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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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/**
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* @file tcp_game.cpp Basic functions to receive and send TCP packets for game purposes.
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*/
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#ifdef ENABLE_NETWORK
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#include "../../stdafx.h"
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#include "../network.h"
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#include "../network_internal.h"
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#include "../../core/pool_func.hpp"
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#include "table/strings.h"
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/** Make very sure the preconditions given in network_type.h are actually followed */
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assert_compile(MAX_CLIENT_SLOTS > MAX_CLIENTS);
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assert_compile(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS);
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NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket");
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INSTANTIATE_POOL_METHODS(NetworkClientSocket)
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/**
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* Create a new socket for the game connection.
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* @param s The socket to connect with.
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*/
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NetworkGameSocketHandler::NetworkGameSocketHandler(SOCKET s)
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{
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this->status = STATUS_INACTIVE;
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this->sock = s;
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this->last_frame = _frame_counter;
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this->last_frame_server = _frame_counter;
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}
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/**
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* Functions to help NetworkRecv_Packet/NetworkSend_Packet a bit
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* A socket can make errors. When that happens this handles what to do.
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* For clients: close connection and drop back to main-menu
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* For servers: close connection and that is it
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* @return the new status
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* TODO: needs to be splitted when using client and server socket packets
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*/
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NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
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{
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/* Clients drop back to the main menu */
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if (!_network_server && _networking) {
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_switch_mode = SM_MENU;
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_networking = false;
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extern StringID _switch_mode_errorstr;
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_switch_mode_errorstr = STR_NETWORK_ERROR_LOSTCONNECTION;
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return NETWORK_RECV_STATUS_CONN_LOST;
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}
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return NetworkCloseClient(this, error ? NETWORK_RECV_STATUS_SERVER_ERROR : NETWORK_RECV_STATUS_CONN_LOST);
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}
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#endif /* ENABLE_NETWORK */
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