(svn r20936) -Codechange: make server side packet sending methods class methods

This commit is contained in:
rubidium 2010-10-15 20:25:07 +00:00
parent 9858d699a3
commit f712055002
4 changed files with 168 additions and 160 deletions

View File

@ -751,7 +751,7 @@ void NetworkReboot()
if (_network_server) {
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
cs->SendNewGame();
cs->Send_Packets();
}
}
@ -768,7 +768,7 @@ void NetworkDisconnect(bool blocking)
if (_network_server) {
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
cs->SendShutdown();
cs->Send_Packets();
}
}
@ -847,7 +847,7 @@ static void NetworkSend()
if (cs->status == STATUS_MAP) {
/* This client is in the middle of a map-send, call the function for that */
SEND_COMMAND(PACKET_SERVER_MAP)(cs);
cs->SendMap();
}
}
}

View File

@ -175,13 +175,5 @@ NetworkClientSocket *NetworkFindClientStateFromClientID(ClientID client_id);
StringID GetNetworkErrorMsg(NetworkErrorCode err);
bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]);
/* Macros to make life a bit more easier */
#define DEF_SERVER_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(NetworkClientSocket *cs, Packet *p)
#define DEF_SERVER_SEND_COMMAND(type) NetworkRecvStatus NetworkPacketSend_ ## type ## _command(NetworkClientSocket *cs)
#define DEF_SERVER_SEND_COMMAND_PARAM(type) NetworkRecvStatus NetworkPacketSend_ ## type ## _command
#define SEND_COMMAND(type) NetworkPacketSend_ ## type ## _command
#define RECEIVE_COMMAND(type) NetworkPacketReceive_ ## type ## _command
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_INTERNAL_H */

View File

@ -95,7 +95,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
/* Inform other clients of this... strange leaving ;) */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) {
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, this->client_id, NETWORK_ERROR_CONNECTION_LOST);
new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
}
}
}
@ -124,7 +124,7 @@ static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
* DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs
************/
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(NetworkClientSocket *cs, NetworkClientInfo *ci)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientInfo *ci)
{
/*
* Packet: SERVER_CLIENT_INFO
@ -141,12 +141,12 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(NetworkClientSocket *cs
p->Send_uint8 (ci->client_playas);
p->Send_string(ci->client_name);
cs->Send_Packet(p);
this->Send_Packet(p);
}
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
{
/*
* Packet: SERVER_COMPANY_INFO
@ -194,7 +194,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)
p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
p->Send_bool (true);
cs->Send_CompanyInformation(p, company, &company_stats[company->index]);
this->Send_CompanyInformation(p, company, &company_stats[company->index]);
if (StrEmpty(clients[company->index])) {
p->Send_string("<none>");
@ -202,7 +202,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)
p->Send_string(clients[company->index]);
}
cs->Send_Packet(p);
this->Send_Packet(p);
}
p = new Packet(PACKET_SERVER_COMPANY_INFO);
@ -210,11 +210,11 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)
p->Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
p->Send_bool (false);
cs->Send_Packet(p);
this->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientSocket *cs, NetworkErrorCode error)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error)
{
/*
* Packet: SERVER_ERROR
@ -227,41 +227,41 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientSocket *cs, Netw
Packet *p = new Packet(PACKET_SERVER_ERROR);
p->Send_uint8(error);
cs->Send_Packet(p);
this->Send_Packet(p);
StringID strid = GetNetworkErrorMsg(error);
GetString(str, strid, lastof(str));
/* Only send when the current client was in game */
if (cs->status > STATUS_AUTHORIZED) {
if (this->status > STATUS_AUTHORIZED) {
NetworkClientSocket *new_cs;
char client_name[NETWORK_CLIENT_NAME_LENGTH];
((ServerNetworkGameSocketHandler*)cs)->GetClientName(client_name, sizeof(client_name));
this->GetClientName(client_name, sizeof(client_name));
DEBUG(net, 1, "'%s' made an error and has been disconnected. Reason: '%s'", client_name, str);
