(svn r20993) -Codechange: some shuffling of game protocol packet description so they're documented in the "same" place as UDP, content and admin packets (dihedral)

pull/155/head
rubidium 14 years ago
parent 6542190e6f
commit 6012a9074c

@ -118,45 +118,307 @@ private:
NetworkClientInfo *info; ///< Client info related to this socket
protected:
/**
* Notification that the server is full.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
/**
* Notification that the client trying to join is banned.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
/**
* Try to join the server:
* string OpenTTD revision (norev000 if no revision).
* 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.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN);
/**
* The client made an error:
* uint8 Error code caused (see NetworkErrorCode).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
/**
* Request company information (in detail).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO);
/**
* Sends information about the companies (one packet per company):
* uint8 Version of the structure of this packet (NETWORK_COMPANY_INFO_VERSION).
* bool Contains data (false marks the end of updates).
* uint8 ID of the company.
* string Name of the company.
* uint32 Year the company was inaugurated.
* uint64 Value.
* uint64 Money.
* uint64 Income.
* uint16 Performance (last quarter).
* bool Company is password protected.
* uint16 Number of trains.
* uint16 Number of lorries.
* uint16 Number of busses.
* uint16 Number of planes.
* uint16 Number of ships.
* uint16 Number of train stations.
* uint16 Number of lorry stations.
* uint16 Number of bus stops.
* uint16 Number of airports and heliports.
* uint16 Number of harbours.
* bool Company is an AI.
* string Client names (comma separated list)
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO);
/**
* 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.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO);
/**
* Indication to the client that the server needs a game password.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD);
/**
* Indication to the client that the server needs a company password:
* uint32 Generation seed.
* string Network ID of the server.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD);
/**
* Send a password to the server to authorize:
* uint8 Password type (see NetworkPasswordType).
* string The password.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD);
/**
* Send a password to the server to authorize
* uint8 Password type (see NetworkPasswordType).
* string The password.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD);
/**
* The client is joined and ready to receive his map:
* uint32 Own client ID.
* uint32 Generation seed.
* string Network ID of the server.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME);
/**
* Request the map from the server.
* uint32 NewGRF version (release versions of OpenTTD only).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP);
/**
* Notification that another client is currently receiving the map:
* uint8 Number of clients awaiting the map.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT);
/**
* Sends parts of the map to the client:
* uint8 packet type (MAP_PACKET_START, MAP_PACKET_NORMAL, MAP_PACKET_END).
* If MAP_PACKET_START:
* uint32 Current frame.
* uint32 Size of the map (in bytes).
* If MAP_PACKET_NORMAL:
* Part of the map (until max size of packet).
* If MAP_PACKET_END:
* No further data sent.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP);
/**
* Tell the server that we are done receiving/loading the map.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK);
/**
* 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.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN);
/**
* Sends the current frame counter to the client:
* uint32 Frame counter
* uint32 Frame counter max (how far may the client walk before the server?)
* uint32 General seed 1 (dependant on compile settings, not default).
* uint32 General seed 2 (dependant on compile settings, not default).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME);
/**
* Sends a sync-check to the client:
* uint32 Frame counter.
* uint32 General seed 1.
* uint32 General seed 2 (dependant on compile settings, not default).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC);
/**
* Tell the server we are done with this frame:
* uint32 Current frame counter of the client.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK);
/**
* Send a DoCommand to the Server:
* uint8 ID of the company (0..MAX_COMPANIES-1).
* uint32 ID of the command (see command.h).
* uint32 P1 (free variables used in DoCommand).
* uint32 P2
* uint32 Tile where this is taking place.
* string Text.
* uint8 ID of the callback.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND);
/**
* Sends a DoCommand to the client:
* uint8 ID of the company (0..MAX_COMPANIES-1).
* uint32 ID of the command (see command.h).
* uint32 P1 (free variable used in DoCommand).
* uint32 P2.
* uint32 Tile where this is taking place.
* string Text.
* uint8 ID of the callback.
* uint32 Frame of execution.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND);
/**
* Sends a chat-packet to the server:
* uint8 ID of the action (see NetworkAction).
* uint8 ID of the destination type (see DestType).
* 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).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT);
/**
* Sends a chat-packet to the client:
* uint8 ID of the action (see NetworkAction).
* uint32 ID of the client (origin of the chat).
