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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
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')
-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
-rw-r--r--src/network/network.cpp4
-rw-r--r--src/network/network_client.cpp141
-rw-r--r--src/network/network_client.h26
-rw-r--r--src/network/network_server.cpp305
-rw-r--r--src/network/network_server.h17
8 files changed, 387 insertions, 303 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);
};
diff --git a/src/network/network.cpp b/src/network/network.cpp
index a4b42d0d8..88f6128c7 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -939,14 +939,14 @@ static bool NetworkReceive()
cs->writable = !!FD_ISSET(cs->sock, &write_fd);
if (FD_ISSET(cs->sock, &read_fd)) {
if (_network_server) {
- NetworkServer_ReadPackets(cs);
+ cs->Recv_Packets();
} else {
NetworkRecvStatus res;
/* The client already was quiting! */
if (cs->HasClientQuit()) return false;
- res = NetworkClient_ReadPackets(cs);
+ res = cs->Recv_Packets();
if (res != NETWORK_RECV_STATUS_OKAY) {
/* The client made an error of which we can not recover
* close the client and drop back to main menu */
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp
index c9d5791dd..0752e08fb 100644
--- a/src/network/network_client.cpp
+++ b/src/network/network_client.cpp
@@ -392,7 +392,7 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_MOVE)(CompanyID company, const char
extern bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir);
extern StringID _switch_mode_errorstr;
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FULL)
+DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FULL)
{
/* We try to join a server which is full */
_switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_FULL;
@@ -401,7 +401,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FULL)
return NETWORK_RECV_STATUS_SERVER_FULL;
}
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_BANNED)
+DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_BANNED)
{
/* We try to join a server where we are banned */
_switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_BANNED;
@@ -410,11 +410,11 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_BANNED)
return NETWORK_RECV_STATUS_SERVER_BANNED;
}
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO)
+DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMPANY_INFO)
{
byte company_info_version = p->Recv_uint8();
- if (!MY_CLIENT->HasClientQuit() && company_info_version == NETWORK_COMPANY_INFO_VERSION) {
+ if (!this->HasClientQuit() && company_info_version == NETWORK_COMPANY_INFO_VERSION) {
/* We have received all data... (there are no more packets coming) */
if (!p->Recv_bool()) return NETWORK_RECV_STATUS_CLOSE_QUERY;
@@ -452,7 +452,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO)
/* This packet contains info about the client (playas and name)
* as client we save this in NetworkClientInfo, linked via 'client_id'
* which is always an unique number on a server. */
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
+DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CLIENT_INFO)
{
NetworkClientInfo *ci;
ClientID client_id = (ClientID)p->Recv_uint32();
@@ -461,7 +461,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
p->Recv_string(name, sizeof(name));
- if (MY_CLIENT->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
+ if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
ci = NetworkFindClientInfoFromClientID(client_id);
if (ci != NULL) {
@@ -488,7 +488,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
/* We don't have this client_id yet, find an empty client_id, and put the data there */
ci = new NetworkClientInfo(client_id);
ci->client_playas = playas;
- if (client_id == _network_own_client_id) MY_CLIENT->SetInfo(ci);
+ if (client_id == _network_own_client_id) this->SetInfo(ci);
strecpy(ci->client_name, name, lastof(ci->client_name));
@@ -497,7 +497,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR)
+DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_ERROR)
{
NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
@@ -535,7 +535,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR)
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)
+DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHECK_NEWGRFS)
{
uint grf_count = p->Recv_uint8();
NetworkRecvStatus ret = NETWORK_RECV_STATUS_OKAY;
@@ -543,7 +543,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)
/* Check all GRFs */
for (; grf_count > 0; grf_count--) {
GRFIdentifier c;
- MY_CLIENT->Recv_GRFIdentifier(p, &c);
+ this->Recv_GRFIdentifier(p, &c);
/* Check whether we know this GRF */
const GRFConfig *f = FindGRFConfig(c.grfid, c.md5sum);
@@ -566,7 +566,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)
return ret;
}
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)
+DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_GAME_PASSWORD)
{
const char *password = _network_join_server_password;
if (!StrEmpty(password)) {
@@ -578,11 +578,11 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)
+DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_COMPANY_PASSWORD)
{
_password_game_seed = p->Recv_uint32();
p->Recv_string(_password_server_id, sizeof(_password_server_id));
- if (MY_CLIENT->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
+ if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
const char *password = _network_join_company_password;
if (!StrEmpty(password)) {
@@ -594,7 +594,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WELCOME)
+DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WELCOME)
{
_network_own_client_id = (ClientID)p->Recv_uint32();
@@ -606,7 +606,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WELCOME)
return SEND_COMMAND(PACKET_CLIENT_GETMAP)();
}
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WAIT)
+DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WAIT)
{
_network_join_status = NETWORK_JOIN_STATUS_WAITING;
_network_join_waiting = p->Recv_uint8();
@@ -619,7 +619,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WAIT)
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
+DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP)
{
static FILE *file_pointer;
@@ -627,7 +627,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
maptype = p->Recv_uint8();
- if (MY_CLIENT->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
+ if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
/* First packet, init some stuff */
if (maptype == MAP_PACKET_START) {
@@ -647,7 +647,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
* do a division by zero. When the connection is lost, we just return
* that. If kbytes_total is 0, the packet must be malformed as a
* savegame less than 1 kilobyte is practically impossible. */
- if (MY_CLIENT->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
+ if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
if (_network_join_bytes_total == 0) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
@@ -708,7 +708,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FRAME)
+DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FRAME)
{
_frame_counter_server = p->Recv_uint32();
_frame_counter_max = p->Recv_uint32();
@@ -736,7 +736,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FRAME)
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SYNC)
+DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_SYNC)
{
_sync_frame = p->Recv_uint32();
_sync_seed_1 = p->Recv_uint32();
@@ -747,10 +747,10 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SYNC)
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
+DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMMAND)
{
CommandPacket cp;
- const char *err = MY_CLIENT->Recv_Command(p, &cp);
+ const char *err = this->Recv_Command(p, &cp);
cp.frame = p->Recv_uint32();
cp.my_cmd = p->Recv_bool();
@@ -759,12 +759,12 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}
- MY_CLIENT->incoming_queue.Append(&cp);
+ this->incoming_queue.Append(&cp);
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CHAT)
+DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHAT)
{
char name[NETWORK_NAME_LENGTH], msg[NETWORK_CHAT_LENGTH];
const NetworkClientInfo *ci = NULL, *ci_to;
@@ -814,7 +814,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CHAT)
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT)
+DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_ERROR_QUIT)
{
ClientID client_id = (ClientID)p->Recv_uint32();
@@ -829,7 +829,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT)
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_QUIT)
+DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_QUIT)
{
NetworkClientInfo *ci;
@@ -849,7 +849,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_QUIT)
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_JOIN)
+DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_JOIN)
{
ClientID client_id = (ClientID)p->Recv_uint32();
@@ -863,14 +863,14 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_JOIN)
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN)
+DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_SHUTDOWN)
{
_switch_mode_errorstr = STR_NETWORK_MESSAGE_SERVER_SHUTDOWN;
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME)
+DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEWGAME)
{
/* To trottle the reconnects a bit, every clients waits
* his _local_company value before reconnecting
@@ -882,7 +882,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME)
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_RCON)
+DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_RCON)
{
char rcon_out[NETWORK_RCONCOMMAND_LENGTH];
@@ -894,7 +894,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_RCON)
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MOVE)
+DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MOVE)
{
/* Nothing more in this packet... */
ClientID client_id = (ClientID)p->Recv_uint32();
@@ -920,7 +920,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MOVE)
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
+DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CONFIG_UPDATE)
{
_network_server_max_companies = p->Recv_uint8();
_network_server_max_spectators = p->Recv_uint8();
@@ -928,7 +928,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE)
+DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMPANY_UPDATE)
{
_network_company_passworded = p->Recv_uint16();
SetWindowClassesDirty(WC_COMPANY);
@@ -936,60 +936,6 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE)
return NETWORK_RECV_STATUS_OKAY;
}
-
-/* The layout for the receive-functions by the client */
-typedef NetworkRecvStatus NetworkClientPacket(Packet *p);
-
-/* This array matches PacketType. At an incoming
- * packet it is matches against this array
- * and that way the right function to handle that
- * packet is found. */
-static NetworkClientPacket * const _network_client_packet[] = {
- RECEIVE_COMMAND(PACKET_SERVER_FULL),
- RECEIVE_COMMAND(PACKET_SERVER_BANNED),
- NULL, // PACKET_CLIENT_JOIN,
- RECEIVE_COMMAND(PACKET_SERVER_ERROR),
- NULL, // PACKET_CLIENT_COMPANY_INFO,
- RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO),
- RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO),
- RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD),
- RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD),
- NULL, // PACKET_CLIENT_GAME_PASSWORD,
- NULL, // PACKET_CLIENT_COMPANY_PASSWORD,
- RECEIVE_COMMAND(PACKET_SERVER_WELCOME),
- NULL, // PACKET_CLIENT_GETMAP,
- RECEIVE_COMMAND(PACKET_SERVER_WAIT),
- RECEIVE_COMMAND(PACKET_SERVER_MAP),
- NULL, // PACKET_CLIENT_MAP_OK,
- RECEIVE_COMMAND(PACKET_SERVER_JOIN),
- RECEIVE_COMMAND(PACKET_SERVER_FRAME),
- RECEIVE_COMMAND(PACKET_SERVER_SYNC),
- NULL, // PACKET_CLIENT_ACK,
- NULL, // PACKET_CLIENT_COMMAND,
- RECEIVE_COMMAND(PACKET_SERVER_COMMAND),
- NULL, // PACKET_CLIENT_CHAT,
- RECEIVE_COMMAND(PACKET_SERVER_CHAT),
- NULL, // PACKET_CLIENT_SET_PASSWORD,
- NULL, // PACKET_CLIENT_SET_NAME,
- NULL, // PACKET_CLIENT_QUIT,
- NULL, // PACKET_CLIENT_ERROR,
- RECEIVE_COMMAND(PACKET_SERVER_QUIT),
- RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT),
- RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN),
- RECEIVE_COMMAND(PACKET_SERVER_NEWGAME),
- RECEIVE_COMMAND(PACKET_SERVER_RCON),
- NULL, // PACKET_CLIENT_RCON,
- RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS),
- NULL, // PACKET_CLIENT_NEWGRFS_CHECKED,
- RECEIVE_COMMAND(PACKET_SERVER_MOVE),
- NULL, // PACKET_CLIENT_MOVE
- RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE),
- RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE),
-};
-
-/* If this fails, check the array above with network_data.h */
-assert_compile(lengthof(_network_client_packet) == PACKET_END);
-
/* Is called after a client is connected to the server */
void NetworkClient_Connected()
{
@@ -1001,27 +947,6 @@ void NetworkClient_Connected()
SEND_COMMAND(PACKET_CLIENT_JOIN)();
}
-/* Reads the packets from the socket-stream, if available */
-NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientSocket *cs)
-{
- Packet *p;
- NetworkRecvStatus res = NETWORK_RECV_STATUS_OKAY;
-
- while (res == NETWORK_RECV_STATUS_OKAY && (p = cs->Recv_Packet()) != NULL) {
- byte type = p->Recv_uint8();
- if (type < PACKET_END && _network_client_packet[type] != NULL && !MY_CLIENT->HasClientQuit()) {
- res = _network_client_packet[type](p);
- } else {
- res = NETWORK_RECV_STATUS_MALFORMED_PACKET;
- DEBUG(net, 0, "[client] received invalid packet type %d", type);
- }
-
- delete p;
- }
-
- return res;
-}
-
void NetworkClientSendRcon(const char *password, const char *command)
{
SEND_COMMAND(PACKET_CLIENT_RCON)(password, command);
diff --git a/src/network/network_client.h b/src/network/network_client.h
index e7fd0057f..ee0c56fca 100644
--- a/src/network/network_client.h
+++ b/src/network/network_client.h
@@ -18,6 +18,31 @@
/** Class for handling the client side of the game connection. */
class ClientNetworkGameSocketHandler : public NetworkGameSocketHandler {
+protected:
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
+ 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_SERVER_WELCOME);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP);
+ 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_SERVER_COMMAND);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT);
+ 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_SERVER_CHECK_NEWGRFS);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE);
public:
ClientNetworkGameSocketHandler(SOCKET s);
};
@@ -36,7 +61,6 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK);
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command);
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_MOVE)(CompanyID company, const char *pass);
-NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientSocket *cs);
void NetworkClient_Connected();
extern CompanyID _network_join_as;
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index d11051ea5..5f7601fb7 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -682,37 +682,37 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
* DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
************/
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO)
+DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMPANY_INFO)
{
- return SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)(cs);
+ return SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)(this);
}
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)
+DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_NEWGRFS_CHECKED)
{
- if (cs->status != STATUS_NEWGRFS_CHECK) {
+ if (this->status != STATUS_NEWGRFS_CHECK) {
/* Illegal call, return error and ignore the packet */
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
}
- NetworkClientInfo *ci = cs->GetInfo();
+ NetworkClientInfo *ci = this->GetInfo();
/* We now want a password from the client else we do not allow him in! */
if (!StrEmpty(_settings_client.network.server_password)) {
- return SEND_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)(cs);
+ return SEND_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)(this);
}
if (Company::IsValidID(ci->client_playas) && !StrEmpty(_network_company_states[ci->client_playas].password)) {
- return SEND_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)(cs);
+ return SEND_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)(this);
}
- return SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
+ return SEND_COMMAND(PACKET_SERVER_WELCOME)(this);
}
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
+DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_JOIN)
{
- if (cs->status != STATUS_INACTIVE) {
