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-rw-r--r--src/network/network_client.cpp819
1 files changed, 819 insertions, 0 deletions
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp
new file mode 100644
index 000000000..6e27eec56
--- /dev/null
+++ b/src/network/network_client.cpp
@@ -0,0 +1,819 @@
+/* $Id$ */
+
+#ifdef ENABLE_NETWORK
+
+#include "../stdafx.h"
+#include "../debug.h"
+#include "../string.h"
+#include "../strings.h"
+#include "network_data.h"
+#include "core/tcp.h"
+#include "../date.h"
+#include "table/strings.h"
+#include "../functions.h"
+#include "network_client.h"
+#include "network_gamelist.h"
+#include "network_gui.h"
+#include "../saveload.h"
+#include "../command.h"
+#include "../window.h"
+#include "../console.h"
+#include "../variables.h"
+#include "../ai/ai.h"
+
+
+// This file handles all the client-commands
+
+
+// So we don't make too much typos ;)
+#define MY_CLIENT DEREF_CLIENT(0)
+
+static uint32 last_ack_frame;
+
+// **********
+// Sending functions
+// DEF_CLIENT_SEND_COMMAND has no parameters
+// **********
+
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)
+{
+ //
+ // Packet: CLIENT_COMPANY_INFO
+ // Function: Request company-info (in detail)
+ // Data:
+ // <none>
+ //
+ Packet *p;
+ _network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
+ InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
+
+ p = NetworkSend_Init(PACKET_CLIENT_COMPANY_INFO);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN)
+{
+ //
+ // Packet: CLIENT_JOIN
+ // Function: Try to join the server
+ // Data:
+ // String: OpenTTD Revision (norev000 if no revision)
+ // String: Player Name (max NETWORK_NAME_LENGTH)
+ // uint8: Play as Player id (1..MAX_PLAYERS)
+ // uint8: Language ID
+ // String: Unique id to find the player back in server-listing
+ //
+
+ extern const char _openttd_revision[];
+ Packet *p;
+ _network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
+ InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
+
+ p = NetworkSend_Init(PACKET_CLIENT_JOIN);
+ NetworkSend_string(p, _openttd_revision);
+ NetworkSend_string(p, _network_player_name); // Player name
+ NetworkSend_uint8(p, _network_playas); // PlayAs
+ NetworkSend_uint8(p, NETLANG_ANY); // Language
+ NetworkSend_string(p, _network_unique_id);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_PASSWORD)(NetworkPasswordType type, const char *password)
+{
+ //
+ // Packet: CLIENT_PASSWORD
+ // Function: Send a password to the server to authorize
+ // Data:
+ // uint8: NetworkPasswordType
+ // String: Password
+ //
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_PASSWORD);
+ NetworkSend_uint8(p, type);
+ NetworkSend_string(p, password);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GETMAP)
+{
+ //
+ // Packet: CLIENT_GETMAP
+ // Function: Request the map from the server
+ // Data:
+ // <none>
+ //
+
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_GETMAP);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_MAP_OK)
+{
+ //
+ // Packet: CLIENT_MAP_OK
+ // Function: Tell the server that we are done receiving/loading the map
+ // Data:
+ // <none>
+ //
+
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_MAP_OK);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK)
+{
+ //
+ // Packet: CLIENT_ACK
+ // Function: Tell the server we are done with this frame
+ // Data:
+ // uint32: current FrameCounter of the client
+ //
+
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_ACK);
+
+ NetworkSend_uint32(p, _frame_counter);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+// Send a command packet to the server
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(CommandPacket *cp)
+{
+ //
+ // Packet: CLIENT_COMMAND
+ // Function: Send a DoCommand to the Server
+ // Data:
+ // uint8: PlayerID (0..MAX_PLAYERS-1)
+ // uint32: CommandID (see command.h)
+ // uint32: P1 (free variables used in DoCommand)
+ // uint32: P2
+ // uint32: Tile
+ // string: text
+ // uint8: CallBackID (see callback_table.c)
+ //
+
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_COMMAND);
+
+ NetworkSend_uint8(p, cp->player);
+ NetworkSend_uint32(p, cp->cmd);
+ NetworkSend_uint32(p, cp->p1);
+ NetworkSend_uint32(p, cp->p2);
+ NetworkSend_uint32(p, (uint32)cp->tile);
+ NetworkSend_string(p, cp->text);
+ NetworkSend_uint8(p, cp->callback);
+
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+// Send a chat-packet over the network
