/***************************************************************************** * Copyright (c) 2014-2019 OpenRCT2 developers * * For a complete list of all authors, please refer to contributors.md * Interested in contributing? Visit https://github.com/OpenRCT2/OpenRCT2 * * OpenRCT2 is licensed under the GNU General Public License version 3. *****************************************************************************/ #include "network.h" #include "../Context.h" #include "../Game.h" #include "../OpenRCT2.h" #include "../PlatformEnvironment.h" #include "../actions/LoadOrQuitAction.hpp" #include "../core/Guard.hpp" #include "../platform/platform.h" #include "../ui/UiContext.h" #include "../ui/WindowManager.h" #include "../util/SawyerCoding.h" #include "../world/Location.hpp" #include #include #include #define ACTION_COOLDOWN_TIME_PLACE_SCENERY 20 #define ACTION_COOLDOWN_TIME_DEMOLISH_RIDE 1000 // This string specifies which version of network stream current build uses. // It is used for making sure only compatible builds get connected, even within // single OpenRCT2 version. #define NETWORK_STREAM_VERSION "22" #define NETWORK_STREAM_ID OPENRCT2_VERSION "-" NETWORK_STREAM_VERSION static Peep* _pickup_peep = nullptr; static int32_t _pickup_peep_old_x = LOCATION_NULL; #ifndef DISABLE_NETWORK # include "../Cheats.h" # include "../ParkImporter.h" # include "../Version.h" # include "../actions/GameAction.h" # include "../actions/PauseToggleAction.hpp" # include "../config/Config.h" # include "../core/Console.hpp" # include "../core/FileStream.hpp" # include "../core/Json.hpp" # include "../core/MemoryStream.h" # include "../core/Nullable.hpp" # include "../core/Path.hpp" # include "../core/String.hpp" # include "../interface/Chat.h" # include "../interface/Window.h" # include "../localisation/Date.h" # include "../localisation/Localisation.h" # include "../object/ObjectManager.h" # include "../object/ObjectRepository.h" # include "../rct2/S6Exporter.h" # include "../scenario/Scenario.h" # include "../util/Util.h" # include "../world/Park.h" # include "NetworkAction.h" # include "NetworkConnection.h" # include "NetworkGroup.h" # include "NetworkKey.h" # include "NetworkPacket.h" # include "NetworkPlayer.h" # include "NetworkServerAdvertiser.h" # include "NetworkUser.h" # include "TcpSocket.h" # include # include # include # include # include # include # include # include # include # include # include # include # pragma comment(lib, "Ws2_32.lib") using namespace OpenRCT2; enum { SERVER_EVENT_PLAYER_JOINED, SERVER_EVENT_PLAYER_DISCONNECTED, }; enum { NETWORK_TICK_FLAG_CHECKSUMS = 1 << 0, }; static void network_chat_show_connected_message(); static void network_chat_show_server_greeting(); static void network_get_keys_directory(utf8* buffer, size_t bufferSize); static void network_get_private_key_path(utf8* buffer, size_t bufferSize, const std::string& playerName); static void network_get_public_key_path(utf8* buffer, size_t bufferSize, const std::string& playerName, const utf8* hash); class Network { public: Network(); void SetEnvironment(const std::shared_ptr& env); bool Init(); void Close(); bool BeginClient(const std::string& host, uint16_t port); bool BeginServer(uint16_t port, const std::string& address); int32_t GetMode(); int32_t GetStatus(); int32_t GetAuthStatus(); uint32_t GetServerTick(); uint8_t GetPlayerID(); void Update(); void Flush(); void ProcessPending(); void ProcessPlayerList(); void ProcessPlayerInfo(); void ProcessGameCommands(); void EnqueueGameAction(const GameAction* action); std::vector>::iterator GetPlayerIteratorByID(uint8_t id); NetworkPlayer* GetPlayerByID(uint8_t id); std::vector>::iterator GetGroupIteratorByID(uint8_t id); NetworkGroup* GetGroupByID(uint8_t id); static const char* FormatChat(NetworkPlayer* fromplayer, const char* text); void SendPacketToClients(NetworkPacket& packet, bool front = false, bool gameCmd = false); bool CheckSRAND(uint32_t tick, uint32_t srand0); void CheckDesynchronizaton(); void KickPlayer(int32_t playerId); void SetPassword(const char* password); void ShutdownClient(); NetworkGroup* AddGroup(); void RemoveGroup(uint8_t id); uint8_t GetDefaultGroup(); uint8_t GetGroupIDByHash(const std::string& keyhash); void SetDefaultGroup(uint8_t id); void SaveGroups(); void LoadGroups(); std::string BeginLog(const std::string& directory, const std::string& midName, const std::string& filenameFormat); void AppendLog(std::ostream& fs, const std::string& s); void BeginChatLog(); void AppendChatLog(const std::string& s); void CloseChatLog(); void BeginServerLog(); void AppendServerLog(const std::string& s); void CloseServerLog(); void Client_Send_TOKEN(); void Client_Send_AUTH( const std::string& name, const std::string& password, const std::string& pubkey, const std::vector& signature); void Server_Send_AUTH(NetworkConnection& connection); void Server_Send_TOKEN(NetworkConnection& connection); void Server_Send_MAP(NetworkConnection* connection = nullptr); void Client_Send_CHAT(const char* text); void Server_Send_CHAT(const char* text); void Client_Send_GAMECMD( uint32_t eax, uint32_t ebx, uint32_t ecx, uint32_t edx, uint32_t esi, uint32_t edi, uint32_t ebp, uint8_t callback); void Server_Send_GAMECMD( uint32_t eax, uint32_t ebx, uint32_t ecx, uint32_t edx, uint32_t esi, uint32_t edi, uint32_t ebp, uint8_t playerid, uint8_t callback); void Client_Send_GAME_ACTION(const GameAction* action); void Server_Send_GAME_ACTION(const GameAction* action); void Server_Send_TICK(); void Server_Send_PLAYERINFO(int32_t playerId); void Server_Send_PLAYERLIST(); void Client_Send_PING(); void Server_Send_PING(); void Server_Send_PINGLIST(); void Server_Send_SETDISCONNECTMSG(NetworkConnection& connection, const char* msg); void Server_Send_GAMEINFO(NetworkConnection& connection); void Server_Send_SHOWERROR(NetworkConnection& connection, rct_string_id title, rct_string_id message); void Server_Send_GROUPLIST(NetworkConnection& connection); void Server_Send_EVENT_PLAYER_JOINED(const char* playerName); void Server_Send_EVENT_PLAYER_DISCONNECTED(const char* playerName, const char* reason); void Client_Send_GAMEINFO(); void Client_Send_OBJECTS(const std::vector& objects); void Server_Send_OBJECTS(NetworkConnection& connection, const std::vector& objects) const; NetworkStats_t GetStats() const; std::vector> player_list; std::vector> group_list; NetworkKey _key; std::vector _challenge; std::map _gameActionCallbacks; NetworkUserManager _userManager; std::string ServerName; std::string ServerDescription; std::string ServerGreeting; std::string ServerProviderName; std::string ServerProviderEmail; std::string ServerProviderWebsite; private: void DecayCooldown(NetworkPlayer* player); void CloseConnection(); bool ProcessConnection(NetworkConnection& connection); void ProcessPacket(NetworkConnection& connection, NetworkPacket& packet); void AddClient(std::unique_ptr&& socket); void RemoveClient(std::unique_ptr& connection); NetworkPlayer* AddPlayer(const std::string& name, const std::string& keyhash); std::string MakePlayerNameUnique(const std::string& name); std::string GetMasterServerUrl(); std::string GenerateAdvertiseKey(); void SetupDefaultGroups(); bool LoadMap(IStream* stream); bool SaveMap(IStream* stream, const std::vector& objects) const; struct GameCommand { GameCommand(uint32_t t, uint32_t* args, uint8_t p, uint8_t cb, uint32_t id) { tick = t; eax = args[0]; ebx = args[1]; ecx = args[2]; edx = args[3]; esi = args[4]; edi = args[5]; ebp = args[6]; playerid = p; callback = cb; action = nullptr; commandIndex = id; } GameCommand(uint32_t t, std::unique_ptr&& ga, uint32_t id) { tick = t; action = std::move(ga); commandIndex = id; } ~GameCommand() { } uint32_t tick = 0; uint32_t eax = 0, ebx = 0, ecx = 0, edx = 0, esi = 0, edi = 0, ebp = 0; GameAction::Ptr action; uint8_t playerid = 0; uint8_t callback = 0; uint32_t commandIndex = 0; bool operator<(const GameCommand& comp) const { // First sort by tick if (tick < comp.tick) return true; if (tick > comp.tick) return false; // If the ticks are equal sort by commandIndex return commandIndex < comp.commandIndex; } }; struct PlayerListUpdate { uint32_t tick = 0; std::vector players; void reset() { tick = 0; players.clear(); } }; PlayerListUpdate _pendingPlayerList; struct ServerTickData_t { uint32_t srand0; uint32_t tick; std::string spriteHash; }; std::map _serverTickData; std::multimap _pendingPlayerInfo; int32_t mode = NETWORK_MODE_NONE; int32_t status = NETWORK_STATUS_NONE; bool _closeLock = false; bool _requireClose = false; bool wsa_initialized = false; bool _clientMapLoaded = false; std::unique_ptr _listenSocket; std::unique_ptr _serverConnection; std::unique_ptr _advertiser; uint16_t listening_port = 0; SOCKET_STATUS _lastConnectStatus = SOCKET_STATUS_CLOSED; uint32_t last_ping_sent_time = 0; uint32_t server_tick = 0; uint8_t player_id = 0; std::list> client_connection_list; std::multiset game_command_queue; std::vector chunk_buffer; std::string _password; bool _desynchronised = false; uint32_t server_connect_time = 0; uint8_t default_group = 0; uint32_t _commandId; uint32_t _actionId; uint32_t _lastUpdateTime = 0; uint32_t _currentDeltaTime = 0; std::string _chatLogPath; std::string _chatLogFilenameFormat = "%Y%m%d-%H%M%S.txt"; std::string _serverLogPath; std::string _serverLogFilenameFormat = "%Y%m%d-%H%M%S.txt"; std::shared_ptr _env; void UpdateServer(); void UpdateClient(); private: std::vector client_command_handlers; std::vector server_command_handlers; void Client_Handle_AUTH(NetworkConnection& connection, NetworkPacket& packet); void Server_Handle_AUTH(NetworkConnection& connection, NetworkPacket& packet); void Server_Client_Joined(const char* name, const std::string& keyhash, NetworkConnection& connection); void Client_Handle_MAP(NetworkConnection& connection, NetworkPacket& packet); void Client_Handle_CHAT(NetworkConnection& connection, NetworkPacket& packet); void Server_Handle_CHAT(NetworkConnection& connection, NetworkPacket& packet); void Client_Handle_GAMECMD(NetworkConnection& connection, NetworkPacket& packet); void Server_Handle_GAMECMD(NetworkConnection& connection, NetworkPacket& packet); void Client_Handle_GAME_ACTION(NetworkConnection& connection, NetworkPacket& packet); void Server_Handle_GAME_ACTION(NetworkConnection& connection, NetworkPacket& packet); void Client_Handle_TICK(NetworkConnection& connection, NetworkPacket& packet); void Client_Handle_PLAYERINFO(NetworkConnection& connection, NetworkPacket& packet); void Client_Handle_PLAYERLIST(NetworkConnection& connection, NetworkPacket& packet); void Client_Handle_PING(NetworkConnection& connection, NetworkPacket& packet); void Server_Handle_PING(NetworkConnection& connection, NetworkPacket& packet); void Client_Handle_PINGLIST(NetworkConnection& connection, NetworkPacket& packet); void Client_Handle_SETDISCONNECTMSG(NetworkConnection& connection, NetworkPacket& packet); void Client_Handle_GAMEINFO(NetworkConnection& connection, NetworkPacket& packet); void Server_Handle_GAMEINFO(NetworkConnection& connection, NetworkPacket& packet); void Client_Handle_SHOWERROR(NetworkConnection& connection, NetworkPacket& packet); void Client_Handle_GROUPLIST(NetworkConnection& connection, NetworkPacket& packet); void Client_Handle_EVENT(NetworkConnection& connection, NetworkPacket& packet); void Client_Handle_TOKEN(NetworkConnection& connection, NetworkPacket& packet); void Server_Handle_TOKEN(NetworkConnection& connection, NetworkPacket& packet); void Client_Handle_OBJECTS(NetworkConnection& connection, NetworkPacket& packet); void Server_Handle_OBJECTS(NetworkConnection& connection, NetworkPacket& packet); uint8_t* save_for_network(size_t& out_size, const std::vector& objects) const; std::ofstream _chat_log_fs; std::ofstream _server_log_fs; }; static Network gNetwork; Network::Network() { wsa_initialized = false; mode = NETWORK_MODE_NONE; status = NETWORK_STATUS_NONE; last_ping_sent_time = 0; _commandId = 0; _actionId = 0; client_command_handlers.resize(NETWORK_COMMAND_MAX, nullptr); client_command_handlers[NETWORK_COMMAND_AUTH] = &Network::Client_Handle_AUTH; client_command_handlers[NETWORK_COMMAND_MAP] = &Network::Client_Handle_MAP; client_command_handlers[NETWORK_COMMAND_CHAT] = &Network::Client_Handle_CHAT; client_command_handlers[NETWORK_COMMAND_GAMECMD] = &Network::Client_Handle_GAMECMD; client_command_handlers[NETWORK_COMMAND_GAME_ACTION] = &Network::Client_Handle_GAME_ACTION; client_command_handlers[NETWORK_COMMAND_TICK] = &Network::Client_Handle_TICK; client_command_handlers[NETWORK_COMMAND_PLAYERLIST] = &Network::Client_Handle_PLAYERLIST; client_command_handlers[NETWORK_COMMAND_PLAYERINFO] = &Network::Client_Handle_PLAYERINFO; client_command_handlers[NETWORK_COMMAND_PING] = &Network::Client_Handle_PING; client_command_handlers[NETWORK_COMMAND_PINGLIST] = &Network::Client_Handle_PINGLIST; client_command_handlers[NETWORK_COMMAND_SETDISCONNECTMSG] = &Network::Client_Handle_SETDISCONNECTMSG; client_command_handlers[NETWORK_COMMAND_SHOWERROR] = &Network::Client_Handle_SHOWERROR; client_command_handlers[NETWORK_COMMAND_GROUPLIST] = &Network::Client_Handle_GROUPLIST; client_command_handlers[NETWORK_COMMAND_EVENT] = &Network::Client_Handle_EVENT; client_command_handlers[NETWORK_COMMAND_GAMEINFO] = &Network::Client_Handle_GAMEINFO; client_command_handlers[NETWORK_COMMAND_TOKEN] = &Network::Client_Handle_TOKEN; client_command_handlers[NETWORK_COMMAND_OBJECTS] = &Network::Client_Handle_OBJECTS; server_command_handlers.resize(NETWORK_COMMAND_MAX, nullptr); server_command_handlers[NETWORK_COMMAND_AUTH] = &Network::Server_Handle_AUTH; server_command_handlers[NETWORK_COMMAND_CHAT] = &Network::Server_Handle_CHAT; server_command_handlers[NETWORK_COMMAND_GAMECMD] = &Network::Server_Handle_GAMECMD; server_command_handlers[NETWORK_COMMAND_GAME_ACTION] = &Network::Server_Handle_GAME_ACTION; server_command_handlers[NETWORK_COMMAND_PING] = &Network::Server_Handle_PING; server_command_handlers[NETWORK_COMMAND_GAMEINFO] = &Network::Server_Handle_GAMEINFO; server_command_handlers[NETWORK_COMMAND_TOKEN] = &Network::Server_Handle_TOKEN; server_command_handlers[NETWORK_COMMAND_OBJECTS] = &Network::Server_Handle_OBJECTS; _chat_log_fs << std::unitbuf; _server_log_fs << std::unitbuf; } void Network::SetEnvironment(const std::shared_ptr& env) { _env = env; } bool Network::Init() { if (!InitialiseWSA()) { return false; } status = NETWORK_STATUS_READY; ServerName = std::string(); ServerDescription = std::string(); ServerGreeting = std::string(); ServerProviderName = std::string(); ServerProviderEmail = std::string(); ServerProviderWebsite = std::string(); return true; } void Network::Close() { if (status != NETWORK_STATUS_NONE) { // HACK Because Close() is closed all over the place, it sometimes gets called inside an Update // call. This then causes disposed data to be accessed. Therefore, save closing until the // end of the update loop. if (_closeLock) { _requireClose = true; return; } CloseChatLog(); CloseServerLog(); CloseConnection(); client_connection_list.clear(); game_command_queue.clear(); player_list.clear(); group_list.clear(); _pendingPlayerList.reset(); _pendingPlayerInfo.clear(); gfx_invalidate_screen(); _requireClose = false; } } void Network::DecayCooldown(NetworkPlayer* player) { if (player == nullptr) return; // No valid connection yet. for (auto it = std::begin(player->CooldownTime); it != std::end(player->CooldownTime);) { it->second -= _currentDeltaTime; if (it->second <= 0) it = player->CooldownTime.erase(it); else it++; } } void Network::CloseConnection() { if (mode == NETWORK_MODE_CLIENT) { _serverConnection.reset(); } else if (mode == NETWORK_MODE_SERVER) { _listenSocket.reset(); _advertiser.reset(); } mode = NETWORK_MODE_NONE; status = NETWORK_STATUS_NONE; _lastConnectStatus = SOCKET_STATUS_CLOSED; DisposeWSA(); } bool Network::BeginClient(const std::string& host, uint16_t port) { if (GetMode() != NETWORK_MODE_NONE) { return false; } Close(); if (!Init()) return false; mode = NETWORK_MODE_CLIENT; log_info("Connecting to %s:%u\n", host.c_str(), port); _serverConnection = std::make_unique(); _serverConnection->Socket = CreateTcpSocket(); _serverConnection->Socket->ConnectAsync(host, port); status = NETWORK_STATUS_CONNECTING; _lastConnectStatus = SOCKET_STATUS_CLOSED; _clientMapLoaded = false; _serverTickData.clear(); BeginChatLog(); BeginServerLog(); utf8 keyPath[MAX_PATH]; network_get_private_key_path(keyPath, sizeof(keyPath), gConfigNetwork.player_name); if (!platform_file_exists(keyPath)) { Console::WriteLine("Generating key... This may take a while"); Console::WriteLine("Need to collect enough entropy from the system"); _key.Generate(); Console::WriteLine("Key generated, saving private bits as %s", keyPath); utf8 keysDirectory[MAX_PATH]; network_get_keys_directory(keysDirectory, sizeof(keysDirectory)); if (!platform_ensure_directory_exists(keysDirectory)) { log_error("Unable to create directory %s.", keysDirectory); return false; } try { auto fs = FileStream(keyPath, FILE_MODE_WRITE); _key.SavePrivate(&fs); } catch (const std::exception&) { log_error("Unable to save private key at %s.", keyPath); return false; } const std::string hash = _key.PublicKeyHash(); const utf8* publicKeyHash = hash.c_str(); network_get_public_key_path(keyPath, sizeof(keyPath), gConfigNetwork.player_name, publicKeyHash); Console::WriteLine("Key generated, saving public bits as %s", keyPath); try { auto fs = FileStream(keyPath, FILE_MODE_WRITE); _key.SavePublic(&fs); } catch (const std::exception&) { log_error("Unable to save public key at %s.", keyPath); return false; } } else { // LoadPrivate returns validity of loaded key bool ok = false; try { log_verbose("Loading key from %s", keyPath); auto fs = FileStream(keyPath, FILE_MODE_OPEN); ok = _key.LoadPrivate(&fs); } catch (const std::exception&) { log_error("Unable to read private key from %s.", keyPath); return false; } // Don't store private key in memory when it's not in use. _key.Unload(); return ok; } return true; } bool Network::BeginServer(uint16_t port, const std::string& address) { Close(); if (!Init()) return false; mode = NETWORK_MODE_SERVER; _userManager.Load(); log_verbose("Begin listening for clients"); _listenSocket = CreateTcpSocket(); try { _listenSocket->Listen(address, port); } catch (const std::exception& ex) { Console::Error::WriteLine(ex.what()); Close(); return false; } ServerName = gConfigNetwork.server_name; ServerDescription = gConfigNetwork.server_description; ServerGreeting = gConfigNetwork.server_greeting; ServerProviderName = gConfigNetwork.provider_name; ServerProviderEmail = gConfigNetwork.provider_email; ServerProviderWebsite = gConfigNetwork.provider_website; cheats_reset(); LoadGroups(); BeginChatLog(); BeginServerLog(); NetworkPlayer* player = AddPlayer(gConfigNetwork.player_name, ""); player->Flags |= NETWORK_PLAYER_FLAG_ISSERVER; player->Group = 0; player_id = player->Id; if (network_get_mode() == NETWORK_MODE_SERVER) { // Add SERVER to users.json and save. NetworkUser* networkUser = _userManager.GetOrAddUser(player->KeyHash); networkUser->GroupId = player->Group; networkUser->Name = player->Name; _userManager.Save(); } printf("Ready for clients...\n"); network_chat_show_connected_message(); network_chat_show_server_greeting(); status = NETWORK_STATUS_CONNECTED; listening_port = port; if (gConfigNetwork.advertise) { _advertiser = CreateServerAdvertiser(listening_port); } if (gConfigNetwork.pause_server_if_no_clients) { auto pauseToggleAction = PauseToggleAction(); GameActions::Execute(&pauseToggleAction); } return true; } int32_t Network::GetMode() { return mode; } int32_t Network::GetStatus() { return status; } int32_t Network::GetAuthStatus() { if (GetMode() == NETWORK_MODE_CLIENT) { return _serverConnection->AuthStatus; } else if (GetMode() == NETWORK_MODE_SERVER) { return NETWORK_AUTH_OK; } return NETWORK_AUTH_NONE; } uint32_t Network::GetServerTick() { return server_tick; } uint8_t Network::GetPlayerID() { return player_id; } void Network::Update() { _closeLock = true; // Update is not necessarily called per game tick, maintain our own delta time uint32_t ticks = platform_get_ticks(); _currentDeltaTime = std::max(ticks - _lastUpdateTime, 1); _lastUpdateTime = ticks; switch (GetMode()) { case NETWORK_MODE_SERVER: UpdateServer(); break; case NETWORK_MODE_CLIENT: UpdateClient(); break; } // If the Close() was called during the update, close it for real _closeLock = false; if (_requireClose) { Close(); } } void Network::Flush() { if (GetMode() == NETWORK_MODE_CLIENT) { _serverConnection->SendQueuedPackets(); } else { for (auto& it : client_connection_list) { it->SendQueuedPackets(); } } } void Network::UpdateServer() { auto it = client_connection_list.begin(); while (it != client_connection_list.end()) { if (!ProcessConnection(*(*it))) { RemoveClient((*it)); it = client_connection_list.begin(); } else { DecayCooldown((*it)->Player); it++; } } uint32_t ticks = platform_get_ticks(); if (ticks > last_ping_sent_time + 3000) { Server_Send_PING(); Server_Send_PINGLIST(); } if (_advertiser != nullptr) { _advertiser->Update(); } std::unique_ptr tcpSocket = _listenSocket->Accept(); if (tcpSocket != nullptr) { AddClient(std::move(tcpSocket)); } } void Network::UpdateClient() { assert(_serverConnection != nullptr); switch (status) { case NETWORK_STATUS_CONNECTING: { switch (_serverConnection->Socket->GetStatus()) { case SOCKET_STATUS_RESOLVING: { if (_lastConnectStatus != SOCKET_STATUS_RESOLVING) { _lastConnectStatus = SOCKET_STATUS_RESOLVING; char str_resolving[256]; format_string(str_resolving, 256, STR_MULTIPLAYER_RESOLVING, nullptr); auto intent = Intent(WC_NETWORK_STATUS); intent.putExtra(INTENT_EXTRA_MESSAGE, std::string{ str_resolving }); intent.putExtra(INTENT_EXTRA_CALLBACK, []() -> void { gNetwork.Close(); }); context_open_intent(&intent); } break; } case SOCKET_STATUS_CONNECTING: { if (_lastConnectStatus != SOCKET_STATUS_CONNECTING) { _lastConnectStatus = SOCKET_STATUS_CONNECTING; char str_connecting[256]; format_string(str_connecting, 256, STR_MULTIPLAYER_CONNECTING, nullptr); auto intent = Intent(WC_NETWORK_STATUS); intent.putExtra(INTENT_EXTRA_MESSAGE, std::string{ str_connecting }); intent.putExtra(INTENT_EXTRA_CALLBACK, []() -> void { gNetwork.Close(); }); context_open_intent(&intent); server_connect_time = platform_get_ticks(); } break; } case SOCKET_STATUS_CONNECTED: { status = NETWORK_STATUS_CONNECTED; _serverConnection->ResetLastPacketTime(); Client_Send_TOKEN(); char str_authenticating[256]; format_string(str_authenticating, 256, STR_MULTIPLAYER_AUTHENTICATING, nullptr); auto intent = Intent(WC_NETWORK_STATUS); intent.putExtra(INTENT_EXTRA_MESSAGE, std::string{ str_authenticating }); intent.putExtra(INTENT_EXTRA_CALLBACK, []() -> void { gNetwork.Close(); }); context_open_intent(&intent); break; } default: { const char* error = _serverConnection->Socket->GetError(); if (error != nullptr) { Console::Error::WriteLine(error); } Close(); context_force_close_window_by_class(WC_NETWORK_STATUS); context_show_error(STR_UNABLE_TO_CONNECT_TO_SERVER, STR_NONE); break; } } break; } case NETWORK_STATUS_CONNECTED: { if (!ProcessConnection(*_serverConnection)) { // Do not show disconnect message window when password window closed/canceled if (_serverConnection->AuthStatus == NETWORK_AUTH_REQUIREPASSWORD) { context_force_close_window_by_class(WC_NETWORK_STATUS); } else { char str_disconnected[256]; if (_serverConnection->GetLastDisconnectReason()) { const char* disconnect_reason = _serverConnection->GetLastDisconnectReason(); format_string(str_disconnected, 256, STR_MULTIPLAYER_DISCONNECTED_WITH_REASON, &disconnect_reason); } else { format_string(str_disconnected, 256, STR_MULTIPLAYER_DISCONNECTED_NO_REASON, nullptr); } auto intent = Intent(WC_NETWORK_STATUS); intent.putExtra(INTENT_EXTRA_MESSAGE, std::string{ str_disconnected }); context_open_intent(&intent); } window_close_by_class(WC_MULTIPLAYER); Close(); } break; } } } std::vector>::iterator Network::GetPlayerIteratorByID(uint8_t id) { auto it = std::find_if(player_list.begin(), player_list.end(), [&id](std::unique_ptr const& player) { return player->Id == id; }); if (it != player_list.end()) { return it; } return player_list.end(); } NetworkPlayer* Network::GetPlayerByID(uint8_t id) { auto it = GetPlayerIteratorByID(id); if (it != player_list.end()) { return it->get(); } return nullptr; } std::vector>::iterator Network::GetGroupIteratorByID(uint8_t id) { auto it = std::find_if( group_list.begin(), group_list.end(), [&id](std::unique_ptr const& group) { return group->Id == id; }); if (it != group_list.end()) { return it; } return group_list.end(); } NetworkGroup* Network::GetGroupByID(uint8_t id) { auto it = GetGroupIteratorByID(id); if (it != group_list.end()) { return it->get(); } return nullptr; } const char* Network::FormatChat(NetworkPlayer* fromplayer, const char* text) { static char formatted[1024]; char* lineCh = formatted; formatted[0] = 0; if (fromplayer) { lineCh = utf8_write_codepoint(lineCh, FORMAT_OUTLINE); lineCh = utf8_write_codepoint(lineCh, FORMAT_BABYBLUE); safe_strcpy(lineCh, (const char*)fromplayer->Name.c_str(), sizeof(formatted) - (lineCh - formatted)); safe_strcat(lineCh, ": ", sizeof(formatted) - (lineCh - formatted)); lineCh = strchr(lineCh, '\0'); } lineCh = utf8_write_codepoint(lineCh, FORMAT_OUTLINE); lineCh = utf8_write_codepoint(lineCh, FORMAT_WHITE); char* ptrtext = lineCh; safe_strcpy(lineCh, text, 800); utf8_remove_format_codes(ptrtext, true); return formatted; } void Network::SendPacketToClients(NetworkPacket& packet, bool front, bool gameCmd) { for (auto& client_connection : client_connection_list) { if (gameCmd) { // If marked as game command we can not send the packet to connections that are not fully connected. // Sending the packet would cause the client to store a command that is behind the tick where he starts, // which would be essentially never executed. The clients do not require commands before the server has not sent the // map data. if (client_connection->Player == nullptr) { continue; } } client_connection->QueuePacket(NetworkPacket::Duplicate(packet), front); } } bool Network::CheckSRAND(uint32_t tick, uint32_t srand0) { // We have to wait for the map to be loaded first, ticks may match current loaded map. if (_clientMapLoaded == false) return true; auto itTickData = _serverTickData.find(tick); if (itTickData == std::end(_serverTickData)) return true; const ServerTickData_t storedTick = itTickData->second; _serverTickData.erase(itTickData); if (storedTick.srand0 != srand0) return false; if (storedTick.spriteHash.empty() == false) { rct_sprite_checksum checksum = sprite_checksum(); std::string clientSpriteHash = checksum.ToString(); if (clientSpriteHash != storedTick.spriteHash) { return false; } } return true; } void Network::CheckDesynchronizaton() { // Check synchronisation if (GetMode() == NETWORK_MODE_CLIENT && !