(svn r22423) -Document: some network stuff

This commit is contained in:
rubidium 2011-05-04 20:24:23 +00:00
parent 14081d91c9
commit 944a5cb7aa
11 changed files with 213 additions and 48 deletions

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@ -44,8 +44,10 @@
bool _ddc_fastforward = true;
#endif /* DEBUG_DUMP_COMMANDS */
/** Make sure both pools have the same size. */
assert_compile(NetworkClientInfoPool::MAX_SIZE == NetworkClientSocketPool::MAX_SIZE);
/** The pool with client information. */
NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo");
INSTANTIATE_POOL_METHODS(NetworkClientInfo)
@ -54,30 +56,30 @@ bool _network_server; ///< network-server is active
bool _network_available; ///< is network mode available?
bool _network_dedicated; ///< are we a dedicated server?
bool _is_network_server; ///< Does this client wants to be a network-server?
NetworkServerGameInfo _network_game_info;
NetworkCompanyState *_network_company_states = NULL;
ClientID _network_own_client_id;
ClientID _redirect_console_to_client;
bool _network_need_advertise;
uint32 _network_last_advertise_frame;
uint8 _network_reconnect;
StringList _network_bind_list;
StringList _network_host_list;
StringList _network_ban_list;
uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
uint32 _frame_counter_max; // To where we may go with our clients
uint32 _frame_counter;
uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
NetworkAddressList _broadcast_list;
uint32 _sync_seed_1;
NetworkServerGameInfo _network_game_info; ///< Information about our game.
NetworkCompanyState *_network_company_states = NULL; ///< Statistics about some companies.
ClientID _network_own_client_id; ///< Our client identifier.
ClientID _redirect_console_to_client; ///< If not invalid, redirect the console output to a client.
bool _network_need_advertise; ///< Whether we need to advertise.
uint32 _network_last_advertise_frame; ///< Last time we did advertise.
uint8 _network_reconnect; ///< Reconnect timeout
StringList _network_bind_list; ///< The addresses to bind on.
StringList _network_host_list; ///< The servers we know.
StringList _network_ban_list; ///< The banned clients.
uint32 _frame_counter_server; ///< The frame_counter of the server, if in network-mode
uint32 _frame_counter_max; ///< To where we may go with our clients
uint32 _frame_counter; ///< The current frame.
uint32 _last_sync_frame; ///< Used in the server to store the last time a sync packet was sent to clients.
NetworkAddressList _broadcast_list; ///< List of broadcast addresses.
uint32 _sync_seed_1; ///< Seed to compare during sync checks.
#ifdef NETWORK_SEND_DOUBLE_SEED
uint32 _sync_seed_2;
uint32 _sync_seed_2; ///< Second part of the seed.
#endif
uint32 _sync_frame;
bool _network_first_time;
bool _network_udp_server;
uint16 _network_udp_broadcast;
uint8 _network_advertise_retries;
uint32 _sync_frame; ///< The frame to perform the sync check.
bool _network_first_time; ///< Whether we have finished joining or not.
bool _network_udp_server; ///< Is the UDP server started?
uint16 _network_udp_broadcast; ///< Timeout for the UDP broadcasts.
uint8 _network_advertise_retries; ///< The number of advertisement retries we did.
CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.
/* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
@ -88,7 +90,7 @@ extern NetworkUDPSocketHandler *_udp_client_socket; ///< udp client socket
extern NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket
extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket
/* The amount of clients connected */
/** The amount of clients connected */
byte _network_clients_connected = 0;
/* Some externs / forwards */

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@ -33,6 +33,7 @@ AdminIndex _redirect_console_to_admin = INVALID_ADMIN_ID;
/** The amount of admins connected. */
byte _network_admins_connected = 0;
/** The pool with sockets/clients. */
NetworkAdminSocketPool _networkadminsocket_pool("NetworkAdminSocket");
INSTANTIATE_POOL_METHODS(NetworkAdminSocket)
@ -52,6 +53,7 @@ static const AdminUpdateFrequency _admin_update_type_frequencies[] = {
ADMIN_FREQUENCY_POLL, ///< ADMIN_UPDATE_CMD_NAMES
ADMIN_FREQUENCY_AUTOMATIC, ///< ADMIN_UPDATE_CMD_LOGGING
};
/** Sanity check. */
assert_compile(lengthof(_admin_update_type_frequencies) == ADMIN_UPDATE_END);
/**
@ -655,7 +657,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_CHAT(Packet *p)
/**
* Notify the admin network of a new client (if they did opt in for the respective update).
* @param ci the client info.
* @param cs the client info.
* @param new_client if this is a new client, send the respective packet too.
*/
void NetworkAdminClientInfo(const NetworkClientSocket *cs, bool new_client)

