network.cpp

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00001 /* $Id: network.cpp 19376 2010-03-08 22:19:39Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "../stdafx.h"
00013 
00014 #ifdef ENABLE_NETWORK
00015 
00016 #include "../strings_func.h"
00017 #include "../command_func.h"
00018 #include "../date_func.h"
00019 #include "network_client.h"
00020 #include "network_server.h"
00021 #include "network_content.h"
00022 #include "network_udp.h"
00023 #include "network_gamelist.h"
00024 #include "network_base.h"
00025 #include "core/udp.h"
00026 #include "core/host.h"
00027 #include "network_gui.h"
00028 #include "../console_func.h"
00029 #include "../3rdparty/md5/md5.h"
00030 #include "../core/random_func.hpp"
00031 #include "../window_func.h"
00032 #include "../company_func.h"
00033 #include "../company_base.h"
00034 #include "../landscape_type.h"
00035 #include "../rev.h"
00036 #include "../core/pool_func.hpp"
00037 #include "../gfx_func.h"
00038 #ifdef DEBUG_DUMP_COMMANDS
00039   #include "../fileio_func.h"
00040 #endif /* DEBUG_DUMP_COMMANDS */
00041 #include "table/strings.h"
00042 
00043 DECLARE_POSTFIX_INCREMENT(ClientID);
00044 
00045 assert_compile(NetworkClientInfoPool::MAX_SIZE == NetworkClientSocketPool::MAX_SIZE);
00046 
00047 NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo");
00048 INSTANTIATE_POOL_METHODS(NetworkClientInfo)
00049 
00050 bool _networking;         
00051 bool _network_server;     
00052 bool _network_available;  
00053 bool _network_dedicated;  
00054 bool _is_network_server;  
00055 NetworkServerGameInfo _network_game_info;
00056 NetworkCompanyState *_network_company_states = NULL;
00057 ClientID _network_own_client_id;
00058 ClientID _redirect_console_to_client;
00059 bool _network_need_advertise;
00060 uint32 _network_last_advertise_frame;
00061 uint8 _network_reconnect;
00062 StringList _network_bind_list;
00063 StringList _network_host_list;
00064 StringList _network_ban_list;
00065 uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
00066 uint32 _frame_counter_max; // To where we may go with our clients
00067 uint32 _frame_counter;
00068 uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
00069 NetworkAddressList _broadcast_list;
00070 uint32 _sync_seed_1;
00071 #ifdef NETWORK_SEND_DOUBLE_SEED
00072 uint32 _sync_seed_2;
00073 #endif
00074 uint32 _sync_frame;
00075 bool _network_first_time;
00076 bool _network_udp_server;
00077 uint16 _network_udp_broadcast;
00078 uint8 _network_advertise_retries;
00079 CompanyMask _network_company_passworded; 
00080 
00081 /* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
00082 assert_compile((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
00083 assert_compile((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_BYTES);
00084 
00085 extern NetworkUDPSocketHandler *_udp_client_socket; 
00086 extern NetworkUDPSocketHandler *_udp_server_socket; 
00087 extern NetworkUDPSocketHandler *_udp_master_socket; 
00088 
00089 /* The listen socket for the server */
00090 static SocketList _listensockets;
00091 
00092 /* The amount of clients connected */
00093 static byte _network_clients_connected = 0;
00094 /* The identifier counter for new clients (is never decreased) */
00095 static ClientID _network_client_id = CLIENT_ID_FIRST;
00096 
00097 /* Some externs / forwards */
00098 extern void StateGameLoop();
00099 
00103 NetworkClientInfo::~NetworkClientInfo()
00104 {
00105   /* Delete the chat window, if you were chatting with this client. */
00106   InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_CLIENT, this->client_id);
00107 }
00108 
00114 NetworkClientInfo *NetworkFindClientInfoFromIndex(ClientIndex index)
00115 {
00116   return NetworkClientInfo::GetIfValid(index);
00117 }
00118 
00124 NetworkClientInfo *NetworkFindClientInfoFromClientID(ClientID client_id)
00125 {
00126   NetworkClientInfo *ci;
00127 
00128   FOR_ALL_CLIENT_INFOS(ci) {
00129     if (ci->client_id == client_id) return ci;
00130   }
00131 
00132   return NULL;
00133 }
00134 
00140 NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip)
00141 {
00142   NetworkClientInfo *ci;
00143   NetworkAddress address(ip);
00144 
00145   if (address.GetAddressLength() == 0) return NULL;
00146 
