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/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file network_client.h Client part of the network protocol. */
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#ifndef NETWORK_CLIENT_H
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#define NETWORK_CLIENT_H
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#ifdef ENABLE_NETWORK
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#include "network_internal.h"
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/** Class for handling the client side of the game connection. */
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class ClientNetworkGameSocketHandler : public NetworkGameSocketHandler {
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protected:
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static ClientNetworkGameSocketHandler *my_client;
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE);
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static NetworkRecvStatus SendNewGRFsOk();
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static NetworkRecvStatus SendGetMap();
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static NetworkRecvStatus SendMapOk();
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public:
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ClientNetworkGameSocketHandler(SOCKET s);
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~ClientNetworkGameSocketHandler();
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static NetworkRecvStatus SendCompanyInformationQuery();
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static NetworkRecvStatus SendJoin();
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static NetworkRecvStatus SendCommand(const CommandPacket *cp);
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static NetworkRecvStatus SendError(NetworkErrorCode errorno);
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static NetworkRecvStatus SendQuit();
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static NetworkRecvStatus SendAck();
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static NetworkRecvStatus SendGamePassword(const char *password);
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static NetworkRecvStatus SendCompanyPassword(const char *password);
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static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data);
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static NetworkRecvStatus SendSetPassword(const char *password);
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static NetworkRecvStatus SendSetName(const char *name);
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static NetworkRecvStatus SendRCon(const char *password, const char *command);
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static NetworkRecvStatus SendMove(CompanyID company, const char *password);
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};
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typedef ClientNetworkGameSocketHandler MyClient;
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void NetworkClient_Connected();
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extern CompanyID _network_join_as;
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extern const char *_network_join_server_password;
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extern const char *_network_join_company_password;
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_CLIENT_H */
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