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, strid);
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTHORIZED && new_cs != cs) {
if (new_cs->status > STATUS_AUTHORIZED && new_cs != this) {
/* Some errors we filter to a more general error. Clients don't have to know the real
* reason a joining failed. */
if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
error = NETWORK_ERROR_ILLEGAL_PACKET;
}
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, error);
new_cs->SendErrorQuit(this->client_id, error);
}
}
} else {
DEBUG(net, 1, "Client %d made an error and has been disconnected. Reason: '%s'", cs->client_id, str);
DEBUG(net, 1, "Client %d made an error and has been disconnected. Reason: '%s'", this->client_id, str);
}
/* The client made a mistake, so drop his connection now! */
return cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHECK_NEWGRFS)(NetworkClientSocket *cs)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
{
/*
* Packet: PACKET_SERVER_CHECK_NEWGRFS
@ -283,14 +283,14 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHECK_NEWGRFS)(NetworkClientSocket *
p->Send_uint8 (grf_count);
for (c = _grfconfig; c != NULL; c = c->next) {
if (!HasBit(c->flags, GCF_STATIC)) cs->Send_GRFIdentifier(p, &c->ident);
if (!HasBit(c->flags, GCF_STATIC)) this->Send_GRFIdentifier(p, &c->ident);
}
cs->Send_Packet(p);
this->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_GAME_PASSWORD)(NetworkClientSocket *cs)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
{
/*
* Packet: PACKET_SERVER_NEED_GAME_PASSWORD
@ -298,16 +298,16 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_GAME_PASSWORD)(NetworkClientSoc
*/
/* Invalid packet when status is STATUS_AUTH_GAME or higher */
if (cs->status >= STATUS_AUTH_GAME) return cs->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
if (this->status >= STATUS_AUTH_GAME) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
cs->status = STATUS_AUTH_GAME;
this->status = STATUS_AUTH_GAME;
Packet *p = new Packet(PACKET_SERVER_NEED_GAME_PASSWORD);
cs->Send_Packet(p);
this->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_COMPANY_PASSWORD)(NetworkClientSocket *cs)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
{
/*
* Packet: PACKET_SERVER_NEED_COMPANY_PASSWORD
@ -318,18 +318,18 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_COMPANY_PASSWORD)(NetworkClient
*/
/* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
if (cs->status >= STATUS_AUTH_COMPANY) return cs->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
if (this->status >= STATUS_AUTH_COMPANY) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
cs->status = STATUS_AUTH_COMPANY;
this->status = STATUS_AUTH_COMPANY;
Packet *p = new Packet(PACKET_SERVER_NEED_COMPANY_PASSWORD);
p->Send_uint32(_settings_game.game_creation.generation_seed);
p->Send_string(_settings_client.network.network_id);
cs->Send_Packet(p);
this->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
{
/*
* Packet: SERVER_WELCOME
@ -342,28 +342,28 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME)
NetworkClientSocket *new_cs;
/* Invalid packet when status is AUTH or higher */
if (cs->status >= STATUS_AUTHORIZED) return cs->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
if (this->status >= STATUS_AUTHORIZED) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
cs->status = STATUS_AUTHORIZED;
this->status = STATUS_AUTHORIZED;
_network_game_info.clients_on++;
p = new Packet(PACKET_SERVER_WELCOME);
p->Send_uint32(cs->client_id);
p->Send_uint32(this->client_id);
p->Send_uint32(_settings_game.game_creation.generation_seed);
p->Send_string(_settings_client.network.network_id);
cs->Send_Packet(p);
this->Send_Packet(p);
/* Transmit info about all the active clients */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs != cs && new_cs->status > STATUS_AUTHORIZED) {
SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, new_cs->GetInfo());
if (new_cs != this && new_cs->status > STATUS_AUTHORIZED) {
this->SendClientInfo(new_cs->GetInfo());
}
}
/* Also send the info of the server */
return SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, NetworkFindClientInfoFromClientID(CLIENT_ID_SERVER));