00147   FOR_ALL_CLIENT_INFOS(ci) {
00148     if (ci->client_address == address) return ci;
00149   }
00150 
00151   return NULL;
00152 }
00153 
00159 NetworkClientSocket *NetworkFindClientStateFromClientID(ClientID client_id)
00160 {
00161   NetworkClientSocket *cs;
00162 
00163   FOR_ALL_CLIENT_SOCKETS(cs) {
00164     if (cs->client_id == client_id) return cs;
00165   }
00166 
00167   return NULL;
00168 }
00169 
00170 /* NetworkGetClientName is a server-safe function to get the name of the client
00171  *  if the user did not send it yet, Client #<no> is used. */
00172 void NetworkGetClientName(char *client_name, size_t size, const NetworkClientSocket *cs)
00173 {
00174   const NetworkClientInfo *ci = cs->GetInfo();
00175 
00176   if (StrEmpty(ci->client_name)) {
00177     snprintf(client_name, size, "Client #%4d", cs->client_id);
00178   } else {
00179     ttd_strlcpy(client_name, ci->client_name, size);
00180   }
00181 }
00182 
00183 byte NetworkSpectatorCount()
00184 {
00185   const NetworkClientInfo *ci;
00186   byte count = 0;
00187 
00188   FOR_ALL_CLIENT_INFOS(ci) {
00189     if (ci->client_playas == COMPANY_SPECTATOR) count++;
00190   }
00191 
00192   /* Don't count a dedicated server as spectator */
00193   if (_network_dedicated) count--;
00194 
00195   return count;
00196 }
00197 
00203 bool NetworkCompanyIsPassworded(CompanyID company_id)
00204 {
00205   return HasBit(_network_company_passworded, company_id);
00206 }
00207 
00208 /* This puts a text-message to the console, or in the future, the chat-box,
00209  *  (to keep it all a bit more general)
00210  * If 'self_send' is true, this is the client who is sending the message */
00211 void NetworkTextMessage(NetworkAction action, ConsoleColour colour, bool self_send, const char *name, const char *str, int64 data)
00212 {
00213   const int duration = 10; // Game days the messages stay visible
00214 
00215   StringID strid;
00216   switch (action) {
00217     case NETWORK_ACTION_SERVER_MESSAGE:
00218       /* Ignore invalid messages */
00219       strid = STR_NETWORK_SERVER_MESSAGE;
00220       colour = CC_DEFAULT;
00221       break;
00222     case NETWORK_ACTION_COMPANY_SPECTATOR:
00223       colour = CC_DEFAULT;
00224       strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE;
00225       break;
00226     case NETWORK_ACTION_COMPANY_JOIN:
00227       colour = CC_DEFAULT;
00228       strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN;
00229       break;
00230     case NETWORK_ACTION_COMPANY_NEW:
00231       colour = CC_DEFAULT;
00232       strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW;
00233       break;
00234     case NETWORK_ACTION_JOIN:
00235       /* Show the Client ID for the server but not for the client. */
00236       strid = _network_server ? STR_NETWORK_MESSAGE_CLIENT_JOINED_ID :  STR_NETWORK_MESSAGE_CLIENT_JOINED;
00237       break;
00238     case NETWORK_ACTION_LEAVE:          strid = STR_NETWORK_MESSAGE_CLIENT_LEFT; break;
00239     case NETWORK_ACTION_NAME_CHANGE:    strid = STR_NETWORK_MESSAGE_NAME_CHANGE; break;
00240     case NETWORK_ACTION_GIVE_MONEY:     strid = self_send ? STR_NETWORK_MESSAGE_GAVE_MONEY_AWAY : STR_NETWORK_MESSAGE_GIVE_MONEY;   break;
00241     case NETWORK_ACTION_CHAT_COMPANY:   strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY; break;
00242     case NETWORK_ACTION_CHAT_CLIENT:    strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT  : STR_NETWORK_CHAT_CLIENT;  break;
00243     default:                            strid = STR_NETWORK_CHAT_ALL; break;
00244   }
00245 
00246   char message[1024];
00247   SetDParamStr(0, name);
00248   SetDParamStr(1, str);
00249   SetDParam(2, data);
00250   GetString(message, strid, lastof(message));
00251 
00252   DEBUG(desync, 1, "msg: %d; %d; %s\n", _date, _date_fract, message);
00253   IConsolePrintF(colour, "%s", message);
00254   NetworkAddChatMessage((TextColour)colour, duration, "%s", message);
00255 }
00256 
00257 /* Calculate the frame-lag of a client */
00258 uint NetworkCalculateLag(const NetworkClientSocket *cs)
00259 {
00260   int lag = cs->last_frame_server - cs->last_frame;
00261   /* This client has missed his ACK packet after 1 DAY_TICKS..
00262    *  so we increase his lag for every frame that passes!
