Example #1
0
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHAT)
{
	if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	char name[NETWORK_NAME_LENGTH], msg[NETWORK_CHAT_LENGTH];
	const NetworkClientInfo *ci = NULL, *ci_to;

	NetworkAction action = (NetworkAction)p->Recv_uint8();
	ClientID client_id = (ClientID)p->Recv_uint32();
	bool self_send = p->Recv_bool();
	p->Recv_string(msg, NETWORK_CHAT_LENGTH);
	int64 data = p->Recv_uint64();

	ci_to = NetworkFindClientInfoFromClientID(client_id);
	if (ci_to == NULL) return NETWORK_RECV_STATUS_OKAY;

	/* Did we initiate the action locally? */
	if (self_send) {
		switch (action) {
			case NETWORK_ACTION_CHAT_CLIENT:
				/* For speaking to client we need the client-name */
				snprintf(name, sizeof(name), "%s", ci_to->client_name);
				ci = NetworkFindClientInfoFromClientID(_network_own_client_id);
				break;

			/* For speaking to company or giving money, we need the company-name */
			case NETWORK_ACTION_GIVE_MONEY:
				if (!Company::IsValidID(ci_to->client_playas)) return NETWORK_RECV_STATUS_OKAY;
				/* FALL THROUGH */
			case NETWORK_ACTION_CHAT_COMPANY: {
				StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
				SetDParam(0, ci_to->client_playas);

				GetString(name, str, lastof(name));
				ci = NetworkFindClientInfoFromClientID(_network_own_client_id);
				break;
			}

			default: return NETWORK_RECV_STATUS_MALFORMED_PACKET;
		}
	} else {
		/* Display message from somebody else */
		snprintf(name, sizeof(name), "%s", ci_to->client_name);
		ci = ci_to;
	}

	if (ci != NULL) {
		NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), self_send, name, msg, data);
	}
	return NETWORK_RECV_STATUS_OKAY;
}
Example #2
0
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MOVE)
{
	if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	/* Nothing more in this packet... */
	ClientID client_id   = (ClientID)p->Recv_uint32();
	CompanyID company_id = (CompanyID)p->Recv_uint8();

	if (client_id == 0) {
		/* definitely an invalid client id, debug message and do nothing. */
		DEBUG(net, 0, "[move] received invalid client index = 0");
		return NETWORK_RECV_STATUS_MALFORMED_PACKET;
	}

	const NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(client_id);
	/* Just make sure we do not try to use a client_index that does not exist */
	if (ci == NULL) return NETWORK_RECV_STATUS_OKAY;

	/* if not valid player, force spectator, else check player exists */
	if (!Company::IsValidID(company_id)) company_id = COMPANY_SPECTATOR;

	if (client_id == _network_own_client_id) {
		SetLocalCompany(company_id);
	}

	return NETWORK_RECV_STATUS_OKAY;
}
Example #3
0
	virtual void DrawWidget(const Rect &r, int widget) const
	{
		if (widget != NWCW_DESTINATION) return;

		if (this->dtype == DESTTYPE_CLIENT) {
			SetDParamStr(0, NetworkFindClientInfoFromClientID((ClientID)this->dest)->client_name);
		}
		DrawString(r.left + WD_FRAMERECT_LEFT, r.right - WD_FRAMERECT_RIGHT, r.top + WD_FRAMERECT_TOP, this->dest_string, TC_BLACK, SA_RIGHT);
	}
Example #4
0
	virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize)
	{
		if (widget != NWCW_DESTINATION) return;

		if (this->dtype == DESTTYPE_CLIENT) {
			SetDParamStr(0, NetworkFindClientInfoFromClientID((ClientID)this->dest)->client_name);
		}
		Dimension d = GetStringBoundingBox(this->dest_string);
		d.width  += WD_FRAMERECT_LEFT + WD_FRAMERECT_RIGHT;
		d.height += WD_FRAMERECT_TOP + WD_FRAMERECT_BOTTOM;
		*size = maxdim(*size, d);
	}
Example #5
0
/* This packet contains info about the client (playas and name)
 *  as client we save this in NetworkClientInfo, linked via 'client_id'
 *  which is always an unique number on a server. */
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CLIENT_INFO)
{
	NetworkClientInfo *ci;
	ClientID client_id = (ClientID)p->Recv_uint32();
	CompanyID playas = (CompanyID)p->Recv_uint8();
	char name[NETWORK_NAME_LENGTH];

	p->Recv_string(name, sizeof(name));

	if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
	if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;

	ci = NetworkFindClientInfoFromClientID(client_id);
	if (ci != NULL) {
		if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) {
			/* Client name changed, display the change */
			NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, name);
		} else if (playas != ci->client_playas) {
			/* The client changed from client-player..
			 * Do not display that for now */
		}

