mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r22423) -Document: some network stuff
This commit is contained in:
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14081d91c9
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944a5cb7aa
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@ -44,8 +44,10 @@
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bool _ddc_fastforward = true;
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#endif /* DEBUG_DUMP_COMMANDS */
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/** Make sure both pools have the same size. */
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assert_compile(NetworkClientInfoPool::MAX_SIZE == NetworkClientSocketPool::MAX_SIZE);
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/** The pool with client information. */
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NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo");
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INSTANTIATE_POOL_METHODS(NetworkClientInfo)
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@ -54,30 +56,30 @@ bool _network_server; ///< network-server is active
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bool _network_available; ///< is network mode available?
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bool _network_dedicated; ///< are we a dedicated server?
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bool _is_network_server; ///< Does this client wants to be a network-server?
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NetworkServerGameInfo _network_game_info;
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NetworkCompanyState *_network_company_states = NULL;
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ClientID _network_own_client_id;
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ClientID _redirect_console_to_client;
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bool _network_need_advertise;
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uint32 _network_last_advertise_frame;
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uint8 _network_reconnect;
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StringList _network_bind_list;
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StringList _network_host_list;
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StringList _network_ban_list;
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uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
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uint32 _frame_counter_max; // To where we may go with our clients
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uint32 _frame_counter;
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uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
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NetworkAddressList _broadcast_list;
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uint32 _sync_seed_1;
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NetworkServerGameInfo _network_game_info; ///< Information about our game.
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NetworkCompanyState *_network_company_states = NULL; ///< Statistics about some companies.
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ClientID _network_own_client_id; ///< Our client identifier.
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ClientID _redirect_console_to_client; ///< If not invalid, redirect the console output to a client.
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bool _network_need_advertise; ///< Whether we need to advertise.
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uint32 _network_last_advertise_frame; ///< Last time we did advertise.
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uint8 _network_reconnect; ///< Reconnect timeout
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StringList _network_bind_list; ///< The addresses to bind on.
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StringList _network_host_list; ///< The servers we know.
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StringList _network_ban_list; ///< The banned clients.
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uint32 _frame_counter_server; ///< The frame_counter of the server, if in network-mode
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uint32 _frame_counter_max; ///< To where we may go with our clients
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uint32 _frame_counter; ///< The current frame.
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uint32 _last_sync_frame; ///< Used in the server to store the last time a sync packet was sent to clients.
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NetworkAddressList _broadcast_list; ///< List of broadcast addresses.
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uint32 _sync_seed_1; ///< Seed to compare during sync checks.
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#ifdef NETWORK_SEND_DOUBLE_SEED
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uint32 _sync_seed_2;
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uint32 _sync_seed_2; ///< Second part of the seed.
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#endif
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uint32 _sync_frame;
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bool _network_first_time;
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bool _network_udp_server;
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uint16 _network_udp_broadcast;
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uint8 _network_advertise_retries;
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uint32 _sync_frame; ///< The frame to perform the sync check.
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bool _network_first_time; ///< Whether we have finished joining or not.
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bool _network_udp_server; ///< Is the UDP server started?
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uint16 _network_udp_broadcast; ///< Timeout for the UDP broadcasts.
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uint8 _network_advertise_retries; ///< The number of advertisement retries we did.
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CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.
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/* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
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@ -88,7 +90,7 @@ extern NetworkUDPSocketHandler *_udp_client_socket; ///< udp client socket
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extern NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket
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extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket
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/* The amount of clients connected */
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/** The amount of clients connected */
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byte _network_clients_connected = 0;
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/* Some externs / forwards */
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@ -33,6 +33,7 @@ AdminIndex _redirect_console_to_admin = INVALID_ADMIN_ID;
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/** The amount of admins connected. */
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byte _network_admins_connected = 0;
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/** The pool with sockets/clients. */
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NetworkAdminSocketPool _networkadminsocket_pool("NetworkAdminSocket");
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INSTANTIATE_POOL_METHODS(NetworkAdminSocket)
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@ -52,6 +53,7 @@ static const AdminUpdateFrequency _admin_update_type_frequencies[] = {
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ADMIN_FREQUENCY_POLL, ///< ADMIN_UPDATE_CMD_NAMES
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ADMIN_FREQUENCY_AUTOMATIC, ///< ADMIN_UPDATE_CMD_LOGGING
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};
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/** Sanity check. */
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assert_compile(lengthof(_admin_update_type_frequencies) == ADMIN_UPDATE_END);
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/**
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@ -655,7 +657,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_CHAT(Packet *p)
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/**
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* Notify the admin network of a new client (if they did opt in for the respective update).
