(svn r20924) -Codechange: make the game connection packet handling look more like UDP/content packet handling

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
rubidium 14 years ago
parent 8eb07d097e
commit 0ca7e4e82e

@ -115,7 +115,7 @@ bool NetworkContentSocketHandler::HandlePacket(Packet *p)
}
/**
* Receive a packet at UDP level
* Receive a packet at TCP level
*/
void NetworkContentSocketHandler::Recv_Packets()
{

@ -18,6 +18,7 @@
#include "../network.h"
#include "../network_internal.h"
#include "../../core/pool_func.hpp"
#include "../../debug.h"
#include "table/strings.h"
@ -63,4 +64,147 @@ NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
return NetworkCloseClient(this, error ? NETWORK_RECV_STATUS_SERVER_ERROR : NETWORK_RECV_STATUS_CONN_LOST);
}
/**
* Defines a simple (switch) case for each network packet
* @param type the packet type to create the case for
*/
#define GAME_COMMAND(type) case type: return this->NetworkPacketReceive_ ## type ## _command(p); break;
/**
* Handle the given packet, i.e. pass it to the right parser receive command.
* @param p the packet to handle
* @return #NetworkRecvStatus of handling.
*/
NetworkRecvStatus NetworkClientSocket::HandlePacket(Packet *p)
{
PacketGameType type = (PacketGameType)p->Recv_uint8();
switch (this->HasClientQuit() ? PACKET_END : type) {
GAME_COMMAND(PACKET_SERVER_FULL)
GAME_COMMAND(PACKET_SERVER_BANNED)
GAME_COMMAND(PACKET_CLIENT_JOIN)
GAME_COMMAND(PACKET_SERVER_ERROR)
GAME_COMMAND(PACKET_CLIENT_COMPANY_INFO)
GAME_COMMAND(PACKET_SERVER_COMPANY_INFO)
GAME_COMMAND(PACKET_SERVER_CLIENT_INFO)
GAME_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)
GAME_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)
GAME_COMMAND(PACKET_CLIENT_GAME_PASSWORD)
GAME_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)
GAME_COMMAND(PACKET_SERVER_WELCOME)
GAME_COMMAND(PACKET_CLIENT_GETMAP)
GAME_COMMAND(PACKET_SERVER_WAIT)
GAME_COMMAND(PACKET_SERVER_MAP)
GAME_COMMAND(PACKET_CLIENT_MAP_OK)
GAME_COMMAND(PACKET_SERVER_JOIN)
GAME_COMMAND(PACKET_SERVER_FRAME)
GAME_COMMAND(PACKET_SERVER_SYNC)
GAME_COMMAND(PACKET_CLIENT_ACK)
GAME_COMMAND(PACKET_CLIENT_COMMAND)
GAME_COMMAND(PACKET_SERVER_COMMAND)
GAME_COMMAND(PACKET_CLIENT_CHAT)
GAME_COMMAND(PACKET_SERVER_CHAT)
GAME_COMMAND(PACKET_CLIENT_SET_PASSWORD)
GAME_COMMAND(PACKET_CLIENT_SET_NAME)
GAME_COMMAND(PACKET_CLIENT_QUIT)
GAME_COMMAND(PACKET_CLIENT_ERROR)
GAME_COMMAND(PACKET_SERVER_QUIT)
GAME_COMMAND(PACKET_SERVER_ERROR_QUIT)
GAME_COMMAND(PACKET_SERVER_SHUTDOWN)
GAME_COMMAND(PACKET_SERVER_NEWGAME)
GAME_COMMAND(PACKET_SERVER_RCON)
GAME_COMMAND(PACKET_CLIENT_RCON)
GAME_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)
GAME_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)
GAME_COMMAND(PACKET_SERVER_MOVE)
GAME_COMMAND(PACKET_CLIENT_MOVE)
GAME_COMMAND(PACKET_SERVER_COMPANY_UPDATE)
GAME_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
default:
this->CloseConnection();
if (this->HasClientQuit()) {
DEBUG(net, 0, "[tcp/game] received invalid packet type %d from client %d", type, this->client_id);
} else {
DEBUG(net, 0, "[tcp/game] received illegal packet from client %d", this->client_id);
}
return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}
}
/**
* Do the actual receiving of packets.
* As long as HandlePacket returns OKAY packets are handled. Upon
* failure, or no more packets to process the last result of
* HandlePacket is returned.
* @return #NetworkRecvStatus of the last handled packet.
*/
NetworkRecvStatus NetworkClientSocket::Recv_Packets()
{
Packet *p;
while ((p = this->Recv_Packet()) != NULL) {
NetworkRecvStatus res = HandlePacket(p);
if (res != NETWORK_RECV_STATUS_OKAY) return res;
}
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Create stub implementations for all receive commands that only
* show a warning that the given command is not available for the
* socket where the packet came from.
