Merge remote-tracking branch 'upstream/master'

This commit is contained in:
dP
2024-02-07 15:20:07 +05:30
176 changed files with 3476 additions and 2711 deletions

View File

@@ -63,9 +63,9 @@ template SocketList TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERV
/** Writing a savegame directly to a number of packets. */
struct PacketWriter : SaveFilter {
ServerNetworkGameSocketHandler *cs; ///< Socket we are associated with.
Packet *current; ///< The packet we're currently writing to.
std::unique_ptr<Packet> current; ///< The packet we're currently writing to.
size_t total_size; ///< Total size of the compressed savegame.
Packet *packets; ///< Packet queue of the savegame; send these "slowly" to the client.
std::deque<std::unique_ptr<Packet>> packets; ///< Packet queue of the savegame; send these "slowly" to the client. Cannot be a std::queue as we want to push the map size packet in front of the data packets.
std::mutex mutex; ///< Mutex for making threaded saving safe.
std::condition_variable exit_sig; ///< Signal for threaded destruction of this packet writer.
@@ -73,7 +73,7 @@ struct PacketWriter : SaveFilter {
* Create the packet writer.
* @param cs The socket handler we're making the packets for.
*/
PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(nullptr), cs(cs), current(nullptr), total_size(0), packets(nullptr)
PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(nullptr), cs(cs), total_size(0)
{
}
@@ -86,11 +86,9 @@ struct PacketWriter : SaveFilter {
/* This must all wait until the Destroy function is called. */
while (this->packets != nullptr) {
delete Packet::PopFromQueue(&this->packets);
}
delete this->current;
Debug(net, 0, "Destruct!");
this->packets.clear();
this->current = nullptr;
}
/**
@@ -127,14 +125,14 @@ struct PacketWriter : SaveFilter {
bool TransferToNetworkQueue(ServerNetworkGameSocketHandler *socket)
{
/* Unsafe check for the queue being empty or not. */
if (this->packets == nullptr) return false;
if (this->packets.empty()) return false;
std::lock_guard<std::mutex> lock(this->mutex);
while (this->packets != nullptr) {
Packet *p = Packet::PopFromQueue(&this->packets);
bool last_packet = p->GetPacketType() == PACKET_SERVER_MAP_DONE;
socket->SendPacket(p);
while (!this->packets.empty()) {
bool last_packet = this->packets.front()->GetPacketType() == PACKET_SERVER_MAP_DONE;
socket->SendPacket(std::move(this->packets.front()));
this->packets.pop_front();
if (last_packet) return true;
}
@@ -142,32 +140,12 @@ struct PacketWriter : SaveFilter {
return false;
}
/** Append the current packet to the queue. */
void AppendQueue()
{
if (this->current == nullptr) return;
Packet::AddToQueue(&this->packets, this->current);
this->current = nullptr;
}
/** Prepend the current packet to the queue. */
void PrependQueue()
{
if (this->current == nullptr) return;
/* Reversed from AppendQueue so the queue gets added to the current one. */
Packet::AddToQueue(&this->current, this->packets);
this->packets = this->current;
this->current = nullptr;
}
void Write(byte *buf, size_t size) override
{
/* We want to abort the saving when the socket is closed. */
if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
if (this->current == nullptr) this->current = new Packet(PACKET_SERVER_MAP_DATA, TCP_MTU);
if (this->current == nullptr) this->current = std::make_unique<Packet>(PACKET_SERVER_MAP_DATA, TCP_MTU);
std::lock_guard<std::mutex> lock(this->mutex);
@@ -177,8 +155,8 @@ struct PacketWriter : SaveFilter {
buf += written;
if (!this->current->CanWriteToPacket(1)) {
this->AppendQueue();
if (buf != bufe) this->current = new Packet(PACKET_SERVER_MAP_DATA, TCP_MTU);
this->packets.push_back(std::move(this->current));
if (buf != bufe) this->current = std::make_unique<Packet>(PACKET_SERVER_MAP_DATA, TCP_MTU);
}
}
@@ -193,16 +171,15 @@ struct PacketWriter : SaveFilter {
std::lock_guard<std::mutex> lock(this->mutex);
/* Make sure the last packet is flushed. */
this->AppendQueue();
if (this->current != nullptr) this->packets.push_back(std::move(this->current));
/* Add a packet stating that this is the end to the queue. */
