mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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502 lines
21 KiB
C++
502 lines
21 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_admin.h Basic functions to receive and send TCP packets to and from the admin network.
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*/
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#ifndef NETWORK_CORE_TCP_ADMIN_H
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#define NETWORK_CORE_TCP_ADMIN_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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/**
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* Enum with types of TCP packets specific to the admin network.
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* This protocol may only be extended to ensure stability.
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*/
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enum PacketAdminType {
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ADMIN_PACKET_ADMIN_JOIN, ///< The admin announces and authenticates itself to the server.
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ADMIN_PACKET_ADMIN_QUIT, ///< The admin tells the server that it is quitting.
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ADMIN_PACKET_ADMIN_UPDATE_FREQUENCY, ///< The admin tells the server the update frequency of a particular piece of information.
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ADMIN_PACKET_ADMIN_POLL, ///< The admin explicitly polls for a piece of information.
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ADMIN_PACKET_ADMIN_CHAT, ///< The admin sends a chat message to be distributed.
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ADMIN_PACKET_ADMIN_RCON, ///< The admin sends a remote console command.
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ADMIN_PACKET_ADMIN_GAMESCRIPT, ///< The admin sends a JSON string for the GameScript.
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ADMIN_PACKET_ADMIN_PING, ///< The admin sends a ping to the server, expecting a ping-reply (PONG) packet.
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ADMIN_PACKET_SERVER_FULL = 100, ///< The server tells the admin it cannot accept the admin.
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ADMIN_PACKET_SERVER_BANNED, ///< The server tells the admin it is banned.
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ADMIN_PACKET_SERVER_ERROR, ///< The server tells the admin an error has occurred.
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ADMIN_PACKET_SERVER_PROTOCOL, ///< The server tells the admin its protocol version.
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ADMIN_PACKET_SERVER_WELCOME, ///< The server welcomes the admin to a game.
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ADMIN_PACKET_SERVER_NEWGAME, ///< The server tells the admin its going to start a new game.
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ADMIN_PACKET_SERVER_SHUTDOWN, ///< The server tells the admin its shutting down.
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ADMIN_PACKET_SERVER_DATE, ///< The server tells the admin what the current game date is.
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ADMIN_PACKET_SERVER_CLIENT_JOIN, ///< The server tells the admin that a client has joined.
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ADMIN_PACKET_SERVER_CLIENT_INFO, ///< The server gives the admin information about a client.
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ADMIN_PACKET_SERVER_CLIENT_UPDATE, ///< The server gives the admin an information update on a client.
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ADMIN_PACKET_SERVER_CLIENT_QUIT, ///< The server tells the admin that a client quit.
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ADMIN_PACKET_SERVER_CLIENT_ERROR, ///< The server tells the admin that a client caused an error.
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ADMIN_PACKET_SERVER_COMPANY_NEW, ///< The server tells the admin that a new company has started.
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ADMIN_PACKET_SERVER_COMPANY_INFO, ///< The server gives the admin information about a company.
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ADMIN_PACKET_SERVER_COMPANY_UPDATE, ///< The server gives the admin an information update on a company.
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ADMIN_PACKET_SERVER_COMPANY_REMOVE, ///< The server tells the admin that a company was removed.
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ADMIN_PACKET_SERVER_COMPANY_ECONOMY, ///< The server gives the admin some economy related company information.
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ADMIN_PACKET_SERVER_COMPANY_STATS, ///< The server gives the admin some statistics about a company.
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ADMIN_PACKET_SERVER_CHAT, ///< The server received a chat message and relays it.
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ADMIN_PACKET_SERVER_RCON, ///< The server's reply to a remove console command.
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ADMIN_PACKET_SERVER_CONSOLE, ///< The server gives the admin the data that got printed to its console.
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ADMIN_PACKET_SERVER_CMD_NAMES, ///< The server sends out the names of the DoCommands to the admins.
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ADMIN_PACKET_SERVER_CMD_LOGGING, ///< The server gives the admin copies of incoming command packets.
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ADMIN_PACKET_SERVER_GAMESCRIPT, ///< The server gives the admin information from the GameScript in JSON.
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ADMIN_PACKET_SERVER_RCON_END, ///< The server indicates that the remote console command has completed.
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ADMIN_PACKET_SERVER_PONG, ///< The server replies to a ping request from the admin.
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INVALID_ADMIN_PACKET = 0xFF, ///< An invalid marker for admin packets.