* @param type the packet type to create the stub for
*/
#define DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(type) \
NetworkRecvStatus NetworkClientSocket::NetworkPacketReceive_## type ##_command(Packet *p) \
{ \
DEBUG(net, 0, "[tcp/game] received illegal packet type %d from client %d", \
type, this->client_id); \
return NETWORK_RECV_STATUS_MALFORMED_PACKET; \
}
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
#endif /* ENABLE_NETWORK */

@ -27,7 +27,7 @@
* it protects old clients from joining newer servers
* (because SERVER_ERROR is the respond to a wrong revision)
*/
enum TCPPacketType {
enum PacketGameType {
PACKET_SERVER_FULL,
PACKET_SERVER_BANNED,
PACKET_CLIENT_JOIN,
@ -113,12 +113,59 @@ typedef NetworkGameSocketHandler NetworkClientSocket;
typedef Pool<NetworkClientSocket, ClientIndex, 8, MAX_CLIENT_SLOTS> NetworkClientSocketPool;
extern NetworkClientSocketPool _networkclientsocket_pool;
#define DECLARE_GAME_RECEIVE_COMMAND(type) virtual NetworkRecvStatus NetworkPacketReceive_## type ##_command(Packet *p)
#define DEF_GAME_RECEIVE_COMMAND(cls, type) NetworkRecvStatus cls ##NetworkGameSocketHandler::NetworkPacketReceive_ ## type ## _command(Packet *p)
/** Base socket handler for all TCP sockets */
class NetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkTCPSocketHandler {
/* TODO: rewrite into a proper class */
private:
NetworkClientInfo *info; ///< Client info related to this socket
protected:
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE);
NetworkRecvStatus HandlePacket(Packet *p);
NetworkGameSocketHandler(SOCKET s);
public:
ClientID client_id; ///< Client identifier
@ -137,6 +184,8 @@ public:
inline void SetInfo(NetworkClientInfo *info) { assert(info != NULL && this->info == NULL); this->info = info; }
inline NetworkClientInfo *GetInfo() const { return this->info; }
NetworkRecvStatus Recv_Packets();
const char *Recv_Command(Packet *p, CommandPacket *cp);
void Send_Command(Packet *p, const CommandPacket *cp);
};

@ -939,14 +939,14 @@ static bool NetworkReceive()
cs->writable = !!FD_ISSET(cs->sock, &write_fd);
if (FD_ISSET(cs->sock, &read_fd)) {
if (_network_server) {
NetworkServer_ReadPackets(cs);
cs->Recv_Packets();
} else {
NetworkRecvStatus res;
/* The client already was quiting! */
if (cs->HasClientQuit()) return false;
res = NetworkClient_ReadPackets(cs);
res = cs->Recv_Packets();
if (res != NETWORK_RECV_STATUS_OKAY) {
/* The client made an error of which we can not recover
* close the client and drop back to main menu */

@ -392,7 +392,7 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_MOVE)(CompanyID company, const char
extern bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir);
extern StringID _switch_mode_errorstr;
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FULL)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FULL)
{
/* We try to join a server which is full */
_switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_FULL;
@ -401,7 +401,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FULL)
return NETWORK_RECV_STATUS_SERVER_FULL;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_BANNED)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_BANNED)
{
/* We try to join a server where we are banned */
_switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_BANNED;
@ -410,11 +410,11 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_BANNED)
return NETWORK_RECV_STATUS_SERVER_BANNED;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMPANY_INFO)
{
byte company_info_version = p->Recv_uint8();
if (!MY_CLIENT->HasClientQuit() && company_info_version == NETWORK_COMPANY_INFO_VERSION) {
if (!this->HasClientQuit() && company_info_version == NETWORK_COMPANY_INFO_VERSION) {
/* We have received all data... (there are no more packets coming) */
if (!p->Recv_bool()) return NETWORK_RECV_STATUS_CLOSE_QUERY;
@ -452,7 +452,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO)
/* This packet contains info about the client (playas and name)
* as client we save this in NetworkClientInfo, linked via 'client_id'
* which is always an unique number on a server. */
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CLIENT_INFO)
{
NetworkClientInfo *ci;
ClientID client_id = (ClientID)p->Recv_uint32();
@ -461,7 +461,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
p->Recv_string(name, sizeof(name));
if (MY_CLIENT->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
ci = NetworkFindClientInfoFromClientID(client_id);
if (ci != NULL) {
@ -488,7 +488,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
/* We don't have this client_id yet, find an empty client_id, and put the data there */
ci = new NetworkClientInfo(client_id);
ci->client_playas = playas;
if (client_id == _network_own_client_id) MY_CLIENT->SetInfo(ci);
if (client_id == _network_own_client_id) this->SetInfo(ci);
strecpy(ci->client_name, name, lastof(ci->client_name));
@ -497,7 +497,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_ERROR)
{
NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
@ -535,7 +535,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR)
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHECK_NEWGRFS)
{
uint grf_count = p->Recv_uint8();
NetworkRecvStatus ret = NETWORK_RECV_STATUS_OKAY;
@ -543,7 +543,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)
/* Check all GRFs */
for (; grf_count > 0; grf_count--) {
