(svn r15079) -Codechange: split tcp 'backend' and in-game handling like it is for UDP.
parent
6fe54a2d1a
commit
e18c24cdb5
@ -0,0 +1,69 @@
|
||||
/* $Id$ */
|
||||
|
||||
/**
|
||||
* @file tcp_game.cpp Basic functions to receive and send TCP packets for game purposes.
|
||||
*/
|
||||
|
||||
#ifdef ENABLE_NETWORK
|
||||
|
||||
#include "../../stdafx.h"
|
||||
#include "../../openttd.h"
|
||||
#include "../../variables.h"
|
||||
|
||||
#include "../network_internal.h"
|
||||
#include "packet.h"
|
||||
#include "tcp_game.h"
|
||||
|
||||
#include "table/strings.h"
|
||||
#include "../../oldpool_func.h"
|
||||
|
||||
/** Make very sure the preconditions given in network_type.h are actually followed */
|
||||
assert_compile(MAX_CLIENT_SLOTS == (MAX_CLIENT_SLOTS >> NCI_BITS_PER_POOL_BLOCK) << NCI_BITS_PER_POOL_BLOCK);
|
||||
assert_compile(MAX_CLIENT_SLOTS > MAX_CLIENTS);
|
||||
|
||||
typedef ClientIndex NetworkClientSocketID;
|
||||
DEFINE_OLD_POOL_GENERIC(NetworkClientSocket, NetworkClientSocket);
|
||||
|
||||
NetworkClientSocket::NetworkClientSocket(ClientID client_id)
|
||||
{
|
||||
this->client_id = client_id;
|
||||
this->status = STATUS_INACTIVE;
|
||||
}
|
||||
|
||||
NetworkClientSocket::~NetworkClientSocket()
|
||||
{
|
||||
while (this->command_queue != NULL) {
|
||||
CommandPacket *p = this->command_queue->next;
|
||||
free(this->command_queue);
|
||||
this->command_queue = p;
|
||||
}
|
||||
|
||||
this->client_id = INVALID_CLIENT_ID;
|
||||
this->status = STATUS_INACTIVE;
|
||||
}
|
||||
|
||||
/**
|
||||
* Functions to help NetworkRecv_Packet/NetworkSend_Packet a bit
|
||||
* A socket can make errors. When that happens this handles what to do.
|
||||
* For clients: close connection and drop back to main-menu
|
||||
* For servers: close connection and that is it
|
||||
* @return the new status
|
||||
* TODO: needs to be splitted when using client and server socket packets
|
||||
*/
|
||||
NetworkRecvStatus NetworkClientSocket::CloseConnection()
|
||||
{
|
||||
/* Clients drop back to the main menu */
|
||||
if (!_network_server && _networking) {
|
||||
_switch_mode = SM_MENU;
|
||||
_networking = false;
|
||||
extern StringID _switch_mode_errorstr;
|
||||
_switch_mode_errorstr = STR_NETWORK_ERR_LOSTCONNECTION;
|
||||
|
||||
return NETWORK_RECV_STATUS_CONN_LOST;
|
||||
}
|
||||
|
||||
NetworkCloseClient(this);
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
#endif /* ENABLE_NETWORK */
|
@ -0,0 +1,117 @@
|
||||
/* $Id$ */
|
||||
|
||||
/**
|
||||
* @file tcp_game.h Basic functions to receive and send TCP packets for game purposes.
|
||||
*/
|
||||
|
||||
#ifndef NETWORK_CORE_TCP_GAME_H
|
||||
#define NETWORK_CORE_TCP_GAME_H
|
||||
|
||||
#ifdef ENABLE_NETWORK
|
||||
|
||||
#include "os_abstraction.h"
|
||||
#include "tcp.h"
|
||||
#include "packet.h"
|
||||
|
||||
/**
|
||||
* Enum with all types of UDP packets.
