|
|
|
/* $Id$ */
|
|
|
|
|
|
|
|
/*
|
|
|
|
* This file is part of OpenTTD.
|
|
|
|
* 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.
|
|
|
|
* 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.
|
|
|
|
* 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/>.
|
|
|
|
*/
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @file tcp_game.cpp Basic functions to receive and send TCP packets for game purposes.
|
|
|
|
*/
|
|
|
|
|
|
|
|
#ifdef ENABLE_NETWORK
|
|
|
|
|
|
|
|
#include "../../stdafx.h"
|
|
|
|
|
|
|
|
#include "../network_internal.h"
|
|
|
|
#include "../../core/pool_func.hpp"
|
|
|
|
|
|
|
|
#include "table/strings.h"
|
|
|
|
|
|
|
|
/** Make very sure the preconditions given in network_type.h are actually followed */
|
|
|
|
assert_compile(MAX_CLIENT_SLOTS > MAX_CLIENTS);
|
|
|
|
assert_compile(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS);
|
|
|
|
|
|
|
|
NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket");
|
|
|
|
INSTANTIATE_POOL_METHODS(NetworkClientSocket)
|
|
|
|
|
|
|
|
NetworkClientSocket::NetworkClientSocket(ClientID client_id)
|
|
|
|
{
|
|
|
|
this->client_id = client_id;
|
|
|
|
this->status = STATUS_INACTIVE;
|
|
|
|
}
|
|
|
|
|
|
|
|
NetworkClientSocket::~NetworkClientSocket()
|
|
|
|
{
|
|
|
|
while (this->command_queue != NULL) {
|
|
|
|
CommandPacket *p = this->command_queue->next;
|
|
|
|
free(this->command_queue);
|
|
|
|
this->command_queue = p;
|
|
|
|
}
|
|
|
|
|
|
|
|
this->client_id = INVALID_CLIENT_ID;
|
|
|
|
this->status = STATUS_INACTIVE;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Functions to help NetworkRecv_Packet/NetworkSend_Packet a bit
|
|
|
|
* A socket can make errors. When that happens this handles what to do.
|
|
|
|
* For clients: close connection and drop back to main-menu
|
|
|
|
* For servers: close connection and that is it
|
|
|
|
* @return the new status
|
|
|
|
* TODO: needs to be splitted when using client and server socket packets
|
|
|
|
*/
|
|
|
|
NetworkRecvStatus NetworkClientSocket::CloseConnection(bool error)
|
|
|
|
{
|
|
|
|
/* Clients drop back to the main menu */
|
|
|
|
if (!_network_server && _networking) {
|
|
|
|
_switch_mode = SM_MENU;
|
|
|
|
_networking = false;
|
|
|
|
extern StringID _switch_mode_errorstr;
|
|
|
|
_switch_mode_errorstr = STR_NETWORK_ERROR_LOSTCONNECTION;
|
|
|
|
|
|
|
|
return NETWORK_RECV_STATUS_CONN_LOST;
|
|
|
|
}
|
|
|
|
|
|
|
|
NetworkCloseClient(this, error);
|
|
|
|
return NETWORK_RECV_STATUS_OKAY;
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif /* ENABLE_NETWORK */
|