+ if (this->status != STATUS_INACTIVE) {
/* Illegal call, return error and ignore the packet */
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
}
char name[NETWORK_CLIENT_NAME_LENGTH];
@@ -726,30 +726,30 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
/* Check if the client has revision control enabled */
if (!IsNetworkCompatibleVersion(client_revision)) {
/* Different revisions!! */
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_REVISION);
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_WRONG_REVISION);
}
p->Recv_string(name, sizeof(name));
playas = (Owner)p->Recv_uint8();
client_lang = (NetworkLanguage)p->Recv_uint8();
- if (cs->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
+ if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
/* join another company does not affect these values */
switch (playas) {
case COMPANY_NEW_COMPANY: // New company
if (Company::GetNumItems() >= _settings_client.network.max_companies) {
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_FULL);
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_FULL);
}
break;
case COMPANY_SPECTATOR: // Spectator
if (NetworkSpectatorCount() >= _settings_client.network.max_spectators) {
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_FULL);
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_FULL);
}
break;
default: // Join another company (companies 1-8 (index 0-7))
if (!Company::IsValidHumanID(playas)) {
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_COMPANY_MISMATCH);
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_COMPANY_MISMATCH);
}
break;
}
@@ -759,10 +759,10 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
if (!NetworkFindName(name)) { // Change name if duplicate
/* We could not create a name for this client */
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NAME_IN_USE);
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NAME_IN_USE);
}
- ci = cs->GetInfo();
+ ci = this->GetInfo();
strecpy(ci->client_name, name, lastof(ci->client_name));
ci->client_playas = playas;
@@ -772,20 +772,20 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
/* Make sure companies to which people try to join are not autocleaned */
if (Company::IsValidID(playas)) _network_company_states[playas].months_empty = 0;
- cs->status = STATUS_NEWGRFS_CHECK;
+ this->status = STATUS_NEWGRFS_CHECK;
if (_grfconfig == NULL) {
/* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
- return RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)(cs, NULL);
+ return this->RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)(NULL);
}
- return SEND_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)(cs);
+ return SEND_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)(this);
}
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD)
+DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GAME_PASSWORD)
{
- if (cs->status != STATUS_AUTH_GAME) {
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
+ if (this->status != STATUS_AUTH_GAME) {
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
}
char password[NETWORK_PASSWORD_LENGTH];
@@ -795,22 +795,22 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD)
if (!StrEmpty(_settings_client.network.server_password) &&
strcmp(password, _settings_client.network.server_password) != 0) {
/* Password is invalid */
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_WRONG_PASSWORD);
}
- const NetworkClientInfo *ci = cs->GetInfo();
+ const NetworkClientInfo *ci = this->GetInfo();
if (Company::IsValidID(ci->client_playas) && !StrEmpty(_network_company_states[ci->client_playas].password)) {
- return SEND_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)(cs);
+ return SEND_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)(this);
}
/* Valid password, allow user */
- return SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
+ return SEND_COMMAND(PACKET_SERVER_WELCOME)(this);
}
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)
+DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMPANY_PASSWORD)
{
- if (cs->status != STATUS_AUTH_COMPANY) {
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
+ if (this->status != STATUS_AUTH_COMPANY) {
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
}
char password[NETWORK_PASSWORD_LENGTH];
@@ -819,17 +819,17 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)
/* Check company password. Allow joining if we cleared the password meanwhile.
* Also, check the company is still valid - client could be moved to spectators
* in the middle of the authorization process */
- CompanyID playas = cs->GetInfo()->client_playas;
+ CompanyID playas = this->GetInfo()->client_playas;
if (Company::IsValidID(playas) && !StrEmpty(_network_company_states[playas].password) &&
strcmp(password, _network_company_states[playas].password) != 0) {
/* Password is invalid */
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_WRONG_PASSWORD);
}
- return SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
+ return SEND_COMMAND(PACKET_SERVER_WELCOME)(this);
}
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
+DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GETMAP)
{
NetworkClientSocket *new_cs;
@@ -844,112 +844,111 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
if (_openttd_newgrf_version != p->Recv_uint32()) {
/* The version we get from the client differs, it must have the
* wrong version. The client must be wrong. */
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
}
} else if (p->size != 3) {
/* We received a packet from a version that claims to be stable.
