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OpenTTD-patches/src/network/core/tcp_game.cpp

309 lines
17 KiB
C++

/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/**
* @file tcp_game.cpp Basic functions to receive and send TCP packets for game purposes.
*/
#include "../../stdafx.h"
#include "../network.h"
#include "../network_internal.h"
#include "../../debug.h"
#include "../../error.h"
#include "../../window_func.h"
#include "table/strings.h"
#include "../../safeguards.h"
static std::vector<NetworkGameSocketHandler *> _deferred_deletions;
static const char* _packet_game_type_names[] {
"SERVER_FULL",
"SERVER_BANNED",
"CLIENT_JOIN",
"SERVER_ERROR",
"CLIENT_COMPANY_INFO",
"SERVER_COMPANY_INFO",
"SERVER_GAME_INFO",
"CLIENT_GAME_INFO",
"SERVER_GAME_INFO_EXTENDED",
"SERVER_CHECK_NEWGRFS",
"CLIENT_NEWGRFS_CHECKED",
"SERVER_NEED_GAME_PASSWORD",
"CLIENT_GAME_PASSWORD",
"SERVER_NEED_COMPANY_PASSWORD",
"CLIENT_COMPANY_PASSWORD",
"CLIENT_SETTINGS_PASSWORD",
"SERVER_SETTINGS_ACCESS",
"SERVER_WELCOME",
"SERVER_CLIENT_INFO",
"CLIENT_GETMAP",
"SERVER_WAIT",
"SERVER_MAP_BEGIN",
"SERVER_MAP_SIZE",
"SERVER_MAP_DATA",
"SERVER_MAP_DONE",
"CLIENT_MAP_OK",
"SERVER_JOIN",
"SERVER_FRAME",
"CLIENT_ACK",
"SERVER_SYNC",
"CLIENT_COMMAND",
"SERVER_COMMAND",
"CLIENT_CHAT",
"SERVER_CHAT",
"SERVER_EXTERNAL_CHAT",
"CLIENT_RCON",
"SERVER_RCON",
"CLIENT_MOVE",
"SERVER_MOVE",
"CLIENT_SET_PASSWORD",
"CLIENT_SET_NAME",
"SERVER_COMPANY_UPDATE",
"SERVER_CONFIG_UPDATE",
"SERVER_NEWGAME",
"SERVER_SHUTDOWN",
"CLIENT_QUIT",
"SERVER_QUIT",
"CLIENT_ERROR",
"SERVER_ERROR_QUIT",
"CLIENT_DESYNC_LOG",
"SERVER_DESYNC_LOG",
"CLIENT_DESYNC_MSG",
"CLIENT_DESYNC_SYNC_DATA",
};
static_assert(lengthof(_packet_game_type_names) == PACKET_END);
const char *GetPacketGameTypeName(PacketGameType type)
{
if (type >= PACKET_END) return "[invalid packet type]";
return _packet_game_type_names[type];
}
/**
* Create a new socket for the game connection.
* @param s The socket to connect with.
*/
NetworkGameSocketHandler::NetworkGameSocketHandler(SOCKET s) : info(nullptr), client_id(INVALID_CLIENT_ID),
last_frame(_frame_counter), last_frame_server(_frame_counter), last_pkt_type(PACKET_END)
{
this->sock = s;
this->last_packet = std::chrono::steady_clock::now();
}
/**
* Functions to help ReceivePacket/SendPacket a bit
* A socket can make errors. When that happens this handles what to do.
* For clients: close connection and drop back to main-menu
* For servers: close connection and that is it
* @return the new status
*/
NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool)
{
if (this->ignore_close) return NETWORK_RECV_STATUS_CLIENT_QUIT;
/* Clients drop back to the main menu */
if (!_network_server && _networking) {
ClientNetworkEmergencySave();
CloseNetworkClientWindows();
_switch_mode = SM_MENU;
_networking = false;
ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
return this->CloseConnection(NETWORK_RECV_STATUS_CONNECTION_LOST);
}
/**
* Handle the given packet, i.e. pass it to the right parser receive command.
* @param p the packet to handle
* @return #NetworkRecvStatus of handling.