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* @param ci the client info.
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* @param cs the client info.
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* @param new_client if this is a new client, send the respective packet too.
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*/
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void NetworkAdminClientInfo(const NetworkClientSocket *cs, bool new_client)
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@ -19,9 +19,11 @@
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#include "../core/pool_type.hpp"
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#include "../company_type.h"
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/** Type for the pool with client information. */
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typedef Pool<NetworkClientInfo, ClientIndex, 8, MAX_CLIENT_SLOTS, PT_NCLIENT> NetworkClientInfoPool;
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extern NetworkClientInfoPool _networkclientinfo_pool;
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/** Container for all information known about a client. */
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struct NetworkClientInfo : NetworkClientInfoPool::PoolItem<&_networkclientinfo_pool> {
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ClientID client_id; ///< Client identifier (same as ClientState->client_id)
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char client_name[NETWORK_CLIENT_NAME_LENGTH]; ///< Name of the client
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@ -29,13 +31,27 @@ struct NetworkClientInfo : NetworkClientInfoPool::PoolItem<&_networkclientinfo_p
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CompanyID client_playas; ///< As which company is this client playing (CompanyID)
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Date join_date; ///< Gamedate the client has joined
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/**
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* Create a new client.
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* @param client_id The unique identifier of the client.
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*/
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NetworkClientInfo(ClientID client_id = INVALID_CLIENT_ID) : client_id(client_id) {}
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~NetworkClientInfo();
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static NetworkClientInfo *GetByClientID(ClientID client_id);
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};
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/**
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* Iterate over all the clients from a given index.
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* @param var The variable to iterate with.
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* @param start The location to start the iteration from.
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*/
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#define FOR_ALL_CLIENT_INFOS_FROM(var, start) FOR_ALL_ITEMS_FROM(NetworkClientInfo, clientinfo_index, var, start)
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/**
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* Iterate over all the clients.
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* @param var The variable to iterate with.
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*/
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#define FOR_ALL_CLIENT_INFOS(var) FOR_ALL_CLIENT_INFOS_FROM(var, 0)
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#endif /* ENABLE_NETWORK */
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@ -280,6 +280,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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/** Our client's connection. */
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ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = NULL;
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/** Last frame we performed an ack. */
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static uint32 last_ack_frame;
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/** One bit of 'entropy' used to generate a salt for the company passwords. */
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@ -308,6 +309,7 @@ assert_compile(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
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* DEF_CLIENT_SEND_COMMAND has no parameters
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************/
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/** Query the server for company information. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
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{
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my_client->status = STATUS_COMPANY_INFO;
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@ -319,6 +321,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** Tell the server we would like to join. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
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{
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my_client->status = STATUS_JOIN;
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@ -334,6 +337,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** Tell the server we got all the NewGRFs. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
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{
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Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
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@ -341,6 +345,10 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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* Set the game password as requested.
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* @param password The game password.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password)
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{
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Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
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@ -349,6 +357,10 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *p
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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* Set the company password as requested.
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* @param password The company password.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password)
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{
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Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
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@ -357,6 +369,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** Request the map from the server. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
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{
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my_client->status = STATUS_MAP_WAIT;
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@ -373,6 +386,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** Tell the server we received the complete map. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
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{
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my_client->status = STATUS_ACTIVE;
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@ -382,6 +396,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** Send an acknowledgement from the server's ticks. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
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{
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Packet *p = new Packet(PACKET_CLIENT_ACK);
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@ -392,7 +407,10 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
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return NETWORK_RECV_STATUS_OKAY;
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}
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/* Send a command packet to the server */
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/**
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* Send a command to the server.
