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-rw-r--r--src/network/core/tcp_game.h262
-rw-r--r--src/network/network_client.cpp105
-rw-r--r--src/network/network_server.cpp158
3 files changed, 262 insertions, 263 deletions
diff --git a/src/network/core/tcp_game.h b/src/network/core/tcp_game.h
index 2a24b938c..3cd7b442e 100644
--- a/src/network/core/tcp_game.h
+++ b/src/network/core/tcp_game.h
@@ -118,45 +118,307 @@ private:
NetworkClientInfo *info; ///< Client info related to this socket
protected:
+
+ /**
+ * Notification that the server is full.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
+
+ /**
+ * Notification that the client trying to join is banned.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
+
+ /**
+ * Try to join the server:
+ * string OpenTTD revision (norev000 if no revision).
+ * string Name of the client (max NETWORK_NAME_LENGTH).
+ * uint8 ID of the company to play as (1..MAX_COMPANIES).
+ * uint8 ID of the clients Language.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN);
+
+ /**
+ * The client made an error:
+ * uint8 Error code caused (see NetworkErrorCode).
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
+
+ /**
+ * Request company information (in detail).
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO);
+
+ /**
+ * Sends information about the companies (one packet per company):
+ * uint8 Version of the structure of this packet (NETWORK_COMPANY_INFO_VERSION).
+ * bool Contains data (false marks the end of updates).
+ * uint8 ID of the company.
+ * string Name of the company.
+ * uint32 Year the company was inaugurated.
+ * uint64 Value.
+ * uint64 Money.
+ * uint64 Income.
+ * uint16 Performance (last quarter).
+ * bool Company is password protected.
+ * uint16 Number of trains.
+ * uint16 Number of lorries.
+ * uint16 Number of busses.
+ * uint16 Number of planes.
+ * uint16 Number of ships.
+ * uint16 Number of train stations.
+ * uint16 Number of lorry stations.
+ * uint16 Number of bus stops.
+ * uint16 Number of airports and heliports.
+ * uint16 Number of harbours.
+ * bool Company is an AI.
+ * string Client names (comma separated list)
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO);
+
+ /**
+ * Send information about a client:
+ * uint32 ID of the client (always unique on a server. 1 = server, 0 is invalid).
+ * uint8 ID of the company the client is playing as (255 for spectators).
+ * string Name of the client.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO);
+
+ /**
+ * Indication to the client that the server needs a game password.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD);
+
+ /**
+ * Indication to the client that the server needs a company password:
+ * uint32 Generation seed.
+ * string Network ID of the server.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD);
+
+ /**
+ * Send a password to the server to authorize:
+ * uint8 Password type (see NetworkPasswordType).
+ * string The password.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD);
+
+ /**
+ * Send a password to the server to authorize
+ * uint8 Password type (see NetworkPasswordType).
+ * string The password.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD);
+
+ /**
+ * The client is joined and ready to receive his map:
+ * uint32 Own client ID.
+ * uint32 Generation seed.
+ * string Network ID of the server.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME);
+
+ /**
+ * Request the map from the server.
+ * uint32 NewGRF version (release versions of OpenTTD only).
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP);
+
+ /**
+ * Notification that another client is currently receiving the map:
+ * uint8 Number of clients awaiting the map.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT);
+
+ /**
+ * Sends parts of the map to the client:
+ * uint8 packet type (MAP_PACKET_START, MAP_PACKET_NORMAL, MAP_PACKET_END).
+ * If MAP_PACKET_START:
+ * uint32 Current frame.
+ * uint32 Size of the map (in bytes).
+ * If MAP_PACKET_NORMAL:
+ * Part of the map (until max size of packet).
+ * If MAP_PACKET_END:
+ * No further data sent.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP);
+
+ /**
+ * Tell the server that we are done receiving/loading the map.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK);
+
+ /**
+ * A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO:
+ * uint32 ID of the client that just joined the game.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN);
+
+ /**
+ * Sends the current frame counter to the client:
+ * uint32 Frame counter
+ * uint32 Frame counter max (how far may the client walk before the server?)
+ * uint32 General seed 1 (dependant on compile settings, not default).
+ * uint32 General seed 2 (dependant on compile settings, not default).
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME);
+
+ /**
+ * Sends a sync-check to the client:
+ * uint32 Frame counter.
