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

110 lines
3.1 KiB
C

/* $Id$ */
#ifndef NETWORK_CORE_TCP_H
#define NETWORK_CORE_TCP_H
#ifdef ENABLE_NETWORK
#include "os_abstraction.h"
#include "core.h"
#include "packet.h"
/**
* @file tcp.h Basic functions to receive and send TCP packets.
*/
/**
* 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 {
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_PASSWORD,
PACKET_CLIENT_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_END ///< Must ALWAYS be on the end of this list!! (period)
};
typedef struct CommandPacket {
struct CommandPacket *next;
PlayerByte player; ///< player that is executing the command
uint32 cmd; ///< command being executed
uint32 p1; ///< parameter p1
uint32 p2; ///< parameter p2
TileIndex tile; ///< tile command being executed on
char text[80];
uint32 frame; ///< the frame in which this packet is executed
byte callback; ///< any callback function executed upon successful completion of the command
} CommandPacket;
typedef enum {
STATUS_INACTIVE, ///< The client is not connected nor active
STATUS_AUTH, ///< 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 an active player in the game
} ClientStatus;
/** Base socket handler for all TCP sockets */
class NetworkTCPSocketHandler : public NetworkSocketHandler {
/* TODO: rewrite into a proper class */
public:
uint16 index;
uint32 last_frame;
uint32 last_frame_server;
byte lag_test; // This byte is used for lag-testing the client
ClientStatus status;
bool writable; // is client ready to write to?
Packet *packet_queue; // Packets that are awaiting delivery
Packet *packet_recv; // Partially received packet
CommandPacket *command_queue; // The command-queue awaiting delivery
NetworkRecvStatus CloseConnection();
void Initialize();
};
void NetworkSend_Packet(Packet *packet, NetworkTCPSocketHandler *cs);
Packet *NetworkRecv_Packet(NetworkTCPSocketHandler *cs, NetworkRecvStatus *status);
bool NetworkSend_Packets(NetworkTCPSocketHandler *cs);
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_CORE_TCP_H */