diff options
author | truelight <truelight@openttd.org> | 2004-12-04 17:54:56 +0000 |
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committer | truelight <truelight@openttd.org> | 2004-12-04 17:54:56 +0000 |
commit | b8f6d41418982163965dd5beb0b39dbdce1fbe8f (patch) | |
tree | 68d3e795694a875138c369707ed74b5b4b022d49 /network_client.c | |
parent | 0434287ef826a4ed72cd8528a52a86ae8b70a948 (diff) | |
download | openttd-b8f6d41418982163965dd5beb0b39dbdce1fbe8f.tar.xz |
(svn r942) -Merged branch/network back into the trunk
Diffstat (limited to 'network_client.c')
-rw-r--r-- | network_client.c | 808 |
1 files changed, 808 insertions, 0 deletions
diff --git a/network_client.c b/network_client.c new file mode 100644 index 000000000..1c70e0a2a --- /dev/null +++ b/network_client.c @@ -0,0 +1,808 @@ +#include "stdafx.h" +#include "network_data.h" + +#ifdef ENABLE_NETWORK + +#include "table/strings.h" +#include "network_client.h" +#include "network_gamelist.h" +#include "command.h" +#include "gfx.h" +#include "window.h" +#include "settings.h" + + +// This file handles all the client-commands + + +// So we don't make too much typos ;) +#define MY_CLIENT DEREF_CLIENT(0) + +static uint32 last_ack_frame; + +void NetworkRecvPatchSettings(Packet *p); + +// ********** +// Sending functions +// DEF_CLIENT_SEND_COMMAND has no parameters +// ********** + +DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO) +{ + // + // Packet: CLIENT_COMPANY_INFO + // Function: Request company-info (in detail) + // Data: + // <none> + // + Packet *p; + _network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO; + InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0); + + p = NetworkSend_Init(PACKET_CLIENT_COMPANY_INFO); + NetworkSend_Packet(p, MY_CLIENT); +} + +DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN) +{ + // + // Packet: CLIENT_JOIN + // Function: Try to join the server + // Data: + // String: OpenTTD Revision (norev000 if no revision) + // String: Player Name (max NETWORK_NAME_LENGTH) + // uint8: Play as Player id (1..MAX_PLAYERS) + // uint8: Language ID + // + +#if defined(WITH_REV) + extern char _openttd_revision[]; +#else + const char _openttd_revision[] = "norev000"; +#endif + Packet *p; + _network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING; + InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0); + + p = NetworkSend_Init(PACKET_CLIENT_JOIN); + NetworkSend_string(p, _openttd_revision); + NetworkSend_string(p, _network_player_name); // Player name + NetworkSend_uint8(p, _network_playas); // Password + NetworkSend_uint8(p, NETLANG_ANY); // Language + NetworkSend_Packet(p, MY_CLIENT); +} + +DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_PASSWORD)(NetworkPasswordType type, const char *password) +{ + // + // Packet: CLIENT_PASSWORD + // Function: Send a password to the server to authorize + // Data: + // uint8: NetworkPasswordType + // String: Password + // + Packet *p = NetworkSend_Init(PACKET_CLIENT_PASSWORD); + NetworkSend_uint8(p, type); + NetworkSend_string(p, password); + NetworkSend_Packet(p, MY_CLIENT); +} + +DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GETMAP) +{ + // + // Packet: CLIENT_GETMAP + // Function: Request the map from the server + // Data: + // <none> + // + + Packet *p = NetworkSend_Init(PACKET_CLIENT_GETMAP); + NetworkSend_Packet(p, MY_CLIENT); +} + +DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_MAP_OK) +{ + // + // Packet: CLIENT_MAP_OK + // Function: Tell the server that we are done receiving/loading the map + // Data: + // <none> + // + + Packet *p = NetworkSend_Init(PACKET_CLIENT_MAP_OK); + NetworkSend_Packet(p, MY_CLIENT); +} + +DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK) +{ + // + // Packet: CLIENT_ACK + // Function: Tell the server we are done with this frame + // Data: + // uint32: current FrameCounter of the client + // + + Packet *p = NetworkSend_Init(PACKET_CLIENT_ACK); + + NetworkSend_uint32(p, _frame_counter); + NetworkSend_Packet(p, MY_CLIENT); +} + +// Send a command packet to the server +DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(CommandPacket *cp) +{ + // + // Packet: CLIENT_COMMAND + // Function: Send a DoCommand to the Server + // Data: + // uint8: PlayerID (0..MAX_PLAYERS-1) + // uint32: CommandID (see command.h) + // uint32: P1 (free variables used in DoCommand) + // uint32: P2 + // uint32: Tile + // uint32: decode_params + // 10 times the last one (lengthof(cp->dp)) + // uint8: CallBackID (see callback_table.c) + // + + int i; + Packet *p = NetworkSend_Init(PACKET_CLIENT_COMMAND); + + NetworkSend_uint8(p, cp->player); + NetworkSend_uint32(p, cp->cmd); + NetworkSend_uint32(p, cp->p1); + NetworkSend_uint32(p, cp->p2); + NetworkSend_uint32(p, (uint32)cp->tile); + for (i = 0; i < lengthof(cp->dp); i++) { + NetworkSend_uint32(p, cp->dp[i]); + } + NetworkSend_uint8(p, cp->callback); + + NetworkSend_Packet(p, MY_CLIENT); +} + +// Send a chat-packet over the network +DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType desttype, int dest, const char *msg) +{ + // + // Packet: CLIENT_CHAT + // Function: Send a chat-packet to the serve + // Data: + // uint8: ActionID (see network_data.h, NetworkAction) + // uint8: Destination Type (see network_data.h, DestType); + // uint8: Destination Player (1..MAX_PLAYERS) + // String: Message (max MAX_TEXT_MSG_LEN) + // + + Packet *p = NetworkSend_Init(PACKET_CLIENT_CHAT); + + NetworkSend_uint8(p, action); + NetworkSend_uint8(p, desttype); + NetworkSend_uint8(p, dest); + NetworkSend_string(p, msg); + NetworkSend_Packet(p, MY_CLIENT); +} + +// Send an error-packet over the network +DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno) +{ + // + // Packet: CLIENT_ERROR + // Function: The client made an error and is quiting the game + // Data: + // uint8: ErrorID (see network_data.h, NetworkErrorCode) + // + Packet *p = NetworkSend_Init(PACKET_CLIENT_ERROR); + + NetworkSend_uint8(p, errorno); + NetworkSend_Packet(p, MY_CLIENT); +} + +DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password) +{ + // + // Packet: PACKET_CLIENT_SET_PASSWORD + // Function: Set the password for the clients current company + // Data: + // String: Password + // + Packet *p = NetworkSend_Init(PACKET_CLIENT_SET_PASSWORD); + + NetworkSend_string(p, password); + NetworkSend_Packet(p, MY_CLIENT); +} + +DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name) +{ + // + // Packet: PACKET_CLIENT_SET_NAME + // Function: Gives the player a new name + // Data: + // String: Name + // + Packet *p = NetworkSend_Init(PACKET_CLIENT_SET_NAME); + + NetworkSend_string(p, name); + NetworkSend_Packet(p, MY_CLIENT); +} + +// Send an quit-packet over the network +DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)(const char *leavemsg) +{ + // + // Packet: CLIENT_QUIT + // Function: The client is quiting the game + // Data: + // String: leave-message + // + Packet *p = NetworkSend_Init(PACKET_CLIENT_QUIT); + + NetworkSend_string(p, leavemsg); + NetworkSend_Packet(p, MY_CLIENT); +} + + +// ********** +// Receiving functions +// DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p +// ********** + +extern bool SafeSaveOrLoad(const char *filename, int mode, int newgm); + +DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FULL) +{ + // We try to join a server which is full + _switch_mode_errorstr = STR_NETWORK_ERR_SERVER_FULL; + DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); + + return NETWORK_RECV_STATUS_SERVER_FULL; +} + +DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO) +{ + byte company_info_version; + int i; + + company_info_version = NetworkRecv_uint8(p); + + if (company_info_version == 1) { + byte total; + byte current; + + total = NetworkRecv_uint8(p); + _network_lobby_company_count = total; + + // There is no data at all.. + if (total == 0) + return NETWORK_RECV_STATUS_CLOSE_QUERY; + + current = NetworkRecv_uint8(p) - 1; + if (current >= MAX_PLAYERS) + return NETWORK_RECV_STATUS_CLOSE_QUERY; + + NetworkRecv_string(p, _network_player_info[current].company_name, sizeof(_network_player_info[current].company_name)); + _network_player_info[current].inaugurated_year = NetworkRecv_uint8(p); + _network_player_info[current].company_value = NetworkRecv_uint64(p); + _network_player_info[current].money = NetworkRecv_uint64(p); + _network_player_info[current].income = NetworkRecv_uint64(p); + _network_player_info[current].performance = NetworkRecv_uint16(p); + for (i = 0; i < NETWORK_VEHICLE_TYPES; i++) + _network_player_info[current].num_vehicle[i] = NetworkRecv_uint16(p); + for (i = 0; i < NETWORK_STATION_TYPES; i++) + _network_player_info[current].num_station[i] = NetworkRecv_uint16(p); + + NetworkRecv_string(p, _network_player_info[current].players, sizeof(_network_player_info[current].players)); + + InvalidateWindow(WC_NETWORK_WINDOW, 0); + + if (total == current + 1) + // This was the last one + return NETWORK_RECV_STATUS_CLOSE_QUERY; + else + return NETWORK_RECV_STATUS_OKAY; + } + + return NETWORK_RECV_STATUS_CLOSE_QUERY; +} + +// This packet contains info about the client (playas and name) +// as client we save this in NetworkClientInfo, linked via 'index' +// which is always an unique number on a server. +DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO) +{ + NetworkClientInfo *ci; + uint16 index = NetworkRecv_uint16(p); + + ci = NetworkFindClientInfoFromIndex(index); + if (ci != NULL) { + byte playas; + char name[NETWORK_NAME_LENGTH]; + + playas = NetworkRecv_uint8(p); + NetworkRecv_string(p, name, sizeof(name)); + + if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) { + // Client name changed, display the change + NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, 1, ci->client_name, name); + } else if (playas != ci->client_playas) { + // The player changed from client-player.. + // Do not display that for now + } + + ci->client_playas = playas; + ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name)); + return NETWORK_RECV_STATUS_OKAY; + } + + // We don't have this index yet, find an empty index, and put the data there + ci = NetworkFindClientInfoFromIndex(NETWORK_EMPTY_INDEX); + if (ci != NULL) { + ci->client_index = index; + ci->client_playas = NetworkRecv_uint8(p); + NetworkRecv_string(p, ci->client_name, sizeof(ci->client_name)); + return NETWORK_RECV_STATUS_OKAY; + } + + // Here