diff options
author | rubidium <rubidium@openttd.org> | 2010-10-17 17:35:42 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2010-10-17 17:35:42 +0000 |
commit | 7cc8a363d84fe013406703ae324bf5c22383fb2a (patch) | |
tree | 55432f26d0f042af0c29c333ac7221f7e1ed3bfc /src/network/network.cpp | |
parent | 7c29477eec24dc10c2e63ede57fe80c42f5b0957 (diff) | |
download | openttd-7cc8a363d84fe013406703ae324bf5c22383fb2a.tar.xz |
(svn r20966) -Change: enable remote administration sockets (parts by Yexo and dihedral)
Diffstat (limited to 'src/network/network.cpp')
-rw-r--r-- | src/network/network.cpp | 68 |
1 files changed, 55 insertions, 13 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp index 309a9f025..b18c2732f 100644 --- a/src/network/network.cpp +++ b/src/network/network.cpp @@ -16,6 +16,7 @@ #include "../strings_func.h" #include "../command_func.h" #include "../date_func.h" +#include "network_admin.h" #include "network_client.h" #include "network_server.h" #include "network_content.h" @@ -429,22 +430,37 @@ void ParseConnectionString(const char **company, const char **port, char *connec cs->GetInfo()->client_address = address; // Save the IP of the client } -/** Resets both pools used for network clients */ -static void InitializeNetworkPools() +/** + * Resets the pools used for network clients, and the admin pool if needed. + * @param close_admins Whether the admin pool has to be cleared as well. + */ +static void InitializeNetworkPools(bool close_admins = true) { _networkclientsocket_pool.CleanPool(); _networkclientinfo_pool.CleanPool(); + if (close_admins) _networkadminsocket_pool.CleanPool(); } -/* Close all current connections */ -void NetworkClose() +/** + * Close current connections. + * @param close_admins Whether the admin connections have to be closed as well. + */ +void NetworkClose(bool close_admins) { if (_network_server) { + if (close_admins) { + ServerNetworkAdminSocketHandler *as; + FOR_ALL_ADMIN_SOCKETS(as) { + as->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST); + } + } + NetworkClientSocket *cs; FOR_ALL_CLIENT_SOCKETS(cs) { cs->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST); } ServerNetworkGameSocketHandler::CloseListeners(); + ServerNetworkAdminSocketHandler::CloseListeners(); } else if (MyClient::my_client != NULL) { MyClient::SendQuit(); MyClient::my_client->Send_Packets(); @@ -461,13 +477,13 @@ void NetworkClose() free(_network_company_states); _network_company_states = NULL; - InitializeNetworkPools(); + InitializeNetworkPools(close_admins); } /* Inits the network (cleans sockets and stuff) */ -static void NetworkInitialize() +static void NetworkInitialize(bool close_admins = true) { - InitializeNetworkPools(); + InitializeNetworkPools(close_admins); NetworkUDPInitialize(); _sync_frame = 0; @@ -629,10 +645,13 @@ bool NetworkServerStart() IConsoleCmdExec("exec scripts/pre_server.scr 0"); if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0"); - NetworkDisconnect(); - NetworkInitialize(); + NetworkDisconnect(false, false); + NetworkInitialize(false); if (!ServerNetworkGameSocketHandler::Listen(_settings_client.network.server_port)) return false; + /* Only listen for admins when the password isn't empty. */ + if (!StrEmpty(_settings_client.network.admin_password) && !ServerNetworkAdminSocketHandler::Listen(_settings_client.network.server_admin_port)) return false; + /* Try to start UDP-server */ _network_udp_server = _udp_server_socket->Listen(); @@ -659,6 +678,10 @@ bool NetworkServerStart() _network_last_advertise_frame = 0; _network_need_advertise = true; NetworkUDPAdvertise(); + + /* welcome possibly still connected admins - this can only happen on a dedicated server. */ + if (_network_dedicated) ServerNetworkAdminSocketHandler::WelcomeAll(); + return true; } @@ -672,16 +695,25 @@ void NetworkReboot() cs->SendNewGame(); cs->Send_Packets(); } + + ServerNetworkAdminSocketHandler *as; + FOR_ALL_ADMIN_SOCKETS(as) { + as->SendNewGame(); + as->Send_Packets(); + } } - NetworkClose(); + /* For non-dedicated servers we have to kick the admins as we are not + * certain that we will end up in a new network game. */ + NetworkClose(!_network_dedicated); } /** * We want to disconnect from the host/clients. - * @param blocking whether to wait till everything has been closed + * @param blocking whether to wait till everything has been closed. + * @param close_admins Whether the admin sockets need to be closed as well. */ -void NetworkDisconnect(bool blocking) +void NetworkDisconnect(bool blocking, bool close_admins) { if (_network_server) { NetworkClientSocket *cs; @@ -689,13 +721,21 @@ void NetworkDisconnect(bool blocking) cs->SendShutdown(); cs->Send_Packets(); } + + if (close_admins) { + ServerNetworkAdminSocketHandler *as; + FOR_ALL_ADMIN_SOCKETS(as) { + as->SendShutdown(); + as->Send_Packets(); + } + } } if (_settings_client.network.server_advertise) NetworkUDPRemoveAdvertise(blocking); DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); - NetworkClose(); + NetworkClose(close_admins); /* Reinitialize the UDP stack, i.e. close all existing connections. */ NetworkUDPInitialize(); @@ -708,6 +748,7 @@ void NetworkDisconnect(bool blocking) static bool NetworkReceive() { if (_network_server) { + ServerNetworkAdminSocketHandler::Receive(); return ServerNetworkGameSocketHandler::Receive(); } else { return ClientNetworkGameSocketHandler::Receive(); @@ -718,6 +759,7 @@ static bool NetworkReceive() static void NetworkSend() { if (_network_server) { + ServerNetworkAdminSocketHandler::Send(); ServerNetworkGameSocketHandler::Send(); } else { ClientNetworkGameSocketHandler::Send(); |