mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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127 lines
6.0 KiB
C++
127 lines
6.0 KiB
C++
/*
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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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#include "network_internal.h"
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#include "core/tcp_listen.h"
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class ServerNetworkGameSocketHandler;
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/** Make the code look slightly nicer/simpler. */
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typedef ServerNetworkGameSocketHandler NetworkClientSocket;
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/** Pool with all client sockets. */
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typedef Pool<NetworkClientSocket, ClientIndex, 8, MAX_CLIENT_SLOTS, PT_NCLIENT> 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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NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_ACK(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_RCON(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p) override;
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NetworkRecvStatus SendGameInfo();
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NetworkRecvStatus SendNewGRFCheck();
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NetworkRecvStatus SendWelcome();
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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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byte last_token; ///< The last random token we did send to verify the client is listening
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uint32_t last_token_frame; ///< The last frame we received the right token
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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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size_t receive_limit; ///< Amount of bytes that we can receive at this moment
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struct PacketWriter *savegame; ///< Writer used to write the savegame.
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NetworkAddress client_address; ///< IP-address of the client (so they can be banned)
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ServerNetworkGameSocketHandler(SOCKET s);
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~ServerNetworkGameSocketHandler();
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Packet *ReceivePacket() override;
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
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std::string GetClientName() const;
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void CheckNextClientToSendMap(NetworkClientSocket *ignore_cs = nullptr);
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NetworkRecvStatus SendWait();
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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_t colour, const std::string &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, const std::string &reason = {});
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NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64_t data);
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NetworkRecvStatus SendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg);
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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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const std::string &GetClientIP();
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static ServerNetworkGameSocketHandler *GetByClientID(ClientID client_id);
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};
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void NetworkServer_Tick(bool send_frame);
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void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &password, bool already_hashed = true);
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void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded);
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#endif /* NETWORK_SERVER_H */
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