GRFIdentifier c;
MY_CLIENT->Recv_GRFIdentifier(p, &c);
this->Recv_GRFIdentifier(p, &c);
/* Check whether we know this GRF */
const GRFConfig *f = FindGRFConfig(c.grfid, c.md5sum);
@ -566,7 +566,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)
return ret;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_GAME_PASSWORD)
{
const char *password = _network_join_server_password;
if (!StrEmpty(password)) {
@ -578,11 +578,11 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_COMPANY_PASSWORD)
{
_password_game_seed = p->Recv_uint32();
p->Recv_string(_password_server_id, sizeof(_password_server_id));
if (MY_CLIENT->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
const char *password = _network_join_company_password;
if (!StrEmpty(password)) {
@ -594,7 +594,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WELCOME)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WELCOME)
{
_network_own_client_id = (ClientID)p->Recv_uint32();
@ -606,7 +606,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WELCOME)
return SEND_COMMAND(PACKET_CLIENT_GETMAP)();
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WAIT)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WAIT)
{
_network_join_status = NETWORK_JOIN_STATUS_WAITING;
_network_join_waiting = p->Recv_uint8();
@ -619,7 +619,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WAIT)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP)
{
static FILE *file_pointer;
@ -627,7 +627,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
maptype = p->Recv_uint8();
if (MY_CLIENT->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
/* First packet, init some stuff */
if (maptype == MAP_PACKET_START) {
@ -647,7 +647,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
* do a division by zero. When the connection is lost, we just return
* that. If kbytes_total is 0, the packet must be malformed as a
* savegame less than 1 kilobyte is practically impossible. */
if (MY_CLIENT->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
if (_network_join_bytes_total == 0) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
@ -708,7 +708,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FRAME)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FRAME)
{
_frame_counter_server = p->Recv_uint32();
_frame_counter_max = p->Recv_uint32();
@ -736,7 +736,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FRAME)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SYNC)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_SYNC)
{
_sync_frame = p->Recv_uint32();
_sync_seed_1 = p->Recv_uint32();
@ -747,10 +747,10 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SYNC)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMMAND)
{
CommandPacket cp;
const char *err = MY_CLIENT->Recv_Command(p, &cp);
const char *err = this->Recv_Command(p, &cp);
cp.frame = p->Recv_uint32();
cp.my_cmd = p->Recv_bool();
@ -759,12 +759,12 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}
MY_CLIENT->incoming_queue.Append(&cp);
this->incoming_queue.Append(&cp);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CHAT)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHAT)
{
char name[NETWORK_NAME_LENGTH], msg[NETWORK_CHAT_LENGTH];
const NetworkClientInfo *ci = NULL, *ci_to;
@ -814,7 +814,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CHAT)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_ERROR_QUIT)
{
ClientID client_id = (ClientID)p->Recv_uint32();
@ -829,7 +829,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_QUIT)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_QUIT)
{
NetworkClientInfo *ci;
@ -849,7 +849,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_QUIT)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_JOIN)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_JOIN)
{
ClientID client_id = (ClientID)p->Recv_uint32();
@ -863,14 +863,14 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_JOIN)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_SHUTDOWN)
{
_switch_mode_errorstr = STR_NETWORK_MESSAGE_SERVER_SHUTDOWN;
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEWGAME)
{
/* To trottle the reconnects a bit, every clients waits
* his _local_company value before reconnecting
@ -882,7 +882,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME)
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_RCON)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_RCON)
{
char rcon_out[NETWORK_RCONCOMMAND_LENGTH];
@ -894,7 +894,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_RCON)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MOVE)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MOVE)
{
/* Nothing more in this packet... */
ClientID client_id = (ClientID)p->Recv_uint32();
@ -920,7 +920,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MOVE)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CONFIG_UPDATE)
{
_network_server_max_companies = p->Recv_uint8();
_network_server_max_spectators = p->Recv_uint8();
@ -928,7 +928,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMPANY_UPDATE)
{
_network_company_passworded = p->Recv_uint16();
SetWindowClassesDirty(WC_COMPANY);
@ -936,60 +936,6 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE)
return NETWORK_RECV_STATUS_OKAY;
}
/* The layout for the receive-functions by the client */
typedef NetworkRecvStatus NetworkClientPacket(Packet *p);
