OpenTTD Source 20260206-master-g4d4e37dbf1
tcp_game.h
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1/*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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 <https://www.gnu.org/licenses/old-licenses/gpl-2.0>.
6 */
7
9
10#ifndef NETWORK_CORE_TCP_GAME_H
11#define NETWORK_CORE_TCP_GAME_H
12
13#include "os_abstraction.h"
14#include "tcp.h"
15#include "../network_type.h"
16#include <chrono>
17
22enum PacketGameType : uint8_t {
23 /*
24 * These first ten packets must remain in this order for backward and forward compatibility
25 * between clients that are trying to join directly. These packets can be received and/or sent
26 * by the server before the server has processed the 'join' packet from the client.
27 */
28
29 /* Packets sent by socket accepting code without ever constructing a client socket instance. */
32
33 /* Packets used by the client to join and an error message when the revision is wrong. */
36
37 /* Unused packet types, formerly used for the pre-game lobby. */
40
41 /* Packets used to get the game info. */
44
45 /* A server quitting this game. */
48
49 /*
50 * Packets after here assume that the client
51 * and server are running the same version. As
52 * such ordering is unimportant from here on.
53 *
54 * The following is the remainder of the packets
55 * sent as part of authenticating and getting
56 * the map and other important data.
57 */
58
59 /* After the join step, the first perform game authentication and enabling encryption. */
63
64 /* After the authentication is done, the next step is identification. */
66
67 /* After the identify step, the next is checking NewGRFs. */
70
71 /* The server welcomes the authenticated client and sends information of other clients. */
74
75 /* Getting the savegame/map. */
83
85
86 /*
87 * At this moment the client has the map and
88 * the client is fully authenticated. Now the
89 * normal communication starts.
90 */
91
92 /* Game progress monitoring. */
96
97 /* Sending commands around. */
100
101 /* Human communication! */
105
106 /* Remote console. */
109
110 /* Moving a client.*/
113
114 /* Configuration updates. */
117
118 /* A client quitting. */
123
125};
126
128struct CommandPacket;
129
135using CommandQueue = std::vector<CommandPacket>;
136
139/* TODO: rewrite into a proper class */
140private:
142 bool is_pending_deletion = false;
143
144protected:
146
151 virtual NetworkRecvStatus Receive_SERVER_FULL(Packet &p);
152
157 virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet &p);
158
170 virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet &p);
171
177 virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet &p);
178
184
191
201
209
218
227
235
241 virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet &p);
242
247 virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet &p);
248
254 virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet &p);
255
262
269
276
282
287 virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet &p);
288
294 virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet &p);
295
305 virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet &p);
306
314 virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet &p);
315
322 virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet &p);
323
333 virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet &p);
334
345 virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet &p);
346
356 virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet &p);
357
366 virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet &p);
367
377
384
389 virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet &p);
390
396 virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet &p);
397
403 virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet &p);
404
412
418
423 virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet &p);
424
431 virtual NetworkRecvStatus Receive_SERVER_RCON(Packet &p);
432
439 virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet &p);
440
449
455
462 virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet &p);
463
469 virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet &p);
470
478
480
481 NetworkGameSocketHandler(SOCKET s);
482public:
484 uint32_t last_frame = 0;
485 uint32_t last_frame_server = 0;
487 std::chrono::steady_clock::time_point last_packet{};
488
489 NetworkRecvStatus CloseConnection(bool error = true) override;
490
496 ~NetworkGameSocketHandler() override = default;
497
503 {
504 assert(info != nullptr && this->info == nullptr);
505 this->info = info;
506 }
507
513 {
514 return this->info;
515 }
516
518
519 std::optional<std::string_view> ReceiveCommand(Packet &p, CommandPacket &cp);
520 void SendCommand(Packet &p, const CommandPacket &cp);
521
522 bool IsPendingDeletion() const { return this->is_pending_deletion; }
523
524 void DeferDeletion();
525 static void ProcessDeferredDeletions();
526};
527
528#endif /* NETWORK_CORE_TCP_GAME_H */
virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet &p)
Request the server to move this client into another company: uint8_t ID of the company the client wan...
Definition tcp_game.cpp:191
virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet &p)
Sends that the server will begin with sending the map to the client: uint32_t Current frame.
Definition tcp_game.cpp:165
virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet &p)
Sends the size of the map to the client.
