Update to 1.10.0-RC1

This commit is contained in:
dP
2020-02-18 18:13:33 +03:00
parent c7c3966eec
commit d4ae6a1d91
204 changed files with 3172 additions and 1002 deletions

View File

@@ -407,13 +407,15 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
/**
* Send an error to the client, and close its connection.
* @param error The error to disconnect for.
* @param reason In case of kicking a client, specifies the reason for kicking the client.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error, const char *reason)
{
char str[100];
Packet *p = new Packet(PACKET_SERVER_ERROR);
p->Send_uint8(error);
if (reason != nullptr) p->Send_string(reason);
this->SendPacket(p);
StringID strid = GetNetworkErrorMsg(error);
@@ -427,7 +429,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
DEBUG(net, 1, "'%s' made an error and has been disconnected. Reason: '%s'", client_name, str);
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
if (error == NETWORK_ERROR_KICKED && reason != nullptr) {
NetworkTextMessage(NETWORK_ACTION_KICKED, CC_DEFAULT, false, client_name, reason, strid);
} else {
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
}
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs->status > STATUS_AUTHORIZED && new_cs != this) {
@@ -1589,7 +1595,20 @@ static void NetworkCheckRestartMap()
if (_settings_client.network.restart_game_year != 0 && _cur_year >= _settings_client.network.restart_game_year) {
DEBUG(net, 0, "Auto-restarting map. Year %d reached", _cur_year);
StartNewGameWithoutGUI(GENERATE_NEW_SEED);
_settings_newgame.game_creation.generation_seed = GENERATE_NEW_SEED;
switch(_file_to_saveload.abstract_ftype) {
case FT_SAVEGAME:
case FT_SCENARIO:
_switch_mode = SM_LOAD_GAME;
break;
case FT_HEIGHTMAP:
_switch_mode = SM_START_HEIGHTMAP;
break;
default:
_switch_mode = SM_NEWGAME;
}
}
}
@@ -2026,29 +2045,32 @@ void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const cha
/**
* Kick a single client.
* @param client_id The client to kick.
* @param reason In case of kicking a client, specifies the reason for kicking the client.
*/
void NetworkServerKickClient(ClientID client_id)
void NetworkServerKickClient(ClientID client_id, const char *reason)
{
if (client_id == CLIENT_ID_SERVER) return;
NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED);
NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED, reason);
}
/**
* Ban, or kick, everyone joined from the given client's IP.
* @param client_id The client to check for.
* @param ban Whether to ban or kick.
* @param reason In case of kicking a client, specifies the reason for kicking the client.
*/
uint NetworkServerKickOrBanIP(ClientID client_id, bool ban)
uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const char *reason)
{
return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban);
return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban, reason);
}
/**
* Kick or ban someone based on an IP address.
* @param ip The IP address/range to ban/kick.
* @param ban Whether to ban or just kick.
* @param reason In case of kicking a client, specifies the reason for kicking the client.
*/
uint NetworkServerKickOrBanIP(const char *ip, bool ban)
uint NetworkServerKickOrBanIP(const char *ip, bool ban, const char *reason)
{
/* Add address to ban-list */
if (ban) {
@@ -2064,11 +2086,16 @@ uint NetworkServerKickOrBanIP(const char *ip, bool ban)
uint n = 0;
/* There can be multiple clients with the same IP, kick them all */
/* There can be multiple clients with the same IP, kick them all but don't kill the server,
* or the client doing the rcon. The latter can't be kicked because kicking frees closes
* and subsequently free the connection related instances, which we would be reading from
* and writing to after returning. So we would read or write data from freed memory up till
* the segfault triggers. */
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
if (cs->client_id == CLIENT_ID_SERVER) continue;
if (cs->client_id == _redirect_console_to_client) continue;
if (cs->client_address.IsInNetmask(ip)) {
NetworkServerKickClient(cs->client_id);
NetworkServerKickClient(cs->client_id, reason);
n++;
}
}