*/
NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet &p)
{
PacketGameType type = (PacketGameType)p.Recv_uint8();
if (this->HasClientQuit()) {
DEBUG(net, 0, "[tcp/game] Received invalid packet from client %d", this->client_id);
this->CloseConnection();
return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}
this->last_packet = std::chrono::steady_clock::now();
this->last_pkt_type = type;
DEBUG(net, 5, "[tcp/game] received packet type %d (%s) from client %d, %s", type, GetPacketGameTypeName(type), this->client_id, this->GetDebugInfo().c_str());
switch (type) {
case PACKET_SERVER_FULL: return this->Receive_SERVER_FULL(p);
case PACKET_SERVER_BANNED: return this->Receive_SERVER_BANNED(p);
case PACKET_CLIENT_JOIN: return this->Receive_CLIENT_JOIN(p);
case PACKET_SERVER_ERROR: return this->Receive_SERVER_ERROR(p);
case PACKET_CLIENT_GAME_INFO: return this->Receive_CLIENT_GAME_INFO(p);
case PACKET_SERVER_GAME_INFO: return this->Receive_SERVER_GAME_INFO(p);
case PACKET_SERVER_GAME_INFO_EXTENDED: return this->Receive_SERVER_GAME_INFO_EXTENDED(p);
case PACKET_SERVER_CLIENT_INFO: return this->Receive_SERVER_CLIENT_INFO(p);
case PACKET_SERVER_NEED_GAME_PASSWORD: return this->Receive_SERVER_NEED_GAME_PASSWORD(p);
case PACKET_SERVER_NEED_COMPANY_PASSWORD: return this->Receive_SERVER_NEED_COMPANY_PASSWORD(p);
case PACKET_CLIENT_GAME_PASSWORD: return this->Receive_CLIENT_GAME_PASSWORD(p);
case PACKET_CLIENT_COMPANY_PASSWORD: return this->Receive_CLIENT_COMPANY_PASSWORD(p);
case PACKET_CLIENT_SETTINGS_PASSWORD: return this->Receive_CLIENT_SETTINGS_PASSWORD(p);
case PACKET_SERVER_SETTINGS_ACCESS: return this->Receive_SERVER_SETTINGS_ACCESS(p);
case PACKET_SERVER_WELCOME: return this->Receive_SERVER_WELCOME(p);
case PACKET_CLIENT_GETMAP: return this->Receive_CLIENT_GETMAP(p);
case PACKET_SERVER_WAIT: return this->Receive_SERVER_WAIT(p);
case PACKET_SERVER_MAP_BEGIN: return this->Receive_SERVER_MAP_BEGIN(p);
case PACKET_SERVER_MAP_SIZE: return this->Receive_SERVER_MAP_SIZE(p);
case PACKET_SERVER_MAP_DATA: return this->Receive_SERVER_MAP_DATA(p);
case PACKET_SERVER_MAP_DONE: return this->Receive_SERVER_MAP_DONE(p);
case PACKET_CLIENT_MAP_OK: return this->Receive_CLIENT_MAP_OK(p);
case PACKET_SERVER_JOIN: return this->Receive_SERVER_JOIN(p);
case PACKET_SERVER_FRAME: return this->Receive_SERVER_FRAME(p);
case PACKET_SERVER_SYNC: return this->Receive_SERVER_SYNC(p);
case PACKET_CLIENT_ACK: return this->Receive_CLIENT_ACK(p);
case PACKET_CLIENT_COMMAND: return this->Receive_CLIENT_COMMAND(p);
case PACKET_SERVER_COMMAND: return this->Receive_SERVER_COMMAND(p);
case PACKET_CLIENT_CHAT: return this->Receive_CLIENT_CHAT(p);
case PACKET_SERVER_CHAT: return this->Receive_SERVER_CHAT(p);
case PACKET_SERVER_EXTERNAL_CHAT: return this->Receive_SERVER_EXTERNAL_CHAT(p);
case PACKET_CLIENT_SET_PASSWORD: return this->Receive_CLIENT_SET_PASSWORD(p);
case PACKET_CLIENT_SET_NAME: return this->Receive_CLIENT_SET_NAME(p);
case PACKET_CLIENT_QUIT: return this->Receive_CLIENT_QUIT(p);
case PACKET_CLIENT_ERROR: return this->Receive_CLIENT_ERROR(p);
case PACKET_CLIENT_DESYNC_LOG: return this->Receive_CLIENT_DESYNC_LOG(p);
case PACKET_SERVER_DESYNC_LOG: return this->Receive_SERVER_DESYNC_LOG(p);
case PACKET_CLIENT_DESYNC_MSG: return this->Receive_CLIENT_DESYNC_MSG(p);
case PACKET_CLIENT_DESYNC_SYNC_DATA: return this->Receive_CLIENT_DESYNC_SYNC_DATA(p);
case PACKET_SERVER_QUIT: return this->Receive_SERVER_QUIT(p);
case PACKET_SERVER_ERROR_QUIT: return this->Receive_SERVER_ERROR_QUIT(p);
case PACKET_SERVER_SHUTDOWN: return this->Receive_SERVER_SHUTDOWN(p);
case PACKET_SERVER_NEWGAME: return this->Receive_SERVER_NEWGAME(p);
case PACKET_SERVER_RCON: return this->Receive_SERVER_RCON(p);
case PACKET_CLIENT_RCON: return this->Receive_CLIENT_RCON(p);
case PACKET_SERVER_CHECK_NEWGRFS: return this->Receive_SERVER_CHECK_NEWGRFS(p);
case PACKET_CLIENT_NEWGRFS_CHECKED: return this->Receive_CLIENT_NEWGRFS_CHECKED(p);
case PACKET_SERVER_MOVE: return this->Receive_SERVER_MOVE(p);
case PACKET_CLIENT_MOVE: return this->Receive_CLIENT_MOVE(p);
case PACKET_SERVER_COMPANY_UPDATE: return this->Receive_SERVER_COMPANY_UPDATE(p);
case PACKET_SERVER_CONFIG_UPDATE: return this->Receive_SERVER_CONFIG_UPDATE(p);
default:
DEBUG(net, 0, "[tcp/game] Received invalid packet type %d from client %d", type, this->client_id);
this->CloseConnection();
return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}
}
/**
* Do the actual receiving of packets.