00263    * The packet can be out by a max of _net_frame_freq */
00264   if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter)
00265     lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq);
00266 
00267   return lag;
00268 }
00269 
00270 
00271 /* There was a non-recoverable error, drop back to the main menu with a nice
00272  *  error */
00273 static void NetworkError(StringID error_string)
00274 {
00275   _switch_mode = SM_MENU;
00276   extern StringID _switch_mode_errorstr;
00277   _switch_mode_errorstr = error_string;
00278 }
00279 
00280 static void ServerStartError(const char *error)
00281 {
00282   DEBUG(net, 0, "[server] could not start network: %s",error);
00283   NetworkError(STR_NETWORK_ERROR_SERVER_START);
00284 }
00285 
00286 static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket *cs)
00287 {
00288   /* First, send a CLIENT_ERROR to the server, so he knows we are
00289    *  disconnection (and why!) */
00290   NetworkErrorCode errorno;
00291 
00292   /* We just want to close the connection.. */
00293   if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
00294     cs->NetworkSocketHandler::CloseConnection();
00295     NetworkCloseClient(cs, res);
00296     _networking = false;
00297 
00298     DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
00299     return;
00300   }
00301 
00302   switch (res) {
00303     case NETWORK_RECV_STATUS_DESYNC:          errorno = NETWORK_ERROR_DESYNC; break;
00304     case NETWORK_RECV_STATUS_SAVEGAME:        errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
00305     case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
00306     default:                                  errorno = NETWORK_ERROR_GENERAL; break;
00307   }
00308 
00309   /* This means we fucked up and the server closed the connection */
00310   if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
00311       res != NETWORK_RECV_STATUS_SERVER_BANNED) {
00312     SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);
00313   }
00314 
00315   _switch_mode = SM_MENU;
00316   NetworkCloseClient(cs, res);
00317   _networking = false;
00318 }
00319 
00325 StringID GetNetworkErrorMsg(NetworkErrorCode err)
00326 {
00327   /* List of possible network errors, used by
00328    * PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
00329   static const StringID network_error_strings[] = {
00330     STR_NETWORK_ERROR_CLIENT_GENERAL,
00331     STR_NETWORK_ERROR_CLIENT_DESYNC,
00332     STR_NETWORK_ERROR_CLIENT_SAVEGAME,
00333     STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST,
00334     STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR,
00335     STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH,
00336     STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED,
00337     STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED,
00338     STR_NETWORK_ERROR_CLIENT_WRONG_REVISION,
00339     STR_NETWORK_ERROR_CLIENT_NAME_IN_USE,
00340     STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD,
00341     STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH,
00342     STR_NETWORK_ERROR_CLIENT_KICKED,
00343     STR_NETWORK_ERROR_CLIENT_CHEATER,
00344     STR_NETWORK_ERROR_CLIENT_SERVER_FULL
00345   };
00346 
00347   if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
00348 
00349   return network_error_strings[err];
00350 }
00351 
00357 void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
00358 {
00359   if (!_networking) return;
00360 
00361   switch (changed_mode) {
00362     case PM_PAUSED_NORMAL:
00363     case PM_PAUSED_JOIN:
00364     case PM_PAUSED_ACTIVE_CLIENTS: {
00365       bool changed = ((_pause_mode == PM_UNPAUSED) != (prev_mode == PM_UNPAUSED));
00366       bool paused = (_pause_mode != PM_UNPAUSED);
00367       if (!paused && !changed) return;
00368 
00369       StringID str;
00370       if (!changed) {
00371         int i = -1;
00372         if ((_pause_mode & PM_PAUSED_NORMAL) != PM_UNPAUSED)         SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL);
00373         if ((_pause_mode & PM_PAUSED_JOIN) != PM_UNPAUSED)           SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS);
00374         if ((_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS);
00375         str = STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 + i;
00376       } else {
00377         switch (changed_mode) {
00378           case PM_PAUSED_NORMAL:         SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL); break;
00379           case PM_PAUSED_JOIN:           SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS); break;
00380           case PM_PAUSED_ACTIVE_CLIENTS: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS); break;
00381           default: NOT_REACHED();
00382         }
00383         str = paused ? STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED : STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED;
00384       }
00385 
00386       char buffer[DRAW_STRING_BUFFER];
00387       GetString(buffer, str, lastof(buffer));
00388       NetworkTextMessage(NETWORK_ACTION_SERVER_MESSAGE, CC_DEFAULT, false, NULL, buffer);
00389     } break;
00390 
00391     default:
00392       return;
00393   }
00394 }
00395 
00396 
00405 static void CheckPauseHelper(bool pause, PauseMode pm)
00406 {
00407   if (pause == ((_pause_mode & pm) != PM_UNPAUSED)) return;
00408 
00409   DoCommandP(0, pm, pause ? 1 : 0, CMD_PAUSE);
00410 }
00411 
00417 static uint NetworkCountActiveClients()
00418 {
00419   const NetworkClientSocket *cs;
00420   uint count = 0;
00421 
00422   FOR_ALL_CLIENT_SOCKETS(cs) {
00423     if (cs->status != STATUS_ACTIVE) continue;
00424     if (!Company::IsValidID(cs->GetInfo()->client_playas)) continue;
00425     count++;
00426   }
00427 
00428   return count;
00429 }
00430 
00434 static void CheckMinActiveClients()
00435 {
00436   if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
00437       !_network_dedicated ||