this->current = new Packet(PACKET_SERVER_MAP_DONE);
this->AppendQueue();
this->packets.push_back(std::make_unique<Packet>(PACKET_SERVER_MAP_DONE));
/* Fast-track the size to the client. */
this->current = new Packet(PACKET_SERVER_MAP_SIZE);
this->current->Send_uint32((uint32_t)this->total_size);
this->PrependQueue();
auto p = std::make_unique<Packet>(PACKET_SERVER_MAP_SIZE);
p->Send_uint32((uint32_t)this->total_size);
this->packets.push_front(std::move(p));
}
};
@@ -241,7 +218,7 @@ ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
}
}
Packet *ServerNetworkGameSocketHandler::ReceivePacket()
std::unique_ptr<Packet> ServerNetworkGameSocketHandler::ReceivePacket()
{
/* Only allow receiving when we have some buffer free; this value
* can go negative, but eventually it will become positive again. */
@@ -249,7 +226,7 @@ Packet *ServerNetworkGameSocketHandler::ReceivePacket()
/* We can receive a packet, so try that and if needed account for
* the amount of received data. */
Packet *p = this->NetworkTCPSocketHandler::ReceivePacket();
std::unique_ptr<Packet> p = this->NetworkTCPSocketHandler::ReceivePacket();
if (p != nullptr) this->receive_limit -= p->Size();
return p;
}
@@ -341,7 +318,6 @@ static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
/***********
* Sending functions
* DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs
************/
/**
@@ -353,12 +329,12 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientIn
Debug(net, 9, "client[{}] SendClientInfo(): client_id={}", this->client_id, ci->client_id);
if (ci->client_id != INVALID_CLIENT_ID) {
Packet *p = new Packet(PACKET_SERVER_CLIENT_INFO);
auto p = std::make_unique<Packet>(PACKET_SERVER_CLIENT_INFO);
p->Send_uint32(ci->client_id);
p->Send_uint8 (ci->client_playas);
p->Send_string(ci->client_name);
this->SendPacket(p);
this->SendPacket(std::move(p));
}
return NETWORK_RECV_STATUS_OKAY;
}
@@ -368,10 +344,10 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendGameInfo()
{
Debug(net, 9, "client[{}] SendGameInfo()", this->client_id);
Packet *p = new Packet(PACKET_SERVER_GAME_INFO, TCP_MTU);
SerializeNetworkGameInfo(p, GetCurrentNetworkServerGameInfo());
auto p = std::make_unique<Packet>(PACKET_SERVER_GAME_INFO, TCP_MTU);
SerializeNetworkGameInfo(*p, GetCurrentNetworkServerGameInfo());
this->SendPacket(p);
this->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
@@ -385,11 +361,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
{
Debug(net, 9, "client[{}] SendError(): error={}", this->client_id, error);
Packet *p = new Packet(PACKET_SERVER_ERROR);
auto p = std::make_unique<Packet>(PACKET_SERVER_ERROR);
p->Send_uint8(error);
if (!reason.empty()) p->Send_string(reason);
this->SendPacket(p);
this->SendPacket(std::move(p));
StringID strid = GetNetworkErrorMsg(error);
@@ -430,7 +406,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
{
Debug(net, 9, "client[{}] SendNewGRFCheck()", this->client_id);
Packet *p = new Packet(PACKET_SERVER_CHECK_NEWGRFS, TCP_MTU);
auto p = std::make_unique<Packet>(PACKET_SERVER_CHECK_NEWGRFS, TCP_MTU);
const GRFConfig *c;
uint grf_count = 0;
@@ -440,16 +416,21 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
p->Send_uint8 (grf_count);
for (c = _grfconfig; c != nullptr; c = c->next) {
if (!HasBit(c->flags, GCF_STATIC)) SerializeGRFIdentifier(p, &c->ident);
if (!HasBit(c->flags, GCF_STATIC)) SerializeGRFIdentifier(*p, c->ident);
}
this->SendPacket(p);
this->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
/** Request the game password. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
{
if (_settings_client.network.server_password.empty()) {
/* Do not actually need a game password, continue with the company password. */
return this->SendNeedCompanyPassword();
}
Debug(net, 9, "client[{}] SendNeedGamePassword()", this->client_id);
/* Invalid packet when status is STATUS_AUTH_GAME or higher */
@@ -460,14 +441,19 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
/* Reset 'lag' counters */
this->last_frame = this->last_frame_server = _frame_counter;
Packet *p = new Packet(PACKET_SERVER_NEED_GAME_PASSWORD);
this->SendPacket(p);
