(svn r8083) -Codechange: make a NetworkSocketHandler as base for all sockets and move a little of NetworkClientState functionality to the NetworkSocketHandler. Move the rest of the NetworkClientState to the new NetworkTCPSocketHandler class/struct, which is not yet implemented in an object oriented manner. The UDP socket handler now extends the NetworkSocketHandler instead of having a reference to a NetworkClientState.

This commit is contained in:
rubidium 2007-01-12 20:19:49 +00:00
parent ee1021d29c
commit f66b373b52
17 changed files with 306 additions and 270 deletions

View File

@ -550,7 +550,7 @@ DEF_CONSOLE_CMD(ConStatus)
"active"
};
const NetworkClientState *cs;
NetworkTCPSocketHandler *cs;
if (argc == 0) {
IConsoleHelp("List the status of all clients connected to the server. Usage 'status'");
@ -672,7 +672,7 @@ DEF_CONSOLE_CMD(ConKick)
DEF_CONSOLE_CMD(ConResetCompany)
{
const Player *p;
const NetworkClientState *cs;
NetworkTCPSocketHandler *cs;
const NetworkClientInfo *ci;
PlayerID index;

View File

@ -427,7 +427,7 @@ static void PlayersCheckBankrupt(Player *p)
/* The server has to handle all administrative issues, for example
* updating and notifying all clients of what has happened */
if (_network_server) {
const NetworkClientState *cs;
NetworkTCPSocketHandler *cs;
NetworkClientInfo *ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
/* The server has just gone belly-up, mark it as spectator */

View File

@ -5,9 +5,61 @@
#ifdef ENABLE_NETWORK
#include "os_abstraction.h"
bool NetworkCoreInitialize(void);
void NetworkCoreShutdown(void);
typedef enum {
NETWORK_RECV_STATUS_OKAY, ///< Everything is okay
NETWORK_RECV_STATUS_DESYNC, ///< A desync did occur
NETWORK_RECV_STATUS_SAVEGAME, ///< Something went wrong (down)loading the savegame
NETWORK_RECV_STATUS_CONN_LOST, ///< The conection is 'just' lost
NETWORK_RECV_STATUS_MALFORMED_PACKET, ///< We apparently send a malformed packet
NETWORK_RECV_STATUS_SERVER_ERROR, ///< The server told us we made an error
NETWORK_RECV_STATUS_SERVER_FULL, ///< The server is full
NETWORK_RECV_STATUS_SERVER_BANNED, ///< The server has banned us
NETWORK_RECV_STATUS_CLOSE_QUERY, ///< Done quering the server
} NetworkRecvStatus;
/**
* SocketHandler for all network sockets in OpenTTD.
*/
class NetworkSocketHandler {
public:
/* TODO: make socket & has_quit protected once the TCP stuff
*is in a real class too */
bool has_quit; ///< Whether the current client has quit/send a bad packet
SOCKET sock; ///< The socket currently connected to
public:
NetworkSocketHandler() { this->sock = INVALID_SOCKET; this->has_quit = false; }
virtual ~NetworkSocketHandler() { this->Close(); }
/** Really close the socket */
virtual void Close() {}
/**
* Close the current connection; for TCP this will be mostly equivalent
* to Close(), but for UDP it just means the packet has to be dropped.
* @return new status of the connection.
*/
virtual NetworkRecvStatus CloseConnection() { this->has_quit = true; return NETWORK_RECV_STATUS_OKAY; }
/**
* Whether this socket is currently bound to a socket.
* @return true when the socket is bound, false otherwise
*/
bool IsConnected() { return this->sock != INVALID_SOCKET; }
/**
* Whether the current client connected to the socket has quit.
* In the case of UDP, for example, once a client quits (send bad
* data), the socket in not closed; only the packet is dropped.
* @return true when the current client has quit, false otherwise
*/
bool HasClientQuit() { return this->has_quit; }
};
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_CORE_H */

View File

@ -6,7 +6,6 @@
#include "../../macros.h"
#include "../../string.h"
#include "../../helpers.hpp"
#include "../network_data.h"
#include "packet.h"
@ -111,17 +110,15 @@ void NetworkSend_string(Packet *packet, const char* data)
*/
extern NetworkRecvStatus CloseConnection(NetworkClientState *cs);
/** Is it safe to read from the packet, i.e. didn't we run over the buffer ? */
static inline bool CanReadFromPacket(NetworkClientState *cs, const Packet *packet, const uint bytes_to_read)
static inline bool CanReadFromPacket(NetworkSocketHandler *cs, const Packet *packet, const uint bytes_to_read)
{
/* Don't allow reading from a closed socket */
if (HasClientQuit(cs)) return false;
/* Don't allow reading from a quit client/client who send bad data */
if (cs->HasClientQuit()) return false;
/* Check if variable is within packet-size */
if (packet->pos + bytes_to_read > packet->size) {
CloseConnection(cs);
cs->CloseConnection();
return false;
}
@ -138,7 +135,7 @@ void NetworkRecv_ReadPacketSize(Packet *packet)
packet->size += (uint16)packet->buffer[1] << 8;
}
uint8 NetworkRecv_uint8(NetworkClientState *cs, Packet *packet)
uint8 NetworkRecv_uint8(NetworkSocketHandler *cs, Packet *packet)
{
uint8 n;
@ -148,7 +145,7 @@ uint8 NetworkRecv_uint8(NetworkClientState *cs, Packet *packet)
return n;
}
uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet)
uint16 NetworkRecv_uint16(NetworkSocketHandler *cs, Packet *packet)
{
uint16 n;
@ -159,7 +156,7 @@ uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet)
return n;
}
uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet)
uint32 NetworkRecv_uint32(NetworkSocketHandler *cs, Packet *packet)
{
uint32 n;
@ -172,7 +169,7 @@ uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet)
return n;
}
uint64 NetworkRecv_uint64(NetworkClientState *cs, Packet *packet)
uint64 NetworkRecv_uint64(NetworkSocketHandler *cs, Packet *packet)
{
uint64 n;
@ -190,13 +187,13 @@ uint64 NetworkRecv_uint64(NetworkClientState *cs, Packet *packet)
}
/** Reads a string till it finds a '\0' in the stream */
void NetworkRecv_string(NetworkClientState *cs, Packet *p, char *buffer, size_t size)
void NetworkRecv_string(NetworkSocketHandler *cs, Packet *p, char *buffer, size_t size)
{
PacketSize pos;
char *bufp = buffer;
/* Don't allow reading from a closed socket */
if (HasClientQuit(cs)) return;
if (cs->HasClientQuit()) return;
pos = p->pos;
while (--size > 0 && pos < p->size && (*buffer++ = p->buffer[pos++]) != '\0') {}