the program should never ever come..... + return NETWORK_RECV_STATUS_MALFORMED_PACKET; +} + +DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR) +{ + NetworkErrorCode error = NetworkRecv_uint8(p); + + if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || + error == NETWORK_ERROR_PLAYER_MISMATCH) { + // We made an error in the protocol, and our connection is closed.... :( + _switch_mode_errorstr = STR_NETWORK_ERR_SERVER_ERROR; + } else if (error == NETWORK_ERROR_WRONG_REVISION) { + // Wrong revision :( + _switch_mode_errorstr = STR_NETWORK_ERR_WRONG_REVISION; + } else if (error == NETWORK_ERROR_WRONG_PASSWORD) { + // Wrong password + _switch_mode_errorstr = STR_NETWORK_ERR_WRONG_PASSWORD; + } else if (error == NETWORK_ERROR_KICKED) { + _switch_mode_errorstr = STR_NETWORK_ERR_KICKED; + } + + DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); + + return NETWORK_RECV_STATUS_SERVER_ERROR; +} + +DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEED_PASSWORD) +{ + NetworkPasswordType type; + type = NetworkRecv_uint8(p); + + if (type == NETWORK_GAME_PASSWORD) { + ShowNetworkNeedGamePassword(); + return NETWORK_RECV_STATUS_OKAY; + } else if (type == NETWORK_COMPANY_PASSWORD) { + ShowNetworkNeedCompanyPassword(); + return NETWORK_RECV_STATUS_OKAY; + } + + return NETWORK_RECV_STATUS_MALFORMED_PACKET; +} + +DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WELCOME) +{ + _network_own_client_index = NetworkRecv_uint16(p); + + // Start receiving the map + SEND_COMMAND(PACKET_CLIENT_GETMAP)(); + return NETWORK_RECV_STATUS_OKAY; +} + +DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WAIT) +{ + _network_join_status = NETWORK_JOIN_STATUS_WAITING; + _network_join_waiting = NetworkRecv_uint8(p); + InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0); + + // We are put on hold for receiving the map.. we need GUI for this ;) + DEBUG(net, 1)("[NET] The server is currently busy sending the map to someone else.. please hold..." ); + DEBUG(net, 1)("[NET] There are %d clients in front of you", _network_join_waiting); + + return NETWORK_RECV_STATUS_OKAY; +} + +DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP) +{ + static char filename[256]; + static FILE *file_pointer; + + byte maptype; + + maptype = NetworkRecv_uint8(p); + + // First packet, init some stuff + if (maptype == MAP_PACKET_START) { + // The name for the temp-map + sprintf(filename, "%s%snetwork_client.tmp", _path.autosave_dir, PATHSEP); + + file_pointer = fopen(filename, "wb"); + if (file_pointer == NULL) { + _switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR; + return NETWORK_RECV_STATUS_SAVEGAME; + } + + _frame_counter = _frame_counter_server = _frame_counter_max = NetworkRecv_uint32(p); + + _network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING; + _network_join_kbytes = 0; + _network_join_kbytes_total = NetworkRecv_uint32(p) / 1024; + InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0); + + // The first packet does not contain any more data + return NETWORK_RECV_STATUS_OKAY; + } + + if (maptype == MAP_PACKET_NORMAL) { + // We are still receiving data, put it to the file + fwrite(p->buffer + p->pos, 1, p->size - p->pos, file_pointer); + + _network_join_kbytes = ftell(file_pointer) / 1024; + InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0); + } + + if (maptype == MAP_PACKET_PATCH) { + NetworkRecvPatchSettings(p); + } + + // Check if this was the last packet + if (maptype == MAP_PACKET_END) { + // We also get, very nice, the player_seeds in this packet + int i; + for (i = 0; i < MAX_PLAYERS; i++) { + _player_seeds[i][0] = NetworkRecv_uint32(p); + _player_seeds[i][1] = NetworkRecv_uint32(p); + } + + fclose(file_pointer); + + _network_join_status = NETWORK_JOIN_STATUS_PROCESSING; + InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0); + + // The map is done downloading, load it + // Load the map + if (!SafeSaveOrLoad(filename, SL_LOAD, GM_NORMAL)) { + DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); + _switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR; + return NETWORK_RECV_STATUS_SAVEGAME; + } + _opt_mod_ptr = &_opt; + + DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); + + // Say we received the map and loaded it correctly! + SEND_COMMAND(PACKET_CLIENT_MAP_OK)(); + + if (_network_playas == 0 || _network_playas > MAX_PLAYERS || + !DEREF_PLAYER(_network_playas - 1)->is_active) { + + if (_network_playas == OWNER_SPECTATOR) { + // The client wants to be a spectator.. + _local_player = OWNER_SPECTATOR; + } else { + // send a command to make a new player + _local_player = 0; + NetworkSend_Command(0, 0, 0, CMD_PLAYER_CTRL, NULL); + _local_player = OWNER_SPECTATOR; + } + } else { + // take control over an existing company + _local_player = _network_playas - 1; + } + + // Remeber the player + if (_local_player != OWNER_SPECTATOR) + _network_playas = _local_player + 1; + else + _network_playas = OWNER_SPECTATOR; + } + + return NETWORK_RECV_STATUS_OKAY; +} + +DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FRAME) +{ + _frame_counter_server = NetworkRecv_uint32(p); + _frame_counter_max = NetworkRecv_uint32(p); +#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME + // Test if the server supports this option + // and if we are at the frame the server is + if (p->pos < p->size) { + _sync_frame = _frame_counter_server; + _sync_seed_1 = NetworkRecv_uint32(p); +#ifdef NETWORK_SEND_DOUBLE_SEED + _sync_seed_2 = NetworkRecv_uint32(p); +#endif + } +#endif + DEBUG(net, 7)("[NET] Received FRAME %d",_frame_counter_server); + + // Let the server know that we received this frame correctly + // We do this only once per day, to save some bandwidth ;) + if (!_network_first_time && last_ack_frame < _frame_counter) { + last_ack_frame = _frame_counter + DAY_TICKS; + DEBUG(net,6)("[NET] Sent ACK at %d", _frame_counter); + SEND_COMMAND(PACKET_CLIENT_ACK)(); + } + + return NETWORK_RECV_STATUS_OKAY; +} + +DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SYNC) +{ + _sync_frame = NetworkRecv_uint32(p); + _sync_seed_1 = NetworkRecv_uint32(p); +#ifdef NETWORK_SEND_DOUBLE_SEED + _sync_seed_2 = NetworkRecv_uint32(p); +#endif + + return NETWORK_RECV_STATUS_OKAY; +} + +DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMMAND) +{ + int i; + CommandPacket *cp = malloc(sizeof(CommandPacket)); + cp->player = NetworkRecv_uint8(p); + cp->cmd = NetworkRecv_uint32(p); + cp->p1 = NetworkRecv_uint32(p); + cp->p2 = NetworkRecv_uint32(p); + cp->tile = NetworkRecv_uint32(p); + for (i = 0; i < lengthof(cp->dp); i++) + cp->dp[i] = NetworkRecv_uint32(p); + cp->callback = NetworkRecv_uint8(p); + cp->frame = NetworkRecv_uint32(p); + cp->next = NULL; + + // The server did send us this command.. + // queue it in our own queue, so we can handle it in the upcoming frame! + + if (_local_command_queue == NULL) { + _local_command_queue = cp; + } else { + // Find last packet + CommandPacket *c = _local_command_queue; + while (c->next != NULL) c = c->next; + c->next = cp; + } + + return NETWORK_RECV_STATUS_OKAY; +} + +DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CHAT) +{ + NetworkAction action = NetworkRecv_uint8(p); + char msg[MAX_TEXT_MSG_LEN]; + NetworkClientInfo *ci, *ci_to; + uint16 index; + char name[NETWORK_NAME_LENGTH]; + + index = NetworkRecv_uint16(p); + NetworkRecv_string(p, msg, MAX_TEXT_MSG_LEN); + + ci_to = NetworkFindClientInfoFromIndex(index); + if (ci_to == NULL) return NETWORK_RECV_STATUS_OKAY; + + if (action == NETWORK_ACTION_CHAT_TO_CLIENT) { + snprintf(name, 80, "%s", ci_to->client_name); + ci = NetworkFindClientInfoFromIndex(_network_own_client_index); + } else if (action == NETWORK_ACTION_CHAT_TO_PLAYER) { + GetString(name, DEREF_PLAYER(ci_to->client_playas-1)->name_1); + ci = NetworkFindClientInfoFromIndex(_network_own_client_index); + } else { + snprintf(name, 80, "%s", ci_to->client_name); + ci = ci_to; + } + + if (ci != NULL) + NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas-1), name, "%s", msg); + return NETWORK_RECV_STATUS_OKAY; +} + +DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT) +{ + int errorno; + char str1[100], str2[100]; + uint16 index; + NetworkClientInfo *ci; + + index = NetworkRecv_uint16(p); + errorno = NetworkRecv_uint8(p); + + GetString(str1, STR_NETWORK_ERR_LEFT); + GetString(str2, STR_NETWORK_ERR_CLIENT_GENERAL + errorno); + + ci = NetworkFindClientInfoFromIndex(index); + if (ci != NULL) { + NetworkTextMessage(NETWORK_ACTION_JOIN_LEAVE, 1, ci->client_name, "%s (%s)", str1, str2); + + // The client is gone, give the NetworkClientInfo free + ci->client_index = NETWORK_EMPTY_INDEX; + } + + InvalidateWindow(WC_CLIENT_LIST, 0); + + return NETWORK_RECV_STATUS_OKAY; +} + +DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_QUIT) +{ + char str1[100], str2[100]; + uint16 index; + NetworkClientInfo *ci; + + index = NetworkRecv_uint16(p); + NetworkRecv_string(p, str2, 100); + + GetString(str1, STR_NETWORK_ERR_LEFT); + + ci = NetworkFindClientInfoFromIndex(index); + if (ci != NULL) { + NetworkTextMessage(NETWORK_ACTION_JOIN_LEAVE, 1, ci->client_name, "%s (%s)", str1, str2); + + // The client is gone, give the NetworkClientInfo free + ci->client_index = NETWORK_EMPTY_INDEX; + } else { + DEBUG(net, 0)("[NET] Error - unknown client (%d) is leaving the game", index); + } + + InvalidateWindow(WC_CLIENT_LIST, 0); + + // If we come here it means we could not locate the client.. strange :s + return NETWORK_RECV_STATUS_OKAY; +} + +DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_JOIN) +{ + char str1[100]; + uint16 index; + NetworkClientInfo *ci; + + index = NetworkRecv_uint16(p); + + GetString(str1, STR_NETWORK_CLIENT_JOINED); + + ci = NetworkFindClientInfoFromIndex(index); + if (ci != NULL) { + NetworkTextMessage(NETWORK_ACTION_JOIN_LEAVE, 1, ci->client_name, "%s", str1); + } + + InvalidateWindow(WC_CLIENT_LIST, 0); + + return NETWORK_RECV_STATUS_OKAY; +} + +DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN) +{ + _switch_mode_errorstr = STR_NETWORK_SERVER_SHUTDOWN; + + return NETWORK_RECV_STATUS_SERVER_ERROR; +} + +DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME) +{ + // To trottle the reconnects a bit, every clients waits + // his _local_player value before reconnecting + // OWNER_SPECTATOR is currently 255, so to avoid long wait periods + // set the max to 