(svn r22400) -Codechange: replace some defines in the tcp/game code so doxygen can create better documentation

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
rubidium 13 years ago
parent d4737e0724
commit 2e572b98de

@ -74,49 +74,49 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *p)
this->last_packet = _realtime_tick;
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_BEGIN)
GAME_COMMAND(PACKET_SERVER_MAP_SIZE)
GAME_COMMAND(PACKET_SERVER_MAP_DATA)
GAME_COMMAND(PACKET_SERVER_MAP_DONE)
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)
case PACKET_SERVER_FULL: return this->Receive_SERVER_FULL(p);
case PACKET_SERVER_BANNED: return this->Receive_SERVER_BANNED(p);
case PACKET_CLIENT_JOIN: return this->Receive_CLIENT_JOIN(p);
case PACKET_SERVER_ERROR: return this->Receive_SERVER_ERROR(p);
case PACKET_CLIENT_COMPANY_INFO: return this->Receive_CLIENT_COMPANY_INFO(p);
case PACKET_SERVER_COMPANY_INFO: return this->Receive_SERVER_COMPANY_INFO(p);
case PACKET_SERVER_CLIENT_INFO: return this->Receive_SERVER_CLIENT_INFO(p);
case PACKET_SERVER_NEED_GAME_PASSWORD: return this->Receive_SERVER_NEED_GAME_PASSWORD(p);
case PACKET_SERVER_NEED_COMPANY_PASSWORD: return this->Receive_SERVER_NEED_COMPANY_PASSWORD(p);
case PACKET_CLIENT_GAME_PASSWORD: return this->Receive_CLIENT_GAME_PASSWORD(p);
case PACKET_CLIENT_COMPANY_PASSWORD: return this->Receive_CLIENT_COMPANY_PASSWORD(p);
case PACKET_SERVER_WELCOME: return this->Receive_SERVER_WELCOME(p);
case PACKET_CLIENT_GETMAP: return this->Receive_CLIENT_GETMAP(p);
case PACKET_SERVER_WAIT: return this->Receive_SERVER_WAIT(p);
case PACKET_SERVER_MAP_BEGIN: return this->Receive_SERVER_MAP_BEGIN(p);
case PACKET_SERVER_MAP_SIZE: return this->Receive_SERVER_MAP_SIZE(p);
case PACKET_SERVER_MAP_DATA: return this->Receive_SERVER_MAP_DATA(p);
case PACKET_SERVER_MAP_DONE: return this->Receive_SERVER_MAP_DONE(p);
case PACKET_CLIENT_MAP_OK: return this->Receive_CLIENT_MAP_OK(p);
case PACKET_SERVER_JOIN: return this->Receive_SERVER_JOIN(p);
case PACKET_SERVER_FRAME: return this->Receive_SERVER_FRAME(p);
case PACKET_SERVER_SYNC: return this->Receive_SERVER_SYNC(p);
case PACKET_CLIENT_ACK: return this->Receive_CLIENT_ACK(p);
case PACKET_CLIENT_COMMAND: return this->Receive_CLIENT_COMMAND(p);
case PACKET_SERVER_COMMAND: return this->Receive_SERVER_COMMAND(p);
case PACKET_CLIENT_CHAT: return this->Receive_CLIENT_CHAT(p);
case PACKET_SERVER_CHAT: return this->Receive_SERVER_CHAT(p);
case PACKET_CLIENT_SET_PASSWORD: return this->Receive_CLIENT_SET_PASSWORD(p);
case PACKET_CLIENT_SET_NAME: return this->Receive_CLIENT_SET_NAME(p);
case PACKET_CLIENT_QUIT: return this->Receive_CLIENT_QUIT(p);
case PACKET_CLIENT_ERROR: return this->Receive_CLIENT_ERROR(p);
case PACKET_SERVER_QUIT: return this->Receive_SERVER_QUIT(p);
case PACKET_SERVER_ERROR_QUIT: return this->Receive_SERVER_ERROR_QUIT(p);
case PACKET_SERVER_SHUTDOWN: return this->Receive_SERVER_SHUTDOWN(p);
case PACKET_SERVER_NEWGAME: return this->Receive_SERVER_NEWGAME(p);
case PACKET_SERVER_RCON: return this->Receive_SERVER_RCON(p);
case PACKET_CLIENT_RCON: return this->Receive_CLIENT_RCON(p);
case PACKET_SERVER_CHECK_NEWGRFS: return this->Receive_SERVER_CHECK_NEWGRFS(p);
case PACKET_CLIENT_NEWGRFS_CHECKED: return this->Receive_CLIENT_NEWGRFS_CHECKED(p);
case PACKET_SERVER_MOVE: return this->Receive_SERVER_MOVE(p);
case PACKET_CLIENT_MOVE: return this->Receive_CLIENT_MOVE(p);
case PACKET_SERVER_COMPANY_UPDATE: return this->Receive_SERVER_COMPANY_UPDATE(p);
case PACKET_SERVER_CONFIG_UPDATE: return this->Receive_SERVER_CONFIG_UPDATE(p);
default:
this->CloseConnection();
@ -150,61 +150,58 @@ NetworkRecvStatus NetworkGameSocketHandler::ReceivePackets()
}
/**
* 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
* Helper for logging receiving invalid packets.
* @param type The received packet type.
* @return The status the network should have, in this case: "malformed packet error".
*/
#define DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(type) \
NetworkRecvStatus NetworkGameSocketHandler::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; \
NetworkRecvStatus NetworkGameSocketHandler::ReceiveInvalidPacket(PacketGameType type)
{
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_BEGIN)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_SIZE)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DATA)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DONE)
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)