|
||||
* The order of the first 4 packets MUST not be changed, as
|
||||
* it protects old clients from joining newer servers
|
||||
* (because SERVER_ERROR is the respond to a wrong revision)
|
||||
*/
|
||||
enum {
|
||||
PACKET_SERVER_FULL,
|
||||
PACKET_SERVER_BANNED,
|
||||
PACKET_CLIENT_JOIN,
|
||||
PACKET_SERVER_ERROR,
|
||||
PACKET_CLIENT_COMPANY_INFO,
|
||||
PACKET_SERVER_COMPANY_INFO,
|
||||
PACKET_SERVER_CLIENT_INFO,
|
||||
PACKET_SERVER_NEED_PASSWORD,
|
||||
PACKET_CLIENT_PASSWORD,
|
||||
PACKET_SERVER_WELCOME,
|
||||
PACKET_CLIENT_GETMAP,
|
||||
PACKET_SERVER_WAIT,
|
||||
PACKET_SERVER_MAP,
|
||||
PACKET_CLIENT_MAP_OK,
|
||||
PACKET_SERVER_JOIN,
|
||||
PACKET_SERVER_FRAME,
|
||||
PACKET_SERVER_SYNC,
|
||||
PACKET_CLIENT_ACK,
|
||||
PACKET_CLIENT_COMMAND,
|
||||
PACKET_SERVER_COMMAND,
|
||||
PACKET_CLIENT_CHAT,
|
||||
PACKET_SERVER_CHAT,
|
||||
PACKET_CLIENT_SET_PASSWORD,
|
||||
PACKET_CLIENT_SET_NAME,
|
||||
PACKET_CLIENT_QUIT,
|
||||
PACKET_CLIENT_ERROR,
|
||||
PACKET_SERVER_QUIT,
|
||||
PACKET_SERVER_ERROR_QUIT,
|
||||
PACKET_SERVER_SHUTDOWN,
|
||||
PACKET_SERVER_NEWGAME,
|
||||
PACKET_SERVER_RCON,
|
||||
PACKET_CLIENT_RCON,
|
||||
PACKET_SERVER_CHECK_NEWGRFS,
|
||||
PACKET_CLIENT_NEWGRFS_CHECKED,
|
||||
PACKET_END ///< Must ALWAYS be on the end of this list!! (period)
|
||||
};
|
||||
|
||||
/** Packet that wraps a command */
|
||||
struct CommandPacket;
|
||||
|
||||
/** Status of a client */
|
||||
enum ClientStatus {
|
||||
STATUS_INACTIVE, ///< The client is not connected nor active
|
||||
STATUS_AUTHORIZING,///< The client is authorizing
|
||||
STATUS_AUTH, ///< The client is authorized
|
||||
STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map
|
||||
STATUS_MAP, ///< The client is downloading the map
|
||||
STATUS_DONE_MAP, ///< The client has downloaded the map
|
||||
STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames
|
||||
STATUS_ACTIVE, ///< The client is active within in the game
|
||||
};
|
||||
|
||||
|
||||
class NetworkClientSocket;
|
||||
DECLARE_OLD_POOL(NetworkClientSocket, NetworkClientSocket, NCI_BITS_PER_POOL_BLOCK, MAX_CLIENT_SLOTS >> NCI_BITS_PER_POOL_BLOCK);
|
||||
|
||||
/** Base socket handler for all TCP sockets */
|
||||
class NetworkClientSocket : public PoolItem<NetworkClientSocket, ClientIndex, &_NetworkClientSocket_pool>, public NetworkTCPSocketHandler {
|
||||
/* TODO: rewrite into a proper class */
|
||||
private:
|
||||
NetworkClientInfo *info; ///< Client info related to this socket
|
||||
public:
|
||||
ClientID client_id; ///< Client identifier
|
||||
uint32 last_frame; ///< Last frame we have executed
|
||||
uint32 last_frame_server; ///< Last frame the server has executed
|
||||
byte lag_test; ///< Byte used for lag-testing the client
|
||||
|
||||
ClientStatus status; ///< Status of this client
|
||||
|
||||
CommandPacket *command_queue; ///< The command-queue awaiting delivery
|
||||
|
||||
NetworkRecvStatus CloseConnection();
|
||||
|
||||
NetworkClientSocket(ClientID client_id = INVALID_CLIENT_ID);
|
||||
~NetworkClientSocket();
|
||||
|
||||
inline bool IsValid() const { return this->IsConnected(); }
|
||||
inline void SetInfo(NetworkClientInfo *info) { assert(info != NULL && this->info == NULL); this->info = info; }
|
||||
inline NetworkClientInfo *GetInfo() const { return this->info; }
|
||||
|
||||
const char *Recv_Command(Packet *p, CommandPacket *cp);
|
||||
void Send_Command(Packet *p, const CommandPacket *cp);
|
||||
};
|
||||
|
||||
static inline bool IsValidNetworkClientSocketIndex(ClientIndex index)
|
||||
{
|
||||
return (uint)index < GetNetworkClientSocketPoolSize() && GetNetworkClientSocket(index)->IsValid();
|
||||
}
|
||||
|
||||
#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())
|
||||
#define FOR_ALL_CLIENT_SOCKETS(d) FOR_ALL_CLIENT_SOCKETS_FROM(d, 0)
|
||||
|
||||
#endif /* ENABLE_NETWORK */
|
||||
|
||||
#endif /* NETWORK_CORE_TCP_GAME_H */
|
Loading…
Reference in New Issue