;
00623   }
00624 
00625   /* There are at most as many ClientInfo as ClientSocket objects in a
00626    * server. Having more Infos than a server can have means something
00627    * has gone wrong somewhere, i.e. the server has more Infos than it
00628    * has actual clients. That means the server is feeding us an invalid
00629    * state. So, bail out! This server is broken. */
00630   if (!NetworkClientInfo::CanAllocateItem()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00631 
00632   /* We don't have this client_id yet, find an empty client_id, and put the data there */
00633   ci = new NetworkClientInfo(client_id);
00634   ci->client_playas = playas;
00635   if (client_id == _network_own_client_id) this->SetInfo(ci);
00636 
00637   strecpy(ci->client_name, name, lastof(ci->client_name));
00638 
00639   SetWindowDirty(WC_CLIENT_LIST, 0);
00640 
00641   return NETWORK_RECV_STATUS_OKAY;
00642 }
00643 
00644 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p)
00645 {
00646   NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
00647 
00648   switch (error) {
00649     /* We made an error in the protocol, and our connection is closed.... */
00650     case NETWORK_ERROR_NOT_AUTHORIZED:
00651     case NETWORK_ERROR_NOT_EXPECTED:
00652     case NETWORK_ERROR_COMPANY_MISMATCH:
00653       ShowErrorMessage(STR_NETWORK_ERROR_SERVER_ERROR, INVALID_STRING_ID, WL_CRITICAL);
00654       break;
00655     case NETWORK_ERROR_FULL:
00656       ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
00657       break;
00658     case NETWORK_ERROR_WRONG_REVISION:
00659       ShowErrorMessage(STR_NETWORK_ERROR_WRONG_REVISION, INVALID_STRING_ID, WL_CRITICAL);
00660       break;
00661     case NETWORK_ERROR_WRONG_PASSWORD:
00662       ShowErrorMessage(STR_NETWORK_ERROR_WRONG_PASSWORD, INVALID_STRING_ID, WL_CRITICAL);
00663       break;
00664     case NETWORK_ERROR_KICKED:
00665       ShowErrorMessage(STR_NETWORK_ERROR_KICKED, INVALID_STRING_ID, WL_CRITICAL);
00666       break;
00667     case NETWORK_ERROR_CHEATER:
00668       ShowErrorMessage(STR_NETWORK_ERROR_CHEATER, INVALID_STRING_ID, WL_CRITICAL);
00669       break;
00670     case NETWORK_ERROR_TOO_MANY_COMMANDS:
00671       ShowErrorMessage(STR_NETWORK_ERROR_TOO_MANY_COMMANDS, INVALID_STRING_ID, WL_CRITICAL);
00672       break;
00673     default:
00674       ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
00675   }
00676 
00677   DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
00678 
00679   return NETWORK_RECV_STATUS_SERVER_ERROR;
00680 }
00681 
00682 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet *p)
00683 {
00684   if (this->status != STATUS_JOIN) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00685 
00686   uint grf_count = p->Recv_uint8();
00687   NetworkRecvStatus ret = NETWORK_RECV_STATUS_OKAY;
00688 
00689   /* Check all GRFs */
00690   for (; grf_count > 0; grf_count--) {
00691     GRFIdentifier c;
00692     this->ReceiveGRFIdentifier(p, &c);
00693 
00694     /* Check whether we know this GRF */
00695     const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, c.md5sum);
00696     if (f == NULL) {
00697       /* We do not know this GRF, bail out of initialization */
00698       char buf[sizeof(c.md5sum) * 2 + 1];
00699       md5sumToString(buf, lastof(buf), c.md5sum);
00700       DEBUG(grf, 0, "NewGRF %08X not found; checksum %s", BSWAP32(c.grfid), buf);
00701       ret = NETWORK_RECV_STATUS_NEWGRF_MISMATCH;
00702     }
00703   }
00704 
00705   if (ret == NETWORK_RECV_STATUS_OKAY) {
00706     /* Start receiving the map */
00707     return SendNewGRFsOk();
00708   }
00709 
00710   /* NewGRF mismatch, bail out */
00711   ShowErrorMessage(STR_NETWORK_ERROR_NEWGRF_MISMATCH, INVALID_STRING_ID, WL_CRITICAL);
00712   return ret;
00713 }
00714 
00715 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *p)
00716 {
00717   if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00718   this->status = STATUS_AUTH_GAME;
00719 
00720   const char *password = _network_join_server_password;
00721   if (!StrEmpty(password)) {
00722     return SendGamePassword(password);
00723   }
00724 
00725   ShowNetworkNeedPassword(NETWORK_GAME_PASSWORD);
