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OpenTTD-patches/src/network/network_client.cpp

1657 lines
56 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 network_client.cpp Client part of the network protocol. */
#include "../stdafx.h"
#include "network_gui.h"
#include "../sl/saveload.h"
#include "../sl/saveload_filter.h"
#include "../command_func.h"
#include "../console_func.h"
#include "../strings_func.h"
#include "../window_func.h"
#include "../company_func.h"
#include "../company_base.h"
#include "../company_gui.h"
#include "../core/random_func.hpp"
#include "../date_func.h"
#include "../gfx_func.h"
#include "../error.h"
#include "../rev.h"
#include "network.h"
#include "network_base.h"
#include "network_client.h"
#include "network_gamelist.h"
#include "../core/backup_type.hpp"
#include "../thread.h"
#include "../social_integration.h"
#include "../crashlog.h"
#include "../core/checksum_func.hpp"
#include "../core/alloc_func.hpp"
#include "../fileio_func.h"
#include "../debug_settings.h"
#include "../3rdparty/monocypher/monocypher.h"
#include <tuple>
#include "table/strings.h"
#include "../safeguards.h"
/* This file handles all the client-commands */
static void ResetClientConnectionKeyStates();
/** Read some packets, and when do use that data as initial load filter. */
struct PacketReader : LoadFilter {
static const size_t CHUNK = 32 * 1024; ///< 32 KiB chunks of memory.
std::vector<byte *> blocks; ///< Buffer with blocks of allocated memory.
byte *buf; ///< Buffer we're going to write to/read from.
byte *bufe; ///< End of the buffer we write to/read from.
byte **block; ///< The block we're reading from/writing to.
size_t written_bytes; ///< The total number of bytes we've written.
size_t read_bytes; ///< The total number of read bytes.
/** Initialise everything. */
PacketReader() : LoadFilter(nullptr), buf(nullptr), bufe(nullptr), block(nullptr), written_bytes(0), read_bytes(0)
{
}
~PacketReader() override
{
for (auto p : this->blocks) {
free(p);
}
}
/**
* Simple wrapper around fwrite to be able to pass it to Packet's TransferOut.
* @param destination The reader to add the data to.
* @param source The buffer to read data from.
* @param amount The number of bytes to copy.
* @return The number of bytes that were copied.
*/
static inline ssize_t TransferOutMemCopy(PacketReader *destination, const char *source, size_t amount)
{
memcpy(destination->buf, source, amount);
destination->buf += amount;
destination->written_bytes += amount;
return amount;
}
/**
* Add a packet to this buffer.
* @param p The packet to add.
*/
void AddPacket(Packet &p)
{
assert(this->read_bytes == 0);
p.TransferOutWithLimit(TransferOutMemCopy, this->bufe - this->buf, this);
/* Did everything fit in the current chunk, then we're done. */
if (p.RemainingBytesToTransfer() == 0) return;
/* Allocate a new chunk and add the remaining data. */
this->blocks.push_back(this->buf = CallocT<byte>(CHUNK));
this->bufe = this->buf + CHUNK;
p.TransferOutWithLimit(TransferOutMemCopy, this->bufe - this->buf, this);
}
size_t Read(byte *rbuf, size_t size) override
{
/* Limit the amount to read to whatever we still have. */
size_t ret_size = size = std::min(this->written_bytes - this->read_bytes, size);
this->read_bytes += ret_size;
const byte *rbufe = rbuf + ret_size;
while (rbuf != rbufe) {
if (this->buf == this->bufe) {
this->buf = *this->block++;
this->bufe = this->buf + CHUNK;
}
size_t to_write = std::min(this->bufe - this->buf, rbufe - rbuf);
memcpy(rbuf, this->buf, to_write);
rbuf += to_write;
this->buf += to_write;
}
return ret_size;
}
void Reset() override
{
this->read_bytes = 0;
this->block = this->blocks.data();
this->buf = *this->block++;
this->bufe = this->buf + CHUNK;
}
};
/**
* Create an emergency savegame when the network connection is lost.
*/
void ClientNetworkEmergencySave()
{
if (!_settings_client.gui.autosave_on_network_disconnect) return;
if (!_networking) return;
if (!ClientNetworkGameSocketHandler::EmergencySavePossible()) return;
static FiosNumberedSaveName _netsave_ctr("netsave");
DoAutoOrNetsave(_netsave_ctr, false);
}
/**
* Create a new socket for the client side of the game connection.
* @param s The socket to connect with.
*/
ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler (SOCKET s, std::string connection_string)
: NetworkGameSocketHandler(s),
connection_string(std::move(connection_string)), savegame(nullptr), token(0), status(STATUS_INACTIVE)
{
assert(ClientNetworkGameSocketHandler::my_client == nullptr);
ClientNetworkGameSocketHandler::my_client = this;
}
/** Clear whatever we assigned. */
ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler()
{
assert(ClientNetworkGameSocketHandler::my_client == this);
ClientNetworkGameSocketHandler::my_client = nullptr;
_network_settings_access = false;
delete this->GetInfo();
if (this->desync_log_file) {
if (!this->server_desync_log.empty()) {
fwrite("\n", 1, 1, this->desync_log_file);
fwrite(this->server_desync_log.data(), 1, this->server_desync_log.size(), this->desync_log_file);
}
FioFCloseFile(this->desync_log_file);
this->desync_log_file = nullptr;
}
ResetClientConnectionKeyStates();
}
NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
{
assert(status != NETWORK_RECV_STATUS_OKAY);
if (this->IsPendingDeletion()) return status;
assert(this->sock != INVALID_SOCKET);
if (this->status == STATUS_CLOSING) return status;
if (!this->HasClientQuit()) {
DEBUG(net, 3, "Closed client connection %d", this->client_id);
SetBlocking(this->sock);
this->SendPackets(true);
ShutdownSocket(this->sock, false, true, 2);
/* Wait a number of ticks so our leave message can reach the server.
