diff options
author | rubidium <rubidium@openttd.org> | 2010-10-15 13:22:00 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2010-10-15 13:22:00 +0000 |
commit | 8eb07d097e2ab53f0b41a6b7af541c4937732e0b (patch) | |
tree | 6722210c26413da2881daeff5f1a8d387814c450 /src | |
parent | 951b725b8c001003b38f0b009b6d6df55cb6ec02 (diff) | |
download | openttd-8eb07d097e2ab53f0b41a6b7af541c4937732e0b.tar.xz |
(svn r20923) -Codechange: prepare creating sub-classes of NetworkClientSocket for server and client side
Diffstat (limited to 'src')
-rw-r--r-- | src/network/core/tcp_game.cpp | 21 | ||||
-rw-r--r-- | src/network/core/tcp_game.h | 11 | ||||
-rw-r--r-- | src/network/network.cpp | 34 | ||||
-rw-r--r-- | src/network/network_client.cpp | 8 | ||||
-rw-r--r-- | src/network/network_client.h | 6 | ||||
-rw-r--r-- | src/network/network_server.cpp | 28 | ||||
-rw-r--r-- | src/network/network_server.h | 7 |
7 files changed, 73 insertions, 42 deletions
diff --git a/src/network/core/tcp_game.cpp b/src/network/core/tcp_game.cpp index 494c12a87..6d8e174c8 100644 --- a/src/network/core/tcp_game.cpp +++ b/src/network/core/tcp_game.cpp @@ -18,7 +18,6 @@ #include "../network.h" #include "../network_internal.h" #include "../../core/pool_func.hpp" -#include "../../order_backup.h" #include "table/strings.h" @@ -29,18 +28,16 @@ assert_compile(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS); NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket"); INSTANTIATE_POOL_METHODS(NetworkClientSocket) -NetworkClientSocket::NetworkClientSocket(ClientID client_id) +/** + * Create a new socket for the game connection. + * @param s The socket to connect with. + */ +NetworkGameSocketHandler::NetworkGameSocketHandler(SOCKET s) { - this->client_id = client_id; this->status = STATUS_INACTIVE; -} - -NetworkClientSocket::~NetworkClientSocket() -{ - if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID; - if (_network_server) OrderBackup::ResetUser(this->client_id); - this->client_id = INVALID_CLIENT_ID; - this->status = STATUS_INACTIVE; + this->sock = s; + this->last_frame = _frame_counter; + this->last_frame_server = _frame_counter; } /** @@ -51,7 +48,7 @@ NetworkClientSocket::~NetworkClientSocket() * @return the new status * TODO: needs to be splitted when using client and server socket packets */ -NetworkRecvStatus NetworkClientSocket::CloseConnection(bool error) +NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error) { /* Clients drop back to the main menu */ if (!_network_server && _networking) { diff --git a/src/network/core/tcp_game.h b/src/network/core/tcp_game.h index acbd47ed8..77da6218c 100644 --- a/src/network/core/tcp_game.h +++ b/src/network/core/tcp_game.h @@ -108,15 +108,18 @@ enum ClientStatus { STATUS_END ///< Must ALWAYS be on the end of this list!! (period) }; -class NetworkClientSocket; +class NetworkGameSocketHandler; +typedef NetworkGameSocketHandler NetworkClientSocket; typedef Pool<NetworkClientSocket, ClientIndex, 8, MAX_CLIENT_SLOTS> NetworkClientSocketPool; extern NetworkClientSocketPool _networkclientsocket_pool; /** Base socket handler for all TCP sockets */ -class NetworkClientSocket : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkTCPSocketHandler { +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: + NetworkGameSocketHandler(SOCKET s); public: ClientID client_id; ///< Client identifier uint32 last_frame; ///< Last frame we have executed @@ -129,9 +132,7 @@ public: CommandQueue outgoing_queue; ///< The command-queue awaiting delivery NetworkRecvStatus CloseConnection(bool error = true); - - NetworkClientSocket(ClientID client_id = INVALID_CLIENT_ID); - ~NetworkClientSocket(); + virtual ~NetworkGameSocketHandler() {} inline void SetInfo(NetworkClientInfo *info) { assert(info != NULL && this->info == NULL); this->info = info; } inline NetworkClientInfo *GetInfo() const { return this->info; } diff --git a/src/network/network.cpp b/src/network/network.cpp index 06c46a01d..a4b42d0d8 100644 --- a/src/network/network.cpp +++ b/src/network/network.cpp @@ -43,8 +43,6 @@ bool _ddc_fastforward = true; #endif /* DEBUG_DUMP_COMMANDS */ -DECLARE_POSTFIX_INCREMENT(ClientID) - assert_compile(NetworkClientInfoPool::MAX_SIZE == NetworkClientSocketPool::MAX_SIZE); NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo"); @@ -94,8 +92,6 @@ static SocketList _listensockets; /* The amount of clients connected */ static byte _network_clients_connected = 0; -/* The identifier counter for new clients (is never decreased) */ -static ClientID _network_client_id = CLIENT_ID_FIRST; /* Some externs / forwards */ extern void StateGameLoop(); @@ -483,31 +479,19 @@ void ParseConnectionString(const char **company, const char **port, char *connec * Used both by the server and the client */ static NetworkClientSocket *NetworkAllocClient(SOCKET s) { - if (_network_server) { - /* Can we handle a new client? */ - if (_network_clients_connected >= MAX_CLIENTS) return NULL; - if (_network_game_info.clients_on >= _settings_client.network.max_clients) return NULL; - - /* Register the login */ - _network_clients_connected++; + if (!