/* This array matches PacketType. At an incoming
* packet it is matches against this array
* and that way the right function to handle that
* packet is found. */
static NetworkClientPacket * const _network_client_packet[] = {
RECEIVE_COMMAND(PACKET_SERVER_FULL),
RECEIVE_COMMAND(PACKET_SERVER_BANNED),
NULL, // PACKET_CLIENT_JOIN,
RECEIVE_COMMAND(PACKET_SERVER_ERROR),
NULL, // PACKET_CLIENT_COMPANY_INFO,
RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO),
RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO),
RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD),
RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD),
NULL, // PACKET_CLIENT_GAME_PASSWORD,
NULL, // PACKET_CLIENT_COMPANY_PASSWORD,
RECEIVE_COMMAND(PACKET_SERVER_WELCOME),
NULL, // PACKET_CLIENT_GETMAP,
RECEIVE_COMMAND(PACKET_SERVER_WAIT),
RECEIVE_COMMAND(PACKET_SERVER_MAP),
NULL, // PACKET_CLIENT_MAP_OK,
RECEIVE_COMMAND(PACKET_SERVER_JOIN),
RECEIVE_COMMAND(PACKET_SERVER_FRAME),
RECEIVE_COMMAND(PACKET_SERVER_SYNC),
NULL, // PACKET_CLIENT_ACK,
NULL, // PACKET_CLIENT_COMMAND,
RECEIVE_COMMAND(PACKET_SERVER_COMMAND),
NULL, // PACKET_CLIENT_CHAT,
RECEIVE_COMMAND(PACKET_SERVER_CHAT),
NULL, // PACKET_CLIENT_SET_PASSWORD,
NULL, // PACKET_CLIENT_SET_NAME,
NULL, // PACKET_CLIENT_QUIT,
NULL, // PACKET_CLIENT_ERROR,
RECEIVE_COMMAND(PACKET_SERVER_QUIT),
RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT),
RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN),
RECEIVE_COMMAND(PACKET_SERVER_NEWGAME),
RECEIVE_COMMAND(PACKET_SERVER_RCON),
NULL, // PACKET_CLIENT_RCON,
RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS),
NULL, // PACKET_CLIENT_NEWGRFS_CHECKED,
RECEIVE_COMMAND(PACKET_SERVER_MOVE),
NULL, // PACKET_CLIENT_MOVE
RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE),
RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE),
};
/* If this fails, check the array above with network_data.h */
assert_compile(lengthof(_network_client_packet) == PACKET_END);
/* Is called after a client is connected to the server */
void NetworkClient_Connected()
{
@ -1001,27 +947,6 @@ void NetworkClient_Connected()
SEND_COMMAND(PACKET_CLIENT_JOIN)();
}
/* Reads the packets from the socket-stream, if available */
NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientSocket *cs)
{
Packet *p;
NetworkRecvStatus res = NETWORK_RECV_STATUS_OKAY;
while (res == NETWORK_RECV_STATUS_OKAY && (p = cs->Recv_Packet()) != NULL) {
byte type = p->Recv_uint8();
if (type < PACKET_END && _network_client_packet[type] != NULL && !MY_CLIENT->HasClientQuit()) {
res = _network_client_packet[type](p);
} else {
res = NETWORK_RECV_STATUS_MALFORMED_PACKET;
DEBUG(net, 0, "[client] received invalid packet type %d", type);
}
delete p;
}
return res;
}
void NetworkClientSendRcon(const char *password, const char *command)
{
SEND_COMMAND(PACKET_CLIENT_RCON)(password, command);

@ -18,6 +18,31 @@
/** Class for handling the client side of the game connection. */
class ClientNetworkGameSocketHandler : public NetworkGameSocketHandler {
protected:
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE);
public:
ClientNetworkGameSocketHandler(SOCKET s);
};
@ -36,7 +61,6 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK);
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command);
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_MOVE)(CompanyID company, const char *pass);
NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientSocket *cs);
void NetworkClient_Connected();
extern CompanyID _network_join_as;

@ -682,37 +682,37 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
* DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
************/
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO)
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMPANY_INFO)
{
return SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)(cs);
return SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)(this);
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_NEWGRFS_CHECKED)
{
if (cs->status != STATUS_NEWGRFS_CHECK) {
if (this->status != STATUS_NEWGRFS_CHECK) {
/* Illegal call, return error and ignore the packet */
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
}
NetworkClientInfo *ci = cs->GetInfo();
NetworkClientInfo *ci = this->GetInfo();
/* We now want a password from the client else we do not allow him in! */
if (!StrEmpty(_settings_client.network.server_password)) {
return SEND_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)(cs);
return SEND_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)(this);
}
if (Company::IsValidID(ci->client_playas) && !StrEmpty(_network_company_states[ci->client_playas].password)) {
return SEND_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)(cs);
return SEND_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)(this);
}
return SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
return SEND_COMMAND(PACKET_SERVER_WELCOME)(this);
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_JOIN)
{
if (cs->status != STATUS_INACTIVE) {
if (this->status != STATUS_INACTIVE) {
/* Illegal call, return error and ignore the packet */
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
}
char name[NETWORK_CLIENT_NAME_LENGTH];
@ -726,30 +726,30 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
/* Check if the client has revision control enabled */
if (!IsNetworkCompatibleVersion(client_revision)) {