Definition tcp_game.cpp:166
NetworkRecvStatus ReceivePackets()
Do the actual receiving of packets.
Definition tcp_game.cpp:129
bool is_pending_deletion
Whether this socket is pending deletion.
Definition tcp_game.h:142
virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet &p)
Update the clients knowledge of the max settings: uint8_t Maximum number of companies allowed.
Definition tcp_game.cpp:192
virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet &p)
Notification that the client trying to join is banned.
Definition tcp_game.cpp:152
virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet &p)
Sends a sync-check to the client: uint32_t Frame counter.
Definition tcp_game.cpp:172
virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet &p)
Sends a DoCommand to the client: uint8_t ID of the company (0..MAX_COMPANIES-1).
Definition tcp_game.cpp:175
virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet &p)
Sends that all data of the map are sent to the client:
Definition tcp_game.cpp:168
NetworkGameSocketHandler(SOCKET s)
Create a new socket for the game connection.
Definition tcp_game.cpp:28
virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet &p)
Tell the server we are done with this frame: uint32_t Current frame counter of the client.
Definition tcp_game.cpp:173
virtual NetworkRecvStatus Receive_SERVER_ENABLE_ENCRYPTION(Packet &p)
Indication to the client that authentication is complete and encryption has to be used from here on f...
Definition tcp_game.cpp:161
virtual NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet &p)
Sends information about the game.
Definition tcp_game.cpp:156
uint32_t last_frame
Last frame we have executed.
Definition tcp_game.h:484
virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet &p)
The client is joined and ready to receive their map: uint32_t Own client ID.
Definition tcp_game.cpp:162
NetworkClientInfo * GetInfo() const
Gets the client info of this socket handler.
Definition tcp_game.h:512
virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet &p)
The client is quitting the game.
Definition tcp_game.cpp:180
virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet &p)
Tell the server that we have the required GRFs.
Definition tcp_game.cpp:189
virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet &p)
Let the clients know that the server is closing.
Definition tcp_game.cpp:184
virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet &p)
Sends the current frame counter to the client: uint32_t Frame counter uint32_t Frame counter max (how...
Definition tcp_game.cpp:171
std::optional< std::string_view > ReceiveCommand(Packet &p, CommandPacket &cp)
Receives a command from the network.
virtual NetworkRecvStatus Receive_CLIENT_AUTH_RESPONSE(Packet &p)
Send the response to the authentication request: 32 * uint8_t Public key of the client.
Definition tcp_game.cpp:160
virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet &p)
Move a client from one company into another: uint32_t ID of the client.
Definition tcp_game.cpp:190
virtual NetworkRecvStatus Receive_SERVER_AUTH_REQUEST(Packet &p)
Indication to the client that it needs to authenticate: uint8_t The NetworkAuthenticationMethod to us...
Definition tcp_game.cpp:159
virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet &p)
Notification that a client left the game: uint32_t ID of the client.
Definition tcp_game.cpp:182
NetworkRecvStatus ReceiveInvalidPacket(PacketGameType type)
Helper for logging receiving invalid packets.
Definition tcp_game.cpp:145
virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet &p)
Request the map from the server.
Definition tcp_game.cpp:163
ClientID client_id
Client identifier.
Definition tcp_game.h:483
virtual NetworkRecvStatus CloseConnection(NetworkRecvStatus status)=0
Close the network connection due to the given status.
CommandQueue incoming_queue
The command-queue awaiting handling.
Definition tcp_game.h:486
std::chrono::steady_clock::time_point last_packet
Time we received the last frame.
Definition tcp_game.h:487
virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet &p)
Sends information about all used GRFs to the client: uint8_t Amount of GRFs (the following data is re...
Definition tcp_game.cpp:188
virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet &p)
Try to join the server: string OpenTTD revision (norev0000 if no revision).
Definition tcp_game.cpp:153
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
Definition tcp_game.h:502
virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet &p)
Inform all clients that one client made an error and thus has quit/been disconnected: uint32_t ID of ...
Definition tcp_game.cpp:183
virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet &p)
Send an RCon command to the server: string RCon password.
Definition tcp_game.cpp:187
uint32_t last_frame_server
Last frame the server has executed.
Definition tcp_game.h:485
virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet &p)
The client made an error: uint8_t Error code caused (see NetworkErrorCode).