_desynchronised && !CheckSRAND(gCurrentTicks, scenario_rand_state().s0)) { _desynchronised = true; char str_desync[256]; format_string(str_desync, 256, STR_MULTIPLAYER_DESYNC, nullptr); auto intent = Intent(WC_NETWORK_STATUS); intent.putExtra(INTENT_EXTRA_MESSAGE, std::string{ str_desync }); context_open_intent(&intent); if (!gConfigNetwork.stay_connected) { Close(); } } } void Network::KickPlayer(int32_t playerId) { for (auto& client_connection : client_connection_list) { if (client_connection->Player->Id == playerId) { // Disconnect the client gracefully client_connection->SetLastDisconnectReason(STR_MULTIPLAYER_KICKED); char str_disconnect_msg[256]; format_string(str_disconnect_msg, 256, STR_MULTIPLAYER_KICKED_REASON, nullptr); Server_Send_SETDISCONNECTMSG(*client_connection, str_disconnect_msg); client_connection->Socket->Disconnect(); break; } } } void Network::SetPassword(const char* password) { _password = password == nullptr ? "" : password; } void Network::ShutdownClient() { if (GetMode() == NETWORK_MODE_CLIENT) { _serverConnection->Socket->Disconnect(); } } std::string Network::GenerateAdvertiseKey() { // Generate a string of 16 random hex characters (64-integer key as a hex formatted string) static char hexChars[] = { '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 'a', 'b', 'c', 'd', 'e', 'f' }; char key[17]; for (int32_t i = 0; i < 16; i++) { int32_t hexCharIndex = util_rand() % std::size(hexChars); key[i] = hexChars[hexCharIndex]; } key[std::size(key) - 1] = 0; return key; } std::string Network::GetMasterServerUrl() { if (gConfigNetwork.master_server_url.empty()) { return OPENRCT2_MASTER_SERVER_URL; } else { return gConfigNetwork.master_server_url; } } NetworkGroup* Network::AddGroup() { NetworkGroup* addedgroup = nullptr; int32_t newid = -1; // Find first unused group id for (int32_t id = 0; id < 255; id++) { if (std::find_if( group_list.begin(), group_list.end(), [&id](std::unique_ptr const& group) { return group->Id == id; }) == group_list.end()) { newid = id; break; } } if (newid != -1) { auto group = std::make_unique(); group->Id = newid; group->SetName("Group #" + std::to_string(newid)); addedgroup = group.get(); group_list.push_back(std::move(group)); } return addedgroup; } void Network::RemoveGroup(uint8_t id) { auto group = GetGroupIteratorByID(id); if (group != group_list.end()) { group_list.erase(group); } if (GetMode() == NETWORK_MODE_SERVER) { _userManager.UnsetUsersOfGroup(id); _userManager.Save(); } } uint8_t Network::GetGroupIDByHash(const std::string& keyhash) { const NetworkUser* networkUser = _userManager.GetUserByHash(keyhash); uint8_t groupId = GetDefaultGroup(); if (networkUser != nullptr && networkUser->GroupId.HasValue()) { const uint8_t assignedGroup = networkUser->GroupId.GetValue(); if (GetGroupByID(assignedGroup) != nullptr) { groupId = assignedGroup; } else { log_warning( "User %s is assigned to non-existent group %u. Assigning to default group (%u)", keyhash.c_str(), assignedGroup, groupId); } } return groupId; } uint8_t Network::GetDefaultGroup() { return default_group; } void Network::SetDefaultGroup(uint8_t id) { if (GetGroupByID(id)) { default_group = id; } } void Network::SaveGroups() { if (GetMode() == NETWORK_MODE_SERVER) { utf8 path[MAX_PATH]; platform_get_user_directory(path, nullptr, sizeof(path)); safe_strcat_path(path, "groups.json", sizeof(path)); json_t* jsonGroupsCfg = json_object(); json_t* jsonGroups = json_array(); for (auto& group : group_list) { json_array_append_new(jsonGroups, group->ToJson()); } json_object_set_new(jsonGroupsCfg, "default_group", json_integer(default_group)); json_object_set_new(jsonGroupsCfg, "groups", jsonGroups); try { Json::WriteToFile(path, jsonGroupsCfg, JSON_INDENT(4) | JSON_PRESERVE_ORDER); } catch (const std::exception& ex) { log_error("Unable to save %s: %s", path, ex.what()); } json_decref(jsonGroupsCfg); } } void Network::SetupDefaultGroups() { // Admin group auto admin = std::make_unique(); admin->SetName("Admin"); admin->ActionsAllowed.fill(0xFF); admin->Id = 0; group_list.push_back(std::move(admin)); // Spectator group auto spectator = std::make_unique(); spectator->SetName("Spectator"); spectator->ToggleActionPermission(NETWORK_PERMISSION_CHAT); spectator->Id = 1; group_list.push_back(std::move(spectator)); // User group auto user = std::make_unique(); user->SetName("User"); user->ActionsAllowed.fill(0xFF); user->ToggleActionPermission(NETWORK_PERMISSION_KICK_PLAYER); user->ToggleActionPermission(NETWORK_PERMISSION_MODIFY_GROUPS); user->ToggleActionPermission(NETWORK_PERMISSION_SET_PLAYER_GROUP); user->ToggleActionPermission(NETWORK_PERMISSION_CHEAT); user->ToggleActionPermission(NETWORK_PERMISSION_PASSWORDLESS_LOGIN); user->ToggleActionPermission(NETWORK_PERMISSION_MODIFY_TILE); user->ToggleActionPermission(NETWORK_PERMISSION_EDIT_SCENARIO_OPTIONS); user->Id = 2; group_list.push_back(std::move(user)); SetDefaultGroup(1); } void Network::LoadGroups() { group_list.clear(); utf8 path[MAX_PATH]; platform_get_user_directory(path, nullptr, sizeof(path)); safe_strcat_path(path, "groups.json", sizeof(path)); json_t* json = nullptr; if (platform_file_exists(path)) { try { json = Json::ReadFromFile(path); } catch (const std::exception& e) { log_error("Failed to read %s as JSON. Setting default groups. %s", path, e.what()); } } if (json == nullptr) { SetupDefaultGroups(); } else { json_t* json_groups = json_object_get(json, "groups"); size_t groupCount = (size_t)json_array_size(json_groups); for (size_t i = 0; i < groupCount; i++) { json_t* jsonGroup = json_array_get(json_groups, i); auto newgroup = std::make_unique(NetworkGroup::FromJson(jsonGroup)); group_list.push_back(std::move(newgroup)); } json_t* jsonDefaultGroup = json_object_get(json, "default_group"); default_group = (uint8_t)json_integer_value(jsonDefaultGroup); if (GetGroupByID(default_group) == nullptr) { default_group = 0; } json_decref(json); } // Host group should always contain all permissions. group_list.at(0)->ActionsAllowed.fill(0xFF); } std::string Network::BeginLog(const std::string& directory, const std::string& midName, const std::string& filenameFormat) { utf8 filename[256]; time_t timer; time(&timer); auto tmInfo = localtime(&timer); if (strftime(filename, sizeof(filename), filenameFormat.c_str(), tmInfo) == 0) { throw std::runtime_error("strftime failed"); } platform_ensure_directory_exists(Path::Combine(directory, midName).c_str()); return Path::Combine(directory, midName, filename); } void Network::AppendLog(std::ostream& fs, const std::string& s) { if (fs.fail()) { log_error("bad ostream failed to append log"); return; } try { utf8 buffer[256]; time_t timer; time(&timer); auto tmInfo = localtime(&timer); if (strftime(buffer, sizeof(buffer), "[%Y/%m/%d %H:%M:%S] ", tmInfo) != 0) { String::Append(buffer, sizeof(buffer), s.c_str()); utf8_remove_formatting(buffer, false); String::Append(buffer, sizeof(buffer), PLATFORM_NEWLINE); fs.write(buffer, strlen(buffer)); } } catch (const std::exception& ex) { log_error("%s", ex.what()); } } void Network::BeginChatLog() { auto directory = _env->GetDirectoryPath(DIRBASE::USER, DIRID::LOG_CHAT); _chatLogPath = BeginLog(directory, "", _chatLogFilenameFormat); # if defined(_WIN32) && !defined(__MINGW32__) auto pathW = std::unique_ptr(utf8_to_widechar(_chatLogPath.c_str())); _chat_log_fs.open(pathW.get(), std::ios::out | std::ios::app); # else _chat_log_fs.open(_chatLogPath, std::ios::out | std::ios::app); # endif } void Network::AppendChatLog(const std::string& s) { if (gConfigNetwork.log_chat && _chat_log_fs.is_open()) { AppendLog(_chat_log_fs, s); } } void Network::CloseChatLog() { _chat_log_fs.close(); } void Network::BeginServerLog() { auto directory = _env->GetDirectoryPath(DIRBASE::USER, DIRID::LOG_SERVER); _serverLogPath = BeginLog(directory, ServerName, _serverLogFilenameFormat); # if defined(_WIN32) && !defined(__MINGW32__) auto pathW = std::unique_ptr(utf8_to_widechar(_serverLogPath.c_str())); _server_log_fs.open(pathW.get(), std::ios::out | std::ios::app); # else _server_log_fs.open(_serverLogPath, std::ios::out | std::ios::app); # endif // Log server start event utf8 logMessage[256]; if (GetMode() == NETWORK_MODE_CLIENT) { format_string(logMessage, sizeof(logMessage), STR_LOG_CLIENT_STARTED, nullptr); } else if (GetMode() == NETWORK_MODE_SERVER) { format_string(logMessage, sizeof(logMessage), STR_LOG_SERVER_STARTED, nullptr); } AppendServerLog(logMessage); } void Network::AppendServerLog(const std::string& s) { if (gConfigNetwork.log_server_actions && _server_log_fs.is_open()) { AppendLog(_server_log_fs, s); } } void Network::CloseServerLog() { // Log server stopped event char logMessage[256]; if (GetMode() == NETWORK_MODE_CLIENT) { format_string(logMessage, sizeof(logMessage), STR_LOG_CLIENT_STOPPED, nullptr); } else if (GetMode() == NETWORK_MODE_SERVER) { format_string(logMessage, sizeof(logMessage), STR_LOG_SERVER_STOPPED, nullptr); } AppendServerLog(logMessage); _server_log_fs.close(); } void Network::Client_Send_TOKEN() { log_verbose("requesting token"); std::unique_ptr packet(NetworkPacket::Allocate()); *packet << (uint32_t)NETWORK_COMMAND_TOKEN; _serverConnection->AuthStatus = NETWORK_AUTH_REQUESTED; _serverConnection->QueuePacket(std::move(packet)); } void Network::Client_Send_AUTH( const std::string& name, const std::string& password, const std::string& pubkey, const std::vector& signature) { std::unique_ptr packet(NetworkPacket::Allocate()); *packet << (uint32_t)NETWORK_COMMAND_AUTH; packet->WriteString(network_get_version().c_str()); packet->WriteString(name.c_str()); packet->WriteString(password.c_str()); packet->WriteString(pubkey.c_str()); assert(signature.size() <= (size_t)UINT32_MAX); *packet << (uint32_t)signature.size(); packet->Write(signature.data(), signature.size()); _serverConnection->AuthStatus = NETWORK_AUTH_REQUESTED; _serverConnection->QueuePacket(std::move(packet)); } void Network::Client_Send_OBJECTS(const std::vector& objects) { log_verbose("client requests %u objects", uint32_t(objects.size())); std::unique_ptr packet(NetworkPacket::Allocate()); *packet << (uint32_t)NETWORK_COMMAND_OBJECTS << (uint32_t)objects.size(); for (const auto& object : objects) { log_verbose("client requests object %s", object.c_str()); packet->Write((const uint8_t*)object.c_str(), 8); } _serverConnection->QueuePacket(std::move(packet)); } void Network::Server_Send_TOKEN(NetworkConnection& connection) { std::unique_ptr packet(NetworkPacket::Allocate()); *packet << (uint32_t)NETWORK_COMMAND_TOKEN << (uint32_t)connection.Challenge.size(); packet->Write(connection.Challenge.data(), connection.Challenge.size()); connection.QueuePacket(std::move(packet)); } void Network::Server_Send_OBJECTS(NetworkConnection& connection, const std::vector& objects) const { log_verbose("Server sends objects list with %u items", objects.size()); std::unique_ptr packet(NetworkPacket::Allocate()); *packet << (uint32_t)NETWORK_COMMAND_OBJECTS << (uint32_t)objects.size(); for (auto object : objects) { log_verbose("Object %.8s (checksum %x)", object->ObjectEntry.name, object->ObjectEntry.checksum); packet->Write((const uint8_t*)object->ObjectEntry.name, 8); *packet << object->ObjectEntry.checksum << object->ObjectEntry.flags; } connection.QueuePacket(std::move(packet)); } NetworkStats_t Network::GetStats() const { NetworkStats_t stats = {}; if (mode == NETWORK_MODE_CLIENT) { stats = _serverConnection->Stats; } else { for (auto& connection : client_connection_list) { for (size_t n = 0; n < NETWORK_STATISTICS_GROUP_MAX; n++) { stats.bytesReceived[n] += connection->Stats.bytesReceived[n]; stats.bytesSent[n] += connection->Stats.bytesSent[n]; } } } return stats; } void Network::Server_Send_AUTH(NetworkConnection& connection) { uint8_t new_playerid = 0; if (connection.Player) { new_playerid = connection.Player->Id; } std::unique_ptr packet(NetworkPacket::Allocate()); *packet << (uint32_t)NETWORK_COMMAND_AUTH << (uint32_t)connection.AuthStatus << new_playerid; if (connection.AuthStatus == NETWORK_AUTH_BADVERSION) { packet->WriteString(network_get_version().c_str()); } connection.QueuePacket(std::move(packet)); if (connection.AuthStatus != NETWORK_AUTH_OK && connection.AuthStatus != NETWORK_AUTH_REQUIREPASSWORD) { connection.Socket->Disconnect(); } } void Network::Server_Send_MAP(NetworkConnection* connection) { std::vector objects; if (connection) { objects = connection->RequestedObjects; } else { // This will send all custom objects to connected clients // TODO: fix it so custom objects negotiation is performed even in this case. auto context = GetContext(); auto& objManager = context->GetObjectManager(); objects = objManager.GetPackableObjects(); } size_t out_size; uint8_t* header = save_for_network(out_size, objects); if (header == nullptr) { if (connection) { connection->SetLastDisconnectReason(STR_MULTIPLAYER_CONNECTION_CLOSED); connection->Socket->Disconnect(); } return; } size_t chunksize = 65000; for (size_t i = 0; i < out_size; i += chunksize) { size_t datasize = std::min(chunksize, out_size - i); std::unique_ptr packet(NetworkPacket::Allocate()); *packet << (uint32_t)NETWORK_COMMAND_MAP << (uint32_t)out_size << (uint32_t)i; packet->Write(&header[i], datasize); if (connection) { connection->QueuePacket(std::move(packet)); } else { SendPacketToClients(*packet); } } free(header); } uint8_t* Network::save_for_network(size_t& out_size, const std::vector& objects) const { uint8_t* header = nullptr; out_size = 0; bool RLEState = gUseRLE; gUseRLE = false; auto ms = MemoryStream(); if (!SaveMap(&ms, objects)) { log_warning("Failed to export map."); return nullptr; } gUseRLE = RLEState; const void* data = ms.GetData(); int32_t size = ms.GetLength(); uint8_t* compressed = util_zlib_deflate((const uint8_t*)data, size, &out_size); if (compressed != nullptr) { header = (uint8_t*)_strdup("open2_sv6_zlib"); size_t header_len = strlen((char*)header) + 1; // account for null terminator header = (uint8_t*)realloc(header, header_len + out_size); if (header == nullptr) { log_error("Failed to allocate %u bytes.", header_len + out_size); } else { std::memcpy(&header[header_len], compressed, out_size); out_size += header_len; log_verbose("Sending map of size %u bytes, compressed to %u bytes", size, out_size); } free(compressed); } else { log_warning("Failed to compress the data, falling back to non-compressed sv6."); header = (uint8_t*)malloc(size); if (header == nullptr) { log_error("Failed to allocate %u bytes.", size); } else { out_size = size; std::memcpy(header, data, size); } } return header; } void Network::Client_Send_CHAT(const char* text) { std::unique_ptr packet(NetworkPacket::Allocate()); *packet << (uint32_t)NETWORK_COMMAND_CHAT; packet->WriteString(text); _serverConnection->QueuePacket(std::move(packet)); } void Network::Server_Send_CHAT(const char* text) { std::unique_ptr packet(NetworkPacket::Allocate()); *packet << (uint32_t)NETWORK_COMMAND_CHAT; packet->WriteString(text); SendPacketToClients(*packet); } void Network::Client_Send_GAMECMD( uint32_t eax, uint32_t ebx, uint32_t ecx, uint32_t edx, uint32_t esi, uint32_t edi, uint32_t ebp, uint8_t callback) { std::unique_ptr packet(NetworkPacket::Allocate()); *packet << (uint32_t)NETWORK_COMMAND_GAMECMD << gCurrentTicks << eax << (ebx | GAME_COMMAND_FLAG_NETWORKED) << ecx << edx << esi << edi << ebp << callback; _serverConnection->QueuePacket(std::move(packet)); } void Network::Server_Send_GAMECMD( uint32_t eax, uint32_t ebx, uint32_t ecx, uint32_t edx, uint32_t esi, uint32_t edi, uint32_t ebp, uint8_t playerid, uint8_t callback) { std::unique_ptr packet(NetworkPacket::Allocate()); *packet << (uint32_t)NETWORK_COMMAND_GAMECMD << gCurrentTicks << eax << (ebx | GAME_COMMAND_FLAG_NETWORKED) << ecx << edx << esi << edi << ebp << playerid << callback; SendPacketToClients(*packet, false, true); } void Network::Client_Send_GAME_ACTION(const GameAction* action) { std::unique_ptr packet(NetworkPacket::Allocate()); uint32_t networkId = 0; networkId = ++_actionId; // I know its ugly, want basic functionality for now. const_cast(action)->SetNetworkId(networkId); if (action->GetCallback()) { _gameActionCallbacks.insert(std::make_pair(networkId, action->GetCallback())); } DataSerialiser stream(true); action->Serialise(stream); *packet << (uint32_t)NETWORK_COMMAND_GAME_ACTION << gCurrentTicks << action->GetType() << stream; _serverConnection->QueuePacket(std::move(packet)); } void Network::Server_Send_GAME_ACTION(const GameAction* action) { std::unique_ptr packet(NetworkPacket::Allocate()); DataSerialiser stream(true); action->Serialise(stream); *packet << (uint32_t)NETWORK_COMMAND_GAME_ACTION << gCurrentTicks << action->GetType() << stream; SendPacketToClients(*packet); } void Network::Server_Send_TICK() { std::unique_ptr packet(NetworkPacket::Allocate()); *packet << (uint32_t)NETWORK_COMMAND_TICK << gCurrentTicks << scenario_rand_state().s0; uint32_t flags = 0; // Simple counter which limits how often a sprite checksum gets sent. // This can get somewhat expensive, so we don't want to push it every tick in release, // but debug version can check more often. static int32_t checksum_counter = 0; checksum_counter++; if (checksum_counter >= 100) { checksum_counter = 0; flags |= NETWORK_TICK_FLAG_CHECKSUMS; } // Send flags always, so we can understand packet structure on the other end, // and allow for some expansion. *packet << flags; if (flags & NETWORK_TICK_FLAG_CHECKSUMS) { rct_sprite_checksum checksum = sprite_checksum(); packet->WriteString(checksum.ToString().c_str()); } SendPacketToClients(*packet); } void Network::Server_Send_PLAYERINFO(int32_t playerId) { std::unique_ptr packet(NetworkPacket::Allocate()); *packet << (uint32_t)NETWORK_COMMAND_PLAYERINFO << gCurrentTicks; auto* player = GetPlayerByID(playerId); if (player == nullptr) return; player->Write(*packet); SendPacketToClients(*packet); } void Network::Server_Send_PLAYERLIST() { std::unique_ptr packet(NetworkPacket::Allocate()); *packet << (uint32_t)NETWORK_COMMAND_PLAYERLIST << gCurrentTicks << (uint8_t)player_list.size(); for (auto& player : player_list) { player->Write(*packet); } SendPacketToClients(*packet); } void Network::Client_Send_PING() { std::unique_ptr packet(NetworkPacket::Allocate()); *packet << (uint32_t)NETWORK_COMMAND_PING; _serverConnection->QueuePacket(std::move(packet)); } void Network::Server_Send_PING() { last_ping_sent_time = platform_get_ticks(); std::unique_ptr packet(NetworkPacket::Allocate()); *packet << (uint32_t)NETWORK_COMMAND_PING; for (auto& client_connection : client_connection_list) { client_connection->PingTime = platform_get_ticks(); } SendPacketToClients(*packet, true); } void Network::Server_Send_PINGLIST() { std::unique_ptr packet(NetworkPacket::Allocate()); *packet << (uint32_t)NETWORK_COMMAND_PINGLIST << (uint8_t)player_list.size(); for (auto& player : player_list) { *packet << player->Id << player->Ping; } SendPacketToClients(*packet); } void Network::Server_Send_SETDISCONNECTMSG(NetworkConnection& connection, const char* msg) { std::unique_ptr packet(NetworkPacket::Allocate()); *packet << (uint32_t)NETWORK_COMMAND_SETDISCONNECTMSG; packet->WriteString(msg); connection.QueuePacket(std::move(packet)); } void Network::Server_Send_GAMEINFO(NetworkConnection& connection) { std::unique_ptr packet(NetworkPacket::Allocate()); *packet << (uint32_t)NETWORK_COMMAND_GAMEINFO; # ifndef DISABLE_HTTP json_t* obj = json_object(); json_object_set_new(obj, "name", json_string(gConfigNetwork.server_name.c_str())); json_object_set_new(obj, "requiresPassword", json_boolean(_password.size() > 0)); json_object_set_new(obj, "version", json_string(network_get_version().c_str())); json_object_set_new(obj, "players", json_integer(player_list.size())); json_object_set_new(obj, "maxPlayers", json_integer(gConfigNetwork.maxplayers)); json_object_set_new(obj, "description", json_string(gConfigNetwork.server_description.c_str())); json_object_set_new(obj, "greeting", json_string(gConfigNetwork.server_greeting.c_str())); json_object_set_new(obj, "dedicated", json_boolean(gOpenRCT2Headless)); // Provider details json_t* jsonProvider = json_object(); json_object_set_new(jsonProvider, "name", json_string(gConfigNetwork.provider_name.c_str())); json_object_set_new(jsonProvider, "email", json_string(gConfigNetwork.provider_email.c_str())); json_object_set_new(jsonProvider, "website", json_string(gConfigNetwork.provider_website.c_str())); json_object_set_new(obj, "provider", jsonProvider); packet->WriteString(json_dumps(obj, 0)); json_decref(obj); # endif connection.QueuePacket(std::move(packet)); } void Network::Server_Send_SHOWERROR(NetworkConnection& connection, rct_string_id title, rct_string_id message) { std::unique_ptr packet(NetworkPacket::Allocate()); *packet << (uint32_t)NETWORK_COMMAND_SHOWERROR << title << message; connection.QueuePacket(std::move(packet)); } void Network::Server_Send_GROUPLIST(NetworkConnection& connection) { std::unique_ptr packet(NetworkPacket::Allocate()); *packet << (uint32_t)NETWORK_COMMAND_GROUPLIST << (uint8_t)group_list.size() << default_group; for (auto& group : group_list) { group->Write(*packet); } connection.QueuePacket(std::move(packet)); } void Network::Server_Send_EVENT_PLAYER_JOINED(const char* playerName) { std::unique_ptr packet(NetworkPacket::Allocate()); *packet << (uint32_t)NETWORK_COMMAND_EVENT; *packet << (uint16_t)SERVER_EVENT_PLAYER_JOINED; packet->WriteString(playerName); SendPacketToClients(*packet); } void Network::Server_Send_EVENT_PLAYER_DISCONNECTED(const char* playerName, const char* reason) { std::unique_ptr packet(NetworkPacket::Allocate()); *packet << (uint32_t)NETWORK_COMMAND_EVENT; *packet << (uint16_t)SERVER_EVENT_PLAYER_DISCONNECTED; packet->WriteString(playerName); packet->WriteString(reason); SendPacketToClients(*packet); } bool Network::ProcessConnection(NetworkConnection& connection) { int32_t packetStatus; do { packetStatus = connection.ReadPacket(); switch (packetStatus) { case NETWORK_READPACKET_DISCONNECTED: // closed connection or network error if (!connection.GetLastDisconnectReason()) { connection.SetLastDisconnectReason(STR_MULTIPLAYER_CONNECTION_CLOSED); } return false; case NETWORK_READPACKET_SUCCESS: // done reading in packet ProcessPacket(connection, connection.InboundPacket); if (connection.Socket == nullptr) { return false; } break; case NETWORK_READPACKET_MORE_DATA: // more data required to be read break; case NETWORK_READPACKET_NO_DATA: // could not read anything from socket break; } } while (packetStatus == NETWORK_READPACKET_MORE_DATA || packetStatus == NETWORK_READPACKET_SUCCESS); connection.SendQueuedPackets(); if (!connection.ReceivedPacketRecently()) { if (!connection.GetLastDisconnectReason()) { connection.SetLastDisconnectReason(STR_MULTIPLAYER_NO_DATA); } return false; } return true; } void Network::ProcessPacket(NetworkConnection& connection, NetworkPacket& packet) { uint32_t command; packet >> command; if (command < NETWORK_COMMAND_MAX) { switch (gNetwork.GetMode()) { case NETWORK_MODE_SERVER: if (server_command_handlers[command]) { if (connection.AuthStatus == NETWORK_AUTH_OK || !packet.CommandRequiresAuth()) { (this->*server_command_handlers[command])(connection, packet); } } break; case NETWORK_MODE_CLIENT: if (client_command_handlers[command]) { (this->*client_command_handlers[command])(connection, packet); } break; } } packet.Clear(); } void Network::ProcessPending() { ProcessGameCommands(); ProcessPlayerList(); ProcessPlayerInfo(); } void Network::ProcessPlayerList() { if (_pendingPlayerList.tick == 0 || _pendingPlayerList.tick < gCurrentTicks) { return; } // List of active players found in the list. std::vector activePlayerIds; for (auto&& pendingPlayer : _pendingPlayerList.players) { activePlayerIds.push_back(pendingPlayer.Id); auto* player = GetPlayerByID(pendingPlayer.Id); if (player == nullptr) { // Add new player. player = AddPlayer("", ""); if (player) { *player = pendingPlayer; if (player->Flags & NETWORK_PLAYER_FLAG_ISSERVER) { _serverConnection->Player = player; } } } else { // Update. *player = pendingPlayer; } } // Remove any players that are not in newly received list auto it = player_list.begin(); while (it != player_list.end()) { if (std::find(activePlayerIds.begin(), activePlayerIds.end(), (*it)->Id) == activePlayerIds.end()) { it = player_list.erase(it); } else { it++; } } _pendingPlayerList.reset(); } void Network::ProcessPlayerInfo() { auto range = _pendingPlayerInfo.equal_range(gCurrentTicks); for (auto it = range.first; it != range.second; it++) { auto* player = GetPlayerByID(it->second.Id); if (player != nullptr) { const NetworkPlayer& networkedInfo = it->second; player->Flags = networkedInfo.Flags; player->Group = networkedInfo.Group; player->LastAction = networkedInfo.LastAction; player->LastActionCoord = networkedInfo.LastActionCoord; player->MoneySpent = networkedInfo.MoneySpent; player->CommandsRan = networkedInfo.CommandsRan; } } _pendingPlayerInfo.erase(gCurrentTicks); } void Network::ProcessGameCommands() { while (game_command_queue.begin() != game_command_queue.end()) { // run all the game commands at the current tick const GameCommand& gc = (*game_command_queue.begin()); if (mode == NETWORK_MODE_CLIENT) { if (game_command_queue.begin()->tick < gCurrentTicks) { // Having old command from a tick where we have not been active yet or malicious server, // the command is useless so lets not keep it. log_warning( "Discarding game command from tick behind current tick, CMD: %08X, CMD Tick: %08X, Current Tick: %08X\n", gc.esi, gc.tick, gCurrentTicks); game_command_queue.erase(game_command_queue.begin()); // At this point we should not return, would add the possibility to skip commands this tick. continue; } // exit the game command processing loop to still have a chance at finding desync. if (game_command_queue.begin()->tick != gCurrentTicks) break; } if (gc.action != nullptr) { // Remove ghost scenery so it doesn't interfere with incoming network command switch (gc.action->GetType()) { case GAME_COMMAND_PLACE_WALL: case GAME_COMMAND_PLACE_LARGE_SCENERY: case GAME_COMMAND_PLACE_BANNER: case GAME_COMMAND_PLACE_SCENERY: scenery_remove_ghost_tool_placement(); break; } GameAction* action = gc.action.get(); action->SetFlags(action->GetFlags() | GAME_COMMAND_FLAG_NETWORKED); Guard::Assert(action != nullptr); GameActionResult::Ptr result = GameActions::Execute(action); if (result->Error == GA_ERROR::OK) { Server_Send_GAME_ACTION(action); Server_Send_PLAYERINFO(action->GetPlayer()); } } else { if (GetPlayerID() == gc.playerid) { game_command_callback = game_command_callback_get_callback(gc.callback); } game_command_playerid = gc.playerid; int32_t command = gc.esi; int32_t flags = gc.ebx; if (mode == NETWORK_MODE_SERVER) flags |= GAME_COMMAND_FLAG_NETWORKED; money32 cost = game_do_command(gc.eax, flags, gc.ecx, gc.edx, gc.esi, gc.edi, gc.ebp); if (cost != MONEY32_UNDEFINED) { NetworkPlayer* player = GetPlayerByID(gc.playerid); if (!player) return; player->LastAction = NetworkActions::FindCommand(command); player->LastActionTime = platform_get_ticks(); player->AddMoneySpent(cost); if (mode == NETWORK_MODE_SERVER) { // Note these are currently not reached as both commands are ported to GameActions if (command == GAME_COMMAND_PLACE_SCENERY) { player->LastPlaceSceneryTime = player->LastActionTime; } else if (command == GAME_COMMAND_DEMOLISH_RIDE) { player->LastDemolishRideTime = player->LastActionTime; } Server_Send_GAMECMD(gc.eax, gc.ebx, gc.ecx, gc.edx, gc.esi, gc.edi, gc.ebp, gc.playerid, gc.callback); Server_Send_PLAYERINFO(gc.playerid); } } } game_command_queue.erase(game_command_queue.begin()); } } void Network::EnqueueGameAction(const GameAction* action) { std::unique_ptr ga = GameActions::Clone(action); if (ga->GetPlayer() == -1 && GetMode() != NETWORK_MODE_NONE) { // Server can directly invoke actions and will have no player id assigned // as that normally happens when receiving them over network. ga->SetPlayer(network_get_current_player_id()); } game_command_queue.emplace(gCurrentTicks, std::move(ga), _commandId++); } void Network::AddClient(std::unique_ptr&& socket) { if (gConfigNetwork.pause_server_if_no_clients && game_is_paused()) { auto pauseToggleAction = PauseToggleAction(); GameActions::Execute(&pauseToggleAction); } // Log connection info. char addr[128]; snprintf(addr, sizeof(addr), "Client joined from %s", socket->GetHostName()); AppendServerLog(addr); // Store connection auto connection = std::make_unique(); connection->Socket = std::move(socket); client_connection_list.push_back(std::move(connection)); } void Network::RemoveClient(std::unique_ptr& connection) { NetworkPlayer* connection_player = connection->Player; if (connection_player) { char text[256]; const char* has_disconnected_args[2] = { connection_player->Name.c_str(), connection->GetLastDisconnectReason(), }; if (has_disconnected_args[1]) { format_string(text, 256, STR_MULTIPLAYER_PLAYER_HAS_DISCONNECTED_WITH_REASON, has_disconnected_args); } else { format_string(text, 256, STR_MULTIPLAYER_PLAYER_HAS_DISCONNECTED_NO_REASON, &(has_disconnected_args[0])); } chat_history_add(text); Peep* pickup_peep = network_get_pickup_peep(connection_player->Id); if (pickup_peep) { game_command_playerid = connection_player->Id; game_do_command( pickup_peep->sprite_index, GAME_COMMAND_FLAG_APPLY, 1, 0, pickup_peep->type == PEEP_TYPE_GUEST ? GAME_COMMAND_PICKUP_GUEST : GAME_COMMAND_PICKUP_STAFF, network_get_pickup_peep_old_x(connection_player->Id), 0); } gNetwork.Server_Send_EVENT_PLAYER_DISCONNECTED( (char*)connection_player->Name.c_str(), connection->GetLastDisconnectReason()); // Log player disconnected event AppendServerLog(text); } player_list.erase( std::remove_if( player_list.begin(), player_list.end(), [connection_player](std::unique_ptr& player) { return player.get() == connection_player; }), player_list.end()); client_connection_list.remove(connection); if (gConfigNetwork.pause_server_if_no_clients && game_is_not_paused() && client_connection_list.empty()) { auto pauseToggleAction = PauseToggleAction(); GameActions::Execute(&pauseToggleAction); } Server_Send_PLAYERLIST(); } NetworkPlayer* Network::AddPlayer(const std::string& name, const std::string& keyhash) { NetworkPlayer* addedplayer = nullptr; int32_t newid = -1; if (GetMode() == NETWORK_MODE_SERVER) { // Find first unused player id for (int32_t id = 0; id < 255; id++) { if (std::find_if( player_list.begin(), player_list.end(), [&id](std::unique_ptr const& player) { return player->Id == id; }) == player_list.end()) { newid = id; break; } } } else { newid = 0; } if (newid != -1) { std::unique_ptr player; if (GetMode() == NETWORK_MODE_SERVER) { // Load keys host may have added manually _userManager.Load(); // Check if the key is registered const NetworkUser* networkUser = _userManager.GetUserByHash(keyhash); player = std::make_unique(); player->Id = newid; player->KeyHash = keyhash; if (networkUser == nullptr) { player->Group = GetDefaultGroup(); if (name.empty() == false) { player->SetName(MakePlayerNameUnique(String::Trim(name))); } } else { player->Group = networkUser->GroupId.GetValueOrDefault(GetDefaultGroup()); player->SetName(networkUser->Name); } } else { player = std::make_unique(); player->Id = newid; player->Group = GetDefaultGroup(); player->SetName(String::Trim(std::string(name))); } addedplayer = player.get(); player_list.push_back(std::move(player)); } return addedplayer; } std::string Network::MakePlayerNameUnique(const std::string& name) { // Note: Player names are case-insensitive std::string new_name = name.substr(0, 31); int32_t counter = 1; bool unique; do { unique = true; // Check if there is already a player with this name in the server for (const auto& player : player_list) { if (String::Equals(player->Name.c_str(), new_name.c_str(), true)) { unique = false; break; } } if (unique) { // Check if there is already a registered player with this name if (_userManager.GetUserByName(new_name) != nullptr) { unique = false; } } if (!unique) { // Increment name counter counter++; new_name = name.substr(0, 31) + " #" + std::to_string(counter); } } while (!unique); return new_name; } void Network::Client_Handle_TOKEN(NetworkConnection& connection, NetworkPacket& packet) { utf8 keyPath[MAX_PATH]; network_get_private_key_path(keyPath, sizeof(keyPath), gConfigNetwork.player_name); if (!platform_file_exists(keyPath)) { log_error("Key file (%s) was not found. Restart client to re-generate it.", keyPath); return; } try { auto fs = FileStream(keyPath, FILE_MODE_OPEN); if (!_key.LoadPrivate(&fs)) { throw std::runtime_error("Failed to load private key."); } } catch (const std::exception&) { log_error("Failed to load key %s", keyPath); connection.SetLastDisconnectReason(STR_MULTIPLAYER_VERIFICATION_FAILURE); connection.Socket->Disconnect(); return; } uint32_t challenge_size; packet >> challenge_size; const char* challenge = (const char*)packet.Read(challenge_size); std::vector signature; const std::string pubkey = _key.PublicKeyString(); _challenge.resize(challenge_size); std::memcpy(_challenge.data(), challenge, challenge_size); bool ok = _key.Sign(_challenge.data(), _challenge.size(), signature); if (!ok) { log_error("Failed to sign server's challenge."); connection.SetLastDisconnectReason(STR_MULTIPLAYER_VERIFICATION_FAILURE); connection.Socket->Disconnect(); return; } // Don't keep private key in memory. There's no need and it may get leaked // when process dump gets collected at some point in future. _key.Unload(); const char* password = String::IsNullOrEmpty(gCustomPassword) ? "" : gCustomPassword; Client_Send_AUTH(gConfigNetwork.player_name.c_str(), password, pubkey.c_str(), signature); } void Network::Client_Handle_AUTH(NetworkConnection& connection, NetworkPacket& packet) { uint32_t auth_status; packet >> auth_status >> (uint8_t&)player_id; connection.AuthStatus = (NETWORK_AUTH)auth_status; switch (connection.AuthStatus) { case NETWORK_AUTH_OK: Client_Send_GAMEINFO(); break; case NETWORK_AUTH_BADNAME: connection.SetLastDisconnectReason(STR_MULTIPLAYER_BAD_PLAYER_NAME); connection.Socket->Disconnect(); break; case NETWORK_AUTH_BADVERSION: { const char* version = packet.ReadString(); connection.SetLastDisconnectReason(STR_MULTIPLAYER_INCORRECT_SOFTWARE_VERSION, &version); connection.Socket->Disconnect(); break; } case NETWORK_AUTH_BADPASSWORD: connection.SetLastDisconnectReason(STR_MULTIPLAYER_BAD_PASSWORD); connection.Socket->Disconnect(); break; case NETWORK_AUTH_VERIFICATIONFAILURE: connection.SetLastDisconnectReason(STR_MULTIPLAYER_VERIFICATION_FAILURE); connection.Socket->Disconnect(); break; case NETWORK_AUTH_FULL: connection.SetLastDisconnectReason(STR_MULTIPLAYER_SERVER_FULL); connection.Socket->Disconnect(); break; case NETWORK_AUTH_REQUIREPASSWORD: context_open_window_view(WV_NETWORK_PASSWORD); break; case NETWORK_AUTH_UNKNOWN_KEY_DISALLOWED: connection.SetLastDisconnectReason(STR_MULTIPLAYER_UNKNOWN_KEY_DISALLOWED); connection.Socket->Disconnect(); break; default: connection.SetLastDisconnectReason(STR_MULTIPLAYER_INCORRECT_SOFTWARE_VERSION); connection.Socket->Disconnect(); break; } } void Network::Server_Client_Joined(const char* name, const std::string& keyhash, NetworkConnection& connection) { NetworkPlayer* player = AddPlayer(name, keyhash); connection.Player = player; if (player) { char text[256]; const char* player_name = (const char*)player->Name.c_str(); format_string(text, 256, STR_MULTIPLAYER_PLAYER_HAS_JOINED_THE_GAME, &player_name); chat_history_add(text); auto context = GetContext(); auto& objManager = context->GetObjectManager(); auto objects = objManager.GetPackableObjects(); Server_Send_OBJECTS(connection, objects); // Log player joining event std::string playerNameHash = player->Name + " (" + keyhash + ")"; player_name = (const char*)playerNameHash.c_str(); format_string(text, 256, STR_MULTIPLAYER_PLAYER_HAS_JOINED_THE_GAME, &player_name); AppendServerLog(text); Server_Send_PLAYERLIST(); } } void Network::Server_Handle_TOKEN(NetworkConnection& connection, [[maybe_unused]] NetworkPacket& packet) { uint8_t token_size = 10 + (rand() & 0x7f); connection.Challenge.resize(token_size); for (int32_t i = 0; i < token_size; i++) { connection.Challenge[i] = (uint8_t)(rand() & 0xff); } Server_Send_TOKEN(connection); } void Network::Client_Handle_OBJECTS(NetworkConnection& connection, NetworkPacket& packet) { auto& repo = GetContext()->GetObjectRepository(); uint32_t size; packet >> size; log_verbose("client received object list, it has %u entries", size); if (size > OBJECT_ENTRY_COUNT) { connection.SetLastDisconnectReason(STR_MULTIPLAYER_SERVER_INVALID_REQUEST); connection.Socket->Disconnect(); log_warning("Server sent invalid amount of objects"); return; } std::vector requested_objects; for (uint32_t i = 0; i < size; i++) { const char* name = (const char*)packet.Read(8); // Required, as packet has no null terminators. std::string s(name, name + 8); uint32_t checksum, flags; packet >> checksum >> flags; const ObjectRepositoryItem* ori = repo.FindObject(s.c_str()); // This could potentially request the object if checksums don't match, but since client // won't replace its version with server-provided one, we don't do that. if (ori == nullptr) { log_verbose("Requesting object %s with checksum %x from server", s.c_str(), checksum); requested_objects.push_back(s); } else if (ori->ObjectEntry.checksum != checksum || ori->ObjectEntry.flags != flags) { log_warning( "Object %s has different checksum/flags (%x/%x) than server (%x/%x).", s.c_str(), ori->ObjectEntry.checksum, ori->ObjectEntry.flags, checksum, flags); } } Client_Send_OBJECTS(requested_objects); } void Network::Server_Handle_OBJECTS(NetworkConnection& connection, NetworkPacket& packet) { uint32_t size; packet >> size; if (size > OBJECT_ENTRY_COUNT) { connection.SetLastDisconnectReason(STR_MULTIPLAYER_CLIENT_INVALID_REQUEST); connection.Socket->Disconnect(); std::string playerName = "(unknown)"; if (connection.Player) { playerName = connection.Player->Name; } std::string text = std::string("Player ") + playerName + std::string(" requested invalid amount of objects"); AppendServerLog(text); log_warning(text.c_str()); return; } log_verbose("Client requested %u objects", size); auto& repo = GetContext()->GetObjectRepository(); for (uint32_t i = 0; i < size; i++) { const char* name = (const char*)packet.Read(8); // This is required, as packet does not have null terminator std::string s(name, name + 8); log_verbose("Client requested object %s", s.c_str()); const ObjectRepositoryItem* item = repo.FindObject(s.c_str()); if (item == nullptr) { log_warning("Client tried getting non-existent object %s from us.", s.c_str()); } else { connection.RequestedObjects.push_back(item); } } const char* player_name = (const char*)connection.Player->Name.c_str(); Server_Send_MAP(&connection); Server_Send_EVENT_PLAYER_JOINED(player_name); Server_Send_GROUPLIST(connection); Server_Send_PLAYERLIST(); } void Network::Server_Handle_AUTH(NetworkConnection& connection, NetworkPacket& packet) { if (connection.AuthStatus != NETWORK_AUTH_OK) { const char* gameversion = packet.ReadString(); const char* name = packet.ReadString(); const char* password = packet.ReadString(); const char* pubkey = packet.ReadString(); uint32_t sigsize; packet >> sigsize; if (pubkey == nullptr) { connection.AuthStatus = NETWORK_AUTH_VERIFICATIONFAILURE; } else { try { std::vector signature; signature.resize(sigsize); const uint8_t* signatureData = (const uint8_t*)packet.Read(sigsize); if (signatureData == nullptr) { throw std::runtime_error("Failed to read packet."); } std::memcpy(signature.data(), signatureData, sigsize); auto ms = MemoryStream(pubkey, strlen(pubkey)); if (!connection.Key.LoadPublic(&ms)) { throw std::runtime_error("Failed to load public key."); } bool verified = connection.Key.Verify(connection.Challenge.data(), connection.Challenge.size(), signature); const std::string hash = connection.Key.PublicKeyHash(); if (verified) { log_verbose("Signature verification ok. Hash %s", hash.c_str()); if (gConfigNetwork.known_keys_only && _userManager.GetUserByHash(hash) == nullptr) { log_verbose("Hash %s, not known", hash.c_str()); connection.AuthStatus = NETWORK_AUTH_UNKNOWN_KEY_DISALLOWED; } else { connection.AuthStatus = NETWORK_AUTH_VERIFIED; } } else { connection.AuthStatus = NETWORK_AUTH_VERIFICATIONFAILURE; log_verbose("Signature verification failed!"); } } catch (const std::exception&) { connection.AuthStatus = NETWORK_AUTH_VERIFICATIONFAILURE; log_verbose("Signature verification failed, invalid data!"); } } bool passwordless = false; if (connection.AuthStatus == NETWORK_AUTH_VERIFIED) { const NetworkGroup* group = GetGroupByID(GetGroupIDByHash(connection.Key.PublicKeyHash())); passwordless = group->CanPerformCommand(MISC_COMMAND_PASSWORDLESS_LOGIN); } if (!gameversion || network_get_version() != gameversion) { connection.AuthStatus = NETWORK_AUTH_BADVERSION; } else if (!name) { connection.AuthStatus = NETWORK_AUTH_BADNAME; } else if (!passwordless) { if ((!password || strlen(password) == 0) && !