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};
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/** Status of an admin. */
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enum AdminStatus {
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ADMIN_STATUS_INACTIVE, ///< The admin is not connected nor active.
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ADMIN_STATUS_ACTIVE, ///< The admin is active.
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ADMIN_STATUS_END, ///< Must ALWAYS be on the end of this list!! (period)
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};
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/** Update types an admin can register a frequency for */
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enum AdminUpdateType {
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ADMIN_UPDATE_DATE, ///< Updates about the date of the game.
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ADMIN_UPDATE_CLIENT_INFO, ///< Updates about the information of clients.
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ADMIN_UPDATE_COMPANY_INFO, ///< Updates about the generic information of companies.
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ADMIN_UPDATE_COMPANY_ECONOMY, ///< Updates about the economy of companies.
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ADMIN_UPDATE_COMPANY_STATS, ///< Updates about the statistics of companies.
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ADMIN_UPDATE_CHAT, ///< The admin would like to have chat messages.
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ADMIN_UPDATE_CONSOLE, ///< The admin would like to have console messages.
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ADMIN_UPDATE_CMD_NAMES, ///< The admin would like a list of all DoCommand names.
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ADMIN_UPDATE_CMD_LOGGING, ///< The admin would like to have DoCommand information.
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ADMIN_UPDATE_GAMESCRIPT, ///< The admin would like to have gamescript messages.
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ADMIN_UPDATE_END, ///< Must ALWAYS be on the end of this list!! (period)
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};
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/** Update frequencies an admin can register. */
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enum AdminUpdateFrequency {
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ADMIN_FREQUENCY_POLL = 0x01, ///< The admin can poll this.
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ADMIN_FREQUENCY_DAILY = 0x02, ///< The admin gets information about this on a daily basis.
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ADMIN_FREQUENCY_WEEKLY = 0x04, ///< The admin gets information about this on a weekly basis.
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ADMIN_FREQUENCY_MONTHLY = 0x08, ///< The admin gets information about this on a monthly basis.
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ADMIN_FREQUENCY_QUARTERLY = 0x10, ///< The admin gets information about this on a quarterly basis.
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ADMIN_FREQUENCY_ANUALLY = 0x20, ///< The admin gets information about this on a yearly basis.
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ADMIN_FREQUENCY_AUTOMATIC = 0x40, ///< The admin gets information about this when it changes.
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};
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DECLARE_ENUM_AS_BIT_SET(AdminUpdateFrequency)
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/** Reasons for removing a company - communicated to admins. */
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enum AdminCompanyRemoveReason {
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ADMIN_CRR_MANUAL, ///< The company is manually removed.
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ADMIN_CRR_AUTOCLEAN, ///< The company is removed due to autoclean.
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ADMIN_CRR_BANKRUPT, ///< The company went belly-up.
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ADMIN_CRR_END, ///< Sentinel for end.
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};
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/** Main socket handler for admin related connections. */
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class NetworkAdminSocketHandler : public NetworkTCPSocketHandler {
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protected:
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char admin_name[NETWORK_CLIENT_NAME_LENGTH]; ///< Name of the admin.
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char admin_version[NETWORK_REVISION_LENGTH]; ///< Version string of the admin.
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AdminStatus status; ///< Status of this admin.
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NetworkRecvStatus ReceiveInvalidPacket(PacketAdminType type);
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/**
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* Join the admin network:
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* string Password the server is expecting for this network.
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* string Name of the application being used to connect.
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* string Version string of the application being used to connect.
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_ADMIN_JOIN(Packet *p);
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/**
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* Notification to the server that this admin is quitting.
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_ADMIN_QUIT(Packet *p);
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/**
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* Register updates to be sent at certain frequencies (as announced in the PROTOCOL packet):
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* uint16 Update type (see #AdminUpdateType).
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* uint16 Update frequency (see #AdminUpdateFrequency), setting #ADMIN_FREQUENCY_POLL is always ignored.
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_ADMIN_UPDATE_FREQUENCY(Packet *p);
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/**
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* Poll the server for certain updates, an invalid poll (e.g. not existent id) gets silently dropped:
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* uint8 #AdminUpdateType the server should answer for, only if #AdminUpdateFrequency #ADMIN_FREQUENCY_POLL is advertised in the PROTOCOL packet.
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* uint32 ID relevant to the packet type, e.g.
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* - the client ID for #ADMIN_UPDATE_CLIENT_INFO. Use UINT32_MAX to show all clients.
