OpenTTD
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Base functions for networking support. More...
#include "../stdafx.h"
#include "../strings_func.h"
#include "../command_func.h"
#include "../date_func.h"
#include "network_admin.h"
#include "network_client.h"
#include "network_server.h"
#include "network_content.h"
#include "network_udp.h"
#include "network_gamelist.h"
#include "network_base.h"
#include "core/udp.h"
#include "core/host.h"
#include "network_gui.h"
#include "../console_func.h"
#include "../3rdparty/md5/md5.h"
#include "../core/random_func.hpp"
#include "../window_func.h"
#include "../company_func.h"
#include "../company_base.h"
#include "../landscape_type.h"
#include "../rev.h"
#include "../core/pool_func.hpp"
#include "../gfx_func.h"
#include "../error.h"
#include "../safeguards.h"
Go to the source code of this file.
Data Structures | |
class | TCPQueryConnecter |
Non blocking connection create to query servers. More... | |
class | TCPClientConnecter |
Non blocking connection create to actually connect to servers. More... |
Functions | |
assert_compile (NetworkClientInfoPool::MAX_SIZE==NetworkClientSocketPool::MAX_SIZE) | |
Make sure both pools have the same size. | |
assert_compile ((int) NETWORK_NUM_LANDSCAPES==(int) NUM_LANDSCAPE) | |
void | StateGameLoop () |
State controlling game loop. | |
bool | HasClients () |
Return whether there is any client connected or trying to connect at all. | |
byte | NetworkSpectatorCount () |
const char * | NetworkChangeCompanyPassword (CompanyID company_id, const char *password) |
Change the company password of a given company. | |
const char * | GenerateCompanyPasswordHash (const char *password, const char *password_server_id, uint32 password_game_seed) |
Hash the given password using server ID and game seed. | |
bool | NetworkCompanyIsPassworded (CompanyID company_id) |
Check if the company we want to join requires a password. | |
void | NetworkTextMessage (NetworkAction action, TextColour colour, bool self_send, const char *name, const char *str, int64 data) |
uint | NetworkCalculateLag (const NetworkClientSocket *cs) |
void | NetworkError (StringID error_string) |
StringID | GetNetworkErrorMsg (NetworkErrorCode err) |
Retrieve the string id of an internal error number. | |
void | NetworkHandlePauseChange (PauseMode prev_mode, PauseMode changed_mode) |
Handle the pause mode change so we send the right messages to the chat. | |
static void | CheckPauseHelper (bool pause, PauseMode pm) |
Helper function for the pause checkers. | |
static uint | NetworkCountActiveClients () |
Counts the number of active clients connected. | |
static void | CheckMinActiveClients () |
Check if the minimum number of active clients has been reached and pause or unpause the game as appropriate. | |
static bool | NetworkHasJoiningClient () |
Checks whether there is a joining client. | |
static void | CheckPauseOnJoin () |
Check whether we should pause on join. | |
void | ParseConnectionString (const char **company, const char **port, char *connection_string) |
Converts a string to ip/port/company Format: IP:port::company. | |
static void | InitializeNetworkPools (bool close_admins=true) |
Resets the pools used for network clients, and the admin pool if needed. | |
void | NetworkClose (bool close_admins) |
Close current connections. | |
static void | NetworkInitialize (bool close_admins=true) |
void | NetworkTCPQueryServer (NetworkAddress address) |
void | NetworkAddServer (const char *b) |
void | GetBindAddresses (NetworkAddressList *addresses, uint16 port) |
Get the addresses to bind to. | |
void | NetworkRebuildHostList () |
void | NetworkClientConnectGame (NetworkAddress address, CompanyID join_as, const char *join_server_password, const char *join_company_password) |
static void | NetworkInitGameInfo () |
bool | NetworkServerStart () |
void | NetworkReboot () |
void | NetworkDisconnect (bool blocking, bool close_admins) |
We want to disconnect from the host/clients. | |
static bool | NetworkReceive () |
Receives something from the network. | |
static void | NetworkSend () |
void | NetworkBackgroundLoop () |
We have to do some (simple) background stuff that runs normally, even when we are not in multiplayer. | |
void | NetworkGameLoop () |