* This is especially needed for Windows servers as they seem to get
* the "socket is closed" message before receiving our leave message,
* which would trigger the server to close the connection as well. */
CSleep(3 * MILLISECONDS_PER_TICK);
}
DEBUG(net, 1, "Shutdown client connection %d", this->client_id);
if (status == NETWORK_RECV_STATUS_DESYNC) {
this->status = STATUS_CLOSING;
this->ignore_close = true;
this->ReceivePackets();
}
this->DeferDeletion();
return status;
}
/**
* Handle an error coming from the client side.
* @param res The "error" that happened.
*/
void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
{
if (this->IsPendingDeletion()) return;
/* First, send a CLIENT_ERROR to the server, so it knows we are
* disconnected (and why!) */
NetworkErrorCode errorno;
/* We just want to close the connection.. */
if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
this->NetworkSocketHandler::MarkClosed();
this->CloseConnection(res);
_networking = false;
CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
return;
}
switch (res) {
case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
default: errorno = NETWORK_ERROR_GENERAL; break;
}
if (res == NETWORK_RECV_STATUS_SERVER_ERROR || res == NETWORK_RECV_STATUS_SERVER_FULL ||
res == NETWORK_RECV_STATUS_SERVER_BANNED) {
/* This means the server closed the connection. Emergency save is
* already created if this was appropriate during handling of the
* disconnect. */
this->SendPackets(true);
this->CloseConnection(res);
} else {
/* This means we as client made a boo-boo. */
SendError(errorno, res);
/* Close connection before we make an emergency save, as the save can
* take a bit of time; better that the server doesn't stall while we
* are doing the save, and already disconnects us. */
this->SendPackets(true);
this->CloseConnection(res);
ClientNetworkEmergencySave();
}
CloseNetworkClientWindows();
CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
if (_game_mode != GM_MENU) _switch_mode = SM_MENU;
_networking = false;
}
/**
* Check whether we received/can send some data from/to the server and
* when that's the case handle it appropriately.
* @return true when everything went okay.
*/
/* static */ bool ClientNetworkGameSocketHandler::Receive()
{
if (my_client->CanSendReceive()) {
NetworkRecvStatus res = my_client->ReceivePackets();
if (res != NETWORK_RECV_STATUS_OKAY) {
/* The client made an error of which we can not recover.
* Close the connection and drop back to the main menu. */
my_client->ClientError(res);
return false;
}
}
return _networking;
}
/** Send the packets of this socket handler. */
/* static */ void ClientNetworkGameSocketHandler::Send()
{
my_client->SendPackets();
if (my_client != nullptr) my_client->CheckConnection();
}
/**
* Actual game loop for the client.
* @return Whether everything went okay, or not.
*/
/* static */ bool ClientNetworkGameSocketHandler::GameLoop()
{
_frame_counter++;
const size_t total_sync_records = _network_sync_records.size();
_network_sync_records.push_back({ _frame_counter, _random.state[0], _state_checksum.state });
_record_sync_records = true;
NetworkExecuteLocalCommandQueue();
StateGameLoop();
_network_sync_records.push_back({ NSRE_FRAME_DONE, _random.state[0], _state_checksum.state });
_network_sync_record_counts.push_back((uint)(_network_sync_records.size() - total_sync_records));
_record_sync_records = false;
/* Check if we are in sync! */
if (_sync_frame != 0) {
if (_sync_frame == _frame_counter) {
if (_sync_seed_1 != _random.state[0] || (_sync_state_checksum != _state_checksum.state && !HasChickenBit(DCBF_MP_NO_STATE_CSUM_CHECK))) {
DesyncExtraInfo info;
if (_sync_seed_1 != _random.state[0]) info.flags |= DesyncExtraInfo::DEIF_RAND;
if (_sync_state_checksum != _state_checksum.state) info.flags |= DesyncExtraInfo::DEIF_STATE;
ShowNetworkError(STR_NETWORK_ERROR_DESYNC);
DEBUG(desync, 1, "sync_err: %s {%x, " OTTD_PRINTFHEX64 "} != {%x, " OTTD_PRINTFHEX64 "}",
debug_date_dumper().HexDate(), _sync_seed_1, _sync_state_checksum, _random.state[0], _state_checksum.state);
DEBUG(net, 0, "Sync error detected!");
std::string desync_log;
DesyncDeferredSaveInfo deferred_save;
info.log_file = &(my_client->desync_log_file);
info.defer_savegame_write = &deferred_save;
CrashLog::DesyncCrashLog(nullptr, &desync_log, info);
my_client->SendDesyncLog(desync_log);
my_client->SendDesyncSyncData();
my_client->ClientError(NETWORK_RECV_STATUS_DESYNC);
CrashLog::WriteDesyncSavegame(desync_log.c_str(), deferred_save.name_buffer.c_str());
return false;
}
_last_sync_date = EconTime::CurDate();
_last_sync_date_fract = EconTime::CurDateFract();
_last_sync_tick_skip_counter = TickSkipCounter();
_last_sync_frame_counter = _sync_frame;
_network_sync_records.clear();
_network_sync_record_counts.clear();
/* If this is the first time we have a sync-frame, we
* need to let the server know that we are ready and at the same
* frame as it is.. so we can start playing! */
if (_network_first_time) {
_network_first_time = false;
SendAck();
}
_sync_frame = 0;
} else if (_sync_frame < _frame_counter) {
DEBUG(net, 1, "Missed frame for sync-test: %d / %d", _sync_frame, _frame_counter);
_sync_frame = 0;
}
}
if (_network_sync_record_counts.size() >= 128) {
/* Remove records from start of queue */
_network_sync_records.erase(_network_sync_records.begin(), _network_sync_records.begin() + _network_sync_record_counts[0]);
_network_sync_record_counts.pop_front();
}
return true;
}
/* static */ bool ClientNetworkGameSocketHandler::EmergencySavePossible()
{
if (!my_client) return false;
if (my_client->emergency_save_done) return false;
my_client->emergency_save_done = true;
return true;
}
/** Our client's connection. */
ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = nullptr;
/** Last frame we performed an ack. */
static uint32_t last_ack_frame;
/** One bit of 'entropy' used to generate a salt for the company passwords. */
static uint32_t _company_password_game_seed;
/** Network server's x25519 public key, used for key derivation */
static std::array<byte, 32> _server_x25519_pub_key;