Definition tcp_game.cpp:154
virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet &p)
Sends a chat-packet to the server: uint8_t ID of the action (see NetworkAction).
Definition tcp_game.cpp:176
NetworkClientInfo * info
Client info related to this socket.
Definition tcp_game.h:141
NetworkRecvStatus HandlePacket(Packet &p)
Handle the given packet, i.e.
Definition tcp_game.cpp:59
virtual NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet &p)
Request game information.
Definition tcp_game.cpp:155
virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet &p)
Tell the server that we are done receiving/loading the map.
Definition tcp_game.cpp:169
void SendCommand(Packet &p, const CommandPacket &cp)
Sends a command over the network.
virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet &p)
Sends a chat-packet to the client: uint8_t ID of the action (see NetworkAction).
Definition tcp_game.cpp:177
virtual NetworkRecvStatus Receive_SERVER_RCON(Packet &p)
Send the result of an issues RCon command back to the client: uint16_t Colour code.
Definition tcp_game.cpp:186
virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet &p)
Send a DoCommand to the Server: uint8_t ID of the company (0..MAX_COMPANIES-1).
Definition tcp_game.cpp:174
virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet &p)
A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO:...
Definition tcp_game.cpp:170
virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet &p)
Send information about a client: uint32_t ID of the client (always unique on a server.
Definition tcp_game.cpp:157
virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet &p)
Notification that another client is currently receiving the map: uint8_t Number of clients waiting in...
Definition tcp_game.cpp:164
virtual NetworkRecvStatus Receive_CLIENT_IDENTIFY(Packet &p)
The client tells the server about the identity of the client: string Name of the client (max NETWORK_...
Definition tcp_game.cpp:158
virtual NetworkRecvStatus Receive_SERVER_FULL(Packet &p)
Notification that the server is full.
Definition tcp_game.cpp:151
NetworkRecvStatus CloseConnection(bool error=true) override
Functions to help ReceivePacket/SendPacket a bit A socket can make errors.
Definition tcp_game.cpp:38
virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet &p)
Sends the data of the map to the client: Contains a part of the map (until max size of packet).
Definition tcp_game.cpp:167
virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet &p)
The client made an error and is quitting the game.
Definition tcp_game.cpp:181
virtual NetworkRecvStatus Receive_SERVER_EXTERNAL_CHAT(Packet &p)
Sends a chat-packet for external source to the client: string Name of the source this message came fr...
Definition tcp_game.cpp:178
virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet &p)
Let the clients know that the server is loading a new map.
Definition tcp_game.cpp:185
virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet &p)
Gives the client a new name: string New name of the client.
Definition tcp_game.cpp:179
NetworkTCPSocketHandler(SOCKET s=INVALID_SOCKET)
Construct a socket handler for a TCP connection.
Definition tcp.h:65
NetworkRecvStatus
Status of a network client; reasons why a client has quit.
Definition core.h:21
Types used for networking.
ClientID
'Unique' identifier to be given to clients
@ INVALID_CLIENT_ID
Client is not part of anything.
Includes and/or implementations for the network stuff.
Everything we need to know about a command to be able to execute it.
Container for all information known about a client.
Internal entity of a packet.
Definition packet.h:41
Basic functions to receive and send TCP packets.
PacketGameType
Enum with all types of TCP packets.
Definition tcp_game.h:22
@ PACKET_SERVER_UNUSED
Unused.
Definition tcp_game.h:39
@ PACKET_CLIENT_IDENTIFY
Client telling the server the client's name and requested company.
Definition tcp_game.h:65
@ PACKET_SERVER_JOIN
Tells clients that a new client has joined.
Definition tcp_game.h:84
@ PACKET_SERVER_MAP_SIZE
Server tells the client what the (compressed) size of the map is.
Definition tcp_game.h:79
@ PACKET_SERVER_RCON
Response of the executed command on the server.
Definition tcp_game.h:108
@ PACKET_SERVER_MAP_BEGIN
Server tells the client that it is beginning to send the map.
Definition tcp_game.h:78
@ PACKET_SERVER_SYNC
Server tells the client what the random state should be.
Definition tcp_game.h:95
@ PACKET_CLIENT_GETMAP
Client requests the actual map.
Definition tcp_game.h:76
@ PACKET_CLIENT_ERROR
A client reports an error to the server.
