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564 lines
20 KiB
C++
564 lines
20 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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 <http://www.gnu.org/licenses/>.
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*/
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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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#include "os_abstraction.h"
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#include "tcp.h"
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#include "../network_type.h"
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#include "../../core/pool_type.hpp"
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#ifdef ENABLE_NETWORK
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/**
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* Enum with all types of TCP packets.
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* For the exact meaning, look at #NetworkGameSocketHandler.
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*/
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enum PacketGameType {
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/*
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* These first three pair of packets (thus six in
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* total) must remain in this order for backward
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* and forward compatibility between clients that
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* are trying to join directly.
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*/
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/* Packets sent by socket accepting code without ever constructing a client socket instance. */
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PACKET_SERVER_FULL, ///< The server is full and has no place for you.
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PACKET_SERVER_BANNED, ///< The server has banned you.
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/* Packets used by the client to join and an error message when the revision is wrong. */
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PACKET_CLIENT_JOIN, ///< The client telling the server it wants to join.
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PACKET_SERVER_ERROR, ///< Server sending an error message to the client.
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/* Packets used for the pre-game lobby. */
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PACKET_CLIENT_COMPANY_INFO, ///< Request information about all companies.
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PACKET_SERVER_COMPANY_INFO, ///< Information about a single company.
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/*
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* Packets after here assume that the client
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* and server are running the same version. As
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* such ordering is unimportant from here on.
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*
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* The following is the remainder of the packets
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* sent as part of authenticating and getting
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* the map and other important data.
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*/
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/* After the join step, the first is checking NewGRFs. */
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PACKET_SERVER_CHECK_NEWGRFS, ///< Server sends NewGRF IDs and MD5 checksums for the client to check.
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PACKET_CLIENT_NEWGRFS_CHECKED, ///< Client acknowledges that it has all required NewGRFs.
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/* Checking the game, and then company passwords. */
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PACKET_SERVER_NEED_GAME_PASSWORD, ///< Server requests the (hashed) game password.
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PACKET_CLIENT_GAME_PASSWORD, ///< Clients sends the (hashed) game password.
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PACKET_SERVER_NEED_COMPANY_PASSWORD, ///< Server requests the (hashed) company password.
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PACKET_CLIENT_COMPANY_PASSWORD, ///< Client sends the (hashed) company password.
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/* The server welcomes the authenticated client and sends information of other clients. */
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PACKET_SERVER_WELCOME, ///< Server welcomes you and gives you your #ClientID.
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PACKET_SERVER_CLIENT_INFO, ///< Server sends you information about a client.
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/* Getting the savegame/map. */
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PACKET_CLIENT_GETMAP, ///< Client requests the actual map.
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PACKET_SERVER_WAIT, ///< Server tells the client there are some people waiting for the map as well.
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PACKET_SERVER_MAP_BEGIN, ///< Server tells the client that it is beginning to send the map.
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PACKET_SERVER_MAP_SIZE, ///< Server tells the client what the (compressed) size of the map is.
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PACKET_SERVER_MAP_DATA, ///< Server sends bits of the map to the client.
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PACKET_SERVER_MAP_DONE, ///< Server tells it has just sent the last bits of the map to the client.
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PACKET_CLIENT_MAP_OK, ///< Client tells the server that it received the whole map.
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PACKET_SERVER_JOIN, ///< Tells clients that a new client has joined.
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/*
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* At this moment the client has the map and
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* the client is fully authenticated. Now the
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* normal communication starts.
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*/
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/* Game progress monitoring. */
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PACKET_SERVER_FRAME, ///< Server tells the client what frame it is in, and thus to where the client may progress.
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PACKET_CLIENT_ACK, ///< The client tells the server which frame it has executed.
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PACKET_SERVER_SYNC, ///< Server tells the client what the random state should be.
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/* Sending commands around. */
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PACKET_CLIENT_COMMAND, ///< Client executed a command and sends it to the server.