00438       (_settings_client.network.min_active_clients == 0 && (_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) == PM_UNPAUSED)) {
00439     return;
00440   }
00441   CheckPauseHelper(NetworkCountActiveClients() < _settings_client.network.min_active_clients, PM_PAUSED_ACTIVE_CLIENTS);
00442 }
00443 
00448 static bool NetworkHasJoiningClient()
00449 {
00450   const NetworkClientSocket *cs;
00451   FOR_ALL_CLIENT_SOCKETS(cs) {
00452     if (cs->status >= STATUS_AUTH && cs->status < STATUS_ACTIVE) return true;
00453   }
00454 
00455   return false;
00456 }
00457 
00461 static void CheckPauseOnJoin()
00462 {
00463   if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
00464       (!_settings_client.network.pause_on_join && (_pause_mode & PM_PAUSED_JOIN) == PM_UNPAUSED)) {
00465     return;
00466   }
00467   CheckPauseHelper(NetworkHasJoiningClient(), PM_PAUSED_JOIN);
00468 }
00469 
00476 void ParseConnectionString(const char **company, const char **port, char *connection_string)
00477 {
00478   bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':'));
00479   char *p;
00480   for (p = connection_string; *p != '\0'; p++) {
00481     switch (*p) {
00482       case '[':
00483         ipv6 = true;
00484         break;
00485 
00486       case ']':
00487         ipv6 = false;
00488         break;
00489 
00490       case '#':
00491         *company = p + 1;
00492         *p = '\0';
00493         break;
00494 
00495       case ':':
00496         if (ipv6) break;
00497         *port = p + 1;
00498         *p = '\0';
00499         break;
00500     }
00501   }
00502 }
00503 
00504 /* Creates a new client from a socket
00505  *   Used both by the server and the client */
00506 static NetworkClientSocket *NetworkAllocClient(SOCKET s)
00507 {
00508   if (_network_server) {
00509     /* Can we handle a new client? */
00510     if (_network_clients_connected >= MAX_CLIENTS) return NULL;
00511     if (_network_game_info.clients_on >= _settings_client.network.max_clients) return NULL;
00512 
00513     /* Register the login */
00514     _network_clients_connected++;
00515   }
00516 
00517   NetworkClientSocket *cs = new NetworkClientSocket(INVALID_CLIENT_ID);
00518   cs->sock = s;
00519   cs->last_frame = _frame_counter;
00520   cs->last_frame_server = _frame_counter;
00521 
00522   if (_network_server) {
00523     cs->client_id = _network_client_id++;
00524     NetworkClientInfo *ci = new NetworkClientInfo(cs->client_id);
00525     cs->SetInfo(ci);
00526     ci->client_playas = COMPANY_INACTIVE_CLIENT;
00527     ci->join_date = _date;
00528 
00529     SetWindowDirty(WC_CLIENT_LIST, 0);
00530   }
00531 
00532   return cs;
00533 }
00534 
00535 /* Close a connection */
00536 NetworkRecvStatus NetworkCloseClient(NetworkClientSocket *cs, NetworkRecvStatus status)
00537 {
00538   assert(status != NETWORK_RECV_STATUS_OKAY);
00539   /*
00540    * Sending a message just before leaving the game calls cs->Send_Packets.
00541    * This might invoke this function, which means that when we close the
00542    * connection after cs->Send_Packets we will close an already closed
00543    * connection. This handles that case gracefully without having to make
00544    * that code any more complex or more aware of the validity of the socket.
00545    */
00546   if (cs->sock == INVALID_SOCKET) return status;
00547 
00548   if (status != NETWORK_RECV_STATUS_CONN_LOST && !cs->HasClientQuit() && _network_server && cs->status > STATUS_INACTIVE) {
00549     /* We did not receive a leave message from this client... */
00550     char client_name[NETWORK_CLIENT_NAME_LENGTH];
00551     NetworkClientSocket *new_cs;
00552 
00553     NetworkGetClientName(client_name, sizeof(client_name), cs);
00554 
00555     NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
00556 
00557     /* Inform other clients of this... strange leaving ;) */
00558     FOR_ALL_CLIENT_SOCKETS(new_cs) {
00559       if (new_cs->status > STATUS_AUTH && cs != new_cs) {
00560         SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, NETWORK_ERROR_CONNECTION_LOST);
00561       }
00562     }
00563   }
00564 
00565   DEBUG(net, 1, "Closed client connection %d", cs->client_id);
00566 
00567   if (_network_server) {
00568     /* We just lost one client :( */
00569     if (cs->status >= STATUS_AUTH) _network_game_info.clients_on--;
00570     _network_clients_connected--;
00571 
00572     SetWindowDirty(WC_CLIENT_LIST, 0);
00573   }
00574 
00575   cs->Send_Packets(true);
00576 
00577   delete cs->GetInfo();
00578   delete cs;
00579 
00580   return status;
00581 }
00582 
00583 /* For the server, to accept new clients */
00584 static void NetworkAcceptClients(SOCKET ls)
00585 {
00586   for (;;) {
00587     struct sockaddr_storage sin;
00588     memset(&sin, 0, sizeof(sin));
00589     socklen_t sin_len = sizeof(sin);
00590     SOCKET s = accept(ls, (struct sockaddr*)&sin, &sin_len);
00591     if (s == INVALID_SOCKET) return;
00592 
00593     SetNonBlocking(s); // XXX error handling?
00594 
00595     NetworkAddress address(sin, sin_len);
00596     DEBUG(net, 1, "Client connected from %s on frame %d", address.GetHostname(), _frame_counter);
00597 
00598     SetNoDelay(s); // XXX error handling?
00599 
00600     /* Check if the client is banned */
00601     bool banned = false;
00602     for (char **iter = _network_ban_list.Begin(); iter != _network_ban_list.End(); iter++) {
00603       banned = address.IsInNetmask(*iter);
00604       if (banned) {
00605         Packet p(PACKET_SERVER_BANNED);
00606         p.PrepareToSend();
00607 
00608         DEBUG(net, 1, "Banned ip tried to join (%s), refused", *iter);
00609 
00610         send(s, (const char*)p.buffer, p.size, 0);
00611         closesocket(s);
00612         break;
00613       }
00614     }
00615     /* If this client is banned, continue with next client */
00616     if (banned) continue;
00617 
00618     NetworkClientSocket *cs = NetworkAllocClient(s);
00619     if (cs == NULL) {
00620       /* no more clients allowed?
