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authorrubidium <rubidium@openttd.org>2009-01-14 12:50:13 +0000
committerrubidium <rubidium@openttd.org>2009-01-14 12:50:13 +0000
commit850a2735cc2f3806703a1f107c9f73533d750e7c (patch)
tree7bf6232afadc77f8198fdad1571c68a85647afbf /src/network/core/tcp_game.cpp
parent9724a986c8bfd0d08f9ff852da8bcbbf27c6b95c (diff)
downloadopenttd-850a2735cc2f3806703a1f107c9f73533d750e7c.tar.xz
(svn r15079) -Codechange: split tcp 'backend' and in-game handling like it is for UDP.
Diffstat (limited to 'src/network/core/tcp_game.cpp')
-rw-r--r--src/network/core/tcp_game.cpp69
1 files changed, 69 insertions, 0 deletions
diff --git a/src/network/core/tcp_game.cpp b/src/network/core/tcp_game.cpp
new file mode 100644
index 000000000..d34ace4bf
--- /dev/null
+++ b/src/network/core/tcp_game.cpp
@@ -0,0 +1,69 @@
+/* $Id$ */
+
+/**
+ * @file tcp_game.cpp Basic functions to receive and send TCP packets for game purposes.
+ */
+
+#ifdef ENABLE_NETWORK
+
+#include "../../stdafx.h"
+#include "../../openttd.h"
+#include "../../variables.h"
+
+#include "../network_internal.h"
+#include "packet.h"
+#include "tcp_game.h"
+
+#include "table/strings.h"
+#include "../../oldpool_func.h"
+
+/** Make very sure the preconditions given in network_type.h are actually followed */
+assert_compile(MAX_CLIENT_SLOTS == (MAX_CLIENT_SLOTS >> NCI_BITS_PER_POOL_BLOCK) << NCI_BITS_PER_POOL_BLOCK);
+assert_compile(MAX_CLIENT_SLOTS > MAX_CLIENTS);
+
+typedef ClientIndex NetworkClientSocketID;
+DEFINE_OLD_POOL_GENERIC(NetworkClientSocket, NetworkClientSocket);
+
+NetworkClientSocket::NetworkClientSocket(ClientID client_id)
+{
+ this->client_id = client_id;
+ this->status = STATUS_INACTIVE;
+}
+
+NetworkClientSocket::~NetworkClientSocket()
+{
+ while (this->command_queue != NULL) {
+ CommandPacket *p = this->command_queue->next;
+ free(this->command_queue);
+ this->command_queue = p;
+ }
+
+ this->client_id = INVALID_CLIENT_ID;
+ this->status = STATUS_INACTIVE;
+}
+
+/**
+ * Functions to help NetworkRecv_Packet/NetworkSend_Packet a bit
+ * A socket can make errors. When that happens this handles what to do.
+ * For clients: close connection and drop back to main-menu
+ * For servers: close connection and that is it
+ * @return the new status
+ * TODO: needs to be splitted when using client and server socket packets
+ */
+NetworkRecvStatus NetworkClientSocket::CloseConnection()
+{
+ /* Clients drop back to the main menu */
+ if (!_network_server && _networking) {
+ _switch_mode = SM_MENU;
+ _networking = false;
+ extern StringID _switch_mode_errorstr;
+ _switch_mode_errorstr = STR_NETWORK_ERR_LOSTCONNECTION;
+
+ return NETWORK_RECV_STATUS_CONN_LOST;
+ }
+
+ NetworkCloseClient(this);
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+#endif /* ENABLE_NETWORK */