return this->SendClientInfo(NetworkFindClientInfoFromClientID(CLIENT_ID_SERVER));
}
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WAIT)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
{
/*
* Packet: PACKET_SERVER_WAIT
@ -383,12 +383,12 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WAIT)
p = new Packet(PACKET_SERVER_WAIT);
p->Send_uint8(waiting);
cs->Send_Packet(p);
this->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
}
/* This sends the map to the client */
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
{
/*
* Packet: SERVER_MAP
@ -407,12 +407,12 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
static FILE *file_pointer = NULL;
static uint sent_packets; // How many packets we did send succecfully last time
if (cs->status < STATUS_AUTHORIZED) {
if (this->status < STATUS_AUTHORIZED) {
/* Illegal call, return error and ignore the packet */
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
}
if (cs->status == STATUS_AUTHORIZED) {
if (this->status == STATUS_AUTHORIZED) {
const char *filename = "network_server.tmp";
Packet *p;
@ -432,20 +432,20 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
p->Send_uint8 (MAP_PACKET_START);
p->Send_uint32(_frame_counter);
p->Send_uint32(ftell(file_pointer));
cs->Send_Packet(p);
this->Send_Packet(p);
fseek(file_pointer, 0, SEEK_SET);
sent_packets = 4; // We start with trying 4 packets
NetworkSyncCommandQueue(cs);
cs->status = STATUS_MAP;
NetworkSyncCommandQueue(this);
this->status = STATUS_MAP;
/* Mark the start of download */
cs->last_frame = _frame_counter;
cs->last_frame_server = _frame_counter;
this->last_frame = _frame_counter;
this->last_frame_server = _frame_counter;
}
if (cs->status == STATUS_MAP) {
if (this->status == STATUS_MAP) {
uint i;
int res;
for (i = 0; i < sent_packets; i++) {
@ -456,16 +456,16 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
if (ferror(file_pointer)) usererror("Error reading temporary network savegame!");
p->size += res;
cs->Send_Packet(p);
this->Send_Packet(p);
if (feof(file_pointer)) {
/* Done reading! */
Packet *p = new Packet(PACKET_SERVER_MAP);
p->Send_uint8(MAP_PACKET_END);
cs->Send_Packet(p);
this->Send_Packet(p);
/* Set the status to DONE_MAP, no we will wait for the client
* to send it is ready (maybe that happens like never ;)) */
cs->status = STATUS_DONE_MAP;
this->status = STATUS_DONE_MAP;
fclose(file_pointer);
file_pointer = NULL;
@ -480,10 +480,10 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
/* If not, this client will get the map */
new_cs->status = STATUS_AUTHORIZED;
new_map_client = true;
SEND_COMMAND(PACKET_SERVER_MAP)(new_cs);
new_cs->SendMap();
} else {
/* Else, send the other clients how many clients are in front of them */
SEND_COMMAND(PACKET_SERVER_WAIT)(new_cs);
new_cs->SendWait();
}
}
}
@ -494,8 +494,8 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
}
/* Send all packets (forced) and check if we have send it all */
cs->Send_Packets();
if (cs->IsPacketQueueEmpty()) {
this->Send_Packets();
if (this->IsPacketQueueEmpty()) {
/* All are sent, increase the sent_packets */
sent_packets *= 2;
} else {
@ -506,7 +506,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_JOIN)(NetworkClientSocket *cs, ClientID client_id)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
{
/*
* Packet: SERVER_JOIN
@ -521,12 +521,12 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_JOIN)(NetworkClientSocket *cs, Clien
p->Send_uint32(client_id);
cs->Send_Packet(p);
this->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_FRAME)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
{
/*
* Packet: SERVER_FRAME
@ -548,11 +548,11 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_FRAME)
p->Send_uint32(_sync_seed_2);
#endif
#endif
cs->Send_Packet(p);
this->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SYNC)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
{
/*
* Packet: SERVER_SYNC
@ -571,11 +571,11 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SYNC)
#ifdef NETWORK_SEND_DOUBLE_SEED
p->Send_uint32(_sync_seed_2);
#endif
cs->Send_Packet(p);
this->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(NetworkClientSocket *cs, const CommandPacket *cp)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
{
/*
* Packet: SERVER_COMMAND