static void | NetworkGenerateServerId () |
void | NetworkStartDebugLog (NetworkAddress address) |
void | NetworkStartUp () |
This tries to launch the network for a given OS. | |
void | NetworkShutDown () |
This shuts the network down. | |
bool | IsNetworkCompatibleVersion (const char *other) |
Checks whether the given version string is compatible with our version. |
Variables | |
NetworkClientInfoPool | _networkclientinfo_pool ("NetworkClientInfo") |
The pool with client information. | |
bool | _networking |
are we in networking mode? | |
bool | _network_server |
network-server is active | |
bool | _network_available |
is network mode available? | |
bool | _network_dedicated |
are we a dedicated server? | |
bool | _is_network_server |
Does this client wants to be a network-server? | |
NetworkServerGameInfo | _network_game_info |
Information about our game. | |
NetworkCompanyState * | _network_company_states = NULL |
Statistics about some companies. | |
ClientID | _network_own_client_id |
Our client identifier. | |
ClientID | _redirect_console_to_client |
If not invalid, redirect the console output to a client. | |
bool | _network_need_advertise |
Whether we need to advertise. | |
uint8 | _network_reconnect |
Reconnect timeout. | |
StringList | _network_bind_list |
The addresses to bind on. | |
StringList | _network_host_list |
The servers we know. | |
StringList | _network_ban_list |
The banned clients. | |
uint32 | _frame_counter_server |
The frame_counter of the server, if in network-mode. | |
uint32 | _frame_counter_max |
To where we may go with our clients. | |
uint32 | _frame_counter |
The current frame. | |
uint32 | _last_sync_frame |
Used in the server to store the last time a sync packet was sent to clients. | |
NetworkAddressList | _broadcast_list |
List of broadcast addresses. | |
uint32 | _sync_seed_1 |
Seed to compare during sync checks. | |
uint32 | _sync_frame |
The frame to perform the sync check. | |
bool | _network_first_time |
Whether we have finished joining or not. | |
bool | _network_udp_server |
Is the UDP server started? | |
uint16 | _network_udp_broadcast |
Timeout for the UDP broadcasts. | |
uint8 | _network_advertise_retries |
The number of advertisement retries we did. | |
CompanyMask | _network_company_passworded |
Bitmask of the password status of all companies. | |
NetworkUDPSocketHandler * | _udp_client_socket |
udp client socket | |
NetworkUDPSocketHandler * | _udp_server_socket |
udp server socket | |
NetworkUDPSocketHandler * | _udp_master_socket |
udp master socket | |
byte | _network_clients_connected = 0 |
The amount of clients connected. |
Base functions for networking support.
Definition in file network.cpp.
assert_compile | ( | NetworkClientInfoPool::MAX_SIZE | = =NetworkClientSocketPool::MAX_SIZE | ) |
Make sure both pools have the same size.
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Helper function for the pause checkers.
If pause is true and the current pause mode isn't set the game will be paused, if it it false and the pause mode is set the game will be unpaused. In the other cases nothing happens to the pause state.
pause | whether we'd like to pause |
pm | the mode which we would like to pause with |
Definition at line 401 of file network.cpp.
References _pause_mode, CMD_PAUSE, DoCommandP(), and PM_UNPAUSED.
Referenced by CheckMinActiveClients(), and CheckPauseOnJoin().
const char* GenerateCompanyPasswordHash | ( | const char * | password, |
const char * | password_server_id, | ||
uint32 | password_game_seed | ||
) |
Hash the given password using server ID and game seed.
password | Password to hash. |
password_server_id | Server ID. |
password_game_seed | Game seed. |
Definition at line 194 of file network.cpp.
References lastof, NETWORK_SERVER_ID_LENGTH, seprintf(), and StrEmpty().
Referenced by NetworkServerSetCompanyPassword(), ClientNetworkGameSocketHandler::SendCompanyPassword(), ClientNetworkGameSocketHandler::SendMove(), and ClientNetworkGameSocketHandler::SendSetPassword().
void GetBindAddresses | ( | NetworkAddressList * | addresses, |
uint16 | port | ||
) |
Get the addresses to bind to.
addresses | the list to write to. |
port | the port to bind to. |
Definition at line 635 of file network.cpp.