/* Different revisions!! */
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_REVISION);
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_WRONG_REVISION);
}
p->Recv_string(name, sizeof(name));
playas = (Owner)p->Recv_uint8();
client_lang = (NetworkLanguage)p->Recv_uint8();
if (cs->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
/* join another company does not affect these values */
switch (playas) {
case COMPANY_NEW_COMPANY: // New company
if (Company::GetNumItems() >= _settings_client.network.max_companies) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_FULL);
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_FULL);
}
break;
case COMPANY_SPECTATOR: // Spectator
if (NetworkSpectatorCount() >= _settings_client.network.max_spectators) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_FULL);
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_FULL);
}
break;
default: // Join another company (companies 1-8 (index 0-7))
if (!Company::IsValidHumanID(playas)) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_COMPANY_MISMATCH);
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_COMPANY_MISMATCH);
}
break;
}
@ -759,10 +759,10 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
if (!NetworkFindName(name)) { // Change name if duplicate
/* We could not create a name for this client */
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NAME_IN_USE);
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NAME_IN_USE);
}
ci = cs->GetInfo();
ci = this->GetInfo();
strecpy(ci->client_name, name, lastof(ci->client_name));
ci->client_playas = playas;
@ -772,20 +772,20 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
/* Make sure companies to which people try to join are not autocleaned */
if (Company::IsValidID(playas)) _network_company_states[playas].months_empty = 0;
cs->status = STATUS_NEWGRFS_CHECK;
this->status = STATUS_NEWGRFS_CHECK;
if (_grfconfig == NULL) {
/* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
return RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)(cs, NULL);
return this->RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)(NULL);
}
return SEND_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)(cs);
return SEND_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)(this);
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD)
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GAME_PASSWORD)
{
if (cs->status != STATUS_AUTH_GAME) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
if (this->status != STATUS_AUTH_GAME) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
}
char password[NETWORK_PASSWORD_LENGTH];
@ -795,22 +795,22 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD)
if (!StrEmpty(_settings_client.network.server_password) &&
strcmp(password, _settings_client.network.server_password) != 0) {
/* Password is invalid */
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_WRONG_PASSWORD);
}
const NetworkClientInfo *ci = cs->GetInfo();
const NetworkClientInfo *ci = this->GetInfo();
if (Company::IsValidID(ci->client_playas) && !StrEmpty(_network_company_states[ci->client_playas].password)) {
return SEND_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)(cs);
return SEND_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)(this);
}
/* Valid password, allow user */
return SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
return SEND_COMMAND(PACKET_SERVER_WELCOME)(this);
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMPANY_PASSWORD)
{
if (cs->status != STATUS_AUTH_COMPANY) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
if (this->status != STATUS_AUTH_COMPANY) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
}
char password[NETWORK_PASSWORD_LENGTH];
@ -819,17 +819,17 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)
/* Check company password. Allow joining if we cleared the password meanwhile.
* Also, check the company is still valid - client could be moved to spectators
* in the middle of the authorization process */
CompanyID playas = cs->GetInfo()->client_playas;
CompanyID playas = this->GetInfo()->client_playas;
if (Company::IsValidID(playas) && !StrEmpty(_network_company_states[playas].password) &&
strcmp(password, _network_company_states[playas].password) != 0) {
/* Password is invalid */
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_WRONG_PASSWORD);
}
return SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
return SEND_COMMAND(PACKET_SERVER_WELCOME)(this);
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GETMAP)
{
NetworkClientSocket *new_cs;
@ -844,112 +844,111 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
if (_openttd_newgrf_version != p->Recv_uint32()) {
/* The version we get from the client differs, it must have the
* wrong version. The client must be wrong. */
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
}
} else if (p->size != 3) {
/* We received a packet from a version that claims to be stable.
* That shouldn't happen. The client must be wrong. */
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
}
/* The client was never joined.. so this is impossible, right?
* Ignore the packet, give the client a warning, and close his connection */
if (cs->status < STATUS_AUTHORIZED || cs->HasClientQuit()) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_AUTHORIZED);
}