auto p = std::make_unique<Packet>(PACKET_SERVER_NEED_GAME_PASSWORD);
this->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
/** Request the company password. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
{
NetworkClientInfo *ci = this->GetInfo();
if (!Company::IsValidID(ci->client_playas) || _network_company_states[ci->client_playas].password.empty()) {
return this->SendWelcome();
}
Debug(net, 9, "client[{}] SendNeedCompanyPassword()", this->client_id);
/* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
@@ -478,10 +464,10 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
/* Reset 'lag' counters */
this->last_frame = this->last_frame_server = _frame_counter;
Packet *p = new Packet(PACKET_SERVER_NEED_COMPANY_PASSWORD);
auto p = std::make_unique<Packet>(PACKET_SERVER_NEED_COMPANY_PASSWORD);
p->Send_uint32(_settings_game.game_creation.generation_seed);
p->Send_string(_settings_client.network.network_id);
this->SendPacket(p);
this->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
@@ -490,8 +476,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
{
Debug(net, 9, "client[{}] SendWelcome()", this->client_id);
Packet *p;
/* Invalid packet when status is AUTH or higher */
if (this->status >= STATUS_AUTHORIZED) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
@@ -502,11 +486,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
_network_game_info.clients_on++;
p = new Packet(PACKET_SERVER_WELCOME);
auto p = std::make_unique<Packet>(PACKET_SERVER_WELCOME);
p->Send_uint32(this->client_id);
p->Send_uint32(_settings_game.game_creation.generation_seed);
p->Send_string(_settings_client.network.network_id);
this->SendPacket(p);
this->SendPacket(std::move(p));
/* Transmit info about all the active clients */
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
@@ -524,7 +508,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
Debug(net, 9, "client[{}] SendWait()", this->client_id);
int waiting = 1; // current player getting the map counts as 1
Packet *p;
/* Count how many clients are waiting in the queue, in front of you! */
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
@@ -532,9 +515,9 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
if (new_cs->GetInfo()->join_date < this->GetInfo()->join_date || (new_cs->GetInfo()->join_date == this->GetInfo()->join_date && new_cs->client_id < this->client_id)) waiting++;
}
p = new Packet(PACKET_SERVER_WAIT);
auto p = std::make_unique<Packet>(PACKET_SERVER_WAIT);
p->Send_uint8(waiting);
this->SendPacket(p);
this->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
@@ -579,12 +562,12 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
Debug(net, 9, "client[{}] SendMap(): first_packet", this->client_id);
WaitTillSaved();
this->savegame = new PacketWriter(this);
this->savegame = std::make_shared<PacketWriter>(this);
/* Now send the _frame_counter and how many packets are coming */
Packet *p = new Packet(PACKET_SERVER_MAP_BEGIN);
auto p = std::make_unique<Packet>(PACKET_SERVER_MAP_BEGIN);
p->Send_uint32(_frame_counter);
this->SendPacket(p);
this->SendPacket(std::move(p));
NetworkSyncCommandQueue(this);
Debug(net, 9, "client[{}] status = MAP", this->client_id);
@@ -625,18 +608,18 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
{
Debug(net, 9, "client[{}] SendJoin(): client_id={}", this->client_id, client_id);
Packet *p = new Packet(PACKET_SERVER_JOIN);
auto p = std::make_unique<Packet>(PACKET_SERVER_JOIN);
p->Send_uint32(client_id);
this->SendPacket(p);
this->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
/** Tell the client that they may run to a particular frame. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
{
Packet *p = new Packet(PACKET_SERVER_FRAME);
auto p = std::make_unique<Packet>(PACKET_SERVER_FRAME);
p->Send_uint32(_frame_counter);
p->Send_uint32(_frame_counter_max);
#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
@@ -652,7 +635,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
p->Send_uint8(this->last_token);
}
this->SendPacket(p);
this->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
@@ -661,14 +644,14 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
{