+ * uint32 General seed 1.
+ * uint32 General seed 2 (dependant on compile settings, not default).
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC);
+
+ /**
+ * Tell the server we are done with this frame:
+ * uint32 Current frame counter of the client.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK);
+
+ /**
+ * Send a DoCommand to the Server:
+ * uint8 ID of the company (0..MAX_COMPANIES-1).
+ * uint32 ID of the command (see command.h).
+ * uint32 P1 (free variables used in DoCommand).
+ * uint32 P2
+ * uint32 Tile where this is taking place.
+ * string Text.
+ * uint8 ID of the callback.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND);
+
+ /**
+ * Sends a DoCommand to the client:
+ * uint8 ID of the company (0..MAX_COMPANIES-1).
+ * uint32 ID of the command (see command.h).
+ * uint32 P1 (free variable used in DoCommand).
+ * uint32 P2.
+ * uint32 Tile where this is taking place.
+ * string Text.
+ * uint8 ID of the callback.
+ * uint32 Frame of execution.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND);
+
+ /**
+ * Sends a chat-packet to the server:
+ * uint8 ID of the action (see NetworkAction).
+ * uint8 ID of the destination type (see DestType).
+ * uint32 ID of the client or company (destination of the chat).
+ * string Message (max NETWORK_CHAT_LENGTH).
+ * uint64 data (used e.g. for 'give money' actions).
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT);
+
+ /**
+ * Sends a chat-packet to the client:
+ * uint8 ID of the action (see NetworkAction).
+ * uint32 ID of the client (origin of the chat).
+ * string Message (max NETWORK_CHAT_LENGTH).
+ * uint64 data (used e.g. for 'give money' actions).
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT);
+
+ /**
+ * Set the password for the clients current company:
+ * string The password.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD);
+
+ /**
+ * Gives the client a new name:
+ * string New name of the client.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME);
+
+ /**
+ * The client is quiting the game.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT);
+
+ /**
+ * The client made an error and is quiting the game.
+ * uint8 Error of the code caused (see NetworkErrorCode).
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR);
+
+ /**
+ * Notification that a client left the game:
+ * uint32 ID of the client.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT);
+
+ /**
+ * Inform all clients that one client made an error and thus has quit/been disconnected:
+ * uint32 ID of the client that caused the error.
+ * uint8 Code of the error caused (see NetworkErrorCode).
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT);
+
+ /**
+ * Let the clients know that the server is closing.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN);
+
+ /**
+ * Let the clients know that the server is loading a new map.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME);
+
+ /**
+ * Send the result of an issues RCon command back to the client:
+ * uint16 Colour code.
+ * string Output of the RCon command
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON);
+
+ /**
+ * Send an RCon command to the server:
+ * string RCon password.
+ * string Command to be executed.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON);
+
+ /**
+ * Sends information about all used GRFs to the client:
+ * uint8 Amount of GRFs (the following data is repeated this many times, i.e. per GRF data).
+ * uint32 GRF ID
+ * 16 * uint8 MD5 checksum of the GRF
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS);
+
+ /**
+ * Tell the server that we have the required GRFs
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED);
+
+ /**
+ * Move a client from one company into another:
+ * uint32 ID of the client.
+ * uint8 ID of the new company.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
+
+ /**
+ * Request the server to move this client into another company:
+ * uint8 ID of the company the client wants to join.
+ * string Password, if the company is password protected.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE);
+
+ /**
+ * Update the clients knowledge of which company is password protected:
+ * uint16 Bitwise representation of each company
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
+
+ /**
+ * Update the clients knowledge of the max settings:
+ * uint8 Maximum number of companies allowed.
+ * uint8 Maximum number of spectators allowed.
