/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file network_admin.h Server part of the admin network protocol. */ #ifndef NETWORK_ADMIN_H #define NETWORK_ADMIN_H #include "network_internal.h" #include "core/tcp_listen.h" #include "core/tcp_admin.h" extern AdminIndex _redirect_console_to_admin; class ServerNetworkAdminSocketHandler; /** Pool with all admin connections. */ typedef Pool NetworkAdminSocketPool; extern NetworkAdminSocketPool _networkadminsocket_pool; /** Class for handling the server side of the game connection. */ class ServerNetworkAdminSocketHandler : public NetworkAdminSocketPool::PoolItem<&_networkadminsocket_pool>, public NetworkAdminSocketHandler, public TCPListenHandler { protected: NetworkRecvStatus Receive_ADMIN_JOIN(Packet *p) override; NetworkRecvStatus Receive_ADMIN_QUIT(Packet *p) override; NetworkRecvStatus Receive_ADMIN_UPDATE_FREQUENCY(Packet *p) override; NetworkRecvStatus Receive_ADMIN_POLL(Packet *p) override; NetworkRecvStatus Receive_ADMIN_CHAT(Packet *p) override; NetworkRecvStatus Receive_ADMIN_RCON(Packet *p) override; NetworkRecvStatus Receive_ADMIN_GAMESCRIPT(Packet *p) override; NetworkRecvStatus Receive_ADMIN_PING(Packet *p) override; NetworkRecvStatus SendProtocol(); NetworkRecvStatus SendPong(uint32 d1); public: AdminUpdateFrequency update_frequency[ADMIN_UPDATE_END]; ///< Admin requested update intervals. uint32 realtime_connect; ///< Time of connection. NetworkAddress address; ///< Address of the admin. ServerNetworkAdminSocketHandler(SOCKET s); ~ServerNetworkAdminSocketHandler(); NetworkRecvStatus SendError(NetworkErrorCode error); NetworkRecvStatus SendWelcome(); NetworkRecvStatus SendNewGame(); NetworkRecvStatus SendShutdown(); NetworkRecvStatus SendDate(); NetworkRecvStatus SendClientJoin(ClientID client_id); NetworkRecvStatus SendClientInfo(const NetworkClientSocket *cs, const NetworkClientInfo *ci); NetworkRecvStatus SendClientUpdate(const NetworkClientInfo *ci); NetworkRecvStatus SendClientQuit(ClientID client_id); NetworkRecvStatus SendClientError(ClientID client_id, NetworkErrorCode error); NetworkRecvStatus SendCompanyNew(CompanyID company_id); NetworkRecvStatus SendCompanyInfo(const Company *c); NetworkRecvStatus SendCompanyUpdate(const Company *c); NetworkRecvStatus SendCompanyRemove(CompanyID company_id, AdminCompanyRemoveReason bcrr); NetworkRecvStatus SendCompanyEconomy(); NetworkRecvStatus SendCompanyStats(); NetworkRecvStatus SendChat(NetworkAction action, DestType desttype, ClientID client_id, const char *msg, int64 data); NetworkRecvStatus SendRcon(uint16 colour, const char *command); NetworkRecvStatus SendConsole(const char *origin, const char *command); NetworkRecvStatus SendGameScript(const char *json); NetworkRecvStatus SendCmdNames(); NetworkRecvStatus SendCmdLogging(ClientID client_id, const CommandPacket *cp); NetworkRecvStatus SendRconEnd(const char *command); static void Send(); static void AcceptConnection(SOCKET s, const NetworkAddress &address); static bool AllowConnection(); static void WelcomeAll(); /** * Get the name used by the listener. * @return the name to show in debug logs and the like. */ static const char *GetName() { return "admin"; } }; /** * Iterate over all the sockets from a given starting point. * @param var The variable to iterate with. * @param start The start of the iteration. */ #define FOR_ALL_ADMIN_SOCKETS_FROM(var, start) FOR_ALL_ITEMS_FROM(ServerNetworkAdminSocketHandler, adminsocket_index, var, start) /** * Iterate over all the sockets. * @param var The variable to iterate with. */ #define FOR_ALL_ADMIN_SOCKETS(var) FOR_ALL_ADMIN_SOCKETS_FROM(var, 0) /** * Iterate over all the active sockets. * @param var The variable to iterate with. */ #define FOR_ALL_ACTIVE_ADMIN_SOCKETS(var) \ FOR_ALL_ADMIN_SOCKETS(var) \ if (var->GetAdminStatus() == ADMIN_STATUS_ACTIVE) void NetworkAdminClientInfo(const NetworkClientSocket *cs, bool new_client = false); void NetworkAdminClientUpdate(const NetworkClientInfo *ci); void NetworkAdminClientQuit(ClientID client_id); void NetworkAdminClientError(ClientID client_id, NetworkErrorCode error_code); void NetworkAdminCompanyInfo(const Company *company, bool new_company); void NetworkAdminCompanyUpdate(const Company *company); void NetworkAdminCompanyRemove(CompanyID company_id, AdminCompanyRemoveReason bcrr); void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, const char *msg, int64 data = 0, bool from_admin = false); void NetworkAdminUpdate(AdminUpdateFrequency freq); void NetworkServerSendAdminRcon(AdminIndex admin_index, TextColour colour_code, const char *string); void NetworkAdminConsole(const char *origin, const char *string); void NetworkAdminGameScript(const char *json); void NetworkAdminCmdLogging(const NetworkClientSocket *owner, const CommandPacket *cp); #endif /* NETWORK_ADMIN_H */