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authorrubidium <rubidium@openttd.org>2010-10-15 13:47:37 +0000
committerrubidium <rubidium@openttd.org>2010-10-15 13:47:37 +0000
commit0ca7e4e82e3657b6e935bc618403192b82b5dcc0 (patch)
treea373b6dd186d9b726d891855dd57301c0194661b /src/network/core
parent8eb07d097e2ab53f0b41a6b7af541c4937732e0b (diff)
downloadopenttd-0ca7e4e82e3657b6e935bc618403192b82b5dcc0.tar.xz
(svn r20924) -Codechange: make the game connection packet handling look more like UDP/content packet handling
Diffstat (limited to 'src/network/core')
-rw-r--r--src/network/core/tcp_content.cpp2
-rw-r--r--src/network/core/tcp_game.cpp144
-rw-r--r--src/network/core/tcp_game.h51
3 files changed, 195 insertions, 2 deletions
diff --git a/src/network/core/tcp_content.cpp b/src/network/core/tcp_content.cpp
index b5bf52999..0cf03d7fa 100644
--- a/src/network/core/tcp_content.cpp
+++ b/src/network/core/tcp_content.cpp
@@ -115,7 +115,7 @@ bool NetworkContentSocketHandler::HandlePacket(Packet *p)
}
/**
- * Receive a packet at UDP level
+ * Receive a packet at TCP level
*/
void NetworkContentSocketHandler::Recv_Packets()
{
diff --git a/src/network/core/tcp_game.cpp b/src/network/core/tcp_game.cpp
index 6d8e174c8..b0db78eb7 100644
--- a/src/network/core/tcp_game.cpp
+++ b/src/network/core/tcp_game.cpp
@@ -18,6 +18,7 @@
#include "../network.h"
#include "../network_internal.h"
#include "../../core/pool_func.hpp"
+#include "../../debug.h"
#include "table/strings.h"
@@ -63,4 +64,147 @@ NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
return NetworkCloseClient(this, error ? NETWORK_RECV_STATUS_SERVER_ERROR : NETWORK_RECV_STATUS_CONN_LOST);
}
+
+/**
+ * Defines a simple (switch) case for each network packet
+ * @param type the packet type to create the case for
+ */
+#define GAME_COMMAND(type) case type: return this->NetworkPacketReceive_ ## type ## _command(p); break;
+
+/**
+ * Handle the given packet, i.e. pass it to the right parser receive command.
+ * @param p the packet to handle
+ * @return #NetworkRecvStatus of handling.
+ */
+NetworkRecvStatus NetworkClientSocket::HandlePacket(Packet *p)
+{
+ PacketGameType type = (PacketGameType)p->Recv_uint8();
+
+ switch (this->HasClientQuit() ? PACKET_END : type) {
+ GAME_COMMAND(PACKET_SERVER_FULL)
+ GAME_COMMAND(PACKET_SERVER_BANNED)
+ GAME_COMMAND(PACKET_CLIENT_JOIN)
+ GAME_COMMAND(PACKET_SERVER_ERROR)
+ GAME_COMMAND(PACKET_CLIENT_COMPANY_INFO)
+ GAME_COMMAND(PACKET_SERVER_COMPANY_INFO)
+ GAME_COMMAND(PACKET_SERVER_CLIENT_INFO)
+ GAME_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)
+ GAME_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)
+ GAME_COMMAND(PACKET_CLIENT_GAME_PASSWORD)
+ GAME_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)
+ GAME_COMMAND(PACKET_SERVER_WELCOME)
+ GAME_COMMAND(PACKET_CLIENT_GETMAP)
+ GAME_COMMAND(PACKET_SERVER_WAIT)
+ GAME_COMMAND(PACKET_SERVER_MAP)
+ GAME_COMMAND(PACKET_CLIENT_MAP_OK)
+ GAME_COMMAND(PACKET_SERVER_JOIN)
+ GAME_COMMAND(PACKET_SERVER_FRAME)
+ GAME_COMMAND(PACKET_SERVER_SYNC)
+ GAME_COMMAND(PACKET_CLIENT_ACK)
+ GAME_COMMAND(PACKET_CLIENT_COMMAND)
+ GAME_COMMAND(PACKET_SERVER_COMMAND)
+ GAME_COMMAND(PACKET_CLIENT_CHAT)
+ GAME_COMMAND(PACKET_SERVER_CHAT)
+ GAME_COMMAND(PACKET_CLIENT_SET_PASSWORD)
+ GAME_COMMAND(PACKET_CLIENT_SET_NAME)
+ GAME_COMMAND(PACKET_CLIENT_QUIT)
+ GAME_COMMAND(PACKET_CLIENT_ERROR)
+ GAME_COMMAND(PACKET_SERVER_QUIT)
+ GAME_COMMAND(PACKET_SERVER_ERROR_QUIT)
+ GAME_COMMAND(PACKET_SERVER_SHUTDOWN)
+ GAME_COMMAND(PACKET_SERVER_NEWGAME)
+ GAME_COMMAND(PACKET_SERVER_RCON)
+ GAME_COMMAND(PACKET_CLIENT_RCON)
+ GAME_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)
+ GAME_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)
+ GAME_COMMAND(PACKET_SERVER_MOVE)
+ GAME_COMMAND(PACKET_CLIENT_MOVE)
+ GAME_COMMAND(PACKET_SERVER_COMPANY_UPDATE)
+ GAME_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
+
+ default:
+ this->CloseConnection();
+
+ if (this->HasClientQuit()) {
+ DEBUG(net, 0, "[tcp/game] received invalid packet type %d from client %d", type, this->client_id);
+ } else {
+ DEBUG(net, 0, "[tcp/game] received illegal packet from client %d", this->client_id);
+ }
+ return NETWORK_RECV_STATUS_MALFORMED_PACKET;
+ }
+}
+
+/**
+ * Do the actual receiving of packets.
