diff options
author | rubidium <rubidium@openttd.org> | 2010-10-15 13:47:37 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2010-10-15 13:47:37 +0000 |
commit | 0ca7e4e82e3657b6e935bc618403192b82b5dcc0 (patch) | |
tree | a373b6dd186d9b726d891855dd57301c0194661b /src/network/core | |
parent | 8eb07d097e2ab53f0b41a6b7af541c4937732e0b (diff) | |
download | openttd-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.cpp | 2 | ||||
-rw-r--r-- | src/network/core/tcp_game.cpp | 144 | ||||
-rw-r--r-- | src/network/core/tcp_game.h | 51 |
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); }; |