* string Message (max NETWORK_CHAT_LENGTH).
* uint64 data (used e.g. for 'give money' actions).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT);
/**
* Set the password for the clients current company:
* string The password.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD);
/**
* Gives the client a new name:
* string New name of the client.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME);
/**
* The client is quiting the game.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT);
/**
* The client made an error and is quiting the game.
* uint8 Error of the code caused (see NetworkErrorCode).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR);
/**
* Notification that a client left the game:
* uint32 ID of the client.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT);
/**
* 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).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT);
/**
* Let the clients know that the server is closing.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN);
/**
* Let the clients know that the server is loading a new map.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME);
/**
* Send the result of an issues RCon command back to the client:
* uint16 Colour code.
* string Output of the RCon command
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON);
/**
* Send an RCon command to the server:
* string RCon password.
* string Command to be executed.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON);
/**
* 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
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS);
/**
* Tell the server that we have the required GRFs
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED);
/**
* Move a client from one company into another:
* uint32 ID of the client.
* uint8 ID of the new company.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
/**
* 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.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE);
/**
* Update the clients knowledge of which company is password protected:
* uint16 Bitwise representation of each company
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
/**
* Update the clients knowledge of the max settings:
* uint8 Maximum number of companies allowed.
* uint8 Maximum number of spectators allowed.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE);
NetworkRecvStatus HandlePacket(Packet *p);

@ -266,12 +266,6 @@ void HashCurrentCompanyPassword(const char *password)
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
{
/*
* Packet: CLIENT_COMPANY_INFO
* Function: Request company-info (in detail)
* Data:
* <none>
*/
Packet *p;
_network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
@ -283,16 +277,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
{
/*
* Packet: CLIENT_JOIN
* Function: Try to join the server
* Data:
* String: OpenTTD Revision (norev000 if no revision)
* String: Client Name (max NETWORK_NAME_LENGTH)
* uint8: Play as Company id (1..MAX_COMPANIES)
* uint8: Language ID
*/
Packet *p;
_network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
@ -308,12 +292,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
{
/*
* Packet: CLIENT_NEWGRFS_CHECKED
* Function: Tell the server that we have the required GRFs
* Data:
*/
Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
my_client->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
@ -321,13 +299,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password)
{
/*
* Packet: CLIENT_GAME_PASSWORD
* Function: Send a password to the server to authorize
* Data:
* uint8: NetworkPasswordType
* String: Password
*/
Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
p->Send_string(password);
my_client->Send_Packet(p);
@ -336,13 +307,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *p
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password)
{
/*
* Packet: CLIENT_COMPANY_PASSWORD
* Function: Send a password to the server to authorize
* Data:
* uint8: NetworkPasswordType
* String: Password
*/
Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
p->Send_string(GenerateCompanyPasswordHash(password));
my_client->Send_Packet(p);
@ -351,13 +315,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
{
/*
* Packet: CLIENT_GETMAP
* Function: Request the map from the server
* Data:
* <none>
*/
Packet *p = new Packet(PACKET_CLIENT_GETMAP);
/* Send the OpenTTD version to the server, let it validate it too.
