Add: ability to retrieve game info from server over TCP

pull/332/head
Patric Stout 3 years ago committed by Patric Stout
parent 84c75a7b9a
commit b3003dd163

@ -71,6 +71,8 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *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_GAME_INFO: return this->Receive_CLIENT_GAME_INFO(p);
case PACKET_SERVER_GAME_INFO: return this->Receive_SERVER_GAME_INFO(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);
@ -157,6 +159,8 @@ NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p) { ret
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_GAME_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GAME_INFO); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_GAME_INFO); }
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); }

@ -24,7 +24,7 @@
*/
enum PacketGameType {
/*
* These first three pair of packets (thus six in
* These first four pair of packets (thus eight in
* total) must remain in this order for backward
* and forward compatibility between clients that
* are trying to join directly.
@ -42,6 +42,10 @@ enum PacketGameType {
PACKET_CLIENT_COMPANY_INFO, ///< Request information about all companies.
PACKET_SERVER_COMPANY_INFO, ///< Information about a single company.
/* Packets used to get the game info. */
PACKET_CLIENT_GAME_INFO, ///< Request information about the server.
PACKET_SERVER_GAME_INFO, ///< Information about the server.
/*
* Packets after here assume that the client
* and server are running the same version. As
@ -183,6 +187,19 @@ protected:
*/
virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p);
/**
* Request game information.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet *p);
/**
* Sends information about the game.
* Serialized NetworkGameInfo. See game_info.h for details.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p);
/**
* Request company information (in detail).
* @param p The packet that was just received.

@ -353,6 +353,20 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientIn
return NETWORK_RECV_STATUS_OKAY;
}
/** Send the client information about the server. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendGameInfo()
{
NetworkGameInfo ngi;
FillNetworkGameInfo(ngi);
Packet *p = new Packet(PACKET_SERVER_GAME_INFO);
SerializeNetworkGameInfo(p, &ngi);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Send the client information about the companies. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
{
@ -828,6 +842,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
* DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
************/
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_INFO(Packet *p)
{
return this->SendGameInfo();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO(Packet *p)
{
return this->SendCompanyInfo();

@ -24,6 +24,7 @@ extern NetworkClientSocketPool _networkclientsocket_pool;
class ServerNetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkGameSocketHandler, public TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED> {
protected:
NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p) override;
@ -40,6 +41,7 @@ protected:
NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) override;
NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p) override;
NetworkRecvStatus SendGameInfo();
NetworkRecvStatus SendCompanyInfo();
NetworkRecvStatus SendNewGRFCheck();
NetworkRecvStatus SendWelcome();

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