diff options
author | rubidium <rubidium@openttd.org> | 2010-10-18 20:41:53 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2010-10-18 20:41:53 +0000 |
commit | d71f590ed6cf39f1f21384ce480c5b70cbf3ec41 (patch) | |
tree | 004060f9b4ae89b461287d62b5895528d895260e /src/network/network_server.cpp | |
parent | 9a0a76cc32ab47bdf229b0f6957e8edd8d3eccf1 (diff) | |
download | openttd-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.cpp | 158 |
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; |