* As long as HandlePacket returns OKAY packets are handled. Upon
* failure, or no more packets to process the last result of
* HandlePacket is returned.
* @return #NetworkRecvStatus of the last handled packet.
*/
NetworkRecvStatus NetworkGameSocketHandler::ReceivePackets()
{
std::unique_ptr<Packet> p;
while ((p = this->ReceivePacket()) != nullptr) {
NetworkRecvStatus res = HandlePacket(*p);
if (res != NETWORK_RECV_STATUS_OKAY) return res;
}
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Helper for logging receiving invalid packets.
* @param type The received packet type.
* @return The status the network should have, in this case: "malformed packet error".
*/
NetworkRecvStatus NetworkGameSocketHandler::ReceiveInvalidPacket(PacketGameType type)
{
DEBUG(net, 0, "[tcp/game] Received illegal packet type %d from client %d", type, this->client_id);
return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FULL(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_FULL); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_BANNED(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_BANNED); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet &p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_JOIN); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet &p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GAME_INFO); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_GAME_INFO); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_GAME_INFO_EXTENDED(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_GAME_INFO_EXTENDED); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CLIENT_INFO); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_GAME_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_COMPANY_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet &p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GAME_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet &p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMPANY_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SETTINGS_PASSWORD(Packet &p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SETTINGS_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SETTINGS_ACCESS(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_SETTINGS_ACCESS); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_WELCOME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet &p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GETMAP); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WAIT(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_WAIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_BEGIN); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_SIZE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_DATA); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_DONE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet &p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MAP_OK); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_JOIN(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_JOIN); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FRAME(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_FRAME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SYNC(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_SYNC); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ACK(Packet &p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ACK); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet &p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMMAND); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMMAND); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet &p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_CHAT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHAT(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHAT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_EXTERNAL_CHAT(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_EXTERNAL_CHAT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet &p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet &p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_NAME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet &p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_QUIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet &p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ERROR); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_DESYNC_LOG(Packet &p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_DESYNC_LOG); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_DESYNC_LOG(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_DESYNC_LOG); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_DESYNC_MSG(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_DESYNC_LOG); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_DESYNC_SYNC_DATA(Packet &p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_DESYNC_SYNC_DATA); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_QUIT(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_QUIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR_QUIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_SHUTDOWN); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEWGAME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_RCON(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_RCON); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_RCON(Packet &p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_RCON); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHECK_NEWGRFS); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet &p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_NEWGRFS_CHECKED); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MOVE(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MOVE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet &p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MOVE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMPANY_UPDATE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet &p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CONFIG_UPDATE); }
std::string NetworkGameSocketHandler::GetDebugInfo() const { return ""; }
void NetworkGameSocketHandler::LogSentPacket(const Packet &pkt)
{
PacketGameType type = (PacketGameType)pkt.GetPacketType();
DEBUG(net, 5, "[tcp/game] sent packet type %d (%s) to client %d, %s", type, GetPacketGameTypeName(type), this->client_id, this->GetDebugInfo().c_str());
}
void NetworkGameSocketHandler::DeferDeletion()
{
_deferred_deletions.push_back(this);
this->is_pending_deletion = true;
}
/* static */ void NetworkGameSocketHandler::ProcessDeferredDeletions()
{
for (NetworkGameSocketHandler *cs : _deferred_deletions) {
delete cs;
}
_deferred_deletions.clear();
}