@ -593,15 +593,15 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(NetworkClientSocket *cs, co
Packet *p = new Packet(PACKET_SERVER_COMMAND);
cs->Send_Command(p, cp);
this->Send_Command(p, cp);
p->Send_uint32(cp->frame);
p->Send_bool (cp->my_cmd);
cs->Send_Packet(p);
this->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(NetworkClientSocket *cs, NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data)
{
/*
* Packet: SERVER_CHAT
@ -621,11 +621,11 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(NetworkClientSocket *cs, Netwo
p->Send_string(msg);
p->Send_uint64(data);
cs->Send_Packet(p);
this->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientSocket *cs, ClientID client_id, NetworkErrorCode errorno)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
{
/*
* Packet: SERVER_ERROR_QUIT
@ -641,11 +641,11 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientSocket *cs,
p->Send_uint32(client_id);
p->Send_uint8 (errorno);
cs->Send_Packet(p);
this->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(NetworkClientSocket *cs, ClientID client_id)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
{
/*
* Packet: SERVER_ERROR_QUIT
@ -659,11 +659,11 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(NetworkClientSocket *cs, Clien
p->Send_uint32(client_id);
cs->Send_Packet(p);
this->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
{
/*
* Packet: SERVER_SHUTDOWN
@ -673,11 +673,11 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN)
*/
Packet *p = new Packet(PACKET_SERVER_SHUTDOWN);
cs->Send_Packet(p);
this->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
{
/*
* Packet: PACKET_SERVER_NEWGAME
@ -687,46 +687,46 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME)
*/
Packet *p = new Packet(PACKET_SERVER_NEWGAME);
cs->Send_Packet(p);
this->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkClientSocket *cs, uint16 colour, const char *command)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16 colour, const char *command)
{
Packet *p = new Packet(PACKET_SERVER_RCON);
p->Send_uint16(colour);
p->Send_string(command);
cs->Send_Packet(p);
this->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_MOVE)(NetworkClientSocket *cs, ClientID client_id, CompanyID company_id)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendMove(ClientID client_id, CompanyID company_id)
{
Packet *p = new Packet(PACKET_SERVER_MOVE);
p->Send_uint32(client_id);
p->Send_uint8(company_id);
cs->Send_Packet(p);
this->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMPANY_UPDATE)(NetworkClientSocket *cs)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate()
{
Packet *p = new Packet(PACKET_SERVER_COMPANY_UPDATE);
p->Send_uint16(_network_company_passworded);
cs->Send_Packet(p);
this->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
{
Packet *p = new Packet(PACKET_SERVER_CONFIG_UPDATE);
p->Send_uint8(_settings_client.network.max_companies);
p->Send_uint8(_settings_client.network.max_spectators);
cs->Send_Packet(p);
this->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
}
@ -737,35 +737,35 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMPANY_INFO)
{
return SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)(this);
return this->SendCompanyInfo();
}
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_NEWGRFS_CHECKED)
{
if (this->status != STATUS_NEWGRFS_CHECK) {
/* Illegal call, return error and ignore the packet */
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
NetworkClientInfo *ci = this->GetInfo();
/* We now want a password from the client else we do not allow him in! */
if (!StrEmpty(_settings_client.network.server_password)) {
return SEND_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)(this);
return this->SendNeedGamePassword();
}
if (Company::IsValidID(ci->client_playas) && !StrEmpty(_network_company_states[ci->client_playas].password)) {
return SEND_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)(this);
return this->SendNeedCompanyPassword();
}
return SEND_COMMAND(PACKET_SERVER_WELCOME)(this);
return this->SendWelcome();
}
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_JOIN)
{
if (this->status != STATUS_INACTIVE) {
/* Illegal call, return error and ignore the packet */
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