+ */
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE);
NetworkRecvStatus HandlePacket(Packet *p);
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp
index d157ebe7c..7cb76366b 100644
--- a/src/network/network_client.cpp
+++ b/src/network/network_client.cpp
@@ -266,12 +266,6 @@ void HashCurrentCompanyPassword(const char *password)
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
{
- /*
- * Packet: CLIENT_COMPANY_INFO
- * Function: Request company-info (in detail)
- * Data:
- * <none>
- */
Packet *p;
_network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
@@ -283,16 +277,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
{
- /*
- * Packet: CLIENT_JOIN
- * Function: Try to join the server
- * Data:
- * String: OpenTTD Revision (norev000 if no revision)
- * String: Client Name (max NETWORK_NAME_LENGTH)
- * uint8: Play as Company id (1..MAX_COMPANIES)
- * uint8: Language ID
- */
-
Packet *p;
_network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
@@ -308,12 +292,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
{
- /*
- * Packet: CLIENT_NEWGRFS_CHECKED
- * Function: Tell the server that we have the required GRFs
- * Data:
- */
-
Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
my_client->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
@@ -321,13 +299,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password)
{
- /*
- * Packet: CLIENT_GAME_PASSWORD
- * Function: Send a password to the server to authorize
- * Data:
- * uint8: NetworkPasswordType
- * String: Password
- */
Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
p->Send_string(password);
my_client->Send_Packet(p);
@@ -336,13 +307,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *p
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password)
{
- /*
- * Packet: CLIENT_COMPANY_PASSWORD
- * Function: Send a password to the server to authorize
- * Data:
- * uint8: NetworkPasswordType
- * String: Password
- */
Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
p->Send_string(GenerateCompanyPasswordHash(password));
my_client->Send_Packet(p);
@@ -351,13 +315,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
{
- /*
- * Packet: CLIENT_GETMAP
- * Function: Request the map from the server
- * Data:
- * <none>
- */
-
Packet *p = new Packet(PACKET_CLIENT_GETMAP);
/* Send the OpenTTD version to the server, let it validate it too.
* But only do it for stable releases because of those we are sure
@@ -372,13 +329,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
{
- /*
- * Packet: CLIENT_MAP_OK
- * Function: Tell the server that we are done receiving/loading the map
- * Data:
- * <none>
- */
-
Packet *p = new Packet(PACKET_CLIENT_MAP_OK);
my_client->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
@@ -386,13 +336,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
{
- /*
- * Packet: CLIENT_ACK
- * Function: Tell the server we are done with this frame
- * Data:
- * uint32: current FrameCounter of the client
- */
-
Packet *p = new Packet(PACKET_CLIENT_ACK);
p->Send_uint32(_frame_counter);
@@ -403,19 +346,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
/* Send a command packet to the server */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
{
- /*
- * Packet: CLIENT_COMMAND
- * Function: Send a DoCommand to the Server
- * 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
- */
-
Packet *p = new Packet(PACKET_CLIENT_COMMAND);
my_client->Send_Command(p, cp);
@@ -426,17 +356,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacke
/* Send a chat-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
{
- /*
- * Packet: CLIENT_CHAT
- * Function: Send a chat-packet to the serve
- * Data:
- * uint8: ActionID (see network_data.h, NetworkAction)
- * uint8: Destination Type (see network_data.h, DestType);
- * uint32: Destination CompanyID/Client-identifier
- * String: Message (max NETWORK_CHAT_LENGTH)
- * uint64: Some arbitrary number
- */
-
Packet *p = new Packet(PACKET_CLIENT_CHAT);
p->Send_uint8 (action);
@@ -452,12 +371,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action,
/* Send an error-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno)
{
- /*
- * Packet: CLIENT_ERROR
- * Function: The client made an error and is quiting the game
- * Data:
- * uint8: ErrorID (see network_data.h, NetworkErrorCode)
- */
Packet *p = new Packet(PACKET_CLIENT_ERROR);
p->Send_uint8(errorno);
@@ -467,12 +380,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode err
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password)
{
- /*
- * Packet: PACKET_CLIENT_SET_PASSWORD
- * Function: Set the password for the clients current company
- * Data:
- * String: Password
- */
Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
p->Send_string(GenerateCompanyPasswordHash(password));
@@ -482,12 +389,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *pa
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
{
- /*
- * Packet: PACKET_CLIENT_SET_NAME
- * Function: Gives the client a new name
- * Data:
- * String: Name
- */
Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
p->Send_string(name);
@@ -495,14 +396,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
return NETWORK_RECV_STATUS_OKAY;
}
-/* Send an quit-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
{
- /*
- * Packet: CLIENT_QUIT
- * Function: The client is quiting the game
- * Data:
- */
Packet *p = new Packet(PACKET_CLIENT_QUIT);
my_client->Send_Packet(p);
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;