Debug(net, 9, "client[{}] SendSync(), frame_counter={}, sync_seed_1={}", this->client_id, _frame_counter, _sync_seed_1);
Packet *p = new Packet(PACKET_SERVER_SYNC);
auto p = std::make_unique<Packet>(PACKET_SERVER_SYNC);
p->Send_uint32(_frame_counter);
p->Send_uint32(_sync_seed_1);
#ifdef NETWORK_SEND_DOUBLE_SEED
p->Send_uint32(_sync_seed_2);
#endif
this->SendPacket(p);
this->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
@@ -676,17 +659,17 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
* Send a command to the client to execute.
* @param cp The command to send.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket &cp)
{
Debug(net, 9, "client[{}] SendCommand(): cmd={}", this->client_id, cp->cmd);
Debug(net, 9, "client[{}] SendCommand(): cmd={}", this->client_id, cp.cmd);
Packet *p = new Packet(PACKET_SERVER_COMMAND);
auto p = std::make_unique<Packet>(PACKET_SERVER_COMMAND);
this->NetworkGameSocketHandler::SendCommand(p, cp);
p->Send_uint32(cp->frame);
p->Send_bool (cp->my_cmd);
this->NetworkGameSocketHandler::SendCommand(*p, cp);
p->Send_uint32(cp.frame);
p->Send_bool (cp.my_cmd);
this->SendPacket(p);
this->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
@@ -704,7 +687,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action,
if (this->status < STATUS_PRE_ACTIVE) return NETWORK_RECV_STATUS_OKAY;
Packet *p = new Packet(PACKET_SERVER_CHAT);
auto p = std::make_unique<Packet>(PACKET_SERVER_CHAT);
p->Send_uint8 (action);
p->Send_uint32(client_id);
@@ -712,7 +695,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action,
p->Send_string(msg);
p->Send_uint64(data);
this->SendPacket(p);
this->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
@@ -729,14 +712,14 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendExternalChat(const std::st
if (this->status < STATUS_PRE_ACTIVE) return NETWORK_RECV_STATUS_OKAY;
Packet *p = new Packet(PACKET_SERVER_EXTERNAL_CHAT);
auto p = std::make_unique<Packet>(PACKET_SERVER_EXTERNAL_CHAT);
p->Send_string(source);
p->Send_uint16(colour);
p->Send_string(user);
p->Send_string(msg);
this->SendPacket(p);
this->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
@@ -749,12 +732,12 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_
{
Debug(net, 9, "client[{}] SendErrorQuit(): client_id={}, errorno={}", this->client_id, client_id, errorno);
Packet *p = new Packet(PACKET_SERVER_ERROR_QUIT);
auto p = std::make_unique<Packet>(PACKET_SERVER_ERROR_QUIT);
p->Send_uint32(client_id);
p->Send_uint8 (errorno);
this->SendPacket(p);
this->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
@@ -766,11 +749,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
{
Debug(net, 9, "client[{}] SendQuit(): client_id={}", this->client_id, client_id);
Packet *p = new Packet(PACKET_SERVER_QUIT);
auto p = std::make_unique<Packet>(PACKET_SERVER_QUIT);
p->Send_uint32(client_id);
this->SendPacket(p);
this->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
@@ -779,8 +762,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
{
Debug(net, 9, "client[{}] SendShutdown()", this->client_id);
Packet *p = new Packet(PACKET_SERVER_SHUTDOWN);
this->SendPacket(p);
auto p = std::make_unique<Packet>(PACKET_SERVER_SHUTDOWN);
this->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
@@ -789,8 +772,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
{
Debug(net, 9, "client[{}] SendNewGame()", this->client_id);
Packet *p = new Packet(PACKET_SERVER_NEWGAME);
this->SendPacket(p);
auto p = std::make_unique<Packet>(PACKET_SERVER_NEWGAME);
this->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
@@ -803,11 +786,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16_t colour
{
Debug(net, 9, "client[{}] SendRConResult()", this->client_id);
Packet *p = new Packet(PACKET_SERVER_RCON);
auto p = std::make_unique<Packet>(PACKET_SERVER_RCON);
p->Send_uint16(colour);
p->Send_string(command);
this->SendPacket(p);
this->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
@@ -820,11 +803,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMove(ClientID client_id, C
{
Debug(net, 9, "client[{}] SendMove(): client_id={}", this->client_id, client_id);