char name[NETWORK_CLIENT_NAME_LENGTH];
@ -779,7 +779,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_JOIN)
/* Check if the client has revision control enabled */
if (!IsNetworkCompatibleVersion(client_revision)) {
/* Different revisions!! */
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_WRONG_REVISION);
return this->SendError(NETWORK_ERROR_WRONG_REVISION);
}
p->Recv_string(name, sizeof(name));
@ -792,17 +792,17 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_JOIN)
switch (playas) {
case COMPANY_NEW_COMPANY: // New company
if (Company::GetNumItems() >= _settings_client.network.max_companies) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_FULL);
return this->SendError(NETWORK_ERROR_FULL);
}
break;
case COMPANY_SPECTATOR: // Spectator
if (NetworkSpectatorCount() >= _settings_client.network.max_spectators) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_FULL);
return this->SendError(NETWORK_ERROR_FULL);
}
break;
default: // Join another company (companies 1-8 (index 0-7))
if (!Company::IsValidHumanID(playas)) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_COMPANY_MISMATCH);
return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
}
break;
}
@ -812,7 +812,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_JOIN)
if (!NetworkFindName(name)) { // Change name if duplicate
/* We could not create a name for this client */
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NAME_IN_USE);
return this->SendError(NETWORK_ERROR_NAME_IN_USE);
}
ci = this->GetInfo();
@ -829,16 +829,16 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_JOIN)
if (_grfconfig == NULL) {
/* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
return this->RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)(NULL);
return this->NetworkPacketReceive_PACKET_CLIENT_NEWGRFS_CHECKED_command(NULL);
}
return SEND_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)(this);
return this->SendNewGRFCheck();
}
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GAME_PASSWORD)
{
if (this->status != STATUS_AUTH_GAME) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
char password[NETWORK_PASSWORD_LENGTH];
@ -848,22 +848,22 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GAME_PASSWORD)
if (!StrEmpty(_settings_client.network.server_password) &&
strcmp(password, _settings_client.network.server_password) != 0) {
/* Password is invalid */
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_WRONG_PASSWORD);
return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
}
const NetworkClientInfo *ci = this->GetInfo();
if (Company::IsValidID(ci->client_playas) && !StrEmpty(_network_company_states[ci->client_playas].password)) {
return SEND_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)(this);
return this->SendNeedCompanyPassword();
}
/* Valid password, allow user */
return SEND_COMMAND(PACKET_SERVER_WELCOME)(this);
return this->SendWelcome();
}
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMPANY_PASSWORD)
{
if (this->status != STATUS_AUTH_COMPANY) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
char password[NETWORK_PASSWORD_LENGTH];
@ -876,10 +876,10 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMPANY_PASSWORD)
if (Company::IsValidID(playas) && !StrEmpty(_network_company_states[playas].password) &&
strcmp(password, _network_company_states[playas].password) != 0) {
/* Password is invalid */
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_WRONG_PASSWORD);
return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
}
return SEND_COMMAND(PACKET_SERVER_WELCOME)(this);
return this->SendWelcome();
}
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GETMAP)
@ -897,18 +897,18 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GETMAP)
if (_openttd_newgrf_version != p->Recv_uint32()) {
/* The version we get from the client differs, it must have the
* wrong version. The client must be wrong. */
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
} else if (p->size != 3) {
/* We received a packet from a version that claims to be stable.
* That shouldn't happen. The client must be wrong. */
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
/* The client was never joined.. so this is impossible, right?