		/* Make sure we're in the company the server tells us to be in,
		 * for the rare case that we get moved while joining. */
		if (client_id == _network_own_client_id) SetLocalCompany(!Company::IsValidID(playas) ? COMPANY_SPECTATOR : playas);

		ci->client_playas = playas;
		strecpy(ci->client_name, name, lastof(ci->client_name));

		SetWindowDirty(WC_CLIENT_LIST, 0);

		return NETWORK_RECV_STATUS_OKAY;
	}

	/* There are at most as many ClientInfo as ClientSocket objects in a
	 * server. Having more Infos than a server can have means something
	 * has gone wrong somewhere, i.e. the server has more Infos than it
	 * has actual clients. That means the server is feeding us an invalid
	 * state. So, bail out! This server is broken. */
	if (!NetworkClientInfo::CanAllocateItem()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	/* We don't have this client_id yet, find an empty client_id, and put the data there */
	ci = new NetworkClientInfo(client_id);
	ci->client_playas = playas;
	if (client_id == _network_own_client_id) this->SetInfo(ci);

	strecpy(ci->client_name, name, lastof(ci->client_name));

	SetWindowDirty(WC_CLIENT_LIST, 0);

	return NETWORK_RECV_STATUS_OKAY;
}
Example #6
0
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_JOIN)
{
	if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	ClientID client_id = (ClientID)p->Recv_uint32();

	NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(client_id);
	if (ci != NULL) {
		NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name);
	}

	SetWindowDirty(WC_CLIENT_LIST, 0);

	return NETWORK_RECV_STATUS_OKAY;
}
Example #7
0
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_ERROR_QUIT)
{
	if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	ClientID client_id = (ClientID)p->Recv_uint32();

	NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(client_id);
	if (ci != NULL) {
		NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, NULL, GetNetworkErrorMsg((NetworkErrorCode)p->Recv_uint8()));
		delete ci;
	}

	SetWindowDirty(WC_CLIENT_LIST, 0);

	return NETWORK_RECV_STATUS_OKAY;
}
Example #8
0
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_QUIT)
{
	if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	ClientID client_id = (ClientID)p->Recv_uint32();

	NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(client_id);
	if (ci != NULL) {
		NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, NULL, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
		delete ci;
	} else {
		DEBUG(net, 0, "Unknown client (%d) is leaving the game", client_id);
	}

	SetWindowDirty(WC_CLIENT_LIST, 0);

	/* If we come here it means we could not locate the client.. strange :s */
	return NETWORK_RECV_STATUS_OKAY;
}
Example #9
0
void NetworkUpdateClientName()
{
	NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(_network_own_client_id);

	if (ci == NULL) return;

	/* Don't change the name if it is the same as the old name */
	if (strcmp(ci->client_name, _settings_client.network.client_name) != 0) {
		if (!_network_server) {
			MyClient::SendSetName(_settings_client.network.client_name);
		} else {
			if (NetworkFindName(_settings_client.network.client_name)) {
				NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, _settings_client.network.client_name);
				strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));
				NetworkUpdateClientInfo(CLIENT_ID_SERVER);
			}
		}
	}
}
Example #10
0
/** Control the companies: add, delete, etc.
 * @param tile unused
 * @param flags operation to perform
 * @param p1 various functionality
 * - p1 = 0 - create a new company, Which company (network) it will be is in p2
 * - p1 = 1 - create a new AI company
 * - p1 = 2 - delete a company. Company is identified by p2
 * @param p2 various functionality, dictated by p1
 * - p1 = 0 - ClientID of the newly created client
 * - p1 = 1 - CompanyID to start AI (INVALID_COMPANY for first available)
 * - p1 = 2 - CompanyID of the that is getting deleted
 * @param text unused
 * @return the cost of this operation or an error
 *
 * @todo In the case of p1=0, create new company, the clientID of the new client is in parameter
 * p2. This parameter is passed in at function DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
 * on the server itself. First of all this is unbelievably ugly; second of all, well,
 * it IS ugly! <b>Someone fix this up :)</b> So where to fix?@n
 * @arg - network_server.c:838 DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)@n
 * @arg - network_client.c:536 DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP) from where the map has been received
 */
CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	InvalidateWindowData(WC_COMPANY_LEAGUE, 0, 0);

	switch (p1) {
		case 0: { // Create a new company
			/* This command is only executed in a multiplayer game */
			if (!_networking) return CMD_ERROR;