View File

@ -6,23 +6,12 @@
#ifdef ENABLE_NETWORK
#include "config.h"
#include "core.h"
/**
* @file packet.h Basic functions to create, fill and read packets.
*/
typedef struct NetworkClientState NetworkClientState;
/**
* Queries the network client state struct to determine whether
* the client has quit. It indirectly also queries whether the
* packet is corrupt as the connection will be closed if it is
* reading beyond the boundary of the received packet.
* @param cs the state to query
* @param true if the connection should be considered dropped
*/
bool HasClientQuit(const NetworkClientState *cs);
typedef uint16 PacketSize; ///< Size of the whole packet.
typedef uint8 PacketType; ///< Identifier for the packet
@ -58,11 +47,11 @@ void NetworkSend_uint64(Packet *packet, uint64 data);
void NetworkSend_string(Packet *packet, const char* data);
void NetworkRecv_ReadPacketSize(Packet *packet);
uint8 NetworkRecv_uint8 (NetworkClientState *cs, Packet *packet);
uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet);
uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet);
uint64 NetworkRecv_uint64(NetworkClientState *cs, Packet *packet);
void NetworkRecv_string(NetworkClientState *cs, Packet *packet, char* buffer, size_t size);
uint8 NetworkRecv_uint8 (NetworkSocketHandler *cs, Packet *packet);
uint16 NetworkRecv_uint16(NetworkSocketHandler *cs, Packet *packet);
uint32 NetworkRecv_uint32(NetworkSocketHandler *cs, Packet *packet);
uint64 NetworkRecv_uint64(NetworkSocketHandler *cs, Packet *packet);
void NetworkRecv_string(NetworkSocketHandler *cs, Packet *packet, char* buffer, size_t size);
#endif /* ENABLE_NETWORK */

View File

@ -18,6 +18,26 @@
* @file tcp.c Basic functions to receive and send TCP packets.
*/
/** Very ugly temporary hack !!! */
void NetworkTCPSocketHandler::Initialize()
{
this->sock = INVALID_SOCKET;
this->index = 0;
this->last_frame = 0;
this->last_frame_server = 0;
this->lag_test = 0;
this->status = STATUS_INACTIVE;
this->has_quit = false;
this->writable = false;
this->packet_queue = NULL;
this->packet_recv = NULL;
this->command_queue = NULL;
}
/**
* Functions to help NetworkRecv_Packet/NetworkSend_Packet a bit
* A socket can make errors. When that happens this handles what to do.
@ -25,10 +45,11 @@
* For servers: close connection and that is it
* @param cs the client to close the connection of
* @return the new status
* TODO: needs to be splitted when using client and server socket packets
*/
NetworkRecvStatus CloseConnection(NetworkClientState *cs)
NetworkRecvStatus NetworkTCPSocketHandler::CloseConnection()
{
NetworkCloseClient(cs);
NetworkCloseClient(this);
/* Clients drop back to the main menu */
if (!_network_server && _networking) {
@ -42,16 +63,6 @@ NetworkRecvStatus CloseConnection(NetworkClientState *cs)
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Whether the client has quit or not (used in packet.c)
* @param cs the client to check
* @return true if the client has quit
*/
bool HasClientQuit(const NetworkClientState *cs)
{
return cs->has_quit;
}
/**
* This function puts the packet in the send-queue and it is send as
* soon as possible. This is the next tick, or maybe one tick later
@ -59,7 +70,7 @@ bool HasClientQuit(const NetworkClientState *cs)
* @param packet the packet to send
* @param cs the client to send to
*/
void NetworkSend_Packet(Packet *packet, NetworkClientState *cs)
void NetworkSend_Packet(Packet *packet, NetworkTCPSocketHandler *cs)
{
Packet *p;
assert(packet != NULL);
@ -89,31 +100,31 @@ void NetworkSend_Packet(Packet *packet, NetworkClientState *cs)
* 3) sending took too long
* @param cs the client to send the packets for
*/
bool NetworkSend_Packets(NetworkClientState *cs)
bool NetworkSend_Packets(NetworkTCPSocketHandler *cs)
{
ssize_t res;
Packet *p;
/* We can not write to this socket!! */
if (!cs->writable) return false;
if (cs->socket == INVALID_SOCKET) return false;
if (!cs->IsConnected()) return false;
p = cs->packet_queue;
while (p != NULL) {
res = send(cs->socket, (const char*)p->buffer + p->pos, p->size - p->pos, 0);
res = send(cs->sock, (const char*)p->buffer + p->pos, p->size - p->pos, 0);
if (res == -1) {
int err = GET_LAST_ERROR();
if (err != EWOULDBLOCK) {
/* Something went wrong.. close client! */
DEBUG(net, 0, "send failed with error %d", err);
CloseConnection(cs);
cs->CloseConnection();
return false;
}
return true;
}
if (res == 0) {
/* Client/server has left us :( */
CloseConnection(cs);
cs->CloseConnection();
return false;
}
@ -139,14 +150,14 @@ bool NetworkSend_Packets(NetworkClientState *cs)
* @param status the variable to store the status into
* @return the received packet (or NULL when it didn't receive one)
*/
Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
Packet *NetworkRecv_Packet(NetworkTCPSocketHandler *cs, NetworkRecvStatus *status)
{
ssize_t res;
Packet *p;
*status = NETWORK_RECV_STATUS_OKAY;
if (cs->socket == INVALID_SOCKET) return NULL;
if (!cs->IsConnected()) return NULL;
if (cs->packet_recv == NULL) {
cs->packet_recv = MallocT<Packet>(1);
@ -161,14 +172,14 @@ Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
/* Read packet size */
if (p->pos < sizeof(PacketSize)) {
while (p->pos < sizeof(PacketSize)) {
/* Read the size of the packet */
res = recv(cs->socket, (char*)p->buffer + p->pos, sizeof(PacketSize) - p->pos, 0);
/* Read the size of the packet */
res = recv(cs->sock, (char*)p->buffer + p->pos, sizeof(PacketSize) - p->pos, 0);
if (res == -1) {
int err = GET_LAST_ERROR();
if (err != EWOULDBLOCK) {
/* Something went wrong... (104 is connection reset by peer) */
if (err != 104) DEBUG(net, 0, "recv failed with error %d", err);
*status = CloseConnection(cs);
*status = cs->CloseConnection();
return NULL;
}
/* Connection would block, so stop for now */
@ -176,7 +187,7 @@ Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
}
if (res == 0) {
/* Client/server has left */
*status = CloseConnection(cs);
*status = cs->CloseConnection();
return NULL;
}
p->pos += res;
@ -185,20 +196,20 @@ Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
NetworkRecv_ReadPacketSize(p);
if (p->size > SEND_MTU) {
*status = CloseConnection(cs);
*status = cs->CloseConnection();
return NULL;
}
}
/* Read rest of packet */
while (p->pos < p->size) {
res = recv(cs->socket, (char*)p->buffer + p->pos, p->size - p->pos, 0);
res = recv(cs->sock, (char*)p->buffer + p->pos, p->size - p->pos, 0);
if (res == -1) {
int err = GET_LAST_ERROR();
if (err != EWOULDBLOCK) {
/* Something went wrong... (104 is connection reset by peer) */
if (err != 104) DEBUG(net, 0, "recv failed with error %d", err);
*status = CloseConnection(cs);
*status = cs->CloseConnection();
return NULL;
}
/* Connection would block */
@ -206,7 +217,7 @@ Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
}
if (res == 0) {
/* Client/server has left */
*status = CloseConnection(cs);
*status = cs->CloseConnection();
return NULL;
}