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* @param cp The command to send.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
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{
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Packet *p = new Packet(PACKET_CLIENT_COMMAND);
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@ -402,7 +420,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacke
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return NETWORK_RECV_STATUS_OKAY;
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}
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/* Send a chat-packet over the network */
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/** Send a chat-packet over the network */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
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{
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Packet *p = new Packet(PACKET_CLIENT_CHAT);
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@ -417,7 +435,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action,
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return NETWORK_RECV_STATUS_OKAY;
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}
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/* Send an error-packet over the network */
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/** Send an error-packet over the network */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno)
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{
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Packet *p = new Packet(PACKET_CLIENT_ERROR);
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@ -427,6 +445,10 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode err
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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* Tell the server that we like to change the password of the company.
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* @param password The new password.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password)
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{
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Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
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@ -436,6 +458,10 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *pa
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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* Tell the server that we like to change the name of the client.
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* @param name The new name.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
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{
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Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
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@ -445,6 +471,9 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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* Tell the server we would like to quit.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
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{
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Packet *p = new Packet(PACKET_CLIENT_QUIT);
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@ -453,6 +482,11 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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* Send a console command.
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* @param pass The password for the remote command.
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* @param command The actual command.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, const char *command)
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{
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Packet *p = new Packet(PACKET_CLIENT_RCON);
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@ -462,6 +496,11 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, con
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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* Ask the server to move us.
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* @param company The company to move to.
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* @param password The password of the company to move to.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *password)
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{
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Packet *p = new Packet(PACKET_CLIENT_MOVE);
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@ -1131,7 +1170,7 @@ void ClientNetworkGameSocketHandler::CheckConnection()
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}
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/* Is called after a client is connected to the server */
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/** Is called after a client is connected to the server */
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void NetworkClient_Connected()
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{
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/* Set the frame-counter to 0 so nothing happens till we are ready */
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@ -1142,6 +1181,11 @@ void NetworkClient_Connected()
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MyClient::SendJoin();
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}
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/**
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* Send a remote console command.
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* @param password The password.
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* @param command The command to execute.
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*/
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void NetworkClientSendRcon(const char *password, const char *command)
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{
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MyClient::SendRCon(password, command);
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@ -1158,6 +1202,10 @@ void NetworkClientRequestMove(CompanyID company_id, const char *pass)
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MyClient::SendMove(company_id, pass);
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}
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/**
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* Move the clients of a company to the spectators.
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* @param cid The company to move the clients of.
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*/
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void NetworkClientsToSpectators(CompanyID cid)
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{
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Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
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@ -1174,6 +1222,9 @@ void NetworkClientsToSpectators(CompanyID cid)
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cur_company.Restore();
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}
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/**
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* Send the server our name.
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*/
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void NetworkUpdateClientName()
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{
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NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
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@ -1194,6 +1245,14 @@ void NetworkUpdateClientName()
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}
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}
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/**
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* Send a chat message.
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* @param action The action associated with the message.
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* @param type The destination type.
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* @param dest The destination index, be it a company index or client id.
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* @param msg The actual message.
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* @param data Arbitrary extra data.
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*/
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void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
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{
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MyClient::SendChat(action, type, dest, msg, data);
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@ -42,7 +42,7 @@ private:
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protected:
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friend void NetworkExecuteLocalCommandQueue();
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friend void NetworkClose(bool close_admins);
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static ClientNetworkGameSocketHandler *my_client;
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static ClientNetworkGameSocketHandler *my_client; ///< This is us!
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virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);
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static bool GameLoop();
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};
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/** Helper to make the code look somewhat nicer. */
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typedef ClientNetworkGameSocketHandler MyClient;
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void NetworkClient_Connected();
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@ -27,6 +27,8 @@
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#endif
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extern bool HasScenario(const ContentInfo *ci, bool md5sum);
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/** The client we use to connect to the server. */
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ClientNetworkContentSocketHandler _network_content_client;
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/** Wrapper function for the HasProc */
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@ -163,6 +165,10 @@ bool ClientNetworkContentSocketHandler::Receive_SERVER_INFO(Packet *p)
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return true;
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}
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/**
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* Request the content list for the given type.
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* @param type The content type to request the list for.
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*/
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void ClientNetworkContentSocketHandler::RequestContentList(ContentType type)
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{
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if (type == CONTENT_TYPE_END) {
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@ -188,6 +194,11 @@ void ClientNetworkContentSocketHandler::RequestContentList(ContentType type)
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this->SendPacket(p);
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}
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/**
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* Request the content list for a given number of content IDs.
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* @param count The number of IDs to request.