00621        * Send to the client that we are full! */
00622       Packet p(PACKET_SERVER_FULL);
00623       p.PrepareToSend();
00624 
00625       send(s, (const char*)p.buffer, p.size, 0);
00626       closesocket(s);
00627 
00628       continue;
00629     }
00630 
00631     /* a new client has connected. We set him at inactive for now
00632      *  maybe he is only requesting server-info. Till he has sent a PACKET_CLIENT_MAP_OK
00633      *  the client stays inactive */
00634     cs->status = STATUS_INACTIVE;
00635 
00636     cs->GetInfo()->client_address = address; // Save the IP of the client
00637   }
00638 }
00639 
00640 /* Set up the listen socket for the server */
00641 static bool NetworkListen()
00642 {
00643   assert(_listensockets.Length() == 0);
00644 
00645   NetworkAddressList addresses;
00646   GetBindAddresses(&addresses, _settings_client.network.server_port);
00647 
00648   for (NetworkAddress *address = addresses.Begin(); address != addresses.End(); address++) {
00649     address->Listen(SOCK_STREAM, &_listensockets);
00650   }
00651 
00652   if (_listensockets.Length() == 0) {
00653     ServerStartError("Could not create listening socket");
00654     return false;
00655   }
00656 
00657   return true;
00658 }
00659 
00661 static void InitializeNetworkPools()
00662 {
00663   _networkclientsocket_pool.CleanPool();
00664   _networkclientinfo_pool.CleanPool();
00665 }
00666 
00667 /* Close all current connections */
00668 static void NetworkClose()
00669 {
00670   NetworkClientSocket *cs;
00671 
00672   FOR_ALL_CLIENT_SOCKETS(cs) {
00673     if (!_network_server) {
00674       SEND_COMMAND(PACKET_CLIENT_QUIT)();
00675       cs->Send_Packets();
00676     }
00677     NetworkCloseClient(cs, NETWORK_RECV_STATUS_CONN_LOST);
00678   }
00679 
00680   if (_network_server) {
00681     /* We are a server, also close the listensocket */
00682     for (SocketList::iterator s = _listensockets.Begin(); s != _listensockets.End(); s++) {
00683       closesocket(s->second);
00684     }
00685     _listensockets.Clear();
00686     DEBUG(net, 1, "[tcp] closed listeners");
00687   }
00688 
00689   TCPConnecter::KillAll();
00690 
00691   _networking = false;
00692   _network_server = false;
00693 
00694   NetworkFreeLocalCommandQueue();
00695 
00696   free(_network_company_states);
00697   _network_company_states = NULL;
00698 
00699   InitializeNetworkPools();
00700 }
00701 
00702 /* Inits the network (cleans sockets and stuff) */
00703 static void NetworkInitialize()
00704 {
00705   InitializeNetworkPools();
00706   NetworkUDPInitialize();
00707 
00708   _sync_frame = 0;
00709   _network_first_time = true;
00710 
00711   _network_reconnect = 0;
00712 }
00713 
00715 class TCPQueryConnecter : TCPConnecter {
00716 public:
00717   TCPQueryConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
00718 
00719   virtual void OnFailure()
00720   {
00721     NetworkDisconnect();
00722   }
00723 
00724   virtual void OnConnect(SOCKET s)
00725   {
00726     _networking = true;
00727     NetworkAllocClient(s);
00728     SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
00729   }
00730 };
00731 
00732 /* Query a server to fetch his game-info
00733  *  If game_info is true, only the gameinfo is fetched,
00734  *   else only the client_info is fetched */
00735 void NetworkTCPQueryServer(NetworkAddress address)
00736 {
00737   if (!_network_available) return;
00738 
00739   NetworkDisconnect();
00740   NetworkInitialize();
00741 
00742   new TCPQueryConnecter(address);
00743 }
00744 
00745 /* Validates an address entered as a string and adds the server to
00746  * the list. If you use this function, the games will be marked
00747  * as manually added. */
00748 void NetworkAddServer(const char *b)
00749 {
00750   if (*b != '\0') {
00751     const char *port = NULL;
00752     const char *company = NULL;
00753     char host[NETWORK_HOSTNAME_LENGTH];
00754     uint16 rport;
00755 
00756     strecpy(host, b, lastof(host));
00757 
00758     strecpy(_settings_client.network.connect_to_ip, b, lastof(_settings_client.network.connect_to_ip));
00759     rport = NETWORK_DEFAULT_PORT;
00760 
00761     ParseConnectionString(&company, &port, host);
00762     if (port != NULL) rport = atoi(port);
00763 
00764     NetworkUDPQueryServer(NetworkAddress(host, rport), true);
00765   }
00766 }
00767 
00773 void GetBindAddresses(NetworkAddressList *addresses, uint16 port)
00774 {
00775   for (char **iter = _network_bind_list.Begin(); iter != _network_bind_list.End(); iter++) {
00776     *addresses->Append() = NetworkAddress(*iter, port);
00777   }
00778 
00779   /* No address, so bind to everything. */
00780   if (addresses->Length() == 0) {
00781     *addresses->Append() = NetworkAddress("", port);
00782   }
00783 }
00784 
00785 /* Generates the list of manually added hosts from NetworkGameList and
00786  * dumps them into the array _network_host_list. This array is needed
00787  * by the function that generates the config file. */
00788 void NetworkRebuildHostList()
00789 {
00790   _network_host_list.Clear();
00791 
00792   for (NetworkGameList *item = _network_game_list; item != NULL; item = item->next) {
00793     if (item->manually) *_network_host_list.Append() = strdup(item->address.GetAddressAsString(false));