View File

@ -6,6 +6,7 @@
#ifdef ENABLE_NETWORK
#include "os_abstraction.h"
#include "core.h"
#include "packet.h"
/**
@ -54,9 +55,54 @@ enum {
PACKET_END ///< Must ALWAYS be on the end of this list!! (period)
};
void NetworkSend_Packet(Packet *packet, NetworkClientState *cs);
Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status);
bool NetworkSend_Packets(NetworkClientState *cs);
typedef struct CommandPacket {
struct CommandPacket *next;
PlayerByte player; ///< player that is executing the command
uint32 cmd; ///< command being executed
uint32 p1; ///< parameter p1
uint32 p2; ///< parameter p2
TileIndex tile; ///< tile command being executed on
char text[80];
uint32 frame; ///< the frame in which this packet is executed
byte callback; ///< any callback function executed upon successful completion of the command
} CommandPacket;
typedef enum {
STATUS_INACTIVE, ///< The client is not connected nor active
STATUS_AUTH, ///< The client is authorized
STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map
STATUS_MAP, ///< The client is downloading the map
STATUS_DONE_MAP, ///< The client has downloaded the map
STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames
STATUS_ACTIVE, ///< The client is an active player in the game
} ClientStatus;
/** Base socket handler for all TCP sockets */
class NetworkTCPSocketHandler : public NetworkSocketHandler {
/* TODO: rewrite into a proper class */
public:
uint16 index;
uint32 last_frame;
uint32 last_frame_server;
byte lag_test; // This byte is used for lag-testing the client
ClientStatus status;
bool writable; // is client ready to write to?
Packet *packet_queue; // Packets that are awaiting delivery
Packet *packet_recv; // Partially received packet
CommandPacket *command_queue; // The command-queue awaiting delivery
NetworkRecvStatus CloseConnection();
void Initialize();
};
void NetworkSend_Packet(Packet *packet, NetworkTCPSocketHandler *cs);
Packet *NetworkRecv_Packet(NetworkTCPSocketHandler *cs, NetworkRecvStatus *status);
bool NetworkSend_Packets(NetworkTCPSocketHandler *cs);
#endif /* ENABLE_NETWORK */