00726 
00727   return NETWORK_RECV_STATUS_OKAY;
00728 }
00729 
00730 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p)
00731 {
00732   if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_COMPANY) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00733   this->status = STATUS_AUTH_COMPANY;
00734 
00735   _password_game_seed = p->Recv_uint32();
00736   p->Recv_string(_password_server_id, sizeof(_password_server_id));
00737   if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00738 
00739   const char *password = _network_join_company_password;
00740   if (!StrEmpty(password)) {
00741     return SendCompanyPassword(password);
00742   }
00743 
00744   ShowNetworkNeedPassword(NETWORK_COMPANY_PASSWORD);
00745 
00746   return NETWORK_RECV_STATUS_OKAY;
00747 }
00748 
00749 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *p)
00750 {
00751   if (this->status < STATUS_JOIN || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00752   this->status = STATUS_AUTHORIZED;
00753 
00754   _network_own_client_id = (ClientID)p->Recv_uint32();
00755 
00756   /* Initialize the password hash salting variables, even if they were previously. */
00757   _password_game_seed = p->Recv_uint32();
00758   p->Recv_string(_password_server_id, sizeof(_password_server_id));
00759 
00760   /* Start receiving the map */
00761   return SendGetMap();
00762 }
00763 
00764 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p)
00765 {
00766   /* We set the internal wait state when requesting the map. */
00767   if (this->status != STATUS_MAP_WAIT) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00768 
00769   /* But... only now we set the join status to waiting, instead of requesting. */
00770   _network_join_status = NETWORK_JOIN_STATUS_WAITING;
00771   _network_join_waiting = p->Recv_uint8();
00772   SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
00773 
00774   return NETWORK_RECV_STATUS_OKAY;
00775 }
00776 
00777 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet *p)
00778 {
00779   if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00780   this->status = STATUS_MAP;
00781 
00782   if (this->savegame != NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00783 
00784   this->savegame = new PacketReader();
00785 
00786   _frame_counter = _frame_counter_server = _frame_counter_max = p->Recv_uint32();
00787 
00788   _network_join_bytes = 0;
00789   _network_join_bytes_total = 0;
00790 
00791   _network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
00792   SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
00793 
00794   return NETWORK_RECV_STATUS_OKAY;
00795 }
00796 
00797 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet *p)
00798 {
00799   if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00800   if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00801 
00802   _network_join_bytes_total = p->Recv_uint32();
00803   SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
00804 
00805   return NETWORK_RECV_STATUS_OKAY;
00806 }
00807 
00808 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet *p)
00809 {
00810   if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00811   if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00812 
00813   /* We are still receiving data, put it to the file */
00814   this->savegame->AddPacket(p);
00815 
00816   _network_join_bytes = (uint32)this->savegame->written_bytes;
00817   SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
00818 
00819   return NETWORK_RECV_STATUS_OKAY;
00820 }
00821 
00822 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *p)
00823 {
00824   if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00825   if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00826 
00827   _network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
00828   SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
00829 
00830   /*
00831    * Make sure everything is set for reading.
00832    *
00833    * We need the local copy and reset this->savegame because when
00834    * loading fails the network gets reset upon loading the intro
00835    * game, which would cause us to free this->savegame twice.