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* @param content_ids The unique identifiers of the content to request information about.
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*/
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void ClientNetworkContentSocketHandler::RequestContentList(uint count, const ContentID *content_ids)
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{
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this->Connect();
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@ -213,6 +224,11 @@ void ClientNetworkContentSocketHandler::RequestContentList(uint count, const Con
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}
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}
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/**
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* Request the content list for a list of content.
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* @param cv List with unique IDs and MD5 checksums.
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* @param send_md5sum Whether we want a MD5 checksum matched set of files or not.
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*/
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void ClientNetworkContentSocketHandler::RequestContentList(ContentVector *cv, bool send_md5sum)
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{
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if (cv == NULL) return;
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@ -258,6 +274,12 @@ void ClientNetworkContentSocketHandler::RequestContentList(ContentVector *cv, bo
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}
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}
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/**
|
||||
* Actually begin downloading the content we selected.
|
||||
* @param[out] files The number of files we are going to download.
|
||||
* @param[out] bytes The number of bytes we are going to download.
|
||||
* @param fallback Whether to use the fallback or not.
|
||||
*/
|
||||
void ClientNetworkContentSocketHandler::DownloadSelectedContent(uint &files, uint &bytes, bool fallback)
|
||||
{
|
||||
bytes = 0;
|
||||
|
@ -283,6 +305,10 @@ void ClientNetworkContentSocketHandler::DownloadSelectedContent(uint &files, uin
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Initiate downloading the content over HTTP.
|
||||
* @param content The content to download.
|
||||
*/
|
||||
void ClientNetworkContentSocketHandler::DownloadSelectedContentHTTP(const ContentIDList &content)
|
||||
{
|
||||
uint count = content.Length();
|
||||
|
@ -307,6 +333,10 @@ void ClientNetworkContentSocketHandler::DownloadSelectedContentHTTP(const Conten
|
|||
/* NetworkHTTPContentConnecter takes over freeing of content_request! */
|
||||
}
|
||||
|
||||
/**
|
||||
* Initiate downloading the content over the fallback protocol.
|
||||
* @param content The content to download.
|
||||
*/
|
||||
void ClientNetworkContentSocketHandler::DownloadSelectedContentFallback(const ContentIDList &content)
|
||||
{
|
||||
uint count = content.Length();
|
||||
|
@ -661,9 +691,7 @@ void ClientNetworkContentSocketHandler::OnReceiveData(const char *data, size_t l
|
|||
}
|
||||
|
||||
/**
|
||||
* Create a socket handler with the given socket and (server) address.
|
||||
* @param s the socket to communicate over
|
||||
* @param sin the IP/port of the server
|
||||
* Create a socket handler to handle the connection.
|
||||
*/
|
||||
ClientNetworkContentSocketHandler::ClientNetworkContentSocketHandler() :
|
||||
NetworkContentSocketHandler(),
|
||||
|
@ -683,8 +711,13 @@ ClientNetworkContentSocketHandler::~ClientNetworkContentSocketHandler()
|
|||
for (ContentIterator iter = this->infos.Begin(); iter != this->infos.End(); iter++) delete *iter;
|
||||
}
|
||||
|
||||
/** Connect to the content server. */
|
||||
class NetworkContentConnecter : TCPConnecter {
|
||||
public:
|
||||
/**
|
||||
* Initiate the connecting.
|
||||
* @param address The address of the server.
|
||||
*/
|
||||
NetworkContentConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
|
||||
|
||||
virtual void OnFailure()
|
||||
|
|
|
@ -19,10 +19,12 @@
|
|||
|
||||
/** Vector with content info */
|
||||
typedef SmallVector<ContentInfo *, 16> ContentVector;
|
||||
/** Vector with constant content info */
|
||||
typedef SmallVector<const ContentInfo *, 16> ConstContentVector;
|
||||
|
||||
/** Iterator for the content vector */
|
||||
typedef ContentInfo **ContentIterator;
|
||||
/** Iterator for the constant content vector */
|
||||
typedef const ContentInfo * const * ConstContentIterator;
|
||||
|
||||
/** Callbacks for notifying others about incoming data */
|
||||
|
@ -66,7 +68,7 @@ struct ContentCallback {
|
|||
*/
|
||||
class ClientNetworkContentSocketHandler : public NetworkContentSocketHandler, ContentCallback, HTTPCallback {
|
||||
protected:
|
||||
typedef SmallVector<ContentID, 4> ContentIDList;
|
||||
typedef SmallVector<ContentID, 4> ContentIDList; ///< List of content IDs to (possibly) select.