10. + _network_reconnect = min(_local_player + 1, 10); + _switch_mode_errorstr = STR_NETWORK_SERVER_REBOOT; + + return NETWORK_RECV_STATUS_SERVER_ERROR; +} + + + + +// The layout for the receive-functions by the client +typedef NetworkRecvStatus NetworkClientPacket(Packet *p); + +// This array matches PacketType. At an incoming +// packet it is matches against this array +// and that way the right function to handle that +// packet is found. +static NetworkClientPacket* const _network_client_packet[] = { + RECEIVE_COMMAND(PACKET_SERVER_FULL), + NULL, /*PACKET_CLIENT_JOIN,*/ + RECEIVE_COMMAND(PACKET_SERVER_ERROR), + NULL, /*PACKET_CLIENT_COMPANY_INFO,*/ + RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO), + RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO), + RECEIVE_COMMAND(PACKET_SERVER_NEED_PASSWORD), + NULL, /*PACKET_CLIENT_PASSWORD,*/ + RECEIVE_COMMAND(PACKET_SERVER_WELCOME), + NULL, /*PACKET_CLIENT_GETMAP,*/ + RECEIVE_COMMAND(PACKET_SERVER_WAIT), + RECEIVE_COMMAND(PACKET_SERVER_MAP), + NULL, /*PACKET_CLIENT_MAP_OK,*/ + RECEIVE_COMMAND(PACKET_SERVER_JOIN), + RECEIVE_COMMAND(PACKET_SERVER_FRAME), + RECEIVE_COMMAND(PACKET_SERVER_SYNC), + NULL, /*PACKET_CLIENT_ACK,*/ + NULL, /*PACKET_CLIENT_COMMAND,*/ + RECEIVE_COMMAND(PACKET_SERVER_COMMAND), + NULL, /*PACKET_CLIENT_CHAT,*/ + RECEIVE_COMMAND(PACKET_SERVER_CHAT), + NULL, /*PACKET_CLIENT_SET_PASSWORD,*/ + NULL, /*PACKET_CLIENT_SET_NAME,*/ + NULL, /*PACKET_CLIENT_QUIT,*/ + NULL, /*PACKET_CLIENT_ERROR,*/ + RECEIVE_COMMAND(PACKET_SERVER_QUIT), + RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT), + RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN), + RECEIVE_COMMAND(PACKET_SERVER_NEWGAME), +}; + +// If this fails, check the array above with network_data.h +assert_compile(lengthof(_network_client_packet) == PACKET_END); + +extern const SettingDesc patch_settings[]; + +// This is a TEMPORARY solution to get the patch-settings +// to the client. When the patch-settings are saved in the savegame +// this should be removed!! +void NetworkRecvPatchSettings(Packet *p) +{ + const SettingDesc *item; + + item = patch_settings; + + while (item->name != NULL) { + switch (item->flags) { + case SDT_BOOL: + case SDT_INT8: + case SDT_UINT8: + *(uint8 *)(item->ptr) = NetworkRecv_uint8(p); + break; + case SDT_INT16: + case SDT_UINT16: + *(uint16 *)(item->ptr) = NetworkRecv_uint16(p); + break; + case SDT_INT32: + case SDT_UINT32: + *(uint32 *)(item->ptr) = NetworkRecv_uint32(p); + break; + } + item++; + } +} + +// Is called after a client is connected to the server +void NetworkClient_Connected(void) +{ + // Set the frame-counter to 0 so nothing happens till we are ready + _frame_counter = 0; + _frame_counter_server = 0; + last_ack_frame = 0; + // Request the game-info + SEND_COMMAND(PACKET_CLIENT_JOIN)(); +} + +// Reads the packets from the socket-stream, if available +NetworkRecvStatus NetworkClient_ReadPackets(ClientState *cs) +{ + Packet *p; + NetworkRecvStatus res = NETWORK_RECV_STATUS_OKAY; + + while (res == NETWORK_RECV_STATUS_OKAY && (p = NetworkRecv_Packet(cs, &res)) != NULL) { + byte type = NetworkRecv_uint8(p); + if (type < PACKET_END && _network_client_packet[type] != NULL) { + res = _network_client_packet[type](p); + } else { + res = NETWORK_RECV_STATUS_MALFORMED_PACKET; + DEBUG(net, 0)("[NET][client] Received invalid packet type %d", type); + } + + free(p); + } + + return res; +} + +#endif /* ENABLE_NETWORK */ |