/** Key message ID counter */
static uint64_t _next_key_message_id;
/** The other bit of 'entropy' used to generate a salt for the server, rcon, and settings passwords. */
static std::string _password_server_id;
/** The other bit of 'entropy' used to generate a salt for the company passwords. */
static std::string _company_password_server_id;
/** Maximum number of companies of the currently joined server. */
static uint8_t _network_server_max_companies;
/** The current name of the server you are on. */
std::string _network_server_name;
/** Information about the game to join to. */
NetworkJoinInfo _network_join;
/** Make sure the server ID length is the same as a md5 hash. */
static_assert(NETWORK_SERVER_ID_LENGTH == MD5_HASH_BYTES * 2 + 1);
NetworkRecvStatus ClientNetworkGameSocketHandler::SendKeyPasswordPacket(PacketType packet_type, NetworkSharedSecrets &ss, const std::string &password, const std::string *payload)
{
const NetworkGameKeys &keys = this->GetKeys();
std::array<uint8_t, 32> shared_secret; // Shared secret
crypto_x25519(shared_secret.data(), keys.x25519_priv_key.data(), _server_x25519_pub_key.data());
if (std::all_of(shared_secret.begin(), shared_secret.end(), [](auto v) { return v == 0; })) {
/* Secret is all 0 because public key is all 0, just give up at this point */
return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}
crypto_blake2b_ctx ctx;
crypto_blake2b_init (&ctx, ss.shared_data.size());
crypto_blake2b_update(&ctx, shared_secret.data(), shared_secret.size()); // Shared secret
crypto_blake2b_update(&ctx, keys.x25519_pub_key.data(), keys.x25519_pub_key.size()); // Client pub key
crypto_blake2b_update(&ctx, _server_x25519_pub_key.data(), _server_x25519_pub_key.size()); // Server pub key
crypto_blake2b_update(&ctx, (const byte *)password.data(), password.size()); // Password
crypto_blake2b_final (&ctx, ss.shared_data.data());
/* NetworkSharedSecrets::shared_data now contains 2 keys worth of hash, first key is used for up direction, second key for down direction (if any) */
crypto_wipe(shared_secret.data(), shared_secret.size());
std::vector<byte> message;
BufferSerialiser buffer(message);
/* Put monotonically increasing counter in message */
buffer.Send_uint64(_next_key_message_id);
/* Put actual payload in message, if there is one */
if (payload != nullptr) buffer.Send_string(*payload);
/* Message authentication code */
std::array<uint8_t, 16> mac;
/* Use only once per key: random */
std::array<uint8_t, 24> nonce;
RandomBytesWithFallback(nonce);
/* Encrypt in place, use first half of hash as key */
static_assert(std::tuple_size<decltype(ss.shared_data)>::value == 64);
crypto_aead_lock(message.data(), mac.data(), ss.shared_data.data(), nonce.data(), keys.x25519_pub_key.data(), keys.x25519_pub_key.size(), message.data(), message.size());
auto p = std::make_unique<Packet>(packet_type, TCP_MTU);
static_assert(std::tuple_size<decltype(keys.x25519_pub_key)>::value == 32);
p->Send_binary(keys.x25519_pub_key);
p->Send_binary(nonce);
p->Send_binary(mac);
p->Send_binary(message);
_next_key_message_id++;
my_client->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
/***********
* Sending functions
************/
/** Tell the server we would like to join. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
{
my_client->status = STATUS_JOIN;
_network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
auto p = std::make_unique<Packet>(PACKET_CLIENT_JOIN);
p->Send_string(_openttd_revision);
p->Send_uint32(_openttd_newgrf_version);
p->Send_string(_settings_client.network.client_name); // Client name
p->Send_uint8 (_network_join.company); // PlayAs
p->Send_uint8 (0); // Used to be language
my_client->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
/** Tell the server we got all the NewGRFs. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
{
auto p = std::make_unique<Packet>(PACKET_CLIENT_NEWGRFS_CHECKED);
my_client->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Set the game password as requested.
* @param password The game password.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const std::string &password)
{
NetworkSharedSecrets ss;
return my_client->SendKeyPasswordPacket(PACKET_CLIENT_GAME_PASSWORD, ss, password, nullptr);
}
/**
* Set the company password as requested.
* @param password The company password.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const std::string &password)
{
auto p = std::make_unique<Packet>(PACKET_CLIENT_COMPANY_PASSWORD, TCP_MTU);
p->Send_string(GenerateCompanyPasswordHash(password, _company_password_server_id, _company_password_game_seed));
my_client->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Set the game password as requested.
* @param password The game password.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSettingsPassword(const std::string &password)
{
if (password.empty()) {
auto p = std::make_unique<Packet>(PACKET_CLIENT_SETTINGS_PASSWORD, TCP_MTU);
my_client->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
} else {
NetworkSharedSecrets ss;
return my_client->SendKeyPasswordPacket(PACKET_CLIENT_SETTINGS_PASSWORD, ss, password, nullptr);
}
}
/** Request the map from the server. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
{
my_client->status = STATUS_MAP_WAIT;
auto p = std::make_unique<Packet>(PACKET_CLIENT_GETMAP, TCP_MTU);
#if defined(WITH_ZSTD)
p->Send_bool(true);
#else
p->Send_bool(false);
#endif
my_client->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
/** Tell the server we received the complete map. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
{
my_client->status = STATUS_ACTIVE;
auto p = std::make_unique<Packet>(PACKET_CLIENT_MAP_OK, TCP_MTU);
my_client->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
/** Send an acknowledgement from the server's ticks. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
{
auto p = std::make_unique<Packet>(PACKET_CLIENT_ACK, TCP_MTU);
p->Send_uint32(_frame_counter);
p->Send_uint8 (my_client->token);
my_client->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send a command to the server.