View File

@ -13,12 +13,6 @@
* @file udp.c Basic functions to receive and send UDP packets.
*/
/** Initialize the sockets with an INVALID_SOCKET */
NetworkUDPSocketHandler::NetworkUDPSocketHandler()
{
this->udp = INVALID_SOCKET;
}
/**
* Start listening on the given host and port.
* @param udp the place where the (references to the) UDP are stored
@ -34,8 +28,8 @@ bool NetworkUDPSocketHandler::Listen(const uint32 host, const uint16 port, const
/* Make sure socket is closed */
this->Close();
this->udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
if (this->udp == INVALID_SOCKET) {
this->sock = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
if (!this->IsConnected()) {
DEBUG(net, 0, "[udp] failed to start UDP listener");
return false;
}
@ -44,9 +38,9 @@ bool NetworkUDPSocketHandler::Listen(const uint32 host, const uint16 port, const
{
unsigned long blocking = 1;
#ifndef BEOS_NET_SERVER
ioctlsocket(this->udp, FIONBIO, &blocking);
ioctlsocket(this->sock, FIONBIO, &blocking);
#else
setsockopt(this->udp, SOL_SOCKET, SO_NONBLOCK, &blocking, NULL);
setsockopt(this->sock, SOL_SOCKET, SO_NONBLOCK, &blocking, NULL);
#endif
}
@ -55,7 +49,7 @@ bool NetworkUDPSocketHandler::Listen(const uint32 host, const uint16 port, const
sin.sin_addr.s_addr = host;
sin.sin_port = htons(port);
if (bind(this->udp, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
if (bind(this->sock, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
DEBUG(net, 0, "[udp] bind failed on %s:%i", inet_ntoa(*(struct in_addr *)&host), port);
return false;
}
@ -64,7 +58,7 @@ bool NetworkUDPSocketHandler::Listen(const uint32 host, const uint16 port, const
/* Enable broadcast */
unsigned long val = 1;
#ifndef BEOS_NET_SERVER // will work around this, some day; maybe.
setsockopt(this->udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val));
setsockopt(this->sock, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val));
#endif
}
@ -79,12 +73,17 @@ bool NetworkUDPSocketHandler::Listen(const uint32 host, const uint16 port, const
*/
void NetworkUDPSocketHandler::Close()
{
if (this->udp == INVALID_SOCKET) return;
if (!this->IsConnected()) return;
closesocket(this->udp);
this->udp = INVALID_SOCKET;
closesocket(this->sock);
this->sock = INVALID_SOCKET;
}
NetworkRecvStatus NetworkUDPSocketHandler::CloseConnection()
{
this->has_quit = true;
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send a packet over UDP
@ -99,7 +98,7 @@ void NetworkUDPSocketHandler::SendPacket(Packet *p, const struct sockaddr_in *re
NetworkSend_FillPacketSize(p);
/* Send the buffer */
res = sendto(this->udp, (const char*)p->buffer, p->size, 0, (struct sockaddr *)recv, sizeof(*recv));
res = sendto(this->sock, (const char*)p->buffer, p->size, 0, (struct sockaddr *)recv, sizeof(*recv));
/* Check for any errors, but ignore it otherwise */
if (res == -1) DEBUG(net, 1, "[udp] sendto failed with: %i", GET_LAST_ERROR());
@ -117,13 +116,13 @@ void NetworkUDPSocketHandler::ReceivePackets()
Packet p;
int packet_len;
if (this->udp == INVALID_SOCKET) return;
if (!this->IsConnected()) return;
packet_len = sizeof(p.buffer);
client_len = sizeof(client_addr);
/* Try to receive anything */
nbytes = recvfrom(this->udp, (char*)p.buffer, packet_len, 0, (struct sockaddr *)&client_addr, &client_len);
nbytes = recvfrom(this->sock, (char*)p.buffer, packet_len, 0, (struct sockaddr *)&client_addr, &client_len);
/* We got some bytes for the base header of the packet. */
if (nbytes > 2) {
@ -170,9 +169,9 @@ void NetworkUDPSocketHandler::Send_GRFIdentifier(Packet *p, const GRFConfig *c)
void NetworkUDPSocketHandler::Recv_GRFIdentifier(Packet *p, GRFConfig *c)
{
uint j;
c->grfid = NetworkRecv_uint32(&this->cs, p);
c->grfid = NetworkRecv_uint32(this, p);
for (j = 0; j < sizeof(c->md5sum); j++) {
c->md5sum[j] = NetworkRecv_uint8(&this->cs, p);
c->md5sum[j] = NetworkRecv_uint8(this, p);
}
}
@ -246,7 +245,7 @@ void NetworkUDPSocketHandler::Send_NetworkGameInfo(Packet *p, const NetworkGameI
*/
void NetworkUDPSocketHandler::Recv_NetworkGameInfo(Packet *p, NetworkGameInfo *info)
{
info->game_info_version = NetworkRecv_uint8(&this->cs, p);
info->game_info_version = NetworkRecv_uint8(this, p);
/*
* Please observe the order.
@ -260,7 +259,7 @@ void NetworkUDPSocketHandler::Recv_NetworkGameInfo(Packet *p, NetworkGameInfo *i
case 4: {
GRFConfig **dst = &info->grfconfig;
uint i;
uint num_grfs = NetworkRecv_uint8(&this->cs, p);
uint num_grfs = NetworkRecv_uint8(this, p);
for (i = 0; i < num_grfs; i++) {
GRFConfig *c = CallocT<GRFConfig>(1);
@ -273,31 +272,31 @@ void NetworkUDPSocketHandler::Recv_NetworkGameInfo(Packet *p, NetworkGameInfo *i
}
} /* Fallthrough */
case 3:
info->game_date = NetworkRecv_uint32(&this->cs, p);
info->start_date = NetworkRecv_uint32(&this->cs, p);
info->game_date = NetworkRecv_uint32(this, p);
info->start_date = NetworkRecv_uint32(this, p);
/* Fallthrough */
case 2:
info->companies_max = NetworkRecv_uint8 (&this->cs, p);
info->companies_on = NetworkRecv_uint8 (&this->cs, p);
info->spectators_max = NetworkRecv_uint8 (&this->cs, p);
info->companies_max = NetworkRecv_uint8 (this, p);
info->companies_on = NetworkRecv_uint8 (this, p);
info->spectators_max = NetworkRecv_uint8 (this, p);
/* Fallthrough */
case 1:
NetworkRecv_string(&this->cs, p, info->server_name, sizeof(info->server_name));
NetworkRecv_string(&this->cs, p, info->server_revision, sizeof(info->server_revision));
info->server_lang = NetworkRecv_uint8 (&this->cs, p);
info->use_password = NetworkRecv_uint8 (&this->cs, p);
info->clients_max = NetworkRecv_uint8 (&this->cs, p);
info->clients_on = NetworkRecv_uint8 (&this->cs, p);
info->spectators_on = NetworkRecv_uint8 (&this->cs, p);
NetworkRecv_string(this, p, info->server_name, sizeof(info->server_name));
NetworkRecv_string(this, p, info->server_revision, sizeof(info->server_revision));
info->server_lang = NetworkRecv_uint8 (this, p);
info->use_password = NetworkRecv_uint8 (this, p);
info->clients_max = NetworkRecv_uint8 (this, p);
info->clients_on = NetworkRecv_uint8 (this, p);
info->spectators_on = NetworkRecv_uint8 (this, p);
if (info->game_info_version < 3) { // 16 bits dates got scrapped and are read earlier
info->game_date = NetworkRecv_uint16(&this->cs, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
info->start_date = NetworkRecv_uint16(&this->cs, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
info->game_date = NetworkRecv_uint16(this, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
info->start_date = NetworkRecv_uint16(this, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
}
NetworkRecv_string(&this->cs, p, info->map_name, sizeof(info->map_name));
info->map_width = NetworkRecv_uint16(&this->cs, p);
info->map_height = NetworkRecv_uint16(&this->cs, p);
info->map_set = NetworkRecv_uint8 (&this->cs, p);
info->dedicated = (NetworkRecv_uint8(&this->cs, p) != 0);
NetworkRecv_string(this, p, info->map_name, sizeof(info->map_name));
info->map_width = NetworkRecv_uint16(this, p);
info->map_height = NetworkRecv_uint16(this, p);
info->map_set = NetworkRecv_uint8 (this, p);
info->dedicated = (NetworkRecv_uint8(this, p) != 0);
}
}
@ -313,13 +312,12 @@ void NetworkUDPSocketHandler::HandleUDPPacket(Packet *p, const struct sockaddr_i
{
PacketUDPType type;
/* Fake a client, so we can see when there is an illegal packet */
this->cs.socket = INVALID_SOCKET;
this->cs.has_quit = false;
/* New packet == new client, which has not quit yet */
this->has_quit = false;
type = (PacketUDPType)NetworkRecv_uint8(&this->cs, p);
type = (PacketUDPType)NetworkRecv_uint8(this, p);
switch (this->cs.has_quit ? PACKET_UDP_END : type) {
switch (this->HasClientQuit() ? PACKET_UDP_END : type) {
UDP_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER);
UDP_COMMAND(PACKET_UDP_SERVER_RESPONSE);
UDP_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO);
@ -333,7 +331,7 @@ void NetworkUDPSocketHandler::HandleUDPPacket(Packet *p, const struct sockaddr_i
UDP_COMMAND(PACKET_UDP_SERVER_NEWGRFS);
default:
if (!this->cs.has_quit) {
if (this->HasClientQuit()) {
DEBUG(net, 0, "[udp] received invalid packet type %d from %s:%d", type, inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port));
} else {
DEBUG(net, 0, "[udp] received illegal packet from %s:%d", inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port));
@ -351,8 +349,8 @@ void NetworkUDPSocketHandler::HandleUDPPacket(Packet *p, const struct sockaddr_i
#define DEFINE_UNAVAILABLE_UDP_RECEIVE_COMMAND(type) \
void NetworkUDPSocketHandler::NetworkPacketReceive_## type ##_command(\
Packet *p, const struct sockaddr_in *client_addr) { \
DEBUG(net, 0, "[udp] received packet on wrong port from %s:%d", \
inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port)); \
DEBUG(net, 0, "[udp] received packet type %d on wrong port from %s:%d", \
type, inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port)); \
}
DEFINE_UNAVAILABLE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER);

View File

@ -6,11 +6,11 @@
#ifdef ENABLE_NETWORK
#include "os_abstraction.h"
#include "core.h"
#include "game.h"
#include "packet.h"
#include "../../newgrf_config.h"
#include "../../debug.h"
#include "../network_data.h"
/**
* @file udp.h Basic functions to receive and send UDP packets.
@ -91,11 +91,11 @@ enum PacketUDPType {
#define DECLARE_UDP_RECEIVE_COMMAND(type) virtual void NetworkPacketReceive_## type ##_command(Packet *p, const struct sockaddr_in *)
class NetworkUDPSocketHandler {
private:
SOCKET udp;
/** Base socket handler for all UDP sockets */
class NetworkUDPSocketHandler : public NetworkSocketHandler {
protected:
NetworkClientState cs;
NetworkRecvStatus CloseConnection();
/* Declare all possible packets here. If it can be received by the
* a specific handler, it has to be implemented. */
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER);
@ -121,10 +121,8 @@ protected:
*/
virtual void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config) { NOT_REACHED(); }
public:
NetworkUDPSocketHandler();
virtual ~NetworkUDPSocketHandler() { this->Close(); }
bool IsListening() { return this->udp != INVALID_SOCKET; }
bool Listen(uint32 host, uint16 port, bool broadcast);
void Close();

