mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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79 lines
3.3 KiB
C++
79 lines
3.3 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_admin.h Server part of the admin network protocol. */
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#ifndef NETWORK_ADMIN_H
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#define NETWORK_ADMIN_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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#include "core/tcp_admin.h"
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class ServerNetworkAdminSocketHandler;
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typedef Pool<ServerNetworkAdminSocketHandler, AdminIndex, 2, MAX_ADMINS> NetworkAdminSocketPool;
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extern NetworkAdminSocketPool _networkadminsocket_pool;
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/** Class for handling the server side of the game connection. */
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class ServerNetworkAdminSocketHandler : public NetworkAdminSocketPool::PoolItem<&_networkadminsocket_pool>, public NetworkAdminSocketHandler, public TCPListenHandler<ServerNetworkAdminSocketHandler, ADMIN_PACKET_SERVER_FULL, ADMIN_PACKET_SERVER_BANNED> {
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protected:
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DECLARE_ADMIN_RECEIVE_COMMAND(ADMIN_PACKET_ADMIN_JOIN);
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DECLARE_ADMIN_RECEIVE_COMMAND(ADMIN_PACKET_ADMIN_QUIT);
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DECLARE_ADMIN_RECEIVE_COMMAND(ADMIN_PACKET_ADMIN_UPDATE_FREQUENCY);
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DECLARE_ADMIN_RECEIVE_COMMAND(ADMIN_PACKET_ADMIN_POLL);
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NetworkRecvStatus SendProtocol();
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public:
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AdminUpdateFrequency update_frequency[ADMIN_UPDATE_END]; ///< Admin requested update intervals.
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uint32 realtime_connect; ///< Time of connection.
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NetworkAddress address; ///< Address of the admin.
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ServerNetworkAdminSocketHandler(SOCKET s);
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~ServerNetworkAdminSocketHandler();
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NetworkRecvStatus SendError(NetworkErrorCode error);
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NetworkRecvStatus SendWelcome();
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NetworkRecvStatus SendNewGame();
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NetworkRecvStatus SendShutdown();
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NetworkRecvStatus SendDate();
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NetworkRecvStatus SendClientJoin(ClientID client_id);
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NetworkRecvStatus SendClientInfo(const NetworkClientInfo *ci);
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NetworkRecvStatus SendClientUpdate(const NetworkClientInfo *ci);
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NetworkRecvStatus SendClientQuit(ClientID client_id);
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NetworkRecvStatus SendClientError(ClientID client_id, NetworkErrorCode error);
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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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static void WelcomeAll();
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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 "admin";
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}
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};
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#define FOR_ALL_ADMIN_SOCKETS_FROM(var, start) FOR_ALL_ITEMS_FROM(ServerNetworkAdminSocketHandler, adminsocket_index, var, start)
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#define FOR_ALL_ADMIN_SOCKETS(var) FOR_ALL_ADMIN_SOCKETS_FROM(var, 0)
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void NetworkAdminClientInfo(const NetworkClientInfo *ci, bool new_client = false);
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void NetworkAdminClientUpdate(const NetworkClientInfo *ci);
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void NetworkAdminClientQuit(ClientID client_id);
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void NetworkAdminClientError(ClientID client_id, NetworkErrorCode error_code);
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void NetworkAdminUpdate(AdminUpdateFrequency freq);
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_ADMIN_H */
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