diff options
author | rubidium <rubidium@openttd.org> | 2010-10-15 20:25:07 +0000 |
---|---|---|
committer | rubidium <rubidium@openttd.org> | 2010-10-15 20:25:07 +0000 |
commit | f712055002526b48b8f7f6c79c600f73784d6ce3 (patch) | |
tree | 8da154a49210e31dacf02bbef784e8d4c014e42b | |
parent | 9858d699a3c39be2e3a547d59163178012365598 (diff) | |
download | openttd-f712055002526b48b8f7f6c79c600f73784d6ce3.tar.xz |
(svn r20936) -Codechange: make server side packet sending methods class methods
-rw-r--r-- | src/network/network.cpp | 6 | ||||
-rw-r--r-- | src/network/network_internal.h | 8 | ||||
-rw-r--r-- | src/network/network_server.cpp | 280 | ||||
-rw-r--r-- | src/network/network_server.h | 34 |
4 files changed, 168 insertions, 160 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp index 813d54ca9..435a8eb91 100644 --- a/src/network/network.cpp +++ b/src/network/network.cpp @@ -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(); } } } diff --git a/src/network/network_internal.h b/src/network/network_internal.h index 8b0dd8497..5c0e664ed 100644 --- a/src/network/network_internal.h +++ b/src/network/network_internal.h @@ -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 */ diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp index c5d8979ee..01232c0a4 100644 --- a/src/network/network_server.cpp +++ b/src/network/network_server.cpp @@ -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) diff --git a/src/network/network_server.h b/src/network/network_server.h index d943b1fa0..b287e92d5 100644 --- a/src/network/network_server.h +++ b/src/network/network_server.h @@ -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; -}; -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); + 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(); +}; -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) |