/* Check if someone else is receiving the map */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status == STATUS_MAP) {
/* Tell the new client to wait */
cs->status = STATUS_MAP_WAIT;
return SEND_COMMAND(PACKET_SERVER_WAIT)(cs);
this->status = STATUS_MAP_WAIT;
return SEND_COMMAND(PACKET_SERVER_WAIT)(this);
}
}
/* We receive a request to upload the map.. give it to the client! */
return SEND_COMMAND(PACKET_SERVER_MAP)(cs);
return SEND_COMMAND(PACKET_SERVER_MAP)(this);
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MAP_OK)
{
/* Client has the map, now start syncing */
if (cs->status == STATUS_DONE_MAP && !cs->HasClientQuit()) {
if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkClientSocket *new_cs;
NetworkGetClientName(client_name, sizeof(client_name), cs);
NetworkGetClientName(client_name, sizeof(client_name), this);
NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, NULL, cs->client_id);
NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, NULL, this->client_id);
/* Mark the client as pre-active, and wait for an ACK
* so we know he is done loading and in sync with us */
cs->status = STATUS_PRE_ACTIVE;
NetworkHandleCommandQueue(cs);
SEND_COMMAND(PACKET_SERVER_FRAME)(cs);
SEND_COMMAND(PACKET_SERVER_SYNC)(cs);
this->status = STATUS_PRE_ACTIVE;
NetworkHandleCommandQueue(this);
SEND_COMMAND(PACKET_SERVER_FRAME)(this);
SEND_COMMAND(PACKET_SERVER_SYNC)(this);
/* This is the frame the client receives
* we need it later on to make sure the client is not too slow */
cs->last_frame = _frame_counter;
cs->last_frame_server = _frame_counter;
this->last_frame = _frame_counter;
this->last_frame_server = _frame_counter;
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTHORIZED) {
SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(new_cs, cs->GetInfo());
SEND_COMMAND(PACKET_SERVER_JOIN)(new_cs, cs->client_id);
SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(new_cs, this->GetInfo());
SEND_COMMAND(PACKET_SERVER_JOIN)(new_cs, this->client_id);
}
}
/* also update the new client with our max values */
SEND_COMMAND(PACKET_SERVER_CONFIG_UPDATE)(cs);
SEND_COMMAND(PACKET_SERVER_CONFIG_UPDATE)(this);
/* quickly update the syncing client with company details */
return SEND_COMMAND(PACKET_SERVER_COMPANY_UPDATE)(cs);
return SEND_COMMAND(PACKET_SERVER_COMPANY_UPDATE)(this);
}
/* Wrong status for this packet, give a warning to client, and close connection */
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
}
/**
* The client has done a command and wants us to handle it
* @param *cs the connected client that has sent the command
* @param *p the packet in which the command was sent
* @param p the packet in which the command was sent
*/
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMMAND)
{
/* The client was never joined.. so this is impossible, right?
* Ignore the packet, give the client a warning, and close his connection */
if (cs->status < STATUS_DONE_MAP || cs->HasClientQuit()) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
}
if (cs->incoming_queue.Count() >= _settings_client.network.max_commands_in_queue) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_TOO_MANY_COMMANDS);
if (this->incoming_queue.Count() >= _settings_client.network.max_commands_in_queue) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_TOO_MANY_COMMANDS);
}
CommandPacket cp;
const char *err = cs->Recv_Command(p, &cp);
const char *err = this->Recv_Command(p, &cp);
if (cs->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
NetworkClientInfo *ci = cs->GetInfo();
NetworkClientInfo *ci = this->GetInfo();
if (err != NULL) {
IConsolePrintF(CC_ERROR, "WARNING: %s from client %d (IP: %s).", err, ci->client_id, GetClientIP(ci));
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
}
if ((GetCommandFlags(cp.cmd) & CMD_SERVER) && ci->client_id != CLIENT_ID_SERVER) {
IConsolePrintF(CC_ERROR, "WARNING: server only command from: client %d (IP: %s), kicking...", ci->client_id, GetClientIP(ci));
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_KICKED);
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_KICKED);
}
if ((GetCommandFlags(cp.cmd) & CMD_SPECTATOR) == 0 && !Company::IsValidID(cp.company) && ci->client_id != CLIENT_ID_SERVER) {
IConsolePrintF(CC_ERROR, "WARNING: spectator issueing command from client %d (IP: %s), kicking...", ci->client_id, GetClientIP(ci));
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_KICKED);
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_KICKED);
}
/**
@ -960,12 +959,12 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
if (!(cp.cmd == CMD_COMPANY_CTRL && cp.p1 == 0 && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
IConsolePrintF(CC_ERROR, "WARNING: client %d (IP: %s) tried to execute a command as company %d, kicking...",
ci->client_playas + 1, GetClientIP(ci), cp.company + 1);
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_COMPANY_MISMATCH);
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_COMPANY_MISMATCH);
}
if (cp.cmd == CMD_COMPANY_CTRL) {
if (cp.p1 != 0 || cp.company != COMPANY_SPECTATOR) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_CHEATER);
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_CHEATER);
}
/* Check if we are full - else it's possible for spectators to send a CMD_COMPANY_CTRL and the company is created regardless of max_companies! */
@ -975,13 +974,13 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
}
}