References SmallVector< T, S >::Append(), SmallVector< T, S >::Begin(), SmallVector< T, S >::End(), and SmallVector< T, S >::Length().
Referenced by TCPListenHandler< ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED >::Listen(), and NetworkUDPInitialize().
StringID GetNetworkErrorMsg | ( | NetworkErrorCode | err | ) |
Retrieve the string id of an internal error number.
err | NetworkErrorCode |
Definition at line 310 of file network.cpp.
References lengthof.
Referenced by ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(), ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(), ServerNetworkAdminSocketHandler::SendError(), and ServerNetworkGameSocketHandler::SendError().
bool HasClients | ( | ) |
Return whether there is any client connected or trying to connect at all.
Definition at line 104 of file network.cpp.
References FOR_ALL_CLIENT_SOCKETS.
Referenced by VideoDriver_Dedicated::MainLoop().
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Resets the pools used for network clients, and the admin pool if needed.
close_admins | Whether the admin pool has to be cleared as well. |
Definition at line 521 of file network.cpp.
References PoolBase::Clean(), PT_NADMIN, PT_NCLIENT, and PT_NONE.
Referenced by NetworkClose().
bool IsNetworkCompatibleVersion | ( | const char * | other | ) |
Checks whether the given version string is compatible with our version.
other | the version string to compare to |
Definition at line 1107 of file network.cpp.
References NETWORK_REVISION_LENGTH.
Referenced by ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(), and ClientNetworkUDPSocketHandler::Receive_SERVER_RESPONSE().
void NetworkBackgroundLoop | ( | ) |
We have to do some (simple) background stuff that runs normally, even when we are not in multiplayer.
For example stuff needed for finding servers or downloading content.
Definition at line 856 of file network.cpp.
References _network_content_client, TCPConnecter::CheckCallbacks(), NetworkHTTPSocketHandler::HTTPReceive(), NetworkBackgroundUDPLoop(), and ClientNetworkContentSocketHandler::SendReceive().
const char* NetworkChangeCompanyPassword | ( | CompanyID | company_id, |
const char * | password | ||
) |
Change the company password of a given company.
company_id | ID of the company the password should be changed for. |
password | The unhashed password we like to set ('*' or '' resets the password) |
Definition at line 174 of file network.cpp.
References NetworkClientSetCompanyPassword(), and NetworkServerSetCompanyPassword().
Referenced by CmdCompanyCtrl().
void NetworkClose | ( | bool | close_admins | ) |
Close current connections.
close_admins | Whether the admin connections have to be closed as well. |
Definition at line 530 of file network.cpp.
References _network_company_states, ClientNetworkGameSocketHandler::CloseConnection(), NetworkAdminSocketHandler::CloseConnection(), TCPListenHandler< ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED >::CloseListeners(), TCPListenHandler< ServerNetworkAdminSocketHandler, ADMIN_PACKET_SERVER_FULL, ADMIN_PACKET_SERVER_BANNED >::CloseListeners(), FOR_ALL_ADMIN_SOCKETS, FOR_ALL_CLIENT_SOCKETS, free(), InitializeNetworkPools(), TCPConnecter::KillAll(), ClientNetworkGameSocketHandler::my_client, NETWORK_RECV_STATUS_CONN_LOST, NetworkFreeLocalCommandQueue(), and ClientNetworkGameSocketHandler::SendQuit().
Referenced by NetworkDisconnect().
bool NetworkCompanyIsPassworded | ( | CompanyID | company_id | ) |
Check if the company we want to join requires a password.
company_id | id of the company we want to check the 'passworded' flag for. |
Definition at line 225 of file network.cpp.
References HasBit().
Referenced by CompanyWindow::DrawWidget(), NetworkServerUpdateCompanyPassworded(), CompanyWindow::OnClick(), ServerNetworkAdminSocketHandler::SendCompanyInfo(), and ServerNetworkAdminSocketHandler::SendCompanyUpdate().
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Counts the number of active clients connected.
It has to be in STATUS_ACTIVE and not a spectator
Definition at line 413 of file network.cpp.
References FOR_ALL_CLIENT_SOCKETS, and Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem<&_company_pool >::IsValidID().