|
||||
SmallVector<ContentCallback *, 2> callbacks; ///< Callbacks to notify "the world"
|
||||
ContentIDList requested; ///< ContentIDs we already requested (so we don't do it again)
|
||||
ContentVector infos; ///< All content info we received
|
||||
|
|
|
@ -71,7 +71,6 @@ public:
|
|||
/**
|
||||
* Create a new download window based on a list of content information
|
||||
* with flags whether to download them or not.
|
||||
* @param infos the list to search in
|
||||
*/
|
||||
NetworkContentDownloadStatusWindow() :
|
||||
cur_id(UINT32_MAX)
|
||||
|
@ -221,23 +220,22 @@ enum NetworkContentListWindowWidgets {
|
|||
|
||||
/** Window that lists the content that's at the content server */
|
||||
class NetworkContentListWindow : public QueryStringBaseWindow, ContentCallback {
|
||||
/** List with content infos. */
|
||||
typedef GUIList<const ContentInfo*> GUIContentList;
|
||||
|
||||
static const uint EDITBOX_MAX_SIZE = 50;
|
||||
static const uint EDITBOX_MAX_LENGTH = 300;
|
||||
static const uint EDITBOX_MAX_SIZE = 50; ///< Maximum size of the editbox in characters.
|
||||
static const uint EDITBOX_MAX_LENGTH = 300; ///< Maximum size of the editbox in pixels.
|
||||
|
||||
/** Runtime saved values */
|
||||
static Listing last_sorting;
|
||||
static Filtering last_filtering;
|
||||
/** The sorter functions */
|
||||
static GUIContentList::SortFunction * const sorter_funcs[];
|
||||
static GUIContentList::FilterFunction * const filter_funcs[];
|
||||
static Listing last_sorting; ///< The last sorting setting.
|
||||
static Filtering last_filtering; ///< The last filtering setting.
|
||||
static GUIContentList::SortFunction * const sorter_funcs[]; ///< Sorter functions
|
||||
static GUIContentList::FilterFunction * const filter_funcs[]; ///< Filter functions.
|
||||
GUIContentList content; ///< List with content
|
||||
|
||||
const ContentInfo *selected; ///< The selected content info
|
||||
int list_pos; ///< Our position in the list
|
||||
uint filesize_sum; ///< The sum of all selected file sizes
|
||||
Scrollbar *vscroll;
|
||||
Scrollbar *vscroll; ///< Cache of the vertical scrollbar
|
||||
|
||||
/**
|
||||
* (Re)build the network game list as its amount has changed because
|
||||
|
@ -344,6 +342,7 @@ public:
|
|||
/**
|
||||
* Create the content list window.
|
||||
* @param desc the window description to pass to Window's constructor.
|
||||
* @param select_all Whether the select all button is allowed or not.
|
||||
*/
|
||||
NetworkContentListWindow(const WindowDesc *desc, bool select_all) :
|
||||
QueryStringBaseWindow(EDITBOX_MAX_SIZE),
|
||||
|
@ -438,6 +437,10 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw/fill the matrix with the list of content to download.
|
||||
* @param r The boundaries of the matrix.