_network_server) { + return new ClientNetworkGameSocketHandler(s); } - NetworkClientSocket *cs = new NetworkClientSocket(INVALID_CLIENT_ID); - cs->sock = s; - cs->last_frame = _frame_counter; - cs->last_frame_server = _frame_counter; + /* Can we handle a new client? */ + if (_network_clients_connected >= MAX_CLIENTS) return NULL; + if (_network_game_info.clients_on >= _settings_client.network.max_clients) return NULL; - if (_network_server) { - cs->client_id = _network_client_id++; - NetworkClientInfo *ci = new NetworkClientInfo(cs->client_id); - cs->SetInfo(ci); - ci->client_playas = COMPANY_INACTIVE_CLIENT; - ci->join_date = _date; - - SetWindowDirty(WC_CLIENT_LIST, 0); - } + /* Register the login */ + _network_clients_connected++; - return cs; + SetWindowDirty(WC_CLIENT_LIST, 0); + return new ServerNetworkGameSocketHandler(s); } /* Close a connection */ diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp index b6ffcbb22..c9d5791dd 100644 --- a/src/network/network_client.cpp +++ b/src/network/network_client.cpp @@ -28,11 +28,19 @@ #include "../rev.h" #include "network.h" #include "network_base.h" +#include "network_client.h" #include "table/strings.h" /* This file handles all the client-commands */ +/** + * Create a new socket for the client side of the game connection. + * @param s The socket to connect with. + */ +ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s) +{ +} /* So we don't make too much typos ;) */ #define MY_CLIENT NetworkClientSocket::Get(0) diff --git a/src/network/network_client.h b/src/network/network_client.h index 88a02f036..e7fd0057f 100644 --- a/src/network/network_client.h +++ b/src/network/network_client.h @@ -16,6 +16,12 @@ #include "network_internal.h" +/** Class for handling the client side of the game connection. */ +class ClientNetworkGameSocketHandler : public NetworkGameSocketHandler { +public: + ClientNetworkGameSocketHandler(SOCKET s); +}; + DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GAME_INFO); DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO); DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(const CommandPacket *cp); diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp index 95b65b3f4..d11051ea5 100644 --- a/src/network/network_server.cpp +++ b/src/network/network_server.cpp @@ -30,12 +30,40 @@ #include "../company_gui.h" #include "../window_func.h" #include "../roadveh.h" +#include "../order_backup.h" #include "../rev.h" #include "table/strings.h" /* This file handles all the server-commands */ +DECLARE_POSTFIX_INCREMENT(ClientID) +/** The identifier counter for new clients (is never decreased) */ +static ClientID _network_client_id = CLIENT_ID_FIRST; + +/** + * Create a new socket for the server side of the game connection. + * @param s The socket to connect with. + */ +ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s) +{ + this->client_id = _network_client_id++; + NetworkClientInfo *ci = new NetworkClientInfo(this->client_id); + this->SetInfo(ci); + ci->client_playas = COMPANY_INACTIVE_CLIENT; + ci->join_date = _date; +} + +/** + * Clear everything related to this client. + */ +ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler() +{ + if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID; + OrderBackup::ResetUser(this->client_id); +} + + static void NetworkHandleCommandQueue(NetworkClientSocket *cs); /*********** diff --git a/src/network/network_server.h b/src/network/network_server.h index 8e7342a9e..55366d222 100644 --- a/src/network/network_server.h +++ b/src/network/network_server.h @@ -16,6 +16,13 @@ #include "network_internal.h" +/** Class for handling the server side of the game connection. */ +class ServerNetworkGameSocketHandler : public NetworkGameSocketHandler { +public: + ServerNetworkGameSocketHandler(SOCKET s); + ~ServerNetworkGameSocketHandler(); +}; + DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP); DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientSocket *cs, ClientID client_id, NetworkErrorCode errorno); DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientSocket *cs, NetworkErrorCode error); |