OpenTTD/src/network/core/tcp_game.h

122 lines
3.9 KiB
C++

/* $Id$ */
/**
* @file tcp_game.h Basic functions to receive and send TCP packets for game purposes.
*/
#ifndef NETWORK_CORE_TCP_GAME_H
#define NETWORK_CORE_TCP_GAME_H
#ifdef ENABLE_NETWORK
#include "os_abstraction.h"
#include "tcp.h"
#include "packet.h"
/**
* Enum with all types of UDP packets.
* The order of the first 4 packets MUST not be changed, as
* it protects old clients from joining newer servers
* (because SERVER_ERROR is the respond to a wrong revision)
*/
enum {
PACKET_SERVER_FULL,
PACKET_SERVER_BANNED,
PACKET_CLIENT_JOIN,
PACKET_SERVER_ERROR,
PACKET_CLIENT_COMPANY_INFO,
PACKET_SERVER_COMPANY_INFO,
PACKET_SERVER_CLIENT_INFO,
PACKET_SERVER_NEED_PASSWORD,
PACKET_CLIENT_PASSWORD,
PACKET_SERVER_WELCOME,
PACKET_CLIENT_GETMAP,
PACKET_SERVER_WAIT,
PACKET_SERVER_MAP,
PACKET_CLIENT_MAP_OK,
PACKET_SERVER_JOIN,
PACKET_SERVER_FRAME,
PACKET_SERVER_SYNC,
PACKET_CLIENT_ACK,
PACKET_CLIENT_COMMAND,
PACKET_SERVER_COMMAND,
PACKET_CLIENT_CHAT,
PACKET_SERVER_CHAT,
PACKET_CLIENT_SET_PASSWORD,
PACKET_CLIENT_SET_NAME,
PACKET_CLIENT_QUIT,
PACKET_CLIENT_ERROR,
PACKET_SERVER_QUIT,
PACKET_SERVER_ERROR_QUIT,
PACKET_SERVER_SHUTDOWN,
PACKET_SERVER_NEWGAME,
PACKET_SERVER_RCON,
PACKET_CLIENT_RCON,
PACKET_SERVER_CHECK_NEWGRFS,
PACKET_CLIENT_NEWGRFS_CHECKED,
PACKET_SERVER_MOVE,
PACKET_CLIENT_MOVE,
PACKET_SERVER_COMPANY_UPDATE,
PACKET_SERVER_CONFIG_UPDATE,
PACKET_END ///< Must ALWAYS be on the end of this list!! (period)
};
/** Packet that wraps a command */
struct CommandPacket;
/** Status of a client */
enum ClientStatus {
STATUS_INACTIVE, ///< The client is not connected nor active
STATUS_AUTHORIZING,///< The client is authorizing
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 active within in the game
};
class NetworkClientSocket;
DECLARE_OLD_POOL(NetworkClientSocket, NetworkClientSocket, NCI_BITS_PER_POOL_BLOCK, MAX_CLIENT_SLOTS >> NCI_BITS_PER_POOL_BLOCK);
/** Base socket handler for all TCP sockets */
class NetworkClientSocket : public PoolItem<NetworkClientSocket, ClientIndex, &_NetworkClientSocket_pool>, public NetworkTCPSocketHandler {
/* TODO: rewrite into a proper class */
private:
NetworkClientInfo *info; ///< Client info related to this socket
public:
ClientID client_id; ///< Client identifier
uint32 last_frame; ///< Last frame we have executed
uint32 last_frame_server; ///< Last frame the server has executed
byte lag_test; ///< Byte used for lag-testing the client
ClientStatus status; ///< Status of this client
CommandPacket *command_queue; ///< The command-queue awaiting delivery
NetworkRecvStatus CloseConnection();
NetworkClientSocket(ClientID client_id = INVALID_CLIENT_ID);
~NetworkClientSocket();
inline bool IsValid() const { return this->IsConnected(); }
inline void SetInfo(NetworkClientInfo *info) { assert(info != NULL && this->info == NULL); this->info = info; }
inline NetworkClientInfo *GetInfo() const { return this->info; }
const char *Recv_Command(Packet *p, CommandPacket *cp);
void Send_Command(Packet *p, const CommandPacket *cp);
};
static inline bool IsValidNetworkClientSocketIndex(ClientIndex index)
{
return (uint)index < GetNetworkClientSocketPoolSize() && NetworkClientSocket::Get(index)->IsValid();
}
#define FOR_ALL_CLIENT_SOCKETS_FROM(d, start) for (d = NetworkClientSocket::Get(start); d != NULL; d = (d->index + 1U < GetNetworkClientSocketPoolSize()) ? NetworkClientSocket::Get(d->index + 1U) : NULL) if (d->IsValid())
#define FOR_ALL_CLIENT_SOCKETS(d) FOR_ALL_CLIENT_SOCKETS_FROM(d, 0)
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_CORE_TCP_GAME_H */