View File

@ -47,7 +47,7 @@ extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket
// Here we keep track of the clients
// (and the client uses [0] for his own communication)
NetworkClientState _clients[MAX_CLIENTS];
NetworkTCPSocketHandler _clients[MAX_CLIENTS];
@ -90,9 +90,9 @@ NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip)
}
// Function that looks up the CS for a given client-index
NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index)
NetworkTCPSocketHandler *NetworkFindClientStateFromIndex(uint16 client_index)
{
NetworkClientState *cs;
NetworkTCPSocketHandler *cs;
for (cs = _clients; cs != endof(_clients); cs++) {
if (cs->index == client_index) return cs;
@ -103,7 +103,7 @@ NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index)
// NetworkGetClientName is a server-safe function to get the name of the client
// if the user did not send it yet, Client #<no> is used.
void NetworkGetClientName(char *client_name, size_t size, const NetworkClientState *cs)
void NetworkGetClientName(char *client_name, size_t size, const NetworkTCPSocketHandler *cs)
{
const NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
@ -116,7 +116,7 @@ void NetworkGetClientName(char *client_name, size_t size, const NetworkClientSta
byte NetworkSpectatorCount(void)
{
const NetworkClientState *cs;
NetworkTCPSocketHandler *cs;
byte count = 0;
FOR_ALL_CLIENTS(cs) {
@ -197,7 +197,7 @@ void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send
}
// Calculate the frame-lag of a client
uint NetworkCalculateLag(const NetworkClientState *cs)
uint NetworkCalculateLag(const NetworkTCPSocketHandler *cs)
{
int lag = cs->last_frame_server - cs->last_frame;
// This client has missed his ACK packet after 1 DAY_TICKS..
@ -230,7 +230,7 @@ static void ServerStartError(const char *error)
NetworkError(STR_NETWORK_ERR_SERVER_START);
}
static void NetworkClientError(NetworkRecvStatus res, NetworkClientState* cs)
static void NetworkClientError(NetworkRecvStatus res, NetworkTCPSocketHandler* cs)
{
// First, send a CLIENT_ERROR to the server, so he knows we are
// disconnection (and why!)
@ -298,7 +298,7 @@ char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last)
/* Count the number of active clients connected */
static uint NetworkCountPlayers(void)
{
const NetworkClientState *cs;
NetworkTCPSocketHandler *cs;
uint count = 0;
FOR_ALL_CLIENTS(cs) {
@ -549,9 +549,9 @@ void ParseConnectionString(const char **player, const char **port, char *connect
// Creates a new client from a socket
// Used both by the server and the client
static NetworkClientState *NetworkAllocClient(SOCKET s)
static NetworkTCPSocketHandler *NetworkAllocClient(SOCKET s)
{
NetworkClientState *cs;
NetworkTCPSocketHandler *cs;
byte client_no = 0;
if (_network_server) {
@ -564,11 +564,8 @@ static NetworkClientState *NetworkAllocClient(SOCKET s)
}
cs = DEREF_CLIENT(client_no);
memset(cs, 0, sizeof(*cs));
cs->socket = s;
cs->last_frame = 0;
cs->has_quit = false;
cs->Initialize();
cs->sock = s;
cs->last_frame = _frame_counter;
cs->last_frame_server = _frame_counter;
@ -588,11 +585,11 @@ static NetworkClientState *NetworkAllocClient(SOCKET s)
}
// Close a connection
void NetworkCloseClient(NetworkClientState *cs)
void NetworkCloseClient(NetworkTCPSocketHandler *cs)
{
NetworkClientInfo *ci;
// Socket is already dead
if (cs->socket == INVALID_SOCKET) {
if (cs->sock == INVALID_SOCKET) {
cs->has_quit = true;
return;
}
@ -604,7 +601,7 @@ void NetworkCloseClient(NetworkClientState *cs)
NetworkErrorCode errorno = NETWORK_ERROR_CONNECTION_LOST;
char str[100];
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkClientState *new_cs;
NetworkTCPSocketHandler *new_cs;
NetworkGetClientName(client_name, sizeof(client_name), cs);
@ -626,7 +623,7 @@ void NetworkCloseClient(NetworkClientState *cs)
NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
}
closesocket(cs->socket);
closesocket(cs->sock);
cs->writable = false;
cs->has_quit = true;
@ -653,7 +650,7 @@ void NetworkCloseClient(NetworkClientState *cs)
if (cs->status > STATUS_INACTIVE) _network_game_info.clients_on--;
_network_clients_connected--;
while ((cs + 1) != DEREF_CLIENT(MAX_CLIENTS) && (cs + 1)->socket != INVALID_SOCKET) {
while ((cs + 1) != DEREF_CLIENT(MAX_CLIENTS) && (cs + 1)->sock != INVALID_SOCKET) {
*cs = *(cs + 1);
*ci = *(ci + 1);
cs++;
@ -664,7 +661,7 @@ void NetworkCloseClient(NetworkClientState *cs)
}
// Reset the status of the last socket
cs->socket = INVALID_SOCKET;
cs->sock = INVALID_SOCKET;
cs->status = STATUS_INACTIVE;
cs->index = NETWORK_EMPTY_INDEX;
ci->client_index = NETWORK_EMPTY_INDEX;
@ -711,7 +708,7 @@ static bool NetworkConnect(const char *hostname, int port)
static void NetworkAcceptClients(void)
{
struct sockaddr_in sin;
NetworkClientState *cs;
NetworkTCPSocketHandler *cs;
uint i;
bool banned;
@ -827,7 +824,7 @@ static bool NetworkListen(void)
// Close all current connections
static void NetworkClose(void)
{
NetworkClientState *cs;
NetworkTCPSocketHandler *cs;
FOR_ALL_CLIENTS(cs) {
if (!_network_server) {
@ -849,16 +846,13 @@ static void NetworkClose(void)
// Inits the network (cleans sockets and stuff)
static void NetworkInitialize(void)
{
NetworkClientState *cs;
NetworkTCPSocketHandler *cs;
_local_command_queue = NULL;
// Clean all client-sockets
memset(_clients, 0, sizeof(_clients));
for (cs = _clients; cs != &_clients[MAX_CLIENTS]; cs++) {
cs->socket = INVALID_SOCKET;
cs->status = STATUS_INACTIVE;
cs->command_queue = NULL;
cs->Initialize();
}
// Clean the client_info memory
@ -1071,7 +1065,7 @@ bool NetworkServerStart(void)
void NetworkReboot(void)
{
if (_network_server) {
NetworkClientState *cs;
NetworkTCPSocketHandler *cs;
FOR_ALL_CLIENTS(cs) {
SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
NetworkSend_Packets(cs);
@ -1095,7 +1089,7 @@ void NetworkReboot(void)
void NetworkDisconnect(void)
{
if (_network_server) {
NetworkClientState *cs;
NetworkTCPSocketHandler *cs;
FOR_ALL_CLIENTS(cs) {
SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
NetworkSend_Packets(cs);
@ -1122,7 +1116,7 @@ void NetworkDisconnect(void)
// Receives something from the network
static bool NetworkReceive(void)
{
NetworkClientState *cs;
NetworkTCPSocketHandler *cs;
int n;
fd_set read_fd, write_fd;
struct timeval tv;
@ -1131,8 +1125,8 @@ static bool NetworkReceive(void)
FD_ZERO(&write_fd);
FOR_ALL_CLIENTS(cs) {
FD_SET(cs->socket, &read_fd);
FD_SET(cs->socket, &write_fd);
FD_SET(cs->sock, &read_fd);
FD_SET(cs->sock, &write_fd);
}
// take care of listener port
@ -1151,8 +1145,8 @@ static bool NetworkReceive(void)
// read stuff from clients
FOR_ALL_CLIENTS(cs) {
cs->writable = !!FD_ISSET(cs->socket, &write_fd);
if (FD_ISSET(cs->socket, &read_fd)) {
cs->writable = !!FD_ISSET(cs->sock, &write_fd);
if (FD_ISSET(cs->sock, &read_fd)) {
if (_network_server) {
NetworkServer_ReadPackets(cs);
} else {
@ -1177,7 +1171,7 @@ static bool NetworkReceive(void)
// This sends all buffered commands (if possible)
static void NetworkSend(void)
{
NetworkClientState *cs;
NetworkTCPSocketHandler *cs;
FOR_ALL_CLIENTS(cs) {
if (cs->writable) {
NetworkSend_Packets(cs);