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_FULL); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_BANNED); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_JOIN); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMPANY_INFO); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMPANY_INFO); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CLIENT_INFO); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_GAME_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_COMPANY_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GAME_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMPANY_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_WELCOME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GETMAP); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_WAIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_BEGIN); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_SIZE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_DATA); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_DONE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MAP_OK); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_JOIN); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_FRAME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_SYNC); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ACK); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMMAND); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMMAND); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_CHAT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHAT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_NAME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_QUIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ERROR); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_QUIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR_QUIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_SHUTDOWN); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEWGAME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_RCON(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_RCON); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_RCON); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHECK_NEWGRFS); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_NEWGRFS_CHECKED); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MOVE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MOVE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMPANY_UPDATE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CONFIG_UPDATE); }
#endif /* ENABLE_NETWORK */

@ -148,9 +148,6 @@ public:
uint Count() const { return this->count; }
};
#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 NetworkTCPSocketHandler {
/* TODO: rewrite into a proper class */
@ -158,16 +155,19 @@ private:
NetworkClientInfo *info; ///< Client info related to this socket
protected:
NetworkRecvStatus ReceiveInvalidPacket(PacketGameType type);
/**
* Notification that the server is full.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);
/**
* Notification that the client trying to join is banned.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);
/**
* Try to join the server:
@ -175,19 +175,22 @@ protected:
* string Name of the client (max NETWORK_NAME_LENGTH).
* uint8 ID of the company to play as (1..MAX_COMPANIES).
* uint8 ID of the clients Language.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN);
virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p);
/**
* The client made an error:
* uint8 Error code caused (see NetworkErrorCode).
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p);
/**
* Request company information (in detail).
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO);
virtual NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p);
/**
* Sends information about the companies (one packet per company):
@ -213,96 +216,111 @@ protected:
* uint16 Number of harbours.
* bool Company is an AI.
* string Client names (comma separated list)
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO);
virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p);
/**
* Send information about a client:
* uint32 ID of the client (always unique on a server. 1 = server, 0 is invalid).
* uint8 ID of the company the client is playing as (255 for spectators).
* string Name of the client.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO);
virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p);
/**
* Indication to the client that the server needs a game password.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD);
virtual NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p);
/**
* Indication to the client that the server needs a company password:
* uint32 Generation seed.