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* - the company ID for #ADMIN_UPDATE_COMPANY_INFO. Use UINT32_MAX to show all companies.
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_ADMIN_POLL(Packet *p);
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/**
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* Send chat as the server:
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* uint8 Action such as NETWORK_ACTION_CHAT_CLIENT (see #NetworkAction).
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* uint8 Destination type such as DESTTYPE_BROADCAST (see #DestType).
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* uint32 ID of the destination such as company or client id.
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* string Message.
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_ADMIN_CHAT(Packet *p);
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/**
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* Execute a command on the servers console:
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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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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_ADMIN_RCON(Packet *p);
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/**
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* Send a JSON string to the current active GameScript.
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* json JSON string for the GameScript.
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_ADMIN_GAMESCRIPT(Packet *p);
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/**
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* Ping the server, requiring the server to reply with a pong packet.
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* uint32 Integer value to pass to the server, which is quoted in the reply.
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_ADMIN_PING(Packet *p);
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/**
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* The server is full (connection gets closed).
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);
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/**
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* The source IP address is banned (connection gets closed).
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);
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/**
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* An error was caused by this admin connection (connection gets closed).
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* uint8 NetworkErrorCode the error caused.
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p);
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/**
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* Inform a just joined admin about the protocol specifics:
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* uint8 Protocol version.
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* bool Further protocol data follows (repeats through all update packet types).
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* uint16 Update packet type.
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* uint16 Frequencies allowed for this update packet (bitwise).
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_SERVER_PROTOCOL(Packet *p);
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/**
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* Welcome a connected admin to the game:
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* string Name of the Server (e.g. as advertised to master server).
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* string OpenTTD version string.
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* bool Server is dedicated.
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* string Name of the Map.
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* uint32 Random seed of the Map.
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* uint8 Landscape of the Map.
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* uint32 Start date of the Map.
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* uint16 Map width.
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* uint16 Map height.
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p);
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/**
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* Notification about a newgame.
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p);
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/**
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* Notification about the server shutting down.
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p);
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/**
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* Send the current date of the game:
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* uint32 Current game date.
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_SERVER_DATE(Packet *p);
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/**
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* Notification of a new client:
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* uint32 ID of the new client.
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_SERVER_CLIENT_JOIN(Packet *p);
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/**
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* Client information of a specific client:
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* uint32 ID of the client.
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* string Network address of the client.
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* string Name of the client.
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* uint8 Language of the client.
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* uint32 Date the client joined the game.
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* uint8 ID of the company the client is playing as (255 for spectators).
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p);
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/**
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* Client update details on a specific client (e.g. after rename or move):
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* uint32 ID of the client.
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* string Name of the client.
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* uint8 ID of the company the client is playing as (255 for spectators).
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_SERVER_CLIENT_UPDATE(Packet *p);
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/**
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* Notification about a client leaving the game.
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* uint32 ID of the client that just left.
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_SERVER_CLIENT_QUIT(Packet *p);
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/**
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* Notification about a client error (and thus the clients disconnection).
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* uint32 ID of the client that made the error.
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* uint8 Error the client made (see NetworkErrorCode).
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_SERVER_CLIENT_ERROR(Packet *p);
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/**
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* Notification of a new company:
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* uint8 ID of the new company.
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_SERVER_COMPANY_NEW(Packet *p);
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/**
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* Company information on a specific company:
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* uint8 ID of the company.
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* string Name of the company.
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* string Name of the companies manager.
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* uint8 Main company colour.
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* bool Company is password protected.
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* uint32 Year the company was inaugurated.
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* bool Company is an AI.
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p);
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/**
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* Company information of a specific company:
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* uint8 ID of the company.
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* string Name of the company.
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* string Name of the companies manager.
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* uint8 Main company colour.
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* bool Company is password protected.
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* uint8 Quarters of bankruptcy.
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* uint8 Owner of share 1.
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* uint8 Owner of share 2.
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* uint8 Owner of share 3.
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* uint8 Owner of share 4.
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p);
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/**
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* Notification about a removed company (e.g. due to bankruptcy).
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* uint8 ID of the company.
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* uint8 Reason for being removed (see #AdminCompanyRemoveReason).
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_SERVER_COMPANY_REMOVE(Packet *p);
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/**
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* Economy update of a specific company:
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* uint8 ID of the company.
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* uint64 Money.
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* uint64 Loan.