View File

@ -796,7 +796,7 @@ void NetworkClient_Connected(void)
}
// Reads the packets from the socket-stream, if available
NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientState *cs)
NetworkRecvStatus NetworkClient_ReadPackets(NetworkTCPSocketHandler *cs)
{
Packet *p;
NetworkRecvStatus res = NETWORK_RECV_STATUS_OKAY;

View File

@ -17,7 +17,7 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name);
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK);
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command);
NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientState *cs);
NetworkRecvStatus NetworkClient_ReadPackets(NetworkTCPSocketHandler *cs);
void NetworkClient_Connected(void);
#endif /* ENABLE_NETWORK */

View File

@ -12,7 +12,7 @@
#include "../helpers.hpp"
// Add a command to the local command queue
void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp)
void NetworkAddCommandQueue(NetworkTCPSocketHandler *cs, CommandPacket *cp)
{
CommandPacket* new_cp = MallocT<CommandPacket>(1);
@ -65,7 +65,7 @@ void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, Comma
// client on the server can do everything 1 tick faster than others.
// So to keep the game fair, we delay the command with 1 tick
// which gives about the same speed as most clients.
NetworkClientState *cs;
NetworkTCPSocketHandler *cs;
// And we queue it for delivery to the clients
FOR_ALL_CLIENTS(cs) {

View File

@ -9,8 +9,10 @@
#include "../openttd.h"
#include "network.h"
#include "core/os_abstraction.h"
#include "core/core.h"
#include "core/config.h"
#include "core/packet.h"
#include "core/tcp.h"
#define MAX_TEXT_MSG_LEN 1024 /* long long long long sentences :-) */
@ -18,46 +20,12 @@
#define NETWORK_SERVER_INDEX 1
#define NETWORK_EMPTY_INDEX 0
typedef struct CommandPacket {
struct CommandPacket *next;
PlayerByte player; /// player that is executing the command
uint32 cmd; /// command being executed
uint32 p1; /// parameter p1
uint32 p2; /// parameter p2
TileIndex tile; /// tile command being executed on
char text[80];
uint32 frame; /// the frame in which this packet is executed
byte callback; /// any callback function executed upon successful completion of the command
} CommandPacket;
typedef enum {
STATUS_INACTIVE,
STATUS_AUTH, // This means that the client is authorized
STATUS_MAP_WAIT, // This means that the client is put on hold because someone else is getting the map
STATUS_MAP,
STATUS_DONE_MAP,
STATUS_PRE_ACTIVE,
STATUS_ACTIVE,
} ClientStatus;
typedef enum {
MAP_PACKET_START,
MAP_PACKET_NORMAL,
MAP_PACKET_END,
} MapPacket;
typedef enum {
NETWORK_RECV_STATUS_OKAY,
NETWORK_RECV_STATUS_DESYNC,
NETWORK_RECV_STATUS_SAVEGAME,
NETWORK_RECV_STATUS_CONN_LOST,
NETWORK_RECV_STATUS_MALFORMED_PACKET,
NETWORK_RECV_STATUS_SERVER_ERROR, // The server told us we made an error
NETWORK_RECV_STATUS_SERVER_FULL,
NETWORK_RECV_STATUS_SERVER_BANNED,
NETWORK_RECV_STATUS_CLOSE_QUERY, // Done quering the server
} NetworkRecvStatus;
typedef enum {
NETWORK_ERROR_GENERAL, // Try to use thisone like never
@ -96,24 +64,6 @@ typedef enum {
NETWORK_COMPANY_PASSWORD,
} NetworkPasswordType;
// To keep the clients all together
struct NetworkClientState { // Typedeffed in network_core/packet.h
SOCKET socket;
uint16 index;
uint32 last_frame;
uint32 last_frame_server;
byte lag_test; // This byte is used for lag-testing the client
ClientStatus status;
bool writable; // is client ready to write to?
bool has_quit;
Packet *packet_queue; // Packets that are awaiting delivery
Packet *packet_recv; // Partially received packet
CommandPacket *command_queue; // The command-queue awaiting delivery
};
typedef enum {
DESTTYPE_BROADCAST, ///< Send message/notice to all players (All)
DESTTYPE_TEAM, ///< Send message/notice to everyone playing the same company (Team)
@ -125,7 +75,7 @@ extern CommandPacket *_local_command_queue;
// Here we keep track of the clients
// (and the client uses [0] for his own communication)
extern NetworkClientState _clients[MAX_CLIENTS];
extern NetworkTCPSocketHandler _clients[MAX_CLIENTS];
#define DEREF_CLIENT(i) (&_clients[i])
// This returns the NetworkClientInfo from a NetworkClientState
@ -135,28 +85,28 @@ extern NetworkClientState _clients[MAX_CLIENTS];
#define DEF_CLIENT_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(Packet *p)
#define DEF_CLIENT_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(void)
#define DEF_CLIENT_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
#define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(NetworkClientState *cs, Packet *p)
#define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(NetworkClientState *cs)
#define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(NetworkTCPSocketHandler *cs, Packet *p)
#define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(NetworkTCPSocketHandler *cs)
#define DEF_SERVER_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
#define SEND_COMMAND(type) NetworkPacketSend_ ## type ## _command
#define RECEIVE_COMMAND(type) NetworkPacketReceive_ ## type ## _command
#define FOR_ALL_CLIENTS(cs) for (cs = _clients; cs != endof(_clients) && cs->socket != INVALID_SOCKET; cs++)
#define FOR_ALL_CLIENTS(cs) for (cs = _clients; cs != endof(_clients) && cs->IsConnected(); cs++)
#define FOR_ALL_ACTIVE_CLIENT_INFOS(ci) for (ci = _network_client_info; ci != endof(_network_client_info); ci++) if (ci->client_index != NETWORK_EMPTY_INDEX)
void NetworkExecuteCommand(CommandPacket *cp);
void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp);
void NetworkAddCommandQueue(NetworkTCPSocketHandler *cs, CommandPacket *cp);
// from network.c
void NetworkCloseClient(NetworkClientState *cs);
void NetworkCloseClient(NetworkTCPSocketHandler *cs);
void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send, const char *name, const char *str, ...);
void NetworkGetClientName(char *clientname, size_t size, const NetworkClientState *cs);
uint NetworkCalculateLag(const NetworkClientState *cs);
void NetworkGetClientName(char *clientname, size_t size, const NetworkTCPSocketHandler *cs);
uint NetworkCalculateLag(const NetworkTCPSocketHandler *cs);
byte NetworkGetCurrentLanguageIndex(void);
NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index);
NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip);
NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index);
NetworkTCPSocketHandler *NetworkFindClientStateFromIndex(uint16 client_index);
unsigned long NetworkResolveHost(const char *hostname);
char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last);