if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) cp.p2 = cs->client_id;
if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) cp.p2 = this->client_id;
cs->incoming_queue.Append(&cp);
this->incoming_queue.Append(&cp);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ERROR)
{
/* This packets means a client noticed an error and is reporting this
* to us. Display the error and report it to the other clients */
@ -991,12 +990,12 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
NetworkErrorCode errorno = (NetworkErrorCode)p->Recv_uint8();
/* The client was never joined.. thank the client for the packet, but ignore it */
if (cs->status < STATUS_DONE_MAP || cs->HasClientQuit()) {
cs->CloseConnection();
if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
this->CloseConnection();
return NETWORK_RECV_STATUS_CONN_LOST;
}
NetworkGetClientName(client_name, sizeof(client_name), cs);
NetworkGetClientName(client_name, sizeof(client_name), this);
StringID strid = GetNetworkErrorMsg(errorno);
GetString(str, strid, lastof(str));
@ -1007,15 +1006,15 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTHORIZED) {
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, errorno);
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, this->client_id, errorno);
}
}
cs->CloseConnection(false);
this->CloseConnection(false);
return NETWORK_RECV_STATUS_CONN_LOST;
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_QUIT)
{
/* The client wants to leave. Display this and report it to the other
* clients. */
@ -1023,50 +1022,50 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
char client_name[NETWORK_CLIENT_NAME_LENGTH];
/* The client was never joined.. thank the client for the packet, but ignore it */
if (cs->status < STATUS_DONE_MAP || cs->HasClientQuit()) {
cs->CloseConnection();
if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
this->CloseConnection();
return NETWORK_RECV_STATUS_CONN_LOST;
}
NetworkGetClientName(client_name, sizeof(client_name), cs);
NetworkGetClientName(client_name, sizeof(client_name), this);
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTHORIZED) {
SEND_COMMAND(PACKET_SERVER_QUIT)(new_cs, cs->client_id);
SEND_COMMAND(PACKET_SERVER_QUIT)(new_cs, this->client_id);
}
}
cs->CloseConnection(false);
this->CloseConnection(false);
return NETWORK_RECV_STATUS_CONN_LOST;
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ACK)
{
if (cs->status < STATUS_AUTHORIZED) {
if (this->status < STATUS_AUTHORIZED) {
/* Illegal call, return error and ignore the packet */
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_AUTHORIZED);
}
uint32 frame = p->Recv_uint32();
/* The client is trying to catch up with the server */
if (cs->status == STATUS_PRE_ACTIVE) {
if (this->status == STATUS_PRE_ACTIVE) {
/* The client is not yet catched up? */
if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
/* Now he is! Unpause the game */
cs->status = STATUS_ACTIVE;
this->status = STATUS_ACTIVE;
/* Execute script for, e.g. MOTD */
IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
}
/* The client received the frame, make note of it */
cs->last_frame = frame;
this->last_frame = frame;
/* With those 2 values we can calculate the lag realtime */
cs->last_frame_server = _frame_counter;
this->last_frame_server = _frame_counter;
return NETWORK_RECV_STATUS_OKAY;
}
@ -1172,11 +1171,11 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co
}
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_CHAT)
{
if (cs->status < STATUS_AUTHORIZED) {
if (this->status < STATUS_AUTHORIZED) {
/* Illegal call, return error and ignore the packet */
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_AUTHORIZED);
}
NetworkAction action = (NetworkAction)p->Recv_uint8();
@ -1187,7 +1186,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
p->Recv_string(msg, NETWORK_CHAT_LENGTH);
int64 data = p->Recv_uint64();
NetworkClientInfo *ci = cs->GetInfo();
NetworkClientInfo *ci = this->GetInfo();
switch (action) {
case NETWORK_ACTION_GIVE_MONEY:
if (!Company::IsValidID(ci->client_playas)) break;
@ -1195,28 +1194,28 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
case NETWORK_ACTION_CHAT:
case NETWORK_ACTION_CHAT_CLIENT:
case NETWORK_ACTION_CHAT_COMPANY:
NetworkServerSendChat(action, desttype, dest, msg, cs->client_id, data);
NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data);
break;
default:
IConsolePrintF(CC_ERROR, "WARNING: invalid chat action from client %d (IP: %s).", ci->client_id, GetClientIP(ci));
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
break;
}
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD)
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_PASSWORD)
{
if (cs->status != STATUS_ACTIVE) {
if (this->status != STATUS_ACTIVE) {
/* Illegal call, return error and ignore the packet */
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
}
char password[NETWORK_PASSWORD_LENGTH];
const NetworkClientInfo *ci;
p->Recv_string(password, sizeof(password));
ci = cs->GetInfo();
ci = this->GetInfo();
if (Company::IsValidID(ci->client_playas)) {
strecpy(_network_company_states[ci->client_playas].password, password, lastof(_network_company_states[ci->client_playas].password));
@ -1225,20 +1224,20 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME)
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_NAME)
{
if (cs->status != STATUS_ACTIVE) {
if (this->status != STATUS_ACTIVE) {
