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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_server.h Server part of the network protocol. */
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#ifndef NETWORK_SERVER_H
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#define NETWORK_SERVER_H
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#ifdef ENABLE_NETWORK
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#include "network_internal.h"
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/** Class for handling the server side of the game connection. */
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class ServerNetworkGameSocketHandler : public NetworkGameSocketHandler {
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protected:
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE);
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public:
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ServerNetworkGameSocketHandler(SOCKET s);
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~ServerNetworkGameSocketHandler();
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
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void GetClientName(char *client_name, size_t size) const;
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};
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DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP);
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DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientSocket *cs, ClientID client_id, NetworkErrorCode errorno);
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DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientSocket *cs, NetworkErrorCode error);
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DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN);
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DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME);
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DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkClientSocket *cs, uint16 colour, const char *command);
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DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_MOVE)(NetworkClientSocket *cs, uint16 client_id, CompanyID company_id);
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void NetworkServer_ReadPackets(NetworkClientSocket *cs);
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void NetworkServer_Tick(bool send_frame);
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#else /* ENABLE_NETWORK */
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/* Network function stubs when networking is disabled */
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static inline void NetworkServerMonthlyLoop() {}
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static inline void NetworkServerYearlyLoop() {}
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_SERVER_H */
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