00836    */
00837   LoadFilter *lf = this->savegame;
00838   this->savegame = NULL;
00839   lf->Reset();
00840 
00841   /* The map is done downloading, load it */
00842   ClearErrorMessages();
00843   bool load_success = SafeLoad(NULL, SL_LOAD, GM_NORMAL, NO_DIRECTORY, lf);
00844 
00845   /* Long savegame loads shouldn't affect the lag calculation! */
00846   this->last_packet = _realtime_tick;
00847 
00848   if (!load_success) {
00849     DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
00850     ShowErrorMessage(STR_NETWORK_ERROR_SAVEGAMEERROR, INVALID_STRING_ID, WL_CRITICAL);
00851     return NETWORK_RECV_STATUS_SAVEGAME;
00852   }
00853   /* If the savegame has successfully loaded, ALL windows have been removed,
00854    * only toolbar/statusbar and gamefield are visible */
00855 
00856   /* Say we received the map and loaded it correctly! */
00857   SendMapOk();
00858 
00859   /* New company/spectator (invalid company) or company we want to join is not active
00860    * Switch local company to spectator and await the server's judgement */
00861   if (_network_join_as == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_join_as)) {
00862     SetLocalCompany(COMPANY_SPECTATOR);
00863 
00864     if (_network_join_as != COMPANY_SPECTATOR) {
00865       /* We have arrived and ready to start playing; send a command to make a new company;
00866        * the server will give us a client-id and let us in */
00867       _network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
00868       ShowJoinStatusWindow();
00869       NetworkSendCommand(0, 0, 0, CMD_COMPANY_CTRL, NULL, NULL, _local_company);
00870     }
00871   } else {
00872     /* take control over an existing company */
00873     SetLocalCompany(_network_join_as);
00874   }
00875 
00876   return NETWORK_RECV_STATUS_OKAY;
00877 }
00878 
00879 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p)
00880 {
00881   if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00882 
00883   _frame_counter_server = p->Recv_uint32();
00884   _frame_counter_max = p->Recv_uint32();
00885 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
00886   /* Test if the server supports this option
00887    *  and if we are at the frame the server is */
00888   if (p->pos + 1 < p->size) {
00889     _sync_frame = _frame_counter_server;
00890     _sync_seed_1 = p->Recv_uint32();
00891 #ifdef NETWORK_SEND_DOUBLE_SEED
00892     _sync_seed_2 = p->Recv_uint32();
00893 #endif
00894   }
00895 #endif
00896   /* Receive the token. */
00897   if (p->pos != p->size) this->token = p->Recv_uint8();
00898 
00899   DEBUG(net, 5, "Received FRAME %d", _frame_counter_server);
00900 
00901   /* Let the server know that we received this frame correctly
00902    *  We do this only once per day, to save some bandwidth ;) */
00903   if (!_network_first_time && last_ack_frame < _frame_counter) {
00904     last_ack_frame = _frame_counter + DAY_TICKS;
00905     DEBUG(net, 4, "Sent ACK at %d", _frame_counter);
00906     SendAck();
00907   }
00908 
00909   return NETWORK_RECV_STATUS_OKAY;
00910 }
00911 
00912 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p)
00913 {
00914   if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00915 
00916   _sync_frame = p->Recv_uint32();
00917   _sync_seed_1 = p->Recv_uint32();
00918 #ifdef NETWORK_SEND_DOUBLE_SEED
00919   _sync_seed_2 = p->Recv_uint32();
00920 #endif
00921 
00922   return NETWORK_RECV_STATUS_OKAY;
00923 }
00924 
00925 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet *p)
00926 {
00927   if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00928 
00929   CommandPacket cp;
00930   const char *err = this->ReceiveCommand(p, &cp);
00931   cp.frame    = p->Recv_uint32();
00932   cp.my_cmd   = p->Recv_bool();
00933 
00934   if (err != NULL) {
00935     IConsolePrintF(CC_ERROR, "WARNING: %s from server, dropping...", err);
00936     return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00937   }
00938 
00939   this->incoming_queue.Append(&cp);
00940 
00941   return NETWORK_RECV_STATUS_OKAY;
00942 }
00943 
00944 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
00945 {
00946   if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00947 
00948   char name[NETWORK_NAME_LENGTH], msg[NETWORK_CHAT_LENGTH];
00949   const NetworkClientInfo *ci = NULL, *ci_to;
00950 
00951   NetworkAction action = (NetworkAction)p->Recv_uint8();
00952   ClientID client_id = (ClientID)p->Recv_uint32();
00953   bool self_send = p->Recv_bool();
00954   p->Recv_string(msg, NETWORK_CHAT_LENGTH);
00955   int64 data = p->Recv_uint64();
00956 
00957   ci_to = NetworkClientInfo::GetByClientID(client_id);
00958   if (ci_to == NULL) return NETWORK_RECV_STATUS_OKAY;
00959 
00960   /* Did we initiate the action locally? */
00961   if (self_send) {
00962     switch (action) {
00963       case NETWORK_ACTION_CHAT_CLIENT:
00964         /* For speaking to client we need the client-name */
00965         snprintf(name, sizeof(name), "%s", ci_to->client_name);
00966         ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
00967         break;
00968 
00969       /* For speaking to company or giving money, we need the company-name */
00970       case NETWORK_ACTION_GIVE_MONEY:
