OpenTTD-patches/src/network/network_admin.h

79 lines
3.3 KiB
C++

/* $Id$ */
/*
* 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 <http://www.gnu.org/licenses/>.
*/
/** @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<ServerNetworkAdminSocketHandler, AdminIndex, 2, MAX_ADMINS> 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<ServerNetworkAdminSocketHandler, ADMIN_PACKET_SERVER_FULL, ADMIN_PACKET_SERVER_BANNED> {
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 */