Packet *p = new Packet(PACKET_SERVER_MOVE);
auto p = std::make_unique<Packet>(PACKET_SERVER_MOVE);
p->Send_uint32(client_id);
p->Send_uint8(company_id);
this->SendPacket(p);
this->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
@@ -833,11 +816,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate()
{
Debug(net, 9, "client[{}] SendCompanyUpdate()", this->client_id);
Packet *p = new Packet(PACKET_SERVER_COMPANY_UPDATE);
auto p = std::make_unique<Packet>(PACKET_SERVER_COMPANY_UPDATE);
static_assert(sizeof(_network_company_passworded) <= sizeof(uint16_t));
p->Send_uint16(_network_company_passworded);
this->SendPacket(p);
this->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
@@ -846,27 +829,26 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
{
Debug(net, 9, "client[{}] SendConfigUpdate()", this->client_id);
Packet *p = new Packet(PACKET_SERVER_CONFIG_UPDATE);
auto p = std::make_unique<Packet>(PACKET_SERVER_CONFIG_UPDATE);
p->Send_uint8(_settings_client.network.max_companies);
p->Send_string(_settings_client.network.server_name);
this->SendPacket(p);
this->SendPacket(std::move(p));
return NETWORK_RECV_STATUS_OKAY;
}
/***********
* Receiving functions
* DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
************/
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet *)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet &)
{
Debug(net, 9, "client[{}] Receive_CLIENT_GAME_INFO()", this->client_id);
return this->SendGameInfo();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet &)
{
if (this->status != STATUS_NEWGRFS_CHECK) {
/* Illegal call, return error and ignore the packet */
@@ -875,21 +857,10 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED
Debug(net, 9, "client[{}] Receive_CLIENT_NEWGRFS_CHECKED()", this->client_id);
NetworkClientInfo *ci = this->GetInfo();
/* We now want a password from the client else we do not allow them in! */
if (!_settings_client.network.server_password.empty()) {
return this->SendNeedGamePassword();
}
if (Company::IsValidID(ci->client_playas) && !_network_company_states[ci->client_playas].password.empty()) {
return this->SendNeedCompanyPassword();
}
return this->SendWelcome();
return this->SendNeedGamePassword();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet &p)
{
if (this->status != STATUS_INACTIVE) {
/* Illegal call, return error and ignore the packet */
@@ -901,8 +872,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
return this->SendError(NETWORK_ERROR_FULL);
}
std::string client_revision = p->Recv_string(NETWORK_REVISION_LENGTH);
uint32_t newgrf_version = p->Recv_uint32();
std::string client_revision = p.Recv_string(NETWORK_REVISION_LENGTH);
uint32_t newgrf_version = p.Recv_uint32();
Debug(net, 9, "client[{}] Receive_CLIENT_JOIN(): client_revision={}, newgrf_version={}", this->client_id, client_revision, newgrf_version);
@@ -912,10 +883,10 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
return this->SendError(NETWORK_ERROR_WRONG_REVISION);
}
std::string client_name = p->Recv_string(NETWORK_CLIENT_NAME_LENGTH);
CompanyID playas = (Owner)p->Recv_uint8();
p->Recv_uint8(); // former client_lang now 0
uint8_t savegame_formats = p->CanReadFromPacket(1, false) ? p->Recv_uint8() : 23u /* assume non-modded has everything but zstd */;
std::string client_name = p.Recv_string(NETWORK_CLIENT_NAME_LENGTH);
CompanyID playas = (Owner)p.Recv_uint8();
p.Recv_uint8(); // former client_lang now 0
uint8_t savegame_formats = p.CanReadFromPacket(1, false) ? p.Recv_uint8() : 23u /* assume non-modded has everything but zstd */;
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
@@ -969,14 +940,14 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
this->status = STATUS_NEWGRFS_CHECK;
if (_grfconfig == nullptr) {
/* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
return this->Receive_CLIENT_NEWGRFS_CHECKED(nullptr);
/* Continue asking for the game password. */
return this->SendNeedGamePassword();
}
return this->SendNewGRFCheck();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet &p)
{
if (this->status != STATUS_AUTH_GAME) {
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