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PACKET_SERVER_COMMAND, ///< Server distributes a command to (all) the clients.
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/* Human communication! */
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PACKET_CLIENT_CHAT, ///< Client said something that should be distributed.
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PACKET_SERVER_CHAT, ///< Server distributing the message of a client (or itself).
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/* Remote console. */
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PACKET_CLIENT_RCON, ///< Client asks the server to execute some command.
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PACKET_SERVER_RCON, ///< Response of the executed command on the server.
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/* Moving a client.*/
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PACKET_CLIENT_MOVE, ///< A client would like to be moved to another company.
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PACKET_SERVER_MOVE, ///< Server tells everyone that someone is moved to another company.
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/* Configuration updates. */
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PACKET_CLIENT_SET_PASSWORD, ///< A client (re)sets its company's password.
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PACKET_CLIENT_SET_NAME, ///< A client changes its name.
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PACKET_SERVER_COMPANY_UPDATE, ///< Information (password) of a company changed.
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PACKET_SERVER_CONFIG_UPDATE, ///< Some network configuration important to the client changed.
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/* A server quitting this game. */
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PACKET_SERVER_NEWGAME, ///< The server is preparing to start a new game.
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PACKET_SERVER_SHUTDOWN, ///< The server is shutting down.
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/* A client quitting. */
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PACKET_CLIENT_QUIT, ///< A client tells the server it is going to quit.
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PACKET_SERVER_QUIT, ///< A server tells that a client has quit.
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PACKET_CLIENT_ERROR, ///< A client reports an error to the server.
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PACKET_SERVER_ERROR_QUIT, ///< A server tells that a client has hit an error and did quit.
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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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/** A queue of CommandPackets. */
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class CommandQueue {
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CommandPacket *first; ///< The first packet in the queue.
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CommandPacket *last; ///< The last packet in the queue; only valid when first != NULL.
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uint count; ///< The number of items in the queue.
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public:
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/** Initialise the command queue. */
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CommandQueue() : first(NULL), last(NULL), count(0) {}
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/** Clear the command queue. */
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~CommandQueue() { this->Free(); }
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void Append(CommandPacket *p);
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CommandPacket *Pop(bool ignore_paused = false);
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CommandPacket *Peek(bool ignore_paused = false);
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void Free();
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/** Get the number of items in the queue. */
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uint Count() const { return this->count; }
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};
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/** Base socket handler for all TCP sockets */
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class NetworkGameSocketHandler : 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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protected:
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NetworkRecvStatus ReceiveInvalidPacket(PacketGameType type);
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/**
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* Notification that the server is full.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);
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/**
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* Notification that the client trying to join is banned.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);
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/**
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* Try to join the server:
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* string OpenTTD revision (norev000 if no revision).
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* string Name of the client (max NETWORK_NAME_LENGTH).
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* uint8 ID of the company to play as (1..MAX_COMPANIES).
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* uint8 ID of the clients Language.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p);
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/**
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* The client made an error:
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* uint8 Error code caused (see NetworkErrorCode).
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p);
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/**
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* Request company information (in detail).
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p);
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/**
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* Sends information about the companies (one packet per company):
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* uint8 Version of the structure of this packet (NETWORK_COMPANY_INFO_VERSION).
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* bool Contains data (false marks the end of updates).
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* uint8 ID of the company.
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* string Name of the company.
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* uint32 Year the company was inaugurated.
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* uint64 Value.
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* uint64 Money.
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* uint64 Income.
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* uint16 Performance (last quarter).
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* bool Company is password protected.
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* uint16 Number of trains.
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* uint16 Number of lorries.
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* uint16 Number of busses.
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* uint16 Number of planes.
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* uint16 Number of ships.
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* uint16 Number of train stations.
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* uint16 Number of lorry stations.
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* uint16 Number of bus stops.
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* uint16 Number of airports and heliports.