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType type, int dest, const char *msg)
+{
+ //
+ // 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);
+ // uint8: Destination Player (1..MAX_PLAYERS)
+ // String: Message (max MAX_TEXT_MSG_LEN)
+ //
+
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_CHAT);
+
+ NetworkSend_uint8(p, action);
+ NetworkSend_uint8(p, type);
+ NetworkSend_uint8(p, dest);
+ NetworkSend_string(p, msg);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+// Send an error-packet over the network
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(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 = NetworkSend_Init(PACKET_CLIENT_ERROR);
+
+ NetworkSend_uint8(p, errorno);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password)
+{
+ //
+ // Packet: PACKET_CLIENT_SET_PASSWORD
+ // Function: Set the password for the clients current company
+ // Data:
+ // String: Password
+ //
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_SET_PASSWORD);
+
+ NetworkSend_string(p, password);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name)
+{
+ //
+ // Packet: PACKET_CLIENT_SET_NAME
+ // Function: Gives the player a new name
+ // Data:
+ // String: Name
+ //
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_SET_NAME);
+
+ NetworkSend_string(p, name);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+// Send an quit-packet over the network
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)(const char *leavemsg)
+{
+ //
+ // Packet: CLIENT_QUIT
+ // Function: The client is quiting the game
+ // Data:
+ // String: leave-message
+ //
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_QUIT);
+
+ NetworkSend_string(p, leavemsg);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command)
+{
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_RCON);
+ NetworkSend_string(p, pass);
+ NetworkSend_string(p, command);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+
+// **********
+// Receiving functions
+// DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
+// **********
+
+extern bool SafeSaveOrLoad(const char *filename, int mode, int newgm);
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FULL)
+{
+ // We try to join a server which is full
+ _switch_mode_errorstr = STR_NETWORK_ERR_SERVER_FULL;
+ DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
+
+ return NETWORK_RECV_STATUS_SERVER_FULL;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_BANNED)
+{
+ // We try to join a server where we are banned
+ _switch_mode_errorstr = STR_NETWORK_ERR_SERVER_BANNED;
+ DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
+
+ return NETWORK_RECV_STATUS_SERVER_BANNED;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO)
+{
+ byte company_info_version;
+ int i;
+
+ company_info_version = NetworkRecv_uint8(MY_CLIENT, p);
+
+ if (!MY_CLIENT->has_quit && company_info_version == NETWORK_COMPANY_INFO_VERSION) {
+ byte total;
+ byte current;
+
+ total = NetworkRecv_uint8(MY_CLIENT, p);
+
+ // There is no data at all..
+ if (total == 0) return NETWORK_RECV_STATUS_CLOSE_QUERY;
+
+ current = NetworkRecv_uint8(MY_CLIENT, p);
+ if (!IsValidPlayer(current)) return NETWORK_RECV_STATUS_CLOSE_QUERY;
+
+ NetworkRecv_string(MY_CLIENT, p, _network_player_info[current].company_name, sizeof(_network_player_info[current].company_name));
+ _network_player_info[current].inaugurated_year = NetworkRecv_uint32(MY_CLIENT, p);
+ _network_player_info[current].company_value = NetworkRecv_uint64(MY_CLIENT, p);
+ _network_player_info[current].money = NetworkRecv_uint64(MY_CLIENT, p);
+ _network_player_info[current].income = NetworkRecv_uint64(MY_CLIENT, p);
+ _network_player_info[current].performance = NetworkRecv_uint16(MY_CLIENT, p);
+ _network_player_info[current].use_password = NetworkRecv_uint8(MY_CLIENT, p);
+ for (i = 0; i < NETWORK_VEHICLE_TYPES; i++)
+ _network_player_info[current].num_vehicle[i] = NetworkRecv_uint16(MY_CLIENT, p);
+ for (i = 0; i < NETWORK_STATION_TYPES; i++)
+ _network_player_info[current].num_station[i] = NetworkRecv_uint16(MY_CLIENT, p);
+
+ NetworkRecv_string(MY_CLIENT, p, _network_player_info[current].players, sizeof(_network_player_info[current].players));
+
+ InvalidateWindow(WC_NETWORK_WINDOW, 0);
+
+ return NETWORK_RECV_STATUS_OKAY;
+ }
+
+ return NETWORK_RECV_STATUS_CLOSE_QUERY;
+}
+
+// This packet contains info about the client (playas and name)
+// as client we save this in NetworkClientInfo, linked via 'index'
+// which is always an unique number on a server.