@@ -984,7 +955,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(P
Debug(net, 9, "client[{}] Receive_CLIENT_GAME_PASSWORD()", this->client_id);
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
/* Check game password. Allow joining if we cleared the password meanwhile */
if (!_settings_client.network.server_password.empty() &&
@@ -993,16 +964,10 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(P
return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
}
const NetworkClientInfo *ci = this->GetInfo();
if (Company::IsValidID(ci->client_playas) && !_network_company_states[ci->client_playas].password.empty()) {
return this->SendNeedCompanyPassword();
}
/* Valid password, allow user */
return this->SendWelcome();
return this->SendNeedCompanyPassword();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet &p)
{
if (this->status != STATUS_AUTH_COMPANY) {
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
@@ -1010,7 +975,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWOR
Debug(net, 9, "client[{}] Receive_CLIENT_COMPANY_PASSWORD()", this->client_id);
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
/* Check company password. Allow joining if we cleared the password meanwhile.
* Also, check the company is still valid - client could be moved to spectators
@@ -1025,7 +990,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWOR
return this->SendWelcome();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet &)
{
/* The client was never joined.. so this is impossible, right?
* Ignore the packet, give the client a warning, and close the connection */
@@ -1049,7 +1014,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *
return this->SendMap();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet &)
{
/* Client has the map, now start syncing */
if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
@@ -1100,7 +1065,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *
* The client has done a command and wants us to handle it
* @param p the packet in which the command was sent
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet &p)
{
/* The client was never joined.. so this is impossible, right?
* Ignore the packet, give the client a warning, and close the connection */
@@ -1108,14 +1073,14 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
if (this->incoming_queue.Count() >= _settings_client.network.max_commands_in_queue) {
if (this->incoming_queue.size() >= _settings_client.network.max_commands_in_queue) {
return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
}
Debug(net, 9, "client[{}] Receive_CLIENT_COMMAND()", this->client_id);
CommandPacket cp;
const char *err = this->ReceiveCommand(p, &cp);
const char *err = this->ReceiveCommand(p, cp);
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
@@ -1163,15 +1128,15 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet
if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) NetworkReplaceCommandClientId(cp, this->client_id);
this->incoming_queue.Append(&cp);
this->incoming_queue.push_back(cp);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet &p)
{
/* This packets means a client noticed an error and is reporting this
* to us. Display the error and report it to the other clients */
NetworkErrorCode errorno = (NetworkErrorCode)p->Recv_uint8();
NetworkErrorCode errorno = (NetworkErrorCode)p.Recv_uint8();
Debug(net, 9, "client[{}] Receive_CLIENT_ERROR(): errorno={}", this->client_id, errorno);
@@ -1198,7 +1163,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet &)
{
/* The client was never joined.. thank the client for the packet, but ignore it */
if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
@@ -1222,14 +1187,14 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *)
return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet &p)
{
if (this->status < STATUS_AUTHORIZED) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
}
uint32_t frame = p->Recv_uint32();
uint32_t frame = p.Recv_uint32();
Debug(net, 9, "client[{}] Receive_CLIENT_ACK(): frame={}", this->client_id, frame);
@@ -1248,7 +1213,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
