mirror of https://github.com/OpenTTD/OpenTTD.git
116 lines
3.4 KiB
C++
116 lines
3.4 KiB
C++
/* $Id$ */
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/**
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* @file tcp.h Basic functions to receive and send TCP packets.
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*/
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#ifndef NETWORK_CORE_TCP_H
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#define NETWORK_CORE_TCP_H
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#ifdef ENABLE_NETWORK
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#include "os_abstraction.h"
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#include "core.h"
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#include "packet.h"
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/**
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* Enum with all types of UDP packets.
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* The order of the first 4 packets MUST not be changed, as
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* it protects old clients from joining newer servers
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* (because SERVER_ERROR is the respond to a wrong revision)
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*/
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enum {
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PACKET_SERVER_FULL,
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PACKET_SERVER_BANNED,
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PACKET_CLIENT_JOIN,
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PACKET_SERVER_ERROR,
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PACKET_CLIENT_COMPANY_INFO,
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PACKET_SERVER_COMPANY_INFO,
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PACKET_SERVER_CLIENT_INFO,
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PACKET_SERVER_NEED_PASSWORD,
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PACKET_CLIENT_PASSWORD,
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PACKET_SERVER_WELCOME,
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PACKET_CLIENT_GETMAP,
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PACKET_SERVER_WAIT,
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PACKET_SERVER_MAP,
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PACKET_CLIENT_MAP_OK,
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PACKET_SERVER_JOIN,
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PACKET_SERVER_FRAME,
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PACKET_SERVER_SYNC,
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PACKET_CLIENT_ACK,
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PACKET_CLIENT_COMMAND,
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PACKET_SERVER_COMMAND,
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PACKET_CLIENT_CHAT,
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PACKET_SERVER_CHAT,
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PACKET_CLIENT_SET_PASSWORD,
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PACKET_CLIENT_SET_NAME,
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PACKET_CLIENT_QUIT,
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PACKET_CLIENT_ERROR,
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PACKET_SERVER_QUIT,
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PACKET_SERVER_ERROR_QUIT,
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PACKET_SERVER_SHUTDOWN,
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PACKET_SERVER_NEWGAME,
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PACKET_SERVER_RCON,
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PACKET_CLIENT_RCON,
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PACKET_SERVER_CHECK_NEWGRFS,
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PACKET_CLIENT_NEWGRFS_CHECKED,
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PACKET_END ///< Must ALWAYS be on the end of this list!! (period)
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};
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/** Packet that wraps a command */
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struct CommandPacket {
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CommandPacket *next; ///< the next command packet (if in queue)
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PlayerByte player; ///< player that is executing the command
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uint32 cmd; ///< command being executed
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uint32 p1; ///< parameter p1
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uint32 p2; ///< parameter p2
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TileIndex tile; ///< tile command being executed on
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char text[80]; ///< possible text sent for name changes etc
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uint32 frame; ///< the frame in which this packet is executed
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byte callback; ///< any callback function executed upon successful completion of the command
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};
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/** Status of a client */
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enum ClientStatus {
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STATUS_INACTIVE, ///< The client is not connected nor active
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STATUS_AUTHORIZING,///< The client is authorizing
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STATUS_AUTH, ///< The client is authorized
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STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map
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STATUS_MAP, ///< The client is downloading the map
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STATUS_DONE_MAP, ///< The client has downloaded the map
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STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames
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STATUS_ACTIVE, ///< The client is an active player in the game
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};
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/** Base socket handler for all TCP sockets */
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class NetworkTCPSocketHandler : public NetworkSocketHandler {
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/* TODO: rewrite into a proper class */
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private:
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Packet *packet_queue; ///< Packets that are awaiting delivery
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Packet *packet_recv; ///< Partially received packet
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public:
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uint16 index; ///< Client index
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uint32 last_frame; ///< Last frame we have executed
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uint32 last_frame_server; ///< Last frame the server has executed
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byte lag_test; ///< Byte used for lag-testing the client
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ClientStatus status; ///< Status of this client
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bool writable; ///< Can we write to this socket?
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CommandPacket *command_queue; ///< The command-queue awaiting delivery
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NetworkRecvStatus CloseConnection();
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void Initialize();
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void Destroy();
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void Send_Packet(Packet *packet);
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bool Send_Packets();
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bool IsPacketQueueEmpty();
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Packet *Recv_Packet(NetworkRecvStatus *status);
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};
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_CORE_TCP_H */
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