00794   }
00795 }
00796 
00798 class TCPClientConnecter : TCPConnecter {
00799 public:
00800   TCPClientConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
00801 
00802   virtual void OnFailure()
00803   {
00804     NetworkError(STR_NETWORK_ERROR_NOCONNECTION);
00805   }
00806 
00807   virtual void OnConnect(SOCKET s)
00808   {
00809     _networking = true;
00810     NetworkAllocClient(s);
00811     IConsoleCmdExec("exec scripts/on_client.scr 0");
00812     NetworkClient_Connected();
00813   }
00814 };
00815 
00816 
00817 /* Used by clients, to connect to a server */
00818 void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as, const char *join_server_password, const char *join_company_password)
00819 {
00820   if (!_network_available) return;
00821 
00822   if (address.GetPort() == 0) return;
00823 
00824   strecpy(_settings_client.network.last_host, address.GetHostname(), lastof(_settings_client.network.last_host));
00825   _settings_client.network.last_port = address.GetPort();
00826   _network_join_as = join_as;
00827   _network_join_server_password = join_server_password;
00828   _network_join_company_password = join_company_password;
00829 
00830   NetworkDisconnect();
00831   NetworkInitialize();
00832 
00833   _network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
00834   ShowJoinStatusWindow();
00835 
00836   new TCPClientConnecter(address);
00837 }
00838 
00839 static void NetworkInitGameInfo()
00840 {
00841   if (StrEmpty(_settings_client.network.server_name)) {
00842     snprintf(_settings_client.network.server_name, sizeof(_settings_client.network.server_name), "Unnamed Server");
00843   }
00844 
00845   /* The server is a client too */
00846   _network_game_info.clients_on = _network_dedicated ? 0 : 1;
00847 
00848   NetworkClientInfo *ci = new NetworkClientInfo(CLIENT_ID_SERVER);
00849   ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : _local_company;
00850   /* Give the server a valid IP; banning it is pointless anyways */
00851   sockaddr_in sock;
00852   memset(&sock, 0, sizeof(sock));
00853   sock.sin_family = AF_INET;
00854   ci->client_address = NetworkAddress((sockaddr*)&sock, sizeof(sock));
00855 
00856   strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));
00857 }
00858 
00859 bool NetworkServerStart()
00860 {
00861   if (!_network_available) return false;
00862 
00863   /* Call the pre-scripts */
00864   IConsoleCmdExec("exec scripts/pre_server.scr 0");
00865   if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
00866 
00867   NetworkDisconnect();
00868   NetworkInitialize();
00869   if (!NetworkListen()) return false;
00870 
00871   /* Try to start UDP-server */
00872   _network_udp_server = _udp_server_socket->Listen();
00873 
00874   _network_company_states = CallocT<NetworkCompanyState>(MAX_COMPANIES);
00875   _network_server = true;
00876   _networking = true;
00877   _frame_counter = 0;
00878   _frame_counter_server = 0;
00879   _frame_counter_max = 0;
00880   _last_sync_frame = 0;
00881   _network_own_client_id = CLIENT_ID_SERVER;
00882 
00883   _network_clients_connected = 0;
00884   _network_company_passworded = 0;
00885 
00886   NetworkInitGameInfo();
00887 
00888   /* execute server initialization script */
00889   IConsoleCmdExec("exec scripts/on_server.scr 0");
00890   /* if the server is dedicated ... add some other script */
00891   if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
00892 
00893   /* Try to register us to the master server */
00894   _network_last_advertise_frame = 0;
00895   _network_need_advertise = true;
00896   NetworkUDPAdvertise();
00897   return true;
00898 }
00899 
00900 /* The server is rebooting...
00901  * The only difference with NetworkDisconnect, is the packets that is sent */
00902 void NetworkReboot()
00903 {
00904   if (_network_server) {
00905     NetworkClientSocket *cs;
00906     FOR_ALL_CLIENT_SOCKETS(cs) {
00907       SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
00908       cs->Send_Packets();
00909     }
00910   }
00911 
00912   NetworkClose();
00913 }
00914 
00919 void NetworkDisconnect(bool blocking)
00920 {
00921   if (_network_server) {
00922     NetworkClientSocket *cs;
00923     FOR_ALL_CLIENT_SOCKETS(cs) {
00924       SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
00925       cs->Send_Packets();
00926     }
00927   }
00928 
00929   if (_settings_client.network.server_advertise) NetworkUDPRemoveAdvertise(blocking);
00930 
00931   DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
00932 
00933   NetworkClose();
00934 }
00935 
00936 /* Receives something from the network */
00937 static bool NetworkReceive()
00938 {
00939   NetworkClientSocket *cs;
00940   fd_set read_fd, write_fd;
00941   struct timeval tv;
00942 
00943   FD_ZERO(&read_fd);
00944   FD_ZERO(&write_fd);
00945 
00946   FOR_ALL_CLIENT_SOCKETS(cs) {
00947     FD_SET(cs->sock, &read_fd);
00948     FD_SET(cs->sock, &write_fd);
00949   }
00950 
00951   /* take care of listener port */
00952   for (SocketList::iterator s = _listensockets.Begin(); s != _listensockets.End(); s++) {
00953     FD_SET(s->second, &read_fd);
00954   }
00955 
00956   tv.tv_sec = tv.tv_usec = 0; // don't block at all.