_password.empty()) { connection.AuthStatus = NETWORK_AUTH_REQUIREPASSWORD; } else if (password && _password != password) { connection.AuthStatus = NETWORK_AUTH_BADPASSWORD; } } if ((size_t)gConfigNetwork.maxplayers <= player_list.size()) { connection.AuthStatus = NETWORK_AUTH_FULL; } else if (connection.AuthStatus == NETWORK_AUTH_VERIFIED) { connection.AuthStatus = NETWORK_AUTH_OK; const std::string hash = connection.Key.PublicKeyHash(); Server_Client_Joined(name, hash, connection); } else if (connection.AuthStatus != NETWORK_AUTH_REQUIREPASSWORD) { log_error("Unknown failure (%d) while authenticating client", connection.AuthStatus); } Server_Send_AUTH(connection); } } void Network::Client_Handle_MAP([[maybe_unused]] NetworkConnection& connection, NetworkPacket& packet) { uint32_t size, offset; packet >> size >> offset; int32_t chunksize = (int32_t)(packet.Size - packet.BytesRead); if (chunksize <= 0) { return; } if (size > chunk_buffer.size()) { chunk_buffer.resize(size); } char str_downloading_map[256]; uint32_t downloading_map_args[2] = { (offset + chunksize) / 1024, size / 1024, }; format_string(str_downloading_map, 256, STR_MULTIPLAYER_DOWNLOADING_MAP, downloading_map_args); auto intent = Intent(WC_NETWORK_STATUS); intent.putExtra(INTENT_EXTRA_MESSAGE, std::string{ str_downloading_map }); intent.putExtra(INTENT_EXTRA_CALLBACK, []() -> void { gNetwork.Close(); }); context_open_intent(&intent); std::memcpy(&chunk_buffer[offset], (void*)packet.Read(chunksize), chunksize); if (offset + chunksize == size) { context_force_close_window_by_class(WC_NETWORK_STATUS); bool has_to_free = false; uint8_t* data = &chunk_buffer[0]; size_t data_size = size; // zlib-compressed if (strcmp("open2_sv6_zlib", (char*)&chunk_buffer[0]) == 0) { log_verbose("Received zlib-compressed sv6 map"); has_to_free = true; size_t header_len = strlen("open2_sv6_zlib") + 1; data = util_zlib_inflate(&chunk_buffer[header_len], size - header_len, &data_size); if (data == nullptr) { log_warning("Failed to decompress data sent from server."); Close(); return; } } else { log_verbose("Assuming received map is in plain sv6 format"); } auto ms = MemoryStream(data, data_size); if (LoadMap(&ms)) { game_load_init(); game_command_queue.clear(); server_tick = gCurrentTicks; // window_network_status_open("Loaded new map from network"); _desynchronised = false; _clientMapLoaded = true; gFirstTimeSaving = true; // Notify user he is now online and which shortcut key enables chat network_chat_show_connected_message(); // Fix invalid vehicle sprite sizes, thus preventing visual corruption of sprites fix_invalid_vehicle_sprite_sizes(); } else { // Something went wrong, game is not loaded. Return to main screen. auto loadOrQuitAction = LoadOrQuitAction(LoadOrQuitModes::OpenSavePrompt, PM_SAVE_BEFORE_QUIT); GameActions::Execute(&loadOrQuitAction); } if (has_to_free) { free(data); } } } bool Network::LoadMap(IStream* stream) { bool result = false; try { auto context = GetContext(); auto& objManager = context->GetObjectManager(); auto importer = ParkImporter::CreateS6(context->GetObjectRepository()); auto loadResult = importer->LoadFromStream(stream, false); objManager.LoadObjects(loadResult.RequiredObjects.data(), loadResult.RequiredObjects.size()); importer->Import(); sprite_position_tween_reset(); // Read checksum [[maybe_unused]] uint32_t checksum = stream->ReadValue(); // Read other data not in normal save files stream->Read(gSpriteSpatialIndex, 0x10001 * sizeof(uint16_t)); gGamePaused = stream->ReadValue(); _guestGenerationProbability = stream->ReadValue(); _suggestedGuestMaximum = stream->ReadValue(); gCheatsSandboxMode = stream->ReadValue() != 0; gCheatsDisableClearanceChecks = stream->ReadValue() != 0; gCheatsDisableSupportLimits = stream->ReadValue() != 0; gCheatsDisableTrainLengthLimit = stream->ReadValue() != 0; gCheatsEnableChainLiftOnAllTrack = stream->ReadValue() != 0; gCheatsShowAllOperatingModes = stream->ReadValue() != 0; gCheatsShowVehiclesFromOtherTrackTypes = stream->ReadValue() != 0; gCheatsFastLiftHill = stream->ReadValue() != 0; gCheatsDisableBrakesFailure = stream->ReadValue() != 0; gCheatsDisableAllBreakdowns = stream->ReadValue() != 0; gCheatsBuildInPauseMode = stream->ReadValue() != 0; gCheatsIgnoreRideIntensity = stream->ReadValue() != 0; gCheatsDisableVandalism = stream->ReadValue() != 0; gCheatsDisableLittering = stream->ReadValue() != 0; gCheatsNeverendingMarketing = stream->ReadValue() != 0; gCheatsFreezeWeather = stream->ReadValue() != 0; gCheatsDisablePlantAging = stream->ReadValue() != 0; gCheatsAllowArbitraryRideTypeChanges = stream->ReadValue() != 0; gCheatsDisableRideValueAging = stream->ReadValue() != 0; gConfigGeneral.show_real_names_of_guests = stream->ReadValue() != 0; gCheatsIgnoreResearchStatus = stream->ReadValue() != 0; gLastAutoSaveUpdate = AUTOSAVE_PAUSE; result = true; } catch (const std::exception&) { } return result; } bool Network::SaveMap(IStream* stream, const std::vector& objects) const { bool result = false; viewport_set_saved_view(); try { auto s6exporter = std::make_unique(); s6exporter->ExportObjectsList = objects; s6exporter->Export(); s6exporter->SaveGame(stream); // Write other data not in normal save files stream->Write(gSpriteSpatialIndex, 0x10001 * sizeof(uint16_t)); stream->WriteValue(gGamePaused); stream->WriteValue(_guestGenerationProbability); stream->WriteValue(_suggestedGuestMaximum); stream->WriteValue(gCheatsSandboxMode); stream->WriteValue(gCheatsDisableClearanceChecks); stream->WriteValue(gCheatsDisableSupportLimits); stream->WriteValue(gCheatsDisableTrainLengthLimit); stream->WriteValue(gCheatsEnableChainLiftOnAllTrack); stream->WriteValue(gCheatsShowAllOperatingModes); stream->WriteValue(gCheatsShowVehiclesFromOtherTrackTypes); stream->WriteValue(gCheatsFastLiftHill); stream->WriteValue(gCheatsDisableBrakesFailure); stream->WriteValue(gCheatsDisableAllBreakdowns); stream->WriteValue(gCheatsBuildInPauseMode); stream->WriteValue(gCheatsIgnoreRideIntensity); stream->WriteValue(gCheatsDisableVandalism); stream->WriteValue(gCheatsDisableLittering); stream->WriteValue(gCheatsNeverendingMarketing); stream->WriteValue(gCheatsFreezeWeather); stream->WriteValue(gCheatsDisablePlantAging); stream->WriteValue(gCheatsAllowArbitraryRideTypeChanges); stream->WriteValue(gCheatsDisableRideValueAging); stream->WriteValue(gConfigGeneral.show_real_names_of_guests); stream->WriteValue(gCheatsIgnoreResearchStatus); result = true; } catch (const std::exception&) { } return result; } void Network::Client_Handle_CHAT([[maybe_unused]] NetworkConnection& connection, NetworkPacket& packet) { const char* text = packet.ReadString(); if (text) { chat_history_add(text); } } void Network::Server_Handle_CHAT(NetworkConnection& connection, NetworkPacket& packet) { if (connection.Player) { NetworkGroup* group = GetGroupByID(connection.Player->Group); if (!group || !group->CanPerformCommand(MISC_COMMAND_CHAT)) { return; } } const char* text = packet.ReadString(); if (text) { const char* formatted = FormatChat(connection.Player, text); chat_history_add(formatted); Server_Send_CHAT(formatted); } } void Network::Client_Handle_GAMECMD([[maybe_unused]] NetworkConnection& connection, NetworkPacket& packet) { uint32_t tick; uint32_t args[7]; uint8_t playerid; uint8_t callback; packet >> tick >> args[0] >> args[1] >> args[2] >> args[3] >> args[4] >> args[5] >> args[6] >> playerid >> callback; game_command_queue.emplace(tick, args, playerid, callback, _commandId++); } void Network::Client_Handle_GAME_ACTION([[maybe_unused]] NetworkConnection& connection, NetworkPacket& packet) { uint32_t tick; uint32_t actionType; packet >> tick >> actionType; MemoryStream stream; size_t size = packet.Size - packet.BytesRead; stream.WriteArray(packet.Read(size), size); stream.SetPosition(0); DataSerialiser ds(false, stream); GameAction::Ptr action = GameActions::Create(actionType); if (action == nullptr) { log_error("Received unregistered game action type: 0x%08X", actionType); return; } action->Serialise(ds); if (player_id == action->GetPlayer().id) { // Only execute callbacks that belong to us, // clients can have identical network ids assigned. auto itr = _gameActionCallbacks.find(action->GetNetworkId()); if (itr != _gameActionCallbacks.end()) { action->SetCallback(itr->second); _gameActionCallbacks.erase(itr); } } game_command_queue.emplace(tick, std::move(action), _commandId++); } void Network::Server_Handle_GAME_ACTION(NetworkConnection& connection, NetworkPacket& packet) { uint32_t tick; uint32_t actionType; NetworkPlayer* player = connection.Player; if (player == nullptr) { return; } packet >> tick >> actionType; // Don't let clients send pause or quit if (actionType == GAME_COMMAND_TOGGLE_PAUSE || actionType == GAME_COMMAND_LOAD_OR_QUIT) { return; } // Check if player's group permission allows command to run NetworkGroup* group = GetGroupByID(connection.Player->Group); if (group == nullptr || group->CanPerformCommand(actionType) == false) { Server_Send_SHOWERROR(connection, STR_CANT_DO_THIS, STR_PERMISSION_DENIED); return; } // Create and enqueue the action. GameAction::Ptr ga = GameActions::Create(actionType); if (ga == nullptr) { log_error( "Received unregistered game action type: 0x%08X from player: (%d) %s", actionType, connection.Player->Id, connection.Player->Name.c_str()); return; } // Player who is hosting is not affected by cooldowns. if ((player->Flags & NETWORK_PLAYER_FLAG_ISSERVER) == 0) { auto cooldownIt = player->CooldownTime.find(actionType); if (cooldownIt != std::end(player->CooldownTime)) { if (cooldownIt->second > 0) { Server_Send_SHOWERROR(connection, STR_CANT_DO_THIS, STR_NETWORK_ACTION_RATE_LIMIT_MESSAGE); return; } } uint32_t cooldownTime = ga->GetCooldownTime(); if (cooldownTime > 0) { player->CooldownTime[actionType] = cooldownTime; } } DataSerialiser stream(false); size_t size = packet.Size - packet.BytesRead; stream.GetStream().WriteArray(packet.Read(size), size); stream.GetStream().SetPosition(0); ga->Serialise(stream); // Set player to sender, should be 0 if sent from client. ga->SetPlayer(NetworkPlayerId_t{ connection.Player->Id }); game_command_queue.emplace(tick, std::move(ga), _commandId++); } void Network::Server_Handle_GAMECMD(NetworkConnection& connection, NetworkPacket& packet) { uint32_t tick; uint32_t args[7]; uint8_t playerid; uint8_t callback; if (!connection.Player) { return; } playerid = connection.Player->Id; packet >> tick >> args[0] >> args[1] >> args[2] >> args[3] >> args[4] >> args[5] >> args[6] >> callback; int32_t commandCommand = args[4]; uint32_t ticks = platform_get_ticks(); // tick count is different by time last_action_time is set, keep same value. // Check if player's group permission allows command to run NetworkGroup* group = GetGroupByID(connection.Player->Group); if (!group || !group->CanPerformCommand(commandCommand)) { Server_Send_SHOWERROR(connection, STR_CANT_DO_THIS, STR_PERMISSION_DENIED); return; } // In case someone modifies the code / memory to enable cluster build, // require a small delay in between placing scenery to provide some security, as // cluster mode is a for loop that runs the place_scenery code multiple times. if (commandCommand == GAME_COMMAND_PLACE_SCENERY) { if (ticks - connection.Player->LastPlaceSceneryTime < ACTION_COOLDOWN_TIME_PLACE_SCENERY && // In case platform_get_ticks() wraps after ~49 days, ignore larger logged times. ticks > connection.Player->LastPlaceSceneryTime) { if (!