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124 lines
5.2 KiB
C++
124 lines
5.2 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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/** @file network_server.h Server part of the network protocol. */
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#ifndef NETWORK_SERVER_H
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#define NETWORK_SERVER_H
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#ifdef ENABLE_NETWORK
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#include "network_internal.h"
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#include "core/tcp_listen.h"
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class ServerNetworkGameSocketHandler;
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typedef ServerNetworkGameSocketHandler NetworkClientSocket;
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typedef Pool<NetworkClientSocket, ClientIndex, 8, MAX_CLIENT_SLOTS> NetworkClientSocketPool;
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extern NetworkClientSocketPool _networkclientsocket_pool;
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/** Class for handling the server side of the game connection. */
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class ServerNetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkGameSocketHandler, public TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED> {
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protected:
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE);
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NetworkRecvStatus SendCompanyInfo();
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NetworkRecvStatus SendNewGRFCheck();
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NetworkRecvStatus SendWelcome();
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NetworkRecvStatus SendWait();
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NetworkRecvStatus SendNeedGamePassword();
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NetworkRecvStatus SendNeedCompanyPassword();
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public:
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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_NEWGRFS_CHECK, ///< The client is checking NewGRFs.
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STATUS_AUTH_GAME, ///< The client is authorizing with game (server) password.
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STATUS_AUTH_COMPANY, ///< The client is authorizing with company password.
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STATUS_AUTHORIZED, ///< 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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STATUS_END ///< Must ALWAYS be on the end of this list!! (period).
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};
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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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CommandQueue outgoing_queue; ///< The command-queue awaiting delivery
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ServerNetworkGameSocketHandler(SOCKET s);
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~ServerNetworkGameSocketHandler();
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
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void GetClientName(char *client_name, size_t size) const;
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NetworkRecvStatus SendMap();
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NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno);
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NetworkRecvStatus SendQuit(ClientID client_id);
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NetworkRecvStatus SendShutdown();
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NetworkRecvStatus SendNewGame();
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NetworkRecvStatus SendRConResult(uint16 colour, const char *command);
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NetworkRecvStatus SendMove(ClientID client_id, CompanyID company_id);
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NetworkRecvStatus SendClientInfo(NetworkClientInfo *ci);
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NetworkRecvStatus SendError(NetworkErrorCode error);
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NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data);
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NetworkRecvStatus SendJoin(ClientID client_id);
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NetworkRecvStatus SendFrame();
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NetworkRecvStatus SendSync();
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NetworkRecvStatus SendCommand(const CommandPacket *cp);
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NetworkRecvStatus SendCompanyUpdate();
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NetworkRecvStatus SendConfigUpdate();
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static void Send();
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static void AcceptConnection(SOCKET s, const NetworkAddress &address);
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static bool AllowConnection();
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/**
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* Get the name used by the listener.
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* @return the name to show in debug logs and the like.
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*/
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static const char *GetName()
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{
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return "server";
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}
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};
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void NetworkServer_Tick(bool send_frame);
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#define FOR_ALL_CLIENT_SOCKETS_FROM(var, start) FOR_ALL_ITEMS_FROM(NetworkClientSocket, clientsocket_index, var, start)
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#define FOR_ALL_CLIENT_SOCKETS(var) FOR_ALL_CLIENT_SOCKETS_FROM(var, 0)
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#else /* ENABLE_NETWORK */
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/* Network function stubs when networking is disabled */
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static inline void NetworkServerMonthlyLoop() {}
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static inline void NetworkServerYearlyLoop() {}
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_SERVER_H */
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