00957 #if !defined(__MORPHOS__) && !defined(__AMIGA__)
00958   int n = select(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv);
00959 #else
00960   int n = WaitSelect(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv, NULL);
00961 #endif
00962   if (n == -1 && !_network_server) NetworkError(STR_NETWORK_ERROR_LOSTCONNECTION);
00963 
00964   /* accept clients.. */
00965   for (SocketList::iterator s = _listensockets.Begin(); s != _listensockets.End(); s++) {
00966     if (FD_ISSET(s->second, &read_fd)) NetworkAcceptClients(s->second);
00967   }
00968 
00969   /* read stuff from clients */
00970   FOR_ALL_CLIENT_SOCKETS(cs) {
00971     cs->writable = !!FD_ISSET(cs->sock, &write_fd);
00972     if (FD_ISSET(cs->sock, &read_fd)) {
00973       if (_network_server) {
00974         NetworkServer_ReadPackets(cs);
00975       } else {
00976         NetworkRecvStatus res;
00977 
00978         /* The client already was quiting! */
00979         if (cs->HasClientQuit()) return false;
00980 
00981         res = NetworkClient_ReadPackets(cs);
00982         if (res != NETWORK_RECV_STATUS_OKAY) {
00983           /* The client made an error of which we can not recover
00984            *   close the client and drop back to main menu */
00985           NetworkClientError(res, cs);
00986           return false;
00987         }
00988       }
00989     }
00990   }
00991   return true;
00992 }
00993 
00994 /* This sends all buffered commands (if possible) */
00995 static void NetworkSend()
00996 {
00997   NetworkClientSocket *cs;
00998   FOR_ALL_CLIENT_SOCKETS(cs) {
00999     if (cs->writable) {
01000       cs->Send_Packets();
01001 
01002       if (cs->status == STATUS_MAP) {
01003         /* This client is in the middle of a map-send, call the function for that */
01004         SEND_COMMAND(PACKET_SERVER_MAP)(cs);
01005       }
01006     }
01007   }
01008 }
01009 
01010 static bool NetworkDoClientLoop()
01011 {
01012   _frame_counter++;
01013 
01014   NetworkExecuteLocalCommandQueue();
01015 
01016   StateGameLoop();
01017 
01018   /* Check if we are in sync! */
01019   if (_sync_frame != 0) {
01020     if (_sync_frame == _frame_counter) {
01021 #ifdef NETWORK_SEND_DOUBLE_SEED
01022       if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
01023 #else
01024       if (_sync_seed_1 != _random.state[0]) {
01025 #endif
01026         NetworkError(STR_NETWORK_ERROR_DESYNC);
01027         DEBUG(desync, 1, "sync_err: %d; %d\n", _date, _date_fract);
01028         DEBUG(net, 0, "Sync error detected!");
01029         NetworkClientError(NETWORK_RECV_STATUS_DESYNC, NetworkClientSocket::Get(0));
01030         return false;
01031       }
01032 
01033       /* If this is the first time we have a sync-frame, we
01034        *   need to let the server know that we are ready and at the same
01035        *   frame as he is.. so we can start playing! */
01036       if (_network_first_time) {
01037         _network_first_time = false;
01038         SEND_COMMAND(PACKET_CLIENT_ACK)();
01039       }
01040 
01041       _sync_frame = 0;
01042     } else if (_sync_frame < _frame_counter) {
01043       DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
01044       _sync_frame = 0;
01045     }
01046   }
01047 
01048   return true;
01049 }
01050 
01051 /* We have to do some UDP checking */
01052 void NetworkUDPGameLoop()
01053 {
01054   _network_content_client.SendReceive();
01055   TCPConnecter::CheckCallbacks();
01056   NetworkHTTPSocketHandler::HTTPReceive();
01057 
01058   if (_network_udp_server) {
01059     _udp_server_socket->ReceivePackets();
01060     _udp_master_socket->ReceivePackets();
01061   } else {
01062     _udp_client_socket->ReceivePackets();
01063     if (_network_udp_broadcast > 0) _network_udp_broadcast--;
01064     NetworkGameListRequery();
01065   }
01066 }
01067 
01068 /* The main loop called from ttd.c
01069  *  Here we also have to do StateGameLoop if needed! */
01070 void NetworkGameLoop()
01071 {
01072   if (!_networking) return;
01073 
01074   if (!NetworkReceive()) return;
01075 
01076   if (_network_server) {
01077 #ifdef DEBUG_DUMP_COMMANDS
01078     static FILE *f = FioFOpenFile("commands.log", "rb", SAVE_DIR);
01079     static Date next_date = 0;
01080     static uint32 next_date_fract;
01081     static CommandPacket *cp = NULL;
01082     if (f == NULL && next_date == 0) {
01083       printf("Cannot open commands.log\n");
01084       next_date = 1;
01085     }
01086 
01087     while (f != NULL && !feof(f)) {
01088       if (cp != NULL && _date == next_date && _date_fract == next_date_fract) {
01089         _current_company = cp->company;
01090         DoCommandP(cp->tile, cp->p1, cp->p2, cp->cmd, NULL, cp->text);