(group->CanPerformCommand(MISC_COMMAND_TOGGLE_SCENERY_CLUSTER))) { Server_Send_SHOWERROR(connection, STR_CANT_DO_THIS, STR_NETWORK_ACTION_RATE_LIMIT_MESSAGE); return; } } } // This is to prevent abuse of demolishing rides. Anyone that is not the server // host will have to wait a small amount of time in between deleting rides. else if (commandCommand == GAME_COMMAND_DEMOLISH_RIDE) { if (ticks - connection.Player->LastDemolishRideTime < ACTION_COOLDOWN_TIME_DEMOLISH_RIDE && // In case platform_get_ticks() wraps after ~49 days, ignore larger logged times. ticks > connection.Player->LastDemolishRideTime) { Server_Send_SHOWERROR(connection, STR_CANT_DO_THIS, STR_NETWORK_ACTION_RATE_LIMIT_MESSAGE); return; } } game_command_queue.emplace(tick, args, playerid, callback, _commandId++); } void Network::Client_Handle_TICK([[maybe_unused]] NetworkConnection& connection, NetworkPacket& packet) { uint32_t srand0; uint32_t flags; packet >> server_tick >> srand0 >> flags; ServerTickData_t tickData; tickData.srand0 = srand0; tickData.tick = server_tick; if (flags & NETWORK_TICK_FLAG_CHECKSUMS) { const char* text = packet.ReadString(); if (text != nullptr) { tickData.spriteHash = text; } } // Don't let the history grow too much. while (_serverTickData.size() >= 100) { _serverTickData.erase(_serverTickData.begin()); } _serverTickData.emplace(server_tick, tickData); } void Network::Client_Handle_PLAYERINFO([[maybe_unused]] NetworkConnection& connection, NetworkPacket& packet) { uint32_t tick; packet >> tick; NetworkPlayer playerInfo; playerInfo.Read(packet); _pendingPlayerInfo.emplace(tick, playerInfo); } void Network::Client_Handle_PLAYERLIST([[maybe_unused]] NetworkConnection& connection, NetworkPacket& packet) { uint32_t tick; uint8_t size; packet >> tick >> size; _pendingPlayerList.reset(); _pendingPlayerList.tick = tick; for (uint32_t i = 0; i < size; i++) { NetworkPlayer tempplayer; tempplayer.Read(packet); _pendingPlayerList.players.push_back(tempplayer); } } void Network::Client_Handle_PING([[maybe_unused]] NetworkConnection& connection, [[maybe_unused]] NetworkPacket& packet) { Client_Send_PING(); } void Network::Server_Handle_PING(NetworkConnection& connection, [[maybe_unused]] NetworkPacket& packet) { int32_t ping = platform_get_ticks() - connection.PingTime; if (ping < 0) { ping = 0; } if (connection.Player) { connection.Player->Ping = ping; window_invalidate_by_number(WC_PLAYER, connection.Player->Id); } } void Network::Client_Handle_PINGLIST([[maybe_unused]] NetworkConnection& connection, NetworkPacket& packet) { uint8_t size; packet >> size; for (uint32_t i = 0; i < size; i++) { uint8_t id; uint16_t ping; packet >> id >> ping; NetworkPlayer* player = GetPlayerByID(id); if (player) { player->Ping = ping; } } window_invalidate_by_class(WC_PLAYER); } void Network::Client_Handle_SETDISCONNECTMSG(NetworkConnection& connection, NetworkPacket& packet) { static std::string msg; const char* disconnectmsg = packet.ReadString(); if (disconnectmsg) { msg = disconnectmsg; connection.SetLastDisconnectReason(msg.c_str()); } } void Network::Server_Handle_GAMEINFO(NetworkConnection& connection, [[maybe_unused]] NetworkPacket& packet) { Server_Send_GAMEINFO(connection); } void Network::Client_Handle_SHOWERROR([[maybe_unused]] NetworkConnection& connection, NetworkPacket& packet) { rct_string_id title, message; packet >> title >> message; context_show_error(title, message); } void Network::Client_Handle_GROUPLIST([[maybe_unused]] NetworkConnection& connection, NetworkPacket& packet) { group_list.clear(); uint8_t size; packet >> size >> default_group; for (uint32_t i = 0; i < size; i++) { NetworkGroup group; group.Read(packet); auto newgroup = std::make_unique(group); group_list.push_back(std::move(newgroup)); } } void Network::Client_Handle_EVENT([[maybe_unused]] NetworkConnection& connection, NetworkPacket& packet) { char text[256]; uint16_t eventType; packet >> eventType; switch (eventType) { case SERVER_EVENT_PLAYER_JOINED: { const char* playerName = packet.ReadString(); format_string(text, 256, STR_MULTIPLAYER_PLAYER_HAS_JOINED_THE_GAME, &playerName); chat_history_add(text); break; } case SERVER_EVENT_PLAYER_DISCONNECTED: { const char* playerName = packet.ReadString(); const char* reason = packet.ReadString(); const char* args[] = { playerName, reason }; if (str_is_null_or_empty(reason)) { format_string(text, 256, STR_MULTIPLAYER_PLAYER_HAS_DISCONNECTED_NO_REASON, args); } else { format_string(text, 256, STR_MULTIPLAYER_PLAYER_HAS_DISCONNECTED_WITH_REASON, args); } chat_history_add(text); break; } } } void Network::Client_Send_GAMEINFO() { log_verbose("requesting gameinfo"); std::unique_ptr packet(NetworkPacket::Allocate()); *packet << (uint32_t)NETWORK_COMMAND_GAMEINFO; _serverConnection->QueuePacket(std::move(packet)); } static std::string json_stdstring_value(const json_t* string) { const char* cstr = json_string_value(string); return cstr == nullptr ? std::string() : std::string(cstr); } void Network::Client_Handle_GAMEINFO([[maybe_unused]] NetworkConnection& connection, NetworkPacket& packet) { const char* jsonString = packet.ReadString(); json_error_t error; json_t* root = json_loads(jsonString, 0, &error); ServerName = json_stdstring_value(json_object_get(root, "name")); ServerDescription = json_stdstring_value(json_object_get(root, "description")); ServerGreeting = json_stdstring_value(json_object_get(root, "greeting")); json_t* jsonProvider = json_object_get(root, "provider"); if (jsonProvider != nullptr) { ServerProviderName = json_stdstring_value(json_object_get(jsonProvider, "name")); ServerProviderEmail = json_stdstring_value(json_object_get(jsonProvider, "email")); ServerProviderWebsite = json_stdstring_value(json_object_get(jsonProvider, "website")); } json_decref(root); network_chat_show_server_greeting(); } void network_set_env(const std::shared_ptr& env) { gNetwork.SetEnvironment(env); } void network_close() { gNetwork.Close(); } void network_shutdown_client() { gNetwork.ShutdownClient(); } int32_t network_begin_client(const std::string& host, int32_t port) { return gNetwork.BeginClient(host, port); } int32_t network_begin_server(int32_t port, const std::string& address) { return gNetwork.BeginServer(port, address); } void network_update() { gNetwork.Update(); } void network_process_pending() { gNetwork.ProcessPending(); } void network_flush() { gNetwork.Flush(); } int32_t network_get_mode() { return gNetwork.GetMode(); } int32_t network_get_status() { return gNetwork.GetStatus(); } void network_check_desynchronization() { return gNetwork.CheckDesynchronizaton(); } void network_send_tick() { gNetwork.Server_Send_TICK(); } int32_t network_get_authstatus() { return gNetwork.GetAuthStatus(); } uint32_t network_get_server_tick() { return gNetwork.GetServerTick(); } uint8_t network_get_current_player_id() { return gNetwork.GetPlayerID(); } int32_t network_get_num_players() { return (int32_t)gNetwork.player_list.size(); } const char* network_get_player_name(uint32_t index) { return (const char*)gNetwork.player_list[index]->Name.c_str(); } uint32_t network_get_player_flags(uint32_t index) { return gNetwork.player_list[index]->Flags; } int32_t network_get_player_ping(uint32_t index) { return gNetwork.player_list[index]->Ping; } int32_t network_get_player_id(uint32_t index) { return gNetwork.player_list[index]->Id; } money32 network_get_player_money_spent(uint32_t index) { return gNetwork.player_list[index]->MoneySpent; } void network_add_player_money_spent(uint32_t index, money32 cost) { gNetwork.player_list[index]->AddMoneySpent(cost); } int32_t network_get_player_last_action(uint32_t index, int32_t time) { if (time && platform_get_ticks() > gNetwork.player_list[index]->LastActionTime + time) { return -999; } return gNetwork.player_list[index]->LastAction; } void network_set_player_last_action(uint32_t index, int32_t command) { gNetwork.player_list[index]->LastAction = NetworkActions::FindCommand(command); gNetwork.player_list[index]->LastActionTime = platform_get_ticks(); } LocationXYZ16 network_get_player_last_action_coord(uint32_t index) { return gNetwork.player_list[index]->LastActionCoord; } void network_set_player_last_action_coord(uint32_t index, LocationXYZ16 coord) { if (index < gNetwork.player_list.size()) { gNetwork.player_list[index]->LastActionCoord = coord; } } uint32_t network_get_player_commands_ran(uint32_t index) { return gNetwork.player_list[index]->CommandsRan; } int32_t network_get_player_index(uint32_t id) { auto it = gNetwork.GetPlayerIteratorByID(id); if (it == gNetwork.player_list.end()) { return -1; } return (int32_t)(gNetwork.GetPlayerIteratorByID(id) - gNetwork.player_list.begin()); } uint8_t network_get_player_group(uint32_t index) { return gNetwork.player_list[index]->Group; } void network_set_player_group(uint32_t index, uint32_t groupindex) { gNetwork.player_list[index]->Group = gNetwork.group_list[groupindex]->Id; } int32_t network_get_group_index(uint8_t id) { auto it = gNetwork.GetGroupIteratorByID(id); if (it == gNetwork.group_list.end()) { return -1; } return (int32_t)(gNetwork.GetGroupIteratorByID(id) - gNetwork.group_list.begin()); } uint8_t network_get_group_id(uint32_t index) { return gNetwork.group_list[index]->Id; } int32_t network_get_num_groups() { return (int32_t)gNetwork.group_list.size(); } const char* network_get_group_name(uint32_t index) { return gNetwork.group_list[index]->GetName().c_str(); } void network_chat_show_connected_message() { auto windowManager = GetContext()->GetUiContext()->GetWindowManager(); std::string s = windowManager->GetKeyboardShortcutString(41 /* SHORTCUT_OPEN_CHAT_WINDOW */); const char* sptr = s.c_str(); utf8 buffer[256]; format_string(buffer, sizeof(buffer), STR_MULTIPLAYER_CONNECTED_CHAT_HINT, &sptr); NetworkPlayer server; server.Name = "Server"; const char* formatted = Network::FormatChat(&server, buffer); chat_history_add(formatted); } // Display server greeting if one exists void network_chat_show_server_greeting() { const char* greeting = network_get_server_greeting(); if (!str_is_null_or_empty(greeting)) { static char greeting_formatted[CHAT_INPUT_SIZE]; char* lineCh = greeting_formatted; greeting_formatted[0] = 0; lineCh = utf8_write_codepoint(lineCh, FORMAT_OUTLINE); lineCh = utf8_write_codepoint(lineCh, FORMAT_GREEN); char* ptrtext = lineCh; safe_strcpy(lineCh, greeting, CHAT_INPUT_SIZE - 24); // Limit to 1000 characters so we don't overflow the buffer utf8_remove_format_codes(ptrtext, true); chat_history_add(greeting_formatted); } } GameActionResult::Ptr network_set_player_group( NetworkPlayerId_t actionPlayerId, NetworkPlayerId_t playerId, uint8_t groupId, bool isExecuting) { NetworkPlayer* player = gNetwork.GetPlayerByID(playerId); NetworkGroup* fromgroup = gNetwork.GetGroupByID(actionPlayerId); if (player == nullptr) { return std::make_unique(GA_ERROR::INVALID_PARAMETERS, STR_CANT_DO_THIS); } if (!gNetwork.GetGroupByID(groupId)) { return std::make_unique(GA_ERROR::INVALID_PARAMETERS, STR_CANT_DO_THIS); } if (player->Flags & NETWORK_PLAYER_FLAG_ISSERVER) { return std::make_unique(GA_ERROR::INVALID_PARAMETERS, STR_CANT_CHANGE_GROUP_THAT_THE_HOST_BELONGS_TO); } if (groupId == 0 && fromgroup && fromgroup->Id != 0) { return std::make_unique(GA_ERROR::INVALID_PARAMETERS, STR_CANT_SET_TO_THIS_GROUP); } if (isExecuting) { player->Group = groupId; if (network_get_mode() == NETWORK_MODE_SERVER) { // Add or update saved user NetworkUserManager* userManager = &gNetwork._userManager; NetworkUser* networkUser = userManager->GetOrAddUser(player->KeyHash); networkUser->GroupId = groupId; networkUser->Name = player->Name; userManager->Save(); } window_invalidate_by_number(WC_PLAYER, playerId); // Log set player group event NetworkPlayer* game_command_player = gNetwork.GetPlayerByID(actionPlayerId); NetworkGroup* new_player_group = gNetwork.GetGroupByID(groupId); char log_msg[256]; const char* args[3] = { player->Name.c_str(), new_player_group->GetName().c_str(), game_command_player->Name.c_str(), }; format_string(log_msg, 256, STR_LOG_SET_PLAYER_GROUP, args); network_append_server_log(log_msg); } return std::make_unique(); } void game_command_modify_groups( int32_t* eax, int32_t* ebx, int32_t* ecx, int32_t* edx, [[maybe_unused]] int32_t* esi, int32_t* edi, int32_t* ebp) { uint8_t action = (uint8_t)*eax; uint8_t groupid = (uint8_t)(*eax >> 8); uint8_t nameChunkIndex = (uint8_t)(*eax >> 16); switch (action) { case 0: { // add group if (*ebx & GAME_COMMAND_FLAG_APPLY) { NetworkGroup* newgroup = gNetwork.AddGroup(); if (!newgroup) { gGameCommandErrorTitle = STR_CANT_DO_THIS; gGameCommandErrorText = STR_NONE; *ebx = MONEY32_UNDEFINED; return; } // Log add player group event NetworkPlayer* game_command_player = gNetwork.GetPlayerByID(game_command_playerid); if (game_command_player) { char log_msg[256]; const char* args[2] = { game_command_player->Name.c_str(), newgroup->GetName().c_str(), }; format_string(log_msg, 256, STR_LOG_ADD_PLAYER_GROUP, args); network_append_server_log(log_msg); } } } break; case 1: { // remove group if (groupid == 0) { gGameCommandErrorTitle = STR_THIS_GROUP_CANNOT_BE_MODIFIED; gGameCommandErrorText = STR_NONE; *ebx = MONEY32_UNDEFINED; return; } for (auto it = gNetwork.player_list.begin(); it != gNetwork.player_list.end(); it++) { if ((*it)->Group == groupid) { gGameCommandErrorTitle = STR_CANT_REMOVE_GROUP_THAT_PLAYERS_BELONG_TO; gGameCommandErrorText = STR_NONE; *ebx = MONEY32_UNDEFINED; return; } } if (*ebx & GAME_COMMAND_FLAG_APPLY) { // Log remove player group event NetworkPlayer* game_command_player = gNetwork.GetPlayerByID(game_command_playerid); NetworkGroup* group = gNetwork.GetGroupByID(groupid); if (game_command_player && group) { char log_msg[256]; const char* args[2] = { game_command_player->Name.c_str(), group->GetName().c_str(), }; format_string(log_msg, 256, STR_LOG_REMOVE_PLAYER_GROUP, args); network_append_server_log(log_msg); } gNetwork.RemoveGroup(groupid); } } break; case 2: { // set permissions int32_t index = *ecx; bool all = *edx & 1; bool allvalue = (*edx >> 1) & 1; if (groupid == 0) { // cant change admin group permissions gGameCommandErrorTitle = STR_THIS_GROUP_CANNOT_BE_MODIFIED; gGameCommandErrorText = STR_NONE; *ebx = MONEY32_UNDEFINED; return; } NetworkGroup* mygroup = nullptr; NetworkPlayer* player = gNetwork.GetPlayerByID(game_command_playerid); if (player && !all) { mygroup = gNetwork.GetGroupByID(player->Group); if (!mygroup || !mygroup->CanPerformAction(index)) { gGameCommandErrorTitle = STR_CANT_MODIFY_PERMISSION_THAT_YOU_DO_NOT_HAVE_YOURSELF; gGameCommandErrorText = STR_NONE; *ebx = MONEY32_UNDEFINED; return; } } if (*ebx & GAME_COMMAND_FLAG_APPLY) { NetworkGroup* group = gNetwork.GetGroupByID(groupid); if (group) { if (all) { if (mygroup) { if (allvalue) { group->ActionsAllowed = mygroup->ActionsAllowed; } else { group->ActionsAllowed.fill(0x00); } } } else { group->ToggleActionPermission(index); } } // Log edit player group permissions event char log_msg[256]; const char* args[2] = { player->Name.c_str(), group->GetName().c_str(), }; format_string(log_msg, 256, STR_LOG_EDIT_PLAYER_GROUP_PERMISSIONS, args); network_append_server_log(log_msg); } } break; case 3: { // set group name NetworkGroup* group = gNetwork.GetGroupByID(groupid); const char* oldName = group->GetName().c_str(); static char newName[128]; size_t nameChunkOffset = nameChunkIndex - 1; if (nameChunkIndex == 0) nameChunkOffset = 2; nameChunkOffset *= 12; nameChunkOffset = (std::min)(nameChunkOffset, std::size(newName) - 12); std::memcpy((void*)((uintptr_t)newName + (uintptr_t)nameChunkOffset + 0), edx, sizeof(uint32_t)); std::memcpy((void*)((uintptr_t)newName + (uintptr_t)nameChunkOffset + 4), ebp, sizeof(uint32_t)); std::memcpy((void*)((uintptr_t)newName + (uintptr_t)nameChunkOffset + 8), edi, sizeof(uint32_t)); if (nameChunkIndex != 0) { *ebx = 0; return; } if (strcmp(oldName, newName) == 0) { *ebx = 0; return; } if (newName[0] == 0) { gGameCommandErrorTitle = STR_CANT_RENAME_GROUP; gGameCommandErrorText = STR_INVALID_GROUP_NAME; *ebx = MONEY32_UNDEFINED; return; } if (*ebx & GAME_COMMAND_FLAG_APPLY) { if (group) { // Log edit player group name event NetworkPlayer* player = gNetwork.GetPlayerByID(game_command_playerid); char log_msg[256]; const char* args[3] = { player->Name.c_str(), oldName, newName, }; format_string(log_msg, 256, STR_LOG_EDIT_PLAYER_GROUP_NAME, args); network_append_server_log(log_msg); group->SetName(newName); } } } break; case 4: { // set default group if (groupid == 0) { gGameCommandErrorTitle = STR_CANT_SET_TO_THIS_GROUP; gGameCommandErrorText = STR_NONE; *ebx = MONEY32_UNDEFINED; return; } if (*ebx & GAME_COMMAND_FLAG_APPLY) { gNetwork.SetDefaultGroup(groupid); // Log edit default player group event NetworkPlayer* player = gNetwork.GetPlayerByID(game_command_playerid); NetworkGroup* group = gNetwork.GetGroupByID(groupid); char log_msg[256]; const char* args[2] = { player->Name.c_str(), group->GetName().c_str(), }; format_string(log_msg, 256, STR_LOG_EDIT_DEFAULT_PLAYER_GROUP, args); network_append_server_log(log_msg); } } break; } gNetwork.SaveGroups(); *ebx = 0; } void game_command_kick_player( int32_t* eax, int32_t* ebx, [[maybe_unused]] int32_t* ecx, [[maybe_unused]] int32_t* edx, [[maybe_unused]] int32_t* esi, [[maybe_unused]] int32_t* edi, [[maybe_unused]] int32_t* ebp) { uint8_t playerid = (uint8_t)*eax; NetworkPlayer* player = gNetwork.GetPlayerByID(playerid); NetworkPlayer* kicker = gNetwork.GetPlayerByID(game_command_playerid); if (player == nullptr) { // Player might be already removed by the PLAYERLIST command, need to refactor non-game commands executing too early. return; } if (player && player->Flags & NETWORK_PLAYER_FLAG_ISSERVER) { gGameCommandErrorTitle = STR_CANT_KICK_THE_HOST; gGameCommandErrorText = STR_NONE; *ebx = MONEY32_UNDEFINED; return; } if (*ebx & GAME_COMMAND_FLAG_APPLY) { if (gNetwork.GetMode() == NETWORK_MODE_SERVER) { gNetwork.KickPlayer(playerid); NetworkUserManager* networkUserManager = &gNetwork._userManager; networkUserManager->Load(); networkUserManager->RemoveUser(player->KeyHash); networkUserManager->Save(); } if (kicker != nullptr) { // Log kick player event char log_msg[256]; const char* args[2] = { player->Name.c_str(), kicker->Name.c_str(), }; format_string(log_msg, 256, STR_LOG_PLAYER_KICKED, args); network_append_server_log(log_msg); } } *ebx = 0; } uint8_t network_get_default_group() { return gNetwork.GetDefaultGroup(); } int32_t network_get_num_actions() { return (int32_t)NetworkActions::Actions.size(); } rct_string_id network_get_action_name_string_id(uint32_t index) { if (index < NetworkActions::Actions.size()) { return NetworkActions::Actions[index].Name; } else { return STR_NONE; } } int32_t network_can_perform_action(uint32_t groupindex, uint32_t index) { return gNetwork.group_list[groupindex]->CanPerformAction(index); } int32_t network_can_perform_command(uint32_t groupindex, int32_t index) { return gNetwork.group_list[groupindex]->CanPerformCommand(index); } void network_set_pickup_peep(uint8_t playerid, Peep* peep) { if (gNetwork.GetMode() == NETWORK_MODE_NONE) { _pickup_peep = peep; } else { NetworkPlayer* player = gNetwork.GetPlayerByID(playerid); if (player) { player->PickupPeep = peep; } } } Peep* network_get_pickup_peep(uint8_t playerid) { if (gNetwork.GetMode() == NETWORK_MODE_NONE) { return _pickup_peep; } else { NetworkPlayer* player = gNetwork.GetPlayerByID(playerid); if (player) { return player->PickupPeep; } return nullptr; } } void network_set_pickup_peep_old_x(uint8_t playerid, int32_t x) { if (gNetwork.GetMode() == NETWORK_MODE_NONE) { _pickup_peep_old_x = x; } else { NetworkPlayer* player = gNetwork.GetPlayerByID(playerid); if (player) { player->PickupPeepOldX = x; } } } int32_t network_get_pickup_peep_old_x(uint8_t playerid) { if (gNetwork.GetMode() == NETWORK_MODE_NONE) { return _pickup_peep_old_x; } else { NetworkPlayer* player = gNetwork.GetPlayerByID(playerid); if (player) { return player->PickupPeepOldX; } return -1; } } int32_t network_get_current_player_group_index() { NetworkPlayer* player = gNetwork.GetPlayerByID(gNetwork.GetPlayerID()); if (player) { return network_get_group_index(player->Group); } return -1; } void network_send_map() { gNetwork.Server_Send_MAP(); } void network_send_chat(const char* text) { if (gNetwork.GetMode() == NETWORK_MODE_CLIENT) { gNetwork.Client_Send_CHAT(text); } else if (gNetwork.GetMode() == NETWORK_MODE_SERVER) { NetworkPlayer* player = gNetwork.GetPlayerByID(gNetwork.GetPlayerID()); const char* formatted = gNetwork.FormatChat(player, text); chat_history_add(formatted); gNetwork.Server_Send_CHAT(formatted); } } void network_send_game_action(const GameAction* action) { switch (gNetwork.GetMode()) { case NETWORK_MODE_SERVER: gNetwork.Server_Send_GAME_ACTION(action); break; case NETWORK_MODE_CLIENT: gNetwork.Client_Send_GAME_ACTION(action); break; } } void network_enqueue_game_action(const GameAction* action) { gNetwork.EnqueueGameAction(action); } void network_send_gamecmd( uint32_t eax, uint32_t ebx, uint32_t ecx, uint32_t edx, uint32_t esi, uint32_t edi, uint32_t ebp, uint8_t callback) { switch (gNetwork.GetMode()) { case NETWORK_MODE_SERVER: gNetwork.Server_Send_GAMECMD(eax, ebx, ecx, edx, esi, edi, ebp, gNetwork.GetPlayerID(), callback); break; case NETWORK_MODE_CLIENT: gNetwork.Client_Send_GAMECMD(eax, ebx, ecx, edx, esi, edi, ebp, callback); break; } } void network_send_password(const std::string& password) { utf8 keyPath[MAX_PATH]; network_get_private_key_path(keyPath, sizeof(keyPath), gConfigNetwork.player_name); if (!platform_file_exists(keyPath)) { log_error("Private key %s missing! Restart the game to generate it.", keyPath); return; } try { auto fs = FileStream(keyPath, FILE_MODE_OPEN); gNetwork._key.LoadPrivate(&fs); } catch (const std::exception&) { log_error("Error reading private key from %s.", keyPath); return; } const std::string pubkey = gNetwork._key.PublicKeyString(); std::vector signature; gNetwork._key.Sign(gNetwork._challenge.data(), gNetwork._challenge.size(), signature); // Don't keep private key in memory. There's no need and it may get leaked // when process dump gets collected at some point in future. gNetwork._key.Unload(); gNetwork.Client_Send_AUTH(gConfigNetwork.player_name.c_str(), password, pubkey.c_str(), signature); } void network_set_password(const char* password) { gNetwork.SetPassword(password); } void network_append_chat_log(const utf8* text) { gNetwork.AppendChatLog(text); } void network_append_server_log(const utf8* text) { gNetwork.AppendServerLog(text); } static void network_get_keys_directory(utf8* buffer, size_t bufferSize) { platform_get_user_directory(buffer, "keys", bufferSize); } static void network_get_private_key_path(utf8* buffer, size_t bufferSize, const std::string& playerName) { network_get_keys_directory(buffer, bufferSize); Path::Append(buffer, bufferSize, playerName.c_str()); String::Append(buffer, bufferSize, ".privkey"); } static void network_get_public_key_path(utf8* buffer, size_t bufferSize, const std::string& playerName, const utf8* hash) { network_get_keys_directory(buffer, bufferSize); Path::Append(buffer, bufferSize, playerName.c_str()); String::Append(buffer, bufferSize, "-"); String::Append(buffer, bufferSize, hash); String::Append(buffer, bufferSize, ".pubkey"); } const utf8* network_get_server_name() { return gNetwork.ServerName.c_str(); } const utf8* network_get_server_description() { return gNetwork.ServerDescription.c_str(); } const utf8* network_get_server_greeting() { return gNetwork.ServerGreeting.c_str(); } const utf8* network_get_server_provider_name() { return gNetwork.ServerProviderName.c_str(); } const utf8* network_get_server_provider_email() { return gNetwork.ServerProviderEmail.c_str(); } const utf8* network_get_server_provider_website() { return gNetwork.ServerProviderWebsite.c_str(); } std::string network_get_version() { return NETWORK_STREAM_ID; } NetworkStats_t network_get_stats() { return gNetwork.GetStats(); } #else int32_t network_get_mode() { return NETWORK_MODE_NONE; } int32_t network_get_status() { return NETWORK_STATUS_NONE; } int32_t network_get_authstatus() { return NETWORK_AUTH_NONE; } uint32_t network_get_server_tick() { return gCurrentTicks; } void network_flush() { } void network_send_tick() { } void network_check_desynchronization() { } void network_enqueue_game_action(const GameAction* action) { } void network_send_gamecmd( uint32_t eax, uint32_t ebx, uint32_t ecx, uint32_t edx, uint32_t esi, uint32_t edi, uint32_t ebp, uint8_t callback) { } void network_send_game_action(const GameAction* action) { } void network_send_map() { } void network_update() { } void network_process_pending() { } int32_t network_begin_client(const std::string& host, int32_t port) { return 1; } int32_t network_begin_server(int32_t port, const std::string& address) { return 1; } int32_t network_get_num_players() { return 1; } const char* network_get_player_name(uint32_t index) { return "local (OpenRCT2 compiled without MP)"; } uint32_t network_get_player_flags(uint32_t index) { return 0; } int32_t network_get_player_ping(uint32_t index) { return 0; } int32_t network_get_player_id(uint32_t index) { return 0; } money32 network_get_player_money_spent(uint32_t index) { return MONEY(0, 0); } void network_add_player_money_spent(uint32_t index, money32 cost) { } int32_t network_get_player_last_action(uint32_t index, int32_t time) { return -999; } void network_set_player_last_action(uint32_t index, int32_t command) { } LocationXYZ16 network_get_player_last_action_coord(uint32_t index) { return { 0, 0, 0 }; } void network_set_player_last_action_coord(uint32_t index, LocationXYZ16 coord) { } uint32_t network_get_player_commands_ran(uint32_t index) { return 0; } int32_t network_get_player_index(uint32_t id) { return -1; } uint8_t network_get_player_group(uint32_t index) { return 0; } void network_set_player_group(uint32_t index, uint32_t groupindex) { } int32_t network_get_group_index(uint8_t id) { return -1; } uint8_t network_get_group_id(uint32_t index) { return 0; } int32_t network_get_num_groups() { return 0; } const char* network_get_group_name(uint32_t index) { return ""; }; GameActionResult::Ptr network_set_player_group( NetworkPlayerId_t actionPlayerId, NetworkPlayerId_t playerId, uint8_t groupId, bool isExecuting) { return std::make_unique(); } void game_command_modify_groups( int32_t* eax, int32_t* ebx, int32_t* ecx, int32_t* edx, int32_t* esi, int32_t* edi, int32_t* ebp) { } void game_command_kick_player(int32_t* eax, int32_t* ebx, int32_t* ecx, int32_t* edx, int32_t* esi, int32_t* edi, int32_t* ebp) { } uint8_t network_get_default_group() { return 0; } int32_t network_get_num_actions() { return 0; } rct_string_id network_get_action_name_string_id(uint32_t index) { return -1; } int32_t network_can_perform_action(uint32_t groupindex, uint32_t index) { return 0; } int32_t network_can_perform_command(uint32_t groupindex, int32_t index) { return 0; } void network_set_pickup_peep(uint8_t playerid, Peep* peep) { _pickup_peep = peep; } Peep* network_get_pickup_peep(uint8_t playerid) { return _pickup_peep; } void network_set_pickup_peep_old_x(uint8_t playerid, int32_t x) { _pickup_peep_old_x = x; } int32_t network_get_pickup_peep_old_x(uint8_t playerid) { return _pickup_peep_old_x; } void network_send_chat(const char* text) { } void network_send_password(const std::string& password) { } void network_close() { } void network_set_env(const std::shared_ptr&) { } void network_shutdown_client() { } void network_set_password(const char* password) { } uint8_t network_get_current_player_id() { return 0; } int32_t network_get_current_player_group_index() { return 0; } void network_append_chat_log(const utf8* text) { } void network_append_server_log(const utf8* text) { } const utf8* network_get_server_name() { return nullptr; } const utf8* network_get_server_description() { return nullptr; } const utf8* network_get_server_greeting() { return nullptr; } const utf8* network_get_server_provider_name() { return nullptr; } const utf8* network_get_server_provider_email() { return nullptr; } const utf8* network_get_server_provider_website() { return nullptr; } std::string network_get_version() { return "Multiplayer disabled"; } NetworkStats_t network_get_stats() { return NetworkStats_t{}; } #endif /* DISABLE_NETWORK */