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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
commite18c24cdb5c2031cad7813c7de5f2554428ada43 (patch)
tree7bf6232afadc77f8198fdad1571c68a85647afbf /src/network/core/tcp_game.h
parent6fe54a2d1a06b1d55cd649919785af6f4890f9da (diff)
downloadopenttd-e18c24cdb5c2031cad7813c7de5f2554428ada43.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.h')
-rw-r--r--src/network/core/tcp_game.h117
1 files changed, 117 insertions, 0 deletions
diff --git a/src/network/core/tcp_game.h b/src/network/core/tcp_game.h
new file mode 100644
index 000000000..1c0f047ea
--- /dev/null
+++ b/src/network/core/tcp_game.h
@@ -0,0 +1,117 @@
+/* $Id$ */
+
+/**
+ * @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_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() && GetNetworkClientSocket(index)->IsValid();
+}
+
+#define FOR_ALL_CLIENT_SOCKETS_FROM(d, start) for (d = GetNetworkClientSocket(start); d != NULL; d = (d->index + 1U < GetNetworkClientSocketPoolSize()) ? GetNetworkClientSocket(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 */