* string Network ID of the server.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD);
virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p);
/**
* Send a password to the server to authorize:
* uint8 Password type (see NetworkPasswordType).
* string The password.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD);
virtual NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p);
/**
* Send a password to the server to authorize
* uint8 Password type (see NetworkPasswordType).
* string The password.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD);
virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p);
/**
* The client is joined and ready to receive his map:
* uint32 Own client ID.
* uint32 Generation seed.
* string Network ID of the server.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME);
virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p);
/**
* Request the map from the server.
* uint32 NewGRF version (release versions of OpenTTD only).
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP);
virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p);
/**
* Notification that another client is currently receiving the map:
* uint8 Number of clients waiting in front of you.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT);
virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet *p);
/**
* Sends that the server will begin with sending the map to the client:
* uint32 Current frame.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_BEGIN);
virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p);
/**
* Sends the size of the map to the client.
* uint32 Size of the (compressed) map (in bytes).
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_SIZE);
virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p);
/**
* Sends the data of the map to the client:
* Contains a part of the map (until max size of packet).
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DATA);
virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p);
/**
* Sends that all data of the map are sent to the client:
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DONE);
virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p);
/**
* Tell the server that we are done receiving/loading the map.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK);
virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p);
/**
* A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO:
* uint32 ID of the client that just joined the game.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN);
virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet *p);
/**
* Sends the current frame counter to the client:
@ -311,23 +329,26 @@ protected:
* uint32 General seed 1 (dependant on compile settings, not default).
* uint32 General seed 2 (dependant on compile settings, not default).
* uint8 Random token to validate the client is actually listening (only occasionally present).
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME);
virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet *p);
/**
* Sends a sync-check to the client:
* uint32 Frame counter.
* uint32 General seed 1.
* uint32 General seed 2 (dependant on compile settings, not default).
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC);
virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet *p);
/**
* Tell the server we are done with this frame:
* uint32 Current frame counter of the client.
* uint8 The random token that the server sent in the PACKET_SERVER_FRAME packet.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK);
virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet *p);
/**
* Send a DoCommand to the Server:
@ -338,8 +359,9 @@ protected:
* uint32 Tile where this is taking place.
* string Text.
* uint8 ID of the callback.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND);
virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p);
/**
* Sends a DoCommand to the client:
@ -351,8 +373,9 @@ protected:
* string Text.
* uint8 ID of the callback.
* uint32 Frame of execution.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND);
virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p);
/**
* Sends a chat-packet to the server:
@ -361,8 +384,9 @@ protected:
* uint32 ID of the client or company (destination of the chat).
* string Message (max NETWORK_CHAT_LENGTH).
* uint64 data (used e.g. for 'give money' actions).
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT);
virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p);
/**
* Sends a chat-packet to the client:
@ -370,108 +394,125 @@ protected:
* uint32 ID of the client (origin of the chat).
* string Message (max NETWORK_CHAT_LENGTH).
* uint64 data (used e.g. for 'give money' actions).
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT);
virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p);
/**
* Set the password for the clients current company:
* string The password.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD);
virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p);
/**
* Gives the client a new name:
* string New name of the client.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME);
virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p);
/**
* The client is quiting the game.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT);
virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p);
/**
* The client made an error and is quiting the game.
* uint8 Error of the code caused (see NetworkErrorCode).
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR);
virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p);
/**
* Notification that a client left the game:
* uint32 ID of the client.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT);
virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet *p);
/**
* Inform all clients that one client made an error and thus has quit/been disconnected:
* uint32 ID of the client that caused the error.
* uint8 Code of the error caused (see NetworkErrorCode).
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT);
virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p);
/**
* Let the clients know that the server is closing.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN);
virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p);
/**
* Let the clients know that the server is loading a new map.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME);
virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p);
/**
* Send the result of an issues RCon command back to the client:
* uint16 Colour code.
* string Output of the RCon command
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON);
virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p);
/**
* Send an RCon command to the server:
* string RCon password.
