(svn r15079) -Codechange: split tcp 'backend' and in-game handling like it is for UDP.
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9724a986c8
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/* $Id$ */
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/**
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* @file tcp_game.cpp Basic functions to receive and send TCP packets for game purposes.
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*/
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#ifdef ENABLE_NETWORK
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#include "../../stdafx.h"
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#include "../../openttd.h"
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#include "../../variables.h"
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#include "../network_internal.h"
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#include "packet.h"
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#include "tcp_game.h"
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#include "table/strings.h"
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#include "../../oldpool_func.h"
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/** Make very sure the preconditions given in network_type.h are actually followed */
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assert_compile(MAX_CLIENT_SLOTS == (MAX_CLIENT_SLOTS >> NCI_BITS_PER_POOL_BLOCK) << NCI_BITS_PER_POOL_BLOCK);
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assert_compile(MAX_CLIENT_SLOTS > MAX_CLIENTS);
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typedef ClientIndex NetworkClientSocketID;
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DEFINE_OLD_POOL_GENERIC(NetworkClientSocket, NetworkClientSocket);
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NetworkClientSocket::NetworkClientSocket(ClientID client_id)
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{
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this->client_id = client_id;
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this->status = STATUS_INACTIVE;
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}
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NetworkClientSocket::~NetworkClientSocket()
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{
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while (this->command_queue != NULL) {
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CommandPacket *p = this->command_queue->next;
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free(this->command_queue);
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this->command_queue = p;
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}
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this->client_id = INVALID_CLIENT_ID;
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this->status = STATUS_INACTIVE;
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}
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/**
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* Functions to help NetworkRecv_Packet/NetworkSend_Packet a bit
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* A socket can make errors. When that happens this handles what to do.
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* For clients: close connection and drop back to main-menu
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* For servers: close connection and that is it
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* @return the new status
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* TODO: needs to be splitted when using client and server socket packets
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*/
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NetworkRecvStatus NetworkClientSocket::CloseConnection()
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{
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/* Clients drop back to the main menu */
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if (!_network_server && _networking) {
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_switch_mode = SM_MENU;
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_networking = false;
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extern StringID _switch_mode_errorstr;
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_switch_mode_errorstr = STR_NETWORK_ERR_LOSTCONNECTION;
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return NETWORK_RECV_STATUS_CONN_LOST;
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}
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NetworkCloseClient(this);
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return NETWORK_RECV_STATUS_OKAY;
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}
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#endif /* ENABLE_NETWORK */
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@ -0,0 +1,117 @@
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/* $Id$ */
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/**
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* @file tcp_game.h Basic functions to receive and send TCP packets for game purposes.
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*/
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#ifndef NETWORK_CORE_TCP_GAME_H
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#define NETWORK_CORE_TCP_GAME_H
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#ifdef ENABLE_NETWORK
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#include "os_abstraction.h"
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#include "tcp.h"
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#include "packet.h"
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/**
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* Enum with all types of UDP packets.
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* The order of the first 4 packets MUST not be changed, as
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* it protects old clients from joining newer servers
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* (because SERVER_ERROR is the respond to a wrong revision)
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*/
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enum {
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PACKET_SERVER_FULL,
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PACKET_SERVER_BANNED,
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PACKET_CLIENT_JOIN,
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PACKET_SERVER_ERROR,
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PACKET_CLIENT_COMPANY_INFO,
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PACKET_SERVER_COMPANY_INFO,
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PACKET_SERVER_CLIENT_INFO,
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PACKET_SERVER_NEED_PASSWORD,
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PACKET_CLIENT_PASSWORD,
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PACKET_SERVER_WELCOME,
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PACKET_CLIENT_GETMAP,
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PACKET_SERVER_WAIT,
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PACKET_SERVER_MAP,
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PACKET_CLIENT_MAP_OK,
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PACKET_SERVER_JOIN,
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PACKET_SERVER_FRAME,
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PACKET_SERVER_SYNC,
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PACKET_CLIENT_ACK,
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PACKET_CLIENT_COMMAND,
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PACKET_SERVER_COMMAND,
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PACKET_CLIENT_CHAT,
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PACKET_SERVER_CHAT,
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PACKET_CLIENT_SET_PASSWORD,
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PACKET_CLIENT_SET_NAME,
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PACKET_CLIENT_QUIT,
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PACKET_CLIENT_ERROR,
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PACKET_SERVER_QUIT,
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PACKET_SERVER_ERROR_QUIT,
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PACKET_SERVER_SHUTDOWN,
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PACKET_SERVER_NEWGAME,
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PACKET_SERVER_RCON,
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PACKET_CLIENT_RCON,
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PACKET_SERVER_CHECK_NEWGRFS,
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PACKET_CLIENT_NEWGRFS_CHECKED,
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PACKET_END ///< Must ALWAYS be on the end of this list!! (period)
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};
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/** Packet that wraps a command */
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struct CommandPacket;
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/** Status of a client */
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enum ClientStatus {
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STATUS_INACTIVE, ///< The client is not connected nor active
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STATUS_AUTHORIZING,///< The client is authorizing
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STATUS_AUTH, ///< The client is authorized
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STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map
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STATUS_MAP, ///< The client is downloading the map
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STATUS_DONE_MAP, ///< The client has downloaded the map
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STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames
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STATUS_ACTIVE, ///< The client is active within in the game
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};
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class NetworkClientSocket;
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DECLARE_OLD_POOL(NetworkClientSocket, NetworkClientSocket, NCI_BITS_PER_POOL_BLOCK, MAX_CLIENT_SLOTS >> NCI_BITS_PER_POOL_BLOCK);
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/** Base socket handler for all TCP sockets */
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class NetworkClientSocket : public PoolItem<NetworkClientSocket, ClientIndex, &_NetworkClientSocket_pool>, public NetworkTCPSocketHandler {
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/* TODO: rewrite into a proper class */
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private:
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NetworkClientInfo *info; ///< Client info related to this socket
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public:
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ClientID client_id; ///< Client identifier
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uint32 last_frame; ///< Last frame we have executed
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uint32 last_frame_server; ///< Last frame the server has executed
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byte lag_test; ///< Byte used for lag-testing the client
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ClientStatus status; ///< Status of this client
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CommandPacket *command_queue; ///< The command-queue awaiting delivery
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NetworkRecvStatus CloseConnection();
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NetworkClientSocket(ClientID client_id = INVALID_CLIENT_ID);
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~NetworkClientSocket();
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inline bool IsValid() const { return this->IsConnected(); }
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inline void SetInfo(NetworkClientInfo *info) { assert(info != NULL && this->info == NULL); this->info = info; }
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inline NetworkClientInfo *GetInfo() const { return this->info; }
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const char *Recv_Command(Packet *p, CommandPacket *cp);
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void Send_Command(Packet *p, const CommandPacket *cp);
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};
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static inline bool IsValidNetworkClientSocketIndex(ClientIndex index)
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{
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return (uint)index < GetNetworkClientSocketPoolSize() && GetNetworkClientSocket(index)->IsValid();
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}
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#define FOR_ALL_CLIENT_SOCKETS_FROM(d, start) for (d = GetNetworkClientSocket(start); d != NULL; d = (d->index + 1U < GetNetworkClientSocketPoolSize()) ? GetNetworkClientSocket(d->index + 1U) : NULL) if (d->IsValid())
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#define FOR_ALL_CLIENT_SOCKETS(d) FOR_ALL_CLIENT_SOCKETS_FROM(d, 0)
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_CORE_TCP_GAME_H */
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