mirror of https://github.com/OpenTTD/OpenTTD.git
86 lines
3.3 KiB
C++
86 lines
3.3 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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 <http://www.gnu.org/licenses/>.
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*/
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/**
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* @file core.h Base for all network types (UDP and TCP)
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*/
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#ifndef NETWORK_CORE_CORE_H
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#define NETWORK_CORE_CORE_H
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#include "../../newgrf_config.h"
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#include "config.h"
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#ifdef ENABLE_NETWORK
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bool NetworkCoreInitialize();
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void NetworkCoreShutdown();
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/** Status of a network client; reasons why a client has quit */
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enum NetworkRecvStatus {
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NETWORK_RECV_STATUS_OKAY, ///< Everything is okay
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NETWORK_RECV_STATUS_DESYNC, ///< A desync did occur
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NETWORK_RECV_STATUS_NEWGRF_MISMATCH, ///< We did not have the required NewGRFs
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NETWORK_RECV_STATUS_SAVEGAME, ///< Something went wrong (down)loading the savegame
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NETWORK_RECV_STATUS_CONN_LOST, ///< The conection is 'just' lost
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NETWORK_RECV_STATUS_MALFORMED_PACKET, ///< We apparently send a malformed packet
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NETWORK_RECV_STATUS_SERVER_ERROR, ///< The server told us we made an error
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NETWORK_RECV_STATUS_SERVER_FULL, ///< The server is full
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NETWORK_RECV_STATUS_SERVER_BANNED, ///< The server has banned us
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NETWORK_RECV_STATUS_CLOSE_QUERY, ///< Done quering the server
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};
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/** Forward declaration due to circular dependencies */
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struct Packet;
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/**
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* SocketHandler for all network sockets in OpenTTD.
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*/
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class NetworkSocketHandler {
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bool has_quit; ///< Whether the current client has quit/send a bad packet
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public:
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/** Create a new unbound socket */
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NetworkSocketHandler() { this->has_quit = false; }
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/** Close the socket when distructing the socket handler */
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virtual ~NetworkSocketHandler() { this->Close(); }
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/** Really close the socket */
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virtual void Close() {}
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/**
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* Close the current connection; for TCP this will be mostly equivalent
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* to Close(), but for UDP it just means the packet has to be dropped.
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* @param error Whether we quit under an error condition or not.
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* @return new status of the connection.
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*/
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virtual NetworkRecvStatus CloseConnection(bool error = true) { this->has_quit = true; return NETWORK_RECV_STATUS_OKAY; }
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/**
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* Whether the current client connected to the socket has quit.
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* In the case of UDP, for example, once a client quits (send bad
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* data), the socket in not closed; only the packet is dropped.
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* @return true when the current client has quit, false otherwise
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*/
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bool HasClientQuit() const { return this->has_quit; }
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/**
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* Reopen the socket so we can send/receive stuff again.
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*/
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void Reopen() { this->has_quit = false; }
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void SendGRFIdentifier(Packet *p, const GRFIdentifier *grf);
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void ReceiveGRFIdentifier(Packet *p, GRFIdentifier *grf);
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void SendCompanyInformation(Packet *p, const struct Company *c, const struct NetworkCompanyStats *stats, uint max_len = NETWORK_COMPANY_NAME_LENGTH);
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};
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_CORE_CORE_H */
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