* But only do it for stable releases because of those we are sure
@ -372,13 +329,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
{
/*
* Packet: CLIENT_MAP_OK
* Function: Tell the server that we are done receiving/loading the map
* Data:
* <none>
*/
Packet *p = new Packet(PACKET_CLIENT_MAP_OK);
my_client->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
@ -386,13 +336,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
{
/*
* Packet: CLIENT_ACK
* Function: Tell the server we are done with this frame
* Data:
* uint32: current FrameCounter of the client
*/
Packet *p = new Packet(PACKET_CLIENT_ACK);
p->Send_uint32(_frame_counter);
@ -403,19 +346,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
/* Send a command packet to the server */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
{
/*
* Packet: CLIENT_COMMAND
* Function: Send a DoCommand to the Server
* Data:
* uint8: CompanyID (0..MAX_COMPANIES-1)
* uint32: CommandID (see command.h)
* uint32: P1 (free variables used in DoCommand)
* uint32: P2
* uint32: Tile
* string: text
* uint8: CallBackID
*/
Packet *p = new Packet(PACKET_CLIENT_COMMAND);
my_client->Send_Command(p, cp);
@ -426,17 +356,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacke
/* Send a chat-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
{
/*
* Packet: CLIENT_CHAT
* Function: Send a chat-packet to the serve
* Data:
* uint8: ActionID (see network_data.h, NetworkAction)
* uint8: Destination Type (see network_data.h, DestType);
* uint32: Destination CompanyID/Client-identifier
* String: Message (max NETWORK_CHAT_LENGTH)
* uint64: Some arbitrary number
*/
Packet *p = new Packet(PACKET_CLIENT_CHAT);
p->Send_uint8 (action);
@ -452,12 +371,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action,
/* Send an error-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno)
{
/*
* Packet: CLIENT_ERROR
* Function: The client made an error and is quiting the game
* Data:
* uint8: ErrorID (see network_data.h, NetworkErrorCode)
*/
Packet *p = new Packet(PACKET_CLIENT_ERROR);
p->Send_uint8(errorno);
@ -467,12 +380,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode err
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password)
{
/*
* Packet: PACKET_CLIENT_SET_PASSWORD
* Function: Set the password for the clients current company
* Data:
* String: Password
*/
Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
p->Send_string(GenerateCompanyPasswordHash(password));
@ -482,12 +389,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *pa
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
{
/*
* Packet: PACKET_CLIENT_SET_NAME
* Function: Gives the client a new name
* Data:
* String: Name
*/
Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
p->Send_string(name);
@ -495,14 +396,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
return NETWORK_RECV_STATUS_OKAY;
}
/* Send an quit-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
{
/*
* Packet: CLIENT_QUIT
* Function: The client is quiting the game
* Data:
*/
Packet *p = new Packet(PACKET_CLIENT_QUIT);
my_client->Send_Packet(p);

@ -157,15 +157,6 @@ static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientInfo *ci)
{
/*
* Packet: SERVER_CLIENT_INFO
* Function: Sends info about a client
* Data:
* uint32: The identifier of the client (always unique on a server. 1 = server, 0 is invalid)
* uint8: As which company the client is playing
* String: The name of the client
*/
if (ci->client_id != INVALID_CLIENT_ID) {
Packet *p = new Packet(PACKET_SERVER_CLIENT_INFO);
p->Send_uint32(ci->client_id);
@ -179,12 +170,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientIn
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
{
/*
* Packet: SERVER_COMPANY_INFO
* Function: Sends info about the companies
* Data:
*/
/* Fetch the latest version of the stats */
NetworkCompanyStats company_stats[MAX_COMPANIES];
NetworkPopulateCompanyStats(company_stats);
@ -247,13 +232,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error)
{
/*
* Packet: SERVER_ERROR
* Function: The client made an error
* Data:
* uint8: ErrorID (see network_data.h, NetworkErrorCode)
*/
char str[100];
Packet *p = new Packet(PACKET_SERVER_ERROR);
@ -296,16 +274,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
{
/*
* Packet: PACKET_SERVER_CHECK_NEWGRFS
* Function: Sends info about the used GRFs to the client
* Data:
* uint8: Amount of GRFs
* And then for each GRF:
* uint32: GRF ID
* 16 * uint8: MD5 checksum of the GRF
*/
Packet *p = new Packet(PACKET_SERVER_CHECK_NEWGRFS);
const GRFConfig *c;
uint grf_count = 0;
@ -325,11 +293,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
{
/*
* Packet: PACKET_SERVER_NEED_GAME_PASSWORD
* Function: Indication to the client that the server needs a game password
*/
/* Invalid packet when status is STATUS_AUTH_GAME or higher */
if (this->status >= STATUS_AUTH_GAME) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
@ -342,14 +305,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
{
/*
* Packet: PACKET_SERVER_NEED_COMPANY_PASSWORD
* Function: Indication to the client that the server needs a company password