* That shouldn't happen. The client must be wrong. */
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
}
/* The client was never joined.. so this is impossible, right?
* Ignore the packet, give the client a warning, and close his connection */
- if (cs->status < STATUS_AUTHORIZED || cs->HasClientQuit()) {
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
+ if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_AUTHORIZED);
}
/* Check if someone else is receiving the map */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status == STATUS_MAP) {
/* Tell the new client to wait */
- cs->status = STATUS_MAP_WAIT;
- return SEND_COMMAND(PACKET_SERVER_WAIT)(cs);
+ this->status = STATUS_MAP_WAIT;
+ return SEND_COMMAND(PACKET_SERVER_WAIT)(this);
}
}
/* We receive a request to upload the map.. give it to the client! */
- return SEND_COMMAND(PACKET_SERVER_MAP)(cs);
+ return SEND_COMMAND(PACKET_SERVER_MAP)(this);
}
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
+DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MAP_OK)
{
/* Client has the map, now start syncing */
- if (cs->status == STATUS_DONE_MAP && !cs->HasClientQuit()) {
+ if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkClientSocket *new_cs;
- NetworkGetClientName(client_name, sizeof(client_name), cs);
+ NetworkGetClientName(client_name, sizeof(client_name), this);
- NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, NULL, cs->client_id);
+ NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, NULL, this->client_id);
/* Mark the client as pre-active, and wait for an ACK
* so we know he is done loading and in sync with us */
- cs->status = STATUS_PRE_ACTIVE;
- NetworkHandleCommandQueue(cs);
- SEND_COMMAND(PACKET_SERVER_FRAME)(cs);
- SEND_COMMAND(PACKET_SERVER_SYNC)(cs);
+ this->status = STATUS_PRE_ACTIVE;
+ NetworkHandleCommandQueue(this);
+ SEND_COMMAND(PACKET_SERVER_FRAME)(this);
+ SEND_COMMAND(PACKET_SERVER_SYNC)(this);
/* This is the frame the client receives
* we need it later on to make sure the client is not too slow */
- cs->last_frame = _frame_counter;
- cs->last_frame_server = _frame_counter;
+ this->last_frame = _frame_counter;
+ this->last_frame_server = _frame_counter;
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTHORIZED) {
- SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(new_cs, cs->GetInfo());
- SEND_COMMAND(PACKET_SERVER_JOIN)(new_cs, cs->client_id);
+ SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(new_cs, this->GetInfo());
+ SEND_COMMAND(PACKET_SERVER_JOIN)(new_cs, this->client_id);
}
}
/* also update the new client with our max values */
- SEND_COMMAND(PACKET_SERVER_CONFIG_UPDATE)(cs);
+ SEND_COMMAND(PACKET_SERVER_CONFIG_UPDATE)(this);
/* quickly update the syncing client with company details */
- return SEND_COMMAND(PACKET_SERVER_COMPANY_UPDATE)(cs);
+ return SEND_COMMAND(PACKET_SERVER_COMPANY_UPDATE)(this);
}
/* Wrong status for this packet, give a warning to client, and close connection */
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
}
/**
* The client has done a command and wants us to handle it
- * @param *cs the connected client that has sent the command
- * @param *p the packet in which the command was sent
+ * @param p the packet in which the command was sent
*/
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
+DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMMAND)
{
/* The client was never joined.. so this is impossible, right?