View File

@ -26,14 +26,14 @@
// This file handles all the server-commands
static void NetworkHandleCommandQueue(NetworkClientState* cs);
static void NetworkHandleCommandQueue(NetworkTCPSocketHandler* cs);
// **********
// Sending functions
// DEF_SERVER_SEND_COMMAND has parameter: NetworkClientState *cs
// DEF_SERVER_SEND_COMMAND has parameter: NetworkTCPSocketHandler *cs
// **********
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(NetworkClientState *cs, NetworkClientInfo *ci)
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(NetworkTCPSocketHandler *cs, NetworkClientInfo *ci)
{
//
// Packet: SERVER_CLIENT_INFO
@ -131,7 +131,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)
NetworkSend_Packet(p, cs);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientState *cs, NetworkErrorCode error)
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkTCPSocketHandler *cs, NetworkErrorCode error)
{
//
// Packet: SERVER_ERROR
@ -150,7 +150,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientState *cs, Netwo
// Only send when the current client was in game
if (cs->status > STATUS_AUTH) {
NetworkClientState *new_cs;
NetworkTCPSocketHandler *new_cs;
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkGetClientName(client_name, sizeof(client_name), cs);
@ -182,7 +182,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientState *cs, Netwo
NetworkCloseClient(cs);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(NetworkClientState *cs, NetworkPasswordType type)
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(NetworkTCPSocketHandler *cs, NetworkPasswordType type)
{
//
// Packet: SERVER_NEED_PASSWORD
@ -206,7 +206,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME)
//
Packet *p;
const NetworkClientState *new_cs;
NetworkTCPSocketHandler *new_cs;
// Invalid packet when status is AUTH or higher
if (cs->status >= STATUS_AUTH) return;
@ -237,7 +237,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WAIT)
// uint8: Clients awaiting map
//
int waiting = 0;
NetworkClientState *new_cs;
NetworkTCPSocketHandler *new_cs;
Packet *p;
// Count how many players are waiting in the queue
@ -330,7 +330,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
fclose(file_pointer);
{
NetworkClientState *new_cs;
NetworkTCPSocketHandler *new_cs;
bool new_map_client = false;
// Check if there is a client waiting for receiving the map
// and start sending him the map
@ -367,7 +367,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
}
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_JOIN)(NetworkClientState *cs, uint16 client_index)
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_JOIN)(NetworkTCPSocketHandler *cs, uint16 client_index)
{
//
// Packet: SERVER_JOIN
@ -433,7 +433,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SYNC)
NetworkSend_Packet(p, cs);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(NetworkClientState *cs, CommandPacket *cp)
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(NetworkTCPSocketHandler *cs, CommandPacket *cp)
{
//
// Packet: SERVER_COMMAND
@ -463,7 +463,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(NetworkClientState *cs, Com
NetworkSend_Packet(p, cs);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(NetworkClientState *cs, NetworkAction action, uint16 client_index, bool self_send, const char *msg)
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(NetworkTCPSocketHandler *cs, NetworkAction action, uint16 client_index, bool self_send, const char *msg)
{
//
// Packet: SERVER_CHAT
@ -484,7 +484,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(NetworkClientState *cs, Networ
NetworkSend_Packet(p, cs);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientState *cs, uint16 client_index, NetworkErrorCode errorno)
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkTCPSocketHandler *cs, uint16 client_index, NetworkErrorCode errorno)
{
//
// Packet: SERVER_ERROR_QUIT
@ -503,7 +503,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientState *cs,
NetworkSend_Packet(p, cs);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(NetworkClientState *cs, uint16 client_index, const char *leavemsg)
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(NetworkTCPSocketHandler *cs, uint16 client_index, const char *leavemsg)
{
//
// Packet: SERVER_ERROR_QUIT
@ -548,7 +548,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME)
NetworkSend_Packet(p, cs);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkClientState *cs, uint16 color, const char *command)
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkTCPSocketHandler *cs, uint16 color, const char *command)
{
Packet *p = NetworkSend_Init(PACKET_SERVER_RCON);
@ -559,7 +559,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkClientState *cs, uint16
// **********
// Receiving functions
// DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientState *cs, Packet *p
// DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkTCPSocketHandler *cs, Packet *p
// **********
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO)
@ -696,7 +696,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD)
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
{
const NetworkClientState *new_cs;
NetworkTCPSocketHandler *new_cs;
// The client was never joined.. so this is impossible, right?
// Ignore the packet, give the client a warning, and close his connection
@ -724,7 +724,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
// Client has the map, now start syncing
if (cs->status == STATUS_DONE_MAP && !cs->has_quit) {
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkClientState *new_cs;
NetworkTCPSocketHandler *new_cs;
NetworkGetClientName(client_name, sizeof(client_name), cs);
@ -789,7 +789,7 @@ static bool CheckCommandFlags(const CommandPacket *cp, const NetworkClientInfo *
*/
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
{
NetworkClientState *new_cs;
NetworkTCPSocketHandler *new_cs;
const NetworkClientInfo *ci;
byte callback;
@ -888,7 +888,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
{
// This packets means a client noticed an error and is reporting this
// to us. Display the error and report it to the other clients
NetworkClientState *new_cs;
NetworkTCPSocketHandler *new_cs;
char str[100];
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkErrorCode errorno = (NetworkErrorCode)NetworkRecv_uint8(cs, p);
@ -920,7 +920,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
{
// The client wants to leave. Display this and report it to the other
// clients.
NetworkClientState *new_cs;
NetworkTCPSocketHandler *new_cs;
char str[100];
char client_name[NETWORK_CLIENT_NAME_LENGTH];
@ -978,7 +978,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
void NetworkServer_HandleChat(NetworkAction action, DestType desttype, int dest, const char *msg, uint16 from_index)
{
NetworkClientState *cs;
NetworkTCPSocketHandler *cs;
const NetworkClientInfo *ci, *ci_own, *ci_to;
switch (desttype) {
@ -1141,7 +1141,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_RCON)
}
// The layout for the receive-functions by the server
typedef void NetworkServerPacket(NetworkClientState *cs, Packet *p);
typedef void NetworkServerPacket(NetworkTCPSocketHandler *cs, Packet *p);
// This array matches PacketType. At an incoming
@ -1193,7 +1193,7 @@ void NetworkPopulateCompanyInfo(void)
const Player *p;
const Vehicle *v;
const Station *s;
const NetworkClientState *cs;
NetworkTCPSocketHandler *cs;
const NetworkClientInfo *ci;
uint i;
uint16 months_empty;
@ -1302,7 +1302,7 @@ void NetworkPopulateCompanyInfo(void)
// Send a packet to all clients with updated info about this client_index
void NetworkUpdateClientInfo(uint16 client_index)
{
NetworkClientState *cs;
NetworkTCPSocketHandler *cs;
NetworkClientInfo *ci = NetworkFindClientInfoFromIndex(client_index);
if (ci == NULL) return;
@ -1329,7 +1329,7 @@ static void NetworkCheckRestartMap(void)
(and item 1. happens a year later) */
static void NetworkAutoCleanCompanies(void)
{
const NetworkClientState *cs;
NetworkTCPSocketHandler *cs;
const NetworkClientInfo *ci;
const Player *p;
bool clients_in_company[MAX_PLAYERS];
@ -1382,7 +1382,7 @@ static void NetworkAutoCleanCompanies(void)
// and it returns true if that succeeded.
bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH])
{
NetworkClientState *new_cs;
NetworkTCPSocketHandler *new_cs;
bool found_name = false;
byte number = 0;
char original_name[NETWORK_CLIENT_NAME_LENGTH];
@ -1421,7 +1421,7 @@ bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH])
}
// Reads a packet from the stream
bool NetworkServer_ReadPackets(NetworkClientState *cs)
bool NetworkServer_ReadPackets(NetworkTCPSocketHandler *cs)
{
Packet *p;
NetworkRecvStatus res;
@ -1439,7 +1439,7 @@ bool NetworkServer_ReadPackets(NetworkClientState *cs)
}
// Handle the local command-queue
static void NetworkHandleCommandQueue(NetworkClientState* cs)
static void NetworkHandleCommandQueue(NetworkTCPSocketHandler* cs)
{
CommandPacket *cp;
@ -1454,7 +1454,7 @@ static void NetworkHandleCommandQueue(NetworkClientState* cs)
// This is called every tick if this is a _network_server
void NetworkServer_Tick(bool send_frame)
{
NetworkClientState *cs;
NetworkTCPSocketHandler *cs;
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
bool send_sync = false;
#endif

