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OpenTTD-patches/src/network/core/tcp_game.h

449 lines
14 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)
};
#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 NetworkTCPSocketHandler {
/* TODO: rewrite into a proper class */
private:
NetworkClientInfo *info; ///< Client info related to this socket
protected:
/**
* Notification that the server is full.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
/**
* Notification that the client trying to join is banned.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
/**
* Try to join the server:
* string OpenTTD revision (norev000 if no revision).
* string Name of the client (max NETWORK_NAME_LENGTH).
* uint8 ID of the company to play as (1..MAX_COMPANIES).
* uint8 ID of the clients Language.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN);
/**
* The client made an error:
* uint8 Error code caused (see NetworkErrorCode).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
/**
* Request company information (in detail).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO);
/**
* Sends information about the companies (one packet per company):
* uint8 Version of the structure of this packet (NETWORK_COMPANY_INFO_VERSION).
* bool Contains data (false marks the end of updates).
* uint8 ID of the company.
* string Name of the company.
* uint32 Year the company was inaugurated.
* uint64 Value.
* uint64 Money.
* uint64 Income.
* uint16 Performance (last quarter).
* bool Company is password protected.
* uint16 Number of trains.
* uint16 Number of lorries.
* uint16 Number of busses.
* uint16 Number of planes.
* uint16 Number of ships.
* uint16 Number of train stations.
* uint16 Number of lorry stations.
* uint16 Number of bus stops.
* uint16 Number of airports and heliports.
* uint16 Number of harbours.
* bool Company is an AI.
* string Client names (comma separated list)
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO);
/**
* Send information about a client:
* uint32 ID of the client (always unique on a server. 1 = server, 0 is invalid).
* uint8 ID of the company the client is playing as (255 for spectators).
* string Name of the client.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO);
/**
* Indication to the client that the server needs a game password.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD);
/**
* Indication to the client that the server needs a company password:
* uint32 Generation seed.
* string Network ID of the server.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD);
/**
* Send a password to the server to authorize:
* uint8 Password type (see NetworkPasswordType).
* string The password.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD);
/**
* Send a password to the server to authorize
* uint8 Password type (see NetworkPasswordType).
* string The password.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD);
/**
* The client is joined and ready to receive his map:
* uint32 Own client ID.
* uint32 Generation seed.
* string Network ID of the server.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME);
/**
* Request the map from the server.
* uint32 NewGRF version (release versions of OpenTTD only).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP);
/**
* Notification that another client is currently receiving the map:
* uint8 Number of clients awaiting the map.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT);
/**
* Sends parts of the map to the client:
* uint8 packet type (MAP_PACKET_START, MAP_PACKET_NORMAL, MAP_PACKET_END).
* If MAP_PACKET_START:
* uint32 Current frame.
* uint32 Size of the map (in bytes).
* If MAP_PACKET_NORMAL:
* Part of the map (until max size of packet).
* If MAP_PACKET_END:
* No further data sent.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP);
/**
* Tell the server that we are done receiving/loading the map.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK);
/**
* A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO:
* uint32 ID of the client that just joined the game.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN);
/**
* Sends the current frame counter to the client:
* uint32 Frame counter
* uint32 Frame counter max (how far may the client walk before the server?)
* uint32 General seed 1 (dependant on compile settings, not default).
* uint32 General seed 2 (dependant on compile settings, not default).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME);
/**
* Sends a sync-check to the client:
* uint32 Frame counter.
* uint32 General seed 1.
* uint32 General seed 2 (dependant on compile settings, not default).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC);
/**
* Tell the server we are done with this frame:
* uint32 Current frame counter of the client.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK);
/**
* Send a DoCommand to the Server:
* uint8 ID of the company (0..MAX_COMPANIES-1).
* uint32 ID of the command (see command.h).
* uint32 P1 (free variables used in DoCommand).
* uint32 P2
* uint32 Tile where this is taking place.
* string Text.
* uint8 ID of the callback.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND);
/**
* Sends a DoCommand to the client:
* uint8 ID of the company (0..MAX_COMPANIES-1).
* uint32 ID of the command (see command.h).
* uint32 P1 (free variable used in DoCommand).
* uint32 P2.
* uint32 Tile where this is taking place.
* string Text.
* uint8 ID of the callback.
* uint32 Frame of execution.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND);
/**
* Sends a chat-packet to the server:
* uint8 ID of the action (see NetworkAction).
* uint8 ID of the destination type (see DestType).
* uint32 ID of the client or company (destination of the chat).
* string Message (max NETWORK_CHAT_LENGTH).
* uint64 data (used e.g. for 'give money' actions).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT);
/**
* Sends a chat-packet to the client:
* uint8 ID of the action (see NetworkAction).
* uint32 ID of the client (origin of the chat).
* string Message (max NETWORK_CHAT_LENGTH).
* uint64 data (used e.g. for 'give money' actions).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT);
/**
* Set the password for the clients current company:
* string The password.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD);
/**
* Gives the client a new name:
* string New name of the client.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME);
/**
* The client is quiting the game.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT);
/**
* The client made an error and is quiting the game.
* uint8 Error of the code caused (see NetworkErrorCode).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR);
/**
* Notification that a client left the game:
* uint32 ID of the client.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT);
/**
* Inform all clients that one client made an error and thus has quit/been disconnected:
* uint32 ID of the client that caused the error.
* uint8 Code of the error caused (see NetworkErrorCode).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT);
/**
* Let the clients know that the server is closing.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN);
/**
* Let the clients know that the server is loading a new map.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME);
/**
* Send the result of an issues RCon command back to the client:
* uint16 Colour code.
* string Output of the RCon command
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON);
/**
* Send an RCon command to the server:
* string RCon password.
* string Command to be executed.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON);
/**
* Sends information about all used GRFs to the client:
* uint8 Amount of GRFs (the following data is repeated this many times, i.e. per GRF data).
* uint32 GRF ID
* 16 * uint8 MD5 checksum of the GRF
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS);
/**
* Tell the server that we have the required GRFs
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED);
/**
* Move a client from one company into another:
* uint32 ID of the client.
* uint8 ID of the new company.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
/**
* Request the server to move this client into another company:
* uint8 ID of the company the client wants to join.
* string Password, if the company is password protected.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE);
/**
* Update the clients knowledge of which company is password protected:
* uint16 Bitwise representation of each company
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
/**
* Update the clients knowledge of the max settings:
* uint8 Maximum number of companies allowed.
* uint8 Maximum number of spectators allowed.
*/
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
CommandQueue incoming_queue; ///< The command-queue awaiting handling
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);
};
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_CORE_TCP_GAME_H */