Referenced by CheckMinActiveClients().
void NetworkDisconnect | ( | bool | blocking, |
bool | close_admins | ||
) |
We want to disconnect from the host/clients.
blocking | whether to wait till everything has been closed. |
close_admins | Whether the admin sockets need to be closed as well. |
Definition at line 798 of file network.cpp.
References _settings_client, DeleteWindowById(), FOR_ALL_ACTIVE_ADMIN_SOCKETS, FOR_ALL_CLIENT_SOCKETS, ClientSettings::network, NetworkClose(), NetworkUDPInitialize(), NetworkUDPRemoveAdvertise(), NetworkTCPSocketHandler::SendPackets(), ServerNetworkAdminSocketHandler::SendShutdown(), NetworkSettings::server_advertise, WC_NETWORK_STATUS_WINDOW, and WN_NETWORK_STATUS_WINDOW_JOIN.
Referenced by NetworkShutDown(), NetworkJoinStatusWindow::OnClick(), NetworkJoinStatusWindow::OnQueryTextFinished(), and SafeLoad().
Handle the pause mode change so we send the right messages to the chat.
prev_mode | The previous pause mode. |
changed_mode | The pause mode that got changed. |
Definition at line 348 of file network.cpp.
References _pause_mode, CC_DEFAULT, DRAW_STRING_BUFFER, lastof, PM_PAUSED_ACTIVE_CLIENTS, PM_PAUSED_GAME_SCRIPT, PM_PAUSED_JOIN, PM_PAUSED_NORMAL, PM_UNPAUSED, and SetDParam().
Referenced by CmdPause().
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Checks whether there is a joining client.
Definition at line 444 of file network.cpp.
References FOR_ALL_CLIENT_SOCKETS.
Referenced by CheckPauseOnJoin().
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Receives something from the network.
Definition at line 830 of file network.cpp.
References TCPListenHandler< ServerNetworkAdminSocketHandler, ADMIN_PACKET_SERVER_FULL, ADMIN_PACKET_SERVER_BANNED >::Receive(), TCPListenHandler< ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED >::Receive(), and ClientNetworkGameSocketHandler::Receive().
void ParseConnectionString | ( | const char ** | company, |
const char ** | port, | ||
char * | connection_string | ||
) |
Converts a string to ip/port/company Format: IP:port::company.
connection_string will be re-terminated to separate out the hostname, and company and port will be set to the company and port strings given by the user, inside the memory area originally occupied by connection_string.
Definition at line 474 of file network.cpp.
Referenced by NetworkHTTPSocketHandler::Connect(), AfterNewGRFScan::OnNewGRFsScanned(), and openttd_main().
void StateGameLoop | ( | ) |
State controlling game loop.
The state must not be changed from anywhere but here. That check is enforced in DoCommand.
Definition at line 1342 of file openttd.cpp.
References _current_company, _date, _date_fract, _pause_mode, _settings_game, AnimateAnimatedTiles(), AUTOSAVE_DIR, CallWindowTickEvent(), CheckCaches(), DFT_GAME_FILE, GameSettings::game_creation, Game::GameLoop(), AI::GameLoop(), GameCreationSettings::generation_seed, HasModalProgress(), IncreaseDate(), IsLocalCompany(), lastof, OWNER_NONE, PM_UNPAUSED, PSM_ENTER_GAMELOOP, PSM_LEAVE_GAMELOOP, Layouter::ReduceLineCache(), Backup< T >::Restore(), RunTileLoop(), SaveOrLoad(), seprintf(), SLO_SAVE, BasePersistentStorageArray::SwitchMode(), and UpdateLandscapingLimits().
Referenced by ClientNetworkGameSocketHandler::GameLoop().
NetworkServerGameInfo _network_game_info |
Information about our game.
Uncomment the following define to enable command replaying.
Definition at line 61 of file network.cpp.
Referenced by ServerNetworkGameSocketHandler::AllowConnection(), ServerNetworkGameSocketHandler::CloseConnection(), ServerNetworkUDPSocketHandler::Receive_CLIENT_FIND_SERVER(), ServerNetworkGameSocketHandler::SendWelcome(), and ServerNetworkAdminSocketHandler::SendWelcome().
NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo") |
The pool with client information.