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* uint16 Number of harbours.
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* bool Company is an AI.
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* string Client names (comma separated list)
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p);
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/**
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* Send information about a client:
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* uint32 ID of the client (always unique on a server. 1 = server, 0 is invalid).
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* uint8 ID of the company the client is playing as (255 for spectators).
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* string Name of the client.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p);
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/**
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* Indication to the client that the server needs a game password.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p);
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/**
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* Indication to the client that the server needs a company password:
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* uint32 Generation seed.
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* string Network ID of the server.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p);
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/**
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* Send a password to the server to authorize:
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* uint8 Password type (see NetworkPasswordType).
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* string The password.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p);
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/**
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* Send a password to the server to authorize
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* uint8 Password type (see NetworkPasswordType).
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* string The password.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p);
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/**
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* The client is joined and ready to receive his map:
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* uint32 Own client ID.
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* uint32 Generation seed.
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* string Network ID of the server.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p);
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/**
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* Request the map from the server.
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* uint32 NewGRF version (release versions of OpenTTD only).
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p);
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/**
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* Notification that another client is currently receiving the map:
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* uint8 Number of clients waiting in front of you.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet *p);
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/**
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* Sends that the server will begin with sending the map to the client:
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* uint32 Current frame.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p);
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/**
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* Sends the size of the map to the client.
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* uint32 Size of the (compressed) map (in bytes).
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p);
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/**
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* Sends the data of the map to the client:
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* Contains a part of the map (until max size of packet).
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p);
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/**
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* Sends that all data of the map are sent to the client:
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p);
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/**
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* Tell the server that we are done receiving/loading the map.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p);
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/**
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* A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO:
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* uint32 ID of the client that just joined the game.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet *p);
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/**
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* Sends the current frame counter to the client:
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* uint32 Frame counter
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* uint32 Frame counter max (how far may the client walk before the server?)
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* uint32 General seed 1 (dependent on compile settings, not default).
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* uint32 General seed 2 (dependent on compile settings, not default).
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* uint8 Random token to validate the client is actually listening (only occasionally present).
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet *p);
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/**
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* Sends a sync-check to the client:
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* uint32 Frame counter.
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* uint32 General seed 1.
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* uint32 General seed 2 (dependent on compile settings, not default).
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet *p);
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/**
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* Tell the server we are done with this frame:
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* uint32 Current frame counter of the client.
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* uint8 The random token that the server sent in the PACKET_SERVER_FRAME packet.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet *p);
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/**
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* Send a DoCommand to the Server:
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* uint8 ID of the company (0..MAX_COMPANIES-1).
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* uint32 ID of the command (see command.h).
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* uint32 P1 (free variables used in DoCommand).
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* uint32 P2
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* uint32 Tile where this is taking place.
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* string Text.
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* uint8 ID of the callback.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p);
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/**
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* Sends a DoCommand to the client:
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* uint8 ID of the company (0..MAX_COMPANIES-1).
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* uint32 ID of the command (see command.h).
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* uint32 P1 (free variable used in DoCommand).
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* uint32 P2.
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* uint32 Tile where this is taking place.
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* string Text.
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* uint8 ID of the callback.
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* uint32 Frame of execution.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p);
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/**
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* Sends a chat-packet to the server:
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* uint8 ID of the action (see NetworkAction).
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* uint8 ID of the destination type (see DestType).
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* uint32 ID of the client or company (destination of the chat).
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* string Message (max NETWORK_CHAT_LENGTH).
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* uint64 data (used e.g. for 'give money' actions).
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p);
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/**
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* Sends a chat-packet to the client:
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* uint8 ID of the action (see NetworkAction).
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* uint32 ID of the client (origin of the chat).
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* string Message (max NETWORK_CHAT_LENGTH).
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* uint64 data (used e.g. for 'give money' actions).