* Ignore the packet, give the client a warning, and close his connection */
- if (cs->status < STATUS_DONE_MAP || cs->HasClientQuit()) {
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
+ if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
}
- if (cs->incoming_queue.Count() >= _settings_client.network.max_commands_in_queue) {
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_TOO_MANY_COMMANDS);
+ if (this->incoming_queue.Count() >= _settings_client.network.max_commands_in_queue) {
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_TOO_MANY_COMMANDS);
}
CommandPacket cp;
- const char *err = cs->Recv_Command(p, &cp);
+ const char *err = this->Recv_Command(p, &cp);
- if (cs->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
+ if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
- NetworkClientInfo *ci = cs->GetInfo();
+ NetworkClientInfo *ci = this->GetInfo();
if (err != NULL) {
IConsolePrintF(CC_ERROR, "WARNING: %s from client %d (IP: %s).", err, ci->client_id, GetClientIP(ci));
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
}
if ((GetCommandFlags(cp.cmd) & CMD_SERVER) && ci->client_id != CLIENT_ID_SERVER) {
IConsolePrintF(CC_ERROR, "WARNING: server only command from: client %d (IP: %s), kicking...", ci->client_id, GetClientIP(ci));
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_KICKED);
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_KICKED);
}
if ((GetCommandFlags(cp.cmd) & CMD_SPECTATOR) == 0 && !Company::IsValidID(cp.company) && ci->client_id != CLIENT_ID_SERVER) {
IConsolePrintF(CC_ERROR, "WARNING: spectator issueing command from client %d (IP: %s), kicking...", ci->client_id, GetClientIP(ci));
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_KICKED);
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_KICKED);
}
/**
@@ -960,12 +959,12 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
if (!(cp.cmd == CMD_COMPANY_CTRL && cp.p1 == 0 && ci->client_playas == COMPANY_NEW_COMPANY) && ci->client_playas != cp.company) {
IConsolePrintF(CC_ERROR, "WARNING: client %d (IP: %s) tried to execute a command as company %d, kicking...",
ci->client_playas + 1, GetClientIP(ci), cp.company + 1);
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_COMPANY_MISMATCH);
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_COMPANY_MISMATCH);
}
if (cp.cmd == CMD_COMPANY_CTRL) {
if (cp.p1 != 0 || cp.company != COMPANY_SPECTATOR) {
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_CHEATER);
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_CHEATER);
}
/* Check if we are full - else it's possible for spectators to send a CMD_COMPANY_CTRL and the company is created regardless of max_companies! */
@@ -975,13 +974,13 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
}
}
- if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) cp.p2 = cs->client_id;
+ if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) cp.p2 = this->client_id;
- cs->incoming_queue.Append(&cp);
+ this->incoming_queue.Append(&cp);
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
+DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ERROR)
{
/* This packets means a client noticed an error and is reporting this
* to us. Display the error and report it to the other clients */
@@ -991,12 +990,12 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
NetworkErrorCode errorno = (NetworkErrorCode)p->Recv_uint8();
/* The client was never joined.. thank the client for the packet, but ignore it */
- if (cs->status < STATUS_DONE_MAP || cs->HasClientQuit()) {
- cs->CloseConnection();
+ if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
+ this->CloseConnection();
return NETWORK_RECV_STATUS_CONN_LOST;
}
- NetworkGetClientName(client_name, sizeof(client_name), cs);
+ NetworkGetClientName(client_name, sizeof(client_name), this);
StringID strid = GetNetworkErrorMsg(errorno);
GetString(str, strid, lastof(str));
@@ -1007,15 +1006,15 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTHORIZED) {
- SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, errorno);
+ SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, this->client_id, errorno);
}
}
- cs->CloseConnection(false);
+ this->CloseConnection(false);
return NETWORK_RECV_STATUS_CONN_LOST;
}
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
+DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_QUIT)
{
/* The client wants to leave. Display this and report it to the other
* clients. */
@@ -1023,50 +1022,50 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
char client_name[NETWORK_CLIENT_NAME_LENGTH];
/* The client was never joined.. thank the client for the packet, but ignore it */
- if (cs->status < STATUS_DONE_MAP || cs->HasClientQuit()) {
- cs->CloseConnection();
+ if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
+ this->CloseConnection();
return NETWORK_RECV_STATUS_CONN_LOST;
}
- NetworkGetClientName(client_name, sizeof(client_name), cs);