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
+{
+ NetworkClientInfo *ci;
+ uint16 index = NetworkRecv_uint16(MY_CLIENT, p);
+ PlayerID playas = NetworkRecv_uint8(MY_CLIENT, p);
+ char name[NETWORK_NAME_LENGTH];
+ char unique_id[NETWORK_NAME_LENGTH];
+
+ NetworkRecv_string(MY_CLIENT, p, name, sizeof(name));
+ NetworkRecv_string(MY_CLIENT, p, unique_id, sizeof(unique_id));
+
+ if (MY_CLIENT->has_quit) return NETWORK_RECV_STATUS_CONN_LOST;
+
+ /* Do we receive a change of data? Most likely we changed playas */
+ if (index == _network_own_client_index) _network_playas = playas;
+
+ ci = NetworkFindClientInfoFromIndex(index);
+ if (ci != NULL) {
+ if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) {
+ // Client name changed, display the change
+ NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, 1, false, ci->client_name, "%s", name);
+ } else if (playas != ci->client_playas) {
+ // The player changed from client-player..
+ // Do not display that for now
+ }
+
+ ci->client_playas = playas;
+ ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name));
+
+ InvalidateWindow(WC_CLIENT_LIST, 0);
+
+ return NETWORK_RECV_STATUS_OKAY;
+ }
+
+ // We don't have this index yet, find an empty index, and put the data there
+ ci = NetworkFindClientInfoFromIndex(NETWORK_EMPTY_INDEX);
+ if (ci != NULL) {
+ ci->client_index = index;
+ ci->client_playas = playas;
+
+ ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name));
+ ttd_strlcpy(ci->unique_id, unique_id, sizeof(ci->unique_id));
+
+ InvalidateWindow(WC_CLIENT_LIST, 0);
+
+ return NETWORK_RECV_STATUS_OKAY;
+ }
+
+ // Here the program should never ever come.....
+ return NETWORK_RECV_STATUS_MALFORMED_PACKET;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR)
+{
+ NetworkErrorCode error = NetworkRecv_uint8(MY_CLIENT, p);
+
+ switch (error) {
+ /* We made an error in the protocol, and our connection is closed.... */
+ case NETWORK_ERROR_NOT_AUTHORIZED:
+ case NETWORK_ERROR_NOT_EXPECTED:
+ case NETWORK_ERROR_PLAYER_MISMATCH:
+ _switch_mode_errorstr = STR_NETWORK_ERR_SERVER_ERROR;
+ break;
+ case NETWORK_ERROR_FULL:
+ _switch_mode_errorstr = STR_NETWORK_ERR_SERVER_FULL;
+ break;
+ case NETWORK_ERROR_WRONG_REVISION:
+ _switch_mode_errorstr = STR_NETWORK_ERR_WRONG_REVISION;
+ break;
+ case NETWORK_ERROR_WRONG_PASSWORD:
+ _switch_mode_errorstr = STR_NETWORK_ERR_WRONG_PASSWORD;
+ break;
+ case NETWORK_ERROR_KICKED:
+ _switch_mode_errorstr = STR_NETWORK_ERR_KICKED;
+ break;
+ case NETWORK_ERROR_CHEATER:
+ _switch_mode_errorstr = STR_NETWORK_ERR_CHEATER;
+ break;
+ default:
+ _switch_mode_errorstr = STR_NETWORK_ERR_LOSTCONNECTION;
+ }
+
+ DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
+
+ return NETWORK_RECV_STATUS_SERVER_ERROR;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEED_PASSWORD)
+{
+ NetworkPasswordType type = NetworkRecv_uint8(MY_CLIENT, p);
+
+ switch (type) {
+ case NETWORK_GAME_PASSWORD:
+ case NETWORK_COMPANY_PASSWORD:
+ ShowNetworkNeedPassword(type);
+ return NETWORK_RECV_STATUS_OKAY;
+
+ default: return NETWORK_RECV_STATUS_MALFORMED_PACKET;
+ }
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WELCOME)
+{
+ _network_own_client_index = NetworkRecv_uint16(MY_CLIENT, p);
+
+ // Start receiving the map
+ SEND_COMMAND(PACKET_CLIENT_GETMAP)();
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WAIT)
+{
+ _network_join_status = NETWORK_JOIN_STATUS_WAITING;
+ _network_join_waiting = NetworkRecv_uint8(MY_CLIENT, p);
+ InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
+
+ // We are put on hold for receiving the map.. we need GUI for this ;)
+ DEBUG(net, 1, "The server is currently busy sending the map to someone else, please wait..." );
+ DEBUG(net, 1, "There are %d clients in front of you", _network_join_waiting);
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
+{
+ static char filename[256];
+ static FILE *file_pointer;
+
+ byte maptype;
+
+ maptype = NetworkRecv_uint8(MY_CLIENT, p);
+
+ if (MY_CLIENT->has_quit) return NETWORK_RECV_STATUS_CONN_LOST;
+
+ // First packet, init some stuff
+ if (maptype == MAP_PACKET_START) {
+ // The name for the temp-map
+ snprintf(filename, lengthof(filename), "%s%snetwork_client.tmp", _paths.autosave_dir, PATHSEP);
+
+ file_pointer = fopen(filename, "wb");
+ if (file_pointer == NULL) {
+ _switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR;
+ return NETWORK_RECV_STATUS_SAVEGAME;
+ }
+
+ _frame_counter = _frame_counter_server = _frame_counter_max = NetworkRecv_uint32(MY_CLIENT, p);
+
+ _network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
+ _network_join_kbytes = 0;
+ _network_join_kbytes_total = NetworkRecv_uint32(MY_CLIENT, p) / 1024;
+ InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
+
+ // The first packet does not contain any more data
+ return NETWORK_RECV_STATUS_OKAY;
+ }
+
+ if (maptype == MAP_PACKET_NORMAL) {
+ // We are still receiving data, put it to the file
+ fwrite(p->buffer + p->pos, 1, p->size - p->pos, file_pointer);
+
+ _network_join_kbytes = ftell(file_pointer) / 1024;
+ InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
+ }
+
+ // Check if this was the last packet
+ if (maptype == MAP_PACKET_END) {
+ fclose(file_pointer);
+
+ _network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
+ InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
+
+ /* The map is done downloading, load it */
+ if (!SafeSaveOrLoad(filename, SL_LOAD, GM_NORMAL)) {
+ DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
+ _switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR;
+ return NETWORK_RECV_STATUS_SAVEGAME;
+ }
+ /* If the savegame has successfully loaded, ALL windows have been removed,
+ * only toolbar/statusbar and gamefield are visible */
+
+ _opt_ptr = &_opt; // during a network game you are always in-game
+
+ // Say we received the map and loaded it correctly!
+ SEND_COMMAND(PACKET_CLIENT_MAP_OK)();
+
+ /* New company/spectator (invalid player) or company we want to join is not active
+ * Switch local player to spectator and await the server's judgement */
+ if (_network_playas == PLAYER_NEW_COMPANY || !IsValidPlayer(_network_playas) ||
+ !GetPlayer(_network_playas)->is_active) {
+
+ SetLocalPlayer(PLAYER_SPECTATOR);
+
+ if (_network_playas != PLAYER_SPECTATOR) {
+ /* We have arrived and ready to start playing; send a command to make a new player;
+ * the server will give us a client-id and let us in */
+ _network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
+ ShowJoinStatusWindow();
+ NetworkSend_Command(0, 0, 0, CMD_PLAYER_CTRL, NULL);
+ }
+ } else {
+ // take control over an existing company
+ SetLocalPlayer(_network_playas);
+ }
+ }
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FRAME)
+{
+ _frame_counter_server = NetworkRecv_uint32(MY_CLIENT, p);
+ _frame_counter_max = NetworkRecv_uint32(MY_CLIENT, p);
+#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