* Data:
* uint32: Generation seed
* string: Network ID of the server
*/
/* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
if (this->status >= STATUS_AUTH_COMPANY) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
@ -364,13 +319,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
{
/*
* Packet: SERVER_WELCOME
* Function: The client is joined and ready to receive his map
* Data:
* uint32: Own Client identifier
*/
Packet *p;
NetworkClientSocket *new_cs;
@ -398,13 +346,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
{
/*
* Packet: PACKET_SERVER_WAIT
* Function: The client can not receive the map at the moment because
* someone else is already receiving the map
* Data:
* uint8: Clients awaiting map
*/
int waiting = 0;
NetworkClientSocket *new_cs;
Packet *p;
@ -423,20 +364,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
/* This sends the map to the client */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
{
/*
* Packet: SERVER_MAP
* Function: Sends the map to the client, or a part of it (it is splitted in
* a lot of multiple packets)
* Data:
* uint8: packet-type (MAP_PACKET_START, MAP_PACKET_NORMAL and MAP_PACKET_END)
* if MAP_PACKET_START:
* uint32: The current FrameCounter
* if MAP_PACKET_NORMAL:
* piece of the map (till max-size of packet)
* if MAP_PACKET_END:
* nothing
*/
static FILE *file_pointer = NULL;
static uint sent_packets; // How many packets we did send succecfully last time
@ -541,15 +468,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
{
/*
* Packet: SERVER_JOIN
* Function: A client is joined (all active clients receive this after a
* PACKET_CLIENT_MAP_OK) Mostly what directly follows is a
* PACKET_SERVER_CLIENT_INFO
* Data:
* uint32: Client-identifier
*/
Packet *p = new Packet(PACKET_SERVER_JOIN);
p->Send_uint32(client_id);
@ -561,17 +479,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
{
/*
* Packet: SERVER_FRAME
* Function: Sends the current frame-counter to the client
* Data:
* uint32: Frame Counter
* uint32: Frame Counter Max (how far may the client walk before the server?)
* [uint32: general-seed-1]
* [uint32: general-seed-2]
* (last two depends on compile-settings, and are not default settings)
*/
Packet *p = new Packet(PACKET_SERVER_FRAME);
p->Send_uint32(_frame_counter);
p->Send_uint32(_frame_counter_max);
@ -587,16 +494,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
{
/*
* Packet: SERVER_SYNC
* Function: Sends a sync-check to the client
* Data:
* uint32: Frame Counter
* uint32: General-seed-1
* [uint32: general-seed-2]
* (last one depends on compile-settings, and are not default settings)
*/
Packet *p = new Packet(PACKET_SERVER_SYNC);
p->Send_uint32(_frame_counter);
p->Send_uint32(_sync_seed_1);
@ -610,20 +507,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
{
/*
* Packet: SERVER_COMMAND
* Function: Sends a DoCommand to the client
* Data:
* uint8: CompanyID (0..MAX_COMPANIES-1)
* uint32: CommandID (see command.h)
* uint32: P1 (free variables used in DoCommand)
* uint32: P2
* uint32: Tile
* string: text
* uint8: CallBackID
* uint32: Frame of execution
*/
Packet *p = new Packet(PACKET_SERVER_COMMAND);
this->Send_Command(p, cp);
@ -636,16 +519,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacke
NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data)
{
/*
* Packet: SERVER_CHAT
* Function: Sends a chat-packet to the client
* Data:
* uint8: ActionID (see network_data.h, NetworkAction)
* uint32: Client-identifier
* String: Message (max NETWORK_CHAT_LENGTH)
* uint64: Arbitrary data
*/
Packet *p = new Packet(PACKET_SERVER_CHAT);
p->Send_uint8 (action);
@ -660,15 +533,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action,
NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
{
/*
* Packet: SERVER_ERROR_QUIT
* Function: One of the clients made an error and is quiting the game
* This packet informs the other clients of that.
* Data:
* uint32: Client-identifier
* uint8: ErrorID (see network_data.h, NetworkErrorCode)
*/
Packet *p = new Packet(PACKET_SERVER_ERROR_QUIT);
p->Send_uint32(client_id);
@ -680,14 +544,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_
NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
{
/*
* Packet: SERVER_ERROR_QUIT
* Function: A client left the game, and this packets informs the other clients
* of that.
* Data:
* uint32: Client-identifier
*/
Packet *p = new Packet(PACKET_SERVER_QUIT);
p->Send_uint32(client_id);
@ -698,13 +554,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
{
/*
* Packet: SERVER_SHUTDOWN
* Function: Let the clients know that the server is closing
* Data:
* <none>
*/
Packet *p = new Packet(PACKET_SERVER_SHUTDOWN);
this->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
@ -712,13 +561,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
{
/*
* Packet: PACKET_SERVER_NEWGAME
* Function: Let the clients know that the server is loading a new map
* Data:
* <none>
*/
Packet *p = new Packet(PACKET_SERVER_NEWGAME);
this->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;

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