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authorrubidium <rubidium@openttd.org>2010-10-18 20:41:53 +0000
committerrubidium <rubidium@openttd.org>2010-10-18 20:41:53 +0000
commitd71f590ed6cf39f1f21384ce480c5b70cbf3ec41 (patch)
tree004060f9b4ae89b461287d62b5895528d895260e /src/network/network_server.cpp
parent9a0a76cc32ab47bdf229b0f6957e8edd8d3eccf1 (diff)
downloadopenttd-d71f590ed6cf39f1f21384ce480c5b70cbf3ec41.tar.xz
(svn r20993) -Codechange: some shuffling of game protocol packet description so they're documented in the "same" place as UDP, content and admin packets (dihedral)
Diffstat (limited to 'src/network/network_server.cpp')
-rw-r--r--src/network/network_server.cpp158
1 files changed, 0 insertions, 158 deletions
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index 16b626ce5..94c829fe5 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -157,15 +157,6 @@ static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientInfo *ci)
{
- /*
- * Packet: SERVER_CLIENT_INFO
- * Function: Sends info about a client
- * Data:
- * uint32: The identifier of the client (always unique on a server. 1 = server, 0 is invalid)
- * uint8: As which company the client is playing
- * String: The name of the client
- */
-
if (ci->client_id != INVALID_CLIENT_ID) {
Packet *p = new Packet(PACKET_SERVER_CLIENT_INFO);
p->Send_uint32(ci->client_id);
@@ -179,12 +170,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientIn
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
{
- /*
- * Packet: SERVER_COMPANY_INFO
- * Function: Sends info about the companies
- * Data:
- */
-
/* Fetch the latest version of the stats */
NetworkCompanyStats company_stats[MAX_COMPANIES];
NetworkPopulateCompanyStats(company_stats);
@@ -247,13 +232,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error)
{
- /*
- * Packet: SERVER_ERROR
- * Function: The client made an error
- * Data:
- * uint8: ErrorID (see network_data.h, NetworkErrorCode)
- */
-
char str[100];
Packet *p = new Packet(PACKET_SERVER_ERROR);
@@ -296,16 +274,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
{
- /*
- * Packet: PACKET_SERVER_CHECK_NEWGRFS
- * Function: Sends info about the used GRFs to the client
- * Data:
- * uint8: Amount of GRFs
- * And then for each GRF:
- * uint32: GRF ID
- * 16 * uint8: MD5 checksum of the GRF
- */
-
Packet *p = new Packet(PACKET_SERVER_CHECK_NEWGRFS);
const GRFConfig *c;
uint grf_count = 0;
@@ -325,11 +293,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
{
- /*
- * Packet: PACKET_SERVER_NEED_GAME_PASSWORD
- * Function: Indication to the client that the server needs a game password
- */
-
/* Invalid packet when status is STATUS_AUTH_GAME or higher */
if (this->status >= STATUS_AUTH_GAME) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
@@ -342,14 +305,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
{
- /*
- * Packet: PACKET_SERVER_NEED_COMPANY_PASSWORD
- * Function: Indication to the client that the server needs a company password
- * Data:
- * uint32: Generation seed
- * string: Network ID of the server
- */
-
/* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
if (this->status >= STATUS_AUTH_COMPANY) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
@@ -364,13 +319,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
{
- /*
- * Packet: SERVER_WELCOME
- * Function: The client is joined and ready to receive his map
- * Data:
- * uint32: Own Client identifier
- */
-
Packet *p;
NetworkClientSocket *new_cs;
@@ -398,13 +346,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
{
- /*
- * Packet: PACKET_SERVER_WAIT
- * Function: The client can not receive the map at the moment because
- * someone else is already receiving the map
- * Data:
- * uint8: Clients awaiting map
- */
int waiting = 0;
NetworkClientSocket *new_cs;
Packet *p;
@@ -423,20 +364,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
/* This sends the map to the client */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
{
- /*
- * Packet: SERVER_MAP
- * Function: Sends the map to the client, or a part of it (it is splitted in
- * a lot of multiple packets)
- * Data:
- * uint8: packet-type (MAP_PACKET_START, MAP_PACKET_NORMAL and MAP_PACKET_END)
- * if MAP_PACKET_START:
- * uint32: The current FrameCounter
- * if MAP_PACKET_NORMAL:
- * piece of the map (till max-size of packet)
- * if MAP_PACKET_END:
- * nothing
- */
-
static FILE *file_pointer = NULL;
static uint sent_packets; // How many packets we did send succecfully last time
@@ -541,15 +468,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
{
- /*
- * Packet: SERVER_JOIN
- * Function: A client is joined (all active clients receive this after a
- * PACKET_CLIENT_MAP_OK) Mostly what directly follows is a
- * PACKET_SERVER_CLIENT_INFO
- * Data:
- * uint32: Client-identifier
- */
-
Packet *p = new Packet(PACKET_SERVER_JOIN);
p->Send_uint32(client_id);
@@ -561,17 +479,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
{
- /*
- * Packet: SERVER_FRAME
- * Function: Sends the current frame-counter to the client
- * Data:
- * uint32: Frame Counter
- * uint32: Frame Counter Max (how far may the client walk before the server?)