+ // Test if the server supports this option
+ // and if we are at the frame the server is
+ if (p->pos < p->size) {
+ _sync_frame = _frame_counter_server;
+ _sync_seed_1 = NetworkRecv_uint32(MY_CLIENT, p);
+#ifdef NETWORK_SEND_DOUBLE_SEED
+ _sync_seed_2 = NetworkRecv_uint32(MY_CLIENT, p);
+#endif
+ }
+#endif
+ DEBUG(net, 5, "Received FRAME %d", _frame_counter_server);
+
+ // Let the server know that we received this frame correctly
+ // We do this only once per day, to save some bandwidth ;)
+ if (!_network_first_time && last_ack_frame < _frame_counter) {
+ last_ack_frame = _frame_counter + DAY_TICKS;
+ DEBUG(net, 4, "Sent ACK at %d", _frame_counter);
+ SEND_COMMAND(PACKET_CLIENT_ACK)();
+ }
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SYNC)
+{
+ _sync_frame = NetworkRecv_uint32(MY_CLIENT, p);
+ _sync_seed_1 = NetworkRecv_uint32(MY_CLIENT, p);
+#ifdef NETWORK_SEND_DOUBLE_SEED
+ _sync_seed_2 = NetworkRecv_uint32(MY_CLIENT, p);
+#endif
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
+{
+ CommandPacket *cp = malloc(sizeof(CommandPacket));
+ cp->player = NetworkRecv_uint8(MY_CLIENT, p);
+ cp->cmd = NetworkRecv_uint32(MY_CLIENT, p);
+ cp->p1 = NetworkRecv_uint32(MY_CLIENT, p);
+ cp->p2 = NetworkRecv_uint32(MY_CLIENT, p);
+ cp->tile = NetworkRecv_uint32(MY_CLIENT, p);
+ NetworkRecv_string(MY_CLIENT, p, cp->text, sizeof(cp->text));
+ cp->callback = NetworkRecv_uint8(MY_CLIENT, p);
+ cp->frame = NetworkRecv_uint32(MY_CLIENT, p);
+ cp->next = NULL;
+
+ // The server did send us this command..
+ // queue it in our own queue, so we can handle it in the upcoming frame!
+
+ if (_local_command_queue == NULL) {
+ _local_command_queue = cp;
+ } else {
+ // Find last packet
+ CommandPacket *c = _local_command_queue;
+ while (c->next != NULL) c = c->next;
+ c->next = cp;
+ }
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CHAT)
+{
+ char name[NETWORK_NAME_LENGTH], msg[MAX_TEXT_MSG_LEN];
+ const NetworkClientInfo *ci = NULL, *ci_to;
+
+ NetworkAction action = NetworkRecv_uint8(MY_CLIENT, p);
+ uint16 index = NetworkRecv_uint16(MY_CLIENT, p);
+ bool self_send = NetworkRecv_uint8(MY_CLIENT, p);
+ NetworkRecv_string(MY_CLIENT, p, msg, MAX_TEXT_MSG_LEN);
+
+ ci_to = NetworkFindClientInfoFromIndex(index);
+ if (ci_to == NULL) return NETWORK_RECV_STATUS_OKAY;
+
+ /* Did we initiate the action locally? */
+ if (self_send) {
+ switch (action) {
+ case NETWORK_ACTION_CHAT_CLIENT:
+ /* For speaking to client we need the client-name */
+ snprintf(name, sizeof(name), "%s", ci_to->client_name);
+ ci = NetworkFindClientInfoFromIndex(_network_own_client_index);
+ break;
+
+ /* For speaking to company or giving money, we need the player-name */
+ case NETWORK_ACTION_GIVE_MONEY:
+ if (!IsValidPlayer(ci_to->client_playas)) return NETWORK_RECV_STATUS_OKAY;
+ /* fallthrough */
+ case NETWORK_ACTION_CHAT_COMPANY: {
+ StringID str = IsValidPlayer(ci_to->client_playas) ? GetPlayer(ci_to->client_playas)->name_1 : STR_NETWORK_SPECTATORS;
+
+ GetString(name, str, lastof(name));
+ ci = NetworkFindClientInfoFromIndex(_network_own_client_index);
+ } break;
+
+ default: NOT_REACHED(); break;
+ }
+ } else {
+ /* Display message from somebody else */
+ snprintf(name, sizeof(name), "%s", ci_to->client_name);
+ ci = ci_to;
+ }
+
+ if (ci != NULL)
+ NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas), self_send, name, "%s", msg);
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT)
+{