+ NetworkGetClientName(client_name, sizeof(client_name), this);
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTHORIZED) {
- SEND_COMMAND(PACKET_SERVER_QUIT)(new_cs, cs->client_id);
+ SEND_COMMAND(PACKET_SERVER_QUIT)(new_cs, this->client_id);
}
}
- cs->CloseConnection(false);
+ this->CloseConnection(false);
return NETWORK_RECV_STATUS_CONN_LOST;
}
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
+DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ACK)
{
- if (cs->status < STATUS_AUTHORIZED) {
+ if (this->status < STATUS_AUTHORIZED) {
/* Illegal call, return error and ignore the packet */
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_AUTHORIZED);
}
uint32 frame = p->Recv_uint32();
/* The client is trying to catch up with the server */
- if (cs->status == STATUS_PRE_ACTIVE) {
+ if (this->status == STATUS_PRE_ACTIVE) {
/* The client is not yet catched up? */
if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
/* Now he is! Unpause the game */
- cs->status = STATUS_ACTIVE;
+ this->status = STATUS_ACTIVE;
/* Execute script for, e.g. MOTD */
IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
}
/* The client received the frame, make note of it */
- cs->last_frame = frame;
+ this->last_frame = frame;
/* With those 2 values we can calculate the lag realtime */
- cs->last_frame_server = _frame_counter;
+ this->last_frame_server = _frame_counter;
return NETWORK_RECV_STATUS_OKAY;
}
@@ -1172,11 +1171,11 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co
}
}
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
+DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_CHAT)
{
- if (cs->status < STATUS_AUTHORIZED) {
+ if (this->status < STATUS_AUTHORIZED) {
/* Illegal call, return error and ignore the packet */
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_AUTHORIZED);
}
NetworkAction action = (NetworkAction)p->Recv_uint8();
@@ -1187,7 +1186,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
p->Recv_string(msg, NETWORK_CHAT_LENGTH);
int64 data = p->Recv_uint64();
- NetworkClientInfo *ci = cs->GetInfo();
+ NetworkClientInfo *ci = this->GetInfo();
switch (action) {
case NETWORK_ACTION_GIVE_MONEY:
if (!Company::IsValidID(ci->client_playas)) break;
@@ -1195,28 +1194,28 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
case NETWORK_ACTION_CHAT:
case NETWORK_ACTION_CHAT_CLIENT:
case NETWORK_ACTION_CHAT_COMPANY:
- NetworkServerSendChat(action, desttype, dest, msg, cs->client_id, data);
+ NetworkServerSendChat(action, desttype, dest, msg, this->client_id, data);
break;
default:
IConsolePrintF(CC_ERROR, "WARNING: invalid chat action from client %d (IP: %s).", ci->client_id, GetClientIP(ci));
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
break;
}
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD)
+DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_PASSWORD)
{
- if (cs->status != STATUS_ACTIVE) {
+ if (this->status != STATUS_ACTIVE) {
/* Illegal call, return error and ignore the packet */
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
}
char password[NETWORK_PASSWORD_LENGTH];
const NetworkClientInfo *ci;
p->Recv_string(password, sizeof(password));
- ci = cs->GetInfo();
+ ci = this->GetInfo();
if (Company::IsValidID(ci->client_playas)) {
strecpy(_network_company_states[ci->client_playas].password, password, lastof(_network_company_states[ci->client_playas].password));
@@ -1225,20 +1224,20 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD)
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME)
+DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_NAME)
{
- if (cs->status != STATUS_ACTIVE) {
+ if (this->status != STATUS_ACTIVE) {
/* Illegal call, return error and ignore the packet */
- return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
+ return SEND_COMMAND(PACKET_SERVER_ERROR)(this, NETWORK_ERROR_NOT_EXPECTED);
}
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkClientInfo *ci;
p->Recv_string(client_name, sizeof(client_name));
- ci = cs->GetInfo();
+ ci = this->GetInfo();
- if (cs->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
+ if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
if (ci != NULL) {
/* Display change */
@@ -1251,7 +1250,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME)
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_RCON)
+DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_RCON)
{
char pass[NETWORK_PASSWORD_LENGTH];
char command[NETWORK_RCONCOMMAND_LENGTH];
@@ -1262,19 +1261,19 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_RCON)
p->Recv_string(command, sizeof(command));
if (strcmp(pass, _settings_client.network.rcon_password) != 0) {
- DEBUG(net, 0, "[rcon] wrong password from client-id %d", cs->client_id);
+ DEBUG(net, 0, "[rcon] wrong password from client-id %d", this->client_id);
return NETWORK_RECV_STATUS_OKAY;
}