* Ignore the packet, give the client a warning, and close his connection */
if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_AUTHORIZED);
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
}
/* Check if someone else is receiving the map */
@ -916,12 +916,12 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GETMAP)
if (new_cs->status == STATUS_MAP) {
/* Tell the new client to wait */
this->status = STATUS_MAP_WAIT;
return SEND_COMMAND(PACKET_SERVER_WAIT)(this);
return this->SendWait();
}
}
/* We receive a request to upload the map.. give it to the client! */
return SEND_COMMAND(PACKET_SERVER_MAP)(this);
return this->SendMap();
}
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MAP_OK)
@ -939,8 +939,8 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MAP_OK)
* so we know he is done loading and in sync with us */
this->status = STATUS_PRE_ACTIVE;
NetworkHandleCommandQueue(this);
SEND_COMMAND(PACKET_SERVER_FRAME)(this);
SEND_COMMAND(PACKET_SERVER_SYNC)(this);
this->SendFrame();
this->SendSync();
/* This is the frame the client receives
* we need it later on to make sure the client is not too slow */
@ -949,20 +949,20 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MAP_OK)
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTHORIZED) {
SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(new_cs, this->GetInfo());
SEND_COMMAND(PACKET_SERVER_JOIN)(new_cs, this->client_id);
new_cs->SendClientInfo(this->GetInfo());
new_cs->SendJoin(this->client_id);
}
}
/* also update the new client with our max values */
SEND_COMMAND(PACKET_SERVER_CONFIG_UPDATE)(this);
this->SendConfigUpdate();
/* quickly update the syncing client with company details */
return SEND_COMMAND(PACKET_SERVER_COMPANY_UPDATE)(this);
return this->SendCompanyUpdate();
}
/* Wrong status for this packet, give a warning to client, and close connection */
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
/**
@ -974,11 +974,11 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMMAND)
/* The client was never joined.. so this is impossible, right?
* Ignore the packet, give the client a warning, and close his connection */
if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
if (this->incoming_queue.Count() >= _settings_client.network.max_commands_in_queue) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_TOO_MANY_COMMANDS);
return this->SendError(NETWORK_ERROR_TOO_MANY_COMMANDS);
}
CommandPacket cp;
@ -990,18 +990,18 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMMAND)
if (err != NULL) {
IConsolePrintF(CC_ERROR, "WARNING: %s from client %d (IP: %s).", err, ci->client_id, GetClientIP(ci));
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
if ((GetCommandFlags(cp.cmd) & CMD_SERVER) && ci->client_id != CLIENT_ID_SERVER) {
IConsolePrintF(CC_ERROR, "WARNING: server only command from: client %d (IP: %s), kicking...", ci->client_id, GetClientIP(ci));
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_KICKED);
return this->SendError(NETWORK_ERROR_KICKED);
}
if ((GetCommandFlags(cp.cmd) & CMD_SPECTATOR) == 0 && !Company::IsValidID(cp.company) && ci->client_id != CLIENT_ID_SERVER) {
IConsolePrintF(CC_ERROR, "WARNING: spectator issueing command from client %d (IP: %s), kicking...", ci->client_id, GetClientIP(ci));
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_KICKED);
return this->SendError(NETWORK_ERROR_KICKED);
}
/**
@ -1012,12 +1012,12 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMMAND)
if (!(cp.cmd == CMD_COMPANY_CTRL && cp.p1 == 0 && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
IConsolePrintF(CC_ERROR, "WARNING: client %d (IP: %s) tried to execute a command as company %d, kicking...",
ci->client_playas + 1, GetClientIP(ci), cp.company + 1);
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_COMPANY_MISMATCH);
return this->SendError(NETWORK_ERROR_COMPANY_MISMATCH);
}
if (cp.cmd == CMD_COMPANY_CTRL) {
if (cp.p1 != 0 || cp.company != COMPANY_SPECTATOR) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_CHEATER);
return this->SendError(NETWORK_ERROR_CHEATER);
}