- * [uint32: general-seed-1]
- * [uint32: general-seed-2]
- * (last two depends on compile-settings, and are not default settings)
- */
-
Packet *p = new Packet(PACKET_SERVER_FRAME);
p->Send_uint32(_frame_counter);
p->Send_uint32(_frame_counter_max);
@@ -587,16 +494,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
{
- /*
- * Packet: SERVER_SYNC
- * Function: Sends a sync-check to the client
- * Data:
- * uint32: Frame Counter
- * uint32: General-seed-1
- * [uint32: general-seed-2]
- * (last one depends on compile-settings, and are not default settings)
- */
-
Packet *p = new Packet(PACKET_SERVER_SYNC);
p->Send_uint32(_frame_counter);
p->Send_uint32(_sync_seed_1);
@@ -610,20 +507,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
{
- /*
- * Packet: SERVER_COMMAND
- * Function: Sends a DoCommand to the client
- * Data:
- * uint8: CompanyID (0..MAX_COMPANIES-1)
- * uint32: CommandID (see command.h)
- * uint32: P1 (free variables used in DoCommand)
- * uint32: P2
- * uint32: Tile
- * string: text
- * uint8: CallBackID
- * uint32: Frame of execution
- */
-
Packet *p = new Packet(PACKET_SERVER_COMMAND);
this->Send_Command(p, cp);
@@ -636,16 +519,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacke
NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data)
{
- /*
- * Packet: SERVER_CHAT
- * Function: Sends a chat-packet to the client
- * Data:
- * uint8: ActionID (see network_data.h, NetworkAction)
- * uint32: Client-identifier
- * String: Message (max NETWORK_CHAT_LENGTH)
- * uint64: Arbitrary data
- */
-
Packet *p = new Packet(PACKET_SERVER_CHAT);
p->Send_uint8 (action);
@@ -660,15 +533,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action,
NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
{
- /*
- * Packet: SERVER_ERROR_QUIT
- * Function: One of the clients made an error and is quiting the game
- * This packet informs the other clients of that.
- * Data:
- * uint32: Client-identifier
- * uint8: ErrorID (see network_data.h, NetworkErrorCode)
- */
-
Packet *p = new Packet(PACKET_SERVER_ERROR_QUIT);
p->Send_uint32(client_id);
@@ -680,14 +544,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_
NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
{
- /*
- * Packet: SERVER_ERROR_QUIT
- * Function: A client left the game, and this packets informs the other clients
- * of that.
- * Data:
- * uint32: Client-identifier
- */
-
Packet *p = new Packet(PACKET_SERVER_QUIT);
p->Send_uint32(client_id);
@@ -698,13 +554,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
{
- /*
- * Packet: SERVER_SHUTDOWN
- * Function: Let the clients know that the server is closing
- * Data:
- * <none>
- */
-
Packet *p = new Packet(PACKET_SERVER_SHUTDOWN);
this->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
@@ -712,13 +561,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
{
- /*
- * Packet: PACKET_SERVER_NEWGAME
- * Function: Let the clients know that the server is loading a new map
- * Data:
- * <none>
- */
-
Packet *p = new Packet(PACKET_SERVER_NEWGAME);
this->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;