View File

@ -6,16 +6,16 @@
#ifdef ENABLE_NETWORK
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP);
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientState *cs, uint16 client_index, NetworkErrorCode errorno);
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientState *cs, NetworkErrorCode error);
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkTCPSocketHandler *cs, uint16 client_index, NetworkErrorCode errorno);
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkTCPSocketHandler *cs, NetworkErrorCode error);
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN);
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME);
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkClientState *cs, uint16 color, const char *command);
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkTCPSocketHandler *cs, uint16 color, const char *command);
bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]);
void NetworkServer_HandleChat(NetworkAction action, DestType type, int dest, const char *msg, uint16 from_index);
bool NetworkServer_ReadPackets(NetworkClientState *cs);
bool NetworkServer_ReadPackets(NetworkTCPSocketHandler *cs);
void NetworkServer_Tick(bool send_frame);
void NetworkServerMonthlyLoop(void);
void NetworkServerYearlyLoop(void);

View File

@ -93,7 +93,7 @@ DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_FIND_SERVER)
DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_DETAIL_INFO)
{
NetworkClientState *cs;
NetworkTCPSocketHandler *cs;
NetworkClientInfo *ci;
Packet *packet;
Player *player;
@ -221,7 +221,7 @@ DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_GET_NEWGRFS)
DEBUG(net, 6, "[udp] newgrf data request from %s:%d", inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port));
num_grfs = NetworkRecv_uint8 (&this->cs, p);
num_grfs = NetworkRecv_uint8 (this, p);
if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
for (i = 0; i < num_grfs; i++) {
@ -360,14 +360,15 @@ DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_MASTER_RESPONSE_LIST)
* an uint32 (ip) and an uint16 (port) for each pair
*/
ver = NetworkRecv_uint8(&this->cs, p);
if (this->cs.has_quit) return;
ver = NetworkRecv_uint8(this, p);
if (ver == 1) {
for (i = NetworkRecv_uint16(&this->cs, p); i != 0 ; i--) {
ip.s_addr = TO_LE32(NetworkRecv_uint32(&this->cs, p));
port = NetworkRecv_uint16(&this->cs, p);
for (i = NetworkRecv_uint16(this, p); i != 0 ; i--) {
ip.s_addr = TO_LE32(NetworkRecv_uint32(this, p));
port = NetworkRecv_uint16(this, p);
/* Somehow we reached the end of the packet */
if (this->HasClientQuit()) return;
NetworkUDPQueryServer(inet_ntoa(ip), port);
}
}
@ -381,7 +382,7 @@ DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_SERVER_NEWGRFS)
DEBUG(net, 6, "[udp] newgrf data reply from %s:%d", inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port));
num_grfs = NetworkRecv_uint8 (&this->cs, p);
num_grfs = NetworkRecv_uint8 (this, p);
if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
for (i = 0; i < num_grfs; i++) {
@ -390,7 +391,7 @@ DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_SERVER_NEWGRFS)
GRFConfig c;
this->Recv_GRFIdentifier(p, &c);
NetworkRecv_string(&this->cs, p, name, sizeof(name));
NetworkRecv_string(this, p, name, sizeof(name));
/* An empty name is not possible under normal circumstances
* and causes problems when showing the NewGRF list. */
@ -465,7 +466,7 @@ void NetworkUDPQueryMasterServer(void)
struct sockaddr_in out_addr;
Packet *p;
if (!_udp_client_socket->IsListening()) {
if (!_udp_client_socket->IsConnected()) {
if (!_udp_client_socket->Listen(0, 0, true)) return;
}
@ -492,7 +493,7 @@ void NetworkUDPSearchGame(void)
if (_network_udp_broadcast > 0) return;
// No UDP-socket yet..
if (!_udp_client_socket->IsListening()) {
if (!_udp_client_socket->IsConnected()) {
if (!_udp_client_socket->Listen(0, 0, true)) return;
}
@ -509,7 +510,7 @@ NetworkGameList *NetworkUDPQueryServer(const char* host, unsigned short port)
NetworkGameList *item;
// No UDP-socket yet..
if (!_udp_client_socket->IsListening()) {
if (!_udp_client_socket->IsConnected()) {
if (!_udp_client_socket->Listen(0, 0, true)) return NULL;
}
@ -545,7 +546,7 @@ void NetworkUDPRemoveAdvertise(void)
if (!_networking || !_network_server || !_network_udp_server) return;
/* check for socket */
if (!_udp_master_socket->IsListening()) {
if (!_udp_master_socket->IsConnected()) {
if (!_udp_master_socket->Listen(0, 0, false)) return;
}
@ -578,7 +579,7 @@ void NetworkUDPAdvertise(void)
return;
/* check for socket */
if (!_udp_master_socket->IsListening()) {
if (!_udp_master_socket->IsConnected()) {
if (!_udp_master_socket->Listen(0, 0, false)) return;
}