+ char str[100];
+ uint16 index;
+ NetworkClientInfo *ci;
+
+ index = NetworkRecv_uint16(MY_CLIENT, p);
+ GetNetworkErrorMsg(str, NetworkRecv_uint8(MY_CLIENT, p), lastof(str));
+
+ ci = NetworkFindClientInfoFromIndex(index);
+ if (ci != NULL) {
+ NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, ci->client_name, "%s", str);
+
+ // The client is gone, give the NetworkClientInfo free
+ ci->client_index = NETWORK_EMPTY_INDEX;
+ }
+
+ InvalidateWindow(WC_CLIENT_LIST, 0);
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_QUIT)
+{
+ char str[100];
+ uint16 index;
+ NetworkClientInfo *ci;
+
+ index = NetworkRecv_uint16(MY_CLIENT, p);
+ NetworkRecv_string(MY_CLIENT, p, str, lengthof(str));
+
+ ci = NetworkFindClientInfoFromIndex(index);
+ if (ci != NULL) {
+ NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, ci->client_name, "%s", str);
+
+ // The client is gone, give the NetworkClientInfo free
+ ci->client_index = NETWORK_EMPTY_INDEX;
+ } else {
+ DEBUG(net, 0, "Unknown client (%d) is leaving the game", index);
+ }
+
+ InvalidateWindow(WC_CLIENT_LIST, 0);
+
+ // If we come here it means we could not locate the client.. strange :s
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_JOIN)
+{
+ uint16 index;
+ NetworkClientInfo *ci;
+
+ index = NetworkRecv_uint16(MY_CLIENT, p);
+
+ ci = NetworkFindClientInfoFromIndex(index);
+ if (ci != NULL)
+ NetworkTextMessage(NETWORK_ACTION_JOIN, 1, false, ci->client_name, "");
+
+ InvalidateWindow(WC_CLIENT_LIST, 0);
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN)
+{
+ _switch_mode_errorstr = STR_NETWORK_SERVER_SHUTDOWN;
+
+ return NETWORK_RECV_STATUS_SERVER_ERROR;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME)
+{
+ // To trottle the reconnects a bit, every clients waits
+ // his _local_player value before reconnecting
+ // PLAYER_SPECTATOR is currently 255, so to avoid long wait periods
+ // set the max to 10.
+ _network_reconnect = min(_local_player + 1, 10);
+ _switch_mode_errorstr = STR_NETWORK_SERVER_REBOOT;
+
+ return NETWORK_RECV_STATUS_SERVER_ERROR;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_RCON)
+{
+ char rcon_out[NETWORK_RCONCOMMAND_LENGTH];
+ uint16 color_code;
+
+ color_code = NetworkRecv_uint16(MY_CLIENT, p);
+ NetworkRecv_string(MY_CLIENT, p, rcon_out, sizeof(rcon_out));
+
+ IConsolePrint(color_code, rcon_out);
+
+ 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_PASSWORD),
+ NULL, /*PACKET_CLIENT_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,*/
+};
+
+// 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(void)
+{
+ // Set the frame-counter to 0 so nothing happens till we are ready
+ _frame_counter = 0;
+ _frame_counter_server = 0;
+ last_ack_frame = 0;
+ // Request the game-info
+ SEND_COMMAND(PACKET_CLIENT_JOIN)();
+}
+
+// Reads the packets from the socket-stream, if available
+NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientState *cs)
+{
+ Packet *p;
+ NetworkRecvStatus res = NETWORK_RECV_STATUS_OKAY;
+
+ while (res == NETWORK_RECV_STATUS_OKAY && (p = NetworkRecv_Packet(cs, &res)) != NULL) {
+ byte type = NetworkRecv_uint8(MY_CLIENT, p);
+ if (type < PACKET_END && _network_client_packet[type] != NULL && !MY_CLIENT->has_quit) {
+ res = _network_client_packet[type](p);
+ } else {
+ res = NETWORK_RECV_STATUS_MALFORMED_PACKET;
+ DEBUG(net, 0, "[client] received invalid packet type %d", type);
+ }
+
+ free(p);
+ }
+
+ return res;
+}
+
+#endif /* ENABLE_NETWORK */