Definition tcp_game.h:121
@ PACKET_SERVER_WAIT
Server tells the client there are some people waiting for the map as well.
Definition tcp_game.h:77
@ PACKET_END
Must ALWAYS be on the end of this list!! (period).
Definition tcp_game.h:124
@ PACKET_SERVER_CONFIG_UPDATE
Some network configuration important to the client changed.
Definition tcp_game.h:116
@ PACKET_CLIENT_JOIN
The client telling the server it wants to join.
Definition tcp_game.h:34
@ PACKET_CLIENT_AUTH_RESPONSE
The client responds to the authentication request.
Definition tcp_game.h:61
@ PACKET_CLIENT_NEWGRFS_CHECKED
Client acknowledges that it has all required NewGRFs.
Definition tcp_game.h:69
@ PACKET_SERVER_ENABLE_ENCRYPTION
The server tells that authentication has completed and requests to enable encryption with the keys of...
Definition tcp_game.h:62
@ PACKET_SERVER_GAME_INFO
Information about the server.
Definition tcp_game.h:42
@ PACKET_CLIENT_COMMAND
Client executed a command and sends it to the server.
Definition tcp_game.h:98
@ PACKET_SERVER_ERROR_QUIT
A server tells that a client has hit an error and did quit.
Definition tcp_game.h:122
@ PACKET_SERVER_CLIENT_INFO
Server sends you information about a client.
Definition tcp_game.h:73
@ PACKET_CLIENT_SET_NAME
A client changes its name.
Definition tcp_game.h:115
@ PACKET_SERVER_WELCOME
Server welcomes you and gives you your ClientID.
Definition tcp_game.h:72
@ PACKET_CLIENT_ACK
The client tells the server which frame it has executed.
Definition tcp_game.h:94
@ PACKET_SERVER_BANNED
The server has banned you.
Definition tcp_game.h:31
@ PACKET_SERVER_FRAME
Server tells the client what frame it is in, and thus to where the client may progress.
Definition tcp_game.h:93
@ PACKET_SERVER_EXTERNAL_CHAT
Server distributing the message from external source.
Definition tcp_game.h:104
@ PACKET_SERVER_CHAT
Server distributing the message of a client (or itself).
Definition tcp_game.h:103
@ PACKET_SERVER_COMMAND
Server distributes a command to (all) the clients.
Definition tcp_game.h:99
@ PACKET_SERVER_SHUTDOWN
The server is shutting down.
Definition tcp_game.h:47
@ PACKET_SERVER_AUTH_REQUEST
The server requests the client to authenticate using a number of methods.
Definition tcp_game.h:60
@ PACKET_CLIENT_RCON
Client asks the server to execute some command.
Definition tcp_game.h:107
@ PACKET_SERVER_NEWGAME
The server is preparing to start a new game.
Definition tcp_game.h:46
@ PACKET_SERVER_MOVE
Server tells everyone that someone is moved to another company.
Definition tcp_game.h:112
@ PACKET_CLIENT_UNUSED
Unused.
Definition tcp_game.h:38
@ PACKET_SERVER_MAP_DATA
Server sends bits of the map to the client.
Definition tcp_game.h:80
@ PACKET_CLIENT_MAP_OK
Client tells the server that it received the whole map.
Definition tcp_game.h:82
@ PACKET_CLIENT_QUIT
A client tells the server it is going to quit.
Definition tcp_game.h:119
@ PACKET_CLIENT_MOVE
A client would like to be moved to another company.
Definition tcp_game.h:111
@ PACKET_SERVER_FULL
The server is full and has no place for you.
Definition tcp_game.h:30
@ PACKET_SERVER_QUIT
A server tells that a client has quit.
Definition tcp_game.h:120
@ PACKET_SERVER_ERROR
Server sending an error message to the client.
Definition tcp_game.h:35
@ PACKET_SERVER_CHECK_NEWGRFS
Server sends NewGRF IDs and MD5 checksums for the client to check.
Definition tcp_game.h:68
@ PACKET_SERVER_MAP_DONE
Server tells it has just sent the last bits of the map to the client.
Definition tcp_game.h:81
@ PACKET_CLIENT_CHAT
Client said something that should be distributed.
Definition tcp_game.h:102
@ PACKET_CLIENT_GAME_INFO
Request information about the server.
Definition tcp_game.h:43
std::vector< CommandPacket > CommandQueue
A "queue" of CommandPackets.
Definition tcp_game.h:135