* @param cp The command to send.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket &cp)
{
auto p = std::make_unique<Packet>(PACKET_CLIENT_COMMAND, TCP_MTU);
my_client->NetworkGameSocketHandler::SendCommand(*p, cp);
my_client->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
/** Send a chat-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, NetworkTextMessageData data)
{
if (!my_client) return NETWORK_RECV_STATUS_CLIENT_QUIT;
auto p = std::make_unique<Packet>(PACKET_CLIENT_CHAT, TCP_MTU);
p->Send_uint8 (action);
p->Send_uint8 (type);
p->Send_uint32(dest);
p->Send_string(msg);
data.send(*p);
my_client->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
/** Send an error-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno, NetworkRecvStatus recvstatus)
{
auto p = std::make_unique<Packet>(PACKET_CLIENT_ERROR, TCP_MTU);
p->Send_uint8(errorno);
p->Send_uint8(recvstatus);
p->Send_uint8(my_client->status);
p->Send_uint8(my_client->last_pkt_type);
my_client->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
/** Send an error-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendDesyncLog(const std::string &log)
{
for (size_t offset = 0; offset < log.size();) {
auto p = std::make_unique<Packet>(PACKET_CLIENT_DESYNC_LOG, TCP_MTU);
size_t size = std::min<size_t>(log.size() - offset, TCP_MTU - 2 - p->Size());
p->Send_uint16((uint16_t)size);
p->Send_binary((const byte *)(log.data() + offset), size);
my_client->SendPacket(std::move(p));
offset += size;
}
return NETWORK_RECV_STATUS_OKAY;
}
/** Send an error-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendDesyncMessage(const char *msg)
{
auto p = std::make_unique<Packet>(PACKET_CLIENT_DESYNC_MSG, TCP_MTU);
p->Send_uint32(EconTime::CurDate().base());
p->Send_uint16(EconTime::CurDateFract());
p->Send_uint8(TickSkipCounter());
p->Send_string(msg);
my_client->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
/** Send an error-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendDesyncSyncData()
{
if (_network_sync_record_counts.empty()) return NETWORK_RECV_STATUS_OKAY;
uint total = 0;
for (uint32_t count : _network_sync_record_counts) {
total += count;
}
if ((size_t)total != _network_sync_records.size()) {
DEBUG(net, 0, "Network sync record error");
return NETWORK_RECV_STATUS_OKAY;
}
auto p = std::make_unique<Packet>(PACKET_CLIENT_DESYNC_SYNC_DATA, TCP_MTU);
p->Send_uint32((uint32_t)_network_sync_record_counts.size());
uint32_t offset = 0;
for (uint32_t count : _network_sync_record_counts) {
p->Send_uint32(count);
for (uint i = 0; i < count; i++) {
const NetworkSyncRecord &record = _network_sync_records[offset + i];
p->Send_uint32(record.frame);
p->Send_uint32(record.seed_1);
p->Send_uint64(record.state_checksum);
}
offset += count;
}
my_client->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell the server that we like to change the password of the company.
* @param password The new password.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const std::string &password)
{
auto p = std::make_unique<Packet>(PACKET_CLIENT_SET_PASSWORD, TCP_MTU);
p->Send_string(GenerateCompanyPasswordHash(password, _company_password_server_id, _company_password_game_seed));
my_client->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell the server that we like to change the name of the client.
* @param name The new name.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const std::string &name)
{
auto p = std::make_unique<Packet>(PACKET_CLIENT_SET_NAME, TCP_MTU);
p->Send_string(name);
my_client->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell the server we would like to quit.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
{
auto p = std::make_unique<Packet>(PACKET_CLIENT_QUIT, TCP_MTU);
my_client->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send a console command.
* @param pass The password for the remote command.
* @param command The actual command.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const std::string &pass, const std::string &command)
{
return my_client->SendKeyPasswordPacket(PACKET_CLIENT_RCON, my_client->last_rcon_shared_secrets, pass, &command);
}
/**
* Ask the server to move us.
* @param company The company to move to.
* @param password The password of the company to move to.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const std::string &password)
{
auto p = std::make_unique<Packet>(PACKET_CLIENT_MOVE, TCP_MTU);
p->Send_uint8(company);
p->Send_string(GenerateCompanyPasswordHash(password, _company_password_server_id, _company_password_game_seed));
my_client->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Check whether the client is actually connected (and in the game).
* @return True when the client is connected.
*/
bool ClientNetworkGameSocketHandler::IsConnected()
{
return my_client != nullptr && my_client->status == STATUS_ACTIVE;
}
/***********
* Receiving functions
************/
extern bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir,
std::shared_ptr<struct LoadFilter> lf = nullptr, std::string *error_detail = nullptr);
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet &)
{
/* We try to join a server which is full */
ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
return NETWORK_RECV_STATUS_SERVER_FULL;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet &)
{
/* We try to join a server where we are banned */
ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
return NETWORK_RECV_STATUS_SERVER_BANNED;
}
/* This packet contains info about the client (playas and name)
* as client we save this in NetworkClientInfo, linked via 'client_id'
* which is always an unique number on a server. */
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet &p)
{
NetworkClientInfo *ci;
ClientID client_id = (ClientID)p.Recv_uint32();
CompanyID playas = (CompanyID)p.Recv_uint8();
std::string name = p.Recv_string(NETWORK_NAME_LENGTH);
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
/* The server validates the name when receiving it from clients, so when it is wrong
* here something went really wrong. In the best case the packet got malformed on its
* way too us, in the worst case the server is broken or compromised. */
if (!NetworkIsValidClientName(name)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
ci = NetworkClientInfo::GetByClientID(client_id);
if (ci != nullptr) {
if (playas == ci->client_playas && name.compare(ci->client_name) != 0) {
/* Client name changed, display the change */
NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, name);
} else if (playas != ci->client_playas) {
/* The client changed from client-player..