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@ -19,9 +19,11 @@
#include "../core/pool_type.hpp"
#include "../company_type.h"
/** Type for the pool with client information. */
typedef Pool<NetworkClientInfo, ClientIndex, 8, MAX_CLIENT_SLOTS, PT_NCLIENT> NetworkClientInfoPool;
extern NetworkClientInfoPool _networkclientinfo_pool;
/** Container for all information known about a client. */
struct NetworkClientInfo : NetworkClientInfoPool::PoolItem<&_networkclientinfo_pool> {
ClientID client_id; ///< Client identifier (same as ClientState->client_id)
char client_name[NETWORK_CLIENT_NAME_LENGTH]; ///< Name of the client
@ -29,13 +31,27 @@ struct NetworkClientInfo : NetworkClientInfoPool::PoolItem<&_networkclientinfo_p
CompanyID client_playas; ///< As which company is this client playing (CompanyID)
Date join_date; ///< Gamedate the client has joined
/**
* Create a new client.
* @param client_id The unique identifier of the client.
*/
NetworkClientInfo(ClientID client_id = INVALID_CLIENT_ID) : client_id(client_id) {}
~NetworkClientInfo();
static NetworkClientInfo *GetByClientID(ClientID client_id);
};
/**
* Iterate over all the clients from a given index.
* @param var The variable to iterate with.
* @param start The location to start the iteration from.
*/
#define FOR_ALL_CLIENT_INFOS_FROM(var, start) FOR_ALL_ITEMS_FROM(NetworkClientInfo, clientinfo_index, var, start)
/**
* Iterate over all the clients.
* @param var The variable to iterate with.
*/
#define FOR_ALL_CLIENT_INFOS(var) FOR_ALL_CLIENT_INFOS_FROM(var, 0)
#endif /* ENABLE_NETWORK */

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@ -280,6 +280,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
/** Our client's connection. */
ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = NULL;
/** Last frame we performed an ack. */
static uint32 last_ack_frame;
/** One bit of 'entropy' used to generate a salt for the company passwords. */
@ -308,6 +309,7 @@ assert_compile(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
* DEF_CLIENT_SEND_COMMAND has no parameters
************/
/** Query the server for company information. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
{
my_client->status = STATUS_COMPANY_INFO;
@ -319,6 +321,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
return NETWORK_RECV_STATUS_OKAY;
}
/** Tell the server we would like to join. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
{
my_client->status = STATUS_JOIN;
@ -334,6 +337,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
return NETWORK_RECV_STATUS_OKAY;
}
/** Tell the server we got all the NewGRFs. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
{
Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
@ -341,6 +345,10 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Set the game password as requested.
* @param password The game password.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password)
{
Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
@ -349,6 +357,10 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *p
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Set the company password as requested.
* @param password The company password.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password)
{
Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
@ -357,6 +369,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char
return NETWORK_RECV_STATUS_OKAY;
}
/** Request the map from the server. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
{
my_client->status = STATUS_MAP_WAIT;
@ -373,6 +386,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
return NETWORK_RECV_STATUS_OKAY;
}
/** Tell the server we received the complete map. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
{
my_client->status = STATUS_ACTIVE;
@ -382,6 +396,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
return NETWORK_RECV_STATUS_OKAY;
}
/** Send an acknowledgement from the server's ticks. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
{
Packet *p = new Packet(PACKET_CLIENT_ACK);
@ -392,7 +407,10 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
return NETWORK_RECV_STATUS_OKAY;
}
/* Send a command packet to the server */
/**
* Send a command to the server.
* @param cp The command to send.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
{
Packet *p = new Packet(PACKET_CLIENT_COMMAND);
@ -402,7 +420,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacke
return NETWORK_RECV_STATUS_OKAY;
}
/* Send a chat-packet over the network */
/** Send a chat-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
{
Packet *p = new Packet(PACKET_CLIENT_CHAT);
@ -417,7 +435,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action,
return NETWORK_RECV_STATUS_OKAY;
}
/* Send an error-packet over the network */
/** Send an error-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno)
{
Packet *p = new Packet(PACKET_CLIENT_ERROR);
@ -427,6 +445,10 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode err
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell the server that we like to change the password of the company.
* @param password The new password.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password)
{
Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
@ -436,6 +458,10 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *pa
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell the server that we like to change the name of the client.
* @param name The new name.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
{
Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
@ -445,6 +471,9 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell the server we would like to quit.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
{
Packet *p = new Packet(PACKET_CLIENT_QUIT);
@ -453,6 +482,11 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send a console command.
* @param pass The password for the remote command.
* @param command The actual command.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, const char *command)
{
Packet *p = new Packet(PACKET_CLIENT_RCON);
@ -462,6 +496,11 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, con
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Ask the server to move us.
* @param company The company to move to.
* @param password The password of the company to move to.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *password)
{
Packet *p = new Packet(PACKET_CLIENT_MOVE);
@ -1131,7 +1170,7 @@ void ClientNetworkGameSocketHandler::CheckConnection()
}
/* Is called after a client is connected to the server */
/** Is called after a client is connected to the server */
void NetworkClient_Connected()
{
/* Set the frame-counter to 0 so nothing happens till we are ready */
@ -1142,6 +1181,11 @@ void NetworkClient_Connected()
MyClient::SendJoin();
}
/**
* Send a remote console command.
* @param password The password.
* @param command The command to execute.
*/
void NetworkClientSendRcon(const char *password, const char *command)
{
MyClient::SendRCon(password, command);
@ -1158,6 +1202,10 @@ void NetworkClientRequestMove(CompanyID company_id, const char *pass)
MyClient::SendMove(company_id, pass);
}
/**
* Move the clients of a company to the spectators.
* @param cid The company to move the clients of.
*/
void NetworkClientsToSpectators(CompanyID cid)
{
Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
@ -1174,6 +1222,9 @@ void NetworkClientsToSpectators(CompanyID cid)
cur_company.Restore();
}
/**
* Send the server our name.
*/
void NetworkUpdateClientName()
{
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
@ -1194,6 +1245,14 @@ void NetworkUpdateClientName()
}
}
/**
* Send a chat message.
* @param action The action associated with the message.
* @param type The destination type.
* @param dest The destination index, be it a company index or client id.
* @param msg The actual message.
* @param data Arbitrary extra data.
*/
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
{
MyClient::SendChat(action, type, dest, msg, data);

