You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
OpenTTD-patches/src/network/core/tcp_game.h

200 lines
7.8 KiB
C

/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* @file tcp_game.h Basic functions to receive and send TCP packets for game purposes.
*/
#ifndef NETWORK_CORE_TCP_GAME_H
#define NETWORK_CORE_TCP_GAME_H
#include "os_abstraction.h"
#include "tcp.h"
#include "../network_type.h"
#include "../../core/pool_type.hpp"
#ifdef ENABLE_NETWORK
/**
* Enum with all types of UDP packets.
* The order of the first 4 packets MUST not be changed, as
* it protects old clients from joining newer servers
* (because SERVER_ERROR is the respond to a wrong revision)
*/
enum PacketGameType {
PACKET_SERVER_FULL,
PACKET_SERVER_BANNED,
PACKET_CLIENT_JOIN,
PACKET_SERVER_ERROR,
PACKET_CLIENT_COMPANY_INFO,
PACKET_SERVER_COMPANY_INFO,
PACKET_SERVER_CLIENT_INFO,
PACKET_SERVER_NEED_GAME_PASSWORD,
PACKET_SERVER_NEED_COMPANY_PASSWORD,
PACKET_CLIENT_GAME_PASSWORD,
PACKET_CLIENT_COMPANY_PASSWORD,
PACKET_SERVER_WELCOME,
PACKET_CLIENT_GETMAP,
PACKET_SERVER_WAIT,
PACKET_SERVER_MAP,
PACKET_CLIENT_MAP_OK,
PACKET_SERVER_JOIN,
PACKET_SERVER_FRAME,
PACKET_SERVER_SYNC,
PACKET_CLIENT_ACK,
PACKET_CLIENT_COMMAND,
PACKET_SERVER_COMMAND,
PACKET_CLIENT_CHAT,
PACKET_SERVER_CHAT,
PACKET_CLIENT_SET_PASSWORD,
PACKET_CLIENT_SET_NAME,
PACKET_CLIENT_QUIT,
PACKET_CLIENT_ERROR,
PACKET_SERVER_QUIT,
PACKET_SERVER_ERROR_QUIT,
PACKET_SERVER_SHUTDOWN,
PACKET_SERVER_NEWGAME,
PACKET_SERVER_RCON,
PACKET_CLIENT_RCON,
PACKET_SERVER_CHECK_NEWGRFS,
PACKET_CLIENT_NEWGRFS_CHECKED,
PACKET_SERVER_MOVE,
PACKET_CLIENT_MOVE,
PACKET_SERVER_COMPANY_UPDATE,
PACKET_SERVER_CONFIG_UPDATE,
PACKET_END ///< Must ALWAYS be on the end of this list!! (period)
};
/** Packet that wraps a command */
struct CommandPacket;
/** A queue of CommandPackets. */
class CommandQueue {
CommandPacket *first; ///< The first packet in the queue.
CommandPacket *last; ///< The last packet in the queue; only valid when first != NULL.
uint count; ///< The number of items in the queue.
public:
/** Initialise the command queue. */
CommandQueue() : first(NULL), last(NULL) {}
/** Clear the command queue. */
~CommandQueue() { this->Free(); }
void Append(CommandPacket *p);
CommandPacket *Pop();
CommandPacket *Peek();
void Free();
/** Get the number of items in the queue. */
uint Count() const { return this->count; }
};
/** Status of a client */
enum ClientStatus {
STATUS_INACTIVE, ///< The client is not connected nor active
STATUS_NEWGRFS_CHECK, ///< The client is checking NewGRFs
STATUS_AUTH_GAME, ///< The client is authorizing with game (server) password
STATUS_AUTH_COMPANY, ///< The client is authorizing with company password
STATUS_AUTHORIZED, ///< The client is authorized
STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map
STATUS_MAP, ///< The client is downloading the map
STATUS_DONE_MAP, ///< The client has downloaded the map
STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames
STATUS_ACTIVE, ///< The client is active within in the game
STATUS_END ///< Must ALWAYS be on the end of this list!! (period)
};
class NetworkGameSocketHandler;
typedef NetworkGameSocketHandler NetworkClientSocket;
typedef Pool<NetworkClientSocket, ClientIndex, 8, MAX_CLIENT_SLOTS> NetworkClientSocketPool;
extern NetworkClientSocketPool _networkclientsocket_pool;
#define DECLARE_GAME_RECEIVE_COMMAND(type) virtual NetworkRecvStatus NetworkPacketReceive_## type ##_command(Packet *p)
#define DEF_GAME_RECEIVE_COMMAND(cls, type) NetworkRecvStatus cls ##NetworkGameSocketHandler::NetworkPacketReceive_ ## type ## _command(Packet *p)
/** Base socket handler for all TCP sockets */
class NetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkTCPSocketHandler {
/* TODO: rewrite into a proper class */
private:
NetworkClientInfo *info; ///< Client info related to this socket
protected:
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE);
NetworkRecvStatus HandlePacket(Packet *p);
NetworkGameSocketHandler(SOCKET s);
public:
ClientID client_id; ///< Client identifier
uint32 last_frame; ///< Last frame we have executed
uint32 last_frame_server; ///< Last frame the server has executed
byte lag_test; ///< Byte used for lag-testing the client
ClientStatus status; ///< Status of this client
CommandQueue incoming_queue; ///< The command-queue awaiting handling
CommandQueue outgoing_queue; ///< The command-queue awaiting delivery
NetworkRecvStatus CloseConnection(bool error = true);
virtual NetworkRecvStatus CloseConnection(NetworkRecvStatus status) = 0;
virtual ~NetworkGameSocketHandler() {}
inline void SetInfo(NetworkClientInfo *info) { assert(info != NULL && this->info == NULL); this->info = info; }
inline NetworkClientInfo *GetInfo() const { return this->info; }
NetworkRecvStatus Recv_Packets();
const char *Recv_Command(Packet *p, CommandPacket *cp);
void Send_Command(Packet *p, const CommandPacket *cp);
};
#define FOR_ALL_CLIENT_SOCKETS_FROM(var, start) FOR_ALL_ITEMS_FROM(NetworkClientSocket, clientsocket_index, var, start)
#define FOR_ALL_CLIENT_SOCKETS(var) FOR_ALL_CLIENT_SOCKETS_FROM(var, 0)
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_CORE_TCP_GAME_H */