|
||||
*/
|
||||
void DrawMatrix(const Rect &r) const
|
||||
{
|
||||
const NWidgetBase *nwi_checkbox = this->GetWidget<NWidgetBase>(NCLWW_CHECKBOX);
|
||||
|
@ -806,6 +809,7 @@ NetworkContentListWindow::GUIContentList::FilterFunction * const NetworkContentL
|
|||
&TagNameFilter,
|
||||
};
|
||||
|
||||
/** The widgets for the content list. */
|
||||
static const NWidgetPart _nested_network_content_list_widgets[] = {
|
||||
NWidget(NWID_HORIZONTAL),
|
||||
NWidget(WWT_CLOSEBOX, COLOUR_LIGHT_BLUE),
|
||||
|
|
|
@ -34,6 +34,7 @@
|
|||
|
||||
#include "core/udp.h"
|
||||
|
||||
/** Mutex for all out threaded udp resoltion and such. */
|
||||
static ThreadMutex *_network_udp_mutex = ThreadMutex::New();
|
||||
|
||||
/** Session key to register ourselves to the master server */
|
||||
|
@ -49,11 +50,16 @@ NetworkUDPSocketHandler *_udp_master_socket = NULL; ///< udp master socket
|
|||
|
||||
///*** Communication with the masterserver ***/
|
||||
|
||||
/** Helper class for connecting to the master server. */
|
||||
class MasterNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
|
||||
protected:
|
||||
virtual void Receive_MASTER_ACK_REGISTER(Packet *p, NetworkAddress *client_addr);
|
||||
virtual void Receive_MASTER_SESSION_KEY(Packet *p, NetworkAddress *client_addr);
|
||||
public:
|
||||
/**
|
||||
* Create the socket.
|
||||
* @param addresses The addresses to bind on.
|
||||
*/
|
||||
MasterNetworkUDPSocketHandler(NetworkAddressList *addresses) : NetworkUDPSocketHandler(addresses) {}
|
||||
virtual ~MasterNetworkUDPSocketHandler() {}
|
||||
};
|
||||
|
@ -75,12 +81,17 @@ void MasterNetworkUDPSocketHandler::Receive_MASTER_SESSION_KEY(Packet *p, Networ
|
|||
|
||||
///*** Communication with clients (we are server) ***/
|
||||
|
||||
/** Helper class for handling all server side communication. */
|
||||
class ServerNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
|
||||
protected:
|
||||
virtual void Receive_CLIENT_FIND_SERVER(Packet *p, NetworkAddress *client_addr);
|
||||
virtual void Receive_CLIENT_DETAIL_INFO(Packet *p, NetworkAddress *client_addr);
|
||||
virtual void Receive_CLIENT_GET_NEWGRFS(Packet *p, NetworkAddress *client_addr);
|
||||
public:
|
||||
/**
|
||||
* Create the socket.
|
||||
* @param addresses The addresses to bind on.
|
||||
*/
|
||||
ServerNetworkUDPSocketHandler(NetworkAddressList *addresses) : NetworkUDPSocketHandler(addresses) {}
|
||||
virtual ~ServerNetworkUDPSocketHandler() {}
|
||||
};
|
||||
|
@ -246,6 +257,7 @@ void ServerNetworkUDPSocketHandler::Receive_CLIENT_GET_NEWGRFS(Packet *p, Networ
|
|||
|
||||
///*** Communication with servers (we are client) ***/
|
||||
|
||||
/** Helper class for handling all client side communication. */
|
||||
class ClientNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
|
||||
protected:
|
||||
virtual void Receive_SERVER_RESPONSE(Packet *p, NetworkAddress *client_addr);
|
||||
|
@ -413,7 +425,7 @@ void ClientNetworkUDPSocketHandler::HandleIncomingNetworkGameInfoGRFConfig(GRFCo
|
|||
SetBit(config->flags, GCF_COPY);
|
||||
}
|
||||
|
||||
/* Broadcast to all ips */
|
||||
/** Broadcast to all ips */
|
||||
static void NetworkUDPBroadCast(NetworkUDPSocketHandler *socket)
|
||||
{
|
||||
for (NetworkAddress *addr = _broadcast_list.Begin(); addr != _broadcast_list.End(); addr++) {
|
||||
|
@ -426,7 +438,7 @@ static void NetworkUDPBroadCast(NetworkUDPSocketHandler *socket)
|
|||
}
|
||||
|
||||
|
||||
/* Request the the server-list from the master server */
|
||||
/** Request the the server-list from the master server */
|
||||
void NetworkUDPQueryMasterServer()
|
||||
{
|
||||
Packet p(PACKET_UDP_CLIENT_GET_LIST);
|
||||
|
@ -441,7 +453,7 @@ void NetworkUDPQueryMasterServer()
|
|||
DEBUG(net, 2, "[udp] master server queried at %s", out_addr.GetAddressAsString());
|
||||
}
|
||||
|
||||
/* Find all servers */
|
||||
/** Find all servers */
|
||||
void NetworkUDPSearchGame()
|
||||
{
|
||||
/* We are still searching.. */
|
||||
|
@ -456,6 +468,12 @@ void NetworkUDPSearchGame()
|
|||
/** Simpler wrapper struct for NetworkUDPQueryServerThread */
|
||||
struct NetworkUDPQueryServerInfo : NetworkAddress {
|
||||
bool manually; ///< Did we connect manually or not?