00971         if (!Company::IsValidID(ci_to->client_playas)) return NETWORK_RECV_STATUS_OKAY;
00972         /* FALL THROUGH */
00973       case NETWORK_ACTION_CHAT_COMPANY: {
00974         StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
00975         SetDParam(0, ci_to->client_playas);
00976 
00977         GetString(name, str, lastof(name));
00978         ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
00979         break;
00980       }
00981 
00982       default: return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00983     }
00984   } else {
00985     /* Display message from somebody else */
00986     snprintf(name, sizeof(name), "%s", ci_to->client_name);
00987     ci = ci_to;
00988   }
00989 
00990   if (ci != NULL) {
00991     NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), self_send, name, msg, data);
00992   }
00993   return NETWORK_RECV_STATUS_OKAY;
00994 }
00995 
00996 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *p)
00997 {
00998   if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00999 
01000   ClientID client_id = (ClientID)p->Recv_uint32();
01001 
01002   NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
01003   if (ci != NULL) {
01004     NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, NULL, GetNetworkErrorMsg((NetworkErrorCode)p->Recv_uint8()));
01005     delete ci;
01006   }
01007 
01008   SetWindowDirty(WC_CLIENT_LIST, 0);
01009 
01010   return NETWORK_RECV_STATUS_OKAY;
01011 }
01012 
01013 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p)
01014 {
01015   if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01016 
01017   ClientID client_id = (ClientID)p->Recv_uint32();
01018 
01019   NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
01020   if (ci != NULL) {
01021     NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, NULL, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
01022     delete ci;
01023   } else {
01024     DEBUG(net, 0, "Unknown client (%d) is leaving the game", client_id);
01025   }
01026 
01027   SetWindowDirty(WC_CLIENT_LIST, 0);
01028 
01029   /* If we come here it means we could not locate the client.. strange :s */
01030   return NETWORK_RECV_STATUS_OKAY;
01031 }
01032 
01033 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p)
01034 {
01035   if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01036 
01037   ClientID client_id = (ClientID)p->Recv_uint32();
01038 
01039   NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
01040   if (ci != NULL) {
01041     NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name);
01042   }
01043 
01044   SetWindowDirty(WC_CLIENT_LIST, 0);
01045 
01046   return NETWORK_RECV_STATUS_OKAY;
01047 }
01048 
01049 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *p)
01050 {
01051   /* Only when we're trying to join we really
01052    * care about the server shutting down. */
01053   if (this->status >= STATUS_JOIN) {
01054     ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN, INVALID_STRING_ID, WL_CRITICAL);
01055   }
01056 
01057   return NETWORK_RECV_STATUS_SERVER_ERROR;
01058 }
01059 
01060 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *p)
01061 {
01062   /* Only when we're trying to join we really
01063    * care about the server shutting down. */
01064   if (this->status >= STATUS_JOIN) {
01065     /* To trottle the reconnects a bit, every clients waits its
01066      * Client ID modulo 16. This way reconnects should be spread
01067      * out a bit. */
01068     _network_reconnect = _network_own_client_id % 16;
01069     ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_REBOOT, INVALID_STRING_ID, WL_CRITICAL);
01070   }
01071 
01072   return NETWORK_RECV_STATUS_SERVER_ERROR;
01073 }
01074 
01075 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_RCON(Packet *p)
01076 {
01077   if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01078 
01079   TextColour colour_code = (TextColour)p->Recv_uint16();
01080   if (!IsValidConsoleColour(colour_code)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01081 
01082   char rcon_out[NETWORK_RCONCOMMAND_LENGTH];
01083   p->Recv_string(rcon_out, sizeof(rcon_out));
01084 
01085   IConsolePrint(colour_code, rcon_out);
01086 
01087   return NETWORK_RECV_STATUS_OKAY;
01088 }
01089 
01090 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p)
01091 {
01092   if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01093 
01094   /* Nothing more in this packet... */
01095   ClientID client_id   = (ClientID)p->Recv_uint32();
01096   CompanyID company_id = (CompanyID)p->Recv_uint8();
01097 
01098   if (client_id == 0) {
01099     /* definitely an invalid client id, debug message and do nothing. */
01100     DEBUG(net, 0, "[move] received invalid client index = 0");
01101     return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01102   }
01103 
01104   const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
01105   /* Just make sure we do not try to use a client_index that does not exist */
01106   if (ci == NULL) return NETWORK_RECV_STATUS_OKAY;
01107 
01108   /* if not valid player, force spectator, else check player exists */
01109   if (!Company::IsValidID(company_id)) company_id = COMPANY_SPECTATOR;
01110 