- DEBUG(net, 0, "[rcon] client-id %d executed: '%s'", cs->client_id, command);
+ DEBUG(net, 0, "[rcon] client-id %d executed: '%s'", this->client_id, command);
- _redirect_console_to_client = cs->client_id;
+ _redirect_console_to_client = this->client_id;
IConsoleCmdExec(command);
_redirect_console_to_client = INVALID_CLIENT_ID;
return NETWORK_RECV_STATUS_OKAY;
}
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MOVE)
+DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MOVE)
{
CompanyID company_id = (Owner)p->Recv_uint8();
@@ -1289,70 +1288,16 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MOVE)
/* Incorrect password sent, return! */
if (strcmp(password, _network_company_states[company_id].password) != 0) {
- DEBUG(net, 2, "[move] wrong password from client-id #%d for company #%d", cs->client_id, company_id + 1);
+ DEBUG(net, 2, "[move] wrong password from client-id #%d for company #%d", this->client_id, company_id + 1);
return NETWORK_RECV_STATUS_OKAY;
}
}
/* if we get here we can move the client */
- NetworkServerDoMove(cs->client_id, company_id);
+ NetworkServerDoMove(this->client_id, company_id);
return NETWORK_RECV_STATUS_OKAY;
}
-/* The layout for the receive-functions by the server */
-typedef NetworkRecvStatus NetworkServerPacket(NetworkClientSocket *cs, Packet *p);
-
-
-/* This array matches PacketType. At an incoming
- * packet it is matches against this array
- * and that way the right function to handle that
- * packet is found. */
-static NetworkServerPacket * const _network_server_packet[] = {
- NULL, // PACKET_SERVER_FULL,
- NULL, // PACKET_SERVER_BANNED,
- RECEIVE_COMMAND(PACKET_CLIENT_JOIN),
- NULL, // PACKET_SERVER_ERROR,
- RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO),
- NULL, // PACKET_SERVER_COMPANY_INFO,
- NULL, // PACKET_SERVER_CLIENT_INFO,
- NULL, // PACKET_SERVER_NEED_GAME_PASSWORD,
- NULL, // PACKET_SERVER_NEED_COMPANY_PASSWORD,
- RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD),
- RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD),
- NULL, // PACKET_SERVER_WELCOME,
- RECEIVE_COMMAND(PACKET_CLIENT_GETMAP),
- NULL, // PACKET_SERVER_WAIT,
- NULL, // PACKET_SERVER_MAP,
- RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK),
- NULL, // PACKET_SERVER_JOIN,
- NULL, // PACKET_SERVER_FRAME,
- NULL, // PACKET_SERVER_SYNC,
- RECEIVE_COMMAND(PACKET_CLIENT_ACK),
- RECEIVE_COMMAND(PACKET_CLIENT_COMMAND),
- NULL, // PACKET_SERVER_COMMAND,
- RECEIVE_COMMAND(PACKET_CLIENT_CHAT),
- NULL, // PACKET_SERVER_CHAT,
- RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD),
- RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME),
- RECEIVE_COMMAND(PACKET_CLIENT_QUIT),
- RECEIVE_COMMAND(PACKET_CLIENT_ERROR),
- NULL, // PACKET_SERVER_QUIT,
- NULL, // PACKET_SERVER_ERROR_QUIT,
- NULL, // PACKET_SERVER_SHUTDOWN,
- NULL, // PACKET_SERVER_NEWGAME,
- NULL, // PACKET_SERVER_RCON,
- RECEIVE_COMMAND(PACKET_CLIENT_RCON),
- NULL, // PACKET_CLIENT_CHECK_NEWGRFS,
- RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED),
- NULL, // PACKET_SERVER_MOVE,
- RECEIVE_COMMAND(PACKET_CLIENT_MOVE),
- NULL, // PACKET_SERVER_COMPANY_UPDATE,
- NULL, // PACKET_SERVER_CONFIG_UPDATE,
-};
-
-/* If this fails, check the array above with network_data.h */
-assert_compile(lengthof(_network_server_packet) == PACKET_END);
-
void NetworkSocketHandler::Send_CompanyInformation(Packet *p, const Company *c, const NetworkCompanyStats *stats)
{
/* Grab the company name */
@@ -1597,26 +1542,6 @@ bool NetworkServerChangeClientName(ClientID client_id, const char *new_name)
return true;
}
-/* Reads a packet from the stream */
-void NetworkServer_ReadPackets(NetworkClientSocket *cs)
-{
- Packet *p;
- NetworkRecvStatus res = NETWORK_RECV_STATUS_OKAY;
-
- while (res == NETWORK_RECV_STATUS_OKAY && (p = cs->Recv_Packet()) != NULL) {
- byte type = p->Recv_uint8();
- if (type < PACKET_END && _network_server_packet[type] != NULL && !cs->HasClientQuit()) {
- res = _network_server_packet[type](cs, p);
- } else {
- cs->CloseConnection();
- res = NETWORK_RECV_STATUS_MALFORMED_PACKET;
- DEBUG(net, 0, "[server] received invalid packet type %d", type);
- }
-
- delete p;
- }
-}
-
/* Handle the local command-queue */
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
{
diff --git a/src/network/network_server.h b/src/network/network_server.h
index 55366d222..037f22a71 100644
--- a/src/network/network_server.h
+++ b/src/network/network_server.h
@@ -18,6 +18,23 @@
/** Class for handling the server side of the game connection. */
class ServerNetworkGameSocketHandler : public NetworkGameSocketHandler {
+protected:
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_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_CLIENT_RCON);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED);
+ DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE);
public:
ServerNetworkGameSocketHandler(SOCKET s);
~ServerNetworkGameSocketHandler();