* string Command to be executed.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON);
virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet *p);
/**
* Sends information about all used GRFs to the client:
* uint8 Amount of GRFs (the following data is repeated this many times, i.e. per GRF data).
* uint32 GRF ID
* 16 * uint8 MD5 checksum of the GRF
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS);
virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p);
/**
* Tell the server that we have the required GRFs
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED);
virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p);
/**
* Move a client from one company into another:
* uint32 ID of the client.
* uint8 ID of the new company.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet *p);
/**
* Request the server to move this client into another company:
* uint8 ID of the company the client wants to join.
* string Password, if the company is password protected.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE);
virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p);
/**
* Update the clients knowledge of which company is password protected:
* uint16 Bitwise representation of each company
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p);
/**
* Update the clients knowledge of the max settings:
* uint8 Maximum number of companies allowed.
* uint8 Maximum number of spectators allowed.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE);
virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p);
NetworkRecvStatus HandlePacket(Packet *p);

@ -489,7 +489,7 @@ bool ClientNetworkGameSocketHandler::IsConnected()
extern bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
extern StringID _switch_mode_errorstr;
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FULL)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
{
/* We try to join a server which is full */
_switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_FULL;
@ -498,7 +498,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FULL)
return NETWORK_RECV_STATUS_SERVER_FULL;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_BANNED)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p)
{
/* We try to join a server where we are banned */
_switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_BANNED;
@ -507,7 +507,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_BANNED)
return NETWORK_RECV_STATUS_SERVER_BANNED;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMPANY_INFO)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *p)
{
if (this->status != STATUS_COMPANY_INFO) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@ -551,7 +551,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, 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_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CLIENT_INFO)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *p)
{
NetworkClientInfo *ci;
ClientID client_id = (ClientID)p->Recv_uint32();
@ -604,7 +604,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CLIENT_INFO)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_ERROR)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p)
{
NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
@ -642,7 +642,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_ERROR)
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHECK_NEWGRFS)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet *p)
{
if (this->status != STATUS_JOIN) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@ -675,7 +675,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHECK_NEWGRFS)
return ret;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_GAME_PASSWORD)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *p)
{
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->status = STATUS_AUTH_GAME;
@ -690,7 +690,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_GAME_PASSWORD)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_COMPANY_PASSWORD)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p)
{
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_COMPANY) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->status = STATUS_AUTH_COMPANY;
@ -709,7 +709,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_COMPANY_PASSWORD)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WELCOME)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *p)
{
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->status = STATUS_AUTHORIZED;
@ -724,7 +724,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WELCOME)
return SendGetMap();
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WAIT)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p)
{
/* We set the internal wait state when requesting the map. */
if (this->status != STATUS_MAP_WAIT) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@ -737,7 +737,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WAIT)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_BEGIN)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet *p)
{
if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->status = STATUS_MAP;
@ -757,7 +757,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_BEGIN)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_SIZE)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet *p)
{
if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@ -768,7 +768,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_SIZE)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DATA)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet *p)
{
if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@ -782,7 +782,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DATA)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DONE)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *p)
{
if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@ -838,7 +838,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DONE)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FRAME)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p)
{
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@ -871,7 +871,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FRAME)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_SYNC)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p)
{
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@ -884,7 +884,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_SYNC)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMMAND)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet *p)
{
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@ -903,7 +903,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMMAND)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHAT)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
{
if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@ -955,7 +955,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHAT)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_ERROR_QUIT)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@ -972,7 +972,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_ERROR_QUIT)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_QUIT)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@ -992,7 +992,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_QUIT)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_JOIN)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@ -1008,7 +1008,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_JOIN)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_SHUTDOWN)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *p)
{
/* Only when we're trying to join we really