#ifdef ENABLE_NETWORK

			/* Joining Client:
			 * _local_company: COMPANY_SPECTATOR
			 * cid = clientid
			 *
			 * Other client(s)/server:
			 * _local_company: what they play as
			 * cid = requested company/company of joining client */
			ClientID cid = (ClientID)p2;

			/* Has the network client a correct ClientIndex? */
			if (!(flags & DC_EXEC)) return CommandCost();
			NetworkClientInfo *ci = NetworkFindClientInfoFromClientID(cid);
			if (ci == NULL) return CommandCost();

			/* Delete multiplayer progress bar */
			DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);

			Company *c = DoStartupNewCompany(false);

			/* A new company could not be created, revert to being a spectator */
			if (c == NULL) {
				if (_network_server) {
					ci->client_playas = COMPANY_SPECTATOR;
					NetworkUpdateClientInfo(ci->client_id);
				}
				break;
			}

			/* This is the client (or non-dedicated server) who wants a new company */
			if (cid == _network_own_client_id) {
				assert(_local_company == COMPANY_SPECTATOR);
				SetLocalCompany(c->index);
				if (!StrEmpty(_settings_client.network.default_company_pass)) {
					NetworkChangeCompanyPassword(_settings_client.network.default_company_pass);
				}

				/* Now that we have a new company, broadcast our company settings to
				 * all clients so everything is in sync */
				SyncCompanySettings();

				MarkWholeScreenDirty();
			}

			if (_network_server) {
				/* XXX - UGLY! p2 (pid) is mis-used to fetch the client-id, done at
				 * server side in network_server.c:838, function
				 * DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND) */
				CompanyID old_playas = ci->client_playas;
				ci->client_playas = c->index;
				NetworkUpdateClientInfo(ci->client_id);

				if (Company::IsValidID(ci->client_playas)) {
					_network_company_states[c->index].months_empty = 0;
					_network_company_states[c->index].password[0] = '\0';
					NetworkServerUpdateCompanyPassworded(ci->client_playas, false);

					/* XXX - When a client joins, we automatically set its name to the
					 * client's name (for some reason). As it stands now only the server
					 * knows the client's name, so it needs to send out a "broadcast" to
					 * do this. To achieve this we send a network command. However, it
					 * uses _local_company to execute the command as.  To prevent abuse
					 * (eg. only yourself can change your name/company), we 'cheat' by
					 * impersonation _local_company as the server. Not the best solution;
					 * but it works.
					 * TODO: Perhaps this could be improved by when the client is ready
					 * with joining to let it send itself the command, and not the server?
					 * For example in network_client.c:534? */
					NetworkSend_Command(0, 0, 0, CMD_RENAME_PRESIDENT, NULL, ci->client_name, ci->client_playas);
				}

				/* Announce new company on network, if the client was a SPECTATOR before */
				if (old_playas == COMPANY_SPECTATOR) {
					NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, ci->client_playas + 1);
				}
			}
#endif /* ENABLE_NETWORK */
		} break;

		case 1: // Make a new AI company
			if (!(flags & DC_EXEC)) return CommandCost();

			if (p2 != INVALID_COMPANY && (p2 >= MAX_COMPANIES || Company::IsValidID(p2))) return CMD_ERROR;
			DoStartupNewCompany(true, (CompanyID)p2);
			break;

		case 2: { // Delete a company
			Company *c = Company::GetIfValid(p2);
			if (c == NULL) return CMD_ERROR;

			if (!(flags & DC_EXEC)) return CommandCost();

			/* Delete any open window of the company */
			DeleteCompanyWindows(c->index);
			CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
			cni->FillData(c);

			/* Show the bankrupt news */
			SetDParam(0, STR_NEWS_COMPANY_BANKRUPT_TITLE);
			SetDParam(1, STR_NEWS_COMPANY_BANKRUPT_DESCRIPTION);
			SetDParamStr(2, cni->company_name);
			AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_BANKRUPT, cni);

			/* Remove the company */
			ChangeOwnershipOfCompanyItems(c->index, INVALID_OWNER);
			if (c->is_ai) AI::Stop(c->index);

			CompanyID c_index = c->index;
			delete c;
			AI::BroadcastNewEvent(new AIEventCompanyBankrupt(c_index));
		} break;

		default: return CMD_ERROR;
	}

	return CommandCost();
}