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80 lines
2.9 KiB
C
80 lines
2.9 KiB
C
3 years ago
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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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/**
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* @file tcp_turn.h Basic functions to receive and send TCP packets to/from the TURN server.
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*/
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#ifndef NETWORK_CORE_TCP_TURN_H
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#define NETWORK_CORE_TCP_TURN_H
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#include "os_abstraction.h"
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#include "tcp.h"
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#include "packet.h"
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#include "game_info.h"
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/** Enum with all types of TCP TURN packets. The order MUST not be changed. **/
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enum PacketTurnType {
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PACKET_TURN_TURN_ERROR, ///< TURN server is unable to relay.
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PACKET_TURN_SERCLI_CONNECT, ///< Client or server is connecting to the TURN server.
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PACKET_TURN_TURN_CONNECTED, ///< TURN server indicates the socket is now being relayed.
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PACKET_TURN_END, ///< Must ALWAYS be on the end of this list!! (period)
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};
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/** Base socket handler for all TURN TCP sockets. */
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class NetworkTurnSocketHandler : public NetworkTCPSocketHandler {
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protected:
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bool ReceiveInvalidPacket(PacketTurnType type);
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/**
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* TURN server was unable to connect the client or server based on the
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* token. Most likely cause is an invalid token or the other side that
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* hasn't connected in a reasonable amount of time.
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*
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* @param p The packet that was just received.
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* @return True upon success, otherwise false.
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*/
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virtual bool Receive_TURN_ERROR(Packet *p);
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/**
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* Client or servers wants to connect to the TURN server (on request by
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* the Game Coordinator).
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*
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* uint8 Game Coordinator protocol version.
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* string Token to track the current TURN request.
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*
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* @param p The packet that was just received.
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* @return True upon success, otherwise false.
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*/
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virtual bool Receive_SERCLI_CONNECT(Packet *p);
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/**
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* TURN server has connected client and server together and will now relay
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* all packets to each other. No further TURN packets should be send over
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* this socket, and the socket should be handed over to the game protocol.
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*
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* string Hostname of the peer. This can be used to check if a client is not banned etc.
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*
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* @param p The packet that was just received.
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* @return True upon success, otherwise false.
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*/
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virtual bool Receive_TURN_CONNECTED(Packet *p);
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bool HandlePacket(Packet *p);
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public:
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/**
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* Create a new cs socket handler for a given cs.
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* @param s the socket we are connected with.
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* @param address IP etc. of the client.
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*/
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NetworkTurnSocketHandler(SOCKET s = INVALID_SOCKET) : NetworkTCPSocketHandler(s) {}
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bool ReceivePackets();
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};
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#endif /* NETWORK_CORE_TCP_TURN_H */
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