* Do not display that for now */
}
/* Make sure we're in the company the server tells us to be in,
* for the rare case that we get moved while joining. */
if (client_id == _network_own_client_id) SetLocalCompany(!Company::IsValidID(playas) ? COMPANY_SPECTATOR : playas);
ci->client_playas = playas;
ci->client_name = name;
InvalidateWindowData(WC_CLIENT_LIST, 0);
return NETWORK_RECV_STATUS_OKAY;
}
/* There are at most as many ClientInfo as ClientSocket objects in a
* server. Having more info than a server can have means something
* has gone wrong somewhere, i.e. the server has more info than it
* has actual clients. That means the server is feeding us an invalid
* state. So, bail out! This server is broken. */
if (!NetworkClientInfo::CanAllocateItem()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
/* We don't have this client_id yet, find an empty client_id, and put the data there */
ci = new NetworkClientInfo(client_id);
ci->client_playas = playas;
if (client_id == _network_own_client_id) this->SetInfo(ci);
ci->client_name = name;
InvalidateWindowData(WC_CLIENT_LIST, 0);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet &p)
{
static const StringID network_error_strings[] = {
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_GENERAL
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_DESYNC
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_SAVEGAME_FAILED
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_CONNECTION_LOST
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_ILLEGAL_PACKET
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NEWGRF_MISMATCH
STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_AUTHORIZED
STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_EXPECTED
STR_NETWORK_ERROR_WRONG_REVISION, // NETWORK_ERROR_WRONG_REVISION
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NAME_IN_USE
STR_NETWORK_ERROR_WRONG_PASSWORD, // NETWORK_ERROR_WRONG_PASSWORD
STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_COMPANY_MISMATCH
STR_NETWORK_ERROR_KICKED, // NETWORK_ERROR_KICKED
STR_NETWORK_ERROR_CHEATER, // NETWORK_ERROR_CHEATER
STR_NETWORK_ERROR_SERVER_FULL, // NETWORK_ERROR_FULL
STR_NETWORK_ERROR_TOO_MANY_COMMANDS, // NETWORK_ERROR_TOO_MANY_COMMANDS
STR_NETWORK_ERROR_TIMEOUT_PASSWORD, // NETWORK_ERROR_TIMEOUT_PASSWORD
STR_NETWORK_ERROR_TIMEOUT_COMPUTER, // NETWORK_ERROR_TIMEOUT_COMPUTER
STR_NETWORK_ERROR_TIMEOUT_MAP, // NETWORK_ERROR_TIMEOUT_MAP
STR_NETWORK_ERROR_TIMEOUT_JOIN, // NETWORK_ERROR_TIMEOUT_JOIN
STR_NETWORK_ERROR_INVALID_CLIENT_NAME, // NETWORK_ERROR_INVALID_CLIENT_NAME
};
static_assert(lengthof(network_error_strings) == NETWORK_ERROR_END);
NetworkErrorCode error = (NetworkErrorCode)p.Recv_uint8();
StringID err = STR_NETWORK_ERROR_LOSTCONNECTION;
if (error < (ptrdiff_t)lengthof(network_error_strings)) err = network_error_strings[error];
/* In case of kicking a client, we assume there is a kick message in the packet if we can read one byte */
if (error == NETWORK_ERROR_KICKED && p.CanReadFromPacket(1)) {
SetDParamStr(0, p.Recv_string(NETWORK_CHAT_LENGTH));
ShowErrorMessage(err, STR_NETWORK_ERROR_KICK_MESSAGE, WL_CRITICAL);
} else {
ShowErrorMessage(err, INVALID_STRING_ID, WL_CRITICAL);
}
/* Perform an emergency save if we had already entered the game */
if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet &p)
{
if (this->status != STATUS_JOIN) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
uint grf_count = p.Recv_uint32();
if (grf_count > MAX_NON_STATIC_GRF_COUNT) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
NetworkRecvStatus ret = NETWORK_RECV_STATUS_OKAY;
/* Check all GRFs */
for (; grf_count > 0; grf_count--) {
GRFIdentifier c;
DeserializeGRFIdentifier(p, c);
/* Check whether we know this GRF */
const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, &c.md5sum);
if (f == nullptr) {
/* We do not know this GRF, bail out of initialization */
char buf[sizeof(c.md5sum) * 2 + 1];
md5sumToString(buf, lastof(buf), c.md5sum);
DEBUG(grf, 0, "NewGRF %08X not found; checksum %s", BSWAP32(c.grfid), buf);
ret = NETWORK_RECV_STATUS_NEWGRF_MISMATCH;
}
}
if (ret == NETWORK_RECV_STATUS_OKAY) {
/* Start receiving the map */
return SendNewGRFsOk();
}
/* NewGRF mismatch, bail out */
ShowErrorMessage(STR_NETWORK_ERROR_NEWGRF_MISMATCH, INVALID_STRING_ID, WL_CRITICAL);
return ret;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet &p)
{
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->status = STATUS_AUTH_GAME;
static_assert(_server_x25519_pub_key.size() == 32);
p.Recv_binary(_server_x25519_pub_key);
_password_server_id = p.Recv_string(NETWORK_SERVER_ID_LENGTH);
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (!_network_join.server_password.empty()) {
return SendGamePassword(_network_join.server_password);
}
ShowNetworkNeedPassword(NETWORK_GAME_PASSWORD);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet &p)
{
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_COMPANY) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->status = STATUS_AUTH_COMPANY;
_company_password_game_seed = p.Recv_uint32();
_company_password_server_id = p.Recv_string(NETWORK_SERVER_ID_LENGTH);
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (!_network_join.company_password.empty()) {
return SendCompanyPassword(_network_join.company_password);
}
ShowNetworkNeedPassword(NETWORK_COMPANY_PASSWORD);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet &p)
{
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->status = STATUS_AUTHORIZED;
_network_own_client_id = (ClientID)p.Recv_uint32();
/* Initialize the password hash salting variables, even if they were previously. */
_company_password_game_seed = p.Recv_uint32();
static_assert(_server_x25519_pub_key.size() == 32);
p.Recv_binary(_server_x25519_pub_key);
_password_server_id = p.Recv_string(NETWORK_SERVER_ID_LENGTH);
_company_password_server_id = p.Recv_string(NETWORK_SERVER_ID_LENGTH);
/* Start receiving the map */
return SendGetMap();
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WAIT(Packet &p)
{
/* We set the internal wait state when requesting the map. */
if (this->status != STATUS_MAP_WAIT) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
/* But... only now we set the join status to waiting, instead of requesting. */
_network_join_status = NETWORK_JOIN_STATUS_WAITING;
_network_join_waiting = p.Recv_uint8();
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet &p)
{
if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->status = STATUS_MAP;
if (this->savegame != nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->savegame = std::make_shared<PacketReader>();
_frame_counter = _frame_counter_server = _frame_counter_max = p.Recv_uint32();
_network_join_bytes = 0;