/* Check if we are full - else it's possible for spectators to send a CMD_COMPANY_CTRL and the company is created regardless of max_companies! */
@ -1058,7 +1058,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ERROR)
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTHORIZED) {
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, this->client_id, errorno);
this->SendErrorQuit(this->client_id, errorno);
}
}
@ -1083,7 +1083,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_QUIT)
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTHORIZED) {
SEND_COMMAND(PACKET_SERVER_QUIT)(new_cs, this->client_id);
this->SendQuit(this->client_id);
}
}
@ -1094,7 +1094,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ACK)
{
if (this->status < STATUS_AUTHORIZED) {
/* Illegal call, return error and ignore the packet */
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_AUTHORIZED);
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
}
uint32 frame = p->Recv_uint32();
@ -1138,7 +1138,7 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co
/* Else find the client to send the message to */
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->client_id == (ClientID)dest) {
SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_id, false, msg, data);
cs->SendChat(action, from_id, false, msg, data);
break;
}
}
@ -1155,7 +1155,7 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co
} else {
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->client_id == from_id) {
SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, (ClientID)dest, true, msg, data);
cs->SendChat(action, (ClientID)dest, true, msg, data);
break;
}
}
@ -1170,7 +1170,7 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co
FOR_ALL_CLIENT_SOCKETS(cs) {
ci = cs->GetInfo();
if (ci->client_playas == (CompanyID)dest) {
SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_id, false, msg, data);
cs->SendChat(action, from_id, false, msg, data);
if (cs->client_id == from_id) show_local = false;
ci_to = ci; // Remember a client that is in the company for company-name
}
@ -1198,7 +1198,7 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co
} else {
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->client_id == from_id) {
SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, ci_to->client_id, true, msg, data);
cs->SendChat(action, ci_to->client_id, true, msg, data);
}
}
}
@ -1210,7 +1210,7 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co
/* FALL THROUGH */
case DESTTYPE_BROADCAST:
FOR_ALL_CLIENT_SOCKETS(cs) {
SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_id, false, msg, data);
cs->SendChat(action, from_id, false, msg, data);
}
ci = NetworkFindClientInfoFromClientID(from_id);
if (ci != NULL) {
@ -1224,7 +1224,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_CHAT)
{
if (this->status < STATUS_AUTHORIZED) {
/* Illegal call, return error and ignore the packet */
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_AUTHORIZED);
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
}
NetworkAction action = (NetworkAction)p->Recv_uint8();
@ -1247,7 +1247,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_CHAT)
break;
default:
IConsolePrintF(CC_ERROR, "WARNING: invalid chat action from client %d (IP: %s).", ci->client_id, GetClientIP(ci));
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
break;
}
return NETWORK_RECV_STATUS_OKAY;
@ -1257,7 +1257,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_PASSWORD)
{
if (this->status != STATUS_ACTIVE) {
/* Illegal call, return error and ignore the packet */
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
char password[NETWORK_PASSWORD_LENGTH];
@ -1277,7 +1277,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_NAME)
{
if (this->status != STATUS_ACTIVE) {
/* Illegal call, return error and ignore the packet */
return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
char client_name[NETWORK_CLIENT_NAME_LENGTH];
@ -1440,7 +1440,7 @@ void NetworkUpdateClientInfo(ClientID client_id)
DEBUG(desync, 1, "client: %08x; %02x; %02x; %04x", _date, _date_fract, (int)ci->client_playas, client_id);
FOR_ALL_CLIENT_SOCKETS(cs) {
SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, ci);
cs->SendClientInfo(ci);
}
}
@ -1596,7 +1596,7 @@ static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
{
CommandPacket *cp;
while ((cp = cs->outgoing_queue.Pop()) != NULL) {
SEND_COMMAND(PACKET_SERVER_COMMAND)(cs, cp);
cs->SendCommand(cp);
free(cp);
}
}
@ -1659,11 +1659,11 @@ void NetworkServer_Tick(bool send_frame)
NetworkHandleCommandQueue(cs);
/* Send an updated _frame_counter_max to the client */
if (send_frame) SEND_COMMAND(PACKET_SERVER_FRAME)(cs);
if (send_frame) cs->SendFrame();
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
/* Send a sync-check packet */
if (send_sync) SEND_COMMAND(PACKET_SERVER_SYNC)(cs);
if (send_sync) cs->SendSync();
#endif
}
}
@ -1725,7 +1725,7 @@ void NetworkServerSendConfigUpdate()
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
SEND_COMMAND(PACKET_SERVER_CONFIG_UPDATE)(cs);
cs->SendConfigUpdate();
}
}
@ -1738,7 +1738,7 @@ void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
SEND_COMMAND(PACKET_SERVER_COMPANY_UPDATE)(cs);
cs->SendCompanyUpdate();
}
}
@ -1763,7 +1763,7 @@ void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
if (client_id == CLIENT_ID_SERVER) {
SetLocalCompany(company_id);
} else {
SEND_COMMAND(PACKET_SERVER_MOVE)(NetworkFindClientStateFromClientID(client_id), client_id, company_id);
NetworkFindClientStateFromClientID(client_id)->SendMove(client_id, company_id);
}
/* announce the client's move */
@ -1775,12 +1775,12 @@ void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
void NetworkServerSendRcon(ClientID client_id, ConsoleColour colour_code, const char *string)
{
SEND_COMMAND(PACKET_SERVER_RCON)(NetworkFindClientStateFromClientID(client_id), colour_code, string);
NetworkFindClientStateFromClientID(client_id)->SendRConResult(colour_code, string);
}
static void NetworkServerSendError(ClientID client_id, NetworkErrorCode error)
{
SEND_COMMAND(PACKET_SERVER_ERROR)(NetworkFindClientStateFromClientID(client_id), error);
NetworkFindClientStateFromClientID(client_id)->SendError(error);
}
void NetworkServerKickClient(ClientID client_id)

View File

@ -40,23 +40,39 @@ protected:
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE);
NetworkRecvStatus SendCompanyInfo();
NetworkRecvStatus SendNewGRFCheck();
NetworkRecvStatus SendWelcome();
NetworkRecvStatus SendWait();
NetworkRecvStatus SendNeedGamePassword();
NetworkRecvStatus SendNeedCompanyPassword();
public:
ServerNetworkGameSocketHandler(SOCKET s);
~ServerNetworkGameSocketHandler();
NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
void GetClientName(char *client_name, size_t size) const;
NetworkRecvStatus SendMap();
NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno);
NetworkRecvStatus SendQuit(ClientID client_id);
NetworkRecvStatus SendShutdown();
NetworkRecvStatus SendNewGame();
NetworkRecvStatus SendRConResult(uint16 colour, const char *command);
NetworkRecvStatus SendMove(ClientID client_id, CompanyID company_id);
NetworkRecvStatus SendClientInfo(NetworkClientInfo *ci);
NetworkRecvStatus SendError(NetworkErrorCode error);
NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data);
NetworkRecvStatus SendJoin(ClientID client_id);
NetworkRecvStatus SendFrame();
NetworkRecvStatus SendSync();
NetworkRecvStatus SendCommand(const CommandPacket *cp);
NetworkRecvStatus SendCompanyUpdate();
NetworkRecvStatus SendConfigUpdate();
};
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP);
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientSocket *cs, ClientID client_id, NetworkErrorCode errorno);
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientSocket *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)(NetworkClientSocket *cs, uint16 colour, const char *command);
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_MOVE)(NetworkClientSocket *cs, uint16 client_id, CompanyID company_id);
void NetworkServer_ReadPackets(NetworkClientSocket *cs);
void NetworkServer_Tick(bool send_frame);
#define FOR_ALL_CLIENT_SOCKETS_FROM(var, start) FOR_ALL_ITEMS_FROM(NetworkClientSocket, clientsocket_index, var, start)