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@ -42,7 +42,7 @@ private:
protected:
friend void NetworkExecuteLocalCommandQueue();
friend void NetworkClose(bool close_admins);
static ClientNetworkGameSocketHandler *my_client;
static ClientNetworkGameSocketHandler *my_client; ///< This is us!
virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);
@ -107,6 +107,7 @@ public:
static bool GameLoop();
};
/** Helper to make the code look somewhat nicer. */
typedef ClientNetworkGameSocketHandler MyClient;
void NetworkClient_Connected();

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@ -27,6 +27,8 @@
#endif
extern bool HasScenario(const ContentInfo *ci, bool md5sum);
/** The client we use to connect to the server. */
ClientNetworkContentSocketHandler _network_content_client;
/** Wrapper function for the HasProc */
@ -163,6 +165,10 @@ bool ClientNetworkContentSocketHandler::Receive_SERVER_INFO(Packet *p)
return true;
}
/**
* Request the content list for the given type.
* @param type The content type to request the list for.
*/
void ClientNetworkContentSocketHandler::RequestContentList(ContentType type)
{
if (type == CONTENT_TYPE_END) {
@ -188,6 +194,11 @@ void ClientNetworkContentSocketHandler::RequestContentList(ContentType type)
this->SendPacket(p);
}
/**
* Request the content list for a given number of content IDs.
* @param count The number of IDs to request.
* @param content_ids The unique identifiers of the content to request information about.
*/
void ClientNetworkContentSocketHandler::RequestContentList(uint count, const ContentID *content_ids)
{
this->Connect();
@ -213,6 +224,11 @@ void ClientNetworkContentSocketHandler::RequestContentList(uint count, const Con
}
}
/**
* Request the content list for a list of content.
* @param cv List with unique IDs and MD5 checksums.
* @param send_md5sum Whether we want a MD5 checksum matched set of files or not.
*/
void ClientNetworkContentSocketHandler::RequestContentList(ContentVector *cv, bool send_md5sum)
{
if (cv == NULL) return;
@ -258,6 +274,12 @@ void ClientNetworkContentSocketHandler::RequestContentList(ContentVector *cv, bo
}
}
/**
* 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()

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@ -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

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@ -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),

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@ -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();

View File

@ -69,6 +69,7 @@
#include "table/strings.h"
/** Error message to show when switching modes. */
StringID _switch_mode_errorstr;
void CallLandscapeTick();

View File

@ -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) {}
};