_network_join_bytes_total = 0;
_network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet &p)
{
if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_network_join_bytes_total = p.Recv_uint32();
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet &p)
{
if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
/* We are still receiving data, put it to the file */
this->savegame->AddPacket(p);
_network_join_bytes = (uint32_t)this->savegame->written_bytes;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet &)
{
if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
this->savegame->Reset();
/* The map is done downloading, load it */
ClearErrorMessages();
std::string error_detail;
bool load_success = SafeLoad({}, SLO_LOAD, DFT_GAME_FILE, GM_NORMAL, NO_DIRECTORY, std::move(this->savegame), &error_detail);
this->savegame = nullptr;
/* Long savegame loads shouldn't affect the lag calculation! */
this->last_packet = std::chrono::steady_clock::now();
if (!load_success) {
StringID detail = INVALID_STRING_ID;
if (!error_detail.empty()) {
detail = STR_JUST_RAW_STRING;
SetDParamStr(0, error_detail.c_str());
}
ShowErrorMessage(STR_NETWORK_ERROR_SAVEGAMEERROR, detail, WL_CRITICAL);
return NETWORK_RECV_STATUS_SAVEGAME;
}
/* If the savegame has successfully loaded, ALL windows have been removed,
* only toolbar/statusbar and gamefield are visible */
/* Say we received the map and loaded it correctly! */
SendMapOk();
ShowClientList();
/* New company/spectator (invalid company) or company we want to join is not active
* Switch local company to spectator and await the server's judgement */
if (_network_join.company == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_join.company)) {
SetLocalCompany(COMPANY_SPECTATOR);
if (_network_join.company != COMPANY_SPECTATOR) {
/* We have arrived and ready to start playing; send a command to make a new company;
* the server will give us a client-id and let us in */
_network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
ShowJoinStatusWindow();
NetworkSendCommand(0, CCA_NEW, 0, 0, CMD_COMPANY_CTRL, nullptr, nullptr, _local_company, nullptr);
}
} else {
/* take control over an existing company */
SetLocalCompany(_network_join.company);
}
SocialIntegration::EventEnterMultiplayer(MapSizeX(), MapSizeY());
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet &p)
{
if (this->status == STATUS_CLOSING) return NETWORK_RECV_STATUS_OKAY;
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_frame_counter_server = p.Recv_uint32();
_frame_counter_max = p.Recv_uint32();
#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
/* Test if the server supports this option
* and if we are at the frame the server is */
if (p.CanReadFromPacket(4 + 8)) {
_sync_frame = _frame_counter_server;
_sync_seed_1 = p.Recv_uint32();
_sync_state_checksum = p.Recv_uint64();
}
#endif
/* Receive the token. */
if (p.CanReadFromPacket(sizeof(uint8_t))) this->token = p.Recv_uint8();
DEBUG(net, 7, "Received FRAME %d", _frame_counter_server);
/* Let the server know that we received this frame correctly
* We do this only once per day, to save some bandwidth ;) */
if (!_network_first_time && last_ack_frame < _frame_counter) {
last_ack_frame = _frame_counter + DAY_TICKS;
DEBUG(net, 7, "Sent ACK at %d", _frame_counter);
SendAck();
}
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SYNC(Packet &p)
{
if (this->status == STATUS_CLOSING) return NETWORK_RECV_STATUS_OKAY;
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_sync_frame = p.Recv_uint32();
_sync_seed_1 = p.Recv_uint32();
_sync_state_checksum = p.Recv_uint64();
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet &p)
{
if (this->status == STATUS_CLOSING) return NETWORK_RECV_STATUS_OKAY;
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
CommandPacket cp;
const char *err = this->ReceiveCommand(p, cp);
cp.frame = p.Recv_uint32();
cp.my_cmd = p.Recv_bool();
if (err != nullptr) {
IConsolePrintF(CC_ERROR, "WARNING: %s from server, dropping...", err);
return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}
this->incoming_queue.push_back(std::move(cp));
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet &p)
{
if (this->status == STATUS_CLOSING) return NETWORK_RECV_STATUS_OKAY;
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
std::string name;
const NetworkClientInfo *ci = nullptr, *ci_to;
NetworkAction action = (NetworkAction)p.Recv_uint8();
ClientID client_id = (ClientID)p.Recv_uint32();
bool self_send = p.Recv_bool();
std::string msg = p.Recv_string(NETWORK_CHAT_LENGTH);
NetworkTextMessageData data;
data.recv(p);
ci_to = NetworkClientInfo::GetByClientID(client_id);
if (ci_to == nullptr) return NETWORK_RECV_STATUS_OKAY;
/* Did we initiate the action locally? */
if (self_send) {
switch (action) {
case NETWORK_ACTION_CHAT_CLIENT:
/* For speaking to client we need the client-name */
name = ci_to->client_name;
ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
break;
/* For speaking to company or giving money, we need the company-name */
case NETWORK_ACTION_GIVE_MONEY:
if (!Company::IsValidID(ci_to->client_playas)) return NETWORK_RECV_STATUS_OKAY;
[[fallthrough]];
case NETWORK_ACTION_CHAT_COMPANY: {
StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
SetDParam(0, ci_to->client_playas);
name = GetString(str);
ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
break;
}
default: return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}
} else {
/* Display message from somebody else */
name = ci_to->client_name;
ci = ci_to;
}
if (ci != nullptr) {
NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), self_send, name, msg, data);
}
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_EXTERNAL_CHAT(Packet &p)
{
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
std::string source = p.Recv_string(NETWORK_CHAT_LENGTH);
TextColour colour = (TextColour)p.Recv_uint16();
std::string user = p.Recv_string(NETWORK_CHAT_LENGTH);
std::string msg = p.Recv_string(NETWORK_CHAT_LENGTH);
if (!IsValidConsoleColour(colour)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT, colour, false, user, msg, 0, source.c_str());
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet &p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
ClientID client_id = (ClientID)p.Recv_uint32();
if (client_id == _network_own_client_id) return NETWORK_RECV_STATUS_OKAY; // do not try to clear our own client info
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
if (ci != nullptr) {
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", GetNetworkErrorMsg((NetworkErrorCode)p.Recv_uint8()));
delete ci;
}
InvalidateWindowData(WC_CLIENT_LIST, 0);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_DESYNC_LOG(Packet &p)
{
uint size = p.Recv_uint16();
this->server_desync_log.resize(this->server_desync_log.size() + size);
p.Recv_binary((byte *)(this->server_desync_log.data() + this->server_desync_log.size() - size), size);
DEBUG(net, 2, "Received %u bytes of server desync log", size);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet &p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
ClientID client_id = (ClientID)p.Recv_uint32();
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
if (ci != nullptr) {
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
delete ci;
} else {
DEBUG(net, 1, "Unknown client (%d) is leaving the game", client_id);
}
InvalidateWindowData(WC_CLIENT_LIST, 0);
/* If we come here it means we could not locate the client.. strange :s */
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet &p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
ClientID client_id = (ClientID)p.Recv_uint32();
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
if (ci != nullptr) {
NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name);
}
InvalidateWindowData(WC_CLIENT_LIST, 0);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet &)
{
/* Only when we're trying to join we really
* care about the server shutting down. */
if (this->status >= STATUS_JOIN) {
ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN, INVALID_STRING_ID, WL_CRITICAL);
}
if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet &)
{
/* Only when we're trying to join we really
* care about the server shutting down. */
if (this->status >= STATUS_JOIN) {
/* To throttle the reconnects a bit, every clients waits its
* Client ID modulo 16 + 1 (value 0 means no reconnect).
* This way reconnects should be spread out a bit. */
_network_reconnect = _network_own_client_id % 16 + 1;
ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_REBOOT, INVALID_STRING_ID, WL_CRITICAL);
}
if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_RCON(Packet &p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (!p.CanReadFromPacket(1)) {
IConsolePrint(CC_ERROR, "Access Denied");
return NETWORK_RECV_STATUS_OKAY;
}
std::array<uint8_t, 24> nonce;
std::array<uint8_t, 16> mac;
p.Recv_binary(nonce);
p.Recv_binary(mac);
std::vector<byte> message = p.Recv_binary(p.RemainingBytesToTransfer());
static_assert(std::tuple_size<decltype(NetworkSharedSecrets::shared_data)>::value == 64);
if (crypto_aead_unlock(message.data(), mac.data(), this->last_rcon_shared_secrets.shared_data.data() + 32, nonce.data(), nullptr, 0, message.data(), message.size()) == 0) {
SubPacketDeserialiser spd(p, message);
TextColour colour_code = (TextColour)spd.Recv_uint16();
if (!IsValidConsoleColour(colour_code)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
std::string rcon_out = spd.Recv_string(NETWORK_RCONCOMMAND_LENGTH);
IConsolePrint(colour_code, rcon_out.c_str());
}
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE(Packet &p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
/* Nothing more in this packet... */
ClientID client_id = (ClientID)p.Recv_uint32();
CompanyID company_id = (CompanyID)p.Recv_uint8();
if (client_id == 0) {
/* definitely an invalid client id, debug message and do nothing. */
DEBUG(net, 1, "Received invalid client index = 0");
return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}
const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
/* Just make sure we do not try to use a client_index that does not exist */
if (ci == nullptr) return NETWORK_RECV_STATUS_OKAY;
/* if not valid player, force spectator, else check player exists */
if (!Company::IsValidID(company_id)) company_id = COMPANY_SPECTATOR;
if (client_id == _network_own_client_id) {
SetLocalCompany(company_id);
}
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet &p)
{
if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_network_server_max_companies = p.Recv_uint8();
_network_server_name = p.Recv_string(NETWORK_NAME_LENGTH);
SetWindowClassesDirty(WC_CLIENT_LIST);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet &p)
{
if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
static_assert(sizeof(_network_company_passworded) <= sizeof(uint16_t));
_network_company_passworded = p.Recv_uint16();
SetWindowClassesDirty(WC_COMPANY);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SETTINGS_ACCESS(Packet &p)
{
if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_network_settings_access = p.Recv_bool();
CloseWindowById(WC_CHEATS, 0);
ReInitAllWindows(false);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Check the connection's state, i.e. is the connection still up?
*/
void ClientNetworkGameSocketHandler::CheckConnection()
{
/* Only once we're authorized we can expect a steady stream of packets. */
if (this->status < STATUS_AUTHORIZED) return;
/* 5 seconds are roughly twice the server's "you're slow" threshold (1 game day). */
std::chrono::steady_clock::duration lag = std::chrono::steady_clock::now() - this->last_packet;
if (lag < std::chrono::seconds(5)) return;
/* 20 seconds are (way) more than 4 game days after which
* the server will forcefully disconnect you. */
if (lag > std::chrono::seconds(20)) {
this->NetworkGameSocketHandler::CloseConnection();
return;
}
/* Prevent showing the lag message every tick; just update it when needed. */
static std::chrono::steady_clock::duration last_lag = {};
if (std::chrono::duration_cast<std::chrono::seconds>(last_lag) == std::chrono::duration_cast<std::chrono::seconds>(lag)) return;
last_lag = lag;
SetDParam(0, std::chrono::duration_cast<std::chrono::seconds>(lag).count());
ShowErrorMessage(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION, STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION, WL_INFO);
}
const char *ClientNetworkGameSocketHandler::GetServerStatusName(ServerStatus status)
{
static const char* _server_status_names[] {
"INACTIVE",
"JOIN",
"NEWGRFS_CHECK",
"AUTH_GAME",
"AUTH_COMPANY",
"AUTHORIZED",
"MAP_WAIT",
"MAP",
"ACTIVE",
"CLOSING",
};
static_assert(lengthof(_server_status_names) == STATUS_END);
return status < STATUS_END ? _server_status_names[status] : "[invalid status]";
}
std::string ClientNetworkGameSocketHandler::GetDebugInfo() const
{
return stdstr_fmt("status: %d (%s)", this->status, GetServerStatusName(this->status));
}
static void ResetClientConnectionKeyStates()
{
_next_key_message_id = 0;
crypto_wipe(_server_x25519_pub_key.data(), _server_x25519_pub_key.size());
}
/** Is called after a client is connected to the server */
void NetworkClient_Connected()
{
/* Set the frame-counter to 0 so nothing happens till we are ready */
_frame_counter = 0;
_frame_counter_server = 0;
last_ack_frame = 0;
ResetClientConnectionKeyStates();
/* Request the game-info */
MyClient::SendJoin();
}
/**
* Send a remote console command.