/* Illegal call, return error and ignore the packet */
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
}
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkClientInfo *ci;
p->Recv_string(client_name, sizeof(client_name));
ci = cs->GetInfo();
ci = this->GetInfo();
if (cs->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
if (ci != NULL) {
/* Display change */
@ -1251,7 +1250,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_RCON)
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_RCON)
{
char pass[NETWORK_PASSWORD_LENGTH];
char command[NETWORK_RCONCOMMAND_LENGTH];
@ -1262,19 +1261,19 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_RCON)
p->Recv_string(command, sizeof(command));
if (strcmp(pass, _settings_client.network.rcon_password) != 0) {
DEBUG(net, 0, "[rcon] wrong password from client-id %d", cs->client_id);
DEBUG(net, 0, "[rcon] wrong password from client-id %d", this->client_id);
return NETWORK_RECV_STATUS_OKAY;
}
DEBUG(net, 0, "[rcon] client-id %d executed: '%s'", cs->client_id, command);
DEBUG(net, 0, "[rcon] client-id %d executed: '%s'", this->client_id, command);
_redirect_console_to_client = cs->client_id;
_redirect_console_to_client = this->client_id;
IConsoleCmdExec(command);
_redirect_console_to_client = INVALID_CLIENT_ID;
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MOVE)
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MOVE)
{
CompanyID company_id = (Owner)p->Recv_uint8();
@ -1289,70 +1288,16 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MOVE)
/* Incorrect password sent, return! */
if (strcmp(password, _network_company_states[company_id].password) != 0) {
DEBUG(net, 2, "[move] wrong password from client-id #%d for company #%d", cs->client_id, company_id + 1);
DEBUG(net, 2, "[move] wrong password from client-id #%d for company #%d", this->client_id, company_id + 1);
return NETWORK_RECV_STATUS_OKAY;
}
}
/* if we get here we can move the client */
NetworkServerDoMove(cs->client_id, company_id);
NetworkServerDoMove(this->client_id, company_id);
return NETWORK_RECV_STATUS_OKAY;
}
/* The layout for the receive-functions by the server */
typedef NetworkRecvStatus NetworkServerPacket(NetworkClientSocket *cs, Packet *p);
/* This array matches PacketType. At an incoming
* packet it is matches against this array
* and that way the right function to handle that
* packet is found. */
static NetworkServerPacket * const _network_server_packet[] = {
NULL, // PACKET_SERVER_FULL,
NULL, // PACKET_SERVER_BANNED,
RECEIVE_COMMAND(PACKET_CLIENT_JOIN),
NULL, // PACKET_SERVER_ERROR,
RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO),
NULL, // PACKET_SERVER_COMPANY_INFO,
NULL, // PACKET_SERVER_CLIENT_INFO,
NULL, // PACKET_SERVER_NEED_GAME_PASSWORD,
NULL, // PACKET_SERVER_NEED_COMPANY_PASSWORD,
RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD),
RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD),
NULL, // PACKET_SERVER_WELCOME,
RECEIVE_COMMAND(PACKET_CLIENT_GETMAP),
NULL, // PACKET_SERVER_WAIT,
NULL, // PACKET_SERVER_MAP,
RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK),
NULL, // PACKET_SERVER_JOIN,
NULL, // PACKET_SERVER_FRAME,
NULL, // PACKET_SERVER_SYNC,
RECEIVE_COMMAND(PACKET_CLIENT_ACK),
RECEIVE_COMMAND(PACKET_CLIENT_COMMAND),
NULL, // PACKET_SERVER_COMMAND,
RECEIVE_COMMAND(PACKET_CLIENT_CHAT),
NULL, // PACKET_SERVER_CHAT,
RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD),
RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME),
RECEIVE_COMMAND(PACKET_CLIENT_QUIT),
RECEIVE_COMMAND(PACKET_CLIENT_ERROR),
NULL, // PACKET_SERVER_QUIT,
NULL, // PACKET_SERVER_ERROR_QUIT,
NULL, // PACKET_SERVER_SHUTDOWN,
NULL, // PACKET_SERVER_NEWGAME,
NULL, // PACKET_SERVER_RCON,
RECEIVE_COMMAND(PACKET_CLIENT_RCON),
NULL, // PACKET_CLIENT_CHECK_NEWGRFS,
RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED),
NULL, // PACKET_SERVER_MOVE,
RECEIVE_COMMAND(PACKET_CLIENT_MOVE),
NULL, // PACKET_SERVER_COMPANY_UPDATE,
NULL, // PACKET_SERVER_CONFIG_UPDATE,
};
/* If this fails, check the array above with network_data.h */
assert_compile(lengthof(_network_server_packet) == PACKET_END);
void NetworkSocketHandler::Send_CompanyInformation(Packet *p, const Company *c, const NetworkCompanyStats *stats)
{
/* Grab the company name */
@ -1597,26 +1542,6 @@ bool NetworkServerChangeClientName(ClientID client_id, const char *new_name)
return true;
}
/* Reads a packet from the stream */
void NetworkServer_ReadPackets(NetworkClientSocket *cs)
{
Packet *p;
NetworkRecvStatus res = NETWORK_RECV_STATUS_OKAY;
while (res == NETWORK_RECV_STATUS_OKAY && (p = cs->Recv_Packet()) != NULL) {
byte type = p->Recv_uint8();
if (type < PACKET_END && _network_server_packet[type] != NULL && !cs->HasClientQuit()) {
res = _network_server_packet[type](cs, p);
} else {
cs->CloseConnection();
res = NETWORK_RECV_STATUS_MALFORMED_PACKET;
DEBUG(net, 0, "[server] received invalid packet type %d", type);
}
delete p;
}
}
/* Handle the local command-queue */
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
{

@ -18,6 +18,23 @@
/** Class for handling the server side of the game connection. */
class ServerNetworkGameSocketHandler : public NetworkGameSocketHandler {
protected:
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE);
public:
ServerNetworkGameSocketHandler(SOCKET s);
~ServerNetworkGameSocketHandler();

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