01111   if (client_id == _network_own_client_id) {
01112     SetLocalCompany(company_id);
01113   }
01114 
01115   return NETWORK_RECV_STATUS_OKAY;
01116 }
01117 
01118 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *p)
01119 {
01120   if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01121 
01122   _network_server_max_companies = p->Recv_uint8();
01123   _network_server_max_spectators = p->Recv_uint8();
01124 
01125   return NETWORK_RECV_STATUS_OKAY;
01126 }
01127 
01128 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p)
01129 {
01130   if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01131 
01132   _network_company_passworded = p->Recv_uint16();
01133   SetWindowClassesDirty(WC_COMPANY);
01134 
01135   return NETWORK_RECV_STATUS_OKAY;
01136 }
01137 
01141 void ClientNetworkGameSocketHandler::CheckConnection()
01142 {
01143   /* Only once we're authorized we can expect a steady stream of packets. */
01144   if (this->status < STATUS_AUTHORIZED) return;
01145 
01146   /* It might... sometimes occur that the realtime ticker overflows. */
01147   if (_realtime_tick < this->last_packet) this->last_packet = _realtime_tick;
01148 
01149   /* Lag is in milliseconds; 5 seconds are roughly twice the
01150    * server's "you're slow" threshold (1 game day). */
01151   uint lag = (_realtime_tick - this->last_packet) / 1000;
01152   if (lag < 5) return;
01153 
01154   /* 20 seconds are (way) more than 4 game days after which
01155    * the server will forcefully disconnect you. */
01156   if (lag > 20) {
01157     this->NetworkGameSocketHandler::CloseConnection();
01158     ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
01159     return;
01160   }
01161 
01162   /* Prevent showing the lag message every tick; just update it when needed. */
01163   static uint last_lag = 0;
01164   if (last_lag == lag) return;
01165 
01166   last_lag = lag;
01167   SetDParam(0, lag);
01168   ShowErrorMessage(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION, STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION, WL_INFO);
01169 }
01170 
01171 
01173 void NetworkClient_Connected()
01174 {
01175   /* Set the frame-counter to 0 so nothing happens till we are ready */
01176   _frame_counter = 0;
01177   _frame_counter_server = 0;
01178   last_ack_frame = 0;
01179   /* Request the game-info */
01180   MyClient::SendJoin();
01181 }
01182 
01188 void NetworkClientSendRcon(const char *password, const char *command)
01189 {
01190   MyClient::SendRCon(password, command);
01191 }
01192 
01199 void NetworkClientRequestMove(CompanyID company_id, const char *pass)
01200 {
01201   MyClient::SendMove(company_id, pass);
01202 }
01203 
01208 void NetworkClientsToSpectators(CompanyID cid)
01209 {
01210   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
01211   /* If our company is changing owner, go to spectators */
01212   if (cid == _local_company) SetLocalCompany(COMPANY_SPECTATOR);
01213 
01214   NetworkClientInfo *ci;
01215   FOR_ALL_CLIENT_INFOS(ci) {
01216     if (ci->client_playas != cid) continue;
01217     NetworkTextMessage(NETWORK_ACTION_COMPANY_SPECTATOR, CC_DEFAULT, false, ci->client_name);
01218     ci->client_playas = COMPANY_SPECTATOR;
01219   }
01220 
01221   cur_company.Restore();
01222 }
01223 
01227 void NetworkUpdateClientName()
01228 {
01229   NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
01230 
01231   if (ci == NULL) return;
01232 
01233   /* Don't change the name if it is the same as the old name */
01234   if (strcmp(ci->client_name, _settings_client.network.client_name) != 0) {
01235     if (!_network_server) {
01236       MyClient::SendSetName(_settings_client.network.client_name);
01237     } else {
01238       if (NetworkFindName(_settings_client.network.client_name)) {
01239         NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, _settings_client.network.client_name);
01240         strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));
01241         NetworkUpdateClientInfo(CLIENT_ID_SERVER);
01242       }
01243     }
01244   }
01245 }
01246 
01255 void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
01256 {
01257   MyClient::SendChat(action, type, dest, msg, data);
01258 }
01259 
01264 void NetworkClientSetCompanyPassword(const char *password)
01265 {
01266   MyClient::SendSetPassword(password);
01267 }
01268 
01274 bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio)
01275 {
01276   /* Only companies actually playing can speak to team. Eg spectators cannot */
01277   if (!_settings_client.gui.prefer_teamchat || !Company::IsValidID(cio->client_playas)) return false;
01278 
01279   const NetworkClientInfo *ci;
01280   FOR_ALL_CLIENT_INFOS(ci) {
01281     if (ci->client_playas == cio->client_playas && ci != cio) return true;
01282   }
01283 
01284   return false;
01285 }
01286 
01291 bool NetworkMaxCompaniesReached()
01292 {
01293   return Company::GetNumItems() >= (_network_server ? _settings_client.network.max_companies : _network_server_max_companies);
01294 }
01295 
01300 bool NetworkMaxSpectatorsReached()
01301 {
01302   return NetworkSpectatorCount() >= (_network_server ? _settings_client.network.max_spectators : _network_server_max_spectators);
01303 }
01304 
01305 #endif /* ENABLE_NETWORK */