+ * As long as HandlePacket returns OKAY packets are handled. Upon
+ * failure, or no more packets to process the last result of
+ * HandlePacket is returned.
+ * @return #NetworkRecvStatus of the last handled packet.
+ */
+NetworkRecvStatus NetworkClientSocket::Recv_Packets()
+{
+ Packet *p;
+ while ((p = this->Recv_Packet()) != NULL) {
+ NetworkRecvStatus res = HandlePacket(p);
+ if (res != NETWORK_RECV_STATUS_OKAY) return res;
+ }
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+/**
+ * Create stub implementations for all receive commands that only
+ * show a warning that the given command is not available for the
+ * socket where the packet came from.
+ * @param type the packet type to create the stub for
+ */
+#define DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(type) \
+NetworkRecvStatus NetworkClientSocket::NetworkPacketReceive_## type ##_command(Packet *p) \
+{ \
+ DEBUG(net, 0, "[tcp/game] received illegal packet type %d from client %d", \
+ type, this->client_id); \
+ return NETWORK_RECV_STATUS_MALFORMED_PACKET; \
+}
+
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE)
+DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
+
#endif /* ENABLE_NETWORK */
diff --git a/src/network/core/tcp_game.h b/src/network/core/tcp_game.h
index 77da6218c..f083396e8 100644
--- a/src/network/core/tcp_game.h
+++ b/src/network/core/tcp_game.h
@@ -27,7 +27,7 @@
* it protects old clients from joining newer servers
* (because SERVER_ERROR is the respond to a wrong revision)
*/
-enum TCPPacketType {
+enum PacketGameType {
PACKET_SERVER_FULL,
PACKET_SERVER_BANNED,
PACKET_CLIENT_JOIN,
@@ -113,12 +113,59 @@ typedef NetworkGameSocketHandler NetworkClientSocket;
typedef Pool<NetworkClientSocket, ClientIndex, 8, MAX_CLIENT_SLOTS> NetworkClientSocketPool;
extern NetworkClientSocketPool _networkclientsocket_pool;
+#define DECLARE_GAME_RECEIVE_COMMAND(type) virtual NetworkRecvStatus NetworkPacketReceive_## type ##_command(Packet *p)
+#define DEF_GAME_RECEIVE_COMMAND(cls, type) NetworkRecvStatus cls ##NetworkGameSocketHandler::NetworkPacketReceive_ ## type ## _command(Packet *p)
+
/** Base socket handler for all TCP sockets */
class NetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkTCPSocketHandler {
/* TODO: rewrite into a proper class */
private:
NetworkClientInfo *info; ///< Client info related to this socket
+
protected:
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE);
+
+ NetworkRecvStatus HandlePacket(Packet *p);
+
NetworkGameSocketHandler(SOCKET s);
public:
ClientID client_id; ///< Client identifier
@@ -137,6 +184,8 @@ public:
inline void SetInfo(NetworkClientInfo *info) { assert(info != NULL && this->info == NULL); this->info = info; }
inline NetworkClientInfo *GetInfo() const { return this->info; }
+ NetworkRecvStatus Recv_Packets();
+
const char *Recv_Command(Packet *p, CommandPacket *cp);
void Send_Command(Packet *p, const CommandPacket *cp);
};