}
/* Get, and validate the token. */
uint8_t token = p->Recv_uint8();
uint8_t token = p.Recv_uint8();
if (token == this->last_token) {
/* We differentiate between last_token_frame and last_frame so the lag
* test uses the actual lag of the client instead of the lag for getting
@@ -1407,21 +1372,21 @@ void NetworkServerSendExternalChat(const std::string &source, TextColour colour,
NetworkTextMessage(NETWORK_ACTION_EXTERNAL_CHAT, colour, false, user, msg, 0, source);
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet &p)
{
if (this->status < STATUS_PRE_ACTIVE) {
/* Illegal call, return error and ignore the packet */
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
}
NetworkAction action = (NetworkAction)p->Recv_uint8();
DestType desttype = (DestType)p->Recv_uint8();
int dest = p->Recv_uint32();
NetworkAction action = (NetworkAction)p.Recv_uint8();
DestType desttype = (DestType)p.Recv_uint8();
int dest = p.Recv_uint32();
Debug(net, 9, "client[{}] Receive_CLIENT_CHAT(): action={}, desttype={}, dest={}", this->client_id, action, desttype, dest);
std::string msg = p->Recv_string(NETWORK_CHAT_LENGTH);
int64_t data = p->Recv_uint64();
std::string msg = p.Recv_string(NETWORK_CHAT_LENGTH);
int64_t data = p.Recv_uint64();
NetworkClientInfo *ci = this->GetInfo();
switch (action) {
@@ -1437,7 +1402,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet &p)
{
if (this->status != STATUS_ACTIVE) {
/* Illegal call, return error and ignore the packet */
@@ -1446,14 +1411,14 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Pa
Debug(net, 9, "client[{}] Receive_CLIENT_SET_PASSWORD()", this->client_id);
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
const NetworkClientInfo *ci = this->GetInfo();
NetworkServerSetCompanyPassword(ci->client_playas, password);
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet &p)
{
if (this->status != STATUS_ACTIVE) {
/* Illegal call, return error and ignore the packet */
@@ -1464,7 +1429,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet
NetworkClientInfo *ci;
std::string client_name = p->Recv_string(NETWORK_CLIENT_NAME_LENGTH);
std::string client_name = p.Recv_string(NETWORK_CLIENT_NAME_LENGTH);
ci = this->GetInfo();
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CLIENT_QUIT;
@@ -1487,7 +1452,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet &p)
{
if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
@@ -1495,8 +1460,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p)
Debug(net, 9, "client[{}] Receive_CLIENT_RCON()", this->client_id);
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
std::string command = p->Recv_string(NETWORK_RCONCOMMAND_LENGTH);
std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
std::string command = p.Recv_string(NETWORK_RCONCOMMAND_LENGTH);
if (_settings_client.network.rcon_password.compare(password) != 0) {
Debug(net, 1, "[rcon] Wrong password from client-id {}", this->client_id);
@@ -1511,11 +1476,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p)
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet &p)
{
if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
CompanyID company_id = (Owner)p->Recv_uint8();
CompanyID company_id = (Owner)p.Recv_uint8();
Debug(net, 9, "client[{}] Receive_CLIENT_MOVE(): company_id={}", this->client_id, company_id);
@@ -1525,7 +1490,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
/* Check if we require a password for this company */
if (company_id != COMPANY_SPECTATOR && !_network_company_states[company_id].password.empty()) {
/* we need a password from the client - should be in this packet */
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
/* Incorrect password sent, return! */
if (_network_company_states[company_id].password.compare(password) != 0) {
@@ -1749,11 +1714,8 @@ void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &pa
*/
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
{
CommandPacket *cp;
while ((cp = cs->outgoing_queue.Pop()) != nullptr) {
cs->SendCommand(cp);
delete cp;
}
for (auto &cp : cs->outgoing_queue) cs->SendCommand(cp);
cs->outgoing_queue.clear();
}
/**