01091         free(cp);
01092         cp = NULL;
01093       }
01094 
01095       if (cp != NULL) break;
01096 
01097       char buff[4096];
01098       if (fgets(buff, lengthof(buff), f) == NULL) break;
01099       if (strncmp(buff, "cmd: ", 8) != 0) continue;
01100       cp = MallocT<CommandPacket>(1);
01101       int company;
01102       sscanf(&buff[8], "%d; %d; %d; %d; %d; %d; %d; %s", &next_date, &next_date_fract, &company, &cp->tile, &cp->p1, &cp->p2, &cp->cmd, cp->text);
01103       cp->company = (CompanyID)company;
01104     }
01105 #endif /* DEBUG_DUMP_COMMANDS */
01106     if (_frame_counter >= _frame_counter_max) {
01107       /* Only check for active clients just before we're going to send out
01108        * the commands so we don't send multiple pause/unpause commands when
01109        * the frame_freq is more than 1 tick. */
01110       CheckPauseOnJoin();
01111       CheckMinActiveClients();
01112     }
01113 
01114     bool send_frame = false;
01115 
01116     /* We first increase the _frame_counter */
01117     _frame_counter++;
01118     /* Update max-frame-counter */
01119     if (_frame_counter > _frame_counter_max) {
01120       _frame_counter_max = _frame_counter + _settings_client.network.frame_freq;
01121       send_frame = true;
01122     }
01123 
01124     NetworkExecuteLocalCommandQueue();
01125 
01126     /* Then we make the frame */
01127     StateGameLoop();
01128 
01129     _sync_seed_1 = _random.state[0];
01130 #ifdef NETWORK_SEND_DOUBLE_SEED
01131     _sync_seed_2 = _random.state[1];
01132 #endif
01133 
01134     NetworkServer_Tick(send_frame);
01135   } else {
01136     /* Client */
01137 
01138     /* Make sure we are at the frame were the server is (quick-frames) */
01139     if (_frame_counter_server > _frame_counter) {
01140       while (_frame_counter_server > _frame_counter) {
01141         if (!NetworkDoClientLoop()) break;
01142       }
01143     } else {
01144       /* Else, keep on going till _frame_counter_max */
01145       if (_frame_counter_max > _frame_counter) NetworkDoClientLoop();
01146     }
01147   }
01148 
01149   NetworkSend();
01150 }
01151 
01152 static void NetworkGenerateServerId()
01153 {
01154   Md5 checksum;
01155   uint8 digest[16];
01156   char hex_output[16 * 2 + 1];
01157   char coding_string[NETWORK_NAME_LENGTH];
01158   int di;
01159 
01160   snprintf(coding_string, sizeof(coding_string), "%d%s", (uint)Random(), "OpenTTD Server ID");
01161 
01162   /* Generate the MD5 hash */
01163   checksum.Append((const uint8*)coding_string, strlen(coding_string));
01164   checksum.Finish(digest);
01165 
01166   for (di = 0; di < 16; ++di) {
01167     sprintf(hex_output + di * 2, "%02x", digest[di]);
01168   }
01169 
01170   /* _settings_client.network.network_id is our id */
01171   snprintf(_settings_client.network.network_id, sizeof(_settings_client.network.network_id), "%s", hex_output);
01172 }
01173 
01174 void NetworkStartDebugLog(NetworkAddress address)
01175 {
01176   extern SOCKET _debug_socket;  // Comes from debug.c
01177 
01178   DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", address.GetHostname(), address.GetPort());
01179 
01180   SOCKET s = address.Connect();
01181   if (s == INVALID_SOCKET) {
01182     DEBUG(net, 0, "Failed to open socket for redirection DEBUG()");
01183     return;
01184   }
01185 
01186   _debug_socket = s;
01187 
01188   DEBUG(net, 0, "DEBUG() is now redirected");
01189 }
01190 
01192 void NetworkStartUp()
01193 {
01194   DEBUG(net, 3, "[core] starting network...");
01195 
01196   /* Network is available */
01197   _network_available = NetworkCoreInitialize();
01198   _network_dedicated = false;
01199   _network_last_advertise_frame = 0;
01200   _network_need_advertise = true;
01201   _network_advertise_retries = 0;
01202 
01203   /* Generate an server id when there is none yet */
01204   if (StrEmpty(_settings_client.network.network_id)) NetworkGenerateServerId();
01205 
01206   memset(&_network_game_info, 0, sizeof(_network_game_info));
01207 
01208   NetworkInitialize();
01209   DEBUG(net, 3, "[core] network online, multiplayer available");
01210   NetworkFindBroadcastIPs(&_broadcast_list);
01211 }
01212 
01214 void NetworkShutDown()
01215 {
01216   NetworkDisconnect(true);
01217   NetworkUDPClose();
01218 
01219   DEBUG(net, 3, "[core] shutting down network");
01220 
01221   _network_available = false;
01222 
01223   NetworkCoreShutdown();
01224 }
01225 
01230 bool IsNetworkCompatibleVersion(const char *other)
01231 {
01232   return strncmp(_openttd_revision, other, NETWORK_REVISION_LENGTH - 1) == 0;
01233 }
01234 
01235 #endif /* ENABLE_NETWORK */

Generated on Wed Mar 31 22:43:24 2010 for OpenTTD by  doxygen 1.6.1