|
||||
|
||||
/**
|
||||
* Create the structure.
|
||||
* @param address The address of the server to query.
|
||||
* @param manually Whether the address was entered manually.
|
||||
*/
|
||||
NetworkUDPQueryServerInfo(const NetworkAddress &address, bool manually) :
|
||||
NetworkAddress(address),
|
||||
manually(manually)
|
||||
|
@ -488,6 +506,11 @@ static void NetworkUDPQueryServerThread(void *pntr)
|
|||
delete info;
|
||||
}
|
||||
|
||||
/**
|
||||
* Query a specific server.
|
||||
* @param address The address of the server.
|
||||
* @param manually Whether the address was entered manually.
|
||||
*/
|
||||
void NetworkUDPQueryServer(NetworkAddress address, bool manually)
|
||||
{
|
||||
NetworkUDPQueryServerInfo *info = new NetworkUDPQueryServerInfo(address, manually);
|
||||
|
@ -496,6 +519,10 @@ void NetworkUDPQueryServer(NetworkAddress address, bool manually)
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Thread entry point for de-advertising.
|
||||
* @param pntr unused.
|
||||
*/
|
||||
static void NetworkUDPRemoveAdvertiseThread(void *pntr)
|
||||
{
|
||||
DEBUG(net, 1, "[udp] removing advertise from master server");
|
||||
|
@ -528,6 +555,10 @@ void NetworkUDPRemoveAdvertise(bool blocking)
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Thread entry point for advertising.
|
||||
* @param pntr unused.
|
||||
*/
|
||||
static void NetworkUDPAdvertiseThread(void *pntr)
|
||||
{
|
||||
/* Find somewhere to send */
|
||||
|
@ -564,8 +595,10 @@ static void NetworkUDPAdvertiseThread(void *pntr)
|
|||
_network_udp_mutex->EndCritical();
|
||||
}
|
||||
|
||||
/* Register us to the master server
|
||||
* This function checks if it needs to send an advertise */
|
||||
/**
|
||||
* Register us to the master server
|
||||
* This function checks if it needs to send an advertise
|
||||
*/
|
||||
void NetworkUDPAdvertise()
|
||||
{
|
||||
/* Check if we should send an advertise */
|
||||
|
@ -593,6 +626,7 @@ void NetworkUDPAdvertise()
|
|||
}
|
||||
}
|
||||
|
||||
/** Initialize the whole UDP bit. */
|
||||
void NetworkUDPInitialize()
|
||||
{
|
||||
/* If not closed, then do it. */
|
||||
|
@ -618,6 +652,7 @@ void NetworkUDPInitialize()
|
|||
_network_udp_mutex->EndCritical();
|
||||
}
|
||||
|
||||
/** Close all UDP related stuff. */
|
||||
void NetworkUDPClose()
|
||||
{
|
||||
_network_udp_mutex->BeginCritical();
|
||||
|
|
|
@ -69,6 +69,7 @@
|
|||
|
||||
#include "table/strings.h"
|
||||
|
||||
/** Error message to show when switching modes. */
|
||||
StringID _switch_mode_errorstr;
|
||||
|
||||
void CallLandscapeTick();
|
||||
|
|
|
@ -78,7 +78,17 @@ struct QueryStringBaseWindow : public Window, public QueryString {
|
|||
void DrawEditBox(int wid);
|
||||
void HandleEditBox(int wid);
|
||||
HandleEditBoxResult HandleEditBoxKey(int wid, uint16 key, uint16 keycode, EventState &state);
|
||||
|
||||
/**
|
||||
* Callback for when the OSK window is opened.
|
||||
* @param wid The widget the OSK is opened of.
|
||||
*/
|
||||
virtual void OnOpenOSKWindow(int wid);
|
||||
|
||||
/**
|
||||
* Callback for when on input has been entered with the OSK.
|
||||
* @param wid The widget the OSK was attached to.
|
||||
*/
|
||||
virtual void OnOSKInput(int wid) {}
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue