示例#1
0
bool Log(const char *szMessage)
{
	if (!Application.AssertMainThread()) return false;
	if (iDisableLog) return true;
	// security
	if (!szMessage) return false;

#ifndef NOAULDEBUG
	// Pass on to debugger
	if (C4AulDebug *pDebug = C4AulDebug::GetDebugger())
		pDebug->OnLog(szMessage);
#endif
	// Pass on to console
	Console.Out(szMessage);
	// pass on to lobby
	C4GameLobby::MainDlg *pLobby = ::Network.GetLobby();
	if (pLobby) pLobby->OnLog(szMessage);

	// Add message to log buffer
	bool fNotifyMsgBoard = false;
	if (::GraphicsSystem.MessageBoard)
	{
		::GraphicsSystem.MessageBoard->AddLog(szMessage);
		fNotifyMsgBoard = true;
	}

	// log
	LogSilent(szMessage, true);

	// Notify message board
	if (fNotifyMsgBoard) ::GraphicsSystem.MessageBoard->LogNotify();

	return true;
}
void C4Network2Players::HandlePlayerInfo(const class C4ClientPlayerInfos &rInfoPacket)
{
	// network only
	assert(::Network.isEnabled());
	// copy client player infos out of packet to be used in local list
	C4ClientPlayerInfos *pClientInfo = new C4ClientPlayerInfos(rInfoPacket);
	// add client info  to local player info list - eventually deleting pClientInfo and
	// returning a pointer to the new info structure when multiple player infos are merged
	// may also replace existing info, if this is an update-call
	pClientInfo = rInfoList.AddInfo(pClientInfo);
	// make sure team list reflects teams set in player infos
	Game.Teams.RecheckPlayers();
	Game.Teams.RecheckTeams(); // recheck random teams - if a player left, teams may need to be rebalanced
	// make sure resources are loaded for those players
	rInfoList.LoadResources();
	// get associated client - note that pClientInfo might be NULL for empty packets that got discarded
	if (pClientInfo)
	{
		const C4Client *pClient = Game.Clients.getClientByID(pClientInfo->GetClientID());
		// host, game running and client active already?
		if (::Network.isHost() && ::Network.isRunning() && pClient && pClient->isActivated())
		{
			// then join the players immediately
			JoinUnjoinedPlayersInControlQueue(pClientInfo);
		}
	}
	// adding the player may have invalidated other players (through team settings). Send them.
	SendUpdatedPlayers();
	// lobby: update players
	C4GameLobby::MainDlg *pLobby = ::Network.GetLobby();
	if (pLobby) pLobby->OnPlayersChange();
	// invalidate reference
	::Network.InvalidateReference();
}
示例#3
0
bool Log(const char *szMessage) {
  if (!Application.AssertMainThread()) return false;
  if (iDisableLog) return true;
  // security
  if (!szMessage) return false;
  // Pass on to console
  Console.Out(szMessage);
  // pass on to lobby
  C4GameLobby::MainDlg *pLobby = Game.Network.GetLobby();
  if (pLobby && Game.pGUI) pLobby->OnLog(szMessage);

  // Add message to log buffer
  bool fNotifyMsgBoard = false;
  if (Game.GraphicsSystem.MessageBoard.Active) {
    Game.GraphicsSystem.MessageBoard.AddLog(szMessage);
    fNotifyMsgBoard = true;
  }

  // log
  LogSilent(szMessage, true);

  // Notify message board
  if (fNotifyMsgBoard) Game.GraphicsSystem.MessageBoard.LogNotify();

  return true;
}
示例#4
0
bool C4MessageInput::ProcessCommand(const char *szCommand) {
  C4GameLobby::MainDlg *pLobby = Game.Network.GetLobby();
  // command
  char szCmdName[C4MaxName + 1];
  SCopyUntil(szCommand + 1, szCmdName, ' ', C4MaxName);
  // parameter
  const char *pCmdPar = SSearch(szCommand, " ");
  if (!pCmdPar) pCmdPar = "";

  // dev-scripts
  if (SEqual(szCmdName, "help")) {
    LogF(LoadResStr("IDS_TEXT_COMMANDSAVAILABLEDURINGGA"));
    LogF("/private [player] [message] - %s",
         LoadResStr("IDS_MSG_SENDAPRIVATEMESSAGETOTHES"));
    LogF("/team [message] - %s",
         LoadResStr("IDS_MSG_SENDAPRIVATEMESSAGETOYOUR"));
    LogF("/me [action] - %s", LoadResStr("IDS_TEXT_PERFORMANACTIONINYOURNAME"));
    LogF("/sound [sound] - %s",
         LoadResStr("IDS_TEXT_PLAYASOUNDFROMTHEGLOBALSO"));
    LogF("/kick [client] - %s", LoadResStr("IDS_TEXT_KICKTHESPECIFIEDCLIENT"));
    LogF("/observer [client] - %s",
         LoadResStr("IDS_TEXT_SETTHESPECIFIEDCLIENTTOOB"));
    LogF("/fast [x] - %s", LoadResStr("IDS_TEXT_SETTOFASTMODESKIPPINGXFRA"));
    LogF("/slow - %s", LoadResStr("IDS_TEXT_SETTONORMALSPEEDMODE"));
    LogF("/chart - %s", LoadResStr("IDS_TEXT_DISPLAYNETWORKSTATISTICS"));
    LogF("/nodebug - %s", LoadResStr("IDS_TEXT_PREVENTDEBUGMODEINTHISROU"));
    LogF("/set comment [comment] - %s",
         LoadResStr("IDS_TEXT_SETANEWNETWORKCOMMENT"));
    LogF("/set password [password] - %s",
         LoadResStr("IDS_TEXT_SETANEWNETWORKPASSWORD"));
    LogF("/set faircrew [on/off] - %s",
         LoadResStr("IDS_TEXT_ENABLEORDISABLEFAIRCREW"));
    LogF("/set maxplayer [4] - %s",
         LoadResStr("IDS_TEXT_SETANEWMAXIMUMNUMBEROFPLA"));
    LogF("/script [script] - %s", LoadResStr("IDS_TEXT_EXECUTEASCRIPTCOMMAND"));
    LogF("/clear - %s", LoadResStr("IDS_MSG_CLEARTHEMESSAGEBOARD"));
    return TRUE;
  }
  // dev-scripts
  if (SEqual(szCmdName, "script")) {
    if (!Game.IsRunning) return FALSE;
    if (!Game.DebugMode) return FALSE;
    if (!Game.Network.isEnabled() &&
        !SEqual(Game.ScenarioFile.GetMaker(), Config.General.Name) &&
        Game.ScenarioFile.GetStatus() != GRPF_Folder)
      return FALSE;
    if (Game.Network.isEnabled() && !Game.Network.isHost()) return FALSE;

    Game.Control.DoInput(
        CID_Script,
        new C4ControlScript(pCmdPar, C4ControlScript::SCOPE_Console, false),
        CDT_Decide);
    return TRUE;
  }
  // set runtimte properties
  if (SEqual(szCmdName, "set")) {
    if (SEqual2(pCmdPar, "maxplayer ")) {
      if (Game.Control.isCtrlHost()) {
        if (atoi(pCmdPar + 10) == 0 && !SEqual(pCmdPar + 10, "0")) {
          Log("Syntax: /set maxplayer count");
          return FALSE;
        }
        Game.Control.DoInput(
            CID_Set, new C4ControlSet(C4CVT_MaxPlayer, atoi(pCmdPar + 10)),
            CDT_Decide);
        return TRUE;
      }
    }
    if (SEqual2(pCmdPar, "comment ") || SEqual(pCmdPar, "comment")) {
      if (!Game.Network.isEnabled() || !Game.Network.isHost()) return FALSE;
      // Set in configuration, update reference
      Config.Network.Comment.CopyValidated(pCmdPar[7] ? (pCmdPar + 8) : "");
      Game.Network.InvalidateReference();
      Log(LoadResStr("IDS_NET_COMMENTCHANGED"));
      return TRUE;
    }
    if (SEqual2(pCmdPar, "password ") || SEqual(pCmdPar, "password")) {
      if (!Game.Network.isEnabled() || !Game.Network.isHost()) return FALSE;
      Game.Network.SetPassword(pCmdPar[8] ? (pCmdPar + 9) : NULL);
      if (pLobby) pLobby->UpdatePassword();
      return TRUE;
    }
    if (SEqual2(pCmdPar, "faircrew ")) {
      if (!Game.Control.isCtrlHost() || Game.Parameters.isLeague())
        return FALSE;
      C4ControlSet *pSet = NULL;
      if (SEqual(pCmdPar + 9, "on"))
        pSet =
            new C4ControlSet(C4CVT_FairCrew, Config.General.FairCrewStrength);
      else if (SEqual(pCmdPar + 9, "off"))
        pSet = new C4ControlSet(C4CVT_FairCrew, -1);
      else if (isdigit((unsigned char)pCmdPar[9]))
        pSet = new C4ControlSet(C4CVT_FairCrew, atoi(pCmdPar + 9));
      else
        return FALSE;
      Game.Control.DoInput(CID_Set, pSet, CDT_Decide);
      return TRUE;
    }
    // unknown property
    return FALSE;
  }
  // get szen from network folder - not in lobby; use res tab there
  if (SEqual(szCmdName, "netgetscen")) {
    if (Game.Network.isEnabled() && !Game.Network.isHost() && !pLobby) {
      const C4Network2ResCore *pResCoreScen =
          Game.Parameters.Scenario.getResCore();
      if (pResCoreScen) {
        C4Network2Res::Ref pScenario =
            Game.Network.ResList.getRefRes(pResCoreScen->getID());
        if (pScenario)
          if (C4Group_CopyItem(
                  pScenario->getFile(),
                  Config.AtExePath(GetFilename(Game.ScenarioFilename)))) {
            LogF(LoadResStr("IDS_MSG_CMD_NETGETSCEN_SAVED"),
                 Config.AtExePath(GetFilename(Game.ScenarioFilename)));
            return TRUE;
          }
      }
    }
    return FALSE;
  }
  // clear message board
  if (SEqual(szCmdName, "clear")) {
    // lobby
    if (pLobby) {
      pLobby->ClearLog();
    }
    // fullscreen
    else if (Game.GraphicsSystem.MessageBoard.Active)
      Game.GraphicsSystem.MessageBoard.ClearLog();
    else {
      // EM mode
      Console.ClearLog();
    }
    return TRUE;
  }
  // kick client
  if (SEqual(szCmdName, "kick")) {
    if (Game.Network.isEnabled() && Game.Network.isHost()) {
      // find client
      C4Client *pClient = Game.Clients.getClientByName(pCmdPar);
      if (!pClient) {
        LogF(LoadResStr("IDS_MSG_CMD_NOCLIENT"), pCmdPar);
        return FALSE;
      }
      // league: Kick needs voting
      if (Game.Parameters.isLeague() &&
          Game.Players.GetAtClient(pClient->getID()))
        Game.Network.Vote(VT_Kick, true, pClient->getID());
      else
        // add control
        Game.Clients.CtrlRemove(pClient,
                                LoadResStr("IDS_MSG_KICKFROMMSGBOARD"));
    }
    return TRUE;
  }
  // set fast mode
  if (SEqual(szCmdName, "fast")) {
    if (!Game.IsRunning) return FALSE;
    if (Game.Parameters.isLeague()) {
      Log(LoadResStr("IDS_LOG_COMMANDNOTALLOWEDINLEAGUE"));
      return FALSE;
    }
    int32_t iFS;
    if ((iFS = atoi(pCmdPar)) == 0) return FALSE;
    // set frameskip and fullspeed flag
    Game.FrameSkip = BoundBy<int32_t>(iFS, 1, 500);
    Game.FullSpeed = TRUE;
    // start calculation immediatly
    Application.NextTick(false);
    return TRUE;
  }
  // reset fast mode
  if (SEqual(szCmdName, "slow")) {
    if (!Game.IsRunning) return FALSE;
    Game.FullSpeed = FALSE;
    Game.FrameSkip = 1;
    return TRUE;
  }

  if (SEqual(szCmdName, "nodebug")) {
    if (!Game.IsRunning) return FALSE;
    Game.Control.DoInput(CID_Set, new C4ControlSet(C4CVT_AllowDebug, false),
                         CDT_Decide);
    return TRUE;
  }

  if (SEqual(szCmdName, "msgboard")) {
    if (!Game.IsRunning) return FALSE;
    // get line cnt
    int32_t iLineCnt = BoundBy(atoi(pCmdPar), 0, 20);
    if (iLineCnt == 0)
      Game.GraphicsSystem.MessageBoard.ChangeMode(2);
    else if (iLineCnt == 1)
      Game.GraphicsSystem.MessageBoard.ChangeMode(0);
    else {
      Game.GraphicsSystem.MessageBoard.iLines = iLineCnt;
      Game.GraphicsSystem.MessageBoard.ChangeMode(1);
    }
    return TRUE;
  }

  // kick/activate/deactivate/observer
  if (SEqual(szCmdName, "activate") || SEqual(szCmdName, "deactivate") ||
      SEqual(szCmdName, "observer")) {
    if (!Game.Network.isEnabled() || !Game.Network.isHost()) {
      Log(LoadResStr("IDS_MSG_CMD_HOSTONLY"));
      return FALSE;
    }
    // search for client
    C4Client *pClient = Game.Clients.getClientByName(pCmdPar);
    if (!pClient) {
      LogF(LoadResStr("IDS_MSG_CMD_NOCLIENT"), pCmdPar);
      return FALSE;
    }
    // what to do?
    C4ControlClientUpdate *pCtrl = NULL;
    if (szCmdName[0] == 'a')  // activate
      pCtrl = new C4ControlClientUpdate(pClient->getID(), CUT_Activate, true);
    else if (szCmdName[0] == 'd' && !Game.Parameters.isLeague())  // deactivate
      pCtrl = new C4ControlClientUpdate(pClient->getID(), CUT_Activate, false);
    else if (szCmdName[0] == 'o' && !Game.Parameters.isLeague())  // observer
      pCtrl = new C4ControlClientUpdate(pClient->getID(), CUT_SetObserver);
    // perform it
    if (pCtrl)
      Game.Control.DoInput(CID_ClientUpdate, pCtrl, CDT_Sync);
    else
      Log(LoadResStr("IDS_LOG_COMMANDNOTALLOWEDINLEAGUE"));
    return TRUE;
  }

  // control mode
  if (SEqual(szCmdName, "centralctrl") || SEqual(szCmdName, "decentralctrl") ||
      SEqual(szCmdName, "asyncctrl")) {
    if (!Game.Network.isEnabled() || !Game.Network.isHost()) {
      Log(LoadResStr("IDS_MSG_CMD_HOSTONLY"));
      return FALSE;
    }
    if (Game.Parameters.isLeague() && *szCmdName == 'a') {
      Log(LoadResStr("IDS_LOG_COMMANDNOTALLOWEDINLEAGUE"));
      return FALSE;
    }
    Game.Network.SetCtrlMode(
        *szCmdName == 'c' ? CNM_Central : *szCmdName == 'd' ? CNM_Decentral
                                                            : CNM_Async);
    return TRUE;
  }

  // show chart
  if (Game.IsRunning)
    if (SEqual(szCmdName, "chart")) return Game.ToggleChart();

  // custom command
  C4MessageBoardCommand *pCmd;
  if (Game.IsRunning)
    if (pCmd = GetCommand(szCmdName)) {
      StdStrBuf Script, CmdScript;
      // replace %player% by calling player number
      if (SSearch(pCmd->Script, "%player%")) {
        int32_t iLocalPlr = NO_OWNER;
        C4Player *pLocalPlr = Game.Players.GetLocalByIndex(0);
        if (pLocalPlr) iLocalPlr = pLocalPlr->Number;
        StdStrBuf sLocalPlr;
        sLocalPlr.Format("%d", iLocalPlr);
        CmdScript.Copy(pCmd->Script);
        CmdScript.Replace("%player%", sLocalPlr.getData());
      } else {
        CmdScript.Ref(pCmd->Script);
      }
      // insert parameters
      if (SSearch(CmdScript.getData(), "%d")) {
        // make sure it's a number by converting
        Script.Format(CmdScript.getData(), (int)atoi(pCmdPar));
      } else if (SSearch(CmdScript.getData(), "%s")) {
        // Unrestricted parameters?
        // That's kind of a security risk as it will allow anyone to execute
        // code
        switch (pCmd->eRestriction) {
          case C4MessageBoardCommand::C4MSGCMDR_Escaped: {
            // escape strings
            StdStrBuf Par;
            Par.Copy(pCmdPar);
            Par.EscapeString();
            // compose script
            Script.Format(CmdScript.getData(), Par.getData());
          } break;

          case C4MessageBoardCommand::C4MSGCMDR_Plain:
            // unescaped
            Script.Format(CmdScript.getData(), pCmdPar);
            break;

          case C4MessageBoardCommand::C4MSGCMDR_Identifier: {
            // only allow identifier-characters
            StdStrBuf Par;
            while (IsIdentifier(*pCmdPar) || isspace((unsigned char)*pCmdPar))
              Par.AppendChar(*pCmdPar++);
            // compose script
            Script.Format(CmdScript.getData(), Par.getData());
          } break;
        }
      } else
        Script = CmdScript.getData();
      // add script
      Game.Control.DoInput(CID_Script, new C4ControlScript(Script.getData()),
                           CDT_Decide);
      // ok
      return TRUE;
    }

  // unknown command
  StdStrBuf sErr;
  sErr.Format(LoadResStr("IDS_ERR_UNKNOWNCMD"), szCmdName);
  if (pLobby)
    pLobby->OnError(sErr.getData());
  else
    Log(sErr.getData());
  return FALSE;
}
void C4Network2Players::HandlePlayerInfoUpdRequest(const class C4ClientPlayerInfos *pInfoPacket, bool fByHost)
{
	// network host only
	assert(::Network.isEnabled());
	assert(::Network.isHost());
	// copy client infos (need to be adjusted)
	C4ClientPlayerInfos OwnInfoPacket(*pInfoPacket);
	// safety: check any duplicate, unjoined players first
	// check those with unassigned IDs only, so update packets won't be rejected by this
	if (!OwnInfoPacket.IsInitialPacket())
	{
		C4ClientPlayerInfos *pExistingClientInfo = rInfoList.GetInfoByClientID(OwnInfoPacket.GetClientID());
		if (pExistingClientInfo)
		{
			int iCnt=OwnInfoPacket.GetPlayerCount(); C4PlayerInfo *pPlrInfo;
			C4Network2Res *pRes;
			while (iCnt--) if ((pPlrInfo=OwnInfoPacket.GetPlayerInfo(iCnt)))
					if (!pPlrInfo->GetID()) if ((pRes = pPlrInfo->GetRes()))
							if (pExistingClientInfo->GetPlayerInfoByRes(pRes->getResID()))
							{
								// double join: simply deny without message
#ifdef _DEBUG
								Log("Network: Duplicate player join rejected!");
#endif
								OwnInfoPacket.RemoveIndexedInfo(iCnt);
							}
		}
		if (!OwnInfoPacket.GetPlayerCount())
		{
			// player join request without players: probably all removed because doubled
#ifdef _DEBUG
			Log("Network: Empty player join request ignored!");
#endif
			return;
		}
	}
	// assign player IDs
	if (!rInfoList.AssignPlayerIDs(&OwnInfoPacket) && OwnInfoPacket.IsAddPacket())
	{
		// no players could be joined in an add request: probably because the maximum player limit has been reached
		return;
	}
	// check doubled savegame player usage
	UpdateSavegameAssignments(&OwnInfoPacket);
	// update teams
	rInfoList.AssignTeams(&OwnInfoPacket, fByHost);
	// update any other player colors and names
	// this may only change colors and names of all unjoined players (which is all players in lobby mode)
	// any affected players will get an updated-flag
	rInfoList.UpdatePlayerAttributes(&OwnInfoPacket, true);
	// league score gains may now be different
	rInfoList.ResetLeagueProjectedGain(true);
	int32_t iPlrInfo = 0;
	C4PlayerInfo *pPlrInfo;
	while ((pPlrInfo = OwnInfoPacket.GetPlayerInfo(iPlrInfo++))) pPlrInfo->ResetLeagueProjectedGain();
	if (Game.Parameters.isLeague())
	{
		// lobby only
		if (!::Network.isLobbyActive())
			return;
		// check league authentication for new players
		for (int i = 0; i < OwnInfoPacket.GetPlayerCount(); i++)
			if (!rInfoList.GetPlayerInfoByID(OwnInfoPacket.GetPlayerInfo(i)->GetID()))
			{
				C4PlayerInfo *pInfo = OwnInfoPacket.GetPlayerInfo(i);
				// remove player infos without authentication
				if (!::Network.LeaguePlrAuthCheck(pInfo))
				{
					OwnInfoPacket.RemoveIndexedInfo(i);
					i--;
				}
				else
					// always reset authentication ID after check - it's not needed anymore
					pInfo->SetAuthID("");
			}
	}
	// send updates to all other clients and reset update flags
	SendUpdatedPlayers();
	// finally, add new player join as direct input
	// this will add the player infos directly on host side (DirectExec as a subcall),
	// so future player join request will take the other joined  clients into consideration
	// when assigning player colors, etc.; it will also start resource loading
	// in running mode, this call will also put the actual player joins into the queue
	::Control.DoInput(CID_PlrInfo, new C4ControlPlayerInfo(OwnInfoPacket), CDT_Direct);
	// notify lobby of updates
	C4GameLobby::MainDlg *pLobby = ::Network.GetLobby();
	if (pLobby) pLobby->OnPlayersChange();
}