* @param password The password.
* @param command The command to execute.
*/
void NetworkClientSendRcon(const std::string &password, const std::string &command)
{
MyClient::SendRCon(password, command);
}
/**
* Send settings password.
* @param password The password.
* @param command The command to execute.
*/
void NetworkClientSendSettingsPassword(const std::string &password)
{
MyClient::SendSettingsPassword(password);
}
/**
* Notify the server of this client wanting to be moved to another company.
* @param company_id id of the company the client wishes to be moved to.
* @param pass the password, is only checked on the server end if a password is needed.
* @return void
*/
void NetworkClientRequestMove(CompanyID company_id, const std::string &pass)
{
MyClient::SendMove(company_id, pass);
}
/**
* Move the clients of a company to the spectators.
* @param cid The company to move the clients of.
*/
void NetworkClientsToSpectators(CompanyID cid)
{
Backup<CompanyID> cur_company(_current_company, FILE_LINE);
/* If our company is changing owner, go to spectators */
if (cid == _local_company) SetLocalCompany(COMPANY_SPECTATOR);
for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
if (ci->client_playas != cid) continue;
NetworkTextMessage(NETWORK_ACTION_COMPANY_SPECTATOR, CC_DEFAULT, false, ci->client_name);
ci->client_playas = COMPANY_SPECTATOR;
}
cur_company.Restore();
}
/**
* Check whether the given client name is deemed valid for use in network games.
* An empty name (null or '') is not valid as that is essentially no name at all.
* A name starting with white space is not valid for tab completion purposes.
* @param client_name The client name to check for validity.
* @return True iff the name is valid.
*/
bool NetworkIsValidClientName(const std::string_view client_name)
{
if (client_name.empty()) return false;
if (client_name[0] == ' ') return false;
return true;
}
/**
* Trim the given client name in place, i.e. remove leading and trailing spaces.
* After the trim check whether the client name is valid. A client name is valid
* whenever the name is not empty and does not start with spaces. This check is
* done via \c NetworkIsValidClientName.
* When the client name is valid, this function returns true.
* When the client name is not valid a GUI error message is shown telling the
* user to set the client name and this function returns false.
*
* This function is not suitable for ensuring a valid client name at the server
* as the error message will then be shown to the host instead of the client.
* @param client_name The client name to validate. It will be trimmed of leading
* and trailing spaces.
* @return True iff the client name is valid.
*/
bool NetworkValidateClientName(std::string &client_name)
{
StrTrimInPlace(client_name);
if (NetworkIsValidClientName(client_name)) return true;
ShowErrorMessage(STR_NETWORK_ERROR_BAD_PLAYER_NAME, INVALID_STRING_ID, WL_ERROR);
return false;
}
/**
* Convenience method for NetworkValidateClientName on _settings_client.network.client_name.
* It trims the client name and checks whether it is empty. When it is empty
* an error message is shown to the GUI user.
* See \c NetworkValidateClientName(char*) for details about the functionality.
* @return True iff the client name is valid.
*/
bool NetworkValidateOurClientName()
{
return NetworkValidateClientName(_settings_client.network.client_name);
}
/**
* Send the server our name as callback from the setting.
* @param newname The new client name.
*/
void NetworkUpdateClientName(const std::string &client_name)
{
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
if (ci == nullptr) return;
/* Don't change the name if it is the same as the old name */
if (client_name.compare(ci->client_name) != 0) {
if (!_network_server) {
MyClient::SendSetName(client_name);
} else {
/* Copy to a temporary buffer so no #n gets added after our name in the settings when there are duplicate names. */
std::string temporary_name = client_name;
if (NetworkMakeClientNameUnique(temporary_name)) {
NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, temporary_name);
ci->client_name = temporary_name;
NetworkUpdateClientInfo(CLIENT_ID_SERVER);
}
}
}
}
/**
* Send a chat message.
* @param action The action associated with the message.
* @param type The destination type.
* @param dest The destination index, be it a company index or client id.
* @param msg The actual message.
* @param data Arbitrary extra data.
*/
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, NetworkTextMessageData data)
{
MyClient::SendChat(action, type, dest, msg, data);
}
void NetworkClientSendDesyncMsg(const char *msg)
{
MyClient::SendDesyncMessage(msg);
}
/**
* Set/Reset company password on the client side.
* @param password Password to be set.
*/
void NetworkClientSetCompanyPassword(const std::string &password)
{
MyClient::SendSetPassword(password);
}
/**
* Tell whether the client has team members who they can chat to.
* @param cio client to check members of.
* @return true if there is at least one team member.
*/
bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio)
{
/* Only companies actually playing can speak to team. Eg spectators cannot */
if (!_settings_client.gui.prefer_teamchat || !Company::IsValidID(cio->client_playas)) return false;
for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
if (ci->client_playas == cio->client_playas && ci != cio) return true;
}
return false;
}
/**
* Get the maximum number of companies that are allowed by the server.
* @return The number of companies allowed.
*/
uint NetworkMaxCompaniesAllowed()
{
return _network_server ? _settings_client.network.max_companies : _network_server_max_companies;
}
/**
* Check if max_companies has been reached on the server (local check only).
* @return true if the max value has been reached or exceeded, false otherwise.
*/
bool NetworkMaxCompaniesReached()
{
return Company::GetNumItems() >= NetworkMaxCompaniesAllowed();
}