* care about the server shutting down. */
@ -1019,7 +1019,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_SHUTDOWN)
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEWGAME)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *p)
{
/* Only when we're trying to join we really
* care about the server shutting down. */
@ -1034,7 +1034,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEWGAME)
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_RCON)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_RCON(Packet *p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@ -1049,7 +1049,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_RCON)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MOVE)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p)
{
if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@ -1077,7 +1077,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MOVE)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CONFIG_UPDATE)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *p)
{
if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@ -1087,7 +1087,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CONFIG_UPDATE)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMPANY_UPDATE)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p)
{
if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

@ -44,33 +44,33 @@ protected:
friend void NetworkClose(bool close_admins);
static ClientNetworkGameSocketHandler *my_client;
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_BEGIN);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_SIZE);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DATA);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DONE);
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);
virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p);
static NetworkRecvStatus SendNewGRFsOk();
static NetworkRecvStatus SendGetMap();

@ -760,12 +760,12 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
* DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
************/
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMPANY_INFO)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO(Packet *p)
{
return this->SendCompanyInfo();
}
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_NEWGRFS_CHECKED)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *p)
{
if (this->status != STATUS_NEWGRFS_CHECK) {
/* Illegal call, return error and ignore the packet */
@ -786,7 +786,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_NEWGRFS_CHECKED)
return this->SendWelcome();
}
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_JOIN)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
{
if (this->status != STATUS_INACTIVE) {
/* Illegal call, return error and ignore the packet */
@ -855,13 +855,13 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_JOIN)
if (_grfconfig == NULL) {
/* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
return this->NetworkPacketReceive_PACKET_CLIENT_NEWGRFS_CHECKED_command(NULL);
return this->Receive_CLIENT_NEWGRFS_CHECKED(NULL);
}
return this->SendNewGRFCheck();
}
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GAME_PASSWORD)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *p)
{
if (this->status != STATUS_AUTH_GAME) {
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
@ -886,7 +886,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GAME_PASSWORD)
return this->SendWelcome();
}
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMPANY_PASSWORD)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p)
{
if (this->status != STATUS_AUTH_COMPANY) {
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
@ -908,7 +908,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMPANY_PASSWORD)
return this->SendWelcome();
}
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GETMAP)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p)
{
NetworkClientSocket *new_cs;
@ -950,7 +950,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GETMAP)
return this->SendMap();
}
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MAP_OK)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *p)
{
/* Client has the map, now start syncing */
if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
@ -997,7 +997,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MAP_OK)
* The client has done a command and wants us to handle it
* @param p the packet in which the command was sent
*/
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMMAND)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p)
{
/* The client was never joined.. so this is impossible, right?
* Ignore the packet, give the client a warning, and close his connection */
@ -1061,7 +1061,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMMAND)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ERROR)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p)
{
/* This packets means a client noticed an error and is reporting this
* to us. Display the error and report it to the other clients */
@ -1095,7 +1095,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ERROR)
return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
}
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_QUIT)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
{
/* The client wants to leave. Display this and report it to the other
* clients. */
@ -1122,7 +1122,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_QUIT)
return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
}
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ACK)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
{
if (this->status < STATUS_AUTHORIZED) {
/* Illegal call, return error and ignore the packet */
@ -1281,7 +1281,7 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co
}
}
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_CHAT)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
{
if (this->status < STATUS_AUTHORIZED) {
/* Illegal call, return error and ignore the packet */
@ -1313,7 +1313,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_CHAT)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_PASSWORD)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *p)
{
if (this->status != STATUS_ACTIVE) {
/* Illegal call, return error and ignore the packet */
@ -1330,7 +1330,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_PASSWORD)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_NAME)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p)
{
if (this->status != STATUS_ACTIVE) {
/* Illegal call, return error and ignore the packet */
@ -1356,7 +1356,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_NAME)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_RCON)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p)
{
if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
@ -1381,7 +1381,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_RCON)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MOVE)
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
{
if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);

@ -26,22 +26,22 @@ extern NetworkClientSocketPool _networkclientsocket_pool;
/** Class for handling the server side of the game connection. */
class ServerNetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkGameSocketHandler, public TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED> {
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);
virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p);
virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p);
NetworkRecvStatus SendCompanyInfo();
NetworkRecvStatus SendNewGRFCheck();

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