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Diffstat (limited to 'src/network/network_client.cpp')
-rw-r--r-- | src/network/network_client.cpp | 819 |
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 */ |