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p);
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/**
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* Set the password for the clients current company:
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* string The password.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p);
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/**
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* Gives the client a new name:
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* string New name of the client.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p);
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/**
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* The client is quitting the game.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p);
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/**
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* The client made an error and is quitting the game.
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* uint8 Error of the code caused (see NetworkErrorCode).
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p);
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/**
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* Notification that a client left the game:
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* uint32 ID of the client.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet *p);
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/**
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* Inform all clients that one client made an error and thus has quit/been disconnected:
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* uint32 ID of the client that caused the error.
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* uint8 Code of the error caused (see NetworkErrorCode).
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p);
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/**
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* Let the clients know that the server is closing.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p);
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/**
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* Let the clients know that the server is loading a new map.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p);
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/**
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* Send the result of an issues RCon command back to the client:
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* uint16 Colour code.
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* string Output of the RCon command
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p);
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/**
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* Send an RCon command to the server:
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* string RCon password.
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* string Command to be executed.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet *p);
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/**
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* Sends information about all used GRFs to the client:
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* uint8 Amount of GRFs (the following data is repeated this many times, i.e. per GRF data).
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* uint32 GRF ID
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* 16 * uint8 MD5 checksum of the GRF
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p);
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/**
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* Tell the server that we have the required GRFs
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p);
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/**
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* Move a client from one company into another:
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* uint32 ID of the client.
|
|
* uint8 ID of the new company.
|
|
* @param p The packet that was just received.
|
|
*/
|
|
virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet *p);
|
|
|
|
/**
|
|
* 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.
|
|
* @param p The packet that was just received.
|
|
*/
|
|
virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p);
|
|
|
|
/**
|
|
* Update the clients knowledge of which company is password protected:
|
|
* uint16 Bitwise representation of each company
|
|
* @param p The packet that was just received.
|
|
*/
|
|
virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p);
|
|
|
|
/**
|
|
* Update the clients knowledge of the max settings:
|
|
* uint8 Maximum number of companies allowed.
|
|
* uint8 Maximum number of spectators allowed.
|
|
* @param p The packet that was just received.
|
|
*/
|
|
virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p);
|
|
|
|
NetworkRecvStatus HandlePacket(Packet *p);
|
|
|
|
NetworkGameSocketHandler(SOCKET s);
|
|
public:
|
|
ClientID client_id; ///< Client identifier
|
|
uint32 last_frame; ///< Last frame we have executed
|
|
uint32 last_frame_server; ///< Last frame the server has executed
|
|
CommandQueue incoming_queue; ///< The command-queue awaiting handling
|
|
uint last_packet; ///< Time we received the last frame.
|
|
|
|
NetworkRecvStatus CloseConnection(bool error = true);
|
|
|
|
/**
|
|
* Close the network connection due to the given status.
|
|
* @param status The reason the connection got closed.
|
|
*/
|
|
virtual NetworkRecvStatus CloseConnection(NetworkRecvStatus status) = 0;
|
|
virtual ~NetworkGameSocketHandler() {}
|
|
|
|
/**
|
|
* Sets the client info for this socket handler.
|
|
* @param info The new client info.
|
|
*/
|
|
inline void SetInfo(NetworkClientInfo *info)
|
|
{
|
|
assert(info != NULL && this->info == NULL);
|
|
this->info = info;
|
|
}
|
|
|
|
/**
|
|
* Gets the client info of this socket handler.
|
|
* @return The client info.
|
|
*/
|
|
inline NetworkClientInfo *GetInfo() const
|
|
{
|
|
return this->info;
|
|
}
|
|
|
|
NetworkRecvStatus ReceivePackets();
|
|
|
|
const char *ReceiveCommand(Packet *p, CommandPacket *cp);
|
|
void SendCommand(Packet *p, const CommandPacket *cp);
|
|
};
|
|
|
|
#endif /* ENABLE_NETWORK */
|
|
|
|
#endif /* NETWORK_CORE_TCP_GAME_H */
|