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* int64 Income.
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* uint16 Delivered cargo (this quarter).
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* uint64 Company value (last quarter).
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* uint16 Performance (last quarter).
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* uint16 Delivered cargo (last quarter).
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* uint64 Company value (previous quarter).
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* uint16 Performance (previous quarter).
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* uint16 Delivered cargo (previous quarter).
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_SERVER_COMPANY_ECONOMY(Packet *p);
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/**
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* Company statistics on stations and vehicles:
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* uint8 ID of the company.
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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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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_SERVER_COMPANY_STATS(Packet *p);
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/**
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* Send chat from the game into the admin network:
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* uint8 Action such as NETWORK_ACTION_CHAT_CLIENT (see #NetworkAction).
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* uint8 Destination type such as DESTTYPE_BROADCAST (see #DestType).
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* uint32 ID of the client who sent this message.
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* string Message.
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* uint64 Money (only when it is a 'give money' action).
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p);
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/**
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* Result of an rcon command:
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* uint16 Colour as it would be used on the server or a client.
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* string Output of the executed command.
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p);
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/**
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* Send what would be printed on the server's console also into the admin network.
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* string The origin of the text, e.g. "console" for console, or "net" for network related (debug) messages.
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* string Text as found on the console of the server.
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_SERVER_CONSOLE(Packet *p);
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/**
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* Send DoCommand names to the bot upon request only.
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* Multiple of these packets can follow each other in order to provide
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* all known DoCommand names.
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*
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* NOTICE: Data provided with this packet is not stable and will not be
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* treated as such. Do not rely on IDs or names to be constant
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* across different versions / revisions of OpenTTD.
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* Data provided in this packet is for logging purposes only.
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*
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* These three fields are repeated until the packet is full:
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* bool Data to follow.
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* uint16 ID of the DoCommand.
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* string Name of DoCommand.
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* @param p The packet that was just received.
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* @return The state the network should have.
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*/
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virtual NetworkRecvStatus Receive_SERVER_CMD_NAMES(Packet *p);
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/**
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* Send incoming command packets to the admin network.
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|
* This is for logging purposes only.
|
|
*
|
|
* NOTICE: Data provided with this packet is not stable and will not be
|
|
* treated as such. Do not rely on IDs or names to be constant
|
|
* across different versions / revisions of OpenTTD.
|
|
* Data provided in this packet is for logging purposes only.
|
|
*
|
|
* uint32 ID of the client sending the command.
|
|
* uint8 ID of the company (0..MAX_COMPANIES-1).
|
|
* uint16 ID of the command.
|
|
* uint32 P1 (variable data passed to the command).
|
|
* uint32 P2 (variable data passed to the command).
|
|
* uint32 Tile where this is taking place.
|
|
* string Text passed to the command.
|
|
* uint32 Frame of execution.
|
|
* @param p The packet that was just received.
|
|
* @return The state the network should have.
|
|
*/
|
|
virtual NetworkRecvStatus Receive_SERVER_CMD_LOGGING(Packet *p);
|
|
|
|
/**
|
|
* Send a ping-reply (pong) to the admin that sent us the ping packet.
|
|
* uint32 Integer identifier - should be the same as read from the admins ping packet.
|
|
* @param p The packet that was just received.
|
|
* @return The state the network should have.
|
|
*/
|
|
virtual NetworkRecvStatus Receive_SERVER_PONG(Packet *p);
|
|
|
|
/**
|
|
* Notify the admin connection that the rcon command has finished.
|
|
* string The command as requested by the admin connection.
|
|
* @param p The packet that was just received.
|
|
* @return The state the network should have.
|
|
*/
|
|
virtual NetworkRecvStatus Receive_SERVER_RCON_END(Packet *p);
|
|
|
|
NetworkRecvStatus HandlePacket(Packet *p);
|
|
public:
|
|
NetworkRecvStatus CloseConnection(bool error = true) override;
|
|
|
|
NetworkAdminSocketHandler(SOCKET s);
|
|
~NetworkAdminSocketHandler();
|
|
|
|
NetworkRecvStatus ReceivePackets();
|
|
|
|
/**
|
|
* Get the status of the admin.
|
|
* @return The status of the admin.
|
|
*/
|
|
AdminStatus GetAdminStatus() const
|
|
{
|
|
return this->status;
|
|
}
|
|
};
|
|
|
|
#endif /* NETWORK_CORE_TCP_ADMIN_H */
|