/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file network_admin.h Server part of the admin network protocol. */ #ifndef NETWORK_ADMIN_H #define NETWORK_ADMIN_H #ifdef ENABLE_NETWORK #include "network_internal.h" #include "core/tcp_listen.h" #include "core/tcp_admin.h" class ServerNetworkAdminSocketHandler; typedef Pool NetworkAdminSocketPool; extern NetworkAdminSocketPool _networkadminsocket_pool; /** Class for handling the server side of the game connection. */ class ServerNetworkAdminSocketHandler : public NetworkAdminSocketPool::PoolItem<&_networkadminsocket_pool>, public NetworkAdminSocketHandler, public TCPListenHandler { protected: DECLARE_ADMIN_RECEIVE_COMMAND(ADMIN_PACKET_ADMIN_JOIN); DECLARE_ADMIN_RECEIVE_COMMAND(ADMIN_PACKET_ADMIN_QUIT); DECLARE_ADMIN_RECEIVE_COMMAND(ADMIN_PACKET_ADMIN_UPDATE_FREQUENCY); DECLARE_ADMIN_RECEIVE_COMMAND(ADMIN_PACKET_ADMIN_POLL); NetworkRecvStatus SendProtocol(); public: AdminUpdateFrequency update_frequency[ADMIN_UPDATE_END]; ///< Admin requested update intervals. uint32 realtime_connect; ///< Time of connection. NetworkAddress address; ///< Address of the admin. ServerNetworkAdminSocketHandler(SOCKET s); ~ServerNetworkAdminSocketHandler(); NetworkRecvStatus SendError(NetworkErrorCode error); NetworkRecvStatus SendWelcome(); NetworkRecvStatus SendNewGame(); NetworkRecvStatus SendShutdown(); NetworkRecvStatus SendDate(); NetworkRecvStatus SendClientJoin(ClientID client_id); NetworkRecvStatus SendClientInfo(const NetworkClientInfo *ci); NetworkRecvStatus SendClientUpdate(const NetworkClientInfo *ci); NetworkRecvStatus SendClientQuit(ClientID client_id); NetworkRecvStatus SendClientError(ClientID client_id, NetworkErrorCode error); static void Send(); static void AcceptConnection(SOCKET s, const NetworkAddress &address); static bool AllowConnection(); static void WelcomeAll(); /** * Get the name used by the listener. * @return the name to show in debug logs and the like. */ static const char *GetName() { return "admin"; } }; #define FOR_ALL_ADMIN_SOCKETS_FROM(var, start) FOR_ALL_ITEMS_FROM(ServerNetworkAdminSocketHandler, adminsocket_index, var, start) #define FOR_ALL_ADMIN_SOCKETS(var) FOR_ALL_ADMIN_SOCKETS_FROM(var, 0) void NetworkAdminClientInfo(const NetworkClientInfo *ci, bool new_client = false); void NetworkAdminClientUpdate(const NetworkClientInfo *ci); void NetworkAdminClientQuit(ClientID client_id); void NetworkAdminClientError(ClientID client_id, NetworkErrorCode error_code); void NetworkAdminUpdate(AdminUpdateFrequency freq); #endif /* ENABLE_NETWORK */ #endif /* NETWORK_ADMIN_H */